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  • No sound Ubuntu 12.04 through HDMI

    - by MikeMan
    Specs: Asus G73JH i7/720; ATI Mobility 5870 I have read through a lot of threads on getting HDMI sound to work and non of them have fixed my issue. Granted I am very new to Linux and know only the GUI aspect of what it does from finding similarities that Windows 7 has. I would like to become a Linux Power User and I figured this would be a good step to get started. I was able to successfully install my graphics driver and it shows in use. I connect the HDMI to my HD TV and I get no sound. I don't care about auto switch for sound, that would be great but not necessary. I just want my sound to work through the HDMI. What I have tried: Changed GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" to GRUB_CMDLINE_LINUX_DEFAULT="quiet splash radeon.audio=1" pact set-card-profile 0 output:hdmi-surround Failure: no such entity Sound Settings: Right-click Sound indicator ? Sound Settings ? Output Tab, and set Digital Output (S/PDIF) Built in Audio Speakers Built in Audio I only get 2 settings. If I right-click the area below those 2 in the "play sound through" box, I get no "show hidden devices". I am also doing all this with the HDMI connected to eliminate any possibility for error.

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  • Efficient Algorithm for Recording gameplay's objects positions

    - by Scorch
    So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions within the game, and then render them, giving the player the ability to go back and forth, to stop time and move around. I've made a prototype with some data structures in C#, since this is going to be the programming language we'll be using in our game, but if we want the player to be able to go back just five minutes back with the data of just 100 NPC's, it takes almost 1GB of RAM. Right now, I'm just storing a Doubly linked list, each item with the object position. In the game, I'll need to store even more data in each node, so I need something even more ligher. Of course, this algorithm is zero optimized, but still, that is a lot. The alternatives would be create the NPC's that aren't really important to the game when the user is viewing the past, but I don't really like it very much for the sake of realism. I wonder if there is a better way to store this? Thanks in advance, Scorch

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  • Using 2d collision with 3d objects

    - by Lyise
    I'm planning to write a fairly basic scrolling shoot 'em up, however, I have run into a query with regards to checking for collision. I plan to have a fixed top down view, where the player and enemies are all 3d objects on a fixed plane, and when the enemy or player fires at the other, their shots will also be along this fixed plane. In order to handle the collision, I have read up a bit on collision detection in 3d, as it is not something I have looked into previously, but I'm not sure what would be ideal for this situation. My options appear to be: Sphere collision, however, this lacks the pixel precision I would like Detection using all vertexes and planes of each object, but this seems overly convoluted for a fixed plane of play Rendering the play screen in black and white (where white is an object, black is empty space), once for enemies and once for the player, and checking for collisions that way (if a pixel is white on both, there is a collision) Which of these would be the best approach, or is there another option that I am missing? I have done this previously using 2d sprites, however I can't use the same thinking here as I don't have the image to refer to.

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  • Free movement in a tile-based isometric game

    - by xtr486
    Is there a reasonable easy way to implement free movement in a tile-based isometric game? Meaning that the player wouldn't just instantly jump from one tile to another or not be "snapped" to the grid (for example, if the movement between tiles were animated but you'd be locked from doing anything before the animation finishes). I'm a really beginner with anything related to game programming, but with the help of this site and some other resources it was quite easy to do the basic stuff, but I haven't been able to find any useful resources for this particular problem. Currently I've improvised something close to this: http://jsfiddle.net/KwW5b/4/ (WASD movement). The idea for the movement was to use the mouse map to detect when the player has moved to a different tile and then flip the offsets, and for the most part it works correctly (each corner makes the player move to wrong location: see http://www.youtube.com/watch?v=0xr15IaOhrI, which is probably because I couldn't get the full mouse map work properly), but I have no illusions that it is even close to a good/sane solution. And anyway, it's mostly just to demonstrate what kind of a thing I'd like to implement.

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  • How to open-source a project whose git repository has copyrighted media in the history?

    - by phyzome
    I want to release an audio fingerprinting software project under a free license, but the repository contains copyrighted audio files. The test cases also currently use these files. How do I release the code to the public with maximum version history but without violating copyright? Details: The code is versioned under git. We will collapse it all back into one branch before release. There are 400 MB of audio data. Some files are free-licensed music from e.g. Jamendo, others are MP3s from our personal collections. No matter what approach we take, we'll always keep an immutable copy of the original repo, so as not to destroy project history. Main question: How to handle the public release? Expunge all history of the files in question from the git repository and release the altered repo. (v64 pointed out a way to do this.) Alternatively, take a snapshot of the current state of the code and don't even bother having a public history of the pre-release code. Side question: How could we have avoided this dilemma in the first place, given that sometimes private code or media is needed for the early stages of a project?

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  • Provide A Scrolling "Camera" View Over A 2D Game Map

    - by BitCrash
    I'm in the process of attempting to create a 2D MMO type game with Kryonet and some basic sprites, mostly for my own learning. I have the back end set up great (By my standards) and I'm moving on to actually getting some things drawn onto the map. I cannot for the life of me figure out a solid way to have a "Camera" follow a player around a large area. The view pane for the game is 640 x 480 pixels, and each tile is 32x32 pixels (Thats 20 tiles wide and 15 high for the viewpane) I have tried a couple things to do this, but they did not seem to work out so well. I had a JScrollPane with 9 "Viewpane"-sized canvases in it, and tried to have the JScrollPane move in accordance with the player. The issue came when I reached the end of the JScrollPane. I tried to "Flip" canvases, sending the canvas currrently drawing the player to the middle of the 9 and load the corresponding maps onto the other ones. It was slow and worked poorly. I'm looking for any advice or previous experience with this; any ideas? Thank you! Edit and Clarification: I did not mean to mention Kryonet, I was merely providing peripheral information in case there was something that would help which I could not foresee. Instead of having an array of 9 canvases, why not just have one large canvas loading a large map every once in a while? I'm willing to have "load times" where as with the canvas array I would have none (in theory) to give the user a smooth experience. I could just change the size and location of the map with a modified setBounds() call on the canvas in a layered pane (layered because I have hidden swing items, like inventories and stuff) I'll try it out and post here how it goes for people asking the same question.

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  • Collider2D and Rigidbody2D, how do they work?

    - by user42646
    I have been learning JavaScript and Unity for a week now. I learned how to make Cube as a Ground and another Cube as a player and I used this code to make the Player Cube move forward and backward and jumping var walkspeed: float = 5.0; var jumpheight: float = 250.0; var grounded = false; function Update() { rigidbody.freezeRotation = true; if (Input.GetKey("a")) transform.Translate(Vector3(-1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetKey("d")) transform.Translate(Vector3(1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetButton("Jump")) { Jump(); } } function OnCollisionEnter(hit: Collision) { grounded = true; } function Jump() { if (grounded == true) { rigidbody.AddForce(Vector3.up * jumpheight); grounded = false; } } I also learned how to make a character hit box. how to make a sprite and animation. pretty much the basic stuff. Couple of days ago I created simple ground in Photoshop and a simple character and imported them to Unity3D. Whenever I use my code above the character keeps falling from the scene. Like the character has nothing to stand on. After thinking about it it make sense because I really didn't make anything to make the player character understand that he should stand on something so I started reading about this issue and I realized that there is something called Collider2D and Rigidbody2D. Now I'm really stuck here I just don't know what to do. I applied the rigibody2d to my character picture and the Collider2D to the ground picture but whenever I play the project the gravity makes my character falls down. This is my question: How can I make the rigibody2d object realize that it shouldn't fall if there is a Collider2D object under it? So when I jump it's going to jump and the gravity going to bring it back to the ground.

