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  • Scrapy cannot find div on this website [on hold]

    - by Jaspal Singh Rathour
    I am very new at this and have been trying to get my head around my first selector can somebody help? i am trying to extract data from page http://groceries.asda.com/asda-webstore/landing/home.shtml?cmpid=ahc--ghs-d1--asdacom-dsk-_-hp#/shelf/1215337195041/1/so_false all the info under div class = listing clearfix shelfListing but i cant seem to figure out how to format response.xpath(). I have managed to launch scrapy console but no matter what I type in response.xpath() i cant seem to select the right node. I know it works because when I type response.xpath('//div[@class="container"]') I get a response but don't know how to navigate to the listsing cleardix shelflisting. I am hoping that once i get this bit I can continue working my way through the spider. Thank you in advance! PS I wonder if it is not possible to scan this site - is it possible for the owners to block spiders?

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  • farseer physics xbox samples not working

    - by Hugh
    I have downloaded a few of the sample projects from the official farseer physics website and i just cant get them to run on my xbox. -My connection to the xbox is fine, other xbox projects debug fine on my xbox -I have tried running both the xbox versions of the samples (for example the farseer hello world sample project) and the windows version by right-clicking the project and making a copy for xbox. I get a bunch of errors but what i always get is "unreachable code detected" referring to code in the farseer library, it seems to be a problem to do with referencing/linking the farseer library to the main game project. Help please!

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  • How to achieve highly accurate car physics such as Liveforspeed?

    - by Kim Jong Woo
    Liveforspeed is a racing simulator, there is amazing amount of realistic physics. for example, tires get warm, tire actually deforms when you turn corners. You need to play this game with a mouse at the minimum because it almost drives like the real thing. Anyhow, how does one achieve that level of physics simulation? Are there off-the-shelf solutions out there? If not, how does one start with simulating real world physics as close as possible. I would love to be able to work on an opensource car physics focused game. Imagine, more passionate developers, it could keep things going.

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  • how to package a unity lens app

    - by Asim
    i'm new to ubuntu apps and launchpad. I've created a unity lenses app using quickly but i'm stuck on how to deploy it, i have two questions. I can create a deb file using quickly package but when i install it, i still need to manually restart unity and run the project using 'quickly run'. how can i get the package manager to do that on install so users can start using the lens straight away? I'm confused as to what i need to do to make my project be installed using a ppa. i've pushed my code to launchpad using bzr, i've created a ppa, openpgp key, ssh etc. i don't know what to do next? Any help would be appreciated. My project in launchpad is unity-lens-php Thanks

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  • Open source vs commercial game engines

    - by Vanangamudi
    How commercial game accomplsih stunnning graphics with smooth game play? I am a huge die hard fan and follower of GNU Stallman and his philosophies and other Libre people Cmon how wud I miss Linus. but I got to admit commercial games does excellent jobs. One such good example is Assasin's Creed from Ubisoft. It has good quality graphcis and plays smoothly in my Dual core CPU with Nvidia Geforce 8400ES. Rockstar GTA4 has awesome graphcis but it's slower than AC considering the graphics quality tradeoff. Age of Empires from Ensemble studios, does include Massive crowd AI simulation, yet it plays so smoothly with eyecandy graphics and very large weapon sets and different techtree elements on the other hand. Open source games like Glest, 0A.D(still in alpha :) are not so smooth even though they have very restricted abilities? Coming to question: how do game companies achieve such optmizations, or the open source community is not doing optimizations, or there are any propriarity technological elements that benefits only the companies exists huh?? e.g the OpenSubDiv from Pixar just released open to community?? something like that. and why it is hard to implement optimizations? are there any legal restrictions???

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  • How does key-based caching work?

    - by Dominic Santos
    I recently read an article on the 37Signals blog and I'm left wondering how it is that they get the cache key. It's all well and good having a cache key that includes the object's timestamp (this means that when you update the object the cache will be invalidated); but how do you then use the cache key in a template without causing a DB hit for the very object that you are trying to fetch from the cache. Specifically, how does this affect One to Many relations where you are rendering a Post's Comments for example. Example in Django: {% for comment in post.comments.all %} {% cache comment.pk comment.modified %} <p>{{ post.body }}</p> {% endcache %} {% endfor %} Is caching in Rails different to just requests to memcached for example (I know that they convert your cache key to something different). Do they also cache the cache key?

