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  • Monitor resolution messed up, monitor is unknown.

    - by Kaustubh P
    Is there anyway to reset my monitor? My moitor is using the xorg.conf file. I use 10.04, without any Graphics Card. My monitor is an Acer X193W, with a native resolution of 1440x900. This is my xorg.conf file: Section "Screen" Identifier "Configured Screen Device" Device "Configured Video Device" Monitor "Test" DefaultDepth 16 SubSection "Display" Depth 16 Modes "1440x900_60.00" EndSubSection EndSection #Section "Device" # Identifier "Configured Video Device" # HorizSync # VertRefresh #EndSection I still cant view the native resolution, even when defined in the xorg file. An way I can revert to the default, or delete some files, to make the system detect the monitor again? My last resort is the cvt method, and adding it to the xrandr file. EDIT: I use Intel Drivers. My /proc/fb contains 0 VGA16 VGA

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  • How to Access Your Router If You Forget the Password

    - by Chris Hoffman
    Routers protect their web interfaces, where you can configure their networking, parental control, and port forwarding settings, with a username and password. These default passwords can be changed to protect the router’s settings. If you’ve forgotten a router’s password – or if you acquired a used router and don’t know its password – there’s a way to reset the password. You may also be able to forward ports without knowing the password. Image Credit: tnarik on Flickr How to Access Your Router If You Forget the Password Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor

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  • Jupiter seems to break multimonitor setup

    - by Philippe
    If Jupiter is in the startup my multimonitor setup will fail. Instead of two separate desktops the monitors will be mirrored, one over the other with the smaller notebook-desktop in the larger screen: After each new log-in I have to reset the Display settings in the "System Settings..." dialogue to two not mirrored screens, the changes don't seem to be saved. Given the the entry from xsession-errors /usr/lib/jupiter/scripts/resolutions: line 42: /var/jupiter/available_resolutions_LVDS: Permission denied I assumed that it's coming from Jupiter. Infact, if Jupiter is removed as startup application the desktop settings are fine. Any idea how to solve that issue?

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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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  • Cannot connect to Internet after using Windows XP on dual booted machine

    - by babelproofreader
    I have a dual booted Windows XP and Ubuntu 10.10 box (AMD64) and have an unusual problem in that after connecting to the internet on Windows I cannot connect using Ubuntu. I don't believe it is actually a problem with configuring my Ubuntu connections because when I get up in the morning Ubuntu connects without any problem - this problem only exists (and persists for at least several hours) if I try to connect using Ubuntu immediately after connecting using Windows. I don't know how long the problem actually lasts because I usually just go to bed and then in the morning I can connect without problems. It is not problem with my provider's service as I have a second Ubuntu 10.10 box which I manually connect and works even when the dual booted one (on Ubuntu) won't. It is a particular problem with the dual booted box. A power down reset does not solve the problem.

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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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  • How do I record audio through M-Audio Keystudio?

    - by interstar
    Hi, I'm trying to get my M-Audio Keystudio (which has an audio input as well as the keyboard) to record audio to Audacity. I'm in Ubuntu 10.10. When I look at the Sound Preferences I can select "M-Audio RunTime DFU Analog Stereo" as my input device. However, when I try to record in Audacity, Audacity remains frozen. The program seems to be running and recording, but the recording cursor won't advance. If I reset the audio input to the internal sound card, recording works normally. Any ideas what to look for?

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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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  • 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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  • 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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  • image loading information with jquery

    - by Pradyut Bhattacharya
    Hi I have a page which has a img holder with the html: - <img src="someimage.jpeg" alt="image" class="show_image"/> Now i m updating the image with jquery using the code... $('.show_image').attr('src', 'anotherimage.jpeg'); Now its working fine but i want to show the users the image is being loaded and may wait as the image size may be huge... Is there any method in jquery to get the information of percent loaded(bytes read/remaining) or if the image load is complete... Also how can i place a div over the image placeholder such that the div can fade the image(opacity:0.8) and add some text over the div as loading or something thanks

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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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  • iPhone TabBar selection cancelling

    - by Chris Schnyder
    I am developing an iPhone app that displays several views, all acessed via Tab Bar items. However I need to add an additional item to the Tab Bar that simply launches a URL in Safari. I've accomplished this by adding an empty placeholder view to the TabBar and returning FALSE from shouldSelectViewController when the this view's tabBarItem is clicked on, and launching Safari at the same time. That code is: - (BOOL)tabBarController:(UITabBarController *)tabBarController shouldSelectViewController:(UIViewController *)viewController { if([[viewController tabBarItem] title] == "Website"){ //... launch Safari return FALSE; } else { return TRUE; } } PROBLEM: If the TabBar has too many items, and this "Safari Launch" tab is pushed off to the "More" navigation controller, I lose the capability to intercept the event and prevent the view from loading when clicked. Any suggested tips?

