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  • How can I use LightDM for user-defined sessions?

    - by Philipp
    If I unterstand it correctly, LightDM has replaced GDM per default. I wonder if it's possible to make it run the things I put in my .xinitrc file ... what I need is an option below "Unity" and "Unity 2D" which says "Run a user-defined session". Is that possible? Should be the easiest thing, but I did not get a clue so far. I export and define and run a lot of things in this file, so it's pretty important for me to have control over that. What I do NOT want is a custom session in /usr/some/where, I only want it to run the stuff from each user's xinitrc (or similar).

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  • Error using nservicebus with nettiers

    - by Darren
    I'm using the nservicebus springbuilder(below) with compiles and runs fine. However once I add a single DataRepository entry in the code to call nettiers the project compiles but throws an exception on the line below: IBus Bus = Configure.With().SpringBuilder() .XmlSerializer() .MsmqTransport() .IsTransactional(true) .PurgeOnStartup(false) .UnicastBus() .ImpersonateSender(false) .LoadMessageHandlers() .CreateBus() .Start(); Exception: {"Could not load file or assembly 'Microsoft.Practices.Unity, Version=1.2.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' or one of its dependencies. The system cannot find the file specified.":"Microsoft.Practices.Unity, Version=1.2.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35"}

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  • Login via XDMCP not possible to 12.04 from Squeeze box

    - by Joysn
    Can anybody tell me whats wrong with my 12.04/lightdm/XDMCP setup? i activated X11 remote via tcp and XDMCP on lightdm and restarted lightdm: [SeatDefaults] user-session=ubuntu greeter-session=unity-greeter xserver-allow-tcp=true [XDMCPServer] enabled=true whenever i try to login to the remove lightdm via Xephyr Xephyr -query <remote ip> :10 i get the following trace: SELinux: Disabled on system, not enabling in X server [dix] Could not init font path element /usr/share/fonts/X11/cyrillic, removing from list! Ignoring device from udev. Ignoring device from udev. Ignoring device from udev. Ignoring device from udev. Ignoring device from udev. Ignoring device from udev. *** glibc detected *** Xephyr: free(): corrupted unsorted chunks: 0x08659088 *** ======= Backtrace: ========= /lib/i686/cmov/libc.so.6(+0x6af71)[0xb72b6f71] /lib/i686/cmov/libc.so.6(+0x6c7c8)[0xb72b87c8] /lib/i686/cmov/libc.so.6(cfree+0x6d)[0xb72bb8ad] Xephyr(Xfree+0x21)[0x81ddcd1] Xephyr(SrvXkbResizeKeyType+0x59e)[0x81ca01e] Xephyr[0x81ab8eb] Xephyr[0x81ac8c2] Xephyr[0x8088807] Xephyr[0x807c16a] /lib/i686/cmov/libc.so.6(__libc_start_main+0xe6)[0xb7262ca6] Xephyr[0x8061081] ======= Memory