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  • How do I turn off the onscreen keyboard on the lock screen?

    - by Patrick Marchwiak
    The lock screen has an on screen keyboard that I am unable to disable. I don't remember exactly but I believe I turned it on using the "Screen Keyboard" setting in the Universal Access settings. I've tried a number of things all with no effect: Toggling "Screen Keyboard" in Universal Access Toggling "Onscreen keyboard" in the login screen (LightDM) Clicking on the "x" in the upper right corner of the keyboard

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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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  • Can I build a laptop from scratch?

    - by Ciaran
    I've been looking at this as the same approach as building a desktop computer from scratch but I've never really come across the core things. Can I buy a laptop "case"? Can I buy a motherboard/PSU to fit that case? Can I choose a CPU fan? What are my battery options? Obviously taking into consideration the case. Why isn't this as easy as putting together a desktop computer? Shouldn't there be standards such as ATX? If they exist, what are they?

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  • Ubuntu 14.04 hangs at purple screen after it asks for my password

    - by user286030
    I have installed Ubuntu 14.04LTS onto a Toshiba Tecra M5. The install appears to have been successful but when it says "install complete restart your computer" the computer does not restart. It just sits there, then after a forced shut down Ubuntu appears to start, icons appear in the top right hand corner of the screen but after it asks for my password it just hangs up on the purple screen. Can anyone help ?

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  • Go/Obj-C style interfaces with ability to extend compiled objects after initial release

    - by Skrylar
    I have a conceptual model for an object system which involves combining Go/Obj-C interfaces/protocols with being able to add virtual methods from any unit, not just the one which defines a class. The idea of this is to allow Ruby-ish open classes so you can take a minimalist approach to library development, and attach on small pieces of functionality as is actually needed by the whole program. Implementation of this involves a table of methods marked virtual in an RTTI table, which system functions are allowed to add to during module initialization. Upon typecasting an object to an interface, a Go-style lookup is done to create a vtable for that particular mapping and pass it off so you can have comparable performance to C/C++. In this case, methods may be added /afterwards/ which were not previously known and these new methods allow newer interfaces to be satisfied; while I like this idea because it seems like it would be very flexible (disregarding the potential for spaghetti code, which can happen with just about any model you use regardless). By wrapping the system calls for binding methods up in a set of clean C-compatible calls, one would also be able to integrate code with shared libraries and retain a decent amount of performance (Go does not do shared linking, and Objective-C does a dynamic lookup on each call.) Is there a valid use-case for this model that would make it worth the extra background plumbing? As much as this Dylan-style extensibility would be nice to have access to, I can't quite bring myself to a use case that would justify the overhead other than "it could make some kinds of code more extensible in future scenarios."

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  • Switch monitor configurations on Windows 7

    - by Horst Walter
    I use one of my PCs for flight simulation as well as for home theater. In case one it has 2 monitors attached, and in case 2 (home theater) a HD TV is being used. All 3 monitors are attached at the same time to the graphics card. How could it best switch best between different configurations. In case 1 I'd like to have the configuration with monitor 1/2, alternatively I'd like quickly to switch to another config only with the HD TV as primary screen. A similar question has been asked 6 months back with no full solution yet, so I come up with it again. The comment there of Darius (Windows + P key) is the best so far.

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  • Come see me @LISA

    - by mgerdts
    LISA '11 is just around the corner and once again includes an Oracle Solaris Summit the day before the main conference.  Please come to the summit and to as my esteemed colleagues and I introduce many of the great improvements found in Solaris 11. Even with a full day to talk about Solaris 11, we'll certainly be unable to get into the depth in the areas that concern you the most.  To get some face time with Oracle engineers, stop by the Oracle demo booth - I'll be there Wednesday from 2:00 - 4:00.

