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  • ubuntu lucid: blank screen AFTER login. Please help!

    - by keisimone
    Hi there, after i did a partial upgrade my screen went blank. I think i used an onboard graphics card but i cannot be sure. Please advise me. i tried Ctrl+Alt+F1 at startup and did a apt-get upgrade and apt-get update. Didn't work. Am very frustrated after spending 3 days to get ubuntu to work for it to kill my screen the moment i did a first update. Please help.

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  • Windows 8 Metro/Modern Start Screen with Multiple Monitors -- Keep it always maximized?

    - by Jersey Dude
    Before installing Win 8 today, my plan was to keep the Metro UI up on my smaller, laptop monitor and have the classic UI running on my two larger monitors. However, in reality, as soon as I click on something in one of the classic UI monitors, the Metro UI minimizes (thus exposing the classic UI in its place). Is there any way to keep the Metro UI from minimizing when I do something in another monitor? Oddly enough, if there is an app running/suspended in the Metro Window, then the Metro UI is not minimized. If the Start screen is currently viewed, clicking in a classic window/monitor switches the Metro UI from the start screen to the last run app. Very peculiar..

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  • How do I know I'm running inside a linux "screen" or not?

    - by Jun Chen
    The "screen" refers to a program mentioned in How to reconnect to a disconnected ssh session . That is a good facility. But there is a question I'd really like to know. How do I know whether I'm running inside a "screen"? The difference is: If yes, I know I can safely close current terminal window, e.g., close a PuTTY window, without losing my shell(Bash etc) session. If no, I know I have to take care of any pending works before I close the terminal window. Better, I'd like this status to be displayed in PS1 prompt so that I can see it any time automatically.

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  • Is there a fix for an iMac G5 annoying screen pattern issue?

    - by smountcastle
    It's probably a hardware issue, but I was hoping that someone might know of other options to try. My iMac G5 (the revision just before the built-in iSight was introduced) has developed an annoying pattern of short/wide rectangles in a pinkish hue across the screen. I've followed Apple's instructions to ensure that the logic board hasn't failed (by resetting the SMU and watching the internal LEDs light-up). I suspect either the LCD or video card has failed. Below are two screen shots, one taken by my iPhone which exhibits the problem and a snapshot taking from the faulty iMac which looks fine.

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  • Why is my WPF splash screen progress bar out of sync with the execution of the startup steps?

    - by denny_ch
    Hello, I've implemented a simple WPF splash screen window which informs the user about the progress of the application startup. The startup steps are defined this way: var bootSequence = new[] { new {Do = (Action) InitLogging, Message = "Init logging..."}, new {Do = (Action) InitNHibernate, Message = "Init NHibernate..."}, new {Do = (Action) SetupUnityContainer, Message = "Init Unity..."}, new {Do = (Action) UserLogOn, Message = "Logon..."}, new {Do = (Action) PrefetchData, Message = "Caching..."}, }; InitLogging etc. are methods defined elsewhere, which performs some time consuming tasks. The boot sequence gets executed this way: foreach (var step in bootSequence) { _status.Update(step.Message); step.Do(); } _status denotes an instance of my XAML splash screen window containing a progress bar and a label for status information. Its Update() method is defined as follows: public void Update(string status) { int value = ++_updateSteps; Update(status, value); } private void Update(string status, int value) { var dispatcherOperation = Dispatcher.BeginInvoke( DispatcherPriority.Background, (ThreadStart) delegate { lblStatus.Content = status; progressBar.Value = value; }); dispatcherOperation.Wait(); } In the main this works, the steps get executed and the splash screen shows the progress. But I observed that the splash screen for some reasons doesn't update its content for all steps. This is the reason I called the Dispatcher async and wait for its completion. But even this didn't help. Has anyone else experienced this or some similar behaviour and has some advice how to keep the splash screen's update in sync with the execution of the boot sequence steps? I know that the users will unlikely notice this behaviour, since the splash screen is doing something and the application starts after booting is completed. But myself isn't sleeping well, because I don't know why it is not working as expected... Thx for your help, Denny

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  • Problem to match font size to the screen resolution in libgdx

