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  • Print UITableView that has content off screen?

    - by Daniel
    Hi I have an iOS app that has the ability to print a UITableView. However, only th part of the tableview that is shown is printed. Is there a way to print the whole tableview, even if it has not been drawn yet? Here is the code I am using to print: UIGraphicsBeginImageContext(self.mainTableView.contentSize); [self.mainTableView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIPrintInteractionController *printer = [UIPrintInteractionController sharedPrintController]; printer.printingItem = viewImage; UIPrintInfo *info = [UIPrintInfo printInfo]; printer.printInfo = info; UIPrintInteractionCompletionHandler completionHandler = ^(UIPrintInteractionController *pic, BOOL completed, NSError *error) { if (!completed && error) NSLog(@"FAILED! due to error in domain %@ with error code %u: %@", error.domain, error.code, [error localizedDescription]); }; UIButton * printButton = (UIButton *)sender; if(UIUserInterfaceIdiomPad == [[UIDevice currentDevice] userInterfaceIdiom]){ [printer presentFromRect:printButton.frame inView:self.view animated:YES completionHandler:completionHandler]; } else { [printer presentAnimated:YES completionHandler:completionHandler]; }

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  • (PHP)how to hold javascript alertbox on screen

    - by Piyush
    when user changes password I want to show message "Successfully changed!" and when user clicks on OK button of alert box I call logout.php and force user to login with new password.But the problem is PHP header() is not waiting for alertbox and directly goes to logout.php. my code- if($count==1) { $sqlchange="UPDATE $tbl_name SET password='$newpassword' WHERE userId='$myusername'"; unset($result); $result=mysql_query($sqlchange,$link); if($result>0) { ?> <script type="text/javascript"> alert("Your Password has been changed successfully.Please login again."); </script> <?php header("location:logout.php"); exit; } else {....

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  • Is it still true, to make cross broswer layouts for desktop browsers using table+css is easier then

    - by metal-gear-solid
    My one of web designer friend still making sites with table but he use css very nicely and I also use css nicely but with <div> and i face cross browser problem in layout more than my friend. and i given some reason to my friend about cons of <table>. read my whole discussion with friend? I - you site will be problematic with screen reader My friend - OK, but i never got any call from any client regarding this. I - you will devote more time to make any changes in layout, if changes comes from client My friend - I don't think so, but if it is then show me how can i save time with <div>? I - your sites will not work well with search engine. My friend - it's not true. I've made many site and no problem with any site or client regarding this I - layout is old way, non w3c and non standard way. My friend - what is old and what is new, Who is W3C i don't know, What is standard? Whatever i make works in all browsers, it's enough for me and my client will not pay for standard and W3C guidelines rules I - Your site will not work in mobile browsers My friend - No problem for me, my client don't care about mobile phone I - Your sites are not accessible? My Friend - What do u mean not accessible? Whatever i make works in all browsers. my any client never asked about accessibility I - You will not get more work in future, with table? My friend - OK, no problem when clients will not accept site with table then i will learn about div based layouts in future. My questions? Is it still true, to make cross browser layouts for desktop browsers using table+css is easier then div+css? What is the benefit for developer to use DIV+CSS layout in place of <table> layouts if client would not mind if i use ?

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  • Login screen using user custom control

    - by Mocco
    Hi, I have followed some advices I got here today and would need a bit more help now: I have an user control with login logic. In mainForm I am using this: private void Form1_Load(object sender, EventArgs e) { LoginScreen login = new MainMenu(); login.Parent = this; login.Dock = DockStyle.Fill; login.Show(); } But I guess it is not modal and thus does not stop the original Form application. Sure I would need the main Form to do not continue until the login form is closed (and login sucessfull). Would using an event correct? Let login object to raise an event that login was successfull and let the MainForm handle it - run the app?

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  • C# Hook Forms / Windows / Dialogs etc. (via HWND?) to Capture Video Buffer (D3D Device?)

