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  • WMI: How to differentiate between Wireless mouse and touch screen

    - by kingas
    I am using Win32_PointingDevice class to detect mice connected to the system. I ran my device discovery script on a machine which has touch screen. The discovery shows up with 3 pointing devices, directly connected USB mouse, wireless mouse and touch screen. My question is how to distinguish between USB mouse with touch screen. If Win32_PointingDevice class doesn't provide information then are there any other methods which I can use to get mouse and touch information. This is extension to my previous question at http://stackoverflow.com/questions/1746689/wmi-class-for-wireless-mouse

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  • Gesture recognizer for mouse down and up in iPhone SDK

    - by user545201
    I want to catch both mouse down and mouse up using gesture recognizer. However, when the mouse down is caught, mouse up is never caught. Here's what I did: First create a custom MouseGestureRecognizer: @implementation MouseGestureRecognizer -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; self.state = UIGestureRecognizerStateRecognized; } -(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; self.state = UIGestureRecognizerStateRecognized; } @end Then bind the recognizer to a view in view controller: UIGestureRecognizer *recognizer = [MouseGestureRecognizer alloc] initWithTarget:self action:@selector(handleGesture:)]; [self.view addGestureRecognizer:recognizer]; When I click mouse in the view, the touchesBegan is called, but touchesEnded is never called. Is it because of the UIGestureRecognizerStateRecognized? Any advice will be appreciated! Thanks!

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  • record mouse movements, clicks and keyboard input with Java or C++

    - by Joe
    I want to be able to record mouse movements, clicks and keyboard input from a user. It would be great if it was a cross platform solution. I'd like to get back something like this (pseudo code): mouse moved to 500, 500 mouse double clicked mouse moved to 800, 300 mouse left clicked keyboard typed "Hello World" Does either C++ or Java have any classes that can do this? If I was using C++, I would probably working with the QT framework. Edit: I should have said this originally, but I want to record the movements and clicks outside of the applications gui, so on the desktop too.

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  • The right way of using index.html

    - by Jeyekomon
    I have quite a lot of issues I'd like to hear your opinion on, so I hope I'll manage to explain it well enough. I should also note that I'm beginner equipped only with the knowledge of HTML and CSS so although I'm almost sure that there is a simple solution using powerful PHP, it won't help me. Let's say that I have my personal blog on the address example.com/blog.html and there are links to several sub-blogs example.com/blog/math.html, example.com/blog/coding.html etc. So my root folder contains blog.html and blog folder, the blog folder itself contains files math.html and coding.html. First of all, I learned (from Google Webmasters Tools) that for SEO and aesthetical purposes it's good to unify example.com.com and example.com/index.html by adding _rel="canonical"_ attribute into the source of the index.html. Using a couple of other tricks (like linking to ../ and ./) I got rid of the ugly index.html appearing in my web addresses. And now I wonder if this trick can be used not only for the root folder but for any folder? I mean, I would move my blog.html into the blog folder, rename it into the index.html and add rel="canonical" to unify example.com/blog/index.html with example.com/blog/. This trick would change the address of my blog from example.com/blog.html into example.com/blog/. Not finished! I'm also experiencing problems with the google robot indexing my folders. So when I type site:example.com/ into the google search, the link to my folder example.com/blog/ with raw files, icons etc. appears among the other results. I guess there are also other ways how to fix it, but IMHO the change mentioned above would do the trick too - the index.html in the blog folder would preserve the user from viewing the actual raw content of that folder, there would appear only the right link example.com/blog/ in the google search and (I hope that) _rel="canonical"_ would make the second, unwanted link example.com/blog/index.html not to appear in the search results. So my questions are: Is it a good practice to have the index.html file in every subfolder or is it intended to be only in the root folder? Are there any disadvantages or problems that may occur when using the second, "index in every folder" method? Which one of the two ways of structuring the website described above would you prefer?

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  • Graphics module: Am I going the right way?

    - by Paul
    I'm trying to write the graphics module of my engine. That is, this part of the code only provides an interface through which to load images, fonts, etc and draw them on the screen. It is also a wrapper for the library I'm using (SDL in this case). Here are the interfaces for my Image, Font and GraphicsRenderer classes. Please tell me if I'm going the right way. Image class Image { public: Image(); Image(const Image& other); Image(const char* file); ~Image(); bool load(const char* file); void free(); bool isLoaded() const; Image& operator=(const Image& other); private: friend class GraphicsRenderer; void* data_; }; Font class Font { public: Font(); Font(const Font& other); Font(const char* file, int ptsize); ~Font(); void load(const char* file, int ptsize); void free(); bool isLoaded() const; Font& operator=(const Font& other); private: friend class GraphicsRenderer; void* data_; }; GrapphicsRenderer class GraphicsRenderer { public: static GraphicsRenderer* Instance(); void blitImage(const Image& img, int x, int y); void blitText(const char* string, const Font& font, int x, int y); void render(); protected: GraphicsRenderer(); GraphicsRenderer(const GraphicsRenderer& other); GraphicsRenderer& operator=(const GraphicsRenderer& other); ~GraphicsRenderer(); private: void* screen_; bool initialize(); void finalize(); };

