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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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  • Stepping outside Visual Studio IDE [Part 2 of 2] with Mono 2.6.4

    - by mbcrump
    Continuing part 2 of my Stepping outside the Visual Studio IDE, is the open-source Mono Project. Mono is a software platform designed to allow developers to easily create cross platform applications. Sponsored by Novell (http://www.novell.com/), Mono is an open source implementation of Microsoft's .NET Framework based on the ECMA standards for C# and the Common Language Runtime. A growing family of solutions and an active and enthusiastic contributing community is helping position Mono to become the leading choice for development of Linux applications. So, to clarify. You can use Mono to develop .NET applications that will run on Linux, Windows or Mac. It’s basically a IDE that has roots in Linux. Let’s first look at the compatibility: Compatibility If you already have an application written in .Net, you can scan your application with the Mono Migration Analyzer (MoMA) to determine if your application uses anything not supported by Mono. The current release version of Mono is 2.6. (Released December 2009) The easiest way to describe what Mono currently supports is: Everything in .NET 3.5 except WPF and WF, limited WCF. Here is a slightly more detailed view, by .NET framework version: Implemented C# 3.0 System.Core LINQ ASP.Net 3.5 ASP.Net MVC C# 2.0 (generics) Core Libraries 2.0: mscorlib, System, System.Xml ASP.Net 2.0 - except WebParts ADO.Net 2.0 Winforms/System.Drawing 2.0 - does not support right-to-left C# 1.0 Core Libraries 1.1: mscorlib, System, System.Xml ASP.Net 1.1 ADO.Net 1.1 Winforms/System.Drawing 1.1 Partially Implemented LINQ to SQL - Mostly done, but a few features missing WCF - silverlight 2.0 subset completed Not Implemented WPF - no plans to implement WF - Will implement WF 4 instead on future versions of Mono. System.Management - does not map to Linux System.EnterpriseServices - deprecated Links to documentation. The Official Mono FAQ’s Links to binaries. Mono IDE Latest Version is 2.6.4 That's it, nothing more is required except to compile and run .net code in Linux. Installation After landing on the mono project home page, you can select which platform you want to download. I typically pick the Virtual PC image since I spend all of my day using Windows 7. Go ahead and pick whatever version is best for you. The Virtual PC image comes with Suse Linux. Once the image is launch, you will see the following: I’m not going to go through each option but its best to start with “Start Here” icon. It will provide you with information on new projects or existing VS projects. After you get Mono installed, it's probably a good idea to run a quick Hello World program to make sure everything is setup properly. This allows you to know that your Mono is working before you try writing or running a more complex application. To write a "Hello World" program follow these steps: Start Mono Development Environment. Create a new Project: File->New->Solution Select "Console Project" in the category list. Enter a project name into the Project name field, for example, "HW Project". Click "Forward" Click “Packaging” then OK. You should have a screen very simular to a VS Console App. Click the "Run" button in the toolbar (Ctrl-F5). Look in the Application Output and you should have the “Hello World!” Your screen should look like the screen below. That should do it for a simple console app in mono. To test out an ASP.NET application, simply copy your code to a new directory in /srv/www/htdocs, then visit the following URL: http://localhost/directoryname/page.aspx where directoryname is the directory where you deployed your application and page.aspx is the initial page for your software. Databases You can continue to use SQL server database or use MySQL, Postgress, Sybase, Oracle, IBM’s DB2 or SQLite db. Conclusion I hope this brief look at the Mono IDE helps someone get acquainted with development outside of VS. As always, I welcome any suggestions or comments.

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  • Projective texture and deferred lighting

    - by Vodácek
    In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. I am trying to apply this technique in light pass. (my projector doesn't affect albedo). I have this projector View a Projection matrix: Matrix projection = Matrix.CreateOrthographicOffCenter(-halfWidth * Scale, halfWidth * Scale, -halfHeight * Scale, halfHeight * Scale, 1, 100000); Matrix view = Matrix.CreateLookAt(Position, Target, Vector3.Up); Where halfWidth and halfHeight is are half of the texture's width and height, Position is the Projector's position and target is the projector's target. This seems to be ok. I am drawing full screen quad with this shader: float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; texture2D ProjectorTexture; float4x4 ProjectorViewProjection; sampler2D depthSampler = sampler_state { texture = <DepthTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = <NormalTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D projectorSampler = sampler_state { texture = <ProjectorTexture>; AddressU = Clamp; AddressV = Clamp; }; float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position :POSITION0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = input.Position; output.PositionCopy=output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 texCoord =postProjToScreen(input.PositionCopy) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); //return float4(depth.r,0,0,1); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; //compute projection float3 projection=tex2D(projectorSampler,postProjToScreen(mul(position,ProjectorViewProjection)) + halfPixel()); return float4(projection,1); } In first part of pixel shader is recovered position from G-buffer (this code I am using in other shaders without any problem) and then is tranformed to projector viewprojection space. Problem is that projection doesn't appear. Here is an image of my situation: The green lines are the rendered projector frustum. Where is my mistake hidden? I am using XNA 4. Thanks for advice and sorry for my English. EDIT: Shader above is working but projection was too small. When I changed the Scale property to a large value (e.g. 100), the projection appears. But when the camera moves toward the projection, the projection expands, as can bee seen on this YouTube video.

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  • ORE graphics using Remote Desktop Protocol

    - by Sherry LaMonica
    Oracle R Enterprise graphics are returned as raster, or bitmap graphics. Raster images consist of tiny squares of color information referred to as pixels that form points of color to create a complete image. Plots that contain raster images render quickly in R and create small, high-quality exported image files in a wide variety of formats. However, it is a known issue that the rendering of raster images can be problematic when creating graphics using a Remote Desktop connection. Raster images do not display in the windows device using Remote Desktop under the default settings. This happens because Remote Desktop restricts the number of colors when connecting to a Windows machine to 16 bits per pixel, and interpolating raster graphics requires many colors, at least 32 bits per pixel.. For example, this simple embedded R image plot will be returned in a raster-based format using a standalone Windows machine:  R> library(ORE) R> ore.connect(user="rquser", sid="orcl", host="localhost", password="rquser", all=TRUE)  R> ore.doEval(function() image(volcano, col=terrain.colors(30))) Here, we first load the ORE packages and connect to the database instance using database login credentials. The ore.doEval function executes the R code within the database embedded R engine and returns the image back to the client R session. Over a Remote Desktop connection under the default settings, this graph will appear blank due to the restricted number of colors. Users who encounter this issue have two options to display ORE graphics over Remote Desktop: either raise Remote Desktop's Color Depth or direct the plot output to an alternate device. Option #1: Raise Remote Desktop Color Depth setting In a Remote Desktop session, all environment variables, including display variables determining Color Depth, are determined by the RCP-Tcp connection settings. For example, users can reduce the Color Depth when connecting over a slow connection. The different settings are 15 bits, 16 bits, 24 bits, or 32 bits per pixel. To raise the Remote Desktop color depth: On the Windows server, launch Remote Desktop Session Host Configuration from the Accessories menu.Under Connections, right click on RDP-Tcp and select Properties.On the Client Settings tab either uncheck LimitMaximum Color Depth or set it to 32 bits per pixel. Click Apply, then OK, log out of the remote session and reconnect.After reconnecting, the Color Depth on the Display tab will be set to 32 bits per pixel.  Raster graphics will now display as expected. For ORE users, the increased color depth results in slightly reduced performance during plot creation, but the graph will be created instead of displaying an empty plot. Option #2: Direct plot output to alternate device Plotting to a non-windows device is a good option if it's not possible to increase Remote Desktop Color Depth, or if performance is degraded when creating the graph. Several device drivers are available for off-screen graphics in R, such as postscript, pdf, and png. On-screen devices include windows, X11 and Cairo. Here we output to the Cairo device to render an on-screen raster graphic.  The grid.raster function in the grid package is analogous to other grid graphical primitives - it draws a raster image within the current plot's grid.  R> options(device = "CairoWin") # use Cairo device for plotting during the session R> library(Cairo) # load Cairo, grid and png libraries  R> library(grid) R> library(png)  R> res <- ore.doEval(function()image(volcano,col=terrain.colors(30))) # create embedded R plot  R> img <- ore.pull(res, graphics = TRUE)$img[[1]] # extract image  R> grid.raster(as.raster(readPNG(img)), interpolate = FALSE) # generate raster graph R> dev.off() # turn off first device   By default, the interpolate argument to grid.raster is TRUE, which means that what is actually drawn by R is a linear interpolation of the pixels in the original image. Setting interpolate to FALSE uses a sample from the pixels in the original image.A list of graphics devices available in R can be found in the Devices help file from the grDevices package: R> help(Devices)

