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  • Screen sometimes inverts after locking

    - by hackedd
    Sometimes, when I wake up my computer from a screen lock, one of my screens is inverted. It does not always happen (maybe one in ten times) and it is not always the same screen. Re-locking and unlocking the screen a couple of times fixes the colors again. I have a dual monitor setup on an ATI Radeon HD 3450, using two HP screens connected over DVI. I am using the radeon driver, and according to jockey there are no additional drivers available for my system. Any ideas as to why this happens?

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  • Print Screen key doesn't work if a drop-down menu is active

    - by wim
    On 11.10, I don't get a screengrab when pressing the Print Screen button on my keyboard if I have activated a drop down menu. For example, in nautilus, I can click the File menu and press the print screen button, nothing happens. Deactivating the drop down menu and all other things being equal, it works. Is that normal? Often when using this thing I'm actually needing to show some of those menu options. Currently I use the workaround to grab after a delay of a few seconds, but I'm used to the print screen button working no matter what's in focus and would prefer it that way.

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  • Stuck in screen saver during upgrade

    - by vinni_f
    I'm upgrading from 10.04 to 12.04. The screen saver is now on and I can't exit it. If I type my password or move the mouse the screen flickers. Regardless of what I do the screen saver stays and the login prompt never shows. If I type my password and then enter it, it does nothing. Last time I checked the packages were all downloaded and I was in the install process. I really want this upgrade to work. It would be really bad to have to restart from a fresh install. Cheers.

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  • Garbled screen after sleep/suspend with nVidia 8800M GTS Ubuntu 11.10

    - by user34062
    Just did a clean install of 11.10, have been using it (and enjoying it!) for about a day now. But it seems that every time I resume from a sleep or blank screen after idling for a while, my desktop, as well as any programs on the screen get "garbled" I had a few windows open and all displayed the same gui glitching except for Chromium (I am guessing because it was minimized to the Unity Launcher, and not currently on the screen when I woke the PC up.) Anyone know what might be causing this, and how I might be able to fix it? I am using a Gateway P-6860FX with a C2D 1.8GHz, and nVidia 8800M GTS 512mb. Screenshot: http://dl.dropbox.com/u/28188839/Screenshot%20at%202011-11-15%2018%3A53%3A25.png NOTE: Yes, I know I misspelled Lothlorien.... .<

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  • How can I move the Windows 8 on-screen keyboard?

    - by Vladimir Sinenko
    From the first look, it seems that the onscreen keyboard in Windows 8 cannot be moved from its default position at the bottom of the screen: However, sometimes it obstructs the input field and should be repositioned (see iOS 5's screenshots for examples) So the question is, can it actually move? If it can, how can I do that? If it cannot, is it possible to use the keyboard to fill an input field that is underneath it?

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  • GNU Screen: Remap mouse-wheel to active scroll back.

    - by User1
    I am using Screen with MinTTY at a bash prompt. Sometimes I want to activate scrollback and copy some stuff that was on the output. My first instinct is to scroll with the mouse, but all that happens is old bash commands start showing up (like when I press the up arrow). Is there a way to re-map the mouse wheel to: Go into scrollback mode, or If already in scrollback mode, start moving up in the scrollback window

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  • How to take a partial screen capture using Ruby?

    - by Jason
    Hi, I need to run a ruby client that wakes up every 10 minutes, takes a screen-shot (ss) of a users screen, crops part of the (ss) out and use's OCR to check for a matching word....its basically a program to make sure remote employees are actually working by checking that they have a specific application open & the case numbers shown change. Not sure where to even start when it comes to taking a screen-shot and cropping it, has anyone done any kind of screen capture work using Ruby? The app will run on OSX using Ruby 1.9 Thanks!

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  • How my Website looks like under Different Screen Resolutions?

    - by strakastroukas
    Back in the past, i found a third party webpage that was able to capture and save images of my website in different resolutions and browsers. Of course i have no more that bookmark... So is there any webpage or application where i can see how my webpage looks like in different resolution? And here are the resolutions i would like to check for... 1. 1024x768 24.56% 2. 1280x800 22.06% 3. 1280x1024 13.42% 4. 1366x768 7.10% 5. 1440x900 6.68%

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  • iPhone 4.0 Screen Resolution and writing robust code...

    - by Magic Bullet Dave
    Does anyone know what will happen with existing apps when they run on the iPhone 4.0 in terms of the new screen resolution? I am assuming, just like developing for the iPad that there should be no hard coded screen resolutions in your code. I'd also like advice on the best way of writing robust code to work well on any device. For instance, detecting the screen resolution is not enough - on the iPad the screen is physically bigger so you can display more items on it. On the new iPhone the screen is the same physical size but higher resolution, so the likely thing is that you wont want to display more items, just higher resolution versions of them. Any help would be useful, Regards Dave EDIT: I have read the other similar posts, I guess what I really would like to know is what is the recommended way to write code for all App Store devices in a robust way so they a) all work b) make best use of the device.

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  • Android - How to prevent the phone screen from turning on when volume or camera key is pressed?

