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  • How can I get the name of the current terminal from command-line?

    - by Xubu-Tur
    Is there a possibility to get the type of terminal with a command? If I'm using gnome-terminal the output should be gnome-terminal or something similar. It would be also nice to get the version of the terminal. Update ps -aux | grep `ps -p $$ -o ppid=` will output something like this: user 4239 0.0 0.7 292708 15744 pts/8 Sl 11:39 0:02 xfce4-terminal user 4800 0.0 0.0 6176 820 pts/0 S+ 12:23 0:00 grep --color=auto 4239 This will also work with xterm, but i don't know how to get only the name (xfce4-terminal in this case).

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  • How to acheive a smooth 2D lighting effect?

    - by Cyral
    I'm making a tile based game in XNA So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it

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  • Launcher disappears when Focuswriter is minimized

    - by Andreas
    This bug has to do with the integration of the full-screen writing app Focuswriter within Unity. It appeared before I upgraded from Ubuntu 12.04 to 12.10 - probably caused by a an automatically upgraded change that persist in 12.10: When I minimize Focuswriter after it has been in full-screen mode the launcher is invisible - instead of seeing it I just see a rectangle the color of my desktop background where it should have been. The launcher becomes visible if I click the area once but then I'm likely to hit an icon and unwillingly open a program. I've reported the bug to the developer of the program here: https://github.com/gottcode/focuswriter/issues/101 He has labeled the bug "upstream" saying that the bug is can only be fixed in Unity. My questions are: 1) does anyone (perhaps experiencing problems with other full-screen programs) have a solution or workaround so the launcher won't disappear? 2) where can I file a bug report for this problem?

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  • How do you make your applications looking more sexy?

    - by Roflcoptr
    The other title of this question could also be: How to improve my creativeness? During the past years I noticed that a loot of my small applications that I write in my free time to ease my life could also be useful for some of my friends. They asked me to get them a copy. Even if the applications are working as they should I feel a little bit embarrassed because they GUIs are all looking really ugly. The problem is, I always used standard and default-looking Buttons, TextBoxes etc. Now I thought about how to improve this. And yes I know it is possible to use themes, ImageButtons, ColorBrushes and so on. And now the real problem is: I can't really see which colors fit together and make a good design. Are there any techniques, books, other resources that help to improve to get a feeling for good designs, color combinations, UI element choose?

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  • OpenSource Flow Charting

    - by lazyPower
    I'm looking for an application that drops output in a portable format, maybe export as an image file so I can flowchart some application designs and submit them to my boss for professional review. From what I've seen dia is about the de-facto standard for linux flowcharting, but maybe some of you out there in askubuntu land have some other suggestions for me to examine. Please keep in mind it has to offer a professional / attractive look on the final product. Maybe some color coordination of the options (logic structures are all purple, input statements are orange... for example)

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  • What is a right datatype in C++ for OpenGL scene representation with use of GLSL

    - by Rarach
    I am programming in C++ OpenGl with GLSL. Until now I have been using a data structure that is composed of std::vector filled with structures of vertexes and with their parameters (position , normal, color ...) as a global variable for all the code. My question is, as I am using VBOs for drawing - is this a good approach to this problem? I am asking because I happen to have a lot of memory related trouble with this structure. I am trying to generate a terrain with a lot of vertices - more than 1 million. This seems to work, but as I refill the buffer I get memory related issues (crushes that occur, more or less randomly). So again the question is, is this a good data structure to use / and look for the faults in my code, or should I change to something else? Or what data structure would be advisable?

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  • Marching squares: Finding multiple contours within one source field?

    - by TravisG
    Principally, this is a follow-up-question to a problem from a few weeks ago, even though this is about the algorithm in general without application to my actual problem. The algorithm basically searches through all lines in the picture, starting from the top left of it, until it finds a pixel that is a border. In pseudo-C++: int start = 0; for(int i=0; i<amount_of_pixels; ++i) { if(pixels[i] == border) { start = i; break; } } When it finds one, it starts the marching squares algorithm and finds the contour to whatever object the pixel belongs to. Let's say I have something like this: Where everything except the color white is a border. And have found the contour points of the first blob: For the general algorithm it's over. It found a contour and has done its job. How can I move on to the other two blobs to find their contours as well?

