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  • Unwanted Chinese language got set in system settings

    - by Registered User
    I was discussing on the Ubuntu users list how to type in in Hindi (Indic language) in Libre Office and about a package installation problem. I have made some changes in system settings, following suggestions by some users. However, this morning when I did a reboot I am unable to see English as my default language. My system is showing some Chinese characters which I do not understand. All I wanted was to use Libre Office for a particular document in Hindi. What happened is that even Gmail is opening in Chinese. The system settings folder and others are also opening in Chinese. I am unable to use the system now. I have uploaded the snapshots here: please have a look. Upon a reboot, I was asked to rename all folders. Gmail opening in Chinese This is how menu on my system looks: half English and half Chinese Notice that in the third snapshot the calendar and menu are appearing in Chinese. I want the original US English menus and folder names back. I just wanted to type a document with Lohit Hindi font in Libre Office. I use Ubuntu 11.10. I do not use Unity, only Gnome desktop. I installed gnome-session-fallback a long time back and have been using that ever since. How do I get back to all English submenus and English folder names? I have a US English Keyboard and I use only US English. This thing which is now somehow set is unwanted.

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  • Basic procedural generated content works, but how could I do the same in reverse?

    - by andrew
    My 2D world is made up of blocks. At the moment, I create a block and assign it a number between 1 and 4. The number assigned to the nth block is always the same (i.e if the player walks backwards or restarts the game.) and is generated in the function below. As shown here by this animation, the colours represent the number. function generate_data(n) math.randomseed(n) -- resets the random so that the 'random' number for n is always the same math.random() -- fixes lua random bug local no = math.random(4) --print(no, n) return no end Now I want to limit the next block's number - a block of 1 will always have a block 2 after it, while block 2 will either have a block 1,2 or 3 after it, etc. Before, all the blocks data was randomly generated, initially, and then saved. This data was then loaded and used instead of being randomly called. While working this way, I could specify what the next block would be easily and it would be saved for consistency. I have now removed this saving/loading in favour of procedural generation as I realised that save whiles would get very big after travelling. Back to the present. While travelling forward (to the right), it is easy to limit what the next blocks number will be. I can generate it at the same time as the other data. The problem is when travelling backwards (to the left) I can not think of a way to load the previous block so that it is always the same. Does anyone have any ideas on how I could sort this out?

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  • Does Hauppauge WinTV HVR-900 (r2) [USB ID 2040:6502] work with ubuntu 12.04 LTS?

