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  • Unity Launcher Does Not Remember Favorites

    - by mpace965
    I have already looked at the similar questions, but none of the solutions there worked for me. Basically, I can edit and remove icons just fine when I am in a session, but the next time I am logged in, they are reset to the default. Even more perplexing is this. If I start dconf-editor, and navigate to desktopunitylauncher, it shows the favorites that are supposed to be there, yet the default ones are still in the Launcher. I have already tried sudo apt-get purge unity and then sudo apt-get install unity from a GNOME session, but to no avail. Any suggestions? Edit: I also tried running gksudo dconf-editor to run the program with elevated privileges. Again I navigated to desktopunitylauncher. This time the default string was there, but when I tried to edit it, it would not change to what I typed.

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  • Opposite Force to Apply to a Collided Rigid Body?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the force to apply to a body after it collides with a wall. My rigid body looks like this: /our simulation object class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); private static Vector2D acceleration = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position.x,position.y, getWidth(), getHeight(), angle); rectChanged(); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { doUpdate(timeStep); } public void doUpdate(float timeStep) { //integrate physics //linear acceleration.x = forces.x / mass; acceleration.y = forces.y / mass; velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return relWorldVec; } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); worldRelVec.x = Vector2Ds[0]; worldRelVec.y = Vector2Ds[1]; return worldRelVec; } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; pointVelVec.x = (tangent.x * angularVelocity) + velocity.x; pointVelVec.y = (tangent.y * angularVelocity) + velocity.y; return pointVelVec; } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } } The way it is given force is by the applyForce method, this method considers angular torque. I'm just not sure how to come up with the vectors in the case where: RigidBody hits static entity RigidBody hits other RigidBody that may or may not be in motion. Would anyone know a way (without too complex math) that I could figure out the opposite force I need to apply to the car? I know the normal it is colliding with and how deep it collided. My main goal is so that say I hit a building from the side, well the car should not just stay there, it should slowly rotate out of it if I'm more than 45 degrees. Right now when I hit a wall I only change the velocity directly which does not consider angular force. Thanks!

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • Get Real Multitasking on Android With These 8 Floating Apps

    - by Chris Hoffman
    Android has decent multitasking, but the missing piece of the puzzle is the ability to have multiple apps on-screen at the same time – particularly useful on a larger tablet. Floating apps fill this need. Floating apps function as always-on-top windows, allowing you to watch videos, browse the web, take notes, or do other things while using another app. They demonstrate how Android’s interface is more flexible than iOS and the Modern UI in Windows. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Display in applications on ubuntu 12.10 is broken - maybe theme problem

    - by Aleksandar
    I have a problem which looks like this: http://s16.postimage.org/yjusy9en9/Screenshot_from_2012_10_28_22_49_07.png If you take a look at buttons "Apply", "Reset", "Close" or any other buttons or drop-downs, you will see there is no style on them. It is a fresh install of ubuntu 12.10 and it was working on the beginning. But after some time setting up ubuntu I noticed the style on the elements has gone - I don't know when. I installed compiz-settings - maybe that caused - but when I un-install nothing changes. Also checking/unchecking "window decoration" in compiz doesn't help. Please help me. I am out of options :/

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  • How to Fix a Stuck Pixel on an LCD Monitor

    - by Chris Hoffman
    Have you ever noticed that a pixel – a little dot on your computer’s LCD monitor – is staying a single color all of the time? You have a stuck pixel. Luckily, stuck pixels aren’t always permanent. Stuck and dead pixels are hardware problems. They’re often caused by manufacturing flaws – pixels aren’t supposed to get stuck or die over time. Image Credit: Alexi Kostibas on Flickr How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere

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  • A Short History of the GIF [Video]

    - by Jason Fitzpatrick
    From the earliest blinking “Under Construction” signs on web sites to joke images still passed around, the humble little GIF has been with us a long time. Check out this video to learn more about it. Courtesy of LEGS Media, we’re treated to a cute claymation-style look at the birth, revision, and long life of the ubiquitous little GIF. [via Geeks Are Sexy] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • GNU GRUB version 1.99-21ubuntu3, DOES NOT WORK!

    - by Arthur
    I'm new to Ubuntu, I installed it but when I try to start it, tells me that I need to run commands from bash-like and they can be shown by tab, when I press tab shows me the commands but then I type them and nothing happens, I have to reset my computer and the same thing goes on. This is what it says: GNU GRUB version 1.99-21ubuntu3 Minimal bash-like line editing is supported. For the first word, TAB lists possible command completions. Anywhere else TAB lists possible device or file completions. And nothing happens from there, can you tell what I need to do now? THANKS AGAIN!

