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Articles indexed in March 2012

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  • Suspend/hibernate doesn't work on an Asus Laptop

    - by b1ackjosh
    I'm having issues suspending 11.04 on my new Asus U30sd-XA1 laptop, it's a new laptop on the market and I'm wondering if anyone else has had this issue and maybe have a fix for it. Basically whenever I close or put the laptop to sleep the screen goes black but the video card doesn't actually turn off, then the fan spins up even faster then it was before and gets hot. I did see that some people were having similar issues on other laptops and they set the kernal back. I'm newish to ubuntu and I'm not super comfortable messing with the kernal. If anyone has any other solutions that would be great. I am not using the 520m nvidia driver because it won't load unity after it's installed. I've also heard quite a few bad things about the drivers on the ubuntu forums, so I deactivated the driver.

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  • How to reset Compiz/Unity to defaults?

    - by Stramato
    I tried to activate some compiz effect via ccsm (I think wobbly windows) and compiz crashed and froze up the screen. So I used the Control+Alt+Backspace keystroke to force logout. Then I logged back in. Unity wasn't there, just a (non-unity) panel at the top with file, edit, and the like. I was able to pull up a terminal and launch ccsm, only to find almost all settings wiped out. I turned everything back on that I thought should be on, but I don't know if I got everything. Also, now whenever I open up a non-maximized window, it opens up in the top left corner with the title bar behind the unity panel. So what I need is a list of everything that needs to be on in ccsm, and a way to get windows to NOT open in the corner, preferably without having to reset unity or compiz.

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  • Gnome Shell Blank edge until restart?

    - by jtaillon
    Since I installed Gnome Shell (which I much prefer over Unity), there has been a small annoyance appearing on the right side of my screen. As you can see in the picture below, there is a blank few pixels on the right side of the screen. It goes away if I reload gnome-shell ("r" command), but obviously, I'd prefer that this is not necessary. I'm not sure what exactly is causing this, but was hoping someone might be able to help. I'm running Ubuntu 11.10 on a Lenovo Thinkpad Edge E420s

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  • Wired connection problem through router

    - by tommypincha
    I'm having trouble to connect my Ubuntu 11.10 to internet through ethernet. I installed a router to get Wi-Fi and now (by a wired connection) I can't have internet with ubuntu (but I can with Windows 7). I see several attempts per minute of the network-manager to get a connection, but after a minute it stops trying. Here are a couple of outputs from key files: cat /etc/network/interfaces auto lo iface lo inet loopback and ifconfig -a eth0 Link encap:Ethernet HWaddr 00:16:76:e4:a6:e8 inet6 addr: fe80::216:76ff:fee4:a6e8/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:0 errors:117 dropped:0 overruns:0 frame:117 TX packets:50 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:12221 (12.2 KB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:582 errors:0 dropped:0 overruns:0 frame:0 TX packets:582 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:46024 (46.0 KB) TX bytes:46024 (46.0 KB) I tried reconnecting the modem and the router and reconnecting the ethernet cable but nothing... I tried other solutions from other posts (this one has a similar issue Wired connection not working) but again nothing. My IP is dynamic. A couple of things I see and did: I see no inet addr, only inet6. I ignored ipv6 from the internet connections, and restarted the network-manager service and nothing. A difference with the post I mentioned is the RX packets with errors I have, is this a clue of the problem? Any help would be appreciated, Thanks!

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  • Acer AO722 flickering screen

    - by user1131702
    The screen on my Acer Aspire One netbook (AO722) flickers for a few minutes when Ubuntu awakens the screen after a period of inactivity. I am pretty sure this is not a hardware issue, as I never see this problem in Windows and both of my Acer netbooks exhibit the same problem. I see the flickering in all recent versions of Ubuntu -- 11.10, 11.04, and 10.10. Surprisingly I haven't been able to find a lot of information about this problem online. I believe the video card in this netbook is Radeon 6290 paired with AMD C-60. I am using the default open source video driver. Would appreciate any tips on how to get rid of the flicker. Thanks!

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  • Remapping Shift Selection in Gnome Terminal

    - by Gowie47
    Hey so I was hoping somebody could help me out in finding a way to get shift-selection working in gnome-terminal on Ubuntu 11.10. I found the question/bug report below but neither seem to have a solution. I use Emacs for development and being able to select my current line with shift-ctrl-a/e is something I find myself trying to do every couple of minutes. I use 10.04 at work and this is possible so I am not sure what has changed. If it matters I am using Gnome 3 Shell and I use bashish to style my terminal. Thanks in advance! https://bugs.launchpad.net/ubuntu/+source/vte/+bug/546021 http://askubuntu.com/questions/31991/using-the-shift-key-in-terminal

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  • Translating with context

    - by translate
    Is there a way I can see the result of my work while I am translating? It is difficult to translate without context. If I could see how my work will appear while I am doing it, translating is much easier. Edit from Oli: I understand this question to be from somebody who is translating an application. Translators often only have a list of phrases to translate without being able to see where those phrases are used in the app. This person wants a way to quickly locate a string inside an application so they can understand the phrase better and provide the best possible translation.

