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  • Efficient coding in Visual Studio (or another IDE), with touch typing

    - by cheeesus
    Moving the cursor to another position in code is one of the most frequent actions when coding. I don't write my programs from the beginning to the end, like a letter. However, moving the cursor requires me to move my right hand to the key arrows or to the mouse, which feels like an interruption to my writing rhythm, since I'm using touch typing. I want my hands to rest on the keyboard. It's difficult to explain what I mean, but I think every coder using touch typing knows what I mean. I tried many things, like defining some shortcuts as surrogate arrow keys (Shift+Alt+J, K, L, I), or buying a keyboard with a Trackpoint, Trackpad, or Trackball on it, but I have not yet found a satisfying solution to the problem. What is the best solution you know of, regardless of which IDE you use? Edit: Thank you for your answers. I am using a lot of shortkeys, but I think using a Vim plugin in Visual Studio would interfere too much with the shortkeys I am used to. Also, I have a keyboard with a built-in mouse, but I'm still looking for a better solution.

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  • touch detection of non-rectangular sprites (cocos2d)

    - by hogni89
    What is the correct way to implement a non-rectangular sprite in Cocos2d? I am working on a jigsaw puzzle. And therefor do our sprites have some strange forms (Jigsaw puzzle bricks). As of now, we have implemented the "detect" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, OR is it a limit when using sprites based on .png's? If so, how should I proceed? I'm new to iPhone and game development :D

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  • Ubuntu for Phones / Touch vs Android, IOS and BlackBerry OS

    - by Ome Noes
    Currently I have a LG Google Nexus 4 with lots of issues because of the latest android 4.3 update. Since the update my battery drains within 7 hours when in it's standby / idle and even faster when I use it normaly! Before the Nexus 4 I had an Iphone but got sick of IOS because for me it's to much of a closed operating system and I dislike having to work with either Windows or Itunes. At this point neither Google or LG is willing to provide me (and all the others that have similar Nexus 4 problems) with a solution or even a reaction... Also i'm not very fond of the idea that the NSA (and maybe others) can and is currently monitoring millions of Android, IOS and BlackBerry OS devices all over the world. Since i've been using Ubuntu now very happily for almost 5 years I see Ubuntu for Phones / Touch as the only remedy for all this BS. Please be so kind to let me know when you will have a fully functioning version of your Ubuntu for Phones / Touch ready for consumer use. I'm realy sad that the Ubuntu Edge campaign didn't work out and hope to see lots and lots of future smartphones outfitted with Ubuntu a.s.a.p.! Keep up the good work!

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  • Rotating a sprite to touch

    - by user1691659
    I know this has been asked before and Ive looked through peoples questions and answers all over the internet and I just cant get it to work. Im sure its down to my inexperience. Ive got an arrow attached to a sprite, this sprite appears when touched but I want the arrow to point where the sprite will launch. I have had the arrow moving but it was very erratic and not pointing as it should. Its not moving at the moment but this is what I have. - (void)update:(ccTime)delta { arrow.rotation = dialRotation; } -(void) ccTouchMoved:(UITouch*)touch withEvent:(UIEvent *)event { pt1 = [self convertTouchToNodeSpace:touch]; CGPoint firstVector = ccpSub(pt, arrow.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(pt1, arrow.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); dialRotation += currentTouch - previousTouch; } I have got pt from ccTouchBegan the same way as pt1 Thanks

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  • Hiding a button on pushed view and showing it when back to list view

