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  • What does "fully supported" mean in context of Radeon Opensource Video Driver?

    - by stevecoh1
    UPDATE: This is not a request for support of my specific issue. Details of that issue are here: How to recover from bad upgrade to 13.04 (Unity very slow) . I have "solved" that issue, for the time being anyway, by loading alternative lighter weight desktops. This question was opened specifically to question the meaning of the documentation at https://help.ubuntu.com/community/RadeonDriver . END OF UPDATE There it is, in Black and White: https://help.ubuntu.com/community/RadeonDriver Fully Supported All these Radeon(HD) cards and derivatives have good 3D acceleration support. This is not an exhaustive list: ... RV610/RV630 Radeon HD 2400/2600/2700/4200/4225/4250 Yet in my case (the HD2400) this proves to be manifestly untrue, at least if "Fully Supported" means sufficient to run Unity in Ubuntu 13.04. It runs all the applications I can launch under Unity, but Unity itself is unbearably slow. It's quite striking really. Click on the "Dash" - go get a cup of coffee. Type a key in the Unity search box, wait five seconds for it to appear. Type Alt-tab and wait five seconds for the screen to finish painting. None of these issues appear outside of Unity components. As you all know, there are complaints about slow performance all over the Internet about Unity. Shouldn't this page somehow address this issue? Especially if "fully supported" doesn't mean sufficiently to run the default modern Ubuntu release. What does "fully supported" mean?

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  • Newbie worried about CASE tool.

    - by Jason Evans
    Hi there. I'm looking for some guidance on CASE tools and whether my concerns are valid. Recently I was in a meeting between my employer and an external software company which have a CASE tool currently in beta. They demonstrated this tool to us, showing how you build a UML model in Enterprise Architect (or something like it) and then, through their tool, that UML model is transformed into a Visual Studio project, with C# files, stored procedures for SQL Server, code for the data layer, WCF stuff, logging code and allsorts. Now, admittedly, I don't see the point in this, as in I'm not convinced it will save that much time (plus it feels like overkill). The tool authors said that a trial of the tool at another company had saved a team there 5 weeks of development time (from 6 weeks down to about 1 week) using this tool. I find the accuracy of that estimate hard to believe. My main concern is whether using this tool is going slow down my productivity. For example - Say I have a UML model which I built a VS solution from. Now, I want to rename a class method to something else; will this mean having to update the UML model first and then rebuilding the code? Is this how case tools normally work? Something I will need to check with the authors is the structure of the generated VS solution. I like the Domain Driven Design way of project structure - Infrstructure, Services, Model, etc. I doubt very much this tool will do that. Also, I've been playing around with Entity Framework Code First and think it's a great way to build the data model. I have nice repositories, unit of work classes and other design patterns that work well with EF. I have data anootations and stuff like that working great. By not having EF (the CASE tool uses it's own data layer code) I'm concerned that this tool's data layer code might not be a nice to integrate in the UoW pattern, repositories, etc. This I will need to verify when I get a closer look at the generated code. What are other people's experiences with CASE tools? Am I being paranoid about nothing? Am I being unfair - are my negativities unfounded? EDIT: I like to use TDD/BDD for building my code, and using a CASE tool looks like it will make this difficult. Again, any feedback on this would be great. Cheers. Jas.

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  • Contructor parameters for dependent classes with Unity Framework

    - by Onisemus
    I just started using the Unity Application Block to try to decouple my classes and make it easier for unit testing. I ran into a problem though that I'm not sure how to get around. Looked through the documentation and did some Googling but I'm coming up dry. Here's the situation: I have a facade-type class which is a chat bot. It is a singleton class which handles all sort of secondary classes and provides a central place to launch and configure the bot. I also have a class called AccessManager which, well, manages access to bot commands and resources. Boiled down to the essence, I have the classes set up like so. public class Bot { public string Owner { get; private set; } public string WorkingDirectory { get; private set; } private IAccessManager AccessManager; private Bot() { // do some setup // LoadConfig sets the Owner & WorkingDirectory variables LoadConfig(); // init the access mmanager AccessManager = new MyAccessManager(this); } public static Bot Instance() { // singleton code } ... } And the AccessManager class: public class MyAccessManager : IAccessManager { private Bot botReference; public MyAccesManager(Bot botReference) { this.botReference = botReference; SetOwnerAccess(botReference.Owner); } private void LoadConfig() { string configPath = Path.Combine( botReference.WorkingDirectory, "access.config"); // do stuff to read from config file } ... } I would like to change this design to use the Unity Application Block. I'd like to use Unity to generate the Bot singleton and to load the AccessManager interface in some sort of bootstrapping method that runs before anything else does. public static void BootStrapSystem() { IUnityContainer container = new UnityContainer(); // create new bot instance Bot newBot = Bot.Instance(); // register bot instance container.RegisterInstance<Bot>(newBot); // register access manager container.RegisterType<IAccessManager,MyAccessManager>(newBot); } And when I want to get a reference to the Access Manager inside the Bot constructor I can just do: IAcessManager accessManager = container.Resolve<IAccessManager>(); And elsewhere in the system to get a reference to the Bot singleton: // do this Bot botInstance = container.Resolve<Bot>(); // instead of this Bot botInstance = Bot.Instance(); The problem is the method BootStrapSystem() is going to blow up. When I create a bot instance it's going to try to resolve IAccessManager but won't be able to because I haven't registered the types yet (that's the next line). But I can't move the registration in front of the Bot creation because as part of the registration I need to pass the Bot as a parameter! Circular dependencies!! Gah!!! This indicates to me I have a flaw in the way I have this structured. But how do I fix it? Help!!