    - by Drax
    I am looking to create a very simple C# application which runs Full-Screen in Direct3D, and is able to grab the Desktop 'scene', mapping each Window from the Desktop to a Textured Polygon in my D3D Scene... I'm hoping to create a simplistic "3D Desktop" type of application as an experiment, and I'm wondering if there is a specific method for doing something like the following: 1)Get a list of all the Windows open on the Desktop (List of HWNDs?). 2)Grab the X,Y position of each Window, as well as the Width and Height. 3)Grab the Rendered image of each Window (magic happens here). 4)Create a new Texture/Surface in D3D using the Width and Height of the Window(s), and apply the Image we grabbed as a Texture. Is there an efficient 'best practice' for acquiring the actual image(s) being rendered to the Desktop? Is there also a 'best practice' for "extending the desktop" to a virtual second, third, etc. "desktop" and being able to swap between them, including creating a unique instance of the task-bar for each virtual desktop. Thanks a million for any suggestions!

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  • Capture Video of Android's Screen

    - by Taranfx
    Forget screenshots, is it posible to capture a video of the running application in android? Rooted or non-rooted, I don't care, I want atleast 15fps. Update: I don't want any external hardware. The intent is to make it perfectly portable and every frame is captured within Android OS. If it crosses the boundaries of the app sdk, I'm willing to go to OS level modifications but I would need a starting point.

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  • add component in bottom of android screen.

    - by milind
    hello all. i m new in android developing. i want to create custom tab bar in android like Iphone tab bar. i have found so much example to done this. but i would like to use only one XML file for tab bar and after include these to screens. i think it is possible with the help of layout but i don't have much idea. if there are only one property of layout there implement component at the bottom. if anybody done this please provide some idea. Thanks

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  • Draw points in a view on iPhone screen?

    - by micropsari
    Hello, in my class I have an attribute IBOutlet UIImageView *imageView; And if I want to draw an image in this view I do : imageView.image = [UIImage imageNamed:@"foo.png"]; But how can I do to draw some points with coordinate x, y (in pixel) directly in the view ? Thanks !

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  • How to build a Main Menu screen

    - by flow overstack
    Good day (and happy New Year), I'm a beginner VB.Net programmer using VS 2008. I'm planning a new winform project whose main form should look more or less like this: MAIN MENU 1. DoSomething1 2. DoSomething2 3. DoSomething3 ... Please choose: [TextBox] The user can either choose from the Main Menu (by clicking an item) or enter the item number in the textbox. For example, if the user clicks DoSomething3 in the Main Menu (or alternatively enters 3 in the textbox), another form will be opened and hide the main form. What would be the best way to implement it? Specifically, I would like to know how I make so that choosing from the menu and entering a number in the textbox fire the same event. Any help or hints will be appreciated.

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  • How can I prevent the scaling of a UIWebview's content after reorientation?

    - by frankhermes
    I'm building an iOS 5/6 app that has a UIWebView. It loads some HTML that I have embedded in my app. Now when I rotate my device, the WebView changes its size (as I want it to fill the entire width of the screen). And then it gets weird: some content gets scaled up and some content doesn't get scaled up. See this image with some example text in it: As you can see, the header (H6) stays the same, while the paragraph gets scaled up. Does anybody have an idea how to prevent this? I want the html to look the same in landscape as it does in portrait mode. I've tried setting the viewport scaling to 1: <meta name="viewport" content="initial-scale=1.0,max-scale=1.0"> but that doesn't help. The body's font-size style is set to 14px, but changing that to 14pt or a percentage also made no difference. Setting the width of the body to 100% also didn't help. Strangely, removing the line break (<br/>) that's in the text fixes it but I need line breaks to be in there so that's no solution. The only thing that does work is reloading the UIWebView's content after an orientation change, but that doesn't prevent it from looking wrong during rotation, and it resets any scrolling that the user may have done. Any ideas?

