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  • Getting mybrother MFC-J825DW working as a network scanner

    - by AntonChanning
    I've been attempting to set up my new brother multi-function device to work as a printer and scanner using the following steps. It is connected to the network as a LAN device, not directly connected to my ubuntu machine. Downloaded the lpr driver and cupswrapper driver from Brother support. (Select the deb packages, not the rpms). Followed the instructions to install the lpr driver. Followed the instructions to install the cupswrapper driver. After this point I was able to successfully perform a test print, so the printer part is working. So far I haven't had much luck getting the scanner working. This is what I've tried: Downloaded the brscan4 and scan-key-tool deb packages from brother support. Followed the instructions for installing the scanner driver for network. Followed the instructions for installing scan-key-tool. However when I tried to scan it detects no scanner. I then tried the solution offered in this answer to a question based on a similar brother printer, but no luck. I must have made a mistake somewhere along the line. Does anyone have any ideas what I can try to find out what? Or should I uninstall everything and start again from the beginning?

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  • Set Up Anti-Brick Protection to Safeguard and Supercharge Your Wii

    - by Jason Fitzpatrick
    We’ve shown you how to hack your Wii for homebrew software, emulators, and DVD playback, now it’s time to safeguard your Wii against bricking and fix some annoyances—like that stupid “Press A” health screen. The thing about console modding and jailbreaking—save for the rare company like Amazon that doesn’t seem to care—is companies will play a game of cat and mouse to try and knock modded console out of commission, undo your awesome mods, or even brick your device. Although extreme moves like bricktacular-updates are rare once you modify your device you have to be vigilante in protecting it against updates that could hurt your sweet setup. Today we’re going to walk you through hardening your Wii and giving it the best brick protection available Latest Features How-To Geek ETC The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Our Favorite Tech: What We’re Thankful For at How-To Geek Snowy Christmas House Personas Theme for Firefox The Mystic Underground Tunnel Wallpaper Ubunchu! – The Ubuntu Manga Available in Multiple Languages Breathe New Life into Your PlayStation 2 Peripherals by Hooking Them Up to Your Computer Move the Window Control Buttons to the Left Side in Windows Fun and Colorful Firefox Theme for Windows 7

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  • CodePlex Daily Summary for Saturday, October 20, 2012