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  • Best VNC client for remote desktop assistance?

    - by e.m.fields
    Poll on best VNC / remote desktop software for assisting others on Windows/Mac machines from Ubuntu? I've heard good things about TeamViewer and Fog Creek Copilot, but I'm wondering if the included GNOME Vinaigre VNC client is good enough for this. To specify, I'm looking for best option based on: SIMPLEST ease-of-use for client to download/use on their end. See #1. Works cross-platform I am able to control client's mouse and/or keyboard from remote machine.

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  • Can't get Optimus to work with Ironhide on an Asus N53SN

    - by Musaab
    I installed Ubuntu 11.10 (Same issue in 11.04 btw) and then I installed Ironhide. I went through the configuration, chose the one with the highest confirmation for my system and tested it: > Error: Module nvidia does not exist in /proc/modules > P50 Disabling nVidia Card Succeded (the spelling error is theirs) And it changes nothing. I tried other configurations and got worse results. This has really become a major headache. Any solutions?

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  • Self hosted PHP shopping cart with no storefront?

    - by Question
    I am looking for a shopping cart to implement on a simple website instead of the default paypal cart that is used with their add to cart buttons (I don't like the non-styeable new tab/window cart). However, I really like the ability to simply add the buttons to existing pages. I do not have a lot of products and do not want to deal with a storefront and complex templates. The main features I need: Self-hosted Easy to implement with existing website (copy and paste button code, etc.) Ability to have variations on one button with different prices (dropdown with sizes, colors, etc.) Ability to track inventory and disallow out of stock orders Ability to pass cart details to PayPal Website Payments Standard I have seen most of the large storefront options: oscommerce, zencart, cubecart, opencart, prestashop, magento, cs-cart, lemonstand, etc. but these are way more than I need. I don't need the storefront or customer accounts or templated pages, etc. I have seen e-junkie, which is not far off from what I would like, but it is not self-hosted and I would prefer an in-site cart (or dynamic overlay cart) rather than a lightbox or new tab/window cart. I also love the paypal minicart and its implementation, but there is no way to track inventory. So, does anyone have any recommendations that might meet these requests?

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  • getting started as a web developer [closed]

    - by kmote
    I have over 10 years of programming experience building (Windows-based) desktop applications and utilities (VC++, C#, Python). My goal over the next year is to start transitioning to web application development. I want to teach myself the fundamental tools and technologies that would be considered essential for building professional, online, interactive, visually-stunning, data-driven web apps -- the kind described in Google's recently released "Field Guide: Building Great Web Applications". So my question is, what are the primary, most commonly-used technologies that seasoned professionals will need in their tool belt in the coming years? My plan was to start coming up to speed in Javascript, HTML5, & CSS, and then to do a deep dive into ASP.NET and Ajax, along with SQL DBs. (I was surprised to not be able to find a single book at Amazon with a broad, general scope like this, which caused me to start second-guessing this approach.) So, seasoned professionals: am I on the right track? Are there some glaring omissions in my list? Or some unnecessary inclusions? I would welcome any book suggestions along these lines as well.

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  • Best tools to build an auction website

    - by Daniel Loureiro
    Can I get your feedback on the best tools to build an auction website with the following features: The site takes a commission (like 5%) on each transaction Each user can assign a rating (like 4.5 stars) to his completed transaction, and comment on the seller's profile. Accept payments in paypal and credit card I've been looking into Joomla! and JomSocial but they haven't convinced me much so far. I have some programming experience in C, Python and Java. If no CMS tools are of use I'd appreaciate if you could tell the best route to take in programming to get the auction site done.

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  • Where can I download list of all .com domains registered in the world

    - by John
    I just need registered .com domain names. I know this list is available at: http://www.verisigninc.com/en_US/products-and-services/domain-name-services/grow-your-domain-name-business/tld-zone-access/index.xhtml ( looks like it could take 4 weeks for approval) http://www.premiumdrops.com/zones.html Also I can extract domain names using domain search API at domaintools.com Is there any other source where I can find this list?

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  • How to overcome fear to draw web-site template? [closed]

    - by Ricky
    I have some problem with web-site design. I can understand CSS, I use CSS grid frameworks, etc. But I can't realize my ideas. If I have some template, I can to translate it to HTML and CSS, but I don't understand how to begin with web-design for web-site from scratch. I think that I was afraid to draw or can't understand first steps. How to overcome this fear? May be some specific techniques like mind maps to streamline operations? or something else..? Or you can share what you are doing when begin. If any one have some ideas.. Thank you!

