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  • If statement causing xna sprites to draw frame by frame

    - by user1489599
    I’m a bit new to XNA but I wanted to write a simple program that would fire a cannon ball from a cannon at a 45 degree angle. It works fine outside of my keyboard i/o if statement, but when I encapsulate the code around an if statement checking to see if the user hits the space bar, the sprite will draw one frame at a time every time the space bar is hit. This is the code in question if (currentKeyboardState.IsKeyUp(Keys.Space) && previousKeyboardState.IsKeyDown(Keys.Space) && !skullBall.Alive) { //works outside the keyboard input if statement //{ skullBall.Position = cannon.Position; skullBall.DeltaY = -(float)(Math.Sin(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time + 0.5 * (gravity * (time * time))); skullBall.DeltaX = (float)(Math.Cos(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time); skullBall.Alive = true; //} } The skull ball represents the cannon ball and the cannon is just the starting point. DeltaX and DeltaY are the values I’m using to update the cannon balls position per update. I know it's dumb to have the cannon ball start at the cannons position every time the update is called but it’s not really noticeable right now. I was wondering if after examining my code, if anyone noticed any errors that would cause the sprite to display frame by frame instead of drawing it as a full animation of the cannon ball leaving the cannon and moving from there.

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  • XNA: How to make the Vaus Spacecraft move left and right on directional keys pressed?

    - by Will Marcouiller
    I'm currently learning XNA per suggestion from this question's accepted answer: Where to start writing games, any tutorials or the like? I have then installed everything to get ready to work with XNA Game Studio 4.0. General Objective Writing an Arkanoid-like game. I want to make my ship move when I press either left or right keys. Code Sample protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here #if WINDOWS if (Keyboard.GetState().IsKeyDown(Keys.Escape)) this.Exit(); else { if (Keyboard.GetState().IsKeyDown(Keys.Left)) MoveLeft(gameTime); } #endif // Move the sprite around. BounceEnergyBall(gameTime); base.Update(gameTime); } void MoveLeft(GameTime gameTime) { // I'm not sure how to play with the Vector2 object and its position here!... _vausSpacecraftPos /= _vausSpacecraftSpeed.X; // This line makes the spacecraft move diagnol-top-left. } Question What formula shall I use, or what algorithm shall I consider to make my spaceship move as expected left and right properly? Thanks for your thoughts! Any clue will be appreciated. I am on my learning curve though I have years of development behind me (already)!

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  • Control convention for circular movement?

    - by Christian
    I'm currently doing a kind of training project in Unity (still a beginner). It's supposed to be somewhat like Breakout, but instead of just going left and right I want the paddle to circle around the center point. This is all fine and dandy, but the problem I have is: how do you control this with a keyboard or gamepad? For touch and mouse control I could work around the problem by letting the paddle follow the cursor/finger, but with the other control methods I'm a bit stumped. With a keyboard for example, I could either make it so that the Left arrow always moves the paddle clockwise (it starts at the bottom of the circle), or I could link it to the actual direction - meaning that if the paddle is at the bottom, it goes left and up along the circle or, if it's in the upper hemisphere, it moves left and down, both times toward the outer left point of the circle. Both feel kind of weird. With the first one, it can be counter intuitive to press Left to move the paddle right when it's in the upper area, while in the second method you'd need to constantly switch buttons to keep moving. So, long story short: is there any kind of existing standard, convention or accepted example for this type of movement and the corresponding controls? I didn't really know what to google for (control conventions for circular movement was one of the searches I tried, but it didn't give me much), and I also didn't really find anything about this on here. If there is a Question that I simply didn't see, please excuse the duplicate.

