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  • Something confusing about Single Responsibility Principle

    - by user1483278
    1) In fact if two responsibilities are always expected to change at the same time you arguably should not separate them into different classes as this would lead, to quote Martin, to a "smell of Needless Complexity". The same is the case for responsibilities that never change - the behavior is invariant, and there is no need to split it. I assume even if non-related responsibilities are always expected to change for the same reason ( or if they never change ), we still shouldn't put them in the same class, since this would still violate high cohesion principle? 2) I've found two quite different definitions for SRP: Single Responsibility Principle says that a subsystem, module, class, or even a function, should not have more than one reason to change. and There should never be more than one reason for a class to change Doesn't the latter definition narrow SRP to a class level? If so, isn't first quote wrong by claiming that SRP can also be applied at subsystem, module and function levels? thank you

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  • How do engines avoid "Phase Lock" (multiple objects in same location) in a Physics Engine?

    - by C0M37
    Let me explain Phase Lock first: When two objects of non zero mass occupy the same space but have zero energy (no velocity). Do they bump forever with zero velocity resolution vectors or do they just stay locked together until an outside force interacts? In my home brewed engine, I realized that if I loaded a character into a tree and moved them, they would signal a collision and hop back to their original spot. I suppose I could fix this by implementing impulses in the event of a collision instead of just jumping back to the last spot I was in (my implementation kind of sucks). But while I make my engine more robust, I'm just curious on how most other physics engines handle this case. Do objects that start in the same spot with no movement speed just shoot out from each other in a random direction? Or do they sit there until something happens? Which option is generally the best approach?

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  • Ubuntu Server 12.04 + Wine + Filezilla FTP Server help

    - by Rebecca Joy
    I am not very experienced with non-windows operating systems, so please if you can answer, consider me to be a complete newbie with this. I have a Ubuntu Server 12.04, I installed Wine on it so I could install some familiar programs with GUI on my Ubuntu. I installed Filezilla Server using Wine, that went fine, the server is running, but I cannot find the GUI anywhere. I know it is running because in the winefile, if I execute the filezille server.exe, it says it is already running. However I have not been able to configure anything on the filezilla server because I can't see it anywhere. What am I missing?

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  • Replace Broadcom "wl" driver with "b43"

    - by Laszlo Boros
    I'm using Ubuntu 10.04.4 LTS, and in my laptop there is a Broadcom BCM4312 wlan card. lspci output: 04:00.0 Network controller: Broadcom Corporation BCM4312 802.11b/g (rev 01) Subsystem: Broadcom Corporation Device 04b5 Flags: bus master, fast devsel, latency 0, IRQ 18 Memory at f4500000 (64-bit, non-prefetchable) [size=16K] Capabilities: [40] Power Management version 3 Capabilities: [58] Vendor Specific Information Capabilities: [e8] Message Signalled Interrupts: Mask- 64bit+ Queue=0/0 Enable- Capabilities: [d0] Express Endpoint, MSI 00 Capabilities: [100] Advanced Error Reporting Capabilities: [13c] Virtual Channel Capabilities: [160] Device Serial Number 81-ac-1d-ff-ff-12-54-92 Capabilities: [16c] Power Budgeting Kernel driver in use: wl Kernel modules: wl, ssb So as you can see, the current (and default) driver is wl - installed with jockey. But I have another Ubuntu based distribution on my laptop (BackTrack linux), which is also 10.04, but it has the b43 driver installed and the overall performance is MUCH better. So I would like to install it on this OS too, but even google didn't help me. So my question is how to install the latest b43 driver on my Ubuntu?

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  • How to setup ATI Mobility Radeon HD 4650?