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  • Snooker Android Application [closed]

    - by Rzarect
    I am working currently on my final year project / dissertation for the university and I have a "crazy" idea for it. I was thinking of designing an android app for Snooker players, different bars or tournaments, an app that will use the mobile camera to detect every movement and change on the table and in the same time will keep the score for the players without any human input. I want to know if it is an impossible thing. If it is plausible I really need some ideas, advices from where to start. I got to say that I have some experience in Android development and I already started to read a lot of articles, projects about the shape detection, color detection and edge detection.

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  • Print to file in Black and White [not printer specific]

    - by user2413
    Hi all, I have these pdf files of c++code and they are colored which would be cool, except that the network printer here is b&w and the printed out codes come in various shades of pale grey which makes them essentially unreadable (specially the comments). I would like everything (text, codes, commands,...) to be printed in the same (black) color. i've tried fuddling with the printer's properties, but the closest thing i see is the 'level of grey' tab, and there i have the choice between 'enhanced' and 'normal' (and it doesn't make a difference in my case). i've tried 'print to file', but i don't see any options there to print to b&w, I've tried installing the 'generic cups printer', but again no options to print to b&w. any idea ? (i'm on 10.10)

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  • Restoring Grub after Kubuntu installation

    - by justquestions
    I installed Kubuntu on top of my existing Ubuntu 12.04 (64 bit) installation. During Kubuntu installation, I chose lightdm as my default display manager (instead of kdm). Now after rebooting, the Grub has a new color (gray instead of default purplish) and the screen while booting is gray (instead of purplish). I am curious if it is possible to change this grub behavior without removing Kubuntu. I did find a lot of discussion about modifying grub themes but they were not very useful because I do not know what is the default unity grub theme. I did reinstall grub but it didn't change anything. I tried the Grub Customizer but couldn't succeed. Thanks in advance!

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  • Window colors/shades/decoarations/whatever per instance

    - by user35186
    Sometimes I open several instances of one program at the same time and have to switch between them every few seconds and get totally confused as to which is which (they all display similar information, except few bits). I'd like to have each one of them color-coded, different shades, window border, etc or have anything visual to make them differ from one another to ease the confusion. Ideally this would happen automatically when I launch a new instance. I guess this belongs to the window manager so mine is xfce. In one of the window managers I used to use a huge label was displayed each time I switched between workspaces, something like that (with window title or simple number) would do as well. Any clues?

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  • XNA Sprite Clipping Incorrectly During Rotation

    - by user1226947
    I'm having a bit of trouble getting my sprites in XNA to draw. Seemingly if you use SpriteBatch to draw then XNA will not draw it if for example (mPosition.X + mSpriteTexture.Width < 0) as it assumes it is offscreen. However, it seems to make this decision before it applies a rotation. This rotation can mean that even though (mPosition.X + mSpriteTexture.Width < 0), some of the sprite is still visible on screen. My question is, is there a way to get it to draw further outside the viewport or temporarily disable sprite clipping during a certain spriteBatch.draw(...)? sb.Draw(mSpriteTexture, mPosition, new Rectangle(0, 0, mSpriteTexture.Width, mSpriteTexture.Height), Color.White, Globals.VectorToAngle(mOrientation), new Vector2(halfWidth, halfHeight), scale, SpriteEffects.None, 0);

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  • ubuntu 11, maximum resolution is a low 1024 x 768

    - by djturbojp7
    I just installed ubuntu 11 and the maximum resolution that it will let me set it at is 1024 x 768. My graphics are onboard, its the intel 82845g. Trying to increase the resolution and support the video more smoothly. UPDATE: user1@pc1:~$ xrandr | grep maximum Screen 0: minimum 320 x 200, current 1024 x 768, maximum 2048 x 2048 user1@pc1:~$ gtf 1280 1024 59.9 # 1280x1024 @ 59.90 Hz (GTF) hsync: 63.49 kHz; pclk: 108.70 MHz Modeline "1280x1024_59.90" 108.70 1280 1360 1496 1712 1024 1025 1028 1060 -HSync +Vsync user1@pc1:~$ xrandr --newmode "1280x1024_59.90" 108.70 1280 1360 1496 1712 1024 1025 1028 1060 -HSync +Vsync X Error of failed request: BadName (named color or font does not exist) Major opcode of failed request: 149 (RANDR) Minor opcode of failed request: 16 (RRCreateMode) Serial number of failed request: 20 Current serial number in output stream: 20 user1@pc1:~$

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  • Possible / How to render to multiple back buffers, using one as a shader resource when rendering to the other, and vice versa?

