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Articles indexed Wednesday July 4 2012

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  • Desktop keyboard behaves like laptop keyboard when numlock is on

    - by lstone
    I have fully updated ubuntu 12.04 installed on my desktop. The problem is when I turn on NumLock, the keyboard behaves like a laptop keyboard making the keys "mjkluio789" correspond to "0-9". I've had a laptop where such behavior was expected due to absence of a separate numpad. I'm using an iBall USB keyboard and it has a numpad section unlike laptop keyboards(http://iball.co.in/Product.aspx?c=2).

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  • How to run Arabic 102 keyboard instead of 101

    - by Shady N. Janzeir
    I'm completely new to Linux and Ubuntu, which I had just installed last night and I'm still feeling my way around it. So far, I managed to install the Arabic language pack, but the keyboard only functions in 101 mode, whereas I need it to function in 102 mode on this particular machine due to the specific layout of the Arabic letters on the keyboard. The keyboard operates fine in 101 mode, but the location of one of the letters is on a different key. Is there a way to do this? Thanks in advance, Shady

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  • why is the video freezing all the time on youtube yet the audio plays ok throughout?

    - by billy
    this is just a fresh install of ubuntu 12.04 . I tried it a few years ago when it was on 7.04 and had a lot of issues,then my pc broke and ive never tried it again until tonight. Everything seems to be working well except videos on youtube either wont play at all or freeze while the audio keeps going as normal. Is this a common issue thats gonna be fairly easy to fix or is it something to do with my video card?(ati radeon2100). Any help/advice would be much appreciated.If any other info is needed about my pc feel free to ask. thanks

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  • Printer image correction

    - by Matthew Shinal
    Here is my problem: my printer and scanner (HP psc2410xi) prints darker than the photos taken and teh scanner has a background fuzz. I want to create and install files to have the printer lighten the photos it prints (yellow becomes dark yellow, etc) and delete the "fuzz" from the scanner image (you can see it on a blank scan and yes I did clean the scanner). I'm thinking there is a way to take a printed image, scan that in, and subtract the two images from each other to get the correction factor.

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  • How to install ubuntu from desktop w/o internet access?

    - by Tom P.
    I am trying to install ubuntu on a netbook without a CD drive. I first attempted a flash drive, but it did not work, so I decided to use the flash drive to transfer the application that can install from the desktop. However, this is a secondhand school computer that needs its borderline spyware security suite wiped before it can access the internet, so I cannot use the install from desktop application. Do I have any other options? I do have access to an external CD drive that I could try, but I am unconvinced that I would get different results since it would have to go through a USB port. Any and all input is very much appreciated!

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  • Ubuntu and bumblebee and intel problem

    - by LnxSlck
    I have a brain teaser that i can't solve. When 12.04 (64bits) came out, i did a fresh install and then installed bumblebee with: sudo add-apt-repository ppa:bumblebee/stable sudo apt-get install bumblebee bumblebee-nvidia And Ubuntu recognized (System Settings - Details) Intel Card for primary card, and i could launch applications with optirun. I have: 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: NVIDIA Corporation GF119 [GeForce GT 520MX] (rev ff) Now, a few days back, i did the exact same thing, installed from the same DVD everything the same, installed bumblebee the same way. Nvidia with Optirun works fine, but Ubuntu doesn't have 3D effects: root@deathstar:~# optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 520MX/PCIe/SSE2 OpenGL version string: 4.2.0 NVIDIA 295.40 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no 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 I never did anything to install Intel drivers (except installing mesa-utils), before bumblebee got everything working, but now i can't get Ubuntu to get Unity with 3D. Can someone help me please get Unity 3d working? Your help will be much appreciated

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  • Uploading to a PPA using quickly

    - by Andres
    I am trying to participate in ubuntu showdown. I followed Jono's tutorial to do a browser using quickly. I did some modifications including choosing license (gpl v3), putting my name in copy right ( without special spanish charecters since quicky does not like it) $quickly run to make sure it worked I used bazaar to commit a change with a line of comment. I packaged it using quickly. Managed to install it ignoring some warnings but it would not run. I want to share code to get feedback. I have a launchpad account, signed terms and coditions, created a ppa. I got my commandline to talk to lauchpad using the encription key. But when I run $quickly release or $quickly share and it says the project does not exist. There seems to be another command $dput ... But i don't seem to get the wording right because it requests some sort of signed file that i cannot manage to add the correct way.