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  • Thermal risks to other components when watercooling CPU

    - by B Sharp
    I recently ordered all the components for a new desktop system to replace my old, dying computer. I wanted to have a really quiet desktop, so I got a case rated for being quiet and opted to try a closed-system CPU water cooling kit (Antec Kuhler H2O 620) that was on sale for a very good price over the Thanksgiving weekend. Most of my components are still in transit, but I became somewhat worried when a friend mentioned that abandoning air cooling units can result in heat buildup inside the case due to heat generated by the video card and other components such as RAM, the northbridge, MOSFETs and voltage regulators radiating heat that the CPU fan would normally at least keep circulating around so it doesn't build up in localized areas. Is this a realistic problem? What other precautions should I take to remove heat from other components? Adding more case fans seems like it would get really noisy. Are there quiet alternatives?

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  • Abstract Factory Method and Polymorphism

    - by Scotty C.
    Being a PHP programmer for the last couple of years, I'm just starting to get into advanced programming styles and using polymorphic patterns. I was watching a video on polymorphism the other day, and the guy giving the lecture said that if at all possible, you should get rid of if statements in your code, and that a switch is almost always a sign that polymorphism is needed. At this point I was quite inspired and immediately went off to try out these new concepts, so I decided to make a small caching module using a factory method. Of course the very first thing I have to do is create a switch to decide what file encoding to choose. DANG! class Main { public static function methodA($parameter='') { switch ($parameter) { case 'a': $object = new \name\space\object1(); break; case 'b': $object = new \name\space\object2(); break; case 'c': $object = new \name\space\object3(); break; default: $object = new \name\space\object1(); } return (sekretInterface $object); } } At this point I'm not really sure what to do. As far as I can tell, I either have to use a different pattern and have separate methods for each object instance, or accept that a switch is necessary to "switch" between them. What do you guys think?

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  • Nautilus window initial geometry with Gnome 3

    - by elomage
    I would like to open one or more Nautilus windows from the command line or a script at certain positions on my screen/desktop while in Gnome3. I could do this in Ubuntu 11.10 by specifying the geometry. For example, to open the window at the bottom right corner from the command line I could use: nautilus --geometry 600x475-0-0 ~/mystuff But using Gnome3 the geometry option is ignored, or overriden. Is there a way to make this work?

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  • Workspace indicator in the "tray"

    - by Gauthier
    I nearly never use my Unity Launcher bar, so I have it to auto-hide to regain my pixels. The one thing I am missing is the ability to see which workspace I am currently on. What I would like is a little indicator in the upper right corner, that would show me what workspace (viewport) is current. Some similar questions were asked here, but they are all old and for 12.04 or earlier. I want it fixed for my 14.04.

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  • How to Disable Application Switching in Windows 8

    - by Taylor Gibb
    Application switching allows you to quickly switch between your open Metro apps by sliding your finger across the left side of the screen, or moving your mouse to the corner. If you don’t like this behavior, it’s easy to disable. How to Stress Test the Hard Drives in Your PC or Server How To Customize Your Android Lock Screen with WidgetLocker The Best Free Portable Apps for Your Flash Drive Toolkit

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  • What does dd conv=sync,noerror do?

    - by dding
    So what is the case when adding conv=sync,noerror makes a difference when backing up an entire hard disk onto an image file? Is conv=sync,noerror a requirement when doing forensic stuff? If so, why is it the case with reference to linux fedora? Edit: OK, so if I do dd without conv=sync,noerror, and dd encounters read error when reading the block (let's size 100M), does dd just skip 100M block and reads the next block without writing something (dd conv=sync,noerror writes zeros to 100M of output - so what about this case?)? And if is hash of original hard disk and output file different if done without conv=sync,noerror? Or is this only when read error occurred?

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  • Shut down/log out, me menu absent in panel

    - by Chethan S.
    I upgraded my Lucid installation to Maverick today via an alternate CD. Everything went fine but the shut down icon which provides the options to log out, suspend, hibernate etc. in the top right corner of the panel and the me menu which allows to set chat status are absent! I tried searching for suitable options in 'Add to Panel' but cannot find the exact solution - shut down provides option only to shut down, log out only to log out and so on.

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  • How do I position a 2D camera in OpenGL?