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  • How to implement smooth flocking

    - by Craig
    I'm working on a simple survival game, avoid the big guy and chase the the small guys to stay alive for as long as possible. I have taken the chase and evade example from MSDN create and drawn 20 mice on the screen. I want the small guys to flock when they arent evading. They are doing this, but it isnt as smooth as I would like it to be. How do i make the movement smoother? Its very jittery.# Below is what I have going at the moment, flocking code is within the IF statement, when it isnt set to evading. Any help would be greatly appreciated! :) namespace ChaseAndEvade { class MouseSprite { public enum MouseAiState { // evading the cat Evading, // the mouse can't see the "cat", and it's wandering around. Wander } // how fast can the mouse move? public float MaxMouseSpeed = 4.5f; // and how fast can it turn? public float MouseTurnSpeed = 0.20f; // MouseEvadeDistance controls the distance at which the mouse will flee from // cat. If the mouse is further than "MouseEvadeDistance" pixels away, he will // consider himself safe. public float MouseEvadeDistance = 100.0f; // this constant is similar to TankHysteresis. The value is larger than the // tank's hysteresis value because the mouse is faster than the tank: with a // higher velocity, small fluctuations are much more visible. public float MouseHysteresis = 60.0f; public Texture2D mouseTexture; public Vector2 mouseTextureCenter; public Vector2 mousePosition; public MouseAiState mouseState = MouseAiState.Wander; public float mouseOrientation; public Vector2 mouseWanderDirection; int separationImpact = 4; int cohesionImpact = 6; int alignmentImpact = 2; int sensorDistance = 50; public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; // first, calculate how far away the mouse is from the cat, and use that // information to decide how to behave. If they are too close, the mouse // will switch to "active" mode - fleeing. if they are far apart, the mouse // will switch to "idle" mode, where it roams around the screen. // we use a hysteresis constant in the decision making process, as described // in the accompanying doc file. float distanceFromCat = Vector2.Distance(mousePosition, catPosition); // the cat is a safe distance away, so the mouse should idle: if (distanceFromCat > MouseEvadeDistance + MouseHysteresis) { mouseState = MouseAiState.Wander; } // the cat is too close; the mouse should run: else if (distanceFromCat < MouseEvadeDistance - MouseHysteresis) { mouseState = MouseAiState.Evading; } // if neither of those if blocks hit, we are in the "hysteresis" range, // and the mouse will continue doing whatever it is doing now. // the mouse will move at a different speed depending on what state it // is in. when idle it won't move at full speed, but when actively evading // it will move as fast as it can. this variable is used to track which // speed the mouse should be moving. float currentMouseSpeed; // the second step of the Update is to change the mouse's orientation based // on its current state. if (mouseState == MouseAiState.Evading) { // If the mouse is "active," it is trying to evade the cat. The evasion // behavior is accomplished by using the TurnToFace function to turn // towards a point on a straight line facing away from the cat. In other // words, if the cat is point A, and the mouse is point B, the "seek // point" is C. // C // B // A Vector2 seekPosition = 2 * mousePosition - catPosition; // Use the TurnToFace function, which we introduced in the AI Series 1: // Aiming sample, to turn the mouse towards the seekPosition. Now when // the mouse moves forward, it'll be trying to move in a straight line // away from the cat. mouseOrientation = ChaseAndEvadeGame.TurnToFace(mousePosition, seekPosition, mouseOrientation, MouseTurnSpeed); // set currentMouseSpeed to MaxMouseSpeed - the mouse should run as fast // as it can. currentMouseSpeed = MaxMouseSpeed; } else { // if the mouse isn't trying to evade the cat, it should just meander // around the screen. we'll use the Wander function, which the mouse and // tank share, to accomplish this. mouseWanderDirection and // mouseOrientation are passed by ref so that the wander function can // modify them. for more information on ref parameters, see // http://msdn2.microsoft.com/en-us/library/14akc2c7(VS.80).aspx ChaseAndEvadeGame.Wander(mousePosition, ref mouseWanderDirection, ref mouseOrientation, MouseTurnSpeed); // if the mouse is wandering, it should only move at 25% of its maximum // speed. currentMouseSpeed = .25f * MaxMouseSpeed; Vector2 separate = Vector2.Zero; Vector2 moveCloser = Vector2.Zero; Vector2 moveAligned = Vector2.Zero; // What the AI does when it sees other AIs for (int j = 0; j < enemies; j++) { if (index != j) { // Calculate a vector towards another AI Vector2 separation = mice[index].mousePosition - mice[j].mousePosition; // Only react if other AI is within a certain distance if ((separation.Length() < this.sensorDistance) & (separation.Length()> 0) ) { moveAligned += mice[j].mouseWanderDirection; float distance = Math.Abs(separation.Length()); if (distance == 0) distance = 1; moveCloser += mice[j].mousePosition; separation.Normalize(); separate += separation / distance; } } } if (moveAligned.LengthSquared() != 0) { moveAligned.Normalize(); } if (moveCloser.LengthSquared() != 0) { moveCloser.Normalize(); } moveCloser /= enemies; mice[index].mousePosition += (separate * separationImpact) + (moveCloser * cohesionImpact) + (moveAligned * alignmentImpact); } // The final step is to move the mouse forward based on its current // orientation. First, we construct a "heading" vector from the orientation // angle. To do this, we'll use Cosine and Sine to tell us the x and y // components of the heading vector. See the accompanying doc for more // information. Vector2 heading = new Vector2( (float)Math.Cos(mouseOrientation), (float)Math.Sin(mouseOrientation)); // by multiplying the heading and speed, we can get a velocity vector. the // velocity vector is then added to the mouse's current position, moving him // forward. mousePosition += heading * currentMouseSpeed; } } }

