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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • How to ensure apache2 reads htaccess for custom expiry?

    - by tzot
    I have a site with Apache 2.2.22 . I have enabled the mod-expires and mod-headers modules seemingly correctly: $ apachectl -t -D DUMP_MODULES … expires_module (shared) headers_module (shared) … Settings include: ExpiresActive On ExpiresDefault "access plus 10 minutes" ExpiresByType application/xml "access plus 1 minute" Checking the headers of requests, I see that max-age is set correctly both for the generic case and for xml files (which are auto-generated, but mostly static). I would like to have different expiries for xml files in a directory (e.g. /data), so http://site/data/sample.xml expires 24 hours later. I enter the following in data/.htaccess: ExpiresByType application/xml "access plus 24 hours" Header set Cache-control "max-age=86400, public" but it seems that apache ignores this. How can I ensure apache2 uses the .htaccess directives? I can provide further information if requested.

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  • Why does LightDM only show a custom wallpaper on the login screen if I have selected one of the default wallpapers?

    - by Mauricio
    LightDM only changes wallpapers if I have selected one of the default wallpapers. If I choose another image from my pictures, LightDM shows the default wallpaper. Why is this happening, and how can I make LightDM show my wallpaper if it is not one of the defaults? As @doug said in his answer, it works if you click on the little + symbol in the appearance settings: after you do that, LightDM changes wallpapers.

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  • Z Order in 2D with orthographic projection and texture atlas

    - by Carbon Crystal
    I am working with a 2D game in OpenGL ES and have a question about z-order together with a texture atlas. I am using an orthographic projection because I want pixel-perfect rendering of 2D sprites, however from what I can determine the draw order is really the only thing that will determine which textures (sprites) appear above or below their neighbors. That is, the "z-index" is a function of the order in which the textures are drawn as opposed to the z coordinate on the vertex array being drawn. So.. I have a texture atlas to save binding multiple textures for each draw call but this immediately creates a problem if there is more than one atlas in play. If I need to draw textures from more than one atlas (typically the case if I have too many sprites to fit in a single atlas of a reasonable size), then I can't maintain a "draw order" across atlases unless I want to bind/unbind the atlas textures more than once.. which kinda defeats the purpose. Does anyone have any clues as to what the best approach is here? Currently I'm running under an assumption that I will have to declare different fixed "depths" (e.g foreground, background etc) in my 2D scene and assume that the z-order for sprites at a given depth is the same. Then I can have as many atlases as I need at each depth and simply draw the depths in order (along with their associated atlases) I'd love to hear what other people are doing.

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  • Throw a long list of exceptions vs throw an Exception vs throw custom exception?

    - by athena
    I have an application which uses two methods of an API. Both these methods throw more than five exceptions each. So, if I just add a throws declaration then it becomes a list of more than ten. (My method cannot handle any of the ten exceptions) I have read that throwing a long list of exceptions is a bad practice. Also throwing (the umbrella) Exception is a bad practice. So, what should I do? Add a try catch block, and log and exit in the catch block? (Current approach) Create a custom exception class, wrap every exception and throw the custom exception? Add a throws declaration for all exceptions? Throw Exception?

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  • Game World Design [on hold]

    - by GameDev
    I have one doubt about world game developing. I want to do a kind of platform game mixed with RPG (Side Scroll). What's the best to draw the world, - Draw everything than use the camera to move around the world - Draw just what you see as the player moves draw the new stuff. I'm new at this and didn't had any course for it. So if anyone can help me thanks :) PS: Any recommendation to learning game concept, like drawing world theory, play etc.. (not code and i want to 2D and i only see books for 3D stuff)

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  • How can I call the iPhone to draw using other method?

    - by Tattat
    I have a view with a class called "drawingViewController", and I have the drawRect method: - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetLineWidth(context, 2.0); CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor); CGContextMoveToPoint(context, 0.0f, 0.0f); CGContextAddLineToPoint(context, 100.0f, 100.0f); CGContextStrokePath(context); } But I wanna to define some other drawing method, but it did't work, how can I do so apart from calling drawRect method? thz in advance.

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  • Do Apple and Google ask for a share if custom payment is done in a free app?

    - by user1590354
    I have a multiplatform game (web/iOS/Android) in the making. In the free version the core game is still fully playable but people who choose to pay will get more social features (and no ads, of course). I was thinking that rather than having a free and a paid version for all the platforms I may release the apps just for free and if the users want more, they have to register and pay a one-time fee (through a payment gateway or PayPal). The extra content would then be available in all the clients they have access to. Theoretically, this means a better value for the players and less maintenance and headache for me (obviously I have to handle all the payment troubles myself). Does it fit into the business model of Apple/Google? Or will they still claim their share of the registration fee?

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  • How to add a custom shape in the beginning of terminal command-prompt?

