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  • working with generic lifetime managers in unity config section

    - by Martin Bailey
    I have the following generic lifetime manager public class RequestLifetimeManager<T> : LifetimeManager, IDisposable { public override object GetValue() { return HttpContext.Current.Items[typeof(T).AssemblyQualifiedName]; } public override void RemoveValue() { HttpContext.Current.Items.Remove(typeof(T).AssemblyQualifiedName); } public override void SetValue(object newValue) { HttpContext.Current.Items[typeof(T).AssemblyQualifiedName] = newValue; } public void Dispose() { RemoveValue(); } } How do I reference this in the unity config section. Creating a type alias <typeAlias alias="requestLifeTimeManager`1" type=" UI.Common.Unity.RequestLifetimeManager`1, UI.Common" /> and specifying it as a lifetime manager <types> <type type="[interface]" mapTo="[concretetype]" > <lifetime type="requestLifeTimeManager`1" /> </type> </types> causes the following error Cannot create an instance of UI.Common.Unity.RequestLifetimeManager`1[T] because Type.ContainsGenericParameters is true. How do you reference generic lifetime managers ?

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  • Unity: how to apply programmatical changes to the Terrain SplatPrototype?

    - by Shivan Dragon
    I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a tile size so that it forms a checkered pattern) and the 2nd one is a grass image: Also the Target Strength of the first PaintTexture is lowered so that the checkered pattern also reveals some of the grass underneath. Now I want, at run time, to change the Tile Size of the first PaintTexture, i.e. have more or less checkers depending on various run time conditions. I've looked through Unity's documentation and I've seen you have the Terrain.terrainData.SplatPrototype array which allows you to change this. Also there's a RefreshPrototypes() method on the terrainData object and a Flush() method on the Terrain object. So I made a script like this: public class AStarTerrain : MonoBehaviour { public int aStarCellColumns, aStarCellRows; public GameObject aStarCellHighlightPrefab; public GameObject aStarPathMarkerPrefab; public GameObject utilityRobotPrefab; public Terrain aStarTerrain; void Start () { //I've also tried NOT drag and dropping the Terrain on the public field //and instead just using the commented line below, but I get the same results //aStarTerrain = this.GetComponents<Terrain>()[0]; Debug.Log ("Got terrain "+aStarTerrain.name); SplatPrototype[] splatPrototypes = aStarTerrain.terrainData.splatPrototypes; Debug.Log("Terrain has "+splatPrototypes.Length+" splat prototypes"); SplatPrototype aStarCellSplat = splatPrototypes[0]; Debug.Log("Re-tyling splat prototype "+aStarCellSplat.texture.name); aStarCellSplat.tileSize = new Vector2(2000,2000); Debug.Log("Tyling is now "+aStarCellSplat.tileSize.x+"/"+aStarCellSplat.tileSize.y); aStarTerrain.terrainData.RefreshPrototypes(); aStarTerrain.Flush(); } //... Problem is, nothing gets changed, the checker map is not re-tiled. The console outputs correctly tell me that I've got the Terrain object with the right name, that it has the right number of splat prototypes and that I'm modifying the tileSize on the SplatPrototype object corresponding to the right texture. It also tells me the value has changed. But nothing gets updated in the actual graphical view. So please, what am I missing?

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  • Keeping the camera from going through walls in a first person game in Unity?

    - by Timothy Williams
    I'm using a modified version of the standard Unity First Person Controller. At the moment when I stand near walls, the camera clips through and lets me see through the wall. I know about camera occlusion and have implemented it in 3rd person games, but I have no clue how I'd accomplish this in a first person game, since the camera doesn't move from the player at all. How do other people accomplish this?

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  • How to import or "using" a custom class in Unity script?

    - by Bobbake4
    I have downloaded the JSONObject plugin for parsing JSON in Unity but when I use it in a script I get an error indicating JSONObject cannot be found. My question is how do I use a custom object class defined inside another class. I know I need a using directive to solve this but I am not sure of the path to these custom objects I have imported. They are in the root project folder inside JSONObject folder and class is called JSONObject. Thanks

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  • Can Ubuntu Unity be made as snappy as Xubuntu?

