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  • Ubuntu Unity (64-bit) Bugs on Nvidia dual screen [closed]

    - by Kristofer
    On my work computer I have upgraded 10.04 to 10.10 and now to 11.04. Upgrades have mostly worked well and the dual screen setup is almost working. There are however a couple of annoying bugs which I tried to report but the bug reporting tool told me to ask about the bugs here. Here's what I have found: Auto-hide stops working. It doesn't seem to matter which application is maximised/covering the dock, it just stays on top. I have tested changing the autohide settings with no result. Scenario: One maximised window on each screen. If I now try to drag the window that doesn't have focus by dragging the top of the window nothing happens. I can also not give the window focus by clicking the top bar, I have to click inside the window and then I can drag the window. If I unmaximise the window with focus it does work and I can both change focus and drag the window directly by clicking the top of the maximised window. Any bug fixes coming for these issues? Any work-arounds?

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • Wine causes twin view to break

    - by deanvz
    I have endlessly been playing around with the Nvidia X Server settings and changing my xorg.conf file to try and work for me and on most days its fine. In each instance I get it working for a while and then this morning the most bizarre thing happens. The moment I open any type of Wine program (which never use to be a problem) my Twin View setup disappears and am left with mirrored displays. I try and change the settings in the Nvidia driver, but its not interested and the screens remain mirrored. I have a work around. Restart my pc... Below are the contents of my current xorg.conf file. # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 295.33 (buildd@zirconium) Fri Mar 30 13:43:34 UTC 2012 Section "ServerLayout" 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 "Monitor0" VendorName "Unknown" ModelName "LG Electronics W1934" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce 9400 GT" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "1" Option "metamodes" "CRT-0: nvidia-auto-select +0+0, CRT-1: nvidia-auto-select +1440+0" SubSection "Display" Depth 24 EndSubSection EndSection

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  • Problems with LibreOffice Impress?

    - by kkp
    I am a big fan of Ubuntu. I have recently switched from Latex to LibreOffice Impress for PPT because it seems that with Impress you can quickly create slides. I am using LibreOffice 3.4.4 OOO340m1 (Build:402) on Ubuntu 11.04. I am saving them as .ppt format. However, facing the following problems. It is really frustrating and forcing me to use Windows/MAC just for making slides. Font is changing from Arial to TimesNewRoman specifically for Tables when I reopen an Impress presentation. Tables are stretched if I reopen an Impress presentation. Impress is not allowing me to compress them (the stretched tables) and I have needed to make a fresh table. Several other modifications are reverting back when I reopen an Impress presentation. For example, the "transparency" change to the borders (e.g., for rectangular shape). Arbitrarily Impress is crashing. It would be great if someone help me to resolve these issues. Thanks.

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • Over 300 "NetBeans Platform for Beginners" Sold

    - by Geertjan
    I've noticed that the authors of "NetBeans Platform for Beginners" have started exposing the number of sales they have achieved. Below, notice the '304' (which will probably change quite quickly) at the lower left end of this screenshot: That's pretty good since the book has only existed for a few months and developers tend to share books they buy in PDF format. That probably means there are 300 teams of software developers around the world who are using the book, which is pretty awesome. (Though it would help the authors significantly, I'm sure, if individual developers on teams would buy the book, rather than sharing one between them. Come on, let's support these great authors so that they'll write more books like this.) Also note that there is a set of reviewer comments on the page above: Plus, the book is updated at the end of each month, so it continues to grow and improve from month to month, for free for everyone who has bought it. If you've read the book and want to contribute a review like the above, contact walternyland @ yahoo dot com. Great work, guys! For anyone out there who hasn't got it yet: https://leanpub.com/nbp4beginners

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  • windows 8 + Ubuntu dual boot

    - by Jack Yuan
    I installed Ubuntu 13.04 on Windows 8. Yes I can access both of them, but the process is kind of long. In BIOS, EFI is for Windows 8, legacy support is for Ubuntu. If I choose EFI first, the startup just go straight to Win8 without offering me a choice. If I choose legacy first, the starup will offer me a choice between win8 and ubuntu. But I can only choose Ubuntu. If i choose win8, there will be a mistake(file missing under configuration). That is to say, every time i wanna switch to another OS, I have to go into BIOS and change the priority settings. I heard something about secure boot might be the cause of this situation. But the thing is that there is not even an option called "secure boot" in my BIOS, which means i cannot disable it. All I want is that an option menu appears everytime i turn on my computer so i can easily choose what OS I want for today. Can anyone help me plz? Thank you very much!!