    - by Raptormeat
    I'm making a game in Direct3D10. For several of my rendering passes, I need to change the behavior of the pass depending on what is already rendered on the back buffer. (For example, I'd like to do some custom blending- when the destination color is dark, do one thing; when it is light, do another). It looks like I'll need to create multiple render targets and render back and forth between them. What's the best way to do this? Create my own render textures, use them, and then copy the final result into the back buffer. Create multiple back buffers, render between them, and then present the last one that was rendered to. Create one render texture, and one back buffer, render between them, and just ensure that the back buffer is the final target rendered to I'm not sure which of these is possible, and if there are any performance issues that aren't obvious. Clearly my preference would be to have 2 rather than 3 default render targets, if possible.

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  • Lakeside Sunset in the Mountains [Wallpaper]

    - by Asian Angel
    Note: Original image size is 5808*3786 pixels and 13.76 MB when downloaded. Sunset-HDR [DesktopNexus] Latest Features How-To Geek ETC Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Lakeside Sunset in the Mountains [Wallpaper] Taskbar Meters Turn Your Taskbar into a System Resource Monitor Create Shortcuts for Your Favorite or Most Used Folders in Ubuntu Create Custom Sized Thumbnail Images with Simple Image Resizer [Cross-Platform] Etch a Circuit Board using a Simple Homemade Mixture Sync Blocker Stops iTunes from Automatically Syncing

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  • Rotation, further I go from 0:0, the further the object positions around the origin while rotating

    - by Serguei Fedorov
    For some reason I am having the issue where the following code: global.spriteBatch.Draw(obj.sprite, obj.getPosition(), null, Color.White, obj.rotation, obj.center, 2f, SpriteEffects.None, 1); causes the object to rotate around the origin in such a way, as though there is an offset to the position relative to its location. The calculation for the center it correct and this happens even if I set the pivot to be the location of the object. The further I get from 0:0 the larger the radius or rotation. I am not sure what is going on here because given the following tutorial http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2D/Rotation.php I have done the code setup correctly. Any ideas? Any help is greatly appreciated!!!

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  • How to open the terminal? (Mis-configured the profile)

    - by JiminP
    I am quite new to Ubuntu. (I started to use Ubuntu about a year ago, but I don't know how to use things like terminal well. All I used by console was easy things like ls or cd, to use gcc.) Today, I found 'profile' property of the terminal, and I created a new profile. Then, I changed some properties like font color and opacity. Soon, I found something like 'command', and for test, I set that to ls. I closed and re-opened the terminal. However, the terminal terminates right after it appeared. I soon remembered that there was option like 'close right after the command is executed'. Therefore, I can't use Gnome Terminal D: ... I found Konsole at Ubuntu software center, but that's just not my style (especially cursor, its position is little weird...). Question : How to change the profile of Gnome Terminal, without opening it?

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  • Repelling a rigidbody in the direction an object is rotating

    - by ndg
    Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems when it comes to applying a force to rigidbodies that collide with this game objects sphere collider. The effect I'm hoping to achieve is that objects which touch the collider are thrown in roughly the same direction as the object is rotating. To do this, I've tried the following: Vector3 force = ((transform.localRotation * Vector3.forward) * 2000) * Time.deltaTime; collision.gameObject.rigidbody.AddForce(force, ForceMode.Impulse); Unfortunately this doesn't always match the rotation of the object. To debug the issue, I wrote a simple OnDrawGizmos script, which (strangely) appears to draw the line correctly oriented to the rotation. void OnDrawGizmos() { Vector3 pos = transform.position + ((transform.localRotation * Vector3.forward) * 2); Debug.DrawLine(transform.position, pos, Color.red); } You can see the result of the OnDrawGizmos function below: What am I doing wrong?

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  • Graphical Mode breaks after suspend/ returning from Console

    - by Jack G
    When I try to go to a virtual console (ctrl alt f1) and return to f7, my screen freaks out. Its black with frequent white 'lightning bolts' flashing across the screen. Nothing works, but to force shutdown. Same when trying to resume from suspend. This doesnt happen every time, but very often. I dont know what information might be useful but: Ubuntu 12.10 ATI RS880M [Mobility Radeon HD 4200 Series] Gallium 0.4 on AMD RS880 this line in xsession-errors might be pertinent: (gnome-settings-daemon:1825): color-plugin-WARNING **: Done switch to new account, reload devices p.s. Ive tried the fglrx drivers but need the legacy drivers as described here, but nothing past a black screen.

