Search Results

Search found 25306 results on 1013 pages for 'box model'.

Page 191/1013 | < Previous Page | 187 188 189 190 191 192 193 194 195 196 197 198  | Next Page >

  • can't ping from virtualbox ubuntu server --nat connection

    - by George
    i set up an ubuntu server in virtual box following these and these instructions.My connection worked,also ssh . Then, i signed up in dyndns.com ,i configured the router ,but in the port forward i changed the 2222 port to 80 because it couldn’t forward from 2222.My port is open and accepting connections but i don’t have any more connection from the server in the virtual box. From virtual box settings-network-port forwarding , i use: Host IP :127.0.0.1 , Host port :80 , Guest Port :22 ,Guest IP : its empty. I am not sure if i am using right the address in /etc/network/interfaces , i use 192.168.0.2 and also this address i use for the firewall rules in the router. Also,in the server /etc/resolv.conf i put that address and in /etc/mysql/my.cnf. I can ping that address but nothing more.(of course neither ssh works) Thank you

    Read the article

  • Is is common to use the command pattern for property get/sets?

    - by k rey
    Suppose I have a controller class with a bunch of properties. Each time a property is changed, I would like to update the model. Now also suppose that I use the command pattern to perform model updates. Is it common to use command classes within property get and sets of the controller class or is there a better way? Here is an example of what I am currently using: class MyController { private int _myInt; public int MyInt { get { return _myInt; } set { MyCommand cmd = new MyCommand(); cmd.Argument = _myInt; cmd.Execute(); // Command object updates the model } } }

    Read the article

  • How i can sign and/or group a specific set of vertices in a 3D file container like OBJ ? - in Blender

    - by user827992
    I would like to export a 3D model with each part having a name or a label if you will. For example i would like to export a model of an human body and name each part in specifics vertex groups like: left hand, right hand, right foot, head, ears, ... and you got the idea; so i can have a single 3D model that i can explode in various parts if needed. If there is a better technique about how to mark vertex groups in a 3D file please share your solution. As 3D editor i use Blender.

    Read the article

  • How do I set up XDMCP access via GDM?

    - by np_hard
    I am a newbie to ubuntu linux, and want to setup xdmcp access, so i can access it from my windows box using xming. part of it is learning exercise also, since i know i could use vnc to directly connect to ubuntu. I modified the gdm's custom.conf file like this [xdmcp] Enable=true but when i launch xlaunch, i see a blank screen, further diagnosing with wireshark, i got that the udp port 177 on the linux box is unreachable so i disabled the firewall on linux box, but still same result. I checked with nmap and there is no service listening on UDP 177 port, the gdnsetup on natty is quite different from the older version, where setting up xdmcp was in UI