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  • Make a basic running sprite effect

    - by PhaDaPhunk
    I'm building my very first game with XNA and i'm trying to get my sprite to run. Everything is working fine for the first sprite. E.g : if I go right(D) my sprite is looking right , if I go left(A) my sprite is looking left and if I don't touch anything my sprite is the default one. Now what I want to do is if the sprite goes Right, i want to alternatively change sprites (left leg, right leg, left leg etc..) xCurrent is the current sprite drawn xRunRight is the first running Sprite and xRunRight1 is the one that have to exchange with xRunRight while running right. This is what I have now : protected override void Update(GameTime gameTime) { float timer = 0f; float interval = 50f; bool frame1 = false ; bool frame2 = false; bool running = false; KeyboardState FaKeyboard = Keyboard.GetState(); // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); if ((FaKeyboard.IsKeyUp(Keys.A)) || (FaKeyboard.IsKeyUp(Keys.D))) { xCurrent = xDefault; } if (FaKeyboard.IsKeyDown(Keys.D)) { timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (timer > interval) { if (frame1) { xCurrent = xRunRight; frame1 = false; } else { xCurrent = xRunRight1; frame1 = true; } } xPosition += xDeplacement; } Any ideas...? I've been stuck on this for a while.. Thanks in advance and let me know if you need any other part from the code.

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  • How to properly uninstall/reinstall Ubuntu One on Windows XP?

    - by user73303
    I had previously installed an Ubuntu One client as a test on a Windows XP machine. Now I wanted to change the account for the client to a production one but had problems changing the email address so decided to do a reinstall. Ran uninstall. Downloaded ubuntuone-3.0.2-windows-installer.exe. It downloads, goes through the unpacking/install – strangely some of the messages say updating as if it was replacing something that was already there. I do not get the setup/signin screen. There is no ubuntu% processes running. The Program files/ubuntuone directory exists with data and dist folders. The U icon is on the desktop – pointing at ubuntuone/dist/ubuntuone-control-panel-qt.exe but this does not run. Ran uninstall again, deleted Program files/ubuntuone directory, removed any ubuntu entries for registry, rebooted. Downloaded install again - exactly the same as above. How can I uninstall Ubuntu One to get a clean reinstall? Or force the install to continue after downloading/unpacking?

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  • How to pause and resume a game in XNA using the same key?

    - by user13095
    I'm attempting to implement a really simple game state system, this is my first game - trying to make a Tetris clone. I'd consider myself a novice programmer at best. I've been testing it out by drawing different textures to the screen depending on the current state. The 'Not Playing' state seems to work fine, I press Space and it changes to 'Playing', but when I press 'P' to pause or resume the game nothing happens. I tried checking current and previous keyboard states thinking it was happening to fast for me to see, but again nothing seemed to happen. If I change either the pause or resume, so they're both different, it works as intended. I'm clearly missing something obvious, or completely lacking some know-how in regards to how update and/or the keyboard states work. Here's what I have in my Update method at the moment: protected override void Update(GameTime gameTime) { KeyboardState CurrentKeyboardState = Keyboard.GetState(); // Allows the game to exit if (CurrentKeyboardState.IsKeyDown(Keys.Escape)) this.Exit(); // TODO: Add your update logic here if (CurrentGameState == GameStates.NotPlaying) { if (CurrentKeyboardState.IsKeyDown(Keys.Space)) CurrentGameState = GameStates.Playing; } if (CurrentGameState == GameStates.Playing) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Paused; } if (CurrentGameState == GameStates.Paused) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Playing; } base.Update(gameTime); }

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  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

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  • Using Queries with Coherence Read-Through Caches

