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  • Dark screen when wake / Unable to control screen brightness

    - by John
    Running Ubuntu 11.04 on Lenovo ThinkPad with an Nvida graphics card. The unit goes to sleep when the lid is shut. (The unit goes to suspend mode (not to disk/hibernate), AC gets turned off, running on battery) Upon lid-open sometimes the screen is almost too dark to read. I'm really not sure of the exact cause, (very low batt??). The only fix is a reboot. The screen brightness buttons have never worked in Ubuntu. I have messed w/ the power management preferences. No change. At one point I messed w/ the gnome settings. No change. I have tried a few cmds: echo 9>/sys/class/backlight/acpi_video0/brightness setpci -s 00:02.0 F4.B=10 xgamma -gamma .75 None of these help. Most have zero effect. I think it is and acpi thing, but that is just a guess. I'm out of idea's, and looking for suggestions. Thanks

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  • Nvidia dual monitor configuration gets lost every time I reboot

    - by sunwukung
    I've recently updated (well, borked then completely reinstalled) to 12.04. I'm running a dual monitor setup, with a Dell U2410 / Dell 2007WFP combination on an HP Elite Book 8560W. The graphics card is an NVIDIA GF108 [Quadro 1000M]. My problem is as follows. I can get the dual monitor setup working fine, but every time I reboot, my machine appears to lose the settings (specifically, the U2410 is disabled, the mouse pointer is locked in the launcher). I have to restate the settings after every launch. I've tried running nvidia-settings as sudo, I've save the changes to my xorg.conf file (see below) but nothing seems to be sticking. Has anyone had similair issues, or know of a fix? Conf file follows: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 295.33 (buildd@allspice) Fri Mar 30 15:25:24 UTC 2012 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL 2007WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 76.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro 1000M" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "1" Option "TwinViewXineramaInfoOrder" "DFP-1" Option "metamodes" "CRT: 1680x1050 +1920+0, DFP-1: 1920x1200 +0+0; CRT: nvidia-auto-select +0+0, DFP-1: NULL" SubSection "Display" Depth 24 EndSubSection EndSection The error message I'm getting is this: none of the selected modes were compatible with the possible modes: Trying modes for CRTC 642: CRTC 642: trying mode 3600x1080@50hz with output at 1280 x 1024@0Hz (pass 0) CRTC 642: trying mode 3600x1080@50hz with output at 1280 x 1024@0Hz (pass 0) CRTC 642: trying mode 3600x1080@50hz with output at 1280 x 1024@0Hz (pass 0) CRTC 642: trying mode 3600x1080@50hz with output at 1280 x 1024@0Hz (pass 1) CRTC 642: trying mode 3600x1080@50hz with output at 1280 x 1024@0Hz (pass 1) CRTC 642: trying mode 3600x1080@50hz with output at 1280 x 1024@0Hz (pass 1)

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  • Representing heightmaps, on disk and when drawing

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: Game will be a elevation maze shooter. Levels/maps will be mazes with elevation the player has to negotiate. Elevations will have effects on "combat" vision, and movement.

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  • Bomberman clone, how to do bombs?

    - by hustlerinc
    I'm playing around with a bomberman clone to learn game-developement. So far I've done tiles, movement, collision detection, and item pickup. I also have pseudo bombplacing (just graphics and collision, no real functionality). I've made a jsFiddle of the game with the functionality I currently have. The code in the fiddle is very ugly though. Scroll past the map and you find how I place bombs. Anyway, what I would like to do is an object, that has the general information about bombs like: function Bomb(){ this.radius = player.bombRadius; this.placeBomb = function (){ if(player.bombs != 0){ // place bomb } } this.explosion = function (){ // Explosion } } I don't really know how to fit it into the code though. Everytime I place a bomb, do I do var bomb = new Bomb(); or do i need to constantly have that in the script to be able to access it. How does the bomb do damage? Is it as simple as doing X,Y in all directions until radius runs out or object stops it? Can I use something like setTimeout(bomb.explosion, 3000) as timer? Any help is appreciated, be it a simple explanation of the theory or code examples based on the fiddle. When I tried the object way it breaks the code.

