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  • Chipset GPU causes a massive slowdown

    - by zyboxenterprises
    My AMD Radeon HD 7700 recently broke (fan stopped working and GPU overheated), and now I'm running on internal chipset graphics, and it causes a massive slowdown of the whole PC. I've changed the graphics memory from 32MB (minimum) to 256MB (highest), and it hasn't made any difference whatsoever. I'm using Windows Aero, and disabling it should have made a small difference, but it didn't; the whole PC is still slow. I know that it's not the computer build, because I built it myself, and it was a lot faster when it had the AMD Radeon HD 7700 in it, which is the reason why I believe it's the internal chipset graphics that are causing the problem. Is this behavior normal? I don't have the cash right now to go out and buy a new dedicated GPU. I'm using an ASRock N68C-GS FX motherboard with an AMD FX 4100 (overclocked to 4.3GHZ), with 4GB RAM. The overclock was an attempt to resolve this issue, and it isn't related to this issue that the integrated graphics is causing a slowdown.

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  • Dual monitor display 12.04?

    - by MrMonty
    I have 2 beautiful 27" asus monitors. I started trying out Ubuntu 12.04 and now only one works and thats vga .. Any help here cause I'm stumped. I have a bfg tech nivida Geforce 8800 gt 512mb and I'm trying to fix this. Getting this error Wen i try to configure the xorg file Failed to set MetaMode (1) 'DFP-0: 1280x1024 @1280x1024 +0+0, DFP-1: 1280x1024 @1280x1024 +1280+0' (Mode 2560x1024, id: 50) on X screen 0. ........................................................................................... This is the xorg.conf ....................................................... nvidia-settings: X configuration file generated by nvidia-settings nvidia-settings: version 295.33 (buildd@allspice) Fri Mar 30 15:25:24 UTC 2012 Section "ServerLayout" Removed Option "Xinerama" "1" Removed Option "Xinerama" "0" Removed Option "Xinerama" "1" Identifier "Layout0" Screen 0 "Screen0" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputClass" Identifier "Mouse Remap" MatchProduct "Saitek Cyborg R.A.T.7 Mouse" MatchDevicePath "/dev/input/event*" Option "ButtonMapping" "1 2 3 4 5 6 7 8 9 0 0 0 0 0 0" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor1" VendorName "Unknown" ModelName "Ancor Communications Inc VE247" HorizSync 30.0 - 83.0 VertRefresh 50.0 - 76.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "Ancor Communications Inc VE247" HorizSync 30.0 - 83.0 VertRefresh 50.0 - 76.0 Option "DPMS" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro FX 1500" BusID "PCI:1:0:0" Screen 1 EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro FX 1500" EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "TwinView" "0" Option "TwinViewXineramaInfoOrder" "DFP-1" Option "metamodes" "DFP-1: 1280x1024 +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Removed Option "TwinView" "0" Removed Option "metamodes" "DFP-0: 1280x1024 +0+0" Removed Option "TwinView" "1" Removed Option "metamodes" "DFP-0: 1280x1024 +0+0, DFP-1: 1280x1024 +1280+0" Removed Option "TwinView" "0" Removed Option "metamodes" "DFP-0: 1280x1024 +0+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "1" Option "TwinViewXineramaInfoOrder" "DFP-0" Option "metamodes" "DFP-0: 1280x1024 +0+0, DFP-1: 1280x1024 +1280+0; DFP-1: 1280x1024_60 +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Extensions" Option "Composite" "Disable" EndSection FILE ^^^^

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  • how to setup duel monitors an xorg.conf

    - by MrMonty
    # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 295.33 (buildd@allspice) Fri Mar 30 15:25:24 UTC 2012 Section "ServerLayout" # Removed Option "Xinerama" "1" # Removed Option "Xinerama" "0" # Removed Option "Xinerama" "1" Identifier "Layout0" Screen 0 "Screen0" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor1" VendorName "Unknown" ModelName "Ancor Communications Inc VE247" HorizSync 30.0 - 83.0 VertRefresh 50.0 - 76.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "Ancor Communications Inc VE247" HorizSync 30.0 - 83.0 VertRefresh 50.0 - 76.0 Option "DPMS" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro FX 1500" BusID "PCI:1:0:0" Screen 1 EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro FX 1500" EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "TwinView" "0" Option "TwinViewXineramaInfoOrder" "DFP-1" Option "metamodes" "DFP-1: 1280x1024 +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" # Removed Option "TwinView" "0" # Removed Option "metamodes" "DFP-0: 1280x1024 +0+0" # Removed Option "TwinView" "1" # Removed Option "metamodes" "DFP-0: 1280x1024 +0+0, DFP-1: 1280x1024 +1280+0" # Removed Option "TwinView" "0" # Removed Option "metamodes" "DFP-0: 1280x1024 +0+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "1" Option "TwinViewXineramaInfoOrder" "DFP-0" Option "metamodes" "DFP-0: 1280x1024 +0+0, DFP-1: 1280x1024 +1280+0; DFP-1: 1280x1024_60 +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Extensions" Option "Composite" "Disable" EndSection thats my file!