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  • Creating a new window that stays on top even when in full screen mode (Qt on Linux)

    - by Lorenz03Tx
    I'm using Qt 4.6.3, and ubuntu linux on an embedded target. I call dlg->setWindowState(Qt::WindowFullScreen); on my windows in my application (so I don't loose any real-estate on the touch screen to task bar and status panel on the top and bottom of the screen. This all works fine and as expected. The issue comes in when I want to popup the on screen keyboard to allow the user to input some data. I use m_keyProc= new QProcess(); m_keyProc->start("onboard -s 640x120"); This pops up the keyboard but it is behind the full screen window. The onbaord keyboards preferences are set such that it is always on top, but that seems to actually mean "except for full screen windows". I guess that makes sense and probably meets most use cases, but I need it to be really on top. Can I either A) Not be full screen mode (so the keyboard works) and programmatically hide the task bars? or B) Force the keyboard to be on top despite my full screen status? Note: On windows we call m_keyProc->start("C:\\Windows\\system32\\osk.exe"); and the osk keyboard is on top despite the full screen status. So, I'm guessing this is a difference in window mangers on the different operating systems. So do I need to set some flag on the window with the linux window manager?

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  • ListView Item Detail Screen: New or Same Activity?

    - by stormin986
    I have a listview where each item correlates to an instance of an item in an array. When the user selects an item, it will bring up a 'Details' page that reads and displays other data members of the list item. Would this be better implemented with the Details page as its own activity, or a new view within the same activity? Pros and cons of each? A new activity makes my job a little easier in terms of handling the 'back' button, but then I have the challenge of how do I pass the rest of the data structure to the new activity since I can't bundle it up (unless I serialize it).

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  • View like android's contact screen

    - by Maragues
    I am developing an application with a large number of elements that must be ordered alphabetically, and I'd like it to have the same look and feel as android's contact list, That is [Letter] <contact> <contact> [Letter] <contact> <contact> <contact> etc. Which is the best way to achieve this same layout? I've seen several tutorials concerning scrollable lists, but this is a bit different. I've looked a bit through android's source code, but if anyone has the answer, it would save me a lot of time. Thanks in advance.

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  • Scroll the entire page with with UITableView that doesn't take up the entire screen

    - by KJF
    The only UITableViews I have worked with thus far are sized to fill the entire page. I'm trying to create a page in my app where I will have an image and a label on the top of the page followed by a UITableView to hold comments below it. Something like this springs to mind: http://www.inquisitr.com/wp-content/fbb.jpg My problem is if I add a UITableView below the image and label, when I scroll the tableview then only the UITableView cells scroll. Not the entire page. How would I go about making the entire page scroll so that the label and image scroll off the page and more table cells appear? Thanks.

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  • Flex: cannot resize player back from Full Screen

    - by Patrick
    hi, The key event is not listened by my Flex app. Since it is really simple code, I cannot understand where the problem is... init() { stage.addEventListener(KeyboardEvent.KEY_DOWN, escHandler); } private function escHandler(event:KeyboardEvent):void { debugF.text = "ESC pressed"; } thanks

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  • Howto install acts_as_xapian on Ubuntu