    - by torr
    When I load my list view it has several blog posts and a refresh button on the top left. If I tap on a list item a view is pushed with the contents of that specific post. When this view is pushed in, the refresh button is hidden. But when I tap 'Back' to the parent list view, I'd like the refresh button to show (un-hide) - but it remains hidden. Any idea how to make this work? This is my View: Ext.require(['Ext.data.Store', 'MyApp.model.StreamModel'], function() { Ext.define('MyApp.view.HomeView', { extend: 'Ext.navigation.View', xtype: 'homepanel', requires: [ 'Ext.dataview.List', ], config: { title: 'Home', iconCls: 'home', styleHtmlContent: true, navigationBar: { items: [ { xtype: 'button', iconMask: true, iconCls: 'refresh', align: 'left', action: 'refreshButton', id: 'refreshButtonId' } ] }, items: { title: 'My', xtype: 'list', itemTpl: [ '<div class="post">', ... '</div>' ].join(''), store: new Ext.data.Store({ model: 'MyApp.model.StreamModel', autoLoad: true, storeId: 'stream' }), } } }); }); and my Controller: Ext.define('MyApp.controller.SingleController', { extend: 'Ext.app.Controller', config: { refs: { stream: 'homepanel' }, control: { 'homepanel list': { itemtap: 'showPost' } } }, showPost: function(list, index, element, record) { this.getStream().push({ xtype: 'panel', html: [ '<div class="post">', '</div>' ].join(''), scrollable: 'vertical', styleHtmlContent: true, }); Ext.getCmp('refreshButtonId').hide(); } });

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  • How to use associated Model as datasource for DataView

    - by Chris Gilbert
    I have a Model structure as shown below and I want to know how to use the Bookings array as the datasource of my DataView. Model Structure: Client ClientId Name Bookings (HasManyAssociation) Contacts (HasManyAssociation) AjaxProxy JsonReader (ImplicitIncludes is set to true so child models are created with one call) Booking BookingNodeId BookingDetails Contact ContactNodeId ContactDetails The above gives me a data structure as follows: Client Bookings[ Booking Booking ] Contacts[ Contact Contact ] What I want to be able to do is either, create a Store from my Bookings array and then use that store as the datasource for my DataView OR directly use the Bookings array as the datasource (I don't really care how I do it to be honest). If I setup the AjaxProxy on my Booking model it works fine but then obviously I cannot automatically create my Client and Contacts when I load my JSON. It seems to me to make sense that the Client model, being the top level model hierarchically, is the one to load the data. EDIT: I figured it out as follows (with special thanks to handet87 below for his dataview.setStore() pointer). The key in this case is to know that creating the relationship actually sets up another store called, in this case BookingsStore and ContactsStore. All I needed to do was dataview.setStore("BookingsStore")

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  • Update list dom only if list displayed

    - by Nikolaj Borisik
    Sometimes we use one store for few views(list, carousel,dataviews) and when we refresh(load, filter) store data, dom of all view that use this store will be rebuild, but some views is not displayed in this time, and may be will not show with these data. How we can refresh list dom only if it displayed, not every time when it store refresh? Issue examle Ext.define("Test.view.Main", { extend: 'Ext.tab.Panel', config: { tabBarPosition: 'bottom', items: [ ] }, constructor : function(){ this.callParent(arguments); var store = Ext.create('Ext.data.Store',{ data :[ {title : 'One'}, {title : 'Two'}, {title : 'Three'} ] }), firstList = Ext.create('Ext.List',{ title : 'tab1', store : store, itemTpl : '{title}', onItemDisclosure : function(){ store.add({title : 'Four'}); } }), secondList = Ext.create('Ext.List',{ title : 'tab2' , store : store, itemTpl : '{title}' }), thirdList = Ext.create('Ext.List',{ title : 'tab3', store : store, itemTpl : '{title}' }); this.add([ firstList, secondList, thirdList ]) ; } }); When tap on item in the first list, in store will be added new item. And dom of all list will be change although second and third list not displayed I see one option. Create one main store and create separate stores for each views. And when view show fill it store from Main store. But it look not good. Any other ideas?

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  • How can I get run Ubuntu Desktop on my Galaxy Nexus?

    - by Jack Senechal
    On the Ubuntu for phones site it advertises the desktop view feature: "The phone becomes a full PC and thin client when docked.". And there's the demo by Canonical of something similar running under Ubuntu for Android. I realize they're different systems, but the end effect is in both is to have a full Ubuntu system running on the phone. I've installed Ubuntu Touch Preview on my Galaxy Nexus (toro), and it's working as expected (no cellular signal, but wifi works, etc). But when I plug in a monitor via HDMI it just mirrors the phone's touch display. There's also currently no bluetooth support for attaching keyboard and mouse. Keyboard only kind of works via USB, and mouse not at all. I've also tried running Ubuntu under Android via VNC, but the lack of responsiveness of VNC makes it impractical for daily use. I'd consider that route again if there is some way to make the UI more responsive. So the question is, how can set up my phone to run Ubuntu Desktop in a way that's useable as a laptop replacement? Is there a way to enable Desktop View on Ubuntu Touch? Or can I run Ubuntu for Android as in the previously referenced demo? Plugging into a monitor would be OK, but I'd love to be able to use the desktop interface with mouse and keyboard through the phone's screen as well. Touch input and an onscreen keyboard would be a plus but is definitely not necessary.

