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  • Getting touchpad to work in desktop ubuntu

    - by kamziro
    I bought a small touchpad to stick on top of the keyboard, and it works fine on the windows computer, but not on my ubuntu desktop. I mean, when I do "xinput list" it shows the following: ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? PIXART USB OPTICAL MOUSE id=8 [slave pointer (2)] ? ? Logitech USB-PS/2 Optical Mouse id=11 [slave pointer (2)] ? ? Microsoft Wired Keyboard 600 id=13 [slave pointer (2)] ? ? Macintosh mouse button emulation id=14 [slave pointer (2)] ? ? Cirque Corporation 9925 AG Touchpad id=15 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Power Button id=7 [slave keyboard (3)] ? No brand SP04-A1 id=9 [slave keyboard (3)] ? Elite Silicon USB Audio Device id=10 [slave keyboard (3)] ? Microsoft Wired Keyboard 600 id=12 [slave keyboard (3)] The Cirque Corporation touchpad (I'm assuming that's the component name) is the touchpad. Is there anything I'm missing?

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  • How to configure Logitech Marble trackball

    - by user27189
    You can configure it using xinput. I tested this in 11.10 and it works very nicely. This selection is from "Ubuntuwiki" Avoid using Hal for this release because it has known issues. Put the following into terminal, using gedit: Edit $HOME/bin/trackball.sh using this command: gedit $HOME/bin/trackball.sh Then paste this into the file: #!/bin/bash dev="Logitech USB Trackball" we="Evdev Wheel Emulation" xinput set-int-prop "$dev" "$we Button" 8 8 xinput set-int-prop "$dev" "$we" 8 1 # xinput set-int-prop "$dev" "$we" 8 1 # xinput set-int-prop "$dev" "$we Button" 8 9 # xinput set-int-prop "$dev" "$we X Axis" 8 6 7 # xinput set-int-prop "$dev" "$we Y Axis" 8 4 5 # xinput set-int-prop "$dev" "Drag Lock Buttons" 8 8 Make sure trackball.sh begins with #!/bin/bash. Make the script executable by running this: chmod +x $HOME/bin/trackball.sh` Add the following lines to $HOME/.bashrc, using gedit $HOME/.bashrc and put this in the file even if it is empty: xmodmap $HOME/.Xmodmap > /dev/null 2>&1 $HOME/bin/trackball.sh Edit $HOME/.Xmodmap using: gedit $HOME/.Xmodmap pointer = 1 8 3 4 5 6 7 9 Log out and back in and viola!

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  • Display current layout (language code/country flag) in keyboard indicator

    - by Jono
    Just upgraded from 10.04 to 10.10, and the keyboard indicator applet no longer displays the two-letter country code for the active layout. This is terrible. Is this the default behaviour? Anyone using two layouts can't tell which language they're in. I can't seem to find the setting for this, it used to be in the preferences for keyboard layout. Update 1: In case this wasn't obvious - I have two keyboard layouts - English and Hebrew. I just upgraded form 10.04, where the country code (USA/IL) was displayed, overlaid on the flag. Now all I get is a vague keyboard icon, and can't find the settings for this. Update 2: this seems to be a bug that people have been reporting since Lucid, and is now back in Maverick

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  • Efficient way of detecting a touched object in a game?

    - by Pin
    Imagine a Sims-like 2D game for a touch based mobile phone where one can interact with virtually any object in the scene. How can I efficiently detect which object is being touched by the player? In my short experience, looping through all the visible objects in the scene and checking if they're touched has so far done the job, but when there may be many many moving objects in the screen that sounds kind of inefficient isn't it? Keeping the visible moving objects list can consume time in itself as one may have to loop through all of them each frame. Other solutions I've thought are: Spatial hashing. Divide the screen as a grid and place the visible objects in the corresponding bucket. Detection of the clicked object is fast but there's additional overhead for placing the objects in the correct bucket each frame. Maintaining a quad-tree. Moving objects have to be rearranged all the time, the previous solution looks better. What is usually done in this case?

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  • Display current layout (language code/country flag) in keyboard indicator

    - by Jono
    Just upgraded from 10.04 to 10.10, and the keyboard indicator applet no longer displays the two-letter country code for the active layout. This is terrible. Is this the default behaviour? Anyone using two layouts can't tell which language they're in. I can't seem to find the setting for this, it used to be in the preferences for keyboard layout. Update 1: In case this wasn't obvious - I have two keyboard layouts - English and Hebrew. I just upgraded form 10.04, where the country code (USA/IL) was displayed, overlaid on the flag. Now all I get is a vague keyboard icon, and can't find the settings for this. Update 2: this seems to be a bug that people have been reporting since Lucid, and is now back in Maverick

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  • How to simulate a USB plug?

