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  • How to adjust a single side of rectangular selection made with Marquee Tool?

    - by Alex
    I am struggling to make a selection made of different layers. For example, a button with text and shadow (each in its own layer). I would like to copy it to a image file but it is really hard to select the shadow with a pixel precision. I do not know how to perform such task properly so I use Marquee Tool. However, it is hard to get all 4 sides right from the first attempt. What's worse, I could not find a method to adjust a single side of a selection made by Marquee Tool. Anyone may help what I am doing wrong?

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  • Can DVI look different?

    - by queueoverflow
    I have a desktop with an nVidia GT 9500 which has two DVI slots. I have a 24" TN-Panel TFT on that and it looks pretty good. Then I hooked it onto the DisplayPort of my ThinkPad with the Intel HD 3000 card with an DP-DVI adapter and I think that the fonts look even clearer. Both computers run Kubuntu 12.04, although the ThinkPad is freshly set up, while the desktop is migrated from the previous release. Is this a hardware thing or is it just some setting in the anti-aliasing or sub-pixel-hinting?

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  • Suitable companion monitors for HP LP3065 30" primary monitor

    - by Bittercoder
    I have an HP LP3065 30" monitor - now I want to add a couple of companion screens to either side of it - I've heard to people suggesting 21" monitors in portrait mode - but it seems difficult to find a suitable panel these day, as 22" wide-screen monitors have become common, and I can't seem to find anything with a suitable 1600 pixel width. Can anyone recommend a suitable monitor, and suggest what criteria are best for picking a suitable monitor - what's important to consider - I'm thinking things like: Exact resolution match? Viewing angle? Small/thin bezel?

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  • Bsplayer - load audio tracks from external files

    - by torran
    I have a movie file: Video ID : 1 Format : AVC Format/Info : Advanced Video Codec Format profile : [email protected] Format settings, CABAC : Yes Format settings, ReFrames : 5 frames Muxing mode : Container [email protected] Codec ID : V_MPEG4/ISO/AVC Duration : 54mn 13s Bit rate : 3 380 Kbps Nominal bit rate : 3 459 Kbps Width : 1 280 pixels Height : 720 pixels Display aspect ratio : 16:9 Frame rate : 23.976 fps Resolution : 8 bits Colorimetry : 4:2:0 Scan type : Progressive Bits/(Pixel*Frame) : 0.153 Stream size : 1.28 GiB (88%) Writing library : x264 core 88 r1471 1144615 Audio ID : 2 Format : AC-3 Format/Info : Audio Coding 3 Codec ID : A_AC3 Duration : 54mn 16s Bit rate mode : Constant Bit rate : 384 Kbps Channel(s) : 6 channels Channel positions : Front: L C R, Side: L R, LFE Sampling rate : 48.0 KHz Stream size : 149 MiB (10%) and additional audio files in same folder: .mp3 and .ac3. How can I load them with bsplayer? Right click-audio-audio streams is empty. If i open the movie with media players classic I can switch audio files.

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  • Can Remote Desktop connect only 2 monitors when the client has 3 or 4 monitors connected?

    - by user12931
    I have three monitors (all 1920x1200) connected to my desktop and I would like to RDP into another computer (running Windows Server 2003) and use only two of my three monitors. The main monitor is used for notification from the LAN like email, build status, etc. I've tried modifying the .rdp file to have a higher resolution (i.e. 3840x1200 ) which sort of works but the bits per pixel goes down to 8 and you have to manually resize the window which means that you need to change it to around 3840x1150. If I supply /span to the commandline it gives me a bit more than 3840 spanned across the three monitors (is there perhaps a limitation of say 4096 for the maximum resolution?). WORKAROUND: Connect twice to the same computer. Here's an interesting post from Microsoft: http://blogs.msdn.com/b/rds/archive/2009/08/21/remote-desktop-connection-7-for-windows-7-windows-xp-windows-vista.aspx

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  • Do emails from ShoppyBag contain virus or malware ?

    - by Sysadmin Evstar
    I am curious -- when the ShoppyBag virus gets sent to you from a compromised "friend", inside the message is a secret one-pixel IMG unique to your email address --- and when your GMail message pulls up the message and the IMG is loaded from their server and displayed, their server knows you have read the message. At that moment, does it then grab your Gmail address book, the Flash Cookies, and all the Local Shared Objects it can find, i.e. at the instant you READ the message with the ShoppyBag virus, is it already too late? Do you have to Delete it to the Trash , then Delete Forever it , without reading it to be safe?

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  • SHOPPYBAG virus

    - by Sysadmin Evstar
    I am curious -- when the ShoppyBag virus gets sent to you from a compromised "friend", inside the message is a secret one-pixel IMG unique to your email address --- and when your GMail message pulls up the message and the IMG is loaded from their server and displayed, their server knows you have read the message. At that moment, does it then grab your Gmail address book, the Flash Cookies, and all the Local Shared Objects it can find, i.e. at the instant you READ the message with the ShoppyBag virus, is it already too late? Do you have to Delete it to the Trash , then Delete Forever it , without reading it to be safe?

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  • Program to scale any OpenGL/DirectX window 2x larger?