    Read the article

  • Styling ASP.NET MVC Error Messages

    - by MightyZot
    Originally posted on: http://geekswithblogs.net/MightyZot/archive/2013/11/11/styling-asp.net-mvc-error-messages.aspxOff the cuff, it may look like you’re stuck with the presentation of your error messages (model errors) in ASP.NET MVC. That’s not the case, though. You actually have quite a number of options with regard to styling those boogers. Like many of the helpers in MVC, the Html.ValidationMessageFor helper has multiple prototypes. One of those prototypes lets you pass a dictionary, or anonymous object, representing attribute values for the resulting markup. @Html.ValidationMessageFor( m => Model.Whatever, null, new { @class = “my-error” }) By passing the htmlAttributes parameter, which is the last parameter in the call to the prototype of Html.ValidationMessageFor shown above, I can style the resulting markup by associating styles to the my-error css class.  When you run your MVC project and view the source, you’ll notice that MVC adds the class field-validation-valid or field-validation-error to a span created by the helper. You could actually just style those classes instead of adding your own…it’s really up to you. Now, what if you wanted to move that error message around? Maybe you want to put that error message in a box or a callout. How do you do that? When I first started using MVC, it didn’t occur to me that the Html.ValidationMessageFor helper just spits out a little bit of markup. I wanted to put the error messages in boxes with white backgrounds, our site originally had a black background, and show a little nib on the side to make them look like callouts or conversation bubbles. Not realizing how much freedom there is in the styling and markup, and after reading someone else’s post, I created my own version of the ValidationMessageFor helper that took out the span and replaced it with divs. I styled the divs to produce the effect of a popup box and had a lot of trouble with sizing and such. That’s a really silly and unnecessary way to solve this problem. If you want to move your error messages around, all you have to do is move the helper. MVC doesn’t appear to care where you put it, which makes total sense when you think about it. Html.ValidationMessageFor is just spitting out a little markup using a little bit of reflection on the name you’re passing it. All you’ve got to do to style it the way you want it is to put it in whatever markup you desire. Take a look at this, for example… <div class=”my-anchor”>@Html.ValidationMessageFor( m => Model.Whatever )</div> @Html.TextBoxFor(m => Model.Whatever) Now, given that bit of HTML, consider the following CSS… <style> .my-anchor { position:relative; } .field-validation-error {    background-color:white;    border-radius:4px;    border: solid 1px #333;    display: block;    position: absolute;    top:0; right:0; left:0;    text-align:right; } </style> The my-anchor class establishes an anchor for the absolutely positioned error message. Now you can move the error message wherever you want it relative to the anchor. Using css3, there are some other tricks. For example, you can use the :not(:empty) selector to select the span and apply styles based upon whether or not the span has text in it. Keep it simple, though. Moving your elements around using absolute positioning may cause you issues on devices with screens smaller than your standard laptop or PC. While looking for something else recently, I saw someone asking how to style the output for Html.ValidationSummary.  Html.ValidationSummery is the helper that will spit out a list of property errors, general model errors, or both. Html.ValidationSummary spits out fairly simple markup as well, so you can use the techniques described above with it also. The resulting markup is a <ul><li></li></ul> unordered list of error messages that carries the class validation-summary-errors In the forum question, the user was asking how to hide the error summary when there are no errors. Their errors were in a red box and they didn’t want to show an empty red box when there aren’t any errors. Obviously, you can use the css3 selectors to apply different styles to the list when it’s empty and when it’s not empty; however, that’s not support in all browsers. Well, it just so happens that the unordered list carries the style validation-summary-valid when the list is empty. While the div rendered by the Html.ValidationSummary helper renders a visible div, containing one invisible listitem, you can always just style the whole div with “display:none” when the validation-summary-valid class is applied and make it visible when the validation-summary-errors class is applied. Or, if you don’t like that solution, which I like quite well, you can also check the model state for errors with something like this… int errors = ViewData.ModelState.Sum(ms => ms.Value.Errors.Count); That’ll give you a count of the errors that have been added to ModelState. You can check that and conditionally include markup in your page if you want to. The choice is yours. Obviously, doing most everything you can with styles increases the flexibility of the presentation of your solution, so I recommend going that route when you can. That picture of the fat guy jumping has nothing to do with the article. That’s just a picture of me on the roof and I thought it was funny. Doesn’t every post need a picture?

    Read the article

  • How do I start Nautilus as root?

    - by Pho swan
    I got problem with nautilus in Ubuntu 12.04 LTS when i run command "gksu nautilus /" password ask box appear and I type my super-user password , than password box is disappear and nautilus is not open. . when i try to open nautilus via normal user in command box . "nautilus" the folder is open up. when i try in terminal ... $sudo nautilus I got following error $ sudo nautilus / ** (nautilus:8523): WARNING **: Command line `dbus-launch --autolaunch=2c8ce9b7da2257c2609b749700000007 --binary-syntax --close-stderr' exited with non-zero exit status 1: Autolaunch error: X11 initialization failed.\n Could not parse arguments: Cannot open display: how can i fix this error..

