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  • How to specify which keys CapsLock affects?

    - by Seattle Jörg
    Using Maverick, I am not able to get the CapsLock behaviour I want: I would like it to affect essentially the alphabetical, numerical, and punctuation keys, i.e. all the keys that print something (as opposed to, say, the error keys), but only them. To illuminate this with an example: when writing code that uses % as the symbol for a comment, I want to be able to position the cursor at the start of a range of lines I want to comment out, then hit CapsLock, then iteratively hit the 5 key (using QWERTZ, Shift+5 gives %) and the arrow down key, so that I can quickly place a % at the start of the lines. Ubuntu in default configuration takes CapsLock literally, so that it affects only alphabetic keys. Under Preferences/Keyboard/Layout/Options I can make it act as a pressed Shift, but then the action of the arrow keys is to select text. All the other options available are equivalent to one of these two in my case. Is it possible to somehow get this behaviour? This is standard in Windows.

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  • Can I instruct the browser not to look for a favicon?

    - by Peter Boughton
    I have a website that doesn't have/need a favicon. Is there a way to instruct the browser not to waste a request looking for /favicon.ico ? I don't mean filtering logs, but something client-side, like this: <link rel="shortcut icon" href="about:blank" /> That appears to work, but I'm not in a position to do comprehensive tests, (and search engines are being unhelpful). Can anyone confirm if this is a valid method, or provide a suitable alternative?

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  • i need ur help [closed]

    - by aisha khan
    Write a program that prompts the user to enter the size of the array, allocate memory using malloc(), ask the user to enter elements of the array and displays if the puzzle is solvable. As part of this program, write a recursive function int Solvable(int start, int squares[]) that takes a starting position of the marker along with the array of squares. The function should return 1 if it is possible to solve the puzzle from the starting configuration and 0 if it is impossible

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  • Joystick acts as mouse; won't stop

    - by Shazzner
    Joystick acts as a mouse, even when I'm playing a game that uses a joystick so I get random mouse events going on. I plugged a joystick in to play Spiral Knights, also installed joystick and jcalibrate. Everything is working good, except by default the joystick moves the mouse around and the button activate mouse keys. Now normally this would be good behavior if I'm on a Myth-box or something, unfortunately when I play Spiral Knights with joystick input I see my mouse cursor moving in the back ground and when I hit a button it thinks I'm pressing right-click so it minimizes everything. Also it creates folders and probably deletes stuff. So, basically how the heck do I stop it from acting as a mouse?

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  • Any ideas on reducing lag in terrain generation?

    - by l5p4ngl312
    Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm having. I will try to explain how I am doing this so that maybe someone can spot where I am going wrong. I know it should not be this laggy. There is the abstract class Block which right now just contains render(). BlockGrass, etc. extend this class and each has code in the render function to create a textured quad at the given position. Then there is the class Chunk which has the function Generate() and setBlocksInArea(). Generate uses 2D perlin noise to make a height map and stores the heights in a 2D array. It stores the positions of each block it generates in blockarray[x][y][z]. The chunks are 8x8x128. In the main game class there is a 3D array called blocksInArea. The blocks in this array are what gets rendered. When a chunk generates, it adds its blocks to this array at the correct index. It is like this so chunks can be saved to the hard drive (even though they aren't yet) but there can still be optimization with the rendering that you wouldn't have if you rendered each chunk separately. Here's where the laggy part comes in: When the camera moves to a new chunk, a row of chunks generates on the end of the axis that the camera moved on. But it still has to move the other chunks up/down in the blocksInArea (render) array. It does this by calculating the new position in the array and doing the Chunk.setBlocksInArea(): for(int x = 0; x < 8; x++){ for(int y = 0; y < 8; y++){ nx = x+(coordX - camCoordX)*8 ny = y+(coordY - camCoordY)*8 for(int z = 0; z < height[x][y]; z++){ blockarray[x][y][z] = Game.blocksInArea[nx][ny][z]; } } } My reasoning was that this would be much faster than doing the perlin noise all over again, but there are still little spikes of lag when you move in between chunks. Edit: Would it be possible to create a 3 dimensional array list so that shifting of chunks within the array would not be neccessary?