    - by jpurdy
    Applications that rely on partial caches of databases, and use read-through to maintain those caches, have some trade-offs if queries are required. Coherence does not support push-down queries, so queries will apply only to data that currently exists in the cache. This is technically consistent with "read committed" semantics, but the potential absence of data may make the results so unintuitive as to be useless for most use cases (depending on how much of the database is held in cache). Alternatively, the application itself may manually "push down" queries to the database, either retrieving results equivalent to querying the cache directly, or may query the database for a key set and read the values from the cache (relying on read-through to handle any missing values). Obviously, if the result set is too large, reading through the cache may cause significant thrashing. It's also worth pointing out that if the cache is asynchronously synchronized with the database (perhaps via database change listener), that an application may commit a transaction to the database, then generate a key set from the database via a query, then read cache entries through the cache, possibly resulting in a race condition where the application sees older data than it had previously committed. In theory this is not problematic but in practice it is very unintuitive. For this reason it often makes sense to invalidate the cache when updating the database, forcing the next read-through to update the cache.

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  • htaccess and htpasswd trouble

    - by hjpotter92
    This is the first time that I have ever tried working with .htpasswd and .htaccess files, so please point out my childish works. I have my apache document root set to /www/ on my debian server. Inside it, there's a folder named Logs/ which I want to restrict access using a htpasswd. I created my htpasswd file using the shell's htpasswd command. And this is the result: > user:<encoded password here> > hjp:<encoded password here> > hjpotter92:<encoded password here> I put this file named .htaccess inside /www/. The Logs/ has following htaccess file in it: > AuthName "Restricted Area" > AuthType Basic > AuthUserFile /www/.htpasswd > AuthGroupFile /dev/null > require valid-user This was again created using an online tool(I forgot its name/link, and can't search the browser-history now). The problem, as it might've already struck you is that I am experiencing no change on my Logs folder access. The folder is still accessible to everyone. I am running apache as root user(if that matters/helps). Please help/guide me. I've tried reading some htaccess guides and have followed some of older SO questions, but still haven't figured out a way to restrict access to Logs folder with a password.

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  • How can I disable the purple bootloader splash at boot?

    - by wim
    This question has been answered before, but neither of the methods in the accepted answer worked for me on 11.10. First I tried editing in /etc/default/grub, and then running sudo update-grub. But after that I still got a blank, plain, purple screen while the kernel is loading. The screen has no boot options, and it obscures those dmesg that I want to see going in the terminal. Next I tried removing the plymouth-theme-*, but that just broke my gnome-shell theme looks, and the purple screen still remains. I have also tried configuring it with startupmanager package, but nothing seems to get rid of that darned purple splash. here are the contents of my /etc/default/grub file: # If you change this file, run 'update-grub' afterwards to update # /boot/grub/grub.cfg. # For full documentation of the options in this file, see: # info -f grub -n 'Simple configuration' GRUB_DEFAULT="0" GRUB_HIDDEN_TIMEOUT="0" GRUB_HIDDEN_TIMEOUT_QUIET="true" GRUB_TIMEOUT="0" GRUB_DISTRIBUTOR="`lsb_release -i -s 2> /dev/null || echo Debian`" #GRUB_CMDLINE_LINUX_DEFAULT="" GRUB_CMDLINE_LINUX_DEFAULT="" GRUB_CMDLINE_LINUX="" # Uncomment to enable BadRAM filtering, modify to suit your needs # This works with Linux (no patch required) and with any kernel that obtains # the memory map information from GRUB (GNU Mach, kernel of FreeBSD ...) #GRUB_BADRAM="0x01234567,0xfefefefe,0x89abcdef,0xefefefef" # Uncomment to disable graphical terminal (grub-pc only) # GRUB_TERMINAL="console" # The resolution used on graphical terminal # note that you can use only modes which your graphic card supports via VBE # you can see them in real GRUB with the command `vbeinfo' #GRUB_GFXMODE="640x480" # Uncomment if you don't want GRUB to pass "root=UUID=xxx" parameter to Linux #GRUB_DISABLE_LINUX_UUID="true" # Uncomment to disable generation of recovery mode menu entries #GRUB_DISABLE_RECOVERY="true" # Uncomment to get a beep at grub start #GRUB_INIT_TUNE="480 440 1" GRUB_DISABLE_OS_PROBER="true"

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  • Stumbling Through: Visual Studio 2010 (Part IV)

