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  • Change the Default Number of Rows of Tiles on the Windows 8 UI (Metro) Screen

    - by Lori Kaufman
    By default, Windows 8 automatically sets the number of rows of tiles to fit your screen, depending on your monitor size and resolution. However, you can tell Windows 8 to display a certain number of rows of tiles at all times, despite the screen resolution. To do this, we will make a change to the registry. If you are not already on the Desktop, click the Desktop tile on the Start screen. NOTE: Before making changes to the registry, be sure you back it up. We also recommend creating a restore point you can use to restore your system if something goes wrong. HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Creating user UI using Flixel

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. What I am trying to do is add a Start Screen before actually loading the game. I have a create function that adds all the game elements to the stage: override public function create():void // all game elements { How can I add this pre-load Start Screen? I'm not sure if I have to add in the code to this create function or somewhere else and what code to actually add. Eventually I would also like to add saving, loading, options and upgrades too. So any advice with that would be great. Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } } Thanks.

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  • How do I re-install Unity after uninstalling gnome-shell?

    - by Florian
    I am using Ubuntu 14.04. I have big issues with the Unity desktop. I installed then uninstalled gnome-shell (using "apt-get autoremove --purge gnome-shell"). Since then, my desktop has no background and no icons. Plus, and this is the bothering part, unity is very unstable. On startup, there is a huge use of memory, much more than before. Sometimes, I also cannot minimize a window without having the desktop freezing and having to kill the process in question with tty1. I have tried to use : apt-get autoremove --purge ubuntu-desktop apt-get install ubuntu-desktop But it does not change a thing. I tried to update my video drivers but it is still the same. How can I reinstall the unity desktop thoroughly (obviously, something in its install is broken) ? If it is not possible, is it safe that I create a new partition on my disk where I will put my files and reinstall Ubuntu on the old partition (I do have a USB install of Ubuntu 14.04 but not enough space to save my files on it) ?

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  • How to enable Unity 3D support in 12.04 using open-source drivers for RadeonHD cards?

    - by martin
    As the title says I can't enable the Unity 3D support when I'm using open-source drivers (xorg-edgers). I have an xfx Radeon HD 6950 by the way. If I install the proprietary 12.3 drivers from AMD it works, but I get poorer 2D performance than the open-source drivers and also I get some freezes and lock ups at random. So because of this I'm trying the open-source drivers and so far no issues at all, except this one. Running this command $ /usr/lib/nux/unity_support_test -p shows this: 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 And this command $ lspci -nn | grep VGA shows: 01:00.0 VGA compatible controller [0300]: Advanced Micro Devices [AMD] nee ATI Cayman PRO [Radeon HD 6950] [1002:6719] So, is this normal? Do I need to go back to proprietary drivers to enable Unity 3D? If anyone can give me help, I'll much appreciate it.

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  • How to get Unity working on dual gpu laptop?

    - by Mourgos
    I recently bought a new laptop (Asus X53S series) that has two GPUs, an NVidia GeForce GT 540M and an integrated Intel GPU (I believe it's called Intel HD graphics 3000). I installed the recommended restricted NVidia drivers after a clean Ubuntu 11.10 install. In the 'additional drivers' program I get the message: "This driver is enabled and in use", although when I try to open the NVidia X Server Settings it says "You do not appear to be using the NVIDIA X driver." which seems to be the case since Ubuntu only starts using Unity 2D. I've had the same issue in 11.04 and I was forced to use the nouveau driver just to get unity working, but since I get quite a few crashes with it I really want to get the propriety driver working this time around. Since I've never had this issue with older laptops, I can only assume it is caused due to the dual gpu configuration. How do I get Ubuntu to use the propriety drivers, or is there any workaround to get the integrated Intel GPU to be ignored by Ubuntu? Alternatively, has anyone got Unity working with a similar setup?

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  • How to squeeze the maximum performance out of Unity and GNOME 3?

