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  • WCF and Unity - Dependecy Injection

    - by Michael
    I'm trying to hock up WCF with dependecy injection. All the examples that I have found is based on the assumptions that you either uses a .svc (ServiceHostFactory) service or uses app.config to configure the container. Other examples is also based on that the container is passed around to the classes. I would like a solution where the container is not passed around (not tightly coupled to Unity). Where I don't uses a config file to configure the container and where I use self-hosted services. The problem is - as I see it - that the ServiceHost is taking the type of the service implementation as a parameter so what different does it do to use the InstanceProvider? The solution I have come up with at the moment is to register the ServiceHost (or a specialization) an register a Type with a name ( e.g. container.RegisterInstance<Type>("ServiceName", typeof(Service);). And then container.RegisterType<UnityServiceHost>(new InjectionConstructor(new ResolvedParameter<Type>("ServiceName"))); to register the ServiceHost. Any better solutions out there? I'm I perhaps way of in my assumptions. Best regards, Michael

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  • Unity IoC and MVC modelbinding

    - by danielovich
    Is it ok to have a static field in my controller for my modelbinder to call ? Eg. public class AuctionItemsController : Controller { private IRepository<IAuctionItem> GenericAuctionItemRepository; private IAuctionItemRepository AuctionItemRepository; public AuctionItemsController(IRepository<IAuctionItem> genericAuctionItemRepository, IAuctionItemRepository auctionItemRepository) { GenericAuctionItemRepository = genericAuctionItemRepository; AuctionItemRepository = auctionItemRepository; StaticGenericAuctionItemRepository = genericAuctionItemRepository; } internal static IRepository<IAuctionItem> StaticGenericAuctionItemRepository; here is the modelbinder public class AuctionItemModelBinder : DefaultModelBinder { public override object BindModel(ControllerContext controllerContext, ModelBindingContext bindingContext) { if (AuctionItemsController.StaticGenericAuctionItemRepository != null) { AuctionLogger.LogException(new Exception("controller is null")); } NameValueCollection form = controllerContext.HttpContext.Request.Form; var item = AuctionItemsController.StaticGenericAuctionItemRepository.GetSingle(Convert.ToInt32(controllerContext.RouteData.Values["id"])); item.Description = form["title"]; item.Price = int.Parse(form["price"]); item.Title = form["title"]; item.CreatedDate = DateTime.Now; item.AuctionId = 1; //TODO: Stop hardcoding this item.UserId = 1; return item; }} i am using Unity as IoC and I find it weird to register my modelbinder in the IoC container. Any other good design considerations I shold do ?

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  • Unity: Replace registered type with another type at runtime

    - by gehho
    We have a scenario where the user can choose between different hardware at runtime. In the background we have several different hardware classes which all implement an IHardware interface. We would like to use Unity to register the currently selected hardware instance for this interface. However, when the user selects another hardware, this would require us to replace this registration at runtime. The following example might make this clearer: public interface IHardware { // some methods... } public class HardwareA : IHardware { // ... } public class HardwareB : IHardware { // ... } container.RegisterInstance<IHardware>(new HardwareA()); // user selects new hardware somewhere in the configuration... // the following is invalid code, but can it be achieved another way? container.ReplaceInstance<IHardware>(new HardwareB()); Can this behavior be achieved somehow? BTW: I am completely aware that instances which have already been resolved from the container will not be replaced with the new instances, of course. We would take care of that ourselves by forcing them to resolve the instance once again.

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  • What corresponds to the Unity 'registration name' in the unity configuration section?

