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Articles indexed Wednesday June 11 2014

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  • HP Bluetooth Mouse Connection Problems

    - by Arthur Upfield
    About a month ago, I turned on my laptop (Ubuntu 14.04 and Windows 8.1 dual boot, though the mouse works fine in Windows), logged in and connected my HP x4000b mouse via a bluetooth dongle (Kinivo BTD-400), and noticed that the battery indicator in Ubuntu said that the mouse battery was at 0%. The day before it was around 30%, so I decided to just change the batteries in the mouse, but after reconnecting with the new batteries, it still said 0%. The mouse connected and worked just fine, so I didn't think much of it. About a week after that, I noticed that my mouse would sometimes disconnect if I didn't use it, but since reconnecting isn't that hard I just decided to leave it. Now it also won't reconnect unless I log out and back in again, which is getting sort of tedious. Is there any way to fix this issue? Any help is appreciated, and I will try and respond to questions ASAP. Thanks.

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  • How to disable the auto resizing of Windows when you touch the top or bottom

    - by L. D. James
    Can someone tell me how to stop the autoresizing behavior of Windows in Ubuntu 14.04 when you touch the top or bottom when resizing the window. There is an undesirable effect of the the bottom resizing all the way to the bottom when you only want to resize the top, or vice-versa. In the past it was possible to disable this effect by unchecking grid in CCSM. Then came Unity Tweak tool which made it easy to remove. You could remove it by turning off Window snapping and Hotcorners. Now in Ubuntu 14.04 I have all those feature turned off and yet I can't resize only the top or only the bottom without the other end automatically moving.

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  • apt-get upgrade E: Sub-process /usr/bin/dpkg returned an error code (1)

    - by user292425
    When I typed apt-get install upgrade, I got error: Reading package lists... Done Building dependency tree Reading state information... Done 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. 1 not fully installed or removed. After this operation, 0 B of additional disk space will be used. Do you want to continue [Y/n]? y Setting up linux-netizen (1.0.1-1) ... chrome: no process found dpkg: error processing linux-netizen (--configure): subprocess installed post-installation script returned error exit status 1 Errors were encountered while processing: linux-netizen E: Sub-process /usr/bin/dpkg returned an error code (1) So I tried some method to fix it: sudo apt-get install -f and sudo apt-get install --configure -a But all methods are not working. Please help me....

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  • Why is apt-cache so slow?

    - by Damn Terminal
    After upgrade to Trusty (14.04) from Saucy (13.10), all apt operations are very slow. Even those that do not include downloading anything, or connecting to any servers. For example, displaying the apt policy # time apt-cache policy [...] real 0m8.951s user 0m5.069s sys 0m3.861s takes almost ten seconds! Mostly a weird lag right after issuing the command. And it's the same even if I issue the same command again. On another system it doesn't take a tenth of a second real 0m0.096s user 0m0.070s sys 0m0.023s The other system is a little beefier but there was no noticeable difference before the upgrade. It's the same with apt-get, anything apt-related. How do I find out the source of this lag and fix it? Additional info: # cat /etc/nsswitch.conf # /etc/nsswitch.conf # # Example configuration of GNU Name Service Switch functionality. # If you have the `glibc-doc-reference' and `info' packages installed, try: # `info libc "Name Service Switch"' for information about this file. passwd: compat group: compat shadow: compat hosts: files dns networks: files protocols: db files services: db files ethers: db files rpc: db files netgroup: nis BTW is my understanding of how apt-cache works correct? It doesn't make any network connections when I run apt-cache policy, right? In case I'm wrong and it matters, here are my sources https://gist.github.com/anonymous/02920270ff68e23fc3ec

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  • Steam freezes at login screen

