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  • 2D SAT Collision Detection not working when using certain polygons (With example)

    - by sFuller
    My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of what is going wrong: Here is the problematic code: std::vector<vec2> axesB = polygonB->GetAxes(); //loop over axes B for(int i = 0; i < axesB.size(); i++) { float minA,minB,maxA,maxB; polygonA->Project(axesB[i],&minA,&maxA); polygonB->Project(axesB[i],&minB,&maxB); float intervalDistance = polygonA->GetIntervalDistance(minA, maxA, minB, maxB); if(intervalDistance >= 0) return false; //Collision not occurring } This function retrieves axes from the polygon: std::vector<vec2> Polygon::GetAxes() { std::vector<vec2> axes; for(int i = 0; i < verts.size(); i++) { vec2 a = verts[i]; vec2 b = verts[(i+1)%verts.size()]; vec2 edge = b-a; axes.push_back(vec2(-edge.y,edge.x).GetNormailzed()); } return axes; } This function returns the normalized vector: vec2 vec2::GetNormailzed() { float mag = sqrt( x*x + y*y ); return *this/mag; } This function projects a polygon onto an axis: void Polygon::Project(vec2* axis, float* min, float* max) { float d = axis->DotProduct(&verts[0]); float _min = d; float _max = d; for(int i = 1; i < verts.size(); i++) { d = axis->DotProduct(&verts[i]); _min = std::min(_min,d); _max = std::max(_max,d); } *min = _min; *max = _max; } This function returns the dot product of the vector with another vector. float vec2::DotProduct(vec2* other) { return (x*other->x + y*other->y); } Could anyone give me a pointer in the right direction to what could be causing this bug? Edit: I forgot this function, which gives me the interval distance: float Polygon::GetIntervalDistance(float minA, float maxA, float minB, float maxB) { float intervalDistance; if (minA < minB) { intervalDistance = minB - maxA; } else { intervalDistance = minA - maxB; } return intervalDistance; //A positive value indicates this axis can be separated. } Edit 2: I have recreated the problem in HTML5/Javascript: Demo

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  • Ubuntu 10.04 Cant Adjust brightness on my lenevo Thinkpad?

    - by Mo.
    I cant seem to be able to adjust the brightness on my think-pad laptop running Ubuntu 10.04. In the power management applet it shows that the power is set to 100%, but even if i try to lower it the actual screen brightness dosent change. Any ideas of how I can get around this? I tried changing the brightness from the terminal but its already set to Max brightness (however the actual screen brightness is no that bright at all). Thanks

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  • Parenting Opengl with Groups in LibGDX

    - by Rudy_TM
    I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private static final ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); private static Matrix4 matrix = null; private static Vector2 temp = new Vector2(); public static void setMatrix4(Matrix4 mat) { matrix = mat; } @Override public void draw(SpriteBatch batch, float arg1) { // TODO Auto-generated method stub renderer.begin(matrix, GL10.GL_TRIANGLES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.end(); } } In my screen class I have this, i call it in the constructor MyGroupClass spriteLab = new MyGroupClass(spriteSheetLab); OpenGLSquare square = new OpenGLSquare(); square.setX0(100); square.setY0(200); square.setX1(400); square.setY1(280); square.color.set(Color.BLUE); square.setSize(); //spriteLab.addActorAt(0, clock); spriteLab.addActor(square); stage.addActor(spriteLab); And the render in the screen I have @Override public void render(float arg0) { this.gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT); stage.draw(); stage.act(Gdx.graphics.getDeltaTime()); } The problem its that when i use opengl with parent, it resets all the other chldren to position 0,0 and the opengl renderer paints the square in the exact position of the screen and not relative to the parent. I tried using batch.enableBlending() and batch.disableBlending() that fixes the position problem of the other children, but not the relative position of the opengl drawing and it also puts alpha to the glDrawing. What am i doing wrong?:/

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  • following a moving sprite

