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  • Android animation doesn't work, probably some kind of screen redraw problem.

    - by BenIOs
    I have created a custom component in my program by extending a ViewGroup. This component listens to touch events and are supposed to start animations when the user has move their finger past some certain points. I'm able to start animations while the user is touching the screen. But I'm not able to start animations if the user doesn't move their finger. It's probably that the phone thinks it doesn't have to update the screen if the user isn't moving their finger. I added some logs and according to them the animation starts and ends but it doesn't draw on the screen. I have the same problems when starting an animation with a timer. I use AlphaAnimations and TranslateAnimations on ImageViews. I have tried to use invalidate() both on the component and the ImageView but it doesn't help. Anyone who has an idea how to solve this?

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  • How can I get a Dialog style activity window to fill the screen?

    - by Matthias
    I am using an activity with the dialog theme set, and I want it to be full screen. I tried all sorts of things, even going through the WindowManager to expand the window to full width and height manually, but nothing works. Apparently, a dialog window (or an activity with the dialog theme) will only expand according to its contents, but even that doesn't always work. For instance, I show a progress bar circle which has width and height set to FILL_PARENT (so does its layout container), but still, the dialog wraps around the much smaller progress bar instead of filling the screen. There must be a way of displaying something small inside a dialog window but have it expand to full screen size without its content resizing as well?

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  • How can you prevent a window being captured by Print-Screen?

    - by John
    I noticed a few times than when I print-screen while Media Player is running, the content is replaced with a grey rectangle. I've no idea if it's deliberate due to DRM, or some technical issue, but it struck me that being able to deliberately block screen-capture might be a useful feature in some scenarios. Is there some specific message each HWND gets for print-screen - does Windows do a special repaint or simply dump buffers to the clipboard? I guess I'd prefer to focus this on Win32 specifically, but as long as it's Windows-related then fine.

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  • How do I make a DIV stay at the top of the screen no matter ow far down the page my visitor scrolls?

    - by user1289863
    What I'm saying is, I have some extremely long pages on my website, which can make it annoying I've my visitors need to scroll to the top of the page to be able to navigate to another page. I'm not quite sure what I would call this but any Google search that contains the words 'DIV' and 'float' come up with completely unrelated results... What I'm looking to do is create a DIV that stays at the top of the Screen (not to be confused with the page) so that if the user is at the bottom of the page, they can still see the navigation bar just floating at the top of the screen. What I can think of is to position the DIV relative to the position of the screen but I don't know how to code this. I'm happy to use JavaScript (preferably in the form of jQuery), but if you know how to do this using CSS, I would favour your response. This might help: I know a little bit of jQuery and JavaScript and I know a good deal of CSS and HTML. Thanks in advance.

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Xorg server won't start after fresh install of Debian 5.04, screen goes blank (Intel Atom D510(Pinet

    - by Kamil Zadora
    Hello, I have installed Debian 5.04 Lenny on my new Intel D510MO motheboard. I fixed some issues with incorrect drive mapping (for some reason during installation my hdd was on sdb, after a restart it is under sda - fixed in grub), and now I am struggling with getting graphical enviroment up and running, I installed the graphical enviroment using the Debian installer. I am not an linux expert by any means, I assume that I need to edit the xorg.conf file. Any hints appreciated! UPDATE1: No change after dpkg-reconfigure xserver-xorg Here is my current xorg.conf: # xorg.conf (X.Org X Window System server configuration file) # # This file was generated by dexconf, the Debian X Configuration tool, using # values from the debconf database. # # Edit this file with caution, and see the xorg.conf manual page. # (Type "man xorg.conf" at the shell prompt.) # # This file is automatically updated on xserver-xorg package upgrades *only* # if it has not been modified since the last upgrade of the xserver-xorg # package. # # If you have edited this file but would like it to be automatically updated # again, run the following command: # sudo dpkg-reconfigure -phigh xserver-xorg Section "InputDevice" Identifier "Generic Keyboard" Driver "kbd" Option "XkbRules" "xorg" Option "XkbModel" "pc105" Option "XkbLayout" "pl" EndSection Section "InputDevice" Identifier "Configured Mouse" Driver "mouse" EndSection Section "Device" Identifier "Configured Video Device" EndSection Section "Monitor" Identifier "Configured Monitor" EndSection Section "Screen" Identifier "Default Screen" Monitor "Configured Monitor" EndSection UPDATE2: I have installed vnc4server package. I can connect over vnc from my windows 7 laptop and i see empty desktop with terminal window open. Seems that the xserver and gdm are running but they cant talk with my GPU. I am not sure if a can use any gui tool to configure it overthe vnc, as all I see is the terminal window, no taskbars etc. UPDATE3: My current Xorg.0.log http://pastebin.pl/18918 The graphic chipset integrated into the D510 processor is Intel 945GC