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  • Unable to Use Bluetooth Mighty Mouse or Wireless Keyboard with Boot Camp

    - by Kristopher Johnson
    I have Windows 7 64-bit running on a MacBook Pro in a Boot Camp partition. I am trying to pair with my Bluetooth Mighty Mouse and wireless keyboard under Windows, but whenever I try to do so, here's what happens: While on the Add a device window, I turn on the mouse or press a key on the keyboard, and the mouse or keyboard shows up in the list of available devices. I click the device and then the Next button, and the window displays Connecting to device... Time passes. Eventually, I get this error message indicating that the device could not be accessed. The error code is 0x80070015. I've run Windows Update and Apple Software Update.

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  • Get hard drive to spin up upon mouse movement

    - by John
    My storage drive which does not contain the OS stops spinning after a few minutes. This is annoying and totally defeats the purpose of having a fast access drive. The drive will NOT spin up when I use the mouse! It only spins up when accessed. However, I don't want it to spin all the time. I would like it to spin up anytime there is mouse activity so it is at the ready when I am using the computer, but go to sleep during inactivity. Can anyone think of a trick to get a secondary drive to spin up on a mouse movement?

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  • Configure Mouse Buttons for "Administrator"/Elevated privileges

    - by Zhaph - Ben Duguid
    I am, for better or worse, an administrator on my Windows 7 machine. However, even then, I still need to run certain programs "as Administrator" - for example, Visual Studio 2008 when working with local IIS sites. I also like to have the extra buttons on my IntelliMouse Optical doing non-standard things, like representing Ctrl and Shift. However, when in VS running as administrator, these settings aren't picked up, just like my mapped drives aren't picked up - I would understand this if I was logging in as a different user, supplying credentials, etc, but I'm not, I'm just pressing "Yes" at the UAC prompt. Normally, I'd just right click the item in the start menu and select "Run as administrator", but that's not an option on the context menu for either the Microsoft IntelliPoint Mouse application that appears under "Programs", nor the "Mouse" control panel item. Running the control panel as administrator also doesn't seem to help. So has any one got any suggestions on how I can configure my mouse buttons for the elevated version of me that Visual Studio is running as?

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  • Bluetooth not seeing mouse (Fedora)

    - by Chris
    I have a Lenovo S10 'netbook' that I've installed Fedora 17 ("LXDE spin") on. So far pretty much everything works great, except, the on-board Bluetooth. lsusb shows the controller present (0a5c:2101 Broadcom Corp. Bluetooth Controller), hcitool dev shows hci0 present, but when I put my mouse ("Lenovo Bluetooth Laser Mouse," which works perfectly paired with a MacBook Pro, MacBook Air, Mac mini, and Lenovo SL500 (with a USB dongle; running Windows 7)) into pairing mode and run hcitool scan (reports "Scanning ..." and, without further information or error message, returns to the shell prompt), blueman-manager, or bluetooth-wizard (from the gnome-bluetooth package) and try to detect the mouse, I get nothing... Frustrating! Thanks anyone who can point me in the right direction!