    Read the article

  • Indexed Drawing in OpenGL not working

    - by user2050846
    I am trying to render 2 types of primitives- - points ( a Point Cloud ) - triangles ( a Mesh ) I am rendering points simply without any index arrays and they are getting rendered fine. To render the meshes I am using indexed drawing with the face list array having the indices of the vertices to be rendered as Triangles. Vertices and their corresponding vertex colors are stored in their corresponding buffers. But the indexed drawing command do not draw anything. The code is as follows- Main Display Function: void display() { simple->enable(); simple->bindUniform("MV",modelview); simple->bindUniform("P", projection); // rendering Point Cloud glBindVertexArray(vao); // Vertex buffer Point Cloud glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); // Color Buffer point Cloud glBindBuffer(GL_ARRAY_BUFFER,colorbuffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,0); // Render Colored Point Cloud //glDrawArrays(GL_POINTS,0,model->vertexCount); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // ---------------- END---------------------// //// Floor Rendering glBindBuffer(GL_ARRAY_BUFFER,fl); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,(void *)48); glDrawArrays(GL_QUADS,0,4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // -----------------END---------------------// //Rendering the Meshes //////////// PART OF CODE THAT IS NOT DRAWING ANYTHING //////////////////// glBindVertexArray(vid); for(int i=0;i<NUM_MESHES;i++) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void *)(meshes[i]->vertexCount*sizeof(glm::vec3))); //glDrawArrays(GL_TRIANGLES,0,meshes[i]->vertexCount); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); //cout<<gluErrorString(glGetError()); glDrawElements(GL_TRIANGLES,meshes[i]->faceCount*3,GL_FLOAT,(void *)0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } Point Cloud Buffer Allocation Initialization: void initGLPointCloud() { glGenBuffers(1,&vertexbuffer); glGenBuffers(1,&colorbuffer); glGenBuffers(1,&fl); //Populates the position buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->positions[0], GL_STATIC_DRAW); //Populates the color buffer glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->colors[0], GL_STATIC_DRAW); model->FreeMemory(); // To free the not needed memory, as the data has been already // copied on graphic card, and wont be used again. glBindBuffer(GL_ARRAY_BUFFER,0); } Meshes Buffer Initialization: void initGLMeshes(int i) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glBufferData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3)*2,NULL,GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER,0,meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->positions[0]); glBufferSubData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3),meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->colors[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,meshes[i]->faceCount*sizeof(glm::vec3), &meshes[i]->faces[0],GL_STATIC_DRAW); meshes[i]->FreeMemory(); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } Initialize the Rendering, load and create shader and calls the mesh and PCD initializers. void initRender() { simple= new GLSLShader("shaders/simple.vert","shaders/simple.frag"); //Point Cloud //Sets up VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); initGLPointCloud(); //floorData glBindBuffer(GL_ARRAY_BUFFER, fl); glBufferData(GL_ARRAY_BUFFER, sizeof(floorData), &floorData[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); //Meshes for(int i=0;i<NUM_MESHES;i++) { if(i==0) // SET up the new vertex array state for indexed Drawing { glGenVertexArrays(1, &vid); glBindVertexArray(vid); glGenBuffers(NUM_MESHES,mVertex); glGenBuffers(NUM_MESHES,mColor); glGenBuffers(NUM_MESHES,mFace); } initGLMeshes(i); } glEnable(GL_DEPTH_TEST); } Any help would be much appreciated, I have been breaking my head on this problem since 3 days, and still it is unsolved.

    Read the article

  • What modelling technique do you use for your continuous design?

    - by d3prok
    Together with my teammates, I'm trying to self-learn XP and apply its principles. We're successfully working in TDD and happily refactoring our code and design. However we're having problems with the overall view of the design of the project. Lately we were wondering what would be the "good" practices for an effective continuous design of the code. We're not strictly seeking the right model, like CRC cards, communication diagrams, etc., instead we're looking for a technique to constantly collaborate on the high level view of the system (not too high though). I'll try to explain myself better: I'm actually interested in the way CRC cards are used to brainstorm a model and I would mix them with some very rough UML diagrams (that we already use). However, what we're looking for are some principles for deciding when, how and how much to model during our iterations. Have you any suggestion on this matter? For example, when your teammates and you know you need a design session and how your meetings work?