map: ======== 08048000-08204000 r-xp 00000000 fd:00 1148994 /usr/bin/Xephyr 08204000-08210000 rw-p 001bc000 fd:00 1148994 /usr/bin/Xephyr 08210000-08239000 rw-p 00000000 00:00 0 08496000-087ac000 rw-p 00000000 00:00 0 [heap] b5600000-b5621000 rw-p 00000000 00:00 0 b5621000-b5700000 ---p 00000000 00:00 0 b5762000-b588f000 rw-p 00000000 00:00 0 b588f000-b58b3000 r-xp 00000000 fd:00 50040 /usr/lib/libexpat.so.1.5.2 b58b3000-b58b5000 rw-p 00024000 fd:00 50040 /usr/lib/libexpat.so.1.5.2 b58d0000-b5ae4000 r-xp 00000000 fd:00 1212530 /usr/lib/dri/swrast_dri.so b5ae4000-b5ae9000 rw-p 00214000 fd:00 1212530 /usr/lib/dri/swrast_dri.so b5ae9000-b5af8000 rw-p 00000000 00:00 0 b5af8000-b5c24000 rw-s 00000000 00:04 1420132375 /SYSV00000000 (deleted) b5c24000-b5c28000 r-xp 00000000 fd:00 770089 /usr/lib/libXfixes.so.3.1.0 b5c28000-b5c29000 rw-p 00003000 fd:00 770089 /usr/lib/libXfixes.so.3.1.0 b5c29000-b5c31000 r-xp 00000000 fd:00 772923 /usr/lib/libXrender.so.1.3.0 b5c31000-b5c32000 rw-p 00007000 fd:00 772923 /usr/lib/libXrender.so.1.3.0 b5c32000-b5c3a000 r-xp 00000000 fd:00 49913 /usr/lib/libXcursor.so.1.0.2 b5c3a000-b5c3b000 rw-p 00007000 fd:00 49913 /usr/lib/libXcursor.so.1.0.2 b5c3b000-b5c58000 r-xp 00000000 09:02 466930 /lib/libgcc_s.so.1 b5c58000-b5c59000 rw-p 0001c000 09:02 466930 /lib/libgcc_s.so.1 b5c59000-b5c5b000 rw-p 00000000 00:00 0 b5c5b000-b7121000 r-xp 00000000 fd:00 49164 /usr/lib/libnvidia-glcore.so.256.53 b7121000-b7178000 rwxp 014c6000 fd:00 49164 /usr/lib/libnvidia-glcore.so.256.53 b7178000-b7188000 rwxp 00000000 00:00 0 b7188000-b7189000 r-xp 00000000 fd:00 49193 /usr/lib/tls/libnvidia-tls.so.256.53 b7189000-b718a000 rw-p 00000000 fd:00 49193 /usr/lib/tls/libnvidia-tls.so.256.53 b718a000-b718b000 rw-p 00000000 00:00 0 b718b000-b7190000 r-xp 00000000 fd:00 50172 /usr/lib/libfontenc.so.1.0.0 b7190000-b7191000 rw-p 00005000 fd:00 50172 /usr/lib/libfontenc.so.1.0.0 b7191000-b71a1000 r-xp 00000000 09:02 466849 /lib/libbz2.so.1.0.4 b71a1000-b71a2000 rw-p 00010000 09:02 466849 /lib/libbz2.so.1.0.4 b71a2000-b71b5000 r-xp 00000000 fd:00 52002 /usr/lib/libz.so.1.2.3.4 b71b5000-b71b6000 rw-p 00013000 fd:00 52002 /usr/lib/libz.so.1.2.3.4 b71b6000-b722a000 r-xp 00000000 fd:00 51162 /usr/lib/libfreetype.so.6.6.0 b722a000-b722e000 rw-p 00073000 fd:00 51162 /usr/lib/libfreetype.so.6.6.0 b722e000-b7246000 r-xp 00000000 fd:00 49652 /usr/lib/libxcb.so.1.1.0 b7246000-b7247000 rw-p 00017000 fd:00 49652 /usr/lib/libxcb.so.1.1.0 b7247000-b7248000 rw-p 00000000 00:00 0 b7248000-b724b000 r-xp 00000000 fd:00 54148 /usr/lib/libgpg-error.so.0.4.0 b724b000-b724c000 rw-p 00002000 fd:00 54148 /usr/lib/libgpg-error.so.0.4.0 b724c000-b738c000 r-xp 00000000 09:02 467095 /lib/i686/cmov/libc-2.11.3.so