    - by Thi An
    I'm currently using Ubuntu 12.04 64bit. After installing ATI/AMD proprietary FGLRX graphics drivers via Additional Drivers, I checked the status of my VGA card using lspci -v. Here's the output: 02:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI M96 [Mobility Radeon HD 4650] (prog-if 00 [VGA controller]) Subsystem: Dell Device 0456 Flags: bus master, fast devsel, latency 0, IRQ 46 Memory at d0000000 (32-bit, prefetchable) [size=256M] I/O ports at 2000 [size=256] Memory at cfef0000 (32-bit, non-prefetchable) [size=64K] [virtual] Expansion ROM at cfe00000 [disabled] [size=128K] Capabilities: Kernel driver in use: fglrx_pci Kernel modules: fglrx, radeon As mentioned in the title, my VGA card is 1GB and yet my computer only recognizes 256MB. My question is: "How to make my computer fully recognize the capacity of my ATI Mobility Radeon HD 4650 (1GB)?"

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  • Would learning any (linguistic) language imparticular further your programming career?

    - by Anonymous
    It seems apparent that English is the dominant international language for programming (in the West, at least!) based on previous P.SE questions. Or maybe not, given that a highly upvoted comment correctly points out that asking a question like that on a predominantly English site will skew the results. This question is about whether there is a benefit in learning a foreign language for software development. For example, do the Chinese have completely different software tools, langugages, technologies etc? How about Japanese, Russian, and other non-latin based languages? Am I/are we missing an entire world of software development languages, tools and so on that only exist in these other languages? Or do people that know these languages still learn and program using the tools and languages we all know and love?

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  • Getting work done in a small office

    - by three-cups
    I work in an office area of ~450sqft. There are a total of 7 people working in the office. I've been finding it hard to concentrate on my work (writing code) because of the distractions going on around me. The distractions are both work-related and non-work-related conversations. I'm trying to figure out what to do in this situation. I want to be part of the team, and I want to get my work done to the best of my ability. I can easily think of two options that I don't like: Stay where I am, not be able to concentrate and get less work done Move somewhere else. (This is tough because I code on a desktop, so I'm not very mobile.) But what are other options? I'm going to talk this through with my team in the next couple days. Any advice or solutions would be great.

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  • Should companies require developers to credit code they didn't write?

    - by sunpech
    In academia, it's considered cheating if a student copies code/work from someone/somewhere else without giving credit, and tries to pass it off as his/her own. Should companies make it a requirement for developers to properly credit all non-trivial code and work that they did not produce themselves? Is it useful to do so, or is it simply overkill? I understand there are various free licenses out there, but if I find stuff I like and actually use, I really feel compelled to give credit via comment in code even if it's not required by the license (or lack thereof one).

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  • Displaying text letter by letter

    - by Evi
    I am planing to Write a Text adventure and I don't know how to make the text draw letter by letter in any other way than changing the variable from h to he to hel to hell to hello That would be a terrible amount of work since there are tons of dialogue. Here is the source code so far { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D sampleBG; Texture2D TextBG; SpriteFont defaultfont; KeyboardState keyboardstate; public bool spacepress = false; public bool mspress = false; public int textheight = 425; public int rowspace = 40; public string namebox = "(null)"; public string Row1 = "(null)"; public string Row2 = "(null)"; public string Row3 = "(null)"; public string Row4 = "(null)"; public int Dialogue = 0; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; IsMouseVisible = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here sampleBG = Content.Load <Texture2D>("SampleBG"); defaultfont = Content.Load<SpriteFont>("SpriteFont1"); TextBG = Content.Load<Texture2D>("textbg"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState keyboardstate = Keyboard.GetState(); MouseState mousestate = Mouse.GetState(); // Changes Dialgue by pressing Left Mouse Button or Space #region Dialogue changer if (mousestate.LeftButton == ButtonState.Pressed && mspress == false) { mspress = true; Dialogue = Dialogue + 1; } if (mousestate.LeftButton == ButtonState.Released && mspress == true) { mspress = false; } if (keyboardstate.IsKeyDown(Keys.Space) && spacepress == false) { spacepress = true; Dialogue = Dialogue + 1; } if (keyboardstate.IsKeyUp(Keys.Space) && spacepress == true) { spacepress = false; } #endregion // ------------------------------------------------------ // Dialgue Content #region Dialgue if (Dialogue == 1) { Row1 = "Input Text 1 Here."; Row2 = "Input Text 2 Here."; Row3 = "Input Text 3 Here."; Row4 = "Input Text 4 Here."; } if (Dialogue == 2) { Row1 = "Text 1"; Row2 = "Text 2"; Row3 = "Text 3"; Row4 = "Text 4"; } #endregion // ------------------------------------------------------ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(sampleBG, new Rectangle(0, 0, 800, 600), Color.White); spriteBatch.Draw(TextBG, new Rectangle(0, 400, 800, 200), Color.White); spriteBatch.DrawString(defaultfont, Row1, new Vector2(10, (textheight + (rowspace * 0))), Color.Black); spriteBatch.DrawString(defaultfont, Row2, new Vector2(10, (textheight + (rowspace * 1))), Color.Black); spriteBatch.DrawString(defaultfont, Row3, new Vector2(10, (textheight + (rowspace * 2))), Color.Black); spriteBatch.DrawString(defaultfont, Row4, new Vector2(10, (textheight + (rowspace * 3))), Color.Black); spriteBatch.End(); base.Draw(gameTime); } } }