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  • Passing List of Strings or Array of strings into Unity Injection Constructor (Config-Based)

    - by miguel
    I cannot seem to get unity working when attempting to pass in an array of strings into a constructor parameter list, while using XML configuration. When I try the following: <typeConfig ...> <constructor ...> <param ... parameterType="System.String[]"> <array> <value.../> <value.../> </array> </param> </constructor> </typeConfig> for a c'tor which looks like this: void Foo(string[] inputParams_){ ... } It always fails in Unity's FindConstructor(...) method stating that it cannot find a c'tor mathcing the parameter type of String.String Does anyone know how to pass an array of stings successfully into this type of c'tor? If not, how can I do so with a list of strings, if the c'tor were to accept an IList? Thanks!

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  • Unity to dispose of object

    - by Johan Levin
    Is there a way to make Unit dispose property-injected objects as part of the Teardown? The background is that I am working on an application that uses ASP.NET MVC 2, Unity and WCF. We have written our own MVC controller factory that uses unity to instantiate the controller and WCF proxies are injected using the [Dependency] attribute on public properties of the controller. At the end of the page life cycle the ReleaseController method of the controller factory is called and we call IUnityContainer.Teardown(theMvcController). At that point the controller is disposed as expected but I also need to dispose the injected wcf-proxies. (Actually I need to call Close and/or Abort on them and not Dispose but that is a later problem.) I could of course override the controllers' Dispose methods and clean up the proxies there, but I don't want the controllers to have to know about the lifecycles of the injected interfaces or even that they refer to WCF proxies. If I need to write code myself for this - what would be the best extension point? I'd appreciate any pointer.

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  • Evince 3.10 with menubar

    - by user43787
    I find that the 2 buttoms menu from the evince v3.10.0 are not really useful. Why did ubuntu NOT re add an menubar?. It would have been looking better in unity ! The unity top panel has enough space for an normal program menu. Here is an screenshot of what i mean: (The program works already in ubuntu 13.10 with unity or cinnamon fine. Some little compiler warnings but nothing more) Example in Cinnamon or in unity

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  • How to Tweak the Low Battery Action On Your Windows 7 Laptop

    - by The Geek
    If you’ve got a netbook with really great battery life, you’ll probably still have loads of time left even with only 10% of the battery remaining. Here’s how to tweak the settings so it alerts you or goes into sleep mode at a more reasonable time. Note: obviously if you don’t have a great battery in your laptop, you should probably be careful with these settings or you might lose data. If anything, you’d be better off making the notifications happen sooner in that case Latest Features How-To Geek ETC The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC The Complete List of iPad Tips, Tricks, and Tutorials Classic Super Mario Brothers Theme for Chrome and Iron Experimental Firefox Builds Put Tabs on the Title Bar (Available for Download) Android Trojan Found in the Wild Chaos, Panic, and Disorder Wallpaper Enjoy Christmas Beyond the Holiday with Christmas Eve Crisis Parrotfish Extends the Number of Services Accessible in Twitter Previews

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  • Configuring Unity with a closed generic constructor parmater