    - by Nicolas Delvaux
    I have an app that implements some automations when an USB key is plugged. While developing, I have to test it in a specific environment (derivative from Debian Squeeze). The app subscribe to HAL events via DBUS. The problem is: my desk is on the third floor while my test machines are in the basement. I would really like to have a way to simulate a USB plug. usbip does not work on Ubuntu. I can't manage to use the g_mass_storage module on Ubuntu (I lack the dummy_hcd module) and in Debian. Maybe it is possible to simulate a dbus call? My work station is on Ubuntu 12.04.

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  • Brief pause after keypress

    - by user36324
    After i press and hold the key it goes forward once then pauses for a second or less then goes forward on forever. My problem is the brief pause I cant locate the issue. Thanks for your help. while(game){ while (SDL_PollEvent(&e)){ mainChar.manageEvents(e); } background.renderChar(); mainChar.renderChar(); SDL_RenderPresent(ren); } void Character::manageEvents(SDL_Event event) { switch(event.type){ case SDL_KEYDOWN: KEYS[event.key.keysym.sym] = true; printf("true"); handleInput(); break; case SDL_KEYUP: KEYS[event.key.keysym.sym] = false; printf("false"); break; default: break; } } void Character::handleInput() { if(KEYS[SDLK_a]) { dst.x--; } if(KEYS[SDLK_d]) { dst.x++; } if(KEYS[SDLK_w]) { dst.y++; } if(KEYS[SDLK_s]) { dst.y--; } }

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  • Elantech trackpad being identified as a logitech wheel mouse

    - by user11895
    I recently purchased a Samsung RF510 laptop computer, which I absolutely love. However, upon installing Ubuntu 10.10 onto it I couldn't get the trackpad to function properly. It worked as a basic mouse (point and click) but had no functionality for edge scrolling or any of the multitouch settings the trackpad is capable of. After doing a lot of research I discovered the reason is a known issue where the Ubuntu kernel will improperly detect an Elantech trackpad as a logitech PS/2 wheel mouse, and as such will gain none of the functionality that seems to be coded for synaptics trackpads. The question I have is: does anyone know a way to get this working properly? This is my first time trying to run Ubuntu on a laptop (actually, it's my first laptop in the last 12 years) and I'm finding the experience to be intolerable without the basic scrolling/zooming/etc I've been used to using for as long as I can remember.

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  • Map caps-lock key to middle mouse click

    - by Stefano Palazzo
    Since I rarely use caps-lock, I'd like to map the key to a middle mouse click instead. I would also like to map Alt+Caps Lock to the original function of the caps lock key, should I ever need it. I can map any keyboard shortcut to xdotool click 2, but the Gnome Keyboard Shortcuts dialog won't let me assign a command to the caps-lock key, even with modifiers. I know this is a bit of a strange undertaking; How would I go about doing it?

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  • record and replay directinput events

    - by cloudraven
    I am trying to build a record and replay system for a couple of games. I was wondering if I can make a general replay engine using directinput rather than doing an specific implementation for each game. Recording DirectInput events doesn't seem to be that much of a problem, but I don't know if there is a way to play them back. My question is, is there a way to feed DirectInput events from a log and make DirectInput believe that they came from mouse/joystick/keyboard? I assume it is unlikely, but if there is a way I would be interested in learning about it.

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  • Touchpad and Keyboard both stop working after long uptime

    - by Sepero
    I have an Asus N53SM laptop that I leave running for several weeks at a time. I never put it in hibernate or suspend, I only close the lid when I'm not using it. After a few days or weeks of running, the touchpad and keyboard will Both lock up (at the same time) for no apparent reason. I could be just surfing the internet when it happens. The touchpad and keyboard seem to only lock up when I'm actively using the laptop (not when idle), which may mean it's related to something I press, but I'm not sure? The touchpad never locks or unlocks when Pressing FN and the designated touchpad lock key (it does not seem to work on Linux). While the touchpad and keyboard are locked, I am able to plug in my USB mouse and successfully use it to control the screen cursor. I can also remotely get into the system with vnc and ssh, everything seems to run fine there as well. No processes appear out of control. It's just the laptops physical touchpad and keyboard that are locking up. How might I go about diagnosing this problem? What system logs to look at? (anything specific to look for in them?) Perhaps I should try reloading some modules? Any thing else I should inspect?

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  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

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  • Identifying connected lines drawn free-hand by a user

    - by rawrgoesthelion
    I have a series of 'images' described by a mixture of connected lines and curves. Users will draw on the screen, free hand, and my goal is to break their drawing down into a series of lines and curves that can be matched with the 'images' in my set. For the sake of simplicity, let's assume this is occurring on a touch screen. These lines will be connected. Each time the user's finger moves, the dx and dy is recorded. The drawing is considered complete and analyzed when the user's finger leaves the screen. I'm having trouble figuring out a good way to break the user's drawing down into lines. Is there any well known approach to this problem, a C++ library that solves it, or any good articles/technical papers on how to achieve this?