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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • Samsung 305u notebook touchpad not working in Ubuntu 13.10

    - by Pablo Viollier
    I just installed Ubuntu 13.10 on my Samsung 305u notebook. The problem is that the touchpad (cursor and clicking) doesn't work, it does nothing. The only way to fix it is to plug an external mouse, which isn't the optimal. I already checked the system preferences and the touchpad is enabled. I used Ubuntu 13.04 before, and it worked. Then I installed Linux Mint and the touchpad stopped working, that's way I installed 13.10, but now it doesn't work here either. I hope someone can help me.

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  • set several menuitems.visible=true (7 replies)

    Hi all,i got menu like this Master Transaksi Karyawan name : mnuKaryawan Penjualan name : mnuJual User name : mnuUser Logout Exit I'm trying to show the mnuKaryawan etc based on user rights... I use database to store the menu name,and the table like this position menu admin mnuKaryawan admin mnuUser user mnuJual How to set the mnuKaryawan etc.visible true ? Thanks a lot....

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  • Grub Won't Boot WIndows 7

    - by STavros P.
    I have a problem with Grub 2. when i hit the Windows 7 (loader) option on the Grub boot screen Windows won't boot. i get a black screen with a white cursor blinking... Here is a log of my Boot options. I just want to delete all the other partitions which i don't know how they 've been made and stay just with the Ubuntu ext4 partition, the swap partition and the WIndows 7 partition. Can someoune help me with my problem? Here is the log: http://paste.ubuntu.com/1014619/ ps: I can only boot Windows with Hiren's Boot CD with the first option, Boot form first hard drive (win7, xp, vista).

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • packhard bell dot s netbook ubuntu 12.10

    - by Kermit
    sorry im absolutly linux beginner.... i bought a packhard bell netbook dots with Limpus.did not get along with limpus so wanted to install ubuntu. netbook: 2 GB RAM intel Atom N2600, intel graphics Media Accelerator 3600 I over installled ubuntu 12.10 (desktop version) like in the instruction (isofile over USB). Installation went fine. No problems. when starting after installation alot of text is coming.....starting xyz....with alot of okays at the end of line but nothing happends: ends with #Starting CPU interrups balancing daemon, stopping anachronics cron and blinking cursor... was reading in this forum, tried to do some things like #recoverymode# and nomodeset... but did not work or where do i get this graphic drivers from. Packard bell just offers windows drivers.and how do i install them? maybe its a completely diffrent cause for this? Thanks alot

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  • Woolrich Parka di tutti i tipi con punti di prezzo poco costoso

    - by maple
    Sebbene il modello di Woolrich Parka Femmine è Giubbotto Woolrich così intenso alla fine, il concetto resta da come l'unica look.During inverno Inuit stagione mesi, scelgono in pile camicie cappotto ricchi rispetto ad altri in quanto mantenere il heated.Tide sistema completamente regolabile in direzione del coperchio, costo pesante di stagno grado comparabili con piuma riscaldata, viene dopo guardando. Overstriking velo maglia, si Woolrich Artic Parka può facilmente prendere position.Woolrich migliora il cliente con la migliore fatta di abiti giacca in pile.wufengfengmaple36

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  • Title of person reporting to CEO responsible for strategy and projects [closed]

    - by user64134
    Case in point: What is the title of the person reporting directly to the CEO and/or CTO, responsible for the overall technical strategy and the overall responsibility for all projects and programs among multiple teams (being led by team leads) in a tech company I'm thinking that it is a mix of a staff and line position - making chief architect being too advisory and not matching the project/program part and VP of engineering a bit too high level?

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  • What to expect during an interview with Senior Development Exec?

    - by Umanga
    I passed first two technical interviews at a global e-commerce company for the position of Senior Software Engineer. I was told that there are two more interviews ,one with "Senior Development Exec" and another with "HR". 1) I am wondering what kind of questions I should expect during the interview with "Senior Development Exec"? Is is technical,high level architecture related ..etc? 2) During HR interviews,is it Ok to ask about the work-life balance and actual working hours?

