Minecraft Tools Not Having Texture And Not Showing Up? - minecraft

For some reason, my 1.16.5 modding server does not have netherite axes? They show the description and name, but no item. When I hold the axe, I can see it in my hand. This is also for some armor, etc. I was wondering why this was?

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xmonad only shows wallpaper with no icons

So I am testing Arch Linux because I was considering switching. I am running Arch on the latest version of VirtualBox. After I set up the xmonad tiling window manager and rebooted, only the wallpaper popped up. There was no dock, no icons, and no mouse. After reading the manual 2 times over, nothing helped. If anyone knows how to get xmonad to work, that would be great.
Thanks!
I have been using XMonad on Arch for nearly an year now, so I guess I am eligible to answer this.
As per my understanding, you have installed xmonad, xmonad-contrib and xmobar from the Arch official repos. Now, the first thing that you should do is make a configuration file, both for XMonad itself, and XMobar, which is its status bar. Your xmonad configuration goes in ~/.config/xmonad/xmonad.hs (default) or ~/.xmonad/xmonad.hs. XMobar config goes in ~/.config/xmobar/xmobarrc0.hs. If you are using a login manager, xmonad will start as usual, else just use ~/.xinitrc with exec xmonad command for starting xmonad.
Now, as you mentioned, wallpaper is being displayed for you, which might be due to nitrogen or feh or anything similar that is autostarting and setting up your wallpaper. Else, everything you want, you have to set it up yourself in the xmonad config file. The wallpaper also doesn't start by itself if you have a clean install. XMonad just gives a black screen with a black cross for the mouse pointer.
Dock: There isn't any dock on xmonad. If you want a status bar, you can use xmobar or polybar or anything else. I use xmobar with clickable objects, which acts like a dock. Configure it as you want.
Icons: Window managers have a keyboard-driven workflow. You can define workspaces which are clickable, and have your mouse do the switching. But you won't have icons on your Desktop with your files. For that, use any Desktop Environment. You can use xmonad with KDE, Xfce, etc. too, if you want that specific workflow.
Mouse: Well, you should have a cross for a pointer, even if you do not setup anything. If that isn't working, then there is some issue with the drivers that were loaded. But, for a proper arrow-shaped pointer, you can set it up in the xmonad config itself.
Now, you might wonder how you will launch applications if there is nothing to click. For that, you have dmenu, rofi and many other prompts which you can setup. For me, the super key launches rofi in a nice, centered window with application names and icons and fuzzy searching enabled. Configure to your heart's content. A window manager showcases your creativity.
Hope I could give the helping-hand to know what is possible. If you want some ready-made configurations, look for DistroTube's dotfiles.
I am answering because I do not have enough reputation to make a comment. Sorry :|
Xmonad is a tiling window manager and that is all it is. It really doesn't have the concept of desktop icons. Nor does any tiling window manager. A tiling window manager is just all about managing your windows. For status and dock, you usually pair a different program (Xmobar, Polybar etc).
But hold on, if there are no icons, how do I access the applications? Well that's one point about it. Tiling window managers' key selling point is the extensive usage of "Keyboard Shortcuts" People use tiling window manager mostly for the benefits of usage with keyboard.
It takes time to get used to, but has its benefits. If it feels strange and uncomfortable, maybe tiling WMs are not what you want.
Also, this question doesn't belong in here. SO is only for programming related questions. You have other Stack exchange sites for these (SuperUser, Unix/Linux, AskUbuntu, etc)

Camera in Roblox Studio (testing and building) is not working correctly

There are actually two camera problems.
The first is that sometimes the RMB to control the camera angle in Studio doesn't work. Sometimes using the LMB or movement keys helps, other times (like right now) it doesn't do anything. The hand cursor appears to shake in the direction I want to pan the camera but nothing happens. I did have an Advanced Camera plugin.
When I'm testing my game in Studio, I have NO camera control via RMB and zooming is nonfunctional. This is to say that I can turn using my mouse, but RMB doesn't change how mouseview works. Probably unrelated, but I cannot get scripts from the toolbox for run, crouch, zoom, etc. to work, either, even when I place them where instructed.
I get these errors in my game:
 16:36:47.313 ▼ ActivateCameraController did not select a module. (x3) - Client - CameraModule:362
     16:36:47.314    ActivateCameraController did not select a module.
     16:36:47.314    ActivateCameraController did not select a module.
I've been having trouble with Studio eating up too much bandwidth when NOT in use during actual gameplay in Roblox (exe), so I removed all the Studio plugins, thinking one of them might be the culprit (deliberate or accidental), and also hoping it might fix the camera issues. No such luck.
Probably unrelated, but I found a couple of apparently simple viruses (Vaccine and Fire) using clone() and spread() to reproduce within the confines that their simple scripts dictated. I removed all instances, as well as a presumably fake Antivirus. The first two were very basic scripts designed to spread the script and didn't do any damage (although the latter would damage players).
#Kylaaa came up with the answers, but there's no way for me to mark them as answers.
The problems did not occur in a new game until I copied all the stuff I'd added into it (from the troubled game).
Regarding RMB not working in the Studio:
Sometimes, if the Workspace Camera gets set to Scriptable, all mouse inputs stop working. You could try checking if switching the CameraType to Fixed or anything else fixes your problem. It should be in the Properties window when you select the Camera in the Workspace.
What I did: I changed the mode and the problem stopped. I suspect that the Advanced Camera plug-in that I had removed had something to do with the problem.
Regarding the camera not zooming and RMB not working during testing:
you have a malicious script somewhere in your Workspace. You can search/filter the workspace for Script and it will show all of the objects with scripts in them. I would recommend removing or Disabling the each of the scripts until you find which one is causing the errors
When you click on a Script in the Explorer, look in the Properties widget. There should be a checkbox titled Disabled. When you select that, it will prevent the script from running when the game starts
What I did: I deleted a bunch of stuff my son had added, and then disabled ALL scripts, then started enabling them one unique instance at a time (i.e. duplicates were enabled simultaneously). The camera problem didn't come back except when I edited a script during testing. I never located the problem script, despite going through and triggering all scripts.