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  • Dual NVidia graphics cards in Ubuntu / xorg.conf mania

    - by John Zwinck
    I have two NVidia graphics cards: Quadro NVS 295 (PCI Express, dual DisplayPort outputs) GeForce FX 5200 (PCI, DVI and VGA outputs) I have three identical monitors, two on DisplayPort and one on DVI. I'm on Ubuntu Hardy (and cannot currently dist-upgrade for separate reasons). I use the "nvidia" driver. What's new is the GeForce card and the third monitor. I currently have the dual DisplayPort monitors working fine. Here are the display-related parts of my xorg.conf: Section "ServerLayout" Identifier "Default Layout" Screen "PCI-Express Screen" 0 0 # adding this makes X fail to start: Screen "PCI Screen" 0 Inputdevice "Generic Keyboard" Inputdevice "Configured Mouse" EndSection Section "Module" Load "glx" # not sure why/if this is needed EndSection Section "Monitor" Identifier "DELL 2408WFP" Option "DPMS" EndSection Section "Device" Identifier "NVIDIA Quadro NVS 295" Driver "nvidia" Option "RenderAccel" "true" Screen 0 BusID "PCI:2:0:0" EndSection Section "Device" Identifier "NVIDIA GeForce FX 5200" Driver "nvidia" Option "RenderAccel" "true" Screen 1 BusID "PCI:6:4:0" EndSection Section "Screen" Identifier "PCI-Express Screen" Device "NVIDIA Quadro NVS 295" Monitor "DELL 2408WFP" Defaultdepth 24 Option "TwinView" "True" Option "UseEdidFreqs" "True" Option "MetaModes" "1920x1200 +0+1200, 1920x1200 +0+0" EndSection Section "Screen" Identifier "PCI Screen" Device "NVIDIA GeForce FX 5200" Monitor "DELL 2408WFP" Defaultdepth 24 Option "TwinView" "True" Option "UseEdidFreqs" "True" Option "MetaModes" "1920x1200 +0+0" EndSection I use nvidia-settings to configure my monitors, and it does not show the second GPU. lspci, though, shows: 02:00.0 VGA compatible controller: nVidia Corporation Unknown device 06fd 06:04.0 VGA compatible controller: nVidia Corporation NV34 [GeForce FX 5200] Which is where I got the BusID settings for the two devices (when I just had one device, I didn't have any BusID listed...and adding the BusID hasn't broken anything). What am I missing? How can I make nvidia-settings show my second GPU so I can then configure its monitor?

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  • Permission issues causes Unity Segmentation fault

    - by Dj Gilcrease
    I upgraded from 13.04 to 13.10 and I can boot to the unity-greeter and login just fine, but after login I just get a black screen with a cursor. I have tried following http://help.ubuntu.com/community/BinaryDriverHowto/ATI http://help.ubuntu.com/community/RadeonDriver and the manual install of the downloaded AMD drivers. All have the same affect. Also I have read Black screen after login with cursor I get a black screen after logging in ubuntu 13.04 black screen after login Ubuntu 13.10 - Black screen after login session Ubuntu 13.04 - Black screen with unresponsive cursor Upgrade to Ubuntu 13.04 Problem - Boots into Blank Black Screen All of which were no further help then the two support articles about ATI drivers So I switched back to the default drivers and went a little further into debugging, when I do ctrl+alt+F1 and login and try unity --debug > unity_start.log then ctrl+alt+F8 the screen stays black with a cursor and when I switch back ctrl+alt+F1 the contents of the log output are http://pastebin.com/rdQG4Hb0 However when I try sudo unity --debug > unity_start_root.log then ctrl+alt+F8, unity starts and the output of the log is http://pastebin.com/Yv4RD2j7 The fact that it starts as root tells be it is either a permissions issue of some required file or there is some setting that is specific to my user that is causing the SIGSEGV. So to narrow this down I activated the guest account and tried to login and got the same black screens with only a mouse cursor, so this tells me that it is not a configuration issue, but a permissions issue, so how do I narrow down which file has the wrong permissions? Also is there anything further that may help debug this issue? Ok after a few more hours of googling I found that if I add myself to the video group I can login and see the desktop, but there are lots of other permission related issues, so I am thinking something went wonky with PolicyKit during the upgrade, is there a way to reset PolicyKit settings for a user?