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  • IOC Container Handling State Params in Non-Default Constructor

    - by Mystagogue
    For the purpose of this discussion, there are two kinds of parameters an object constructor might take: state dependency or service dependency. Supplying a service dependency with an IOC container is easy: DI takes over. But in contrast, state dependencies are usually only known to the client. That is, the object requestor. It turns out that having a client supply the state params through an IOC Container is quite painful. I will show several different ways to do this, all of which have big problems, and ask the community if there is another option I'm missing. Let's begin: Before I added an IOC container to my project code, I started with a class like this: class Foobar { //parameters are state dependencies, not service dependencies public Foobar(string alpha, int omega){...}; //...other stuff } I decide to add a Logger service depdendency to the Foobar class, which perhaps I'll provide through DI: class Foobar { public Foobar(string alpha, int omega, ILogger log){...}; //...other stuff } But then I'm also told I need to make class Foobar itself "swappable." That is, I'm required to service-locate a Foobar instance. I add a new interface into the mix: class Foobar : IFoobar { public Foobar(string alpha, int omega, ILogger log){...}; //...other stuff } When I make the service locator call, it will DI the ILogger service dependency for me. Unfortunately the same is not true of the state dependencies Alpha and Omega. Some containers offer a syntax to address this: //Unity 2.0 pseudo-ish code: myContainer.Resolve<IFoobar>( new parameterOverride[] { {"alpha", "one"}, {"omega",2} } ); I like the feature, but I don't like that it is untyped and not evident to the developer what parameters must be passed (via intellisense, etc). So I look at another solution: //This is a "boiler plate" heavy approach! class Foobar : IFoobar { public Foobar (string alpha, int omega){...}; //...stuff } class FoobarFactory : IFoobarFactory { public IFoobar IFoobarFactory.Create(string alpha, int omega){ return new Foobar(alpha, omega); } } //fetch it... myContainer.Resolve<IFoobarFactory>().Create("one", 2); The above solves the type-safety and intellisense problem, but it (1) forced class Foobar to fetch an ILogger through a service locator rather than DI and (2) it requires me to make a bunch of boiler-plate (XXXFactory, IXXXFactory) for all varieties of Foobar implementations I might use. Should I decide to go with a pure service locator approach, it may not be a problem. But I still can't stand all the boiler-plate needed to make this work. So then I try this: //code named "concrete creator" class Foobar : IFoobar { public Foobar(string alpha, int omega, ILogger log){...}; static IFoobar Create(string alpha, int omega){ //unity 2.0 pseudo-ish code. Assume a common //service locator, or singleton holds the container... return Container.Resolve<IFoobar>( new parameterOverride[] {{"alpha", alpha},{"omega", omega} } ); } //Get my instance: Foobar.Create("alpha",2); I actually don't mind that I'm using the concrete "Foobar" class to create an IFoobar. It represents a base concept that I don't expect to change in my code. I also don't mind the lack of type-safety in the static "Create", because it is now encapsulated. My intellisense is working too! Any concrete instance made this way will ignore the supplied state params if they don't apply (a Unity 2.0 behavior). Perhaps a different concrete implementation "FooFoobar" might have a formal arg name mismatch, but I'm still pretty happy with it. But the big problem with this approach is that it only works effectively with Unity 2.0 (a mismatched parameter in Structure Map will throw an exception). So it is good only if I stay with Unity. The problem is, I'm beginning to like Structure Map a lot more. So now I go onto yet another option: class Foobar : IFoobar, IFoobarInit { public Foobar(ILogger log){...}; public IFoobar IFoobarInit.Initialize(string alpha, int omega){ this.alpha = alpha; this.omega = omega; return this; } } //now create it... IFoobar foo = myContainer.resolve<IFoobarInit>().Initialize("one", 2) Now with this I've got a somewhat nice compromise with the other approaches: (1) My arguments are type-safe / intellisense aware (2) I have a choice of fetching the ILogger via DI (shown above) or service locator, (3) there is no need to make one or more seperate concrete FoobarFactory classes (contrast with the verbose "boiler-plate" example code earlier), and (4) it reasonably upholds the principle "make interfaces easy to use correctly, and hard to use incorrectly." At least it arguably is no worse than the alternatives previously discussed. One acceptance barrier yet remains: I also want to apply "design by contract." Every sample I presented was intentionally favoring constructor injection (for state dependencies) because I want to preserve "invariant" support as most commonly practiced. Namely, the invariant is established when the constructor completes. In the sample above, the invarient is not established when object construction completes. As long as I'm doing home-grown "design by contract" I could just tell developers not to test the invariant until the Initialize(...) method is called. But more to the point, when .net 4.0 comes out I want to use its "code contract" support for design by contract. From what I read, it will not be compatible with this last approach. Curses! Of course it also occurs to me that my entire philosophy is off. Perhaps I'd be told that conjuring a Foobar : IFoobar via a service locator implies that it is a service - and services only have other service dependencies, they don't have state dependencies (such as the Alpha and Omega of these examples). I'm open to listening to such philosophical matters as well, but I'd also like to know what semi-authorative reference to read that would steer me down that thought path. So now I turn it to the community. What approach should I consider that I havn't yet? Must I really believe I've exhausted my options?

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  • Camera frustum calculation coming out wrong

