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  • How to solve Bumblebee/Nvidia Optimus issues with kernel 3.4 (works perfectly under 3.2)

    - by theJimy
    I installed Ubuntu and could setup to utilize my Intel HD 3000/Geforce GT 540M hybrid graphics perfectly with the method described here: How well do laptops with Nvidia Optimus work? Everything works fine under Kernel 3.2. Now I wanted to upgrade though to Kernel 3.4, as it brings many improvements, especially in saving battery life (ie. Intel RC6)... at least from what I heard. While I had no issues installing the 3.4 Kernel under Ubuntu 12.04 and everything so far runs fine, Bumblebee causes issues under kernel 3.4. When trying to run commands like optirun, lsmod (or similar kernel tools) these just lock up and never return. The Bumblebee developers seem to refuse to help with mainline kernels (as seen here: https://github.com/Bumblebee-Project/bbswitch/issues/17 ). Does anyone know, how to solve this issue? Could I solve this probably, by compiling the kernel and/or Bumblebee against the kernels sources myself and having a Ubuntu-like kernel? Any other idea that might help me to solve this myself, so I could profit from the 3.4 features and Optimus, would be very appreciated.

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  • SSL Certificate Works in Monit - But Not in Keystore

    - by Bart Silverstrim
    I have a situation where there's a keystore file with the various root/intermediate certificates stored in it in a way that it seems to work for most browsers. Problem is that when mobile browsers hit it, there's a break in the chain and they complain. I used an SSL checker at http://www.sslshopper.com/ssl-checker.html and it states that "The certificate is not trusted in all web browsers. You may need to install an Intermediate/chain certificate to link it to a trusted root certificate." So...the desktop browsers must have the intermediate certs already and can make the chain connections, I'm assuming, while the mobile browsers can't. The thing is that I had used Portecle to export certificates from the keystore and cobble them together to create a .PEM certificate to run the Monit utility. When I check that application with the SSL checker, it works fine! The person that originally created the keystore said he couldn't follow the SSL provider's directions for creating the keystore because he created the CSR request using openssl, so the cert and private key had to be converted to DER format and use importkey to get it to work; following the directions he found online had importkey seem to use only a set keystore file as a result, and it would erase anything already in the file if it existed. So is there a way to take the certificate I created for Monit and create a working keystore for the Tomcat website? What would be causing the chain to be broken in the current keystore, but work for Monit? I have the SSL cert provider's intermediate and cross certificates, and the website's certificate, but is what else would I need to create a working chain of certs for a keystore?

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  • Bluetooth headset A2DP works, HSP/HFP not (no sound/no mic)

    - by Stefan Armbruster
    My Philips SBH9001 headset pairs fine using Ubuntu 12.04. In the audio settings it's properly detected as A2DP device and as HSP/HFP device. Hardware: Thinkpad X230, Ubuntu 12.04 64bit, Kernel 3.6.0-030600rc3-generic (build from Ubuntu mainline repo), Bluetooth device is USB-Id 0a5c:21e6 from Broadcom, Headset is a Philips SBH9001. Note: Kernel 3.6 rc3 is used because of a fix for audio on the dockingstation that is not in any previous branches. Playing audio in A2DP works just fine out of the box, but when switching the headset to HSP/HSP mode there is no sound nor does the microphone work. When connecting the headset, /var/log/syslog shows: Aug 25 21:32:47 x230 bluetoothd[735]: Badly formated or unrecognized command: AT+CSRSF=1,1,1,1,1,7 Aug 25 21:32:49 x230 rtkit-daemon[1879]: Successfully made thread 17091 of process 14713 (n/a) owned by '1000' RT at priority 5. Aug 25 21:32:49 x230 rtkit-daemon[1879]: Supervising 4 threads of 1 processes of 1 users. Aug 25 21:32:50 x230 kernel: [ 4860.627585] input: 00:1E:7C:01:73:E1 as /devices/virtual/input/input17 When switching from A2DP (standard profile) to HSP/HFP: Aug 25 21:34:36 x230 bluetoothd[735]: /org/bluez/735/hci0/dev_00_1E_7C_01_73_E1/fd3: fd(34) ready Aug 25 21:34:36 x230 rtkit-daemon[1879]: Successfully made thread 17309 of process 14713 (n/a) owned by '1000' RT at priority 5. Aug 25 21:34:36 x230 rtkit-daemon[1879]: Supervising 4 threads of 1 processes of 1 users. Aug 25 21:34:41 x230 bluetoothd[735]: Audio connection got disconnected Any hints how to get HSP/HFP working here?