    - by melvincv
    I see that I do not get good performance with the new Unity desktop, but I should say that Unity has improved a lot since the last edition Ubuntu 11.10. How to squeeze the maximum performance out of 1. Unity 2. GNOME 3 My system specs: -Processors- Intel(R) Pentium(R) Dual CPU E2180 @ 2.00GHz -Memory- Total Memory : 2049996 kB -PCI Devices- Host bridge : Intel Corporation 82G33/G31/P35/P31 Express DRAM Controller (rev 10) PCI bridge : Intel Corporation 82G33/G31/P35/P31 Express PCI Express Root Port (rev 10) (prog-if 00 [Normal decode]) VGA compatible controller : Intel Corporation 82G33/G31 Express Integrated Graphics Controller (rev 10) (prog-if 00 [VGA controller]) USB controller : Intel Corporation N10/ICH 7 Family USB UHCI Controller #1 (rev 01) (prog-if 00 [UHCI]) USB controller : Intel Corporation N10/ICH 7 Family USB UHCI Controller #2 (rev 01) (prog-if 00 [UHCI]) USB controller : Intel Corporation N10/ICH 7 Family USB UHCI Controller #3 (rev 01) (prog-if 00 [UHCI]) USB controller : Intel Corporation N10/ICH 7 Family USB UHCI Controller #4 (rev 01) (prog-if 00 [UHCI]) USB controller : Intel Corporation N10/ICH 7 Family USB2 EHCI Controller (rev 01) (prog-if 20 [EHCI]) PCI bridge : Intel Corporation 82801 PCI Bridge (rev e1) (prog-if 01 [Subtractive decode]) ISA bridge : Intel Corporation 82801GB/GR (ICH7 Family) LPC Interface Bridge (rev 01) IDE interface : Intel Corporation 82801G (ICH7 Family) IDE Controller (rev 01) (prog-if 8a [Master SecP PriP]) IDE interface : Intel Corporation N10/ICH7 Family SATA Controller [IDE mode] (rev 01) (prog-if 8f [Master SecP SecO PriP PriO]) SMBus : Intel Corporation N10/ICH 7 Family SMBus Controller (rev 01) Ethernet controller : Intel Corporation PRO/100 VE Network Connection (rev 01)

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  • How to pass an interface to Java from Unity code?

    - by nickbadal
    First, let me say that this is my first experience with Unity, so the answer may be right under my nose. I've also posted this question on Unity's answers site, but plugin questions don't seem to be as frequently answered there. I'm trying to create a plugin that allows me to access an SDK from my game. I can call SDK methods just fine using AndroidJavaObject and I can pass data to them with no issue. But there are some SDK methods that require an interface to be passed. For example, my Java function: public void attemptLogin(String username, String password, LoginListener listener); Where listener; is a callback interface. I would normally run this code from Java as such: attemptLogin("username", "password", new LoginListener() { @Override public void onSuccess() { //Yay! do some stuff in the game } @Override public void onFailure(int error) { //Uh oh, find out what happened based on error } }); Is there a way to pass a C# interface through JNI/Unity to my attemptLogin function? Or is there a way to create a mimic-ing interface in C# that I can call from inside the Java code (and pass in any kind of parameter)? Thanks in advance! :)

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  • Is there any way to open more than one folders(Home folder, videps etc..) by clicking the 'files' icon on the unity bar?

    - by 001neeraj
    Why only one nautilus window manager is opens when clicking on the 'Files' icon on the unity bar? I need to open two or more HomeFolder windows by clicking on the 'files' icon on the unity pane. I cannot create more than one nautilus window manager unless i tap superkey(windows key) and type homefolder,videos etc or typing the same in gnome-do. Is there any way to open more than one folders(Home folder, videos etc..) by clicking the 'files' icon on the unity bar??

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  • Cisco Unity Connection 7 and Exchange 2010 Unified Messaging

    - by Jason N. Gaylord
    We are looking to get our Cisco Unity Connection 7 to store messages using Exchange Server 2010 Unified Messaging. Is anyone aware of any whitepaper/document/tutorial or other that they'd recommend we look into? We can't seem to find much. From what I here from our Cisco partner is that the connection works, but will be better in the next release. Thanks in advance.

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  • Windows and vmware-unity-helper

    - by user40470
    I'm running VMWare Workstation 7 and I want to use the "vmware-unity-helper.exe" utility. Does this utility work in windows? I've found several articles that say that it does not work with VM Workstation 6.5 but nothing on 7. Thanks.

