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  • Rosegarden don't work

    - by Brallan Aguilar
    I recently installed Rosegarden. When it had ran for the first time, it worked excellent. After, I had to restart my computer and when I ran it for the second time, something strange was occurred: according to the System Monitor, Rosegarden was running, in spite of I couldn't see the application, sometimes it's opened at other desktop and also Unity always has some instability problems like disappear the title bar of other programs or a zone is marked (for example, when we drag a window to the right side, we can see an "orange" area and the window's size is reduced to distribute at the middle of the desktop) at the left side of the screen and isn't hidden.

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  • ubuntu is very slow

    - by johnny smithens
    Hello all. I am new with Ubuntu, and it is very slow(even in Ubuntu 2D). The performance is degraded for almost any task. I just reinstalled with amd64, and tried updating the Nvidia drivers with Nvidia Xserver. but it made no difference. This is the output of free -m: total used free shared buffers cached Mem: 3006 1318 1688 0 61 699 -/+ buffers/cache: 556 2449 Swap: 3064 0 3064 tl;dr - total: 3006, used: 1318 When I see the virtual console with Ctrl+Alt+F2, I see constantly: Assuming Drive Cache: write through; asking for cache data failed; It is very frustrating. Thanks in advance!

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  • What version of Java should I target for applets?

    - by Christopher Horenstein
    I recently deployed an applet that seems to require Java 6 Update 24. I assume the reason for this requirement is the matching JDK version I used to create the applet (I am new to Java). The fact that my applet requires a Java download/update for users who already have some version of Java installed is a big concern for me; the applets I'm creating slip into a web comic, so it's very disruptive. Having used the most recent version of Java, it seems as though I am able to assume that most of the readers I get will have to update Java to continue reading/playing. Is there a best practice concerning which version of Java to use to make the process of using an applet easy for end-users? Any reading material on this would be very helpful. Should I be using an older version of Java if I don't require new features? I am using Slick for 2D games.

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  • How to get Visual Studio 2012 working on Ubuntu 12.04.1?

    - by kamil
    I am trying to get visual studio working in Unity (via Wine) without using any virtual machine or other Desktop Environment alternatives. I am convinced Visual Studio is the ultimate IDE for .Net programming languages. I'm not necessarily for dual booting. I have been working more than 10 years on visual studio and I prefer it over other IDEs. I have tried other IDEs but they didn't work too well for me. Does anyone know a way to get this working natively?

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  • How to Install the MATE Desktop & Go Back to GNOME 2 on Ubuntu

    - by Chris Hoffman
    If you long for the days of GNOME 2 and just can’t get along with Unity or GNOME 3, MATE is here to save you. It’s an actively developed fork of GNOME 2, and it’s easily installable on Ubuntu. MATE isn’t available in Ubuntu’s repositories, but the MATE developers offer an official repository for Ubuntu. Unlike some methods that recommend you use Linux Mint’s repository on Ubuntu, this won’t mess up your system. How to Own Your Own Website (Even If You Can’t Build One) Pt 1 What’s the Difference Between Sleep and Hibernate in Windows? Screenshot Tour: XBMC 11 Eden Rocks Improved iOS Support, AirPlay, and Even a Custom XBMC OS

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  • First time android game development [on hold]

    - by Dave
    My friend and i are developing a android game. This is my first time develop android game, so we don't know how to code The game is 2d game and we develop it without 3rd party engine / framework. Now we got a few questions, hope you can help us. In game play, using 'Surfaceview' only to achieve it. Is it best practice? On 'Surfaceview', a lot of difference button(Menu, pause, game object..etc) is on it, but I don't know how to code it? (actually, i have already done, but...so stupid way. Detect the user touch position (x, y) to identify where they touch[rect(x1,y1,x2,y2).contain(x,y)] Is it right? Teach me how to do if wrong. View / Surfaceview / OpenGL, which is suitable for us? (if like Tetris) Thank you for your help. Ps: My english is not good, hope you can understand what i mean.

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  • Is LightDM is broken? Autologin works

    - by Ben
    I recently upgraded my Mythbuntu box to 11.10. LightDM worked for a while and then I configured autologin on my user account. After some time, I've removed some packages to lean down the system. Now when I log out (from either Unity or Gnome Shell) I lose the X session, LightDM doesn't start back up. If I disable autologin through /etc/lightdm/lightdm.conf I get no login screen & no X. As I said, autologin works and gives me a Ubuntu Classic desktop. This is the only reference in dmesg to lightdm; [ 17.351023] type=1400 audit(1329530135.420:19): apparmor="STATUS" operation="profile_load" name="/usr/lib/lightdm/lightdm-guest-session-wrapper" pid=1097 comm="apparmor_parser" Can anyone help?