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  • Managing many draw calls for dynamic objects

    - by codetiger
    We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - 50 unique Meshes. We created seperate scenenodes for each object and referring its mesh instance. But the output was very much unexpected. Menu screen: (150 tris - Just to show you the full speed rendering performance of 2 test computers) a) NVidia Quadro FX 3800 with 1GB: 1600 FPS DirectX and 2600 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 260 FPS in OpenGL Now inside the game in a test level: (160 dynamic objects counting around 10K tris): a) NVidia Quadro FX 3800 with 1GB: 45 FPS DirectX and 50 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 45 FPS in OpenGL Obviously we don't have the option of mesh batch rendering as most of the objects are dynamic. And the one big static terrain is already in single mesh buffer. To add more information, we use one 2048 png for texture for most of the dynamic objects. And our collision detection hardly and other calculations hardly make any impact on FPS. So we understood its the draw calls we make that eats up all FPS. Is there a way we can optimize the rendering, or are we missing something?

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  • Graphics hardware warning when updating to 14.04

    - by pacomet
    As I use Ubuntu at work I just update only LTS versions but now I'm not sure if I can/should. As my computer is now ten years old I would change if was mine but as it is owned by my employer I have to work with it. It's not a bad one, it runs fine (this was not true when still had Windows on it ;-). When updating to 14.04, it warns about possible bad/slow performance with Unity 3D so I stop updating as I am at work, not my own computer. As I understand from http://askubuntu.com/a/438958/25305 Nvidia Geforce FX 5500 graphics card is still supported in 14.04. Now, in 12.04, I have driver version 173 and unity 2d runs fine for me. output of /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce FX 5500/AGP/SSE2 OpenGL version string: 2.1.2 NVIDIA 173.14.39 Not software rendered: yes Not blacklisted: no GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no Should I update? Is it better to stay with 12.04? Thanks

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  • Flex 4, chart, Error 1009

    - by Stephane
    Hello, I am new to flex development and I am stuck with this error TypeError: Error #1009: Cannot access a property or method of a null object reference. at mx.charts.series::LineSeries/findDataPoints()[E:\dev\4.0.0\frameworks\projects\datavisualization\src\mx\charts\series\LineSeries.as:1460] at mx.charts.chartClasses::ChartBase/findDataPoints()[E:\dev\4.0.0\frameworks\projects\datavisualization\src\mx\charts\chartClasses\ChartBase.as:2202] at mx.charts.chartClasses::ChartBase/mouseMoveHandler()[E:\dev\4.0.0\frameworks\projects\datavisualization\src\mx\charts\chartClasses\ChartBase.as:4882] I try to create a chart where I can move the points with the mouse I notice that the error doesn't occur if I move the point very slowly I have try to use the debugger and pint some debug every where without success All the behaviours were ok until I had the modifyData Please let me know if you have some experience with this kind of error I will appreciate any help. Is it also possible to remove the error throwing because after that the error occur if I click the dismiss all error button then the component work great there is the simple code of the chart <fx:Declarations> </fx:Declarations> <fx:Script> <![CDATA[ import mx.charts.HitData; import mx.charts.events.ChartEvent; import mx.charts.events.ChartItemEvent; import mx.collections.ArrayCollection; [Bindable] private var selectItem:Object; [Bindable] private var chartMouseY:int; [Bindable] private var hitData:Boolean=false; [Bindable] private var profitPeriods:ArrayCollection = new ArrayCollection( [ { period: "Qtr1 2006", profit: 32 }, { period: "Qtr2 2006", profit: 47 }, { period: "Qtr3 2006", profit: 62 }, { period: "Qtr4 2006", profit: 35 }, { period: "Qtr1 2007", profit: 25 }, { period: "Qtr2 2007", profit: 55 } ]); public function chartMouseUp(e:MouseEvent):void{ if(hitData){ hitData = false; } } private function chartMouseMove(e:MouseEvent):void { if(hitData){ var p:Point = new Point(linechart.mouseX,linechart.mouseY); var d:Array = linechart.localToData(p); chartMouseY=d[1]; modifyData(); } } public function modifyData():void { var idx:int = profitPeriods.getItemIndex(selectItem); var item:Object = profitPeriods.getItemAt(idx); item.profit = chartMouseY; profitPeriods.setItemAt(item,idx); } public function chartMouseDown(e:MouseEvent):void{ if(!hitData){ var hda:Array = linechart.findDataPoints(e.currentTarget.mouseX, e.currentTarget.mouseY); if (hda[0]) { selectItem = hda[0].item; hitData = true; } } } ]]> </fx:Script> <s:layout> <s:HorizontalLayout horizontalAlign="center" verticalAlign="middle" /> </s:layout> <s:Panel title="LineChart Control" > <s:VGroup > <s:HGroup> <mx:LineChart id="linechart" color="0x323232" height="500" width="377" mouseDown="chartMouseDown(event)" mouseMove="chartMouseMove(event)" mouseUp="chartMouseUp(event)" showDataTips="true" dataProvider="{profitPeriods}" > <mx:horizontalAxis> <mx:CategoryAxis categoryField="period"/> </mx:horizontalAxis> <mx:series> <mx:LineSeries yField="profit" form="segment" displayName="Profit"/> </mx:series> </mx:LineChart> <mx:Legend dataProvider="{linechart}" color="0x323232"/> </s:HGroup> <mx:Form> <mx:TextArea id="DEBUG" height="200" width="300"/> </mx:Form> </s:VGroup> </s:Panel> UPDATE 30/2010 : the null object is _renderData.filteredCache from the chartline the code call before error is the default mouseMoveHandler of chartBase to chartline. Is it possible to remove it ? or provide a filteredCache

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  • Why are there 3 conflicting OpenCV camera calibration formulas?