    - by Telanor
    I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up system. For the other 4 directions I create the LookAt matrix using (0, 1, 0) as the up vector. Obviously that doesn't work when looking along the Y axis so for those I use an up vector of (-1, 0, 0) for -Y and (1, 0, 0) for +Y. The view matrix seems to come out correctly (and the projection matrix always stays the same), but the bounding frustum is definitely wrong. Can anyone see what I'm doing wrong? This is the code I'm using: camera.Projection = Matrix.PerspectiveFovRH((float)Math.PI / 2, ShadowMapSize / (float)ShadowMapSize, 1, 5); for(var i = 0; i < 6; i++) { var renderTargetView = shadowMap.GetRenderTargetView((TextureCubeFace)i); var up = DetermineLightUp((TextureCubeFace) i); var forward = DirectionToVector((TextureCubeFace) i); camera.View = Matrix.LookAtRH(this.Position, this.Position + forward, up); camera.BoundingFrustum = new BoundingFrustum(camera.View * camera.Projection); } private static Vector3 DirectionToVector(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeX: return -Vector3.UnitX; case TextureCubeFace.NegativeY: return -Vector3.UnitY; case TextureCubeFace.NegativeZ: return -Vector3.UnitZ; case TextureCubeFace.PositiveX: return Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitY; case TextureCubeFace.PositiveZ: return Vector3.UnitZ; default: throw new ArgumentOutOfRangeException("direction"); } } private static Vector3 DetermineLightUp(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeY: return -Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitX; default: return Vector3.UnitY; } } Edit: Here's what the values are coming out to for the PositiveX and PositiveY directions: Constants: Position = {X:0 Y:360 Z:0} camera.Projection = [M11:0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0 M32:0 M33:-1.25 M34:-1] [M41:0 M42:0 M43:-1.25 M44:0] PositiveX: up = {X:0 Y:1 Z:0} target = {X:1 Y:360 Z:0} camera.View = [M11:0 M12:0 M13:-1 M14:0] [M21:0 M22:1 M23:0 M24:0] [M31:1 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:0 M44:1] camera.BoundingFrustum: Matrix = [M11:0 M12:0 M13:1.25 M14:1] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0.9999999 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:-1.25 M44:0] Top = {A:0.7071068 B:-0.7071068 C:0 D:254.5584} Bottom = {A:0.7071068 B:0.7071068 C:0 D:-254.5584} Left = {A:0.7071068 B:0 C:0.7071068 D:0} Right = {A:0.7071068 B:0 C:-0.7071068 D:0} Near = {A:1 B:0 C:0 D:-1} Far = {A:-1 B:0 C:0 D:5} PositiveY: up = {X:0 Y:0 Z:-1} target = {X:0 Y:361 Z:0} camera.View = [M11:-1 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:-1 M24:0] [M31:0 M32:-1 M33:0 M34:0] [M41:0 M42:0 M43:360 M44:1] camera.BoundingFrustum: Matrix = [M11:-0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:1.25 M24:1] [M31:0 M32:-0.9999999 M33:0 M34:0] [M41:0 M42:0 M43:-451.25 M44:-360] Top = {A:0 B:0.7071068 C:0.7071068 D:-254.5585} Bottom = {A:0 B:0.7071068 C:-0.7071068 D:-254.5585} Left = {A:-0.7071068 B:0.7071068 C:0 D:-254.5585} Right = {A:0.7071068 B:0.7071068 C:0 D:-254.5585} Near = {A:0 B:1 C:0 D:-361} Far = {A:0 B:-1 C:0 D:365} When I use the resulting BoundingFrustum to cull regions outside of it, this is the result: Pass PositiveX: Drew 3 regions Pass NegativeX: Drew 6 regions Pass PositiveY: Drew 400 regions Pass NegativeY: Drew 36 regions Pass PositiveZ: Drew 3 regions Pass NegativeZ: Drew 6 regions There are only 400 regions to draw and the light is in the center of them. As you can see, the PositiveY direction is drawing every single region. With the near/far planes of the perspective matrix set as small as they are, there's no way a single frustum could contain every single region.

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  • Defining reliable SIlverlight 4 architecture

    - by doteneter
    Hello everybody, It's my first question on SO. I know that there were many topics on Silverlight and architecture but didn't find answers that satisfies me. I'm ASP.NET MVC developer and are used to work on architectures built with the best practices (loose coupling with DI, etc.) Now I'm faced to the new Silverlight 4 project and would like to be sure I'm doing the best choices as I'm not experienced. Main features required by the applications are as follows : use existing SQL Server Database but with possibility to move to the cloud. using EF4 for the data acess with SQL Server. exitensibility : adding new modules without changing the main host. loose coupling. I was looking at different webcasts (Taulty, etc.), blogs about Silverlight and came up with the following architecture. EF 4 for data access (as specified with the requirements) WCF RIA Services for mid-tiers controling access to data for queries and enabling end-to-end support for data validation, authentication and roles. MEF Support for enabling modules. Unity 2.0 for DI. The problem is that I don't know how to define a reliable architecture where all these elements play well together. Should I use a framework instead like Prism or Caliburn? But for now I'm not sure what scenarios they support. What's the best usages for Unity in Silverlight ? I used to use IoC in ASP.NET MVC for loos coupling and other things like interception for audit logging. It seems that for Silverlight Unity doesn't support Interception. I would like to use it to enable loose coupling and to enable to move to the cloud if needed. Thanks in advance for your help.

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  • Using Prism with Ninject

    - by stiank81
    Is anyone out there using the Prism framework with Ninject instead of Unity? I need some functionality Unity isn't supporting yet, and I've decided to switch the IoC container to Ninject. I'm struggling a bit with the replace though.. What I need to use from Prism is the EventAggregator and the RegionManager. I have seen this sample that actually does the replace, but this is written for an older version of Prism, and several of the classes seems to have changed etc. So I ended up all confused after looking doing some effort in trying to rewrite it. So - my question is basically: How can I replace Unity with Ninject? What are the necessary steps? Initially I assumed I could write a simple bootstrapper that creates and configures a Ninject container and uses this to resolve all other objects. I bind IEventAggregator to EventAggregator and IRegionManager to RegionManager, but it fails when creating the Shell and the RegionManager.CreateRegion is called. Problem is that it seems like I need to set a ServiceLocator somewhere as it fails on this line: IServiceLocator locator = ServiceLocator.Current; Any ideas and tips along the way?

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  • Why calling Process.killProcess(Process.myPid()) is a bad idea?

