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  • Detecting UITableView scrolling

    - by Xeph
    Hi I've subclassed UITableView (as KRTableView) and implemented the four touch-based methods (touchesBegan, touchesEnded, touchesMoved, and touchesCancelled) so that I can detect when a touch-based event is being handled on a UITableView. Essentially what I need to detect is when the UITableView is scrolling up or down. However, subclassing UITableView and creating the above methods only detects when scrolling or finger movement is occuring within a UITableViewCell, not on the entire UITableView. As soon as my finger is moved onto the next cell, the touch events don't do anything. This is how I'm subclassing UITableView: #import "KRTableView.h" @implementation KRTableView - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; NSLog(@"touches began..."); } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; NSLog(@"touchesMoved occured"); } - (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; NSLog(@"touchesCancelled occured"); } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; NSLog(@"A tap was detected on KRTableView"); } @end How can I detect when the UITableView is scrolling up or down?

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  • How can I get Windows 8 to automatically disable touch when I am using my Wacom pen and turn it back on when I am not

    - by Robert
    I have an HP convertible tablet computer which I just upgraded to Windows 8. The problem (which existed under Windows 7 as well) is that this tablet has both a capacitive touch screen (with multi-touch) AND a wacom-type tablet built in to the screen that works using electro-magnetic resonance with the provided stylus. My Use Case: Most of the time I am happy using my fingers and the touch interface for navigation and whatnot. However, when I want to get down to serious note-taking/drawing, I want to use the wacom functionality. The problem is that any comfortable writing position has me resting my arm/hand on the screen, which activates the touch technology (despite supposed palm-detection algorithms) and completely screws up my input paradigm. My Ideal Solution: Ideallly, since wacom technology senses when the pen is "close" to the screen, I would love to have touch be automatically disabled whenever the wacom pen is detected, and turned back on when it is out of range. this would allow me to seamless switch between the two input methods, and since I NEVER want to use both at once would work perfectly for me. An acceptable alternative: As a next best option, It would be great to be able to turn off the touch functionality (leaving the wacom in place) whenever I entered specific apps (e.g. OneNote, Photoshop, Gimp, Pencil, etc.) and then have it turn back on when I left that app.... As a worst case at least lets me use my PC option: If I could create a shortcut (tile or otherwise) that flips the touch on and off without going all the way through the nested computer settings, that would be better than nothing. Thanks in advance for the help with 1 or more of the above.

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  • GameKit and GKPeerPicker on 1st Gen iPhone and iPod Touch

    - by Reese McLean
    This is my current set up for my multiplayer game: A view that gives connection tips and warns the user that multiplayer will not work on the 1st Gen iPhone or ipod Touch. There is a "connect" button that pushes the game view and starts the GKPeerPicker. Unfortunately, I don't have a 1st Gen iPhone or iPod Touch to test what happens if they press the connect button. The view will be pushed, but I don't know what will happen when the PeerPicker tries to show. So the Question(s): Is there anyway to tell if the user will not be able to use GameKit so that I can disable the "connect" button? What will happen if they do press the connect button and GameKit is not available?

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  • Touch area changing on custom UIButton with image and title on landscape mode

    - by gkedmi
    hello all I'm trying to build a button that looks like the icons on the iphone , with an image and a title bellow.I'm working in landscape mode. I have a custom button on the IB with image and title and inside the code I use the methods : [aButton setTitleEdgeInsets:UIEdgeInsetsMake(60.0, -50.0, 0.0, 0.0)]; [aButton setImageEdgeInsets:UIEdgeInsetsMake(-10.0, 29.0, 0.0, 0.0)]; my problem is that the area that react to the touch events is very small and is on the top left of the button , another problem is that if I change my button size I have to calculate again manually the values for these 2 functions. Is there any easy way to do it?and if not how can I fix the touch area? thanks Gilad

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  • Standalone jQuery "touch" method?

    - by dclowd9901
    So, I'm looking to implement the ability for a plugin I wrote to read a touch "swipe" from a touch-capable internet device, like an iPhone, iPad or android. Is there anything out there? I'm not looking for something as full as jQtouch, though was considering reverse engineering the code I would need out of it. Any suggestions on the best way to approach this? A snippet of code already available? Addendum: I realize in hindsight the solution won't strictly be jQuery, as I'm pretty sure there aren't any built-in methods to handle this. I would expect standard Javascript to find itself in the answer.