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  • Error during XML parsing of file /tmp/qt_temp.******/iTunes_Control/iTunes/PlayCounts.plist

    - by lemann
    When iPhone/iPod plugged to Clementine (Ubuntu 12.04) an error occures: Error during XML parsing of file /tmp/qt_temp.**/iTunes_Control/iTunes/PlayCounts.plist** Google gave out the following: http://ubuntuforums.org/archive/index.php/t-1662972.html http://forum.ubuntu-it.org/viewtopic.php?p=3856689 https://groups.google.com/forum/?fromgroups=#!topic/clementine-player/XVsuTqY4CP4 Nothing works. Any ideas?

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  • How can I detect touch events on a UIImageView inside a deep hierarchy of UIViews?

    - by jester
    I am developing a simple game on iPhone and I started with a View based application, and through the UIViewController I am loading a custom UIView that contains some more UIViews and some UIImageViews. I want to detect touch events on some of the UIImageViews, but I wasn't able so far. I've created a second project for testing purposes and figured that UIImageViews handle touch events when the hierarchy is like : UIViewController - UIView - UIImageView, but when it's like : UIViewController - UIView - UIView - UIImageView they are not detected. Notes: - userInteractionEnabled is YES in all cases - all UIViews and UIImageViews I mention above are custom subclasses. Can you think of any reason why, when a custom UIImageView gets deeper in the view hierarchy can't receive touch events?

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  • How to pass a touch event to other views?

    - by Eugene
    +-----------------------+ +--------------------+ | A | | A | | +-------------------+ | | +----------------+ | | |B | | | | C | | | | | | | | | | | +-------------------+ | | +----------------+ | +-----------------------+ +--------------------+ I have a view hierarchy as above. (Each of B and C takes up whole space of A, Each of them are screen size. B is added first and C is added next) For a reason, C is getting a touch event for scroll effect (B is cocos2d-x layer and C(scroll view) sets the B's position when scrollViewDidScroll http://getsetgames.com/2009/08/21/cocos2d-and-uiscrollview/ ) And I want to pass touch event to B or it's subviews when it's not scrolling. How can I pass the touch event to B here?

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  • Installing the Wacom Bamboo Pen & Touch

    - by federico
    I would like to use the Wacom Bamboo "Pen & Touch" with Ubuntu Maverick and I don't have any idea how to do this. In addition, when I see "change or add kernel" I become really scared. :-) I would really appreciate your help. Thanks in advance I saw answers for the Wacom Bamboo "pen" but I don't know if the installation instructions are the same or if some different additions need to be made to my system.

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  • Dell Synaptics touch pad's middle mouse button gets mapped as normal click

    - by Henrik
    How do I make the middle touch pad's button work? xinput --test 11 yields button press 1 button press 1 For pressing both the left and the middle button. I have tried to do xinput set-button-map 11 1 4 2 and so on, but as the --test shows that button 1 is being depressed, then probably the issue is at a lower level than with X11's perception of what mouse buttons I'm pressing (or assigning button-map 11 1 2 3 and clicking the right button in firefox, wouldn't trigger the middle-click on the link)

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  • Rotation angle based on touch move

    - by Siddharth
    I want to rotate my stick based on the movement of the touch on the screen. From my calculation I did not able to find correct angle in degree. So please provide guidance, my code snippet for that are below. if (pSceneTouchEvent.isActionMove()) { pValueX = pSceneTouchEvent.getX(); pValueY = CAMERA_HEIGHT - pSceneTouchEvent.getY(); rotationAngle = (float) Math.atan2(pValueX, pValueY); stick.setRotation((float) MathUtils.radToDeg(rotationAngle)); }

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  • Ubuntu open to greater touch

    <b>The Register:</b> "You'll want to touch Ubuntu in personal places - like in your kitchen or in your car. At least that's what Canonical hopes, as it works on architectural changes and business deals to put the Linux distro on more embedded systems."