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  • Easiest Way To Implement "Slow Motion" and variable game speed in XNA?

    - by TerryB
    I have an XNA 4.0 game that I want to be able to switch into slow motion and back again to full speed every now and then. So if you kill an enemy the game switches into slow motion as they explode and then goes back to normal. What is the easiest way to do this in XNA 4.0 without having to alter all my existing code that relies on GameTime? I have some code that relies on the TotalGameTime, which will be wrong unless I get XNA to slow down. Is there anyway to avoid refactoring that code? Thanks!

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  • Need some advice regarding collision detection with the sprite changing its width and height

    - by Frank Scott
    So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have a walking and jumping animation. For one, I'd like to to be able to have each frame of variable size, I think. I want collision detection to be accurate and during a jumping animation the sprite's height will be shorter (because of the calves meeting the hamstrings). Again, this also works fine at the moment. I can get the character to animate properly each frame and cycle through animations. The problems arise when the width and height of the character change. Often times its position will be corrected by the collision detection system and the character will be rubber-banded to random parts of the map or even go outside the map bounds. For some reason with the linked collision detection algorithm, when the width or height of the sprite is changed on the fly, the entire algorithm breaks down. The solution I found so far is to have a single width and height of the sprite that remains constant, and only adjust the source rectangle for drawing. However, I'm not sure exactly what to set as the sprite's constant bounding box because it varies so much with the different animations. So now I'm not sure what to do. I'm toying with the idea of pixel-perfect collision detection but I'm not sure if it would really be worth it. Does anyone know how Braid does their collision detection? My game is also a 2D sidescroller and I was quite impressed with how it was handled in that game. Thanks for reading.

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  • How should I unbind and delete OpenAL buffers?

    - by Joe Wreschnig
    I'm using OpenAL to play sounds. I'm trying to implement a fire-and-forget play function that takes a buffer ID and assigns it to a source from a pool I have previously allocated, and plays it. However, there is a problem with object lifetimes. In OpenGL, delete functions either automatically unbind things (e.g. textures), or automatically deletes the thing when it eventually is unbound (e.g. shaders) and so it's usually easy to manage deletion. However alDeleteBuffers instead simply fails with AL_INVALID_OPERATION if the buffer is still bound to a source. Is there an idiomatic way to "delete" OpenAL buffers that allows them to finish playing, and then automatically unbinds and really them? Do I need to tie buffer management more deeply into the source pool (e.g. deleting a buffer requires checking all the allocated sources also)? Similarly, is there an idiomatic way to unbind (but not delete) buffers when they are finished playing? It would be nice if, when I was looking for a free source, I only needed to see if a buffer was attached at all and not bother checking the source state. (I'm using C++, although approaches for C are also fine. Approaches assuming a GCd language and using finalizers are probably not applicable.)

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  • Giving a Bomberman AI intelligent bomb placement

    - by Paul Manta
    I'm trying to implement an AI algorithm for Bomberman. Currently I have a working but not very smart rudimentary implementation (the current AI is overzealous in placing bombs). This is the first AI I've ever tried implementing and I'm a bit stuck. The more sophisticated algorithms I have in mind (the ones that I expect to make better decisions) are too convoluted to be good solutions. What general tips do you have for implementing a Bomberman AI? Are there radically different approaches for making the bot either more defensive or offensive? Edit: Current algorithm My current algorithm goes something like this (pseudo-code): 1) Try to place a bomb and then find a cell that is safe from all the bombs, including the one that you just placed. To find that cell, iterate over the four directions; if you can find any safe divergent cell and reach it in time (eg. if the direction is up or down, look for a cell that is found to the left or right of this path), then it's safe to place a bomb and move in that direction. 2) If you can't find and safe divergent cells, try NOT placing a bomb and look again. This time you'll only need to look for a safe cell in only one direction (you don't have to diverge from it). 3) If you still can't find a safe cell, don't do anything. for $(direction) in (up, down, left, right): place bomb at current location if (can find and reach divergent safe cell in current $(direction)): bomb = true move = $(direction) return for $(direction) in (up, down, left, right): do not place bomb at current location if (any safe cell in the current $(direction)): bomb = false move = $(direction) return else: bomb = false move = stay_put This algorithm makes the bot very trigger-happy (it'll place bombs very frequently). It doesn't kill itself, but it does have a habit of making itself vulnerable by going into dead ends where it can be blocked and killed by the other players. Do you have any suggestions on how I might improve this algorithm? Or maybe I should try something completely different? One of the problems with this algorithm is that it tends to leave the bot with very few (frequently just one) safe cells on which it can stand. This is because the bot leaves a trail of bombs behind it, as long as it doesn't kill itself. However, leaving a trail of bombs behind leaves few places where you can hide. If one of the other players or bots decide to place a bomb somewhere near you, it often happens that you have no place to hide and you die. I need a better way to decide when to place bombs.