    - by unanswered
    When registering and resolving types in a Unity Container using code you can use 'Registration Names' to disambiguate your references that derive from an interface or base class hierarchy. The 'registration name' text would be provided as a parameter to the register and resolve methods: myContainer.RegisterType<IMyService, CustomerService>("Customers"); and MyServiceBase result = myContainer.Resolve<MyServiceBase>("Customers"); However when I register types in the configuration files I do not see where the 'registration name' can be assigned I register an Interface: <typeAlias alias="IEnlistmentNotification" type="System.Transactions.IEnlistmentNotification, System.Transactions, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" /> Then two types that I happen to know implement that interface: <typeAlias alias="PlaylistManager" type="Sample.Dailies.Grid.Workers.PlaylistManager, Sample.Dailies.Grid.Workers, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" /> <typeAlias alias="FlexAleManager" type="Sample.Dailies.Grid.Workers.FlexAleManager, Sample.Dailies.Grid.Workers, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" /> Then I provide mappings between the interface and the two types: <type type="IEnlistmentNotification" mapTo="FlexAleManager"><lifetime type="singleton"/></type> <type type="IEnlistmentNotification" mapTo="PlaylistManager"><lifetime type="singleton"/></type> That seems to correspond to this code: myContainer.RegisterType<IEnlistmentNotification, FlexAleManager>(); myContainer.RegisterType<IEnlistmentNotification, PlaylistManager>(); but clearly what I need is a disambiguating config entry that corresponds to this code: myContainer.RegisterType<IEnlistmentNotification, FlexAleManager>("Flex"); myContainer.RegisterType<IEnlistmentNotification, PlaylistManager>("Play"); Then when I get into my code I could do this: IEnlistmentNotification flex = myContainer.Resolve<IEnlistmentNotification>("Flex"); IEnlistmentNotification play = myContainer.Resolve<IEnlistmentNotification>("Play"); See what I mean? Thanks, Kimball

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  • MVC 3 beta + Dependency Resolver + Unity = got problem

    - by drsim
    Hi everyone. I'm tried to use Dependency Resolver with Unity, and got some problem when my Controller creating. Here example of controller: public class AccountController : Controller { private readonly ICourseService _courseService; public AccountController(ICourseService courseService) { _courseService = courseService; } } But, when Controller try to create - i got an exception "No parameterless constructor defined for this object." I even try to add default constructor for this controller, but courseService didn't create. Also try to add property with [Dependency] attribute - nothing happened. Here is Dependency Resolver class: public class UnityDependencyResolver : IDependencyResolver { private readonly IUnityContainer _container; public UnityDependencyResolver(IUnityContainer container) { _container = container; } public object GetService(Type serviceType) { return _container.IsRegistered(serviceType) ? _container.Resolve(serviceType) : null; } public IEnumerable<object> GetServices(Type serviceType) { return _container.IsRegistered(serviceType) ? _container.ResolveAll(serviceType) : new List<object>(); } } and Global.asax.cs: protected void Application_Start() { AreaRegistration.RegisterAllAreas(); RegisterGlobalFilters(GlobalFilters.Filters); RegisterRoutes(RouteTable.Routes); var container = new UnityContainer(); container.RegisterType<ICourseService, CourseService>(); DependencyResolver.SetResolver(new UnityDependencyResolver(container)); } Can anyone help me ?

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  • Ubuntu 3D does not work on Dell system with a AMD Radeon HD 6470M

    - by VeeKay
    I am running 64 bit Ubuntu on Dell with 1GB graphic card. I login with "Ubuntu" hoping to see Unity 3d but it doesn't. Unity 2D runs instead. when I type in echo "$DESKTOP_SESSION" it confirms the Unity-2D. I've checked the System info that shows like : The graphics row shows itself as empty. SO I've presumed that the graphic drivers aren't detected and hence I went to Unity- Additional Drivers and installed the fglrx driver that the UI has suggested. Even after installing so, the graphics part in System info details shows nothing and still Unity 2D runs in spite of all the effort. Please help! How can I get my Unity 3D back? Hardware Info Video Card : AMD Radeon™ HD 6470M - 1GB (For ICC) RAM : 6GB (1 X 2GB + 1 X 4GB) 2 DIMM DDR3 1333Mhz OS : 64 bit Ubuntu 11.10 Edit : Output for /usr/lib/nux/unity_support_test -p X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 155 (GLX) Minor opcode of failed request: 19 (X_GLXQueryServerString) Serial number of failed request: 21 Current serial number in output stream: 21