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  • How does the web server choose between unicode and utf-8 for accented characters?

    - by jacques
    I have a web server with my ISP which replaces accented characters in URLs with their unicode values: for instance é (eacute) is translated to %e9 (dec 233). For testing locally I use EasyPHP which translates those characters by their utf-8 equivalence: é is then replaced by the well known sequence %c3%a9 (é)... Browsers served by EasyPHP don't decode unicode values but they do if running locally (utf-8 and non converted accent also)... I have been unable to find where this behavior is configured in the server. This is a problem as some urls are built by my application using the php rawurlencode() which seems to always encode with unicode values on both servers. Any idea?

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  • How web server choose between unicode and utf-8 for accentued characters?

    - by jacques
    I have a web server with my ISP which replaces in the urls the accentued characters by their unicode values: for instance é (eacute) is translated to %e9 (dec 233). For testing I use locally Easyphp which translate those characters by their utf-8 equivalence: é is then replaced by the well known sequence %c3%a9 (é)... Browsers served by Easyphp don't decode unicode values but they do if running locally (utf-8 and non converted accent also)... I have been unable to find where this behavior is configured in the server. This is a problem as some urls are built by my application using the php rawurlencode() which seems to always encode with unicode values on both servers. Any idea? Thanks in advance.

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  • Better drivers for SiS 650/740 integrated video?

    - by Bart van Heukelom
    I installed Xubuntu 10.10 on an old box today and the graphical performance is horrid. According to lspci, the video card is this: 01:00.0 VGA compatible controller: Silicon Integrated Systems [SiS] 65x/M650/740 PCI/AGP VGA Display Adapter (prog-if 00 [VGA controller]) Subsystem: ASUSTeK Computer Inc. Device 8081 Flags: 66MHz, medium devsel, IRQ 11 BIST result: 00 Memory at f0000000 (32-bit, prefetchable) [size=128M] Memory at e7800000 (32-bit, non-prefetchable) [size=128K] I/O ports at d800 [size=128] Expansion ROM at <unassigned> [disabled] Capabilities: <access denied> Kernel modules: sisfb Is there a way to make it faster? Alternative drivers? The additional drivers tool shows nothing. I'm specifically interested in improving Java's Java2D rendering speed, because I'll be running a "stat screen" written in that language on it.

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  • Do Not Uninstall Flag on Apt?

    - by Daniel C. Sobral
    Does the Debian/Ubuntu package infrastructure has some way of marking packages so that they never get uninstalled, no matter the pinning of other packages? My problem is that, sometimes, packages installed by Puppet (coming from non-standard repositories, of course) cause other packages to get uninstalled -- in particular, openssh-{server,client}. The way this happens is that package A and B depend on different versions of package C. If A is installed and one asks to install B, then the version of C changes. The new version of C is incompatible with A, so A gets uninstalled. The funny thing is that the process is then reversed, as, on the next run, Puppet notices that A is not installed and tries to install it. So, basically, I want to make sure A never gets uninstalled, which would prevent B from getting installed. That would be reported as an error, making me aware of the issue. If anyone cares, Puppet uses the following command to install packages: /usr/bin/apt-get -q -y -o DPkg::Options::=--force-confold install <package>

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  • Why can't I use Unity 3D on a ATI Mobility Radeon HD 4200 Series with FGLRX drivers?