    - by Tal Kanel
    I've read some posts saying using this method is "not good", shouldn't been use, it's not the right way to "close" the application and it's not how android works... I understand and accept the fact that Android OS knows better then me when it's the right time to terminate the process, but I didn't heard yet a good explanation why it's wrong using the killProcess() method?. after all - it's part of the android API... what I do know is that calling this method while other threads doing in potential an important work (operations on files, writing to DB, HTTP requests, running services..) can be terminated in the middle, and it's clearly not good. also I know I can benefit from the fact that "re-open" the application will be faster, cause the system maybe still "holds" in memory state from last time been used, and killProcess() prevents that. beside this reason, in assumption I don't have such operations, and I don't care my application will load from scratch each run, there are other reasons why not using the killProcess() method? I know about finish() method to close an Activity, so don't write me about that please.. finish() is only for Activity. not to all application, and I think I know exactly why and when to use it... and another thing - I'm developing also games with the Unity3D framework, and exporting the project to android. when I decompiled the generated apk, I was very suprised to find out that the java source code created from unity - implementing Unity's - Application.quit() method, with Process.killProcess(Process.myPid()). Application.quit() is suppose to be the right way to close game according to Unity3d guides (is it really?? maybe I'm wrong, and missed something), so how it happens that the Unity's framework developers which doing a very good work as it seems implemented this in native android to killProcess()? anyway - I wish to have a "list of reasons" why not using the killProcess() method, so please write down your answer - if you have something interesting to say about that. TIA

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  • Simple Enterprise Library console application refuses to compile

    - by Vadim
    I just downloaded and installed Microsoft Enterprise Library 5.0. I fired up VS 2010 to play with EL 5 and created a very simple console application. However, it would not compile. I got the following error: The type or namespace name 'Data' does not exist in the namespace 'Microsoft.Practices.EnterpriseLibrary' (are you missing an assembly reference?) I added Microsoft.Practices.EnterpriseLibrary.Common, Microsoft.Practices.EnterpriseLibrary.Data, and Microsoft.Practices.Unity references to my project. Here's the simple code that refuses to compile. using Microsoft.Practices.EnterpriseLibrary.Common.Configuration.Unity; using Microsoft.Practices.EnterpriseLibrary.Data; using Microsoft.Practices.Unity; namespace EntLib { class Program { static void Main(string[] args) { IUnityContainer container = new UnityContainer(); container.AddNewExtension<EnterpriseLibraryCoreExtension>(); var defaultDatabase = container.Resolve<Database>(); } } } The error above complains about line #2 : using Microsoft.Practices.EnterpriseLibrary.Data; Someone probably will point out to a stupid mistake by me, but at the moment I fail to see it. I tried to remove and add again Microsoft.Practices.EnterpriseLibrary.Data to refences but it didn't help.

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  • WPF app startup problems

    - by Dave
    My brain is all over the map trying to fully understand Unity right now. So I decided to just dive in and start adding it in a branch to see where it takes me. Surprisingly enough (or maybe not), I am stuck just getting my darn Application to load properly. It seems like the right way to do this is to override OnStartup in App.cs. I've removed my StartupUri from App.xaml so it doesn't create my GUI XAML. My App.cs now looks something like this: public partial class App : Application { private IUnityContainer container { get; set; } protected override void OnStartup(StartupEventArgs e) { container = new UnityContainer(); GUI gui = new GUI(); gui.Show(); } protected override void OnExit(ExitEventArgs e) { container.Dispose(); base.OnExit(e); } } The problem is that nothing happens when I start the app! I put a breakpoint at the container assignment, and it never gets hit. What am I missing? App.xaml is currently set to ApplicationDefinition, but I'd expect this to work because some sample Unity + WPF code I'm looking at (from Codeplex) does the exact same thing, except that it works! I've also started the app by single-stepping, and it eventually hits the first line in App.xaml. When I step into this line, that's when the app just starts "running", but I don't see anything (and my breakpoint isn't hit). If I do the exact same thing in the sample application, stepping into App.xaml puts me right into OnStartup, which is what I'd expect to happen. Argh! Is it a Bad Thing to just put the Unity construction in my GUI's Window_Loaded event handler? Does it really need to be at the App level?

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  • What was your "aha moment" in understanding delegates?

    - by CM90
    Considering the use of delegates in C#, does anyone know if there is a performance advantage or if it is a convenience to the programmer? If we are creating an object that holds a method, it sounds as if that object would be a constant in memory to be called on, instead of loading the method every time it is called. For example, if we look at the following Unity3D-based code: public delegate H MixedTypeDelegate<G, H>(G g) public class MainParent : MonoBehaviour // Most Unity classes inherit from M.B. { public static Vector3 getPosition(GameObject g) { /* GameObject is a Unity class, and Vector3 is a struct from M.B. The "position" component of a GameObject is a Vector3. This method takes the GameObject I pass to it & returns its position. */ return g.transform.position; } public static MixedTypeDelegate<GameObject, Vector3> PositionOf; void Awake( ) // Awake is the first method called in Unity, always. { PositionOf = MixedTypeDelegate<GameObject, Vector3>(getPosition); } } public class GameScript : MainParent { GameObject g = new GameObject( ); Vector3 whereAmI; void Update( ) { // Now I can say: whereAmI = PositionOf(g); // Instead of: whereAmI = getPosition(g); } } . . . But that seems like an extra step - unless there's that extra little thing that it helps. I suppose the most succinct way to ask a second question would be to say: When you had your aha moment in understanding delegates, what was the context/scenario/source? Thank you!