    - by John
    I'm having a problem with OpenCV's various parameterization of coordinates used for camera calibration purposes. The problem is that three different sources of information on image distortion formulae apparently give three non-equivalent description of the parameters and equations involved: (1) In their book "Learning OpenCV…" Bradski and Kaehler write regarding lens distortion (page 376): xcorrected = x * ( 1 + k1 * r^2 + k2 * r^4 + k3 * r^6 ) + [ 2 * p1 * x * y + p2 * ( r^2 + 2 * x^2 ) ], ycorrected = y * ( 1 + k1 * r^2 + k2 * r^4 + k3 * r^6 ) + [ p1 * ( r^2 + 2 * y^2 ) + 2 * p2 * x * y ], where r = sqrt( x^2 + y^2 ). Assumably, (x, y) are the coordinates of pixels in the uncorrected captured image corresponding to world-point objects with coordinates (X, Y, Z), camera-frame referenced, for which xcorrected = fx * ( X / Z ) + cx and ycorrected = fy * ( Y / Z ) + cy, where fx, fy, cx, and cy, are the camera's intrinsic parameters. So, having (x, y) from a captured image, we can obtain the desired coordinates ( xcorrected, ycorrected ) to produced an undistorted image of the captured world scene by applying the above first two correction expressions. However... (2) The complication arises as we look at OpenCV 2.0 C Reference entry under the Camera Calibration and 3D Reconstruction section. For ease of comparison we start with all world-point (X, Y, Z) coordinates being expressed with respect to the camera's reference frame, just as in #1. Consequently, the transformation matrix [ R | t ] is of no concern. In the C reference, it is expressed that: x' = X / Z, y' = Y / Z, x'' = x' * ( 1 + k1 * r'^2 + k2 * r'^4 + k3 * r'^6 ) + [ 2 * p1 * x' * y' + p2 * ( r'^2 + 2 * x'^2 ) ], y'' = y' * ( 1 + k1 * r'^2 + k2 * r'^4 + k3 * r'^6 ) + [ p1 * ( r'^2 + 2 * y'^2 ) + 2 * p2 * x' * y' ], where r' = sqrt( x'^2 + y'^2 ), and finally that u = fx * x'' + cx, v = fy * y'' + cy. As one can see these expressions are not equivalent to those presented in #1, with the result that the two sets of corrected coordinates ( xcorrected, ycorrected ) and ( u, v ) are not the same. Why the contradiction? It seems to me the first set makes more sense as I can attach physical meaning to each and every x and y in there, while I find no physical meaning in x' = X / Z and y' = Y / Z when the camera focal length is not exactly 1. Furthermore, one cannot compute x' and y' for we don't know (X, Y, Z). (3) Unfortunately, things get even murkier when we refer to the writings in Intel's Open Source Computer Vision Library Reference Manual's section Lens Distortion (page 6-4), which states in part: "Let ( u, v ) be true pixel image coordinates, that is, coordinates with ideal projection, and ( u ~, v ~ ) be corresponding real observed (distorted) image coordinates. Similarly, ( x, y ) are ideal (distortion-free) and ( x ~, y ~ ) are real (distorted) image physical coordinates. Taking into account two expansion terms gives the following: x ~ = x * ( 1 + k1 * r^2 + k2 * r^4 ) + [ 2 p1 * x * y + p2 * ( r^2 + 2 * x^2 ) ] y ~ = y * ( 1 + k1 * r^2 + k2 * r^4 ] + [ 2 p2 * x * y + p2 * ( r^2 + 2 * y^2 ) ], where r = sqrt( x^2 + y^2 ). ... "Because u ~ = cx + fx * u and v ~ = cy + fy * v , … the resultant system can be rewritten as follows: u ~ = u + ( u – cx ) * [ k1 * r^2 + k2 * r^4 + 2 * p1 * y + p2 * ( r^2 / x + 2 * x ) ] v ~ = v + ( v – cy ) * [ k1 * r^2 + k2 * r^4 + 2 * p2 * x + p1 * ( r^2 / y + 2 * y ) ] The latter relations are used to undistort images from the camera." Well, it would appear that the expressions involving x ~ and y ~ coincided with the two expressions given at the top of this writing involving xcorrected and ycorrected. However, x ~ and y ~ do not refer to corrected coordinates, according to the given description. I don't understand the distinction between the meaning of the coordinates ( x ~, y ~ ) and ( u ~, v ~ ), or for that matter, between the pairs ( x, y ) and ( u, v ). From their descriptions it appears their only distinction is that ( x ~, y ~ ) and ( x, y ) refer to 'physical' coordinates while ( u ~, v ~ ) and ( u, v ) do not. What is this distinction all about? Aren't they all physical coordinates? I'm lost! Thanks for any input!