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  • Blind As a Bat in Multi-Monitor Hell &ndash; Free Program Inside!

    - by ToStringTheory
    If you know me personally, then you probably know that I am going blind thanks to a rare genetic eye disease.  My eye disease has already been a huge detriment to my eyesight.  One of the big things to suffer is my ability to see small things moving fast right in front of me.  On a multi-monitor setup, this makes finding the cursor absolute hell. The Problem I’ll keep this short, as I’ve basically already told you what the problem is.  On my three monitor development computer, I am constantly losing the mouse during the day.  I had used the Microsoft accessibility mousefinder (press CTRL, and it pings around the mouse).  The problem with this is, there is only an effect around 50-100 PX around the mouse, and it is a very light gray, almost unnoticeable.. For someone like me, if I am not looking at the monitor when I click the CTRL button, I have to click it multiple times and dart my eyes back and forth in a futile attempt to catch a glimpse of the action…  I had tried other cursor finders, but none I liked… The Solution So what’s a guy to do when he doesn’t like his options?  MAKE A NEW OPTION…  What else should we as developers do, am I right?  So, I went ahead and made a mousefinder of my own, with 6 separate settings to change the effect.  I am releasing it here for anyone else that may also have problems finding their mouse at times. Some of its features include: Multiple options to change to achieve the exact effect you want. If your mouse moves while it is honing in, it will hone in on its current position. Many times, I would press the button and move my mouse at the same time, and many times, the mouse happened to be at a screen edge, so I would miss it. This program will restart its animation on a new screen if the mouse changes its screen while playing. Tested on Windows 7 x64 Stylish color changing from green to red. Deployed as a ClickOnce, so easy to remove if you don't like it. Press Right CTRL to trigger effect Application lives in notification area so that you can easily reach configuration or close it. To get it to run on startup, copy its application shortcut from its startmenu directory to the “Startup” folder in your startmenu. Conclusion I understand if you don’t download this…  You don’t know me and I don’t know you.  I can only say that I have honestly NOT added any virus’ or malware to the package. Yeah, I know it’s weird Download: ‘ToString(theory) Mousefinder.zip’ CRC32: EEBCE300 MD5: 0394DA581BE6F3371B5BA11A8B24BC91 SHA-1: 2080C4930A2E7D98B81787BB5E19BB24E118991C Finally, if you do use this application - please leave a comment, or email me and tell me what you think of it. Encounter a bug or hashes no longer match? I want to know that too! <warning type=”BadPun”>Now, stop messing around and start mousing around!</warning>

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  • Video works with 'Try me' but not after install. What is the difference? U12.04LTS,

    - by HarveyP
    My hard drive got corrupted so I did a reinstall. Tested Youtube in FF during 'try me' and it worked - jerky, but it worked. Instal without all the updates (576 outstanding now) in order to get ff installed as per the demo - to no avail. In 'try me' mode ff NEVER crashed! After install ff crashed whilst I was typing in 'youtube' in the address field. When I finally got to youtube - no video. What is the difference between ff in try me and ff after install? Off to try some selected updates now to see if I can see it for myself. In previous installation I had several profiles and aliased ff with -safe-mode switch to simplify startup of most stable ff. Also found that ff startup in graphic mode worked better (but still without video) with all of the extensions disabled and all of the plugins set to "ask" and always denied ... I have SiS graphic card in SiS Motherboard for XP and ancient Hyundai ImageQuest QV770 monitor. I have Ubuntu 12.04.01 LTS 1 day after install with only the immediate upgrades requested to language pack (English UK). Using FR Alternative keyboard. Connected with domestic wifi network from Orange (FT) I really want to use Skype, but won't bother installing it (again) without video as I can do my sms on FB - whilst ff is not crashed ... Update ... Is something overflowing? I have just had to reboot in order to get ff to restart in any way shape or form - restart on crash form generates new crash form, etc. It was however a good half hour before it crashed so some improvement over conditions before disk corruption. I have now installed all of the critical updates (332 recommended updates still outstanding) which included some relating to ff. Still no video. Still crashing - especially when on Grepolis website. Since the re-install I have had a lovely 1024x768 screen, but after last ff crash and reboot I got a message about 'low graphics mode' and 'setting things myself'. I was not sufficiently tuned in at the time to take proper note - I have no doubt I shall see it again and shall report accordingly. I still have only laptop options for my screen and do not know how to rectify this. Spent a few days with ubuntu on a different, newer machine which has now suffered a graphics breakdown. Returned to this old one again, but with new flat screen Monitor. Found SIS drivers for my graphics BUT it is intended for Red Hat 7.2. I chose this over the version for 7.0 because I thought what the hell, I might not be able to do anything with either of them but this is the later one ... The file will not open with software manager - found a similar problem on Overclock but it has not helped me to install this driver. File name is sis_drv.o-410 and it is currently idling away in my Downloads folder ... I have tried the solution offered on another sis problem, but this shows that my xserver-xorg-video-sis driver is up to date. I am now at a loss as to how to proceed if I can't install the latest sis driver from sis ... Does nobody know how FF changes from "try-me" to "installed"? Any time I MUST have video I reboot from the disk again, but this is tedious! Also one of the things I mock most about MS is the constant rebooting ... UPDATE 10/6/2014 I have installed chromium-browser - worse, crashes even more often than ff.I have installed epiphany - better; Video works but not the associated soundtrack.FireFox is version 14.01 in 'try me' and version 29.0 from my install. Would it be useful to try to downgrade FireFox in order to get video?