    So finally we get to the fun part the fruits of all of our middle-tier/back end labors of generating classes to interface with an XML data source that the previous posts were about can now be presented quickly and easily to an end user.  I think.  Well see.  Well be using a WPF window to display all of our various MFL information that weve collected in the two XML files, and well provide a means of adding, updating and deleting each of these entities using as little code as possible.  Additionally, I would like to dig into the performance of this solution as well as the flexibility of it if were were to modify the underlying XML schema.  So first things first, lets create a WPF project and include our xml data in a data folder within.  On the main window, well drag out the following controls: A combo box to contain all of the teams A list box to show the players of the selected team, along with add/delete player buttons A text box tied to the selected players name, with a save button to save any changes made to the player name A combo box of all the available positions, tied to the currently selected players position A data grid tied to the statistics of the currently selected player, with add/delete statistic buttons This monstrosity of a form and its associated project will look like this (dont forget to reference the DataFoundation project from the Presentation project): To get to the visual data binding, as we learned in a previous post, you have to first make sure the project containing your bindable classes is compiled.  Do so, and then open the Data Sources pane to add a reference to the Teams and Positions classes in the DataFoundation project: Why only Team and Position?  Well, we will get to Players from Teams, and Statistics from Players so no need to make an interface for them as well see in a second.  As for Positions, well need a way to bind the dropdown to ALL positions they dont appear underneath any of the other classes so we need to reference it directly.  After adding these guys, expand every node in your Data Sources pane and see how the Team node allows you to drill into Players and then Statistics.  This is why there was no need to bring in a reference to those classes for the UI we are designing: Now for the seriously hard work of binding all of our controls to the correct data sources.  Drag the following items from the Data Sources pane to the specified control on the window design canvas: Team.Name > Teams combo box Team.Players.Name > Players list box Team.Players.Name > Player name text box Team.Players.Statistics > Statistics data grid Position.Name > Positions combo box That is it!  Really?  Well, no, not really there is one caveat here in that the Positions combo box is not bound the selected players position.  To do so, we will apply a binding to the position combo boxs SelectedValue to point to the current players PositionId value: That should do the trick now, all we need to worry about is loading the actual data.  Sadly, it appears as if we will need to drop to code in order to invoke our IO methods to load all teams and positions.  At least Visual Studio kindly created the stubs for us to do so, ultimately the code should look like this: Note the weirdness with the InitializeDataFiles call that is my current means of telling an IO where to load the data for each of the entities.  I havent thought of a more intuitive way than that yet, but do note that all data is loaded from Teams.xml besides for positions, which is loaded from Lookups.xml.   I think that may be all we need to do to at least load all of the data, lets run it and see: Yay!  All of our glorious data is being displayed!  Er, wait, whats up with the position dropdown?  Why is it red?  Lets select the RB and see if everything updates: Crap, the position didnt update to reflect the selected player, but everything else did.  Where did we go wrong in binding the position to the selected player?  Thinking about it a bit and comparing it to how traditional data binding works, I realize that we never set the value member (or some similar property) to tell the control to join the Id of the source (positions) to the position Id of the player.  I dont see a similar property to that on the combo box control, but I do see a property named SelectedValuePath that might be it, so I set it to Id and run the app again: Hey, all right!  No red box around the positions combo box.  Unfortunately, selecting the RB does not update the dropdown to point to Runningback.  Hmmm.  Now what could it be?  Maybe the problem is that we are loading teams before we are loading positions, so when it binds position Id, all of the positions arent loaded yet.  I went to the code behind and switched things so position loads first and no dice.  Same result when I run.  Why?  WHY?  Ok, ok, calm down, take a deep breath.  Get something with caffeine or sugar (preferably both) and think rationally. Ok, gigantic chocolate chip cookie and a mountain dew chaser have never let me down in the past, so dont fail me now!  Ah ha!  of course!  I didnt even have to finish the mountain dew and I think Ive got it:  Data Context.  By default, when setting on the selected value binding for the dropdown, the data context was list_team.  I dont even know what the heck list_team is, we want it to be bound to our team players view source resource instead, like this: Running it now and selecting the various players: Done and done.  Everything read and bound, thank you caffeine and sugar!  Oh, and thank you Visual Studio 2010.  Lets wire up some of those buttons now There has got to be a better way to do this, but it works for now.  What the add player button does is add a new player object to the currently selected team.  Unfortunately, I couldnt get the new object to automatically show up in the players list (something about not using an observable collection gotta look into this) so I just save the change immediately and reload the screen.  Terrible, but it works: Lets go after something easier:  The save button.  By default, as we type in new text for the players name, it is showing up in the list box as updated.  Cool!  Why couldnt my add new player logic do that?  Anyway, the save button should be as simple as invoking MFL.IO.Save for the selected player, like this: MFL.IO.Save((MFL.Player)lbTeamPlayers.SelectedItem, true); Surprisingly, that worked on the first try.  Lets see if we get as lucky with the Delete player button: MFL.IO.Delete((MFL.Player)lbTeamPlayers.SelectedItem); Refresh(); Note the use of the Refresh method again I cant seem to figure out why updates to the underlying data source are immediately reflected, but adds and deletes are not.  That is a problem for another day, and again my hunch is that I should be binding to something more complex than IEnumerable (like observable collection). Now that an example of the basic CRUD methods are wired up, I want to quickly investigate the performance of this beast.  Im going to make a special button to add 30 teams, each with 50 players and 10 seasons worth of stats.  If my math is right, that will end up with 15000 rows of data, a pretty hefty amount for an XML file.  The save of all this new data took a little over a minute, but that is acceptable because we wouldnt typically be saving batches of 15k records, and the resulting XML file size is a little over a megabyte.  Not huge, but big enough to see some read performance numbers or so I thought.  It reads this file and renders the first team in under a second.  That is unbelievable, but we are lazy loading and the file really wasnt that big.  I will increase it to 50 teams with 100 players and 20 seasons each - 100,000 rows.  It took a year and a half to save all of that data, and resulted in an 8 megabyte file.  Seriously, if you are loading XML files this large, get a freaking database!  Despite this, it STILL takes under a second to load and render the first team, which is interesting mostly because I thought that it was loading that entire 8 MB XML file behind the scenes.  I have to say that I am quite impressed with the performance of the LINQ to XML approach, particularly since I took no efforts to optimize any of this code and was fairly new to the concept from the start.  There might be some merit to this little project after all Look out SQL Server and Oracle, use XML files instead!  Next up, I am going to completely pull the rug out from under the UI and change a number of entities in our model.  How well will the code be regenerated?  How much effort will be required to tie things back together in the UI?Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