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  • Cannot get webapps to work after upgrade from 12.04 to 12.10

    - by kashan
    I just upgraded to Ubuntu 12.10 from 12.04. But I cannot use WebApps. In fact there is no sign of them anywhere. Firefox and Chromium are not prompting for integration. I tried re-installing both browsers/webapps plugin of each, but no luck. Out of curiousity, I tried to install unity-webapps-preview through terminal, apt-get reported that this operation is going to need 127mb. After installation, restarting session, nothing. I re-ran the unity-webapp-preview in terminal and SURPRISINGLY it again asked me that this operation is going to need 58mb. After Installation, nothing. Firefox is showing the unity-webapp plugin in Extensions but in Preferences there is noting like Unity settings or options for exceptions in General tab (as I seen in some threads). Chromium is not even showing the plugin in Extensions nor in the settings. Really need help. I know there is a reported bug but it is mostly about the complains that the webapps are not working as they should but in my case they don't seem to exist. EDIT: The out put of gsettings list-recursively | grep webapp is: com.canonical.unity.webapps allowed-domains @as [] com.canonical.unity.webapps dontask-domains @as [] com.canonical.unity.webapps index-update-time 43200 com.canonical.unity.webapps integration-allowed true com.canonical.unity.webapps preauthorized-domains ['amazon.ca', 'amazon.cn', 'amazon.com', 'amazon.co.uk', 'amazon.de', 'amazon.es', 'amazon.fr', 'amazon.it', 'www.amazon.ca', 'www.amazon.cn', 'www.amazon.com', 'www.amazon.co.uk', 'www.amazon.de', 'www.amazon.es', 'www.amazon.fr', 'www.amazon.it', 'one.ubuntu.com']

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  • Add autoFill capabilities to jQuery-UI 1.8.1

    - by rockinthesixstring
    here's what I currently have, unfortunately I cannot seem to figure out how to get autoFill to work with jQuery-UI... It used to work with the straight up Autocomplete.js <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js" type="text/javascript"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.1/jquery-ui.min.js" type="text/javascript"></script> <script src="http://jquery-ui.googlecode.com/svn/tags/latest/external/jquery.bgiframe-2.1.1.js" type="text/javascript"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.1/i18n/jquery-ui-i18n.min.js" type="text/javascript"></script> <script language="javascript" type="text/javascript"> var thesource = "RegionsAutoComplete.axd?PID=3" $(function () { function log(message) { $("<div/>").text(message).prependTo("#log"); $("#log").attr("scrollTop", 0); } $.expr[':'].textEquals = function (a, i, m) { return $(a).text().match("^" + m[3] + "$"); }; $("#birds").autocomplete({ source: thesource, change: function (event, ui) { //if the value of the textbox does not match a suggestion, clear its value if ($(".ui-autocomplete li:textEquals('" + $(this).val() + "')").size() == 0) { $(this).val(''); } else { log(ui.item ? ("Selected: " + ui.item.value + " aka " + ui.item.id) : "Nothing selected, input was " + this.value); } } }).live('keydown', function (e) { var keyCode = e.keyCode || e.which; //if TAB or RETURN is pressed and the text in the textbox does not match a suggestion, set the value of the textbox to the text of the first suggestion if ((keyCode == 9 || keyCode == 13) && ($(".ui-autocomplete li:textEquals('" + $(this).val() + "')").size() == 0)) { $(this).val($(".ui-autocomplete li:visible:first").text()); } }); }); </script> I've used the answer here to get the mustMatch working, but unfortunately if I "tab" away from the input box, I get the "Nothing selected" response instead of an Value and ID. Does anyone know how to extract the ID out of the autocomplete when you don't actually select the field?

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  • Unity doesn't work

    - by Budda
    Yesterday I've implemented the code: CustomerProductManager productsManager = container.Resolve<CustomerProductManager>(); It was compilable and working. Today (probably I've modified something I am constantly getting the error: The non-generic method 'Microsoft.Practices.Unity.IUnityContainer.Resolve(System.Type, string, params Microsoft.Practices.Unity.ResolverOverride[])' cannot be used with type arguments My collegue has the same source code and doesn't have same error. Why? How to resolve the problem? P.S. line "using Microsoft.Practices.Unity;" is present in usings section. I've tried to replace generic version with non-generic one: CustomerProductManager productsManager = (CustomerProductManager)container.Resolve(typeof(CustomerProductManager)); And got another error: No overload for method 'Resolve' takes '1' arguments It seems like one of the assemblies is not referenced.. but which one? I have 2 of them referenced: 1. Microsoft.Practices.Unity.dll 2. Microsoft.Practices.ServiceLocation.dll P.P.S. I've saw similar problem http://unity.codeplex.com/WorkItem/View.aspx?WorkItemId=8205 but it is resolved as "not a bug" Any thought will be helpful