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  • Bounding Box Collision Glitching Problem (Pygame)

    - by Ericson Willians
    So far the "Bounding Box" method is the only one that I know. It's efficient enough to deal with simple games. Nevertheless, the game I'm developing is not that simple anymore and for that reason, I've made a simplified example of the problem. (It's worth noticing that I don't have rotating sprites on my game or anything like that. After showing the code, I'll explain better). Here's the whole code: from pygame import * DONE = False screen = display.set_mode((1024,768)) class Thing(): def __init__(self,x,y,w,h,s,c): self.x = x self.y = y self.w = w self.h = h self.s = s self.sur = Surface((64,48)) draw.rect(self.sur,c,(self.x,self.y,w,h),1) self.sur.fill(c) def draw(self): screen.blit(self.sur,(self.x,self.y)) def move(self,x): if key.get_pressed()[K_w] or key.get_pressed()[K_UP]: if x == 1: self.y -= self.s else: self.y += self.s if key.get_pressed()[K_s] or key.get_pressed()[K_DOWN]: if x == 1: self.y += self.s else: self.y -= self.s if key.get_pressed()[K_a] or key.get_pressed()[K_LEFT]: if x == 1: self.x -= self.s else: self.x += self.s if key.get_pressed()[K_d] or key.get_pressed()[K_RIGHT]: if x == 1: self.x += self.s else: self.x -= self.s def warp(self): if self.y < -48: self.y = 768 if self.y > 768 + 48: self.y = 0 if self.x < -64: self.x = 1024 + 64 if self.x > 1024 + 64: self.x = -64 r1 = Thing(0,0,64,48,1,(0,255,0)) r2 = Thing(6*64,6*48,64,48,1,(255,0,0)) while not DONE: screen.fill((0,0,0)) r2.draw() r1.draw() # If not intersecting, then moves, else, it moves in the opposite direction. if not ((((r1.x + r1.w) > (r2.x - r1.s)) and (r1.x < ((r2.x + r2.w) + r1.s))) and (((r1.y + r1.h) > (r2.y - r1.s)) and (r1.y < ((r2.y + r2.h) + r1.s)))): r1.move(1) else: r1.move(0) r1.warp() if key.get_pressed()[K_ESCAPE]: DONE = True for ev in event.get(): if ev.type == QUIT: DONE = True display.update() quit() The problem: In my actual game, the grid is fixed and each tile has 64 by 48 pixels. I know how to deal with collision perfectly if I moved by that size. Nevertheless, obviously, the player moves really fast. In the example, the collision is detected pretty well (Just as I see in many examples throughout the internet). The problem is that if I put the player to move WHEN IS NOT intersecting, then, when it touches the obstacle, it does not move anymore. Giving that problem, I began switching the directions, but then, when it touches and I press the opposite key, it "glitches through". My actual game has many walls, and the player will touch them many times, and I can't afford letting the player go through them. The code-problem illustrated: When the player goes towards the wall (Fine). When the player goes towards the wall and press the opposite direction. (It glitches through). Here is the logic I've designed before implementing it: I don't know any other method, and I really just want to have walls fixed in a grid, but move by 1 or 2 or 3 pixels (Slowly) and have perfect collision without glitching-possibilities. What do you suggest?

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  • Gnome-shell fails to load on 12.10

    - by Githlar
    I'm usually the one answering questions, but in this I'm throughly stumped! My Setup: Ubuntu 12.10 (Dist upgrade form 12.04) ATI M96 [Mobility Radeon HD 4650] Upon the first installation of 12.10 I had all kinds of issues getting the Legacy ATI drivers to install (I guess the source for the drivers isn't kosher with kernel 3.5). So, I added the repository ppa:makson96/fglrx - which has a version of the ATI source patched to work with kernel 3.5. After installation of fglrx-legacy from that PPA, gnome-shell and all my graphics work fine... until today. The Problem I unsuspended my computer today and the screen was black (not off, the black from the gnome lock screen). I'd move my mouse/hit a key and the background would flash and then it'd go back to black. Restarted via VT1 Logged into Gnome (gnome-shell) session, but no gnome-shell! Investigation: First, I went to VT1 and tried export DISPLAY=:0;gnome-shell --replace. It appeared to work fine, switch back to X and nothing. Went back to VT1 and saw this error message: JS ERROR: !!! Exception was: TypeError: Object 0x7fc748129c30 is not a subclass of (null), it's a xO JS ERROR: !!! message = '"Object 0x7fc748129c30 is not a subclass of (null), it's a xO"' JS ERROR: !!! fileName = '"/usr/share/gnome-shell/js/ui/tweener.js"' JS ERROR: !!! lineNumber = '218' JS ERROR: !!! stack = '"()@/usr/share/gnome-shell/js/ui/tweener.js:218 wrapper()@/usr/share/gjs-1.0/lang.js:204 ()@/usr/share/gjs-1.0/lang.js:145 ()@/usr/share/gjs-1.0/lang.js:239 init()@/usr/share/gnome-shell/js/ui/tweener.js:49 init()@/usr/share/gnome-shell/js/ui/environment.js:96 @<main>:1 "' Window manager warning: Log level 32: Execution of main.js threw exception: TypeError: Object 0x7fc748129c30 is not a subclass of (null), it's a xO Note: Everywhere it says "it's a xO", xO is actually garbled and changes every time (I'm thinking memory corruption?) This error is thrown by line 96 of /usr/share/gnome-shell/js/ui/environment.js: tweener.Init() Did a purge of fglrx-legacy, reboot, reinstall fglrx-legacy, reboot... same thing. Did a ppa-purge of ppa:gnome3-team/gnome3, and reinstalled gnome-shell and ubuntu-desktop from the standard repositores... same thing. I'm really at a loss here. I love gnome-shell and after using it for nearly a year now gnome classic just seems so archaic. Additional Information Apt log from the day I first suspended my machine (these are upgrades from the gnome3-team/gnome3 ppa and ubuntu-wine/ppa ppa): Start-Date: 2012-11-24 17:30:28 Commandline: aptdaemon role='role-commit-packages' sender=':1.618' Install: gkbd-capplet:amd64 (3.6.0-0ubuntu1), gnome-control-center-unity:amd64 (1.0-0ubuntu1~ubuntu12.10.1) Upgrade: nautilus:amd64 (3.6.2-0ubuntu0.1~quantal1, 3.6.3-0ubuntu2~ubuntu12.10.1), libgnome-control-center1:amd64 (3.4.2-0ubuntu19, 3.6.3-0ubuntu6~ubuntu12.10.1), wine1.5-i386:i386 (1.5.17-0ubuntu4, 1.5.18-0ubuntu1), wine1.5:amd64 (1.5.17-0ubuntu4, 1.5.18-0ubuntu1), gnome-settings-daemon:amd64 (3.4.2-0ubuntu14, 3.6.3-0ubuntu1~ubuntu12.10.1), gnome-control-center-data:amd64 (3.4.2-0ubuntu19, 3.6.3-0ubuntu6~ubuntu12.10.1), gnome-accessibility-themes:amd64 (3.6.0.2-0ubuntu1, 3.6.2-0ubuntu2~ubuntu12.10.1), gnome-themes-standard:amd64 (3.6.0.2-0ubuntu1, 3.6.2-0ubuntu2~ubuntu12.10.1), wine1.5-amd64:amd64 (1.5.17-0ubuntu4, 1.5.18-0ubuntu1), nautilus-data:amd64 (3.6.2-0ubuntu0.1~quantal1, 3.6.3-0ubuntu2~ubuntu12.10.1), gnome-control-center:amd64 (3.4.2-0ubuntu19, 3.6.3-0ubuntu6~ubuntu12.10.1), libnautilus-extension1a:amd64 (3.6.2-0ubuntu0.1~quantal1, 3.6.3-0ubuntu2~ubuntu12.10.1) End-Date: 2012-11-24 17:31:32 fglrxinfo (driver appears to be working): display: :0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: ATI Mobility Radeon HD 4650 OpenGL version string: 3.3.11653 Compatibility Profile Context Does anybody have any further ideas?