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • Using FFMPEG to reliably convert videos to mp4 for iphone/ipod and flash players

    - by Jake Stevenson
    I need to convert videos for use in both a flash player and the iphone/ipod touch. I'm using the following batch script with ffmpeg: @echo off ffmpeg.exe -i %1 -s qvga -acodec libfaac -ar 22050 -ab 128k -vcodec libx264 -threads 0 -f ipod %2 This always outputs an mp4 file, and I can always play it on my PC. The videos also seem to play fine on my iphone 3GS. But with some input files it won't work for older iphone versions (3G and iPod touch). Here's the ffmpeg output from one such file: D:\ffmpeg>encode.bat d:\temp\recording.flv d:\temp\out.m4v FFmpeg version SVN-r18709, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --enable-memalign-hack --prefix=/mingw --cross-prefix=i686-ming w32- --cc=ccache-i686-mingw32-gcc --target-os=mingw32 --arch=i686 --cpu=i686 --e nable-avisynth --enable-gpl --enable-zlib --enable-bzlib --enable-libgsm --enabl e-libfaac --enable-libfaad --enable-pthreads --enable-libvorbis --enable-libtheo ra --enable-libspeex --enable-libmp3lame --enable-libopenjpeg --enable-libxvid - -enable-libschroedinger --enable-libx264 libavutil 50. 3. 0 / 50. 3. 0 libavcodec 52.27. 0 / 52.27. 0 libavformat 52.32. 0 / 52.32. 0 libavdevice 52. 2. 0 / 52. 2. 0 libswscale 0. 7. 1 / 0. 7. 1 built on Apr 28 2009 04:04:42, gcc: 4.2.4 [flv @ 0x187d650]skipping flv packet: type 18, size 164, flags 0 Input #0, flv, from 'd:\temp\recording.flv': Duration: 00:00:07.17, start: 0.001000, bitrate: N/A Stream #0.0: Video: flv, yuv420p, 320x240, 1k tbr, 1k tbn, 1k tbc Stream #0.1: Audio: nellymoser, 44100 Hz, mono, s16 [libx264 @ 0x13518b0]using cpu capabilities: MMX2 SSE2Fast SSSE3 FastShuffle SSE 4.2 [libx264 @ 0x13518b0]profile Baseline, level 4.2 Output #0, ipod, to 'd:\temp\out.m4v': Stream #0.0: Video: libx264, yuv420p, 320x240, q=2-31, 200 kb/s, 1k tbn, 1k tbc Stream #0.1: Audio: libfaac, 22050 Hz, mono, s16, 128 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop encoding frame= 90 fps= 0 q=-1.0 Lsize= 128kB time=6.87 bitrate= 152.4kbits/s video:92kB audio:32kB global headers:1kB muxing overhead 2.620892% [libx264 @ 0x13518b0]slice I:8 Avg QP:29.62 size: 7047 [libx264 @ 0x13518b0]slice P:82 Avg QP:30.83 size: 467 [libx264 @ 0x13518b0]mb I I16..4: 17.9% 0.0% 82.1% [libx264 @ 0x13518b0]mb P I16..4: 0.6% 0.0% 0.0% P16..4: 23.1% 0.0% 0.0% 0.0% 0.0% skip:76.3% [libx264 @ 0x13518b0]final ratefactor: 57.50 [libx264 @ 0x13518b0]SSIM Mean Y:0.9544735 [libx264 @ 0x13518b0]kb/s:8412.6 My suspicion is that it has something to do with the audio encoding. If so, does anyone know how to force it to reencode the audio to the proper format? Any other ideas?

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  • EventDispatcher between an as and an fla?

    - by Christopher Richa
    Hi everyone. I am making a fighting game in Flash and while I have everything running, I am missing something: a victory/loss screen. Logically, I know how to do it: if character.hp < 0 { character.dead = true; dispatchevent("death", event) } My problem is that I have no idea as to how to code it. I know I will use two classes and my two .fla files (unless I am wrong). I have two .fla files that are in play here: the Menu.fla file and the Arena.fla file. Menu.fla contains the entire navigation of the game, options, character selection screens, etc. and when it is time for the player to engage in battle, it loads the Arena.fla file, which contains only the backgrounds (depending on the selected stage) and for now is set to a length of one frame only. For Arena.fla, the real action happens in my classes, but logically, I would only need HP.as and Character.as. In Character.as, I have declared the following variable: var isDead:Boolean = false; //is character dead? In HP.as, believe I should have the following: if(currentHp<0) { currentHp = 0; character.isDead = true; //declared as var `character:Object;` EventDispatcher.dispatchEventListener("playerDead", playerDead); } And finally, in Arena.fla, I want to be able to detect the above-mentioned eventlistener and simply move on to a second frame which will display a message in the style of "PLAYER ONE HAS WON" or "PLAYER ONE HAS LOST" with a button that will allow me to go back to the character selection screen. This is the first part in which I am stuck: how do I detect the dispatched event listener in my main .fla file? Secondly, if the player clicks on the "CONTINUE" button, which displays regardless if the player has won or lost, how can my Menu.fla (which loads the Arena.swf) detect this click event, unload the game, and go back to the character selection screen? Thank you in advance for helping me out. I realize this is a lot of text but it's the most descriptive I can be. If you have any questions or need any clarification concerning my question, feel free to speak up. -Christopher

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  • emulator crashes

    - by Dave
    I am setting up an Android environment for the first time on Eclipse. I have many years of Eclipse experience, but new to Android. This is being done on an Apple Mac Mini, running MacOSX 10.6.3. I am using the latest Eclipse Classic, version 3.5.2. I am trying to get the tiny hello world program running. When I run it, I get the following in the console window of Eclipse: [2010-06-12 13:48:08 - HelloAndroid] Automatic Target Mode: launching new emulator with compatible AVD 'Android2.2AVD' [2010-06-12 13:48:08 - HelloAndroid] Launching a new emulator with Virtual Device 'Android2.2AVD' [2010-06-12 13:48:11 - HelloAndroid] New emulator found: emulator-5554 [2010-06-12 13:48:11 - HelloAndroid] Waiting for HOME ('android.process.acore') to be launched... [2010-06-12 13:48:12 - Emulator] 2010-06-12 13:48:12.783 emulator[50495:903] Warning once: This application, or a library it uses, is using NSQuickDrawView, which has been deprecated. Apps should cease use of QuickDraw and move to Quartz. [2010-06-12 13:48:19 - HelloAndroid] emulator-5554 disconnected! Cancelling 'com.example.helloandroid.HelloAndroid activity launch'! The emulator crashes with the following info. I have followed all the instructions for running the hello world sample. Anyone have any ideas? Process: emulator [50398] Path: /Users/jeremy/android-sdk-mac_86/tools/emulator Identifier: emulator Version: ??? (???) Code Type: X86 (Native) Parent Process: eclipse [50388] Date/Time: 2010-06-12 13:28:38.595 -0400 OS Version: Mac OS X 10.6.3 (10D573) Report Version: 6 Interval Since Last Report: 363037 sec Crashes Since Last Report: 9 Per-App Crashes Since Last Report: 7 Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x00000000007fd000 Crashed Thread: 4 Thread 0: Dispatch queue: com.apple.main-thread 0 emulator 0x000eed4e helper_set_cp15 + 30 Thread 1: 0 libSystem.B.dylib 0x9020bbd2 __workq_kernreturn + 10 1 libSystem.B.dylib 0x9020c168 _pthread_wqthread + 941 2 libSystem.B.dylib 0x9020bd86 start_wqthread + 30 Thread 2: Dispatch queue: com.apple.libdispatch-manager 0 libSystem.B.dylib 0x9020cb42 kevent + 10 1 libSystem.B.dylib 0x9020d25c _dispatch_mgr_invoke + 215 2 libSystem.B.dylib 0x9020c719 _dispatch_queue_invoke + 163 3 libSystem.B.dylib 0x9020c4be _dispatch_worker_thread2 + 240 4 libSystem.B.dylib 0x9020bf41 _pthread_wqthread + 390 5 libSystem.B.dylib 0x9020bd86 start_wqthread + 30 Thread 3: 0 libSystem.B.dylib 0x901e635a semaphore_timedwait_signal_trap + 10 1 libSystem.B.dylib 0x90213ea1 _pthread_cond_wait + 1066 2 libSystem.B.dylib 0x90242a28 pthread_cond_timedwait_relative_np + 47 3 com.apple.audio.CoreAudio 0x9056f965 CAGuard::WaitFor(unsigned long long) + 219 4 com.apple.audio.CoreAudio 0x90572997 CAGuard::WaitUntil(unsigned long long) + 289 5 com.apple.audio.CoreAudio 0x90570294 HP_IOThread::WorkLoop() + 1892 6 com.apple.audio.CoreAudio 0x9056fb2b HP_IOThread::ThreadEntry(HP_IOThread*) + 17 7 com.apple.audio.CoreAudio 0x9056fa42 CAPThread::Entry(CAPThread*) + 140 8 libSystem.B.dylib 0x90213a19 _pthread_start + 345 9 libSystem.B.dylib 0x9021389e thread_start + 34 Thread 4 Crashed: 0 emulator 0x00040380 audioInDeviceIOProc + 96 Thread 4 crashed with X86 Thread State (32-bit): eax: 0x00000000 ebx: 0x007fd000 ecx: 0x000001fe edx: 0x0198f3f0 edi: 0x00000200 esi: 0x01119850 ebp: 0x01119800 esp: 0xb020fad0 ss: 0x0000001f efl: 0x00010212 eip: 0x00040380 cs: 0x00000017 ds: 0x0000001f es: 0x0000001f fs: 0x0000001f gs: 0x00000037 cr2: 0x007fd000

