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  • SDL_BlitSurface segmentation fault (surfaces aren't null)

    - by Trollkemada
    My app is crashing on SDL_BlitSurface() and i can't figure out why. I think it has something to do with my static object. If you read the code you'll why I think so. This happens when the limits of the map are reached, i.e. (iwidth || jheight). This is the code: Map.cpp (this render) Tile const * Map::getTyle(int i, int j) const { if (i >= 0 && j >= 0 && i < width && j < height) { return data[i][j]; } else { return &Tile::ERROR_TYLE; // This makes SDL_BlitSurface (called later) crash //return new Tile(TileType::ERROR); // This works with not problem (but is memory leak, of course) } } void Map::render(int x, int y, int width, int height) const { //DEBUG("(Rendering...) x: "<<x<<", y: "<<y<<", width: "<<width<<", height: "<<height); int firstI = x / TileType::PIXEL_PER_TILE; int firstJ = y / TileType::PIXEL_PER_TILE; int lastI = (x+width) / TileType::PIXEL_PER_TILE; int lastJ = (y+height) / TileType::PIXEL_PER_TILE; // The previous integer division rounds down when dealing with positive values, but it rounds up // negative values. This is a fix for that (We need those values always rounded down) if (firstI < 0) { firstI--; } if (firstJ < 0) { firstJ--; } const int firstX = x; const int firstY = y; SDL_Rect srcRect; SDL_Rect dstRect; for (int i=firstI; i <= lastI; i++) { for (int j=firstJ; j <= lastJ; j++) { if (i*TileType::PIXEL_PER_TILE < x) { srcRect.x = x % TileType::PIXEL_PER_TILE; srcRect.w = TileType::PIXEL_PER_TILE - (x % TileType::PIXEL_PER_TILE); dstRect.x = i*TileType::PIXEL_PER_TILE + (x % TileType::PIXEL_PER_TILE) - firstX; } else if (i*TileType::PIXEL_PER_TILE >= x + width) { srcRect.x = 0; srcRect.w = x % TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } else { srcRect.x = 0; srcRect.w = TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } if (j*TileType::PIXEL_PER_TILE < y) { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE - (y % TileType::PIXEL_PER_TILE); dstRect.y = j*TileType::PIXEL_PER_TILE + (y % TileType::PIXEL_PER_TILE) - firstY; } else if (j*TileType::PIXEL_PER_TILE >= y + height) { srcRect.y = y % TileType::PIXEL_PER_TILE; srcRect.h = y % TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } else { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } SDL::YtoSDL(dstRect.y, srcRect.h); SDL_BlitSurface(getTyle(i,j)->getType()->getSurface(), &srcRect, SDL::getScreen(), &dstRect); // <-- Crash HERE /*DEBUG("i = "<<i<<", j = "<<j); DEBUG("srcRect.x = "<<srcRect.x<<", srcRect.y = "<<srcRect.y<<", srcRect.w = "<<srcRect.w<<", srcRect.h = "<<srcRect.h); DEBUG("dstRect.x = "<<dstRect.x<<", dstRect.y = "<<dstRect.y);*/ } } } Tile.h #ifndef TILE_H #define TILE_H #include "TileType.h" class Tile { private: TileType const * type; public: static const Tile ERROR_TYLE; Tile(TileType const * t); ~Tile(); TileType const * getType() const; }; #endif Tile.cpp #include "Tile.h" const Tile Tile::ERROR_TYLE(TileType::ERROR); Tile::Tile(TileType const * t) : type(t) {} Tile::~Tile() {} TileType const * Tile::getType() const { return type; } TileType.h #ifndef TILETYPE_H #define TILETYPE_H #include "SDL.h" #include "DEBUG.h" class TileType { protected: TileType(); ~TileType(); public: static const int PIXEL_PER_TILE = 30; static const TileType * ERROR; static const TileType * AIR; static const TileType * SOLID; virtual SDL_Surface * getSurface() const = 0; virtual bool isSolid(int x, int y) const = 0; }; #endif ErrorTyle.h #ifndef ERRORTILE_H #define ERRORTILE_H #include "TileType.h" class ErrorTile : public TileType { friend class TileType; private: ErrorTile(); mutable SDL_Surface * surface; static const char * FILE_PATH; public: SDL_Surface * getSurface() const; bool isSolid(int x, int y) const ; }; #endif ErrorTyle.cpp (The surface can't be loaded when building the object, because it is a static object and SDL_Init() needs to be called first) #include "ErrorTile.h" const char * ErrorTile::FILE_PATH = ("C:\\error.bmp"); ErrorTile::ErrorTile() : TileType(), surface(NULL) {} SDL_Surface * ErrorTile::getSurface() const { if (surface == NULL) { if (SDL::isOn()) { surface = SDL::loadAndOptimice(ErrorTile::FILE_PATH); if (surface->w != TileType::PIXEL_PER_TILE || surface->h != TileType::PIXEL_PER_TILE) { WARNING("Bad tile surface size"); } } else { ERROR("Trying to load a surface, but SDL is not on"); } } if (surface == NULL) { // This if doesn't get called, so surface != NULL ERROR("WTF? Can't load surface :\\"); } return surface; } bool ErrorTile::isSolid(int x, int y) const { return true; }

