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  • Blank screen after installing nvidia restricted driver

    - by LaMinifalda
    I have a new machine with a MSI N560GTX Ti Twin Frozr II/OC graphic card and MSI PH67A-C43 (B3) main board. If i install the current nvidia restricted driver and reboot the machine on Natty (64-bit), then i only get a black screen after reboot and my system does not respond. I can´t see the login screen. On nvidia web page i saw that the current driver is 270.41.06. Is that driver used as current driver? Btw, i am an ubuntu/linux beginner and therefore not very familiar with ubuntu. What can i do to solve the black screen problem? EDIT: Setting the nomodeset parameter does not solve the problem. After ubuntu start, first i see the ubuntu logo, then strange pixels and at the end the black screen. HELP! EDIT2: Thank you, but setting the "video=vesa:off gfxpayload=text" parameters do no solve the problem too. Same result as in last edit. HELP. I would like to see Unity. This is my grub: GRUB_DEFAULT=0 GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=10 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="video=vesa:off gfxpayload=text nomodeset quiet splash" GRUB_CMDLINE_LINUX=" vga=794" EDIT3: I dont know if it is important. If this edit is unnecessary and helpless I will delete it. There are some log files (Xorg.0.log - Xorg.4.log). I dont know how these log files relate to each other. Please, check the errors listed below. In Xorg.1.log I see the following error: [ 20.603] (EE) Failed to initialize GLX extension (ComIatible NVIDIA X driver not found) In Xorg.2.log I see the following error: [ 25.971] (II) Loading /usr/lib/xorg/modules/libfb.so [ 25.971] (**) NVIDIA(0): Depth 24, (--) framebuffer bpp 32 [ 25.971] (==) NVIDIA(0): RGB weight 888 [ 25.971] (==) NVIDIA(0): Default visual is TrueColor [ 25.971] (==) NVIDIA(0): Using gamma correction (1.0, 1.0, 1.0) [ 26.077] (EE) NVIDIA(0): Failed to initialize the NVIDIA GPU at PCI:1:0:0. Please [ 26.078] (EE) NVIDIA(0): check your system's kernel log for additional error [ 26.078] (EE) NVIDIA(0): messages and refer to Chapter 8: Common Problems in the [ 26.078] (EE) NVIDIA(0): README for additional information. [ 26.078] (EE) NVIDIA(0): Failed to initialize the NVIDIA graphics device! [ 26.078] (II) UnloadModule: "nvidia" [ 26.078] (II) Unloading nvidia [ 26.078] (II) UnloadModule: "wfb" [ 26.078] (II) Unloading wfb [ 26.078] (II) UnloadModule: "fb" [ 26.078] (II) Unloading fb [ 26.078] (EE) Screen(s) found, but none have a usable configuration. [ 26.078] Fatal server error: [ 26.078] no screens found [ 26.078] Please consult the The X.Org Found [...] In Xorg.4.log I see the following errors: [ 15.437] (**) NVIDIA(0): Depth 24, (--) framebuffer bpp 32 [ 15.437] (==) NVIDIA(0): RGB weight 888 [ 15.437] (==) NVIDIA(0): Default visual is TrueColor [ 15.437] (==) NVIDIA(0): Using gamma