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  • Appearance, Online accounts disappeared in System Settings in Ubuntu 13.10

    - by ptanmay143
    I was installing apps and icons and I notices that there were about 4 games installed, so I went to software centre to remove them then I wanted to add my Facebook account in Online Accounts but Alas! It was disappeared. But it was there when I searched for Online Accounts in Unity Dash. Please help me. I think I might have uninstalled wrong packages. Can anyone tell me the packages that are associalted with them. I am attaching a screenshot of my settings and the Online Accounts appearance in Unity Dash.

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  • Is it possible to mix MEF and Unity within a MEF-based plugin?

    - by Dave
    I'm finally diving into Unity head first, and have run into my first real problem. I've been gradually changing some things in my app from being MEF-resolved to Unity-resolved. Everything went fine on the application side, but then I realized that my plugins were not being loaded. I started to look into this issue, and I believe it's a case where MEF and Unity don't mix. Plugins are loaded by MEF, but each plugin needs to get access to the shared libraries in my application, like app preferences, logging, etc. Initially, my plugin constructor had the ImportingConstructor attribute. I then replaced it with InjectionConstructor so that Unity could resolve its shared library dependencies. But because I did that, MEF no longer loaded it! Then I used both attributes, which compiled, but then I got a composition error (MEF). I figured that this was because the constructor takes a parameter that was once resolved by a MEF Import, so I removed all parameters. As expected, now MEF was able to load my plugin, but because the constructor needs to call into the interface that was once passed in, construction fails. So now I'm at a point where I can get MEF to start to load my plugin, but can't do anything with it because the plugin relies on shared libraries that are registered with Unity. For those of you that have successfully mixed MEF and Unity, how do you go about resolving the references to the shared libraries with Unity?

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  • checking player prefs from unity in xcode