    - by Neeb
    I would like to run some game on windowed mode, but its hard to see the game when my desktop resolution is huge. One solution could be to change my desktop resolution every time i play the game. But the bad thing is that my screen automatically smoothes the pixels when im using non-native resolutions, and the blurred pixels really makes it ugly and hard to look at. Is there some program to double the pixel size of any opengl/directx window without smoothing the pixels? I've tried multiple magnifying glass programs, but they all seem to make it blurred...

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  • What monitor specifications should be taken into consideration to avoid eye problems? [closed]

    - by coding crow
    I spent time programming on my 13.3" laptop for 8 to 10 hours a day. I was planning to buy a good monitor. Now that I have developed CVS buying a monitor has became an immediate priority. I have spend some time trying to understand what I should buy and why. I could only zero down on the size (20") and LED. So, I'm looking for advice on many other factors like resolution, pixel density, panel technology and so forth. What should I look for in a computer monitor to avoid further eye problems? Why?

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  • What factors should be taken into consideration before buying a computer Moniter (display/screen)?

    - by coding crow
    I work on computer for most of waking day and have been using a 13.3" laptop. I was planning to buy a good monitor/screen/display for sometime now but was lazy. Now I have developed Computer Vision Syndrome and buying a monitor has become immediate priority. I have spend some time on net and trying to understand what should I buy and why? I could only zero down on the size (20") and LED and looking for advice on many other factors like resolution, pixel density, panel technology and so forth. It will be great help if someone experienced can show shed some light on computer monitor best for the programmers spending 8 to 10 hours in front of the screen.

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  • qwebview in pyside after packaged with pyinstaller goes wrong