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  • Synergy to share mouse only (not keyboard)

    - by Stan
    Synergy is very handy for single mouse/keyboard set sharing between multiple PCs. But I have a laptop (WinXP SP3) and a desktop (OS X Snow Leopard), a mouse, a keyboard which plugs to desktop. I don't need to share keyboard since each has one. Is there any way to share mouse only? Since if keyboard sharing enable might cause inconvenience. Thanks. PS. Another quick question is how to stop synergy daemon on Mac OS? synergys --help doesn't give any information.

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  • Top/left edges of screen, in Virtualbox, act like bottom/right edges

    - by Ken
    I have Virtualbox running on Windows Vista, and Debian running inside Virtualbox. Everything's running great, for the most part. Everything looks correct. But when I'm in full-screen mode, the top edge seems to act (to the mouse) like it's the bottom edge, and the left edge seems to act like the right edge. For example, if I click in the middle of the desktop and drag left, as if to select some icons, when I hit the very leftmost pixel of the screen, the selection (but not the mouse pointer) jumps to the far right edge of the screen). For the left edge, it's not such a big deal, but not having the top edge is kind of annoying: it means I can't select things from the menu in my top panel by slamming the mouse against the top of the screen. Anyone seen this before? Is there some way to make this work? Thanks!

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  • Vim and mouse with ssh from Mac to Linux

    - by Jonatan Littke
    Hey. I certainly know it's possible to make the mouse work in Vim on a remote session to a Linux machine from my Mac, but I haven't figured out just how. Daily vim gives a tip on making it work but if I try to set 'mac-ansi', for example, I get an error saying I can only specify values beginning with builtin_ (riscos, beos-ansi, etc). I've tried using ssh -X, combined with set mouse=a and set term=builtin_anso for example, but with no success with or without combining them. I'm using Snow Leopard and attempting to use the mouse on a Debian machine with vim 7.1.314. I've had a look at the documentation but can't make it work. Any tips?

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  • Simulating mouse clicks at specific screen coordinates

    - by Matteo Riva
    I would like to be able to bind some keys to mouse clicks done in specific locations. For example: when I press F1 I should get a left mouse click at coordinates 300x350, F2 at 600x350 and so on. Even better if this could be bound to a specific window application so that coordinates could be relative to it instead of the base desktop. Is there a software which allows this? ADDITION: Ok autohotkey is great but I have problems with my particular setup. Quoting my comment below: I'm using it with an old game (championship manager 01/02) which runs in windowed mode (and I have to set win98 compatibility for it to run): I can get the mouse to move but no click goes to the application I have read this FAQ but it didn't help, this is the script I tried: SendMode Play SetKeyDelay, 0, 50, Play F1::Click 42, 191 F2::ControlSend ahk_class main, Click, Championship Manager 01/02 Still no luck: pointer moves but no click goes through.

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  • Windows XP - non-user input data filter message after installing wireless keyboard & mouse

    - by James
    After I installed MS wireless keyboard and mouse and associated software, I started getting this annoying message titled "Hardware installation" telling me the software I am trying to install did not pass the XP logo tests. The software is for "HID non-user input data filter" and I have two options Continue anyway or stop installation. Now, if I try to continue the installation fails, if stop installing another message pops up with a little mouse logo and the whole process repeats itself. after I am done with that message a third dialog appears. This is happening every time I boot up my PC (a desktop), I tried following an advice I found in some forum and download windows update for ID non-user input data filter, but that installation failed as well. The thing is, that both keyboard and mouse are working fine Is there anyway to get past these dialogs ?

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  • Move the mouse without clicking using a touchscreen

    - by rubo77
    In many occasions you have to move the mouse over an area of the screen or an element in an interface without clicking on it. is there a way to achieve this? I use windows 8.1 on a Lenovo Yoga Pro 2 with a touchscreen. I already managed to remap the windows key to a right mouse button with AutoHotkey, but that's another question. Maybe it would be possible to catch a gesture or something like that, that would disable the clicking of the mouse when you move the finger over the touchscreen?

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  • Keyboard/Mouse not working when windows vista has reached login screen

    - by Jonas
    I currently have a problem with a system (vista home premium, 64bit). USB kbd/mouse will not work when windows has booted/loaded their drivers and Im stuck at the login screen with no working input devices. None of the available boot options after F8 will boot to working kbd/mouse. They work in the bios setup and they seem powered all the way until a few seconds before the login screen. Legacy USB devices is also enabled in the bios. They also work with the recovery dvd, but I am unable to start the device manager to check or uninstall the mouse/kbd drivers. Cant get devmgmt.msc nor devmgr.dll (with rundll32) to work. System repair does not detect the problem and there are no available restore points (it was disabled). Any ideas?

