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  • Unable to install Ekundli-2002 with wine1.6

    - by Pandya
    I am running Ubuntu 14.04 and installed wine1.6 (stable). I am trying to install Ekun2002.exe (Astrology software) by wine. But at the end of installation, it is getting following error: Foreign application won't perform DDE method or operation How to solve this ? Further Information: I searched following info from: http://msdn.microsoft.com/en-us/library/aa266013%28v=vs.60%29.aspx An application refused to perform the DDE method or operation you attempted. This error has the following causes and solutions: You supplied data or commands that the other application did not recognize.Check the application's documentation to see what data or commands it recognizes. The LinkItem property isn't set to an item that the other application recognizes as valid for the topic of the conversation. Check the application's documentation to see what items it recognizes.

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  • DirectX 11 Constant Buffers vs Effect Framework

    - by Alex
    I'm having some trouble understanding the differences between using constant buffers or using the effect framework of DirectX11 for updating shader constants. From what I understand they both do exactly the same thing, although from reading the documentation it appears as if using effects is meant to be 'easier'. However they seem the same to me, one uses VSSetConstantBuffers and the other GetConstantBufferByName. Is there something I'm missing here?

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  • Texture not drawing on cubes

    - by Christian Frantz
    I can draw the cubes fine but they are just solid black besides the occasional lighting that goes on. The basic effect is being set for each cube also. public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 8, 0, 12); } } The cubes draw method. TextureEnabled is set to true in my main draw method. My texture is also loading fine. public Cube(GraphicsDevice graphicsDevice, Vector3 Position, Texture2D Texture) { device = graphicsDevice; texture = Texture; cubePosition = Position; effect = new BasicEffect(device); } The constructor seems fine too. Could this be caused by the Vector2's of my VertexPositionNormalTexture? Even if they were out of order something should still be drawn other than a black cube

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  • connecting ubuntu with 7 via network cable

    - by VeXe
    i was tryin to connect my ubuntu toshiba satalite L650 laptop with my desktop via a network cable so that i can share things and remotely control the desktop from the laptop, i googled the problem out and found a guide page , i followed all the steps , i installed samba, i had the two computer have the same workgroup name , i had everything correct, but i still dont see connection estbalished between the two computers, (neither one is visible to the other) what is missing ? thanx in advance.

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  • ManagementObjectSearcher error [migrated]

    - by Piotrek
    Some of our customers inform us that in some cases following error appears: System.Management.ManagementException: Blad dostawcy. at System.Management.ManagementException.ThrowWithExtendedInfo(ManagementStatus errorCode) at System.Management.ManagementObjectCollection.ManagementObjectEnumerator.MoveNext() The error is generated while trying to loop through a colection returned by Get() method of the System.Mamangment.ManagementObjectSearcher object. This is the code of my method: private bool PrinterExists(string printerName) { bool retVal = false; SelectQuery q = new SelectQuery("select caption from win32_printer"); using (ManagementObjectSearcher searcher = new ManagementObjectSearcher(q)) { foreach (ManagementObject printer in searcher.Get()) { if(printer["Caption"].ToString() == printerName) { retVal = true; break; } } } return retVal; } It seems that the problem appears only on Windows XP. The only workaround I know is reconstruction of WMI database. It sometimes helps, but unfortunatelly not always. Can anyone tell me what is the reason of this error and how can I fix it?

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  • How do you select the fastest mirror from the command line?

    - by Evan
    I want to update my sources.list file with the fastest server from the command line in a fresh Ubuntu Server install. I know this is trivially easy with the GUI, but there doesn't seem to be a simple way to do it from from the command line? There are two different working answers to this question below: Use apt-get's mirror: method This method asks the Ubuntu server for a list of mirrors near you based on your IP, and selects one of them. The easiest alternative, with the minor downside that sometimes the closest mirror may not be the fastest. Command-line foo using netselect Shows you how to use the netselect tool to find the fastest recently updated servers from you -- network-wise, not geographically. Use sed to replace mirrors in sources.list. The other answers, including the accepted answer, are no longer valid (for Ubuntu 11.04 and newer) because they recommended Debian packages such as netselect-apt and apt-spy which do not work with Ubuntu. Use sed to replace mirrors in sources.list sudo sed -i -e 's#us.archive.ubuntu.com/mirror.math.ucdavis.edu#g' /etc/apt/sources.list

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  • What will be correct answer to "why is NoSQL faster than SQL" on interview?