    - by user313100
    I made a simple scene that has some GUI buttons in Unity. When you press a button it will set a player preference to 1. I have a button for facebook, twitter and a store. In XCode, when the value hits 1, it switches to a new window with facebook, twitter or the store. My problem is that when I try and retrieve the player preferences in XCode, they always come up as null. To compound my confusion, my code seems to respond to the switch to 1 and it switches to the new window when the value hits 1. Any ideas why it manages to switch to the other window and why I am getting null values? - (void) applicationDidFinishLaunching:(UIApplication*)application { printf_console("-> applicationDidFinishLaunching()\n"); NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; [userDefaults setInteger:0 forKey:@"Store"]; [userDefaults setInteger:0 forKey:@"Facebook"]; [userDefaults setInteger:0 forKey:@"Twitter"]; _storeWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; _facebookWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; _twitterWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; viewControllerSK = [[SKViewController alloc]initWithNibName:@"SKViewController" bundle:nil]; viewControllerFacebook = [[xutils_exampleViewController alloc]initWithNibName:@"FacebookViewController" bundle:nil]; viewControllerTwitter = [[xutils_exampleViewController2 alloc]initWithNibName:@"TwitterViewController" bundle:nil]; [_storeWindow addSubview:viewControllerSK.view]; [_facebookWindow addSubview:viewControllerFacebook.view]; [_twitterWindow addSubview:viewControllerTwitter.view]; [SKStoreManager sharedManager]; [self startUnity:application]; } - (void) applicationDidBecomeActive:(UIApplication*)application { printf_console("-> applicationDidBecomeActive()\n"); if (gDidResignActive == true) { UnitySetAudioSessionActive(true); UnityPause(false); } gDidResignActive = false; [self newTimer]; } - (void) applicationWillResignActive:(UIApplication*)application { printf_console("-> applicationDidResignActive()\n"); UnitySetAudioSessionActive(false); UnityPause(true); gDidResignActive = true; } - (void) applicationDidReceiveMemoryWarning:(UIApplication*)application { printf_console("WARNING -> applicationDidReceiveMemoryWarning()\n"); } - (void) applicationWillTerminate:(UIApplication*)application { printf_console("-> applicationWillTerminate()\n"); UnityCleanup(); } -(void)newTimer { NSTimer *theTimer = [self getTimer]; [theTimer retain]; [[NSRunLoop currentRunLoop] addTimer: theTimer forMode: NSDefaultRunLoopMode]; } -(NSTimer *)getTimer { NSTimer *theTimer; theTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector: @selector(onLoop) userInfo:nil repeats:YES]; return [theTimer autorelease]; } -(void)onLoop { NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; //NSLog(@"FB: %@", [userDefaults integerForKey:@"Facebook"]); if ([userDefaults integerForKey:@"Store"] != 1 && [userDefaults integerForKey:@"Facebook"] != 1 && [userDefaults integerForKey:@"Twitter"] != 1) { UnityPause(FALSE); _window.hidden = NO; _storeWindow.hidden = YES; _facebookWindow.hidden = YES; _twitterWindow.hidden = YES; [_window makeKeyWindow]; } if ([userDefaults integerForKey:@"Store"] == 1) { UnityPause(TRUE); _storeWindow.hidden = NO; _window.hidden = YES; [_storeWindow makeKeyWindow]; } if ([userDefaults integerForKey:@"Facebook"] == 1) { UnityPause(TRUE); _facebookWindow.hidden = NO; _window.hidden = YES; [_facebookWindow makeKeyWindow]; } if ([userDefaults integerForKey:@"Twitter"] == 1) { UnityPause(TRUE); _twitterWindow.hidden = NO; _window.hidden = YES; [_twitterWindow makeKeyWindow]; } } -(void) dealloc { DestroySurface(&_surface); [_context release]; _context = nil; [_window release]; [_storeWindow release]; [_facebookWindow release]; [_twitterWindow release]; [viewControllerSK release]; [viewControllerFacebook release]; [viewControllerTwitter release]; [super dealloc]; }

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  • Why does the terminal in unity 2d (Ubuntu 11.10) always stay in the foreground?

    - by user32509
    I have just updated to Ubuntu 11.10 and I am using unity 2d. My terminal applications (gnome-terminal or konsole) just won't go into background. When I move another application in front of them, they are still rendered, but the clicks are going through them. This behavior only appears when the terminal windows interact with another applications. I can move one terminal over another without a problem, but even the menu list of a terminal application can not be shown, since it is - for some unknown reason - "behind" the terminal. Any ideas what might be the cause of this problem? I do not have this problem with my other machines. The only difference is, that I am using unity 2d here and ("normal") unity at home.

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  • Interception with Unity in Prism v2 for WPF (not working for me)

    - by Bobby Chopra
    I cannot get interception to work with Prism v2 (Oct 2009). I am trying to intercept the Setter for any Public Properties and then fire the PropertyChanged event if the property has changed. I can see that the code gets executed (by stepping through with the debugger or adding a debug point). However, the WPF Window controls that are bound to these properties do not get updated. If I subscribe to these events and print to the console, I can print out the property change notifications. So, if the View has a textbox, which updates the property on the ViewModel, then the property in the ViewModel gets updated. However, if a button on the view (implemented as a DelegateCommand) causes the property to get updated, then the textbox (TwoWay Binding Mode) that is bound to that Property is not updated even though the event is triggered and the console has printed out the information about which property was updated. Has anyone encountered this issue? Here is the sample WPF Application that I have written. Wordpress doesn't allow uploads of zip files, so I renamed it to have a pdf extension (rename the file to have a zip extension). Please let me know what I am doing wrong. Thanks in advance.