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  • Draw depth works on WP7 emulator but not device

    - by Luke
    I am making a game on a WP7 device using C# and XNA. I have a system where I always want the object the user is touching to be brought to the top, so every time it is touched I add float.Epsilon to its draw depth (I have it set so that 0 is the back and 1 is the front). On the Emulator that all works fine, but when I run it on my device the draw depths seem to be completely random. I am hoping that anybody knows a way to fix this. I have tried doing a Clean & Rebuild and uninstalling from the device but that is no luck. My call to spritebatch.Begin is: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend); and to draw I use spriteBatch.Draw(Texture, new Rectangle((int)X, (int)Y, (int)Width, (int)Height), null, Color.White, 0, Vector2.Zero, SpriteEffects.None, mDrawDepth); Where mDrawDepth is a float value of the draw depth (likely to be a very small number; a small multiple of float.Epsilon. Any help much appreciated, thanks!

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  • Box2D `ApplyLinearImpulse` is not working whereas `SetLinearVelocity` works

    - by Narek
    I need to mimic jumping behavior for the player in my game. Player consists of two fixtures with circle and rectangle shapes. Rectangle I use to detect ground and it is a sensor. Is some point for jumping I do this: float impulseY = body->GetMass() * PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180); body->ApplyLinearImpulse(b2Vec2(0, impulseY), body->GetWorldCenter(), true); and player does not jump. But when I do this: body->SetLinearVelocity(b2Vec2(0, PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180))); my player jumps. Also when I change the rectangle shape to be normal (not sensor) shape, its works again. Why? Just in case here are the parameters of my rectangular sensor: b2PolygonShape boxShape; boxShape.SetAsBox(width * 0.5/2/PTM_RATIO, height * 0.2/2/PTM_RATIO, b2Vec2(0, -height * 0.4 /PTM_RATIO), 0); b2FixtureDef boxFixtureDef; boxFixtureDef.friction = 0; boxFixtureDef.restitution = 0; boxFixtureDef.density = 1; boxFixtureDef.isSensor = true; boxFixtureDef.userData = static_cast<void*>(PLAYER_GROUP);

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  • A few questions about how JavaScript works

    - by KayoticSully
    I originally posted on Stack Overflow and was told I might get some better answers here. I have been looking deeply into JavaScript lately to fully understand the language and have a few nagging questions that I can not seem to find answers to (Specifically dealing with Object Oriented programming. I know JavaScript is meant to be used in an OOP manner I just want to understand it for the sake of completeness). Assuming the following code: function TestObject() { this.fA = function() { // do stuff } this.fB = testB; function testB() { // do stuff } } TestObject.prototype = { fC : function { // do stuff } } What is the difference between functions fA and fB? Do they behave exactly the same in scope and potential ability? Is it just convention or is one way technically better or proper? If there is only ever going to be one instance of an object at any given time, would adding a function to the prototype such as fC even be worthwhile? Is there any benefit to doing so? Is the prototype only really useful when dealing with many instances of an object or inheritance? And what is technically the "proper" way to add methods to the prototype the way I have above or calling TestObject.prototype.functionName = function(){} every time? I am looking to keep my JavaScript code as clean and readable as possible but am also very interested in what the proper conventions for Objects are in the language. I come from a Java and PHP background and am trying to not make any assumptions about how JavaScript works since I know it is very different being prototype based. Also are there any definitive JavaScript style guides or documentation about how JavaScript operates at a low level? Thanks!