    - by Cynede
    It's just nonsense for me personally. I can't see any performance boost by using NoSQL instead of SQL. Maybe SQL over NoSQL, yes but not in that way. I think that if I answer "I have no idea" or something like that it will be bad answer because this doesn't really look like a fake-question, it's a serious question on interview but how should be looking correct answer on this question? Or am I missing something about NoSQL?

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  • Power manager keeps shutting down the display

    - by david25
    I'm probably missing something here. I'm using the default Ubuntu power manger, I set it up like this: On AC: no screen dimming when idle, never put computer to sleep, never put display to sleep. On battery: I kept the default settings. Still, Ubuntu does whatever it likes, and after 15 min it puts the display to sleep. Does anyone have the same problem and found a way to solve it? I'm using an Eee PC with Ubuntu 10.10 Desktop.

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  • How do I set Ubuntu Bold Font as the window titlebar font?

    - by Ricardo
    I've made a fresh Ubuntu 12.10 install and the Ubuntu Bold font is missing from the font selection screens. This means that if I try to use Ubuntu Tweak to set the title font for windows as "Ubuntu Bold" it does not appear as a choice. The actual file is present in /usr/share. If I use the font in Writer, for example, I can set it to bold without issues. I've tried fc-cache -frv but that's the only thing I can think of.

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  • Identifying which pattern fits better.

    - by Daniel Grillo
    I'm developing a software to program a device. I have some commands like Reset, Read_Version, Read_memory, Write_memory, Erase_memory. Reset and Read_Version are fixed. They don't need parameters. Read_memory and Erase_memory need the same parameters that are Length and Address. Write_memory needs Lenght, Address and Data. For each command, I have the same steps in sequence, that are something like this sendCommand, waitForResponse, treatResponse. I'm having difficulty to identify which pattern should I use. Factory, Template Method, Strategy or other pattern. Edit I'll try to explain better taking in count the given comments and answers. I've already done this software and now I'm trying to refactoring it. I'm trying to use patterns, even if it is not necessary because I'm taking advantage of this little software to learn about some patterns. Despite I think that one (or more) pattern fits here and it could improve my code. When I want to read version of the software of my device, I don't have to assembly the command with parameters. It is fixed. So I have to send it. After wait for response. If there is a response, treat (or parse) it and returns. To read a portion of the memory (maximum of 256 bytes), I have to assembly the command using the parameters Len and Address. So I have to send it. After wait for response. If there is a response, treat (or parse) it and returns. To write a portion in the memory (maximum of 256 bytes), I have to assembly the command using the parameters Len, Address and Data. So I have to send it. After wait for response. If there is a response, treat (or parse) it and returns. I think that I could use Template Method because I have almost the same algorithm for all. But the problem is some commands are fixes, others have 2 or 3 parameters. I think that parameters should be passed on the constructor of the class. But each class will have a constructor overriding the abstract class constructor. Is this a problem for the template method? Should I use other pattern?

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  • Updated sp_indexinfo

    - by TiborKaraszi
    It was time to give sp_indexinfo some love. The procedure is meant to be the "ultimate" index information procedure, providing lots of information about all indexes in a database or all indexes for a certain table. Here is what I did in this update: Changed the second query that retrieves missing index information so it generates the index name (based on schema name, table name and column named - limited to 128 characters). Re-arranged and shortened column names to make output more compact and more...(read more)

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  • Creating a DrawableGameComponent

    - by Christian Frantz
    If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being stored in a single vertex buffer, but the issue lies in my draw method where I am still looping through every cube in order to draw them. I thought this was necessary as each cube will have a set position, but it lowers the frame rate incredibly. What's the easiest way to go about this? I have a class CubeChunk that inherits Microsoft.Stuff.DrawableGameComponent, but I don't know what comes next. I suppose I could just use the chunk of cubes created in my cube class, but that would just keep me going in circles and drawing each cube individually. The goal here is to create a draw method that draws my chunk as a whole, and to not draw individual cubes as I've been doing.