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  • Dealing with Unity's Global Menu and Overlay Scrollbars under Free Pascal/Lazarus

    - by Gustavo Carreno
    I've had some problems under the IDE that were fixed with unsettings and disabling Global menu and the Overlay Scrollbars. I've reported the problem in Lazarus' Mantis: #0021465, #0021467. There is also this bug report talking a bit more about it: #0019266 Their solution was to use unsettings to turn off Global Menu and Overlay Scrollbars. I've had a quick search about the problem and there's an open bug report at Launchpad: overlay scrolling is broken in lazarus. So, is the problem related to "lib overlay scrollbar"? If it is, is there a solution via code, to avoid turning off both the Global Menu and Overlay Scrollbars? If NOT, is there anyone taking notice and fixing the issue? Many thanks, Gus

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  • Register and Resolve Generic Interfaces Unity

    - by user1643791
    I am trying to register some generic interfaces and resolve them . I have the registering function private static void RegisterFolderAssemblies(Type t,string folder) { var scanner = new FolderGenericInterfaceScanner(); var scanned = scanner.Scan(t,folder); // gets the implementations from a specific folder scanned.ForEach(concrete => { if (concrete.BaseType != null || concrete.IsGenericType) { myContainer.RegisterType(t, Type.GetType(concrete.AssemblyQualifiedName), concrete.AssemblyQualifiedName); } }); } which is called by the bootstrapper with RegisterFolderAssemblies(typeof(IConfigurationVerification<>),Environment.CurrentDirectory); The registration seem to go through ok but when I try to Resolve them with Type generic = typeof(IConfigurationVerification<>); Type specific = generic.MakeGenericType(input.Arguments[0].GetType()); var verifications = BootStrap.ResolveAll(specific); The input.Arguments[0] is an object of the type the generic is implemented in I also tried using typeof(IConfigurationVerification<) instead and get the same error . When ResolveAll is public static List<object> ResolveAll(Type t) { return myContainer.ResolveAll(t).ToList(); } I get a ResolutionFailedException with them message "The current type, Infrastructure.Interfaces.IConfigurationVerification`1[Infrastructure.Configuration.IMLogPlayerConfiguration+LoadDefinitions], is an interface and cannot be constructed. Are you missing a type mapping?" Any help will be great. Thanks in advance

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  • Comparing Flash, HTML, Silverlight, X3D and Unity 3d

    - by Amira Elsayed
    I have to prepare a comparison between the following technologies to present it to my Project Manager, but I fell that I'm lost, so if any one can help I will be thankful I want to compare between them in the following areas: the support of online video streaming the budget of using each one Learning Time will be needed to learn the technology Which one is the standard and will target a lot of users The support if I found any problem Bugs and security issues connection to DB, SOA and web services supporting of multi player

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  • Unity Framework constructor parameters in MVC

    - by ubersteve
    I have an ASP.NET MVC3 site that I want to be able to use different types of email service, depending on how busy the site is. Consider the following: public interface IEmailService { void SendEmail(MailMessage mailMessage); } public class LocalEmailService : IEmailService { public LocalEmailService() { // no setup required } public void SendEmail(MailMessage mailMessage) { // send email via local smtp server, write it to a text file, whatever } } public class BetterEmailService : IEmailService { public BetterEmailService (string smtpServer, string portNumber, string username, string password) { // initialize the object with the parameters } public void SendEmail(MailMessage mailMessage) { //actually send the email } } Whilst the site is in development, all of my controllers will send emails via the LocalEmailService; when the site is in production, they will use the BetterEmailService. My question is twofold: 1) How exactly do I pass the BetterEmailService constructor parameters? Is it something like this (from ~/Bootstrapper.cs): private static IUnityContainer BuildUnityContainer() { var container = new UnityContainer(); container.RegisterType<IEmailService, BetterEmailService>("server name", "port", "username", "password"); return container; } 2) Is there a better way of doing that - i.e. putting those keys in the web.config or another configuration file so that the site would not need to be recompiled to switch which email service it was using? Many thanks!