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  • WPF Login Verification Using Active Directory

    - by psheriff
    Back in October of 2009 I created a WPF login screen (Figure 1) that just showed how to create the layout for a login screen. That one sample is probably the most downloaded sample we have. So in this blog post, I thought I would update that screen and also hook it up to show how to authenticate your user against Active Directory. Figure 1: Original WPF Login Screen I have updated not only the code behind for this login screen, but also the look and feel as shown in Figure 2. Figure 2: An Updated WPF Login Screen The UI To create the UI for this login screen you can refer to my October of 2009 blog post to see how to create the borderless window. You can then look at the sample code to see how I created the linear gradient brush for the background. There are just a few differences in this screen compared to the old version. First, I changed the key image and instead of using words for the Cancel and Login buttons, I used some icons. Secondly I added a text box to hold the Domain name that you wish to authenticate against. This text box is automatically filled in if you are connected to a network. In the Window_Loaded event procedure of the winLogin window you can retrieve the user’s domain name from the Environment.UserDomainName property. For example: txtDomain.Text = Environment.UserDomainName The ADHelper Class Instead of coding the call to authenticate the user directly in the login screen I created an ADHelper class. This will make it easier if you want to add additional AD calls in the future. The ADHelper class contains just one method at this time called AuthenticateUser. This method authenticates a user name and password against the specified domain. The login screen will gather the credentials from the user such as their user name and password, and also the domain name to authenticate against. To use this ADHelper class you will need to add a reference to the System.DirectoryServices.dll in .NET. The AuthenticateUser Method In order to authenticate a user against your Active Directory you will need to supply a valid LDAP path string to the constructor of the DirectoryEntry class. The LDAP path string will be in the format LDAP://DomainName. You will also pass in the user name and password to the constructor of the DirectoryEntry class as well. With a DirectoryEntry object populated with this LDAP path string, the user name and password you will now pass this object to the constructor of a DirectorySearcher object. You then perform the FindOne method on the DirectorySearcher object. If the DirectorySearcher object returns a SearchResult then the credentials supplied are valid. If the credentials are not valid on the Active Directory then an exception is thrown. C#public bool AuthenticateUser(string domainName, string userName,  string password){  bool ret = false;   try  {    DirectoryEntry de = new DirectoryEntry("LDAP://" + domainName,                                           userName, password);    DirectorySearcher dsearch = new DirectorySearcher(de);    SearchResult results = null;     results = dsearch.FindOne();     ret = true;  }  catch  {    ret = false;  }   return ret;} Visual Basic Public Function AuthenticateUser(ByVal domainName As String, _ ByVal userName As String, ByVal password As String) As Boolean  Dim ret As Boolean = False   Try    Dim de As New DirectoryEntry("LDAP://" & domainName, _                                 userName, password)    Dim dsearch As New DirectorySearcher(de)    Dim results As SearchResult = Nothing     results = dsearch.FindOne()     ret = True  Catch    ret = False  End Try   Return retEnd Function In the Click event procedure under the Login button you will find the following code that will validate the credentials that the user types into the login window. C#private void btnLogin_Click(object sender, RoutedEventArgs e){  ADHelper ad = new ADHelper();   if(ad.AuthenticateUser(txtDomain.Text,         txtUserName.Text, txtPassword.Password))    DialogResult = true;  else    MessageBox.Show("Unable to Authenticate Using the                      Supplied Credentials");} Visual BasicPrivate Sub btnLogin_Click(ByVal sender As Object, _ ByVal e As RoutedEventArgs)  Dim ad As New ADHelper()   If ad.AuthenticateUser(txtDomain.Text, txtUserName.Text, _                         txtPassword.Password) Then    DialogResult = True  Else    MessageBox.Show("Unable to Authenticate Using the                      Supplied Credentials")  End IfEnd Sub Displaying the Login Screen At some point when your application launches, you will need to display your login screen modally. Below is the code that you would call to display the login form (named winLogin in my sample application). This code is called from the main application form, and thus the owner of the login screen is set to “this”. You then call the ShowDialog method on the login screen to have this form displayed modally. After the user clicks on one of the two buttons you need to check to see what the DialogResult property was set to. The DialogResult property is a nullable type and thus you first need to check to see if the value has been set. C# private void DisplayLoginScreen(){  winLogin win = new winLogin();   win.Owner = this;  win.ShowDialog();  if (win.DialogResult.HasValue && win.DialogResult.Value)    MessageBox.Show("User Logged In");  else    this.Close();} Visual Basic Private Sub DisplayLoginScreen()  Dim win As New winLogin()   win.Owner = Me  win.ShowDialog()  If win.DialogResult.HasValue And win.DialogResult.Value Then    MessageBox.Show("User Logged In")  Else    Me.Close()  End IfEnd Sub Summary Creating a nice looking login screen is fairly simple to do in WPF. Using the Active Directory services from a WPF application should make your desktop programming task easier as you do not need to create your own user authentication system. I hope this article gave you some ideas on how to create a login screen in WPF. NOTE: You can download the complete sample code for this blog entry at my website: http://www.pdsa.com/downloads. Click on Tips & Tricks, then select 'WPF Login Verification Using Active Directory' from the drop down list. Good Luck with your Coding,Paul Sheriff ** SPECIAL OFFER FOR MY BLOG READERS **We frequently offer a FREE gift for readers of my blog. Visit http://www.pdsa.com/Event/Blog for your FREE gift!