    - by 2Real
    I have an activity that shows up when the phone screen goes to sleep/turns off ie turns black. For some reason, the phone turns on when the volume buttons or the camera buttons are pressed. By turns on, I mean the screen wakes up or comes back from the black screen state. I've tried using dispatchKeyEvent(KeyEvent event) and the buttons are disabled on the activity, but they still wake up the phone.

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  • Providing unique layout for specific resolution in Android 2.3.3

    - by user1384991
    I need to use specific xml-layouts based on screen resolution, not size. So, the first design is used for resolution <= 480x800, and the second - for resolution = 480x800. How is it done ? update. Possible solution: Display display = ((WindowManager) getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay(); final int height = display.getHeight(); final int width = display.getWidth();

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  • how to adjust JFrame and JInternal frames with any screen size?

    - by Zakaria Marrah
    I am working on a swing application that starts with JFrame, but all the other frames are included as JInternalFrames, and i am facing some serious screen size problems when i instaled it in different computers, i used the following methode to set the JFrame in full screen Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize(); setBounds(0, 0, screenSize.width, screenSize.height); JFrame.setExtendedState(JFrame.MAXIMIZED_BOTH); but thre is no no difference, i want also to adjust the JInternalFrames with the screen size too. if you have any suggestions, solution please help :D

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  • Ubuntu 12.04.1 Radeon 9550 stuck with 640x480, works in Geexbox

    - by Betty
    I am a complete new user trying to set up Ubuntu on an old desktop. It has an AGP Radeon 9550 graphics card. I am running Ubuntu from a USB drive with persistence as the PC currently has no hard drive I seem to be stuck in 640*480 mode. The desktop itself is larger, but the monitor display is stuck on 640*480. In SettingsDisplays, only the 640*480 option is available. What I have found out so far: The proprietary ati drivers no longer support my card. If 3D isn't an issue (it's not) the open source driver should be fine. This should be installed by default so in theory I am using it already xserver-xconf/pci/*.ids doesn't show any entries for the card's PCI id. hardware additional drivers show no proprietary drivers I tried the booting into the current version of Geexbox from a USB stick and this set the resolution correctly by default so I know it can be done, but I know no idea how. How can I tell what driver the card is using, and how can I get the higher resolutions back?

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  • OpenGL not rendering my images to the screen

    - by Brendan Webster
    for some reason my game isn't showing the image I am rendering to the screen. My engine is state based, and at the beginning I set the logo, but it isn't showing on the screen. Here is my method of doing so first I create one image and assign some values to it's preset values. //create one image instance for the logo background O_File.v_Create_Images(1); //set the atributes of the background //first Image O_File.sImage[0].nImageDepth = -30.0f; O_File.sImage[0].sImageLocation = "image.bmp"; //load the images int O_File.v_Load_Images(); Then I load them with DevIL void C_File_Manager::v_Load_Images() { ilGenImages(1, &image); ilBindImage(image); for(int i = 0;i < sImage.size();i++) { success = ilLoadImage(sImage[i].sImageLocation.c_str()); if (success) { success = ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE); glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 4, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); //asign values to the width and height of the image if they are already not assigned if(sImage[i].nImageHeight == 0) sImage[i].nImageHeight = ilGetInteger(IL_IMAGE_HEIGHT); if(sImage[i].nImageWidth == 0) sImage[i].nImageWidth = ilGetInteger(IL_IMAGE_WIDTH); std::cout << sImage[i].nImageHeight << std::endl; const std::string word = sImage[i].sImageLocation.c_str(); std::cout << sImage[i].sImageLocation.c_str() << std::endl; ilLoadImage(word.c_str()); ilDeleteImages(1, &image); } } } and then I apply them to the screen void C_File_Manager::v_Apply_Images() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0;i < sImage.size();i++) { //move the image to where it should be on the screen; glTranslatef(sImage[i].nImageX,sImage[i].nImageY,sImage[i].nImageDepth); //rotate image around the 3 axes glRotatef(sImage[i].fImageAngleX,1,0,0); glRotatef(sImage[i].fImageAngleY,0,1,0); glRotatef(sImage[i].fImageAngleZ,0,0,1); //scale the image glScalef(1,1,1); //center the image glTranslatef((sImage[i].nImageWidth/2),(sImage[i].nImageHeight/2),0); //draw the box that will encase the loaded image glBegin(GL_QUADS); //change the color of the loaded image; glColor4f(1,1,1,1); //top left corner of image glNormal3f(0.0,0,0.0); glTexCoord2f (1.0, 0.0); glVertex3f(0,0,sImage[i].nImageDepth); //top right corner of image glNormal3f(1.0,0,0.0); glTexCoord2f (1.0, 1.0); glVertex3f(0,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom right corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f (0.0, 1.0); glVertex3f(sImage[i].nImageWidth,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom left corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f(0.0, 0.0); glVertex3f(sImage[i].nImageWidth,0,sImage[i].nImageDepth); glEnd(); } } when I debug there is no errors at all, but yet the images don't show up on the screen, I have positioned the camera at (0,0,-1) and that is where the images should show up. the clipping plane is set 1 to 1000. There is probably some random problem with the code, but I just can't catch it.