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  • GameStateManagement and inputs not being recognized

    - by Dave Voyles
    EDIT: I've removed a bit of code from the input class to make this more readable, and updated my StartScreen class, which is now at the bottom. I have the same issues though, but they are explained in my comments on the bottom of this page. It won't let me paste my additional code here (the format comes out crazy), so I've linked to pastebin with the code pastebin I've been trying to implement the MS provided GameStateManagement sample with my game, but it has proven a bit difficult. Really, I'm using Oneksoft's Starter Kit, which uses the MS provided sample, so they are identical, except for my splash screen. I'm able to get the splash screen to launch, where it informs the player to press A to advance the screen, but this doesn't seem to accept any of my inputs. I’ve also added Console.Writeline(“Pressing A”) under the IsMenuPressed method in Input.cs to verify that it is getting called, but for some reason it is constantly spamming my log, rather than just appearing each time I press it. Not sure why this is happening. I have a bit too much code to post it all here, so I’ve attached a link to my .rar with my classes, but I’ll also leave a bit here which I thinkmay be applicable. https://www.dropbox.com/sh/6ek4uru2jc2ch0k/JTeBWN_3PQ What do you guys think the issue is? namespace Pong { public class Input { public const int MaxInputs = 4; public readonly KeyboardState[] CurrentKeyboardState; public readonly GamePadState[] CurrentGamePadState; public KeyboardState[] LastKeyboardState; public GamePadState[] LastGamePadState; public readonly bool[] GamePadWasConnected; public Input() { // Get input state CurrentKeyboardState = new KeyboardState[MaxInputs]; CurrentGamePadState = new GamePadState[MaxInputs]; // Preserving last states to check for isKeyUp events LastKeyboardState = CurrentKeyboardState; LastGamePadState = CurrentGamePadState; } /// <summary> /// Checks for a "menu select" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuSelect(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { Console.WriteLine("Pressing A"); return IsNewKeyPress(Keys.Space, controllingPlayer, out playerIndex) || IsNewKeyPress(Keys.Enter, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.A, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Start, controllingPlayer, out playerIndex); } /// <summary> /// Checks for a "menu cancel" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuCancel(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { return IsNewKeyPress(Keys.Escape, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.B, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Back, controllingPlayer, out playerIndex); }

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  • Direct3D - Zooming into Mouse Position

    - by roohan
    I'm trying to implement my camera class for a simulation. But I cant figure out how to zoom into my world based on the mouse position. I mean the object under the mouse cursor should remain at the same screen position. My zooming looks like this: VOID ZoomIn(D3DXMATRIX& WorldMatrix, FLOAT const& MouseX, FLOAT const& MouseY) { this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); } I passed the world matrix to the function because I had the idea to move my drawing origin according to the mouse position. But I cant find out how to calculate the offset in to move my drawing origin. Anyone got an idea how to calculate this? Thanks in advance. SOLVED Ok I solved my problem. Here is the code if anyone is interested: VOID CAMERA2D::ZoomIn(FLOAT const& MouseX, FLOAT const& MouseY) { // Get the setting of the current view port. D3DVIEWPORT9 ViewPort; this->Direct3DDevice->GetViewport(&ViewPort); // Convert the screen coordinates of the mouse to world space coordinates. D3DXVECTOR3 VectorOne; D3DXVECTOR3 VectorTwo; D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ = 0.0f; float WorldX = ((WorldZ - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY = ((WorldZ - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Move the camera into the screen. this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); // Calculate the world space vector again based on the new view matrix, D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ2 = 0.0f; float WorldX2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Create a temporary translation matrix for calculating the origin offset. D3DXMATRIX TranslationMatrix; D3DXMatrixIdentity(&TranslationMatrix); // Calculate the origin offset. D3DXMatrixTranslation(&TranslationMatrix, WorldX2 - WorldX, WorldY2 - WorldY, 0.0f); // At the offset to the cameras world matrix. this->WorldMatrix = this->WorldMatrix * TranslationMatrix; } Maybe someone has even a better solution than mine.

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  • Data Formatters temporarily unavailable

    - by iphone newbie
    I'm currently working on an iPhone app. This app has a login screen, also a signup screen. After the user has successfully signed up, I dismiss the signup view, then the app automatically logs in using the created account. After which, the login view is dismissed, showing the main view. I'm trying to modify this by immediately dismissing the login view, since I already have the account details of the user when the signup is successful. Basically, the ideal flow is: after the user successfully signs up, I save the username and password in a singleton class, then dismiss the signup view. When I get to the parent view (which is the login screen), I have a variable that checks if there was a successful signup. If that variable is true, I want to immediately dismiss the login view. However, I come across this error message: Data Formatters temporarily unavailable, will re-try after a 'continue'. (Unknown error loading shared library "/Developer/usr/lib/libXcodeDebuggerSupport.dylib") I'm not really sure why this happens. I have no problems dismissing the login view when I go through the actual login procedure - which of course also dismisses the login view if the user inputs a correct username and password. I'm not exactly sure, but I'm starting to think that the iPhone cannot handle dismissing 2 view controllers almost at the same time. Is it possible that I'm dismissing the login view too quickly? Is that a factor? Is there anyway for me to be able to dismiss 2 view controllers almost simultaneously without coming across this error message?

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  • Android Canvas Coordinate System

    - by Mitch
    I'm trying to find information on how to change the coordinate system for the canvas. I have some vector data I'd like to draw to a canvas using things like circles and lines, but the data's coordinate system doesn't match the canvas coordinate system. Is there a way to map the units I'm using to the screen's units? I'm drawing to an ImageView which isn't taking up the entire display. If I have to do my own calculations prior to each drawing call, how to I find the width and height of my ImageView? The getWidth() and getHeight() calls I tried seem to be returning the entire canvas size and not the size of the ImageView which isn't helpful. I see some matrix stuff, is that something that will work for me? I tried to use the "public void scale(float sx, float sy)", but that works more like a pixel level zoom rather than a vector scale function by expanding each pixel. This means if the dimensions are increased to fit the screen, the line thickness is also increased. Update: After some research I'm starting to think there's no way to change coordinate systems to something else. I'll need to map all my coordinates to the screen's pixel coordinates and do so by modifying each vector. The getWidth() and getHeight() seem to be working better for me now. I can say what was wrong, but I suspect I can't use these methods inside the constructor.

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  • Determine size of SizeToContent WPF Window before its rendered

    - by DudeFX
    I have a window in my WPF application that is displayed on occasion. When it is shown it is faded in with an annimation, and when closed it is faded out. Nothing fancy, just a storyboard that modifies the opacity. Actually the window is never really closed, the opacity is just faded out to 0 where it remains until its to be displayed again. This window is an informative window and doesn't always show the same content. It is sized to content (Width and Height) and works well in that regard. The user chooses the basic area of the screen for it to be displayed (TopLeft, TopRight, Center, BottomLeft, BottomRight). Before the window is faded in the content is updated. Because the window is sized to content it increases or descreases in size. The width and height can change. When positioning the window, lets say, in the bottom right corner, I simply take the WorkingArea of the screen (width and height) and then minus the width/height of the window to get the Top and Left position that I need. The logic works, but the trouble I am having is the Window's Height and Width is not returning the size it is after the content was updated, but is returning the size it was the last time it was displayed. I am assuming this is because it hasn't yet been rendered with the new content. This causes me grief becuase if the Window is larger than it was the last time it obviously extends off the screen. I tried positioning the window in the OnContentRendered event, but this only fires once when the Window is created, not after the content has been updated, when the opacity is set to 0. Does anyone have any idea how I might get an accurate width and height of this window before it is faded in? Any help would be appreciated!!