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  • controlling threads flow

    - by owca
    I had a task to write simple game simulating two players picking up 1-3 matches one after another until the pile is gone. I managed to do it for computer choosing random value of matches but now I'd like to go further and allow humans to play the game. Here's what I already have : http://paste.pocoo.org/show/201761/ Class Player is a computer player, and PlayerMan should be human being. Problem is, that thread of PlayerMan should wait until proper value of matches is given but I cannot make it work this way. Logic is as follows: thread runs until matches equals to zero. If player number is correct at the moment function pickMatches() is called. After decreasing number of matches on table, thread should wait and another thread should be notified. I know I must use wait() and notify() but I can't place them right. Class Shared keeps the value of current player, and also amount of matches. public void suspendThread() { suspended = true; } public void resumeThread() { suspended = false; } @Override public void run(){ int matches=1; int which = 0; int tmp=0; Shared data = this.selectData(); String name = this.returnName(); int number = this.getNumber(); while(data.getMatches() != 0){ while(!suspended){ try{ which = data.getCurrent(); if(number == which){ matches = pickMatches(); tmp = data.getMatches() - matches; data.setMatches(tmp, number); if(data.getMatches() == 0){ System.out.println(" "+ name+" takes "+matches+" matches."); System.out.println("Winner is player: "+name); stop(); } System.out.println(" "+ name+" takes "+matches+" matches."); if(number != 0){ data.setCurrent(0); } else{ data.setCurrent(1); } } this.suspendThread(); notifyAll(); wait(); }catch(InterruptedException exc) {} } } } @Override synchronized public int pickMatches(){ Scanner scanner = new Scanner(System.in); int n = 0; Shared data = this.selectData(); System.out.println("Choose amount of matches (from 1 to 3): "); if(data.getMatches() == 1){ System.out.println("There's only 1 match left !"); while(n != 1){ n = scanner.nextInt(); } } else{ do{ n = scanner.nextInt(); } while(n <= 1 && n >= 3); } return n; } }

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  • Animation using AniMate with Unity3D doesn't interact with physical objects

    - by Albz
    I'm designing a maze with Unity3D. The maze has a number of bifurcations and the player will stop before each bifurcation and simply choose left or right. Then an automatic animation will move the player through the next bifurcation till the end of the maze (or till a dead end). To animate the player I'm using AniMate and C# in my Unity project. Using AniMate I'm simply creating a point-to-point animation for each bifurcation (e.g. mage below: from the start/red arrow to point 5) My problem is that my animation script (associated to the "First Person Controller") is not working properly since physics is not respected (the player passes through walls). If in the same project I enable the standard character controls in Unity, then I can navigate in the maze with the physical contrains of walls etc... (i.e. I have colliders). This is an example of the code I'm using when I press left to pass from starting point, trough point 1 to point 2: void FixedUpdate () { if (Input.GetKey(KeyCode.LeftArrow)) { //To point 1 Hashtable props = new Hashtable(); props.Add("position", new Vector3(756f,112f,1124f)); props.Add("physics", true); Ani.Mate.To(transform, 2, props); //To point 2 Hashtable props2 = new Hashtable(); props2.Add("position", new Vector3(731f,112f,1124f)); props2.Add("physics", true); Ani.Mate.To(transform, 2, props2); } } What happens practically when I press the left arrow button is that the player moves directly to point 2 using a straight line passing through the wall. I tried to pass to AniMate "Physics = true" but it doesn't seem to help. Any idea on how to solve this issue? Alternatively... any hint on how to have a more optimized code and just use a series of vector3 coordinates (one for each point) to obtain the simple animation I want without having to declare new Hashtable(); etc... every time? I chose AniMate simply because 1. I'm a beginner with Unity 2. I don't need complex animations (e.g. I don't need to use iTween), just fixed animations along straight lines and I need something really simple and quick to implement in a script. However, if someone has an equally simple solution it will be welcome. thank you in advance for your help

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  • Is it possible to access variable of subclass using object of superclass in polymorphism

    - by fari
    how can i access state varibale of class keyboard with object of class kalaplayer /** * An abstract class representing a player in Kala. Extend this class * to make your own players (e.g. human players entering moves at the keyboard * or computer players with programmed strategies for making moves). */ public abstract class KalaPlayer { /** * Method by which a player selects a move. * @param gs The current game state * @return A side pit number in the range 1-6 * @throws NoMoveAvailableException if all side pits for the player are empty * (i.e. the game is over) */ public abstract int chooseMove(KalaGameState gs) throws NoMoveAvailableException; } public class KeyBoardPlayer extends KalaPlayer { /** * Method by which a player selects a move. * @param gs The current game state * @return A side pit number in the range 1-6 * @throws NoMoveAvailableException if all side pits for the player are empty * (i.e. the game is over) */ public KalaGameState state; public KeyBoardPlayer() { System.out.println("Enter the number of stones to play with: "); try { BufferedReader br = new BufferedReader(new InputStreamReader(System.in)); int key = Integer.parseInt(br.readLine()); state=new KalaGameState(key); //key=player1.state.turn; } catch(IOException e) { System.out.println(e); } } public int chooseMove(KalaGameState gs) throws NoMoveAvailableException{ return 0; } } import java.io.IOException; import java.io.BufferedReader; import java.io.InputStreamReader; public class KalaGame { KalaPlayer player1,player2; public KalaGame(KeyBoardPlayer Player1,KeyBoardPlayer Player2) { //super(0); player1=new KeyBoardPlayer(); player2 = new KeyBoardPlayer(); //player1=Player1; //player2=Player2; //player1.state ****how can i access the stae variable from Keyboard CLass using object from KalaPlayer key=player1.state.turn; } public void play() { System.out.println("Enter the number of stones to play with: "); try { BufferedReader br = new BufferedReader(new InputStreamReader(System.in)); int key = Integer.parseInt(br.readLine()); System.out.println(key); KalaGameState state=new KalaGameState(key); printGame(); } catch(IOException e) { System.out.println(e); } }