    - by subeh.sharma
    I am fan of Xubuntu just because of its snappiness. Now i know that it is based on light-weight XFCE which is the secret for this snappiness but I am just wondering if something could be done on Unity to bring it, say, close to that snappiness? I have not installed NVIDIA's driver as I have never seen any improvements on Ubuntu. Would love to hear views on this in case somebody have been able to tweak some settings.

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  • How to edit gnome/unity menus without using Alacarte?

    - by Vagrant232
    Alacarte crashes every time I attempt to edit a submenu or move an item from one submenu to another and then I'd have to wipe the application.menu files or my gnomeshell desktop would be useless. Is there a way to organize my main menu and unity dash applications subcategories without using Alacarte? I've got so many items installed in the wrong category and I'd also like to remove a ton of zombie icons.

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  • Can't Drag & Drop text to unity launcher (e.g. url's, highlighted text)

    - by patsee
    I'm trying to create a unity launcher icon (.dekstop file) on which you can drop any (selected/highlighted) text from a web browser, google chrome in my case. I know you can use the "MimeType=" key in a .desktop file, but I can't find the right mime type for my scenario. I've tried several text MimeTypes and "text/*", but none of them would work. Does anyone know which MimeType I have to use in order for my launcher icon to accept text when hovering over it?

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  • maximized windows on unity start without covering the sidebar - how can i do that manually? (screenshots included)

    - by user12692
    this is how a maximized window looks when unity runs for the first time http://dl.dropbox.com/u/452182/untitled%20folder/Screenshot.png and this is how a maximized window looks when i click on the "maximize" button - after i restore it http://dl.dropbox.com/u/452182/untitled%20folder/Screenshot-1.png is there a shortcut to make a window get maximized without hiding the siderbar (like in the first screeshot) without making the siderbar always visible?

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  • User interfirance, themes, Broken, Unreadable parts

    - by Adames
    Arther going on a customizing spree my the desktop themes on unity got messed up I had installed Ubuntu tweak and unsettings so I removed them but the default themes and custom ones are still messed up I ran unity --reset and this is what I get: WARNING: Unity currently default profile, so switching to metacity while resetting the values unity-panel-service: no process found Checking if settings need to be migrated ...no Checking if internal files need to be migrated ...no Backend : gconf Integration : true Profile : unity Adding plugins Initializing core options...done compiz (core) - Warn: failed to receive ConfigureNotify event on 0x1200004 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x38000af compiz (core) - Warn: failed to receive ConfigureNotify event on 0x32000ad Initializing composite options...done Initializing opengl options...done Initializing decor options...done Initializing vpswitch options...done Initializing snap options...done Initializing mousepoll options...done Initializing resize options...done Initializing place options...done Initializing move options...done Initializing wall options...done Initializing grid options...done Initializing session options...done Initializing gnomecompat options...done Initializing animation options...done Initializing fade options...done Initializing unitymtgrabhandles options...done Initializing workarounds options...done Initializing scale options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done (compiz:4749): GConf-CRITICAL **: gconf_client_add_dir: assertion `gconf_valid_key (dirname, NULL)' failed Initializing unityshell options...done compiz (core) - Warn: unhandled ConfigureNotify on 0xc0009e! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0xc000a1! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0xc000a1! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0xc000a4! compiz (core) - Warn: this should never happen. you should probably file a bug about this. WARN 2012-07-02 19:51:42 unity.libindicator <unknown>:0 Desktop file '/usr/share/applications/google-chrome.desktop' is using a deprecated format for its actions that will be dropped soon. WARN 2012-07-02 19:51:42 unity.libindicator <unknown>:0 Desktop file '/usr/share/applications/firefox.desktop' is using a deprecated format for its actions that will be dropped soon. WARN 2012-07-02 19:51:42 unity.libindicator <unknown>:0 Desktop file '/usr/share/applications/libreoffice-writer.desktop' is using a deprecated format for its actions that will be dropped soon. WARN 2012-07-02 19:51:42 unity.libindicator <unknown>:0 Desktop file '/usr/share/applications/libreoffice-calc.desktop' is using a deprecated format for its actions that will be dropped soon. WARN 2012-07-02 19:51:42 unity.libindicator <unknown>:0 Desktop file '/usr/share/applications/libreoffice-impress.desktop' is using a deprecated format for its actions that will be dropped soon. Initializing addhelper options...done Initializing animationaddon options...done Initializing annotate options...done Initializing bench options...done Initializing blur options...done Initializing clone options...done Initializing colorfilter options...done Initializing commands options...done Initializing crashhandler options...done Initializing cube options...done Initializing cubeaddon options...done Initializing extrawm options...done Initializing fadedesktop options...done Initializing firepaint options...done Initializing group options...done Initializing imgjpeg options...done Initializing kdecompat options...done Initializing loginout options...done Initializing mag options...done Initializing maximumize options...done Initializing mblur options...done Initializing neg options...done Initializing notification options...done Initializing obs options...done Initializing opacify options...done Initializing put options...done Initializing reflex options...done Initializing resizeinfo options...done Initializing ring options...done Initializing rotate options...done Initializing scaleaddon options...done Initializing scalefilter options...done Initializing screenshot options...done Initializing shelf options...done Initializing shift options...done Initializing showdesktop options...done Initializing showmouse options...done Initializing splash options...done Initializing staticswitcher options...done Initializing switcher options...done Initializing td options...done Initializing thumbnail options...done Initializing trailfocus options...done Initializing wallpaper options...done Initializing water options...done Initializing widget options...done Initializing winrules options...done Initializing wobbly options...done ERROR 2012-07-02 19:51:43 unity.glib-gobject <unknown>:0 g_object_unref: assertion `G_IS_OBJECT (object)' failed Setting Update "main_menu_key" Setting Update "run_key" Setting Update "autoraise" Setting Update "autoraise_delay" Any Ideas? this is very inconvenient some of the text like in additional drivers are unreadable because they come out White