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  • Smooth waypoint traversing

    - by TheBroodian
    There are a dozen ways I could word this question, but to keep my thoughts in line, I'm phrasing it in line with my problem at hand. So I'm creating a floating platform that I would like to be able to simply travel from one designated point to another, and then return back to the first, and just pass between the two in a straight line. However, just to make it a little more interesting, I want to add a few rules to the platform. I'm coding it to travel multiples of whole tile values of world data. So if the platform is not stationary, then it will travel at least one whole tile width or tile height. Within one tile length, I would like it to accelerate from a stop to a given max speed. Upon reaching one tile length's distance, I would like it to slow to a stop at given tile coordinate and then repeat the process in reverse. The first two parts aren't too difficult, essentially I'm having trouble with the third part. I would like the platform to stop exactly at a tile coordinate, but being as I'm working with acceleration, it would seem easy to simply begin applying acceleration in the opposite direction to a value storing the platform's current speed once it reaches one tile's length of distance (assuming that the tile is traveling more than one tile-length, but to keep things simple, let's just assume it is)- but then the question is what would the correct value be for acceleration to increment from to produce this effect? How would I find that value?

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  • Ubuntu 12.04 - compiz plugin - screenshot not catching the launcher menus

    - by gotqn
    I have enable the following plugin that allows me to make a screenshot of selected by me area: Screenshot plugin Ubuntu 12.04 Unfortunately, I am not able to make a screenshot of my launchers sub menus (after right click of icon on the launcher a menu appears). Actually, I have enable this plugin because I was not able to make a screenshot of this sub menus using the ordinary print screen button. Is there a way to fix this?

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  • How'd they do it: Millions of tiles in Terraria