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  • Auto-tiling with Yoshi's Island style tiles

    - by Boreal
    I'm creating a 2D platformer and I'd like to implement an auto-tiling system. Normally, this wouldn't be particularly difficult. However, I'd like to have tiles like in Yoshi's Island, where the graphics extend past the actual collidable tile's boundaries. Consider this image: Although the eggs and the Piranha Plant are clearly resting on the ground, the flower tiles continue behind them, out of the collidable tile. I know that it would be simple to do by hand, but extremely time consuming. Using an auto-tiling algorithm would save me a lot of time and boredom, but I'm not sure where to start.

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  • Sprites as Actors

    - by Scán
    Hello, I'm not experienced in GameDev questions, but as a programmer. In the language Scala, you can have scalable multi-tasking with Actors, very stable, as I hear. You can even habe hundreds of thousands of them running at once without a problem. So I thought, maybe you can use these as a base class for 2D-Sprites, to break out of the game-loop thing that requires to go through all the sprites and move them. They'd basically move themselves, event-driven. Would that make sense for a game? Having it multitasked like that? After all, it will run on the JVM, though that should not be much of a problem nowadays.

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  • How do I install Sublime Text 2?

    - by Michael Gruber
    I installed Sublime Text 2 on 12.04 as per this tutorial. However I don't have adequate permissions when launching the program from the Unity launcher. For example I cannot install packages, or if I add a folder to the sidebar when I close Sublime and reopen, the folder is no longer listed. If I run sudo sublime in the terminal all changes remain after closing. I've tried chown-ing the Sublime Text 2 folder in usr/lib sudo chown -R mylogin:mylogin /usr/lib/"Sublime Text 2" but this seemed to have no effect.

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  • Random map generation

    - by Thomas Owers
    I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path tiles, the problem I have is that I have no idea where to start on generating a map randomly. It would need to have terrain sections (Like a part of it will be sand, part dirt, etc.) Similar to how Minecraft is where you have different biomes and they seamlessly transform into each other. Lastly I would also need to add random paths into this as well going in different directions all over the map. I'm not asking anyone to write me all the code or anything, just piont me into the right direction please. tl;dr - Generate a tile map with biomes, paths and make sure the biomes seamlessly go into each other.

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  • AI control for a ship with physics model

    - by Petteri Hietavirta
    I am looking for ideas how to implement following in 2D space. Unfortunately I don't know much about AI/path finding/autonomous control yet. Let's say this ship can move freely but it has mass and momentum. Also, external forces might affect it (explosions etc). The player can set a target for the ship at any time and it should reach that spot and stop. Without physics this would be simple, just point to the direction and go. But how to deal with existing momentum and then stopping on the spot? I don't want to modify ship's placement directly. edit: Just to make clear, the physics related math of the ship itself is not the problem.

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  • Flash Webcam non responsive Ubuntu 11.10

    - by powerbuoy
    I've got the same problem as this gentleman: https://answers.launchpad.net/ubuntu/+source/flashplugin-nonfree/+question/176541 Where the webcam settings / access does not work at all / is completely unresponsive in Ubuntu 11.10. I've tried webcam access in Facebook, Google+, my own code + a number of tutorials/demos and none work. What happens is the settings dialogue is completely unresponsive. Clicking tabs or buttons does nothing. In the question linked to a suggested answer is to run Unity 2D. Unfortunately this does not work for me (the exact same thing happens). I've also tried Gnome 3 which also does not work. Note that it is only the webcam settings that don't work. YouTube videos and annoying banners work just fine. Does anyone know of a workaround for this (except going back to 11.04) or if they've fixed this in 12.04? - also, are any of you experiencing the same thing?

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  • How to disable tap to click in Lubuntu 13.10

    - by radiomasten
    Tap to click is usually the first thing I disable when I have installed a new OS, but this time I couldn't get rid of it. In earlier versions of Lubuntu, I was able to disable it by writing "@synclient MaxTapTime=0" to /etc/xdg/lxsession/Lubuntu/autostart and save. But in Lubuntu 13.10 this method doesn't work any more. I can't find any solution on the internet either. (If there was a checkbox in "mouse and keyboard" preferences in LXDE to turn tap to click on/off permanently, like in Unity, that would make both lovers and haters of this divisive feature happy. I don't understand how this feature could be thought of as something everybody wants.)

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  • Hey iPhone 5 users, here is the official Google Maps App from Google

    - by Gopinath
    Here is a big news to all the iPhone 5 users which brings great relief. Google officially released Google Maps Apps for iOS 6 and it’s available in App Store. The app is optimized for iPhone 5 and includes turn-by-turn voice guided navigation similar to the one found on Android devices. Also the app features transit and walking directions, 2D and 3D maps, Street View and aerial imagery, and more. If you don’t find the application on App Store, wait for sometime as the rollout may be slowly covering all the regions.