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  • How do I handle the Maybe result of at in Control.Lens.Indexed without a Monoid instance

    - by Matthias Hörmann
    I recently discovered the lens package on Hackage and have been trying to make use of it now in a small test project that might turn into a MUD/MUSH server one very distant day if I keep working on it. Here is a minimized version of my code illustrating the problem I am facing right now with the at lenses used to access Key/Value containers (Data.Map.Strict in my case) {-# LANGUAGE OverloadedStrings, GeneralizedNewtypeDeriving, TemplateHaskell #-} module World where import Control.Applicative ((<$>),(<*>), pure) import Control.Lens import Data.Map.Strict (Map) import qualified Data.Map.Strict as DM import Data.Maybe import Data.UUID import Data.Text (Text) import qualified Data.Text as T import System.Random (Random, randomIO) newtype RoomId = RoomId UUID deriving (Eq, Ord, Show, Read, Random) newtype PlayerId = PlayerId UUID deriving (Eq, Ord, Show, Read, Random) data Room = Room { _roomId :: RoomId , _roomName :: Text , _roomDescription :: Text , _roomPlayers :: [PlayerId] } deriving (Eq, Ord, Show, Read) makeLenses ''Room data Player = Player { _playerId :: PlayerId , _playerDisplayName :: Text , _playerLocation :: RoomId } deriving (Eq, Ord, Show, Read) makeLenses ''Player data World = World { _worldRooms :: Map RoomId Room , _worldPlayers :: Map PlayerId Player } deriving (Eq, Ord, Show, Read) makeLenses ''World mkWorld :: IO World mkWorld = do r1 <- Room <$> randomIO <*> (pure "The Singularity") <*> (pure "You are standing in the only place in the whole world") <*> (pure []) p1 <- Player <$> randomIO <*> (pure "testplayer1") <*> (pure $ r1^.roomId) let rooms = at (r1^.roomId) ?~ (set roomPlayers [p1^.playerId] r1) $ DM.empty players = at (p1^.playerId) ?~ p1 $ DM.empty in do return $ World rooms players viewPlayerLocation :: World -> PlayerId -> RoomId viewPlayerLocation world playerId= view (worldPlayers.at playerId.traverse.playerLocation) world Since rooms, players and similar objects are referenced all over the code I store them in my World state type as maps of Ids (newtyped UUIDs) to their data objects. To retrieve those with lenses I need to handle the Maybe returned by the at lens (in case the key is not in the map this is Nothing) somehow. In my last line I tried to do this via traverse which does typecheck as long as the final result is an instance of Monoid but this is not generally the case. Right here it is not because playerLocation returns a RoomId which has no Monoid instance. No instance for (Data.Monoid.Monoid RoomId) arising from a use of `traverse' Possible fix: add an instance declaration for (Data.Monoid.Monoid RoomId) In the first argument of `(.)', namely `traverse' In the second argument of `(.)', namely `traverse . playerLocation' In the second argument of `(.)', namely `at playerId . traverse . playerLocation' Since the Monoid is required by traverse only because traverse generalizes to containers of sizes greater than one I was now wondering if there is a better way to handle this that does not require semantically nonsensical Monoid instances on all types possibly contained in one my objects I want to store in the map. Or maybe I misunderstood the issue here completely and I need to use a completely different bit of the rather large lens package?

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  • PHP - JSON Steam API query

    - by Hunter
    First time using "JSON" and I've just been working away at my dissertation and I'm integrating a few features from the steam API.. now I'm a little bit confused as to how to create arrays. function test_steamAPI() { $api = ('http://api.steampowered.com/ISteamUser/GetPlayerSummaries/v0002/?key='.get_Steam_api().'&steamids=76561197960435530'); $test = decode_url($api); var_dump($test['response']['players'][0]['personaname']['steamid']); } //Function to decode and return the data. function decode_url($url) { $decodeURL = $url; $data = file_get_contents($url); $data_output = json_decode($data, true); return $data_output; } So ea I've wrote a simple method to decode Json as I'll be doing a fair bit.. But just wondering the best way to print out arrays.. I can't for the life of me get it to print more than 1 element without it retunring an error e.g. Warning: Illegal string offset 'steamid' in /opt/lampp/htdocs/lan/lan-includes/scripts/class.steam.php on line 48 string(1) "R" So I can print one element, and if I add another it returns errors. EDIT -- Thanks for help, So this was my solution: function test_steamAPI() { $api = ('http://api.steampowered.com/ISteamUser/GetPlayerSummaries/v0002/?key='.get_Steam_api().'&steamids=76561197960435530,76561197960435530'); $data = decode_url($api); foreach($data ['response']['players'] as $player) { echo "Steam id:" . $player['steamid'] . "\n"; echo "Community visibility :" . $player['communityvisibilitystate'] . "\n"; echo "Player profile" . $player['profileurl'] ."\n"; } } //Function to decode and return the data. function decode_url($url) { $decodeURL = $url; $json = file_get_contents($decodeURL); $data_output = json_decode($json, true); return $data_output; } Worked this out by taking a look at the data.. and a couple json examples, this returns an array based on the Steam API URL (It works for multiple queries.... just FYI) and you can insert loops inside for items etc.. (if anyone searches for this).

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  • How Do you Declare a Dependancy Property in VB.Net 3.0

    - by discwiz
    My company is stuck on .Net 3.0. The task I am trying to tackle is simple, I need to bind the IsChecked property of the CheckBoxResolvesCEDAR to the CompletesCEDARWork in my Audio class. The more I read about this it appears that I have to declare CompletesCEDARWork as dependancy propert, but I can not find a good example of how this is done. I found this example, but when I pasted into my code I get an "is not defined" error for GetValue and I have not successfully figure out what MyCode is supposed to represent. Any help/examples would be greatly appreciated. Thanks Public Shared ReadOnly IsSpinningProperty As DependencyProperty = DependencyProperty.Register("IsSpinning", GetType(Boolean), GetType(MyCode)) Public Property IsSpinning() As Boolean Get Return CBool(GetValue(IsSpinningProperty)) End Get Set(ByVal value As Boolean) SetValue(IsSpinningProperty, value) End Set End Property Here is my slimed down Audio Class as it stands now. Imports System.Xml Imports System Imports System.IO Imports System.Collections.ObjectModel Imports System.ComponentModel Public Class Audio Private mXMLString As String Private mTarpID As Integer Private mStartTime As Date Private mEndTime As Date Private mAudioArray As Byte() Private mFileXMLInfo As IO.FileInfo Private mFileXMLStream As IO.FileStream Private mFileAudioInfo As IO.FileInfo Private mDisplayText As String Private mCompletesCEDARWork As Boolean Private Property CompletesCEDARWork() As Boolean Get Return mCompletesCEDARWork End Get Set(ByVal value As Boolean) mCompletesCEDARWork = value End Set End Property And here is my XML Datatemplate where I set the binding. <DataTemplate x:Key="UploadLayout" DataType="Audio"> <Border BorderBrush="LightGray" CornerRadius="8" BorderThickness="1" Padding="10" Margin="0,3,0,0"> <StackPanel Orientation="Vertical"> <TextBlock Text="{Binding Path=DisplayText}"> </TextBlock> <StackPanel Orientation="Horizontal" VerticalAlignment="Center"> <TextBlock Text="TARP ID" VerticalAlignment="Center"/> <ComboBox x:Name="ListBoxTarpIDs" ItemsSource="{Binding Path=TarpIds}" SelectedValue="{Binding Path=TarpID}" BorderBrush="Transparent" Background="Transparent" > </ComboBox> </StackPanel> <CheckBox x:Name="CheckBoxResolvesCEDAR" Content="Resolves CEDAR Work" IsChecked="{Binding ElementName=Audio,Path=CompletesCEDARWork,Mode=TwoWay}"/> </StackPanel> </Border> </DataTemplate>