    - by William 'MindWorX' Mariager
    I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of interactable/harvestable tiles the game has at one time. Creating around 500.000 tiles, that is 1/20th of what's possible in Terraria, in my engine causes the frame-rate to drop from 60 to around 20, even tho I'm still only rendering the tiles in view. Mind you, I'm not doing anything with the tiles, only keeping them in memory. Update: Code added to show how I do things. This is part of a class, which handles the tiles and draws them. I'm guessing the culprit is the "foreach" part, which iterates everything, even empty indexes. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Tile tile in this.Tiles) { if (tile != null) { if (tile.Position.X < -this.Offset.X + 32) continue; if (tile.Position.X > -this.Offset.X + 1024 - 48) continue; if (tile.Position.Y < -this.Offset.Y + 32) continue; if (tile.Position.Y > -this.Offset.Y + 768 - 48) continue; tile.Draw(spriteBatch, gameTime); } } } ... Also here is the Tile.Draw method, which could also do with an update, as each Tile uses four calls to the SpriteBatch.Draw method. This is part of my autotiling system, which means drawing each corner depending on neighboring tiles. texture_* are Rectangles, are set once at level creation, not each update. ... public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (this.type == TileType.TileSet) { spriteBatch.Draw(this.texture, this.realm.Offset + this.Position, texture_tl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 0), texture_tr, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(0, 8), texture_bl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 8), texture_br, this.BlendColor); } } ... Any critique or suggestions to my code is welcome. Update: Solution added. Here's the final Level.Draw method. The Level.TileAt method simply checks the inputted values, to avoid OutOfRange exceptions. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Int32 startx = (Int32)Math.Floor((-this.Offset.X - 32) / 16); Int32 endx = (Int32)Math.Ceiling((-this.Offset.X + 1024 + 32) / 16); Int32 starty = (Int32)Math.Floor((-this.Offset.Y - 32) / 16); Int32 endy = (Int32)Math.Ceiling((-this.Offset.Y + 768 + 32) / 16); for (Int32 x = startx; x < endx; x += 1) { for (Int32 y = starty; y < endy; y += 1) { Tile tile = this.TileAt(x, y); if (tile != null) tile.Draw(spriteBatch, gameTime); } } } ...

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • Qt static build with static mysql plugin confusion

    - by bdiloreto
    I have built a Qt application which uses the MySQL library, but I am confused by the documentation on static versus shared builds. From the Qt documentation at http://doc.qt.nokia.com/4.7/deployment-windows.html it says: To deploy plugin-based applications we should use the shared library approach. And on http://doc.qt.nokia.com/4.7/deployment.html, it says: Static linking results in a stand-alone executable. The advantage is that you will only have a few files to deploy. The disadvantages are that the executables are large and with no flexibility and that you cannot deploy plugins. To deploy plugin-based applications, you can use the shared library approach. But on http://doc.qt.nokia.com/latest/plugins-howto.html, it seems to say the opposite, giving directions on how to use static plugins: Plugins can be linked statically against your application. If you build the static version of Qt, this is the only option for including Qt's predefined plugins. Using static plugins makes the deployment less error-prone, but has the disadvantage that no functionality from plugins can be added without a complete rebuild and redistribution of the application. ... To link statically against those plugins, you need to use the Q_IMPORT_PLUGIN() macro in your application and you need to add the required plugins to your build using QTPLUGIN. I want to build the Qt libraries statically (for easy deployment) and then use the static MySQL plugin. To do this, I did NOT use the binary distrubtion for Windows. Instead, I've started with the source qt-everywhere-opensource-src-4.7.4 Is the following the correct way to do a static build so that i can use the static MySql plugin? configure -static -debug-and-release -opensource -platform win32-msvc2010 -no-qt3support -no-webkit -no-script -plugin-sql-mysql -I C:\MySQL\include -L C:\MySQL\lib This should build the Qt libraries statically AND the static plugin to be linked at run-time, correct? I would NOT need to build the Mysql Plugin from source separately, correct? If I was to subtitute "-qt-sql-mysql" for "-plugin-sql-mysql" in above, it would include the MySQL driver directly in the QT static libraries, in which case I would NOT need to use the plugin at all, correct? Thanks for making me unconfused!

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  • Winforms, creating padding when using Dock properties.

    - by Zka
    How do I add padding, or some space between the textboxes when using dockstyle.top property? for(int i =0; i< 10; i++) { textboxes[i] = new TextBox(); textboxes[i].Dock = DockStyle.Top; mypanel.Controls.Add(textboxes[i]); } The code above puts textboxes right beneath each other. Can't figure this out without using mass panels or fixed positioning. How to do the following? 1) I would like to add around 10-20pixels between boxes. 2) How to change size (height,width) of the textboxes, since when using dockstyle.top it ignores the size commands ?