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  • Why are my 3ds Max .fbx exports huge?

    - by abracadabra1980
    I've made an animation in 3ds Max and want to export it to .fbx and import it into Unity. I've done this once without problems. But this time, my .max file is 2,8MB and my .fbx file came out a huge 630MB! There's nothing wrong with my model: I exported it from a Blender model (to .fbx) and imported it to 3ds max (converted it to an editable poly) to do my rigging and animation. As soon as I import some .bip animations, I get these huge files. Is there a safe way to get smaller file sizes? I don't mind redoing the rigging if I can solve this.

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  • Gnome Classic U 11.04 trash not working, can't find my trash dir

    - by Bruce Salem
    I did an upgrade from U 10.10 to U 11.04. I can't upgrade further because Upgrade Manager says that there are unsupported packages. How do I find them? A more immediate problem is that trash stopped working even though "/.share/local/Trash is getting files removed by the file manager. The trash icon on the lower panel fails after having done the upgrade from Gnome 2 to Unity and using Gnome Classic, says "No Such File or Directory". File Operations says it is looking at "/". How do I reconfigure the trash icon to use my local trash dir? The trash dir is there, has the right permissons, I can "rm" the dir tree there, and recreate it by moving files to the trash from the file manager.

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  • How should I invoke a physics engine?

    - by ymfoi
    I'm new to writing games. I'm planning to write a 2D battle game which may require an physics engine. Suppose I've written one, but how can I combine it with the main routine of my game? Should I attach it directly to the graphics render routine or put it in an individual thread? I've spent much time looking for some common approach, but found nothing. So can you reveal some basics idea for me, a newbie? Thanks! P.S. There're many other problems I have to deal with if I choose to start a separate thread for the physics engine, for example, the lock problem, while from my intuition, I guess I'd better separate the render and the physics engine.

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  • Texturing a mesh generated from voxel data

    - by Minja
    I have implemented the Marching Cubes algorithm to display an isosurface based on voxel data. Currently, it is displayed with triplanar texturing. I'm working with unity, so I have a material with the triplanar shader attached. Now, the whole isosurface is rendered using this material. And thats my problem: I want the texture to represent the voxel data. I'm storing a material value for every point in the grid, and based on this value, I want the texture of the isosurface to change. Sadly, I have no clue how to do this. So if the voxel is sand, I want sand to be displayed; if it's stone, then there should be stone. Right now, everything is displayed as sand. Thanks in advance!

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  • The menu in the titlebar disappears in 12.10

    - by kinsago
    When running various programs (as I write this, with Chrome & Evolution) I move my mouse to the title bar to access the menu. The menu only seems to appear if I target the buttons to the left. When I move the mouse off the buttons (but still on the title bar) to select a menu then most times the menu disappears. It would seem this only happens on of my displays (of which I have 2) and it is the display that has the unity menu on it. Any ideas?

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  • Drawing on a webpage – HTML5 - IE9

