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  • Stretching width correctly to 100% of an inline-block element in IE6 and IE7

    - by Simon Lieschke
    I have the following markup, where I am attempting to get the right hand side of the second table to align with the right hand side of the heading above it. This works in IE8, Firefox and Chrome, but in IE6/7 the table is incorrectly stretched to fill the width of the page. I'm using the Trip Switch hasLayout trigger to apply inline-block in IE6/7. Does anyone know how (or even if) I can get the table only to fill the natural width of the wrapper element displayed with inline-block in IE6/7? You can see the code running live at http://jsbin.com/uyuva. <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <title>Test</title> <style> .wrapper { display: inline-block; border: 1px solid green; } /* display: inline-block triggers the wrapper element to have layout for IE 6/7. The trip switch then provides the inline component of the display behaviour. See http://www.brunildo.org/test/InlineBlockLayout.html for more details. */ .wrapper { *display: inline; } table { border: 1px solid red; } </style> </head> <body> <h1>No width on table:</h1> <div class="wrapper"> <h2>The right hand side of the table doesn't stretch to the end of this heading</h2> <table><tr><td>foo</td></tr></table> </div> text <h1>Width on table:</h1> <div class="wrapper"> <h2>The right hand side of the table should stretch to the end of this heading</h2> <table style="width: 100%"><tr><td>foo</td></tr></table> </div> text </body> </html>

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  • Why is the tooltip hiding Dash Search on 12.04?

    - by Anwar Shah
    Can I disable the tooltip shown at the side of the Launcher icon when hovered by the mouse. These are nice, but I want to disable them, because when I press "Dash Home" button on the launcher, then want to write something on the dash, I can't see the letters because of the tooltip. How can I disable the Unity tooltip from hiding search string in dash? I am using Ubuntu 12.04. I have given a screenshot of the launcher. My problem is basically with this Update 1 I have given advice to follow this answer in chat discussion, but nothing has changed. Update 2 As an answer suggests, I updated unity to the latest version. It is now unity 5.12.0. as the below output indicates $ unity --version unity 5.12.0

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  • notifyOSD in gnome is not like in Unity

    - by Rodrigo
    tengo dos sistema operativos ubuntu 12.04, con escritorio gnome. En uno, las notificaciones emergentes son como en unity, pero en el otro SO son diferentes, grises, sin transparencia, y también hay que cerrarlas, por lo que quiero que quede la que viene por defecto en Unity en éste gnome también. Si alguie sabe algo sobre estas notificaciones emergentes feas, que por favor, me ayude. Gracias!! Google Traslate: I have two operating system Ubuntu 12.04 with gnome desktop. In one, the pop-up notifications are as in unity, but in the other OS are different, gray, not transparent, and you also have to close them, so I want to make the default one in gnome Unity in this too. If alguie know something about these ugly pop-up notifications, please, help me. Thanks!

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  • How to Create a Portable Version of RocketDock for a USB Flash Drive

    - by Lori Kaufman
    RocketDock is a lightweight, highly customizable application launcher, or dock, for Windows. You can install it on your computer or use a portable version on a USB flash drive to provide quick access to your portable programs. We’ll show you how to make RocketDock portable. However, first you must install RocketDock before making it portable. See our article about installing, setting up, and using RocketDock. Once you have installed RocketDock, right-click anywhere on the dock or on the icons on the dock and select Dock Settings from the popup menu. HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

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  • Unity Register two interfaces as one singleton

    - by Christian
    Hi all, how do I register two different interfaces in Unity with the same instance... Currently I am using _container.RegisterType<EventService, EventService>(new ContainerControlledLifetimeManager()); _container.RegisterInstance<IEventService>(_container.Resolve<EventService>()); _container.RegisterInstance<IEventServiceInformation>(_container.Resolve<EventService>()); which works, but does not look nice.. So, I think you get the idea. EventService implements two interfaces, I want a reference to the same object if I resolve the interfaces. Chris

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  • Microsoft Unity, parameters in constructor

    - by raffaeu
    I am using Unity with MVC and NHibernate. Unfortunately, our UnitOfWork resides in a different .dll and it doesn't have a default empty .ctor. This is what I do to register NHibernate: var connectionString = ConfigurationManager.ConnectionStrings["jobManagerConnection"].ConnectionString; var assemblyMap = ConfigurationManager.AppSettings["assemblyMap"]; container .RegisterType<IUnitOfWork, UnitOfWork>(new ContainerControlledLifetimeManager()); In my WebController I have this: /// <summary>Gets or sets UnitOfWork.</summary> [Dependency] public IUnitOfWork UnitOfWork { get; set; } The problem is that the constructor of UnitOfWork expects 2 mandatory strings. How I can setup the RegisterType for this Interface in order to pass the two parameters retreived from the web.config? Is it possible?