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  • Benefits and Advantages of Touch Screen Tills

    Touch screen technology is mostly used in the mobiles. This system is helpful to do work fast. Due to this with the advantage of digital age the screen is now used in different electronic system, in ... [Author: Alan Wisdom - Computers and Internet - April 05, 2010]

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  • How to use UILongPressGestureRecognizer with sprite drag & wait?

    - by ganesh
    May be it's asked before also but I couldn't find any good answer. Please tell me how this can be implemented with UILongPressGestureRecognizer? A user drags a sprite from X location to Y location. Then it waits at Y location (touch is not ended yet) for 1 or 2 secs and release the touch i.e touch is ended. In this case, shouldn't following states be triggered in below order for UILongPressGestureRecognizer: UIGestureRecognizerStateBegan UIGestureRecognizerStateChanged UIGestureRecognizerStateEnded ? My problem is if UIPanGestureRecognizer is also implemented to handle drags, UILongPressGesture is never triggered even after Long waits. Any thoughts?

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  • Adding iPod Support to (previously) iPhone Only App

    - by rjstelling
    When I started on my current project, there was already an App in the App Store. This App was iPhone only. My first task was to test and build a version that also ran on an iPod Touch. About 3 weeks ago Apple removed the option on iTunes connect to set the device requirements. And sent an email out to all developers: "The App Store requires that you provide metadata about your application before submitting it. While most of this metadata is specified using the iPhone Developer Program Portal, the process for selecting device-related dependencies in iTunes Connect is no longer available. Instead, if your app relies on features that are specific to a device, such as the compass on iPhone 3GS, add the UIRequiredDeviceCapabilities key to your app's Info.plist file to indicate the specific hardware feature required." When I compiled the iPod compatible version I set the device requirements (UIRequiredDeviceCapabilities) in the info.plist to: location-services (gps or skyhook) wi-fi (any device) However, as the App was originally uploaded and the option for "iPhone only" set in iTunes connect this appears to be the default. The kicker is, because Apple have removed this feature there is no way to change it! Has anyone come up against this problem? And how did you solve it? Is it possible I have incorrect values in UIRequiredDeviceCapabilities? UPDATE: The app will run fine on a iPod Touch if installed as a development version via Xcode. The problem is on the App Store it is listed as iPhone only and when iPod Touch users search in the App store no results are returned.

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  • Touch Screen Running Windows CE

    - by Jed
    I'm starting my first project that runs on a 7 inch touch screen running Windows CE 6.0 (and NETCF 3.5). The touch screen doesn't respond to touch too well when I use my finger. The only way for me to navigate around is by using a stylus (or similar). Since I've never worked with Windows CE or a resistive touch screen, I'm not sure if I should expect to be able to use my finger or if the stylus method is, essentially, the only way to effectively navigate around. - or, maybe, I have a touch screen that simply isn't that good. If you have experience with WinCE running on a touch screen, do you find that a stylus is the only way to go?

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  • Cocoa-Touch Fun. Name the Alphanumerically Longest Method Name?

    - by dugla
    So, as I get comfortable with Cocoa/Cocoa-Touch I, like others can't help but notice the rather verbose method names. What is the absolutely longest method in Cocoa-Touch that you have come across? To kick things off, I submit that perennial favorite from UITableViewController - tableView:accessoryButtonTappedForRowWithIndexPath: Cheers, Doug

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  • iPhone "touchesBegan" and "touchesMoved" message ... do not move to centre of touch

    - by Nippysaurus
    I am modifying the "MoveMe" example from the apple web site. When I get the "touchesMoved" message I move the centre of the target view to the centre of the touch. Is there a way that when the touch starts ("touchesBegan" message) I can remember the offset from the target view and keep that offset. Let me know if this is hard to understand and I will try to explain it a bit better.