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  • Understanding how OpenGL blending works

    - by yuumei
    I am attempting to understand how OpenGL (ES) blending works. I am finding it difficult to understand the documentation and how the results of glBlendFunc and glBlendEquation effect the final pixel that is written. Do the source and destination out of glBlendFunc get added together with GL_FUNC_ADD by default? This seems wrong because "basic" blending of GL_ONE, GL_ONE would output 2,2,2,2 then (Source giving 1,1,1,1 and dest giving 1,1,1,1). I have written the following pseudo-code, what have I got wrong? struct colour { float r, g, b, a; }; colour blend_factor( GLenum factor, colour source, colour destination, colour blend_colour ) { colour colour_factor; float i = min( source.a, 1 - destination.a ); // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml switch( factor ) { case GL_ZERO: colour_factor = { 0, 0, 0, 0 }; break; case GL_ONE: colour_factor = { 1, 1, 1, 1 }; break; case GL_SRC_COLOR: colour_factor = source; break; case GL_ONE_MINUS_SRC_COLOR: colour_factor = { 1 - source.r, 1 - source.g, 1 - source.b, 1 - source.a }; break; // ... } return colour_factor; } colour blend( colour & source, colour destination, GLenum source_factor, // from glBlendFunc GLenum destination_factor, // from glBlendFunc colour blend_colour, // from glBlendColor GLenum blend_equation // from glBlendEquation ) { colour source_colour = blend_factor( source_factor, source, destination, blend_colour ); colour destination_colour = blend_factor( destination_factor, source, destination, blend_colour ); colour output; // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendEquation.xml switch( blend_equation ) { case GL_FUNC_ADD: output = add( source_colour, destination_colour ); case GL_FUNC_SUBTRACT: output = sub( source_colour, destination_colour ); case GL_FUNC_REVERSE_SUBTRACT: output = sub( destination_colour, source_colour ); } return output; } void do_pixel() { colour final_colour; // Blending if( enable_blending ) { final_colour = blend( current_colour_output, framebuffer[ pixel ], ... ); } else { final_colour = current_colour_output; } } Thanks!

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  • 12.04 Unity 3D Not working where as Unity 2D works fine

    - by Stephen Martin
    I updated from 11.10 to 12.04 using the distribution upgrade, after that I couldn't log into using the Unity 3D desktop after logging in I would either never get unity's launcher or I would get the launcher and once I tried to do anything the windows lost their decoration and nothing would respond. If I use Unity 2D it works fine and in fact I'm using it to type this. I managed to get some info out of dmesg that looks like it's the route of whats happening. dmesg: [ 109.160165] [drm:i915_hangcheck_elapsed] *ERROR* Hangcheck timer elapsed... GPU hung [ 109.160180] [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state [ 109.167587] [drm:i915_wait_request] *ERROR* i915_wait_request returns -11 (awaiting 1226 at 1218, next 1227) [ 109.672273] [drm:i915_reset] *ERROR* Failed to reset chip. output of lspci | grep vga 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) output of /usr/lib/nux/unity_support_test -p IN 12.04 OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no The same command in 11.10: stephenm@mcr-ubu1:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes stephenm@mcr-ubu1:~$ output of /var/log/Xorg.0.log [ 11.971] (II) intel(0): EDID vendor "LPL", prod id 307 [ 11.971] (II) intel(0): Printing DDC gathered Modelines: [ 11.971] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 12.770] (II) intel(0): Allocated new frame buffer 2176x800 stride 8704, tiled [ 15.087] (II) intel(0): EDID vendor "LPL", prod id 307 [ 15.087] (II) intel(0): Printing DDC gathered Modelines: [ 15.087] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 33.310] (II) XKB: reuse xkmfile /var/lib/xkb/server-93A39E9580D1D5B855D779F4595485C2CC66E0CF.xkm [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 41.519] [mi] Increasing EQ size to 512 to prevent dropped events. [ 42.079] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 42.079] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. [ 42.598] (II) intel(0): EDID vendor "LPL", prod id 307 [ 42.598] (II) intel(0): Printing DDC gathered Modelines: [ 42.598] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 51.052] (II) AIGLX: Suspending AIGLX clients for VT switch I know im using the beta version so I'm not expecting it to work but does any one know what the problem may be or even why they Unity compatibility test is describing my video card as vmware when its an intel i915 and Ubuntu is running on the metal not virtualised. Unity 3D worked fine in 11.10

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  • Unity 3D Not working where as Unity 2D works fine [closed]