    - by iQue
    Im trying to get my enemies to follow my main-character of the game (2D), but for some reason the game starts lagging like crazy when I do it the way I want to do it, and the following-part dosnt work 100% either, its just 1/24 enemies that comes to my sprite, the other 23 move towards it but stay at a certain point. Might be a poor explenation but dont know how else to put it. Code for moving my enemies: private int enemyX(){ int x = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.x > enemies.get(i).getX()){//pointerPosition is the position of my main-sprite. x = 5; } else{ x=-5; } Log.d(TAG, "happyX HERE: " + controls.pointerPosition.x); Log.d(TAG, "enemyX HERE: " + enemies.get(i).getX()); } return x; } private int enemyY(){ int y = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.y > enemies.get(i).getY()){ y = 5; } else{ y=-5; } } return y; } I send it to the update-method in my Enemy-class: private void drawEnemy(Canvas canvas){ addEnemies(); // a method where I add enemies to my arrayList, no parameters except bitmap. for(int i = 0; i < enemies.size(); i++){ enemies.get(i).update(enemyX(), enemyY()); } for(int i = 0; i < enemies.size(); i++){ enemies.get(i).draw(canvas); } } and finally, the update-method itself, located in my Enemy-class: public void update(int velX, int velY) { x += velX; //sets x before I draw y += velY; //sets y before I draw currentFrame = ++currentFrame % BMP_COLUMNS; } So can any1 figure out why it starts lagging so much and how I can fix it? Thanks for your time!

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  • How can I achieve a 3D-like effect with spritebatch's rotation and scale parameters

    - by Alic44
    I'm working on a 2d game with a top-down perspective similar to Secret of Mana and the 2D Final Fantasy games, with one big difference being that it's an action rpg using a 3-dimensional physics engine. I'm trying to draw an aimer graphic (basically an arrow) at my characters' feet when they're aiming a ranged weapon. At first I just converted the character's aim vector to radians and passed that into spritebatch, but there was a problem. The position of every object in my world is scaled for perspective when it's drawn to the screen. So if the physics engine coordinates are (1, 0, 1), the screen coords are actually (1, .707) -- the Y and Z axis are scaled by a perspective factor of .707 and then added together to get the screen coordinates. This meant that the direction the aimer graphic pointed (thanks to its rotation value passed into spritebatch) didn't match up with the direction the projectile actually traveled over time. Things looked fine when the characters fired left, right, up, or down, but if you fired on a diagonal the perspective of the physics engine didn't match with the simplistic way I was converting the character's aim direction to a screen rotation. Ok, fast forward to now: I've got the aimer's rotation matched up with the path the projectile will actually take, which I'm doing by decomposing a transform matrix which I build from two rotation matrices (one to represent the aimer's rotation, and one to represent the camera's 45 degree rotation on the x axis). My question is, is there a way to get not just rotation from a series of matrix transformations, but to also get a Vector2 scale which would give the aimer the appearance of being a 3d object, being warped by perspective? Orthographic perspective is what I'm going for, I think. So, the aimer arrow would get longer when facing sideways, and shorter when facing north and south because of the perspective. At the same time, it would get wider when facing north and south, and less wide when facing right or left. I'd like to avoid actually drawing the aimer texture in 3d because I'm still using spritebatch's layerdepth parameter at this point in my project, and I don't want to have to figure out how to draw a 3d object within the depth sorting system I already have. I can provide code and more details if this is too vague as a question... This is my first post on stack exchange. Thanks a lot for reading! Note: (I think) I realize it can't be a technically correct 3D perspective, because the spritebatch's vector2 scaling argument doesn't allow for an object to be skewed the way it actually should be. What I'm really interested in is, is there a good way to fake the effect, or should I just drop it and not scale at all? Edit to clarify without the help of a picture (apparently I can't post them yet): I want the aimer arrow to look like it has been painted on the ground at the character's feet, so it should appear to be drawn on the ground plane (in my case the XZ plane) which should be tilted at a 45 degree angle (around the X axis) from the viewing perspective. Alex

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  • How do I disable mouse magnet on middle edge with multi monitors?

    - by piquadrat
    I use Ubuntu 12.04 on a two screen setup. Multiscreen on 12.04 has generally become much better, but there is one thing that really gets on my nerves: there's a mouse magnet of sorts on the middle edge (between the two screens). It's undoubtedly there to make it easier to interact with the launcher on the right screen. But I have enough trust in my mousing skills, the magnet is more annoying than helpful in my case. Can I disable it somehow?