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  • Enum types, FlagsAttribute & Zero value – Part 2

    - by nmgomes
    In my previous post I wrote about why you should pay attention when using enum value Zero. After reading that post you are probably thinking like Benjamin Roux: Why don’t you start the enum values at 0x1? Well I could, but doing that I lose the ability to have Sync and Async mutually exclusive by design. Take a look at the following enum types: [Flags] public enum OperationMode1 { Async = 0x1, Sync = 0x2, Parent = 0x4 } [Flags] public enum OperationMode2 { Async = 0x0, Sync = 0x1, Parent = 0x2 } To achieve mutually exclusion between Sync and Async values using OperationMode1 you would have to operate both values: protected void CheckMainOperarionMode(OperationMode1 mode) { switch (mode) { case (OperationMode1.Async | OperationMode1.Sync | OperationMode1.Parent): case (OperationMode1.Async | OperationMode1.Sync): throw new InvalidOperationException("Cannot be Sync and Async simultaneous"); break; case (OperationMode1.Async | OperationMode1.Parent): case (OperationMode1.Async): break; case (OperationMode1.Sync | OperationMode1.Parent): case (OperationMode1.Sync): break; default: throw new InvalidOperationException("No default mode specified"); } } but this is a by design constraint in OperationMode2. Why? Simply because 0x0 is the neutral element for the bitwise OR operation. Knowing this singularity, replacing and simplifying the previous method, you get: protected void CheckMainOperarionMode(OperationMode2 mode) { switch (mode) { case (OperationMode2.Sync | OperationMode2.Parent): case (OperationMode2.Sync): break; case (OperationMode2.Parent): default: break; } This means that: if both Sync and Async values are specified Sync value always win (Zero is the neutral element for bitwise OR operation) if no Sync value specified, the Async method is used. Here is the final method implementation: protected void CheckMainOperarionMode(OperationMode2 mode) { if (mode & OperationMode2.Sync == OperationMode2.Sync) { } else { } } All content above prove that Async value (0x0) is useless from the arithmetic perspective, but, without it we lose readability. The following IF statements are logically equals but the first is definitely more readable: if (OperationMode2.Async | OperationMode2.Parent) { } if (OperationMode2.Parent) { } Here’s another example where you can see the benefits of 0x0 value, the default value can be used explicitly. <my:Control runat="server" Mode="Async,Parent"> <my:Control runat="server" Mode="Parent">

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  • What are some good examples of using pass by name?

    - by Paul
    When I write programs I using pass by value or pass by reference always seem to be logical methods. When learning about different programming languages I came across pass by name. Pass by name is a parameter passing method that waits to evaluate the parameter value until it is used. See Stack Overflow pass by name question for more information on the method. What I would like to know is: what are some good examples and/or reasons to use pass by name and should it be re-introduced into some more modern languages.

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  • Passing variables from PHP to C++

    - by Alex
    I’m new to this so I’m sorry if my question is trivial. I have the following situation: I need to call a program from PHP and pass some vars and/or sets of key-value pairs to it. Now, my question is: how do I pass these vars, through arguments to the called function (e.g. exec("/path/to/program flag1 flag2 [key1=A,key2=B]");)? Or is there a better method to achieve this? Somebody suggested me to write them into a txt file and pass the path to it to as an argument instead (e.g. exec("/path/to/program path_to_txt_file);), but I’m not to excited about this method.