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  • First time user here

    - by Brian
    Never used Linux before but I decided I want to start somewhere and Ubuntu seemed like the right place to start. I burned the 64bit version iso onto a CD and installed it onto a fresh new hard drive I got and it installed nicely or so I thought. First major problem was the fact that the screen slip oddly, second when I tried to log in everything just kind of froze, I could still move the cursor but thats it. I'm not too tech savy but I can follow instructions and any help given would be greatly appreciated. I am considering dual booting it with my other hard drive that has windows 7 on it but I'm afraid I might mess that up, plus if I do it that way I wouldn't know how to get rid of Ubuntu if I decide its not for me.

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  • How to distinguish doc, ppt, xls files, without looking at file extension

    - by Shelby. S
    So I was wondering how would you differentiate ppt, xls and doc files from each other in linux regardless of extensions. I tried 'file' but from the looks of it, all of MSOffice files are categorized under the same file type. Similarly I'm having trouble with docx, xlsx and pptx files, since they're essentially all zip files containing a bunch of xml. I also tried a python script importing the magic module, but no go. I'm trying to identify the actual file for a sandbox analysis. And for this specific purpose I need to find the actual file type in order to run it in the sandbox vm (the Windows vm runs everything by extension). Let's say my sample file is labeled as try.exe, but in reality it's just a doc file. My script will rename it as try.exe.doc, which would work fine for doc files. But since linux identifies all MSOffice files as simple DOC files then there's no way to identify ppt or xls files. As a result the sandbox wont' analyze the sample correctly.

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  • How do Unity 12.04/Compiz bindings really work?

    - by Daniel
    There is a bewildering array of places to set bindings, all inconsistent with one another. E.g. in Unity's System Settings having the Ctrl-key highlight the mouse position is an on/off choice. I like the feature, but not on such a prominent key where I keep activating it accidentally. The keyboard shortcuts allow only one binding per command, where I might like a convenient one on the external keyboard and an emergency alternative for when I'm on the road. Keyboard custom shortcuts has a nice interface, but allows only key bindings — besides it doesn't seem to work for me. So I activated CCSM Commands. There I have the choice of key-, mouse- and/or edge bindings. Whereas some places in CCSM offers only one or two of these binding possibilities, randomly at the whim of the programmer. I have not found a way to differentiate a mouse-drag from a click. E.g. I want <SuperMouse1-drag anywhere on a window to move it, while if I don't drag, it should be raise-lower. On the title bar I want the same without needing the <Super key. Now I find raise-lower only in System Settings where I can't assign a mouse binding. If therefore in CCSM I fallback to only lower and put move on the same binding, the window already gets lowered on mouse down, and I can then invisibly move it. Very useful! I have <Altasciicircum get in the way of an Emacs binding, with some to me useless popup overlay. I can find it nowhere, so I can't turn it off. So how can I go without these frontends until they have matured, and instruct Compiz directly, for example in the way Emacs or Sawfish have keymaps, and separate ones for each context, with inheritance?

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  • Change color of Date and Weather app in Ubuntu 12.04 & Mate

    - by haunted85
    I have recentely installed Ubuntu 12.04 and as I am a truly Gnome 2 lover I also switched from Unity to Mate. The font color of the Weather/Date applet is barely visible so I was wondering how I can change it. I Already tried to explore all the options shown in the menu when I right-click on the applet, but apparently there's no such feature. So is there anything I could do in order to customize the font color in order to make the text more readable?

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  • About output of vga_switcher

    - by zhangjie
    When IGD and DIS both exist in my pc,and I want to disable DIS,so I create a service to switch on and off the DIS.It works.Finally,I decide to add the service command into /etc/rc.local so that DIS will be powered off automatically.Unfortunately,it fails.There's only one command added by myself in the file /etc/rc.local,so I can affirm failure is caused by that added command. Before,I directly added the command "echo OFF /sys/kernel/debug..." into /etc/rc.local,and when I restarted,the system startup fails.So I thought maybe when the command is executed,the DIS hasn't been powered on or ready for work.So conflict occurs!It's just my prediction.Then I added one line command "sleep 1s" before the "echo OFF ...",it works nearly everytime when I start or restart pc,while fails sometimes. The output result of "cat /sys/kernel/debug..." is as following: 0:IGD:+:Pwr:0000:00:02.0 1:DIS: :Pwr:0000:01:00.0 I want know 0000:00:02.0 means what?Time of first power on? If it was really time,I can set the command "sleep 2s" to wait for DIS powered on then "echo OFF ..." Thanks for your advice!