    CodePlex Daily Summary for Saturday, October 20, 2012Popular ReleasesP1 Port monitoring with Netduino Plus: V0.3 New release with new features: This V0.3 release that is made public on the 20th of October 2012 Third public version V0.3 A lot of work in better code, some parts are documented in the code S0 Pulse counter logic added for logging use or production of electricity Send data to PV Output for production of electricity Extra fields for COSM.com for more information Ability to enable or disable certain functionality before deploying to Netduino PlusMCEBuddy 2.x: MCEBuddy 2.3.3: 1. MCEBuddy now supports PIPE (2.2.15 style) and the newer remote TCP communication. This is to solve problems with faulty Ceton network drivers and some issues with older system related to load. When using LOCALHOST, MCEBuddy uses PIPE communication otherwise it uses TCP based communication. 2. UPnP is now disabled by Default since it interferes with some TV Tuner cards (CETON) that represent themselves as Network devices (bad drivers). Also as a security measure to avoid external connection...Pulse: Pulse 0.6.2.0: This is a roll-up of a bunch of features I've been working on for a while. I wasn't planning to release it but Wallbase.cc is broken in any version earlier then this! - Fixed Wallbase.cc provider - Multi-provider options. Now you can specify multiple input providers with different search options. - Providers have little icons now - More! Check it out and report any bugs! Having issues? Check the Known Errors page for solutions to commonly encountered problems. If you don't see the ...Orchard Project: Orchard 1.6 RC: RELEASE NOTES This is the Release Candidate version of Orchard 1.6. You should use this version to prepare your current developments to the upcoming final release, and report problems. Please read our release notes for Orchard 1.6 RC: http://docs.orchardproject.net/Documentation/Orchard-1-6-Release-Notes Please do not post questions as reviews. Questions should be posted in the Discussions tab, where they will usually get promptly responded to. If you post a question as a review, you wil...Rawr: Rawr 5.0.1: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...Yahoo! UI Library: YUI Compressor for .Net: Version 2.1.1.0 - Sartha (BugFix): - Revered back the embedding of the 2x assemblies.Visual Studio Team Foundation Server Branching and Merging Guide: v2.1 - Visual Studio 2012: Welcome to the Branching and Merging Guide What is new? The Version Control specific discussions have been moved from the Branching and Merging Guide to the new Advanced Version Control Guide. The Branching and Merging Guide and the Advanced Version Control Guide have been ported to the new document style. See http://blogs.msdn.com/b/willy-peter_schaub/archive/2012/10/17/alm-rangers-raising-the-quality-bar-for-documentation-part-2.aspx for more information. Quality-Bar Details Documentatio...D3 Loot Tracker: 1.5.5: Compatible with 1.05.Common Data Parameters Module: CommonParam0.3H: Common Param has now been updated for VS2012 and NUnit 2.6.1. Conformance with the latest StyleCop has been maintained. If you need a version for VS2010, please use the previous version.????: ???_V2.0.0: ?????????????Write Once, Play Everywhere: MonoGame 3.0 (BETA): This is a beta release of the up coming MonoGame 3.0. It contains an Installer which will install a binary release of MonoGame on windows boxes with the following platforms. Windows, Linux, Android and Windows 8. If you need to build for iOS or Mac you will need to get the source code at this time as the installers for those platforms are not available yet. The installer will also install a bunch of Project templates for Visual Studio 2010 , 2012 and MonoDevleop. For those of you wish...WPUtils: WPUtils 1.3: Blend SDK for Silverlight provides a HyperlinkAction which is missing in Blend SDK for Windows Phone. This release adds such an action which makes use of WebBrowserTask to show web page. You can also bind the hyperlink to your view model. NOTE: Windows Phone SDK 7.1 or higher is required.Windawesome: Windawesome v1.4.1 x64: Fixed switching of applications across monitors Changed window flashing API (fix your config files) Added NetworkMonitorWidget (thanks to weiwen) Any issues/recommendations/requests for future versions? This is the 64-bit version of the release. Be sure to use that if you are on a 64-bit Windows. Works with "Required DLLs v3".CODE Framework: 4.0.21017.0: See change log in the Documentation section for details.Magelia WebStore Open-source Ecommerce software: Magelia WebStore 2.1: Add support for .net 4.0 to Magelia.Webstore.Client and StarterSite version 2.1.254.3 Scheduler Import & Export feature (for Professional and Entreprise Editions) UTC datetime and timezone support .net 4.5 and Visual Studio 2012 migration client magelia global refactoring release of a nugget package to help developers speed up development http://nuget.org/packages/Magelia.Webstore.Client optimization of the data update mechanism (a.k.a. "burst") Performance improvment of the d...JayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.2.2: JayData is a unified data access library for JavaScript to CRUD + Query data from different sources like OData, MongoDB, WebSQL, SqLite, HTML5 localStorage, Facebook or YQL. The library can be integrated with Knockout.js or Sencha Touch 2 and can be used on Node.js as well. See it in action in this 6 minutes video Sencha Touch 2 example app using JayData: Netflix browser. What's new in JayData 1.2.2 For detailed release notes check the release notes. Revitalized IndexedDB providerNow you c...VFPX: FoxcodePlus: FoxcodePlus - Visual Studio like extensions to Visual FoxPro IntelliSense.Droid Explorer: Droid Explorer 0.8.8.8 Beta: fixed the icon for packages on the desktop fixed the install dialog closing right when it starts removed the link to "set up the sdk for me" as this is no longer supported. fixed bug where the device selection dialog would show, even if there was only one device connected. fixed toolbar from having "gap" between other toolbar removed main menu items that do not have any menus Fiskalizacija za developere: FiskalizacijaDev 1.0: Prva verzija ovog projekta, još je uvijek oznacena kao BETA - ovo znaci da su naša testiranja prošla uspješno :) No, kako mi ne proizvodimo neki software za blagajne, tako sve ovo nije niti isprobano u "realnim" uvjetima - svaka je sugestija, primjedba ili prijava bug-a je dobrodošla. Za sve ovo koristite, molimo, Discussions ili Issue Tracker. U ovom trenutku runtime binary je raspoloživ kao Any CPU za .NET verzije 2.0. Javite ukoliko trebaju i verzije buildane za 32-bit/64-bit kao i za .N...Squiggle - A free open source LAN Messenger: Squiggle 3.2 (Development): NOTE: This is development release and not recommended for production use. This release is mainly for enabling extensibility and interoperability with other platforms. Support for plugins Support for extensions Communication layer and protocol is platform independent (ZeroMQ, ProtocolBuffers) Bug fixes New /invite command Edit the sent message Disable update check NOTE: This is development release and not recommended for production use.New ProjectsADFS 2.0 Attribute Store for SharePoint: ADFS 2.0 Attribute Store for SharePointALM Kickstarter: A simple Application Lifecycle Management Kickstart application written using ASP.NET MVC.Building iOS Apps with Team Foundation Server: An iPad sample project used for building iOS Xcode projects using a Team Foundation Server and the open source Jenkins build system. gyk-note: WTFHello World Fkollike: Test Project for fkollikeInnovacall ASP.net MVC 4 Azure Framework: Windows Azure Version of Innocacall ASP.net MVC 4 Framework. Intercom.Net: Intercom.Net is a C# library that provides easy tracking of customers to integration with the intercom.io CRM application. No need to learn yet another trackingjosephproject1: creating my first projectJust4Test: The project is just created for test.KBCruiser: KBCruiser helps developer to search reference or answers according to different resource categories: Forum/Blog/KB/Engine/Code/Downloadkp: store usernames/passwords from the commandline. ** Semi-secure, but by no means robust enough for production usage ** Troy Hunt would be disgusted.Neuron Operating System: Neuron Operating Systemnewelook: onesearch Pedestrian Simulation: Pedestrian simulationPTE: Using template Excel to generate UI for Prototyping.RequestModel: RequestModel is a simple implementation of typed access to a ASP.NET web forms request parametersSap: Sap is free, open-source web software that you can use to create a blog. Sap is made in ASP.NET MVC 4 (Razor). Sap is still pre-alpha and heavily in developmentSgart SharePoint 2010 Query Viewer: Windows application, based on the client object model of SharePoint 2010, that allows you to see the CAML query of a list view. Silverlight SuperLauncher: The Silverlight SuperLauncher project base on SL8.SL an Micosoft NESL.SL8.SL: The SL8.SL is a set of extension for silverlight. include mvvm,data validate,linq to sql, custom data page,oob helper etc. SL8.SL make easier to develop sl appSPDeployRetract: Easily Deploy and Retract SharePoint solutions using PowerShell. System Center Service Manager API: This API is for System Center Service Manager. It is written in C# and abstracts the more difficult aspects of service manager customization.TestingConf Utilities: This Framework will be helpful for testing and configuration purpose, so it has some methods that will be used as utilities that developers may need.The Veteran's Image Memory: his Project is been built for Educational purposes only . its not our Intention to offend anyone.Viking Effect: Viking Effect is a Brazilian website for the nerd people. We will offer news, tales and the Viking Scream, our take on the Podcast.Weather Report Widget: WPF-based application for displaying temperature, wind direction and speed for the selected city.WorldsCricket: WorldsCricket is a website which gives information on Cricket history with different cricket format, World’s cricketers, International Cricket Teams etc...XendApp - API: XendApp is a eco system for sending messages from a computer/application to a device. A device could be a phone or tablet for example.