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  • Key Handling mechanics

    - by Max
    I am new to game development and am working on my first game using OpenGL and C++. I have a game class which handles everything necessary in an update() function. Now i want to handle keyboard inputs. I use GLFW which supports key callbacks. However i wonder how to deal with inputs. Should i record the keys pressed and poll on it the next time my game updates or should the callback immediately perform the necessary actions? And why? Thanks :)

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  • Intuitive "Take Screenshot" key mapping used by games?

    - by Hatoru Hansou
    I recently had a problem testing my game on Linux Ubuntu. The Print key is intercepted by the desktop environment and It never reaches the game. Rather than fighting this, I will simply use any other key or key combination to trigger the screen capture functionality. Now, using the PRINT key is very intuitive because people already expect this behavior. What other keys are a good idea to use to take screenshots? And if possible elaborate why, have other apps/games used that key?

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  • LWJGL: Camera distance from image plane?

    - by Rogem
    Let me paste some code before I ask the question... public static void createWindow(int[] args) { try { Display.setFullscreen(false); DisplayMode d[] = Display.getAvailableDisplayModes(); for (int i = 0; i < d.length; i++) { if (d[i].getWidth() == args[0] && d[i].getHeight() == args[1] && d[i].getBitsPerPixel() == 32) { displayMode = d[i]; break; } } Display.setDisplayMode(displayMode); Display.create(); } catch (Exception e) { e.printStackTrace(); System.exit(0); } } public static void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); } So, with the camera and screen setup out of the way, I can now ask the actual question: How do I know what the camera distance is from the image plane? I also would like to know what the angle between the image plane's center normal and a line drawn from the middle of one of the edges to the camera position is. This will be used to consequently draw a vector from the camera's position through the player's click-coordinates to determine the world coordinates they clicked (or could've clicked). Also, when I set the camera coordinates, do I set the coordinates of the camera or do I set the coordinates of the image plane? Thank you for your help. EDIT: So, I managed to solve how to calculate the distance of the camera... Here's the relevant code... private static float getScreenFOV(int dim) { if (dim == 0) { float dist = (float) Math.tan((Math.PI / 2 - Math.toRadians(FOV_Y))/2) * 0.5f; float FOV_X = 2 * (float) Math.atan(getScreenRatio() * 0.5f / dist); return FOV_X; } else if (dim == 1) { return FOV_Y; } return 0; } FOV_Y is the Field of View that one defines in gluPerspective (float fovy in javadoc). This seems to be (and would logically be) for the height of the screen. Now I just need to figure out how to calculate that vector.

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  • antlr3StringStreamNew string input error [ at offset 0, at <EOF> : cannot match to any predicted input... ]

    - by Embeguru
    I'm using ANTLR 3.4 with simplecTreeParser example and want to give string input from main.c I'v modified input in main as mentioned bellow pANTLR3_UINT8 input_string = (pANTLR3_UINT8)"int a;"; input = antlr3StringStreamNew(input_string, ANTLR3_ENC_8BIT, sizeof(input_string),(pANTLR3_UINT8)"ABCD"); Apparently getting following error -end of input-(1) : error 3 : 23:1: declaration : ( variable | functionHeader ';' - ^( FUNC_DECL functionHeader ) | functionHeader block - ^( FUNC_DEF functionHeader block ) );, at offset 0, at : cannot match to any predicted input... The parser returned 1 errors, tree walking aborted. Any other way to give String input Regards

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  • Input system reference trouble

    - by Ockonal
    Hello, I'm using SFML for input system in my application. size_t WindowHandle; WindowHandle = ...; // Here I get the handler sf::Window InputWindow(WindowHandle); const sf::Input *InputHandle = &InputWindow.GetInput(); // [x] Error At the last lines I have to get reference for the input system. Here is declaration of GetInput from documentation: const Input & sf::Window::GetInput () const The problem is: >invalid conversion from ‘const sf::Input*’ to ‘sf::Input*’ What's wrong?

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  • input file cannot be found

    - by Eric Smith
    I am just messing around with reading input files with java until I got stumped at the most basic of steps... finding the input file! The input.txt file is in the same directory as my class file that is calling it yet eclipse still gives me an error that it cant be found: "Exception in thread "main" java.lang.Error: Unresolved compilation problem: Unhandled exception type FileNotFoundException" My code: package pa; import java.util.Scanner; public class Project { public static void main(String[] args) { java.io.File file = new java.io.File("input.txt"); System.out.println(file.getAbsolutePath()); Scanner input = new Scanner(file); } } input.txt is in the same package, same folder and everything. I'm confused :(

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  • Font-awesome, input type 'submit'

    - by denis.peplin
    It seems no class for input type 'submit' in font-awesome. Is it possible to use some class from font-awesome for button input? I've added icons to all buttons (which actually links with class 'btn' from twitter-bootstrap) in my applications, but can't add icons on 'input type submit'. Or, how to use this code: input#image-button{ background: #ccc url('icon.png') no-repeat top left; padding-left: 16px; height: 16px; } html: <input type="submit" id="image-button">Text</input> (which I took from HTML: How to make a submit button with text + image in it?) with font-awesome?

