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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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  • Cannot install apt-fast

    - by Ronald
    During installation of apt-fast the screen looped and after a while I closed the window. How can I fix it? sudo dpkg --configure -a Setting up apt-fast (1.7.2-1~precise1) ... debconf: DbDriver "config": /var/cache/debconf/config.dat is locked by another process: Resource temporarily unavailable dpkg: error processing apt-fast (--configure): subprocess installed post-installation script returned error exit status 1 Errors were encountered while processing: apt-fast

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  • how to set power plan / power profile for battery

    - by user86274
    How can i setup different power profile settings? For example i want to set low screen brightness when i am on battery power and full brightness when i am not. From "power settings" i can setup brightness but it is persistent no matter what power i use. Is there any software that i can use to prolong my battery power when i use ubuntu? I can use my laptop at least 1 more hour when i am using windows....

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  • How do you make it so when you click an app on the side it jumps to the opened app

    - by Matt
    I'm not sure what I did but I had it so I could click on the icon that split it into 4 screens and throw whatever I wanted on whichever screen I wanted but I fiddled around with some stuff and made it so that now when I click on the app, say I have Firefox open but it isn't on the active page, it does nothing. Whereas before in the same situation when I clicked on the active app it would sling me across to whichever of the four screens it was located on; how do I get back to this setting?

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  • Create an ad-hoc connection that looks like a wifi connection from a router

    - by James
    I have a Vizio tablet (running a modified version of Android 2.3.2) which, for some reason or another, refuses to list Windows ad-hoc wifi connections on it's wifi connection screen. It can connect to wifi networks served from a normal router, but the wireless bit of my home router is broken, so I'd like to share the internet connection through my laptop's wifi card until the new router arrives. Is it possible to create an ad-hoc network in Ubuntu that looks like a normal wireless network to my tablet?

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  • Ubuntu 12.04 GUI doesn't load after Virtualbox crash

    - by Itamar Katz
    I have Ubuntu 12.04 64 bit installed as a virtual OS in Virtualbox (the host is windows 7). The Virtualbox data file is on a usb drive that lost connection to the PC while a session was running. Now when I try to start the Ubuntu virtual OS, I get a terminal login screen, but no GUI. When I try to login I get the message sh: 1: cannot create /var/run/motd.new: Directory nonexistent Any suggestions? Can I recover the system?

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  • Flexible Keyboard starts too late

    - by user289237
    So I just managed to revive an old Windows XP machine that I am getting ready to format into Ubuntu 14.04. However the USB keyboard I have plugged in, powers down with the machine (obviously) but doesn't power up until the Windows loading screen (After my only chance to select boot device, for which I have a USB) It is really frustrating as this renders the f12 key useless and me stuck with a decade + 2 old machine. Thanks for any help :D

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  • Visual Studio 2012 Launch Winnipeg&ndash;Slides

    - by Dylan Smith
    The Winnipeg .Net User Group hosted a VS 2012 Launch Event at the Imax in Winnipeg on Thursday, Dec 6.  Doing presentations on the giant Imax screen is always fun, and I did the first 2 sessions on: End-To-End Application Lifecycle Management with TFS 2012 Improving Developer Productivity with Visual Studio 2012 Thanks to everybody that came out, and if anybody is interested my slide decks can be downloaded here: TFS 2012 Slides VS 2012 Slides Also the Virtual Machine that I used to do my demo’s can be downloaded from Brian Keller’s blog here: VS 2012 ALM Virtual Machine

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  • Gedit embeded terminal showing both background and foreground in white color

    - by newuser
    I am using Ubuntu 12.04.I am using Gedit with one of the plugin called Embeded Terminal which is used to place the terminal attached at the bottom part of the Gedit.Now my problem is in that embeded terminal both the screen background and text is in white color,so its difficult to see any text there.I tried to configure the fonts in dconf editor.But there was not any good result.Here I am attaching the screenshot of the configuration of dconf editor that I have changed.So please help me to solve this.Any help will be highly appreciable.

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  • Why is my system freezing when I switch users