correction (1.0, 1.0, 1.0) [ 15.703] (II) NVIDIA(0): NVIDIA GPU GeForce GTX 560 Ti (GF114) at PCI:1:0:0 (GPU-0) [ 15.703] (--) NVIDIA(0): Memory: 1048576 kBytes [ 15.703] (--) NVIDIA(0): VideoBIOS: 70.24.11.00.00 [ 15.703] (II) NVIDIA(0): Detected PCI Express Link width: 16X [ 15.703] (--) NVIDIA(0): Interlaced video modes are supported on this GPU [ 15.703] (--) NVIDIA(0): Connected display device(s) on GeForce GTX 560 Ti at [ 15.703] (--) NVIDIA(0): PCI:1:0:0 [ 15.703] (--) NVIDIA(0): none [ 15.706] (EE) NVIDIA(0): No display devices found for this X screen. [ 15.943] (II) UnloadModule: "nvidia" [ 15.943] (II) Unloading nvidia [ 15.943] (II) UnloadModule: "wfb" [ 15.943] (II) Unloading wfb [ 15.943] (II) UnloadModule: "fb" [ 15.943] (II) Unloading fb [ 15.943] (EE) Screen(s) found, but none have a usable configuration. [ 15.943] Fatal server error: [ 15.943] no screens found EDIT4 There was a file /etc/X11/xorg.conf. As fossfreedom suggested I executed sudo mv /etc/X11/xorg.conf /etc/X11/xorg.conf.backup However, there is still the black screen after reboot. EDIT5 Neutro's advice (reinstalling the headers) did not solve the problem, too. :-( Any further help is appreciated! EDIT6 I just installed driver 173.xxx. After reboot the system shows me only "Checking battery state". Just for information. I will google the problem, but help is also appreciated! ;-) EDIT7 When using the free driver (Ubuntu says that the free driver is in use and activated), Xorg.0.log shows the following errors: [ 9.267] (II) LoadModule: "nouveau" [ 9.267] (II) Loading /usr/lib/xorg/modules/drivers/nouveau_drv.so [ 9.267] (II) Module nouveau: vendor="X.Org Foundation" [ 9.267] compiled for 1.10.0, module version = 0.0.16 [ 9.267] Module class: X.Org Video Driver [ 9.267] ABI class: X.Org Video Driver, version 10.0 [ 9.267] (II) LoadModule: "nv" [ 9.267] (WW) Warning, couldn't open module nv [ 9.267] (II) UnloadModule: "nv" [ 9.267] (II) Unloading nv [ 9.267] (EE) Failed to load module "nv" (module does not exist, 0) [ 9.267] (II) LoadModule: "vesa" [...] [ 9.399] drmOpenDevice: node name is /dev/dri/card14 [ 9.402] drmOpenDevice: node name is /dev/dri/card15 [ 9.406] (EE) [drm] failed to open device [ 9.406] (II) Loading /usr/lib/xorg/modules/drivers/vesa_drv.so [ 9.406] (WW) Falling back to old probe method for fbdev [ 9.406] (II) Loading sub module "fbdevhw" [ 9.406] (II) LoadModule: "fbdevhw" EDIT8 In the meanwhile i tried to install WIN7 64 bit on my machine. As a result i got a BSOD after installing the nvidia driver. :-) For this reason i sent my new machine back to the hardware reseller. I will inform you as soon as i have a new system. Thank you all for the great help and support. EDIT9 In the meanwhile I have a complete new system with "only" a MSI N460GTX Hawk, but more RAM. The system works perfect. :-) The original N560GTX had a hardware defect. Is is possible to close this question? THX!