    - by truease.com
    Here's my code import sys from PySide.QtCore import * from PySide.QtGui import * from PySide.QtWebKit import * from encodings import * from codecs import * class BrowserWindow( QWidget ): def __init__( self, parent=None ): QWidget.__init__( self, parent ) self.Setup() self.SetupEvent() def Setup( self ): self.setWindowTitle( u"Truease Speedy Browser" ) self.addr_input = QLineEdit() self.addr_go = QPushButton( "GO" ) self.addr_bar = QHBoxLayout() self.addr_bar.addWidget( self.addr_input ) self.addr_bar.addWidget( self.addr_go ) for attr in [ QWebSettings.AutoLoadImages, QWebSettings.JavascriptEnabled, QWebSettings.JavaEnabled, QWebSettings.PluginsEnabled, QWebSettings.JavascriptCanOpenWindows, QWebSettings.JavascriptCanAccessClipboard, QWebSettings.DeveloperExtrasEnabled, QWebSettings.SpatialNavigationEnabled, QWebSettings.OfflineStorageDatabaseEnabled, QWebSettings.OfflineWebApplicationCacheEnabled, QWebSettings.LocalStorageEnabled, QWebSettings.LocalStorageDatabaseEnabled, QWebSettings.LocalContentCanAccessRemoteUrls, QWebSettings.LocalContentCanAccessFileUrls, ]: QWebSettings.globalSettings().setAttribute( attr, True ) self.web_view = QWebView() self.web_view.load( "http://www.baidu.com" ) layout = QVBoxLayout() layout.addLayout( self.addr_bar ) layout.addWidget( self.web_view ) self.setLayout( layout ) def SetupEvent( self ): self.connect( self.addr_input, SIGNAL("editingFinished()"), self, SLOT("Load()"), ) self.connect( self.addr_go, SIGNAL("pressed()"), self, SLOT("Load()") ) self.connect( self.web_view, SIGNAL("urlChanged(const QUrl&)"), self, SLOT("SetURL()"), ) def Load( self, *args, **kwargs ): url = self.GetCleanedURL() if url != self.CurrentURL(): self.web_view.load( url ) def SetURL( self, *args, **kwargs ): self.addr_input.setText( self.CurrentURL() ) def GetCleanedURL( self ): url = self.addr_input.text().strip() if not url.startswith("http"): url = "http://" + url return url def CurrentURL( self ): url = self.web_view.url().toString() return url def Main(): app = QApplication( sys.argv ) widget = BrowserWindow() widget.show() return app.exec_() if __name__ == '__main__': sys.exit( Main() ) I works well when i using python browser.py. but it goes wrong after packaged with pyinstaller -w browser.py. it doesn't load images can only display correct text in utf-8 And this is the pyinstaller output: E:\true\wuk\app2>pyinstaller -w b.py 16 INFO: wrote E:\true\wuk\app2\b.spec 16 INFO: Testing for ability to set icons, version resources... 32 INFO: ... resource update available 32 INFO: UPX is not available. 46 INFO: Processing hook hook-os 141 INFO: Processing hook hook-time 157 INFO: Processing hook hook-cPickle 218 INFO: Processing hook hook-_sre 312 INFO: Processing hook hook-cStringIO 407 INFO: Processing hook hook-encodings 421 INFO: Processing hook hook-codecs 750 INFO: Processing hook hook-httplib 750 INFO: Processing hook hook-email 843 INFO: Processing hook hook-email.message 1046 WARNING: library python%s%s required via ctypes not found 1171 INFO: Extending PYTHONPATH with E:\true\wuk\app2 1171 INFO: checking Analysis 1171 INFO: building because b.py changed 1171 INFO: running Analysis out00-Analysis.toc 1171 INFO: Adding Microsoft.VC90.CRT to dependent assemblies of final executable 1171 INFO: Searching for assembly x86_Microsoft.VC90.CRT_1fc8b3b9a1e18e3b_9.0.21022.8_x-ww ... 1171 INFO: Found manifest C:\WINDOWS\WinSxS\Manifests\x86_Microsoft.VC90.CRT_1fc8b3b9a1e18e3b_9.0.21022.8_x-ww_d08d0375.manifest 1187 INFO: Searching for file msvcr90.dll 1187 INFO: Found file C:\WINDOWS\WinSxS\x86_Microsoft.VC90.CRT_1fc8b3b9a1e18e3b_9.0.21022.8_x-ww_d08d0375\msvcr90.dll 1187 INFO: Searching for file msvcp90.dll 1187 INFO: Found file C:\WINDOWS\WinSxS\x86_Microsoft.VC90.CRT_1fc8b3b9a1e18e3b_9.0.21022.8_x-ww_d08d0375\msvcp90.dll 1187 INFO: Searching for file msvcm90.dll 1187 INFO: Found file C:\WINDOWS\WinSxS\x86_Microsoft.VC90.CRT_1fc8b3b9a1e18e3b_9.0.21022.8_x-ww_d08d0375\msvcm90.dll 1266 INFO: Analyzing D:\Applications\Python\lib\site-packages\pyinstaller-2.1-py2.7.egg\PyInstaller\loader\_pyi_bootstrap.py 1266 INFO: Processing hook hook-os 1282 INFO: Processing hook hook-site 1296 INFO: Processing hook hook-encodings 1391 INFO: Processing hook hook-time 1407 INFO: Processing hook hook-cPickle 1468 INFO: Processing hook hook-_sre 1578 INFO: Processing hook hook-cStringIO 1671 INFO: Processing hook hook-codecs 2016 INFO: Processing hook hook-httplib 2016 INFO: Processing hook hook-email 2109 INFO: Processing hook hook-email.message 2312 WARNING: library python%s%s required via ctypes not found 2468 INFO: Processing hook hook-pydoc 2516 INFO: Analyzing D:\Applications\Python\lib\site-packages\pyinstaller-2.1-py2.7.egg\PyInstaller\loader\pyi_importers.py 2609 INFO: Analyzing D:\Applications\Python\lib\site-packages\pyinstaller-2.1-py2.7.egg\PyInstaller\loader\pyi_archive.py 2687 INFO: Analyzing D:\Applications\Python\lib\site-packages\pyinstaller-2.1-py2.7.egg\PyInstaller\loader\pyi_carchive.py 2782 INFO: Analyzing D:\Applications\Python\lib\site-packages\pyinstaller-2.1-py2.7.egg\PyInstaller\loader\pyi_os_path.py 2782 INFO: Analyzing b.py 2796 INFO: Processing hook hook-PySide 2875 INFO: Hidden import 'codecs' has been found otherwise 2875 INFO: Hidden import 'encodings' has been found otherwise 2875 INFO: Looking for run-time hooks 7766 INFO: Using Python library C:\WINDOWS\system32\python27.dll 7796 INFO: E:\true\wuk\app2\build\b\out00-Analysis.toc no change! 7796 INFO: checking PYZ 7812 INFO: checking PKG 7812 INFO: building because E:\true\wuk\app2\build\b\b.exe.manifest changed 7812 INFO: building PKG (CArchive) out00-PKG.pkg 7828 INFO: checking EXE 7843 INFO: rebuilding out00-EXE.toc because pkg is more recent 7843 INFO: building EXE from out00-EXE.toc 7843 INFO: Appending archive to EXE E:\true\wuk\app2\build\b\b.exe 7843 INFO: checking COLLECT 7843 INFO: building COLLECT out00-COLLECT.toc Use pyinstaller browser.py, and in the console window i got QFont::setPixelSize: Pixel size <= 0 (0) QSslSocket: cannot call unresolved function SSLv23_client_method QSslSocket: cannot call unresolved function SSL_CTX_new QSslSocket: cannot call unresolved function SSL_library_init QSslSocket: cannot call unresolved function ERR_get_error QSslSocket: cannot call unresolved function SSLv23_client_method QSslSocket: cannot call unresolved function SSL_CTX_new QSslSocket: cannot call unresolved function SSL_library_init QSslSocket: cannot call unresolved function ERR_get_error QSslSocket: cannot call unresolved function SSLv23_client_method QSslSocket: cannot call unresolved function SSL_CTX_new QSslSocket: cannot call unresolved function SSL_library_init QSslSocket: cannot call unresolved function ERR_get_error QSslSocket: cannot call unresolved function SSLv23_client_method QSslSocket: cannot call unresolved function SSL_CTX_new QSslSocket: cannot call unresolved function SSL_library_init QSslSocket: cannot call unresolved function ERR_get_error QFont::setPixelSize: Pixel size <= 0 (0)

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  • Emulating old-school sprite flickering (theory and concept)