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  • Acting as though the laptop Fn key is pressed

    - by Matt
    I have a Fujitsu laptop and all was working fine until I ended teamviewer. On the keyboard it has a numberpad on some of the letters which you press the Fn button to use. The system is acting like I have the Fn key pressed and I get numbers shown when it should be letters. If I press the Fn key the numbers go to letters. The Fn key is not stuck down. Is there a way to reset keyboard settings or a known fix. The operating system is Ubuntu 11.04 Natty.

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  • Ubuntu - Black Screen After Suspend

    - by EssAm
    I used Ubuntu with no problems and I upgraded to 11.10 and everything was fine. But when I did my first suspend I was not able to boot again, all I got was a black screen no bios screen, nothing just blank, I tried doing hard reset but when I power on again same happens. I tried ctrl+alt+delete F1-F12 but i think the keyboard is not working, also tried booting from CD but all I got was blank screen, the hard disk light is not blinking at all so i'm assuming it's not trying to boot. My laptop is Toshiba satellite with ATI Radeon graphics. Hibernate was working fine though. I searched the net for solutions but with no luck. Any ideas?

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  • Custom Silent HTPC Uses Entire Case as a Heatsink

    - by Jason Fitzpatrick
    This silent media center PC dissipates heat in a rather clever way; the entire back of the case is one giant heatsink. Courtesy of computer enthusiast and tinker DeFex, the build isn’t just silent but quite eye catching too. He used a combination of one massive heatsink, custom brackets, acrylic, and bicycle spokes to create a sleek case that looks as much like a computer-inspired work of art as it does a media center computer. Hit up the link below to check out the build gallery and see how he mated the CPU to the heatsink-body with a custom milled aluminum bridge. Heatsink HTPC [via Hack A Day] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • I removed nvidia driver and lshw -c video still shows nvidia

    - by sinekonata
    Today I tried to activate the newer experimental drivers and both 304 and 310 failed to even install. So I tried the regular nvidia driver 295.40 for the 20th time today (I had lag issues and was testing Nouveau vs Nvidia with dual monitor and Unity2D-3D) Within my tty1 I tried to remove nvidia: sudo apt-get remove nvidia-settings nvidia-current and purge too reboot, nothing. So when lshw -c video displayed nvidia as my driver I tried sudo rm /etc/X11/xorg.conf since I read ubuntu would "reset" the GUI conf but reboot, nothing. So next I tried sudo jockey-text --disable=xorg:nvidia_current And nothing has worked...

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  • '6' key stuck when outside the graphical interface

    - by Felipe Jacob
    A strange thing has been happening since I installed Ubuntu. Whenever I'm not on the graphical interface, that is, if I do ctrl+alt+f2, or while the system is shutting down, or when I try to reset my password accessing root on security mode, the '6' key seems to be stuck. This doesn't affect my day-to-day usage at all, but whenever I change from the graphical console, I can't do anything because it keeps pressing '666666...'. Does anyone know why that might be happening? My keyboard is a Logitech G710+, and hasn't shown any other possible compatibility issues.

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  • Scrolling background stops after awhile?

    - by Lewis
    Can anyone tell me where my maths is wrong please, it stops scrolling after awhile. if (background.position.y < background2.position.y) { background.position = ccp(background.contentSize.width / 2, background.position.y - 50 * delta); background2.position = ccp(background.contentSize.width / 2, background.position.y + background.contentSize.height); } else { background.position = ccp(background2.contentSize.width / 2, background2.position.y - 50 * delta); background.position = ccp(background2.contentSize.width / 2, background2.position.y + background.contentSize.height); } //reset if (background.position.y <-background.contentSize.height / 2) { background.position = ccp(background.contentSize.width / 2 ,background2.position.y + background2.contentSize.height); } else if (background2.position.y < -background2.contentSize.height / 2) { background2.position = ccp(background2.contentSize.width / 2, background.position.y + background.contentSize.height); }

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  • Problem in Kubuntu: Default browser never opens

    - by user170852
    I'm using Kubuntu, and I switched the default browser to my favourite one. The thing is, when I did this, both my Twitter clients stopped working. Now each and every Twitter client I download and install fails to open any web browser to finish my account authorization. It's impossible they're all broken, so I reset my default browser to rekonq and it works well as a default browser, but still can't login to twitter from any client. In fact, every button in every program that should open a browser window (like Amarok with the "like on last.fm" button) does nothing. So I think there may be a problem with my system but I can't figure out what is it. My user is not in the admin group (it's a shared user), I have an admin user but I only use it to install programs. Could that be the cause? Also, hitting alt+F2 and writing man:file (enter) opens a rekonq window normally.