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  • Can't boot Ubuntu 12.04

    - by carlo
    I installed 12.04 on my windows vista laptop. I wanted to make run Ubuntu and ditch windows. I selected to delete disk and install 12.04. It won't let boot 12.04 with out the install disk. When I turn on my laptop now it goes to a black screen with a blinking cursor. I have to power off then insert Ubuntu 12.04 cd as if it wants me to reinstall. I checked the drive and Ubuntu is there with some of my other saves as well. Can someone help me please?

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  • LVM volumes don't appear in Nautilus since upgrading to 11.10

    - by andrea rota
    up to Ubuntu 11.04 all my LVM volumes used to show up in the sidebar of Nautilus as devices available to be mounted, alongside software RAID volumes. after upgrading to 11.10 last week, i can only see software RAID volumes (i can mount/umount them) but i can't find a way to make Nautilus show LVM volumes (on both my main desktop systems). i guess this must be a change in gio/gvfs but i can't find any settings for this - anyone has experienced this issue upon upgrading to Gnome 3.0/3.2 and has figured out how to make LVM volumes appear in Nautilus' sidebar? i can mount the volumes manually ok from the command line. none of them is in /etc/fstab.

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  • Q-Tec Webcam 100 (093a:2460) video quality is horrible at best

    - by Sir Emeth
    I just bought a new usb webcam for my desktop setup of Ubuntu Natty Narwhal. I plugged it in, started up Cheese, and saw my smiling face. But it was green and lined, very poor quality overall. I am skeptical that this is due to a poor quality webcam. :P I tried it in Skype, Google+, and Gchat, but all of those showed only a black screen. They recognized the webcam as present, but showed no stream from it. Kamoso showed a black screen as well, and Camorama had even poorer quality than Cheese. Here are the details for the webcam from lsusb: Bus 001 Device 005: ID 093a:2460 Pixart Imaging, Inc. Q-TEC WEBCAM 100 Am I missing a driver, or are there settings somewhere I need to tweak?

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  • php+mysql account management software?

    - by kdavis8
    I need an account system added to my website as a plugin to all of my HTML pages. The account system plugin needs to,register new users, log in current users, remove users who want to disconnect service, and manipulate all of these things via database on my web server. However, I do not know how to program in the PHP language or create and manipulate MySQL databases. I want a program that can create and manipulate the MySQL database automatically for my website and handle also PHP calls automatically. Are there any open source freeware programs out there that i can use? If so what are the names of these freeware?

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  • getting 500 intenal error when setting 301 redirect using .htaccess

    - by sam
    im trying to use a 301 redirect to direct users and bots to my new site but when i put the .htaccess live i keep getting a 500 internal error shown. The site is actually a subdomain which i want to redirect to another subdomain on another site (im not sure if thats relivant but i thought i should include it) the site is hosted on a apache server The 301 htaccess code im using is : Options +FollowSymLinks RewriteEngine on RewriteRule (.*) http://www.blog.mysite.co.uk/$1 [R=301,L] any idea what might be wrong with this ?

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  • OpenGL ES 2 shaders for drawing buildings and roads like Google Maps does

    - by Pris
    I'm trying to create a shader that'll give me an effect similar to what buildings and roads look like on 3D Google Maps. You can see the effect interactively if you enable WebGL at maps.google.com, and I also found a couple of screenshots that illustrate what I'm trying to achieve: Thing I noticed: There's some kind of transparency thing going on with the roads/ground and the buildings, but not between the buildings themselves. It might be that they're rendering the ground and roads after the buildings with the right blend functions to achieve that effect. If you look closely, you'll see parts of the building profiles have an outline. The roads also have nice clean outlines. There are a lot of techniques for outlining things with shaders... but I'm curious to find out what might have been used in this case considering mobile hardware and a large number of entities with outlines (roads and buildings) I'm assuming that for the lighting, some sort of simple diffuse per-vertex shader is being used for the buildings though I could be wrong. I'm especially curious about the 'look' they achieved with buildings (clean, precise outlines/shading). It reminds me a little of what you'd see when designing stuff with CAD applications like SolidWorks: I'd appreciate any advice on achieving this kind of look with ES 2 shaders.