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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • How to remap Fn key combinations (Lenovo G500)

    - by Anatoli
    I am running Kubuntu 13.10 on a Lenovo G500 laptop. My question is similar to this one: How can I remap my F keys on my HP laptop? That is to say, my F1-F12 keys are mapped to certain special functions, and only holding down the Fn key restores access to the standard F1-F12 keys. How do I remap certain keys? I would like to know if there is a way to remap Fx to Fn+Fx and vice-versa. As per the instructions of #87043 I checked my BIOS and there is no option to switch the Fx/Fn key functionality. Googling through Leonovo's support forums indicates a BIOS update enabling this is in the works, but there's no indication of when it will be complete. Using xev I was able to see what X sees when F1-F12 are pressed. Some send separate keycodes, but some are somehow mapped to key combinations or other unknown things: F1 - XF86AudioMute F2 - XF86AudioVolumeLower F3 - XF86AudioVolumeRaise F4 - Alt_L + F4 F5 - F5 F6 - Disables touchapd, cannot quite understand what xev tells me is happening, reenables if disabled (Kernel log reveals these have well-defined scancodes not assigned to any keycodes) F7 - XF86WLAN F8 - Alt_L + Ctrl_L + Tab F9 - Turns off LCD backlight, xev sees nothing F10 - Super_L + p F11 - XF86MonBrightnessLower F12 - XF86MonBrightnessRaise Following the instrusctions on this page: How do I remap certain keys? I remapped all the keys that have definite keycodes (F1, F2, F3, F5, F7, F11, F12) This still leaves the F4, F6, F8, F9, F10 keys not functioning properly. This is especially frustarting since F4, F6, F9 now kill the current window, the touchpad and screen, respectively. Any help on remapping these keys to their proper functions would be much appreciated! -Anatoli xev output for these 5 keys: F4 KeyPress event, serial 40, synthetic NO, window 0x4800001, root 0x9d, subw 0x0, time 3674037, (228,298), root:(911,321), state 0x0, keycode 64 (keysym 0xffe9, Alt_L), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False FocusOut event, serial 40, synthetic NO, window 0x4800001, mode NotifyGrab, detail NotifyAncestor FocusIn event, serial 40, synthetic NO, window 0x4800001, mode NotifyUngrab, detail NotifyAncestor KeymapNotify event, serial 40, synthetic NO, window 0x0, keys: 4294967197 0 0 0 0 0 0 0 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 KeyRelease event, serial 40, synthetic NO, window 0x4800001, root 0x9d, subw 0x0, time 3674040, (228,298), root:(911,321), state 0x8, keycode 70 (keysym 0xffc1, F4), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False KeyRelease event, serial 40, synthetic NO, window 0x4800001, root 0x9d, subw 0x0, time 3674042, (228,298), root:(911,321), state 0x8, keycode 64 (keysym 0xffe9, Alt_L), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False ClientMessage event, serial 40, synthetic YES, window 0x4800001, message_type 0x12a (WM_PROTOCOLS), format 32, message 0x12b (WM_DELETE_WINDOW) F6 disabling touchpad MappingNotify event, serial 40, synthetic NO, window 0x0, request MappingKeyboard, first_keycode 8, count 248 FocusOut event, serial 40, synthetic NO, window 0x4600001, mode NotifyGrab, detail NotifyAncestor FocusIn event, serial 40, synthetic NO, window 0x4600001, mode NotifyUngrab, detail NotifyAncestor KeymapNotify event, serial 40, synthetic NO, window 0x0, keys: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 MappingNotify event, serial 41, synthetic NO, window 0x0, request MappingKeyboard, first_keycode 8, count 248 F6 enabling touchpad MappingNotify event, serial 42, synthetic NO, window 0x0, request MappingKeyboard, first_keycode 8, count 248 FocusOut event, serial 42, synthetic NO, window 0x4600001, mode NotifyGrab, detail NotifyAncestor FocusIn event, serial 42, synthetic NO, window 0x4600001, mode NotifyUngrab, detail NotifyAncestor KeymapNotify event, serial 42, synthetic NO, window 0x0, keys: 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 MappingNotify event, serial 43, synthetic NO, window 0x0, request MappingPointer, first_keycode 0, count 0 F8 doing whatever it is F8 does KeyPress event, serial 40, synthetic NO, window 0x4600001, root 0x9d, subw 0x0, time 3508985, (13,-12), root:(696,11), state 0x0, keycode 64 (keysym 0xffe9, Alt_L), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyPress event, serial 40, synthetic NO, window 0x4600001, root 0x9d, subw 0x0, time 3508986, (13,-12), root:(696,11), state 0x8, keycode 37 (keysym 0xffe3, Control_L), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyPress event, serial 40, synthetic NO, window 0x4600001, root 0x9d, subw 0x0, time 3508988, (13,-12), root:(696,11), state 0xc, keycode 23 (keysym 0xff09, Tab), same_screen YES, XLookupString gives 1 bytes: (09) " " XmbLookupString gives 1 bytes: (09) " " XFilterEvent returns: False KeyRelease event, serial 40, synthetic NO, window 0x4600001, root 0x9d, subw 0x0, time 3508989, (13,-12), root:(696,11), state 0xc, keycode 64 (keysym 0xffe9, Alt_L), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False KeyRelease event, serial 40, synthetic NO, window 0x4600001, root 0x9d, subw 0x0, time 3508991, (13,-12), root:(696,11), state 0x4, keycode 37 (keysym 0xffe3, Control_L), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False KeyRelease event, serial 40, synthetic NO, window 0x4600001, root 0x9d, subw 0x0, time 3508994, (13,-12), root:(696,11), state 0x0, keycode 23 (keysym 0xff09, Tab), same_screen YES, XLookupString gives 1 bytes: (09) " " XFilterEvent returns: False F9 gives no output to xev F10 doing whatever it is F10 does KeyRelease event, serial 40, synthetic NO, window 0x4600001, root 0x9d, subw 0x0, time 3586076, (9,-14), root:(692,9), state 0x0, keycode 10 (keysym 0x31, 1), same_screen YES, XLookupString gives 1 bytes: (31) "1" XFilterEvent returns: False KeyPress event, serial 40, synthetic NO, window 0x4600001, root 0x9d, subw 0x0, time 3586552, (9,-14), root:(692,9), state 0x0, keycode 133 (keysym 0xffeb, Super_L), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyPress event, serial 40, synthetic NO, window 0x4600001, root 0x9d, subw 0x0, time 3586554, (9,-14), root:(692,9), state 0x40, keycode 33 (keysym 0x70, p), same_screen YES, XLookupString gives 1 bytes: (70) "p" XmbLookupString gives 1 bytes: (70) "p" XFilterEvent returns: False KeyRelease event, serial 40, synthetic NO, window 0x4600001, root 0x9d, subw 0x0, time 3586557, (9,-14), root:(692,9), state 0x40, keycode 33 (keysym 0x70, p), same_screen YES, XLookupString gives 1 bytes: (70) "p" XFilterEvent returns: False KeyRelease event, serial 40, synthetic NO, window 0x4600001, root 0x9d, subw 0x0, time 3586560, (9,-14), root:(692,9), state 0x40, keycode 133 (keysym 0xffeb, Super_L), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False