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  • I need help debugging apache with gdb (no debugging symbols found)

    - by blockhead
    I'm trying to debug a segfault in PHP/Apache running on RHEL4. This is a production server, so I'm trying to install a separate copy of apache and php, and run apache through gdb. When I load httpd through gdb and then do run -X, I get the error (no debugging symbols found)...Error while reading shared library symbols: Dwarf Error: Cannot handle DW_FORM_strp in DWARF reader. The Apache manual says something about setting EXTRA_CFLAGS to "-g", and i've tried configuring with --enable-maintainer-mode, but I don't seem to be getting far.

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  • JQGrid datatype as Ajax function not getting called

    - by mraman
    Hi, JQGrid datatype as Ajax function not getting called. once i tried to debug using firebug, found out that those lines are not exectuced. please let me know the issue with my code. Thanks in advance. jQuery("#list").jqGrid({ //url:'example.xml', datatype: function() { $.ajax({ url: "example.xml", data: "{}", dataType: "xml", mtype: "GET", complete: function(jsondata, stat) { alert((jsondata.responseText)); if (stat == "success") { alert("ew"); } }, error : function () {alert("error")} }); }, colNames:['QueueName','SLA Associated', 'SLA met', 'SLA Breached', 'SLA MET %', 'SLA Breached %'], colModel :[ {name:'QueueName',index:'QueueName', width:150}, {name:'SLAAssociated',index:'SLAAssociated', width:150}, {name:'SLAmet',index:'SLAmet', width:150}, {name:'SLABreached',index:'SLABreached', width:150}, {name:'SLAMETPer',index:'SLAMETPer', width:150}, {name:'SLABreachedPer',index:'SLABreachedPer', width:150} ], pager: jQuery('#pager1'), rowNum:1, rowList:[5,10], imgpath: 'themes/basic/images' }); in Header i add as follows <html xmlns="http://www.w3.org/1999/xhtml"> <link rel="stylesheet" type="text/css" media="screen" href="themes/basic/grid.css" /> <link rel="stylesheet" type="text/css" media="screen" href="themes/jqModal.css" /> <link rel="stylesheet" type="text/css" media="screen" href="css/report.css" /> <script src="jquery.js" type="text/javascript"></script> <script src="jquery.jqGrid.js" type="text/javascript"></script> <script src="js/jqModal.js" type="text/javascript"></script> <script src="js/jqDnR.js" type="text/javascript"></script>

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  • Newbie: How to set attribute of the relative layout in my case??

    - by Leem
    I would like to divide my screen into 4 equal areas like ?.Each one of the four area is a linear layout. I tried to use relative layout to hold four linear layout like below: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout android:id="@+id/up_left_area" android:layout_width="wrap_content" android:layout_height="wrap_content" android:background="#ffff66" > <TextView android:id="@+id/label1" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="UP LEFT"/> </LinearLayout> <LinearLayout android:id="@+id/up_right_area" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_toRightOf="@id/up_left_area" android:background="#ccffff"> <TextView android:id="@+id/label2" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="UP RIGHT"/> </LinearLayout> <LinearLayout android:id="@+id/down_left_area" android:layout_width="wrap_content" android:layout_height="fill_parent" android:layout_below="@id/up_left_area" android:background="#66cc33" > <TextView android:id="@+id/label3" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="DOWN LEFT"/> </LinearLayout> <LinearLayout android:id="@+id/down_right_area" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_below="@id/up_right_area" android:layout_toRightOf="@id/down_left_area" android:background="#cc6600"> <TextView android:id="@+id/label4" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="DOWN RIGHT"/> </LinearLayout> </RelativeLayout> With the above xml layout code, I do get 4 areas on the screen, but they are not equal sized. How to modify my code to have equal sized 4 areas on the screen like ? ?

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  • Iterate through deserialized xml object

