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  • No GUI before login on Ubuntu 14.04

    - by Pablo Chinchilla
    After I installed Ubuntu 14.04 as the only OS on my computer on nomodeset to install the Nvidia drivers for my video card. I installed it and all is working properly. The only problem that I have is that when I turn on my compurter I only see command lines instead of the Ubuntu logo. After that the login screen works in a proper way even with the GUI. I only want to get the Ubuntu logo instead of the command lines. PS: when I turn off my computer, the same thing is repeated.

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  • Scrolling background with changing textures

    - by Simran kaur
    I have the 2 cubic structures that are my tracks and are scrolling basically to give effect of movement on object. In my OnBecameInvisible() method, I have changed their Tiling using mainTextureScale void OnBecameInvisible() { renderer.material.mainTextureScale = new Vector2(1, numberOfLanes); this.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, 20.0f); } The tiling works fine. But the alternative tracks have their Tiling set to 0 which is giving an undesirable effect. Requirement: I want to be able to set the Tiling of every track that is visible on the screen. How do I do it?

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  • Enemies don't shoot. What is wrong? [closed]

    - by Bryan
    I want that every enemy shoots independently bullets. If an enemy’s bullet left the screen, the enemy can shoot a new bullet. Not earlier. But for the moment, the enemies don't shoot. Not a single bullet. I guess their is something wrong with my Enemy class, but I can't find a bug and I get no error message. What is wrong? public class Map { Texture2D myEnemy, myBullet ; Player Player; List<Enemy> enemieslist = new List<Enemy>(); List<Bullet> bulletslist = new List<Bullet>(); float fNextEnemy = 0.0f; float fEnemyFreq = 3.0f; int fMaxEnemy = 3 ; Vector2 Startposition = new Vector2(200, 200); GraphicsDeviceManager graphicsDevice; public Map(GraphicsDeviceManager device) { graphicsDevice = device; } public void Load(ContentManager content) { myEnemy = content.Load<Texture2D>("enemy"); myBullet = content.Load<Texture2D>("bullet"); Player = new Player(graphicsDevice); Player.Load(content); } public void Update(GameTime gameTime) { Player.Update(gameTime); float delta = (float)gameTime.ElapsedGameTime.TotalSeconds; for(int i = enemieslist.Count - 1; i >= 0; i--) { // Update Enemy Enemy enemy = enemieslist[i]; enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta); // Try to remove an enemy if (enemy.Remove == true) { enemieslist.Remove(enemy); enemy.Remove = false; } } this.fNextEnemy += delta; //New enemy if (fMaxEnemy > 0) { if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3)) { Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f; enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position)); fMaxEnemy -= 1; fNextEnemy -= fEnemyFreq; } } } public void Draw(SpriteBatch batch) { Player.Draw(batch); foreach (Enemy enemies in enemieslist) { enemies.Draw(batch, myEnemy); } foreach (Bullet bullets in bulletslist) { bullets.Draw(batch, myBullet); } } } public class Enemy { List<Bullet> bulletslist = new List<Bullet>(); private float nextShot = 0; private float shotFrequency = 2.0f; Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public bool Shot; public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player) { this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; this.Remove = false; this.Shot = false; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta) { nextShot += delta; for (int i = bulletslist.Count - 1; i >= 0; i--) { // Update Bullet Bullet bullets = bulletslist[i]; bullets.Update(gameTime, graphics, delta); // Try to remove a bullet... Collision, hit, or outside screen. if (bullets.Remove == true) { bulletslist.Remove(bullets); bullets.Remove = false; } } if (nextShot >= shotFrequency) { this.Shot = true; nextShot -= shotFrequency; } // Does the enemy shot? if ((Shot == true) && (bulletslist.Count < 1)) // New bullet { Vector2 bulletDirection = Vector2.Normalize(PlayerPos - this.vPos) * 200f; bulletslist.Add(new Bullet(this.vPos, bulletDirection, PlayerPos)); Shot = false; } if (!Remove) { this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f; this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth + 1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch batch, Texture2D myTexture) { if (!Remove) { batch.Draw(myTexture, this.vPos, Color.White); } } } public class Bullet { Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player) { this.Remove = false; this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta) { if (!Remove) { this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth +1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight +1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch spriteBatch, Texture2D myTexture) { if (!Remove) { spriteBatch.Draw(myTexture, this.vPos, Color.White); } } }

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  • Apache Virtualhost entry with Windows hostname

    - by gshauger
    I have a Windows Domain Controller and we use it for DNS for our internal network. I have an Ubuntu box with an IP address of 172.16.34.149. Within the Windows DNS I created the forward and reverse lookup entries for the name Endymion. Naturally when ever I FTP/SSH/HTTP/etc to the hostname Endymion it resolves correctly to my Ubuntu box. I wanted to do some web development on this box for an existing site. There were problems when I placed the website in a subfolder of /var/www/. Let's just say it was in folder /var/www/projectx/. The issue involved the incorrect resolution of non-relative urls. So I figure I could create a new DNS entry for the hostname projectx. Sure enough when I FTP/SSH/HTTP/etc to the hostname projectx it takes me to the same ubuntu box as the hostname Endymion...this is what I would expect. I now have two hostnames for the same box. I then create a Virtualhost entry in httpd.conf that looks like the following: <VirtualHost *:80> DocumentRoot /var/www/projectx ServerName projectx ServerAlias projectx </VirtualHost> Sure enough when I go to a browser and type in http://projectx/ it takes me to the correct subfolder. Everything works!!! Not so fast. I then go to http://endymion/ and instead of taking me to /var/www/ it takes me to /var/www/projectx/ Clearly I'm missing something. Help please! ;)

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  • Can a local multiplayer iOS game display differently for each device?