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  • Why can't I get a working session with vnc4server

    - by ysap
    We have a couple of (identical) Ubuntu 11.10 machines, configured with gnome-classic, which we use as remote servers, and let our clients log into personal user accounts we create for them using vnc4server. We configured all the machines in the same way, following a short manual we compiled, describing how to download, install and prepare a few tools and our software. The connection usually works fine, but today I set up a fresh machine, and experienced problems. After installing vnc4server, I ran vncpasswd and copied the following startup file to ~/.vnc/xstartup: #!/bin/sh unset SESSION_MANAGER unset DBUS_SESSION_BUS_ADDRESS gnome-session --session=gnome-classic & [ -x /etc/vnc/xstartup ] && exec /etc/vnc/xstartup [ -r $HOME/.Xresources ] && xrdb $HOME/.Xresources xsetroot -solid grey vncconfig -iconic & Then, I started vnc4server and used two viewers (the Ubuntu Remote Desktop Viewer and Windows RealVNC Client) in two other machines, but instead of getting my desktop, I see an empty window with a grey-ish background pattern like this: and the cursor is a bold X. What is wrong with the setup and why don't I get a remote session as expected?

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  • Breadcrumbs - The New Ranking Factor in SEO

    Breadcrumbs were traditionally used as means of navigation factor for the visitors. Since then, the use of breadcrumbs has gone under a change and breadcrumbs have come to hold an important position in boosting the SEO process of a website.

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  • What are safe keys to remap in vim?

    - by Weeble
    So far I've been trying to use Vim in as vanilla a configuration as possible, so as to save myself hassle when moving between machines. However, there are a few things I'd really like to bind keys, such as to shorten "_diwP which I use often to delete the word under the cursor and replace it with one from the clipboard. Are there any particular keys that are conventionally reserved for user-defined mappings? The point of this question is mostly that I would like to avoid hassle later on when I decide to install some plugin or take my configuration files to vim on another OS and find that my key mappings clash with something else.

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  • Particle effect after the bullet

    - by Siddharth
    In my game, I fire a bullet from the gun along with that I generate a particle behind the bullet so that I look like fire effect after the bullet. But my problem is that the position I got from the bullet was distance in place. So basically I want to say that the bullet speed was high for that reason I got coordinate for the particle generation was far from each other like dot dot effect. But I want continuous flow of particle behind the bullet. So please provide any guidance for my problem

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  • Mouse Not Working on Boot

    - by user88043
    I have seen several topics regarding this situation, but none of them truly address my issue (that, or there are no answers that solve the issue.) Upon booting into Ubuntu 12.04.1 x64 my mouse wired USB mouse (Steelseries Sensei if that makes any difference) either doesn't work or stops working immediately after the grub menu, prior to the login screen appearing. The cursor is present, but obviously not reactive to any mouse movement; even the LED on my mouse turns off (or fails to turn on.) The only way I've found to activate the mouse is to restart the computer, and even then it's 50/50 at best as to whether or not the mouse will be powered. This issue has never happened in Windows 7, so the mouse is operating properly on the hardware and connection side. Forgive my ignorance of Ubuntu (and Linux in general), but I was hopeful that someone would have some suggestions, or could at least instruct me on what to check in order to provide any further information for diagnoses.

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  • Why doesn't my texture display with this GLSL shader?