    - by Naruto
    I have seen a lot of terminal with sweet shape in the beginning of terminal command-prompt, like this: and i want to add a shape like this : .....____________________ , ,__ ....../ `---___________----_____] - - - - - - - - ¦ ¦¦¦¦D ...../_==o;;;;;;;;_______.:/ .....), ---.(_(__) / ....// (..) ), ----" ...//___// ..//___// .//___// i know how to change text color and add a character at the end, but when i add the brev shape it give me an error when i open the terminal : so how to do this ?

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  • Can I get build warnings from a custom build step in Qt Creator?

    - by Derick
    I have the following script that I run as a custom build step in Qt Creator: git ls-files . | egrep "\.cpp$|\.h$" | xargs vera++ Which then gives output: foo/bar.cpp:1: no copyright notice found Another script I also use is: cppcheck . --template gcc -q --enable=style,unusedFunctions With the output: apple.h:8: style: The class 'MyPie' has no constructor. Member variables not initialized. I would love to double-click on the error and go to the source in the Compile Output window. It seems that only gcc errors are detected and these custom ones are ignored even though they have the same format.

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  • How can I add a custom item to the Sound Indicator (and make it clickable more than once)?

    - by con-f-use
    The original question One of the strength of Unity are the various standardized indicators. I want to customize the sound indicator with an additional menu entry that runs a small shell script. I'm not afraid of a little Python code and I hope someone can point me to the right subroutine in the right file. I suspect that will be fairly easy but all the indicators are just so bloated that I can't look through their code in a reasonable time. Any help is appreciated. I know it is possible as the marvelous Skype-Wrapper does it. Edit 2 - Now a dirty DBus hack The one click problem from one edit before has now turned into a DBus problem. Basically we have to tell the sound indicator that our bogus player has terminated now. A dirty hack navigates around that problem: #!/bin/bash # This is '/home/confus/bin/toggleSpeaker.sh' notify-send "Toggle Speaker" "$(date)" qdbus \ com.canonical.indicator.sound \ /org/ayatana/indicator/service \ org.ayatana.indicator.service.Shutdown exit 0 Help from the community is appreciated as I don't have experience any with DBus whatsoever. Edit 1 - Takkat found a solution but only clickable once? For some reason the solution proposed by Takkat has the drawback that the resulting entry in indicator sound can only be clicked once per session. If someone has a fix for, than please comment or answer, you will be upvoted. Here you can see the result: I strongly suspect the issue is related to the .desktop-file in /home/confus/.local/share/application/toggleSpeaker.desktop, which is this: [Desktop Entry] Type=Application Name=toggleSpeaker GenericName=Toggle Speaker Icon=gstreamer-properties Exec=/home/confus/bin/toggleSpeaker.sh Terminal=false And here is a minimal example of the script in /home/confus/bin/toggleSpeaker.sh for your consideration: #!/bin/bash # This is '/home/confus/bin/toggleSpeaker.sh' notify-send "Toggle Speaker" "$(date)" exit 0

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  • OpenGL programming vs Blender Software, which is better for custom video creation?

    - by iammilind
    I am learning OpenGL API bit by bit and also develop my own C++ framework library for effectively using them. Recently came across Blender software which is used for graphics creation and is in turn written in OpenGL itself. For my part time hobby of graphics learning, I want to just create small-small movie or video segments; e.g. related to construction engineering, epic stories and so on. There may be very minimal to nil mouse-keyboard interaction for those videos, unlike video games which are highly interactive. I was wondering if learning OpenGL from scratch is worth for it or should I invest my time in learning Blender software? There are quite a few good movie examples are created using Blender and are shown in its website. Other such opensource cross platform alternatives are also welcome, which can serve my aforementioned purpose.

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  • Draw a JButton to look like a JLabel (or at least without the button edge?)

    - by Electrons_Ahoy
    I've got a JButton that for various reasons I want to act like a button, but look like a JLabel. It doesn't actually have to be a JLabel under the hood, I just don't want the raised button edge to show up. Is there an easy way to turn off the "button look" for JButtons but keep all the button functionality? I could build some kind of composed subclass hyperbutton that delegated to a jlabel for display purposes, but I'm really hoping there's something along the lines of button.lookLikeAButton(false).

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  • PHP or Javascript or other - Draw simple shapes onto images?

    - by Tommo
    I basically have an image of a world map and i would like to place a pin image at a specified pixel co-ordinate ontop of this world map image. It's for a website, so ideally the solution should be in PHP or Javascript (i'm avoiding Java and Flash as i want it to be as simple as possible). I had a look at the processing.js library but it is way to big and bloated for just performing this simple task. Is there a pre-existing Javascript function which will allow me to do this? Or a more simple javascript library that i can use? (processing.js was a bit too advanced for me, i couldnt get it working lol) In terms of a PHP solution, i would prefer taking the load off the server and onto the client for this task, but i would still like to hear methods for doing it in PHP if they are suitable. Thanks!

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  • How i draw the graph including X- and Y-axis lines?