    - by Jeffrey Kern
    I'm trying to develop an oldschool NES-style video game, with sprite flickering and graphical slowdown. I've been thinking of what type of logic I should use to enable such effects. I have to consider the following restrictions if I want to go old-school NES style: No more than 64 sprites on the screen at a time No more than 8 sprites per scanline, or for each line on the Y axis If there is too much action going on the screen, the system freezes the image for a frame to let the processor catch up with the action From what I've read up, if there were more than 64 sprites on the screen, the developer would only draw high-priority sprites while ignoring low-priority ones. They could also alternate, drawing each even numbered sprite on opposite frames from odd numbered ones. The scanline issue is interesting. From my testing, it is impossible to get good speed on the XBOX 360 XNA framework by drawing sprites pixel-by-pixel, like the NES did. This is why in old-school games, if there were too many sprites on a single line, some would appear if they were cut in half. For all purposes for this project, I'm making scanlines be 8 pixels tall, and grouping the sprites together per scanline by their Y positioning. So, dumbed down I need to come up with a solution that.... 64 sprites on screen at once 8 sprites per 'scanline' Can draw sprites based on priority Can alternate between sprites per frame Emulate slowdown Here is my current theory First and foremost, a fundamental idea I came up with is addressing sprite priority. Assuming values between 0-255 (0 being low), I can assign sprites priority levels, for instance: 0 to 63 being low 63 to 127 being medium 128 to 191 being high 192 to 255 being maximum Within my data files, I can assign each sprite to be a certain priority. When the parent object is created, the sprite would randomly get assigned a number between its designated range. I would then draw sprites in order from high to low, with the end goal of drawing every sprite. Now, when a sprite gets drawn in a frame, I would then randomly generate it a new priority value within its initial priority level. However, if a sprite doesn't get drawn in a frame, I could add 32 to its current priority. For example, if the system can only draw sprites down to a priority level of 135, a sprite with an initial priority of 45 could then be drawn after 3 frames of not being drawn (45+32+32+32=141) This would, in theory, allow sprites to alternate frames, allow priority levels, and limit sprites to 64 per screen. Now, the interesting question is how do I limit sprites to only 8 per scanline? I'm thinking that if I'm sorting the sprites high-priority to low-priority, iterate through the loop until I've hit 64 sprites drawn. However, I shouldn't just take the first 64 sprites in the list. Before drawing each sprite, I could check to see how many sprites were drawn in it's respective scanline via counter variables . For example: Y-values between 0 to 7 belong to Scanline 0, scanlineCount[0] = 0 Y-values between 8 to 15 belong to Scanline 1, scanlineCount[1] = 0 etc. I could reset the values per scanline for every frame drawn. While going down the sprite list, add 1 to the scanline's respective counter if a sprite gets drawn in that scanline. If it equals 8, don't draw that sprite and go to the sprite with the next lowest priority. SLOWDOWN The last thing I need to do is emulate slowdown. My initial idea was that if I'm drawing 64 sprites per frame and there's still more sprites that need to be drawn, I could pause the rendering by 16ms or so. However, in the NES games I've played, sometimes there's slowdown if there's not any sprite flickering going on whereas the game moves beautifully even if there is some sprite flickering. Perhaps give a value to each object that uses sprites on the screen (like the priority values above), and if the combined values of all objects w/ sprites surpass a threshold, introduce the sprite flickering? IN CONCLUSION... Does everything I wrote actually sound legitimate and could work, or is it a pipe dream? What improvements can you all possibly think with this game programming theory of mine?

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  • DirectX: Render to a screen buffer without using a render target

    - by knight666
    Hello, I'm writing an open source 2D game engine, and I want to support as many devices and platforms as possible. I currently only have Windows Mobile though. I'm rendering using DirectX Mobile, with DirectDraw as a fallback path. However, I've run into a bit of trouble. It seems that while the reference driver supports createRenderTarget, many many many physical devices do not. I need some way to render to the screen without using a render target, because I render sprites using textured quads, but I also need to be able to draw individual pixels. This is how I do it right now: // save old values if (Error::Failed(m_D3DDevice->GetRenderTarget(&m_D3DOldTarget))) { ERROR_EXPLAIN("Could not retrieve backbuffer."); return false; } // clear render surface if (Error::Failed(m_D3DDevice->SetRenderTarget(m_D3DRenderSurface, NULL))) { ERROR_EXPLAIN("Could not set render target to render texture."); return false; } if (Error::Failed (m_D3DDevice->Clear( 0, NULL, // target rectangle D3DMCLEAR_TARGET, D3DMCOLOR_XRGB(0, 0, 0), // clear color 1.0f, 0 ) ) ) { ERROR_EXPLAIN("Failed to clear render texture."); return false; } D3DMLOCKED_RECT render_rect; if (Error::Failed(m_D3DRenderSurface->LockRect(&render_rect, NULL, NULL))) { ERROR_EXPLAIN("Failed to lock render surface pixels."); } else { m_D3DBackSurf->SetBuffer((Pixel*)render_rect.pBits); m_D3DRenderSurface->UnlockRect(); } // begin scene if (Error::Failed(m_D3DDevice->BeginScene())) { ERROR_EXPLAIN("Failed to start rendering."); return false; } // ===================== // example rendering // ===================== // some other stuff, but the most important part of rendering a sprite: device->SetTexture(0, m_Texture)); device->SetStreamSource(0, m_VertexBuffer, sizeof(Vertex)); device->DrawPrimitive(D3DMPT_TRIANGLELIST, 0, 2); // plotting a pixel Surface* target = (Surface*)Device::GetRenderMethod()->GetRenderTarget(); buffer = target->GetBuffer(); buffer[somepixel] = MAKECOLOR(255, 0, 0); // end scene if (Error::Failed(device->EndScene())) { ERROR_EXPLAIN("Failed to end scene."); return false; } // clear screen if (Error::Failed(device->SetRenderTarget(m_D3DOldTarget, NULL))) { ERROR_EXPLAIN("Couldn't set render target to backbuffer."); return false; } if (Error::Failed(device->GetBackBuffer ( 0, D3DMBACKBUFFER_TYPE_MONO, &m_D3DBack ) ) ) { ERROR_EXPLAIN("Couldn't retrieve backbuffer."); return false; } RECT dest = { 0, 0, Device::GetWidth(), Device::GetHeight() }; if (Error::Failed( device->StretchRect ( m_D3DRenderSurface, NULL, m_D3DBack, &dest, D3DMTEXF_NONE ) ) ) { ERROR_EXPLAIN("Failed to stretch render texture to backbuffer."); return false; } if (Error::Failed(device->Present(NULL, NULL, NULL, NULL))) { ERROR_EXPLAIN("Failed to present device."); return false; } I'm looking for a way to do the same thing (render sprites using hardware acceleration and plot pixels on a buffer) without using a render target. Thanks in advance.