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  • C# XNA Handle mouse events?

    - by user406470
    I'm making a 2D game engine called Clixel over on GitHub. The problem I have relates to two classes, ClxMouse and ClxButton. In it I have a mouse class - the code for that can be viewed here. ClxMouse using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace org.clixel { public class ClxMouse : ClxSprite { private MouseState _curmouse, _lastmouse; public int Sensitivity = 3; public bool Lock = true; public Vector2 Change { get { return new Vector2(_curmouse.X - _lastmouse.X, _curmouse.Y - _lastmouse.Y); } } private int _scrollwheel; public int ScrollWheel { get { return _scrollwheel; } } public bool LeftDown { get { if (_curmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightDown { get { if (_curmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleDown { get { if (_curmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public bool LeftPressed { get { if (_curmouse.LeftButton == ButtonState.Pressed && _lastmouse.LeftButton == ButtonState.Released) return true; else return false; } } public bool RightPressed { get { if (_curmouse.RightButton == ButtonState.Pressed && _lastmouse.RightButton == ButtonState.Released) return true; else return false; } } public bool MiddlePressed { get { if (_curmouse.MiddleButton == ButtonState.Pressed && _lastmouse.MiddleButton == ButtonState.Released) return true; else return false; } } public bool LeftReleased { get { if (_curmouse.LeftButton == ButtonState.Released && _lastmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightReleased { get { if (_curmouse.RightButton == ButtonState.Released && _lastmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleReleased { get { if (_curmouse.MiddleButton == ButtonState.Released && _lastmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public MouseState CurMouse { get { return _curmouse; } } public MouseState LastMouse { get { return _lastmouse; } } public ClxMouse() : base(ClxG.Textures.Default.Cursor) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); this.Solid = false; DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); Mouse.SetPosition(CollisionBox.X, CollisionBox.Y); } public ClxMouse(Texture2D _texture) : base(_texture) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); } public override void Update() { _lastmouse = _curmouse; _curmouse = Mouse.GetState(); if (_curmouse != _lastmouse) { if (ClxG.Game.IsActive) { _scrollwheel = _curmouse.ScrollWheelValue; Velocity = new Vector2(Change.X / Sensitivity, Change.Y / Sensitivity); if (Lock) Mouse.SetPosition(ClxG.Screen.Center.X, ClxG.Screen.Center.Y); _curmouse = Mouse.GetState(); } base.Update(); } } public override void Draw(SpriteBatch _sb) { base.Draw(_sb); } } } ClxButton using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace org.clixel { public class ClxButton : ClxSprite { /// <summary> /// The color when the mouse is over the button /// </summary> public Color HoverColor; /// <summary> /// The color when the color is being clicked /// </summary> public Color ClickColor; /// <summary> /// The color when the button is inactive /// </summary> public Color InactiveColor; /// <summary> /// The color when the button is active /// </summary> public Color ActiveColor; /// <summary> /// The color after the button has been clicked. /// </summary> public Color ClickedColor; /// <summary> /// The text to be displayed on the button, set to "" if no text is needed. /// </summary> public string Text; /// <summary> /// The ClxText object to be displayed. /// </summary> public ClxText TextRender; /// <summary> /// The ClxState that should be ResetAndShow() when the button is clicked. /// </summary> public ClxState ClickState; /// <summary> /// Collision check to make sure onCollide() only runs once per frame, /// since only the mouse needs to be collision checked. /// </summary> private bool _runonce = false; /// <summary> /// Gets a value indicating whether this instance is colliding. /// </summary> /// <value> /// <c>true</c> if this instance is colliding; otherwise, <c>false</c>. /// </value> public bool IsColliding { get { return _runonce; } } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> public ClxButton() : base(ClxG.Textures.Default.Button) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Text = Name + ID + " Unset!"; TextRender = new ClxText(); TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> /// <param name="_texture">The button texture.