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  • Gradient and window re sizing with css [migrated]

    - by guisasso
    The situation: A table with width set to 100%, that has a cell inside with 1000px width. The table is centered, and so is the cell. I would like to have a gradient from left to right, and right to left that would end at the beginning of the centered cell, with the same color as the cell. The problem is, to occupy the whole page, no matter what size the browser is, the table is set to 100%, the cell is set to 1000px so it'll never change its size, How can i achieve, if possible, what i want, making sure that in smaller resolutions/monitors or with window re sizing, the gradient will stop at the beginning of that cell, since gradients are set with percentage?

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  • Cloudflare displaying cached CSS in-line?

    - by esqew
    I recently enabled CloudFlare on my domain, and when I make HTML statements like this: <link href="css/main.css" rel="stylesheet" /> The CSS gets displayed in-line, like this: <style>body{padding-top:40px}span.light{font-weight:lighter!important}span.title{font-size:60px;line-height:1;letter-spacing:-1px;color:inherit}</style> When I update the file via FTP, the changes are not reflected, which leads me to believe that this is a caching issue. Is this due to CloudFlare? If so, how do I disable the behavior? EDIT I also came to the conclusion that caching is behind the behavior after being able to see changes in the page after re-naming the CSS file.

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  • Detecting pixels in a rotated Texture2D in XNA?

    - by PugWrath
    I know things similar to this have been posted, but I'm still trying to find a good solution... I'm drawing Texture2D objects on the ground in my game, and for Mouse-Over or targeting methods, I'm detecting whether or not the pixel in that Texture at the mouse position is Color.Transparent. This works perfectly when I do not rotate the texture, but I'd like to be able to rotate textures to add realism/variety. However, I either need to create a new Texture2D that is rotated at the correct angle so that I can detect its pixels, or I need to find some other method of detection... Any thoughts?

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  • Can't install AMD drivers and Blinking problem

    - by demonscream
    I just installed Ubuntu 12.04 LTS with WUBI, everything is going fine and ubuntu is awesome but i have a little problem. When i open my Sony VAIO model E laptop, i have 2 choices (which is normal) but when i select Ubuntu 1/2 of the time it will just give a rapidly blinkin color background and can only be corrected if i reboot the computer and select ubuntu again. I think this has something to do with the fact i can't get any driver update for my computer from AMD, according to their website, VAIO computers aren't supported. I have a AMD RADEON HD 7650M graphic card which is not detected in ubuntu. When i try to install the drivers using the drivers application it gives a "can't install" error. What should i do?

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  • Is it a good idea to make a game for one aspect ratio and arbitrary screen resolution?

    - by Mimars
    After several very small games I have decided to make something more standalone (2D) and playable. However, I have met the problem of every game that is going to be played in more screen resolutions. Basically, after some research I see that there are several solutions. This seems to be the simplest one: Let's say I define a constant aspect ratio for the game (16:9) and the whole game will be created for a resolution 1680 x 1050. The game will be rendered in this resolution and then I will be able to scale the render to match the player's display resolution. Therefore the game might be playable on almost any resolution, while it would keep the aspect ratio. So, if the game was run on 4:3 display, the top and the bottom of the display would be filled with black color. It seems easy, but my question is - Is this a good approach for a simple game? The game will be simple, but I want to maintain high quality.

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  • What file formats and conventions should I support to make my game engine artist-friendly?

    - by Avi
    I'm writing a game engine, and I want to know what I should do to make it more artist-friendly. I don't want to be too limiting in terms of what file formats I support, etc. Some specific questions: Are there specific formats artists like to model in? Does it not matter because the 3D modeler abstracts the data storage away? Is it okay if I don't support per-vertex coloration in my game engine? If I have to store a diffuse, specular, ambient, and emissive color value for each vertex, it doubles the size of vertices in the buffer. Is it reasonable to ask artists to do all these things in textures / maps? Any other tips you have about making it so that artists have to adapt their style to my specific engine as little as possible would be nice.

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