    - by Iñaki Bedoya
    I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size independently from the screen and from DPI. I've found this and this answer that I think should solve my problem but don't. In desktop the size is ok, but in my phone is too big. This is the result on my Nexus 4: (768x1280, 2.0 density) And this is the result on my MacBook: (480x800, 0.6875 density) I'm using the Open Sans Condensed (link to google fonts) As you can see on desktop looks good, but on the phone is so big. Here the code of my test: public class TextTest extends ApplicationAdapter { private static final String TAG = TextTest.class.getName(); private static final String TEXT = "Tap the screen to start"; private OrthographicCamera camera; private Viewport viewport; private SpriteBatch batch; private BitmapFont font; @Override public void create () { Gdx.app.log(TAG, "Screen size: "+Gdx.graphics.getWidth()+"x"+Gdx.graphics.getHeight()); Gdx.app.log(TAG, "Density: "+Gdx.graphics.getDensity()); camera = new OrthographicCamera(); viewport = new ExtendViewport(Gdx.graphics.getWidth(), Gdx.graphics.getWidth(), camera); batch = new SpriteBatch(); FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/OpenSans-CondLight.ttf")); font = createFont(generator, 64); generator.dispose(); } private BitmapFont createFont(FreeTypeFontGenerator generator, float dp) { FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter(); int fontSize = (int)(dp * Gdx.graphics.getDensity()); parameter.size = fontSize; Gdx.app.log(TAG, "Font size: "+fontSize+"px"); return generator.generateFont(parameter); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); int w = -(int)(font.getBounds(TEXT).width / 2); batch.setProjectionMatrix(camera.combined); batch.begin(); font.setColor(Color.BLACK); font.draw(batch, TEXT, w, 0); batch.end(); } @Override public void resize(int width, int height) { viewport.update(width, height); } @Override public void dispose() { font.dispose(); batch.dispose(); } } I'm trying to find a neat way to fix this. What I'm doing wrong? is the camera? the viewport? UPDATE: What I want is to keep the same margins in proportion, independently of the screen size or resolution. This image illustrates what I mean.

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  • Spatial index for geo coordinates?

    - by Michael Borgwardt
    What kind of data structure could be used for an efficient nearest neighbor search in a large set of geo coordinates? With "regular" spatial index structures like R-Trees that assume planar coordinates, I see two problems (Are there others I have overlooked?): Wraparound at the poles and the International Date Line Distortion of distances near the poles How can these factors be allowed for? I guess the second one could compensated by transforming the coordinates. Can an R-Tree be modified to take wraparound into account? Or are there specialized geo-spatial index structures?

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  • Distance by sea calculator, intermediate coordinates?

    - by Lucian2k
    How do I calculate distance between 2 coordinates by sea? I also want to be able to draw a route between the two coordinates. Only solution I found so far is to split a map into pixels, identify each pixel as LAND or SEA and then try to find the path using A* algorithm. Then transform pixels to relative coordinates. There are some software packages I could buy but none have online extensions. A service that calculates distances between sea ports and plots the path on a map is searates.com

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  • Retrieving of coordinates from google maps and search

    - by cheesebunz
    I know there is a way to retrieve the coordinates by clicking on the map, using specifically document.getElementById("lonTb").value=point.x; document.getElementById("latTb").value=point.y; Firstly, i have a html file namely MapToolKit.html, a mapGPS.js and a mapSearch.js. how do i input the coordinates returns into the js? I just need to be able to click the map for coordinates, not neccessary the search returns. Here's the file which i uploaded. http://www.mediafire.com/?0minqxgwzmx

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  • Lock mouse in center of screen, and still use to move camera Unity

