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  • ADF version of "Modern" dialog windows

    - by Martin Deh
    It is no surprise with the popularity of the i-devices (iphone, ipad), that many of the iOS UI based LnF (look and feel) would start to inspire web designers to incorporate the same LnF into their web sites.  Take for example, a normal dialog popup.  In the iOS world, the LnF becomes a bit more elegant by add just a simple element as a "floating" close button: In this blog post, I will describe how this can be accomplished using OOTB ADF components and CSS3 style elements. There are two ways that this can be achieved.  The easiest way is to simply replace the default image, which looks like this, and adjust the af|panelWindow:close-icon-style skin selector.   Using this simple technique, you can come up with this: The CSS code to produce this effect is pretty straight forward: af|panelWindow.test::close-icon-style{    background-image: url("../popClose.gif");    line-height: 10px;    position: absolute;    right: -10px;    top: -10px;    height:38px;    width:38px;    outline:none; } You can see from the CSS, the position of the region, which holds the image, is relocated based on the position based attributes.  Also, the addition of the "outline" attribute removes the border that is visible in Chrome and IE.  The second example, is based on not having an image to produce the close button.  Like the previous sample, I will use the OOTB panelWindow.  However, this time I will use a OOTB commandButton to replace the image.  The construct of the components looks like this: The commandButton is positioned first in the hierarchy making the re-positioning easier.  The commandButton will also need a style class assigned to it (i.e. closeButton), which will allow for the positioning and the over-riding of the default skin attributes of a default button.  In addition, the closeIconVisible property is set to false, since the default icon is no longer needed.  Once this is done, the rest is in the CSS.  Here is the sample that I created that was used for an actual customer POC: The CSS code for the button: af|commandButton.closeButton, af|commandButton.closeButton af|commandButton:text-only{     line-height: 10px;     position: absolute;     right: -10px;     top: -10px;     -webkit-border-radius: 70px;     -moz-border-radius: 70px;     -ms-border-radius: 70px;     border-radius: 70px;     background-image:none;     border:#828c95 1px solid;     background-color:black;     font-weight: bold;     text-align: center;     text-decoration: none;     color:white;     height:30px;     width:30px;     outline:none; } The CSS uses the border radius to create the round effect on the button (in IE 8, since border-radius is not supported, this will only work with some added code). Also, I add the box-shadow attribute to the panelWindow style class to give it a nice shadowing effect.

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  • Isometric algorithm producing tiles in wrong draw order

    - by David
    I've been toying with isometric and I just cant get the tiles to be in the right order. I'm probably missing something obvious and I just can't see it. Even at the risk of looking stupid, here's my code: for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } And here's what I end up with: messed up map Yep, bit of an issue. If anyone could help, I'd appreciate it.

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  • How to use American English spelling dictionary in Firefox?

    - by mmr
    My Firefox spellchecker was complaining this morning that I spelled 'neighbor' in the American English style, not the British English style ('neighbour'). Same is true for color (colour), analyze (analyse), etc. I've checked in the edit-preferences-content-language tab, and en-us is selected. I also found this link here: http://ubuntuforums.org/showthread.php?t=1013043 Suggesting that there's some kind of system panel I can use to ensure that I've got the right language, but I can't see where that is (I guess that's for an older Ubuntu that let people get to system settings). So either the dictionary for Firefox for en-us is corrupted, just a copy of the British English dictionary, or somehow the setting isn't propagated properly. How can I get the American dictionary back?

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  • Kinect office demo ideas

    - by Tedd Hansen
    I'm thinking of placing a Kinect (connected to a PC) in the office and have something fun on it. Just a small thing people can interact with. Basically I get a depthmap (image) and a color image from the Kinect which I can analyze and do stuff with. My limited imagination came up with: Count people passing by. Measure average width of people passing by. Some ball with physics people can play with. Audible alert when someone is walking too fast. Anyone have any good ideas? :)

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  • Pixel perfect collision with paths (Android)