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  • Unity and Object Creation

    - by William
    I am using unity as my IoC container. I am trying to implement a type of IProviderRepository. The concrete implementation has a constructor that accepts a type of IRepository. When I remove the constructor parameter from the concrete implementation everything works fine. I am sure the container is wired correctly. When I try to create the concrete object with the constructor I receive the following error: "The current build operation (build key Build Key[EMRGen.Infrastructure.Data.IRepository1[EMRGen.Model.Provider.Provider], null]) failed: The current type, EMRGen.Infrastructure.Data.IRepository1[EMRGen.Model.Provider.Provider], is an interface and cannot be constructed. Are you missing a type mapping? (Strategy type BuildPlanStrategy, index 3)". Is it possible to achieve the above mention functionality with Unity? Namely have Unity infer a concrete type from the Interface and also inject the constructor of the concrete type with the appropriate concrete object based on constructor parameters. Below is sample of my types defined in Unity and a skeleton class listing for what I want to achieve. IProviderRepository is implemented by ProviderRepository which has a constructor that expects a type of IRepository. <typeAlias alias="ProviderRepositoryInterface" type="EMRGen.Model.Provider.IProviderRepository, EMRGen.Model" /> <typeAlias alias="ProviderRepositoryConcrete" type="EMRGen.Infrastructure.Repositories.Providers.ProviderRepository, EMRGen.Infrastructure.Repositories" /> <typeAlias alias="ProviderGenericRepositoryInterface" type="EMRGen.Infrastructure.Data.IRepository`1[[EMRGen.Model.Provider.IProvider, EMRGen.Model]], EMRGen.Infrastructure" /> <typeAlias alias="ProviderGenericRepositoryConcrete" type="EMRGen.Infrastructure.Repositories.EntityFramework.ApplicationRepository`1[[EMRGen.Model.Provider.Provider, EMRGen.Model]], EMRGen.Infrastructure.Repositories" /> <!-- Provider Mapping--> <typeAlias alias="ProviderInterface" type="EMRGen.Model.Provider.IProvider, EMRGen.Model" /> <typeAlias alias="ProviderConcrete" type="EMRGen.Model.Provider.Doctor, EMRGen.Model" /> //Illustrate the call being made inside my class public class PrescriptionService { PrescriptionService() { IUnityContainer uc = UnitySingleton.Instance.Container; UnityServiceLocator unityServiceLocator = new UnityServiceLocator(uc); ServiceLocator.SetLocatorProvider(() => unityServiceLocator); IProviderRepository pRepository = ServiceLocator.Current.GetInstance<IProviderRepository>(); } } public class GenericRepository<IProvider> : IRepository<IProvider> { } public class ProviderRepository : IProviderRepository { private IRepository<IProvider> _genericProviderRepository; //Explict public default constructor public ProviderRepository(IRepository<IProvider> genericProviderRepository) { _genericProviderRepository = genericProviderRepository; } }