</param> public ClxButton(Texture2D _texture) : base(_texture) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Texture = _texture; Text = Name + ID; TextRender = new ClxText(); TextRender.Name = this.Name + ".TextRender"; TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); TextRender.Reset(); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Draws the debug information, run from ClxG.DrawDebug unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void DrawDebug(SpriteBatch _sb) { _runonce = false; TextRender.DrawDebug(_sb); _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), DebugColor, Rotation, Origin, Flip, Layer); _sb.Draw(ClxG.Textures.Default.DebugBG, new Rectangle(ActualRectangle.X - DebugLineWidth, ActualRectangle.Y - DebugLineWidth, ActualRectangle.Width + DebugLineWidth * 2, ActualRectangle.Height + DebugLineWidth * 2), new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugOutline, Rotation, Origin, Flip, Layer - 0.1f); _sb.Draw(ClxG.Textures.Default.DebugBG, ActualRectangle, new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugBGColor, Rotation, Origin, Flip, Layer - 0.01f); } /// <summary> /// Draws using the SpriteBatch, run from ClxG.Draw unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void Draw(SpriteBatch _sb) { _runonce = false; TextRender.Draw(_sb); if (Visible) if (Debug) { DrawDebug(_sb); } else _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), Color, Rotation, Origin, Flip, Layer); } /// <summary> /// Updates this instance. /// </summary> public override void Update() { if (this.Color != ActiveColor) this.Color = ActiveColor; TextRender.Layer = this.Layer + 0.03f; TextRender.Text = Text; TextRender.Scale = .5f; TextRender.Name = this.Name + ".TextRender"; TextRender.Origin = new Vector2(TextRender.CollisionBox.Center.X, TextRender.CollisionBox.Center.Y); TextRender.Center(this); TextRender.Update(); this.CollisionBox.Width = (int)(TextRender.CollisionBox.Width * TextRender.Scale) + (int)(TextRender.TextPadding.X * 2); this.CollisionBox.Height = (int)(TextRender.CollisionBox.Height * TextRender.Scale) + (int)(TextRender.TextPadding.Y * 2); base.Update(); } /// <summary> /// Collide event, takes the colliding object to call it's proper collision code. /// You'd want to use something like if(typeof(collider) == typeof(ClxObject) /// </summary> /// <param name="collider">The colliding object.</param> public override void onCollide(ClxObject collider) { if (!_runonce) { _runonce = true; UpdateEvents(); base.onCollide(collider); } } /// <summary> /// Updates the mouse based events. /// </summary> public void UpdateEvents() { onHover(); if (ClxG.Mouse.LeftReleased) { onLeftReleased(); return; } if (ClxG.Mouse.RightReleased) { onRightReleased(); return; } if (ClxG.Mouse.MiddleReleased) { onMiddleReleased(); return; } if (ClxG.Mouse.LeftPressed) { onLeftClicked(); return; } if (ClxG.Mouse.RightPressed) { onRightClicked(); return; } if (ClxG.Mouse.MiddlePressed) { onMiddleClicked(); return; } if (ClxG.Mouse.LeftDown) { onLeftClick(); return; } if (ClxG.Mouse.RightDown) { onRightClick(); return; } if (ClxG.Mouse.MiddleDown) { onMiddleClick(); return; } } /// <summary> /// Shows the state of the click. /// </summary> public void ShowClickState() { if (ClickState != null) { ClickState.ResetAndShow(); } } /// <summary> /// Hover event /// </summary> virtual public void onHover() { this.Color = HoverColor; } /// <summary> /// Left click event /// </summary> virtual public void onLeftClick() { this.Color = ClickColor; } /// <summary> /// Right click event /// </summary> virtual public void onRightClick() { } /// <summary> /// Middle click event /// </summary> virtual public void onMiddleClick() { } /// <summary> /// Left click event, called once per click /// </summary> virtual public void onLeftClicked() { ShowClickState(); } /// <summary> /// Right click event, called once per click /// </summary> virtual public void onRightClicked() { this.Reset(); } /// <summary> /// Middle click event, called once per click /// </summary> virtual public void onMiddleClicked() { } /// <summary> /// Ons the left released. /// </summary> virtual public void onLeftReleased() { this.Color = ClickedColor; } virtual public void onRightReleased() { } virtual public void onMiddleReleased() { } } } The issue I have is that I have all these have event styled methods, especially in ClxButton with all the onLeftClick, onRightClick, etc, etc. Is there a better way for me to handle these events to be a lot more easier for a programmer to use? I was looking at normal events on some other sites, (I'd post them but I need more rep.) and didn't really see a good way to implement delegate events into my framework. I'm not really sure how these events work, could someone possibly lay out how these events are processed for me? TL:DR * Is there a better way to handle events like this? * Are events a viable solution to this problem? Thanks in advance for any help.