    - by Snail284069
    I have just installed Steam on Xubuntu, and after it finished installing it went to the login screen, but the screen is frozen, and I cannot press the buttons. When running Steam though the terminal it says: alex@Craptop:~$ steam Running Steam on ubuntu 14.04 32-bit STEAM_RUNTIME is enabled automatically Installing breakpad exception handler for appid(steam)/version(1400690891_client) Installing breakpad exception handler for appid(steam)/version(1400690891_client) Installing breakpad exception handler for appid(steam)/version(1400690891_client) Installing breakpad exception handler for appid(steam)/version(1400690891_client) Gtk-Message: Failed to load module "overlay-scrollbar" Gtk-Message: Failed to load module "unity-gtk-module" Installing breakpad exception handler for appid(steam)/version(1400690891_client) [0522/174755:WARNING:proxy_service.cc(958)] PAC support disabled because there is no system implementation Fontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 70: non-double matrix element Fontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 70: non-double matrix element Fontconfig warning: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 78: saw unknown, expected number Installing breakpad exception handler for appid(steam)/version(1400690891_client) Installing breakpad exception handler for appid(steam)/version(1400690891_client) [HTTP Remote Control] HTTP server listening on port 35849. Installing breakpad exception handler for appid(steam)/version(1400690891_client) Installing breakpad exception handler for appid(steam)/version(1400690891_client) Process 2764 created /alex-ValveIPCSharedObjects5 Installing breakpad exception handler for appid(steam)/version(1400690891_client) Generating new string page texture 12: 48x256, total string texture memory is 49.15 KB Generating new string page texture 13: 256x256, total string texture memory is 311.30 KB Generating new string page texture 14: 128x256, total string texture memory is 442.37 KB Generating new string page texture 15: 384x256, total string texture memory is 835.58 KB and then the terminal gets stuck too, letting me type into it but not doing anything. I tried reinstalling and restarting the computer, but it still keeps happening.

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  • Problems after upgrading to 14.04 (only background and pointer after login)

    - by fabikw
    After upgrading from 12.04 to 14.04 I could log in to my X session (albeit with really low graphics). While trying to fix the graphics, I managed to break the X session. Now, after typing my password in the unity-greeter, the items disappear and I can only see the desktop background and the pointer. This happens for every user. I can still log in in tty's. How can I solve this? Also, I cannot seem to be able to install nvidia-current as it tries to install nvidia-304 and it depends on old video-abi libraries. Is there a way to tell the package manager that nvidia-current should use a newer version?

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  • USB-creator: Error erasing device: Unknown or unsupported erase type

    - by Mike Williamson
    I created a live usb using usb-creator-gtk. I installed Ubuntu with it and all was good with the world. Now I am trying to use the same memory stick and create a live USB for 14.04 and I get the following error when trying to erase the disk. org.freedesktop.DBus.Python.gi._glib.GError: Traceback (most recent call last): File "/usr/lib/python3/dist-packages/dbus/service.py", line 707, in _message_cb retval = candidate_method(self, *args, **keywords) File "/usr/share/usb-creator/usb-creator-helper", line 239, in Format block.call_format_sync('dos', GLib.Variant('a{sv}', {'erase': GLib.Variant('s', '')}), None) gi._glib.GError: GDBus.Error:org.freedesktop.UDisks2.Error.Failed: Error erasing device: Unknown or unsupported erase type `' How can I fix this so I can create a new live USB?

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  • Unknown chipset and kvm: disabled by bios

    - by Alex
    I have Ubuntu and Windows 7 installed. Whenever I boot Ubuntu, I see a message during booting: [ 9.035335] nouveau E [ DEVICE] [0000:01:00.0] Unknown chipset, 0x108120a1 [ 9.035377] nouveau E [ DRM] failed to create 0x80000080, -22 [ 9.035388] kvm: disabled by bios [ 9.037022] kvm: disabled by bios [ 9.038022] kvm: disabled by bios [ 9.042021] kvm: disabled by bios What does this mean and what do I do about it?

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  • How to save terminal history manually?

    - by wim
    It's my understanding that the history file is updated when the terminal exits. But sometimes my computer crashes out, and the terminal doesn't exit cleanly, and then I lose those commands from my history which is annoying. How can I make it flush immediately, so that the entries still go there even if my computer has a meltdown? At the moment I'm using this workaround, but I feel there should be a better way. I'm using gnome-terminal on Ubuntu 12.10.