    - by Flotolk
    I am making a program from 1st person point of view. I would like the camera to be moved using the mouse, preferably using simple code, like from XNA var center = this.Window.ClientBounds; MouseState newState = Mouse.GetState(); if (Keyboard.GetState().IsKeyUp(Keys.Escape)) { Mouse.SetPosition((int)center.X, (int)center.Y); camera.Rotation -= (newState.X - center.X) * 0.005f; camera.UpDown += (newState.Y - center.Y) * 0.005f; } Is there any code that lets me do this in Unity, since Unity does not support XNA, I need a new library to use, and a new way to collect this input. this is also a little tougher, since I want one object to go up and down based on if you move it the mouse up and down, and another object to be the one turning left and right. I am also very concerned about clamping the mouse to the center of the screen, since you will be selecting items, and it is easiest to have a simple cross-hairs in the center of the screen for this purpose. Here is the code I am using to move right now: using UnityEngine; using System.Collections; [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLook : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityX = 15F; public float sensitivityY = 15F; public float minimumX = -360F; public float maximumX = 360F; public float minimumY = -60F; public float maximumY = 60F; float rotationY = 0F; void Update () { if (axes == RotationAxes.MouseXAndY) { float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } else if (axes == RotationAxes.MouseX) { transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); } else { rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } while (Input.GetKeyDown(KeyCode.Space) == true) { Screen.lockCursor = true; } } void Start () { // Make the rigid body not change rotation if (GetComponent<Rigidbody>()) GetComponent<Rigidbody>().freezeRotation = true; } } This code does everything except lock the mouse to the center of the screen. Screen.lockCursor = true; does not work though, since then the camera no longer moves, and the cursor does not allow you to click anything else either.

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  • Black screen on latest Nvidia Cards when starting LightDM/Ubuntu

    - by Luis Alvarado
    Today I installed an Nvidia GT440 on my computer, changing the one that existed there, an Nvidia 9500GT. After changing it I started getting a problem where the screen just went black when loading the lightdm login screen (Where I punt my user and password). The thing is, if I disconnect the VGA cable and connect it again I get to see the lightdm greeter and everything works perfect. The problem is that I have to connect/disconnect every time I reboot the PC. I tried installing the 285.xx drivers. Same problem. I removed the Nvidia drivers installed with Jockey, rebooted, same problem. I install the current 280.xx again, same problem. After all that I installed a fresh install of Ubuntu, selected to install the Nvidia drivers while installing it from the livecd. After booting the same problem appeared. Dmesg does not say anything wrong about it. Same goes for the log from Jockey. What else should I check or what to do to solve it. Just to clarify, this does not happen BEFORE the lightdm greeter appears. Am guessing before the actual use of the video card with X starts with all the 2D/3D stuff that is used in ligthdm and unity. I can use any tty and even see the Ubuntu logo when starting. UPDATE: When I open a game in fullscreen the problem appears again. I have to unplug the monitor cable and plug it back in to see the game. Then when I quit the game I have to do it again to see the desktop. UPDATE 2: Today I bought a HDMI cable, connected the video card to the TV am testing it with and it actually did log in correctly without any black screen but it shows the resolution a little over the actual size of the screen. So I see only half of the launcher since the left side of it is hidden outside of the real resolution and the top bar is beyond the resolution. So the black screen is related to the VGA connection.

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  • Ubuntu is booting on acer e1-510 laptop, but screen displays nothing

    - by user287602
    Tried loading ubuntu 12.04 (32-bit as well 64 bit) through bootable usb , on a brand new 64-bit acer E1-510 laptop. It shows the 'Try ubuntu without installing screen' and I selected that option. But instead of showing ubuntu's logo(which implies it is loading). I get a blank screen. The screen is on, but it shows nothing. I tried the same on an old model laptop acer aspire 5738 and it worked like a charm. However, I realized that Ubuntu is actually booting on E1-510 and only the display is not working. How did I arrive at this conclusion? When I select on 'Try ubuntu without installing screen', after about 8-10 seconds I see that the WiFi indicator light on the laptop panel switches on(just like when we boot up a Windows OS or even Ubuntu ). I got an idea that the system booted Ubuntu. To confirm this, I tried to adjust volume using keyboard shortcuts. Voila, I can hear the sound of adjusting volume! That means it has already booted Ubuntu. I confirmed this with another step. I pressed the power button once and after two seconds I pressed ENTER. It began the process of switching off and within 5 seconds the laptop was powered off. You may ask, Why is this a confirmation that Ubuntu has booted? This is because in Ubuntu when you press on power button, a dialog box opens with shut down, restart, suspend option- and the shut down option is already selected by default; so all I have to do is press ENTER to shut down. This again proved that Ubuntu was indeed up and running. Unlike previous 'AskUbunutu' posts about Acer e1-510, I must mention that my laptop came WITH the Legacy BIOS mode, so its not really a problem to boot ubuntu from a bootable pendrive. Only the screen is not working. In case you need to know, I am running Windows 7-Ultimate 64 bit on acer e1-510.