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  • Xubuntu 14.04 black screen after monitor off/on

    - by Sampo Smolander
    I have a HP desktop machine with Ubuntu 14.04, with also Xubuntu and Gnome desktops installed. I mostly use the Xubuntu session. When using the Xubuntu session, when I power off my monitor, and power it back on, the screen stays black and I cannot do any work. With ctrl-alt-f6 I can open another virtual terminal, and then the screen works again, but if I to go back to the desktop session with ctrl-alt-f7, all I have is a black screen. But, if I login to Unity (the Ubuntu default session), or to Gnome, and turn the monitor off and back on, everything works ok. Also, if I log out, and while in the lightdm greeter, turn the monitor off and back on, everything works ok. What could be the cause for this, and how to fix this?

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  • Login screen theme and background lost

    - by Sebastian Potasiak
    I tried to change my LightDM background and theme in Ubuntu 12.04 LTS beta 2, changing /usr/share/glib-2.0/schemas/com.canonical.unity-greeter.gschema.xml file (I don't even know if it would work, but I couldn't find any other way), and I failed and restored original file. Also, durning the same session I installed gnome-shell-extensions package, but it didn't work either. (I didn't remove it) Now my login screen looks a bit coarse, without theme and background. (It looks like MS Windows 95 a bit - square buttons and text fields) My question is, how to repair login screen (or how to customize it propely) and how to make gnome-shell-extensions work.

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  • tty1 prompt before lightdm

    - by David Weldon
    After upgrading to 13.10, every time I boot I'm shown a login prompt (tty1) for ~30 seconds before lightdm automatically starts. Everything works fine after that. Any ideas on what I could try to fix/debug this? My /var/log/lightdm/x-0-greeter.log contains lines like the following: ** (at-spi2-registryd:1381): WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files ** (at-spi2-registryd:1381): WARNING **: Unable to register client with session manager WARNING: Failed to open sessions directory: Error opening directory '/usr/share/lightdm/sessions': No such file or directory ** Message: PID 1534 (we are 1534) sent signal 15, shutting down... ** (gnome-settings-daemon:1401): WARNING **: Name taken or bus went away - shutting down Searching for these errors results in a variety of bugs filed over the years. Maybe a clean install will fix this.

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  • Xubuntu LightDM shows blank screen half the time

    - by Sman789
    System info: (will be amended if any more info is asked for) My laptop runs Xubuntu 12.10. As it has a Solid State Drive, /tmp, /var/tmp, /var/log and /var/log/apt are set to tmpfs in the /etc/fstab file - in case this makes any difference. Problem My problem is quite simple. Approximately 50% of boot attempts end in the mouse cursor on a black screen (presumably LightDM failing to load), forcing me to restart and try again. I can access the CTRL+ALT+F1 terminal to reboot the machine, but it's very annoying having to boot and reboot two or three times before one works. Oh, and this problem is the same whether I use the Xubuntu or Unity greeter. Thanks for any help you can give.

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  • Agent admitted failure to sign using the key.

    - by Delirium tremens
    .ssh dir is chmodded 700, id_rsa.pub 600, id_rsa 400. I ran ssh-keygen -t rsa, imported key to launchpad and ran bzr branch lp:unity, but got error message: Agent admitted failure to sign using the key. Permission denied (publickey). bzr: ERROR: Connection closed: Unexpected end of message. Please check connectivity and permissions, and report a bug if problems persist. auth.log: Nov 28 20:23:13 ubuntu sudo: deltrem : TTY=pts/0 ; PWD=/home/deltrem/Documentos/repositories ; USER=root ; COMMAND=/usr/bin/bzr branch lp:unity Nov 28 20:39:01 ubuntu CRON[2959]: pam_unix(cron:session): session opened for user root by (uid=0) Nov 28 20:39:01 ubuntu CRON[2959]: pam_unix(cron:session): session closed for user root Nov 28 20:41:04 ubuntu gnome-screensaver-dialog: gkr-pam: unlocked login keyring

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  • Why does Windows 7 need hardware virtualization to run XP mode?