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  • Edubuntu boots in low graphics mode. with an Intel HD Graphics system

    - by user63957
    I have a HD Intel graphics card in my laptop. It was working fine the first few days with the new version Edubuntu. Now when you start, just before it goes to the part asking for the login password I think the OP means lightdm it sends me to a low graphics mode. Things I've tried: I tried Ctl+Alt+F1. Updated and installed fglrx from the terminal. All my work is all stored there. Please, if anyone knows how to fix this, tell me. Original version: hola tengo una tarjeta intel hd graphics en mi laptop estuve trabajando los primeros dias bien con la nueva version edubuntu solo que ahora cuando inicia y justo antes de que pase a la parte que me pide la contraseña me manda low graphic mode no se que hacer ya entre y le di ctr alt f1 y actualice tmb instale fglrx necesito obtener toda miinformacion todo mi trabajo esta ahi guardado, por favor si alguien sabe como solucionar este bug digame como, gracias, ciao.

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  • In SEO & SEM terms, use of a international domain vs a local domain

    - by Paddy
    In terms of SEO & SEM if I have a .com and a .co.uk. Would it be better to use the .com and park the .co.uk, If I am selling the product locally (in the uk) and later moving out into the international market? Will I struggle more to compete locally with regards to local searches and Google Adwords, if I make the .com as the primary domain? Does the parking of the .co.uk or the .com effect the relevance of a web domains search locally and internationally?

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  • How will the search rank get impacted if i move my mobile website to a single page application?

    - by rahul
    I have two different versions of my site. A desktop version and a mobile optimised version. That is for the same url the server renders different html for different user agents. I had been using vary header for this scheme as recommended by Google. However, now i want to move the mobile website to a single page application for several reasons. I want to know if google stops seeing anything on my mobile web version but the desktop version continues to work as it is, then how would the search rank be impacted given that mobile web gets more traffic than the desktop version. How would the vary header come jnto play

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  • How do I add 'www' before a subdomain, like www.subdomain.domain.com?

    - by Snehal Masne
    I want to add 'www' in front of a subdomain e.g. www.subdomain.domain.com My blogs are hosted on Blogger and am using GoDaddy for having custom domains. I have HOST @ entries for 'domain' pointing specified by blogger. The following subsdomains are configured by adding CNAME alias as follows : subdomain -> ghs.google.com www -> ghs.google.com For domain (including www.domain) I have one blog. For subdomain, I am pointing it to seperate blog using above entries and 'subdomain.domain.com' works fine. I read articles on this issue and tried adding following CNAME entry but no luck : www.subdomain -> subdomain.domain.com How do I make 'www.subdomain.domain.com' work ?

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  • Why is my google translate data not showing up in analytics?

    - by learnvst
    I have a google translate widget on my website with gaTrack set to true and the correct gaId, but no translate events show up in analytics under content Events Overview after a week of the widget being live. The code snippet below was auto generated by the translate website, and works fine on the site. Any ideas why I'm not getting any translate events data? <li> <div id="google_translate_element"></div><script type="text/javascript"> function googleTranslateElementInit() { new google.translate.TranslateElement({pageLanguage: 'en', layout: google.translate.TranslateElement.InlineLayout.SIMPLE, gaTrack: true, gaId: 'UA-blahblah'}, 'google_translate_element'); } </script><script type="text/javascript" src="//translate.google.com/translate_a/element.js?cb=googleTranslateElementInit"></script> </li>

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  • How to create a scripted sequence

    - by igrad
    Like countless other video games, I'd like to have scripted sequences in my game. Character 1 says something, the player replies, then a rock falls, that sorta stuff. I could find a way to do it, but I would like to use a common method, assuming there is one. My current thought is to have a separate file for each level of the game that contains all the possible scripted actions for that level. When the corresponding trigger is activated, the function is called. I think early Call of Duty games (up to CoD4) used something similar, but I'm not entirely sure.

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  • Modeling player mechanics with a finite state machine

    - by K..
    I have three states standing walking jumping When I press D standing transitions to walking. The velocity will be set to a defined value and the player moves. When I release D walking transitions back to standing, which sets the velocity back to 0. When I press W and the state is walking it transitions to jumping, but when the player hits the ground, it goes back to standing. jumping has a transition land that always leads to standing because a state doesn't know about its previous states. Since standing sets a velocity of 0 the player stops walking, when he hits the ground. How do I prevent this?