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  • Looking for "pad" for my keyboard + mouse in a multi-monitor setup

    - by Borek
    I've got 2 large monitors. My keyboard and mouse are in the middle of my desk which is appropriate for work on both monitors but when I want to focus on one of them only (say that I'm writing in MS Word on the right monitor), I'd like to move my keyboard and mouse to the right. I can do that manually but because of all the wires and other things, it is quite inconvenient when done frequently. I'm looking for something that I would put under both my keyboard and my mouse and that would slide to one side or the other easily. Is there anything like that available on the market?

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  • Lenovo X220 right click does not work with ubuntu 12.04

    - by fulop
    I am unable to right click with my new X220 Lenovo sub-notebook. I have read several workaround but even not know which one would help me. Can someone help me to find the solution or workaround? dpkg-buildpackage: export CFLAGS from dpkg-buildflags (origin: vendor): -g -O2 -fstack-protector --param=ssp-buffer-size=4 -Wformat -Wformat-security dpkg-buildpackage: export CPPFLAGS from dpkg-buildflags (origin: vendor): -D_FORTIFY_SOURCE=2 dpkg-buildpackage: export CXXFLAGS from dpkg-buildflags (origin: vendor): -g -O2 -fstack-protector --param=ssp-buffer-size=4 -Wformat -Wformat-security dpkg-buildpackage: export FFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export LDFLAGS from dpkg-buildflags (origin: vendor): -Wl,-Bsymbolic-functions -Wl,-z,relro dpkg-buildpackage: source package xserver-xorg-input-synaptics dpkg-buildpackage: source version 1.6.2-1ubuntu1~precise2 dpkg-buildpackage: source changed by Timo Aaltonen <[email protected]> dpkg-buildpackage: host architecture amd64 dpkg-source --before-build xserver-xorg-input-synaptics-1.6.2 fakeroot debian/rules clean dh clean --with quilt,autoreconf,xsf --builddirectory=build/ dh_testdir -O--builddirectory=build/ dh_auto_clean -O--builddirectory=build/ dh_quilt_unpatch -O--builddirectory=build/ Removing patch 131_reset-num_active_touches-on-deviceoff.patch Restoring src/synaptics.c Removing patch 130_dont_enable_rightbutton_area.patch Restoring conf/50-synaptics.conf Removing patch 129_disable_three_touch_tap.patch Restoring src/synaptics.c Removing patch 128_disable_three_click_action.patch Restoring src/synaptics.c Removing patch 126_ubuntu_xi22.patch Restoring configure.ac Removing patch 125_option_rec_revert.patch Restoring test/fake-symbols.h Restoring test/fake-symbols.c Removing patch 124_syndaemon_events.patch Restoring tools/syndaemon.c Removing patch 118_quell_error_msg.patch Restoring tools/synclient.c Restoring tools/syndaemon.c Removing patch 115_evdev_only.patch Restoring conf/50-synaptics.conf Removing patch 106_always_enable_vert_edge_scroll.patch Restoring src/synaptics.c Removing patch 104_always_enable_tapping.patch Restoring src/synaptics.c Removing patch 103_enable_cornertapping.patch Restoring src/synaptics.c Removing patch 101_resolution_detect_option.patch Restoring include/synaptics-properties.h Restoring man/synaptics.man Restoring src/synapticsstr.h Restoring src/properties.c Restoring src/synaptics.c Restoring tools/synclient.c Removing patch 02-do-not-use-synaptics-for-keyboards.patch Restoring conf/11-x11-synaptics.fdi No patches applied dh_autoreconf_clean -O--builddirectory=build/ dh_clean -O--builddirectory=build/ dpkg-source -b xserver-xorg-input-synaptics-1.6.2 dpkg-source: warning: no source format specified in debian/source/format, see dpkg-source(1) dpkg-source: info: using source format `1.0' dpkg-source: info: building xserver-xorg-input-synaptics using existing xserver-xorg-input-synaptics_1.6.2.orig.tar.gz dpkg-source: info: building xserver-xorg-input-synaptics in xserver-xorg-input-synaptics_1.6.2-1ubuntu1~precise2.diff.gz dpkg-source: warning: the diff modifies the following upstream files: autogen.sh docs/README.alps docs/tapndrag.dia docs/trouble-shooting.txt dpkg-source: info: use the '3.0 (quilt)' format to have separate and documented changes to upstream files, see dpkg-source(1) dpkg-source: info: building xserver-xorg-input-synaptics in xserver-xorg-input-synaptics_1.6.2-1ubuntu1~precise2.dsc debian/rules build dh build --with quilt,autoreconf,xsf --builddirectory=build/ dh_testdir -O--builddirectory=build/ dh_quilt_patch -O--builddirectory=build/ Applying patch 02-do-not-use-synaptics-for-keyboards.patch patching file conf/11-x11-synaptics.fdi Hunk #1 succeeded at 9 (offset 7 lines). Applying patch 101_resolution_detect_option.patch patching file include/synaptics-properties.h patching file man/synaptics.man patching file src/properties.c Hunk #3 succeeded at 787 (offset 6 lines). patching file src/synaptics.c Hunk #2 succeeded at 1403 (offset 3 lines). Hunk #3 succeeded at 1421 (offset 3 lines). patching file src/synapticsstr.h patching file tools/synclient.c Applying patch 103_enable_cornertapping.patch patching file src/synaptics.c Hunk #1 succeeded at 762 with fuzz 1 (offset 202 lines). Applying patch 104_always_enable_tapping.patch patching file src/synaptics.c Hunk #1 succeeded at 662 with fuzz 2 (offset 6 lines). Applying patch 106_always_enable_vert_edge_scroll.patch patching file src/synaptics.c Hunk #1 succeeded at 673 (offset 174 lines). Applying patch 115_evdev_only.patch patching file conf/50-synaptics.conf Hunk #1 succeeded at 14 with fuzz 2. Applying patch 118_quell_error_msg.patch patching file tools/synclient.c patching file tools/syndaemon.c Applying patch 124_syndaemon_events.patch patching file tools/syndaemon.c Applying patch 125_option_rec_revert.patch patching file test/fake-symbols.c patching file test/fake-symbols.h Applying patch 126_ubuntu_xi22.patch patching file configure.ac Applying patch 128_disable_three_click_action.patch patching file src/synaptics.c Hunk #1 succeeded at 671 (offset 174 lines). Applying patch 129_disable_three_touch_tap.patch patching file src/synaptics.c Hunk #1 succeeded at 665 (offset 32 lines). Applying patch 130_dont_enable_rightbutton_area.patch patching file conf/50-synaptics.conf Applying patch 131_reset-num_active_touches-on-deviceoff.patch patching file src/synaptics.c Applying patch 201-wait.patch patching file src/eventcomm.c Hunk #1 FAILED at 750. Hunk #2 FAILED at 775. Hunk #3 FAILED at 784. 3 out of 3 hunks FAILED -- rejects in file src/eventcomm.c Patch 201-wait.patch does not apply (enforce with -f) dh_quilt_patch: quilt --quiltrc /dev/null push -a || test $? = 2 returned exit code 1 make: *** [build] Error 25 dpkg-buildpackage: error: debian/rules build gave error exit status 2