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  • Inject same DataContext instance across several types with Unity

    - by Sergejus
    Suppose I have IRepository interface and its implementation SqlRepository that takes as an argument LINQ to SQL DataContext. Suppose as well that I have IService interface and its implementation Services that takes three IRepository, IRepository and IRepository. Demo code is below: public interface IRepository<T> { } public class SqlRepository<T> : IRepository<T> { public SqlRepository(DataContext dc) { ... } } public interface IService<T> { } public class Service<T,T1,T2,T3> : IService<T> { public Service(IRepository<T1> r1, IRepository<T2>, IRepository<T3>) { ... } } Is it any way while creating Service class to inject all three repositories with the same DataContext?

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  • Unity 1.2 Dependency injection of internal types

    - by qvin
    I have a facade in a library that exposes some complex functionality through a simple interface. My question is how do I do dependency injection for the internal types used in the facade. Let's say my C# library code looks like - public class XYZfacade:IFacade { [Dependency] internal IType1 type1 { get; set; } [Dependency] internal IType2 type2 { get; set; } public string SomeFunction() { return type1.someString(); } } internal class TypeA { .... } internal class TypeB { .... } And my website code is like - IUnityContainer container = new UnityContainer(); container.RegisterType<IType1, TypeA>(); container.RegisterType<IType2, TypeB>(); container.RegisterType<IFacade, XYZFacade>(); ... ... IFacade facade = container.Resolve<IFacade>(); Here facade.SomeFunction() throws an exception because facade.type1 and facade.type2 are null. Any help is appreciated.

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  • In Ruby on Rails Routing I Would Like to Use Dash `-` Instead of Underscore `_`

    - by pablitostar
    I would like all the URLs for my web applications to use dash - instead of underscore _ for word separators. I'm surprised about a couple of things really: Google et al. continue to distinguish them. That RoR doesn't have a simple global configuration parameter to map - to _ in the routing. Or does it? I found a few questions here and elsewhere, but the best solution I've seen is to use :as or a named route. That's quite annoying. So I'm thinking of modifying the Rails routing to check for that global config and change - to _ before dispatching to a controller action. But before I do that, I'm hoping someone can save me the trouble! Thanks in advance for any help, or even confirmation that my approach makes sense. I'd submit it back. BTW, I'm currently on 2.3.8, but hope to migrate to 3 soon.

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  • Unity has jerky motion when using Vector2.Lerp

    - by Sting Hà
    I made a 2D game with some sprite move to random position. I used Vector2.Lerp and Time.deltaTime to smooth transfer of sprite. When I build this game in iOS ( I used iPhone 4s and iPhone 5 for test ) all sprite made jerky motion and cause my game lagging. But in Android game run very smoothy. I used only 9 sprite and move all in same time. Can someone have any solution to fix this? Thanks. P/s: Sorry about my bad English.

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  • Will Xubuntu 12.10 also have amazon ads?

    - by Miguel Guasch
    and thanks in advance for your comments: I'm currently using Ubuntu 12.04, and quite happy with it. I'm using the Unity desktop, and I've got no major complaints. My problem/question is: I've been reading on the news, forums, and different websites that the new version in 12.10, which i'll eventually have to upgrade to if I plan on using Ubuntu, has a lens/amazon function on the dash that sends queries to amazon. Now, this disturbs me a bit, since I don't want to see "shopping recommendations" everytime I look for something, be they from amazon or from "future partners". Does this new "function" only apply to the Unity desktop? If I switch to the Xfce desktop, will I be able to "save myself" from sending search data to amazon and/or shopping recommendations from them? Or will I have to entirely switch distributions, in order to evade this? Again, many thanks in advance for your comments and/or help. Regards, Miguel.