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  • Drawing multiple triangles at once isn't working

    - by Deukalion
    I'm trying to draw multiple triangles at once to make up a "shape". I have a class that has an array of VertexPositionColor, an array of Indexes (rendered by this Triangulation class): http://www.xnawiki.com/index.php/Polygon_Triangulation So, my "shape" has multiple points of VertexPositionColor but I can't render each triangle in the shape to "fill" the shape. It only draws the first triangle. struct ShapeColor { // Properties (not all properties) VertexPositionColor[] Points; int[] Indexes; } First method that I've tried, this should work since I iterate through the index array that always are of "3s", so they always contain at least one triangle. //render = ShapeColor for (int i = 0; i < render.Indexes.Length; i += 3) { device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, new VertexPositionColor[] { render.Points[render.Indexes[i]], render.Points[render.Indexes[i+1]], render.Points[render.Indexes[i+2]] }, 0, 3, new int[] { 0, 1, 2 }, 0, 1 ); } or the method that should work: device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, render.Points, 0, render.Points.Length, render.Indexes, 0, render.Indexes.Length / 3, VertexPositionColor.VertexDeclaration ); No matter what method I use this is the "typical" result from my Editor (in Windows Forms with XNA) It should show a filled shape, because the indexes are right (I've checked a dozen of times) I simply click the screen (gets the world coordinates, adds a point from a color, when there are 3 points or more it should start filling out the shape, it only draws the lines (different method) and only 1 triangle). The Grid isn't rendered with "this" shape. Any ideas?

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  • Laptop drains of quickly with battery

    - by Shyam
    I am a user since years in ubuntu and I have not come across this problem with ubuntu till date. My battery drains off immediately after I unplug my AC power. The options I tried: 1) checked the battery state with : cat /proc/acpi/battery/BAT0/state present: yes capacity state: ok charging state: charged present rate: 0 mA remaining capacity: 392 mAh present voltage: 12476 mV Initially it was showing charging state: charging after 5mins it started displaying as charged. ! Based on that if I remove my AC Power it shows low battery notification. 2) When I run acpi : acpi -b Battery 0: Unknown, 9% The battery state shows as unknown. But initially when we plug-in to AC adapter acpi -b Battery 0: Charging, 9%, 13:04:00 until charged 3) When the check the same with : upower -i /org/freedesktop/UPower/devices/battery_BAT0 native-path: /sys/devices/LNXSYSTM:00/device:00/PNP0A08:00/device:02/PNP0C09:00/PNP0C0A:00/power_supply/BAT0 vendor: HP power supply: yes updated: Thu Nov 1 16:06:40 2012 (20 seconds ago) has history: yes has statistics: yes battery present: yes rechargeable: yes state: charging energy: 4.2336 Wh energy-empty: 0 Wh energy-full: 33.1128 Wh energy-full-design: 33.1128 Wh energy-rate: 5.6052 W voltage: 12.474 V time to full: 5.2 hours percentage: 12.7854% capacity: 100% technology: lithium-ion Is the power stats output, It says 5hrs to charge completely, If I charge it even more than 5hrs and unplug the AC power, It again cribs stating LOW BATTERY !! The same thing does not happen with Windows7. Any suggestions/ help will be greatly appreciated.

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable? EDIT: To clarify, the display is 8x8 for a total of 64 pixels, not 64x64.

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  • Dummy output after upgrade from 12.04 to 12.10, even though sound card is detected

    - by user115441
    So I just recently upgraded my system from Ubuntu 12.04 to 12.10. However, when I booted into 12.10 for the first time, no sound comes out of my speakers. I checked the sound settings and the Dummy Output was the only thing showing up. I used "hwinfo --sound" to check to see if my sound card was actually installed, and it was installed. hwinfo --sound hal.1: read hal dataprocess 2687: arguments to dbus_move_error() were incorrect, assertion "(dest) == NULL || !dbus_error_is_set ((dest))" failed in file ../../dbus/dbus-errors.c line 282. This is normally a bug in some application using the D-Bus library. libhal.c 3483 : Error unsubscribing to signals, error=The name org.freedesktop.Hal was not provided by any .service files 11: PCI 1b.0: 0403 Audio device [Created at pci.318] Unique ID: u1Nb._aiKlM91Nt0 SysFS ID: /devices/pci0000:00/0000:00:1b.0 SysFS BusID: 0000:00:1b.0 Hardware Class: sound Model: "Intel 82801FB/FBM/FR/FW/FRW (ICH6 Family) High Definition Audio Controller" Vendor: pci 0x8086 "Intel Corporation" Device: pci 0x2668 "82801FB/FBM/FR/FW/FRW (ICH6 Family) High Definition Audio Controller" SubVendor: pci 0x107b "Gateway 2000" SubDevice: pci 0x4040 Revision: 0x04 Driver: "snd_hda_intel" Driver Modules: "snd_hda_intel" Memory Range: 0x50240000-0x50243fff (rw,non-prefetchable) IRQ: 44 (91 events) Module Alias: "pci:v00008086d00002668sv0000107Bsd00004040bc04sc03i00" Driver Info #0: Driver Status: snd_hda_intel is active Driver Activation Cmd: "modprobe snd_hda_intel" Config Status: cfg=new, avail=yes, need=no, active=unknown I'm not sure what to do here. The only time the sound will actually work is when I boot into my Windows partition and then reboot into Ubuntu. I mean I don't want to have to do that every time I want to use Ubuntu. I would really appreciate any help I can get on here.