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  • Processing Text and Binary (Blob, ArrayBuffer, ArrayBufferView) Payload in WebSocket - (TOTD #185)

    - by arungupta
    The WebSocket API defines different send(xxx) methods that can be used to send text and binary data. This Tip Of The Day (TOTD) will show how to send and receive text and binary data using WebSocket. TOTD #183 explains how to get started with a WebSocket endpoint using GlassFish 4. A simple endpoint from that blog looks like: @WebSocketEndpoint("/endpoint") public class MyEndpoint { public void receiveTextMessage(String message) { . . . } } A message with the first parameter of the type String is invoked when a text payload is received. The payload of the incoming WebSocket frame is mapped to this first parameter. An optional second parameter, Session, can be specified to map to the "other end" of this conversation. For example: public void receiveTextMessage(String message, Session session) {     . . . } The return type is void and that means no response is returned to the client that invoked this endpoint. A response may be returned to the client in two different ways. First, set the return type to the expected type, such as: public String receiveTextMessage(String message) { String response = . . . . . . return response; } In this case a text payload is returned back to the invoking endpoint. The second way to send a response back is to use the mapped session to send response using one of the sendXXX methods in Session, when and if needed. public void receiveTextMessage(String message, Session session) {     . . .     RemoteEndpoint remote = session.getRemote();     remote.sendString(...);     . . .     remote.sendString(...);    . . .    remote.sendString(...); } This shows how duplex and asynchronous communication between the two endpoints can be achieved. This can be used to define different message exchange patterns between the client and server. The WebSocket client can send the message as: websocket.send(myTextField.value); where myTextField is a text field in the web page. Binary payload in the incoming WebSocket frame can be received if ByteBuffer is used as the first parameter of the method signature. The endpoint method signature in that case would look like: public void receiveBinaryMessage(ByteBuffer message) {     . . . } From the client side, the binary data can be sent using Blob, ArrayBuffer, and ArrayBufferView. Blob is a just raw data and the actual interpretation is left to the application. ArrayBuffer and ArrayBufferView are defined in the TypedArray specification and are designed to send binary data using WebSocket. In short, ArrayBuffer is a fixed-length binary buffer with no format and no mechanism for accessing its contents. These buffers are manipulated using one of the views defined by one of the subclasses of ArrayBufferView listed below: Int8Array (signed 8-bit integer or char) Uint8Array (unsigned 8-bit integer or unsigned char) Int16Array (signed 16-bit integer or short) Uint16Array (unsigned 16-bit integer or unsigned short) Int32Array (signed 32-bit integer or int) Uint32Array (unsigned 16-bit integer or unsigned int) Float32Array (signed 32-bit float or float) Float64Array (signed 64-bit float or double) WebSocket can send binary data using ArrayBuffer with a view defined by a subclass of ArrayBufferView or a subclass of ArrayBufferView itself. The WebSocket client can send the message using Blob as: blob = new Blob([myField2.value]);websocket.send(blob); where myField2 is a text field in the web page. The WebSocket client can send the message using ArrayBuffer as: var buffer = new ArrayBuffer(10);var bytes = new Uint8Array(buffer);for (var i=0; i<bytes.length; i++) { bytes[i] = i;}websocket.send(buffer); A concrete implementation of receiving the binary message may look like: @WebSocketMessagepublic void echoBinary(ByteBuffer data, Session session) throws IOException {    System.out.println("echoBinary: " + data);    for (byte b : data.array()) {        System.out.print(b);    }    session.getRemote().sendBytes(data);} This method is just printing the binary data for verification but you may actually be storing it in a database or converting to an image or something more meaningful. Be aware of TYRUS-51 if you are trying to send binary data from server to client using method return type. Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) TOTD #183 - Getting Started with WebSocket in GlassFish TOTD #184 - Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark Subsequent blogs will discuss the following topics (not necessary in that order) ... Error handling Custom payloads using encoder/decoder Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • What are the best patterns/designs for stateful API development?

    - by Svante
    I am about to implement a API for my TCP/IP server written in Java. Right now I have a temporary method that takes a String, executes a command based on the String and returns a String basically like the following. public void communicate(BufferedReader in, PrintWriter out) { while(true) { out.println(handleCommand(in.readLine())); } } private String handleCommand(String command) { if (command.equals("command1") { // do stuff return "Command 1 executed"; } else if (command.equals("command2") { // do some other stuff return "Command 2 executed"; } } I really want to do something more extensible, smarter and stateful, so I could handle more complex and stateful commands and without the method/class getting bloated. How would you start? Suggestions, ideas, or links for further reading are very welcome.

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  • Is there a way to avoid type-checking in this scenario?