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  • SQL SERVER – SSMS 2012 Reset Keyboard Shortcuts to Default

    - by pinaldave
    As a technologist, I love my laptop very much and I do not lend it to anyone as I am usually worried that my settings would be messed up when I get it back from its borrower. Honestly, I love how I have set up my laptop and I enjoy the settings and programs I have placed on my computer. If someone changes things there – it will surely be annoying for me. Recently at one of the conferences I was attending in, a small accident happened – one of the speaker’s hard drives failed. The owner immediately panicked due to this and had no clue what to do. I suggested that he may not be able to show the demos but can still show a few things with the product. He accepted my suggestion and finished the presentation. Good thing everybody looked satisfied. Little did I know that a small accident was waiting for me later that day. When I opened my SQL Server Denali, all my shortcuts were totally out of order. When I hit F5, instead of executing query, it was opening up some debugging screen for me. I was very much annoyed so I decided to surf the Internet for me to know how I could reset it to SQL Server 2012 default shortcut. There were so many different advices which further confused me. After reading 4-5 different methods, I used the following method to reset my SQL Server 2012 keyboard shortcuts: Go to SSMS > Tools >> Import and Export Settings… As I wanted to reset all the settings I selected the “Reset all settings” option, but you can select other options as per your need. I suggest you save your current Settings; however, in my case, I did not like the current option so I just decided to overwrite my settings. Here I have two options –  I can either set my shortcut to SQL Server 2012 settings or Visual Studio 2010. I went ahead with the SQL Server 2012 option. Success! Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL, Technology

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  • Numeric keyboard dismiss???

    - by shishir.bobby
    HI all, I am having a 2 textFeild and 1 textview. out of 2 textfeild,one textfield requires number to be filled in there. so for that i hv provided numeric keyboard. i m not able to dismiss numeric keyboard,since i cant c any option to hit the numeric keyboard dismiss. is it possible to dismiss numeric keyboard ?? if yes than can anyone guide me through. regards shishir

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  • Why Virtual keyboard does not trigger AutocompleteList?

    - by ali.msgh
    Hi, I have to use a Virtual(on screen) keyboard on a asp:textbox which has a AjaxControlToolkit's automcomplete attached to it, the virtual keyboard I use is the jQuery keypad plug in: http://keith-wood.name/keypadRef.html , but I have some problems with combining these two: Typing in the virtual keyboard does not trigger the Autocomplete list. When the textbox has autopostback=true if you click anything on virtual keyboard the textbox loses its focus and posts the form.

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  • How can I dismiss keyboard in iPhone OS 3.2 with text field in popover?

    - by Tom H
    I have several text fields in a custom uiviewcontroller subclass, which is displayed within a popover. The popover is displayed form a bar button. I want the keyboard to go down when the popover is dismissed (either by the user tapping the bar button again, or tapping outside the popover. From the view controller that displays the popover, when the popover is dismissed, in either of the 2 fashions, I call [optionsController dismissFirstResponder]; Optionscontroller is the uiviewcontroller subclass in the popover. Dismissfirstresponder is a method I defined: -(void)dsimissFirstResponder { [nameField resignFirstResponder]; [descriptionField resignFirstResponder]; [helpField resignFirstResponder]; } Those are three IBoutlets which I connected in the xib to the text fields. That doesn't work. Any help with this would be greatly appreciated.

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  • USB interface barcode scanners

    - by Nimbuz
    Not exactly a programming question, but close. I'll try my luck anyway. The keyboard wedge barcode scanner inserts the translation device between the reader and the keyboard. Data sent through a wedge appears as if it was typed into the computer, while the keyboard itself remains fully functional. Because a computer using a keyboard wedge can't tell the difference between data that is entered by a scanning device, or data that is entered by keyboard typing, a wedge can be used to easily add barcode reading capability to an existing computer without modifying software applications. I'd like to know if all USB interface barcode scanners automatically translate digital signals from a barcode reader into keyboard strokes for a applications just like wedge or is USB different from wedge? Many thanks

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  • Lenovo Mini Wireless Keyboard N5901: Remap orange "My Computer" button