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  • Disable antialiasing for a specific GDI device context

    - by Jacob Stanley
    I'm using a third party library to render an image to a GDI DC and I need to ensure that any text is rendered without any smoothing/antialiasing so that I can convert the image to a predefined palette with indexed colors. The third party library i'm using for rendering doesn't support this and just renders text as per the current windows settings for font rendering. They've also said that it's unlikely they'll add the ability to switch anti-aliasing off any time soon. The best work around I've found so far is to call the third party library in this way (error handling and prior settings checks ommitted for brevity): private static void SetFontSmoothing(bool enabled) { int pv = 0; SystemParametersInfo(Spi.SetFontSmoothing, enabled ? 1 : 0, ref pv, Spif.None); } // snip Graphics graphics = Graphics.FromImage(bitmap) IntPtr deviceContext = graphics.GetHdc(); SetFontSmoothing(false); thirdPartyComponent.Render(deviceContext); SetFontSmoothing(true); This obviously has a horrible effect on the operating system, other applications flicker from cleartype enabled to disabled and back every time I render the image. So the question is, does anyone know how I can alter the font rendering settings for a specific DC? Even if I could just make the changes process or thread specific instead of affecting the whole operating system, that would be a big step forward! (That would give me the option of farming this rendering out to a separate process- the results are written to disk after rendering anyway) EDIT: I'd like to add that I don't mind if the solution is more complex than just a few API calls. I'd even be happy with a solution that involved hooking system dlls if it was only about a days work. EDIT: Background Information The third-party library renders using a palette of about 70 colors. After the image (which is actually a map tile) is rendered to the DC, I convert each pixel from it's 32-bit color back to it's palette index and store the result as an 8bpp greyscale image. This is uploaded to the video card as a texture. During rendering, I re-apply the palette (also stored as a texture) with a pixel shader executing on the video card. This allows me to switch and fade between different palettes instantaneously instead of needing to regenerate all the required tiles. It takes between 10-60 seconds to generate and upload all the tiles for a typical view of the world. EDIT: Renamed GraphicsDevice to Graphics The class GraphicsDevice in the previous version of this question is actually System.Drawing.Graphics. I had renamed it (using GraphicsDevice = ...) because the code in question is in the namespace MyCompany.Graphics and the compiler wasn't able resolve it properly. EDIT: Success! I even managed to port the PatchIat function below to C# with the help of Marshal.GetFunctionPointerForDelegate. The .NET interop team really did a fantastic job! I'm now using the following syntax, where Patch is an extension method on System.Diagnostics.ProcessModule: module.Patch( "Gdi32.dll", "CreateFontIndirectA", (CreateFontIndirectA original) => font => { font->lfQuality = NONANTIALIASED_QUALITY; return original(font); }); private unsafe delegate IntPtr CreateFontIndirectA(LOGFONTA* lplf); private const int NONANTIALIASED_QUALITY = 3; [StructLayout(LayoutKind.Sequential)] private struct LOGFONTA { public int lfHeight; public int lfWidth; public int lfEscapement; public int lfOrientation; public int lfWeight; public byte lfItalic; public byte lfUnderline; public byte lfStrikeOut; public byte lfCharSet; public byte lfOutPrecision; public byte lfClipPrecision; public byte lfQuality; public byte lfPitchAndFamily; public unsafe fixed sbyte lfFaceName [32]; }