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  • Fail to start windows after Ubuntu 11.10 install

    - by user49995
    Computer: HP Pavilion dv7-6140eo OS: Originally Win7 I recently decided to try out Ubuntu, and I decided to dual-boot it with Windows 7. First I googled some how-to's, then I downloaded Ubuntu onto a memory stick and made a second partition (I originally only had one partition that I shrunk and used the unallocated space to install onto during the Ubuntu install). During the install I set format type to xt4 (or something, it was the default option), chose the "in the beginning" option and set the last option as "\". The install was successful. Although, when I restarted my computer I weren't able to choose which operating system to start; it went right into windows. After showing the windows logo for half a second before rebooting, I get a blue screen (see bottom of the page). Trying to fix it, I deleted the newly made partition I had just installed Ubuntu onto (seeing it wasn't working either). This made no difference. I proceeded with installing Ubuntu again, so I would at least have a functioning computer, and now Ubuntu works fine (on it now). The only difference on start-up is that I get a Grub window asking me to between several options including Linux and Windows 7 (loader). Now, if I choose Windows 7, I get the message "Windows was unable to start. A recent software or hardware change might be the cause". It recommends me to choose the first option of the two it provides; to start start-up repair tool. The second option being starting windows normally. If I start windows normally, the same thing happens as earlier. My computer does not have a windows installation CD. Although, it has (at least it used to, if I haven't screwed that too up) a 17gb recovery partition. In addition I made an image of the computer onto a external hard drive when I first got it. Though, I have no idea how to use either. If anyone has any idea how I can make windows work again or reinstall it (already backed up my files) it would be greatly appreciated. I still prefer to dual boot between the two functioning operating systems, but I will settle for a functioning windows 7. Thanks a lot for any replies. Blue screen: A problem has been detected and Windows has been shut down to prevent damage to your computer. If this is the first time you've seen this Stop error screen, restart your computer. If this screen appears again, follow these steps: Check for viruses on your computer. Remove and newly installed hard drives or hard drive controllers. Check your hard drive to make sure it is properly configures and terminated. Run CMKDSK /F to check for hard drive corruption, and then restart your computer. Technical information: **STOP: 0x0000007B (0xFFFFF880009A97E8,0xFFFFFFFFC0000034, 0x0000000000000000,0x0000000000000000

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  • why are my players drawn to the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • ubuntu 14.04 gnome crashed after installation

    - by agha rehan abbas
    i have recently installed ubuntu 14.04 gnome and i was dual booting with gnome and unity but suddenly gnome crashed as when i open it it shows just a blank screen with a single arrow mark and nothing else i have waited for 20 minutes but the screen did not changed i have made a264gb partition for gnome and now as gnome has stopped working can i get that partition again into unity or can i repair gnome to work properly i have used gnome once and it worked properly that time can any one solve this issue

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  • Can I use Ubuntu to write a Windows 7 ISO to USB in Ubuntu?

    - by Salim Fadhley
    I need to create a Windows installation USB drive from an ISO file. I used unetbootin which seems to be the only tool that can write non-linux images. The USB disk boots (sort-of), but it gets stuck at the very first stage. A UNetbootin spash screen that keeps counting-down from ten to 0, and then restarts. The screen looks like this: Is there a way to make Windows boot from a USB image created on Linux?

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  • Why does my ID3DXSprite appear to be incorrectly scaled?

    - by Bjoern
    I am using D3D9 for rendering some simple things (a movie) as the backmost layer, then on top of that some text messages, and now wanted to add some buttons to that. Before adding the buttons everything seemed to have worked fine, and I was using a ID3DXSprite for the text as well (ID3DXFont), now I am loading some graphics for the buttons, but they seem to be scaled to something like 1.2 times their original size. In my test window I centered the graphic, but it being too big it just doesnt fit well, for example the client area is 640x360, the graphic is 440, so I expect 100 pixel on left and right, left side is fine [I took screenshot and "counted" the pixels in photoshop], but on the right there is only about 20 pixels) My rendering code is very simple (I am omitting error checks, et cetera, for brevity) // initially viewport was set to width/height of client area // clear device m_d3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0,0,0,0), 1.0f, 0 ); // begin scene m_d3dDevice->BeginScene(); // render movie surface (just two triangles to which the movie is rendered) m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,false); m_d3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); //Ignored m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_d3dDevice->SetTexture( 0, m_movieTexture ); m_d3dDevice->SetStreamSource(0, m_displayPlaneVertexBuffer, 0, sizeof(Vertex)); m_d3dDevice->SetFVF(Vertex::FVF_Flags); m_d3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); // render sprites m_sprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_TEXTURE | D3DXSPRITE_DO_NOT_ADDREF_TEXTURE); // text drop shadow m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRectDropShadow, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorDropShadow ); // text m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRect, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorMessage ) ); // control object m_sprite->Draw( m_texture, 0, 0, &m_vecPos, 0xFFFFFFFF ); // draws a few objects like this m_sprite->End() // end scene m_d3dDevice->EndScene(); What did I forget to do here? Except for the control objects (play button, pause button etc which are placed on a "panel" which is about 440 pixels wide) everything seems fine, the objects are positioned where I expect them, but just too big. By the way I loaded the images using D3DXCreateTextureFromFileEx (resizing wnidow, and reacting to lost device, etc, works fine too). For experimenting, I added some code to take an identity matrix and scale is down on the x/y axis to 0.75f, which then gave me the expected result for the controls (but also made the text smaller and out of position), but I don't know why I would need to scale anything. My rendering code is so simple, I just wanted to draw my 2D objects 1;1 the size they came from the file... I am really very inexperienced in D3D, so the answer might be very simple...