    - by Stephen Martin
    I updated from 11.10 to 12.04 using the distribution upgrade, after that I couldn't log into using the Unity 3D desktop after logging in I would either never get unity's launcher or I would get the launcher and once I tried to do anything the windows lost their decoration and nothing would respond. If I use Unity 2D it works fine and in fact I'm using it to type this. I managed to get some info out of dmesg that looks like it's the route of whats happening. dmesg: [ 109.160165] [drm:i915_hangcheck_elapsed] *ERROR* Hangcheck timer elapsed... GPU hung [ 109.160180] [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state [ 109.167587] [drm:i915_wait_request] *ERROR* i915_wait_request returns -11 (awaiting 1226 at 1218, next 1227) [ 109.672273] [drm:i915_reset] *ERROR* Failed to reset chip. output of lspci | grep vga 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) output of /usr/lib/nux/unity_support_test -p IN 12.04 OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no The same command in 11.10: stephenm@mcr-ubu1:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes stephenm@mcr-ubu1:~$ output of /var/log/Xorg.0.log [ 11.971] (II) intel(0): EDID vendor "LPL", prod id 307 [ 11.971] (II) intel(0): Printing DDC gathered Modelines: [ 11.971] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 12.770] (II) intel(0): Allocated new frame buffer 2176x800 stride 8704, tiled [ 15.087] (II) intel(0): EDID vendor "LPL", prod id 307 [ 15.087] (II) intel(0): Printing DDC gathered Modelines: [ 15.087] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 33.310] (II) XKB: reuse xkmfile /var/lib/xkb/server-93A39E9580D1D5B855D779F4595485C2CC66E0CF.xkm [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 41.519] [mi] Increasing EQ size to 512 to prevent dropped events. [ 42.079] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 42.079] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. [ 42.598] (II) intel(0): EDID vendor "LPL", prod id 307 [ 42.598] (II) intel(0): Printing DDC gathered Modelines: [ 42.598] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 51.052] (II) AIGLX: Suspending AIGLX clients for VT switch I know im using the beta version so I'm not expecting it to work but does any one know what the problem may be or even why they Unity compatibility test is describing my video card as vmware when its an intel i915 and Ubuntu is running on the metal not virtualised. Unity 3D worked fine in 11.10

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  • Desktop login fails, terminal works

    - by Tobias
    I have a freshly setup 12.04 LTS pc system (120 GB SSD, 1 TB HDD, 16 GiB RAM); since a few days, I can't login to the graphical desktop anymore: there is very short flashing shell window which disappears very quickly, and I'm confronted with the login screen again. I believe there is something about modprobe and vbox, but I can't read it fast enough ... I can login to a terminal (Ctrl+Alt+F1). It did not help to chown all contents of my home directory to me:my-group, like suggested here. This is what I could find in /var/log, grepping for the date and time (I inserted linebreaks after <my-hostname>; real time values preserved): auth.log: <date> 22:43:01 <my-hostname> lightdm: pam_succeed_if(lightdm:auth): requirement "user ingroup nopasswdlogin" not met by user "tobias" <date> 22:43:08 <my-hostname> lightdm: pam_unix(lightdm:session): session closed for user lightdm <date> 22:43:08 <my-hostname> lightdm: pam_unix(lightdm:session): session opened for user tobias by (uid=0) <date> 22:43:08 <my-hostname> lightdm: pam_ck_connector(lightdm:session): nox11 mode, ignoring PAM_TTY :0 <date> 22:43:08 <my-hostname> lightdm: pam_unix(lightdm:session): session closed for user tobias <date> 22:43:09 <my-hostname> lightdm: pam_unix(lightdm:session): session opened for user lightdm by (uid=0) <date> 22:43:09 <my-hostname> lightdm: pam_ck_connector(lightdm:session): nox11 mode, ignoring PAM_TTY :0 <date> 22:43:10 <my-hostname> lightdm: pam_succeed_if(lightdm:auth): requirement "user ingroup nopasswdlogin" not met by user "tobias" <date> 22:43:10 <my-hostname> dbus[756]: [system] Rejected send message, 2 matched rules; type="method_call", sender="1:43" (uid=104 pid=1639 comm="/usr/lib/indicator-datetime/indicator-datetime-ser") interface="org.freedesktop.DBus.Properties" member="GetAll" error name="(unset)" requested_reply="0" destination=":1.15" (uid=0 pid=1005 comm="/usr/sbin/console-kit-daemon --no-daemon ") kern.log: <date> 22:43:00 <my-hostname> kernel: [ 16.084525] eth0: no IPv6 routers present syslog: <date> 22:43:00 <my-hostname> kernel: [ 16.084525] eth0: no IPv6 routers present <date> 22:43:01 <my-hostname> ntpdate[1492]: adjust time server 91.189.94.4 offset -0.162831 sec <date> 22:43:08 <my-hostname> acpid: client 969[0:0] has disconnected <date> 22:43:08 <my-hostname> acpid: client connected from 1553[0:0] <date> 22:43:08 <my-hostname> acpid: 1 client rule loaded I have Virtualbox and Truecrypt installed, but I can't think of a reason why they might prevent a graphical login. I'm confused: What is this about requirement "user ingroup nopasswdlogin" not met? I do login using a password, and the password works ok when logging in to a terminal! Can I somehow read the error output, e.g. by delaying it, redirecting it to a file, or having the system prompt me for pressing a key? Has possibly any recent update caused my problem? Should I install the pending updates? How, btw, without access to the graphical UI? I have some working knowledge about the Linux shell, but I'm new to Ubuntu. Any help would be appreciated.