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  • Failed to spawn test

    - by Lost
    Running a simple test in Ubuntu 12.04: sudo lxc-execute -n test /bin/bash -l debug -o outout Got error message: lxc-execute: failed to spawn 'test' cat outout: lxc-execute 1347053658.113 DEBUG lxc_start - sigchild handler set lxc-execute 1347053658.113 INFO lxc_start - 'test' is initialized lxc-execute 1347053658.366 DEBUG lxc_start - Dropping cap_sys_boot and watching utmp lxc-execute 1347053658.366 DEBUG lxc_cgroup - checking '/' (rootfs) lxc-execute 1347053658.366 DEBUG lxc_cgroup - checking '/sys' (sysfs) lxc-execute 1347053658.366 DEBUG lxc_cgroup - checking '/proc' (proc) lxc-execute 1347053658.366 DEBUG lxc_cgroup - checking '/dev' (devtmpfs) lxc-execute 1347053658.366 DEBUG lxc_cgroup - checking '/dev/pts' (devpts) lxc-execute 1347053658.367 DEBUG lxc_cgroup - checking '/run' (tmpfs) lxc-execute 1347053658.367 DEBUG lxc_cgroup - checking '/' (ext3) lxc-execute 1347053658.367 DEBUG lxc_cgroup - checking '/sys/fs/fuse/connections' (fusectl) lxc-execute 1347053658.367 DEBUG lxc_cgroup - checking '/sys/kernel/debug' (debugfs) lxc-execute 1347053658.367 DEBUG lxc_cgroup - checking '/sys/kernel/security' (securityfs) lxc-execute 1347053658.367 DEBUG lxc_cgroup - checking '/run/lock' (tmpfs) lxc-execute 1347053658.367 DEBUG lxc_cgroup - checking '/run/shm' (tmpfs) lxc-execute 1347053658.367 DEBUG lxc_cgroup - checking '/run/rpc_pipefs' (rpc_pipefs) lxc-execute 1347053658.367 DEBUG lxc_cgroup - checking '/scratch/WAMC-Simulation' (nfs) lxc-execute 1347053658.367 DEBUG lxc_cgroup - checking '/share' (nfs) lxc-execute 1347053658.367 DEBUG lxc_cgroup - checking '/proj/WAMC-Simulation' (nfs) lxc-execute 1347053658.367 DEBUG lxc_cgroup - checking '/users/bhu' (nfs) lxc-execute 1347053658.367 ERROR lxc_start - failed to spawn 'test' Run command: sudo lxc-checkconfig Kernel config /proc/config.gz not found, looking in other places... Found kernel config file /boot/config-2.6.38.7-1.0emulab --- Namespaces --- Namespaces: enabled Utsname namespace: enabled Ipc namespace: enabled Pid namespace: enabled User namespace: enabled Network namespace: enabled Multiple /dev/pts instances: enabled --- Control groups --- Cgroup: enabled Cgroup namespace: enabled Cgroup device: enabled Cgroup sched: enabled Cgroup cpu account: enabled Cgroup memory controller: enabled Cgroup cpuset: enabled --- Misc --- Veth pair device: enabled Macvlan: enabled Vlan: enabled File capabilities: enabled Note : Before booting a new kernel, you can check its configuration usage : CONFIG=/path/to/config /usr/bin/lxc-checkconfig What's the problem? Thanks a lot

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  • Grid-Based 2D Lighting Problems

    - by Lemoncreme
    I am aware this question has been asked before, but unfortunately I am new to the language, so the complicated explanations I've found do not help me in the least. I need a lighting engine for my game, and I've tried some procedural lighting systems. This method works the best: if (light[xx - 1, yy] > light[xx, yy]) light[xx, yy] = light[xx - 1, yy] - lightPass; if (light[xx, yy - 1] > light[xx, yy]) light[xx, yy] = light[xx, yy - 1] - lightPass; if (light[xx + 1, yy] > light[xx, yy]) light[xx, yy] = light[xx + 1, yy] - lightPass; if (light[xx, yy + 1] > light[xx, yy]) light[xx, yy] = light[xx, yy + 1] - lightPass; (Subtracts adjacent values by 'lightPass' variable if they are more bright) (It's in a for() loop) This is all fine and dandy except for a an obvious reason: The system favors whatever comes first in the for() loop This is what the above code looks like applied to my game: If I could get some help on creating a new procedural or otherwise lighting system I would really appreciate it!

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  • Ubuntu installation does not recognize drive partitioning

    - by Woltan
    I have a 1TB drive and installed Windows 7 on a 128GB partition. When I now try to install Ubuntu 11.04 it does not recognize the Windows partition but offers the complete 1TB drive to install Ubuntu on instead. It displays: However, in the Ubuntu Disk Utility the Windows partitions are recognized. What do I need to do in order for Ubuntu to recognize the Windows 7 partition and install Ubuntu as a dual boot? Response to comments The following commands were executed and the results are shown below: fdisk -l WARNING: GPT (GUID Partition Table) detected on '/dev/sda'! The util fdisk doesn't support GPT. Use GNU Parted. Disk /dev/sda: 1000.2 GB, 1000204886016 bytes 255 heads, 63 sectors/track, 121601 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x34a38165 Device Boot Start End Blocks Id System /dev/sda1 * 1 13 102400 7 HPFS/NTFS Partition 1 does not end on cylinder boundary. /dev/sda2 13 16318 130969600 7 HPFS/NTFS Disk /dev/sdb: 500.1 GB, 500107862016 bytes 255 heads, 63 sectors/track, 60801 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x14a714a6 Device Boot Start End Blocks Id System /dev/sdb1 1 60801 488384001 83 Linux parted -l Warning: Unable to open /dev/sr0 read-write (Read-only file system). /dev/sr0 has been opened read-only. Error: /dev/sr0: unrecognised disk label

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • I can't install Ubuntu on my Dell Inspiron 15R at all

    - by Kieran Rimmer
    I'm attempting to install Ubuntu 12.04LTS, 64 bit onto a Dell Inspiron 15R laptop. I've shrunk down one of the windows partitions and even used gparted to format the vacant space as ext4. However, the install disk simply does not present any options when it comes to the partitioning step. What I get is a non-responsive blank table As well as the above, I've changed the BIOS settings so that USB emulation is disabled (as per Can't install on Dell Inspiron 15R), and changed the SATA Operation setting to all three possible options. Anyway, the install CD will bring up the trial version of ubuntu, and if I open terminal and type sudo fdisk -l, I get this: Disk /dev/sda: 1000.2 GB, 1000204886016 bytes 255 heads, 63 sectors/track, 121601 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0xb4fd9215 Device Boot Start End Blocks Id System /dev/sda1 63 80324 40131 de Dell Utility Partition 1 does not start on physical sector boundary. /dev/sda2 * 81920 29044735 14481408 7 HPFS/NTFS/exFAT /dev/sda3 29044736 1005142015 488048640 7 HPFS/NTFS/exFAT /dev/sda4 1005154920 1953520064 474182572+ 83 Linux Disk /dev/sdb: 32.0 GB, 32017047552 bytes 255 heads, 63 sectors/track, 3892 cylinders, total 62533296 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0xb4fd923d Device Boot Start End Blocks Id System /dev/sdb1 2048 16775167 8386560 84 OS/2 hidden C: drive If I type 'sudo parted -l', I get: Model: ATA WDC WD10JPVT-75A (scsi) Disk /dev/sda: 1000GB Sector size (logical/physical): 512B/4096B Partition Table: msdos Number Start End Size Type File system Flags 1 32.3kB 41.1MB 41.1MB primary fat16 diag 2 41.9MB 14.9GB 14.8GB primary ntfs boot 3 14.9GB 515GB 500GB primary ntfs 4 515GB 1000GB 486GB primary ext4 Model: ATA SAMSUNG SSD PM83 (scsi) Disk /dev/sdb: 32.0GB Sector size (logical/physical): 512B/512B Partition Table: msdos Number Start End Size Type File system Flags 1 1049kB 8589MB 8588MB primary Warning: Unable to open /dev/sr0 read-write (Read-only file system). /dev/sr0 has been opened read-only. Error: Can't have a partition outside the disk! I've also tried a Kubuntu 12.04 and Linuxmint install disks, wityh the same problem. I'm completely lost here. Cheers, Kieran