Strategy for quick icon generation for labview?

Labview programs become difficult to maintain when block diagrams get too big.
Usage of subvis is recommended to avoid this.
By default, every subvi's icon looks the same, except for a number.
I find that the time needed to creating meaningful icons for most subvis exceeds the coding time by far. Even if using existing images instead of that integrated icon editor - first find a suitable one, then I usually have to scale and adapt it.
Even when settling on using just text in the end, the time needed for icon creation still exceeds the time for programming the vi.
I can see the following strategies to avoid wasting time with icon design:
All in one large vi
Not creating relatively simple subvis with less than approx 20 blocks (adjust number with experience)
Just have the default icon everywhere
I do not like any of these. They do not help with maintainability.
It seems there is a trade-off between maintainability and time required for icon design.
How do people with labview experience solve this?
The right way to create VIs anyway.
I would suggest adding all VIs into a single library then change the icon of the lib to one you like and click the Apply Icon To VIs. This will add the Library Icon to all library functions like a template.
Then you can use VI scripting to programmatically add text on VI icon (For ex. VI Name): http://sine.ni.com/nips/cds/view/p/lang/en/nid/209110
I suggest you take a look on this: https://lavag.org/files/file/100-mark-ballas-icon-editor-v24-lv2010/
It will show you how you can write text on a VI's icon programmatically.
Install GOOP Development suite:
In the menu, click:
Tools->GOOP->Create VI Icon...
Then click 'accept'. 95% of the time, this is appropriate.
The other 5% of the time is used to set up headers based on
library/class/folder
Then GDS offers to update the headers for the other member VI's.
The LabVIEW help includes some simple instructions for creating an icon template and then using that template to create an icon for each new VI you create. I really don't see why either of those steps should take you more than about fifteen seconds!
There's certainly no need to be an artist, or take too much trouble over it, to create a VI icon: all that really matters is that each VI icon is:
identifiable as part of your application - this is why to use a template; and
distinguishable from the other VI icons in your application - you can easily do this with a couple of words of text or a glyph from the included set, even if you choose the latter at random.

CGDisplayCopyAllDisplayModes() does not give a complete list of available modes

I've been trying to write a simple app that resets display resolution for an iMac and a connected projector to 1024x768, 85 Hz and 32bit color.
When the projector is directly connected to the mac with VGA or HDMI, the CGDisplayCopyAllDisplayModes() function gives a list of modes which includes the settings I want to apply. But my college uses Extron VGA wall box thing to connect VGA wires to projectors, which leads to CGDisplayCopyAllDisplayModes() giving a much smaller (only 800x600 and 640X480) list of modes. Also, the name of the display when using the wall box is just VGA Display as opposed to Np-511 or whatever the name of the projector is. The weird thing is that System Preferences->Display shows a 1024x768 setting even then and lets me apply it too.
Is there any way to either get a larger list of modes for the projector, create a 1024x768 mode from scratch and apply it (I've already confirmed that the projector supports it) or simply make System preferences choose that mode for me? I've already written an applescript to do the latter but the disply preferences changes according to the projector connected so I need a more general solution.
Looking forward to your help! I've added some code I used and can include more of it if it'd help.
CGGetOnlineDisplayList (MAX_DISPLAYS, displays, &numDisplays); // to get list of display ids
// ... now iterating over list of displays
CFArrayRef modeList = CGDisplayCopyAllDisplayModes (displays[i], NULL);

how does f.lux work?

i am trying to figure out how this software works:
http://www.stereopsis.com/flux/
specifically, i would like to know how it changes the colors on your machine, and also was wondering if this would be possible to do in vb.net?
Most likely they play around with color management. Graphical operating systems allow for color calibration which changes the look of colors on a display. This is primarily used so the display has exactly the same color gamut as printers for design purposes or that the display has natural-looking colors. In this case it is used to adjust the color temperature programmatically.
In the FAQ they state "Currently, we don't recommend running f.lux on calibrated systems running Windows" which seems to reinforce the idea that they are messing with the color calibration (and are probably replacing the one you did previously).
Windows has support for this beginning with Vista and you probably can use this with VB.NET but not natively from .NET, meaning you will have to use the API directly. Here is an introduction about the Windows Color System on MSDN.
Note: Tried it out. Yes, they do mess with the color calibration. And they're pretty aggressive in that regard. Whenever I click "Reload current calibrations" in the color management panel to get my own calibration back (Windows 7 here) it gets reset by f.lux. It seems they are setting this about once a second. Now imagine there are two programs doing this :-)