    - by keysersoze
    Hi I'm writing a game and I'm trying to do some pixel perfect collisions with paths. The player's character has a bitmask which looks for example like this: Currenly my code that handles player's collision with path looks like this: private boolean isTerrainCollisionDetected() { if(collisionRegion.op(player.getBounds(), terrain.getBottomPathBounds(), Region.Op.INTERSECT) || collisionRegion.op(player.getBounds(), terrain.getTopPathBounds(), Region.Op.INTERSECT)) { collisionRegion.getBounds(collisionRect); for(int i = collisionRect.left; i < collisionRect.right; i++) { for(int j = collisionRect.top; j < collisionRect.bottom; j++) { if(player.getBitmask().getPixel(i - player.getX(), j - player.getY()) != Color.TRANSPARENT) { return true; } } } } return false; } The problem is that collisions aren't pixel perfect. It detects collisions in situations like this: The question is: what can I do to improve my collision detection?

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  • Dark themes in IDE with multiple monitors [closed]

    - by nivlam
    There has been numerous posts about developers that prefer a dark color scheme in their IDE. Most of the themes at studiostyl.es are dark themes. Back when I had a single monitor, I did enjoy using a dark theme since it was easier on the eyes. But now that I utilize multiple monitors, I find dark themes actually hurt my eyes. Most of the time I have my IDE open on one monitor and a browser/email/documentation open on my other monitors. Only my IDE has a dark theme and most of websites/documentation have a white background. This forces my eyes to constantly adjust between my dark IDE and the white website, which puts strain on my eyes. I'm sure I'm not the only person who tries to use a dark theme for the IDE and have multiple monitors. How do other people deal with this issue?

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  • how to upload & preview multiple images at single input and store in to php mysql [closed]

    - by Nilesh Sonawane
    This is nilesh , i am newcomer in this field , i need the script for when i click the upload button then uploaded images it should preview and store into db like wise i want to upload 10 images at same page using php mysql . #div { border:3px dashed #CCC; width:500px; min-height:100px; height:auto; text-align:center: } Multi-Images Uploader '.$f.''; } } } ? </div> <br> <font color='#3d3d3d' size='small'>By: Ahmed Hussein</font> this script select multiple images and then uplod , but i need to upload at a time only one image which preview and store into database like wise min 10 image user can upload .......

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  • xbox thumbstick used to rotate sprite, basic formula makes it "stick" or feel "sticky" at 90 degree intervals! how do get smooth rotation?

    - by Hugh
    Context: C#, XNA game I am using a very basic formula to calculate what angle my sprite (spaceship for example) should be facing based on the xbox controller thumbstick ie. you use the thumbstick to rotate the ship! in my main update method: shuttleAngle = (float) Math.Atan2(newGamePadState.ThumbSticks.Right.X, newGamePadState.ThumbSticks.Right.Y); in my main draw method: spriteBatch.Draw(shuttle, shuttleCoords, sourceRectangle, Color.White, shuttleAngle, origin, 1.0f, SpriteEffects.None, 1); as you can see its quite simple, i take the current radians from the thumbstick and store it in a float "shuttleAngle" and then use this as the rotation angle (in radians) arguement for drawing the shuttle. For some reason when i rotate the sprint it feels sticky at 0, 90, 180 and 270 degrees angles, it wants to settle at those angles. its not giving me a smooth and natural rotation like i would feel in a game that uses a similar mechanic. PS: my xbox controller is fine!

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  • YouTube: How to Style an AngularJS App on the Device

    - by Geertjan
    I installed the Droid@Screen plugin into NetBeans IDE 8 so that you can see the Android device that I held in my hand while doing the demo below. The demo shows the usage of the Terminal window to create an Ionic Framework application (from "tabs", which is one of the cool templates that the framework provides), i.e., that means I can use AngularJS to create a Cordova application out of the box, with many mobile-oriented components available out of the box. Then I deploy the app to the Chrome browser on Android, which means I can interact with it in NetBeans, e.g., for CSS styling and JavaScript debugging. In this demo, I show how the background color of the deployed app can be changed live from NetBeans. After that, once I'm happy with the styling, I deploy the app again, but this time as a Cordova app, i.e., a hybrid HTML5 application, which means the app is packaged as a native app and deployed directly to the device from NetBeans. All of the above can be viewed here in about 4 minutes in this silent movie: Direct link to the (silent) movie: https://www.youtube.com/watch?v=isP5TNI3kYk