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  • Process video (canon) mov files

    - by user613326
    Well i would like to program something to process HDR made by magic lantern a canon add on. That doesnt change the format its just some kind of add on, that can produce HDR video. Its a bit complex to make such videos so i would like to use some math and make it myself and makee the software freeware (as a thanks to the creators of magic lantern). The problem with that HDR that normal converts have a lot of artifacts, and i would like to make something (for free) using some new algorithms. I have made, this works fine on individual images, my ideas work. I would want to do this on that canon 60d video format. Canons mov format, and am so far out of luck to read that out. It must be possible dough as i know in some projects they do it too. I would not like to export a movie first to jpg and then back to video as that requires a lot of disk space, i would like to retrieve individual frames, do my math based multiple frames, and then build a new movie on it. The output video can be of any type, avi or mov again. Does anyone know of a library who can do that ? (read and save), So i could use it in a C# project (i prefer C# above c++, but c++ is an option to program in to for me).

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  • make gnome3 to work as I expect! [closed]

    - by gnome
    Possible Duplicate: How to revert to GNOME Classic? I don't like unity so I tried Ubuntu Gnome Remix 12.10. But I feel disappointed too. - No right click on desktop. (I know there is a way to enable it). - No icon on desktop. - I want to have "applications", "palces", "systems" on top panel as before. It just takes much more steps to arrive where I want to go in default gnome 3 settings. - It seems to me that for some applications, when it is maximalized, there is no close buttons or "restore to previous size" button. In fact, it has no title bar in this case, so I can't drag the title bar to restore its previous size and move the window. So I got 3 questions here: (for those who like the way gnome work before) What difference between gnome2 and gnome3 that you prefer the way it works in gnome2? How do you change it to work in the gnome2 way? I don't like the appearance in gnome3. For those who have tried to make your gnome3 looks good, could you share how you customize your gnome3 appearance? (this is for chatting only, not a real question) Why all the main OS (Windows, Mac, Some Linux) want to integrate Desktop and Tablet with focus on Tablet? (Which means that when it is installed on a desktop, it still has tablet appearance, which makes things strange.) Do they think the personal desktop PC will become less and less?