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  • Unity GUI not in build, but works fine in editor

    - by Darren
    I have: GUITexture attached to an object A script that has GUIStyles created for the Textfield and Buttons that are created in OnGUI(). This script is attached to the same object in number 1 3 GUIText objects each separate from the above. A script that enables the GUITexture and the script in number 1 and 2 respectively This is how it is supposed to work: When I cross the finish line, number 4 script enables number 1 GUITexture component and number 2 script component. The script component uses one of number 3's GUIText objects to show you your best lap time, and also makes a GUI.Textfield for name entry and 2 GUI.Buttons for "Submit" and "Skip". If you hit "Submit" the script will submit the time. No matter which button you press, The remaining 2 GUIText objects from number 3 will show you the top 10 best times. For some reason, when I run it in editor, everything works 100%, but when I'm in different kinds of builds, the results vary. When I am in a webplayer, The GUITexture and the textfield and buttons appear, but the textfield and buttons are plain and have no evidence of GUIStyles. When I click one of the buttons, the score gets submitted but I do not get the fastest times showing. When I am in a standalone build, the GUITexture shows up, but nothing else does. If I remove the GUIStyle parameter of the GUI.Textfield and GUI.Button, they show up. Why am I getting these variations and how can I fix it? Code below: void Start () { Names.text = ""; Times.text = ""; YourBestTime.text = "Your Best Lap: " + bestTime + "\nEnter your name:"; //StartCoroutine(GetTimes("Test")); } void Update() { if (!ShowButtons && !GettingTimes) { StartCoroutine(GetTimes()); GettingTimes = true; } } IEnumerator GetTimes () { Debug.Log("Getting times"); YourBestTime.text = "Loading Best Lap Times"; WWW times_get = new WWW(GetTimesUrl); yield return times_get; WWW names_get = new WWW(GetNamesUrl); yield return names_get; if(times_get.error != null || names_get.error != null) { print("There was an error retrieiving the data: " + names_get.error + times_get.error); } else { Times.text = times_get.text; Names.text = names_get.text; YourBestTime.text = "Your Best Lap: " + bestTime; } } IEnumerator PostLapTime (string Name, string LapTime) { string hash= MD5.Md5Sum(Name + LapTime + secretKey); string bestTime_url = SubmitTimeUrl + "&Name=" + WWW.EscapeURL(Name) + "&LapTime=" + LapTime + "&hash=" + hash; Debug.Log (bestTime_url); // Post the URL to the site and create a download object to get the result. WWW hs_post = new WWW(bestTime_url); //label = "Submitting..."; yield return hs_post; // Wait until the download is done if (hs_post.error != null) { print("There was an error posting the lap time: " + hs_post.error); //label = "Error: " + hs_post.error; //show = false; } else { Debug.Log("Posted: " + hs_post.text); ShowButtons = false; PostingTime = false; } } void OnGUI() { if (ShowButtons) { //makes text box nameString = GUI.TextField( new Rect((Screen.width/2)-111, (Screen.height/2)-130, 222, 25), nameString, 20, TextboxStyle); if (GUI.Button( new Rect( (Screen.width/2-74.0f), (Screen.height/2)- 90, 64, 32), "Submit", ButtonStyle)) { //SUBMIT TIME if (nameString == "") { nameString = "Player"; } if (!PostingTime) { StartCoroutine(PostLapTime(nameString, bestTime)); PostingTime = true; } } else if (GUI.Button( new Rect( (Screen.width/2+10.0f), (Screen.height/2)- 90, 64, 32), "Skip", ButtonStyle)) { ShowButtons = false; } } } }