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  • Can't get sprite to rotate correctly?

    - by rphello101
    I'm attempting to play with graphics using Java/Slick 2d. I'm trying to get my sprite to rotate to wherever the mouse is on the screen and then move accordingly. I figured the best way to do this was to keep track of the angle the sprite is at since I have to multiply the cosine/sine of the angle by the move speed in order to get the sprite to go "forwards" even if it is, say, facing 45 degrees in quadrant 3. However, before I even worry about that, I'm having trouble even getting my sprite to rotate in the first place. Preliminary console tests showed that this code worked, but when applied to the sprite, it just kind twitches. Anyone know what's wrong? int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x; int pY = sprite.y; int tempY, tempX; double mAng, pAng = sprite.angle; double angRotate=0; if(mX!=pX){ tempY=pY-mY; tempX=mX-pX; mAng = Math.toDegrees(Math.atan2(Math.abs((tempY)),Math.abs((tempX)))); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=270; else mAng=90; } //Calculations if(mX<pX&&mY<pY){ //If in Q2 mAng = 180-mAng; } if(mX<pX&&mY>pY){ //If in Q3 mAng = 180+mAng; } if(mX>pX&&mY>pY){ //If in Q4 mAng = 360-mAng; } angRotate = mAng-pAng; sprite.angle = mAng; sprite.image.setRotation((float)angRotate);

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  • Fn key sticks down

    - by Oli
    Just bought my significant other a shiny new Samsung Q330 13" netbook, stuck an OCZ Agility in it and installed Maverick. Just as a quick aside, this is a devastating combination. Graphics work perfectly and it cold-boots to desktop in about 7 seconds. Very quick. But (common to laptops) I've got a couple of problems. I'll start with the most problematic and start a new thread for the other. Like a lot of laptops, there is a Fn (function) modifier to allow some keys to have another purpose. When I tried to alter the brightness of the screen by tapping Fn+Down, it worked but kept on going until it was as dim as it could go. I tapped Fn+Up and it went to the other extreme. After that the entire keyboard ceases to work properly because the Fn modifier appears to be locked. Additionally, and as a direct side effect, I think, clicking on things doesn't result in a standard result. It's as if control is being held. A reboot is the only thing that seems to fix these problems. This isn't a problem if you don't touch the Fn key but as there are two of them on the keyboard, an accident is going to happen sooner than later, requiring a reboot (and probably some data loss). I don't have a lot of experience with laptops (I prefer my hulking great desktop) so this isn't my area of expertise. I'm open to all suggestions, even disabling the two Fn keys until we can find a better solution.

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  • AMD FX CPU drivers/patch

    - by Mubeen Shahid
    I am using Ubuntu since 2009 on notebooks with Intel CPUs. However now, that I am using AMD's FX 6300, I am interested in knowing if there exists anything from Ubuntu (specifically any kernel enhancements/drivers/patches) for AMD's FX "family 15h" Piledrivers. Reason: I would like to have a kernel which uses the hardware to its full capacity, be able to use the latest instruction sets, for max. performance. I did some tests, started with compiling stable 3.9.7 on my 12.04 LTS box, and during compilation I choose processor vendor AMD (unchecked Intel/VIA/etc.), and when I started Ubuntu with this compiled kernel, in the section "System Settings - Additional Drivers" I found that, in addition to graphic card's drivers, there were AMD family 15h drivers also. However, I would prefer something in this regard tested/signed by Ubuntu developers. P.S: 1- the kernel that I have compiled has some issues with Nvidia graphics drivers, so I deleted kernel 3.9.7 and installed signed 3.8.xx from Ubuntu repositories. 2- incase if somebody is planning to advise me to install "AMD64", I am not talking about AMD64 (which is in fact for 64-bit platform).

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  • Unity Greeter login screen cuts off login options

    - by ammianus
    I have a pretty newly installed Ubuntu 12.04, using Unity. My external monitor is 1920x1080 max resolution. In the Unity desktop itself everything looks great. I have an NVidia graphics card. When I start my computer and get to the Unity greeter login screen the display is oddly formatted and the resolution seems off. It looks like a zoomed view on the larger 1920x1080 screen. As such it crops the login options off to the left hand side of the screen. So I can only just see the edge of the password box for the user I want to log in with. I can log in with one account by default by blindly typing the password, but I am unable to switch to other accounts. Is there anything I can do to fix the log in screen display so that I can see the normal login options? Note: I first noticed it when I changed my desktop background and the next time I logged in I saw the issue.