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  • Android SDK: Create image on touch

    - by dagonal
    Hello, I'm a bit stumped here, I'm trying to make it so an image (already in the drawable folder) gets created everytime you touch the screen and removed when the finger is lifted. I have the touch part coded already, overriding the onTouch method with a couple switch cases that handle each type of action (down, up, move, etc). But I can't for the life of me figure out how to make the image appear and then disappear with the coordinates (matrix?) of where the finger is. Any help would be greatly appreciated!

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  • initWithCoder breaking my touch events (touchBegan, touchMoved, etc)

    - by Adam
    So I have a UIView that has been setup, and in each touch event handler I have an NSLog fire off a message to the console. - (void) touchesBegan:(NSSSet*)touches withEvent:(UIEvent*)event { NSLog(@"touchesBegan"); } And that pretty much works as expected. But once I implement initWithCoder (even blank) - (id)initWithCoder:(NSCoder*)coder { return self; } I no longer receive the message to my console (or can hit breakpoints obviously). This is my first app so I'm probably missing something dumb, but I've looked through various example apps and I don't appear to be missing any code that would re-enable touch events.

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  • UIButton not getting touch events inside a custom UITableViewCell

    - by user210504
    Hi! I have designed a custom UItableView Cell in IB. This cell has a UIButton with an associated action. This button is not getting touch events, however the cell itself gets the events when called. What could I be doing wrong here. +--------------------------------+ | +----------+ | Cell | Button | | +----------+ +--------------------------------+ When I tap on the Button tableviewcell gets the events. What could be wrong? EDIT: I just checked, that UIButton is also getting touch events, but so is the UITableViewCell. And at then end of it the action associated with UIButton is not getting called.

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  • Recognize active objects with a capacitive touch screen display

    - by lucgian84
    I'm trying to develop an app that can recognize an active object (for example: a memory) that touch the smartphone display. Before I start to develop I've to know if there's any objects that my touch screen display can recognize? Which device can be recognizable by a smartphone display? I'm interested to know that for iPhone or for Android phone. I found this app and you can see that with a card I can interact with a mobile device, now I'm asking you if anyone know how to do this kind of app with an iPhone or with an Android phone. Does anyone knows how to do that? There's a library (iOS or Android) to recognize object that I put over the display?

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  • making an array controller the target of a button