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  • Unity framework - creating & disposing Entity Framework datacontexts at the appropriate time

    - by TobyEvans
    Hi there, With some kindly help from StackOverflow, I've got Unity Framework to create my chained dependencies, including an Entity Framework datacontext object: using (IUnityContainer container = new UnityContainer()) { container.RegisterType<IMeterView, Meter>(); container.RegisterType<IUnitOfWork, CommunergySQLiteEntities>(new ContainerControlledLifetimeManager()); container.RegisterType<IRepositoryFactory, SQLiteRepositoryFactory>(); container.RegisterType<IRepositoryFactory, WCFRepositoryFactory>("Uploader"); container.Configure<InjectedMembers>() .ConfigureInjectionFor<CommunergySQLiteEntities>( new InjectionConstructor(connectionString)); MeterPresenter meterPresenter = container.Resolve<MeterPresenter>(); this works really well in creating my Presenter object and displaying the related view, I'm really pleased. However, the problem I'm running into now is over the timing of the creation and disposal of the Entity Framework object (and I suspect this will go for any IDisposable object). Using Unity like this, the SQL EF object "CommunergySQLiteEntities" is created straight away, as I've added it to the constructor of the MeterPresenter public MeterPresenter(IMeterView view, IUnitOfWork unitOfWork, IRepositoryFactory cacheRepository) { this.mView = view; this.unitOfWork = unitOfWork; this.cacheRepository = cacheRepository; this.Initialize(); } I felt a bit uneasy about this at the time, as I don't want to be holding open a database connection, but I couldn't see any other way using the Unity dependency injection. Sure enough, when I actually try to use the datacontext, I get this error: ((System.Data.Objects.ObjectContext)(unitOfWork)).Connection '((System.Data.Objects.ObjectContext)(unitOfWork)).Connection' threw an exception of type 'System.ObjectDisposedException' System.Data.Common.DbConnection {System.ObjectDisposedException} My understanding of the principle of IoC is that you set up all your dependencies at the top, resolve your object and away you go. However, in this case, some of the child objects, eg the datacontext, don't need to be initialised at the time the parent Presenter object is created (as you would by passing them in the constructor), but the Presenter does need to know about what type to use for IUnitOfWork when it wants to talk to the database. Ideally, I want something like this inside my resolved Presenter: using(IUnitOfWork unitOfWork = new NewInstanceInjectedUnitOfWorkType()) { //do unitOfWork stuff } so the Presenter knows what IUnitOfWork implementation to use to create and dispose of straight away, preferably from the original RegisterType call. Do I have to put another Unity container inside my Presenter, at the risk of creating a new dependency? This is probably really obvious to a IoC guru, but I'd really appreciate a pointer in the right direction thanks Toby

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  • Unity 2 and Enterprise library configuration tool

    - by nachid
    Hi, Can someone show me how to use Enterprise library configuration tool with Unity2 Whatever I did, when I open the Enterprise library configuration tool, I could not have it working with a Unity config file. When I click on the menu to add a new block, there is no Unity configuration block What am I doing wrong? Thank you for your help

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  • How can I run a Unity session inside Xephyr?

    - by d3vid
    I can get Xephyr to run single applications within a Xephyr window. How can I run an entire Unity desktop session within a Xephyr window? (Preferably as another user.) If I use the gtk-xephyr script with the command gnome-session --session=ubuntu, I get a black window. If I run compiz I get a grey window. If I do not use the script and just run the following I get a popup in the Xephyr window saying "Could not acquire name on session bus. [Log out]" and in the terminal "gnome-session[3157]: WARNING: Failed to acquire org.gnome.SessionManager". Xephyr :8 & DISPLAY=:8 gnome-session --session=ubuntu

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  • Ubuntu on a netbook. Wait for 12.10?