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  • Wallpapers of only some users being dynamically loaded in LightDM

    - by Kazark
    As this answer explains: Ubuntu 12.04 Unity greeter has introduced selected user dynamic background, that means that when selecting a user from the available users list the background will change to reflect the selected user's desktop background. However, I am puzzled, because in my experience this isn't consistently true. On one of my family members' computers, where there are three users, only one of the users' background shows in LightDM. None of the users are newly created. The user whose background is showing has a custom background; one of the users whose background doesn't show also does; and the other one who doesn't has the default switching wallpaper set. It is not a clean install but has been incrementally upgraded from about 8.04. Any idea what could be happening? This is a similar question, though we're also having the opposite problem (default wallpapers not showing). (I do not have access to the computer mentioend above at the moment; when I do I will use some of the criteria given there to analyze the problem further.)

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  • Weird UIView transforms in Retina iPhone

    - by ggambett
    I'm having a problem I don't understand. I'm developing an OpenGL app for iOS. Because at some points I want to force the orientation of the view programatically, and Apple for whatever reason doesn't make it easy (or even possible), I'm doing it by hand. I return always NO in shouldAutoRotateToInterfaceOrientation, and when I want to change the orientation (to portrait, for example), I do something like this in the UIView: [self setTransform:CGAffineTransformMake(1, 0, 0, 1, 0, 0)]; [self setBounds:CGRectMake(0, 0, 768, 1024)]; This works fine. In order to support Retina devices, I started checking [UIScreen mainScreen].scale, and setting self.contentScaleFactor accordingly. I also modified the code above to account for the new dimensions, like this: [self setTransform:CGAffineTransformMake(1, 0, 0, 1, 0, 0)]; [self setBounds:CGRectMake(0, 0, 2*768, 2*1024)]; Same rotation, different size. The weird result with this is that I get a "screen" with the right size, but offsetted half a screen to the bottom and the left. To correct for this, I need to do the following: [self setTransform:CGAffineTransformMake(1, 0, 0, 1, 0, 0)]; [self setBounds:CGRectMake(-768, -1024, 2*768 - 768, 2*1024 - 1024)]; This works, but it's ugly, I also need to make similar corrections when I get touch coordinates, and worst of all, I don't understand what's going on or why the above "correction" works. Can anyone shed some light on this issue?

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  • Best practice to collect information from child objects

    - by Markus
    I'm regularly seeing the following pattern: public abstract class BaseItem { BaseItem[] children; // ... public void DoSomethingWithStuff() { StuffCollection collection = new StuffCollection(); foreach(child c : children) c.AddRequiredStuff(collection); // do something with the collection ... } public abstract void AddRequiredStuff(StuffCollection collection); } public class ConcreteItem : BaseItem { // ... public override void AddRequiredStuff(StuffCollection collection) { Stuff stuff; // ... collection.Add(stuff); } } Where I would use something like this, for better information hiding: public abstract class BaseItem { BaseItem[] children; // ... public void DoSomethingWithStuff() { StuffCollection collection = new StuffCollection(); foreach(child c : children) collection.AddRange(c.RequiredStuff()); // do something with the collection ... } public abstract StuffCollection RequiredStuff(); } public class ConcreteItem : BaseItem { // ... public override StuffCollection RequiredStuff() { StuffCollection stuffCollection; Stuff stuff; // ... stuffCollection.Add(stuff); return stuffCollection; } } What are pros and cons of each solution? For me, giving the implementation access to parent's information is some how disconcerting. On the other hand, initializing a new list, just to collect the items is a useless overhead ... What is the better design? How would it change, if DoSomethingWithStuff wouldn't be part of BaseItem but a third class? PS: there might be missing semicolons, or typos; sorry for that! The above code is not meant to be executed, but just for illustration.

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  • Unable to create suitable graphics device?