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  • Unable to disable generation of sources JAR with maven-release-plugin

    - by Chris Lieb
    I am trying to release a web project using Maven 2.2.1 and the maven-release-plugin 2.0-beta-9, but it always fails when doing release:perform on generating the sources jar for the EAR project, which makes sense since the EAR project doesn't have any source. [INFO] [INFO] [source:jar {execution: attach-sources}] [INFO] [INFO] ------------------------------------------------------------------------ [INFO] [ERROR] BUILD ERROR [INFO] [INFO] ------------------------------------------------------------------------ [INFO] [INFO] Error creating source archive: You must set at least one file. To try to disable the building of a sources JAR for the EAR project, I added the following to the POM for my EAR project (the version of the release plugin is set in a parent POM): <build> <plugins> ... <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-release-plugin</artifactId> <configuration> <useReleaseProfile>false</useReleaseProfile> </configuration> </plugin> </plugins> </build> Upon running the release again after checking in this change, I got the same error while generating the sources JAR for the EAR project, even though this should have been disabled by the previous POM snippet. What am I doing wrong? Why is the sources JAR still being built? Edit: I've tried to make the source plugin include my application.xml file so that this error doesn't occur by adding the following POM snippet: <build> <plugins> ... <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-source-plugin</artifactId> <configuration> <includes> <include>${basedir}/META-INF/**/*</include> </includes> <useDefaultExcludes>false</useDefaultExcludes> </configuration> </plugin> </plugins> </build> Unfortunately, this does not fix the problem either.

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  • how to manage vim plugin

    - by Haiyuan Zhang
    I want to know how do you manage your vim plugins. As it is, One of the biggest fun of using is that one can easily try many interesing new plugins, just download it and unzip it in under ~/.vim. But if you try too often and try too much, you might get trouble as confilct of key mapping , in compatitble script version, dpendency between different plugin ..... Then you want to remove some plugin ,kind of like rollback your vim to a sound condition. But, the rollback could be very painful . cus for some "giant" plugin, like perl-support ( it's great plugin, anyway), will consist of many vim scripts which spread in different dirctories. To remove single one giant plugin will be anoying, not too mention if you remvoe many plugin at one time. In a word , I'm looking for good practice for managing vim plugins.

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  • Integrate test process with Rspec and Cucumber in a plugin using Desert

    - by Romain Endelin
    Hello, I'm developing some rails plugins with desert, and I would like to use tests with RSpec and Cucumber in the development. RSpec is integrated by default in Desert plugins, but it gives me some bugs. Finally I have created a minimal application which use my plugin, and I try to test it like a normal application without plugin. But I dislike that solution, the plugin lost its modularity, and RSpec still returns me some bugs (he can't find the models/views/controllers located in the plugin...). So am I the only one who try to test a Desert plugin (or even in a classic plugin) ? May anyone know those matters and get a solution ?

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  • Set plugin’s version on the command line in maven 2

    - by larry cai
    I generate default quickstart maven example, and type mvn checkstyle:checkstyle, it always try to use the lastest SNAPSHOT version, probably it is wrong in my nexus server, but How can I set plugin's version on the command line in maven2, like 2.5 for checkstyle instead of 2.6-SNAPSHOT C:\HelloWorld>mvn checkstyle:checkstyle [INFO] Scanning for projects... [INFO] Searching repository for plugin with prefix: 'checkstyle'. [INFO] ------------------------------------------------------------------------ [ERROR] BUILD ERROR [INFO] ------------------------------------------------------------------------ [INFO] Error building POM (may not be this project's POM). Project ID: org.apache.maven.plugins:maven-checkstyle-plugin Reason: Error getting POM for 'org.apache.maven.plugins:maven-checkstyle-plugin' from the repository: Failed to resolve artifact, possibly due to a repository list that is not appropriately equipped for this artifact's metadata. org.apache.maven.plugins:maven-checkstyle-plugin:pom:2.6-SNAPSHOT from the specified remote repositories: nexus (http://localhost:9081/nexus/content/groups/public) for project org.apache.maven.plugins:maven-checkstyle-plugin I guess it could be "mvn checkstyle:2.5:checkstyle", unfortunately it is not. Surely if I set build dependance in pom.xml, it will work, but I want to see how command line can works