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  • Lenovo Y460 Shutdown/Reboot/Logoff doesn't work

    - by ultimatebuster
    This is a part of the massive dump of problems I'm encountering with my Lenovo Y460 and Ubuntu. Problem: Cannot shutdown/reboot/logoff. Logoff issue: http://ubuntuforums.org/showthread.php?t=1791439 Shutdown and Reboot often freezes without doing anything. Currently can only use hard reset. Maybe related to the tricks I did to work around the ATI/Intel issue. See: Lenovo Y460 ATI PowerXpress issue I'm not sure where I can find the shutdown/reboot logs. If you tell me I'll be happy to provide them. Not sure what to do as of right now other than never shutdown/reboot or logoff

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  • How to prevent Ubuntu from changing screen brightness?

    - by cholazer
    I have recently installed 12.04 on ASUS-K53SV-V300. I can change the brightness on start-up with: echo 0 > /sys/class/backlight/acpi_video0/brightness >> /etc/rc.local or manually by Fn key. But, whenever Ubuntu dim my screen brightness to save power or wake-up from suspend or inactive for 20-30 seconds, brightness reset to high (my problem get much more when on battery). How can I disable screen brightness service to prevent it from changing my brightness? What service work on screen brightness? If I disable this service, can I manually set brightness by command? I found a program to work on brightness instead of default power manager.

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  • how to retain the animated position in opengl es 2.0

    - by Arun AC
    I am doing frame based animation for 300 frames in opengl es 2.0 I want a rectangle to translate by +200 pixels in X axis and also scaled up by double (2 units) in the first 100 frames Then, the animated rectangle has to stay there for the next 100 frames. Then, I want the same animated rectangle to translate by +200 pixels in X axis and also scaled down by half (0.5 units) in the last 100 frames. I am using simple linear interpolation to calculate the delta-animation value for each frame. Pseudo code: The below drawFrame() is executed for 300 times (300 frames) in a loop. float RectMVMatrix[4][4] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; // identity matrix int totalframes = 300; float translate-delta; // interpolated translation value for each frame float scale-delta; // interpolated scale value for each frame // The usual code for draw is: void drawFrame(int iCurrentFrame) { // mySetIdentity(RectMVMatrix); // comment this line to retain the animated position. mytranslate(RectMVMatrix, translate-delta, X_AXIS); // to translate the mv matrix in x axis by translate-delta value myscale(RectMVMatrix, scale-delta); // to scale the mv matrix by scale-delta value ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } The above code will work fine for first 100 frames. in order to retain the animated rectangle during the frames 101 to 200, i removed the "mySetIdentity(RectMVMatrix);" in the above drawFrame(). Now on entering the drawFrame() for the 2nd frame, the RectMVMatrix will have the animated value of first frame e.g. RectMVMatrix[4][4] = { 1.01, 0, 0, 2, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };// 2 pixels translation and 1.01 units scaling after first frame This RectMVMatrix is used for mytranslate() in 2nd frame. The translate function will affect the value of "RectMVMatrix[0][0]". Thus translation affects the scaling values also. Eventually output is getting wrong. How to retain the animated position without affecting the current ModelView matrix? =========================================== I got the solution... Thanks to Sergio. I created separate matrices for translation and scaling. e.g.CurrentTranslateMatrix[4][4], CurrentScaleMatrix[4][4]. Then for every frame, I reset 'CurrentTranslateMatrix' to identity and call mytranslate( CurrentTranslateMatrix, translate-delta, X_AXIS) function. I reset 'CurrentScaleMatrix' to identity and call myscale(CurrentScaleMatrix, scale-delta) function. Then, I multiplied these 'CurrentTranslateMatrix' and 'CurrentScaleMatrix' to get the final 'RectMVMatrix' Matrix for the frame. Pseudo Code: float RectMVMatrix[4][4] = {0}; float CurrentTranslateMatrix[4][4] = {0}; float CurrentScaleMatrix[4][4] = {0}; int iTotalFrames = 300; int iAnimationFrames = 100; int iTranslate_X = 200.0f; // in pixels float fScale_X = 2.0f; float scaleDelta; float translateDelta_X; void DrawRect(int iTotalFrames) { mySetIdentity(RectMVMatrix); for (int i = 0; i< iTotalFrames; i++) { DrawFrame(int iCurrentFrame); } } void getInterpolatedValue(int iStartFrame, int iEndFrame, int iTotalFrame, int iCurrentFrame, float *scaleDelta, float *translateDelta_X) { float fDelta = float ( (iCurrentFrame - iStartFrame) / (iEndFrame - iStartFrame)) float fStartX = 0.0f; float fEndX = ConvertPixelsToOpenGLUnit(iTranslate_X); *translateDelta_X = fStartX + fDelta * (fEndX - fStartX); float fStartScaleX = 1.0f; float fEndScaleX = fScale_X; *scaleDelta = fStartScaleX + fDelta * (fEndScaleX - fStartScaleX); } void DrawFrame(int iCurrentFrame) { getInterpolatedValue(0, iAnimationFrames, iTotalFrames, iCurrentFrame, &scaleDelta, &translateDelta_X) mySetIdentity(CurrentTranslateMatrix); myTranslate(RectMVMatrix, translateDelta_X, X_AXIS); // to translate the mv matrix in x axis by translate-delta value mySetIdentity(CurrentScaleMatrix); myScale(RectMVMatrix, scaleDelta); // to scale the mv matrix by scale-delta value myMultiplyMatrix(RectMVMatrix, CurrentTranslateMatrix, CurrentScaleMatrix);// RectMVMatrix = CurrentTranslateMatrix*CurrentScaleMatrix; ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } I maintained this 'RectMVMatrix' value, if there is no animation for the current frame (e.g. 101th frame onwards). Thanks, Arun AC