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  • YouTube Scalability Lessons

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Courier New"; }@font-face { font-family: "Wingdings"; }@font-face { font-family: "Calibri"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }h2 { margin: 12pt 0cm 3pt; page-break-after: avoid; font-size: 14pt; font-family: "Times New Roman"; font-style: italic; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }span.Heading2Char { font-family: Calibri; font-weight: bold; font-style: italic; }div.Section1 { page: Section1; }ol { margin-bottom: 0cm; }ul { margin-bottom: 0cm; } Very interesting blog post by Todd Hoff at highscalability.com presenting “7 Years of YouTube Scalability Lessons in 30 min” based on a presentation from Mike Solomon, one of the original engineers at YouTube: …. The key takeaway away of the talk for me was doing a lot with really simple tools. While many teams are moving on to more complex ecosystems, YouTube really does keep it simple. They program primarily in Python, use MySQL as their database, they’ve stuck with Apache, and even new features for such a massive site start as a very simple Python program. That doesn’t mean YouTube doesn’t do cool stuff, they do, but what makes everything work together is more a philosophy or a way of doing things than technological hocus pocus. What made YouTube into one of the world’s largest websites? Read on and see... Stats @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } 4 billion Views a day 60 hours of video is uploaded every minute 350+ million devices are YouTube enabled Revenue double in 2010 The number of videos has gone up 9 orders of magnitude and the number of developers has only gone up two orders of magnitude. 1 million lines of Python code Stack @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } Python - most of the lines of code for YouTube are still in Python. Everytime you watch a YouTube video you are executing a bunch of Python code. Apache - when you think you need to get rid of it, you don’t. Apache is a real rockstar technology at YouTube because they keep it simple. Every request goes through Apache. Linux - the benefit of Linux is there’s always a way to get in and see how your system is behaving. No matter how bad your app is behaving, you can take a look at it with Linux tools like strace and tcpdump. MySQL - is used a lot. When you watch a video you are getting data from MySQL. Sometime it’s used a relational database or a blob store. It’s about tuning and making choices about how you organize your data. Vitess- a  new project released by YouTube, written in Go, it’s a frontend to MySQL. It does a lot of optimization on the fly, it rewrites queries and acts as a proxy. Currently it serves every YouTube database request. It’s RPC based. Zookeeper - a distributed lock server. It’s used for configuration. Really interesting piece of technology. Hard to use correctly so read the manual Wiseguy - a CGI servlet container. Spitfire - a templating system. It has an abstract syntax tree that let’s them do transformations to make things go faster. Serialization formats - no matter which one you use, they are all expensive. Measure. Don’t use pickle. Not a good choice. Found protocol buffers slow. They wrote their own BSON implementation, which is 10-15 time faster than the one you can download. ...Contiues. Read the blog Watch the video

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  • How do I draw video frames onto the screen permanently using XNA?

    - by izb
    I have an app that plays back a video and draws the video onto the screen at a moving position. When I run the app, the video moves around the screen as it plays. Here is my Draw method... protected override void Draw(GameTime gameTime) { Texture2D videoTexture = null; if (player.State != MediaState.Stopped) videoTexture = player.GetTexture(); if (videoTexture != null) { spriteBatch.Begin(); spriteBatch.Draw( videoTexture, new Rectangle(x++, 0, 400, 300), /* Where X is a class member */ Color.White); spriteBatch.End(); } base.Draw(gameTime); } The video moves horizontally acros the screen. This is not exactly as I expected since I have no lines of code that clear the screen. My question is why does it not leave a trail behind? Also, how would I make it leave a trail behind?

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  • How to get rid of the background gradient of the inline GtkToolbar?