    - by user88257
    With a brand new install of 12.04 on my Dell Inspiron M5030, Unity 3D appears to load everything but the icons in the top left, and I am unable to click on anything. Unity 2D seems to works fine however. I have done nothing except install Synaptic Package manager and follow this guide to install FGLRX Drivers under Settings ? Additional Drivers, the driver shows as installed and functioning. Also after running: /usr/lib/nux/unity_support_test -p, I get this: OpenGL vendor string: ATI Technologies Inc. OpenGL renderer string: ATI Mobility Radeon HD 4200 Series OpenGL version string: 3.3.11653 Compatibility Profile Context Not software rendered: yes Not blacklisted: yes 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: yes I am unsure as to what the problem is. I have tried the non-proprietary drivers, I could not get them to work either, but I would be willing to try again.

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  • Working with CPU cycles in Gameboy Advance

    - by Preston Sexton
    I am working on an GBA emulator and stuck at implementing CPU cycles. I just know the basic knowledge about it, each instruction of ARM and THUMB mode as each different set of cycles for each instructions. Currently I am simply saying every ARM instructions cost 4 cycles and THUMB instructions cost 2 cycles. But how do you implement it like the CPU documentation says? Does instruction cycles vary depending on which section of the memory it's currently accessing to? http://nocash.emubase.de/gbatek.htm#cpuinstructioncycletimes According to the above specification, it says different memory areas have different waitstates but I don't know what it exactly mean. Furthermore, what are Non-sequential cycle, Sequential cycle, Internal Cycle, Coprocessor Cycle for? I saw in some GBA source code that they are using PC to figure out how many cycles each instruction takes to complete, but how are they doing it?