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  • Vim plugin only works when file is provided as arg to launch command

    - by nsfyn55
    I am using the plugin java_getset.vim. The issue is that the plugin's commands are only available when I launch vim with the file as an argument. user@machine~: vim myfile.java If launch vim and use command-t or NerdTree to open the file in a buffer the plugin's commands are not accessible. All the filetype detection stuff is configured and working(I have syntax highlighting and indentation). The plugin source appears to be written to the letter according the the vim docs for a filetype plugin. Can anyone help me understand what changes a can make so that I can use this plugin in conjunction with Command-t?

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  • Applescript - Get status of windows ( Visible or in the dock )

    - by user1329172
    I need some help for my appleScript. For all open windows, I want to know which one is hidden (in the dock), which one is visible and which one is focused? To list windows I use : tell application "System Events" set procs to processes set windowName to {} repeat with proc in procs try if exists (window 1 of proc) then repeat with w in windows of proc copy w's name to the end of windowName end repeat end if end try -- ignore errors end repeat end tell return windowName I tried focused property: copy w's focused to the end of windowName and selected property: copy w's selected to the end of windowName But this doesn't work! Thanks for help!

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  • Does this Maven plugin really have an invalid descriptor?

    - by ovr
    COMMAND: mvn org.apache.maven.plugins:maven-archetype-plugin:2.0-alpha-4:generate -DarchetypeGroupId=org.beardedgeeks -DarchetypeArtifactId =gae-eclipse-maven-archetype -DarchetypeVersion=1.1.2 -DarchetypeRepository=http://beardedgeeks.googlecode.com/svn/repository/release s OUTPUT: [INFO] Scanning for projects... [INFO] ------------------------------------------------------------------------ [ERROR] BUILD ERROR [INFO] ------------------------------------------------------------------------ [INFO] Internal error in the plugin manager getting plugin 'org.apache.maven.plugins:maven-archetype-plugin': Plugin 'org.apache.maven .plugins:maven-archetype-plugin:2.0-alpha-4' has an invalid descriptor: 1) Plugin's descriptor contains the wrong group ID: net.kindleit 2) Plugin's descriptor contains the wrong artifact ID: maven-gae-plugin 3) Plugin's descriptor contains the wrong version: 0.5.9 [INFO] ------------------------------------------------------------------------ [INFO] For more information, run Maven with the -e switch [INFO] ------------------------------------------------------------------------ [INFO] Total time: < 1 second [INFO] Finished at: Wed Jun 09 20:48:35 CEST 2010 [INFO] Final Memory: 3M/15M [INFO] ------------------------------------------------------------------------ I have a hard time believing this Maven plugin has an invalid descriptor since other people seem to be using it with no problem. Am I doing something wrong?

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  • jQuery AJAX Validation Using The Validity Plugin

    - by schnieds
    Input validation is one of those areas that most developers view as a necessary evil. We know that it is necessary and we really do want to ensure that we get good input from our users. But most of us are lazy (me included) and input validation is one of those things that gets done but usually is a quick and dirty implementation. This is partly due to laziness and partly do to input validation being painful. Thanks to the amazing jQuery Validity plug in, input validation can be really slick, easy and robust enough to work any any scenario. I specifically like the Validity plugin because it supports jQuery AJAX input validation. Other input validation implementations that I have worked with require a form post to take place. However, if you are using jQuery.ajax methods then there isn’t a form and you need to validate the formless input. [Read More] Aaron Schniederhttp://www.churchofficeonline.com

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  • 'Important security update' for Firefox and flash plugin, but the update cannot be selected