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  • Detect multitouch (two fingers touch) on a sprite to apply pinch zoom behaviour

    - by Tahreem
    I am using andengine, want to move, zoom and rotate multiple sprites individually on a scene. I have achieved "move" but for pinch zoom i am unable to get the event to two fingers' touch. Below is the code: public class Main extends SimpleBaseGameActivity { private Camera camera; private BitmapTextureAtlas mBitmapTextureAtlas; private ITextureRegion mFaceTextureRegion; private ITextureRegion mFaceTextureRegion2; Sprite face2; private static final int CAMERA_WIDTH = 800; private static final int CAMERA_HEIGHT = 480; @Override public EngineOptions onCreateEngineOptions() { camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy( CAMERA_WIDTH, CAMERA_HEIGHT), camera); return engineOptions; } @Override protected void onCreateResources() { BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); this.mBitmapTextureAtlas = new BitmapTextureAtlas( this.getTextureManager(), 1024, 1600, TextureOptions.NEAREST); BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, // this, "ui_ball_1.png", 0, 0, 1, 1), // this.getVertexBufferObjectManager()); this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mFaceTextureRegion2 = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mBitmapTextureAtlas.load(); this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas); } @Override protected Scene onCreateScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); final Scene scene = new Scene(); scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f)); final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion .getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion .getHeight()) / 2; final Sprite face = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2); return true; } }; face.setScale(2); scene.attachChild(face); scene.registerTouchArea(face); face2 = new Sprite(200, 200, this.mFaceTextureRegion2, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { switch(pSceneTouchEvent.getAction()){ case TouchEvent.ACTION_DOWN: int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; for(int i= 0; i <count; i++) { int id = pSceneTouchEvent.getMotionEvent().getPointerId(i); } break; case TouchEvent.ACTION_MOVE: this.setPosition(pSceneTouchEvent.getX() -this.getWidth() / 2, pSceneTouchEvent.getY()-this.getHeight() / 2); break; case TouchEvent.ACTION_UP: break; } return true; } }; face2.setScale(2); scene.attachChild(face2); scene.registerTouchArea(face2); scene.setTouchAreaBindingOnActionDownEnabled(true); return scene; } } This line int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; should set 2 to the count variable if i touch the sprite with to fingers, then i can apply zooming functionality (setScale method) on the sprite by getting the distance between the coordinates of two fingers. Can anyone help me? why it does not detect two fingers? and without this how can i zoom the sprite on pinch of two fingers? I am very new to game development, any help would be appreciated. Thanks in advance.

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  • Help trying to get two-finger scrolling to work on Asus UL80VT