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  • Drawing flaming letters in 3d on OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What i want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to have a Path in where i should add many particle emitters along the path that will "be emitting flames"? I understand the concept for 2d, but for 3d are the particles (that are quads) always supposed to be facing the user? Edit: Something else im worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time. And each of these elements will have many particle emitters.

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  • What were the typical price range for a development kit?

    - by Vaughan Hilts
    A lot of these things are usually behind NDAs and tricky to gauge. Is there any information and ranges on how much these thing costs? For example, the PS1 had the "Net Yaroze", which according to Wikipedia was: "For about $750 USD, the Net Yaroze (DTL-H300x) package would contain a special black-colored debugging PlayStation unit with documentation, software, and no regional lockout." So, what were the prices of some game development kits? P.S: This might make a good community wiki

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  • Do all mods simply alter game files? [on hold]

    - by Starkers
    When you install some mods you drag certain files into your game directory and replace the files. Other mods, though, come with an installer where you can set parameters first. Does the installer then go and automatically replace the certain files? At the end of the day, is that all the installation of any mod is? Is the installation of a mod simply the replacement of certain files inside the game's root directory? Do mods exist which don't fit the above statement? That install outside the game's root? Why do they do this? All the mods I can think of do just replace certain files inside the game's root. However, I know Team Fortress was spawned from a multiplayer halflife 1 mod. Do you reckon that mod installed files outside the root to enable multiplayer via a network for a single player game? How rare are these mods? Or do they not even exist? Do even extensive mods make all their changes inside the root?

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  • How to get the level and position of the player from an extern program? [on hold]

    - by user3727174
    I want to write a program that needs the current level and position of the player (primary single player). This should work for potentially every game installed and running on the computer my program is running on. The data I need is basically one integer value for the level (if there are any) and three integer values for x, y and optimal z for the position of the player. In which relation/scale or where the null point is does not matter, because this information is going to be interpreted game dependent, I will use this information to read information out of a database created for the game currently running. Currently I'm using C++, but if there is a better option for Java I´m willing to port my program. My thoughs so far are: make a mod for every game that should be supported, get the position/level from there, write this information to the disk and read it from my program tracking mouse/keyboard events and reconstructing the movement won't work Are there any general APIs for something like this? Any Tool to find this data? Or maybe engines that provide APIs to get this data directly from the game?

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  • Is an extra collision-mesh for level-data worth the hassle?

    - by Serthy
    What is the optimal approach for collision-detection with the environment in an 3D engine (with triangle mesh based geometry, no bsp)? A) Use the render mesh [+] no need for additional work for artists to fiddle with collision detection [-] high detail is harder for physics calculation [+/-] maybe use collidable flags for materials [+/-] compute the collision-mesh from the render-mesh B) Use an additional collision mesh [+] faster/more optimal collision-detection [-] additional work (either by the artist or by the programmer who has to develop an algorithm to compute it from the render-mesh) [-] more memory useage How do AAA title handle this? And what are the indie dev's approaches?

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  • How to mimic the same fixed-size horizon as in this racing game?

    - by Aybe
    I am trying to replicate the same horizon (buildings and sky) as in the image below: As you can see, the player has advanced in a straight line, yet the horizon has still the same size: This is my attempt using 3D, while it's okay when the player is on the start line: It's not so great when the player advanced as much as in the image no. 2: This is an overview of where the horizon buildings and sky are located: Obviously this won't achieve such effect when one is close to it, so I've tried to scale up the horizon on all axes but the problem is that the buildings are too small depending where you look at them from. How can one mimic such rendering ?

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  • Java 2D World question

    - by Munkybunky
    I have a 2D world background made up of a Grid of graphics, which I display on screen with a viewport (800x600) and it all works. My question is I have the following code to convert the mouse co-ordinates to world co-ordinates then World co-ordinates to grid co-ordinates then grid co-ordinates to screen co-ordinates. //Add camerax to mouse screen co-ords to convert to world co-ords. int cursorx_world=(int)camerax+(int)GameInput.mousex; int cursorx_grid=(int)cursorx_world/blocksize; // World Co-ords / gridsize give grid co-ords int cursorx_screen=-(int)camerax+(cursorx_grid*blocksize); So is there anyway I can convert straight from mouse screen co-ords to screen co-ordinates?