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  • Boundary fill problem

    - by Taaseen
    hi...Im stuck in this bunch of codes...i cant get the pixel to fill up the circle??...any help #include<iostream> #include<glut.h> struct Color{ float red, green, blue; }; Color getPixel(int x, int y){ // gets the color of the pixel at (x,y) Color c; float color[4]; glReadPixels(x,y,1,1,GL_RGBA, GL_FLOAT, color); c.red = color[0]; c.green = color[1]; c.blue = color[2]; return c; } void setPixel(int x, int y, Color c){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushAttrib(GL_ALL_ATTRIB_BITS); glColor3f(c.red, c.green, c.blue); glBegin(GL_POINTS); glVertex2i(x,y); glEnd(); glPopAttrib(); glFlush(); } void init() { glClearColor(1.0,1.0,1.0,0.0); gluOrtho2D(0.0,300.0,0.0,300.0); } void drawPixel(int x,int y) { glBegin(GL_POINTS); glVertex2i(x,y); glEnd(); glFlush(); } void Boundary_fill(int x,int y,Color thisColor){ Color boundary_color; boundary_color.red=0.0; boundary_color.green=1.0; boundary_color.blue=0.0; Color nextpixel=getPixel(x,y); if((nextpixel.red!=boundary_color.red)&&(nextpixel.blue!=boundary_color.blue)&&(nextpixel.green!=boundary_color.green) && (nextpixel.red!=thisColor.red)&& (nextpixel.blue!=thisColor.blue)&& (nextpixel.green!=thisColor.green)){ setPixel(x,y,thisColor); Boundary_fill((x+1),y,thisColor); Boundary_fill((x-1),y,thisColor); Boundary_fill(x,(y+1),thisColor); Boundary_fill(x,(y-1),thisColor); } } void draw(int x1,int y1, int x, int y){ drawPixel(x1+x,y1+y);//quadrant1 drawPixel(x1+x,y1-y);//quadrant2 drawPixel(x1-x,y1+y);//quadrant3 drawPixel(x1-x,y1-y);//quadrant4 drawPixel(x1+y,y1+x);//quadrant5 drawPixel(x1+y,y1-x);//quadrant6 drawPixel(x1-y,y1+x);//quadrant7 drawPixel(x1-y,y1-x);//quadrant8 } void circle(int px,int py,int r){ int a,b; float p; a=0; b=r; p=(5/4)-r; while(a<=b){ draw(px,py,a,b); if(p<0){ p=p+(2*a)+1; } else{ b=b-1; p=p+(2*a)+1-(2*b); } a=a+1; } } void Circle(void) { Color thisColor; thisColor.red=1.0; thisColor.blue=0.0; thisColor.green=0.0; glClear(GL_COLOR_BUFFER_BIT); glColor3f(0.0,1.0,0.0); glPointSize(2.0); int x0 = 100; int y0 = 150; circle(x0,y0,50); glColor3f(thisColor.red,thisColor.blue,thisColor.green); Boundary_fill(x0,y0,thisColor); } void main(int argc, char**argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(400,400); glutInitWindowPosition(1,1); glutCreateWindow("Boundary fill in a circle:Taaseen And Abhinav"); init(); glutDisplayFunc(Circle); glutMainLoop(); }

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  • Window's content disappears when minimized

    - by Carmen Cojocaru
    I have a simple class that draws a line when mouse dragging or a dot when mouse pressing(releasing). When I minimize the application and then restore it, the content of the window disappears except the last dot (pixel). I understand that the method super.paint(g) repaints the background every time the window changes, but the result seems to be the same whether I use it or not. The difference between the two of them is that when I don't use it there's more than a pixel painted on the window, but not all my painting. How can I fix this? Here is the class. package painting; import java.awt.*; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseMotionAdapter; import javax.swing.JFrame; import javax.swing.JPanel; class CustomCanvas extends Canvas{ Point oldLocation= new Point(10, 10); Point location= new Point(10, 10); Dimension dimension = new Dimension(2, 2); CustomCanvas(Dimension dimension){ this.dimension = dimension; this.init(); addListeners(); } private void init(){ oldLocation= new Point(0, 0); location= new Point(0, 0); } public void paintLine(){ if ((location.x!=oldLocation.x) || (location.y!=oldLocation.y)) { repaint(location.x,location.y,1,1); } } private void addListeners(){ addMouseListener(new MouseAdapter(){ @Override public void mousePressed(MouseEvent me){ oldLocation = location; location = new Point(me.getX(), me.getY()); paintLine(); } @Override public void mouseReleased(MouseEvent me){ oldLocation = location; location = new Point(me.getX(), me.getY()); paintLine(); } }); addMouseMotionListener(new MouseMotionAdapter() { @Override public void mouseDragged(MouseEvent me){ oldLocation = location; location = new Point(me.getX(), me.getY()); paintLine(); } }); } @Override public void paint(Graphics g){ super.paint(g); g.setColor(Color.red); g.drawLine(location.x, location.y, oldLocation.x, oldLocation.y); } @Override public Dimension getMinimumSize() { return dimension; } @Override public Dimension getPreferredSize() { return dimension; } } class CustomFrame extends JPanel { JPanel displayPanel = new JPanel(new BorderLayout()); CustomCanvas canvas = new CustomCanvas(new Dimension(200, 200)); public CustomFrame(String titlu) { canvas.setBackground(Color.white); displayPanel.add(canvas, BorderLayout.CENTER); this.add(displayPanel); } } public class CustomCanvasFrame { public static void main(String args[]) { CustomFrame panel = new CustomFrame("Test Paint"); JFrame f = new JFrame(); f.add(panel); f.pack(); SwingConsole.run(f, 700, 700); } }