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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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  • Whats after the iPAD?? check out the new Augmented Reality Glasses

    - by Stephen Slade
    Everyone loves their new iPad! The rich features, portability, plethora of apps and ease of use make this the new clipboard on the factory floor or electronic notebook for meetings. But how many business people walk into an hours meeting and really start typing notes on their PC?..yes some do, but for the general business public there are new technologies coming down the road. The iPad is the latest holla-hoop; and the next gen device I feel is the Augmented Reality Glasses. Your glasses will be your screen, have an earpiece, be wireless enabled, your smart watch be your electronics and maybe your belt can be an extended battery pack.  I'm anxious to test one of these. The TELEGRAPH writes:  "Android software is believed to power the gadget, enabling similar features to its smartphone and tablets. A 3G /4G data connection, motion sensors and GPS navigation are believed to be included in the device's capabilities. The augmented-reality glasses are the culmination of a two-year initiative called Project Glass, developed in the clandestine Google X lab, ..in Mountain View, ...The New York Times suggested they could cost between $250-$500 " http://www.telegraph.co.uk/technology/news/9187547/Google-unveils-augmented-reality-glasses.html

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  • A Look Inside JSR 360 - CLDC 8

    - by Roger Brinkley
    If you didn't notice during JavaOne the Java Micro Edition took a major step forward in its consolidation with Java Standard Edition when JSR 360 was proposed to the JCP community. Over the last couple of years there has been a focus to move Java ME back in line with it's big brother Java SE. We see evidence of this in JCP itself which just recently merged the ME and SE/EE Executive Committees into a single Java Executive Committee. But just before that occurred JSR 360 was proposed and approved for development on October 29. So let's take a look at what changes are now being proposed. In a way JSR 360 is returning back to the original roots of Java ME when it was first introduced. It was indeed a subset of the JDK 4 language, but as Java progressed many of the language changes were not implemented in the Java ME. Back then the tradeoff was still a functionality, footprint trade off but the major market was feature phones. Today the market has changed and CLDC, while it will still target feature phones, will have it primary emphasis on embedded devices like wireless modules, smart meters, health care monitoring and other M2M devices. The major changes will come in three areas: language feature changes, library changes, and consolidating the Generic Connection Framework.  There have been three Java SE versions that have been implemented since JavaME was first developed so the language feature changes can be divided into changes that came in JDK 5 and those in JDK 7, which mostly consist of the project Coin changes. There were no language changes in JDK 6 but the changes from JDK 5 are: Assertions - Assertions enable you to test your assumptions about your program. For example, if you write a method that calculates the speed of a particle, you might assert that the calculated speed is less than the speed of light. In the example code below if the interval isn't between 0 and and 1,00 the an error of "Invalid value?" would be thrown. private void setInterval(int interval) { assert interval > 0 && interval <= 1000 : "Invalid value?" } Generics - Generics add stability to your code by making more of your bugs detectable at compile time. Code that uses generics has many benefits over non-generic code with: Stronger type checks at compile time. Elimination of casts. Enabling programming to implement generic algorithms. Enhanced for Loop - the enhanced for loop allows you to iterate through a collection without having to create an Iterator or without having to calculate beginning and end conditions for a counter variable. The enhanced for loop is the easiest of the new features to immediately incorporate in your code. In this tip you will see how the enhanced for loop replaces more traditional ways of sequentially accessing elements in a collection. void processList(Vector<string> list) { for (String item : list) { ... Autoboxing/Unboxing - This facility eliminates the drudgery of manual conversion between primitive types, such as int and wrapper types, such as Integer.  Hashtable<Integer, string=""> data = new Hashtable<>(); void add(int id, String value) { data.put(id, value); } Enumeration - Prior to JDK 5 enumerations were not typesafe, had no namespace, were brittle because they were compile time constants, and provided no informative print values. JDK 5 added support for enumerated types as a full-fledged class (dubbed an enum type). In addition to solving all the problems mentioned above, it allows you to add arbitrary methods and fields to an enum type, to implement arbitrary interfaces, and more. Enum types provide high-quality implementations of all the Object methods. They are Comparable and Serializable, and the serial form is designed to withstand arbitrary changes in the enum type. enum Season {WINTER, SPRING, SUMMER, FALL}; } private Season season; void setSeason(Season newSeason) { season = newSeason; } Varargs - Varargs eliminates the need for manually boxing up argument lists into an array when invoking methods that accept variable-length argument lists. The three periods after the final parameter's type indicate that the final argument may be passed as an array or as a sequence of arguments. Varargs can be used only in the final argument position. void warning(String format, String... parameters) { .. for(String p : parameters) { ...process(p);... } ... } Static Imports -The static import construct allows unqualified access to static members without inheriting from the type containing the static members. Instead, the program imports the members either individually or en masse. Once the static members have been imported, they may be used without qualification. The static import declaration is analogous to the normal import declaration. Where the normal import declaration imports classes from packages, allowing them to be used without package qualification, the static import declaration imports static members from classes, allowing them to be used without class qualification. import static data.Constants.RATIO; ... double r = Math.cos(RATIO * theta); Annotations - Annotations provide data about a program that is not part of the program itself. They have no direct effect on the operation of the code