    - by ian
    I am working through a chapter of COCOA PROGRAMMING FOR MAC OS X (3RD EDITION) on NSArrayController and it tells me to: Control-Drag to make the array controller become the target of the Add New Employee button. Set the action to add: However when I drag over the array controller it does not highlight so I get no target options. How do I do this correctly in the new XCode full size image document.h: // // Document.h // RaiseMan // // Created by user on 11/12/11. // Copyright (c) 2011 __MyCompanyName__. All rights reserved. // #import <Cocoa/Cocoa.h> @interface Document : NSDocument { NSMutableArray *employees; } @end document.m: // // Document.m // RaiseMan // // Created by user on 11/12/11. // Copyright (c) 2011 __MyCompanyName__. All rights reserved. // #import "Document.h" @implementation Document - (id)init { self = [super init]; if (self) { employees = [[NSMutableArray alloc] init]; } return self; } - (void)dealloc { [self setEmployees:nil]; [super dealloc]; } -(void)setEmployees:(NSMutableArray *)a { //this is an unusual setter method we are goign to ad a lot of smarts in the next chapter if (a == employees) return; [a retain]; [employees release]; employees = a; } - (NSString *)windowNibName { // Override returning the nib file name of the document // If you need to use a subclass of NSWindowController or if your document supports multiple NSWindowControllers, you should remove this method and override -makeWindowControllers instead. return @"Document"; } - (void)windowControllerDidLoadNib:(NSWindowController *)aController { [super windowControllerDidLoadNib:aController]; // Add any code here that needs to be executed once the windowController has loaded the document's window. } - (NSData *)dataOfType:(NSString *)typeName error:(NSError **)outError { /* Insert code here to write your document to data of the specified type. If outError != NULL, ensure that you create and set an appropriate error when returning nil. You can also choose to override -fileWrapperOfType:error:, -writeToURL:ofType:error:, or -writeToURL:ofType:forSaveOperation:originalContentsURL:error: instead. */ NSException *exception = [NSException exceptionWithName:@"UnimplementedMethod" reason:[NSString stringWithFormat:@"%@ is unimplemented", NSStringFromSelector(_cmd)] userInfo:nil]; @throw exception; return nil; } - (BOOL)readFromData:(NSData *)data ofType:(NSString *)typeName error:(NSError **)outError { /* Insert code here to read your document from the given data of the specified type. If outError != NULL, ensure that you create and set an appropriate error when returning NO. You can also choose to override -readFromFileWrapper:ofType:error: or -readFromURL:ofType:error: instead. If you override either of these, you should also override -isEntireFileLoaded to return NO if the contents are lazily loaded. */ NSException *exception = [NSException exceptionWithName:@"UnimplementedMethod" reason:[NSString stringWithFormat:@"%@ is unimplemented", NSStringFromSelector(_cmd)] userInfo:nil]; @throw exception; return YES; } + (BOOL)autosavesInPlace { return YES; } - (void)setEmployees:(NSMutableArray *)a; @end person.h: // // Person.h // RaiseMan // // Created by user on 11/12/11. // Copyright (c) 2011 __MyCompanyName__. All rights reserved. // #import <Foundation/Foundation.h> @interface Person : NSObject { NSString *personName; float expectedRaise; } @property (readwrite, copy) NSString *personName; @property (readwrite) float expectedRaise; @end person.m: // // Person.m // RaiseMan // // Created by user on 11/12/11. // Copyright (c) 2011 __MyCompanyName__. All rights reserved. // #import "Person.h" @implementation Person - (id) init { self = [super init]; expectedRaise = 5.0; personName = @"New Person"; return self; } - (void)dealloc { [personName release]; [super dealloc]; } @synthesize personName; @synthesize expectedRaise; @end

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  • Block Fortress is an Awesome Tower Defense Game

    - by Akemi Iwaya
    What do you get when you mix Minecraft, tower defense, and a first-person shooter together? Block Fortress! This awesome game combines the best aspects of three game types into one unique, action-packed romp for survival and victory. Keep in mind that the game has quite a bit going on, so we will only be able to offer a quick glimpse with our post. Also, it may take a few minutes to become familiar with how to maneuver around in the game area using various gestures on your device’s screen. From the Block Fortress homepage: It offers more than 30 different building blocks, 16 different turret blocks, and tons of additional items to build (including mining blocks, lumber blocks, storage crates, power generators, and much more). It also includes many different weapon and item upgrades for your character – all brought to bear against the relentless attacks of the Goblocks! Block Fortress currently comes with three modes of game play: Survival, Quickstart, and Sandbox. As you can see, there should be more modes available at a later date. There are many types of terrain to choose from, or if you wish you can select Random for a nice surprise. For our example we chose Snowy Hills. Time to have a look around and find a nice spot to set up our barracks… This spot looks like it will do rather nicely… Just for fun we set up a castle-style set of walls and entry point for our barracks. Now on to fun and adventure! You can see what the game looks like in action with the official launch trailer… Price: 0.99 (U.S.) Block Fortress [iTunes App Store] Block Fortress Homepage Official Block Fortress Launch Trailer [YouTube]    

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  • MacBook Pro Compatibility, Multitouch, and General Experience

    - by jondavidjohn
    I am a Ex-Ubuntu user and decided to go to OSX mainly because I was going to be working in an OSX shop and felt like I needed a more mainstream OS to run Production level software packages like Adobe. 6 months in, and I am more than happy with my MacBook Pro purchase. Just the physical build quality alone warrants the premium price tag, but I am now looking at my day to day demands and realize that I really do not use any software that prevents me from turning back to Ubuntu. My question now is, in terms of 2010 MacBook Pro, How is the hardware compatibility? Does the trackpad multitouch gesture work with 10.10? is it oversensitive? And for anyone that has a relatively new macbook pro that is running Ubuntu, How is the general experience coming from an OSX environment?