    - by nightfly
    I have this DVB+Analog usb tv tuner Hauppauge WinTV HVR-900 (r2) [USB ID 2040:6502]. This used to work under ubuntu 10.04 LTS. But in 12.04 there seems to be a problem. I have linux-firmware-nonfree and ivtv-utils installed. I am running Ubuntu 12.04.1 LTS 64 bit with all updates installed and the default unity environment. When I run mplayer tv:// -tv driver=v4l2:device=/dev/video1:input=1:norm=PAL I get a solid green screen and no picture. Here input 1 is the composite input of the card. MPlayer svn r34540 (Ubuntu), built with gcc-4.6 (C) 2000-2012 MPlayer Team mplayer: could not connect to socket mplayer: No such file or directory Failed to open LIRC support. You will not be able to use your remote control. Playing tv://. TV file format detected. Selected driver: v4l2 name: Video 4 Linux 2 input author: Martin Olschewski comment: first try, more to come ;-) Selected device: Hauppauge WinTV HVR 900 (R2) Tuner cap: Tuner rxs: Capabilities: video capture VBI capture device tuner audio read/write streaming supported norms: 0 = NTSC; 1 = NTSC-M; 2 = NTSC-M-JP; 3 = NTSC-M-KR; 4 = NTSC-443; 5 = PAL; 6 = PAL-BG; 7 = PAL-H; 8 = PAL-I; 9 = PAL-DK; 10 = PAL-M; 11 = PAL-N; 12 = PAL-Nc; 13 = PAL-60; 14 = SECAM; 15 = SECAM-B; 16 = SECAM-G; 17 = SECAM-H; 18 = SECAM-DK; 19 = SECAM-L; 20 = SECAM-Lc; inputs: 0 = Television; 1 = Composite1; 2 = S-Video; Current input: 1 Current format: YUYV v4l2: current audio mode is : MONO v4l2: ioctl set format failed: Invalid argument v4l2: ioctl set format failed: Invalid argument v4l2: ioctl set format failed: Invalid argument v4l2: ioctl query control failed: Invalid argument v4l2: ioctl query control failed: Invalid argument v4l2: ioctl query control failed: Invalid argument v4l2: ioctl query control failed: Invalid argument Failed to open VDPAU backend libvdpau_nvidia.so: cannot open shared object file: No such file or directory [vdpau] Error when calling vdp_device_create_x11: 1 ========================================================================== Opening video decoder: [raw] RAW Uncompressed Video Movie-Aspect is undefined - no prescaling applied. VO: [xv] 640x480 = 640x480 Packed YUY2 Selected video codec: [rawyuy2] vfm: raw (RAW YUY2) ========================================================================== Audio: no sound Starting playback... v4l2: select timeout V: 0.0 2/ 2 ??% ??% ??,?% 0 0 v4l2: select timeout V: 0.0 4/ 4 ??% ??% ??,?% 0 0 v4l2: select timeout V: 0.0 6/ 6 ??% ??% ??,?% 0 0 v4l2: select timeout v4l2: 0 frames successfully processed, 1 frames dropped. Exiting... (Quit) Here is the dmesg of the card when plugged in.. [12742.228097] usb 1-4: new high-speed USB device number 3 using ehci_hcd [12742.367289] em28xx: New device WinTV HVR-900 @ 480 Mbps (2040:6502, interface 0, class 0) [12742.367296] em28xx: Audio Vendor Class interface 0 found [12742.367585] em28xx #0: chip ID is em2882/em2883 [12742.550086] em28xx #0: i2c eeprom 00: 1a eb 67 95 40 20 02 65 d0 12 5c 03 82 1e 6a 18 [12742.550104] em28xx #0: i2c eeprom 10: 00 00 24 57 66 07 01 00 00 00 00 00 00 00 00 00 [12742.550120] em28xx #0: i2c eeprom 20: 46 00 01 00 f0 10 02 00 b8 00 00 00 5b e0 00 00 [12742.550135] em28xx #0: i2c eeprom 30: 00 00 20 40 20 6e 02 20 10 01 01 01 00 00 00 00 [12742.550150] em28xx #0: i2c eeprom 40: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 [12742.550165] em28xx #0: i2c eeprom 50: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 [12742.550181] em28xx #0: i2c eeprom 60: 00 00 00 00 00 00 00 00 00 00 18 03 34 00 30 00 [12742.550196] em28xx #0: i2c eeprom 70: 32 00 37 00 38 00 32 00 33 00 39 00 30 00 31 00 [12742.550211] em28xx #0: i2c eeprom 80: 00 00 1e 03 57 00 69 00 6e 00 54 00 56 00 20 00 [12742.550226] em28xx #0: i2c eeprom 90: 48 00 56 00 52 00 2d 00 39 00 30 00 30 00 00 00 [12742.550241] em28xx #0: i2c eeprom a0: 84 12 00 00 05 50 1a 7f d4 78 23 fa fd d0 28 89 [12742.550257] em28xx #0: i2c eeprom b0: ff 00 00 00 04 84 0a 00 01 01 20 77 00 40 1d b7 [12742.550272] em28xx #0: i2c eeprom c0: 13 f0 74 02 01 00 01 79 63 00 00 00 00 00 00 00 [12742.550287] em28xx #0: i2c eeprom d0: 84 12 00 00 05 50 1a 7f d4 78 23 fa fd d0 28 89 [12742.550302] em28xx #0: i2c eeprom e0: ff 00 00 00 04 84 0a 00 01 01 20 77 00 40 1d b7 [12742.550317] em28xx #0: i2c eeprom f0: 13 f0 74 02 01 00 01 79 63 00 00 00 00 00 00 00 [12742.550334] em28xx #0: EEPROM ID= 0x9567eb1a, EEPROM hash = 0x2bbf3bdd [12742.550338] em28xx #0: EEPROM info: [12742.550340] em28xx #0: AC97 audio (5 sample rates) [12742.550343] em28xx #0: 500mA max power [12742.550346] em28xx #0: Table at 0x24, strings=0x1e82, 0x186a, 0x0000 [12742.552590] em28xx #0: Identified as Hauppauge WinTV HVR 900 (R2) (card=18) [12742.555516] tveeprom 15-0050: Hauppauge model 65018, rev B2C0, serial# 1292061 [12742.555523] tveeprom 15-0050: tuner model is Xceive XC3028 (idx 120, type 71) [12742.555529] tveeprom 15-0050: TV standards PAL(B/G) PAL(I) PAL(D/D1/K) ATSC/DVB Digital (eeprom 0xd4) [12742.555534] tveeprom 15-0050: audio processor is None (idx 0) [12742.555537] tveeprom 15-0050: has radio [12742.570297] tuner 15-0061: Tuner -1 found with type(s) Radio TV. [12742.570327] xc2028 15-0061: creating new instance [12742.570332] xc2028 15-0061: type set to XCeive xc2028/xc3028 tuner [12742.573685] xc2028 15-0061: Loading 80 firmware images from xc3028-v27.fw, type: xc2028 firmware, ver 2.7 [12742.624056] xc2028 15-0061: Loading firmware for type=BASE MTS (5), id 0000000000000000. [12744.126591] xc2028 15-0061: Loading firmware for type=MTS (4), id 000000000000b700. [12744.153586] xc2028 15-0061: Loading SCODE for type=MTS LCD NOGD MONO IF SCODE HAS_IF_4500 (6002b004), id 000000000000b700. [12744.280963] Registered IR keymap rc-hauppauge [12744.281151] input: em28xx IR (em28xx #0) as /devices/pci0000:00/0000:00:1a.7/usb1/1-4/rc/rc1/input10 [12744.281541] rc1: em28xx IR (em28xx #0) as /devices/pci0000:00/0000:00:1a.7/usb1/1-4/rc/rc1 [12744.282454] em28xx #0: Config register raw data: 0xd0 [12744.284709] em28xx #0: AC97 vendor ID = 0xffffffff [12744.285829] em28xx #0: AC97 features = 0x6a90 [12744.285832] em28xx #0: Empia 202 AC97 audio processor detected [12744.359211] em28xx #0: v4l2 driver version 0.1.3 [12744.404066] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [12745.915089] MTS (4), id 00000000000000ff: [12745.915100] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [12746.161668] em28xx #0: V4L2 video device registered as video1 [12746.161673] em28xx #0: V4L2 VBI device registered as vbi0 [12746.162845] em28xx-audio.c: probing for em28xx Audio Vendor Class [12746.162848] em28xx-audio.c: Copyright (C) 2006 Markus Rechberger [12746.162851] em28xx-audio.c: Copyright (C) 2007-2011 Mauro Carvalho Chehab [12746.221099] xc2028 15-0061: attaching existing instance [12746.221105] xc2028 