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  • The Joy Of Hex

    - by Jim Giercyk
    While working on a mainframe integration project, it occurred to me that some basic computer concepts are slipping into obscurity. For example, just about anyone can tell you that a 64-bit processor is faster than a 32-bit processer. A grade school child could tell you that a computer “speaks” in ‘1’s and ‘0’s. Some people can even tell you that there are 8 bits in a byte. However, I have found that even the most seasoned developers often can’t explain the theory behind those statements. That is not a knock on programmers; in the age of IntelliSense, what reason do we have to work with data at the bit level? Many computer theory classes treat bit-level programming as a thing of the past, no longer necessary now that storage space is plentiful. The trouble with that mindset is that the world is full of legacy systems that run programs written in the 1970’s.  Today our jobs require us to extract data from those systems, regardless of the format, and that often involves low-level programming. Because it seems knowledge of the low-level concepts is waning in recent times, I thought a review would be in order.       CHARACTER: See Spot Run HEX: 53 65 65 20 53 70 6F 74 20 52 75 6E DECIMAL: 83 101 101 32 83 112 111 116 32 82 117 110 BINARY: 01010011 01100101 01100101 00100000 01010011 01110000 01101111 01110100 00100000 01010010 01110101 01101110 In this example, I have broken down the words “See Spot Run” to a level computers can understand – machine language.     CHARACTER:  The character level is what is rendered by the computer.  A “Character Set” or “Code Page” contains 256 characters, both printable and unprintable.  Each character represents 1 BYTE of data.  For example, the character string “See Spot Run” is 12 Bytes long, exclusive of the quotation marks.  Remember, a SPACE is an unprintable character, but it still requires a byte.  In the example I have used the default Windows character set, ASCII, which you can see here:  http://www.asciitable.com/ HEX:  Hex is short for hexadecimal, or Base 16.  Humans are comfortable thinking in base ten, perhaps because they have 10 fingers and 10 toes; fingers and toes are called digits, so it’s not much of a stretch.  Computers think in Base 16, with numeric values ranging from zero to fifteen, or 0 – F.  Each decimal place has a possible 16 values as opposed to a possible 10 values in base 10.  Therefore, the number 10 in Hex is equal to the number 16 in Decimal.  DECIMAL:  The Decimal conversion is strictly for us humans to use for calculations and conversions.  It is much easier for us humans to calculate that [30 – 10 = 20] in decimal than it is for us to calculate [1E – A = 14] in Hex.  In the old days, an error in a program could be found by determining the displacement from the entry point of a module.  Since those values were dumped from the computers head, they were in hex. A programmer needed to convert them to decimal, do the equation and convert back to hex.  This gets into relative and absolute addressing, a topic for another day.  BINARY:  Binary, or machine code, is where any value can be expressed in 1s and 0s.  It is really Base 2, because each decimal place can have a possibility of only 2 characters, a 1 or a 0.  In Binary, the number 10 is equal to the number 2 in decimal. Why only 1s and 0s?  Very simply, computers are made up of lots and lots of transistors which at any given moment can be ON ( 1 ) or OFF ( 0 ).  Each transistor is a bit, and the order that the transistors fire (or not fire) is what distinguishes one value from  another in the computers head (or CPU).  Consider 32 bit vs 64 bit processing…..a 64 bit processor has the capability to read 64 transistors at a time.  A 32 bit processor can only read half as many at a time, so in theory the 64 bit processor should be much faster.  There are many more factors involved in CPU performance, but that is the fundamental difference.    DECIMAL HEX BINARY 0 0 0000 1 1 0001 2 2 0010 3 3 0011 4 4 0100 5 5 0101 6 6 0110 7 7 0111 8 8 1000 9 9 1001 10 A 1010 11 B 1011 12 C 1100 13 D 1101 14 E 1110 15 F 1111   Remember that each character is a BYTE, there are 2 HEX characters in a byte (called nibbles) and 8 BITS in a byte.  I hope you enjoyed reading about the theory of data processing.  This is just a high-level explanation, and there is much more to be learned.  It is safe to say that, no matter how advanced our programming languages and visual studios become, they are nothing more than a way to interpret bits and bytes.  There is nothing like the joy of hex to get the mind racing.

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  • Modern.IE VM license

    - by Thomas W.
    Microsoft provides some VMs for testing purposes (advertised on StackOverflow) and I'm trying to understand the license terms. The one I don't really understand is 1.b. You may use the software for testing purposes only. You may not use the software for commercial purposes. My thoughts: a) Testing a website in several browsers on several different virtual machines seems a quite professional approach. I hardly believe many private developers would do that. Of course they should, but which private developer has the time to do so? b) If that's really only available to private developers, what is the offer to companies doing the same thing? I am missing the advertisement for a paid service. My question as a non-native English speaker: Is testing by a company considered as a commercial purpose? Can I use the VMs within a company for testing or not?

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  • Why is my fan constatnly blowing in Ubuntu?

    - by Derfder
    I have installed Ubuntu 13.04 (64-bits) alongside Windows 7 on different partition on my second desktop. It's working nice. I have updated everything. However, I have problems with my fan. It's blowing non-stop and very fast(loud). I haven't these problems in Windows 7 where it works nicely. How to update drivers for my fan or something else? My desktop is: HP Pro 3410 Microtower PC. Graphic card: AMD Radeon HD 6570 Board: 2A9C 1.1 Bus Clock: 133 megahertz BIOS: American Megatrends Inc. 6.14 11/05/2010 Processor: 3,20 gigahertz Intel Core i3 550 DRIVERS I HAVE TRIED FOR MY GRAPHIC CARD: I have tried these drivers so far: xserver-xorg-video-ati, version: 1:7.1.0-0ubuntu2 fglrx Version: 2:9.010-0ubuntu3 fglrx-updates Version 2:9.012-0ubuntu1 But the fan is still blowing like a maniac. I have tried to install Linux Mint 15 previously and I have had the same problems with the fan. Any idea how to fix it?