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  • Perfect solution to enable both two finger scrolling and edge scrolling in Ubuntu 13.10 permanantly

    - by Habi
    Recently, I have upgraded from 13.04 to 13.10. First, I found problem in edge scrolling. After surfing in net about the problem I came to know that Ubuntu 13.10 has default two-finger scroll option enabled in Mouse and Touchpad setting. After unchecking two-finger scroll edge scrolling was enabled. In windows, I have used both feature. How can I use both two finger scrolling and edge scrolling in Ubuntu 13.10 permanently so that the setting won't reset even after I restart, shutdown or suspend my laptop.

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  • Three Alternatives to Apple’s Flaky iOS Alarm Clock

    - by Jason Fitzpatrick
    If two iPhone alarm failures in less than three months (the Daylight Savings bug and the New Year’s bug) isn’t motivation to grab a 3rd party alarm app, we don’t know what is. Check out these feature-packed replacements for dependable time keeping. Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC Luigi Installs Any OS on Google’s Cr-48 Notebook DIY iPad Stylus Offers Pen-Based Interaction on the Cheap Serene Blue Ubuntu Wallpaper for Your Desktop Enjoy Old School Style Video Game Fun with Chicken Invaders Hide the Twitter “Litter” in Twitter’s Sidebar Area (Chrome and Iron) Public Domain Day: Reflections on Copyright and the Importance of Public Domain

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  • Configuring Multi-Tap on Synaptics Touchpad

    - by nunos
    I am having a hard time configuring my notebook's touchpad. The touchpad already works. It successfully responds to one-finger tap, two-finger tap and two-finger vertical scrolling. What I want to accomplish: change two-finger tap action from right-mouse click to middle-mouse click add three-finger tap functionality to yield right-mouse click action (i have checked that the three-finger tap is supported by my laptop's touchpad since it works on Windows) I read on a forum to use this as a guide. I have successfully accomplished point 1 with synclient TapButton2=2. However, I have to do it everytime I log in. I have tried to put that command on /etc/rc.local but the computer always boots and logins with the default configuration. Regarding point 2, I have tried synclient TapButton3=3 but it doesn't do anything when I three-finger tap the touchpad. I am running Ubuntu 11.10 on an Asus N82JV. /etc/X11/xorg.conf: nuno@mozart:~$ cat /etc/X11/xorg.conf Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "TapButton1" "1" Option "TapButton2" "2" Option "TapButton3" "3" EndSection /usr/share/X11/xorg.conf.d/50-synaptics.conf: nuno@mozart:~$ cat /usr/share/X11/xorg.conf.d/50-synaptics.conf # Example xorg.conf.d snippet that assigns the touchpad driver # to all touchpads. See xorg.conf.d(5) for more information on # InputClass. # DO NOT EDIT THIS FILE, your distribution will likely overwrite # it when updating. Copy (and rename) this file into # /etc/X11/xorg.conf.d first. # Additional options may be added in the form of # Option "OptionName" "value" # Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "TapButton1" "1" Option "TapButton2" "2" Option "TapButton3" "3" EndSection xinput list: nuno@mozart:~$ xinput list ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=12 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=13 [slave pointer (2)] ? ? ETPS/2 Elantech Touchpad id=16 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Video Bus id=7 [slave keyboard (3)] ? Video Bus id=8 [slave keyboard (3)] ? Sleep Button id=9 [slave keyboard (3)] ? USB2.0 2.0M UVC WebCam id=10 [slave keyboard (3)] ? Microsoft Microsoft® Nano Transceiver v2.0 id=11 [slave keyboard (3)] ? Asus Laptop extra buttons id=14 [slave keyboard (3)] ? AT Translated Set 2 keyboard id=15 [slave keyboard (3)]

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  • Configuring Multi-Tap on Synpaptics Touchpad