15-0061: type set to XCeive xc2028/xc3028 tuner [12746.221109] em28xx #0: em28xx #0/2: xc3028 attached [12746.221113] DVB: registering new adapter (em28xx #0) [12746.221118] DVB: registering adapter 0 frontend 0 (Micronas DRXD DVB-T)... [12746.221869] em28xx #0: Successfully loaded em28xx-dvb [13111.196055] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [13112.720062] MTS (4), id 00000000000000ff: [13112.720072] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [13214.956057] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [13216.479806] MTS (4), id 00000000000000ff: [13216.479816] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [13276.408056] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [13277.932093] MTS (4), id 00000000000000ff: [13277.932104] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [13305.032076] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [13306.556449] MTS (4), id 00000000000000ff: [13306.556460] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [13392.236055] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [13393.760123] MTS (4), id 00000000000000ff: [13393.760133] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [13637.534053] usb 1-4: USB disconnect, device number 3 [13637.534183] em28xx #0: disconnecting em28xx #0 video [13637.560214] em28xx #0: V4L2 device vbi0 deregistered [13637.560335] em28xx #0: V4L2 device video1 deregistered [13637.561237] xc2028 15-0061: destroying instance [13639.772120] usb 1-4: new high-speed USB device number 4 using ehci_hcd [13639.911351] em28xx: New device WinTV HVR-900 @ 480 Mbps (2040:6502, interface 0, class 0) [13639.911357] em28xx: Audio Vendor Class interface 0 found [13639.911637] em28xx #0: chip ID is em2882/em2883 [13640.094262] em28xx #0: i2c eeprom 00: 1a eb 67 95 40 20 02 65 d0 12 5c 03 82 1e 6a 18 [13640.094280] em28xx #0: i2c eeprom 10: 00 00 24 57 66 07 01 00 00 00 00 00 00 00 00 00 [13640.094295] em28xx #0: i2c eeprom 20: 46 00 01 00 f0 10 02 00 b8 00 00 00 5b e0 00 00 [13640.094311] em28xx #0: i2c eeprom 30: 00 00 20 40 20 6e 02 20 10 01 01 01 00 00 00 00 [13640.094326] em28xx #0: i2c eeprom 40: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 [13640.094341] em28xx #0: i2c eeprom 50: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 [13640.094356] em28xx #0: i2c eeprom 60: 00 00 00 00 00 00 00 00 00 00 18 03 34 00 30 00 [13640.094371] em28xx #0: i2c eeprom 70: 32 00 37 00 38 00 32 00 33 00 39 00 30 00 31 00 [13640.094386] em28xx #0: i2c eeprom 80: 00 00 1e 03 57 00 69 00 6e 00 54 00 56 00 20 00 [13640.094401] em28xx #0: i2c eeprom 90: 48 00 56 00 52 00 2d 00 39 00 30 00 30 00 00 00 [13640.094416] em28xx #0: i2c eeprom a0: 84 12 00 00 05 50 1a 7f d4 78 23 fa fd d0 28 89 [13640.094432] em28xx #0: i2c eeprom b0: ff 00 00 00 04 84 0a 00 01 01 20 77 00 40 1d b7 [13640.094447] em28xx #0: i2c eeprom c0: 13 f0 74 02 01 00 01 79 63 00 00 00 00 00 00 00 [13640.094462] em28xx #0: i2c eeprom d0: 84 12 00 00 05 50 1a 7f d4 78 23 fa fd d0 28 89 [13640.094477] em28xx #0: i2c eeprom e0: ff 00 00 00 04 84 0a 00 01 01 20 77 00 40 1d b7 [13640.094492] em28xx #0: i2c eeprom f0: 13 f0 74 02 01 00 01 79 63 00 00 00 00 00 00 00 [13640.094509] em28xx #0: EEPROM ID= 0x9567eb1a, EEPROM hash = 0x2bbf3bdd [13640.094512] em28xx #0: EEPROM info: [13640.094515] em28xx #0: AC97 audio (5 sample rates) [13640.094517] em28xx #0: 500mA max power [13640.094521] em28xx #0: Table at 0x24, strings=0x1e82, 0x186a, 0x0000 [13640.097391] em28xx #0: Identified as Hauppauge WinTV HVR 900 (R2) (card=18) [13640.099617] tveeprom 15-0050: Hauppauge model 65018, rev B2C0, serial# 1292061 [13640.099623] tveeprom 15-0050: tuner model is Xceive XC3028 (idx 120, type 71) [13640.099629] tveeprom 15-0050: TV standards PAL(B/G) PAL(I) PAL(D/D1/K) ATSC/DVB Digital (eeprom 0xd4) [13640.099634] tveeprom 15-0050: audio processor is None (idx 0) [13640.099637] tveeprom 15-0050: has radio [13640.112849] tuner 15-0061: Tuner -1 found with type(s) Radio TV. [13640.112877] xc2028 15-0061: creating new instance [13640.112882] xc2028 15-0061: type set to XCeive xc2028/xc3028 tuner [13640.115930] xc2028 15-0061: Loading 80 firmware images from xc3028-v27.fw, type: xc2028 firmware, ver 2.7 [13640.164057] xc2028 15-0061: Loading firmware for type=BASE MTS (5), id 0000000000000000. [13641.666643] xc2028 15-0061: Loading firmware for type=MTS (4), id 000000000000b700. [13641.693262] xc2028 15-0061: Loading SCODE for type=MTS LCD NOGD MONO IF SCODE HAS_IF_4500 (6002b004), id 000000000000b700. [13641.820765] Registered IR keymap rc-hauppauge [13641.820958] input: em28xx IR (em28xx #0) as /devices/pci0000:00/0000:00:1a.7/usb1/1-4/rc/rc2/input11 [13641.821335] rc2: em28xx IR (em28xx #0) as /devices/pci0000:00/0000:00:1a.7/usb1/1-4/rc/rc2 [13641.822256] em28xx #0: Config register raw data: 0xd0 [13641.824526] em28xx #0: AC97 vendor ID = 0xffffffff [13641.825503] em28xx #0: AC97 features = 0x6a90 [13641.825507] em28xx #0: Empia 202 AC97 audio processor detected [13641.899015] em28xx #0: v4l2 driver version 0.1.3 [13641.944064] xc2028 15-0061: Loading firmware for type=BASE F8MHZ MTS (7), id 0000000000000000. [13643.470765] MTS (4), id 00000000000000ff: [13643.470776] xc2028 15-0061: Loading firmware for type=MTS (4), id 0000000100000007. [13643.717713] em28xx #0: V4L2 video device registered as video1 [13643.717718] em28xx #0: V4L2 VBI device registered as vbi0 [13643.718770] em28xx-audio.c: probing for em28xx Audio Vendor Class [13643.718775] em28xx-audio.c: Copyright (C) 2006 Markus Rechberger [13643.718778] em28xx-audio.c: Copyright (C) 2007-2011 Mauro Carvalho Chehab [13643.777148] xc2028 15-0061: attaching existing instance [13643.777154] xc2028 15-0061: type set to XCeive xc2028/xc3028 tuner [13643.777158] em28xx #0: em28xx #0/2: xc3028 attached [13643.777162] DVB: registering new adapter (em28xx #0) [13643.777167] DVB: registering adapter 0 frontend 0 (Micronas DRXD DVB-T)... [13643.777876] em28xx #0: Successfully loaded em28xx-dvb And here goes the lsmod output lsmod|grep em28xx em28xx_dvb 18579 0 dvb_core 110619 1 em28xx_dvb em28xx_alsa 18305 0 em28xx 109365 2 em28xx_dvb,em28xx_alsa v4l2_common 16454 3 tuner,tvp5150,em28xx videobuf_vmalloc 13589 1 em28xx videobuf_core 26390 2 em28xx,videobuf_vmalloc rc_core 26412 10 rc_hauppauge,ir_lirc_codec,ir_mce_kbd_decoder,ir_sony_decoder,ir_jvc_decoder,ir_rc6_decoder,ir_rc5_decoder,em28xx,ir_nec_decoder snd_pcm 97188 3 em28xx_alsa,snd_hda_intel,snd_hda_codec tveeprom 21249 1 em28xx videodev 98259 5 tuner,tvp5150,em28xx,v4l2_common,uvcvideo snd 78855 14 em28xx_alsa,snd_hda_codec_conexant,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device Isn't this driver mainline now? Or this card is not supported? Or the analog functionality is screwed? I need the analog capture working for this card. Please help!