    - by Ken Pespisa
    I have a MacBook Pro and I've run VMware Fusion's unity mode and Parallels' cohesion mode along side the Mac OS X, and both work pretty seamlessly. I figured XP Mode in Windows 7 would be something similar, but I then learned my machine requires hardware virtualization support, which it does not have. My machine is an HP dc7800. That's a dual core 2.2GHz machine with 4GBs of RAM. Certainly it has the horsepower to run a virtual environment alongside the primary OS. I'm wondering: 1) Why Microsoft decided to make hardware virtualization a requirement and 2) What am I missing? Is the experience similar to Parallel's cohesion mode / Fusion's unity mode? Thanks!

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  • Manually writing a dx11 tessellation shader

    - by Tudor
    I am looking for resources on what are the steps of manually implementing tessellation (I'm using Unity cg). Today it seems that it is all the rage to hide most of the gpu code far away and use rather rigid simplifications such as unity's SURFace shaders. And it seems useless unless you're doing supeficial stuff. A little background: I have procedurally generated meshes (using marching cubes) which have quality normals but no UVs and no Tangents. I have successfully written a custom vertex and fragment shader to do triplanar texture and bumpmap projection as well as some custom stuff (custom lighting, procedurally warping the texture for variation etc). I am using the GPU Gems book as reference. Now I need to implement tessellation, but It seems I must calculate the tangents at runtime by swizzling normals (ctrl+f this in gems: <normal.z, normal.y, -normal.x>) before the tessellator gets them. And I also need to keep my custom vert+frag setup (with my custom parameters/textures being passed between them) - so apparently I cannot use surface shaders. Can anyone provide some guidence?

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  • Why does Ubuntu reset brightness settings at the loading screen?

    - by leugim
    Since I first installed Ubuntu 11.10, I noticed that volume and screen brightness get reset every time Ubuntu starts. Why is this so? And what ways are there to keep brightness and volume levels after rebooting? I have found some scripts that change the screen-brightness at login. But this is not a good solution since login is slower because it seems to wait until the screen brightness is at the level specified by the script. After entering the password I see the screen brightness go down gradually. Only after this is complete (~1 or 2 seconds) does the background disappear and Unity come up. The screenbrightness is not remembered but instead redefined at login. So it gets remembered for the first part of the boot, then set to MAX and then again re-set to normal value by the script. My boot process is as follows: desired brightness: 2 (13,33%) / Max brightness: 15 (100%) Bios / brightness: OK GRUB (violet background color, white text) / brightness: OK Ubuntu loading screen with the dots / brightness: MAX (win7 loads with OK-brightness) User Login / brightness: MAX Unity starts / brightness: OK It seems to be more like a temporary patch than a actual solution. I'm looking for solutions that set the desired brightness permanently and consistently throughout the whole boot-process After updating to 12.04 the behavior is the same. I tried setpci -s 02:00.0 F4.B=XX The value of F4.B is always '0' regardless of what value I try to set it to (tried 0, ff, f, 5, etc) The solution in this answer does not have any noticeable effect: Desktop doesn't remember brightness settings after a reboot The variables at /sys/class/backlight/acpi_video0/ get changed if I use Fn+UP and Fn+DOWN Any help is appreciated. Thanks!

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  • Ubuntu Desktop Environments, No Internet Access

    - by Sneha429
    Windows has been a pain, so I installed Ubuntu 13.10 on my parent's HP Pavilion first with Cinnamon. For the first few days, it worked wonderfully, and then stopped connecting to the internet. I tried using the windows partition and it worked fine. Posted a question about this - no answer yet. Since then, something happened while my parents were using it. The Windows partition was completely erased. I reinstalled Ubuntu and the Cinnamon desktop. Worked great for a day, then same connectivity issue. Since Ubuntu works fine on my netbook without Cinnamon, I thought perhaps this was a Cinnamon issue. Removed Cinnamon and installed LXDE. LXDE, much like Cinnamon, worked well. Then I rebooted and couldn't connect to the internet. I encountered the same issue when using KDE. I would personally like something with a bottom panel as my parents are familiar and comfortable with Windows and can barely use their cell - phones so I do not think Unity will work too well for them. Ubuntu with Unity seems to be the only way to access the internet. My parents mostly use the internet to check email/facebook/watch video. Anyone know how to fix this?

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  • Getting into game/game engine programming

    - by Darkslash
    So I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have openGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesnt teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? Im sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • Creating a GTK theme, but Qt and Java apps are not affected, and title bar button layout is ugly

    - by Mr. Pixel
    I'm playing with a gtk2 / gtk3 theme which I use in the Mate desktop. Everything is looking well, even gtk3 apps, but I still have 3 important issues: Java apps ignore the theme QT apps ignore the theme I'm using those nice ubuntu 10 title bar buttons, but the problem is, when only the close button appears, the title bar looks ugly. Can I make it so that it shows the two other buttons, but disabled? I don't know how Ubuntu 10 handled this. Here's a screenshot showing the 3 problems (above is a small java app, below is a Qt app): Under my previous desktop environments, Unity and Cinnamon, both apps seemed to be taking the right theme correctly, but I did not use my custom theme yet. Cinnamon is based on gnome-shell by the way, and mate is a gnome2-fork. Please note that the shown java app explicitely tries to load the gtk theme at runtime. By default, java apps don't, but this one has the necessary code, which worked in unity and cinnamon. Any suggestions how I could make my theme better so these problems disappear? Thank you very much!