    - by Kevin Duke
    My friend has a really slow 2 yr old Toshiba netbook with 1GB of RAM. She is annoyed how slow Windows Starter runs on it so I suggested switching to Ubuntu. Since 12.10 is due in a few days, I'm not sure if we should wait before installing Ubuntu or if we should install it now in order to use Unity 2D. For a low-end device, should we use Unity 2D or use Unity 3D on 12.10 since Unity 2D is no longer present in 12.10? I understand Unity 3D has been greatly improved but is it faster than Unity 2D in the LTS version for a low-spec'd device?

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  • How can I add a bash script to the Unity launcher?

    - by hippyjim
    I open my favourite IDE (PhpStorm) using a custom bash script. I would like to add the script to the Unity launcher. I thought I could add it by clicking the "keep in launcher" option, and sure enough, the icon stays on the launcher after I close the app. But clicking the icon doesn't reopen the IDE - the launcher just sits there, flashing. When I relogin in, the launcher icon is gone. Anyone got any ideas how I can make this work?

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  • How can I enable Unity 3d after installing Bumblebee? GLX Problems

    - by ashley
    I'm new to Ubuntu, I'm running 12.04 64 Bit on a Dell XPS L207x with a Nvidia GT555M card. From what I could understand online I needed to install Bumblebee to get the most out of the Optimus system and better battery life. I can test the Bumblebee is working by running optirun glxgears for example. If I run just glxgears then I get the following error Error: couldn't get an RGB, Double-buffered visual. I'm also unable to run Unity 3d, which I would very much like. I'd greatly appreciate any and all help, please be gentle.

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  • How do I make the launcher progress bar work with my application?

    - by Kevin Gurney
    Background Research I am attempting to update the progress bar within the Unity launcher for a simple python/Gtk application created using Quickly called test; however, following the instructions in this video, I have not been able to successfully update the progress bar in the Unity launcher. In the Unity Integration video, Quickly was not used, so the way that the application was structured was slightly different, and the code used in the video does not seem to function properly without modification in a default Quickly ubuntu-application template application. Screenshots Here is a screenshot of the application icon as it is currently displayed in the Unity Launcher. Here is a screenshot of the kind of Unity launcher progress bar functionality that I would like (overlayed on mail icon: wiki.ubuntu.com). Code class TestWindow(Window): __gtype_name__ = "TestWindow" def finish_initializing(self, builder): # pylint: disable=E1002 """Set up the main window""" super(TestWindow, self).finish_initializing(builder) self.AboutDialog = AboutTestDialog self.PreferencesDialog = PreferencesTestDialog # Code for other initialization actions should be added here. self.add_launcher_integration() def add_launcher_integration(self): self.launcher = Unity.LauncherEntry.get_for_desktop_id("test.destkop") self.launcher.set_property("progress", 0.75) self.launcher.set_property("progress_visible", True) Expected Behavior I would expect the above code to show a progress bar that is 75% full overlayed on the icon for the test application in the Unity Launcher, but the application only runs and displays no progress bar when the command quickly run is executed. Problem Investigation I believe that the problem is that I am not properly getting a reference to the application's main window, however, I am not sure how to properly fix this problem. I also believe that the line: self.launcher = Unity.LauncherEntry.get_for_desktop_id("test.destkop") may be another source of complication because Quickly creates .desktop.in files rather than ordinary .desktop files, so I am not sure if that might be causing issues as well. Perhaps, another source of the issue is that I do not entirely understand the difference between .desktop and .desktop.in files. Does it possibly make sense to make a copy of the test.desktop.in file and rename it test.desktop, and place it in /usr/share/applications in order for get_for_desktop_id("test,desktop") to reference the correct .desktop file? Related Research Links Although, I am still not clear on the difference between .desktop and .desktop.in files, I have done some research on .desktop files and I have come across a couple of links: Desktop Entry Files (library.gnome.org) Desktop File Installation Directory (askubuntu.com) Unity Launcher API (wiki.ubuntu.com) Desktop Files: putting your application in the desktop menus (developer.gnome.org) Desktop Menu Specification (standards.freedesktop.org)

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  • Will the new Unity desktop be programmed in Qt?

    - by Brian Fleeger
    Will the desktop version of Unity, scheduled to appear in 11.04, be programmed using Qt? I ask this in relation to Matt Zimmerman's blog posting of several days ago, where he intimated that Qt was the more pragmatic choice for an SDK to get coders more involved. As a corollary, it would make sense if the whole desktop were in Qt, which would also make it possible to do a lot more beautiful effects, and make a more visually engrossing desktop experience. In any event, please elaborate on the future role of Qt in the Ubuntu desktop.