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  • Is there a way to display navmesh agent path in Unity?

    - by Antoine Guillien
    I'm currently making a prototype for a game I plan to develop. As far as I did, I managed to set up the navigation mesh and my navmeshagents. I would like to display the path they are following when setDestination() is fired. I did some researches but didn't find anything about it. EDIT 1 : So I instantiate an empty object with a LineRenderer and I have a line bewteen my agent and the destination. Still I've not all the points when the path has to avoid an obstacle. Furthermore, I wonder if the agent.path does reflect the real path that the agent take as I noticed that it actually follow a "smoothier" path. Here is the code so far : GameObject container = new GameObject(); container.transform.parent = agent.gameObject.transform; LineRenderer ligne = container.AddComponent<LineRenderer>(); ligne.SetColors(Color.white,Color.white); ligne.SetWidth(0.1f,0.1f); //Get def material ligne.gameObject.renderer.material.color = Color.white; ligne.gameObject.renderer.material.shader = Shader.Find("Sprites/Default"); ligne.gameObject.AddComponent<LineScript>(); ligne.SetVertexCount(agent.path.corners.Length+1); int i = 0; foreach(Vector3 v in p.corners) { ligne.SetPosition(i,v); //Debug.Log("position agent"+g.transform.position); //Debug.Log("position corner = "+v); i++; } ligne.SetPosition(p.corners.Length,agent.destination); ligne.gameObject.tag = "ligne"; So How can I get the real coordinates my agent is going to walk throught ?

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  • Recursion in Unity and Dispose pattern implementation

    - by Budda
    My class is inherited from UnityContainer (from Unity 2.0), here is source code: public class UnityManager : UnityContainer { private UnityManager() { _context = new MyDataClassesDataContext(); // ... } protected override void Dispose(bool disposing) { if ( disposing ) { _context.Dispose(); } base.Dispose(disposing); } private readonly CMCoreDataClassesDataContext _context; } When Dispose method is called for the instance of UnityManager class it drop into recursion... Why? As far as I know base.Dispose should call the Dispose method of base class only... isn't it? Who call back the Dispose(bool) of UnityManager? How to prevent that? Thanks.

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  • Vdpau performance in Precise with Unity 3d

    - by bowser
    vdpau seems to be broken in Precise under Unity 3d. CPU usage ranges around 50-70% for 1080p movies while same movies utilizes around 5-10% in Natty with vdpau enabled (under Unity3d) The card is Nvidia G105m. It doesn't seem to be a Nvidia driver problem because in gnome-shell everything works as expected and I have tried different versions of Nvidia drivers (295.20, 295.33, 295.40 and the latest 302.XX from xorg-edgers) The results are all the same, works in Gnome Shell but not in Unity 3d. Disabling syn to vbank works if movie is not in full screen mode, but it doesn't work for full screen. I have searched around and haven't found much info. I am wondering if others are experiencing the same problem and if there are some known work around that I have missed. Unity 3d is otherwise very nice in Precise, but this is a show stopping issue for me (literally). Thanks. I have filed a bug here https://bugs.launchpad.net/unity/+bug/993397

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  • Aop, Unity, Interceptors and ASP.NET MVC Controller Action Methods

    - by Richard Ev
    Using log4net we would like to log all calls to our ASP.NET MVC controller action methods. The logs should include information about any parameters that were passed to the controller. Rather than hand-coding this in each action method we hope to use an AoP approach with Interceptors via Unity. We already have this working with some other classes that use interfaces (using the InterfaceInterceptor). However, we're not sure how to proceed with our controllers. Should we re-work them slightly to use an interface, or is there a simpler approach? Edit The VirtualMethodInterceptor seems to be the correct approach, however using this results in the following exception: System.ArgumentNullException: Value cannot be null. Parameter name: str at System.Reflection.Emit.DynamicILGenerator.Emit(OpCode opcode, String str) at Microsoft.Practices.ObjectBuilder2.DynamicMethodConstructorStrategy.PreBuildUp(IBuilderContext context) at Microsoft.Practices.ObjectBuilder2.StrategyChain.ExecuteBuildUp(IBuilderContext context)

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  • How to add isometric (rts-alike) perspective and scolling in unity?