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  • No sound after video card replaced (AMD Radeon HD 7770)

    - by Sean
    Issue: no sound System: Dual boot Windows 7 (sda) Ubuntu 12.04 (sdb) 2 harddrives Dell XPS 730 Video card: AMD Radeo HD 7770 Diamond Multimedia Sound card: Creative Labs SB X-Fi Additional info: My sound used to work. Then, my old video card (NVIDIA geforce 280) died. I bought and installed a new video card: Radeon HD 7770. After this, my sound no longer worked in ubuntu (Win7 audio still works). Everything else in ubuntu, such as video, works fine. I suspect it has something to do with the fact that the Radeon card includes sound capability. Problem Details: If I click on System Settings - Sound, the panel freezes and stops responding indefinitely. The sound volume icon at the top of the screen (by the clock) shows 3 dashes beside it "---", and an empty drop-down box shows if I click on it. (Possibly related to 1.) When I reboot my machine, I get the message: "gnome settings daemon not responding". I have to force the reboot. I reinstalled ubunbu (perserving my home directory) and the problem persists. Diagnostics info: Following procedure outlined here: https://help.ubuntu.com/community/SoundTroubleshooting The following is a list of terminal commands, and their output: $ aplay -l List of PLAYBACK Hardware Devices There is no listing beyond that, and the command freezes until I hit control-c $ lspci -v | grep -A7 -i "audio" 00:0f.1 Audio device: NVIDIA Corporation MCP55 High Definition Audio (rev a2) Subsystem: Dell Device 0224 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 23 Memory at dfff0000 (32-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel -- 01:00.1 Audio device: Advanced Micro Devices [AMD] nee ATI Device aab0 Subsystem: Diamond Multimedia Systems Device aab0 Flags: bus master, fast devsel, latency 0, IRQ 43 Memory at dfefc000 (64-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel -- 03:0a.0 Audio device: Creative Labs SB X-Fi Subsystem: Creative Labs Device 6002 Flags: bus master, medium devsel, latency 32, IRQ 18 Memory at dbff4000 (32-bit, non-prefetchable) [size=16K] Memory at dbc00000 (64-bit, non-prefetchable) [size=2M] Memory at d4000000 (64-bit, non-prefetchable) [size=64M] I/O ports at 8c00 [size=32] Capabilities: <access denied> Notice the Diamond Multimedia Systems Device - that seems to be my video card sound. My video card is Diamond multimedia. Also there's the weird NVIDIA device in there. That must either be a remnant of my now removed NVIDIA graphics card, or else some kind of on-board thing. Not sure which. $ killall pulseaudio This allows me to open system settings - sound. But the "Test Sound" button makes no sound And the output volume + mute controls are greyed / disabled at 0 volume. It also allows me to click on the sound control in the "task bar" (beside the clock), and a volume slider drops down, but it is disabled / greyed at 0 volume. $ find /lib/modules/uname -r | grep snd /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-88pm860x.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-tlv320aic3x.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8900.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8978.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-tlv320dac33.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm9090.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-sta32x.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-max98088.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-max9850.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-rt5631.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8903.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8580.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8523.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-max9877.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-ads117x.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8955.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8804.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-sgtl5000.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8750.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm2000.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-tlv320aic32x4.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-ak4642.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-ad193x.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8753.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-ak4535.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8985.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8350.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-dfbmcs320.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-cs42l51.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-tlv320aic26.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8737.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-uda1380.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8776.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8995.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-tpa6130a2.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8727.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm5100.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8991.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8510.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-jz4740-codec.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8400.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-lm4857.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8960.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-alc5623.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-cs4270.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-tlv320aic23.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8993.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8961.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8940.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-uda134x.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-ad1836.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8994.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8782.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-cs4271.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8974.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8983.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8962.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-ak4641.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm-hubs.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8971.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8996.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wl1273.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-adav80x.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-spdif.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-pcm3008.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-cx20442.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-ak4671.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8711.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-ad73311.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-max98095.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm9081.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8741.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm1250-ev1.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8988.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-adau1373.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8731.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-l3.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-ssm2602.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-da7210.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-ak4104.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8904.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8728.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8770.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/codecs/snd-soc-wm8990.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/soc/snd-soc-core.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/synth/emux/snd-emux-synth.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/synth/snd-util-mem.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/snd-hrtimer.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/snd-hwdep.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/snd-pcm.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/snd-rawmidi.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/oss/snd-mixer-oss.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/snd-page-alloc.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/seq/snd-seq-midi.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/seq/snd-seq-dummy.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/seq/snd-seq-virmidi.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/seq/snd-seq-device.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/seq/snd-seq-midi-event.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/seq/snd-seq.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/seq/snd-seq-midi-emul.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/snd.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/core/snd-timer.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pcmcia/pdaudiocf/snd-pdaudiocf.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pcmcia/vx/snd-vxpocket.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/usb/6fire/snd-usb-6fire.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/usb/snd-usbmidi-lib.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/usb/caiaq/snd-usb-caiaq.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/usb/usx2y/snd-usb-usx2y.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/usb/usx2y/snd-usb-us122l.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/usb/snd-usb-audio.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/usb/misc/snd-ua101.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/opl3/snd-opl3-synth.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/opl3/snd-opl3-lib.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/opl4/snd-opl4-lib.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/opl4/snd-opl4-synth.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/snd-portman2x4.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/snd-serial-u16550.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/snd-mts64.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/snd-mtpav.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/mpu401/snd-mpu401.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/mpu401/snd-mpu401-uart.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/vx/snd-vx-lib.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/snd-dummy.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/snd-aloop.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/pcsp/snd-pcsp.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/drivers/snd-virmidi.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/firewire/snd-firewire-lib.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/firewire/snd-firewire-speakers.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/firewire/snd-isight.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/i2c/snd-tea6330t.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/i2c/other/snd-tea575x-tuner.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/i2c/other/snd-ak4113.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/i2c/other/snd-pt2258.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/i2c/other/snd-ak4117.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/i2c/other/snd-ak4xxx-adda.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/i2c/other/snd-ak4114.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/i2c/snd-cs8427.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/i2c/snd-i2c.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/emu10k1/snd-emu10k1-synth.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/emu10k1/snd-emu10k1.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/emu10k1/snd-emu10k1x.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/korg1212/snd-korg1212.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/au88x0/snd-au8830.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/au88x0/snd-au8820.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/au88x0/snd-au8810.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/aw2/snd-aw2.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-sis7019.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-ens1371.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/vx222/snd-vx222.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-via82xx.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-es1968.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-atiixp-modem.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-cs4281.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-sonicvibes.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-intel8x0.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-maestro3.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/ac97/snd-ac97-codec.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-es1938.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-fm801.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/nm256/snd-nm256.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/hda/snd-hda-codec-realtek.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/hda/snd-hda-codec-cmedia.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/hda/snd-hda-codec-conexant.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/hda/snd-hda-intel.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/hda/snd-hda-codec-analog.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/hda/snd-hda-codec-hdmi.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/hda/snd-hda-codec-idt.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/hda/snd-hda-codec-ca0110.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/hda/snd-hda-codec-cirrus.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/hda/snd-hda-codec-via.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/hda/snd-hda-codec-ca0132.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/hda/snd-hda-codec-si3054.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/hda/snd-hda-codec.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/riptide/snd-riptide.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-ens1370.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-als4000.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-intel8x0m.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/ca0106/snd-ca0106.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-cs5530.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/cs5535audio/snd-cs5535audio.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-rme32.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/ymfpci/snd-ymfpci.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/ctxfi/snd-ctxfi.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-azt3328.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/cs46xx/snd-cs46xx.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/lx6464es/snd-lx6464es.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/ice1712/snd-ice1712.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/ice1712/snd-ice17xx-ak4xxx.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/ice1712/snd-ice1724.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/mixart/snd-mixart.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/ali5451/snd-ali5451.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/lola/snd-lola.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/oxygen/snd-oxygen-lib.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/oxygen/snd-oxygen.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/oxygen/snd-virtuoso.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-via82xx-modem.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/pcxhr/snd-pcxhr.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-indigo.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-echo3g.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-mona.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-layla20.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-gina20.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-layla24.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-mia.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-indigoiox.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-darla24.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-indigoio.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-indigodjx.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-gina24.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-darla20.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/echoaudio/snd-indigodj.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-cmipci.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/asihpi/snd-asihpi.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-ad1889.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/rme9652/snd-rme9652.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/rme9652/snd-hdspm.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/rme9652/snd-hdsp.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/trident/snd-trident.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-atiixp.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-als300.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-bt87x.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/pci/snd-rme96.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/opti9xx/snd-miro.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/opti9xx/snd-opti92x-ad1848.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/opti9xx/snd-opti93x.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/opti9xx/snd-opti92x-cs4231.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/gus/snd-gusextreme.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/gus/snd-interwave.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/gus/snd-gusmax.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/gus/snd-interwave-stb.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/gus/snd-gus-lib.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/gus/snd-gusclassic.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/sb/snd-emu8000-synth.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/sb/snd-sb16-dsp.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/sb/snd-sbawe.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/sb/snd-sb8-dsp.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/sb/snd-sb-common.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/sb/snd-sb16.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/sb/snd-sb16-csp.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/sb/snd-sb8.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/sb/snd-jazz16.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/snd-es18xx.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/snd-azt2320.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/snd-cmi8330.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/snd-als100.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/msnd /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/msnd/snd-msnd-classic.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/msnd/snd-msnd-pinnacle.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/msnd/snd-msnd-lib.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/cs423x/snd-cs4231.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/cs423x/snd-cs4236.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/es1688/snd-es1688-lib.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/es1688/snd-es1688.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/snd-adlib.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/ad1848/snd-ad1848.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/ad1816a/snd-ad1816a.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/galaxy/snd-azt1605.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/galaxy/snd-azt2316.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/wavefront/snd-wavefront.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/wss/snd-wss-lib.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/snd-sc6000.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/snd-sscape.ko /lib/modules/3.2.0-29-generic-pae/kernel/sound/isa/snd-opl3sa2.ko