    Read the article

  • User prompts (MessageBox) with MVVM

    - by mukapu
    The problem statement: I am tired of thinking how to show a simple message box or user prompt and act based on the response in Model-View-View-Model (MVVM). Common approaches: - It's ok, let's just do this one thing from ViewModel and mock this out for unit testing - Design my own dialog, then what to do from there - Can I write something in view code behind, ah yes, that seems to be the only way out, as anyway MVVM is still not matured...  - and what not?   I am pretty much one among the few frustrated out in this world looking for some convincing answers. I think we can do it a little neater without having the feeling of violating any of our self defined rules! Solution: The Control - Implement a simple control with no designer visibility. - Allow a property to be bound to tell when to show the MessageBox - Provide command binding for possible user actions, Yes, No, Cancel... How do I Use? - Just place the necessary XAML tags in the view - Implement the command for all user actions in the View Model - Run unit tests on the commands

    Read the article

  • Set vertex position

    - by user1806687
    Can anyone tell me how to set the positions of model vertices? I want to be able to change the position of some of the vertices of a Model. Is there any way to make that happen? And make the changed visible at that moment. EDIT: Well, the thing is,I have a model, a cube, that is made up of four "thin" cubes(top,bottom,left side, right side), so I get this cube with "hole" in the middle. And I want to scale it on Y axis. If I do Scale(0,2,0) it will scale the whole object meaning, it will double the Y size of left and right side, but also double the size of the top and bottom cube, which I do not want. Same for X axis I want to double the size of top and bottom cubes but not the left and right one. Hope you can help

    Read the article

  • php application deployment to redhat [closed]

    - by Subhash Dike
    I am a .net background person with most of the work with Windows environment and IIS etc. I have been given a task to deploy one php application on RedHat Linux box. All I have is the credentials and the server IP of that box. Can someone help about how to get started creating a new website on Apache 2.0 on redhat box and then putting php code over to that. I do not have physical access to that server as well. I know it's very basis question, but I am in dark for these things. Even if you can point me to some documentation that's fine or else at least the analogy with IIS should also help to certain extent.

    Read the article

  • Skynet Big Data Demo Using Hexbug Spider Robot, Raspberry Pi, and Java SE Embedded (Part 4)

    - by hinkmond
    Here's the first sign of life of a Hexbug Spider Robot converted to become a Skynet Big Data model T-1. Yes, this is T-1 the precursor to the Cyberdyne Systems T-101 (and you know where that will lead to...) It is demonstrating a heartbeat using a simple Java SE Embedded program to drive it. See: Skynet Model T-1 Heartbeat It's alive!!! Well, almost alive. At least there's a pulse. We'll program more to its actions next, and then finally connect it to Skynet Big Data to do more advanced stuff, like hunt for Sara Connor. Java SE Embedded programming makes it simple to create the first model in the long line of T-XXX robots to take on the world. Raspberry Pi makes connecting it all together on one simple device, easy. Next post, I'll show how the wires are connected to drive the T-1 robot. Hinkmond

    Read the article

  • How can I load .obj files in the Soya3D engine?

    - by John Riselvato
    I recently just found soya3d. I want to import .obj files, but it seems to only accept .data files. How can I import .obj files? Importing a .obj file named "house" produces this error: Traceback (most recent call last): File "introduction.py", line 7, in <module> model = soya.Model.get("house") File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 259, in get return klass._alls.get(filename) or klass._alls.setdefault(filename, klass.load(filename)) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 268, in load dirname = klass._get_directory_for_loading_and_check_export(filename) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 194, in _get_directory_for_loading_and_check_export dirname = klass._get_directory_for_loading(filename, ext) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 171, in _get_directory_for_loading raise ValueError("Cannot find a %s named %s!" % (klass, filename)) ValueError: Cannot find a <class 'soya.Model'> named house! * Soya3D * Quit...

    Read the article

  • Where does the light come from, using Maya/Panda3D?