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  • What is the most likely cause to a Blue Screen of Death when the user presses Ctrl-Alt-Delete?

    - by Jay
    My wife is experiencing this with her work laptop--she presses Ctrl-Alt-Delete to lock and she gets the BSOD. The first troubleshooting step is usually to "re-image", and it's locked down. So with this question, I am asking whether the behavior is unique enough that someone in the stack-universe knows exactly what this is (something I can tell her to tell her help desk support). Update: help desk said to order more RAM. Alt-tabbing caused the same behavior today. And...she learned that multiple users are affected. I'm not sure I'll be able to clean any additional info that will help w/ troubleshooting. I'll leave the question here for a bit and if an answer ends up being the actual solution, I'll accept it. If not, I think I should probably remove the question (i'll check meta). Update #2.5: The cause appears to be a ctrl-alt-delete keystroke while Sales Team Configurator is open. This can either be to lock the screen (there are workaround in answers already present) or to unlock the screen (no workaround for that).

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  • How to change the screen resolution in VNC viewer for Ubuntu 12.04 without a monitor?

    - by user325320
    I have Ubuntu 12.04 installed on a machine and I always use it remotely from VNC. When I have monitor connected to this machine, I can change the resolution of my VNC viewer in the following line: $vnc4server --geometry 1440x900 This worked for me, but I always use this machine remotely, I unplug the monitor and reboot. and the above command line not work anymore. Then I tried xrandr SZ: Pixels Physical Refresh *0 1024 x 768 ( 260mm x 195mm ) *60 Current rotation - normal Current reflection - none Rotations possible - normal Reflections possible - none There is only one option available, so I tried to add a new one. $cvt 1440 900 # 1440x900 59.89 Hz (CVT 1.30MA) hsync: 55.93 kHz; pclk: 106.50 MHz Modeline "1440x900_60.00" 106.50 1440 1528 1672 1904 900 903 909 934 -hsync +vsync $xrandr --newmode "1440x900_60.00" 106.50 1440 1528 1672 1904 900 903 909 934 -hsync +vsync $xrandr --addmode S2 "1440x900_60.00" then I checked with xrandr again and can't see the new mode added. I try to execute the following command and get error says my RandR is too old. $xrandr --output S2 --mode 1440x900_60.00 xrandr: Server RandR version before 1.2 but this does not make sense to me, if I plug in the monitor back and run the xrandr command, it works again! It seems that Ubuntu must conntect to a real monitor before I can change my resolution in my VNC viewer. Can anyone help? UPDATE: Finally I solved this problem by changing to tightvncserver $tightvncserver -geometry 1440x900 works for me. Thanks everything answered my question

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  • Why does ATI 5570 HD video card driver installation cause Windows 7 To Blue Screen?