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  • What am I allowed to do programmatically with pictures that have a Creative Commons "don't modify" license

    - by nist
    I'm working on a project that uses some icons that are under a Creative Commons license (ND) that forbids modification of the picture. What can I do with this icons as a programmer? Can I modify the looks of the image in the program as long as I don't change anything in the file that contains the icon? Have I modified the image if I put a colored transparent layer over it so the color of the icon changes?

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  • Accessing Exam Results on CertView

    - by Brandye Barrington
    On November 15, Oracle Certification Exam results became available through Oracle's Certification portal CertView. The video above provides a more in depth look at one aspect of this new process. If you need more information this new process, you can view the full announcement on our website. As always, if you need assistance with your CertView account, please contact Oracle Certification Support for additional assistance. YOUR QUESTIONS ANSWERED More Information CertView FAQ: Receiving Exam Scores FAQ: How Do I Log Into CertView? FAQ: How To Get Exam Results FAQ: How Will I Know When My Exam Results Are Available? FAQ: What If I Don't Get An Exam Results Email Alert? FAQ: How To Download and Print Exam Score Reports FAQ: What If I Think My Exam Results Are Wrong In CertView? FAQ: Is Oracle Changing The Way That Exams Are Scored? 

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  • What emulation mode for an epson printer is best?

    - by deamon
    I'm looking for a color duplex printer for Ubuntu. My favourites are Epson B-310N and Brother HL 4050CDN. The latter should be work with linux, but I'd prefer the first one, because printing costs are cheaper. The epson printer has "Epson ESC/P Raster", "PCL3", and "Epson ESC/P2" emulation. Can I use the printer with one of those emulations under linux? Were there any restrictions (like unusable duplex)?

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  • How to make creating viewmodels at runtime less painful

    - by Mr Happy
    I apologize for the long question, it reads a bit as a rant, but I promise it's not! I've summarized my question(s) below In the MVC world, things are straightforward. The Model has state, the View shows the Model, and the Controller does stuff to/with the Model (basically), a controller has no state. To do stuff the Controller has some dependencies on web services, repository, the lot. When you instantiate a controller you care about supplying those dependencies, nothing else. When you execute an action (method on Controller), you use those dependencies to retrieve or update the Model or calling some other domain service. If there's any context, say like some user wants to see the details of a particular item, you pass the Id of that item as parameter to the Action. Nowhere in the Controller is there any reference to any state. So far so good. Enter MVVM. I love WPF, I love data binding. I love frameworks that make data binding to ViewModels even easier (using Caliburn Micro a.t.m.). I feel things are less straightforward in this world though. Let's do the exercise again: the Model has state, the View shows the ViewModel, and the ViewModel does stuff to/with the Model (basically), a ViewModel does have state! (to clarify; maybe it delegates all the properties to one or more Models, but that means it must have a reference to the model one way or another, which is state in itself) To do stuff the ViewModel has some dependencies on web services, repository, the lot. When you instantiate a ViewModel you care about supplying those dependencies, but also the state. And this, ladies and gentlemen, annoys me to no end. Whenever you need to instantiate a ProductDetailsViewModel from the ProductSearchViewModel (from which you called the ProductSearchWebService which in turn returned IEnumerable<ProductDTO>, everybody still with me?), you can do one of these things: call new ProductDetailsViewModel(productDTO, _shoppingCartWebService /* dependcy */);, this is bad, imagine 3 more dependencies, this means the ProductSearchViewModel needs to take on those dependencies as well. Also changing the constructor is painful. call _myInjectedProductDetailsViewModelFactory.Create().Initialize(productDTO);, the factory is just a Func, they are easily generated by most IoC frameworks. I think this is bad because Init methods are a leaky abstraction. You also can't use the readonly keyword for fields that are set in the Init method. I'm sure there are a few more reasons. call _myInjectedProductDetailsViewModelAbstractFactory.Create(productDTO); So... this is the pattern (abstract factory) that is usually recommended for this type of problem. I though it was genius since it satisfies my craving for static typing, until I actually started using it. The amount of boilerplate code is I think too much (you know, apart from the ridiculous variable names I get use). For each ViewModel that needs runtime parameters you'll get two extra files (factory interface and implementation), and you need to type the non-runtime dependencies like 4 extra times. And each time the dependencies change, you get to change it in the factory as well. It feels like I don't even use a DI container anymore. (I think Castle Windsor has some kind of solution for this [with it's own drawbacks, correct me if I'm wrong]). do something with anonymous types or dictionary. I like my static typing. So, yeah. Mixing state and behavior in this way creates a problem which don't exist at all in MVC. And I feel like there currently isn't a really adequate solution for this problem. Now I'd like to observe some things: People actually use MVVM. So they either don't care about all of the above, or they have some brilliant other solution. I haven't found an in-depth example of MVVM with WPF. For example, the NDDD-sample project immensely helped me understand some DDD concepts. I'd really like it if someone could point me in the direction of something similar for MVVM/WPF. Maybe I'm doing MVVM all wrong and I should turn my design upside down. Maybe I shouldn't have this problem at all. Well I know other people have asked the same question so I think I'm not the only one. To summarize Am I correct to conclude that having the ViewModel being an integration point for both state and behavior is the reason for some difficulties with the MVVM pattern as a whole? Is using the abstract factory pattern the only/best way to instantiate a ViewModel in a statically typed way? Is there something like an in depth reference implementation available? Is having a lot of ViewModels with both state/behavior a design smell?