    - by Dima
    When you run the below code, it will show an inline toolbar in a window. Notice how the inline toolbar has a stand-out backbround. Is there a way to apply CSS to get rid of it and make blend with regular window color? #!/usr/bin/python3 from gi.repository import Gtk button_names = [Gtk.STOCK_ABOUT, Gtk.STOCK_ADD, Gtk.STOCK_REMOVE, Gtk.STOCK_QUIT] buttons = [Gtk.ToolButton.new_from_stock(name) for name in button_names] toolbar = Gtk.Toolbar() toolbar.set_show_arrow(False) for button in buttons: toolbar.insert(button, -1) style_context = toolbar.get_style_context() style_context.add_class(Gtk.STYLE_CLASS_INLINE_TOOLBAR) grid = Gtk.Grid() grid.add(toolbar) label = Gtk.Label() grid.add(label) window = Gtk.Window() window.set_size_request(200, 50) window.add(grid) window.connect('delete-event', Gtk.main_quit) window.show_all() Gtk.main()

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  • which kernels can I safely purge?

    - by ecoologic
    I use the main answer of this question quite often to clear some space, but now I'm in extreme need and I'd like to better understand which kernels are safe to purge, my list is the following 10:50:58-673 - ~> dpkg -l | grep -Eo "^.i +linux-(image|headers)[^ ]+" | cut -c 5- | grep --color -E "$|"`uname -r` linux-headers-2.6.38-15 linux-headers-2.6.38-15-generic linux-headers-2.6.38-15-generic-pae linux-headers-2.6.38-16 linux-headers-2.6.38-16-generic linux-headers-2.6.38-16-generic-pae # current one linux-headers-generic linux-headers-generic-pae linux-headers-server linux-image-2.6.38-15-generic-pae linux-image-2.6.38-16-generic-pae linux-image-generic-pae linux-image-server Is it enough to keep linux-headers-2.6.38-15 linux-headers-2.6.38-15-generic linux-headers-2.6.38-15-generic-pae linux-headers-2.6.38-16 linux-headers-2.6.38-16-generic linux-headers-2.6.38-16-generic-pae # current one Or would this be enough linux-headers-2.6.38-15-generic-pae linux-headers-2.6.38-16-generic-pae # current one Or which other would be the shortest (keeping the previous one too)? And why?

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  • EclipseLink 2.4 Released: RESTful Persistence, Tenant Isolation, NoSQL, and JSON

    - by arungupta
    EclipseLink 2.4 is released as part of Eclipse Juno release train. In addition to providing the Reference Implementation for JPA 2.0, the key features in the release are: RESTful Persistence - Expose Java Persistence units over REST using either JSON or XML Tenant Isolation - Manage entities for multiple tenants in the same application NoSQL - NoSQL support for MongoDB and Oracle NoSQL JSON - Marshaling and unmarshaling of JSON object Here is the complete list of bugs fixed in this release. The landing page provide the complete list of documentation and examples. Read Doug Clarke's blog for a color commentary as well. This release is already integrated in the latest GlassFish 4.0 promoted build. Try the functionality and give us feedback at GlassFish Forum or EclipseLink Forum.

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  • The Journey to the Mystical Forest [Wallpaper]

    - by Asian Angel
    MYSTICAL FOREST PATH [DesktopNexus] Latest Features How-To Geek ETC Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Sync Blocker Stops iTunes from Automatically Syncing The Journey to the Mystical Forest [Wallpaper] Trace Your Browser’s Roots on the Browser Family Tree [Infographic] Save Files Directly from Your Browser to the Cloud in Chrome and Iron The Steve Jobs Chronicles – Charlie and the Apple Factory [Video] Google Chrome Updates; Faster, Cleaner Menus, Encrypted Password Syncing, and More

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  • How to work with scenes in a 2D game

    - by Anearion
    I'm a java/android programmer, but I don't have any experience in game programming, I'm already reading proper books, like "Pro Android Games", but my concerns are more about the ideas behind game programming than the techniques themselves. I'm working on a 2D game, something like Cluedo to let you understand the genre. I would like to know how should I act with the "scenes", for example, a room with a desk, TV, windows and a lamp. I need to make some items tappable and others not. Is it common to use one image (invisible to the user) with every different item a different color, then call the getColor() method on the image? Or use one image as background, and separate images for all the items? If the latter, how can I set the positioning? and should I use imageView or imageButton? I'm sorry if those are really low quality questions, but as "outsider" ( I'm 23 and still finishing my university ) it's pretty hard learn alone.