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  • Some solid OOP criticism?

    - by Bubba88
    Hi! I want to ask you to provide me with some articles (maybe books), which you possibly have found very convincing criticising the OOP methodology. I have read some in the WWW on this topic and I didn't really find a 'definitive demotivator'. It's not much about my personal attitude to the OOP, but I really would like to have something constructive, rigorous foundation for any kind of discussion and just abstract thinking. You can post some original research too, but please be very constructive (as my personal request). Thank you very much!

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  • Test data generators / quickest route to generating solid, non-repetitive, but not-real database sam

    - by Jamo
    I need to build a quick feasibility test / proof-of-concept of a remote database for a client, that will be populated with mostly-typical Company and People data (names, addresses, etc); 150K records or so. The sample databases mentioned here were helpful: http://stackoverflow.com/questions/57068/good-databases-with-sample-data ...but, I'd like to be able to generate sample data like this easily on less-typical datasets as well. Anyone have any recommendations for off-the-shelf (or off-the-web) solutions?

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  • A solid nickname regexp

    - by iBram
    I want a regular expression to validate a nickname: 6 to 36 characters, it should contain at least one letter. Other allowed characters: 0-9 and underscores. This is what I have now: if(!preg_match('/^.*(?=\d{0,})(?=[a-zA-Z]{1,})(?=[a-zA-Z0-9_]{6,36}).*$/i', $value)){ echo 'bad'; } else{ echo 'good'; } This seems to work, but when a validate this strings for example: 11111111111a is not valid, but it should aaaaaaa!aaaa is valid, but it shouldn't Any ideas to make this regexp better?

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  • Designing a solid API, how?

    - by emi1faber
    Obviously, APIs have exploded over the past few years, but many of them seem poorly designed when it comes to utilizing them... I have an opportunity to design an API however I see fit, but I would like it to be easy to use for those accessing it. Of course, keeping it as simple as possible is a big help, but what are the gotchas that people have run into out there? Anything that should be avoided at all costs or implemented at all costs?

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  • My new DNS change works from America but not Sweden

    - by Dougie
    Several hours ago i changed nameserver and DNS info on one of my domains at my domainregistar. When i access the domain from my home computers and when my friends access the domain they get to the old ip-adress hosting the dead site(We all live in Sweden). But when i access the website from my mobile phone or through google.com/translate or North American proxies the website is shown like it should. Why is this?, does it take time for change to take effect for diffrent locations/countries? I find it very strange and would like to start using my site now. Do you think it will change or could i've been doing something wrong?

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <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 *= GroundDragFactor; //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(gameTime); // 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; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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

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

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  • Making a copyright system that works

    <b>Free Software Magazine:</b> "Aside from a few vested interests in the entertainment industry, nearly everyone hates the system we&#8217;ve got &#8212; it&#8217;s clearly overreaching and ill-adapted to the electronic world of the internet. But what sort of system would we like?"