    - by Jon Schneider
    I have a Lenovo Mini Wireless Keyboard N5901 (a.k.a. Part No. 57Y6336) that I'm using with an HTPC running Windows 7. The remote comes with an orange button in the top-left corner that by default, when pressed, opens the Windows "My Computer" window. I would like to remap / reprogram this button to act like the green "Windows Media Center" button instead on a Windows Media Center (WMC) remote; that is, open Windows Media Center if it isn't already open, or go to the WMC homepage if WMC is already open. I've tried several keyboard-remapping utilities (as recommended in other, more general "how to remap keyboard key?" SuperUser.com questions) including SharpKeys, Key Mapper, and KeyTweak, with no luck so far. None of these utilities recognize the orange button -- they all do recognize that some key was pressed, but display a value for the key of "unsupported" or something similar. I was able to use a utility called Keyboard Scan Code Generator to determine that a press of the orange button has a KeyData value of 16777217 (0x1000001), and a "Virtual Code" value of 182. (The other "media" buttons on the N5901 have the same KeyData value, but different Virtual Code values). I'm not sure at this point where in Windows this keystroke is being interpreted as a command to open "My Computer." There is no special software / driver for this device; it worked out of the box with Windows 7, no special driver install necessary. Is there any way to accomplish this? Thanks in advance for any suggestions!

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  • What can cause Windows to unhook a low level (global) keyboard hook?

    - by Davy8
    We have some global keyboard hooks installed via SetWindowsHookEx with WH_KEYBOARD_LL that appear to randomly get unhooked by Windows. We verified that they hook was no longer attached because calling UnhookWindowsHookEx on the handle returns false. (Also verified that it returns true when it was working properly) There doesn't seem to be a consistent repro, I've heard that they can get unhooked due to timeouts or exceptions getting thrown, but I've tried both just letting it sit on a breakpoint in the handling method for over a minute, as well as just throwing a random exception (C#) and it still appears to work. In our callback we quickly post to another thread, so that probably isn't the issue. I've read about solutions in Windows 7 for setting the timeout higher in the registry because Windows 7 is more aggressive about the timeouts apparently (we're all running Win7 here, so not sure if this occurs on other OS's) , but that doesn't seem like an ideal solution. I've considered just having a background thread running to refresh the hook every once in a while, which is hackish, but I don't know of any real negative consequences of doing that, and it seems better than changing a global Windows registry setting. Any other suggestions or solutions? The delegates are not being GC'd since they're static members, which is one cause that I've read about.

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  • How do I enable Scroll Lock?

    - by Anton Ciprian Vasilache
    I need to enable scroll lock so I can toggle lights on my keyboard. This works on Arch.Funny thing it doesn't work on Ubuntu. http://linuxtechie.wordpress.com/2008/04/07/getting-scroll-lock-to-work-in-ubuntu/ $ xmodmap -e ‘add mod3 = Scroll_Lock’ xmodmap: unknown command on line commandline:1 xmodmap: unable to open file 'mod3' for reading xmodmap: unable to open file '=' for reading xmodmap: unable to open file 'Scroll_Lock’' for reading xmodmap: 4 errors encountered, aborting.

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  • Keypress detection wont work after seemingly unrelated code change