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  • CodePlex Daily Summary for Thursday, June 05, 2014

    CodePlex Daily Summary for Thursday, June 05, 2014Popular Releases51Degrees - Device Detection and Redirection: 3.1.2.3: Version 3.1 HighlightsDevice detection algorithm is over 100 times faster. Regular expressions and levenshtein distance calculations are no longer used. The device detection algorithm performance is no longer limited by the number of device combinations contained in the dataset. Two modes of operation are available: Memory – the detection data set is loaded into memory and there is no continuous connection to the source data file. Slower initialisation time but faster detection performanc...CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.27.0: CodeMap now indicates the type name for all members Implemented running scripts 'as administrator'. Just add '//css_npp asadmin' to the script and run it as usual. 'Prepare script for distribution' now aggregates script dependency assemblies. Various improvements in CodeSnipptet, Autcompletion and MethodInfo interactions with each other. Added printing line number for the entries in CodeMap (subject of configuration value) Improved debugging step indication for classless scripts ...Load Runner - HTTP Pressure Test Tool: Load Runner 1.1: 1. added support for measuring total in time / hits / traffic / requests 2. abstracted log, default log to console / text file 3. refactored codeKartris E-commerce: Kartris v2.6003: Bug fixes: Fixed issue where category could not be saved if parent categories not altered Updated split string function to 500 chars otherwise problems with attribute filtering in PowerPack Improvements: If a user has group pricing below that available through qty discounts, that will show in place of the qty discountMagicaVoxel: MagicaVoxel Renderer ver 0.01: MagicaVoxel Renderer (Win 0.01)ClosedXML - The easy way to OpenXML: ClosedXML 0.72.3: 70426e13c415 ClosedXML for .Net 4.0 now uses Open XML SDK 2.5 b9ef53a6654f Merge branch 'master' of https://git01.codeplex.com/forks/vbjay/closedxml 727714e86416 Fix range.Merge(Boolean) for .Net 3.5 eb1ed478e50e Make public range.Merge(Boolean checkIntersects) 6284cf3c3991 More performance improvements when saving.MCE Controller: MCE Controller V1.8.6: BETA. Adds option to disable all internal commands. If the "Disable Internal Commands" checkbox in settings is checked, MCE Controller will disable all internally defined commands (e.g. VK key codes, single characters, mouse commands, etc...) and only respond to commands defined in the MCEControl.commmands file. Attempts to fix inability for clients to reconnect after they forcibly close the connection. Build 1.8.6.37445Visual F# Tools: Daily Builds Preview 06-04-2014: This preview is released for use under a proprietary license.SEToolbox: SEToolbox 01.032.018 Release 1: Added ability to merge/join two ships, regardless of origin. Added Language selection menu to set display text language (for SE resources only), and fixed inherent issues. Added full support for Dedicated Servers, allowing use on PC without Steam present, and only the Dedicated Server install. Added Browse button for used specified save game selection in Load dialog. Installation of this version will replace older version.Service monitor: Version 3.1: Added the ability of the tool to restart itself in 'Admin' mode without UAC prompt. Note that this only works after the tool has run in 'Admin' mode at least once before. This is only supported on Vista, Windows 7 or later. See my blog post on how it is done.DNN Blog: 06.00.07: Highlights: Enhancement: Option to show management panel on child modules Fix: Changed SPROC and code to ensure the right people are notified of pending comments. (CP-24018) Fix: Fix to have notification actions authentication assume the right module id so these will work from the messaging center (CP-24019) Fix: Fix to issue in categories in a post that will not save when no categories and no tags selectedTEncoder: 4.0.0: --4.0.0 -Added: Video downloader -Added: Total progress will be updated more smoothly -Added: MP4Box progress will be shown -Added: A tool to create gif image from video -Added: An option to disable trimming -Added: Audio track option won't be used for mpeg sources as default -Fixed: Subtitle position wasn't used -Fixed: Duration info in the file list wasn't updated after trimming -Updated: FFMpegQuickMon: Version 3.14 (Pie release): This is unofficially the 'Pie' release. There are two big changes.1. 'Presets' - basically templates. Future releases might build on this to allow users to add more presets. 2. MSI Installer now allows you to choose components (in case you don't want all collectors etc.). This means you don't have to download separate components anymore (AllAgents.zip still included in case you want to use them separately) Some other changes:1. Add/changed default file extension for monitor packs to *.qmp (...VeraCrypt: VeraCrypt version 1.0d: Changes between 1.0c and 1.0d (03 June 2014) : Correct issue while creating hidden operating system. Minor fixes (look at git history for more details).Keepass2Android: 0.9.4-pre1: added plug-in support: See settings for how to get plug-ins! published QR plug-in (scan passwords, display passwords as QR code, transfer entries to other KP2A devices) published InputStick plugin (transfer credentials to your PC via bluetooth - requires InputStick USB stick) Third party apps can now simply implement querying KP2A for credentials. Are you a developer? Please add this to your app if suitable! added TOTP support (compatible with KeeOTP and TrayTotp) app should no l...Microsoft Web Protection Library: AntiXss Library 4.3.0: Download from nuget or the Microsoft Download Center This issue finally addresses the over zealous behaviour of the HTML Sanitizer which should now function as expected once again. HTML encoding has been changed to safelist a few more characters for webforms compatibility. This will be the last version of AntiXSS that contains a sanitizer. Any new releases will be encoding libraries only. We recommend you explore other sanitizer options, for example AntiSamy https://www.owasp.org/index....Z SqlBulkCopy Extensions: SqlBulkCopy Extensions 1.0.0: SqlBulkCopy Extensions provide MUST-HAVE methods with outstanding performance missing from the SqlBulkCopy class like Delete, Update, Merge, Upsert. Compatible with .NET 2.0, SQL Server 2000, SQL Azure and more! Bulk MethodsBulkDelete BulkInsert BulkMerge BulkUpdate BulkUpsert Utility MethodsGetSqlConnection GetSqlTransaction You like this library? Find out how and why you should support Z Project Become a Memberhttp://zzzproject.com/resources/images/all/become-a-member.png|ht...Tweetinvi a friendly Twitter C# API: Tweetinvi 0.9.3.x: Timelines- Added all the parameters available from the Timeline Endpoints in Tweetinvi. - This is available for HomeTimeline, UserTimeline, MentionsTimeline // Simple query var tweets = Timeline.GetHomeTimeline(); // Create a parameter for queries with specific parameters var timelineParameter = Timeline.CreateHomeTimelineRequestParameter(); timelineParameter.ExcludeReplies = true; timelineParameter.TrimUser = true; var tweets = Timeline.GetHomeTimeline(timelineParameter); Tweetinvi 0.9.3.1...Sandcastle Help File Builder: Help File Builder and Tools v2014.5.31.0: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This release completes removal of the branding transformations and implements the new VS2013 presentation style that utilizes the new lightweight website format. Several breaking cha...Magick.NET: Magick.NET 6.8.9.101: Magick.NET linked with ImageMagick 6.8.9.1. Breaking changes: - Int/short Set methods of WritablePixelCollection are now unsigned. - The Q16 build no longer uses HDRI, switch to the new Q16-HDRI build if you need HDRI.New Projects12306helper: 12306 ????2112110044: dasda2112110202: asdfsdfsdfsd2112110298: TieuDan2112110315: vftgcdxfrBaidu PCS: BaiduPCSExcel2Sobek: Here the project Excel2Sobek is hosted. Excel2Sobek is a preprocessor in Excel's VBA for the SOBEK 2 hydrological and hydraulic simulation model by Deltares.Help Desk Pro: Manage a business of customer serviceMARGYE: MARGYE CMS CMR E-CommerceMemberBS: MemberBS20140605MiKroTik API: Api untuk menghubungkan aplikasi anda dengan router Mikrotik.MiniProfiler + Log4Net: Use MiniProfiler and Log4Net in ASP.NET projectStore Apps Unity App Base for Prism: This simple library provides an Application Base for a Windows Store application that automatically connects Unity to provide injection as the container.SuperCaptcha for MVC: Custom captcha control for MVCTC760240: myappwithfailuresWindows Phone 8 Dilbert Comic Reader: Basic WP8.1 app that displays comics from http://www.dilbert.com.x86 Proved: Prove what you run!