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  • Beginner: How to Run an Application as Administrator in Windows 8

    - by Taylor Gibb
    Windows 8 does away with the Start Menu we all know and love, and introduces a more “immersive” Start Screen. Since there’s no context menu on the Start Screen you may be wondering how to run applications as administrator–here’s how. HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

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  • upgrade:upgradation failed,13.10 issue

    - by Atul
    I was upgrading 13.04 to 13.10.And suddenly it hanged and upper part of the screen went black. So I stopped the upgradation and unfortunately I forcefully shutdown.But its already upgraded to 13.10(I feel upgradation is not complete though) Problems The desktop flickers now and sometimes the screen turns black. Sound stopped.No sound output detected in sound settings.And the shutdown button also not working. Is there a way to upgrade it again to 13.10(completely)?

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  • New computer hangs on shutdown/reboot, how to troubleshoot?

    - by Torben Gundtofte-Bruun
    My system is working perfectly but it freezes during shutdown/reboot/suspend/hibernate: All windows and the menu bar disappear but the desktop wallpaper remains. It doesn't even show the shutdown screen (the one with the animated dots) where I could hit ESC and watch the shutdown console text. The system is brand-new and fully updated using Update Manager. How can I determine what is causing the freeze? Is there a log I can investigate? How can I fix this? I see no obvious cause of the freeze. The only USB attachment is a mouse/keyboard; I don't have any external storage attached; and I don't have any programs running (the machine freezes even when doing shutdown right from the login screen). What I've tried so far: Based on other questions (this, this, and this) that suggest some ACPI settings, I've tried sudo shutdown -h now to see whether the shutdown console text display offers any hints, but the system doesn't even get that far - it still freezes while the screen shown the desktop background image, without any toolbars. Only sudo shutdown --force works, but that's not a solution. Editing the grub menu to add acpi=off to the kernel didn't help. I guess there's not much point in trying the other (lesser) ACPI suggestions? Adding noapic to the grub entry had no discernible effect. Adding nolapic instead did something (I had removed the quiet option) - the system managed to continue further with the shutdown, right until the line Checking for running unattended-upgrades: which were the last characters on the screen. I've also checked the system BIOS, especially regarding power options, but didn't see anything out of the ordinary. Switching the BIOS standby setting from S3 to S1 didn't help. The standby setting can't be disabled, and there are no other ACPI-related settings AFAIK. BIOS reset didn't help. Not surprised; hadn't changed anything. I tried going to a virtual console (CtrlAltF1) as suggested by djeikyb and from there did a shutdown -h now and it froze there too, after this console output. I didn't try killing processes one at a time because I'm still too newbie to figure out how to do that. Booting with kernel 2.6.35.22 rather than 2.6.35.25 didn't help. Disabling the Nvidia drivers didn't help. Booting from Live CD (USB stick in fact) didn't help; it freezes the same way. Booting from Live CD, with acpi=off noapic nolapic didn't help either. Neither did just nolapic. So evidently this is not some custom setting in my install, but some sort of basic issue. MemTest competed in 1 hour without errors.

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  • Can I use Ubuntu to write a Windows 7 ISO to USB?

    - by Salim Fadhley
    I need to create a Windows installation USB drive from an ISO file. I used UNetbootin which seems to be the only tool that can write non-Linux images. The USB disk boots (sort of), but it gets stuck at the very first stage. A UNetbootin splash screen appears that keeps counting down from 10 to 0, and then restarts. The screen looks like this: Is there a way to make Windows boot from a USB image created on Linux?