    - by fearofawhackplanet
    I've been trying to read the article here but I still can't understand it. I have a constructor resembling the following: IOrderStore orders = new OrderStore(new Repository<Order>(new OrdersDataContext())); The constructor for OrderStore: public OrderStore(IRepository<Order> orderRepository) Constructor for Repository<T>: public Repository(DataContext dataContext) How do I set this up in the Unity config file? UPDATE: I've spent the last few hours banging my head against this, and although I'm not really any closer to getting it right I think at least I can be a little more specific about the problem. I've got my IRespository<T> working ok: <typeAlias alias="IRepository" type="MyAssembly.IRepository`1, MyAssembly" /> <typeAlias alias="Repository" type="MyAssembly.Repository`1, MyAssembly" /> <typeAlias alias="OrdersDataContext" type="MyAssembly.OrdersDataContext, MyAssembly" /> <types> <type type="OrdersDataContext"> <typeConfig> <constructor /> <!-- ensures paramaterless constructor used --> </typeConfig> </type> <type type="IRepository" mapTo="Repository"> <typeConfig> <constructor> <param name="dataContext" parameterType="OrdersDataContext"> <dependency /> </param> </constructor> </typeConfig> </type> </types> So now I can get an IRepository like so: IRepository rep = _container.Resolve(); and that all works fine. The problem now is when trying to add the configuration for IOrderStore <type type="IOrderStore" mapTo="OrderStore"> <typeConfig> <constructor> <param name="ordersRepository" parameterType="IRepository"> <dependency /> </param> </constructor> </typeConfig> </type> When I add this, Unity blows up when trying to load the config file. The error message is OrderStore does not have a constructor that takes the parameters (IRepository`1). What I think this is complaining about is because the OrderStore constructor takes a closed IRepository generic type, ie OrderStore(IRepository<Order>) and not OrderStore(IRepository<T>) I don't have any idea how to resolve this.

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  • Unity view Registered Types during debug

    - by Jon Archway
    Possibly a stupid question, but during debug I simply want to see the types that have been registered with my Unity container. I have tried going through the container in the watch window, but can't seem to find what I am looking for? I am expecting there to be a list of registered types somewhere? Thanks in advance

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  • Ball Bouncing effect in Unity 3d

    - by Mythili
    hii How to bring a ball bouncing effect on different surfaces like wood, water,mud sand, and metal. In unity, i tried it by using bouncy material.In all surfaces the ball bouncing effect is same. I dont know how to differentiate the surfaces

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  • Unity 2.0 and policy injection in .config

    - by marcusoft.net
    I want to use unity (2.0) to resolve my dependencies in a way so that i can configure policy injection (policies, matching rules and call handlers) in the .config file. Or an other way to put it; i want my resolved objects to be "policy enabled", so that i can add and change to policies in config without have to recompile. Any ideas on how to do that?

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  • How do I debug a Unity Container "Resolve"?

    - by willem
    I'm using the MS Unity container to do dependency injection, but a "Resolve" is returning unexpected results. Is there an way I can debug this resolution? It would be great if I could view what Types/Instances are registered in the container, but I can't see where this is stored when using QuickWatch. It would also be useful if I could get the container to output some debug Traces. Any suggestions?

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  • How do I blend 2 lightmaps for day/night cycle in Unity?

    - by Timothy Williams
    Before I say anything else: I'm using dual lightmaps, meaning I need to blend both a near and a far. So I've been working on this for a while now, I have a whole day/night cycle set up for renderers and lighting, and everything is working fine and not process intensive. The only problem I'm having is figuring out how I could blend two lightmaps together, I've figured out how to switch lightmaps, but the problem is that looks kind of abrupt and interrupts the experience. I've done hours of research on this, tried all kinds of shaders, pixel by pixel blending, and everything else to no real avail. Pixel by pixel blending in C# turned out to be a bit process intensive for my liking, though I'm still working on cleaning it up and making it run more smoothly. Shaders looked promising, but I couldn't find a shader that could properly blend two lightmaps. Does anyone have any leads on how I could accomplish this? I just need some sort of smooth transition between my daytime and nighttime lightmap. Perhaps I could overlay the two textures and use an alpha channel? Or something like that?

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  • Unity - Mecanim & Rigidbody on Third Person Controller - Gravity bug?

    - by Celtc
    I'm working on a third person controller which uses physX to interact with the other objects (using the Rigidbody component) and Mecanim to animate the character. All the animations used are baked to Y, and the movement on this axis is controlled by the gravity applied by the rigidbody component. The configuration of the falling animation: And the character components configuration: Since the falling animation doesn't have root motion on XZ, I move the character on XZ by code. Like this: // On the Ground if (IsGrounded()) { GroundedMovementMgm(); // Stores the velocity velocityPreFalling = rigidbody.velocity; } // Mid-Air else { // Continue the pre falling velocity rigidbody.velocity = new Vector3(velocityPreFalling.x, rigidbody.velocity.y, velocityPreFalling.z); } The problem is that when the chracter starts falling and hit against a wall in mid air, it gets stuck to the wall. Here are some pics which explains the problems: Hope someone can help me. Thanks and sory for my bad english! PD.: I was asked for the IsGrounded() function, so I'm adding it: void OnCollisionEnter(Collision collision) { if (!grounded) TrackGrounded(collision); } void OnCollisionStay(Collision collision) { TrackGrounded(collision); } void OnCollisionExit() { grounded = false; } public bool IsGrounded() { return grounded; } private void TrackGrounded(Collision collision) { var maxHeight = capCollider.bounds.min.y + capCollider.radius * .9f; foreach (var contact in collision.contacts) { if (contact.point.y < maxHeight && Vector3.Angle(contact.normal, Vector3.up) < maxSlopeAngle) { grounded = true; break; } } } I'll also add a LINK to download the project if someone wants it.