    - by Bruce Adams
    I have a deserialized xml c# objet. I need to iterate through the oject to display all items, in this case there's just one, and display the name, colors and sizes for each item. The xml: <?xml version="1.0" encoding="utf-8"?> <Catalog Name="Example"> <Items> <Item Name="ExampleItem"> <Colors> <Color Name="Black" Value="#000" /> <Color Name="White" Value="#FFF" /> </Colors> <Sizes> <Size Name="Small" Value="10" /> <Size Name="Medium" Value="20" /> </Sizes> </Item> </Items> </Catalog> xsd.exe generated classes: //------------------------------------------------------------------------------ // <auto-generated> // This code was generated by a tool. // Runtime Version:2.0.50727.4927 // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // </auto-generated> //------------------------------------------------------------------------------ using System.Xml.Serialization; // // This source code was auto-generated by xsd, Version=2.0.50727.42. // /// <remarks/> [System.CodeDom.Compiler.GeneratedCodeAttribute("xsd", "2.0.50727.42")] [System.SerializableAttribute()] [System.Diagnostics.DebuggerStepThroughAttribute()] [System.ComponentModel.DesignerCategoryAttribute("code")] [System.Xml.Serialization.XmlTypeAttribute(AnonymousType=true)] [System.Xml.Serialization.XmlRootAttribute(Namespace="", IsNullable=false)] public partial class Catalog { private CatalogItemsItem[][] itemsField; private string nameField; /// <remarks/> [System.Xml.Serialization.XmlArrayAttribute(Form=System.Xml.Schema.XmlSchemaForm.Unqualified)] [System.Xml.Serialization.XmlArrayItemAttribute("Item", typeof(CatalogItemsItem[]), Form=System.Xml.Schema.XmlSchemaForm.Unqualified, IsNullable=false)] public CatalogItemsItem[][] Items { get { return this.itemsField; } set { this.itemsField = value; } } /// <remarks/> [System.Xml.Serialization.XmlAttributeAttribute()] public string Name { get { return this.nameField; } set { this.nameField = value; } } } /// <remarks/> [System.CodeDom.Compiler.GeneratedCodeAttribute("xsd", "2.0.50727.42")] [System.SerializableAttribute()] [System.Diagnostics.DebuggerStepThroughAttribute()] [System.ComponentModel.DesignerCategoryAttribute("code")] [System.Xml.Serialization.XmlTypeAttribute(AnonymousType=true)] public partial class CatalogItemsItem { private CatalogItemsItemColorsColor[][] colorsField; private CatalogItemsItemSizesSize[][] sizesField; private string nameField; /// <remarks/> [System.Xml.Serialization.XmlArrayAttribute(Form=System.Xml.Schema.XmlSchemaForm.Unqualified)] [System.Xml.Serialization.XmlArrayItemAttribute("Color", typeof(CatalogItemsItemColorsColor[]), Form=System.Xml.Schema.XmlSchemaForm.Unqualified, IsNullable=false)] public CatalogItemsItemColorsColor[][] Colors { get { return this.colorsField; } set { this.colorsField = value; } } /// <remarks/> [System.Xml.Serialization.XmlArrayAttribute(Form=System.Xml.Schema.XmlSchemaForm.Unqualified)] [System.Xml.Serialization.XmlArrayItemAttribute("Size", typeof(CatalogItemsItemSizesSize[]), Form=System.Xml.Schema.XmlSchemaForm.Unqualified, IsNullable=false)] public CatalogItemsItemSizesSize[][] Sizes { get { return this.sizesField; } set { this.sizesField = value; } } /// <remarks/> [System.Xml.Serialization.XmlAttributeAttribute()] public string Name { get { return this.nameField; } set { this.nameField = value; } } } /// <remarks/> [System.CodeDom.Compiler.GeneratedCodeAttribute("xsd", "2.0.50727.42")] [System.SerializableAttribute()] [System.Diagnostics.DebuggerStepThroughAttribute()] [System.ComponentModel.DesignerCategoryAttribute("code")] [System.Xml.Serialization.XmlTypeAttribute(AnonymousType=true)] public partial class CatalogItemsItemColorsColor { private string nameField; private string valueField; /// <remarks/> [System.Xml.Serialization.XmlAttributeAttribute()] public string Name { get { return this.nameField; } set { this.nameField = value; } } /// <remarks/> [System.Xml.Serialization.XmlAttributeAttribute()] public string Value { get { return this.valueField; } set { this.valueField = value; } } } /// <remarks/> [System.CodeDom.Compiler.GeneratedCodeAttribute("xsd", "2.0.50727.42")] [System.SerializableAttribute()] [System.Diagnostics.DebuggerStepThroughAttribute()] [System.ComponentModel.DesignerCategoryAttribute("code")] [System.Xml.Serialization.XmlTypeAttribute(AnonymousType=true)] public partial class CatalogItemsItemSizesSize { private string nameField; private string valueField; /// <remarks/> [System.Xml.Serialization.XmlAttributeAttribute()] public string Name { get { return this.nameField; } set { this.nameField = value; } } /// <remarks/> [System.Xml.Serialization.XmlAttributeAttribute()] public string Value { get { return this.valueField; } set { this.valueField = value; } } } /// <remarks/> [System.CodeDom.Compiler.GeneratedCodeAttribute("xsd", "2.0.50727.42")] [System.SerializableAttribute()] [System.Diagnostics.DebuggerStepThroughAttribute()] [System.ComponentModel.DesignerCategoryAttribute("code")] [System.Xml.Serialization.XmlTypeAttribute(AnonymousType=true)] [System.Xml.Serialization.XmlRootAttribute(Namespace="", IsNullable=false)] public partial class NewDataSet { private Catalog[] itemsField; /// <remarks/> [System.Xml.Serialization.XmlElementAttribute("Catalog")] public Catalog[] Items { get { return this.itemsField; } set { this.itemsField = value; } } } Deserialization code: System.Xml.Serialization.XmlSerializer xSerializer = new System.Xml.Serialization.XmlSerializer(typeof(Catalog)); TextReader reader = new StreamReader("catalog.xml"); Catalog catalog = (Catalog)xSerializer.Deserialize(reader); foreach (var item in catalog.Items) { } reader.Close(); When I setp through the code there is one item present in catalog.items, but it is empty, no name, colors or sizes. Any ideas what I need to do? Thanks

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  • IE8: intense flickering for Flash in Windows 7 RTM

    - by 280Z28
    Whenever I view a page with Flash on it (example www.fox.com), if I move my mouse around the page flickers intensely - like siezure inducing flicker. Is this a known issue, and is there a way to fix it? Windows 7 RTM x64 IE8 Flash Player, Acrobat Reader, Shockwave Player are all I installed Consistent across 3 very different machines (AMD ZM-82 + Radeon HD3200 laptop, Core i7 + NVidia GT220 desktop, P4D + NVidia 6400GT desktop), but all with the above software.

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  • Injection of banners in my webbrowsers possible malware

