Zoom Type Video Conferencing + Screen Share Complete Business For Sale


What is Utter?

Stay connected and get work done faster with your team by simply hopping on a video call within your Utter conversations.

How is this business monetized?
This business can be monetized by sales. There is a huge demand right now for Utter due to the covid 19 crisis.

How much time does this business takes to run?
I strongly suggest a little of marketing campaigns.

What challenges are there with running this business?
There are no…

Zoom Type Video Conferencing + Screen Share Complete Business For Sale

LibGDX How to adjust mouse aim angle calculation when screen is resized

I’m starting with a screen resolution of 1280 x 960 and that is the default resolution where mouse aiming is calculated thus:

angleRad = (float) (Math.atan2(screenX - (screenWidth / 2), screenY - (screenHeight / 2))); angle = (float) Math.toDegrees(angleRad - Math.PI / 2); angle = Math.round(angle) <= 0 ? angle += 360 : angle; if (Math.round(angle) == 360)     angle = 0; 

Which all works fine. But when the game is resized to some resolution with a vastly different ratio to the default, like for example 2560 x 1440 at full screen in my case, the aiming is off. The resize method is like this:

@Override public void resize(int width, int height) {     game.getViewport().update(width, height);     control.screenWidth = width;     control.screenHeight = height; } 

Where control.screenWidth and control.screenHeight are used in the above angle calculation and as the set resolution in other areas. The angle calculation when resized is roughly correct but tends to get further and further off course the further the aim is away from the player.

If the player aims straight up, down, left or right (N, S, W or E basically) then the aim is dead on, but veers off as aiming goes away from the player towards a screen edge – no doubt due to the resolution ratio difference.

We have these ratio differences which no doubt affect the angle calculation:

1280x960 1.33 ratio 2560x1440 1.77 ratio 

But I’m not sure how to take into account these ratios to adjust the angle calculation accordingly in my code?

Possible visual problem on HP laptop screen

I own an HP Laptop. It’s system model is something like 15-bs2xx and its model number is 3TT16UA#ABA (I believe these are the things that typically need to be known, I’m not a computer wiz at all). I don’t know if my eyes are just being hypersensitive or not, but I feel like my screen has this weird "stippling" effect, little dots of a slightly different color appear across certain colors like a dark gray, orange, or yellow. When I watch videos, there’s always weird spaces of dotty pixels as well, especially around illumination in a dark room. Is this how the computer screen is supposed to look or is there something wrong with my graphics?

White Screen of Death

I have been trying to resurrect my wordpress site after a plugin upgrade went bad. I do not know which plugin caused the issue.

Things I have tried.

  • Renaming plugins and themes folders
  • define(‘WP_DEBUG’, true); and define(‘WP_DEBUG_LOG’, true); These do not seem to produce any output or logs on the filesystem
  • Removing all references to CACHE in wp-config
  • define(‘WP_MEMORY_LIMIT’, ‘1024M’);
  • in /etc/php/7.2/fpm/pool.d/www.conf (php_admin_value[memory_limit] = 128M)

I am still getting a white screen with nothing in the page source. Also my mysql, nginx and php logs do not show any errors.

Any help so very much appreciated!

Given a plot of a network Graph[] how can the {x,y} screen coordinates be output?

Is there a general way to get the screen or "world" coordinates for every vertex in the graphic output of something like this?

Table[Graph[Table[i \[UndirectedEdge] i + 1, {i, 20}],    GraphLayout -> l,    PlotLabel -> l],  {l, {"CircularEmbedding", "SpiralEmbedding"}}] 

Trying to build an algorithm to generate novel layouts and want to use a large amount of other algorithms for training data.

Google Search Console: Content wider than screen [closed]

The Google Search Console says that my website content is wider than the screen. That’s very weird because I checked everything, the only element it may out of the screen (the navigation bar (nav tag more exactly)) is default inside, and after JavaScript execution, it may be outside (but with display: none).

How I should debug it? It doesn’t give me any information about the element or where is this happening.

Screen mirroring remote proctoring

I want to know how I can see the screens(entire desktop and all actions) of four users simultaneously. I don’t want to take remote access . I want to just see all the activities of 4 users for 3 hours. It is for the purpose of remote proctoring. I don’t want to whitelist some applications because they can use the browser to open files but not for using the Internet. They can use a pdf readers but not for seeing previous saved files.v

Current remote proctoring systems I know about doesn’t let you switch tabs or move away from the tool. This won’t serve th purpose because they have to be tested on the ability to use office applications. It has to be Easy to use for teens (15 year olds) And to be able to see all 4 screens at my end but they should not be able to see any screen except their own. It should work on windows PC/mac.

What tools are possible to use What is the cost Are their any freeware..I just need it for 3 hours each day for 2 days.

From Analytics data, easy way to get % of visitors with a screen resolution of X or larger

Is there any easy way to use the Analytics data of a website, for example on google analytics, and query it to get the % of users with a browser resolution of X or larger?

It’s good to know the top used resolutions but for example I want to know if I can drop support for very small resolutions so it would be nice to know the % of users using 1024 or smaller for example.

I was wondering if there was an easy way to achieve this somewhere in G-Analytics or an external tool. Right now I’m parsing the raw data and doing this on a custom program I did.

Per-object screen space uv issue

I am currently trying to sample a texture in screen space. This works well :

float4 positionCS = vertexInput.positionCS / vertexInput.positionCS.w; screenPos = ComputeScreenPos(positionCS).xy; float aspect = _ScreenParams.x / _ScreenParams.y; screenPos.x = screenPos.x * aspect; 

But I would like to be able to constrain uv position and scale based on object’s position and distance from camera. I found some example but I also faced some issues and for the moment I don’t see how to fix them. Here’s the code :

float4 positionCS = vertexInput.positionCS / vertexInput.positionCS.w; screenPos = ComputeScreenPos(positionCS).xy; float aspect = _ScreenParams.x / _ScreenParams.y; screenPos.x = screenPos.x * aspect;  float4 originCS = TransformObjectToHClip(float3(0.0, 0.0, 0.0)); originCS = originCS / originCS.w; float2 originSPos = ComputeScreenPos(originCS).xy; originSPos.x = originSPos.x * aspect; screenPos = screenPos - originSPos;  // You can match object's distance like this float3 cameraPosWS = GetCameraPositionWS(); float3 originPosWS = TransformObjectToWorld(float4(0.0, 0.0, 0.0, 1.0)); float d = distance(float4(0.0, 0.0, 0.0, 0.0), cameraPosWS - originPosWS); screenPos *= d; 

And here’s the issue I am facing. You can notice that when the object is near screen edges the texture starts to move. Is there a way to avoid that ?

I am using URP but this doesn’t really matter.