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  • How can I associate .doc files to MS Word 2010 using the same .desktop file as launcher?

    - by nastys
    I'm trying to associate .doc and .docx files to MS Word 2010 using the same .desktop file as Unity dash and launcher, so I can use the Word icon in launcher. I tried: [Desktop Entry] Name=Microsoft Word 2010 Exec=env WINEPREFIX="/home/nastys/.mso2010" wine "C:/Program Files/Microsoft Office/Office14/WINWORD.exe" %f Type=Application StartupNotify=true Comment=Create and edit professional-looking documents such as letters, papers, reports, and booklets by using Microsoft Word. Icon=29F5_WINWORD.0 StartupWMClass=WINWORD.EXE MimeType=application/msword; application/vnd.openxmlformats-officedocument.wordprocessingml.document; Using this .desktop file I can launch Word with its icon in Unity launcher, but if I associate .doc files to the same file Word will launch, but it won't open the .doc file. If I associate .doc files to any .desktop file generated by Wine it will launch Word, but it will use Wine icon.

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  • Lens showing only music after zeitgeist removal

    - by chris
    I can't get anything to show up in the Dash (lens?) other than music (no applications , no files) . This began when I removed zeitgeist. I've uninstalled and reinstalled, but still not working. I've also installed unity-place-files and unity-place-applications as suggested elsewhere. Under processes that are running I don't see zeitgeist.. (the original reason I wiped it out was because it was sucking up CPU). Ubuntu 12.04 Thanks in advance.

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  • Application lens as default

    - by user24484
    I want to open the Application lens in the Unity Dash as the default lens, since I much more open a programm then searching for a wikipedia article, the weather or anything else the home lens offers. Here How do I show the Applications Lens By Default? and here What are Unity's keyboard and mouse shortcuts? are the same questions, but the suggested answers don't work anymore on Trusty. I know that I can open the application lens with Super + A but I just would like to press Super to open it. An alternative would be to only get online suggestions whe partikular asked for them, but even though I just select the application scope in the filter section I get some useles online results. Btw. I don't want to open the online search results in generall, since I just reactivated them to try it out.

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  • Ubuntu 12.10, Unity, AMD 12.11 beta drivers, AMD APP SDK 2.7 and OpenCL detection of multiple gpus

    - by junkie
    I'm using Ubuntu 12.10, AMD 12.11 beta drivers, AMD APP SDK 2.7 and OpenCL. I have three amd radeon 7990s plugged in each of which are a dual 7970 so I have six gpus altogether. I plan to go up to eight in a few days. Windows couldn't use even 4 but linux works fine with 6 so far. The strange thing is that the six gpus are only detected by OpenCL in unity (the ubuntu default window manager). If I switch to e17, blackbox or fluxbox or anything else for that matter OpenCL only detects one. I'm using a simple OpenCL program to list all devices to check. I've also checked the output of aticonfig --list-adapters, fglxinfo and clinfo. The first two always show six in all window managers wheras clinfo shows 6 in unity but 1 gpu in all other WMs. I'm also using an X config generated by aticonfig --initial -f --adapter=all. I'm also only using one monitor. I've also checked using lsmod that the fglrx module is loaded in all WMs. So I have two questions. Why does OpenCL see six gpus only in unity? How can I enable six gpus on other lightweight WMs? Basically I'm getting at what determines how many gpus the OpenCL runtime sees? Thanks.

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  • only cairo-dock work on my custom livecd

    - by Igi Shellshock
    i've made custom ubuntu with ubuntu builder, i've installed gnome-shell and cairo-dock from chroot.i've removed unity from chroot too. i've edited /etc/lightdm/lightdm.conf, change user-session = cairo-dock then i build, run on virtual box, livecd successful show the cairo dock but when i change to user-session = gnome-shell, dekstop show unity panel, i changed to gnome only, same show unity.why just cairo dock that work and gnome-shell not ? thank advance i'm sorry, my english is bad

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