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  • Highly SEO optimised forum posts

    - by Tom Gullen
    Given the following forum post: Basics of how internals of Construct work I've used GameMaker in the past. And I know some C++ and have used a few 3d engines with it. I have also looked at Unity, though I didn't get too much into it. So I know my way around programming etc... My question is, how does construct work internally? I know it allows python scripting, which itself is "technically" interpreted, though python is pretty fast as far as being interpreted goes. But what about the rest? Is the executable that gets cre... The forum software will take the first 150 chars of the first post as the page meta description, and the title will be the thread title. All ok. So in Google it will appear as: Basics of how internals of Construct work I've used GameMaker in the past. And I know some C++ and have used a few 3d engines with it. I have also looked at Unity, though I didn't get too much... http://www.domain.com/forum/basics-of-how-internals-of-construct-work.html Now the problem is (not so much with this thread, but other ones) is the first 150 chars don't always create the best meta description. Is it worth my time to cherry pick threads and manually set their description/title tags so they read like: Internal workings of Construct 2 Events aren't converted to any other language. The runtime is a standalone compiled EXE application, which is optimised and actually very fast. Your events... http://www.domain.com/forum/basics-of-how-internals-of-construct-work.html The H1 on the page is still the original title, but we have overridden the title and description to look more friendly on search results. Is this advantageous forgetting the obvious time cost?

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  • Graphic Card Installation Failure (NV 9600M GT)

    - by Georg
    I wanted to switch from 7 to Ubuntu. Now, the first thing that holds me back is the installation of the driver for my Nvidia 9600M GT. Ubuntu recommends me 4 drivers from the "Additional Driver" Section. Now, whatever driver I install, there are four things happening RANDOMLY after rebooting: The pc freezes before seeing bootup splash The pc freezes while seeing bootup splash image (ubuntu logo with the 5 dots) The pc gets into login screen and freezes instantly (Thought the unity-bar is transparent now) The pc freezes right after beeing able to login. (While this is happening the unity-bar changes from transparent to ugly-flat-style) I also tried to install the official Nvidia .run file but after exiting the X-Server, it says the driver is not compatible with the kernel and exits installation. Can somebody help me? I really wanna get rid of Windows :( But Ubuntu drives me perfectly insane. Please answer as noobish as possible. I'm an expert Windows user, but Linux is absolutely new to me. My Specs: Ubuntu 11.10 installed from USB Stick (like 100 times now :/ because I dont know how to remove the driver in recovery mode) 9600M GT 4GB Ram Intel Centrino 2 Dual Core 2.26GHz Win 7 and Ubuntu running along side. Thank you in advance, regards.

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  • How to reset display settings in XFCE \ Ubuntu 12.04 and also flgrx drivers

    - by Agent24
    I recently upgraded to Ubuntu 12.04 and since I hate unity I installed the Xubuntu package and am using XFCE instead. Since I have a Radeon HD5770 I also installed the fglrx drivers. This all went fine (aside from the fact that the post-release update fglrx drivers have an error on installation and Ubuntu thinks they're not installed when they actually are. I configured my display settings (dual monitors, a 17" CRT on VGA and a 17" LCD on DVI) in the amdcccle program and everything was perfect. THEN, 2 days ago, I accidentally clicked on the "Display" settings in XFCE "settings" manager. After that, everything got screwed. Now, I normally run the CRT at 1152x854 and the LCD at 1280x1024 with the CRT as my primary monitor (with panel) and the LCD without panels etc just to display other windows when I want to drag them over there. The problem is now that if I set my CRT to 1152x864, it stays at 1280x1024 virtually and half the stuff falls off the screen. It also puts the LCD at 1280x1024 BUT then overlays the CRT's display ontop with different wallpaper in an L shape down the right-hand and bottom edges. In short, nothing makes sense and everything is FUBAR. I tried uninstalling fglrx through synaptic, and renaming xorg.conf and also the xfce XML file that has monitor settings but it still won't make sense. Unity on the other hand can currently set everything normally so the problem appears to be only with XFCE. In any case, I can't even get the fglrx drivers back, when I re-installed them, I can't run amdccle anymore as it says the driver isn't installed!! Can someone help me reset my XFCE settings so the monitors aren't screwed with some incorrect virtual desktop size and also so I can get fglrx drivers back and working? I really don't want to have to format and reinstall and go through all the hassle but it looks like I may have to :(

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