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  • Supersede users need to press enter after inputting a string in python 3.0

    - by Cimex
    I've been attempting to create a simple Rock, Paper, Scissors game in python 3.0 -- very standard task for anybody learning programming. But, as I finish up to a point, I think,"wow, that'd be awesome", or,"it'd be cool to do this!" So anyways, I keep building upon the project... I've developed a menu, a single player game vs the computer, and just finished the multiplayer game. But, I've realized, that the multiplayer game isn't very effective. It just dosen't work like the analog version of the game. Currently, it'll ask for player1's input, then player2's input, compare them, and spit out the result and the current score. What I'd rather have happen is that the program asks for both players input at the same time and both players input their choice at the same time. I understand that I can easily do that by just grabbing the index of the first and second answer and compare the 2 inputs -- easy. But what I'd rather have happen is that after both players enter their one character answers at the same time (r for rock, p for paper, or s for scissors), then the program will auto enter the input. Not needing someone to press enter. The input would be dictated by the fact that 2 characters have been entered. I guess my question is: Is there any way to dictate what can be used as an input for 'enter'?

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  • HTML javascript form submitted when image input button

    - by DreamU
    I have a form that contains this single input field, which is nothing more than a button to Print the current web page: <div align="center"> <input type="image" src="../Images/print.jpg" value="Print" onclick="printpage();" /></div> </div> After the printing, the page re-submits itself (to itself). Why does it do this and can I stop it? If I just change the type to "input", this code does not re-submit itself after printing: <div align="center"> <input type="input" src="../Images/print.jpg" value="Print" onclick="printpage();" /></div> </div> Unfortunately, our style conventions require me to use that button image rather than the standard input button.

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  • Use JQuery to check a checkbox in a parent list-item?

    - by Daniel O'Connor
    Hey Everyone, I'm brand new to Javascript and JQuery, so I've been reading up on it and am trying to check (and set inactive) a checkbox in a parent list-item when one of the children are checked. If this doesn't make any sense, take a look at the list structure. <ul> <li><input type="checkbox" name="items[]" value="88712003" id="88712003" /> Parent 1</li> <li><input type="checkbox" name="items[]" value="88712003" id="88712003" /> Parent 2 <ul> <li><input type="checkbox" name="items[]" value="21312341" id="21312341" /> Child 1</li> <li><input type="checkbox" name="items[]" value="21312341" id="21312341" /> Child 2</li> </ul> </li> <li><input type="checkbox" name="items[]" value="88712003" id="88712003" /> Parent 3</li> <li><input type="checkbox" name="items[]" value="88712003" id="88712003" /> Parent 4</li> </ul> If Child 1 or Child 2 is checked, I want the input in Parent 2 to be checked and set inactive. I've started working on it, but got stuck here: $(function(){ $('.child').click(function() { $(this).parent().parent().parent().toggle(); }); }); As you can see, I didn't make it far. Any help would be appreciated. Thanks!

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  • identify the input that is multiple of 11 and odd or even java

    - by Bolor Ch
    i am trying to write code to determine the nature of input using if statement only. The nature of input could be following: a multiple of 11 even or odd. For the code below, when I enter my input, it does not display the result as "input:NOT:ODD". Also how can I check multiple conditions with if statement? (else is not considered) import java.util.Scanner; public class test { public static void main( String args[] ) { Scanner input = new Scanner( System.in ); int x; int EO; int Mult; System.out.print ( "Enter value: " ); x = input.nextInt(); EO = x % 2; Mult = x % 11; if (EO > 0 && Mult > 0) { System.out.printf ("%d:NOT:ODD"); } } }

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  • HTML5 Search Input: No Background Image in Chrome?

    - by Jason
    I have been pulling my hair out trying to get Chrome to style my search input with a background image. Firefox has no problem, but I fear it's because it treats the input as a regular text input. Is this simply not possible? Try this as a demo: <input type="search" /> ?input[type="search"] { background: transparent url(http://google.com/intl/en_ALL/images/srpr/logo1w.png) no-repeat 0 0; }?????? If it worked correctly, it should put Google's logo (or part of it) as the background image for the "Search" input. But as you will see when you look at this in Chrome, it DOES NOT WORK. Any ideas, or is this just one of HTML5's quirks? :\

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