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  • What are the options for setting up a UNIX environment to learn C using Kernighan and Richie's The C Programming Language?

    - by ssbrewster
    I'm a novice programmer and have been experimenting with Javascript, jQuery and PHP but felt I wasn't getting a real depth of understanding of what I was doing. So, after reading Joel Spolsky's response to a question on this site (which I can't find now!), I took it back to basics and read Charles Petzold's 'Code' and am about to move onto Kernighan and Richie's The C Programming Language. I want to learn this in a UNIX environment but only have access to a Windows system. I have Ubuntu 12.04 running on a virtualised machine via VMWare Player, and done some coding in the terminal. Is using a Linux distro the only option for programming in a UNIX environment on Windows? And what are the next steps to start programming in C in UNIX and where do I get a compiler from?

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  • IE9 Loses Some CSS After Particular Form Submit [migrated]

    - by Asherion
    The site I am editing has a search form. For the record, there are several other forms on the site, contact and the like. This is the only one with an issue. Upon submission of the form, SOME of the styling is lost in IE9 (possibly other versions of IE, haven't tested that yet). Primarily, the margins and colors set in html and body appear to have been lost. Menus, banner, text, etc all appear to retain styles. All styles are on one sheet, that are used here... Any helpful advice? Here is the contents of the search page and the php used to check for the form, if that helps, and the css that I think is lost. THE HTML: <div id="search"> <br /> <div style="float:right;font-size:.8em;"> <form name="form_sidesearch" action="search.html" method="post"> <input type="hidden" name="action" value="search" /> <input type="text" name="search_value" value="<?php echo $systems_primary->search_value ?>" /> <input type="submit" name="submit_search" value="Search Website" /> </form> <br /> </div> </div> <?php echo stripslashes($search_results); THE PHP: <?php // -- Begin Search -------------------------------------------------------------------------------------- if($_REQUEST["action"] === "search") { if(strlen($_REQUEST["pg"]) <= 0) { $_REQUEST["pg"] = 1; } $search_results = $systems_primary->search_website("index",urldecode($_REQUEST["search_value"]),"<div class=\"listing ui-corner-all\"><a href=\"{ENTRY_URL}\" title=\"{ENTRY_TITLE}\" class=\"listing_title\">{ENTRY_TITLE}</a>{ENTRY_CONTENT} <a href=\"{ENTRY_URL}\" title=\"{ENTRY_TITLE}\" style=\"font-size:.8em;\">...read more</a></div><br /><br />",345,"all",10,$_REQUEST["pg"]); } // -- End Search ---------------------------------------------------------------------------------------- ?> THE LOST CSS (could be more): html { background-color:#F6E6C8; font-size:16px; font:Helvetica; } body { width:1027px; margin:0 auto; background-color:#ffffff; font: arial, times new roman, sans-serif; }

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  • Making entire scene fade to grayscale

    - by Fibericon
    When the player loses all of their lives, I want the entire game screen to go grayscale, but not stop updating immediately. I'd also prefer it fade to grayscale instead of suddenly lose all color. Everything I've found so far is either about taking a screenshot and making it grayscale, or making a specific texture grayscale. Is there a way to change the entire playing field and all objects within to grayscale without iterating through everything?

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  • Building the Internet of Things – with Microsoft StreamInsight and the Microsoft .Net Micro Framework

    - by Roman Schindlauer
    Fresh from the press – The March 2012 issue of MSDN Magazine features an article about the Internet of Things. It discusses in depth how you can use StreamInsight to process all the data that is continuously produced in typical Internet of Things scenarios. It also gives you an end-to-end perspective on developing Internet of Things solutions in the .NET world, ranging from the .NET Micro Framework application running on the device, the communication between the devices and the server-side all the way to powerful cross-device streaming analytics implemented in StreamInsight LINQ. You can find an online version of the article here. Happy reading! Regards, The StreamInsight Team

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  • Monitor resolution messed up, monitor is unknown.