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  • Is it normal to these Xcode prompts/errors when you deploy to IOS Simulator from Unity?

    - by Greg
    Just trying out the IOS build process.... Is it normal to see: Q1 - "upgrade to latest project format - project currently in Xcode 3.1 format, this will upgrade to 3.2" - just click OK and let Xcode do it's stuff? Q2 - same as Q1 but this time for the message "Remove obsolete build settings - will remove the build setting PREBINDING" Q3 - also when deploying to "Lastest IOS Simulator" you get the Simulator target produced, but also a non-simulator target which has lots of errors. So I assume you just ignore this target and not use it in Xcode correct? (i.e. just use the simulator target that is produced) Q4 - get a lot of warning after the simulator target is built? program works ok however.... Images For Q1 and Q2: For Q4: Settings used in Unity: Errors I see in XCode:

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  • Where is the UIM notification area icon in Unity?

    - by James
    When I was using Maverick, it was possible to switch the input method from a UIM indicator applet. Now that I have upgraded to Oneiric, I can't seem to switch the input method even when I open uim-im-switcher-gtk. This is necessary for me because I need to be able to switch back and forth between English and Tibetan and the keyboard shortcuts don't seem to work until after I've changed the input method from the panel first. Is there some way to get a UIM indicator on the Unity panel? This is a major regression for me and makes it impossible to do certain kinds of work in Ubuntu.

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  • How to add a shortcut for Humble Bundle games in Unity?

    - by waspinator
    I downloaded some games from the humblebundle, but most of them don't have deb files. They run fine after extracting them and double clicking on the executable, but unity doesn't automatically find them so I can't search for them, or add them to the side bar. I tried to drag the executable onto the side bar, but it just dimmed and didn't do anything once I dropped it. I also tried to right-click on the executable in and clicked on "Make Link", but I couldn't drop that onto the side bar either. I would prefer a solution that does not require using the terminal or editing configuration files by hand if possible.

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  • Ubuntu 14.04 Unity not functioning, no launcher

    - by user216962
    Yesterday I turned my computer to find that the launcher was missing. In addition, I could not using ctrl-alt-t would bring up a blank white screen. The only terminal could be found by clicking ctrl-alt-f1. I used ccsm to turn on Unity. Unity panel service was working. I installed tweak tool. I did all the troubleshooting I could find related to this subject. Nothing would work. I ultimately reinstalled Ubuntu 13.10. Also, I do not have an nvidia graphics card. I have an intel integrated graphics controller. Some of the troubleshooting I tried were found: Unity doesn't load, no Launcher, no Dash appears ubuntu 14.04 unity desktop without panel and launcher how to fix: no unity, no launcher no dash in ubuntu 14.04 http://ubuntuforums.org/showthread.php?t=2008891

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  • How can I make the unity sidebar visible permanently (as in, in all circumstances)?

    - by Doug
    Yes, I have seen the other similar questions; if this is a duplicate please link me to the question that answer this, because none of them appear to; all appear to only address (1) of the two issues below: There are TWO times when the sidebar will magically vanish: 1) By default when you move your cursor off it and focus on a different app. This is fixable by setting the auto hide behaviour, as described here: How to make the Unity launcher always visible? 2) When you move a window over / under it, or maximize a window. Even when the autohide setting is 'never' this will cause the sidebar to mysterious decide to hide itself. In fact, it doesn't appear what settings you change, this behaviour refuses to change. This is extremely undesired behaviour. I'm using a stock standard 11.10 install.

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  • How to get rid of the orange highlight in Unity?

    - by user74660
    I've installed Ubuntu 12.04 LTS and I'm using Unity. I also installed Adwaita theme and Elementary icons. Everything is cool. Highlightings are blue, as I want them to be, but there are some places where the default orange color remains: When clicking on Workspace Switcher, the borders of the current or the selected workspace are still orange. When dragging a window to the edges of the screen, the highlight effect for the Snap Window feature is still orange as well. All other highlights are blue, according to the Adwaita theme. So, how can I get rid of those two mentioned orange highlights and turn them into blue, following the Adwaita color theme? Thanks for your attention. brunces

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