    - by Mort
    This one is for the hive mind. I have a brand new Dell Optiplex 760 workstation with 4 gigabytes of RAM running Windows 7 Professional (32bit). This is a new box with nothing installed other than what was provided for directly by Dell. I installed a Saphire ATI PCI Express 5570 HD. Upon trying to install the 10.4 Catalyst drivers the system will blue screen. It blue screens during the hardware detection phase of the installation process. I have already performed the following trouble shooting steps: Changed system RAM Installed only 2 gigabytes of RAM Installed different versions of Catalyst drivers (10.4 - 9.12) Tried to install video only component of driver (vs entire Catalyst suite) Made sure Windows 7 was fully updated Flashed mother board BIOS to current version Removed and re-seated video card Contacted ATI Support (We all know how this went......) Verified supply outputting properly The blue screen error (via Windows BugCheck entry in event log) is a 0x000000CA and refers to a plug and play error most likely caused by a bad driver. The problem is that the driver installation process never gets far enough to actually install a driver. The resolution center in Windows provides a solution of installing the 10.4 Catalyst driver to resolve issue (which fails). Looking for some alternate views to resolve.

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  • Safe mode boot with no change on screen but ongoing hard disk activity - why?

    - by omatai
    I have a machine with a dying hard drive - bad sectors are starting to multiply :-( The first sign (24 hours ago) was that it had an unmountable boot volume. At this time, I tried booting to safe mode with command prompt, which worked, after which I rebooted normally and ran a chkdsk. It has since been working as well as I could expect, but slowly getting less reliable. So I scheduled another chkdsk on both partitions (C: - boot, D: - data), having freed up a lot of space on both partitions to give Windows a little more scope for repairs (hopefully?). I then rebooted. On reboot, it protested about the unmountable boot volume again, so I booted to safe mode. I got the same list of drivers loaded as yesterday, and then no change to the screen for the past 2 hours. However, I see a flickering hard drive indicator light - not always on, but seldom ever off. What is happening? Is the chkdsk that runs in safe mode one which produces nothing on the screen and so chkdsk could be doing its thing... or is Windows still trying (but failing) to boot into Safe Mode?

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  • Ubuntu 10.04 LTS - Dual monitor works only sometimes (ATI multi-desktop)

    - by Beres Botond
    I've been using my laptop with an external LCD monitor attached to it at work (Philips 201E). And at home with a different external monitor (Samsung 2032BW). I have an ATI graphics card (HD3450), with Ati Catalyst drivers enabled and I'm using the Single display desktop (Multi-Desktop) seeting. At work I have the external monitor on the left and laptop on the right, while at home the other way around. So when I switch between the two setups, I just needed to go to Ati Catalyst Control Center, change the order of the displays, change the resolution (Home - 1680x1050, Work - 1440x900), reboot and it was all fine. But since a while it doesn't work properly anymore: At home it still works fine. At work it doesn't work. Sometimes it works for some reason, after a few resolution/setting changes in ACCC and reboots... it's very strange and annoying. With the home monitor I can see the whole bootup process on both monitors (laptop + LCD) and it always just works fine. With the work monitor on the external LCD monitor I just see "No video input" until I get to the login screen, then it shows up there as well. But after login it will either: Flicker a few times, but then work OK. Or (more often) Flicker once and then go back to "No video input" again. I usually end up rebooting a few times until it works. Does anyone have any idea for fixing it? This is my xorg.conf currently: Section "ServerLayout" Identifier "amdcccle Layout" Screen 0 "amdcccle-Screen[6]-0" 0 0 Screen "amdcccle-Screen[6]-1" 1280 0 EndSection Section "Files" EndSection Section "Module" Load "glx" EndSection Section "ServerFlags" Option "Xinerama" "off" EndSection Section "Monitor" Identifier "0-LVDS" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x768" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "0-CRT1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" Option "PreferredMode" "1440x900" EndSection Section "Device" Identifier "Default Device" Driver "fglrx" EndSection Section "Device" Identifier "amdcccle-Device[6]-0" Driver "fglrx" Option "Monitor-LVDS" "0-LVDS" BusID "PCI:6:0:0" EndSection Section "Device" Identifier "amdcccle-Device[6]-1" Driver "fglrx" Option "Monitor-CRT1" "0-CRT1" BusID "PCI:6:0:0" Screen 1 EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 SubSection "Display" Virtual 2560 1024 EndSubSection EndSection Section "Screen" Identifier "amdcccle-Screen[6]-0" Device "amdcccle-Device[6]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "amdcccle-Screen[6]-1" Device "amdcccle-Device[6]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • How do I detect if I'm in a 'full screen' bash shell or GUI terminal window?