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  • Getting an OBB out of another OBB?

    - by Milo
    I'm working on collision resolution for my game. I just need a good way to get an object out of another object if it gets stuck. In this case a car. Here is a typical scenario. The red car is in the green object. How do I correctly get it out so the car can slide along the edge of the object as it should. I tried: if(buildings.size() > 0) { Entity e = buildings.get(0); Vector2D vel = new Vector2D(); vel.x = vehicle.getVelocity().x; vel.y = vehicle.getVelocity().y; vel.normalize(); while(vehicle.getRect().overlaps(e.getRect())) { vehicle.setCenter(vehicle.getCenterX() - vel.x * 0.1f, vehicle.getCenterY() - vel.y * 0.1f); } colided = true; } But that does not work too well. Is there some sort of vector I could calculate to use as the vector to move the car away from the object? Thanks

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  • 2D Rectangle Collision Response with Multiple Rectangles

    - by Justin Skiles
    Similar to: Collision rectangle response I have a level made up of tiles where the edges of the level are made up of collidable rectangles. The player's collision box is represented by a rectangle as well. The player can move in 8 directions. The player's velocity is equal in X and Y directions and constant. Each update, I am checking the player's collision against all tiles that are a certain distance away. When the player collides with a rectangle, I am finding the intersection depth and resolving along the most shallow axis followed by the other axis. This resolution happens for both axes simultaneously. See below for two examples of situations where I am having trouble. Moving up-left against the left wall In the scenario below, the player is colliding with two tiles. The tile intersection depth is equal on both axes for the top tile and more shallow in the X axis for the middle tile. Because the player is moving up the wall, the player should slide in an upward direction along the wall. This works properly as long as the rectangle with the more shallow depth is evaluated first. If the equal intersection depth rectangle is evaluated first, there is a chance the player becomes stuck. Moving up-left against the top wall Here is an identical scenario with the exception that the collision is with the top wall. The same problem occurs at the corners when intersection depth is equal for both axes. I guess my overall question is: How can I ensure that collision response occurs on tiles that have non-equal intersection depth before tiles that have equal intersection depth in order to get around the weirdness that occurs at these corners. Sean's answer in the linked question was good, but his solution required having different velocity components in a certain direction. My situation has equal velocities, so there's no good way to tell which direction to resolve at corners. I hope I have made my explanation clear.

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  • Confusion with floats converted into ints during collision detection

    - by TheBroodian
    So in designing a 2D platformer, I decided that I should be using a Vector2 to track the world location of my world objects to retain some sub-pixel precision for slow-moving objects and other such subtle nuances, yet representing their bodies with Rectangles, because as far as collision detection and resolution is concerned, I don't need sub-pixel precision. I thought that the following line of thought would work smoothly... Vector2 wrldLocation; Point WorldLocation; Rectangle collisionRectangle; public void Update(GameTime gameTime) { Vector2 moveAmount = velocity * (float)gameTime.ElapsedGameTime.TotalSeconds wrldLocation += moveAmount; WorldLocation = new Point((int)wrldLocation.X, (int)wrldLocation.Y); collisionRectangle = new Rectangle(WorldLocation.X, WorldLocation.Y, genericWidth, genericHeight); } and I guess in theory it sort of works, until I try to use it in conjunction with my collision detection, which works by using Rectangle.Offset() to project where collisionRectangle would supposedly end up after applying moveAmount to it, and if a collision is found, finding the intersection and subtracting the difference between the two intersecting sides to the given moveAmount, which would theoretically give a corrected moveAmount to apply to the object's world location that would prevent it from passing through walls and such. The issue here is that Rectangle.Offset() only accepts ints, and so I'm not really receiving an accurate adjustment to moveAmount for a Vector2. If I leave out wrldLocation from my previous example, and just use WorldLocation to keep track of my object's location, everything works smoothly, but then obviously if my object is being given velocities less than 1 pixel per update, then the velocity value may as well be 0, which I feel further down the line I may regret. Does anybody have any suggestions about how I might go about resolving this?

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  • How do 2D physics engines solve the problem of resolving collisions along tiled walls/floors in non-grid-based worlds?

    - by ssb
    I've been working on implementing my SAT algorithm which has been coming along well, but I've found that I'm at a wall when it comes to its actual use. There are plenty of questions regarding this issue on this site, but most of them either have no clear, good answer or have a solution based on checking grid positions. To restate the problem that I and many others are having, if you have a tiled surface, like a wall or a floor, consisting of several smaller component rectangles, and you traverse along them with another rectangle with force being applied into that structure, there are cases where the object gets caught on a false collision on an edge that faces the inside of the shape. I have spent a lot of time thinking about how I could possibly solve this without having to resort to a grid-based system, and I realized that physics engines do this properly. What I want to know is how they do this. What do physics engines do beyond basic SAT that allows this kind of proper collision resolution in complex environments? I've been looking through the source code to Box2D trying to find out how they do it but it's not quite as easy as looking at a Collision() method. I think I'm not good enough at physics to know what they're doing mathematically and not good enough at programming to know what they're doing programmatically. This is what I aim to fix.

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