they annotate. There are a number of uses for annotations including information for the compiler, compiler-time and deployment-time processing, and run-time processing. They can be applied to a program's declarations of classes, fields, methods, and other program elements. @Deprecated public void clear(); The language changes from JDK 7 are little more familiar as they are mostly the changes from Project Coin: String in switch - Hey it only took us 18 years but the String class can be used in the expression of a switch statement. Fortunately for us it won't take that long for JavaME to adopt it. switch (arg) { case "-data": ... case "-out": ... Binary integral literals and underscores in numeric literals - Largely for readability, the integral types (byte, short, int, and long) can also be expressed using the binary number system. and any number of underscore characters (_) can appear anywhere between digits in a numerical literal. byte flags = 0b01001111; long mask = 0xfff0_ff08_4fff_0fffl; Multi-catch and more precise rethrow - A single catch block can handle more than one type of exception. In addition, the compiler performs more precise analysis of rethrown exceptions than earlier releases of Java SE. This enables you to specify more specific exception types in the throws clause of a method declaration. catch (IOException | InterruptedException ex) { logger.log(ex); throw ex; } Type Inference for Generic Instance Creation - Otherwise known as the diamond operator, the type arguments required to invoke the constructor of a generic class can be replaced with an empty set of type parameters (<>) as long as the compiler can infer the type arguments from the context.  map = new Hashtable<>(); Try-with-resource statement - The try-with-resources statement is a try statement that declares one or more resources. A resource is an object that must be closed after the program is finished with it. The try-with-resources statement ensures that each resource is closed at the end of the statement.  try (DataInputStream is = new DataInputStream(...)) { return is.readDouble(); } Simplified varargs method invocation - The Java compiler generates a warning at the declaration site of a varargs method or constructor with a non-reifiable varargs formal parameter. Java SE 7 introduced a compiler option -Xlint:varargs and the annotations @SafeVarargs and @SuppressWarnings({"unchecked", "varargs"}) to supress these warnings. On the library side there are new features that will be added to satisfy the language requirements above and some to improve the currently available set of APIs.  The library changes include: Collections update - New Collection, List, Set and Map, Iterable and Iteratator as well as implementations including Hashtable and Vector. Most of the work is too support generics String - New StringBuilder and CharSequence as well as a Stirng formatter. The javac compiler  now uses the the StringBuilder instead of String Buffer. Since StringBuilder is synchronized there is a performance increase which has necessitated the wahat String constructor works. Comparable interface - The comparable interface works with Collections, making it easier to reuse. Try with resources - Closeable and AutoCloseable Annotations - While support for Annotations is provided it will only be a compile time support. SuppressWarnings, Deprecated, Override NIO - There is a subset of NIO Buffer that have been in use on the of the graphics packages and needs to be pulled in and also support for NIO File IO subset. Platform extensibility via Service Providers (ServiceLoader) - ServiceLoader interface dos late bindings of interface to existing implementations. It helpe to package an interface and behavior of the implementation at a later point in time.Provider classes must have a zero-argument constructor so that they can be instantiated during loading. They are located and instantiated on demand and are identified via a provider-configuration file in the METAINF/services resource directory. This is a mechansim from Java SE. import com.XYZ.ServiceA; ServiceLoader<ServiceA> sl1= new ServiceLoader(ServiceA.class); Resources: META-INF/services/com.XYZ.ServiceA: ServiceAProvider1 ServiceAProvider2 ServiceAProvider3 META-INF/services/ServiceB: ServiceBProvider1 ServiceBProvider2 From JSR - I would rather use this list I think The Generic Connection Framework (GCF) was previously specified in a number of different JSRs including CLDC, MIDP, CDC 1.2, and JSR 197. JSR 360 represents a rare opportunity to consolidated and reintegrate parts that were duplicated in other specifications into a single specification, upgrade the APIs as well provide new functionality. The proposal is to specify a combined GCF specification that can be used with Java ME or Java SE and be backwards compatible with previous implementations. Because of size limitations as well as the complexity of the some features like InvokeDynamic and Unicode 6 will not be included. Additionally, any language or library changes in JDK 8 will be not be included. On the upside, with all the changes being made, backwards compatibility will still be maintained. JSR 360 is a major step forward for Java ME in terms of platform modernization, language alignment, and embedded support. If you're interested in following the progress of this JSR see the JSR's java.net project for details of the email lists, discussions groups.

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  • Attend MySQL Webinars This Week

    - by Bertrand Matthelié
    Interested in learning more about MySQL as embedded database? In building highly available MySQL applications with MySQL and DRBD? Join our webinars this week! All information below. Tuesday next week (November 20) we will provide an update about what's new in MySQL Enterprise Edition. We have live Q&A during the webinars so you'll get the chance to ask all your questions. Top 10 Reasons to Use MySQL as an Embedded Database Tuesday, November 13 9:00 a.m. PT Review the top 10 reasons why MySQL is technically well-suited for embedded use, as well as the related business reasons vendors choose MySQL initially, over time, and across product-lines. Register for the Webcast. MySQL High Availability with Distributed Replicated Block Device Thursday, November 15 9:00 a.m. PT Learn how to build highly available services with MySQL and distributed replicated block device (DRBD). The DRBD high-availability solution comprises a complete stack of open source software that delivers high-availability database clusters on commodity hardware, with the option of 24/7 support from Oracle. Register for the Webcast. Technology Update: What's New in MySQL Enterprise Edition Tuesday, November 20 9:00 a.m. PT Find out what's new in MySQL Enterprise Edition. Register for the Webcast.