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  • Box2D relations

    - by Valentino Ru
    As far as I know, the unit in Box2D is meters. When I use Box2D in Processing with JBox2D, I set the "world size" as the window size specified in the setup(). Now I'm wondering if there is any function that scales down the world. For example, how can I simulate the throw of tennis ball within a room, without using a window of only 5 x 5 pixels? Additionally, is there any good documentation like the Java API?

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  • How to Disable Application Switching in Windows 8

    - by Taylor Gibb
    Application switching allows you to quickly switch between your open Metro apps by sliding your finger across the left side of the screen, or moving your mouse to the corner. If you don’t like this behavior, it’s easy to disable. How to Stress Test the Hard Drives in Your PC or Server How To Customize Your Android Lock Screen with WidgetLocker The Best Free Portable Apps for Your Flash Drive Toolkit

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  • Assessing Relative Maintainability

    - by João Bragança
    We (a contractor, actually) are implementing an off the shelf system to replace a legacy homegrown system for the core domain of the company (designing widgets). Unfortunately both systems will have to run concurrently for some time, as the product just isn't ready yet. Also, the decision was made to only migrate some of the widgets from the legacy system, based on date of last sale activity. Later on a new requirement came down: certain people in the company, most of them outside of the widget development context, want to search all widgets. The search results screen has 3 pieces of data: a GUID, a human readable id that is searchable, and a brief description (may need to be searchable in the future). In the widget details, there will be multiple screens. These screens align very well along SOA / bounded context lines - a screen for marketing data, a screen for sales history, etc. UML ahead! I am probably using the wrong kind of arrows here so please forgive me. The current solution - which is not in production yet - is something like the following: Both systems will be queried and the controller will merge the results. The new system has its own proprietary query language (we've alleviated this a bit with a LINQ provider). It also puts a lot of data on the wire. 15 search results typically run about 60k of unintelligible SOAP-wrapped xml. So I would prefer to avoid querying this system directly. These two systems publish events to help us integrate with other systems, mainly an ERP system. One of these events contains all the data necessary for the search screen. I proposed the following alternative: However I am being told that 'adding another database' will create more maintenance down the road. However, I believe this to be false, as I had to add a relatively simple feature that took several hours longer than anticipated because of this merging code. I want to get a feel for which system is more maintainable in the long run. I personally have not had the burden of maintaining any large system. I want something more than my gut. Specifically I'd like to know if having more, specialized physical databases is more or less maintainable than having less larger physical databases.

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  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Ubuntu/Windows XP - Joint systems

    - by Brian Buck
    I have a computer sectioned to run both Ubuntu 10.10 and Windows XP but as XP refuses to log in (If I select XP the log in starts with the Windows logo being shown on the screen for a few seconds before the screen goes blank and the page showing the option of selecting Windows or Ubuntu the re-appears), I would like to clear it completely from the system and just run Ubuntu. Can this be done, and if so, how do I proceed with doing it?

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  • What's the equivalent of the "cls" command from Windows/DOS?

    - by blade19899
    I used to use cmd back in windows and the command line a used a lot was cls. It's kind of like the clear command in Linux but it cleans the screen permanently. If you use the clear command it just scroll down so that you don't see the command you where working on. I like both a lot but my question is how do i get a cls like command that clears the screen and can't browse up to see the command you where working on?

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  • Ubuntu 10.04 Cant Adjust brightness on my lenovo Thinkpad?

    - by Mo.
    I cant seem to be able to adjust the brightness on my think-pad laptop running Ubuntu 10.04. In the power management applet it shows that the power is set to 100%, but even if i try to lower it the actual screen brightness dosent change. Any ideas of how I can get around this? I tried changing the brightness from the terminal but its already set to Max brightness (however the actual screen brightness is no that bright at all). Thanks

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  • Dual booting windows 8/ubuntu 12.04.2, Grub doesn't appear and machine never boot in ubuntu