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  • Will I have an easier time learning OpenGL in Pygame or Pyglet? (NeHe tutorials downloaded)

    - by shadowprotocol
    I'm looking between PyGame and Pyglet, Pyglet seems to be somewhat newer and more Pythony, but it's last release according to Wikipedia is January '10. PyGame seems to have more documentation, more recent updates, and more published books/tutorials on the web for learning. I downloaded both the Pyglet and PyGame versions of the NeHe OpenGL tutorials (Lessons 1-10) which cover this material: lesson01 - Setting up the window lesson02 - Polygons lesson03 - Adding color lesson04 - Rotation lesson05 - 3D lesson06 - Textures lesson07 - Filters, Lighting, input lesson08 - Blending (transparency) lesson09 - 2D Sprites in 3D lesson10 - Moving in a 3D world What do you guys think? Is my hunch that I'll be better off working with PyGame somewhat warranted?

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  • Enjoy Seamless Reading at Twitter in Chrome

    - by Asian Angel
    Twitter can be a lot of fun but having to constantly use the More Button to view a large number of tweets is frustrating. All that you need to be rid of that frustration is the More Tweets! extension for Google Chrome. Before Here it is…the classic “More Button”. If you are only interested in viewing a few tweets on occasion then it is not a problem. But if you are looking at a large number of tweets on a daily basis then it can be very frustrating. Notice the last tweet from TinyHacker shown here… After After installing the extension the only thing that you will need to do is refresh your Twitter page if you had it open before-hand. Now there will be a seamless connection from page to page when you are reading through tweets. You can see the TinyHacker tweet from above followed oh so nicely by tweets from the second page…this is definitely an improvement. For those who may be curious if you are quick enough with your mouse you can see what the “automated connection process” looks like. Conclusion If you are tired of constantly clicking the “More Button” and just want to read tweets without interruption then you will be very satisfied after adding this extension to your browser. Links Download the More Tweets! extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Integrate Twitter With Microsoft OutlookMake Mail.app’s Reading Pane More Like OutlookBlip.fm is a Fun Social Way to Share MusicDisable YouTube Comments while using ChromeAdd Shareaholic Goodness to Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Classic Cinema Online offers 100’s of OnDemand Movies OutSync will Sync Photos of your Friends on Facebook and Outlook Windows 7 Easter Theme YoWindoW, a real time weather screensaver Optimize your computer the Microsoft way Stormpulse provides slick, real time weather data

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  • Brainworkshop won't go fullscreen

    - by user1777025
    I am unable to run brainworkshop in fullscreen mode. After correctly changing the config.ini file to launch the script in fullscreen mode all I get is a window of the same size as before but with no frame or title bar, aligned to the top right (below the menu bar and to the right of the edge of the screen). I tried posting a screenshot but as I'm a new user I wasn't allowed to... I tried looking around in the pyglet files to see if I could find anything that might be causing this but it's all beyond me. Any suggestions? Right after posting this I relaunched the script and now the same borderless, resizeable window is launched aligned to the bottom right hand corner of the screen... I'm running ubuntu 12.04 and brainworkshop 4.8.4.

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  • Should we have a database independent SQL like query language in Django?

    - by Yugal Jindle
    Note : I know we have Django ORM already that keeps things database independent and converts to the database specific SQL queries. Once things starts getting complicated it is preferred to write raw SQL queries for better efficiency. When you write raw sql queries your code gets trapped with the database you are using. I also understand its important to use the full power of your database that can-not be achieved with the django orm alone. My Question : Until I use any database specific feature, why should one be trapped with the database. For instance : We have a query with multiple joins and we decided to write a raw sql query. Now, that makes my website postgres specific. Even when I have not used any postgres specific feature. I feel there should be some fake sql language which can translate to any database's sql query. Even Django's ORM can be built over it. So, that if you go out of ORM but not database specific - you can still remain database independent. I asked the same question to Jacob Kaplan Moss (In person) : He advised me to stay with the database that I like and endure its whole power, to which I agree. But my point was not that we should be database independent. My point is we should be database independent until we use a database specific feature. Please explain, why should be there a fake sql layer over the actual sql ?

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  • Installing pygame with pip

    - by David Y. Stephenson
    I'm trying to install pygame using pip in a virtualenv. I'm following this tutorial on using Kivy. However, running pip install pygame returns Downloading/unpacking pygame Downloading pygame-1.9.1release.tar.gz (2.1MB): 2.1MB downloaded Running setup.py egg_info for package pygame WARNING, No "Setup" File Exists, Running "config.py" Using UNIX configuration... /bin/sh: 1: sdl-config: not found /bin/sh: 1: smpeg-config: not found Hunting dependencies... WARNING: "sdl-config" failed! WARNING: "smpeg-config" failed! Unable to run "sdl-config". Please make sure a development version of SDL is installed. No files/directories in /tmp/pip-build-root/pygame/pip-egg-info (from PKG-INFO) Storing complete log in /home/david/.pip/pip.log The content of /home/david/.pip/pip.log can be found at http://paste.ubuntu.com/5800296/ What am I doing wrong? I'm trying to keep to the standard methodology for installing pygame as much as possible in order to avoid deviating from the tutorial. Suggestions?