    - by LukeZaz
    I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work. Here's the check code and the method it uses, along with the newMap method: public class Game1 : Microsoft.Xna.Framework.Game { // ... protected override void Update(GameTime gameTime) { // ... // Check if Enter was pressed - if so, generate a new map if (CheckInput(Keys.Enter, 1)) { blocks = newMap(map, blocks, console); } // ... } // Method: Checks if a key is/was pressed public bool CheckInput(Keys key, int checkType) { // Get current keyboard state KeyboardState newState = Keyboard.GetState(); bool retType = false; // Return type if (checkType == 0) { // Check Type: Is key currently down? if (newState.IsKeyDown(key)) { retType = true; } else { retType = false; } } else if (checkType == 1) { // Check Type: Was the key pressed? if (newState.IsKeyDown(key)) { if (!oldState.IsKeyDown(key)) { // Key was just pressed retType = true; } else { // Key was already pressed, return false retType = false; } } } // Save keyboard state oldState = newState; // Return result if (retType == true) { return true; } else { return false; } } // Method: Generate a new map public List<Block> newMap(Map map, List<Block> blockList, Console console) { // Create new map block coordinates List<Vector2> positions = new List<Vector2>(); positions = map.generateMap(console); // Clear list and reallocate memory previously used up by it blockList.Clear(); blockList.TrimExcess(); // Add new blocks to the list using positions created by generateMap() foreach (Vector2 pos in positions) { blockList.Add(new Block() { Position = pos, Texture = dirtTex }); } // Return modified list return blockList; } // ... } and the generateMap code: // Generate a list of Vector2 positions for blocks public List<Vector2> generateMap(Console console, int method = 0) { ScreenTileWidth = gDevice.Viewport.Width / 16; ScreenTileHeight = gDevice.Viewport.Height / 16; maxHeight = gDevice.Viewport.Height; List<Vector2> blockLocations = new List<Vector2>(); if (useScreenSize == true) { Width = ScreenTileWidth; Height = ScreenTileHeight; } else { maxHeight = Height; } int startHeight = -500; // For debugging purposes, the startHeight is set to an // hopefully-unreachable value - if it returns this, something is wrong // Methods of land generation /// <summary> /// Third version land generation /// Generates a base land height as the second version does /// but also generates a 'max change' value which determines how much /// the land can raise or lower by which it now does by a random amount /// during generation /// </summary> if (method == 0) { // Get the land height startHeight = rnd.Next(1, maxHeight); int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by int curHeight = startHeight; for (int w = 0; w < Width; w++) { // Run a chance to lower/raise ground level int changeBy = rnd.Next(1, maxChange); int doChange = rnd.Next(0, 3); if (doChange == 1 && !(curHeight <= (1 + maxChange))) { curHeight = curHeight - changeBy; } else if (doChange == 2 && !(curHeight >= (29 - maxChange))) { curHeight = curHeight + changeBy; } for (int h = curHeight; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; blockLocations.Add(new Vector2(x, y)); } } console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString()); } /// <summary> /// Second version land generator /// Generates a solid mass of land starting at a random height /// derived from either screen height or provided height value /// </summary> else if (method == 1) { // Get the land height startHeight = rnd.Next(0, 30); for (int w = 0; w < Width; w++) { for (int h = startHeight; h < ScreenTileHeight; h++) { // Location variables float x = w * 16; float y = h * 16; // Add a tile at set location blockLocations.Add(new Vector2(x, y)); } } } /// <summary> /// First version land generator /// Generates land completely randomly either across screen or /// in a box set by Width and Height values /// </summary> else { // For each tile in the map... for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; // ...decide whether or not to place a tile... if (rnd.Next(0, 2) == 1) { // ...and if so, add a tile at that location. blockLocations.Add(new Vector2(x, y)); } } } } console.newMsg("[INFO] Cur, base height: " + startHeight.ToString()); return blockLocations; } I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here: private int BackBufferWidth = 1280; // Added these variables private int BackBufferHeight = 800; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = BackBufferWidth; // and this graphics.PreferredBackBufferHeight = BackBufferHeight; // this Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // and this } When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.

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  • Ubuntu 14.04 key arrow up is being pressed by itself

    - by Margo Nikolopoulou
    Keyboard's up arrow key is keep pressing itself every few seconds. I tried to install Ubuntu 14.04 via boot cd, even before installation the arrow key was being pressed by itself. I tried to use Ubuntu first without installing it and then tried to install it from there, the issue seemed to be fixed. I was using the PC for months until out of the blue the issue came back. IT IS NOT A HARDWARE ISSUE! Thank you in advance.

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  • How to type all the math, stat, greek, equations EFFICIENTLY in libreoffice?