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  • Normal map lighting bug in bottom right quadrant

    - by Ryan Capote
    I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't calculating the correct direction to the light or something. Best seen by the red light If I use flat normals (z normal = 1.0), it seems to be working fine: normals for the tile sheet: Shader: #version 330 uniform sampler2D uDiffuseTexture; uniform sampler2D uNormalsTexture; uniform sampler2D uSpecularTexture; uniform sampler2D uEmissiveTexture; uniform sampler2D uWorldNormals; uniform sampler2D uShadowMap; uniform vec4 uLightColor; uniform float uConstAtten; uniform float uLinearAtten; uniform float uQuadradicAtten; uniform float uColorIntensity; in vec2 TexCoords; in vec2 GeomSize; out vec4 FragColor; float sample(vec2 coord, float r) { return step(r, texture2D(uShadowMap, coord).r); } float occluded() { float PI = 3.14; vec2 normalized = TexCoords.st * 2.0 - 1.0; float theta = atan(normalized.y, normalized.x); float r = length(normalized); float coord = (theta + PI) / (2.0 * PI); vec2 tc = vec2(coord, 0.0); float center = sample(tc, r); float sum = 0.0; float blur = (1.0 / GeomSize.x) * smoothstep(0.0, 1.0, r); sum += sample(vec2(tc.x - 4.0*blur, tc.y), r) * 0.05; sum += sample(vec2(tc.x - 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x - 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x - 1.0*blur, tc.y), r) * 0.15; sum += center * 0.16; sum += sample(vec2(tc.x + 1.0*blur, tc.y), r) * 0.15; sum += sample(vec2(tc.x + 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x + 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x + 4.0*blur, tc.y), r) * 0.05; return sum * smoothstep(1.0, 0.0, r); } float calcAttenuation(float distance) { float linearAtten = uLinearAtten * distance; float quadAtten = uQuadradicAtten * distance * distance; float attenuation = 1.0 / (uConstAtten + linearAtten + quadAtten); return attenuation; } vec3 calcFragPosition(void) { return vec3(TexCoords*GeomSize, 0.0); } vec3 calcLightPosition(void) { return vec3(GeomSize/2.0, 0.0); } float calcDistance(vec3 fragPos, vec3 lightPos) { return length(fragPos - lightPos); } vec3 calcLightDirection(vec3 fragPos, vec3 lightPos) { return normalize(lightPos - fragPos); } vec4 calcFinalLight(vec2 worldUV, vec3 lightDir, float attenuation) { float diffuseFactor = dot(normalize(texture2D(uNormalsTexture, worldUV).rgb), lightDir); vec4 diffuse = vec4(0.0); vec4 lightColor = uLightColor * uColorIntensity; if(diffuseFactor > 0.0) { diffuse = vec4(texture2D(uDiffuseTexture, worldUV.xy).rgb, 1.0); diffuse *= diffuseFactor; lightColor *= diffuseFactor; } else { discard; } vec4 final = (diffuse + lightColor); if(texture2D(uWorldNormals, worldUV).g > 0.0) { return final * attenuation; } else { return final * occluded(); } } void main(void) { vec3 fragPosition = calcFragPosition(); vec3 lightPosition = calcLightPosition(); float distance = calcDistance(fragPosition, lightPosition); float attenuation = calcAttenuation(distance); vec2 worldPos = gl_FragCoord.xy / vec2(1024, 768); vec3 lightDir = calcLightDirection(fragPosition, lightPosition); lightDir = (lightDir*0.5)+0.5; float atten = calcAttenuation(distance); vec4 emissive = texture2D(uEmissiveTexture, worldPos); FragColor = calcFinalLight(worldPos, lightDir, atten) + emissive; }