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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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  • Why doesn't the highlighted part of the JavaScript work?

    - by Dor Cohen
    Why isn't the 'confirm password and password the same' part working? Meaning, the part that uses the 'getElementById' to adress the password and confirmpassword. Every part works but that particular part. It doesn't show a red box around the text fields. Can anyone help me? <html> <head> </head> <script> function submitinfo() { var firstname = document.getElementById("firstname").value; var lastname = document.getElementById("lastname").value; var username = document.getElementById("username").value; var password = document.getElementById("password").value; var confirmpassword = document.getElementById("confirmpassword").value; var email = document.getElementById("email").value; if(firstname !== "" && document.getElementById("firstname").style.borderColor == "red")     {     document.getElementById("firstname").style.border = "none"     } if(lastname !== "" && document.getElementById("lastname").style.borderColor == "red") { document.getElementById("lastname").style.border = "none" } if(username !== "" && document.getElementById("username").style.borderColor == "red") { document.getElementById("username").style.border = "none" } if(password !== "" && document.getElementById("password").style.borderColor == "red") { document.getElementById("password").style.border = "none" } if(confirmpassword !== "" && document.getElementById("confirmpassword").style.borderColor == "red") { document.getElementById("confirmpassword").style.border = "none" } if(email !== "" && document.getElementById("email").style.borderColor == "red") { document.getElementById("email").style.border = "none" } if(firstname == "") { document.getElementById("firstname").style.borderColor = "red"; document.getElementById("firstname").style.borderStyle = "solid"; } if(lastname == "") { document.getElementById("lastname").style.borderColor = "red"; document.getElementById("lastname").style.borderStyle = "solid"; } if(username == "") { document.getElementById("username").style.borderColor = "red"; document.getElementById("username").style.borderStyle = "solid"; } if(password == "") { document.getElementById("password").style.borderColor = "red"; document.getElementById("password").style.borderStyle = "solid"; } if(confirmpassword == "") { document.getElementById("confirmpassword").style.borderColor = "red"; document.getElementById("confirmpassword").style.borderStyle = "solid"; } if(email == "") { document.getElementById("email").style.borderColor = "red"; document.getElementById("email").style.borderStyle = "solid"; } if(password !== "" && confirmpassword !== "" && document.getElementById("password").style.border == "none" && document.getElementById("confirmpassword").style.border == "none" && password !== confirmpassword) { document.getElementById("password").style.border = "red"; document.getElementById("confirmpassword").style.border = "red"; } if(firstname && lastname && username && password && confirmpassword && email !== "") { window.open() } } </script> <h><font size=4 color=3BCCBE><b>Full Name</b></font><h/> <br> <input type="text" id="firstname" size="15px" placeholder="First"> <input type="text" id="lastname" size="15px" placeholder="Last"> <br> <br> <br> <br> <h><font size=4 color=3BCCBE><b>Choose your username</b></font></h> <br> <input type="text" id="username" size="37px"> <br> <p><font size=3 color="grey">atleast 6 characters long</font></p> <br> <h><font size=4 color=3BCCBE><b>Create a password</b></font></h> <br> <input type="password" id="password" size="37px"> <br> <br> <br> <br> <h><font size=4 color=3BCCBE><b>Confirm your password</b></font><h/> <br> <input type="password" id="confirmpassword" size="37px"> <br> <br> <br> <br> <h><font size=4 color=3BCCBE><b>Email address</b></font><h/> <br> <input type="text" id="email" size="37px"> <br> <br> <br> <br> <input type="button" value="Submit" onclick="submitinfo()" style="height:50px; width:85px; font-size:22px;> <br> </body> </html>

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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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  • Why does calling IEnumerable<string>.Count() create an additional assembly dependency ?