    - by normalocity
    I've run into some great resources for installing "acts_as_xapian", and the supporting native libraries that are necessary to make it work. I've even got it to work well on my dev machine (OS X). However, I've followed the instructions on this site, and it doesn't work on my Ubuntu 9.10 (Karmic) production box. After successfully installing the "core" and "bindings" for xapian, the start of the mongrel server fails with the following: => Booting Mongrel => Rails 2.3.5 application starting on http://0.0.0.0:3000 acts_as_xapian: No Ruby bindings for Xapian installed /home/feelgoodtrader/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:105:in `const_missing': uninitialized constant ActsAsXapian::Search::Xapian (NameError) from /var/lib/gems/1.8/gems/acts_as_xapian-0.1.3/lib/acts_as_xapian/search.rb:8 from /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `require' from /home/feelgoodtrader/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:156:in `require' from /home/feelgoodtrader/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:521:in `new_constants_in' from /home/feelgoodtrader/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:156:in `require' from /var/lib/gems/1.8/gems/acts_as_xapian-0.1.3/lib/acts_as_xapian.rb:2 from /var/lib/gems/1.8/gems/acts_as_xapian-0.1.3/lib/acts_as_xapian.rb:1:in `each' from /var/lib/gems/1.8/gems/acts_as_xapian-0.1.3/lib/acts_as_xapian.rb:1 from /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `require' from /home/feelgoodtrader/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:156:in `require' from /home/feelgoodtrader/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:521:in `new_constants_in' from /home/feelgoodtrader/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:156:in `require' from /home/feelgoodtrader/.gem/ruby/1.8/gems/rails-2.3.5/lib/rails/gem_dependency.rb:208:in `load' from /home/feelgoodtrader/.gem/ruby/1.8/gems/rails-2.3.5/lib/initializer.rb:307:in `load_gems' from /home/feelgoodtrader/.gem/ruby/1.8/gems/rails-2.3.5/lib/initializer.rb:307:in `each' from /home/feelgoodtrader/.gem/ruby/1.8/gems/rails-2.3.5/lib/initializer.rb:307:in `load_gems' from /home/feelgoodtrader/.gem/ruby/1.8/gems/rails-2.3.5/lib/initializer.rb:164:in `process' from /home/feelgoodtrader/.gem/ruby/1.8/gems/rails-2.3.5/lib/initializer.rb:113:in `send' from /home/feelgoodtrader/.gem/ruby/1.8/gems/rails-2.3.5/lib/initializer.rb:113:in `run' from /home/feelgoodtrader/feelgoodtrader/config/environment.rb:13 from /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `require' from /home/feelgoodtrader/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:156:in `require' from /home/feelgoodtrader/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:521:in `new_constants_in' from /home/feelgoodtrader/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:156:in `require' from /home/feelgoodtrader/.gem/ruby/1.8/gems/rails-2.3.5/lib/commands/server.rb:84 from /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' from /usr/lib/ruby/1.8/rubygems/custom_require.rb:31:in `require' from script/server:3

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  • how to make the android app load faster?

    - by Tapan Desai
    I have designed an application for android, in which i am showing a splash screen before the main activity is started but the application takes 5-7 seconds to start on low-end devices. I want to reduce that time to as low as possible. I have been trying to reduce the things to be done in onCreate() but now i cannot remove any thing more from that. I am pasting the code that i have used to show the splash and the code from MainActivity. Please help me in reducing the startup time of the application. Splash.java @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); this.requestWindowFeature(Window.FEATURE_NO_TITLE); setContentView(R.layout.activity_splash); txtLoad = (TextView) findViewById(R.id.txtLoading); txtLoad.setText("v1.0"); new Thread() { public void run() { try { sleep(1000); } catch (InterruptedException e) { e.printStackTrace(); } finally { finish(); Intent intent = new Intent(SplashActivity.this,MainActivity.class); startActivity(intent); } } }.start(); } MainActivity.java @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); this.requestWindowFeature(Window.FEATURE_NO_TITLE); setContentView(R.layout.activity_main); editType1UserName = (EditText) findViewById(R.id.editTextType1UserName); editType1Password = (EditText) findViewById(R.id.editTextType1Password); editType2UserName = (EditText) findViewById(R.id.editTextType2UserName); editType2Password = (EditText) findViewById(R.id.editTextType2Password); editType3UserName = (EditText) findViewById(R.id.editTextType3UserName); editType3Password = (EditText) findViewById(R.id.editTextType3Password); editType4UserName = (EditText) findViewById(R.id.editTextType4UserName); editType4Password = (EditText) findViewById(R.id.editTextType4Password); mTxtPhoneNo = (AutoCompleteTextView) findViewById(R.id.mmWhoNo); mTxtPhoneNo.setThreshold(1); editText = (EditText) findViewById(R.id.editTextMessage); spinner1 = (Spinner) findViewById(R.id.spinnerGateway); btnsend = (Button) findViewById(R.id.btnSend); btnContact = (Button) findViewById(R.id.btnContact); btnsend.setOnClickListener((OnClickListener) this); btnContact.setOnClickListener((OnClickListener) this); mPeopleList = new ArrayList<Map<String, String>>(); PopulatePeopleList(); mAdapter = new SimpleAdapter(this, mPeopleList, R.layout.custcontview, new String[] { "Name", "Phone", "Type" }, new int[] { R.id.ccontName, R.id.ccontNo, R.id.ccontType }); mTxtPhoneNo.setAdapter(mAdapter); mTxtPhoneNo.setOnItemClickListener((OnItemClickListener) this); readPerson(); Panel panel; topPanel = panel = (Panel) findViewById(R.id.mytopPanel); panel.setOnPanelListener((OnPanelListener) this); panel.setInterpolator(new BounceInterpolator(Type.OUT)); getLoginDetails(); }