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  • Qt grabWindow coordinates shifted from GetCursorPos and GetWindowRect

    - by user1391
    In Qt, when I use the QPixmap::grabWindow(hwnd,x,y,h,w) function, the coordinates are shifted slightly, when compared to the coordinates using the windows api functions GetCursorPos and GetWindowRect. i.e. (0,0) from the point of view of GetCursorPos and GetWindowRect is at the very top left of the toolbar at the top of the window. But (0,0) for QPixmap::grabWindow is more "inside" (i.e. ignoring the window frame). How can I make these 2 coordinates consistent? Especially since the user might have different thicknesses for the window frame?

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  • Determine coordinates of rotated rectangle

    - by MathieuK
    I'm creating an utility application that should detect and report the coordinates of the corners of a transparent rectangle (alpha=0) within an image. So far, I've set up a system with Javascript + Canvas that displays the image and starts a floodfill-like operation when I click inside the transparent rectangle in the image. It correctly determines the bounding box of the floodfill operation and as such can provide me the correct coordinates. Here's my implementation so-far: http://www.scriptorama.nl/image/ (works in recent Firefox / Safari ). However, the bounding box approach breaks down then the transparent rectangle is rotated (CW or CCW) as the resulting bounding box no longer properly represents the proper width and height. I've tried to come up with a few alternatives to detect to corners, but have not been able to think up a proper solution. So, does anyone have any suggestions on how I might approach this so I can properly detect the coordinates of 4 corners of the rotated rectangle?

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  • OPENGL Android getting the coordinates of my image

    - by Debopam
    I used the codes from the following the website. And it helped a lot to draw the required object on my screen. But the problem I am facing is getting the coordinates of my object. Let me explain. According to the code. You just need to add your graphic images in PNG format and refer it to the class here. What I am trying to achieve is a simple collision detection mechanism. I have added a maze (as PNG). And have a object (as PNG) to go through the blank path within the maze. In order to do this I need to know the blank spaces within the coordinates through which my object will move. Can any one tell me how to get the blank spaces as (x,y) coordinates through which I can take my object?

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  • Couldn't pass the signin screen

    - by Amokrane
    I have an issue here with my computer using ubuntu 10.10 on a 64 bits machine. When I start it, I have the login screen, I enter my credentials but instead of starting the session it reloads the login screen again. I checked the disc using fsck and it seems clean. How should I proceed to diagnose and repair this issue? Thanks! [Edit] I went to the log files, this is what I got: auth.log pam_unix (gdm:session): session opened for user amokrane by (uid=0) pam_ck_connector (gdm:session): nox11 mode, ignoring PAM_TTY :0 pam_unix (gdm:session) :session closed for user amokrane messages.log No ACPI video bus found I also took a shot with my camera of the black screen that appears between the two login screens, it says something like: fsck from util-linux-ng 2.17.2 /dev/sdc4 : propre, xxxx files, xxxx blocs Starting AppArmor profiles Skipping profiles in /etc/apparmor.d/disable: usr.bin.firefox Setting sensors limits Starting postgreSQL ... /var/log/Xorg.0.log [ 25.375] (II) intel(0): Modeline "1920x1080"x60.0 172.80 ... [ 28.850] (II) Power Button: Close [ 28.850] (II) UnloadModule: "evdev" [ 29.910] (II) Power Button: Close [ 28.910] (II) UnloadModule: "evdev" [ 28.941] (II) AT Translated Set 2 keyboard: Close [ 29.000] (II) ImPS/2 Generic Wheel Mouse: Close [ 29.000] (II) UnloadModule: "evdev" [ 29.039] ddxSigGiveUp: Closing log Update I tried the following: Ctrl-Alt-F1 on the login screen (to runt the console). sudo pkill startx sudo rm /tmp/.X0-locl startx But it tells me that the x server is already running.