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  • How can I force a tree itemrenderer to redraw during a drag and drop operation?

    - by swidnikk
    I have a tree control with a custom item renderer. The item renderer has different states that should be set while an item is being dragged over the item renderer. I understand from reading this post http://forums.adobe.com/message/2091088 that the 'right way' to do this is to override the 'getCurrentState' method and append some text. I do that. Now in my tree control I handle the drag over event and get a reference to the itemrenderer that is being dragged over and I set the boolean 'dragOver' property to true. Now I just need to force my itemRenderer to redraw. I can't figure that out. A workaround, is to just set the currentState of the itemRenderer. My question then, how can I force my itemRenderer to refresh? (and I've tried calling validateNow, invalideDisplayList/Properties/Size, to no avail) <?xml version="1.0" encoding="utf-8"?> <s:MXTreeItemRenderer xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx"> <fx:Script> <![CDATA[ import mx.events.DragEvent; import mx.events.FlexEvent; import spark.layouts.supportClasses.DropLocation; public var dragOver:Boolean = false; override protected function getCurrentRendererState():String { var skinState:String = super.getCurrentRendererState(); if( dragOver ) skinState += "AndDragOver"; trace('getCurrentRendererState', skinState); return skinState; } ]]> </fx:Script> <s:states> <s:State name="normal" /> <s:State name="hovered" /> <s:State name="selected" /> <s:State name="normalAndDragOver" stateGroups="dragOverGroup" /> <s:State name="hoveredAndDragOver" stateGroups="dragOverGroup" /> <s:State name="selectedAndDragOver" stateGroups="dragOverGroup" /> </s:states> ...

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  • Flex 4 IntelliJ IDEA wrapper html crashes browser

    - by user347641
    I'm building an Flex 4 application using IntelliJ IDEA generated sample Flex application. I replace the mxml with the following code from the book Hello Flex 4. It simply crashes the browser when I run it. I tried it on both FF and Chrome. Any clues? [Bindable] public var _bread:Number = Number.NaN; ]]></fx:Script> <fx:Declarations> <s:RadioButtonGroup id="moralityRBG"/> <s:RadioButtonGroup id="restaurantRBG" selectedValue="{_theory.length % 2 == 0 ? 'smoking' : 'non'}"/> </fx:Declarations> <s:Panel width="100%" height="100%" title="Simple Components!"> <s:layout> <s:HorizontalLayout paddingLeft="5" paddingTop="5"/> </s:layout> <s:VGroup> <s:TextArea id="textArea" width="200" height="50" text="@{_theory}"/> <s:TextInput id="textInput" width="200" text="@{_theory}"/> <s:HSlider id="hSlider" minimum="0" maximum="11" liveDragging="true" width="200" value="@{_bread}"/> <s:VSlider id="vSlider" minimum="0" maximum="11" liveDragging="true" height="50" value="@{_bread}"/> <s:Button label="{_theory}" width="200" color="{alarmTB.selected ? 0xFF0000 : 0}" click="_bread = Math.min(_theory.length, 11)"/> <s:CheckBox id="checkBox" selected="{_bread % 2 == 0}" label="even?"/> </s:VGroup> <s:VGroup> <s:RadioButton label="Good" value="good" group="{moralityRBG}"/> <s:RadioButton label="Evil" value="evil" group="{moralityRBG}"/> <s:RadioButton label="Beyond" value="beyond" group="{moralityRBG}"/> <s:RadioButton label="Smoking" value="smoking" group="{restaurantRBG}"/> <s:RadioButton label="Non-Smoking" value="non" group="{restaurantRBG}"/> <s:ToggleButton id="alarmTB" label="ALARM!"/> <s:NumericStepper id="numericStepper" value="@{_bread}" minimum="0" maximum="11" stepSize="1"/> <s:Spinner id="spinner" value="@{_bread}" minimum="0" maximum="11" stepSize="1"/> </s:VGroup> </s:Panel>