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  • mdadm: breaks boot due to "is not ready yet or not present" error

    - by BarsMonster
    This is so damn frustrating :-| I've spent like 20 hours on this nice error, and seems like dozens of people over Internet too, and no clear solution yet. I have non-system RAID-5 of 5 disks, and it's fine. But during boot up it says that "/dev/md0 is not ready yet or not present" and asks to press 'S'. Very nice for Ubuntu Server - I have to bring monitor and keyboard to go next. After this system boots and it's all fine. md0 device works, /proc/mdstat is fine. When I do mount -a - it mounts this array without errors and works fine. As a dumb and shameful workaround I added noauto in /etc/fstab, and did mounting in /etc/rc.local - it works fine then. Any hints how to make it work properly? fstab: UUID=3588dfed-47ae-4c32-9855-2d69df713b86 /var/bigfatdisk ext4 noauto,noatime,data=writeback,barrier=0,nobh,commit=5 0 0 mdadm config: It is autogenerated: # mdadm.conf # # Please refer to mdadm.conf(5) for information about this file. # # by default, scan all partitions (/proc/partitions) for MD superblocks. # alternatively, specify devices to scan, using wildcards if desired. DEVICE partitions # auto-create devices with Debian standard permissions CREATE owner=root group=disk mode=0660 auto=yes # automatically tag new arrays as belonging to the local system HOMEHOST <system> # instruct the monitoring daemon where to send mail alerts MAILADDR CENSORED # definitions of existing MD arrays ARRAY /dev/md/0 metadata=1.2 bitmap=/var/md0_intent UUID=efccbeb6:a0a65cd6:470dcdf3:62781188 name=LBox2:0 # This file was auto-generated on Mon, 10 Jan 2011 04:06:55 +0200 # by mkconf 3.1.2-2

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  • "Accumulate" buffer results in XNA4?

    - by Utkarsh Sinha
    I'm trying to simulate a "heightmap" buffer in XNA4.0 but the results don't look correct. Here's what I'm hoping to achieve: http://www.youtube.com/watch?feature=player_detailpage&v=-Q6ISVaM5Ww#t=517s (8:38). From what I understand, here are the steps to reach there: Pass height buffer + current entity's heightmap Generate a stencil and update the height buffer Render sprite+stencil For now, I'm just trying to get the height buffer thing to work. So here's the problem. Inside the draw loop, I do the following: Create a new render target & set it Draw the heightmap with a sprite batch(no shaders) graphicsDevice.SetRenderTarget(null) Draw the rendertarget with SpriteBatch I expected to see all entities' heightmaps. But only the last entity's heightmap is visible. Any hints on what I'm doing wrong? Here's the code inside the draw loop: RenderTarget2D tempDepthStencil = new RenderTarget2D(graphicsDevice, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, false, graphicsDevice.DisplayMode.Format, DepthFormat.None); graphicsDevice.SetRenderTarget(tempDepthStencil); // Gather depth information SpriteBatch depthStencilSpriteBatch = new SpriteBatch(graphicsDevice); depthStencilSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise); depthStencilSpriteBatch.Draw(texHeightmap, pos, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); depthStencilSpriteBatch.End(); graphicsDevice.SetRenderTarget(null); SpriteBatch b1 = new SpriteBatch(graphicsDevice); b1.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null); b1.Draw((Texture2D)tempDepthStencil, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); b1.End();

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable?

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  • ArchBeat Link-o-Rama for 2012-06-15

    - by Bob Rhubart
    URGENT BULLETIN: Disable JRE Auto-Update for All E-Business Suite End-Users All desktop administrators must IMMEDIATELY disable the Java Runtime Environment (JRE) Auto-Update option for all Windows end-user desktops connecting to Oracle E-Business Suite Release 11i, 12.0, and 12.1. WebLogic JMS / AQ bridge with JBoss AS 7 | Edwin Biemond Oracle ACE Edwin Biemond explains "how you can retrieve JMS messages from JBoss with the help of a WebLogic Foreign Server and how to push messages to JBoss AS with the help of a WebLogic JMS Bridge." The Healthy Tension That Mobility Creates | Hernan Capdevila "Mobile device management in the cloud makes good sense," says Hernan Capdevila. "I don't think IT departments should be hosting device management and managing that complexity. It should be a cloud service." OPN: Fusion Middleware Summer Camps in July in Lisbon and Munich For specialized Oracle Partners. Participation is limited to two people per company at each bootcamp. Registration is first come first serve. Take note of the skill requirements and, prerequisites. Podcast: Cows in the Cloud and the importance of standards In part two of a four-part program Cloud experts Jim Baty, Mark Nelson, William Vambenepe, and Ajay Srivastava explain cows in the cloud and talk about the importance of standards. Community members talk about the challenges and opportunities mobile computing presents for IT architects. Apple has sold 55 million iPads since 2010. Gartner expects a 98% increase in tablet sales in 2012, to 118 million. Nielsen reports that smartphones now account for nearly half of all mobile phones in the U.S., a 38% increase over 2011. And the mobile juggernaut is just getting started. Thought for the Day "Why are video games so much better designed than office software? Because people who design video games love to play video games. People who design office software look forward to doing something else on the weekend." — Ted Nelson Source: SoftwareQuotes.com

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  • early audio offset in Audacity and VLC, but not Banshee

    - by reek
    I'm editing audio files with speech in Audacity, marking particular types of speech. I just noticed that files edited in Windows have different intervals marked than files edited in Ubuntu. After testing and confirming this error, it seems that the audio playback in Ubuntu clips the sound too early from the end (early offset), which causes the person doing the editing to mark the interval wrongly. Interestingly, the error appears in Audacity and VLC (which I sometimes use for playback), but NOT Banshee. Since both Audacity and VLC have this problem, I assume it is not application-specific. I don't know why Banshee handles this without problem though... Are there any ALSA or Pulseaudio settings that are likely to cause this problem (I know very little about either)? The task itself does not appear to consume large amounts of resources, but I am on an old laptop, so here are my specs: Ubuntu 11.10. Dell XPS m1210 1.6 GHz Intel Core, 2 x 512 Mb 667 MHz RAM, Audio device: Intel Corporation N10/ICH 7 Family High Definition Audio Controller (rev 01). Audacity settings: Device Interface: ALSA (cannot select anything else)

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  • Having issues using fdisk and GParted with Lexar 64GB USB, but reading and writing is fine