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  • Using XNA ContentPipeline to export a file in a machine without full XNA GS

    - by krolth
    My game uses the Content Pipeline to load the spriteSheet at runtime. The artist for the game sends me the modified spritesheet and I do a build in my machine and send him an updated project. So I'm looking for a way to generate the xnb files in his machine (this is the output of the content pipeline) without him having to install the full XNA Game studio. 1) I don't want my artist to install VS + Xna (I know there is a free version of VS but this won't scale once we add more people to the team). 2) I'm not interested in running this editor/tool in Xbox so a Windows only solution works. 3) I'm aware of MSBuild options but they require full XNA I researched Shawn's blog and found the option of using Msbuild Sample or a new option in XNA 4.0 that looked promising here but seems like it has the same restriction: Need to install full XNA GS because the ContentPipeline is not part of the XNA redist. So has anyone found a workaround for this?

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  • Objective C - Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • Using "screenshots" in a game, is it allowed?

    - by DevilWithin
    Lets say I have a game that is some kind of a quiz, and its questions are themed around gaming. For it to be interesting, I would need to make references to well-known games and game-related stuff. In a copyright infrigement sense, could I have problems with this? Imagine a question such as, "What was the currency used in game X?", or "Which company made game Y?". Also, the same applied to screenshots of known games, and have a question near it, such as "What game is this image from?". Toughts? Thanks

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  • Best way to handle realtime melee AI in authoritative network environment

    - by PrimeDerektive
    So i've been working on a multiplayer game for a bit; it's a co-op action RPG with real-time combat. If you've seen or played TERA, I'd say it's comparable to that, but not an MMO, heh. I'm currently handling the AI units authoritatively, the server calculates their pathing, movement, and pursue/attack logic, and syncs the movement to the clients 15x per second, and the state changes when they happen. When I emulate 200ms ping, though, the client can perceive being out of range to an AI's attack, but still take the hit, because on the server he hadn't moved that far yet. This also plays hell with my real-time blocking. I don't really want to allow the clients to be allowed to say "that was out of range" or "I blocked that", but I'm not really sure how else to handle it.

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  • Is it safe to set FPS rate to a constant?

    - by Ozan
    I learned from game class that in update function, every movements must be time dependent for the sake of linearity in movement. We made a simple game. Every move like going left, right or jump is written time dependent. But, in some other computers, our game is worked very differently. For example, our character jumps higher than it should be. I guess this is because each computer has different FPS rate according to its specification. My question is that what should we do to make this game work in same way in every computer? Setting FPS rate to a constant is a solution?

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  • Change alpha to a Frame in libgdx

    - by Rudy_TM
    I have this batch.draw(currentFrame, x, y, this.parent.originX, this.parent.originY, this.parent.width, this.parent.height, this.scaleX, this.scaleY,this.rotation); I want to apply the alpha that it gets from the method, but theres is not overload from the SpriteBatch class that takes the alpha value, is there some wey to apply it? (i did it this way, because this are animation, and i wanted to control them) in my static ones i apply sprite.draw(SpriteBatch, alpha) Thanks

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  • Strange and erratic transformations when using OpenGL VBOs to render scene

    - by janoside
    I have an existing iOS game with fairly simple scenes (all textured quads) and I'm using Apple's "Texture2D" class. I'm trying to convert this class to use VBOs since the vertices of my objects basically never change so I may as well not re-create them for every object every frame. I have the scene rendering using VBOs but the sizes and orientations of all rendered objects are strange and erratic - though locations seem generally correct. I've been toying with this code for a few days now, and I've found something odd: if I re-create all of my VBOs each frame, everything looks correct, even though I'm almost certain my vertices are not changing. Other notes I'm basing my work on this tutorial, and therefore am also using "IBOs" I create my buffers before rendering begins My buffers include vertex and texture data I'm using OpenGL ES 1.1 Fearing some strange effect of the current matrix GL state at the time of buffer creation I've also tried wrapping my buffer-setup code in a "pushMatrix-loadIdentity-popMatrix" block which (as expected) had no effect I'm aware that various articles have been published demonstrating that VBOs may not help performance, but I want to understand this problem and at least have the option to use them. I realize this is a shot in the dark, but has anyone else experienced this type of strange behavior? What might I be doing to result in this behavior? It's rather difficult for me to isolate the problem since I'm working in an existing, moderately complex project, so suggestions about how to approach the problem are also quite welcome.

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