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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  • UPK 3.6.1 (is Coming)

    - by marc.santosusso
    In anticipation of the release of UPK 3.6.1, I'd like to briefly describe some of the features that will be available in this new version. Topic Editor in Tabs Topic Editors now open in tabs instead of separate Developer windows. This offers several improvements: First, the bubble editor can be docked and resized in the same way as other editor panes. That's right, you can resize the bubble editor! The second enhancement that this changes brings is an improved undo and redo which allows each action to be undone and redone in the Topic Editor. New Sound Editor The topic and web page editors include a new sound editor with all the bells and whistles necessary to record, edit, import, and export, sound. Sound can be captured during topic recording--which is great for a Subject Matter Expert (SME) to narrate what they're recording--or after the topic has been recorded. Sound can also be added to web pages and played on the concept panes of modules, sections and topics. Turn off bubbles in Topics Authors may opt to hide bubbles either per frame or for an entire topic. When you want to draw a user's attention to the content on the screen instead of the bubble. This feature works extremely well in conjunction with the new sound capabilities. For instance, consider recording conceptual information with narration and no bubbles. Presentation Output UPK content can be published as a Presentation in Microsoft PowerPoint format. Publishing for Presentation will create a presentation for each topic published. The presentation template can be customized Using the same methods offered for the UPK document outputs, allowing your UPK-generated presentations to match your corporate branding. Autosave and Recovery The Developer will automatically save your work as often as you would like. This affords authors the ability to recover these automatically saved documents if their system or UPK were to close unexpectedly. The Developer defaults to save open documents every ten minutes. Package Editor Enhancement Files in packages will now open in the associated application when double-clicked. Authors can also choose to "Open with..." from the context menu (AKA right click menu.) See It! Window See It! mode may now be launched in a non-fullscreen window. This is available from the kp.html file in any Player package. This version of See It! mode offers on-screen navigation controls including previous frame, next frame, pause etc. Firefox Enhancments The UPK Player will now offer both Do It! mode and sound playback when viewed using Firefox web browser. Player Support for Safari The UPK Player is now fully supported on the Safari web browser for both Mac OS and Windows platforms. Keep document checked out Authors may choose to keep a document checked out when performing a check in. This allows an author to have a new version created on the server and continue editing. Close button on individual tabs A close button has been added to the tabs making it easier to close a specific tab. Outline Editor Enhancements Authors will have the option to prevent concepts from immediately displaying in the Developer when an outline item is selected. This makes it faster to move around in the outline editor. Tell us which feature you're most excited to use in the comments.

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  • Intel I217LM ethernet controller not detected by Ubuntu 12.04LTS

    - by Alexandr Kurilin
    My last installation of Ubuntu 12.04 on a machine using an ASUS Q87M-E motherboard with an Intel I217LM Ethernet controller has failed to detect the ethernet card. The only thing displayed by ifconfig -a is the loopback. I double-checked in the BIOS, and the controller should be online. $ rfkill list all 0: phy0: Wireless LAN Soft blocked: no Hard blocked: no $ lspci 00:00.0 Host bridge: Intel Corporation Haswell DRAM Controller (rev 06) 00:01.0 PCI bridge: Intel Corporation Haswell PCI Express x16 Controller (rev 06) 00:02.0 VGA compatible controller: Intel Corporation Haswell Integrated Graphics Controller (rev 06) 00:03.0 Audio device: Intel Corporation Haswell HD Audio Controller (rev 06) 00:14.0 USB controller: Intel Corporation Lynx Point USB xHCI Host Controller (rev 04) 00:16.0 Communication controller: Intel Corporation Lynx Point MEI Controller #1 (rev 04) 00:16.3 Serial controller: Intel Corporation Lynx Point KT Controller (rev 04) 00:19.0 Ethernet controller: Intel Corporation Device 153a (rev 04) 00:1a.0 USB controller: Intel Corporation Lynx Point USB Enhanced Host Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation Lynx Point HD Audio Controller (rev 04) 00:1d.0 USB controller: Intel Corporation Lynx Point USB Enhanced Host Controller #1 (rev 04) 00:1f.0 ISA bridge: Intel Corporation Lynx Point LPC Controller (rev 04) 00:1f.2 SATA controller: Intel Corporation Lynx Point 6-Port SATA AHCI Controller (rev 04) 00:1f.3 SMBus: Intel Corporation Lynx Point SMBus Controller (rev 04) $ lsmod Module Size Used by vesafb 13844 1 snd_hda_codec_realtek 224173 1 arc4 12529 2 joydev 17693 0 usbhid 47238 0 hid 99636 1 usbhid rfcomm 47604 0 rt73usb 31735 0 crc_itu_t 12707 1 rt73usb rt2x00usb 20808 1 rt73usb rt2x00lib 55326 2 rt73usb,rt2x00usb mac80211 506862 2 rt2x00usb,rt2x00lib cfg80211 205774 2 rt2x00lib,mac80211 eeepc_wmi 13109 0 bnep 18281 2 asus_wmi 24456 1 eeepc_wmi sparse_keymap 13890 1 asus_wmi psmouse 97485 0 bluetooth 180153 10 rfcomm,bnep ppdev 17113 0 snd_hda_intel 33719 6 snd_hda_codec 127706 2 snd_hda_codec_realtek,snd_hda_intel snd_seq_midi 13324 0 snd_hwdep 17764 1 snd_hda_codec snd_rawmidi 30748 1 snd_seq_midi serio_raw 13211 0 snd_pcm 97275 2 snd_hda_intel,snd_hda_codec snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61929 2 snd_seq_midi,snd_seq_midi_event snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq parport_pc 32866 1 snd 79041 21 snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_rawmidi,snd_pcm,snd_seq,snd_timer,snd_seq_device video 19651 0 soundcore 15091 1 snd wmi 19256 1 asus_wmi snd_page_alloc 18529 2 snd_hda_intel,snd_pcm mac_hid 13253 0 lp 17799 0 parport 46562 3 ppdev,parport_pc,lp $ ifconfig lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:1091 errors:0 dropped:0 overruns:0 frame:0 TX packets:1091 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:80048 (80.0 KB) TX bytes:80048 (80.0 KB) wlan0 Link encap:Ethernet HWaddr 00:fd:07:91:a8:b9 inet addr:172.16.42.4 Bcast:172.16.42.255 Mask:255.255.255.0 inet6 addr: fe80::2fd:7ff:fe91:a8b9/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:56644 errors:0 dropped:0 overruns:0 frame:0 TX packets:36417 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:85270918 (85.2 MB) TX bytes:3413849 (3.4 MB) additionally, running sudo lshw -C network returns: *-network UNCLAIMED description: Ethernet Controller [...] I'm pretty stumped at this point. This doesn't sound like a very uncommon ethernet controller and I figured it would be picked up by the system. Does anybody have advice for how to deal with this? Anything specific I should look into to figure out what could be causing this? Edit: It seems that following the guide on the Intel e1000e drivers page allowed the card to start working. Is this a real fix or is there a better way?