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  • Blank screen after GRUB (64 bit) - cannot install Ubuntu

    - by peGGi
    My laptop's specs: Lenovo IdeaPad Z570 Intel Core i5-2410M @ 2.3Ghz 6 Gb RAM DDR3 640 Gb ATAPI Hard-disk Drive @ 5,200 RPM NVIDIA GeForce G520M with Optimus switching technology Broadcom 802.11n Network Adapter REALTEK soundcard Windows 7 Home Premium 64-bit I downloaded Ubuntu Studio 11.04 and burned the iso image onto two different DVDs, using two different programs (one DVD is RW, the other is just R). I verified the hash MD5sum thing. I get as far as GRUB with the 4 options (install, advanced install, disk verification, system rescue) but no matter which one I select, I get a blank screen and nothing happens. The DVD drive spins down after about 30 seconds. Also just before the GRUB screen I get a message saying Error: "Prefix" is not set. I'm not sure if that's relevant. I have tried all the options using both DVDs. Same thing happens. I have changed the graphics setting in BIOS to UMA or Optimus, but still happens either way. I've tried booting with the wireless switch turned off, same thing happens. I downloaded 'vanilla' Ubuntu 64-bit and burned onto a CD, and the same thing happens. I have downloaded Ubuntu 32-bit and I am able to boot from the live CD (interestingly the wireless card won't work, but that's maybe another issue). I have searched extensively through these forums and other sites but I can't see anything that will help me. Is there something I'm missing? I'd really appreciate help on this. The laptop is less than 2 weeks old. I was so looking forward to getting Ubuntu Studio up and running. I've gone about as far as my technical abilities will allow.

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  • Ubuntu 12.04 does not suspend with proprietary driver for Radeon 6800

    - by Mike
    I'm running Ubuntu 12.04 x86_64 (though these issues have existed in previous releases too) and have a Radeon 6800 graphics card. I've run into issues with the open-source driver (the system would randomly hang when shutting down) so I switched to the proprietary driver (I compiled it myself using these instructions), but I am having new problems now. The main issue is that when I go into sleep mode, about 50-75% of the time, the screen goes black but the monitor does not actually shut off, and I can hear that the fans/hard drive are not suspending either. I can't get the computer to wake up (Ctrl+Alt+F1,2,3,etc. does not work), and I always end up force shutting down with the power button. I'd really appreciate help! Here is some information that might be helpful: $ fglrxinfo display: :0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: AMD Radeon HD 6800 Series OpenGL version string: 4.2.11631 Compatibility Profile Context $ dmesg | grep fglrx [...] [ 6.718606] [fglrx] module loaded - fglrx 8.96.4 [Apr 5 2012] with 1 minors [...]

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  • Raspberry Pi and Java SE: A Platform for the Masses

    - by Jim Connors
    One of the more exciting developments in the embedded systems world has been the announcement and availability of the Raspberry Pi, a very capable computer that is no bigger than a credit card.  At $35 US, initial demand for the device was so significant, that very long back orders quickly ensued. After months of patiently waiting, mine finally arrived.  Those initial growing pains appear to have been fixed, so availability now should be much more reasonable. At a very high level, here are some of the important specs: Broadcom BCM2835 System on a chip (SoC) ARM1176JZFS, with floating point, running at 700MHz Videocore 4 GPU capable of BluRay quality playback 256Mb RAM 2 USB ports and Ethernet Boots from SD card Linux distributions (e.g. Debian) available So what's taking place taking place with respect to the Java platform and Raspberry Pi? A Java SE Embedded binary suitable for the Raspberry Pi is available for download (Arm v6/7) here.  Note, this is based on the armel architecture, a variety of Arm designed to support floating point through a compatibility library that operates on more platforms, but can hamper performance.  In order to use this Java SE binary, select the available Debian distribution for your Raspberry Pi. The more recent Raspbian distribution is based on the armhf (hard float) architecture, which provides for more efficient hardware-based floating point operations.  However armhf is not binary compatible with armel.  As of the writing of this blog, Java SE Embedded binaries are not yet publicly available for the armhf-based Raspbian distro, but as mentioned in Henrik Stahl's blog, an armhf release is in the works. As demonstrated at the just-completed JavaOne 2012 San Francisco event, the graphics processing unit inside the Raspberry Pi is very capable indeed, and makes for an excellent candidate for JavaFX.  As such, plans also call for a Pi-optimized version of JavaFX in a future release too. A thriving community around the Raspberry Pi has developed at light speed, and as evidenced by the packed attendance at Pi-specific sessions at Java One 2012, the interest in Java for this platform is following suit. So stay tuned for more developments...