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  • Fixed timestep with interpolation in AS3

    - by Jim Sreven
    I'm trying to implement Glenn Fiedler's popular fixed timestep system as documented here: http://gafferongames.com/game-physics/fix-your-timestep/ In Flash. I'm fairly sure that I've got it set up correctly, along with state interpolation. The result is that if my character is supposed to move at 6 pixels per frame, 35 frames per second = 210 pixels a second, it does exactly that, even if the framerate climbs or falls. The problem is it looks awful. The movement is very stuttery and just doesn't look good. I find that the amount of time in between ENTER_FRAME events, which I'm adding on to my accumulator, averages out to 28.5ms (1000/35) just as it should, but individual frame times vary wildly, sometimes an ENTER_FRAME event will come 16ms after the last, sometimes 42ms. This means that at each graphical redraw the character graphic moves by a different amount, because a different amount of time has passed since the last draw. In theory it should look smooth, but it doesn't at all. In contrast, if I just use the ultra simple system of moving the character 6px every frame, it looks completely smooth, even with these large variances in frame times. How can this be possible? I'm using getTimer() to measure these time differences, are they even reliable?

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  • Using Appendbuffers in unity for terrain generation

    - by Wardy
    Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using System.Collections; public class Test : MonoBehaviour { public ComputeShader Generator; public MeshTopology Topology; void OnEnable() { var computedMeshPoints = ComputeMesh(); CreateMeshFrom(computedMeshPoints); } private Vector3[] ComputeMesh() { var size = (32*32) * 4; // 4 points added for each x,z pos var buffer = new ComputeBuffer(size, 12, ComputeBufferType.Append); Generator.SetBuffer(0, "vertexBuffer", buffer); Generator.Dispatch(0, 1, 1, 1); var results = new Vector3[size]; buffer.GetData(results); buffer.Dispose(); return results; } private void CreateMeshFrom(Vector3[] generatedPoints) { var filter = GetComponent<MeshFilter>(); var renderer = GetComponent<MeshRenderer>(); if (generatedPoints.Length > 0) { var mesh = new Mesh { vertices = generatedPoints }; var colors = new Color[generatedPoints.Length]; var indices = new int[generatedPoints.Length]; //TODO: build this different based on topology of the mesh being generated for (int i = 0; i < indices.Length; i++) { indices[i] = i; colors[i] = Color.blue; } mesh.SetIndices(indices, Topology, 0); mesh.colors = colors; mesh.RecalculateNormals(); mesh.Optimize(); mesh.RecalculateBounds(); filter.sharedMesh = mesh; } else { filter.sharedMesh = null; } } } GPU code: #pragma kernel Generate AppendStructuredBuffer<float3> vertexBuffer : register(u0); void genVertsAt(uint2 xzPos) { //TODO: put some height generation code here. // could even run marching cubes / dual contouring code. float3 corner1 = float3( xzPos[0], 0, xzPos[1] ); float3 corner2 = float3( xzPos[0] + 1, 0, xzPos[1] ); float3 corner3 = float3( xzPos[0], 0, xzPos[1] + 1); float3 corner4 = float3( xzPos[0] + 1, 0, xzPos[1] + 1 ); vertexBuffer.Append(corner1); vertexBuffer.Append(corner2); vertexBuffer.Append(corner3); vertexBuffer.Append(corner4); } [numthreads(32, 1, 32)] void Generate (uint3 threadId : SV_GroupThreadID, uint3 groupId : SV_GroupID) { uint2 currentXZ = unint2( groupId.x * 32 + threadId.x, groupId.z * 32 + threadId.z); genVertsAt(currentXZ); } Can anyone explain why when I call "buffer.GetData(results);" on the CPU after the compute dispatch call my buffer is full of Vector3(0,0,0), I'm not expecting any y values yet but I would expect a bunch of thread indexes in the x,z values for the Vector3 array. I'm not getting any errors in any of this code which suggests it's correct syntax-wise but maybe the issue is a logical bug. Also: Yes, I know I'm generating 4,000 Vector3's and then basically round tripping them. However, the purpose of this code is purely to learn how round tripping works between CPU and GPU in Unity.

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