    - by Skadlig
    Recently I have started to suspect that I have some kind of virus on my computer. There are 3 symptoms: Banners are being displayed on pages that doesn't use commercials, for instance when viewing screen-shots on Steam. It is only displayed after the rest of the page has been loaded and seems to be injected into it. The whole page is replaced with a commercial with the option to skip the commercial. The page is replaced with a search window claiming that the page could not be found. I have tried to scan my computer with Antivir and Adaware but only found a couple of tracking cookies. I have run HijackThis but since this isn't really my area I haven't been able to discern what shouldn't be there except the line about zonealarm since I have uninstalled it. Is there anyone out there who is able to see if there is anything suspicious in the log-file at the end or has suggestions regarding programs that might be better to find the virus than Antivir and Adaware? Here is the whole (long) log: Logfile of Trend Micro HijackThis v2.0.2 Scan saved at 21:44:07, on 2010-04-15 Platform: Unknown Windows (WinNT 6.01.3504) MSIE: Internet Explorer v8.00 (8.00.7600.16385) Boot mode: Normal Running processes: C:\Windows\SysWOW64\HsMgr.exe C:\Program Files (x86)\Personal\bin\Personal.exe F:\Program Files (x86)\Apache Software Foundation\Apache2.2\bin\ApacheMonitor.exe C:\Program Files (x86)\Avira\AntiVir Desktop\avgnt.exe F:\Program Files (x86)\PowerISO\PWRISOVM.EXE C:\Program Files (x86)\Java\jre6\bin\jusched.exe C:\Program Files\ASUS Xonar DX Audio\Customapp\ASUSAUDIOCENTER.EXE F:\Program Files (x86)\Voddler\service\VNetManager.exe C:\Program Files (x86)\Emotum\Mobile Broadband\Mobile.exe F:\Program Files\Logitech\SetPoint\x86\SetPoint32.exe C:\Program Files (x86)\Lavasoft\Ad-Aware\AAWTray.exe F:\Program Files (x86)\Mozilla Firefox\firefox.exe F:\Program Files (x86)\Trend Micro\HijackThis\HijackThis.exe R1 - HKCU\Software\Microsoft\Internet Explorer\Main,Search Page = http://go.microsoft.com/fwlink/?LinkId=54896 R0 - HKCU\Software\Microsoft\Internet Explorer\Main,Start Page = http://go.microsoft.com/fwlink/?LinkId=69157 R1 - HKLM\Software\Microsoft\Internet Explorer\Main,Default_Page_URL = http://go.microsoft.com/fwlink/?LinkId=69157 R1 - HKLM\Software\Microsoft\Internet Explorer\Main,Default_Search_URL = http://go.microsoft.com/fwlink/?LinkId=54896 R1 - HKLM\Software\Microsoft\Internet Explorer\Main,Search Page = http://go.microsoft.com/fwlink/?LinkId=54896 R0 - HKLM\Software\Microsoft\Internet Explorer\Main,Start Page = http://go.microsoft.com/fwlink/?LinkId=69157 R0 - HKLM\Software\Microsoft\Internet Explorer\Search,SearchAssistant = R0 - HKLM\Software\Microsoft\Internet Explorer\Search,CustomizeSearch = R0 - HKLM\Software\Microsoft\Internet Explorer\Main,Local Page = C:\Windows\SysWOW64\blank.htm R0 - HKCU\Software\Microsoft\Internet Explorer\Toolbar,LinksFolderName = F2 - REG:system.ini: UserInit=userinit.exe O2 - BHO: AcroIEHelperStub - {18DF081C-E8AD-4283-A596-FA578C2EBDC3} - C:\Program Files (x86)\Common Files\Adobe\Acrobat\ActiveX\AcroIEHelperShim.dll O2 - BHO: gwprimawega - {83bb5261-81ec-25ae-4adf-e88936738525} - C:\Windows\SysWow64\aZfJupUw.dll O2 - BHO: ZoneAlarm Toolbar Registrar - {8A4A36C2-0535-4D2C-BD3D-496CB7EED6E3} - C:\Program Files\CheckPoint\ZAForceField\WOW64\TrustChecker\bin\TrustCheckerIEPlugin.dll (file missing) O2 - BHO: Windows Live inloggningshjälpen - {9030D464-4C02-4ABF-8ECC-5164760863C6} - C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live\WindowsLiveLogin.dll O2 - BHO: Java(tm) Plug-In 2 SSV Helper - {DBC80044-A445-435b-BC74-9C25C1C588A9} - C:\Program Files (x86)\Java\jre6\bin\jp2ssv.dll O3 - Toolbar: ZoneAlarm Toolbar - {EE2AC4E5-B0B0-4EC6-88A9-BCA1A32AB107} - C:\Program Files\CheckPoint\ZAForceField\WOW64\TrustChecker\bin\TrustCheckerIEPlugin.dll (file missing) O4 - HKLM..\Run: [avgnt] "C:\Program Files (x86)\Avira\AntiVir Desktop\avgnt.exe" /min O4 - HKLM..\Run: [PWRISOVM.EXE] f:\Program Files (x86)\PowerISO\PWRISOVM.EXE O4 - HKLM..\Run: [SunJavaUpdateSched] "C:\Program Files (x86)\Java\jre6\bin\jusched.exe" O4 - HKLM..\Run: [QuickTime Task] "F:\Program Files (x86)\QuickTime\QTTask.exe" -atboottime O4 - HKLM..\Run: [Adobe Reader Speed Launcher] "C:\Program Files (x86)\Adobe\Reader 9.0\Reader\Reader_sl.exe" O4 - HKLM..\Run: [VoddlerNet Manager] f:\Program Files (x86)\Voddler\service\VNetManager.exe O4 - HKCU..\Run: [Steam] "f:\program files (x86)\steam\steam.exe" -silent O4 - HKCU..\Run: [msnmsgr] "C:\Program Files (x86)\Windows Live\Messenger\msnmsgr.exe" /background O4 - Global Startup: BankID Security Application.lnk = C:\Program Files (x86)\Personal\bin\Personal.exe O4 - Global Startup: Logitech SetPoint.lnk = ? O4 - Global Startup: Monitor Apache Servers.lnk = F:\Program Files (x86)\Apache Software Foundation\Apache2.2\bin\ApacheMonitor.exe O13 - Gopher Prefix: O16 - DPF: {1E54D648-B804-468d-BC78-4AFFED8E262F} (System Requirements Lab) - http://www.nvidia.com/content/DriverDownload/srl/3.0.0.4/srl_bin/sysreqlab_nvd.cab O16 - DPF: {4871A87A-BFDD-4106-8153-FFDE2BAC2967} (DLM Control) - http://dlcdnet.asus.com/pub/ASUS/misc/dlm-activex-2.2.5.0.cab O16 - DPF: {D27CDB6E-AE6D-11CF-96B8-444553540000} (Shockwave Flash Object) - http://fpdownload2.macromedia.com/get/shockwave/cabs/flash/swflash.cab O17 - HKLM\System\CCS\Services\Tcpip..{5F7DB2E1-29C4-4299-A483-B68B19E9F015}: NameServer = 195.54.122.221 195.54.122.211 O17 - HKLM\System\CS1\Services\Tcpip..{5F7DB2E1-29C4-4299-A483-B68B19E9F015}: NameServer = 195.54.122.221 195.54.122.211 O17 - HKLM\System\CS2\Services\Tcpip..{5F7DB2E1-29C4-4299-A483-B68B19E9F015}: NameServer = 195.54.122.221 195.54.122.211 O23 - Service: @%SystemRoot%\system32\Alg.exe,-112 (ALG) - Unknown owner - C:\Windows\System32\alg.exe (file missing) O23 - Service: Avira AntiVir Scheduler (AntiVirSchedulerService) - Avira GmbH - C:\Program Files (x86)\Avira\AntiVir Desktop\sched.exe O23 - Service: Avira AntiVir Guard (AntiVirService) - Avira GmbH - C:\Program Files (x86)\Avira\AntiVir Desktop\avguard.exe O23 - Service: Apache2.2 - Apache Software Foundation - F:\Program Files (x86)\Apache Software Foundation\Apache2.2\bin\httpd.exe O23 - Service: Dragon Age: Origins - Content Updater (DAUpdaterSvc) - BioWare - F:\Program Files (x86)\Dragon Age\bin_ship\DAUpdaterSvc.Service.exe O23 - Service: Device Error Recovery Service (dgdersvc) - Devguru Co., Ltd. - C:\Windows\system32\dgdersvc.exe O23 - Service: @%SystemRoot%\system32\efssvc.dll,-100 (EFS) - Unknown owner - C:\Windows\System32\lsass.exe (file missing) O23 - Service: @%systemroot%\system32\fxsresm.dll,-118 (Fax) - Unknown owner - C:\Windows\system32\fxssvc.exe (file missing) O23 - Service: @keyiso.dll,-100 (KeyIso) - Unknown owner - C:\Windows\system32\lsass.exe (file missing) O23 - Service: SAMSUNG KiesAllShare Service (KiesAllShare) - Unknown owner - F:\Program Files (x86)\Samsung\Kies\WiselinkPro\WiselinkPro.exe O23 - Service: Lavasoft Ad-Aware Service - Lavasoft - C:\Program Files (x86)\Lavasoft\Ad-Aware\AAWService.exe O23 - Service: Logitech Bluetooth Service (LBTServ) - Logitech, Inc. - C:\Program Files\Common Files\Logishrd\Bluetooth\LBTServ.exe O23 - Service: @comres.dll,-2797 (MSDTC) - Unknown owner - C:\Windows\System32\msdtc.exe (file missing) O23 - Service: MySQL - Unknown owner - F:\Program.exe (file missing) O23 - Service: @%SystemRoot%\System32\netlogon.dll,-102 (Netlogon) - Unknown owner - C:\Windows\system32\lsass.exe (file missing) O23 - Service: NVIDIA Display Driver Service (nvsvc) - Unknown owner - C:\Windows\system32\nvvsvc.exe (file missing) O23 - Service: Sony Ericsson OMSI download service (OMSI download service) - Unknown owner - f:\Program Files (x86)\Sony Ericsson\Sony Ericsson PC Suite\SupServ.exe O23 - Service: @%systemroot%\system32\psbase.dll,-300 (ProtectedStorage) - Unknown owner - C:\Windows\system32\lsass.exe (file missing) O23 - Service: @%systemroot%\system32\Locator.exe,-2 (RpcLocator) - Unknown owner - C:\Windows\system32\locator.exe (file missing) O23 - Service: @%SystemRoot%\system32\samsrv.dll,-1 (SamSs) - Unknown owner - C:\Windows\system32\lsass.exe (file missing) O23 - Service: ServiceLayer - Nokia. - C:\Program Files (x86)\PC Connectivity Solution\ServiceLayer.exe O23 - Service: @%SystemRoot%\system32\snmptrap.exe,-3 (SNMPTRAP) - Unknown owner - C:\Windows\System32\snmptrap.exe (file missing) O23 - Service: @%systemroot%\system32\spoolsv.exe,-1 (Spooler) - Unknown owner - C:\Windows\System32\spoolsv.exe (file missing) O23 - Service: @%SystemRoot%\system32\sppsvc.exe,-101 (sppsvc) - Unknown owner - C:\Windows\system32\sppsvc.exe (file missing) O23 - Service: Steam Client Service - Valve Corporation - C:\Program Files (x86)\Common Files\Steam\SteamService.exe O23 - Service: @%SystemRoot%\system32\ui0detect.exe,-101 (UI0Detect) - Unknown owner - C:\Windows\system32\UI0Detect.exe (file missing) O23 - Service: @%SystemRoot%\system32\vaultsvc.dll,-1003 (VaultSvc) - Unknown owner - C:\Windows\system32\lsass.exe (file missing) O23 - Service: @%SystemRoot%\system32\vds.exe,-100 (vds) - Unknown owner - C:\Windows\System32\vds.exe (file missing) O23 - Service: VoddlerNet - Voddler - f:\Program Files (x86)\Voddler\service\voddler.exe O23 - Service: @%systemroot%\system32\vssvc.exe,-102 (VSS) - Unknown owner - C:\Windows\system32\vssvc.exe (file missing) O23 - Service: @%systemroot%\system32\wbengine.exe,-104 (wbengine) - Unknown owner - C:\Windows\system32\wbengine.exe (file missing) O23 - Service: @%Systemroot%\system32\wbem\wmiapsrv.exe,-110 (wmiApSrv) - Unknown owner - C:\Windows\system32\wbem\WmiApSrv.exe (file missing) O23 - Service: @%PROGRAMFILES%\Windows Media Player\wmpnetwk.exe,-101 (WMPNetworkSvc) - Unknown owner - C:\Program Files (x86)\Windows Media Player\wmpnetwk.exe (file missing) -- End of file - 8958 bytes