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  • Unity: How to remove(unregister) registered instance from Unity mapping.

    - by bug0r
    Hello, I meet one problem that i can't solve now. I have the following: UnityHelper.DefaultContainer.RegisterInstance(typeof(IMyInterface), "test", instance); where UnityHelper.DefaultContainer is my helper for getting unity container with loaded configuration. here I registered instance as an instance of IMyInterface. So anywhere(some time after using) I want to remove this mapping. Remove it at all. How I can do it? I have tried UnityHelper.DefaultContainer.Teardown(instance) but is was unsuccessfull and the following code returns instance anyway. UnityHelper.DefaultContainer.ResolveAll() Any ideas? Thank you.

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  • Unity IOC, AOP & Interface Interception

    - by krisg
    I've been playing around with Unity to do some AOP stuff, setting up via IOC like: ioc.RegisterType<ICustomerService, CustomerService>() .Configure<Interception>().SetInterceptorFor<ICustomerService>(new InterfaceInterceptor()); ... and then having an ICallHandler on the ICustomerService interface's methods. For teh time being i want to just get the method called, the class it's in, and the namespace for that class. So... inside the... public IMethodReturn Invoke(IMethodInvocation input, GetNextHandlerDelegate getNext) ...method of the ICallHandler, i can access the method name via input.MethodBase.Name... if i use input.MethodBase.DeclaringType.Name i get the interface ICustomerService... BUT... how would i go about getting the implementing class "CustomerService" rather than the interface? I've been told to use input.Target.. but that just returns "DynamicModule.ns.Wrapped_ICustomerService_4f2242e5e00640ab84e4bc9e05ba0a13" Any help on this folks?

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  • Nautilus crashes after Ubuntu Tweak Package Cleaner [fixed]

    - by Ka7anax
    Few days ago I started having some problems with nautilus. Basically when I'm trying to get into a folder it crashes. It's not happening all the time, but in 85% it does... Sometimes, after the crash all my desktop icons are also gone. The only thing that I think causes this is Ubuntu Tweak - I'm not sure, but the issues started after I did the Package cleaner from Ubuntu Tweaks... Any ideas? ------- EDIT 2 - IMPORTANT !!! ---------- It seems I fixed this problem doing these: 1) I uninstall this nautilus script - http://mundogeek.net/nautilus-scripts/#nautilus-send-gmail 2) I installed nautilus elementary So far is back to normal... If anything bad happens again I will come back! -------- EDIT 1 ---------- First time, after running the command (nautilus --quit; nautilus --no-desktop) 3 times all the system crashed (except the mouse, I could move the mouse). After restart I run it and obtain this: ----- Initializing nautilus-gdu extension Initializing nautilus-dropbox 0.6.7 (nautilus:2966): GConf-CRITICAL **: gconf_value_free: assertion value != NULL' failed (nautilus:2966): GConf-CRITICAL **: gconf_value_free: assertionvalue != NULL' failed Nautilus-Share-Message: Called "net usershare info" but it failed: 'net usershare' returned error 255: net usershare: cannot open usershare directory /var/lib/samba/usershares. Error No such file or directory Please ask your system administrator to enable user sharing. and then this: cristi@cris-laptop:~$ nautilus --quit; nautilus --no-desktop (nautilus:3810): Unique-DBus-WARNING **: Error while sending message: Did not receive a reply. Possible causes include: the remote application did not send a reply, the message bus security policy blocked the reply, the reply timeout expired, or the network connection was broken.

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  • Why is the tooltip hiding Dash Search on 12.04?

    - by Anwar Shah
    Can I disable the tooltip shown at the side of the Launcher icon when hovered by the mouse. These are nice, but I want to disable them, because when I press "Dash Home" button on the launcher, then want to write something on the dash, I can't see the letters because of the tooltip. How can I disable the Unity tooltip from hiding search string in dash? I am using Ubuntu 12.04. I have given a screenshot of the launcher. My problem is basically with this Update 1 I have given advice to follow this answer in chat discussion, but nothing has changed. Update 2 As an answer suggests, I updated unity to the latest version. It is now unity 5.12.0. as the below output indicates $ unity --version unity 5.12.0

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