    - by Dan2k3k4
    Multi-touch works fine on Windows 7 with: two-fingers scroll vertical and horizontally, two-finger tap for middle click, and three-finger tap for right click. However with Ubuntu, I've never been able to get multi-touch to "save" and work, I was able to get it to work a few times but after restarting - it would just reset back. I have the settings for two-finger scrolling on: Mouse and Touchpad Touchpad Two-finger scrolling (selected) Enable horizontal scrolling (ticked) The cursor stops moving when I try to scroll with two fingers, but it doesn't actually scroll the page. When I perform xinput list, I get: Virtual core pointer id=2 [master pointer (3)] ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ETPS/2 Elantech ETF0401 id=13 [slave pointer (2)] I've tried to install some 'synaptics-dkms' bug-fix (from a few years back) but that didn't work, so I removed that. I've tried installing 'uTouch' but that didn't seem to do anything so removed it. Here's what I have installed now: dpkg --get-selections installed-software grep 'touch\|mouse\|track\|synapt' installed-software libsoundtouch0 --- install libutouch-evemu1 --- install libutouch-frame1 --- install libutouch-geis1 --- install libutouch-grail1 --- install printer-driver-ptouch --- install ptouch-driver --- install xserver-xorg-input-multitouch --- install xserver-xorg-input-mouse --- install xserver-xorg-input-vmmouse --- install libnetfilter-conntrack3 --- install libxatracker1 --- install xserver-xorg-input-synaptics --- install So, I'll start again, what should I do now to get two-finger scrolling to work and ensure it works after restarting? Also doing: synclient TapButton1=1 TapButton2=2 TapButton3=3 ...works but doesn't save after restarting. However doing: synclient VertTwoFingerScroll=1 HorizTwoFingerScroll=1 Does NOT work to fix the two-finger scrolling. Output of: cat /var/log/Xorg.0.log | grep -i synaptics [ 4.576] (II) LoadModule: "synaptics" [ 4.577] (II) Loading /usr/lib/xorg/modules/input/synaptics_drv.so [ 4.577] (II) Module synaptics: vendor="X.Org Foundation" [ 4.577] (II) Using input driver 'synaptics' for 'ETPS/2 Elantech ETF0401' [ 4.577] (II) Loading /usr/lib/xorg/modules/input/synaptics_drv.so [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: x-axis range 0 - 1088 [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: y-axis range 0 - 704 [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: pressure range 0 - 255 [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: finger width range 0 - 16 [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: buttons: left right middle double triple scroll-buttons [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: Vendor 0x2 Product 0xe [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: touchpad found [ 4.588] (**) synaptics: ETPS/2 Elantech ETF0401: (accel) MinSpeed is now constant deceleration 2.5 [ 4.588] (**) synaptics: ETPS/2 Elantech ETF0401: MaxSpeed is now 1.75 [ 4.588] (**) synaptics: ETPS/2 Elantech ETF0401: AccelFactor is now 0.154 [ 4.589] (--) synaptics: ETPS/2 Elantech ETF0401: touchpad found Tried installing synaptiks but that didn't seem to work either, so removed it. Temporary Fix (works until I restart) Doing the following commands: modprobe -r psmouse modprobe psmouse proto=imps Works but now xinput list shows up as: Virtual core pointer id=2 [master pointer (3)] ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ImPS/2 Generic Wheel Mouse id=13 [slave pointer (2)] Instead of Elantech, and it gets reset when I reboot. Solution (not ideal for most people) So, I ended up reinstalling a fresh 12.04 after indirectly playing around with burg and plymouth then removing plymouth which removed 50+ packages (I saw the warnings but was way too tired and assumed I could just 'reinstall' them all after (except that didn't work). Right now xinput list shows up as: ? Virtual core pointer --- id=2 [master pointer (3)] ? ? Virtual core XTEST pointer --- id=4 [slave pointer (2)] ? ? ETPS/2 Elantech Touchpad --- id=13 [slave pointer (2)] grep 'touch\|mouse\|track\|synapt' installed-software libnetfilter-conntrack3 --- install libsoundtouch0 --- install libutouch-evemu1 --- install libutouch-frame1 --- install libutouch-geis1 --- install libutouch-grail1 --- install libxatracker1 --- install mousetweaks --- install printer-driver-ptouch --- install xserver-xorg-input-mouse --- install xserver-xorg-input-synaptics --- install xserver-xorg-input-vmmouse --- install cat /var/log/Xorg.0.log | grep -i synaptics [ 4.890] (II) LoadModule: "synaptics" [ 4.891] (II) Loading /usr/lib/xorg/modules/input/synaptics_drv.so [ 4.892] (II) Module synaptics: vendor="X.Org Foundation" [ 4.892] (II) Using input driver 'synaptics' for 'ETPS/2 Elantech Touchpad' [ 4.892] (II) Loading /usr/lib/xorg/modules/input/synaptics_drv.so [ 4.956] (II) synaptics: ETPS/2 Elantech Touchpad: ignoring touch events for semi-multitouch device [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: x-axis range 0 - 1088 [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: y-axis range 0 - 704 [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: pressure range 0 - 255 [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: finger width range 0 - 15 [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: buttons: left right double triple [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: Vendor 0x2 Product 0xe [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: touchpad found [ 4.980] () synaptics: ETPS/2 Elantech Touchpad: (accel) MinSpeed is now constant deceleration 2.5 [ 4.980] () synaptics: ETPS/2 Elantech Touchpad: MaxSpeed is now 1.75 [ 4.980] (**) synaptics: ETPS/2 Elantech Touchpad: AccelFactor is now 0.154 [ 4.980] (--) synaptics: ETPS/2 Elantech Touchpad: touchpad found So, if all else fails, reinstall Linux :/

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