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  • Using generics in Unity ... InvalidCastException

    - by Sunny D
    Hi, My interface definition is: public interface IInterface where T:UserControl My class definition is: public partial class App1Control : UserControl, IInterface The unity section of my app.config looks as below: <unity> <typeAliases> <typeAlias alias="singleton" type="Microsoft.Practices.Unity.ContainerControlledLifetimeManager, Microsoft.Practices.Unity" /> <typeAlias alias="myInterface" type="MyApplication.IInterface`1, MyApplication" /> <typeAlias alias="App1" type="MyApplication.App1Control, MyApplication" /> </typeAliases> <containers> <container> <types> <type type="myInterface" mapTo="App1" name="Application 1"> <lifetime type="singleton"/> </type> </types> </container> </containers> </unity> The app runs fine but, the following code gives a InvalidCastException container.Resolve<IInterface<UserControl>>("Application 1"); The error message is : Unable to cast object of type 'MyApplication.App1Control' to type 'MyApplication.IInterface`1[System.Windows.Forms.UserControl]' I believe there is a minor mistake in my code ... but am not able to figure out what. Any thoughts?

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  • Unable to step into interface implementation configured by unity application block

    - by Rahul
    I have configured a set of interface implementations with EntLib. unity block. The constructor of implementation classes work fine as soon as I run the application: 1. The interface to implement when I run the application the cctor runs fine, which shows that unity resolution was successful: But when I try to call a method of this class, the code just passes through without actually invoking the function of the implemented class: Edit: Added on June 11, 2012 Following is the Unity Configuration I have. (This is all the unity configuration I am doing) public class UnityControllerFactory : DefaultControllerFactory { private static readonly IUnityContainer container; private static UnityControllerFactory factory = null; static UnityControllerFactory() { container = new UnityContainer(); UnityConfigurationSection section = (UnityConfigurationSection)ConfigurationManager.GetSection("unity"); section.Configure(container); factory = new UnityControllerFactory(); } public static UnityControllerFactory GetControllerFactory() { return factory; } protected override IController GetControllerInstance(RequestContext requestContext, Type controllerType) { return container.Resolve(controllerType) as IController; } } I am unable to step into this code and the implementation simply skips out without executing anything. What is wrong here?

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  • How to remove window applet from Gnome3?

    - by Filip Nowak
    I installed today window applet for Gnome3 from this webupd8 post. The effect of the installation shown in the picture. I tried apt-get remove --purge and nothing happens. How do I remove this window applet? http://i.stack.imgur.com/D1s9b.jpg When i try metacity --replace &unity [1] 3171 Checking if settings need to be migrated ...no Checking if internal files need to be migrated ...no Backend : gconf Integration : true Profile : default Adding plugins Skipping upgrade com.canonical.unity.unity.01.upgrade Skipping upgrade com.canonical.unity.unity.02.upgrade Initializing core options...done Initializing bailer options...done Initializing detection options...done Initializing composite options...done Initializing opengl options...done Initializing decor options...done Initializing move options...done Initializing vpswitch options...done Initializing gnomecompat options...done Initializing grid options...done Initializing mousepoll options...done Initializing place options...done Initializing resize options...done Initializing animation options...done Initializing wall options...done Initializing session options...done Initializing workarounds options...done Initializing wobbly options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done Initializing staticswitcher options...done Initializing fade options...done Initializing scale options...done Screen geometry changed: 0x0x1920x1080 Initializing unityshell options...done DEBUG 2012-02-19 21:22:40 glib <unknown>:0 Setting to primary screen rect: x=0 y=0 w=1920 h=1080 WARN 2012-02-19 21:22:40 unity.favorites FavoriteStoreGSettings.cpp:138 Unable to load GDesktopAppInfo for 'bluefish.desktop' WARN 2012-02-19 21:22:40 unity.favorites FavoriteStoreGSettings.cpp:138 Unable to load GDesktopAppInfo for 'filezilla.desktop' WARN 2012-02-19 21:22:40 unity.favorites FavoriteStoreGSettings.cpp:138 Unable to load GDesktopAppInfo for 'gimp.desktop' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' Setting Update "texture_filter" Setting Update "sync_to_vblank" Setting Update "fullscreen_visual_bell" Setting Update "panel_opacity" Setting Update "launcher_opacity" Setting Update "icon_size" WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/applications does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/applications does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/commands does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/commands does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/files does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/files does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/music does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/music does not exist WARN 2012-02-19 21:23:33 unity.iconloader IconLoader.cpp:509 Unable to load contents of file:///usr/share/icons/unity-icon-theme/places/svg/category-available.svg: Blad podczas otwierania pliku: Nie ma takiego pliku ani katalogu WARN 2012-02-19 21:23:33 unity.iconloader IconLoader.cpp:509 Unable to load contents of file:///usr/share/icons/unity-icon-theme/places/svg/category-installed.svg: Blad podczas otwierania pliku: Nie ma takiego pliku ani katalogu