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  • Wireless internet is connected to an open network but has no internet

    - by Joshua Reeder
    I just installed Ubuntu on my laptop yesterday and it connected to the wireless fine. Then I took it to school, put it on their wired connection, downloaded some stuff, and now the wireless doesn't work. At first it would detect networks, but not connect. I restarted it and now it can connect, but it acts like it doesn't have internet in the browser. Wired connection still works fine on it. I know it isn't the network because my ipad is working on the wireless connection fine. I found another solution on here switching the security settings for the wireless, but this is the apartment's wireless so they have it open, and I won't be able to mess with it at all. Here is lspci output: 00:00.0 Host bridge: Intel Corporation Core Processor DMI (rev 11) 00:03.0 PCI bridge: Intel Corporation Core Processor PCI Express Root Port 1 (rev 11) 00:08.0 System peripheral: Intel Corporation Core Processor System Management Registers (rev 11) 00:08.1 System peripheral: Intel Corporation Core Processor Semaphore and Scratchpad Registers (rev 11) 00:08.2 System peripheral: Intel Corporation Core Processor System Control and Status Registers (rev 11) 00:08.3 System peripheral: Intel Corporation Core Processor Miscellaneous Registers (rev 11) 00:10.0 System peripheral: Intel Corporation Core Processor QPI Link (rev 11) 00:10.1 System peripheral: Intel Corporation Core Processor QPI Routing and Protocol Registers (rev 11) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 05) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 05) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 05) 00:1c.2 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 3 (rev 05) 00:1c.3 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 4 (rev 05) 00:1c.4 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 5 (rev 05) 00:1d.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a5) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 05) 01:00.0 VGA compatible controller: NVIDIA Corporation GT218 [GeForce 310M] (rev a2) 01:00.1 Audio device: NVIDIA Corporation High Definition Audio Controller (rev a1) 02:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 05) 07:00.0 Network controller: Realtek Semiconductor Co., Ltd. RTL8191SEvB Wireless LAN Controller (rev 10) 16:00.0 System peripheral: JMicron Technology Corp. SD/MMC Host Controller (rev 20) 16:00.2 SD Host controller: JMicron Technology Corp. Standard SD Host Controller (rev 20) 16:00.3 System peripheral: JMicron Technology Corp. MS Host Controller (rev 20) 16:00.4 System peripheral: JMicron Technology Corp. xD Host Controller (rev 20) ff:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-Core Registers (rev 04) ff:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 04) ff:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 04) ff:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 04) ff:03.0 Host bridge: Intel Corporation Core Processor Integrated Memory Controller (rev 04) ff:03.1 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Target Address Decoder (rev 04) ff:03.4 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Test Registers (rev 04) ff:04.0 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Control Registers (rev 04) ff:04.1 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Address Registers (rev 04) ff:04.2 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Rank Registers (rev 04) ff:04.3 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Thermal Control Registers (rev 04) ff:05.0 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Control Registers (rev 04) ff:05.1 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Address Registers (rev 04) ff:05.2 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Rank Registers (rev 04) ff:05.3 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Thermal Control Registers (rev 04) Update: I re-installed Ubuntu 12.04 (I assumed I messed something up while toying with it) but it did not solve the problem. Eventually, I got it to work with my school's wireless internet (the default network settings were wrong), but the internet still doesn't work on my apartment's wifi (it has no security on it).

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  • Triangle Line-Segment Intersection - detecting near misses

    - by Will
    A ray is a very poor approximation of a player! I think approximating a player with a sphere traveling a straight line each game tick will solve my problems of the player intersecting edges of scenery because their line segment missed it yet their own model is not infinitely thin... I have a 3D triangle and a line segment. I have the normal triangle-line-segment intersection code which I admit I have only a woolly grasp of. To model movement and compute collisions of the player I have to determine if a line passes within sphere-radius of a triangle. But I can find no convenient line near-miss intersection code! Here's the classic triangle intersection ### commented ### code with my starting assumptions: function triangle_ray_intersection(a,b,c,ray_origin,ray_dir,ray_radius) { // http://softsurfer.com/Archive/algorithm_0105/algorithm_0105.htm#intersect_RayTriangle%28%29 // get triangle edge vectors and plane normal var u = vec3_sub(b,a); var v = vec3_sub(c,a); var n = vec3_cross(u,v); if(n[0]==0 && n[1]==0 && n[2]==0) return null; // triangle is degenerate var w0 = vec3_sub(ray_origin,a); var j = vec3_dot(n,ray_dir); if(Math.abs(j) < 0.00000001) { //### if parallel, might still pass within ray_radius of it return null; // parallel, disjoint or on plane } var i = -vec3_dot(n,w0); // get intersect point of ray with triangle plane var k = i / j; if(k < 0.0) return null; // ray goes away from triangle //### as its a line segment, k > 1+ray_radius means no intersect var hit = vec3_add(ray_origin,vec3_scale(ray_dir,k)); // intersect point of ray and plane // is I inside T? //### here I'm a bit lost; this is presumably computing barycentric coordinates? var uu = vec3_dot(u,u); var uv = vec3_dot(u,v); var vv = vec3_dot(v,v); var w = vec3_sub(hit,a); var wu = vec3_dot(w,u); var wv = vec3_dot(w,v); var D = uv * uv - uu * vv; var s = (uv * wv - vv * wu) / D; //### therefore, compute if its within ray_radius scaled to the 0..1 of barycentric coordinates? if(s<0.0 || s>1.0) return null; // I is outside T var t = (uv * wu - uu * wv) / D; if(t<0.0 || (s+t)>1.0) return null; // I is outside T //### finally, if it passses a barycentric test it might still be too far //### to a point; must check that its distance from a corner is within ray_radius too if more than one barycentric coord is >1 //### so we have rounded corners... return [hit,n]; // I is in T } Given the distance between the point of plane intersection and each corner, I ought to be able to determine distance at world scale of how far beyond the edge - beyond 1.0 in barycentric coordinates for each axis - that point is... At this point my head explodes! Is this the right track? What's the actual code? UPDATE: you can earn 100 pts on SO if you answer this question there...! How can you determine if a line segment passes within some distance of a triangle?