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  • systems/software engineering design process

    - by adam kim
    I just developed my first non-trivial android app. It was a complete nightmare. I came up with an idea, build the app, changed my idea, and implemented a lot of input from others on new features. All in all my app took 10 times longer than I think that it should have, it is almost impossible to look the source code and tell what's going on with the classes, and may or may not have unused methods that I'll never be able to find... So I would like an opinion from those of you with experience on how to plan out my designs for the future. I created a flow chart (pencil drawn) of a plan: I would like constructive criticism.

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  • Aktuell: Oracle Enterprise Manager 12c Release 4 ist da

    - by Ralf Durben (DBA Community)
    Ein neues Release für Oracle Enterprise Manager Cloud Control ist verfügbar. Es ist das Release 4, oder genauer die Version 12.1.0.4. Der Download steht für alle unterstützten Plattformen seit dem 03.06.2014 auf OTN zur Verfügung.Natürlich gibt es viele Neuerungen, daher können hier nur wenige aufgezählt werden: - Als Repository Datenbank wird jetzt auch die Datenbankversion 12c (als Non-CDB) unterstützt - Das Sicherheitsmodell für zusammengefasste Zieltypen (z.B. Gruppen) wurde geändert. Jetzt kann man Rechte auf die Member einer Grupper vergeben, ohne dass das gleiche Recht auf die Gruppe selbst vergeben werden müsste - Default Preferred Credentials stellen sicher, dass neue EM Benutzer auch ohne weitere Konfiguration arbeiten können - Der Bereich Cloud Management, also der Betrieb einer eigenen Cloud wurde stark weiterentwickelt. - Im Datenbankbereich können die AWR Daten der einzelnen Zieldatenbanken jetzt in ein zentrales AWR Warehouse übertragen und somit besser für längere Zeit gespeichert werden. Details zum neuen Release werden in Kürze hier in dieser Community besprochen.

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  • How to draw textures on a model

    - by marc wellman
    The following code is a complete XNA 3.1 program almost unaltered to that code skeleton Visual Studio is creating when creating a new project. The only things I have changed are imported a .x model to the content folder of the VS solution. (the model is a simple square with a texture spanning over it - made in Google Sketchup and exported with several .x exporters) in the Load() method I am loading the .x model into the game. The Draw() method uses a BasicEffect to render the model. Except these three things I haven't added any code. Why does the model does not show the texture ? What can I do to make the texture visible ? This is the texture file (a standard SketchUp texture from the palette): And this is what my program looks like - as you can see: No texture! Find below the complete source code of the program AND the complete .x file: namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } Model newModel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: usse this.Content to load your game content here newModel = Content.Load<Model>(@"aau3d"); foreach (ModelMesh mesh in newModel.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { meshPart.Effect = new BasicEffect(this.GraphicsDevice, null); } } } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { if (newModel != null) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[newModel.Bones.Count]; newModel.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in newModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.TextureEnabled = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(new Vector3(0, 0, 0)); effect.View = Matrix.CreateLookAt(new Vector3(200, 1000, 200), Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), 0.75f, 1.0f, 10000.0f); } mesh.Draw(); } } base.Draw(gameTime); } } } This is the model I am using (.x): xof 0303txt 0032 // SketchUp 6 -> DirectX (c)2008 edecadoudal, supports: faces, normals and textures Material Default_Material{ 1.0;1.0;1.0;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } Material _Groundcover_RiverRock_4inch_{ 0.568627450980392;0.494117647058824;0.427450980392157;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; TextureFilename { "aau3d.xGroundcover_RiverRock_4inch.jpg"; } } Mesh mesh_0{ 4; -81.6535;0.0000;74.8031;, -0.0000;0.0000;0.0000;, -81.6535;0.0000;0.0000;, -0.0000;0.0000;74.8031;; 2; 3;0,1,2, 3;1,0,3;; MeshMaterialList { 2; 2; 1, 1; { Default_Material } { _Groundcover_RiverRock_4inch_ } } MeshTextureCoords { 4; -2.1168,-3.4022; 1.0000,-0.0000; 1.0000,-3.4022; -2.1168,-0.0000;; } MeshNormals { 4; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000;; 2; 3;0,1,2; 3;1,0,3;; } }