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  • Jquery Cycle Plugin Question - turning off relative links to photos so it goes to a URL

    - by alpdog14
    I am using Jquery Cycle Plugin and it has a side panel that highlights as the photos change and currently when I click on the text the associated photo pulls up then I have to click on the photo to go to the URL but I would like the text itself to link to the URL. I have looked at the fn.cycle.defaults but not sure what to change and I tried a few things but nothing works. If anyone can help me figure this out it would be most helpful. Here are the fn.cycle.defaults: fx: 'fade', // one of: fade, shuffle, zoom, scrollLeft, etc timeout: 4000, // milliseconds between slide transitions (0 to disable auto advance) continuous: 0, // true to start next transition immediately after current one completes speed: 1000, // speed of the transition (any valid fx speed value) speedIn: null, // speed of the 'in' transition speedOut: null, // speed of the 'out' transition next: null, // id of element to use as click trigger for next slide prev: null, // id of element to use as click trigger for previous slide prevNextClick: null, // callback fn for prev/next clicks: function(isNext, zeroBasedSlideIndex, slideElement) pager: null, // id of element to use as pager container pagerClick: null, // callback fn for pager clicks: function(zeroBasedSlideIndex, slideElement) pagerEvent: null, // event which drives the pager navigation pagerAnchorBuilder: null, // callback fn for building anchor links before: null, // transition callback (scope set to element to be shown) after: null, // transition callback (scope set to element that was shown) end: null, // callback invoked when the slideshow terminates (use with autostop or nowrap options) easing: null, // easing method for both in and out transitions easeIn: null, // easing for "in" transition easeOut: null, // easing for "out" transition shuffle: null, // coords for shuffle animation, ex: { top:15, left: 200 } animIn: null, // properties that define how the slide animates in animOut: null, // properties that define how the slide animates out cssBefore: null, // properties that define the initial state of the slide before transitioning in cssAfter: null, // properties that defined the state of the slide after transitioning out fxFn: null, // function used to control the transition height: 'auto', // container height startingSlide: 0, // zero-based index of the first slide to be displayed sync: 1, // true if in/out transitions should occur simultaneously random: 0, // true for random, false for sequence (not applicable to shuffle fx) fit: 0, // force slides to fit container pause: true, // true to enable "pause on hover" autostop: 0, // true to end slideshow after X transitions (where X == slide count) autostopCount: 0, // number of transitions (optionally used with autostop to define X) delay: 0, // additional delay (in ms) for first transition (hint: can be negative) slideExpr: null, // expression for selecting slides (if something other than all children is required) cleartype: 0, // true if clearType corrections should be applied (for IE) nowrap: 0 // true to prevent slideshow from wrapping }; I have tried changing the pageClick and pagerEvent but nothing seems to be working. Please help!!!

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  • Jquery tabs and IE8

    - by Stephen
    hi, i am using jquery to create the following using this code $(document).ready(function() { $("#content").tabs({ fx: { opacity: 'toggle' } }); }); $(document).ready(function() { $("#documents").tabs({ fx: { opacity: 'toggle' } }); }); Here it is in firefox working like in every other browser like this: https://www.completelettingsolutions.co.uk/working.JPG but in IE 8 ... it does this but in 7 its fine. (remove the 1 at the start of the link) 1https://www.completelettingsolutions.co.uk/notWorking.JPG I think it is somethin to do with the script opacity but i cant get it to work. does any one have any idea. Cheers

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  • Flex Spark DropDownList selectedItem didn't update after dataProvider changed

    - by Candy Chiu
    I have two dataProvider's for one DropDownList. The following code can be compiled and run. <?xml version="1.0" encoding="utf-8"?> <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx" creationComplete="flipLast()" minWidth="955" minHeight="600"> <fx:Script> <![CDATA[ import mx.collections.ArrayCollection; public function flipLast():void { if( last ) { list.dataProvider = dp1; list.selectedItem = "Flex"; } else { list.dataProvider = dp2; list.selectedItem = "Catalyst"; } last = !last; } public var last:Boolean = true; public var dp1:ArrayCollection = new ArrayCollection( [ "Flex", "Air" ] ); public var dp2:ArrayCollection = new ArrayCollection( [ "Catalyst", "FlashBuilder" ] ); ]]> </fx:Script> <s:VGroup> <s:DropDownList id="list" requireSelection="true" /> <s:Label id="listSelectedItem" text="{list.selectedItem}" /> <s:Label id="listSelectedIndex" text="{list.selectedIndex}" /> <s:Button label="Flip" click="flipLast()" /> </s:VGroup> </s:Application> Scenario 1: dataProvider updated, but selectedIndex is the same. At startup: [ listSelectedItem=Flex, listSelectedIndex=1 ]. Click Flip: dataProvider is updated, but still [ listSelectedItem=Flex, listSelectedIndex=1 ]. Scenario 2: dataProvider updated, selectedIndex is also updated. At startup: [ listSelectedItem=Flex, listSelectedIndex=1 ]. Select Air from list: [ listSelectedItem=Air, listSelectedIndex=2 ]. Click Flip: dataProvider is updated, but still [ listSelectedItem=Catalyst, listSelectedIndex=1 ]. Seems to me that selectedItem is driven by selectedIndex. selectedItem updates only when selectedIndex updates. Shouldn't selectedItem be updated when dataProvider is updated? Is binding to selectedItem flawed?