    - by geoffrey
    [This question has been updated as I now have the same problem with Firefox in addition to flash plugin] The update manager (on Ubuntu 12.04, 64bit) shows an 'important security update' for flashplugin-installer:i386, firefox, and firefox-globalmenu. The update is unticked, and cannot be selected, and therefore cannot be updated (I can update other packages without problems). Actually the flashplugin-installer package does not appear to be installed on my computer (judging from the Software Centre). I can't remember how I installed flash, probably directly from the Adobe website. The updater asks me if I want to do a partial upgrade. When running sudo apt-get update && sudo apt-get upgrade from terminal, I get the following: The following packages have been kept back: firefox firefox-globalmenu flashplugin-installer:i386

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  • Index out of bounds, Java bukkit plugin

    - by Robby Duke
    I'm getting index out of bounds errors in my Bukkit plugin, and it's really beginning to piss me off... I for the life of me can't figure this issue out! Caused by: java.lang.IndexOutOfBoundsException: Index: 1, Size: 1 This is where I believe the code to be erroring... for(int i = 0; i <= staffOnline.size(); i++) { if(i == staffOnline.size()) { staffList = staffList + staffOnline.get(i); } else { staffList = staffList + staffOnline.get(i) + ", "; } }

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  • How to use lemodev highscore plugin for unity?

    - by user3889649
    I am trying to add a server-sided highscore system to my game in unity. I have downloaded the free lemodev highscore plugin from the asset store but I cant figure out how to use it. I know where to put my server info and so on but other what are you supposed to do ? I added the main camera prefab that came with the package to my scene but other than adding an additional camera it did precisely nothing ( at least it seems that way ). Could anyone look into it and tell me how to use it ? The developer's website seems to have no information on the subject.

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  • Unable to install flash plugin in Ubuntu 12.04

    - by Farhat
    Yesterday I upgraded from Ubuntu 11.10 to Ubuntu 12.04 (64 bit). The upgrade went smoothly (far more than I expected). Unfortunately, I cannot seem to install the flash plugin in either Firefox or Chrome. chrome://plugins does not show flash. I tried 19:17farhat ~$ sudo apt-get install flashplugin-installer Reading package lists... Done Building dependency tree Reading state information... Done flashplugin-installer is already the newest version. 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. Yet, I cannot seem to find anything related to flash on the system. 19:17farhat ~$ sudo updatedb [sudo] password for farhat: 19:17farhat ~$ locate libflashplayer.so 19:17farhat ~$ locate libflashplayer 19:17farhat ~$ locate libflash /usr/lib/libreoffice/program/libflashlo.so 19:17farhat ~$ I am at the end of everything I know. Any help will be appreciated. I have tried removing and reinstalling the package. Still the same results.

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  • Adobe-Flash-plugin freezes when skipping ahead

    - by piedro
    I am using Firefox 7 and the new official Adobe Flash 64-bit plugin from the Ubuntu Partner repository. It's the adobe-flash package. It works nicely on the first look but when I try to skip ahead in any YouTube video (by clicking on the video progress bar) sound will go on but the video simply freezes at the position it was just before skipping. This is really annoying because I really don't want to watch every video full length. Now maybe there's cleanup work to do? I removed every Flash-related package from the package manager. Maybe it's Firefox? I couldn't find any hint. Maybe it's the video manager (display manager)? I am using KDE on an Ubuntu Natty install. I also enabled hardware acceleration with libdvpau1: sudo bash -c "echo 'EnableLinuxHWVideoDecode=1' >> /etc/adobe/mms.cfg" (this seems to have no effect at all ...) Ubuntu Natty 64-bit, Firefox 7, Flash 11.01 )

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  • Java Plugin - Firefox

    - by Tomassino
    Having trouble getting Java to work with Firefox (22), I have followed the advice in this question and on the official Java site, but nothing seems to work. I have the latest Java (1.7.0_25) in /opt/java and have set a symlink in /usr/libs/mozilla/plugins for the libnpjp2.so file. I can see the file in the terminal and Java runs fine. However Firefox shows nothing in about:plugins. I have also run export JAVA_HOME="/opt/java/jre1.7.0_05/bin/java" to be on the safe side. I know there are multiple plugin directories such as /usr/lib/firefox/plugins and /usr/lib/firefox-addons/plugins, but all my current plugins show they are located in /usr/lib/mozilla/plugins when viewing the about:plugins page. A bit stuck on where to go next?