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  • How to implement soft edge areas with particles

    - by OpherV
    My game is created using Phaser, but the question itself is engine-agnostic. In my game I have several environments, essentially polygonal areas that player characters can move into and be affected by. For example ice, fire, poison etc' The graphic element of these areas is the color filled polygon area itself, and particles of the suitable type (in this example ice shards). This is how I'm currently implementing this - with a polygon mask covering a tilesprite with the particle pattern: The hard edge looks bad. I'd like to improve by doing two things: 1. Making the polygon fill area to have a soft edge, and blend into the background. 2. Have some of the shards go out of the polygon area, so that they are not cut in the middle and the area doesn't have a straight line for example (mockup): I think 1 can be achieved with blurring the polygon, but I'm not sure how to go about with 2. How would you go about implementing this?

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  • What is the practical use of IBOs / degenerate vertex in OpenGL?

    - by 0xFAIL
    Vertices in 3D models CAN get cut in the process of optimizing 3D geometry, (degenerate vertices) by 3D graphics software (Blender, ...) when exporting because they aren't needed when reusing a vertex for multiple triangles. (In the current case 3D data is exported from Blender as .ply and read by a simple application that displays the 3D model) Every vertex has a few attributes like position, color, normal, tangent,... But the data for each vertex that is cut through the vertex sharing is lost and is missing in the vertex shader. Modern shader techniques like Bump or Normal mapping require normals/tangents per vertex which are also cut. To use complex shader techniques IBOs must not be used? Or is there a way to use IBOs and retain the data per vertex that was origionally lost?

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  • Stumbling Through: Visual Studio 2010 (Part II)

    I would now like to expand a little on what I stumbled through in part I of my Visual Studio 2010 post and touch on a few other features of VS 2010.  Specifically, I want to generate some code based off of an Entity Framework model and tie it up to an actual data source.  Im not going to take the easy way and tie to a SQL Server data source, though, I will tie it to an XML data file instead.  Why?  Well, why not?  This is purely for learning, there are probably much better ways to get strongly-typed classes around XML but it will force us to go down a path less travelled and maybe learn a few things along the way.  Once we get this XML data and the means to interact with it, I will revisit data binding to this data in a WPF form and see if I cant get reading, adding, deleting, and updating working smoothly with minimal code.  To begin, I will use what was learned in the first part of this blog topic and draw out a data model for the MFL (My Football League) - I dont want the NFL to come down and sue me for using their name in this totally football-related article.  The data model looks as follows, with Teams having Players, and Players having a position and statistics for each season they played: Note that when making the associations between these entities, I was given the option to create the foreign key but I only chose to select this option for the association between Player and Position.  The reason for this is that I am picturing the XML that will contain this data to look somewhat like this: <MFL> <Position/> <Position/> <Position/> <Team>     <Player>         <Statistic/>     </Player> </Team> </MFL> Statistic will be under its associated Player node, and Player will be under its associated Team node no need to have an Id to reference it if we know it will always fall under its parent.  Position, however, is more of a lookup value that will not have any hierarchical relationship to the player.  In fact, the Position data itself may be in a completely different xml file (something Id like to play around with), so in any case, a player will need to reference the position by its Id. So now that we have a simple data model laid out, I would like to generate two things based on it:  A class for each entity with properties corresponding to each entity property An IO class with methods to get data for each entity, either all instances, by Id or by parent. Now my experience with code generation in the past has consisted of writing up little apps that use the code dom directly to regenerate code on demand (or using tools like CodeSmith).  Surely, there has got to be a more fun way to do this given that we are using the Entity Framework which already has built-in code generation for SQL Server support.  Lets start with that built-in stuff to give us a base to work off of.  Right click anywhere in the canvas of our model and select Add Code Generation Item: So just adding that code item seemed to do quite a bit towards what I was intending: It apparently generated a class for each entity, but also a whole ton more.  I mean a TON more.  Way too much complicated code was generated now that code is likely to be a black box anyway so it shouldnt matter, but we need to understand how to make this work the way we want it to work, so lets get ready to do some stumbling through that text template (tt) file. When I open the .tt file that was generated, right off the bat I realize there is going to be trouble there is no color coding, no intellisense no nothing!  That is going to make stumbling through more like groping blindly in the dark while handcuffed and hopping on one foot, which was one of the alternate titles I was considering for this blog.  Thankfully, the community comes to my rescue and I wont have to cast my mind back to the glory days of coding in VI (look it up, kids).  Using the Extension Manager (Available under the Tools menu), I did a quick search for tt editor in the Online Gallery and quickly found the Tangible T4 Editor: Downloading and installing this was a breeze, and after doing so I got some color coding and intellisense while editing the tt files.  If you will be doing any customizing of tt files, I highly recommend installing this extension.  Next, well see if that is enough help for us to tweak that tt file to do the kind of code generation that we wantDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Google I/O 2012 - A Master Class in Map Styling