    - by ZeroDivide
    Hello I've recently upgraded from 13.04 to 13.10 64bit. I'm running AMD graphics with the proprietary drivers. I have two user accounts. Mine(administrator) and my girlfriend's(standard) My girlfriend clicks "switch user" from my lock screen and logs in fine. I then try to click "switch user" from her lock screen and everything goes black. Then the monitor blinks on and off with just a single cursor. I have no way to access the terminal, the system is unresponsive and I have to hit the power button. Even ctrl + alt + f4 or ctrl + alt + t doesn't get me a terminal. When I press the power button on my system, it does start printing out the shutdown sequence on the monitor. Here is my .xsession-errors Script for ibus started at run_im. Script for auto started at run_im. Script for default started at run_im. Here is hers: init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd respawning too fast, stopped init: logrotate main process (4726) killed by TERM signal init: upstart-dbus-session-bridge main process (4865) terminated with status 1 init: gnome-settings-daemon main process (4843) terminated with status 1 init: gnome-session main process (4852) terminated with status 1 init: unity-panel-service main process (4863) killed by KILL signal I found some advice in a forum to look for at-spi2-registryd in my system logs. Perhaps it will be useful. executing this: sudo grep -r at-spi2-registryd /var/log/* produces this: /var/log/lightdm/x-1-greeter.log:** (at-spi2-registryd:4384): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files /var/log/lightdm/x-1-greeter.log:** (at-spi2-registryd:4384): WARNING **: Unable to register client with session manager /var/log/lightdm/x-2-greeter.log.old:** (at-spi2-registryd:7447): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files /var/log/lightdm/x-2-greeter.log.old:** (at-spi2-registryd:7447): WARNING **: Unable to register client with session manager /var/log/lightdm/x-0-greeter.log:** (at-spi2-registryd:1378): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files /var/log/lightdm/x-0-greeter.log:** (at-spi2-registryd:1378): WARNING **: Unable to register client with session manager /var/log/lightdm/x-0-greeter.log.old:** (at-spi2-registryd:1357): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files /var/log/lightdm/x-0-greeter.log.old:** (at-spi2-registryd:1357): WARNING **: Unable to register client with session manager Any ideas what is going on?

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  • DX9 Deferred Rendering, GBuffer displays as clear color only

    - by Fire31
    I'm trying to implement Catalin Zima's Deferred Renderer in a very lightweight c++ DirectX 9 app (only renders a skydome and a model), at this moment I'm trying to render the gbuffer, but I'm having a problem, the screen shows only the clear color, no matter how much I move the camera around. However, removing all the render target operations lets the app render the scene normally, even if the models are being applied the renderGBuffer effect. Any ideas of what I'm doing wrong?

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • How do I stop icons appearing on the desktop under conky?

    - by Seamus
    When I download something to my desktop, or insert a CD or flash drive, the icon appears on my desktop. When I have conky running, the icon sometimes appears in the top right corner, underneath conky; where I can't see it. How do I stop this happening? My .conkyrc is pasted below. I didn't write it all myself, so I'm not entirely sure what I need to change, or what parts are relevant for this particular question... # UBUNTU-CONKY # A comprehensive conky script, configured for use on # Ubuntu / Debian Gnome, without the need for any external scripts. # # Based on conky-jc and the default .conkyrc. # INCLUDES: # - tail of /var/log/messages # - netstat shows number of connections from your computer and application/PID making it. Kill spyware! # # -- Pengo # # Create own window instead of using desktop (required in nautilus) own_window yes own_window_type override own_window_transparent yes own_window_hints undecorated,below,sticky,skip_taskbar,skip_pager # Use double buffering (reduces flicker, may not work for everyone) double_buffer yes # fiddle with window use_spacer right # Use Xft? use_xft yes xftfont DejaVu Sans:size=8 xftalpha 0.8 text_buffer_size 2048 # Update interval in seconds update_interval 3.0 # Minimum size of text area # minimum_size 250 5 # Draw shades? draw_shades no # Text stuff draw_outline no # amplifies text if yes draw_borders no uppercase no # set to yes if you want all text to be in uppercase # Stippled borders? stippled_borders 3 # border margins border_margin 9 # border width border_width 10 # Default colors and also border colors, grey90 == #e5e5e5 default_color grey own_window_colour brown own_window_transparent yes # Text alignment, other possible values are commented #alignment top_left alignment top_right #alignment bottom_left #alignment bottom_right # Gap between borders of screen and text gap_x 10 gap_y 20 # stuff after 'TEXT' will be formatted on screen TEXT $color ${color orange}SYSTEM ${hr 2}$color $nodename $sysname $kernel on $machine ${color orange}CPU ${hr 2}$color ${freq}MHz Load: ${loadavg} Temp: ${acpitemp} $cpubar ${cpugraph 000000 ffffff} NAME ${goto 150}PID ${goto 200}CPU% ${goto 250}MEM% ${top name 1} ${goto 150}${top pid 1} ${goto 200}${top cpu 1} ${goto 250}${top mem 1} ${top name 2} ${goto 150}${top pid 2} ${goto 200}${top cpu 2} ${goto 250}${top mem 2} ${top name 3} ${goto 150}${top pid 3} ${goto 200}${top cpu 3} ${goto 250}${top mem 3} ${top name 4} ${goto 150}${top pid 4} ${goto 200}${top cpu 4} ${goto 250}${top mem 4} ${color orange}MEMORY / DISK ${hr 2}$color RAM: $memperc% ${membar 6}$color Swap: $swapperc% ${swapbar 6}$color Home: ${fs_free_perc /home}% ${fs_bar 6 /}$color Free Space: ${fs_free /home} ${color orange}NETWORK (${addr eth0}) ${hr 2}$color Down: $color${downspeed eth0} k/s ${alignr}Up: ${upspeed eth0} k/s ${downspeedgraph eth0 25,140 000000 ff0000} ${alignr}${upspeedgraph eth0 25,140 000000 00ff00}$color Total: ${totaldown eth0} ${alignr}Total: ${totalup eth0} ${execi 30 netstat -ept | grep ESTAB | awk '{print $9}' | cut -d: -f1 | sort | uniq -c | sort -nr} ${color orange}WIRELESS (${addr wlan0}) ${hr 2}$color Down: $color${downspeed wlan0} k/s ${alignr}Up: ${upspeed wlan0} k/s ${downspeedgraph wlan0 25,140 000000 ff0000} ${alignr}${upspeedgraph wlan0 25,140 000000 00ff00}$color Total: ${totaldown wlan0} ${alignr}Total: ${totalup wlan0} ${execi 30 netstat -ept | grep ESTAB | awk '{print $9}' | cut -d: -f1 | sort | uniq -c | sort -nr}