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  • MVC and individual elements of the model under a common base class

    - by Stewart
    Admittedly my experience of using the MVC pattern is limited. It might be argued that I don't really separate the V from the C, though I keep the M separate from the VC to the extent I can manage. I'm considering the scenario in which the application's model includes a number of elements that have a common base class. For example, enemy characters in a video game, or shape types in a vector graphics app. The view wants to render these elements. Of course, the different subclasses call for different rendering. The problem is that the elements are part of the model. Rendering them is conceptually part of the view. But how they are to be rendered depends on parameters of both: Attributes and state of the element are parameters of the model User settings are parameters of the view - and to support multiple platforms and/or view modes, different views may be used What's your preferred way of dealing with this? Put the rendering code in the model classes, passing in any view parameters? Put the rendering code in the view, using a switch or similar to select the right rendering for the model element type? Have some intermediate classes as a model-view interface, of which the model will create objects on demand and the view will then render them? Something else?

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  • Can I set my Optimus Nvidia card to run Unity3D with bumblebee?

    - by manuhalo
    I'd like to know whether I can run compiz on my Nvidia card to speed things up. It's a Dell XPS15 laptop but I'm mostly using it as a desktop, so battery life is not important. Apparently my Intel integrated card is able to run unity 3D, but my Nvidia GT 420M is not. Here's the output of unity_support_test, both with optirun and without it: manuhalo@Ubuntu-XPS-L501X:~$ optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 420M/PCI/SSE2 OpenGL version string: 4.1.0 NVIDIA 280.13 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no manuhalo@Ubuntu-XPS-L501X:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ironlake Mobile OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes Any ideas of why this is happening? Thanks in advance to anyone able to shed some light on this. What I have tried: Installed the v290 drivers from the x-stable PPA. Tried forcing Unity-3D to work by telling Unity to ignore the unity-support-test results i.e. gksudo gedit /etc/environment add the following UNITY_FORCE_START=1 to the end of the file.

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  • Regulating how much to draw based on how much was drawn last frame.

    - by Mike Howard
    I have a 3D game world on an iPhone (limited graphics speed), and I'm already regulating whether I draw each shape on the screen based on it's size and distance from the camera. Something like... if (how_big_it_looks_from_the_camera > constant) then draw What I want to do now is also take into account how many shapes are being drawn, so that in busier areas of the game world I can draw less than I otherwise would. I tried to do this by dividing how_big_it_looks by the number of shapes that were drawn last frame (well, the square root of this but I'm simplifying - the problem is the same). if (how_big_it_looks / shapes_drawn > constant2) then draw But the check happens at the level of objects which represent many drawn shapes, and if an object containing many shapes is switched on, it increases shapes_drawn lots and switches itself back off the next frame. It flickers on and off. I tried keeping a kind of weighted average of previous values, by each frame doing something like shapes_drawn_recently = 0.9 * shapes_drawn_recently + 0.1 * shapes_just_drawn, but of course it only slows the flickering down because of the nature of the feedback loop. Is there a good way of solving this? My project is in Objective-C, but a general algorithm or pseudo-code is good too. Thanks.