    - by Nick T
    I have some code in my .bashrc that sets the terminal window title using the currently running command and it works great in Unity, where the terminal is in a window. However, when I'm logging in with the Ctrl + Alt + F1 terminal (whatever it's called), my prompt gets filled with garbage that is various escape sequences that set the (nonexistent) window title. How can I detect from within a bash script if I'm in one or the other?

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  • Are there any guidelines for laying out screen "real estate?"

    - by Corey
    I'm wondering if there is any information about creating a decent page layout so that your website will appeal to users of all resolutions. For example, the optimal width for pages. It seems like on my resolution, most websites have their content centered and covers about 80% of the page, which is easy on the eyes. Or maybe the height of the website's logo/header -- some sites I stumble upon have a huge logo with links or navigation under it, making it so that I need to scroll down to see the actual content, like articles or images (these sites don't keep me for very long). I understand that every user is different and may have browser extensions, page zoom or may be running some ancient system that displays in 640x480. I'm not looking for a "best" solution, but rather, some guidelines about designing to accommodate different resolutions. Basically, how can I make sure that I don't design a page where a paragraph might display in several easy-to-read lines on my resolution, but it turns into a single line on a 1920x1080 resolution and makes it hard for the user to follow?

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  • How can I screen clients that try to register multiple times?

    - by Aba Dov
    My company offers a bonus to every client that register. We would like to prevent people from abusing this by registering several times. we thought about filtering clients by ip (there is a problem with workplaces where all stations have the same ip) cookies (if cookies are not allowed we might lose a client) I would like your opinions on these two methods and will be glad to hear about new ones. thanks

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  • How can I display eth0's IP address at the login screen on Precise Server?

    - by Andrew Stebenne
    The server I administrate, inconveniently enough, has a dynamic IP address assigned by DHCP. The convenient counterbalance, though, is that it happens to be set up about two feet from where I sit. I know how to edit /etc/issue to show different values before the login prompt is delivered to the display, but I'd like to know if it's possible for /etc/issue to display the current IP address of eth0 (re-evaluated at boot time) so that I can see it and then ssh in without having to log in to run ifconfig.

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  • How can I set a second screen (DISPLAY=:0.1) as the default gnome display?

    - by Pedro Silva
    Due to various reasons, I have my main monitor set as the secondary display in xorg.conf. I would like to have gnome initialize metacity, gnome-panel as running primarily on :0.1, instead of :0.0. Is this possible at all? To clarify, this is a laptop with its LCD turned off. My main monitor is connected to the VGA out and is driven by the nouveau driver for NVIDIA; a secondary monitor is on a displaylink usb-vga donverter. The seconday monitor is set in xorg.conf as the primary display (no way around it). I can do things like DISPLAY=:0.1 gnome-terminal to run applications on the main monitor. My question is whether it is possible to do this (GNOME-) system-wide.

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  • Why does LightDM only show a custom wallpaper on the login screen if I have selected one of the default wallpapers?

    - by Mauricio
    LightDM only changes wallpapers if I have selected one of the default wallpapers. If I choose another image from my pictures, LightDM shows the default wallpaper. Why is this happening, and how can I make LightDM show my wallpaper if it is not one of the defaults? As @doug said in his answer, it works if you click on the little + symbol in the appearance settings: after you do that, LightDM changes wallpapers.