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  • Podcast Show Notes: Collaborate 10 Wrap-Up - Part 1

    - by Bob Rhubart
    OK, I know last week I promised you a program featuring Oracle ACE Directors Mike van Alst (IT-Eye) and Jordan Braunstein (TUSC) and The Definitive Guide to SOA: Oracle Service Bus author Jeff Davies. But things happen. In this case, what happened was Collaborate 10 in Las Vegas. Prior to the event I asked Oracle ACE Director and OAUG board member Floyd Teter to see if he could round up a couple of people at the event for an impromtu interview over Skype (I was here in Cleveland) to get their impressions of the event. Listen to Part 1 Floyd, armed with his brand new iPad, went above and beyond the call of duty. At the appointed hour, which turned out to be about hour after the close of Collaborate 10,  Floyd had gathered nine other people to join him in a meeting room somewhere in the Mandalay Bay Convention Center. Here’s the entire roster: Floyd Teter - Project Manager at Jet Propulsion Lab, OAUG Board Blog | Twitter | LinkedIn | Oracle Mix | Oracle ACE Profile Mark Rittman - EMEA Technical Director and Co-Founder, Rittman Mead,  ODTUG Board Blog | Twitter | LinkedIn | Oracle Mix | Oracle ACE Profile Chet Justice - OBI Consultant at BI Wizards Blog | Twitter | LinkedIn | Oracle Mix | Oracle ACE Profile Elke Phelps - Oracle Applications DBA at Humana, OAUG SIG Chair Blog | LinkedIn | Oracle Mix | Book | Oracle ACE Profile Paul Jackson - Oracle Applications DBA at Humana Blog | LinkedIn | Oracle Mix | Book Srini Chavali - Enterprise Database & Tools Leader at Cummins, Inc Blog | LinkedIn | Oracle Mix Dave Ferguson – President, Oracle Applications Users Group LinkedIn | OAUG Profile John King - Owner, King Training Resources Website | LinkedIn | Oracle Mix Gavyn Whyte - Project Portfolio Manager at iFactory Consulting Blog | Twitter | LinkedIn | Oracle Mix John Nicholson - Channels & Alliances at Greenlight Technologies Website | LinkedIn Big thanks to Floyd for assembling the panelists and handling the on-scene MC/hosting duties.  Listen to Part 1 On a technical note, this discussion was conducted over Skype, using Floyd’s iPad, placed in the middle of the table.  During the call the audio was fantastic – the iPad did a remarkable job. Sadly, the Technology Gods were not smiling on me that day. The audio set-up that I tested successfully before the call failed to deliver when we first connected – I could hear the folks in Vegas, but they couldn’t hear me. A frantic, last-minute adjustment appeared to have fixed that problem, and the audio in my headphones from both sides of the conversation was loud and clear.  It wasn’t until I listened to the playback that I realized that something was wrong. So the audio for Vegas side of the discussion has about the same fidelity as a cell phone. It’s listenable, but disappointing when compared to what it sounded like during the discussion. Still, this was a one shot deal, and the roster of panelists and the resulting conversation was too good and too much fun to scrap just because of an unfortunate technical glitch.   Part 2 of this Collaborate 10 Wrap-Up will run next week. After that, it’s back on track with the previously scheduled program. So stay tuned: RSS del.icio.us Tags: oracle,otn,collborate 10,c10,oracle ace program,archbeat,arch2arch,oaug,odtug,las vegas Technorati Tags: oracle,otn,collborate 10,c10,oracle ace program,archbeat,arch2arch,oaug,odtug,las vegas

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  • BlueTooth not working on my HP Probook 4720s

    - by mtrento
    the blue tooth on my ubuntu 11.10 does not work. When i try to ad a device it scans indefinitely and never find anything. Wireless is working perfeclty and with windows 7 it is detected. As i read somewhere , the bluetooth is not listed in the usb devices. Is it supported under ubuntu? here are the output of the various debug command i tested : hciconfig -a hci0: Type: BR/EDR Bus: USB BD Address: E0:2A:82:7A:8B:04 ACL MTU: 310:10 SCO MTU: 64:8 UP RUNNING PSCAN ISCAN RX bytes:1895 acl:0 sco:0 events:70 errors:0 TX bytes:1986 acl:0 sco:0 commands:64 errors:0 Features: 0xff 0xff 0x8f 0xfe 0x9b 0xff 0x59 0x83 Packet type: DM1 DM3 DM5 DH1 DH3 DH5 HV1 HV2 HV3 Link policy: RSWITCH HOLD SNIFF PARK Link mode: SLAVE ACCEPT Name: 'PC543host-0' Class: 0x5a0100 Service Classes: Networking, Capturing, Object Transfer, Telephony Device Class: Computer, Uncategorized HCI Version: 2.1 (0x4) Revision: 0x149c LMP Version: 2.1 (0x4) Subversion: 0x149c Manufacturer: Cambridge Silicon Radio (10) hcitool scan hcitool scan Scanning ... lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 003: ID 04f2:b1ac Chicony Electronics Co., Ltd Bus 002 Device 003: ID 413c:3010 Dell Computer Corp. Optical Wheel Mouse Bus 002 Device 004: ID 148f:1000 Ralink Technology, Corp. lsmod | grep -i bluetooth bluetooth 166112 23 bnep,rfcomm,btusb dmesg | grep -i bluetooth [ 18.543947] Bluetooth: Core ver 2.16 [ 18.544017] Bluetooth: HCI device and connection manager initialized [ 18.544020] Bluetooth: HCI socket layer initialized [ 18.544021] Bluetooth: L2CAP socket layer initialized [ 18.545469] Bluetooth: SCO socket layer initialized [ 18.548890] Bluetooth: Generic Bluetooth USB driver ver 0.6 [ 30.204776] Bluetooth: RFCOMM TTY layer initialized [ 30.204782] Bluetooth: RFCOMM socket layer initialized [ 30.204784] Bluetooth: RFCOMM ver 1.11 [ 30.247291] Bluetooth: BNEP (Ethernet Emulation) ver 1.3 [ 30.247295] Bluetooth: BNEP filters: protocol multicast lspci 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 02) 00:01.0 PCI bridge: Intel Corporation Core Processor PCI Express x16 Root Port (rev 02) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 05) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 05) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 05) 00:1c.3 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 4 (rev 05) 00:1c.5 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 6 (rev 05) 00:1d.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a5) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 6 port SATA AHCI Controller (rev 05) 00:1f.6 Signal processing controller: Intel Corporation 5 Series/3400 Series Chipset Thermal Subsystem (rev 05) 01:00.0 VGA compatible controller: ATI Technologies Inc Manhattan [Mobility Radeon HD 5400 Series] 01:00.1 Audio device: ATI Technologies Inc Manhattan HDMI Audio [Mobility Radeon HD 5000 Series] 44:00.0 Network controller: Ralink corp. RT3090 Wireless 802.11n 1T/1R PCIe 45:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 03) ff:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 02) ff:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 02) ff:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 02) ff:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 02) ff:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 02) ff:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 02) rfkill list 0: phy0: Wireless LAN Soft blocked: no Hard blocked: no 1: hci0: Bluetooth Soft blocked: no Hard blocked: no 2: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: no 3: hp-bluetooth: Bluetooth Soft blocked: no Hard blocked: no

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