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  • SYSLINUX 4.07 EDD 2013-07-25 Copyright (C) 1994-2013 H. Peter Anvin et al [duplicate]

    - by Aniel Arias
    This question already has an answer here: Not booting from USB or CD (SYSLINUX Message) 10 answers this what is happening, i downloaded (ubuntu-gnome-14.04.1-desktop) and (elementaryos-unstable-amd64.20140810) to try out in my laptop and i have use (unetbootin-windows-608) and (Universal-USB-Installer-1.9.5.5) but i get this message every time i try to boot from the usb (SYSLINUX 4.07 EDD 2013-07-25 Copyright (C) 1994-2013 H. Peter Anvin et al) however i tried in an old desktop that i have and it works although the installer gets stuck on most of the time at the part of reading partitions/hard drives so please i really need help with this. note: i did installed os x long time ago and i broke windows installation then fix it following some online tutorials just for FYI thanks please can somebody help to fix this problem, i have been looking on google but haven't found anything in concrete. please help

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  • error: a NUL byte in commit log message not allowed [migrated]

    - by James
    I'm trying to commit some files in my Git repository, and I'm receiving this error. This all started when I ran git rm -rf folder and git rm -rf file and tried to commit the changes. I've since been able to commit and push without these files being deleted from my remote repository, however I'm now completely stuck. The full error is: error: a NUL byte in commit log message not allowed. fatal: failed to write commit object What can I do to fix this? My Google-fu has let me down on this one. Edit: I've just checked out these deleted files, and attempted to commit again, but it's still giving me the same error. Has my Git repo been corrupted or something?

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  • Need help transforming DirectX 9 skybox hlsl shader to DirectX 11

    - by J2V
    I am in the middle of implementing a skybox to my game. I have been following this tutorial http://rbwhitaker.wikidot.com/skyboxes-2. I am using MonoGame as a framework and in order to support both Windows and Windows 8 metro I need to compile the shader with pixel and vertex shader 4. compile vs_4_0_level_9_1 compile ps_4_0_level_9_1 However some of the hlsl syntax has been updated with DX10 and DX11. I need to update this hlsl code: float4x4 World; float4x4 View; float4x4 Projection; float3 CameraPosition; Texture SkyBoxTexture; samplerCUBE SkyBoxSampler = sampler_state { texture = <SkyBoxTexture>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = Mirror; AddressV = Mirror; }; struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float3 TextureCoordinate : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); float4 VertexPosition = mul(input.Position, World); output.TextureCoordinate = VertexPosition - CameraPosition; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { return texCUBE(SkyBoxSampler, normalize(input.TextureCoordinate)); } technique Skybox { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I quess I need to change Texture into TextureCube, change sampler, swap texCUBE() with TextureCube.Sample() and change PixelShader return semantic to SV_Target0. I'm very new in shader languages and any help is appreciated!

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  • how to implemet a nice scanline effect using libgdx

    - by Alexandre GUIDET
    I am working on an old school platformer based on libgdx. My first attempt is to make a little texture and fill a rect above the whole screen, but it seems that I am messing arround with the orthographic camera (I use two camera, one for the tilemap and one to project the scanline filter). Sometime the texture is stuck on the tilemap and sometime it is too large and cover the whole screen in black. Is my approach correct using two camera? Does someone have a solution to achieve this retro effect using libgdx (see maldita castilla)? Thanks

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  • "const char *" is incompatible with parameter of type "LPCWSTR" error

    - by N0xus
    I'm trying to incorporate some code from Programming an RTS Game With Direct3D into my game. Before anyone says it, I know the book is kinda old, but it's the particle effects system he creates that I'm trying to use. With his shader class, he intialise it thusly: void SHADER::Init(IDirect3DDevice9 *Dev, const char fName[], int typ) { m_pDevice = Dev; m_type = typ; if(m_pDevice == NULL)return; // Assemble and set the pixel or vertex shader HRESULT hRes; LPD3DXBUFFER Code = NULL; LPD3DXBUFFER ErrorMsgs = NULL; if(m_type == PIXEL_SHADER) hRes = D3DXCompileShaderFromFile(fName, NULL, NULL, "Main", "ps_2_0", D3DXSHADER_DEBUG, &Code, &ErrorMsgs, &m_pConstantTable); else hRes = D3DXCompileShaderFromFile(fName, NULL, NULL, "Main", "vs_2_0", D3DXSHADER_DEBUG, &Code, &ErrorMsgs, &m_pConstantTable); } How ever, this generates the following error: Error 1 error C2664: 'D3DXCompileShaderFromFileW' : cannot convert parameter 1 from 'const char []' to 'LPCWSTR' The compiler states the issue is with fName in the D3DXCompileShaderFromFile line. I know this has something to do with the character set, and my program was already running with a Unicode Character set on the go. I read that to solve the above problem, I need to switch to a multi-byte character set. But, if I do that, I get other errors in my code, like so: Error 2 error C2664: 'D3DXCreateEffectFromFileA' : cannot convert parameter 2 from 'const wchar_t *' to 'LPCSTR' With it being accredited to the following line of code: if(FAILED(D3DXCreateEffectFromFile(m_pD3DDevice9,effectFileName.c_str(),NULL,NULL,0,NULL,&m_pCurrentEffect,&pErrorBuffer))) This if is nested within another if statement checking my effectmap list. Though it is the FAILED word with the red line. Like wise I get the another error with the following line of code: wstring effectFileName = TEXT("Sky.fx"); With the error message being: Error 1 error C2440: 'initializing' : cannot convert from 'const char [7]' to 'std::basic_string<_Elem,_Traits,_Ax' If I change it back to a Uni code character set, I get the original (fewer) errors. Leaving as a multi-byte, I get more errors. Does anyone know of a way I can fix this issue?