    - by Kaustubh P
    Is there anyway to reset my monitor? My moitor is using the xorg.conf file. I use 10.04, without any Graphics Card. My monitor is an Acer X193W, with a native resolution of 1440x900. This is my xorg.conf file: Section "Screen" Identifier "Configured Screen Device" Device "Configured Video Device" Monitor "Test" DefaultDepth 16 SubSection "Display" Depth 16 Modes "1440x900_60.00" EndSubSection EndSection #Section "Device" # Identifier "Configured Video Device" # HorizSync # VertRefresh #EndSection I still cant view the native resolution, even when defined in the xorg file. An way I can revert to the default, or delete some files, to make the system detect the monitor again? My last resort is the cvt method, and adding it to the xrandr file. EDIT: I use Intel Drivers. My /proc/fb contains 0 VGA16 VGA

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  • Registering InputListener in libGDX

    - by JPRO
    I'm just getting started with libGDX and have run into a snag registering an InputListener for a button. I've gone through many examples and this code appears correct to me but the associated callback never triggers ("touched" is not printed to console). I'm just posting the code with the abstract game screen and the implementing screen. The application starts successfully with a label of "Exit" in the bottom left hand corner, but clicking the button/label does nothing. I'm guessing the fix is something simple. What am I overlooking? public abstract class GameScreen<T> implements Screen { protected final T game; protected final SpriteBatch batch; protected final Stage stage; public GameScreen(T game) { this.game = game; this.batch = new SpriteBatch(); this.stage = new Stage(0, 0, true); } @Override public final void render(float delta) { update(delta); // Clear the screen with the given RGB color (black) Gdx.gl.glClearColor(0f, 0f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(delta); stage.draw(); } public abstract void update(float delta); @Override public void resize(int width, int height) { stage.setViewport(width, height, true); } @Override public void show() { Gdx.input.setInputProcessor(stage); } // hide, pause, resume, dipose } public class ExampleScreen extends GameScreen<MyGame> { private TextButton exitButton; public ExampleScreen(MyGame game) { super(game); } @Override public void show() { super.show(); TextButton.TextButtonStyle buttonStyle = new TextButton.TextButtonStyle(); buttonStyle.font = Font.getFont("Origicide", 32); buttonStyle.fontColor = Color.WHITE; exitButton = new TextButton("Exit", buttonStyle); exitButton.addListener(new InputListener() { @Override public void touchUp (InputEvent event, float x, float y, int pointer, int button) { System.out.println("touched"); } }); stage.addActor(exitButton); } @Override public void update(float delta) { } }

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  • Networking Client Server Packet logic (How they communicate)

    - by Trixmix
    I want to know what is the logic behind server client communication through packets for a real time game. for example the server sends x packets then the client receives x packets and processes them.. Basically what is the process to keep the client and server in sync and able to receive and send packets. more in depth example of what I want to know: client step 1 wait for a packet step 2 read x packets step 3 process x packets step 4 send x packets and so on... I need to know the very basic outline of the communication. Big questions are: 1) do I send and read packets all at one time? i.e for loop though the incoming packets array list and read them all or one every server loop or what... 2) what order should I do things i.e first receive then read then process then send etc.. 3) what I asked above a step by step of what the server / client should do.. Thanks!

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  • Hiring a swing developer - Need some tough assignments

    - by Jay
    I am trying to hire a java swing developer, who would most likely work on a java 1.4 based swing app. I have finalized 2-3 people and I would like to give them a one week assignment on Swing. It has to be a really tough one - something that they can't just copy from the internet and something that tests their in-depth knowledge on Swing. I can think of things like split screen windows, and custom UI controls that would involve custom paining. If you were to prepare such an assignment, what would you do? Please share your thoughts/experiences.