    - by Aerovistae
    Total noob to Maya. Total noob to Panda3D. Planning on becoming really good at both as soon as I have free time to do so, but right now I have an assignment due in a few hours which requires this: (The part which confuses me is bolded.) Model and texture a vehicle and two different obstacles Build a scene graph in Panda with a plane, the vehicle, several copies of each of the obstacles, and (at least) a direction light Program vehicle movement, constrained to a plane (no terrain) Working headlights Vehicle collides with obstacles How do I attach a light source to a model? I'm assuming this is done in Panda3D but I'm sufficiently new to this that I wouldn't be astonished to hear it's part of the model.

    Read the article

  • Is Domain Driven Design useful / productive for not so complex domains?

    - by Elijah
    When assessing a potential project at work, I suggested that it might be advantageous to use a domain driven design approach to its object model. The project does not have an excessively complex domain, so my coworker threw this at me: It has been said, that DDD is favorable in instances where there is a complex domain model (“...It applies whenever we are operating in a complex, intricate domain” Eric Evans). What I'm lost on is - how you define the complexity of a domain? Can it be defined by the number of aggregate roots in the domain model? Is the complexity of a domain in the interaction of objects? The domain that we are assessing is related online publishing and content management.

    Read the article

  • How can I have my VPN connect automatically when the wireless connects?

    - by ams
    I have a working VPN connection using NetworkManager, OpenConnect, and the network-manager-openconnect-gnome package, but I have to start it manually every time I connect to a network, and I have to enter my password manually each time. How can I get it to connect automatically, and remember my password (securely)? I have checked the 'Connect Automatically' box on the Configure VPN page, but this seems to have no effect. I've also got the 'Start connecting automatically' box checked in the pop-up box, and that does avoid the need to press the connect button in that window, but seems to have no part in kicking off the whole process in the first place. There is no option to remember the password in the window, but maybe there's one somewhere else?

    Read the article

  • Is this the correct way to implement .NET MVC website structure?

    - by aspdotnetuser
    I have recently seen a .NET MVC solution in which the markup in the .aspx views have a Controller as their model, and the .ascx user controls they contain use a separate model. I'm new to MVC and I wanted to find out about a few things I'm not clear on. An example of how the code is implemented: UserDetails.aspx view has markup that shows it's using the UserDetailsController.cs as the model. It contains RenderPartial("User_Details.ascx", UserDetailsModel) and passes it the UserDetailsModel. Is this the standard/correct way of implementing MVC? Or just one way to implement it? I also noticed that the classes used as Models appear to be Service classes that have [DataMember] and [DataContract] attributes on the class name and properties - what is the advantage of this implementation?

    Read the article

  • Speed up content loading

    - by user1806687
    I am using WinForms Sample downloaded from microsoft website. The problem is, that the model loading time is quite long, using: contentBuilder.Add(ModelPath, ModelName, null, "ModelProcessor"); contentManager.Load<Model>(ModelName); even a simple model, such as a cube with no textures, takes 4+ seconds to load. Now, I am no expert on this, but is there anyway to decrease loading time? EDIT: I've gone thru the code and found out that calling contentBuilder.Build(); ,which comes right after contentBuilder.Add() method takes up most of the time.

    Read the article

  • Any way to edit Warcraft MDX or MDL Animated models?

    - by Aralox
    I have been searching for a while for a way to get an animated mdl or mdx model into any 3D animating software (such as Blender), but so far have not had any success. I found a few methods of getting textured static mdx or mdl models into Blender/Milkshape/Hexagon, but no one seems to have written an importer that deals with the mdl/mdx model's keyframe animation. On that note, if anyone knows of a way of importing a keyframe-animated 3DS model into Blender, me and alot of people would appreciate it if you could let us know. Thanks for any help! :) PS: For anyone curious about static MDL or MDX - Blender, see here: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/WarCraft_MDL

    Read the article

  • 12.04 LTS won't install from CD

    - by Rob Hays
    I've been trying to install 12.04 LTS onto a Dell with a PIII from CD. Booting from the CD the install gets through the "Who are you" process, begins copying files. The progress bar gets as far as the last period in "Copying files...". The box clears, and an error box comes up "The installer has encountered an unrecoverable error. A desktop session will now be run so that you may investigae the problem or try installing again." When I try to install from this desktop session, the install gets to the same point, the copying files box closes, and then just stops. The pointer is busy, the cd drive spins up occaisonally with no data transfer, no hard drive activity. When I boot from the CD and access the disk boot menu, the disk checks good, memory checks good ( I upgraded the original memory to 512 mb). I also updated the bios to the newest from Dell. This is an older L866r, but should meet the requirements.