    - by keinabel
    I want to develop some RTS/simulation game. Therefore I need a camera perspective like one knows it from Anno 1602 - 1404, as well as the camera scrolling. I think this is called isometric perspective (and scrolling). But I honestly have no clue how to manage this. I tried some things I found on google, but they were not satisfying. Can you give me some good tutorials or advice for managing this? Thanks in advance

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  • Drupal: assign block to a specific content type

    - by bert
    I made a customized template called node-mynode.tpl.php Whenever a node of type mynode is requested, then node-mynode.tpl.php is automatically used. However, now user wants to see a specific menu block in this case. Question: How can I assign a block to a specific content type? Hint: I have started to look at URL aliases with Pathauto. I suspect one solution may lie in this direction.

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  • CVE-2009-0781 Cross-site Scripting vulnerability in Sun Java System Application Server Example Application

    - by chandan
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2009-0781 Cross-site Scripting vulnerability 4.3 Example Calendar Application Sun Java System Application Server EE 8.1 SPARC: 119169-35, 119166-42, 119173-35 X86: 119167-42, 119170-35, 119174-36 Linux: 119171-35, 119168-42, 119175-35 Windows: 119172-35,119176-35 Sun Java System Application Server EE 8.2 SPARC: 124679-16, 124672-17, 124675-16 X86:124680-16, 124673-17, 124676-16 Linux: 124681-16,124677-16, 124674-17 Windows: 124682-16 This notification describes vulnerabilities fixed in third-party components that are included in Sun's product distribution.Information about vulnerabilities affecting Oracle Sun products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • How do I hide my custom Unity panel indicators from another user account on the same machine?

    - by Inkayacu
    I created a second user account on my machine, making it a "standard" user account. When I log into that account, most of the panel indicators I've added in my own administrator user account show up here as well -- but not all of them (e.g., the cpufreq indicator shows up in both accounts, but the multiload indicator does not show up in the second account). I'd like to prevent everything but the default panel indicators from a fresh Ubuntu install showing up in the second user's panel.

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  • Unity Player Controls Streaming Music Services From Chrome Toolbar

    - by Jason Fitzpatrick
    Chrome: If you’re a frequent Pandora, Grooveshark, or other popular streaming music station listener, Unity Player puts play control and song info on the Chrome Toolbar. Rather than sending you digging through your tabs to find the window with Pandora–or Google Music, Grooveshark, 8Tracks, Hypemachine, or any of the other dozen supported services–Unity Player pulls up a one-click control panel for easy pause/play, skip, and access to other service features like thumbs up/down flagging. Unity Player is free, works wherever Chrome does. Unity Player [via Addictive Tips] Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • Problem animating in Unity/Orthello 2D. Can't move gameObject

    - by Nelson Gregório
    I have a enemy npc that moves left and right in a corridor. It's animated with 2 sprites using Orthello 2D Framework. If I untick the animation's play on start and looping, the npc moves correctly. If I turn it on, the npc tries to move but is pulled back to his starting position again and again because of the animation loop. If I turn looping off during runtime, the npc moves correctly again. What did I do wrong? Here's the npc code if needed. using UnityEngine; using System.Collections; public class Enemies : MonoBehaviour { private Vector2 movement; public float moveSpeed = 200; public bool started = true; public bool blockedRight = false; public bool blockedLeft = false; public GameObject BorderL; public GameObject BorderR; void Update () { if (gameObject.transform.position.x < BorderL.transform.position.x) { started = false; blockedRight = false; blockedLeft = true; } if (gameObject.transform.position.x > BorderR.transform.position.x) { started = false; blockedLeft = false; blockedRight = true; } if(started) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedRight && !started && blockedLeft) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedLeft && !started && blockedRight) { movement = new Vector2(-1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } } }

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  • How can i install XFCE along side unity?