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  • Direct3D 11 effect files deprecated?

    - by Toji
    I've been playing around with Direct3D 11 a little bit lately and have been frustrated by the lack of documentation on the basics of the API (such as simple geometry rendering). One of the points of confusion brought on by the sparse documentation is the (apparent) move away from the use of effects for shaders. In D3D11 all of the effect (.fx) support has been removed from the D3DX libraries and buried away in a hard to find (sparsely documented, of course) shared source library. None of the included examples use it, preferring instead to compile HLSL files directly. All of this says to me that Microsoft is trying to get people to stop using the effect file format. Is that true? Is there any documentation of any kind that states that? I'm fine doing it either way, but for years now they've been promoting the .fx format so it seems odd that they would suddenly decide to drop it.

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  • How to get z-index to play nice with the jQuery plugin Cycle

    - by alex
    Take a look at the bottom right example on the jQuery Cycle Advanced Demos page. Notice how when it loops the gallery, the next image goes beneath the last, as opposed to others where the next image always covers the previous one? Well, at least in Firefox 3.6.3. I'm developing a custom animation with jQuery cycle that has the same problem. When it loops, the next image goes under instead of over. This is my config object I pass to cycle(). { fx: 'custom', timeout: 5000, easing: 'easeInOutQuad', pause: 1, cssFirst: { zIndex: 0 }, cssBefore: { display: 'block', top: -500, opacity: 1, zIndex: 1 }, animIn: { top: 0, opacity: 1 }, animOut: { opacity: .2 }, cssAfter: { display: 'none', opacity: .2, zIndex: 0 }, delay: -1000 } Basically the animation is the same as the cover fx, except the previous image should fade away as the next one comes down on top. Is there any way to get the next slide when it loops to cover the previous one? Thanks

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  • Can GPU capabilities impact virtual machine performance?

    - by Dave White
    While this many not seem like a programming question directly, it impacts my development activities and so it seems like it belongs here. It seems that more and more developers are turning to virtual environments for development activities on their computers, SharePoint development being a prime example. Also, as a trainer, I have virtual training environments for all of the classes that I teach. I recently purchased a new Dell E6510 to travel around with. It has the i7 620M (Dual core, HyperThreaded cpu running at 2.66GHz) and 8 GB of memory. Reading the spec sheet, it sounded like it would be a great laptop to carry around and run virtual machines on. Getting the laptop though, I've been pretty disappointed with the user experience of developing in a virtual machine. Giving the Virtual Machine 4 GB of memory, it was slow and I could type complete sentences and watch the VM "catchup". My company has training laptops that we provide for our classes. They are Dell Precision M6400 Intel Core 2 Duo P8700 running at 2.54Ghz with 8 GB of memory and the experience on this laptops is night and day compared to the E6510. They are crisp and you barely aware that you are running in a virtual environment. Since the E6510 should be faster in all categories than the M6400, I couldn't understand why the new laptop was slower, so I did a component by component comparison and the only place where the E6510 is less performant than the M6400 is the graphics department. The M6400 is running a nVidia FX 2700m GPU and the E6510 is running a nVidia 3100M GPU. Looking at benchmarks of the two GPUs suggest that the FX 2700M is twice as fast as the 3100M. http://www.notebookcheck.net/Mobile-Graphics-Cards-Benchmark-List.844.0.html 3100M = 111th (E6510) FX 2700m = 47th (Precision M6400) Radeon HD 5870 = 8th (Alienware) The host OS is Windows 7 64bit as is the guest OS, running in Virtual Box 3.1.8 with Guest Additions installed on the guest. The IDE being used in the virtual environment is VS 2010 Premium. So after that long setup, my question is: Is the GPU significantly impacting the virtual machine's performance or are there other factors that I'm not looking at that I can use to boost the vm's performance? Do we now have to consider GPU performance when purchasing laptops where we expect to use virtualized development environments? Thanks in advance. Cheers, Dave

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  • Event handling for keyboard strokes

    - by david
    Hey, I'm trying to get familiar with the whole keyboard event detection thing. Here's my sample code. <fx:Script> <![CDATA[ import flash.events.KeyboardEvent; import mx.controls.Alert; private function init():void{ addEventListener(KeyboardEvent.KEY_DOWN,reportKeyDown); } private function reportKeyDown(event:KeyboardEvent):void { Alert.show("a key was pressed"); } ]]> </fx:Script> As you can see, I'm at stage 0 of playing around with it, but it won't work. Anyone has any idea what I should be doing instead? Thanks