    - by Gishu
    Assume this chain of dll references Tests.dll >> Automation.dll >> White.Core.dll with the following line of code in Tests.dll, where everything builds result.MissingPaths Now when I change this to result.MissingPaths.Count() I get the following build error for Tests.dll "White.UIItem is not defined in an assembly that is not referenced. You must add a reference to White.Core.dll." And I don't want to do that because it breaks my layering. Here is the type definition for result, which is in Automation.dll public class HasResult { public HasResult(IEnumerable<string> missingPaths ) { MissingPaths = missingPaths; } public IEnumerable<string> MissingPaths { get; set; } public bool AllExist { get { return !MissingPaths.Any(); } } } Down the call chain the input param to this ctor is created via (The TreeNode class is in White.Core.dll) assetPaths.Where(assetPath => !FindTreeNodeUsingCache(treeHandle, assetPath)); Why does this dependency leak when calling Count() on IEnumerable ? I then suspected that lazy evaluation was causing this (for some reason) - so I slotted in an ToArray() in the above line but didn't work. Update 2011 01 07: Curiouser and Curiouser! it won't build until I add a White.Core reference. So I add a reference and build it (in order to find the elusive dependency source). Open it up in Reflector and the only references listed are Automation, mscorlib, System.core and NUnit. So the compiler threw away the White reference as it was not needed. ILDASM also confirms that there is no White AssemblyRef entry. Any ideas on how to get to the bottom of this thing (primarily for 'now I wanna know why' reasons)? What are the chances that this is an VS2010/MSBuild bug? Update 2011 01 07 #2 As per Shimmy's suggestion, tried calling the method explcitly as an extension method Enumerable.Count(result.MissingPaths) and it stops cribbing (not sure why). However I moved some code around after that and now I'm getting the same issue at a different location using IEnumerable - this time reading and filtering lines out of a file on disk (totally unrelated to White). Seems like it's a 'symptom-fix'. var lines = File.ReadLines(aFilePath).ToArray(); once again, if I remove the ToArray() it compiles again - it seems that any method that causes the enumerable to be evaluated (ToArray, Count, ToList, etc.) causes this. Let me try and get a working tiny-app to demo this issue... Update 2011 01 07 #3 Phew! More information.. It turns out the problem is just in one source file - this file is LINQ-phobic. Any call to an Enumerable extension method has to be explicitly called out. The refactorings that I did caused a new method to be moved into this source file, which had some LINQ :) Still no clue as to why this class dislikes LINQ. using System; using System.Collections.Generic; using System.IO; using System.Linq; using G.S.OurAutomation.Constants; using G.S.OurAutomation.Framework; using NUnit.Framework; namespace G.S.AcceptanceTests { public abstract class ConfigureThingBase : OurTestFixture { .... private static IEnumerable<string> GetExpectedThingsFor(string param) { // even this won't compile - although it compiles fine in an adjoining source file in the same assembly //IEnumerable<string> s = new string[0]; //Console.WriteLine(s.Count()); // this is the line that is now causing a build failure // var expectedInfo = File.ReadLines(someCsvFilePath)) // .Where(line => !line.StartsWith("REM", StringComparison.InvariantCultureIgnoreCase)) // .Select(line => line.Replace("%PLACEHOLDER%", param)) // .ToArray(); // Unrolling the LINQ above removes the build error var expectedInfo = Enumerable.ToArray( Enumerable.Select( Enumerable.Where( File.ReadLines(someCsvFilePath)), line => !line.StartsWith("REM", StringComparison.InvariantCultureIgnoreCase)), line => line.Replace("%PLACEHOLDER%", param)));

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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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  • MVC2 Client-Side Validation for injected Ajax response

    - by radu-negrila
    Hi, I have the following scenario for an MVC 2 website. The user checks a radio. I make a jQuery GET to retrieve some html (partial view + view model). The view-model is annotated with validation attributes. I need client-side validation for the new html's inputs. I tried placing the following line in the partial view: <% Html.EnableClientValidation(); % I was naive. Also for the obtained html I use jQuery's .html to populate my placeholder, which also would execute the javascript. Not that there is any. Is is possible to update the page's validation logic and metadata after the ajax call ? Any ideas (beside remote client side validation) ? Thanks in advance.

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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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  • 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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  • Question regarding inheritance in wxWidgets.

    - by celestialorb
    Currently I'm attempting to write my own wxObject, and I would like for the class to be based off of the wxTextCtrl class. Currently this is what I have: class CommandTextCtrl : public wxTextCtrl { public: void OnKey(wxKeyEvent& event); private: DECLARE_EVENT_TABLE() }; Then later on I have this line of code, which is doesn't like: CommandTextCtrl *ctrl = new CommandTextCtrl(panel, wxID_ANY, *placeholder, *origin, *size); ...and when I attempt to compile the program I receive this error: error: no matching function for call to ‘CommandTextCtrl::CommandTextCtrl(wxPanel*&, <anonymous enum>, const wxString&, const wxPoint&, const wxSize&)’ It seems that it doesn't inherit the constructor method with wxTextCtrl. Does anyone happen to know why it doesn't inherit the constructor? Thanks in advance for any help!

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