    - by Rajendra Bhole
    Hi, I want to make an application in which i want to make simple graph using NSObject class and using CGContext method. All lines should be displaying dynamically in X and Y-axis interval text also, i trying develop something like following code, CGContextSetRGBStrokeColor(ctx, 2.0, 2.0, 2.0, 1.0); CGContextSetLineWidth(ctx, 2.0); //(number of lines) CGContextMoveToPoint(ctx, 30.0, 230.0); CGContextAddLineToPoint(ctx, 30.0, 440.0); //CGContextAddLineToPoint(ctx, 320.0, 420.0); //CGContextStrokePath(ctx); for(float x = 20.0; x <= 320.0; x++) { CGContextSetRGBStrokeColor(ctx, 2.0, 2.0, 2.0, 1.0); CGContextMoveToPoint(ctx, x, 420.0); CGContextAddLineToPoint(ctx, x+45.0, 420.0); CGContextStrokePath(ctx); } How i develop using above functions? Thanks.

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  • How do I mock a custom field that is deleted so that south migrations run?

    - by muhuk
    I have removed an app that contained a couple of custom fields from my project. Now when I try to run my migrations I get ImportError, naturally. These fields were very basic customizations like below: from django.db.models.fields import IntegerField class SomeField(IntegerField): def get_internal_type(self): return "SomeField" def db_type(self, connectio=None): return 'integer' def clean(self, value): # some custom cleanup pass So, none of them contain any database level customizations. When I removed this code, I've created migrations so the subsequent migration all ran fine. But when I try to run them on a pre-deletion database I realized my mistake. I can re-create a bare-bones app and make these imports work, but Ideally I would like to know if South has a mechanism to resolve these issues? Or is there any best practises? It would be cool if I could solve these issues just by modifying my migrations and not touching the codebase. (Django 1.3, South 0.7.3)

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  • Set property on usercontrol that can be used in custom panel in control... Silverlight

    - by Dimestore Cowboy
    I have a simple usercontrol that uses a simple custom panel where I just overrode the Orientation and Measure functions. What I want to do is to have a property in the usercontol to control the orientation So I basicaly have UserControl -- Listbox -- MyPanel And I want a property for the usercontrol that can be set in xaml (of type System.Windows.Controls.Orientation ) that I can bind to from my custom panel (or a different approach if binding isnt the right way to do it) It would be a bonus if that property could show up in the properties window and you could select vertical or horizontal. And a super bonus if I could change the property at design time and have the listbox/

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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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  • What color to use in owner-draw Windows List Control background?

    - by Mark Ransom
    I have an owner-drawn list control in my Windows program. I use CListCtrl::GetBkColor to get the background color, and for a selected item I use GetSysColor(COLOR_HIGHLIGHT). This matches what Windows uses for non owner drawn list controls, except for the case where the control doesn't have focus - then the background is replaced with gray. Does Windows use one of the GetSysColor constants for the selected but unfocused background? If so, which one?

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  • What is the cost of custom made 2D game sprites? [closed]

    - by Michael Harroun
    Possible Duplicate: How much to pay for artwork in an indie game? I am looking for sprites similar in style to those of Final fantasy Tactics, but with a much higher resolution that will work well for both a browser and an iPhone. In terms of animations: Walking in 4 directions Swinging with 1 hand Some sort of "casting animation" (depending on cost I may use the 1 hand swing with a wand). Taking a hit Kneeling Fallen How much would something like that cost per sprite?

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  • How do I hide my custom Unity panel indicators from another user account on the same machine?

    - by Inkayacu
    I created a second user account on my machine, making it a "standard" user account. When I log into that account, most of the panel indicators I've added in my own administrator user account show up here as well -- but not all of them (e.g., the cpufreq indicator shows up in both accounts, but the multiload indicator does not show up in the second account). I'd like to prevent everything but the default panel indicators from a fresh Ubuntu install showing up in the second user's panel.

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  • How do you uninstall old custom installs of Xcode?

    - by Jonathan
    Hi, When I install a beta, I do a custom install into a separate folder to the latest release version. I have several old beta installs. How do I uninstall the old custom versions of xcode? Can I just trash the folder? Our do I need to use Terminal? The release notes suggest to use this: $ sudo /Library/uninstall-devtools --mode=all But will this just uninstall my original official release version 3.2? Thanks.

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  • Techniques for separating game model from presentation

    - by liortal
    I am creating a simple 2D game using XNA. The elements that make up the game world are what i refer to as the "model". For instance, in a board game, i would have a GameBoard class that stores information about the board. This information could be things such as: Location Size Details about cells on the board (occupied/not occupied) etc This object should either know how to draw itself, or describe how to draw itself to some other entity (renderer) in order to be displayed. I believe that since the board only contains the data+logic for things regarding it or cells on it, it should not provide the logic of how to draw things (separation of concerns). How can i achieve a good partitioning and easily allow some other entity to draw it properly? My motivations for doing so are: Allow multiple "implementations" of presentation for a single game entity Easier porting to other environments where the presentation code is not available (for example - porting my code to Unity or other game technology that does not rely on XNA).

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