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  • I need advice on creating animal 3D walk cycles in XNA

    - by Zetar
    I want to purchase a number of 3D models from TurboSquid and animate them in an XNA game. I wrote a lot of games from 1985-1999 and have recently become involved with XNA. Now I would like to port one of my old games to the XBOX. I do have a background in 3D animation; but that was years ago. What is the current method for animating a walk cycle with a 3D model and using it inside XNA? Is there a book, software or a tutorial that you can recommend? Thanks in advance and sorry for such a broad and currently naive question.

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  • Crash when trying to detect touch

    - by iQue
    I've got a character in a 2D game using surfaceView that I want to be able to move using a button (eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } And if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } The sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does anyone know why this is or how to fix it? I cannot figure it out. I'm using MotionEvent.ACTION_DOWN to check if the user if pressing the screen.

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  • Simulating the effects of wind

    - by jernej
    I am developing a mobile game for Android. It is a 3D jumping game (like ski jump) where wind plays a important role so i need to simulate it. How could I achieve this? The game uses libgdx for rendering and a port of Bullet physics engine for physics. To simulate the jump I have 2 spheres which are placed at the start and at the end of the player and gravity is applied to them (they role down the hill and jump at the end). I use them to calculate the angle and the position of the player. If a button is pressed some extra y speed is applied to them (to simulate the jump before the end of the jumping ramp). But now I have to add wind to it. How is this usually done? Which collision box/method should I use? The way I understand it I only have to apply some force with direction to the player while in mid air. How can I do this in Bullet?

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  • Exclude all normal alphanumeric character from a mixed chinese-and-alphanumeric character word list

    - by Christine
    I have a list of chinese characters and normal alphanumeric characters, mixed together, and I want to get rid of any element that contains an alphanumeric character. Is there a simple way to do this? If I simply exclude any element that contains an alphanumeric character, I get no result because the chinese characters (in utf-8) are similarly affected. I also tried [w for w in fourchar if w.startswith("\x")] to try to get the chinese characters but I'm not sure if that's valid at all. I'm having difficulty figuring out what the alphanumeric characters are in unicode. Thanks for any help!

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  • HTML5 video - Safari (Mac) - live HLS stream - seek in live buffer

    - by bsnote
    I have the following HTML: <head> </head> <body> <button type="button" onclick="onSeek();">Seek</button> <video id="video" src="http://<host>/somevideo.m3u8" autoplay controls> </video> <script src="http://code.jquery.com/jquery-1.7.2.min.js"></script> <script> function onSeek() { var video = $('#video')[0]; video.currentTime = -300; } </script> </body> When I open the page, the m3u8 playlist has already about 100 media segments (5 min). Since it's a live video it starts playing from one of the last media segments and video.currentTime is set to 0. video.seekable.start(i) and video.seekable.end(i) shows the seekable range which is 0..currentTime. How can I seek to the previous media segments, say 5 min back? video.currentTime = -300 doesn't work. It resets currentTime to 0.

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  • TileGroup does not fill the container

    - by Luo Yong
    I put a TileGroup in a BorderContainer and set the width to 100%, but the content in the TileGroup did not fill the parent container, it leaves a big chunk of blank on the right part. The code is: <s:BorderContainer width="100%" height="100%"> <s:TileGroup width="100%" requestedColumnCount="2"> <s:Button> button1 </s:Button> <s:Button> button2 </s:Button> <s:Button> button3 </s:Button> </s:TileGroup> </s:BorderContainer> and the result is like this: http://i.minus.com/iN39P7Us4cBm1.png The width is already set to 100% but it does not work. Is there any way to make the TileGroup fill the container like GridLayout does in Java swing? http://www.java2s.com/Code/JavaImages/GridLayoutPane.PNG Thank you very much.

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