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  • Display with intel integrated graphics, bitcoin mine with Radeon 6950

    - by karategeek6
    I'm on Ubuntu Linux 11.04 64 bit. I have an intel i5 with integrated graphics and a Radeon 6950, with one monitor. I would like to run my graphics on the integrated card, and run bitcoin mining on the 6950. I have bitcoin mining working when I use the 6950 for both display and mining. Every time I try and and use the integrated graphics instead, OpenCL doesn't recognize my 6950. Using aticonfig --initial when using the integrated graphics for display breaks things. So I used the xorg.conf it created as a basis and tried to manually edit it. I really don't know what I'm doing, though. My last attempt is given below. The graphics ran off the integrated card, but the 6950 wasn't recognized. Any help would be greatly appreciated! xorg.conf: #Section "ServerLayout" # Identifier "Intel Layout" # Screen "Default Screen" # Identifier "aticonfig Layout" # Screen "aticonfig-Screen[0]-0" # Screen 0 "aticonfig-Screen[0]-0" 0 0 #EndSection Section "Module" Load "glx" EndSection # Intel Section "Device" Identifier "Intel Integrated Graphics" Driver "intel" BusID "PCI:0:2:0" EndSection Section "Monitor" Identifier "Default Monitor" Option "VendorName" "Monitor Vendor" Option "ModelName" "Monitor Name" Option "DPMS" "true" EndSection Section "Screen" Identifier "Default Screen" Device "Intel Integrated Graphics" Monitor "Default Monitor" DefaultDepth 24 EndSection # ATI Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "aticonfig-Monitor[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • How do I get the same dual-screen experience on my install as I had on the 12.04 Live CD?

    - by Alexander G
    I downloaded, burned to disc, and booted Ubuntu 12.04 Precise (I defected to Arch for a year when I got fed up of Natty). I was pleasantly surprised by both of my monitors working perfectly on there (needed to rearrange as my secondary monitor is to the left, however). So I installed. There's no recognition of the second monitor now, and it doesn't appear in the settings. I've also enabled the Nvidia driver. What do I do?

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  • How do I fool 12.10 to think it uses Unity2d in order to get the resolution my screen can use?

    - by Konstapel Kask
    On a laptop (model older) I have two screens (one built in, one external). I wish to use them both at the same time, but the settings app complains: Requested size (2944, 1080) exceeds 3D hardware limit (2048, 2048). You must either rearrange the displays so that they fit within a (2048, 2048) square or select the Ubuntu 2D session at login. The problem though, Unity 2D has been discontinued. I have forced Ubuntu to render Unity in 2D mode (with the help of echo export UNITY_LOW_GFX_MODE=1 >> .xprofile in accordance to this askubuntu post. But the error message still remains. How can one get the resolution that my computer supports? Or, how can I assure Ubuntu that it truly does use a 2D session?

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  • Why does video playback lag/freeze when I go into full-screen mode?

    - by RanRag
    When I try to play my video files in SMPlayer it works fine but as soon as I switch to fullscreen mode(16:9) following thing happens: 1) Video starts lagging. 2) Audio and video goes out of sync. 3) CPU usage rises to ~50%. 4) SMPlayer starts to hang. My current SMPlayer configuration: 1)Video Output Driver = x11(slow) 2)Audio Output Driver = alsa(0.0-HDA Intel) 3)Cache = 8192 KB 4)Threads for decoding(MPEG-1/2 and H.264 only = 2 Things I tried solve this problem: 1) Tried changing video o/p driver to xv,gl. 2) Tried changing audio o/p driver to pulse. 3) Tried increasing cache size and also tried using nocache. Everything works fine on windows but I don't want to switch to windows just to play video files. My system config: Acer Aspire One D270 Atom N2600(Cedar Trail) 1.6GHz 2GB Memory Intel GMA 3600 graphics. Ubuntu 12.04 Kernel Release: 3.2.0-23-generic-pae Rest all things are working fine I have no resolution issue, bluetooth, wireless also working fine. Just ask me to submit any other log file I will be happy to post. SMPlayer log MPlayer Terminal output Codec Information(currently playing file):

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  • Android: Layouts and views or a single full screen custom view?

    - by futlib
    I'm developing an Android game, and I'm making it so that it can run on low end devices without GPU, so I'm using the 2D API. I have so far tried to use Android's mechanisms such as layouts and activities where possible, but I'm beginning to wonder if it's not easier to just create a single custom view (or one per activity) and do all the work there. Here's an example of how I currently do things: I'm using a layout to display the game's background as an image view and the square game area, which is a custom view, centered in the middle. What would you say? Should I continue to use layouts where possible or is it more common/reasonable to just use a large custom view? I'm thinking that this would probably also make it easier to port my code to other platforms.

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