    - by Elfayer
    I can't understand how the camera is working. It's a 2D game, so I'm displaying a game map from (0, 0, 0) to (mapSizeX, 0, mapSizeY). I'm initializing the camera as follow : Camera::Camera(void) : position_(0.0f, 0.0f, 0.0f), rotation_(0.0f, 0.0f, -1.0f) {} void Camera::initialize(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glTranslatef(position_.x, position_.y, position_.z); gluPerspective(70.0f, 800.0f/600.0f, 1.0f, 10000.0f); gluLookAt(0.0f, 6000.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); } So the camera is looking down. I currently see the up right border of the map in the center of my window and the map expand to the down left border of my window. I would like to center the map. The logical thing to do should be to move the camera to eyeX = mapSizeX / 2 and the same for z. My map has 10 x 10 cases with CASE = 400, so I should have : gluLookAt((10 / 2) * CASE /* = 2000 */, 6000.0f, (10 / 2) * CASE /* = 2000 */, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); But that doesn't move the camera, but seems to rotate it. Am I doing something wrong? EDIT : I tried that: gluLookAt(2000.0f, 6000.0f, 0.0f, 2000.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); Which correctly moves the map in the middle of the window in width. But I can't move if correctly in height. It always returns the axis Z. When I go up, It goes down and the same for right and left. I don't see the map anymore when I do : gluLookAt(2000.0f, 6000.0f, 2000.0f, 2000.0f, 0.0f, 2000.0f, 0.0f, 1.0f, 0.0f);

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  • Accessing ADF Faces components that are read-only from JavaScript

    - by Frank Nimphius
    Almost as a note to myself and to justify the time I spent on analyzing aproblem, a quick note on what to watch out for when working trying to access read-only ADF Faces components from JavaScript.  Those who tried JavaScript in ADF Faces probably know that you need to ensure the ADF Faces component  is represented by a JavaScript object on the client. You do this either implicitly by adding an af:clientListener component (in case you want to listen for a component event) or explicitly by setting the ADF Faces component clientComponent property to true. For the use case I looked at in JDeveloper 11g R1 (11.1.1.7) I needed to make an output text component clickable to call a JavaScript function in response. Though I added the af:clientComponent tag to the component I recognized that it also needed the clientComponent property set to true. Though I remember this as not being required in 11.1.1.6, I like the new behavior as it helps preventing read-only components from firing client side events unless you tell it to do so by setting the clientComponent property to true. Note: As the time of writing, JDeveloper 11.1.1.7 is not publicly available and I put the note in this blog as a reminder in case you ever hit a similar challenge so you know what to do.

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  • Unconventional Methods of Link Building

    You can find hundreds of link building methods online. Not all methods are suitable for everyone. Whereas the basics of link building are same every time, you can choose entirely different strategy to get the job done. Search engine optimization is a serious matter and you have to check every corner to find the hidden treasure in the form of a top page rank. Here are a few unconventional methods that you can use.

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  • How to activate a dialogue box on suspend?

    - by don.joey
    I am using 14.04 with unity. Quite regularly it happens to me that I want to shutdown the computer, but in the right corner menu I accidently hit Suspend in stead of Shutdown. Is it possible to add a dialogue box on the suspend menu? So that I don't always have to come back from suspend to finally shutdown afterwards. Or is it possible to make the shutdown button like 3 times bigger than the suspend button?

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  • Prefer class members or passing arguments between internal methods?

    - by geoffjentry
    Suppose within the private portion of a class there is a value which is utilized by multiple private methods. Do people prefer having this defined as a member variable for the class or passing it as an argument to each of the methods - and why? On one hand I could see an argument to be made that reducing state (ie member variables) in a class is generally a good thing, although if the same value is being repeatedly used throughout a class' methods it seems like that would be an ideal candidate for representation as state for the class to make the code visibly cleaner if nothing else. Edit: To clarify some of the comments/questions that were raised, I'm not talking about constants and this isn't relating to any particular case rather just a hypothetical that I was talking to some other people about. Ignoring the OOP angle for a moment, the particular use case that I had in mind was the following (assume pass by reference just to make the pseudocode cleaner) int x doSomething(x) doAnotherThing(x) doYetAnotherThing(x) doSomethingElse(x) So what I mean is that there's some variable that is common between multiple functions - in the case I had in mind it was due to chaining of smaller functions. In an OOP system, if these were all methods of a class (say due to refactoring via extracting methods from a large method), that variable could be passed around them all or it could be a class member.