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  • How to Transfer All Your Information to a New PS3

    - by Justin Garrison
    The PlayStation 3 now costs half the price, has double the storage, and uses half the power. If you need another reason to upgrade, Sony also makes it easy to transfer all of your information to a new console. Transferring all of your games, data, and settings is easier than ever, and all you need is an ethernet cable. Read on as we walk you through the whole process of setting up your new PS3 and wiping all your information off the old one. Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Hack Apart a Highlighter to Create UV-Reactive Flowers [Science] Add a “Textmate Style” Lightweight Text Editor with Dropbox Syncing to Chrome and Iron Is the Forcefield Really On or Not? [Star Wars Parody Video] Google Updates Picasa Web Albums; Emphasis on Sharing and Showcasing Uwall.tv Turns YouTube into a Video Jukebox Early Morning Sunrise at the Beach Wallpaper

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  • CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate

    - by ETC
    If you’re one of the less fortunate (namely those forgotten by their carrier when it comes to phone OS upgrade time) you’ve got a friend in Cyanogen. They’ve rolled out a new Release Candidate update that includes Android 2.3 and a host of performance tweaks. First thing to note is that this is an RC and if you upgrade from CyanogenMod 6 to CyanogenMod 7 RC you’ll be trading a little bit of stability and a few features that haven’t made the jump from 6 to 7 in return for the newest features of Android 2.3. If you’re not comfortable with that wait for CyanogenMod 7 to update to a final release. For the intrepid, hit up the link below to read more and grab a copy. CyanogenMod-7 Release Candidates! [Cyanogen via Download Squad] Latest Features How-To Geek ETC Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate MyPaint is an Open-Source Graphics App for Digital Painters Can the Birds and Pigs Really Be Friends in the End? [Angry Birds Video] Add the 2D Version of the New Unity Interface to Ubuntu 10.10 and 11.04 MightyMintyBoost Is a 3-in-1 Gadget Charger Watson Ties Against Human Jeopardy Opponents

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  • Unity 3D doesn't work on ubuntu 12.04 LTS in virtual box hosted by Windows 7 64bit

    - by Mario
    Can't google out the solution through some time so I'm asking here. I have installed Linux Ubuntu 12.04 LTS in virtual box hosted by Windows 7 64bit Simple my 3D stopped working after some kernel headers update<<< few months ago. Just like that. I don't member which version was it. In meantime there was 2 or 3 new releases of VirtualBox which I have installed. Every time I am updating VirtualBox Guest Additions to the newest version. My 3D in Ubuntu still doesn't work. root@pjadmin-VirtualBox:~# /usr/lib/nux/unity_support_test -p OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no My graphics card in PC is ATI 6850. Please help.

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  • Keeping Xv Overlay configuration throughout an X session.

    - by kriss
    After upgrading my Linux system from Ubuntu 9.04 to Ubuntu 10.10, I suceeded correcting most problems (all related to Intel 82865G Integrated Graphics Adapter support and compiz is still not working but that's another matter) but for one I only have a partial solution. Whenever I play a video the colors are much too saturated. This is really a problem for tones of skins that appears reddish (everyone seems to be coming back from a ski vacation with deep sun burns). As this effect only occurs with videos, not with pictures, I finally figured out it was related to Video Overlays configuration and I can correct it typing: xvattr -a XV_SATURATION -v 120 This change the default saturation value, which is 500 and much too high in my case, at eye sight the correct value seems to be between 100 and 150. Now my problem is that I have to type the above command each time I run a video. If I type it before running the video it has no effect, if I close the video and open a new one, I have to type it again, etc. I tried to put it in Xsession and (logically) it has no effect either. How could I do to get the correct setting whenever I run a video without typing the above command every time ?