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  • Synthetic click doesn't switch application's menu bar (Mac OS X)

    - by Rok
    Hi. I'm developing some sort of air mouse application for iPhone platform. This applications connects to one computer service which generates mouse events on Mac OS X. I'm generating this events with CGEventCreateMouseEvent() and CGEventPost(). But I've encountered one problem. Let's say you are using Safari and then you click on free desktop space. If you do this with regular mouse it will hide Safari's top menu bar and show Finder menu bar. But on these synthetic events it doesn't act like that. Do I have to post some other event or set some additional properties? Here is my code for mouse up, mouse down: - (void)mouseUp:(int)button { int type = (button == LEFT_BUTTON) ? kCGEventLeftMouseUp : kCGEventRightMouseUp; int mouseButton = (button == LEFT_BUTTON) ? kCGMouseButtonLeft : kCGMouseButtonRight; leftMouseDown = (button == LEFT_BUTTON) ? NO : leftMouseDown; rightMouseDown = (button == RIGHT_BUTTON) ? NO : rightMouseDown; CGEventSourceRef source = CGEventSourceCreate(kCGEventSourceStateHIDSystemState); CGEventRef event = CGEventCreateMouseEvent (source, type, CGSCurrentInputPointerPosition(), mouseButton); CGEventSetType(event, type); CGEventPost(kCGHIDEventTap, event); CFRelease(event); } - (void)mouseDown:(int)button { int type = (button == LEFT_BUTTON) ? kCGEventLeftMouseDown : kCGEventRightMouseDown; int mouseButton = (button == LEFT_BUTTON) ? kCGMouseButtonLeft : kCGMouseButtonRight; leftMouseDown = (button == LEFT_BUTTON) ? YES : leftMouseDown; rightMouseDown = (button == RIGHT_BUTTON) ? YES : rightMouseDown; CGEventSourceRef source = CGEventSourceCreate(kCGEventSourceStateHIDSystemState); CGEventRef event = CGEventCreateMouseEvent (source, type, CGSCurrentInputPointerPosition(), mouseButton); CGEventSetType(event, type); CGEventPost(kCGHIDEventTap, event); CFRelease(event); }

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  • Soluto’s New Quick Question Button Makes Family Tech Support Simple

    - by Jason Fitzpatrick
    Soluto, a computer and boot management tool, now features a Quick Question button that allows the people you help out to easily click a button and send you both a short message and a screenshot of the problem. Any time your friend or family member presses F8, Soluto will take a screenshot of the screen, the Task Manager history, and a note from the user highlighting what issue they’re experiencing, and then email it all to you. After reviewing the email you can easily login to Soluto to remotely manage your friend’s computer and help with the problem. For more information about Soluto you can check out our previous reviews of the service here and here, or just hit up the link below to read more and take Soluto for a test drive. Soluto is a free service (for the first 5 computers), Windows only. Introducing Quick Question [The Soluto Blog] Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For? HTG Explains: What is DNS?