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  • Semi Fixed-timestep ported to javascript

    - by abernier
    In Gaffer's "Fix Your Timestep!" article, the author explains how to free your physics' loop from the paint one. Here is the final code, written in C: double t = 0.0; const double dt = 0.01; double currentTime = hires_time_in_seconds(); double accumulator = 0.0; State previous; State current; while ( !quit ) { double newTime = time(); double frameTime = newTime - currentTime; if ( frameTime > 0.25 ) frameTime = 0.25; // note: max frame time to avoid spiral of death currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { previousState = currentState; integrate( currentState, t, dt ); t += dt; accumulator -= dt; } const double alpha = accumulator / dt; State state = currentState*alpha + previousState * ( 1.0 - alpha ); render( state ); } I'm trying to implement this in JavaScript but I'm quite confused about the second while loop... Here is what I have for now (simplified): ... (function animLoop(){ ... while (accumulator >= dt) { // While? In a requestAnimation loop? Maybe if? ... } ... // render requestAnimationFrame(animLoop); // stand for the 1st while loop [OK] }()) As you can see, I'm not sure about the while loop inside the requestAnimation one... I thought replacing it with a if but I'm not sure it will be equivalent... Maybe some can help me.

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  • White box testing with Google Test

    - by Daemin
    I've been trying out using GoogleTest for my C++ hobby project, and I need to test the internals of a component (hence white box testing). At my previous work we just made the test classes friends of the class being tested. But with Google Test that doesn't work as each test is given its own unique class, derived from the fixture class if specified, and friend-ness doesn't transfer to derived classes. Initially I created a test proxy class that is friends with the tested class. It contains a pointer to an instance of the tested class and provides methods for the required, but hidden, members. This worked for a simple class, but now I'm up to testing a tree class with an internal private node class, of which I need to access and mess with. I'm just wondering if anyone using the GoogleTest library has done any white box testing and if they have any hints or helpful constructs that would make this easier. Ok, I've found the FRIEND_TEST macro defined in the documentation, as well as some hints on how to test private code in the advanced guide. But apart from having a huge amount of friend declerations (i.e. one FRIEND_TEST for each test), is there an easier idion to use, or should I abandon using GoogleTest and move to a different test framework?

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  • How to get the revision history of a branch with bzrlib

    - by David Planella
    I'm trying to get a list of committers to a bzr branch. I know I can get it through the command line with something along these lines: bzr log -n0 | grep committer | sed -e 's/^[[:space:]]*committer: //' | uniq However, I'd like to get that list programmatically with bzrlib. After having looked at the bzrlib documentation, I can't manage to find out how I would even get the full list of revisions from my branch. Any hints on how to get the full history of revisions from a branch with bzrlib, or ultimately, the list of committers?

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  • Limit The Game Loop?

    - by user1758938
    How do I make a game go at the same speed? You probly dont understand that so here are examples: This Would Loop Too Fast while(true) { GetInput(); Render(); } This Just Wont Work, Hard To Exlplain while(true) { GetInput(); Render(); Sleep(16); } Basicly How Do I Sync It To Any FrameRate And Still Have To Input And Funtions Going At The Same Rate?

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  • How to fix issue with my 3D first person camera?