    - by kraze
    I've been following the Eye of the Dragon tutorial, which is basicly a guide to making a 2D RPG game, obviously. I recently finished the tutorial about making pop up screens in the menu and changed the screen to load as a full screen. Whenever I try and load the game it just goes black and my mouse sits there. I cannot change out of it other then with CtrlAltDel. Once i do that it says No suitable graphics card found, unable to create graphics device. I read somewhere about XNA not allowing more then one screen when any one of them is full screen. but it wasnt very informative. Anyone have any ideas whats going on and/or how to fix this? Just incase if this helps this is the code for the graphics device: public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 900; graphics.PreferredBackBufferHeight = 768; graphics.IsFullScreen = true; this.Window.Title = "Eyes of the Dragon"; Content.RootDirectory = "Content"; }

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  • SDL_DisplayFormat works, but not SDL_DisplayFormatAlpha

    - by Bounderby
    The following code is intended to display a green square on a black background. It executes, but the green square does not show up. However, if I change SDL_DisplayFormatAlpha to SDL_DisplayFormat the square is rendered correctly. So what don't I understand? It seems to me that I am creating *surface with an alpha mask and I am using SDL_MapRGBA to map my green color, so it would be consistent to use SDL_DisplayFormatAlpha as well. (I removed error-checking for clarity, but none of the SDL API calls fail in this example.) #include <SDL.h> int main(int argc, const char *argv[]) { SDL_Init( SDL_INIT_EVERYTHING ); SDL_Surface *screen = SDL_SetVideoMode( 640, 480, 32, SDL_HWSURFACE | SDL_DOUBLEBUF ); SDL_Surface *temp = SDL_CreateRGBSurface( SDL_HWSURFACE, 100, 100, 32, 0, 0, 0, ( SDL_BYTEORDER == SDL_BIG_ENDIAN ? 0x000000ff : 0xff000000 ) ); SDL_Surface *surface = SDL_DisplayFormatAlpha( temp ); SDL_FreeSurface( temp ); SDL_FillRect( surface, &surface->clip_rect, SDL_MapRGBA( screen->format, 0x00, 0xff, 0x00, 0xff ) ); SDL_Rect r; r.x = 50; r.y = 50; SDL_BlitSurface( surface, NULL, screen, &r ); SDL_Flip( screen ); SDL_Delay( 1000 ); SDL_Quit(); return 0; }

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  • Totem crashes immediately after startup in 12.10

    - by Sakib Hasan
    I did a fresh install of Ubuntu 12.10 and did sudo apt-get update && sudo apt-get update. Then I installed ubuntu-restricted-extras, audacious and vlc from Software Center. After that I tried launch Totem Movie player but in terminal following error comes up: (totem:9295): Gdk-ERROR **: The program 'totem' received an X Window System error. This probably reflects a bug in the program. The error was 'BadDrawable (invalid Pixmap or Window parameter)'. (Details: serial 1808 error_code 9 request_code 152 minor_code 9) (Note to programmers: normally, X errors are reported asynchronously; that is, you will receive the error a while after causing it. To debug your program, run it with the GDK_SYNCHRONIZE environment variable to change this behavior. You can then get a meaningful backtrace from your debugger if you break on the gdk_x_error() function.) Trace/breakpoint trap (core dumped) I tried purge and again install. But the error remains. What should I do?

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  • Software architecture map to aid cross team communication?

    - by locster
    I work in a company where multiple teams each work on different parts of a software product in a vaguely agile/scrum manner. Mostly the organisation works well but there have been instances where a team may make a change without realising its impact on other teams. Where dependence is known communication has been good, and where dependence is suspected then 'broadcast' emails and informal conversations have also worked well. But there exists a sub-set of tasks that fall between the cracks. Broadcast emails are likely not the solution as they would become too numerous such that the email signal/noise ratio would fall. I'm contemplating a solution that involves a sort of map of the software, which details all of the various parts of the system and loosely tries to place interacting and dependent parts near to each other. Each developer then updates their position on the map (today I'm working on X and Y), and therefore if two or more developers happen to be co-located (or proximate) on the map then we can see this each day and this could form the trigger for further discussion on possible overlap and conflict. Is such a method out there and in use? If so what is it and does it work? Otherwise, do you think such a scheme has merit?

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