    - by kernel_panic
    i am preparing a report related to physics which is full of greek, stat and calculus things, i know there is this question how to insert a greek symbol, but my problem is i cant fiddle with a drop down/ scroll list for for every symbol(my paper in FULL of those), is there a way to do something with my keyboard layout, and turn it into something like the one Tony Stark uses in Ironman(i am not kidding please). i am literally tired for this fiddle-work for half of the day and have completed just 2 sheets, hmmm.

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  • How to change the binding of Windows key which runs Unity's Dash?

    - by LFC_fan
    Currently, I am using the Unity Qt panel in my Gnome desktop, and when I press the Windows key, the Unity's dash launches, and I can't use any compiz based shortcuts. Same behaviour is exhibited when I log in to Unity 2D as well, as the Windows key launches the dash. I have no desire to change my Compiz shortcuts, so is there any way to change the keyboard mapping of Unity 2D's dash to something other or disable this shortcut completely?

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  • How do I replicate the Super Key?

    - by joemangrove
    If you use xmonad, xbindkeys, and xdotool to try and remap the 'Menu' key, it does not work perfectly. The 'Menu' key will only emulate the Super key's quick press action, bringing up the application search. If you hold in the 'Menu' key it will not emulate the Super key's hold down action. That is, bring up the launcer with numbers over the applications. How do you make another key on the keyboard act exactly like the Super key?

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  • I am not able to disable certain keys even after using xmodmap

    - by Arora
    Some of the keys on my keyboard are continously pressed. I am trying to disable that key using the following command: xmodmap -e 'keycode 115=' or xmodmap -e 'keycode 115='NoSymbol' It works for some time, I can see the Symbol associated with that key getting updated using xev command. But the problem is it gets changed to it's default symbol after some time and starts creating the problem again. How can I overcome this issue.

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  • Where has /lib/udev/keymap gone? How do I adjust keymaps in Trusty?

    - by dizpers
    I tried to use this tutorial to make scroll switch work on my Microsoft Natural Ergonomic Keyboard 4000. But I face following error: sudo: /lib/udev/keymap: command not found I have udev version 204-5ubuntu20.2 (the version found in Trusty) I noticed that this version doesn't include keymap tool. But I notices that greater udev versions (which available for Debian, for example) include this tool. Could somebody explain this diff for me? =) And what should I do in this case - install package from Debian repo?

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  • How to create a custom keyboardlayout that works in all applications

    - by rubo77
    I created a custom keyboardlayout Coffee++ for Linux that works fine in most apps: http://coffeeplusplus.z11.de/phpBB3/viewtopic.php?f=6&t=13&p=34#p34 I created a debian package, that adds the needed changes to the keyboard configuration and creates a shell script which which you can swap between normal QWERTY and Coffee++ The letters all work fine, only the arrow-combinations, for ex. AltGr+J for "Arrow-left" and so on don't work in all applications. How can I make the Arrow-key-combinations work in all apps?

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  • How to remap "Dashboard" key to show the Desktop on OSX [Snow] Leopard?

    - by Mike
    I use my Desktop far more often than I use my Dashboard. However, my MacBook Pro comes with a dedicated key for Dashboard but it doesn't come with one for Desktop. Using this article, I was able to remap my Dashboard key to show the desktop by changing the values for keys 62 and 63 ("Dashboard") to the same values used by keys 36 and 37 ("Show Desktop"). Specifically, I changed the value for both array index #1s to 111. This worked great for my external (kinesis freestyle) keyboard. But when I went back to my internal macbook keyboard, I discovered that the Dashboard key still mapped to the Dashboard rather than the Desktop. How can I complete this mapping for all of my keyboards? The Kinesis Freestyle, my internal MacBook Pro keyboard, and my external Apple Aluminum Bluetooth keyboard? Update: I'm definitely not looking for a solution that involves using the Function keys instead of the special keys. I wish to keep using my Function keys as function keys as they're indispensable for other applications.