    - by dxCUDA
    My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the camera facing angle. I have been able to translate the camera and rotate relative to the players origin, but not then rotate and translate in the direction relative to the cameras facing direction. My goal is to have a standard FPS-style camera. float yaw, pitch, roll; D3DXMATRIX rotationMatrix; D3DXVECTOR3 Direction; D3DXMATRIX matRotAxis,matRotZ; D3DXVECTOR3 RotAxis; // Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians. pitch = m_rotationX * 0.0174532925f; yaw = m_rotationY * 0.0174532925f; roll = m_rotationZ * 0.0174532925f; up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);//Create the up vector //Build eye ,lookat and rotation vectors from player input data eye = D3DXVECTOR3(m_fCameraX, m_fCameraY, m_fCameraZ); lookat = D3DXVECTOR3(m_fLookatX, m_fLookatY, m_fLookatZ); rotation = D3DXVECTOR3(m_rotationX, m_rotationY, m_rotationZ); D3DXVECTOR3 camera[3] = {eye,//Eye lookat,//LookAt up };//Up RotAxis.x = pitch; RotAxis.y = yaw; RotAxis.z = roll; D3DXVec3Normalize(&Direction, &(camera[1] - camera[0]));//Direction vector D3DXVec3Cross(&RotAxis, &Direction, &camera[2]);//Strafe vector D3DXVec3Normalize(&RotAxis, &RotAxis); // Create the rotation matrix from the yaw, pitch, and roll values. D3DXMatrixRotationYawPitchRoll(&matRotAxis, pitch,yaw, roll); //rotate direction D3DXVec3TransformCoord(&Direction,&Direction,&matRotAxis); //Translate up vector D3DXVec3TransformCoord(&camera[2], &camera[2], &matRotAxis); //Translate in the direction of player rotation D3DXVec3TransformCoord(&camera[0], &camera[0], &matRotAxis); camera[1] = Direction + camera[0];//Avoid gimble locking D3DXMatrixLookAtLH(&in_viewMatrix, &camera[0], &camera[1], &camera[2]);

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  • How do I detect multiple sprite collisions when there are >10 sprites?

    - by yao jiang
    I making a small program to animate the astar algorithm. If you look at the image, there are lots of yellow cars moving around. Those can collide at any moment, could be just one or all of them could just stupidly crash into each other. How do I detect all of those collisions? How do I find out which specific car has crash into which other car? I understand that pygame has collision function, but it only detects one collision at a time and I'd have to specify which sprites. Right now I am just trying to iterate through each sprite to see if there is collision: for car1 in carlist: for car2 in carlist: collide(car1, car2); This can't be the proper way to do it, if the car list goes to a huge number, a double loop will be too slow.

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  • What I do in year to get software oriented job [on hold]

    - by Rohit patil
    I am Rohit patil, studing in 4th year Electronics & telecommunications engineering. I have interest in programming language. I completed c, c++, core java course & get basic knowledge. I have 2 choices to do career in web design or mobile applications, I am confused in which is select. I have one year period for preparing for it. So please give me advice about field is better for me & what I do to get command in that field. Thank you.

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  • Is windows a "second class citizen" in the django community?

    - by Daniel Upton
    I'm currently doing R&D for a web application which we plan to host ourselves initially and then allow customers to self host. My task has been evaluating web frameworks to see which would give us the biggest productivity initially and ease of maintence while also allowing us to easily support deployment to customer controlled environments. Our team has experience with ASP.NET (MVC and Webforms) and Ruby on Rails. Our experience with rails is that windows deployment is a very taboo subject and any questions on IRC or SO are met with knee jerk "why not linux" responses.. However in this case our target market may be running windows or linux servers. Is this also the case in django land? Is it possible with rubbish performance? Is it possible with lost of pain? Is it seen as reasonable and not treated as a completely stupid idea for not wanting to run linux?

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  • Time/duration handling in strategic game

    - by borg
    I'm considering developing a space opera game, having already done some game design. Technically, though, I'm coming from a business applications background. Hence I don't really know how I should handle time and duration. Let's state the matter clearly: what if something is bound to happen in 5 hours and on which other events depend. For example the arrival of some space ship in some system where some defense systems are present, hence a fight would start. Should I use some kind of scheduler (like Quartz in my java land) to trigger the corresponding event when due (I plan to use events for communication)? Something else?

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  • Resource management question. Resource containing resource

    - by bobenko
    I have resource manager handling as usual resource loading, unloading etc. With resources such an images, mesh no problem. But what to do when I have resource containing other resource (for example spriteFont contains reference to sprite and letters description). Should that sprite be added to resource manager? Or my spriteFont must be the only owner of that resource? Any thoughts on this. Have you faced with such problem? Thanks in advance.

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  • Is monkeypatching considered good programming practice?

    - by vartec
    I've been under impression, that monkeypatching is more in quick and dirty hack category, rather than standard, good programming practice. While I'd used from time to time to fix minor issues with 3rd party libs, I considered it temporary fix and I'd submit proper patch to the 3rd party project. However, I've seen this technique used as "the normal way" in mainstream projects, for example in Gevent's gevent.monkey module. Has monkeypatching became mainstream, normal, acceptable programming practice? See also: "Monkeypatching For Humans" by Jeff Atwood

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  • Mobile websites, where is it going to?

    - by Fadi Tiwari
    As building websites for mobile devices is becoming an important area I have a question that has some sub questions regarding this new field and the main question is: Will web development for mobile devices grow in the next few years? The sub questions are: Will there be standalone mobile web applications? meaning that a web application that is designed and developed to browse from mobile only? What about the advertisements and how can companies and freelancers get money from their mobile web applications? Cheers.