    - by Chewy Gumball
    I am trying to display a DXT1 compressed texture on a quad using a VBO and shaders, but I have been unable to get it working. All I get is a black square. I know my texture is uploaded properly because when I use immediate mode without shaders the texture displays fine but I will include that part just in case. Also, when I change the gl_FragColor to something like vec4 (0.0, 1.0, 1.0, 1.0) then I get a nice blue quad so I know that my shader is able to set the colour. It appears to be either the texture is not being bound correctly in the shader or the texture coordinates are not being picked up. However, I can't find the error! What am I doing wrong? I am using OpenTK in C# (not xna). Vertex Shader: void main() { gl_TexCoord[0] = gl_MultiTexCoord0; // Set the position of the current vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: uniform sampler2D diffuseTexture; void main() { // Set the output color of our current pixel gl_FragColor = texture2D(diffuseTexture, gl_TexCoord[0].st); //gl_FragColor = vec4 (0.0,1.0,1.0,1.0); } Drawing Code: int vb, eb; GL.GenBuffers(1, out vb); GL.GenBuffers(1, out eb); // Position Texture float[] verts = { 0.1f, 0.1f, 0.0f, 0.0f, 0.0f, 1.9f, 0.1f, 0.0f, 1.0f, 0.0f, 1.9f, 1.9f, 0.0f, 1.0f, 1.0f, 0.1f, 1.9f, 0.0f, 0.0f, 1.0f }; uint[] indices = { 0, 1, 2, 0, 2, 3 }; //upload data to the VBO GL.BindBuffer(BufferTarget.ArrayBuffer, vb); GL.BindBuffer(BufferTarget.ElementArrayBuffer, eb); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verts.Length * sizeof(float)), verts, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(uint)), indices, BufferUsageHint.StaticDraw); //Upload texture int buffer = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, buffer); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (float)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (float)TextureMinFilter.Linear); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (float)TextureEnvMode.Modulate); GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, texture.format, texture.width, texture.height, 0, texture.data.Length, texture.data); //Draw GL.UseProgram(shaderProgram); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.VertexPointer(3, VertexPointerType.Float, 5 * sizeof(float), 0); GL.TexCoordPointer(2, TexCoordPointerType.Float, 5 * sizeof(float), 3); GL.ActiveTexture(TextureUnit.Texture0); GL.Uniform1(GL.GetUniformLocation(shaderProgram, "diffuseTexture"), 0); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);

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  • Working for international NGO's as a programmer

    - by Keyslinger
    I have begun a career as a web application and database developer while slowly discovering the passion I have for work in the international development sector. Since this is not the most obvious line of work for someone with my credentials, it seems to me that special care must be taken in order to court international non-governmental organisations (NGOs) and position myself in the field. Aside from adding grant-writing to my skill set and getting volunteer experience, what indispensable advice do you have for a fledgling programmer who wants to save the world?

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  • Microsoft leader des plateformes d'Informatique Décisionnelle d'après Gartner

    Microsoft leader des plateformes d'Informatique Décisionnelle d'après Gartner Le cabinet Gartner vient de publier son rapport annuel sur « le Carré Magique des Plateformes de l'Informatique Décisionnelle ». Conclusion, Microsoft conforte sa position de leader dans le domaine. Microsoft Business Intelligence est une gamme d'outils décisionnels « complète pour les collaborateurs, les équipes et les entreprises, afin d'améliorer les processus de prise de décision », explique Microsoft. En plus de figurer dans le carré des leaders depuis quelques années, Microsoft se distingue dans l'indice « capacité d'exécution » où l'éditeur surpasse ses concurrents Oracle, Mi...

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  • Xubuntu keeps loading on install with usb stick

    - by mattyh88
    I'm trying to install Xubuntu on my computer. I've followed a guide to create a USB bootable drive. I've inserted the USB stick and started the computer. I can see Xubuntu loading and after a minute or 2 it shows me a screen asking me if I'd like to use the live version or if I'd like to install. I choose install. Then on the next screen I select English as language. When I click continue, Xubuntu just keeps loading. It doesn't really freeze as I can still quit and move the cursor. When I clicked quit, I see the live version and all is working just fine. I can browse the internet, etc. What could be wrong?

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  • How to prevent my screen from either dimming or the screen-lock starting when watching YouTube?

    - by Steven Roose
    My screen brightness used to dim after a few seconds to preserve battery. This is default in Ubuntu 12.04. However when watching video it should not dim. This works correctly when I watch videos using native applications like VLC. With in-browser video, however, the screen is not prevented from dimming. This is very annoying as you have to move your cursor every 10 seconds or so. I used to use Mac OSX where I had the same dimming settings and Flash videos were taken into account correctly. Anyone an idea how you can make YouTube prevent your screen from dimming?

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