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  • Psychonauts crashes right after entering load save door

    - by user67974
    Psychonauts crashes right after entering the 'Load Save' door. Here is the terminal output: Shader assembly time: 0.88 seconds Found OpenAL device: 'Simple Directmedia Layer' Found OpenAL device: 'ALSA Software' Found OpenAL device: 'OSS Software' Found OpenAL device: 'PulseAudio Software' Opened OpenAL Device: '(null)' ERROR: CAudioDrv::CAudioDrv->alGenSources reports AL_INVALID_VALUE error. PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfx.isb' to 'WorkResource/Sounds/commonfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonvoice.isb' to 'WorkResource/Sounds/commonvoice.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmusic.isb' to 'WorkResource/Sounds/commonmusic.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmentalfx.isb' to 'WorkResource/Sounds/commonmentalfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmenfxmem.isb' to 'WorkResource/Sounds/commonmenfxmem.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfxmem.isb' to 'WorkResource/Sounds/commonfxmem.isb' GameApp::StartUp InitSoundFiles() completed in 0.15 seconds GameApp::StartUp Load some common textures completed in 0.00 seconds WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb GameApp::StartUp InitEntities() completed in 0.02 seconds PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' GameApp::StartUp m_pSaveLoadInterface->Startup() completed in 0.00 seconds GameApp::StartUp m_UserInterface.Setup() completed in 0.00 seconds STUBBED: multisample at EDisplayOptionsWidget (/home/icculus/projects/psychonauts/Source/game/luatest/Game/UIPCDisplayOptions.cpp:97) STUBBED: VK_* at CheckVirtualKey (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:1443) Game: Engine Running hook startup Game: Engine -> SetupGlobalObjects Game: Engine -> SetupLevelMenu Game: Engine -> InitMath GameApp::StartUp InitLua2() completed in 0.00 seconds GameApp::StartUp SetupLevelMenu() completed in 0.00 seconds STUBBED: do we even use this? at InitSocket (/home/icculus/projects/psychonauts/Source/game/luatest/Game/Gameplaylogger.cpp:210) GameApp::StartUp Post-Install total completed in 0.20 seconds Start Up completed in 1.57 seconds UnixMain: StartUp successful.. Working directory: /opt/psychonauts STUBBED: dispatch SDL events at PCMainHandleAnyWindowsMessages (/home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:56) STUBBED: write me at GetJoystickInput (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:428) STUBBED: write me at GetJoystickActionValue (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:613) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' Prerender subtitle file: workresource\cutScenes\prerendered\dflogo.dfs not found PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' STUBBED: fixed function pipeline? at setColorOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2097) STUBBED: fixed function pipeline? at setColorArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2106) STUBBED: fixed function pipeline? at setColorArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2115) STUBBED: fixed function pipeline? at setAlphaOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2124) STUBBED: fixed function pipeline? at setAlphaArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2133) STUBBED: fixed function pipeline? at setAlphaArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2142) STUBBED: fixed function pipeline? at setProjected (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2223) LOC WARN: Could not open Localization file 'Localization/English/_StringTable.lub' STUBBED: memory status at UpdateMemoryTracking (/home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:4884) WARN: Couldn't resize array to 128; out-of-bounds elements are still in use: Vertex Pool, 188 Loading new level 'STMU' STUBBED: Need multithreaded GL at DisplayLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:83) ========================= Memory post unload level ========================= ========================= LOC WARN: Could not open Localization file 'Localization/English/ST_StringTable.lub' DaveD: Info: Texture pack file contains 137 textures Doing a texture readback for locking! Game: Engine Saved[GLOBAL]: InstaHintFord_HostileRecord = [table] Game: Engine Saved[GLOBAL]: InstaHintFord_HostileOrder = [table] WARN: Redundant packfile read: anims\thought_bubble\bubblefirestarting.