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  • How do I install only the KDE desktop (and not apps) on Unity?

    - by Gaba_p
    My question is pretty simple. I have Ubuntu 12.04 with Unity and I want to login with KDE. I have seen recommendations to: 1- run the three commands: $ sudo add-apt-repository ppa:kubuntu-ppa/backports $ sudo apt-get update $ sudo apt-get install kubuntu-desktop 2- run just the command: $ sudo apt-get install kubuntu-desktop 3- run the command: $ sudo apt-get install kde-standard 4- run the command: $ sudo apt-get install kde-full 5- run the command: $ sudo apt-get install plasma-desktop 6- run the command: $ sudo apt-get install kde-plasma-desktop 7- etc ... This question is very related to this one, but the answer there is not clear enough to me. There seems to be quite a number of quasi-identical commands one could use to install the KDE desktop. I just want the desktop, no KDE apps since I'll just use the ones I'm already using in Unity. Of course I also want the needed repositories added so the KDE desktop will be kept updated. How would I go about doing that?

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  • Can GMod/SFM models be converted to Unity GameObjects?

    - by Supuhstar
    Someone made a suite of GMod/SFM models available for free for people making games and videos in GMod and SFM. These are of type .dmx, .dx80.vtx, .dx90.vtx, .mdl, .phy, .sw.vtx, .vvd, .vmt, and .vtf. I fon't use GMod or SFM, so I don't know what these are, thus making it hard for me to manually convert them. Is there any way to change these into files Unity can recognize and use? I'd like to have an easy step from converting them, but I would also accept instructions on how to export them to generic mesh/skeleton/texture files, and then how to import and combine these in Unity.

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  • How to reset settings when Unity won't finish booting?

    - by Emre
    I have a new 12.04 installation and I messed things up after trying to move /home to an NTFS partition, which I later learned was a bad idea. I removed references to the NTFS partition on fstab and created new users on the ext4 / partition. Now I can't get Unity to start up properly for any user. I get the GUI with only three Launch icons (none of which are clickable) and no bar at the top. The keyboard seems to the nonfunctional after I enter my credentials. The interesting thing is that I can boot when I go through recovery mode and select resume. I wonder whether I am creating the new users properly. What is the correct protocol for doing so in order to ensure that they can run Unity?

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  • Installed nvidia driver, activated it, and now Unity is gone. No bars, menus, nothing

    - by Noel
    I installed the nvidia driver (installed the ubuntu-x-swat ones, updated them, got the updates for them, installed bumblebee. I restarted everytime I did those steps, so no, i don't simply need to 'restart X'. I tried to run things using bumblebee, but bumblebee was like "can't access GPU driver". So I ran nvidia-settings, it said the drivers weren't in use, so I ran "sudo nvidia-xconfig", then restarted. Now, my login screen looks differently than it did before: it asks me if I want to load: "GNOME, GNOME - no effects, Cairo Dock - GNOME, System Default, or Ubuntu" when I log in, but WORST OF ALL: i no longer have any kind of GNOME/unity GUI. There are no title bars above any windows, no close/minimize/maximize buttons. The unity bar is gone, and will not show up when I call it. And the top status bar is also no longer there.

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  • How can I edit/create new launcher items in Unity by hand?

    - by Ike
    Will Unity allow making custom launcher icons from .desktop files or via menu editing system? (Right now the launcher doesn't give the option to "keep in launcher" on all programs. For some programs I use, I have to make custom launchers or .desktop files. For instance, daily blender builds are generally just folders with an executable. In basic gnome or kde, I can make a new menu entry with the menu editing system. Then, I can also add it to docky either from the menu or by dragging a .desktop file to it. Unity launcher doesn't support drag and drop, so thats not a bug or anything, but when i open a .desktop file, it has unpredictable results. Most time it will not have"keep in launcher". Sometime it will have a pinnable item without the .desktop's icon, and if i pin the item to the launcher, it will not call upon the program again after closing it. I've also gotten it to just work with a .desktop file for "celtx".