    - by MetaDark
    I have recently bought a new 64GB Lexar USB with the long model name of LJDV10-64G-000-106, and I am having issues partitioning it. I am able to mount, read and write to the USB without any issues but whenever I try to partition it with GParted it doesn't show up in the dropdown. Also while using the command sudo fdisk -l I receive the error fdisk: unable to seek on /dev/sdc: Invalid argument. This is a brand new USB so I am not sure why I am having these issues, especially since the device is functioning perfectly with read/write. I have tried reformatting it on a windows machine but that does not seem to do anything. For those who want a visual my USB looks almost exactly like But 64GB rather than 8GB Edit: I have just ran GParted from the terminal and I am getting a similar error, but it may give more information on the issue. Could not determine physical sector size for /dev/sdc. Using the logical sector size (512). Invalid argument during seek for read on /dev/sdc Also clearing my USB with /dev/zero fails with the the message $ sudo dd if=/dev/zero of=/dev/sdc bs=1M dd: writing `/dev/sdc': No space left on device 1+0 records in 0+0 records out 0 bytes (0 B) copied, 0.00167254 s, 0.0 kB/s

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  • Ubuntu 12.04.2 Dual boot UEFI Windows 8 Preinstalled CX21903W Ultrabook

    - by user180782
    Hi i have a problem trying to install ubuntu. The machine is a CX Ultrabook model CX.21903W Intel I5 with 500GB hard disk, 8 GB ram and 32 GB SSD. From Installing Ubuntu on a Pre-Installed Windows 8 (64-bit) System (UEFI Supported), and according to the steps guide: 1 - We create a partition from Win8 (70 GB) from the own win8 program. 2 - Confirm-SecureBootUEFI=True. 3 - From Win8, shift + Restart and from special menu we selected the UEFI Firmware Setting. 4 - From BIOS Option: ------Option 1) Disable Secure Boot. ------Option 2) Disable UEFI (Not Available) from Option 1: Three ways is available. With Secure Boot enable - We can't even boot ubuntu. A red windows saying Soft unproper signed. With Secure Boot disable - and this config in boot device order: ----1: UEFI: USB ----2: Windows Boot Manger ----3: Others and CSM (Compatibility Support Module): enable - GRUB appears and selecting try Ubuntu then a black windows appears and nothing happens. The same result if install ubuntu is selected. With Secure Boot disable - and this config in boot device order: ----1: USB (No UEFI) ----2: Windows Boot Manger ----3: Others and CSM (Compatibility Support Module): enable - GRUB appears and selecting try Ubuntu, - Ubuntu boots and we can install it even. 5 - Rebooting and just changing the boot order as ----1: Ubuntu [] ----2: Windows Boot Manger ----3: Others then nothings happens. 6 - Booting from LiveUSB again and, as per instructed, making Boot-Repair (A warning windows: Ubuntu is working in legacy mode.). 7 - Saving changes and rebooting, Grub works but selecting Ubuntu, a black windows appears and nothing happens. Selecting Win8, Win8 boots and works. Untill now we can't make the ubuntu installation. Any suggestion will be welcomed. kind regards and thanks in advance.

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  • two possible wifi devices competing, one is hard blocked

    - by patrickmw
    blacklisted acer_wmi because that was showing up in the rfkill list then ideapad_wlan was listed $ rfkill list wifi 1: ideapad_wlan: Wireless LAN Soft blocked: no Hard blocked: no 3: brcmwl-0: Wireless LAN Soft blocked: no Hard blocked: yes $ lshw -C network *-network description: Ethernet interface product: AR8131 Gigabit Ethernet vendor: Atheros Communications physical id: 0 bus info: pci@0000:03:00.0 logical name: eth0 version: c0 serial: f0:de:f1:12:21:e9 size: 1Gbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vpd bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=atl1c driverversion=1.0.1.0-NAPI duplex=full firmware=N/A ip=192.168.1.139 latency=0 link=yes multicast=yes port=twisted pair speed=1Gbit/s resources: irq:42 memory:f0400000-f043ffff ioport:2000(size=128) *-network description: Wireless interface product: BCM4313 802.11b/g/n Wireless LAN Controller vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:04:00.0 logical name: eth1 version: 01 serial: ac:81:12:38:ba:89 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=wl0 driverversion=5.100.82.38 latency=0 multicast=yes wireless=IEEE 802.11 resources: irq:17 memory:f0500000-f0503fff I'm not sure how to disable the wifi devices independently. I'm also not sure which device is the correct one. I think its the brcmw device. Any suggestions?

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  • SlimDX Texture2D from DataRectangle array

    - by Rebekah Bryant
    I'm totally new to DirectX. I'm using SlimDX to create a texture consisting of 13046 DataRectangles. Here's my code. It's breaking on the Texture2D constructor with "E_INVALIDARG: An invalid parameter was passed to the returning function (-2147024809)." inParms is just a struct containing handle to a Panel. public Renderer(Parameters inParms, ref DataRectangle[] inShapes) { Texture2DDescription description = new Texture2DDescription() { Width = 500, Height = 500, MipLevels = 1, ArraySize = inShapes.Length, Format = Format.R32G32B32_Float, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }; SwapChainDescription chainDescription = new SwapChainDescription() { BufferCount = 1, IsWindowed = true, Usage = Usage.RenderTargetOutput, ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm), SampleDescription = new SampleDescription(1, 0), Flags = SwapChainFlags.None, OutputHandle = inParms.Handle, SwapEffect = SwapEffect.Discard }; Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, chainDescription, out mDevice, out mSwapChain); Texture2D texture = new Texture2D(Device, description, inShapes); } EDIT: Running with the Debug flag set, I got: D3D11 ERROR: ID3D11Device::CreateTexture2D: The format (0x6, R32G32B32_FLOAT) cannot be bound as a RenderTarget, or cast to a format that could be bound as a RenderTarget. This is because the current graphics implementation does not even support this Format. Therefore this format does not support D3D11_BIND_RENDER_TARGET. Use CheckFormatSupport to check Format support. [ STATE_CREATION ERROR #92: CREATETEXTURE2D_UNSUPPORTEDFORMAT] D3D11 ERROR: ID3D11Device::CreateTexture2D: Returning E_INVALIDARG, meaning invalid parameters were passed. [ STATE_CREATION ERROR #104: CREATETEXTURE2D_INVALIDARG_RETURN]

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