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  • How to create a UIScrollView Programmatically?

    - by Wayfarer
    Alright, so the key here is I'm not using IB at all, because the View I'm working with is created programmatically. The UIView covers the lower half the screen, and has a bunch of buttons on it. However, I want to add more buttons to the UIView, without making it any larger. To do so, I want to make a UIScrollView inside the view, which will allow me to add more buttons off screen so the user can scroll to them. I think that's how it works. self.manaView = [[[UIView alloc] initWithFrame:frame] autorelease]; self.manaView.backgroundColor = [UIColor purpleColor]; UIScrollView *scroll = [UIScrollView alloc]; scroll.contentSize = CGSizeMake(320, 400); scroll.showsHorizontalScrollIndicator = YES; [self.manaView addSubview:scroll]; The first part of the code iniates my UIView, which works great, but I can't figure out how to make the UIScrollView programmatically and add it to the view, and then add the buttons to it. UIButton *ret2 = [UIButton buttonWithType:UIButtonTypeRoundedRect]; ret2.tag = 102; ret2.frame = CGRectMake(255, 5, 60, 50); [ret2 setTitle:@"Return" forState:UIControlStateNormal]; [ret2 addTarget:self action:@selector(flipAction:) forControlEvents:UIControlEventTouchUpInside]; [scroll addSubview:ret2]; When I did that, the button simply disappeared off my screen. So How do I do this correctly? Thank you for your help!

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  • How to configure non-admin accounts to install updates of non-microsoft applications using Active Di

    - by MadBoy
    How to configure non-admin users to allow them to install updates for Java and Adobe Acrobat Reader (or any other application which may need such privileges) without needing for administrator password on Windows 7. Updates for Microsoft products install without problems. This can be Active Directory (Windows 2003) solution, or computer based (employable through GPO or login script).

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  • Simple iPhone drawing app with Quartz 2D

    - by Mr guy 4
    I am making a simple iPhone drawing program as a personal side-project. I capture touches event in a subclassed UIView and render the actual stuff to a seperate CGLayer. After each render, I call [self setNeedsLayout] and in the drawRect: method I draw the CGLayer to the screen context. This all works great and performs decently for drawing rectangles. However, I just want a simple "freehand" mode like a lot of other iPhone applications have. The way I thought to do this was to create a CGMutablePath, and simply: CGMutablePathRef path; -(void)touchBegan { path = CGMutablePathCreate(); } -(void)touchMoved { CGPathMoveToPoint(path,NULL,x,y); CGPathAddLineToPoint(path,NULL,x,y); } -(void)drawRect:(CGContextRef)context { CGContextBeginPath(context); CGContextAddPath(context,path); CGContextStrokePath(context); } However, after drawing for more than 1 second, performance degrades miserably. I would just draw each line into the off-screen CGLayer, if it were not for variable opacity! The less-than-100% opacity causes dots to be left on the screen connecting the lines. I have looked at CGContextSetBlendingMode() but alas I cannot find an answer. Can anyone point me in the right direction? Other iPhone apps are able to do this with very good efficiency.

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  • trying to format a sd card

    - by masfenix
    I recently found a SD card (1gb) lying around. Thought i might pop that into my card reader and see if anything is on it. nothing.. there isnt even a file system on it. so i try to right click and go "format" but nothing happens. so i try in command. i launch cmd and i go format f: it gave the following back:

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  • LinearLayout not expanding inside a ScrollView

    - by Felix
    I have a LinearLayout inside a ScrollView that has android:layout_height="fill_parent", but it doesn't expand to the full height of the ScrollView. My layout looks something like: level layout layout_width layout_height 1 LinearLayout fill_parent fill_parent 2 LinearLayout fill_parent wrap_content 3 (some irrelevant stuff) 2 ScrollView fill_parent fill_parent <-- this expands full height 3 LinearLayout fill_parent fill_parent <-- this does not (has orientation=vertical) (following stuff probably are irrelevant, but just to be sure:) 4 TextView fill_parent fill_parent 4 LinearLayout fill_parent wrap_content I can see that the LinearLayout doesn't expand the full height of the ScrollView because in Eclipse in Android Layout Editor, if I select the ScrollView (in the Outline panel) it is highlighted with a red border that fills the screen to the bottom but when I select the LinearLayout its highlight doesn't expand to the bottom of the screen. How can I get it to do so? The effect I'm trying to achieve is to have some text and a button below it (inside the LinearLayout in level 4 there's just a button). The text can be big enough to need a scrollbar, in which case I want the user to have to scroll down in order to see the button. In case the text is not big enough for a scroll bar, I want the LinearLayout containing the button to stick to the bottom of the screen.

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  • Outlook 2007 won't close

    - by Scott Weinstein
    I use Outlook 2007 at home as an IMAP client and RSS feed reader. I have a problem that when I close outlook, the window exits, but the process remains running. This prevents me from opening outlook again and on Win7 prevents rapid shutdown of my computer. How can I have Outlook 2007 exit for real? Edit: Here's what the addins dialog reports Active: None Inactive: MS Outlook Mobile Service, MS VBA for Outlook, OneNote Notes for Outlook Items, Outlook Change Notifier, Windows Search Email indexer.

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