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  • Mobile HCM: It’s not the future, it is right now

    - by Natalia Rachelson
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-family:"Calibri","sans-serif"; mso-ascii- mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi- mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} A guest post by Steve Boese, Director Product Strategy, Oracle I’ll bet you reached for your iPhone or Android or BlackBerry and took a quick look at email or Facebook or last night’s text messages before you even got out of bed this morning. Come on, admit it, it’s ok, you are among friends here. See, feel better now? But seriously, the incredible growth and near-ubiquity of increasingly powerful, capable, and for many of us, essential in our daily lives mobile devices has profoundly changed the way we communicate, consume information, socialize, and more and more, conduct business and get our work done. And if you doubt that profound change has happened, just think for a moment about the last time you misplaced your iPhone.  The shivers, the cold sweats, the panic... We have all been there. And indeed your personal experiences with mobile technology echoes throughout the world - here are a few data points to consider: Market research firm IDC estimates 1.8 billion mobile phones will be shipped in 2012. A recent Pew study reports 46% of Americans own a smartphone of some kind. And finally in the USA, ownership of tablets like the iPad has doubled from 10% to 19% in the last year. So truly for the Human Resources leader, the question is no longer, ‘Should HR explore ways to exploit mobile devices and their always-on nature to better support and empower the modern workforce?’, but rather ‘How can HR best take advantage of smartphone and tablet capability to provide information, enable transactions, and enhance decision making?’. Because even though moving HCM applications to mobile devices seems inherently logical given today’s fast-moving and mobile workforces, and its promise to deliver incredible value to the organization, HR leaders also have to consider many factors before devising their Mobile HCM strategy and embarking on mobile HR technology projects. Here are just some of the important considerations for HR leaders as you build your strategies and evaluate mobile HCM solutions: Does your organization provide mobile devices to the workforce today, and if so, will the current set of deployed devices have the necessary capability and ecosystems to support your mobile HCM initiatives? Will you allow workers to use or bring their own mobile devices, (commonly abbreviated as ‘BYOD’), and if so are your IT and Security organizations in agreement and capable of supporting that strategy? Do you know which workers need access to mobile HCM applications? Often mobile HCM capability flows down in an organization, with executives and other ‘road-warrior’ types having the most immediate needs, followed by field sales staff, project managers, and even potential job candidates. But just as an organization will have to spend time understanding ‘who’ should have access to mobile HCM technology, the ‘what’ of the way the solutions should be deployed to these groups will also vary. What works and makes sense for the executive, (company-wide dashboards and analytics on an iPad), might not be as relevant for a retail store manager, (employee schedules, location-level sales and inventory data, transaction approvals, etc.). With Oracle Fusion HCM, we are taking an approach to mobile HR that encompasses not just the mobile solution needs for the various types of worker, but also incorporates the fundamental attributes of great mobile applications - the ability to support end-to-end transactions, apps that respond with lightning-fast speed, with functions that are embedded in a worker’s daily activities, and features that can be mashed-up easily with other business areas like Finance and CRM. Finally, and perhaps most importantly for the Oracle Fusion HCM team, delivering mobile experiences that truly enhance, enable, and empower the mobile workforce, and deliver on the design mantras of the best-in-class consumer applications, continues to shape and drive design decisions. Mobile is no longer the future, it is right now, and the cutting-edge HR leader of today will need to consider how mobile fits her HCM technology strategy from here on out. You can learn more about our ideas and plans for Oracle Fusion HCM mobile solutions at https://fusiontap.oracle.com/.

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  • There is no on button showing in gnome shell extension

    - by Murphy
    How to enable gnome shell extension?. When i click on gnome shell extension there is no ON button showing advanced settings -- shell extensions. In a youtube video I saw there is one ON button to enable shell extensions. i have allready installed gnome tweak tool and everything.. I have want to use user themes for gnome shell, but I am having troubles. I installed the user theme extension, but it doesn't appear to show up under the gnome tweak tool. To confirm that I have the user themes extension installed, here is the feedback I get when I try to install it through terminal again:

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  • Uncheck Radio Button on Double Click

    - by Rajneesh Verma
    Hi, Recently I got one requirement that i have to uncheck radio button list when a user double click it (Try to uncheck). I did this using JAVA Script. Below is the code. Designer: 1: < head runat ="server" > 2: < title > :Radio Button List Demo: </ title > 3: < script language ="javascript" type ="text/javascript" > 1:   2: //Global variable to store selectedvalue 3: var lastchecked = "" ; 4:   5: function rblSelectedValue...(read more)

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