    - by nmarun
    So I upgraded to IE9 and continued exploring HTML5. Now there’s this ‘thing’ called Canvas in HTML5 with which you can do some cool stuff. Alright what IS this Canvas thing anyways? The Web Hypertext Application Technology Working Group says this: “The canvas element provides scripts with a resolution-dependent bitmap canvas, which can be used for rendering graphs, game graphics, or other visual images on the fly.” The Canvas element has two only attributes – width and height and when not specified they take up the default values of 300 and 150 respectively. Below is what my HTML file looks like: 1: <!DOCTYPE html> 2: <html lang="en-US"> 3: <head> 4: <script type="text/javascript" src="CustomScript.js"></script> 5: <script src="jquery-1.4.4.js" type="text/javascript"></script 6:  7: <title>Draw on a webpage</title> 8: </head> 9: <body> 10: <canvas id="canvas" width="500" height="500"></canvas> 11: <br /> 12: <input type="submit" id="submit" value="Clear" /> 13: <h4 id="currentPosition"> 14: 0, 0 15: </h4> 16: <div id="mousedownCoords"></div> 17: </body> 18: </html> In case you’re wondering, this is not a MVC or any kind of web application. This is plain ol’ HTML even though I’m writing all this in VS 2010. You see this is a very simple, ‘gimmicks-free’ html page. I have declared a Canvas element on line 10 and a button on line 11 to clear the drawing board. I’m using jQuery / JavaScript show the current position of the mouse on the screen. This will get updated in the ‘currentPosition’ <h4> tag and I’m using the ‘mousedownCoords’ to write all the places where the mouse was clicked. This is what my page renders as: The rectangle with a background is our canvas. The coloring is due to some javascript (which we’ll see in a moment). Now let’s get to our CustomScript.js file. 1: jQuery(document).ready(function () { 2: var isFirstClick = true; 3: var canvas = document.getElementById("canvas"); 4: // getContext: Returns an object that exposes an API for drawing on the canvas 5: var canvasContext = canvas.getContext("2d"); 6: fillBackground(); 7:  8: $("#submit").click(function () { 9: clearCanvas(); 10: fillBackground(); 11: }); 12:  13: $(document).mousemove(function (e) { 14: $('#currentPosition').html(e.pageX + ', ' + e.pageY); 15: }); 16: $(document).mouseup(function (e) { 17: // on the first click 18: // set the moveTo 19: if (isFirstClick == true) { 20: canvasContext.beginPath(); 21: canvasContext.moveTo(e.pageX - 7, e.pageY - 7); 22: isFirstClick = false; 23: } 24: else { 25: // on subsequent clicks, draw a line 26: canvasContext.lineTo(e.pageX - 7, e.pageY - 7); 27: canvasContext.stroke(); 28: } 29:  30: $('#mousedownCoords').text($('#mousedownCoords').text() + '(' + e.pageX + ',' + e.pageY + ')'); 31: }); 32:  33: function fillBackground() { 34: canvasContext.fillStyle = '#a1b1c3'; 35: canvasContext.fillRect(0, 0, 500, 500); 36: canvasContext.fill(); 37: } 38:  39: function clearCanvas() { 40: // wipe-out the canvas 41: canvas.width = canvas.width; 42: // set the isFirstClick to true 43: // so the next shape can begin 44: isFirstClick = true; 45: // clear the text 46: $('#mousedownCoords').text(''); 47: } 48: })   The script only looks long and complicated, but is not. I’ll go over the main steps. Get a ‘hold’ of your canvas object and retrieve the ‘2d’ context out of it. On mousemove event, write the current x and y coordinates to the ‘currentPosition’ element. On mouseup event, check if this is the first time the user has clicked on the canvas. The coloring of the canvas is done in the fillBackground() function. We first need to start a new path. This is done by calling the beginPath() function on our context. The moveTo() function sets the starting point of our path. The lineTo() function sets the end point of the line to be drawn. The stroke() function is the one that actually draws the line on our canvas. So if you want to play with the demo, here’s how you do it. First click on the canvas (nothing visible happens on the canvas). The second click draws a line from the first click to the current coordinates and so on and so forth. Click on the ‘Clear’ button, to reset the canvas and to give your creativity a clean slate. Here’s a sample output: Happy drawing! Verdict: HTML5 and IE9 – I think we’re on to something big and great here!

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  • How can I create a 3D model in Java without using modeling software?

    - by Galen Nare
    I am a lightly experienced game developer and this is my first time trying 3D objects in Java for the first time. I have been recently creating and updating games using AWT, Swing, and Graphics, but I want to delve farther into Java. I have looked into Java3D, but it's not what I want. I want to use Images and then crop the Image and place the respective textures in their respective places. I already know how to do the cropping and 2D Image editing, but how do I go 3D?

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  • Problems with HP laptop

    - by Jan
    So the problem is...every time I reboot or shutdown laptop and when the laptop is booting again I get screen (before loading OS) that HP discovered overheating and system went into hibernate. But the point is that laptop is not overheating nor going into hibernate by itself. Also becouse of the hybrid graphic cards I cannot install additional drivers. Desktop resolution and all works perfectly but I cannot use unity 3D also openGL doesn't work as it should (with cairo docks) As i've read some posts, people say that switcheero doesn't work on 12.04 so I haven't tried it.

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  • How to implement a score database in Android

    - by Michael Seun Araromi
    I making a 2d game for android using opengl-es technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore, I want the score to be incremented whenever an enemy is destroyed. I also want a way of displaying both score and highscore on the game screen. I am not farmiliar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks

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  • Conways Game of Life C#

    - by Darren Young
    Hi, Not sure if this is the correct place for this question or SO - mods please move if necessary. I am going to have a go at creating GoL over the weekend as a little test project : http://en.wikipedia.org/wiki/Conway's_Game_of_Life I understand the algorithm, however I just wanted to check regarding the implementation, from maybe somebody that has tried it. Essentially, my first (basic) implementation, will be a static grid at a set speed. If I understand correctly, these are the steps I will need: Initial seed Create 2d array with initial set up Foreach iteration, create temporary array, calculating each cells new state based on the Game of Life algorithm Assign temp array to proper array. Redraw grid from proper array. My concerns are over speed. When I am populating the grid from the array, would it simply be a case of looping through the array, assigning on or off to each grid cell and then redraw the grid? Am I on the correct path?

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