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  • Determine percentage of screen covered by an object without using frustum culling

    - by Meltac
    On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the player might be outside of that box but on screen sees only/mostly the inside of the box, or vice-versa, looks from within the box to the outside). The "casual" way of performing such a check would incorporate frustum culling but such an approach would be hard to achieve with my given set of engine parameters which I'd like to avoid if there is a simpler way. What I actually have at the point where I would like to do the check (high-level script on CPU, not GPU side): Camera world position Camera direction Camera FOV Two Box corner world coordinates (left-bottom-front, right-top-back) What I do not have right away: View frustrum definition (near/far plane or say 6 planes defining frustum) Any specific pixel information (uv, view space position, depth or the like) What I would like to calculate: Percentage of screen "covered" by box. Any hints on how to perform such calculation?

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  • How do I Fallback to Older DirectX Versions?

    - by smoth190
    I had a feeling that it would be easier to tackle this problem before I got too deep into development (unless, of course if that's a bad idea/the hard way, please inform me...). I'm creating my game to be run ideally on DirectX 11, however, I want to offer it on DirectX 10, and I'm unsure if it is worth offering it for DirectX 9 for XP users. I'm not too sure how this fallback even works, as I can't find many articles on the internet. If someone could give me an in-depth article, that would be great. I've read a little about how since DirectX11 is completely absent on XP, it is hard to even check for support. Someone mentioned having multiple applications for each version, is this a good idea? Thanks to anyone who can point me in the right direction here.

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  • Should I start learning WPF?

    - by questron
    Hi, I've been studying C# for about 2 months so far, I have a few years experience programming however in VBA and VB6, but nothing too in depth (I've written simple tools, but nothing too advanced). I am very interested in WPF and I was wondering whether it would be too early for me to start learning how to use it? For reference, I am about 400 pages into 'Head First C#' and I've written a program that can quickly tag image files for moving into a predefined folder or to delete (Allows the user to pull images off of a camera memory card and sort VERY quickly). That's the most advanced app I've written.

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  • problem in array of shooter sprites which contain different colour bubbles

    - by prakash s
    everyone i am developing bubble shooter game in cocos2d I have placed shooter array which contain different color bubbles like this 00000000 it is 8 bubbles array if i tap the screen, first bubbles should move for shooting the target .png .And if i again tap the screen again 2nd position bubble should move for shooting the target.png bubbles,how it will possible for me because i have already created the array of target which contain different color bubbles, here i write the code : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { // Choose one of the touches to work with UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; // Set up initial location of projectile CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"6.png",@"7.png", @"8.png", nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*projectile = [CCSprite spriteWithFile:image]; //CCSprite *projectile = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0,256,256)]; [self addChild:projectile]; [movableSprites addObject:projectile]; float offsetFraction = ((float)(i+1))/(images.count+1); //projectile.position = ccp(20, winSize.height/2); //projectile.position = ccp(18,0 ); //projectile.position = ccp(350*offsetFraction, 20.0f); projectile.position = ccp(10/offsetFraction, 20.0f); // projectile.position = ccp(projectile.position.x,projectile.position.y); // Determine offset of location to projectile int offX = location.x - projectile.position.x; int offY = location.y - projectile.position.y; // Bail out if we are shooting down or backwards if (offX <= 0) return; // Ok to add now - we've double checked position //[self addChild:projectile]; // Determine where we wish to shoot the projectile to int realX = winSize.width + (projectile.contentSize.width/2); float ratio = (float) offY / (float) offX; int realY = (realX * ratio) + projectile.position.y; CGPoint realDest = ccp(realX, realY); // Determine the length of how far we're shooting int offRealX = realX - projectile.position.x; int offRealY = realY - projectile.position.y; float length = sqrtf((offRealX*offRealX)+(offRealY*offRealY)); float velocity = 480/1; // 480pixels/1sec float realMoveDuration = length/velocity; // Move projectile to actual endpoint [projectile runAction:[CCSequence actions: [CCMoveTo actionWithDuration:realMoveDuration position:realDest], [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)], nil]]; // Add to projectiles array projectile.tag = 1; [_projectiles addObject:projectile]; } }

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  • How to refactor an OO program into a functional one?