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  • Screen space to world space

    - by user13414
    I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen: Whilst my game world is top-down, the game is rendered on a slight tilt: I'm working on projecting from world space to screen space, and vice-versa. I have the former working as follows: var viewport = new Viewport(0, 0, this.ScreenWidth, this.ScreenHeight); var screenPoint = viewport.Project(worldPoint.NegateY(), this.ProjectionMatrix, this.ViewMatrix, this.WorldMatrix); The NegateY() extension method does exactly what it sounds like, since XNA's y axis runs bottom to top instead of top to bottom. The screenshot above shows this all working. Basically, I have a bunch of points in 3D space that I then render in screen space. I can modify camera properties in real time and see it animate to the new position. Obviously my actual game will use sprites rather than points and the camera position will be fixed, but I'm just trying to get all the math in place before getting to that. Now, I am trying to convert back the other way. That is, given an x and y point in screen space above, determine the corresponding point in world space. So if I point the cursor at, say, the bottom-left of the green trapezoid, I want to get a world space reading of (0, 480). The z coordinate is irrelevant. Or, rather, the z coordinate will always be zero when mapping back to world space. Essentially, I want to implement this method signature: public Vector2 ScreenPointToWorld(Vector2 point) I've tried several things to get this working but am just having no luck. My latest thinking is that I need to call Viewport.Unproject twice with differing near/far z values, calculate the resultant Ray, normalize it, then calculate the intersection of the Ray with a Plane that basically represents ground-level of my world. However, I got stuck on the last step and wasn't sure whether I was over-complicating things. Can anyone point me in the right direction on how to achieve this?

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  • How to Disable the Animations on the Windows 8 Start Screen

    - by Usman
    Who doesn’t love animations? They make everything look so cool. But in some cases, animations are a distraction, and the same is true for Windows 8′s start screen (the “Modern UI”). Fortunately, there’s a very simple way to disable all those animations. Keep reading to find out how it’s done. The animations are especially noticeable when you switch from the good ol’ peaceful desktop to the start screen by pressing the winkey. I don’t know about you, but it feels like I’m getting dizzy by watching all those crazy animations over and over again. People have found out ways to enhance the start screen animations, add delay to various elements and stuff like that. But we’re going the other way, disabling the animations completely. To do so, log in, and when the start screen appears, type “Computer” (it will pop up in the search results before you’ve even finished typing). Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • Making sense of the Game State manager tutorial?

    - by Johnny Quest
    I have come across the Game State Managemnet tutorial at http://create.msdn.com/en-US/education/catalog/sample/game_state_management because I thought this would be a good place to start a game off. I have added a new screen, but I am still a bit lost on how everything works. When I make my game, do I only need one more additional screen? just for gameplay? or should I have a different screen for each level?

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  • ScreenManagement better practices ?! Textbox not focusing

    - by xykudyax
    I saw a question here using DataTemplates with WPF for ScreenManagement, I was curious and I gave it a try I think the ideia is amazing and very clean. Though I'm new to WPF and I read a lot of times that almost everything should be made in XAML and very little should be "coded behind". My questions resolves about using the datatemplate ideia, WHERE should the code that calls the transitions be? where should I define which commands are avaiable in which screens. For example: [ScreenA] Commands: Pressing B - Goes to state B Pressing ESC - Exits [ScreenB] Commands: Pressing A - Goes to state A Pressing SPACE - Exits where do I define the keyEventHandlers? and where do I call the next screen? I'm doing this as an hobby for learning and "if you are learning, better learn it right" :) Thank you for your time. Yes the Q/A I was talking is: What's a good way to handle game screen management in WPF? What I've done so far was to create a Screen class (derived from UserControl) and create some virtual methods: - one for Initializing stuff (like focus a given component by default) - another for inputHandling I handle it by using a switch case and by listening to the PreviewKeyDown event from the parent container (MainWindow) Im not able to do it another way! Help?!. - and a finally one that removes the keyEvent method (when the screen is terminated) Parent.PreviewKeyDown -= OnKeyDown; am I doing okay? I face a problem. When I add a new screen (userControl) containing a TextBox I'm not able to give it autofocus :/ The Caret is there but is not blinking and I have to hit "TAB" before being able to input anything at all :/

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  • Ubuntu 12.10 boots to purple or black screen but intermittently boots fine