    - by Prog
    I have a class SuperClass with two subclasses SubClassA and SubClassB. I have a method in a different class which takes a SuperClass parameter. The method should do different things depending on the type of the object it receives. To illustrate: public void doStuff(SuperClass object){ // if the object is of type SubClassA, do something. // if it's of type SubClassB, do something else. } I want to avoid type-checking (i.e. instanceof) because it doesn't feel like proper OO design. But I can't figure out how to employ Polymorphism to elegantly solve this problem. How can I solve this problem elegantly?

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  • My internship mentor doesn't allow me to do anything my way [closed]

    - by naveenk903
    When I started my internship, I was assigned a project. My internship mentor told he would just guide me if there was any problem. I started reading research papers and other works related to my project and completely understood it. But, when I started to implement my design, since then my mentor always order me to do things his way even though his method is crap. There are some things which can't be done but he wants results using his method (not possible). Because of him, I have lost all my interest from project. What to do?

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  • Classic vs universal Google analytics and loss of historical data

    - by iss42
    I'm keen to use some of the new features in Google Universal Analytics. I have an old site though that I don't want to lose the historical data for. The comparisons with historical data are interesting for example. However Google doesn't appear to allow you to change a property from the classic code to the new code. Am I missing something? I'm surprised this isn't a bigger issue for many other users.

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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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  • fast java2d translucency

    - by mdriesen
    I'm trying to draw a bunch of translucent circles on a Swing JComponent. This isn't exactly fast, and I was wondering if there is a way to speed it up. My custom JComponent has the following paintComponent method: public void paintComponent(Graphics g) { Rectangle view = g.getClipBounds(); VolatileImage image = createVolatileImage(view.width, view.height); Graphics2D buffer = image.createGraphics(); // translate to camera location buffer.translate(-cx, -cy); // renderables contains all currently visible objects for(Renderable r : renderables) { r.paint(buffer); } g.drawImage(image.getSnapshot(), view.x, view.y, this); } The paint method of my circles is as follows: public void paint(Graphics2D graphics) { graphics.setPaint(paint); graphics.fillOval(x, y, radius, radius); } The paint is just an rgba color with a < 255: Color(int r, int g, int b, int a) It works fast enough for opaque objects, but is there a simple way to speed this up for translucent ones?

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  • Storing hierarchical template into a database

    - by pduersteler
    If this title is ambiguous, feel free to change it, I don't know how to put this in a one-liner. Example: Let's assume you have a html template which contains some custom tags, like <text_field />. We now create a page based on a template containing more of those custom tags. When a user wants to edit the page, he sees a text field. he can input things and save it. This looks fairly easy to set up. You either have something like a template_positions table which stores the content of those fields. Case: I now have a bit of a blockade keeping things as simple as possible. Assume you have the same tag given in your example, and additionally, <layout> and <repeat> tags. Here's an example how they should be used: <repeat> <layout name="image-left"> <image /> <text_field /> </layout> <layout name="image-right"> <text_field /> <image /> </layout> </repeat> We now have a block which can be repeated, obviously. This means: when creting/editing a page containing such a template block, I can choose between a layout image-left and image-right which then gets inserted as content element (where content for <image /> and <text_field /> gets stored). And because this is inside a <repeat>, content elements from the given layouts can be inserted multiple times. How do you store this? Simply said, this could be stored with the same setup I've wrote in the example above, I just need to add a parent_id or something similiar to maintain a hierarchy. but I think I am missing something. At least the relation between an inserted content element and the origin/insertion point is missing. And what happens when I update the template file? Do I have to give every custom tag that acts as editable part of a template an identifier that matches an identifier in the template to substitue them correctly? Or can you think of a clean solution that might be better?

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  • Why doesn't InkScape recognize the Ubuntu color palettes?

    - by Octavian Damiean
    InkScape 0.48.2 refuses to show my newly added Ubuntu color palettes in the color palettes selection menu. I have downloaded the Ubuntu color palettes for GIMP/InkScape from design.canonical.com, extracted the files and copied them to /usr/share/inkscape/palettes/ where all the other color palettes are. I've even made sure that all the files have the same rights, just in case. What am I missing?

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