    - by Asik
    I'm having difficulty finding resources on how to write programs in a functional style. The most advanced topic I could find discussed online was using structural typing to cut down on class hierarchies; most just deal with how to use map/fold/reduce/etc to replace imperative loops. What I would really like to find is an in-depth discussion of an OOP implementation of a non-trivial program, its limitations, and how to refactor it in a functional style. Not just an algorithm or a data structure, but something with several different roles and aspects - a video game perhaps. By the way I did read Real-World Functional Programming by Tomas Petricek, but I'm left wanting more.

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  • Java - learning / migrating fast

    - by Yippie-Kai-Yay
    Hello! This is not one of those questions like "How do I learn Java extremely fast, I know nothing about programming, but I heard Java is cool, yo". I have an interview for a Java Software Developer in a couple of weeks and the thing is that I think that I know C++ really good and I am somewhat good at C# (like, here I can probably answer on a lot of questions related to these languages), but I have almost zero experience with Java. I have a lot of projects written in both languages, I participiated in several open-source projects (mostly C++, though). Now, what should I do (in your opinion) to prepare myself for this Java interview. I guess migrating from C# to Java should be kind of fast, especially when you know a lot about programming in global, patterns, modern techniques and have a lot of practical experience behind you. But still two weeks is obviously not enough to get Java in-depth - so what should I focus on to have the best chances to pass the interview? Thank you.

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  • 3D texture coordinates for a cube

    - by Roshan
    I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target. I tried with u v coordinates same as 2d texture coordinates with z component 0-depth for each face. But that goes wrong. How to apply each layer to each face of the cube with target= GL_TEXTURE_3D? Lets assume i have 8 layers of 2D images in my 3D texture. I want all 8 layers to apply on each of the cube and not 1 layer on 1 face of the cube.

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  • How can I access the scanner functionality of my Samsung CLX 3175N over the network?

    - by Roger De Backer
    I have a Samsung CLX 3175N network capable color laser printer/scanner which was sold as being Linux compatible. Whereas the printer undeed works in the network. It has been impossible up to now to get the scanner working under Ubuntu (safe for using Windows XP running in Virtualbox on the Ubuntu client), but that is not my understanding of Linux compatibility. Is there anybody who knows a method to access a network Scanner in Ubuntu?

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  • IDE for visually impaired

    - by Eli Rosencruft
    A visually impaired colleague has asked me to recommend an IDE with easy-to-find and easy-to-use controls for: font size background and foreground colors changing syntax color scheme support for at least C/C++ and Java He would prefer an IDE that is either portable or that has similar versions for Linux, Windows and Mac. He prefers a dark background and light colored fonts and needs to sit very close to the display.

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  • JMonkey Engine (JME) load Blender scene with textures?

    - by leigero
    I am having the hardest time trying to accomplish the simplest task. I have created a floor and 4 walls (not that complicated) in Blender. I added a basic material and cloud texture so they have something to look at other than gray. When I import them into JMonkey they show up as solid white objects with no shading or depth. White silhouettes. I thought this may be a lighting issue, but I have ambient light added to the scene. I can remove that light or adjust its intensity and it has no affect on the scene. I exported all Blender files into OgreXML format, then converted them to .j3o format in JMonkey. I renamed the textures to match their corresponding mesh and this didn't do anything. Does anybody know how to create a flat object and put it into JMonkey with a texture? This sounds simple and there is absolutely no information on this. This should be step 1!

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • LightDM Backgroud is a simple purple radiant

    - by Zahidul Islam
    It seems after I tried to change the login screen background with Ubuntu Tweak, the greeter's background stays a simple purple background with just the spots.. I tried using dconf-editor, rechanging the image from Ubuntu Tweak back to the default, it still does not work. So In The End, everything for the lightdm points to /usr/share/backgrounds/warty-final-ubuntu.png. But it's still a purple solid color. How do I fix it?

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