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  • How to move the camera sideways in libgdx

    - by Bubblewrap
    I want to move the camera sideways (strafe/truck), now i had the following in mind, but it doesn't look like there are standard methods to achieve this in libgdx. If i want to move the camera sideways by x, i think i need to do the following: Create a Matrix4 mat Determine the orthogonal vector v between camera.direction and camera.up translate mat by v*x multiply camera.position by mat Will this approach do what i think it does, and is it a good way to do it? And how can i do this in libgdx? I get "stuck" at step 2, as in, i have not found any standard method in libgdx to calculate an orthogonal vector. EDIT: I think i can use camera.direction.crs(camera.up) to find v. Guess i can now try this approach tonight and see if it works.

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  • Error when compiling FXAA shader

    - by mulletdevil
    I am getting the following error when compiling the FXAA shader downloaded from here http://timothylottes.blogspot.co.uk/2011/07/fxaa-311-released.html Fxaa3_11.h(934,5): error x4000: Use of potentially uninitialized variable (FxaaPixelShader) Here is the line in the shader if(earlyExit) #if (FXAA_DISCARD == 1) FxaaDiscard; #else return rgbyM; #endif Does anyone know what may be causing this? I have not changed any values in that shader. Here is a snippet from my current pixel shader #define FXAA_GREEN_AS_LUMA 1 #define FXAA_HLSL_4 1 #define FXAA_PC 1 #define FXAA_QUALITY__PRESET 12 #include "Fxaa3_11.h" PS_OUTPUT main(PS_INPUT fragment) { PS_OUTPUT output; const float2 pos = fragment.hPosition.xy; const float4 notUsedFloat4 = float4(0.0f, 0.0f, 0.0f, 0.0f); const float fxaaQualitySubpix = 0; const float fxaaQualityEdgeThreshold = 0.333; const float fxaaQualityEdgeThresholdMin = 0.0833; const float notUsedFloat = 0.0f; FxaaTex fxaaTex; fxaaTex.smpl = SampleType; fxaaTex.tex = inputTexture; output.colour = FxaaPixelShader(pos, //1 notUsedFloat4, //2 fxaaTex, //3 fxaaTex, //4 fxaaTex, //5 rcpFrame, //6 notUsedFloat4, //7 rcpFrameOpt, //8 notUsedFloat4, //9 fxaaQualitySubpix, //10 fxaaQualityEdgeThreshold, //11 fxaaQualityEdgeThresholdMin, //12 notUsedFloat, //13 notUsedFloat, //14 notUsedFloat, //15 notUsedFloat //16 ); return output; } Am I passing a wrong value into the shader?

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  • Installation Won't Finish

    - by Joey G
    I installed Ubuntu 12.10 (32-bit) on my Acer Aspire One notebook and replaced the Windows 8 Consumer Preview. Everything went fine, but right before the installation finished, it got stuck. The loading bar at the bottom is full, and it says "Copying installation logs," but my mouse won't move and it's been at this point for almost an hour. Also, the mouse is in the loading spin, so I know my computer didn't freeze. Should I just restart now? I'm not sure if it's at the last stage, but it seems like it is, and this has taken more than the rest of the installation together. EDIT- I had my computer go in sleep mode for a minute and now I can move the mouse again. When I click the "Copying.." part, it says "Activation (eth1) Stage 4 of 5 complete" but "5 of 5" (I assume that comes next) isn't starting.

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  • Need some advice regarding collision detection with the sprite changing its width and height

    - by Frank Scott
    So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have a walking and jumping animation. For one, I'd like to to be able to have each frame of variable size, I think. I want collision detection to be accurate and during a jumping animation the sprite's height will be shorter (because of the calves meeting the hamstrings). Again, this also works fine at the moment. I can get the character to animate properly each frame and cycle through animations. The problems arise when the width and height of the character change. Often times its position will be corrected by the collision detection system and the character will be rubber-banded to random parts of the map or even go outside the map bounds. For some reason with the linked collision detection algorithm, when the width or height of the sprite is changed on the fly, the entire algorithm breaks down. The solution I found so far is to have a single width and height of the sprite that remains constant, and only adjust the source rectangle for drawing. However, I'm not sure exactly what to set as the sprite's constant bounding box because it varies so much with the different animations. So now I'm not sure what to do. I'm toying with the idea of pixel-perfect collision detection but I'm not sure if it would really be worth it. Does anyone know how Braid does their collision detection? My game is also a 2D sidescroller and I was quite impressed with how it was handled in that game. Thanks for reading.

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