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  • Keybindings for individual letter keys (not modifier-combinations) on a GtkTextView widget (Gtk3 and PyGI)

    - by monotasker
    I've been able to set several keybord shortcuts for a GtkTextView and a GtkTextEntry using the new css provider system. I'm finding, though, that I only seem to be able to establish keybindings for combinations including a modifier key. The widget doesn't respond to any bindings I set up that use: the delete key the escape key individual letter or punctuation keys alone Here's the code where I set up the css provider for the keybindings: #set up style context keys = Gtk.CssProvider() keys.load_from_path(os.path.join(data_path, 'keybindings.css')) #set up style contexts and css providers widgets = {'window': self.window, 'vbox': self.vbox, 'toolbar': self.toolbar, 'search_entry': self.search_entry, 'paned': self.paned, 'notelist_treeview': self.notelist_treeview, 'notelist_window': self.notelist_window, 'notetext_window': self.notetext_window, 'editor': self.editor, 'statusbar': self.statusbar } for l, w in widgets.iteritems(): w.get_style_context().add_provider(keys, Gtk.STYLE_PROVIDER_PRIORITY_USER) Then in keybindings.css this is an example of what works: @binding-set gtk-vi-text-view { bind "<ctrl>b" { "move-cursor" (display-lines, -5, 0) }; /* 5 lines up */ bind "<ctrl>k" { "move-cursor" (display-lines, -1, 0) }; /* down */ bind "<ctrl>j" { "move-cursor" (display-lines, 1, 0) }; /* up */ } Part of what I'm trying to do is just add proper delete-key function to the text widgets (right now the delete key does nothing at all). So if I add a binding like one of these, nothing happens: bind "Delete" { "delete-selection" () }; bind "Delete" { "delete-from-cursor" (chars, 1) }; The other part of what I want to do is more elaborate. I want to set up something like Vim's command and visual modes. So at the moment I'm just playing around with (a) setting the widget to editable=false by hitting the esc key; and (b) using homerow letters to move the cursor (as a proof-of-concept exercise). So far there's no response from the escape key or from the letter keys, even though the bindings work when I apply them to modifier-key combinations. For example, I do this in the css for the text-widget: bind "j" { "move-cursor" (display-lines, 1, 0) }; /* down */ bind "k" { "move-cursor" (display-lines, -1, 0) }; /* up */ bind "l" { "move-cursor" (logical-positions, 1, 0) }; /* right */ bind "h" { "move-cursor" (logical-positions, -1, 0) }; /* left */ but none of these bindings does anything, even if other bindings in the same set are respected. What's especially odd is that the vim-like movement bindings above are respected when I attach them to a GtkTreeView widget for navigating the tree-view options: @binding-set gtk-vi-tree-view { bind "j" { "move-cursor" (display-lines, 1) }; /* selection down */ bind "k" { "move-cursor" (display-lines, -1) }; /* selection up */ } So it seems like there are limitations or overrides of some kind on keybindings for the TextView widget (and for the del key?), but I can't find documentation of anything like that. Are these just things that can't be done with the css providers? If so, what are my alternatives for non-modified keybindings? Thanks.

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  • How can I fix these errors with Panda3D's sample projects?

    - by lhk
    I just installed the latest Panda3D packages on a Mint 12 32-bit virtual machine. Then I downloaded and configured Eclipse and tried to run the Asteroids sample project. The window is created properly. But after rendering the scence once the game freezes. This happens with the other sample apps, too. Here's the error log: DirectStart: Starting the game. Known pipe types: glxGraphicsPipe (all display modules loaded.) :display:gsg:glgsg(warning): Occlusion queries advertised as supported by OpenGL runtime, but could not get pointers to extension functions. OpenGL Warning: glXChooseFBConfig returning NULL, due to attrib=0x6, next=0xffffffff :display:glxdisplay(warning): No suitable FBConfig contexts available; using XVisual only. depth_bits=16 color_bits=24 alpha_bits=8 stencil_bits=8 accum_bits=64 back_buffers=1 stereo=1 force_hardware=1 AL lib: pulseaudio.c:331: PulseAudio returned minreq > tlength/2; expect break up :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4654 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4654 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3057 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3057 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant OpenGL Warning: No pincher, please call crStateSetCurrentPointers() in your SPU :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3661 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3661 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display(error): Deactivating glxGraphicsStateGuardian. What can I do to fix the problem ?

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