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  • Why do I always get this error when using 'apt-get' commands?

    - by Venki
    I am using Ubuntu 14.04(with Unity). Just today(as of the date of this post) I did a sudo apt-get update && sudo apt-get upgrade and at the end of the 'Upgrade' process I got the following error :- Setting up crossplatformui (1.0.38) ... * Stopping ACPI services... [ OK ] * Starting ACPI services... [ OK ] package libqtgui4 exist QT_VERSION = 4 make -C /lib/modules/3.13.0-27-generic/build M=/usr/local/bin/ztemtApp/zteusbserial/below2.6.27 modules make[1]: Entering directory `/usr/src/linux-headers-3.13.0-27-generic' CC [M] /usr/local/bin/ztemtApp/zteusbserial/below2.6.27/usb-serial.o /usr/local/bin/ztemtApp/zteusbserial/below2.6.27/usb-serial.c:34:28: fatal error: linux/smp_lock.h: No such file or directory #include <linux/smp_lock.h> ^ compilation terminated. make[2]: *** [/usr/local/bin/ztemtApp/zteusbserial/below2.6.27/usb-serial.o] Error 1 make[1]: *** [_module_/usr/local/bin/ztemtApp/zteusbserial/below2.6.27] Error 2 make[1]: Leaving directory `/usr/src/linux-headers-3.13.0-27-generic' make: *** [modules] Error 2 dpkg: error processing package crossplatformui (--configure): subprocess installed post-installation script returned error exit status 2 Errors were encountered while processing: crossplatformui E: Sub-process /usr/bin/dpkg returned an error code (1) From then on whatever apt-get command I use(so far as I know, except apt-get update) I keep getting the above error at the end of the process. But whichever apt-get command I use does what it has to without fail.(For example I tried installing blender with sudo apt-get install blender and it installed fine though it showed the above error.) After this I even got a kernel update(from 3.13.0-27 to 3.13.0-29 via the Software Updater), but even now the issue persists. How do I solve this issue?

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  • How do I install the EW-7318Ug wireless drivers?

    - by user69731
    I'm on Ubuntu 12.04 and I need to install & configure Internet connection. I want to use montor mode in Wireshark. After Ubuntu installation my wireless card was recognized but it doesn't connect to the Internet. Internal wireless card works well. What should I do? I'm new to Linux. PC:~$ ifconfig -a eth0 Link encap:Ethernet HWaddr 64:31:50:0f:d4:70 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:45 Base address:0x8000 eth1 Link encap:Ethernet HWaddr e0:2a:82:aa:2d:3e inet addr:192.168.0.101 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::e22a:82ff:feaa:2d3e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:20978 errors:0 dropped:0 overruns:0 frame:364651 TX packets:20949 errors:171 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:19299119 (19.2 MB) TX bytes:3024858 (3.0 MB) Interrupt:19 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:4788 errors:0 dropped:0 overruns:0 frame:0 TX packets:4788 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:387017 (387.0 KB) TX bytes:387017 (387.0 KB) wlan1 Link encap:Ethernet HWaddr 00:1f:1f:44:c1:a4 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:10508 errors:0 dropped:0 overruns:0 frame:0 TX packets:6143 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:14831319 (14.8 MB) TX bytes:644606 (644.6 KB) PC:~$ iwconfig lo no wireless extensions. wlan1 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:on eth1 IEEE 802.11 Access Point: Not-Associated Link Quality:5 Signal level:225 Noise level:162 Rx invalid nwid:0 invalid crypt:0 invalid misc:0 eth0 no wireless extensions.