    - by James
    I would like to be able to install XFCE to run alongside unity so I can choose on startup which DE I use, without breaking any features of either DE. Following this: https://sites.google.com/site/easylinuxtipsproject/xubuntu "Note: don't install Nautilus in Xubuntu! This will cause system conflicts." I don't want to affect ANY of the features in unity, i.e. I want to be able to use the two interchangeably, so I can't follow some suggestions of just cleaning out all the old stuff as that would mean using unity would be changed, (http://askubuntu.com/questions/111400/can-i-install-unity-aside-with-xfce-and-switch-them-as-i-want) is this possible in 12.04? [System] ubuntu 12.04.1 64bit.

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  • How should I account for the GC when building games with Unity?

    - by Eonil
    *As far as I know, Unity3D for iOS is based on the Mono runtime and Mono has only generational mark & sweep GC. This GC system can't avoid GC time which stops game system. Instance pooling can reduce this but not completely, because we can't control instantiation happens in the CLR's base class library. Those hidden small and frequent instances will raise un-deterministic GC time eventually. Forcing complete GC periodically will degrade performance greatly (can Mono force complete GC, actually?) So, how can I avoid this GC time when using Unity3D without huge performance degrade?

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  • How to calculate the maximum block length in C of a binary number

    - by user1664272
    I want to reiterate the fact that I am not asking for direct code to my problem rather than wanting information on how to reach that solution. I asked a problem earlier about counting specific integers in binary code. Now I would like to ask how one comes about counting the maximum block length within binary code. I honestly just want to know where to get started and what exactly the question means by writing code to figure out the "Maximum block length" of an inputted integers binary representation. Ex: Input 456 Output: 111001000 Number of 1's: 4 Maximum Block Length: ? Here is my code so far for reference if you need to see where I'm coming from. #include <stdio.h> int main(void) { int integer; // number to be entered by user int i, b, n; unsigned int ones; printf("Please type in a decimal integer\n"); // prompt fflush(stdout); scanf("%d", &integer); // read an integer if(integer < 0) { printf("Input value is negative!"); // if integer is less than fflush(stdout); return; // zero, print statement } else{ printf("Binary Representation:\n", integer); fflush(stdout);} //if integer is greater than zero, print statement for(i = 31; i >= 0; --i) //code to convert inputted integer to binary form { b = integer >> i; if(b&1){ printf("1"); fflush(stdout); } else{ printf("0"); fflush(stdout); } } printf("\n"); fflush(stdout); ones = 0; //empty value to store how many 1's are in binary code while(integer) //while loop to count number of 1's within binary code { ++ones; integer &= integer - 1; } printf("Number of 1's in Binary Representation: %d\n", ones); // prints number fflush(stdout); //of ones in binary code printf("Maximum Block Length: \n"); fflush(stdout); printf("\n"); fflush(stdout); return 0; }//end function main

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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • How to make Gmail open when clicking mailto: links in the same browser it is clicked in under Unity Ubuntu 12.04?

    - by max
    I just installed 12.04 and when clicking mailto: links Thunderbird opens. I want Gmail to open in the browser that the mailto: link is clicked. So if I am in Firefox and click a mailto: link a new FF tab opens with Gmailloaded. And if I am in Chrome and click a mailto: link then a new Chrome tab opens up with Gmail loaded. Is there a way to do this via some script? Or would I need to set this in some system settings?

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  • ASUS X53S Intel Graphics and Unity 3D

    - by Nordlöw
    I just bought a ASUS X53S. Everything works flawlessly except that I can't run Unity 3D on it because NVIDIA Linux drivers currently doesn't support Optimus. So I'm stuck with the other integrated Intel Graphics Adapter. I'm already installed BumbleBee but it doesn't help with Unity 3D thing. Will the Xorg driver ever support OpenGL and especially GLX_texture_from_pixmap so that Unity 3D will work with it? The Intel driver is really snappy with Unity 2D and seems to support most other X acceleration features such as smooth scrolling.

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