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  • Error in playing a swf file on internet explorer

    - by Rajeev
    In the below code i get an error saying Error #2007: Parameter url must be non-null on Ineternet explorer only.What am i doing wrong here html <OBJECT classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" WIDTH="50" HEIGHT="50" id="myMovieName"> <PARAM NAME="movie" VALUE="/media/players/testsound.swf" /> <PARAM NAME="quality" VALUE="high" /> <PARAM NAME="bgcolor" VALUE="#FFFFFF" /> <EMBED href="/media/players/testsound.swf" src="/media/players/testsound.swf" flashvars="soundUrl=sound.mp3" quality=high bgcolor=#FFFFFF NAME="myMovieName" ALIGN="" TYPE="application/x-shockwave-flash"> </EMBED> </OBJECT> mxml ; import flash.net.; import mx.controls.Alert; import mx.controls.Button; import flash.events.Event; import flash.media.Sound; import flash.net.URLRequest; private function clickhandler(event:Event):void { var musicfile:String; var s:Sound = new Sound(); s.addEventListener(Event.COMPLETE, onSoundLoaded); var req:URLRequest = new URLRequest("/opt/cloodon/site/media/players/sound.mp3"); //musicfile = stage.loaderInfo.parameters["soundUrl"]; //var req:URLRequest = new URLRequest(musicfile); s.load(req); } private function onSoundLoaded(event:Event):void { //Alert.show("1"); //var localSound:Sound = event.currentTarget as Sound; var localSound:Sound = event.target as Sound; localSound.play(); } ]]> </fx:Script> <fx:Declarations> <!-- Place non-visual elements (e.g., services, value objects) here --> </fx:Declarations> <!--<mx:Button id="play" label="PLAY" click="clickhandler(event)" />--> <mx:Image id="loader1" source="@Embed(source='/opt/cloodon/site/media/img/speaker.gif')" click="clickhandler(event)" /> </s:Application>

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  • Flex, can't custom style the tooltip

    - by touB
    I'm having trouble changing the font size of my TextInput tooltip. The text input looks like this: <s:TextInput id="first" toolTip="Hello"/> then I create a style like this: <fx:Style> @namespace s "library://ns.adobe.com/flex/spark"; @namespace mx "library://ns.adobe.com/flex/halo"; mx|ToolTip { fontSize: 24; } </fx:Style> but absolutely nothing happens. Any idea what I may be doing wrong?

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  • Flex Mobile : How to skin view?

    - by Anthony
    I would like to know if it's possible to skin view for my Flex mobile application : My ActivityView.as public class ActivityView extends View My ActivityViewSkin.mxml (It skin associated) <?xml version="1.0" encoding="utf-8"?> <s:Skin xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark"> <fx:Metadata> [HostComponent("com.corp.views.activity.ActivityView")] ... It's a good way for mobile development ? And how can I use this in this skin : <s:navigationContent> Thank you very much ! Anthony

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  • Animated record deletion with jquery like mootools example

    - by twitter
    I was reading around and saw this example from David Walsh about how to animate record deletion with mootools. Does the exact same effect exist in jquery? This is his mootools code. window.addEvent('domready',function() { $$('a.delete').each(function(el) { el.addEvent('click',function(e) { e.stop(); var parent = el.getParent('div'); var request = new Request({ url: 'mootools-record-delete.php', link: 'chain', method: 'get', data: { 'delete': parent.get('id').replace('record-',''), ajax: 1 }, onRequest: function() { new Fx.Tween(parent,{ duration:300 }).start('background-color', '#fb6c6c'); }, onSuccess: function() { new Fx.Slide(parent,{ duration:300, onComplete: function() { parent.dispose(); } }).slideOut(); } }).send(); }); }); });

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  • Using Python read specific (column, row) values from a txt file

    - by user2955708
    I would like to read values from a text file until that is a float value. Lets say I have the following file: 14:53:55 Load 300 Speed 200 Distance,m Fz Fx Speed 0.0000 249 4 6.22 0.0002 247 33 16.29 0.0004 246 49 21.02 0.2492 240 115 26.97 0.2494 241 112 21.78 0.2496 240 109 13.09 0.2498 169 79 0.27 Distance,m Fz Fx Speed 0.0000 249 4 7.22 0.0002 247 33 1.29 0.0004 246 49 271.02 0.2492 240 115 26.97 0.2494 241 112 215.78 0.2496 240 109 13.09 0.2498 169 79 0.27 And I need only the values under the first Distance column. So something like skip the first few rows, then read values from the first column while it is float. Thanks your help in advance

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  • How do you detect an area that can be filled in in a bitmap in ActionScript 3?

    - by 1.21 gigawatts
    I am having a tough time figuring this out. I need to be able to detect a fill area for something similar to a coloring book picture. The user will click inside the area that needs to be filled. The image is user created bitmap content and so the fill area must be detected at runtime. Any help would be tremendously appreciated! Posting Flex 4 code for review: <fx:Script> <![CDATA[ protected function myImage_clickHandler(event:MouseEvent):void { myImage.imageDisplay.bitmapData.floodFill(event.localX,event.localY,0xFFFFFF); } ]]> </fx:Script> <s:Image id="myImage" click="myImage_clickHandler(event)" source="/images/square.gif"/>

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