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  • wine 1.4 regedit makes screen flicker on 12.04 with dual monitor setup

    - by s1lv3r
    I have a dualmonitor setup running dual 23" on 1920x1080 which has the following problem: When running any wine application (for example "wine regedit" from console) the screen flickers and the windows have artifacts like this: Also sometimes taking a screenshot using the print key will make compiz crash (starter and all window bars/menus are gone) when an wine application is started. I don't have the same problems on my notebook which has the same setup. Only difference is the notebook has ATI Graphics and this PC has nvidia. This is the output of lshw -c video: *-display Beschreibung: VGA compatible controller Produkt: G72 [GeForce 7300 LE] Hersteller: NVIDIA Corporation Physische ID: 0 Bus-Informationen: pci@0000:07:00.0 Version: a1 Breite: 64 bits Takt: 33MHz Fähigkeiten: pm msi pciexpress vga_controller bus_master cap_list rom Konfiguration: driver=nvidia latency=0 Ressourcen: irq:16 memory:fa000000-faffffff memory:d0000000-dfffffff memory:fb000000-fbffffff memory:fce00000-fce1ffff I also noticed that running xrandr from console makes the screen flicker for some seconds on this PC, which also doesn't happen on my notebook. Removing one screen from the setup will stop the flickering and the artifacts inside the wine applications from appearing. Does anybody have an advice what I could try to change to make this work?

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  • Gnome3 shell video corruption with ATI Radeon HD 4850 on 11.10 Oneiric

    - by AndyAtTheWebists
    I have a problem similar to what's been mentioned in a few other questions, namely: Ati incompatible with Gnome-shell? Gnome Shell Glitched Top Bar Ubuntu 11.10 I have read a number of other posts here and on other forums and have tried a bunch of different solutions. The Problem The problem manifests itself only in Gnome3. I have tried KDE, Unity and KFCE and all are fine. The graphics corruption is visible only on gnome panels (see images below). Everything works fine with the free ATI drivers, but they just lack power. The problem occurs with the proprietary ones from AMD/ATI. I have installed version 11.11 and 12.1 as per the instructions on wiki.cchtml.com/index.php/Ubuntu_Oneiric_Installation_Guide. I have the same exact problem in both cases. I have tried this on clean installs of Ubuntu 11.10 Oneiric Ocelot (x64 and x86) and on Linux Mint 12 (x64) with the same results. Also, it looks like after some time of not using it, the PC just freezes. Maybe an overheat? Will look into it. Things I've Tried I have tried the following fixes: Different versions of drivers from ATI including the latest - this worked for some, not for me. Installing Oneiric specific package generated from driver, as well as the default install Removed the Unity Global menu Disabled file manager handling desktop Disabled Compiz "detect refresh rate" Sync to VBlank in Compiz on and off Please help! This is the first time in 10 years that I've finally had the chance to switch my primary desktop to Linux (stopped doing .NET dev work), and this is really getting me down. This is what the problem looks like: And:

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  • White screen with pointer after removing Unity

    - by Sameer Pandit
    I have the same problem . I am a newbie. I added the repository with sudo add apt-get-repository ppa:canonical-dx-team/une then i went to ubuntu software center and installed "unity interface of ubuntu netbook edition" . after installing i found a problem with User interface as it kept on flashing when mouse points to side panel . so i decided to remove it . I removed it form Ubuntu software center . there were other unity related apps installed , but i did not remove then as i had no idea what they were about . Now i ended up with a blank white screen with mouse pointer whenever i login. though i m able to login using gdm , but the screen is blank white. I tried to these commands also sudo apt-get remove gnome-shell sudo apt-get remove unity sudo restart gdm but they did not work at all i also tried sudo dpkg-reconfigure xserver-xorg it too did not work. Note:I donot have any sort of graphics card or video card on my pc please help !!!

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  • Problems with Intel Video Resolution on Acer Laptop Wide Display

    - by ricstr
    I have an ACER Aspire 5332 laptop which I have just installed Ubuntu 12.04 x64, which is causing some issues with the video display on boot and video resolution. First and foremost, it will only boot past the purple screen if GRUB has been edited to replace 'quick splash' with 'nomodeset'. Secondly, once it has booted with the the 'nomodeset' option, it does not allow me to change the resolution higher or lower from 1024 x 786. Is it OK to use the 'nomodeset' for normal use? Will this compromise performance of other devices? The video card is an on-board one, integrated within the Intel GL40 chip-set. The display is a wide-screen LCD, and under Windows could operate under various resolutions. Ideally I would like it to operate on a resolution to fit the wide-screen display as it a bit stretched out at the moment, and less desktop space as I am used to. I believe the optimal resolution is 1366 x 768. Below is some information from the terminal which may be useful. ricstr@Aspire-5332:~$ lspci | grep -i VGA 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09) ricstr@Aspire-5332:~$ xrandr xrandr: Failed to get size of gamma for output default Screen 0: minimum 1024 x 768, current 1024 x 768, maximum 1024 x 768 default connected 1024x768+0+0 0mm x 0mm 1024x768 0.0*