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  • 12.0.4.3 - Missing Battery Icon, auto Suspend not working, Keyboard shortcuts volume up/down no longer working

    - by Navraj
    Problems I am experiencing: Battery Icon not showing up unity bar (top right corner). Volume Up/Down/Mute not working. Bluetooth hot keys described above also not working.Brightness up/down keys on this keyboard no longer working (apple wireless keyboard) Laptop no longer suspends when lid is shut. I have to go to 'power' button on top right corner and click on 'Suspend' All was working flawlessly until I did the following: I have recently upgraded to Nvidia propriety driver version 319 {version recommended}. Installed Xscreensaver and then removed it and went back to default screensaver. Done a system update (1st since installing) and now currently running: Linux 3.8.0-32-generic #47~precise1-Ubuntu SMP Wed Oct 2 16:19:35 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux NOTE: Base system was ubuntu 12.04.3 installed from ISO however lsb_release reports "No LSB modules are available" 4.installed psensor. I have check power setting (via Settings) and power setting via dconf-editor and set to recommended settings as described in posts detailing solution to this problem. - I have disabled 1) Nvdia settings at startup and 2) psensor at startup but this does not help. I am using an HP DV7 with 2GB Nvidia card. Not using any fancy graphics features. Recommendations? Thanks.

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  • web browsing vs. torrent traffic, and bandwidth priority?

    - by suli8
    recently i did download big torrent files. (120 Gb). and i need to seed them back to at least 1.5 ratio. my upload speed is 130 Kb/s max. the problem is that i need to seed them as fast as possible. but i browse the web a lot. and browsing with no upload left, can be very frustrating. I'm looking for something like this, torrent are on max. seeding rate, but when the browser needs the bandwidth, it gets it. priority is to web browser, but when not needed, torrent can be at max. i'm aware that i can change torrent client max speed. but doing it manually everytime and every 5 minutes or so, is hard. Info: i'm using firefox/chrome my torrent client is Ktorrent i'm on 11.10 with unity i do have a router, it's a HAG. and i can't access all it's properties. is this possible even? changing the priority in the system monitor for the applications can do the job?the nice value i mean. is there a way to set priority bandwidth usage for different apps? thank you!

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • AndEngine Box2d game

    - by OneMoreVladimir
    I'm developing a 2d survival shooter using Box2d extension and I've got some questions: I have two AnalogOnScreenControls. Their listeners modify both sprites and bodies. I receive TouchEventPool was exhausted and as their number grows the game crashes accidently. I've tried to put the modification of the bodies and sprites on the UpdateThread but that does not solve the problem. What could be the cause? I have a class that at the beginnig of the game loads all the textures. After I relaunch the game activity several times I receive Unable to find Phys Addr for and "green color" interface. But that doesn't happen if I clear the memory manually through the Task Manager before relaunch What could be the cause? I unload my atlas at the end of the game. The game sometimes crashes at start with NullPointerException in onResumeGame. The solution suggested is to set android:configChanges="orientation|screenSize" but my device is API 10 so it doesn't have screenSize property and orientation only does not seem to help, because the game starts in portrait mode at times (though landscape is set in the code)

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  • 12.04 update crash, now cannot boot

    - by EdW
    Boot now freezes the system at the "Ubuntu purple screen" with the 5 dots under it. I cannot even CTRL-ALT-F1 to get to an alternate console. Have to push reset button on computer to reboot. After the 12.04 update crash, the system would boot, but I had no icons and no launch bar and errors about missing dependencies. CTRL-ALT-F1 and ran apt-get -f install and it appeared to get the missing packages. I followed with a apt-get update; apt-get upgrade. It appeared to install all of the remaining 12.04 update packages. Rebooted to same blank screen - no icons, but got a compiz error. In console I tried "unity --reset" rebooted ... Nothing ... It's dead in the water. Tried to boot into Recovery Mode - black screen - I cannot even CTRL-ALT-Del - have to push reboot button. Fortunately, I have Mint on another partition and I can access the broken 12.04 partition. Ideas? I can back up all of my folders using Mint, but I would hate to have to do a new install.

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  • HP Notebook Pavilion g6-2101sl freeze

    - by StErMi
    I just bought this notebook and I've already installed in a new partition Ubuntu 12.04 LTS with 6gb of swap memory. UPDATE2: This is the laptop configuration: http://h10025.www1.hp.com/ewfrf/wc/document?cc=it&lc=it&dlc=it&tmp_geoLoc=true&docname=c03397517 Sometimes (without any special conditions) Ubuntu freezes. My mouse is blocked, the UI is blocked, ALT+F1 to kill something or to restart is blocked, I can't really do anything... I've also tried and it freezes with: Ubuntu 3D Ubuntu 2D Gnome Shell and it freezes both with low and high load. I can only press on power button (physically) and restart my laptop (and this is not the correct way to do things). I'm using this laptop for work, so I need a stable OS without this freeze. Someone knows how to solve this problem? UPDATE: /var/log/messages is empty /var/log/kernel.log - http://paste.ubuntu.com/1220182/ /var/log/Xorg.0.log - http://paste.ubuntu.com/1220186/ I just installed propetary driver from ATI, it crash anyway. This morning I started laptop, I enabled wireless, opened dropbox and chrome - freeze. When it freeze I cannot: Do ctrl+alt+f1 to get console access AltF2 + r to reload session Alt+Print + RESUB to restart I totally freezed.