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  • Ubuntu 11.10, FF 11, ATI Catalyst v12.2, Driver Package version 8.95, WebGL doesn't work

    - by Victor S
    I'm running Ubuntu 11.10, FF 11, ATI Catalyst v12.2, Driver Package version 8.95, WebGL doesn't work. This is a pretty capable setup and definetly did have FF work previously, Note: I've downloaded and installed the ATI drivers from AMD. Not sure how to get WebGL working. Updated My video card info: 01:00.0 VGA compatible controller: ATI Technologies Inc Cypress [Radeon HD 5800 Series] (prog-if 00 [VGA controller]) Subsystem: ATI Technologies Inc Device 0b00 Flags: bus master, fast devsel, latency 0, IRQ 44 Memory at d0000000 (64-bit, prefetchable) [size=256M] Memory at fbee0000 (64-bit, non-prefetchable) [size=128K] I/O ports at d000 [size=256] Expansion ROM at fbec0000 [disabled] [size=128K] Capabilities: [50] Power Management version 3 Capabilities: [58] Express Legacy Endpoint, MSI 00 Capabilities: [a0] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [100] Vendor Specific Information: ID=0001 Rev=1 Len=010 <?> Capabilities: [150] Advanced Error Reporting Kernel driver in use: fglrx_pci Kernel modules: fglrx, radeon

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  • Apple Developer Enterprise Program?

    - by Gnial0id
    I'm building an iOS application for a client (not an enterprise but non-profit association with under than 500 employess), distributed in a free version and a "paid" one. The free version will be available with iTunes/AppStore, no problem with that. But about the paid one... the distribution my client wants is different. They want to distribute it to their clients as a bonus in their subscription, and so, to control this distribution. The first answer would be "iOS Developer Enterprise Program", but it's not an enterprise and have less than 500 employees. Will the fact that my client will distribute the app' with a subscription be a problem ? I spend a lot of time to read documentation, but it is not very clear. I'm a bit lost, I admit it. Any help would grateful.

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  • Les tablettes avec stylet ont-elles un avenir ? Bill Gates y croit

    Mise à jour du 05.05.2010 par Katleen Les tablettes avec stylet ont-elles un avenir ? Comme le défend Bill Gates Les tablettes, qu'on les aime ou non, sont le sujet dont tout le monde parle en ce moment. Aussi était-il naturel que, lors d'une interview télévisée, Bill Gates soit questionné à ce sujet. L'homme, toujours membre du conseil d'administration de Microsoft, a été mis face au succès immense remporté par l'iPad d'Apple qu'il estime être "un excellent travail", gadget auquel on a comparé Courier. L'annonce fracassante il y a quelques jours de l'annulation du projet avait fait grand bruit. Bill Gates est revenu sur ce fait, pour en nuancer l'impact négatif. Courier éta...

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  • Is there an open source license that allows any use, except within a GPL/copyleft project? [on hold]

    - by Marcos Scriven
    I would like to open source some code with a permissive license (say MIT/BSD) I would be happy for it to be used both commercially and in any open source project that is not copyleft (GPL being the main one obviously). I looked at the list of non-GPL compatible licenses here: http://www.gnu.org/licenses/license-list.html#GPLIncompatibleLicenses But none seemed to be quite what I wanted. Is there such a license already? If not, would it even be possible to do this? EDIT: I have been asked to edit this question to clarify. I'm not sure how it's unclear, as that wasn't stated. What I would like to know is simply the answer to the topic - can anyone point to a standard licence that is permissive as possible, while restricting use in copyleft licence. I'm not clear why the question would be suspended by the same person that edited spelling differences (apparently British English is a 'mistake') in the question earlier, and by another that had answered licencing questions in other posts.

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