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  • SQL SERVER – Install Samples Database Adventure Works for SQL Server 2012

    - by pinaldave
    AdventureWorks is a Sample Database shipped with SQL Server and it can be downloaded from CodePlex site. AdventureWorks has replaced Northwind and Pubs from the sample database in SQL Server 2005.The Microsoft team keeps updating the sample database as they release new versions. For SQL Server 2012 RTM Samples AdventureWorks Database is released: AdventureWorks2012 Data File AdventureWorks2012 Case Sensitive Data File You can download either of the datafile and create database using the same. Here is the script which demonstrates how to create sample database in SQL Server 2012. CREATE DATABASE AdventureWorks2012 ON (FILENAME = 'D:\AdventureWorks2012_Data.mdf') FOR ATTACH_REBUILD_LOG ; Please specify your filepath in the filename variable. Here is the link for additional downloads. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology

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  • HTG Explains: How Private Browsing Works and Why It Doesn’t Offer Complete Privacy

    - by Chris Hoffman
    Private Browsing, InPrivate Browsing, Incognito Mode – it has a lot of names, but it’s the same basic feature in every browser. Private browsing offers some improved privacy, but it’s not a silver bullet that makes you completely anonymous online. Private Browsing mode changes the way your browser behaves, whether you’re using Mozilla Firefox, Google Chrome, Internet Explorer, Apple Safari, Opera or any other browser – but it doesn’t change the way anything else behaves. How to Banish Duplicate Photos with VisiPic How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It?

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  • Visual Studio 2010 RC and Crystal Reports 2008 Just Works

    I have Crystal Reports 2008. This is the full application, not the Crystal Reports extension embedded into Visual Studio. This morning I pulled a solution with many projects and many crystal report files into Visual Studio 2010 for the first time. This application originated in VS2003, migrated to VS2005/.NET 2.0, migrated again to VS2008 (still .NET 2.0) and now migrated to VS2010 (still .NET 2.0). Wow everything is SO much faster working with this solution in VS2010. It loads up so quickly. It...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • cURL works but PHP cURL fails to internet [migrated]

    - by wrk2bike
    Trying to diagnose an issue using PHP to cURL to an Internet location on a RedHat Linux server. cURL is installed and working, and: <?php var_dump(curl_version()); ?> shows all the correct information in the output. The issue is I can use PHP to cURL to localhost on the box itself, but not the Internet (see below). Normally I'd suspect the firewall, but I can cURL from the command line to the Internet without a problem. The box can also update it's own software packages, etc. What am I missing? My test is: <?php function http_head_curl($url,$timeout=30) { $ch = curl_init(); curl_setopt($ch, CURLOPT_URL, $url); curl_setopt($ch, CURLOPT_TIMEOUT, $timeout); curl_setopt($ch, CURLOPT_HEADER, 1); curl_setopt($ch, CURLOPT_NOBODY, 1); curl_setopt($ch, CURLOPT_FOLLOWLOCATION, 1); curl_setopt($ch, CURLOPT_RETURNTRANSFER, 1); $res = curl_exec($ch); if ($res === false) { throw new RuntimeException("cURL exception: ".curl_errno($ch).": ".curl_error($ch)); } return trim($res); } // Succeeds, displaying headers echo(http_head_curl('localhost')); // Fails: echo(http_head_curl('www.google.com')); ?>

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  • www.foobar.com works but foobar.com results in a 'Server not found' error

    - by Homunculus Reticulli
    I have just setup a minimal (hopefully secure? - comments welcome) apache website using the following configuration file: <VirtualHost *:80> ServerName foobar.com ServerAlias www.foobar.com ServerAdmin [email protected] DocumentRoot /path/to/websites/foobar/web DirectoryIndex index.php # CustomLog with format nickname LogFormat "%h %l %u %t \"%r\" %>s %b" common CustomLog "|/usr/bin/cronolog /var/log/apache2/%Y%m.foobar.access.log" common LogLevel notice ErrorLog "|/usr/bin/cronolog /var/log/apache2/%Y%m.foobar.errors.log" <Directory /> AllowOverride None Order Deny,Allow Deny from all </Directory> <Directory /path/to/websites/> Options -Indexes FollowSymLinks MultiViews AllowOverride None Order allow,deny allow from all </Directory> </VirtualHost> I am able to access the website by using www.foobar.com, however when I type foobar.com, I get the error 'Server not found' - why is this? My second question concerns the security implications of the directive: <Directory /path/to/websites/> Options -Indexes FollowSymLinks MultiViews AllowOverride None Order allow,deny allow from all </Directory> in the configuration above. What exactly is it doing, and is it necessary?. From my (admitedly limited) understanding of Apache configuration files, this means that anyone will be able to access (write to?) the /path/to/websites/ folder. Is my understanding correct? - and if yes, how is this not a security risk?

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