    - by Nic
    I have a fresh install of Ubuntu 12.10 64bit dual booting with Win7 64bit. Windows boots fine every time. When I choose Ubuntu from Grub2 menu it will sometimes boot just fine. Most of the times though it gets stuck at a purple screen with nothing happening and no keys or key combinations working. Other times instead of the purple screen I get a black screen with a flashing cursor at the top. Nothing happens. I need to hold down the power button to restart and after a couple times of trying it will eventually boot into Ubuntu. Once that happens everything runs without any problems. I have tried different approaches to fix the problem but to no avail. I tried removing "quiet splash", used no splash, and nomodeset What I got from this was seeing all the text of the boot process but more often than not the process gets stuck right after recognizing all the USB ports and devices. If it gets stuck nothing happens (except when i plug in a usb device: it still recognizes it with a new line of text) In the case when the boot process works, after it lists the usb devices it tells me something like: recovery of read-only filesystem necessary. (its the filesystem that ubuntu runs on) then it does the recovery and i get: recovery complete. after that Ubuntu will boot properly and I get to see the login screen. I have no idea what to do to fix that problem. I have to reboot 3 to 5 times everytime I want to get into Ubuntu and I feel like I'm breaking my new Laptop. (its a lenovo ideapad z580 btw. i5 processor and nvidia gtx640 graphics card) I hope someone can help me. Thanks. Edit: i just got a "failed to enable AA error" message when waking it up from suspend. I don't know if that helps or has anything to do with the boot probs.

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  • 2560 x 1600 screen resolution not available when a second monitor is attached.

    - by sgmoore
    I am running Windows 7 (64-bit edition) and have a 30" Dell 3007WFP monitor which runs at a screen resolution of 2560 x 1600. This works perfectly until I try to connect a second monitor, and then the screen resolution on the main monitor immediately drops to 1280x800 and I can't change it back up to the correct resolution until I disconnect the second monitor. The graphics card is a Nvidia Quadro FX 370. This has a dual link DVI connector (to which the 30" is connected) and a single link DVI connector. The second monitor can run at 1920x1080 and is connected using a VGA to DVI connector. Note, it does not seem to matter whether the second monitor is running at 1920x1080 or even at 800x600. Windows reports Total Available Graphics Memory: 3839MB Dedicated Video Memory: 256MB System Video Memory: 0MB Shared System Memory: 3583MB Does anyone know if this a limitation with the video card, memory, drivers, connectors or something else? If this is a limitation with the video card, can anyone recommend a PCI Express 16 card that would support at least this setup, but preferably support two 30" monitors both running 2560 x 1600. (I'm not into gaming etc, so it doesn't need to be very powerful)

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  • How do I improve my screen resolution in Windows Remote Desktop?

    - by Jeff
    I'm RDP'ing into a Win2K3 machine from a WinXP machine, and I cannot stand the low screen resolution I get on the Win2K3 box. Text is too large and the graphics/colors aren't very smooth. How do I improve this? If I right-click on the desktop of the remote machine and go to Properties - Settings, I see that the screen resolution is set to 1280x1024 (should be okay, I would think), and the color quality is Medium (16 bit) (not optimal) and I don't have the option to change either setting (because they're set in the .rdp file for the session, right?). If I move over to the Appearance tab, I see that font size is set to Normal, with no option to make it smaller. The thing is, these settings are close to what I have on the XP machine I'm RDP'ing in from. The only difference (in those settings) is the color quality, which is 32 bit. Any ideas on how I can improve the situation? Other tidbits: The graphics card on the Win2K3 machine is ATI ES1000. I think I have the latest drivers for it. I'm running VMware Workstation on the Win2K3 machine, and if I create a Win2K3 VM and RDP into it from the XP machine, the resolution is just fine.

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  • Unity Greeter login screen cuts off login options

    - by ammianus
    I have a pretty newly installed Ubuntu 12.04, using Unity. My external monitor is 1920x1080 max resolution. In the Unity desktop itself everything looks great. I have an NVidia graphics card. When I start my computer and get to the Unity greeter login screen the display is oddly formatted and the resolution seems off. It looks like a zoomed view on the larger 1920x1080 screen. As such it crops the login options off to the left hand side of the screen. So I can only just see the edge of the password box for the user I want to log in with. I can log in with one account by default by blindly typing the password, but I am unable to switch to other accounts. Is there anything I can do to fix the log in screen display so that I can see the normal login options? Note: I first noticed it when I changed my desktop background and the next time I logged in I saw the issue.

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