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  • Will Unity allow users to change the color/appearance of the top-Panel?

    - by Sam
    I'm very excited by the functional design principles and keyboard shortcuts that are being implemented for Unity. And function of use is more important to me than looks. However, after experiencing the aesthetic beauty of the display of the top panel in gnome-shell, I was wondering if users would be able to alter the color of Unity's top panel? IMHO it does not look as good as the gnome-shell implementation (or mac OS X/iPad). I think if an alternate color/appearance were chosen for the panel, it would make a big difference aesthetically. Is there a way to make it Black like gnome-shell? Or are the color choices limited to theme-designs as pointed out in this answer? For efficiency and clarity, the Panel should be better differentiated from application controls. The panel should be a different color because it has a "constant (always present) state," unlike application controls. For contrast and easy-recognition, I would like to make the Panel black (like gnome-shell) but make the application controls (e.g., those of Firefox) "Inverted"

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  • Unity-webapps: what to do with the downloaded file?

    - by user104293
    I have installed the unity-webapps package in Ubuntu 12.04. (sudo apt-get install unity-webapps) Now I want to see what the fuss is about, so I go to http://bazaar.launchpad.net/~webapps/webapps-applications/trunk/files/head:/src/ and click on one of the options (e.g. Google Calendar). I download one of the files (GoogleCalendar.user.js). What do I do with this file? Is my webapps working? This is not what I was expecting to happen.

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  • How are you coping with Ubuntu's Unity app launcher? (It auto-hides, can't minimize apps)

    - by Bad Learner
    [Firstly, let me tell you that this cannot be subjective in anyway, as I think at least Ubuntu beginners will have these questions boggling in their mind; and yes, this is a question that has a definite answer - - so, I am completely within the rules.] Okay, coming to the point, I see that Ubuntu uses Unity since v10.xx (netbook edition?) and carried the same to v11.04 & v11.10. As someone who's stuck to Windows for all these years, it's somewhat difficult to cope with Ubuntu's Unity, for the following reasons: [1] The Unity app launcher (to the screen's left) auto-hides when a window is maximized. [2]- And once launched, apps cannot be minimized by clicking the app's icon in the launcher. I have to go to the top-left of the screen and click the "_" button. I do know I can fix these issues by installing some configuration tool. But the thing is, if that's how it's meant to work, Canonical/Ubuntu would have designed it that way. But they didn't. Why? w.r.t above points [1], [2]: [1] EDITED: So, does it mean, it's good to work without maximizing the windows? Because if I maximize the window, the app launcher hides. And I need to hover the mouse to the left of the screen, wait a bit (even if it's a sec or even less, I can still feel the lag), and then click on the next app icon in the launcher to switch to it. I do know, I can use Alt+TAB to switch, but I am not sure which window comes next. This, I feel, isn't productive. Also, this makes me feel, Ubuntu is designed for large screens (it's nice on my 1920x1080p screen), because I can have two windows side-by-side or something like that on a large screen. This is not possible on smaller screens. [2]- Being able to minimize an application's window by clicking on its icon in the launcher (just like it works on Windows & probably elsewhere) would have been great, rather than having to go to the top-left and clicking the _ (minimize) button which brings up the app launcher itself (from hiding) most of the time. It's too tiring to have these small issues in the UI. I really would like to know how you are coping with these issues the way they are?

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  • How can I edit/create new launcher items in Unity?

    - by Ike
    Will Unity allow making custom launcher icons from .desktop files or via menu editing system? (Right now the launcher doesn't give the option to "keep in launcher" on all programs. For some programs I use, I have to make custom launchers or .desktop files. For instance, daily blender builds are generally just folders with an executable. In basic gnome or kde, I can make a new menu entry with the menu editing system. Then, I can also add it to docky either from the menu or by dragging a .desktop file to it. Unity launcher doesn't support drag and drop, so thats not a bug or anything, but when i open a .desktop file, it has unpredictable results. Most time it will not have"keep in launcher". Sometime it will have a pinnable item without the .desktop's icon, and if i pin the item to the launcher, it will not call upon the program again after closing it. I've also gotten it to just work with a .desktop file for "celtx".

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