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  • TinyMCE autoresize plugin not works

    - by user31929
    I want to reproduce this simply behaviour : http://tinymcesupport.com/tutorials/autoresize-automatic-resize-plugin This is my init: <!-- TinyMCE --> <script type="text/javascript" src="js/jscripts/tiny_mce/tiny_mce.js"></script> <script type="text/javascript"> tinyMCE.init({ mode : "exact", elements : "pagina_testo_colonna1,pagina_testo_colonna2,pagina_testo_colonna3", theme : "advanced", plugins:"paste,autoresize", plugin_preview_width : "100%", width : "100%", theme_advanced_buttons1 : "pastetext,|,bold,italic,underline,strikethrough,|,bullist,numlist,|,indent,outdent,|,undo,redo,|,justifyleft,justifycenter,justifyright,justifyfull,|,link,unlink,|,charmap", theme_advanced_buttons2 : "", theme_advanced_buttons3 :"", theme_advanced_disable : "image,anchor,cleanup,help,code,hr,removeformat,sub,sup", theme_advanced_resizing : true, paste_text_use_dialog : true, relative_urls : false, remove_script_host : false }); </script> <!-- /TinyMCE --> i have added "autoresize" to plugins list but my editors not resize while i writing, they simply scroll. I have multiple editor in the same page. What's wrong with my code?

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  • Tag link suggestion plugin for wordpress?

    - by Emerson
    Hi, every time I write a post I make sure I add links to wordsthat I have tags for. For example: "The economy of Brazil has improved in the last few years" this ensure that when people re-post my content, a lot of back-links will be created to my tags. This is quite a lot of work to do manually for every post. It would be cool if there was a plugin that would suggest tags to be applied when they match existing words in the text of the post. Is there such a thing?

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  • My Rhythmbox plugin can't meet the Ubuntu Software Center "my-app" requirements

    - by allquixotic
    At http://developer.ubuntu.com/publish/my-apps-packages/ the following technical requirements are cited: Technical requirements In order for your application to be distributed in the Software Centre it must: Be in one, self-contained directory when installed Be able to be installed into the /opt/ directory (*) Be executable by all users from the /opt/ directory (**) Write all configuration settings to ~/.config/ (This can be one file or a directory containing multiple configuration files) A Rhythmbox plugin cannot satisfy any of these requirements. Rhythmbox has compiled-in locations where it looks for installed plugins. So, is there no way for me to publish my app in Ubuntu Software Center? Would it have to go into Universe repository (which would require tremendously more work and political maneuvering to get it accepted)? I already have all the Debian package infrastructure built for it, so I have made a PPA for it.

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  • Xubuntu Mail Watcher (XFCE Plugin) Won't Connect To IMAP

    - by Xophmeister
    I am trying to get the XFCE Mail Watcher panel plugin to check my IMAP mail, but it won't connect to my server. I have entered the details correctly -- they're exactly the same as those I use in Thunderbird -- but nothing! When I go to select the "New mail folders..." it returns with "Failed to get folder list". If I change my username from name@domain to name, I still get this error, but it takes a few seconds longer to appear. Nothing shows up in the log. If it makes a difference, my mail is hosted by Microsoft, in some way. Like I say, I can access it through Thurderbird using the IMAP credentials; but I have the Exchange 2010 web app, if I use webmail. Could this be the problem? (Thunderbird often complains with "Command Error. 12" with what it gets back from the server, but carries on regardless.)

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