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  • Ubuntu unstable, showing awkward behavior

    - by Christophe De Troyer
    Let me start off by saying that this problem can't be described in such a way that allows me to find other topics, which have some relevance to this problem. That's why I created this question. In case this question might have been asked before, I apologize. So what is the problem: My computer (Intel Core I5 2500K - with HD3000 graphics -, 6 gb DDR, 1 SSD, 3 HDD's and an Asus P8Z68 mobo) runs Windows on the SDD. But I decided to give Ubuntu a chance to be my daily OS for basic needs since it's open source and I find it a handicap of not being able to work with it. I decided to run the windows installer and install Ubuntu 12.04 to my 320 Gb hdd which was not being used in my computer. After installing it and booting it, it worked great! I spent the rest of the day/night using it, and falling for it. Great, today I booted Ubuntu (I had the choice in the bootloader as I expected). It asked me for my login and it started logging in. Now, after a few (literally) minutes of letting it "boot" I tried determining the cause of this. What I've figured out so far: When I left click on my desktop it freezes completely for a few seconds I have something like tearing in the left side menu (in games, you know) when I move my mouse around It runs well when just hovering around with my mouse, but from the point I click on something it freezes. What have I tried? I ran a HD Tune diagnostic on the HDD but the performance seems to be very close to the stock values, so I'm taking it as a good HDD. I'm trying to get to the drivers update panel for Ubuntu, but with the state it's in, it's taking a lot of time.. Could anyone point me in a direction for troubleshooting this? I'm not really a noob at all, just when using Linux.. :) Thanks in advance! Christophe,

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  • Novice prototyping a massive multiplayer webpage based gaming system

    - by Sean Hendlin
    I'm trying to build a website based game in which various pages of the site act as different areas of the game. I am wondering what you would recommended as a design structure. Which languages would be best if building what will hopefully becomes a massive system able to scale to massive amounts of users. I am wondering if and how various elements from differing languages could be meshed to interact with each other. For example could I use html5, javascript, and PHP? What about asp.net how might that factor in? I'm a newbie programmer but I've been working on this idea for years and I want to build it to reality. Your comments and suggestions are appreciated. P.S.: The game is not all graphics and animation (though flash like appearance and some animation would be nice). What I am thinking of is essentially a heavily gamified system of forms. And LOTS of data in many different categories cross referencing each-other. I'm not sure how to go about structuring the collection of data. Also while I know javascript can be used to process some functions, I'm wondering what sort of base system I would need to handle the server side processing of what I am expecting to be some pretty significant algorithm processing. That is to say I expect to have many many many functions and I'm not sure how to mange this using javascript. I feel like they would be forgotten, mixed up, disorganizes as they essentially only exist where they are coded. I guess I need to learn something of libraries? OK, Thank you! Is enough from me for now.

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  • Non-Obvious Topics to Learn for Game Development

    - by ashes999
    I've been writing games for around 10 years now (from QBasic to C# and everything in-between). I need to start stretching my skills into different areas. What are other, surprising topics I should read up on? Expected topics would include the usual suspects: Programming language of your choice Scripting language Source control Project management (or Agile) Graphics API Maybe some AI (A* path-finding?) Physics (projectile physics) Unit testing (automated testing) I'm looking for more esoteric topics; things that you don't expect to need to know, but if you do know them, they make a difference. This could include things like: Art skills (drawing, lighting, colouring, layout, etc.) Natural language processing The physics of sound (sound-waves, doppler effect, etc.) Personally, I feel that having technical art skills (eg. can make decent art-work if you can only come up with ideas; or, following Photoshop/GIMP tutorials) was the most beneficial for me. This is not intended to be an open-ended question; I'm looking for specific skills that helped you and you expect will continue to benefit you in the short- and long-term.

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