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  • HTG Explains: What Are Character Encodings and How Do They Differ?

    - by YatriTrivedi
    ASCII, UTF-8, ISO-8859… You may have seen these strange monikers floating around, but what do they actually mean? Read on as we explain what character encoding is and how these acronyms relate to the plain text we see on screen.HTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear MonitorsMacs Don’t Make You Creative! So Why Do Artists Really Love Apple?

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  • HP Pavilion dv5 boots with low brightness and graphics card not recognized

    - by cesar
    My problem is with Ubuntu 11.10 in my notebook hp pavilion dv5 with a graphic Intel(R) hd graphics. When I start Ubuntu my screen is without brightness, I can increase it with my control buttons, but when I restart I don't have brightness again. also Ubuntu doesn't recognize my graphic card (Intel HD (R) graphics), please i need your help because i like Ubuntu and i would like have it in my laptop (HP dv5 2045la) (3GB RAM) (500 GB DISK). PS: I installed the repository MESA and now recognizes my card but my problem with the brightness

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  • How to create a screencast?

    - by Riccardo Murri
    How can I create a screencast on Ubuntu? What applications are available? The app I'm looking for has ideally all of these features: Can record in a format that can be played back easily on any platform and/or accepted by youtube or another popular video site Can record just a window (instead of the whole screen), possibly selecting it with a mouse click Can start recording after a configurable delay (e.g., I launch the app and have time to do arrangements to my desktop/window before actual recording starts)

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  • PhotoNote WordPress Theme by WPZOOM

    - by Matt
    PhotoNote is the new photo and video WordPress theme from WPZOOM. This is a premium theme that offers a concise way to show your photos, videos & blog posts, and has a Responsive Layout which means that the theme will automatically resize to fit any screen resolution or device it is opened on. This is [...] Related posts:Notebook Multimedia WordPress Theme Beveled Premium WordPress Theme by Woothemes Genesis WordPress Theme Framework

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  • Creating Animated Flash Images

    Flash animated images are everywhere. All across the web, the cool technology is transforming the way web sites, banners and emails looks. Images flash across the screen and before your eyes at new speeds.

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  • I cant install ubuntu 12.04 on my dell latitude d510

    - by Jose de Jesus
    I download the iso from Ubuntu.com and burned into a CD-R with the program in the page. The disc work right in my desktop but when i run it in my laptop appears another menu with the options prove ubuntu, install ubuntu, check the memory, check for errors, and run windows.When i try the option install appears in the screen "Ubuntu" in the center and littles points down (loading) and after 5 minutes the computer freeze. What can i do?

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  • windows partition not booting

    - by bumbling fool
    Using clonezilla, I cloned a win7 installation from the first partition on one drive to the first partition on a second larger drive and then installed ubuntu into the second partition (same configuration as the original drive, just maverick instead of karmic). ubuntu detected the win7 partition properly and added it to the grub menu. However, when I choose the win7 option in grub, I just get a black screen and blinking cursor :( Suggestions please?!?

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  • HTML5 Browsers

    Theres a good site [html5readiness.com][1] that already shows the progress of current browser support for HTML5. Webkit based browsers are definately leading the charge, with [Safari5][2] for Mac and PC adding support for these HTML5 features (*new in Safari5): Full screen for <video>... Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Freeze after 'init-bottom' script before installation starts on a Lenovo G475

    - by NikitaBaksalyar
    I'm trying to install Ubuntu 11.04 x86 on a Lenovo G475 laptop (based on AMD Fusion), but installation freezes after loading ends on a splash screen. I've tried to run installation without quiet and splash parameters - but result is the same: installation freeze after running "init-bottom" script. I thought that it can be because of BIOS settings, but I've also tried to change them several times without any result.

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