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  • How to move ubuntu 12.04 on another drive

    - by Maksim
    How I can move my ubuntu on another drive? I know about clonezilla but problem is that destination drive is smaller the source one. Gparted can't copy-paste partition if destination not the end last partition. I tried dpkg --selected-packages and apt-clone. First one just not install all my packages and removed existed that now I have no full unity and not my all packages. Second one just fail on configuration package. But before I did that way I copy-paste my /etc to new system. My partition table destination : gpt 1 1049kB 106MB 105MB fat32 EFI System ??????????? 2 106MB 12,1GB 12,0GB ext4 3 12,1GB 66,3GB 54,2GB ext4 source: msdos 1 1049kB 12,0GB 12,0GB primary ext4 ??????????? 2 12,0GB 492GB 480GB primary ext4 3 492GB 500GB 8107MB primary linux-swap(v1) Gpt not working with ubuntu that use grub 1.99. I don't know why but my laptop can't boot any device with uefi just black screen and ubuntu detect it on fresh install.

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  • Which Graphics/Geometry abstraction to choose?

    - by Robz
    I've been thinking about the design for a browser app on the HTML5 canvas that simulates a 2D robot zooming around, sensing the world around it. I decided to do this from scratch just for fun. I need shapes, like polygons, circles, and lines in order to model the robot and the world it lives in. These shapes need to be drawn with different appearance attributes, like border/fill style/width/color. I also need to have geometry functions to detect intersections and containment for the robot's sensors and so that the robot doesn't go inside stuff. One idea for functions is to have two totally separate libraries, one to implement graphics (like drawShape(context, shape)) and one for geometry operations (like shapeIntersectsShape(shape1, shape2)). Or, in a more object-oriented approach, the shape objects themselves could implement methods to do their own graphics (shape.draw(context)) and geometry operations (shape1.intersects(shape2)). Then there is the data itself: whether the data to draw a shape and the data to do geometric operations on that shape should be encapsulated within the same object, or be separate structures (where one would contain the other, or both be contained inside another structure). How do existing applications that do graphics/geometry stuff deal with this? Is there one model that is best, or is each good for certain applications? Should the fact that I'm using Javascript instead of a more classical language change how I approach the design?

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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • Lubuntu: How do I arrange windows with keyboard shortcuts?

    - by iveand
    I have been testing with Lubuntu and have found it really pleasant. However, I cannot find an answer for one essential (for me) feature: being able to arrange windows with keyboard shortcuts. In Ubuntu this is done with the "Grid" plugin in "compizconfig-settings-manager". Unity uses this as well for window arranging. I am not interested in the "drag to the left to take up 1/2 the screen", but rather just the "hit some key combo" to put the active window to the left 1/2 of the screen, for example. I found this entry in "askubuntu" asking a very similar question: Is there a way to make Openbox behave like the Compiz Grid plugin? But it seems the "answer to this question", namely pyTile (http://sourceforge.net/projects/pytile/), doesn't do what I would like it to do. I don't want to tile all current windows, I want to resize one window at a time as I specify (left, right, top, center, bottom, 1/2, 2/3, 1/3, etc.). And I would prefer to do so with the keyboard. I think it possible to install compiz in Lubuntu, but this seems like "overkill" for this one feature (Grid keyboard shortcuts). Any help out there? It would REALLY MAKE MY DAY!!!

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  • Setting Krypton Light to Screen Pixels

    - by Adam Jerrett
    So a few days back, I started playing around with Krypton XNA for 2D lighting in my game. I noticed in general, that spawning a light at (0,0) with Krypton causes the light to appear in, pretty much, the centre of the game screen. Is there any way to change this so a Krypton light's "starting point" at [0,0] would spawn at the top left of the screen, and thus follow the standard screen co-ordinates for position? I ask because currently I'm busy working on my game where my spawn point is [512,512]. With hard code, the closest I've got to the light being "central" to this point is the vector position [12,-20], which makes no sense and is impossible to craft, mathematically, if I want the light to move with the camera (the position [480,512] maps roughly to [10,-20]). So, is there any way to "normalise" the krypton lights to use standard screen co-ordinates? If you guys can, play around with the demo from the site and please see if you can find anything out about it. Documentation on the engine is rather scarce, so it's difficult to find anything relevant to my "pixel-perfect" need. It might just also be something in the code with regards to the matrices that I'm not fully understanding. Any help would be useful. Thanks.

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  • Automatically triggering standard spaceship controls to stop its motion

    - by Garan
    I have been working on a 2D top-down space strategy/shooting game. Right now it is only in the prototyping stage (I have gotten basic movement) but now I am trying to write a function that will stop the ship based on it's velocity. This is being written in Lua, using the Love2D engine. My code is as follows (note- object.dx is the x-velocity, object.dy is the y-velocity, object.acc is the acceleration, and object.r is the rotation in radians): function stopMoving(object, dt) local targetr = math.atan2(object.dy, object.dx) if targetr == object.r + math.pi then local currentspeed = math.sqrt(object.dx*object.dx+object.dy*object.dy) if currentspeed ~= 0 then object.dx = object.dx + object.acc*dt*math.cos(object.r) object.dy = object.dy + object.acc*dt*math.sin(object.r) end else if (targetr - object.r) >= math.pi then object.r = object.r - object.turnspeed*dt else object.r = object.r + object.turnspeed*dt end end end It is implemented in the update function as: if love.keyboard.isDown("backspace") then stopMoving(player, dt) end The problem is that when I am holding down backspace, it spins the player clockwise (though I am trying to have it go the direction that would be the most efficient at getting to the angle it would have to be) and then it never starts to accelerate the player in the direction opposite to it's velocity. What should I change in this code to get that to work? EDIT : I'm not trying to just stop the player in place, I'm trying to get it to use it's normal commands to neutralize it's existing velocity. I also changed math.atan to math.atan2, apparently it's better. I noticed no difference when running it, though.

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  • How do I keep a 3D model on the screen in OpenGL?