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  • Lenovo IdeaPad P400 - Disabling the annoying requirement for the Fn key to use F1-F12

    - by Yon
    On Lenovo laptops, in order to use F5 you need to press Fn-F5 (same with F1-F12). It's really annoying and I'd like to reverse the situation. On Windows, a Lenovo driver could help: http://forums.lenovo.com/t5/ThinkPad-Edge-S-series/Disable-Fn-Keys-E420/td-p/803609 How can I resolve this on Ubuntu 12.04? I couldn't find Lenovo drivers for Linux. UPDATE: Found a peculiar solution for this on Windows. Can anyone recommend a good equivalent for Xubuntu: http://forums.lenovo.com/t5/IdeaPad-Y-U-V-Z-and-P-series/How-do-you-reset-the-function-keys-on-a-P500-ideapad-to-legacy/td-p/958995

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  • How do I consistently activate USB speakers

    - by Andrew.Healy
    I have a pair of Ricco USB speakers. As these are external, I sought to use them with 11.10. They are recognised by 'aplay -l' and Pulseaudio- I have selected them, but, have to reset the volume, every time I log on. I can also only recieve feedback and sound from apps and programs- like Kaffeine- on this boosted volume- I cannot get System Sounds, like logon or logoff. I have tried the alsamixer install that used to work, to no effect. Is their an app that I should be trying or is this feat impossible ? I have tried to delete all the files in .pulse and rebooting or just deletion of the entire .purge directory, as Michael K suggested- neither work as the directory is automatically rewritten on reboot. Ideas?

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  • Thomson TG782T ADSL2+ modem loses network connection

    - by squashbuff
    I am using an ubuntu 10.04 server (running on a Lenovo Thinkpad notebook) as my webserver. It is performing well in terms of handling the traffic etc. However my internet connection is ADSL2+ (using Thomson TG782T modem-router) and if the modem is reset, then my server loses network connection. The networkmanager icon shows a red exclamation mark showing that is has no connection. But as soon as I click on it and tell it to connect to eth0, the connection is back on. It must be something that networkmanager is failing to do and because of this, the reliability of my webserver is suffering. Any advice on how this can be fixed?

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  • How do I unlock a user account?

    - by John Kotrla
    I've been to system settings and to User Accounts. My account is the only one on the system and I have previously been able to UnLock the screen so that I could set my account to login without password prompt. That didn't make any effect on the system. I still have to enter a password to log in, but now I can't unlock the User Accounts dialog to make any changes at all. What do I need to reset? note how the unlock box in the upper right hand corner isn't available for selection...