    - by nunos
    I am having a hard time configuring my notebook's touchpad. The touchpad already works. It succesfully responds to one-finger tap, two-finger tap and two-finger vertical scrolling. What I want to accomplish: change two-finger tap action from right-mouse click to middle-mouse click add three-finger tap functionality to yield right-mouse click action I read on a forum to use this as a guide. I have succesfully accomplished point 1 with synclient TapButton2=2. However, I have to do it everytime I log in. I have tried to put that command on /etc/rc.local but the computer always boots and logins with the default configuration. Regarding point 2, I have tried synclient TapButton3=3 but it doesn't do anything when I three-finger tap the touchpad. I am running Ubuntu 11.10 on an Asus N82JV. /etc/X11/xorg.conf: nuno@mozart:~$ cat /etc/X11/xorg.conf Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "TapButton1" "1" Option "TapButton2" "2" Option "TapButton3" "3" EndSection /usr/share/X11/xorg.conf.d/50-synaptics.conf: nuno@mozart:~$ cat /usr/share/X11/xorg.conf.d/50-synaptics.conf # Example xorg.conf.d snippet that assigns the touchpad driver # to all touchpads. See xorg.conf.d(5) for more information on # InputClass. # DO NOT EDIT THIS FILE, your distribution will likely overwrite # it when updating. Copy (and rename) this file into # /etc/X11/xorg.conf.d first. # Additional options may be added in the form of # Option "OptionName" "value" # Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "TapButton1" "1" Option "TapButton2" "2" Option "TapButton3" "3" EndSection xinput list: nuno@mozart:~$ xinput list ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=12 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=13 [slave pointer (2)] ? ? ETPS/2 Elantech Touchpad id=16 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Video Bus id=7 [slave keyboard (3)] ? Video Bus id=8 [slave keyboard (3)] ? Sleep Button id=9 [slave keyboard (3)] ? USB2.0 2.0M UVC WebCam id=10 [slave keyboard (3)] ? Microsoft Microsoft® Nano Transceiver v2.0 id=11 [slave keyboard (3)] ? Asus Laptop extra buttons id=14 [slave keyboard (3)] ? AT Translated Set 2 keyboard id=15 [slave keyboard (3)]

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  • AceCypher is an Addictive Cypher Slide Puzzle Game

    - by Akemi Iwaya
    Are you ready for a game that will test your logical thinking skills while providing hours of fun? Then you may want to have a look at this awesome cypher slide puzzler! AceCypher is great puzzle game for those times when you only have a few minutes to play or want a fun way to pass the time while relaxing. The overall premise and style of game play for AceCypher is simple. You move individual rows (left, right) or columns (up, down) one space at a time in order to shift the positions of numbers on the game board through ’round-a-bout’ trading. The goal is to make the four numbers in the red square match the code shown in the upper right corner (including positions). Sounds simple so far, right? But the challenge comes from the random boards you will be given to work with…some will not be too hard to solve while others will tax your brain (and patience!) quite well.     

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  • Sitronix ST9RM01 touchscreen not working

    - by Josh Kelley
    I have a Sitronix ST9RM01 touchscreen that I'm trying to get working with Ubuntu 12.04. The touchscreen is apparently recognized by Linux and X - the hid_multitouch module is loaded, and lsinput and xinput both list the touchscreen as an input device - but touching the screen does absolutely nothing, and xinput test shows no events. The same touchscreen works just fine in Windows. How can I troubleshoot from here? Any suggestions?

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  • Beginning Game Development on iPhone/iPad [closed]

    - by Ilya Knaup
    I'm willing to begin learning iPhone Game development. The problem is that I've found many resources for older models of iPad and iPhone. As you know now both have retina displays and amazingly fast graphics processors (Older resources don't take advantage of it). So I'm here to ask you for help on how to kickoff the development. Any recent tools, libraries, standards etc. Is there anything you can recommend? Ideally game should work on both iPad and iPhone, Retina and non Retina. It's going be a 2d / cartoon graphics based game with intense touching (So detecting touches quiet fast is a must have). Any advice, everything you that could help us started is very much appreciated.

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  • Rainy Day Wallpaper Collection for Your iPhone

    - by Akemi Iwaya
    Rainy days are great for staying indoors to read your favorite new book, taking a nap, or even going outside for a quiet walk. Let the rain fall on your iPhone’s screen with the first in our series of Rainy Day Wallpaper collections. Rainy Day Series 1 Note: Click on the pictures to view and download the full-size versions at their individual homepages. The images shown here are in thumbnail format.                     