    Read the article

  • Textures selectively not applying in Unity

    - by user46790
    On certain imported objects (fbx) in Unity, upon applying a material, only the base colour of the material is applied, with none of the tiled texture showing. This isn't universal; on a test model only some submeshes didn't show the texture, while some did. I have tried every combination of import/calculate normals/tangents to no avail. FYI I'm not exactly experienced with the software or gamedev in general; this is to make a small static scene with 3-4 objects max. One model tested was created in 3DSMax, the other in Blender. I've had this happen on every export from Blender, but only some submeshes from the 3DSMax model (internet sourced to test the problem)

    Read the article

  • rotate opengl mesh relative to camera

    - by shuall
    I have a cube in opengl. It's position is determined by multiplying it's specific model matrix, the view matrix, and the projection matrix and then passing that to the shader as per this tutorial (http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/). I want to rotate it relative to the camera. The only way I can think of getting the correct axis is by multiplying the inverse of the model matrix (because that's where all the previous rotations and tranforms are stored) times the view matrix times the axis of rotation (x or y). I feel like there's got to be a better way to do this like use something other than model, view and projection matrices, or maybe I'm doing something wrong. That's what all the tutorials I've seen use. PS I'm also trying to keep with opengl 4 core stuff. edit: If quaternions would fix my problems, could someone point me to a good tutorial/example for switching from 4x4 matrices to quaternions. I'm a little daunted by the task.

    Read the article

  • How best to take a users signature online? (UK law orientated) [closed]

    - by Ben Griffiths
    Not sure if this is the best place to ask, but I can't seem to find any of the other SE sites that would fit better (unless there's a law one?) I'm building an application that will replace an existing paper based form, and this form would normally be signed by the person filling it in. Looking around, it's hard to find a good definitive resource to explain what I can and cannot accept as far as a signature goes. It looks like some UK government online forms accept just your name typed into a box, but I've also heard you should back up with an email - so that process would be type name into a box along with providing an email address, send out an email, then make them click a link within the email to finally complete the verification. Involving email seems very long winded and leaves the system open to spam filters blocking emails, forgotten emails that just sit in inbox's etc. So, does anyone have any knowledge in this department? Personally, I'd love to just get them to type their name into a box and be done with it!

    Read the article

  • Using photoshop actions to decide if an image needs to be rotated

    - by voxobscuro
    I have Photoshop CS3 and I need to do a batch on a lot of pictures before I upload them. The pictures need to fit in an 600x800 box, yet be as big as possible within that box. Some of them are much wider than taller and others are more tall than wide. I am trying to put together a photoshop action that will rotate, resize, and fill pictures as needed to make them as big as possible while staying within the 600x800 box. The only thing I haven't gotten sorted out is how to tell photoshop to rotate the image 90 degrees if that will allow the picture to be bigger within the constraints. Any ideas?

    Read the article

  • Tetris : Effective rotation

    - by hqt
    I rotate each piece by rotation formula. More detail, because rotation angle is 90 so : xNew = y; yNew = -x; But my method has met two problems : 1) Out of box : each type of pieces is fit in square 4x4. (0,0 at under left) But by this rotation, at some case they will out of this box. For example, there is a point with coordinate (5,6) So, please help me how to fit these coordinate into 4x4 box again, or give me another formula for this. 2) at I case : (4 squares at same row or same column), just has two rotations case. but in method above, they still has 4 pieces. So, how to prevent this. Thanks :)

    Read the article

< Previous Page | 187 188 189 190 191 192 193 194 195 196 197 198  | Next Page >