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  • OpenGL problem with FBO integer texture and color attachment

    - by Grieverheart
    In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, RGBA16F, R32I and GL_DEPTH_COMPONENT32F for the depth. For the second FBO I use an R16F texture. My rendering process is to first render to everything I mentioned in the first FBO, then bind depth and normals textures for reading for the ssao pass and write to the second FBO. After that I bind the second FBO's texture for reading in my blur shader and bind the first FBO for writing. What I intend to do is to write the blurred ssao value to the alpha component of the Normals texture. Here are where the problems start. First of all, I use shading language 3.3, which my graphics card does support. I manage ouputs in my shaders using layout(location = #). Now, the normals texture should be bound to color attachment 1, but when I use 1, it seems to write to my diffuse texture which should be in color attachment 0. When I instead use layout(location = 0), it gets correctly written to my normals texture. Besides this, my instance ID texture also gets resets after running the blur shader which is weird because if I use a float texture and write to it instanceID / nInstances, the texture doesn't get reset after the blur shader has ran. Here is how I prepare my first FBO: bool CGBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight){ //Create FBO glGenFramebuffers(1, &m_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo); //Create gbuffer and Depth Buffer Textures glGenTextures(GBUFF_NUM_TEXTURES, &m_textures[0]); glGenTextures(1, &m_depthTexture); //prepare gbuffer for(unsigned int i = 0; i < GBUFF_NUM_TEXTURES; i++){ glBindTexture(GL_TEXTURE_2D, m_textures[i]); if(i == GBUFF_TEXTURE_TYPE_NORMAL) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WindowWidth, WindowHeight, 0, GL_RGBA, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_DIFFUSE) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_ID) glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, WindowWidth, WindowHeight, 0, GL_RED_INTEGER, GL_INT, NULL); else{ std::cout << "Error in FBO initialization" << std::endl; return false; } glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } //prepare depth buffer glBindTexture(GL_TEXTURE_2D, m_depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); GLenum DrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; glDrawBuffers(GBUFF_NUM_TEXTURES, DrawBuffers); GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(Status != GL_FRAMEBUFFER_COMPLETE){ std::cout << "FB error, status 0x" << std::hex << Status << std::endl; return false; } //Restore default framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; } where I use an enum defined as, enum GBUFF_TEXTURE_TYPE{ GBUFF_TEXTURE_TYPE_DIFFUSE, GBUFF_TEXTURE_TYPE_NORMAL, GBUFF_TEXTURE_TYPE_ID, GBUFF_NUM_TEXTURES }; Am I missing some kind of restriction? Does the color attachment of the FBO's textures somehow gets reset i.e. I'm using a re-size function which re-sizes the textures of the FBO but should I perhaps call glFramebufferTexture2D again too? EDIT: Here is the shader in question: #version 330 core uniform sampler2D aoSampler; uniform vec2 TEXEL_SIZE; // x = 1/res x, y = 1/res y uniform bool use_blur; noperspective in vec2 TexCoord; layout(location = 0) out vec4 out_AO; void main(void){ if(use_blur){ float result = 0.0; for(int i = -1; i < 2; i++){ for(int j = -1; j < 2; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; // -0.004 because the texture seems to be a bit displaced } } out_AO = vec4(vec3(0.0), result / 9); } else out_AO = vec4(vec3(0.0), texture(aoSampler, TexCoord).r); }

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  • Contact YouTube

    - by takeshin
    Is there any direct way do contact a „real” person, an YouTube employer? Someone created an account for the company I work for (previous employer). She entered some password and e-mail. The provided e-mail was valid, but since last login (more than two years), we changed our domain, and this e-mail is probably not valid anymore (and we even don't know it), co we can't use option to reset password. I have used all the options in YouTube help center, and no one worked. Also we can't contact this previous employer to get any data she entered in the registration form. The only data I know is the username. All the movies present the products of our company, there are links to our site in movie descriptions, so there should be no problem to prove that the account is ours. This is an urgent case, becouse the movies contain outdated information.

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  • IDirect3DDevice9Ex and D3DPOOL_MANAGED?

    - by bluescrn
    So I wanted to switch to IDirect3DDevice9Ex, purely for the SetFrameLatency function, as fullscreen vsynced D3D seemed to produce noticable input lag. But then it tells me 'ha ha ha! now you can't use D3DPOOL_MANAGED!': Direct3D9: (ERROR) :D3DPOOL_MANAGED is not valid with IDirect3DDevice9Ex Is this really as unpleasant as it looks (when you're relying quite heavily on managed resources) - or is there a simple solution? If it really does mean manual management of everything (reloading all static textures, VBs, and IBs on a device reset), is it worth the hassle, will IDirect3DDevice9Ex bring enough benefit to make it worth writing a new resource manager? Starting to think I must be doing something wrong, due to this: Direct3D9: (ERROR) :Lock is not supported for textures allocated with POOL_DEFAULT unless they are marked D3DUSAGE_DYNAMIC. So if I put my (static) textures in POOL_DEFAULT, they need flagging as D3DUSAGE_DYNAMIC, just because I lock them once to load the data in?

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