    - by black sensei
    i got a new ACER predator AG3620-UR308 which came with windows 8, so i wanted to run ubuntu 12.04.2 on it as a dual booting. To be honest, i've been doing dual booting for a while now so, i did the right thing. the box came with 2TB HDD. so i made 4 partitions with a raw partition just after the windows installation partition I always do manual installation so even if ubuntu didn't detect windows 8, it was ok for me. So i created swap area and finished the installation etc....Grub was install on the only drive there which is sda. After reboot, grub doesn't even come up.So it always boot in windows 8. I did repeat the installation process twice and yield same result. which is weird because this method always works for me so far.Even the laptop am using to write this post is a dual booting windows 7/ mint nadia installed the same way. Is there anything new in windows 8 that i didn't make provision for? Before starting the installation, all i read about was that , windows 8 should be installed first and ubuntu after. I went ahead and disable secure boot from the BIOS and enabled CSM (don't even know what it means) according to Acer custhelp site . I boot from USB and did fdisk -l bellow is the result: ubuntu@ubuntu:~$ sudo fdisk -l WARNING: GPT (GUID Partition Table) detected on '/dev/sda'! The util fdisk doesn't support GPT. Use GNU Parted. Disk /dev/sda: 2000.4 GB, 2000398934016 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907029168 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: 0x8c361cb5 Device Boot Start End Blocks Id System /dev/sda1 1 3907029167 1953514583+ ee GPT Partition 1 does not start on physical sector boundary. Disk /dev/sdb: 8178 MB, 8178892800 bytes 255 heads, 63 sectors/track, 994 cylinders, total 15974400 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: 0x0006a87e Device Boot Start End Blocks Id System /dev/sdb1 * 2048 15972351 7985152 b W95 FAT32 ubuntu@ubuntu:~$ Can anybody shed some light? thank you in advance EDIT Hey, i just did another trial with 13.04 this time and still no luck. bios: secure-boot: disabled enable CSM : always 1-delete previous ubuntu partition and swap area partition.now having free space 2- used usb installer to prepare usb with ubuntu-13.04-desktop-amd64.iso 3- rebooted : liveusb didnt detect windows 8, used something else 4-created partition ext4 for / 5-created partition for swap-area 6- default grub path is /dev/sda and clicked install Acer always boots into windows.

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  • Ubuntu doesn't "see" external USB Hard Disk

    - by Mina Michael
    It's NTFS. It's USB2. I'm using Ubuntu 13.04. It works perfectly fine on Windows (which excludes cable and hardware problems). I have two Ubuntu computers and it's not detected on either. It's about 500 GB. Edits: Following the first link, I input sudo lsusb in a terminal; before and after connecting the HDD. The difference was Bus 001 Device 012: ID 14cd:6116 Super Top M6116 SATA Bridge. There it is! ("sata bridge" used to appear in a windows notification when I plugged in the HDD in!). ...This means that Ubuntu detects it but is it not mounting it? I tried this: sudo mount /dev/sdb1 /mnt But gives this: mount: special device /dev/sdb1 does not exist I also tried: sudo mount /dev/sdc1 /mnt but it stays with no output forever. I left it in background for about 30 min.s. sudo fdisk -l gives out this: Disk /dev/sda: 160.0 GB, 160041885696 bytes 255 heads, 63 sectors/track, 19457 cylinders, total 312581808 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: 0xa42d04a3 Device Boot Start End Blocks Id System /dev/sda1 63 80324 40131 de Dell Utility /dev/sda2 * 80325 102481919 51200797+ 7 HPFS/NTFS/exFAT /dev/sda3 263874558 312580095 24352769 5 Extended /dev/sda4 102481920 263872511 80695296 7 HPFS/NTFS/exFAT /dev/sda5 263874560 310505471 23315456 83 Linux /dev/sda6 310507520 312580095 1036288 82 Linux swap / Solaris Partition table entries are not in disk order Disk /dev/sdc: 500.1 GB, 500107862016 bytes 255 heads, 63 sectors/track, 60801 cylinders, total 976773168 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: 0x5822aaea Device Boot Start End Blocks Id System /dev/sdc1 2048 976769023 488383488 7 HPFS/NTFS/exFAT The part below "Partition table entries are not in disk order" takes about 5 minutes to appear. The outputs of ls /dev/ | grep sd before and after connecting the HDD: before: sda sda1 sda2 sda3 sda4 sda5 sda6 ,after: sda sda1 sda2 sda3 sda4 sda5 sda6 sdd sdd1 The second output has the lines sdd and sdd1 different from the first one. IT SHOWED THE FILES!! The command sudo mount /dev/sdd1 /mnt worked after I typed in sudo fdisk -l!!! Thanks a million!! :) :)

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  • 11.10 7600gt display error

    - by Justin Ray
    So i used to use Ubuntu back when it was 8 and it never gave me any problems but recently i did a fresh install of 11.10. But now when i install the N-Vidia restricted drivers i cant change my screen resolution from 640x480, the display menu says "can not detect display". There is no way to navigate the screen really because the windows don't work and I'm not very command prompt keen please help i love Ubuntu!

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