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleintothemind.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleinvisibility.jan WARN: Redundant packfile read: anims\thought_bubble\bubblepopperfill.jan WARN: Redundant packfile read: anims\thought_bubble\bubbletelekinesis.jan Initializing level script (if there is one) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/stfx.isb' to 'WorkResource/Sounds/stfx.isb' Game: Engine Reloading goals: Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: bUsedSalts = 0 Game: Engine Saved[GLOBAL]: bSTEntered = 1 Game: Engine Saved[GLOBAL]: memoriesST = 1 Game: Engine Saved[GLOBAL]: PsiBallColor = 'red' Game: Engine Saved[ST]: lastSubLevel = 'STMU' Game: Engine LOADING LEVEL st.STMU Game: Engine Saved[CA]: CALevelState = 1 Game: Engine Cutscene progression: CS Script moving from state nil to state nil, resultant state nil. Time: 0.124746672809124. * Stack Trace 1: (null) (line -1, file '(none)) () 2: SpawnScript (line -1, file 'C) (global) 3: onBeginLevel (line -1, file '(none)) (field) 4: (null) (line -1, file '(none)) () WARN: Cannot call GetDirectoryListing when running from the DVD Game: Engine Raz spawning at DartStart startpoint VM : LevelScript could not find script 'doorrimlight1' * Stack Trace 1: (null) (line -1, file '(none)) () WARN: (none(-1) SetEntityAlpha LevelScript: NULL script object passed Game: Engine Saved[GLOBAL]: bLoadedFromMainMenu = 1 Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: NeedRankIncrement = 0 STUBBED: Need multithreaded GL at HideLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:110) WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb Game: Engine Saved[GLOBAL]: SplineFigmentTVSizex = 4.51434326171875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizey = 46.38104248046875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizez = 47.08810424804688 WARN: (none(-1) SetNewAction LevelScript: no string passed ====================== Asset load progression ====================== Initial: 2.518 MB Vertex, 8.688 MB Texture Level : 3.719 MB Vertex, 22.535 MB Texture Scripts: 3.747 MB Vertex, 22.848 MB Texture ====================== ====================== Memory post level load ====================== ====================== WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb DaveD: Level loaded in 0.14 seconds Anim: anims\objects\tk_arrow_idle.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdn.jan: loaded (1 frames latency) Anim: anims\thought_bubble\shieldloop.jan: loaded (1 frames latency) Anim: anims\dartnew\standready.jan: loaded (1 frames latency) Anim: anims\dartnew\walkmove.jan: loaded (1 frames latency) Anim: anims\janitor\hint_end.jan: loaded (1 frames latency) Anim: anims\thought_bubble\ballstatic.jan: loaded (1 frames latency) Anim: anims\dartnew\actionfall.jan: loaded (1 frames latency) Anim: anims\dartnew\standstill.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_lf_rt.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_up_dn.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdefpose.jan: loaded (1 frames latency) 1: 1 (number) 1: 1 (number) STUBBED: This is probably wrong at GetDt (/home/icculus/projects/psychonauts/Source/CommonLibs/DFUtil/Profiler.cpp:181) STUBBED: set specular highlights at setSpecularEnable (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Renderer.cpp:2035) Anim: anims\dartnew\trnrtcycle.jan: loaded (1 frames latency) Anim: anims\dartnew\run.jan: loaded (1 frames latency) Anim: anims\dartnew\walk.jan: loaded (1 frames latency) Anim: anims\thought_bubble\bubbledoublejump.jan: loaded (1 frames latency) Anim: anims\dartnew\longjump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door1closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\180.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door3closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslide45angle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslideflat.jan: loaded (1 frames latency) Anim: anims\dartnew\trnlfcycle.jan: loaded (1 frames latency) WARN: (none(-1) SetNewAction LevelScript: no string passed Anim: anims\dartnew\mainmenu_jump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1open.jan: loaded (1 frames latency) ERROR: Assert in /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Encountered Error: Psychonauts has encountered an error /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Please contact technical support at http://www.doublefine.com. I am currently using Bumblebee for hybrid graphics, if that helps in any way.