    Google I/O 2012 - A Master Class in Map Styling Scott Shawcroft, Jonah Jones Custom Styled Maps allow developers to customize the look and feel of the underlying Google Maps tiles. This makes it really easy to make a great looking map. You can tailor your map to your message, to your color scheme, or to help emphasize your data. In this class, master maps designers will help you build beautiful, elegant styles that make your maps work for you. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 23 0 ratings Time: 38:21 More in Science & Technology

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  • GNOME 3.4 released, with smooth & fast magnification

    - by Peter Korn
    The GNOME community released GNOME 3.4 today. This release contains several new accessibility features, along with a new set of custom high-contrast icons which improve the user experience for users needing improved contrast. This release also makes available the AEGIS-funded GNOME Shell Magnifier. This magnifier leverages the powerful graphics functionality built into all modern video cards for smooth and fast magnification in GNOME. You can watch a video of that magnifier (with the previous version of the preference dialog), which shows all of the features now available in GNOME 3.4. This includes full/partial screen magnification, a magnifier lens, full or partial mouse cross hairs with translucency, and several mouse tracking modes. Future improvements planned for GNOME 3.6 include focus & caret tracking, and a variety of color/contrast controls.

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  • Isometric algorithm [fixed]

    - by David
    so i've been toying with isometric and i just cant get the tiles to be in the right order. im probably missing something obvious and i just cant see it... but even at the risk of looking stupid, heres my code. for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } and heres what i end up with delicious messed up map yep, bit of an issue. so if anyone could help, i'd appreciate it. edit* works now <_<

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  • How can I modify the knetworkmanager icon in my kde taskbar?

    - by Joe
    I am using kubuntu 12.04 Precise 64 on my notebook. Almost everything works fine. I would like to modify the colors of the icon(s) used by knetworkmanager to indicate wifi online. Right now, I am using the (default?) Oxygen theme. What I want is to make the online icons some color other than gray - probably black, so the contrast is greater and they're easier for me to see (I use reading glasses.) I found an old article on how to do this, but when I added the icons it mentioned, they were ignored. Where are these icons stored? Can I just edit them with something like gimp to change the colors, etc.? TIA

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  • How to remove all that country-specific dictionaries (like En_AU, En_CA, de_CH, etc)?

    - by Ivan
    After I've installed some language packs and spell checking dictionaries (I'd like to use with Firefox and OpenOffice) I've got tons of language variations installed. This makes very inconvenient to maintain dictionary additions, for example. Sometimes Firefox decides to switch to Australian, sometimes to UK dictionary, sometimes to US, etc. For me, a Russian, English is just English, and German is just German. I think every English-speaking will understand me, may I write "color" or "colour", "dialog", or "dialogue" (I usually prefer classic UK spelling though, as a matter of a habit (as I was taught at school)). How to remove all those dialects?

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  • Isometric smooth fog

    - by marcg11
    I'm working on a simple 2d game with direct3d 9. It's a isometric game with diamond tiles and a staggered map. This is what I have: As you se I have some king of fog which is acomplished by having a fog matrix which is true (clear terrain) or false (obscure terran). But the result is very chunky. The fog moves as the player moves by tiles but not by pixels. Basically I check for every tile if there is fog, if so I just change the color of that tile: if(scene->fog[i+mapx][j+mapy] == FOG_NONE) { tile_color = 0x666666FF; } I also would like the fog to be smoother, for that I followed this "tutorial" but I haven't managed to work it it out. http://www.appsizematters.com/2010/07/how-to-implement-a-fog-of-war-part-2-smooth/

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