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  • 5 White Hat SEO Link Building Tips

    SEO link building is the corner stone of any and all successful websites. When sites from around the Web link to your website the search engines regard this as "votes" confirming the relevancy and quality of your website content.

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  • Is there an elegant way to track multiple domains under separate accounts with google analytics?

    - by J_M_J
    I have a situation where a content management system uses the same template for multiple websites with different domain names and I can't make a separate template for each. However, each website needs to be tracked with Google analytics. Would this be appropriate to track each domain like this by putting in some conditional code? And would this be robust enough not to break? Is there a more elegant way to do this? <script type="text/javascript"> var _gaq = _gaq || []; switch (location.hostname){ case 'www.aaa.com': _gaq.push(['_setAccount', 'UA-xxxxxxx-1']); break; case 'www.bbb.com': _gaq.push(['_setAccount', 'UA-xxxxxxx-2']); break; case 'www.ccc.com': _gaq.push(['_setAccount', 'UA-xxxxxxx-3']); break; } _gaq.push(['_trackPageview']); (function() { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; (document.getElementsByTagName('head')[0] || document.getElementsByTagName('body')[0]).appendChild(ga); })(); </script> Just to be clear, each website is a separate domain name and must be tracked separately, NOT different domains with same pages on one analytics profile.

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  • Keep cube spinning after fling

    - by Zero
    So I've been trying to get started with game development for Android using Unity3D. For my first project I've made a simple cube that you can spin using touch. For that I have the following code: using UnityEngine; using System.Collections; public class TouchScript : MonoBehaviour { float speed = 0.4f; bool canRotate = false; Transform cachedTransform; public bool CanRotate { get { return canRotate; } private set { canRotate = value; } } void Start () { // Make reference to transform cachedTransform = transform; } // Update is called once per frame void Update () { if (Input.touchCount > 0) { Touch touch = Input.GetTouch (0); // Switch through touch events switch (Input.GetTouch (0).phase) { case TouchPhase.Began: if (VerifyTouch (touch)) CanRotate = true; break; case TouchPhase.Moved: if (CanRotate) RotateObject (touch); break; case TouchPhase.Ended: CanRotate = false; break; } } } bool VerifyTouch (Touch touch) { Ray ray = Camera.main.ScreenPointToRay (touch.position); RaycastHit hit; // Check if there is a collider attached already, otherwise add one on the fly if (collider == null) gameObject.AddComponent (typeof(BoxCollider)); if (Physics.Raycast (ray, out hit)) { if (hit.collider.gameObject == this.gameObject) return true; } return false; } void RotateObject (Touch touch) { cachedTransform.Rotate (new Vector3 (touch.deltaPosition.y, -touch.deltaPosition.x, 0) * speed, Space.World); } } The above code works fine. However, I'm wondering how I can keep the cube spinning after the user lifts his finger. The user should be able to "fling" the cube, which would keep spinning and after a while would slowly come to a stop due to drag. Should I do this using AddForce or something? I'm really new to this stuff so I'd like it if you guys could point me in the right direction here :) .

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  • Seven Reasons to Upgrade to Fedora 13

    <b>Linux.com:</b> "Fedora 13 is right around the corner. Code-named "Goddard," the Fedora 13 release sports tons of updates from Fedora 12 and some really exciting new features that will have Linux power users running for their CD burners."

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  • Merge Publication Data Partition Snapshot generation

    - by David Osborn
    I have a merge publication in SQL 2008 R2 with data partitions and I am wondering when I should generate the snapshots for the data partitions. I get an error sometimes when bringing a new subscribe online related to the partition snapshot being out of date and I am wondering if this has to do with the publication snapshot being scheduled at the same time as the partition snapshots. I'm not really sure how the partition snapshot gets generated, but it appears maybe it is getting generated before the publication snapshot. If this is the case how should I be scheduling the partition snapshots to get generated? Should I set them to run x number of minutes after the publication snapshot? this seems kind of poor to do in case the publication snapshot takes awhile or fails. It seems to me the publication snapshot should just run the data partition snapshot agents when it is done if this is the case.

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