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  • How to Install vaio-control-center from source?

    - by KasiyA
    I have a problem about turning off keyboard backlight that I asked here with no useful answers. After searching on internet I find a package for vaio control center and downloaded it from here, I don't know how to install it. This is the output of trying one solution: USER@XXXXpc:~/vaio-control-center-0.1$ ls compile Makefile run vaio-control-center vcc COPYING moc_main_window.cpp ui_main_window.h vaio-control-center.pro USER@XXXXpc:~/vaio-control-center-0.1$ ./compile make: *** No rule to make target `/usr/share/qt/mkspecs/linux-g++-64/qmake.conf', needed by `Makefile'. Stop. USER@XXXXpc:~/vaio-control-center-0.1$ ./run ./run: 3: ./run: ./vaio-control-center: not found USER@XXXXpc:~/vaio-control-center-0.1$ Updated I tried also with @pandya's suggestion from here. and the output is as follows: root@user-pc:/# cd /home/user/vaio-f11-linux.control-center root@user-pc:/home/user/vaio-f11-linux.control-center# ls compile COPYING resource.qrc run sony-acpid vaio-control-center.pro vcc root@user-pc:/home/user/vaio-f11-linux.control-center# ./compile -su: ./compile: Permission denied root@user-pc:/home/user/vaio-f11-linux.control-center# sudo ./compile sudo: ./compile: command not found root@user-pc:/home/user/vaio-f11-linux.control-center# gksudo ./compile root@user-pc:/home/user/vaio-f11-linux.control-center# <----- nothing happened here root@user-pc:/home/user/vaio-f11-linux.control-center# ./run -su: ./run: Permission denied root@user-pc:/home/user/vaio-f11-linux.control-center# sudo ./run sudo: ./run: command not found root@user-pc:/home/user/vaio-f11-linux.control-center# gksudo ./run root@user-pc:/home/user/vaio-f11-linux.control-center# <----- nothing happened here root@user-pc:/home/user/vaio-f11-linux.control-center# and after running that I didn't see any affect on keyboard backlight.

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  • Gnu/Linux package manager, multiple versions, no root privilege

    - by user744629
    I'm looking for a Gnu/Linux package manager, that can help to package, distribute, install sofware (actually scientific libraries), like this: do not required root privilege, for example, install in $HOME/opt or $HOME/local manage muliple version of a library, for example, with this directories organisation: $HOME/opt/somelib/4.2.1/lib/ $HOME/opt/somelib/4.2.1/include/ $HOME/opt/somelib/4.2.1/bin/ $HOME/opt/somelib/4.2.2/lib/ $HOME/opt/somelib/4.2.2/include/ $HOME/opt/somelib/4.2.2/bin/ $HOME/opt/anotherlib/1.0.0/lib/ $HOME/opt/anotherlib/1.0.0/include/ $HOME/opt/anotherlib/1.0.0/bin/ package contains source files, not binaries, build is performed during install. support for Mac OS X too would be good. Then it's up to the user to manage it's LD_LIBRARY_PATH, or compile with -L/good/path etc. Does it exists?

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