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  • Getting macro keys from a razer blackwidow to work on linux

    - by Journeyman Geek
    I picked up a razer blackwidow ultimate that has additional keys meant for macros that are set using a tool that's installed on windows. I'm assuming that these arn't some fancypants joojoo keys and should emit scancodes like any other keys. Firstly is there a standard way to check these scancodes in linux? Secondly how do i set these keys to do things in command line and x based linux setups? My current linux install is xubuntu 10.10, but i'll be switching to kubuntu once i have a few things fixed up. Ideally the answer should be generic and system-wide Things i have tried so far: showkeys from the built in kbd package (in a seperate vt) - macro keys not detected xev - macro keys not detected lsusb and evdev output this ahk script's output suggests the M keys are not outputting standard scancodes Things i need to try snoopy pro + reverse engineering (oh dear) Wireshark - preliminary futzing around seems to indicate no scancodes emitted when what i seem to think is the keyboard is monitored and keys pressed. Might indicate additional keys are a seperate device or need to be initialised somehow. Need to cross reference that with lsusb output from linux, in 3 scenarios - standalone, passed through to a windows VM without the drivers installed, and the same with. LSUSB only detects one device on a standalone linux install It might be useful to check if the mice use the same razer synapse driver , since that means some variation of razercfg might work (not detected. only seems to work for mice) Things i have Have worked out: In a windows system with the driver, the keyboard is seen as a keyboard and a pointing device. And said pointing device uses, in addition to your bog standard mouse drivers.. a driver for something called a razer synapse. Mouse driver seen in linux under evdev and lsusb as well Single Device under OS X apparently, though i have yet to try lsusb equivilent on that Keyboard goes into pulsing backlight mode in OS X upon initialisation with the driver. This should probably indicate that there's some initialisation sequence sent to the keyboard on activation. They are, in fact, fancypants joojoo keys. Extending this question a little I have access to a windows system so if i need to use any tools on that to help answer the question, its fine. I can also try it on systems with and without the config utility. The expected end result is still to make those keys usable on linux however. I also realise this is a very specific family of hardware. I would be willing to test anything that makes sense on a linux system if i have detailed instructions - this should open up the question to people who have linux skills, but no access to this keyboard The minimum end result i require I need these keys detected, and usable in any fashion on any of the current graphical mainstream ubuntu varients

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  • Synergy on Linux and Linux

    - by archer
    Using Synergy-plus-1.3.4 on Gentoo Linux kernel 2.6.36-tuxonice-r3. Using SHIFT+CAPS to change keyboard layout on BOTH server and client boxes. Works perfectly if change layout using attached keyboard. But when using synergy keyboard (moved mouse from server screen to client and changing with SHIFT+CAPS) it has no effect. Synergy is just amazing thing exception this small issue which I'm assured is solvable. Please, gimme some hint.

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  • How to stop Microsoft IntelliType Pro (itype.exe) from interpreting keys

    - by Asaf R
    Intellitype Pro is a nice software that helps me when I'm using my Ms keyboard. When I'm on the road using my laptop's built-in keyboard it interprets some of the keys incorrectly and reacts on them, for instance the Fn + Down Arrow opens Windows Live Messenger (in addition to lowering brightness, which is governed by Dell's driver). I want to stop Intellitype when I'm on the road and reload it when I'm home using the external keyboard. Note: original problem (conflict with itype) posted here.

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  • Can't Type Tilde character in Mac OS X

    - by Brock Woolf
    Hi this is a new problem that I did not have a few weeks ago. I have a Logitech Illuminated Keyboard running on Mac OS X 10.6 (Snow Leopard). The problem is that I cannot type a tilde. Instead when I press the tilde I get this character: §§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§ I cannot for the life of me figure this out, except that I vaguely remember I can asked to redetect the Mac keyboard layout for this keyboard and I think i chose the wrong one. Now I get this weird character when pressing tilde. How can I fix this? Or how can I redetect this keyboard layout? Thanks.

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