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  • Access local email stored on worstation on laptop on lan

    - by crafter
    I have the following scenario with my email : I am using Evolution as my primary email client on my workstation. The evolution mail is downloaded from my mail servers using POP, then deleted from the server. When I am mobile, I access my email on my email server using webmail. My laptop is my primary computer thesedays. The workstation is hardly used. When I am mobile, I am restricted to new email that has not been downloaded onto the workstation I am now looking for a way to access my email from my workstation on my laptop, amlost as if my workstation is my second level email server/ I tried evolution on X display but attachments will browse on my workstation (not ideal as most docs are on my laptop). I am open to changing mail client or installing a service on my workstation. What would be the best way to address this requirement?

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  • ETPS/" Elantech Touchpad fails detecting single finger

    - by Philipp
    I have a new laptop with an "ETPS/2 Elantech Touchpad". A single finger is only detected, if it is held in such a way that a big area touches the pad. If one touches the pad only with the fingertip, it wil not be detected, both for clicking and for moving the pointer. Strangley, two-finger gestures are detected even if the pad is only touched with the fingertips. On ubuntuusers.de I found that Elantech touchpads require to reload the psmouse-module by: sudo modprobe -r psmouse sudo modprobe psmouse proto=imps If I do this, one finger finally gets detected as it should, but all two or more finger gestures stop working. Also grep -B 5 mouse /proc/bus/input/devices tells that the touchpad now is identified as a mouse, while before the changes it was identified correctly as ETPS/2 Elantech Touchpad.

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  • Configuring Touchpad Multi-Tap on Ubuntu 11.10

    - by nunos
    I am having a hard time configuring my notebook's touchpad. I can do everything I can in Windows with the exception of three-finger tap, which doesn't work, and the action of two-finger tap which is giving me the equivalent to a right-mouse click, when I wanted a middle-mouse click. I read on a forum to use this as a guide. The problem is that I can't even find the configuration file /etc/X11/xorg.conf.d/10-synaptics.conf. I tried running pacman -S xf86-input-synaptics but I don't have the pacman program installed. When I try to install it by sudo apt-get install I get a pacman game instead! I know the guide is for archlinux, so maybe that's why it doesn't work with me. I am running Ubuntu 11.10 on an Asus N82JV. Any help on this is appreciated. Here's the output of xinput list: nuno@mozart:~$ xinput list ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=12 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=13 [slave pointer (2)] ? ? ETPS/2 Elantech Touchpad id=16 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Video Bus id=7 [slave keyboard (3)] ? Video Bus id=8 [slave keyboard (3)] ? Sleep Button id=9 [slave keyboard (3)] ? USB2.0 2.0M UVC WebCam id=10 [slave keyboard (3)] ? Microsoft Microsoft® Nano Transceiver v2.0 id=11 [slave keyboard (3)] ? Asus Laptop extra buttons id=14 [slave keyboard (3)] ? AT Translated Set 2 keyboard id=15 [slave keyboard (3)]

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  • Apple Magic Trackpad multitouch configuration

    - by Sureshkannan Duraisamy
    Today I installed the Ubuntu 10.10 release on my Desktop PC. I was running Ubuntu 10.04 LTS with an Apple Magic Trackpad and everything was working fine. After today's fresh installation of Ubuntu 10.10, I don't see my Apple Magic Trackpad's multitouch working. Two-finger scrolling and three-finger third mouse button clicking are completely broken. Has anyone else experienced a similar issue? Has anyone had success with Ubuntu 10.10 and an Apple Magic TrackPad? Please help me to fix this issue. Your help is highly appreciated...

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  • Basic game architechture best practices in Cocos2D on iOS

    - by MrDatabase
    Consider the following simple game: 20 squares floating around an iPhone's screen. Tapping a square causes that square to disappear. What's the "best practices" way to set this up in Cocos2D? Here's my plan so far: One Objective-c GameState singleton class (maintains list of active squares) One CCScene (since there's no menus etc) One CCLayer (child node of the scene) Many CCSprite nodes (one for each square, all child nodes of the layer) Each sprite listens for a tap on itself. Receive tap = remove from GameState Since I'm relatively new to Cocos2D I'd like some feedback on this design. For example I'm unsure of the GameState singleton. Perhaps it's unnecessary.

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