    - by NoobScratcher
    I'm trying to keep a 3D model on the screen by placing my glDrawElement functions inside the draw function with the declarations at the top of .cpp. When I render the model, the model attaches it self to the current vertex buffer object. This is because my whole graphical user interface is in 2D quads except the window frame. Is there a way to avoid this from happening? or any common causes of this? Creating the file object: int index = IndexAssigner(1, 1); //make a fileobject and store list and the index of that list in a c string ifstream file (list[index].c_str() ); //Make another string //string line; points.push_back(Point()); Point p; int face[4]; Model rendering code: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); cout << "Size Of Point" << sizeof(Point) << endl; GLuint vertexbuffer; glGenVertexArrays(1, &vao[3]); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, points.size()*sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, num_bytes, &points[0]); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, points.size(), &points[0]); glEnableClientState(GL_INDEX_ARRAY); glIndexPointer(GL_FLOAT, faces.size(), faces.data()); glEnableVertexAttribArray(0); glDrawElements(GL_QUADS, points.size(), GL_UNSIGNED_INT, points.data()); glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data());

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  • How to diagnose Ubuntu CPU spikes / IO wait?

    - by Jeff Welling
    I'm using Ubuntu and every couple minutes it goes unresponsive for a half second to a full second, which isn't normally a problem but makes trying to code extremely frustrating when your trying to hit backspace or navigate the code and nothing is happening. The problem is, the freezes are so brief that top doesn't have time to show me what is spiking the CPU (assuming something is, but I don't know what else could cause this). Does anyone know how to troubleshoot this performance issue? Edit: I've tried login in with Gnome Classic (No Effects) instead of Unity but it still freezes up every once in awhile. Edit: The CPU graph doesn't seem to be showing any actual spikes so it seems you were right and my original diagnosis of CPU spikes being the problem was incorrect, I now suspect IO wait. I don't recall this happening for the brief few weeks I had Windows 7 Starter running on it though, which leads me to believe it isn't (just?) the hardware.. is there anything I can tweak to improve this? I'm using an Acer Aspire One D257, with Ubuntu 11.10. Edit: Output of dmesg is at http://paste.ubuntu.com/1060054/ and kern.log is at http://paste.ubuntu.com/1060055/

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  • Open Source Software Development Center at University of Belgrade

    - by Tori Wieldt
    A new Open Source Software Development Center is open at University of Belgrade, Serbia. It centers around using Java & NetBeans as open source projects to learn from and contribute to. Assistant Professor Zoran Sevarac says that not only does the center allow him to teach software development using open source projects, but also "we are improving our University courses based on the experience we get from working on open source code."  Some of the projects underway are a NetBeans UML plugin; Neuroph (a Java neural network framework, with a NetBeans Platform-based UI); a NetBeans DOAP Plugin; WorkieTalkie (NetBeans chat plugin); and 2D and 3D visualization plugins for NetBeans. University of Belgrade also has an official university course about open source development, where students learn to use development tools, work in teams, participate in open source projects and learn from real world software development projects. Students, teachers, and researchers at the University of Belgrade, and any member of the open source community are welcome to come to learn software development from successful open source projects. For more information, you can contact Zoran Sevarac (@neuroph on Twitter).

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  • How to rotate html5 canvas as page background?

    - by Sebastian P.R. Gingter
    Hi, I want to achieve the following: Image a white sheet of paper on a black desk. Then rotate the paper a little bit to the left (like, 25 degrees). Now you still have the black desk, and a rotated white box on it. In this rotated white box I want to place non-rotated normal html content like text, tables, div's etc. I already have a problem at the very first step: rotating a rectangle. This is my code so far: <html> <head> <script> function draw() { var canvas=document.getElementById("myCanvas"); var c=canvas.getContext("2d"); c.fillStyle = '#00'; c.fillRect(100, 100, 100, 100); c.rotate(20); c.fillStyle = '#ff0000'; c.fillRect(150, 150, 10, 10); } </script> </head> <body onload="draw()"> <canvas id="myCanvas" width="500" height="500"></canvas> </body> </html> With this, I see only a normal black box. Nothing else. I assume there should be a red, rotated box too, but there's nothing. What is the best approach to reach this and to have it as a (scaling) background for my web page?

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  • Picking a suitable resolution for a modern low-res game?

    - by MrKatSwordfish
    I'm working on a 2D game project right now (using SFML+OpenGL and C++) and I'm trying to figure out how to go about choosing a resolution. I want my game to have a pixel resolution that is around that of classic '16bit' era consoles like the Super Nintendo or Neo Geo. However, I'd also like to have my game fit the 16:9 aspect ratio that most modern PC monitors use. Finally I'd like to be able to include an option for running full screen. I know that I could create my own low-res 16:9 resolution that is more-or-less around the size of SNES or NeoGeo games. However, the problem seems to be that doing so would leave me with a non-standard resolution that my monitor would not be able to support in fullscreen mode. For example, if i divide the common 16:9 resolution 1920x1080 by 4, I would get a 16:9 resolution that is relatively close to the resolution used by 16bit era games; 480x270. That would be fine in a windowed mode, but I don't think that it would be supported in fullscreen mode. How can I choose a resolution that suits my needs? Can I use something like 480x270? If so, how would I go about getting fullscreen mode to work with such a non-standard resolution? (I'm guessing OpenGL/SFML might have a way of up-scaling...but..)

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  • Square game map rendered as sphere with OpenGL

    - by Roflha
    Okay so I have been trying to find a good way to do this for a while now and so far I have nothing. For a hobby project of mine I have created a finite voxel world (similar to minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate

    - by ETC
    If you’re one of the less fortunate (namely those forgotten by their carrier when it comes to phone OS upgrade time) you’ve got a friend in Cyanogen. They’ve rolled out a new Release Candidate update that includes Android 2.3 and a host of performance tweaks. First thing to note is that this is an RC and if you upgrade from CyanogenMod 6 to CyanogenMod 7 RC you’ll be trading a little bit of stability and a few features that haven’t made the jump from 6 to 7 in return for the newest features of Android 2.3. If you’re not comfortable with that wait for CyanogenMod 7 to update to a final release. For the intrepid, hit up the link below to read more and grab a copy. CyanogenMod-7 Release Candidates! [Cyanogen via Download Squad] Latest Features How-To Geek ETC Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate MyPaint is an Open-Source Graphics App for Digital Painters Can the Birds and Pigs Really Be Friends in the End? [Angry Birds Video] Add the 2D Version of the New Unity Interface to Ubuntu 10.10 and 11.04 MightyMintyBoost Is a 3-in-1 Gadget Charger Watson Ties Against Human Jeopardy Opponents

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