    - by Rahil627
    I've seen games which display different data for two devices, but not more than two. If possible, can it be accomplished using GameKit? EDIT: More specifically, I was thinking local multiplayer via bluetooth or wi-fi on an iOS device. Most games I've seen display the same screen synchronized across all of the devices. I understand games that network across the internet do this, often using a server, but I haven't seen any examples of a 3+ device local multiplayer iOS game. I just want to make sure it wasn't some kind of limitation.

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  • Why does DirectX use a left-handed coordinate system?

    - by greyfade
    I considered posting on Stack Overflow, but the question strikes me as being far too subjective since I can't think of a reasonable technical explanation for Microsoft's choice in this matter. But this question has bugged me for so long and the issue keeps coming up in one of my projects, and I have never actually seen an attempt at explaining this: OpenGL uses a right-handed coordinate system, where the +Z part of the world coordinate system extends toward the viewer. DirectX uses a left-handed system where the +Z part of the world coordinate extends into the screen, away from the viewer. I never used the Glide API, so I don't know how it worked, but from what I can gather, it uses a left-handed system as well. Is there a technical reason for this? And if not, is there some conceptual advantage to a particular handedness of a coordinate system? Why would one choose one over the other?

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  • Animate sprite/texture position with VBO

    - by Dono
    I'm currently worlking on a renderer for my projects and I want animate a sprite on screen. I've got a spritesheet but I don't know what is the the best way to update the texture coordinates for each vertex. Update vertices then update vertex buffer. (Heavy ?) Send to the shader my texture coordinates (It is possible ?) Don't use VBO ? By the way, I've got this structure : Object class with Geometry (Faces + Vertex + Buffer) and Material (Shader + other stuff ) properties, it is a good structure ? Thanks!

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  • unable to display index.php

    - by user1683645
    I'm trying to load a website I've development and transferred from windows to ubuntu. I've installed apache2/php5/mysql and I've confirmed that it works by using the default index.html file displaying something like "It Works!". I've also created arbitrary folder containing some php file that I've run in firefox and it was displayed. But when I try to run my projects index.php I get a blank screen. I've consulted mirc about this and they say that it has to do with file permission. I've chcked the file permission on my index.php file and it is owner : rw r , group : r, others : read-only and execute is unchecked. What am I doing wrong?

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  • How can I keep the correct alpha during rendering particles?

    - by April
    Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have unpremultiplied alpha channel.When I try to get the rgb value back,I got strange result.Some area went lighter and even totally white.I mainly focus on additive and blend mode,that is: ADDITIVE: srcAlpha VS 1 BLEND: srcAlpha VS 1-srcAlpha I tried a technique called premultiplied alpha.This technique just got you the right rgb value,its all you need on screen.As for alpha value,it worked well with BLEND mode,but not ADDITIVE mode.As you can see in parameters,BLEND mode always controlled its value within 1.While ADDITIVE mode cannot guarantee. I want proper alpha,but it just got too big or too small consider to rgb.Now what can I do?Any help will be great thankful. PS:If you don't understand what I am trying to do,there is a commercial software called "Particle Illusion".You can create various particles and then save the scene to texture,where you can choose to remove background of particles.

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  • Automatic login option is missing in 12.04

    - by grossogrossum
    Automatic login option is missing from System Settings User Accounts, how can I solve this? I either can't set the automatic login by editing /etc/lightdm/lightdm.conf [SeatDefaults] autologin-user=x autologin-user-timeout=0 user-session=ubuntu greeter-session=unity-greeter After restart login screen asks for my password. There is a thread in Ubuntu forums http://ubuntuforums.org/showthread.php?p=11889259 . It's in lubuntu forum, but there are ubuntu users afected too. I'm runing 12.04 (precise) 64-bit with Kernel Linux 3.2.0-24-generic. Excuse my bad english, please.

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  • booting into 12.04 results in a purple sceen for just a second.

    - by Super Nathan
    I have a vanilla Ubuntu install running on an Ivy-Bridge ultrabook that is using Intel 4000 graphics. I have enabled autologin via a line in the lightdm config file. My boot is very fast, however, it is ugly. The screen will be black, all solid purple for a second, then Plymouth for a second, then desktop. I would really like to figure out what the solid purple is and how to remove it. I would like to either have a different color (black) or skipped entirely.

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  • How to have an emacs function called when display size changes?

    - by Alex K
    I'm trying to define an emacs function that will be called when the display size changes, currently I'm not finding any hooks that I can use for this. I an NOT trying to notice when the emacs window changes size. My use case is that I have emacs open on my laptop, then I close it and bring it to work and plug it into a bigger monitor and turn it on via the keyboard. After logging in my windows are all in the top left corner. I want emacs to notice the screen size change and call my function allow me to reposition the window and change the font size. yes, I know about stay but I also want to change the font size. I'm running emacs 24.3.1 from emacsformacosx.com under OSX Mavericks

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  • returning correct multiTouch id

    - by Max
    I've spent countless hours on reading tutorials and looking at every question related to multiTouch from here and Stackoverflow. But I just cannot figure out how to do this correctly. I use a loop to get my pointerId, I dont see alot of people doing this but its the only way I've managed to get it somewhat working. I have two joysticks on my screen, one for moving and one for controlling my sprites rotation and the angle he shoots, like in Monster Shooter. Both these work fine. My problem is that when I Move my sprite at the same time as Im shooting, my touchingPoint for my movement is set to the touchingPoint of my shooting, since the x and y is higher on the touchingPoint of my shooting (moving-stick on left side of screen, shooting-stick on right side), my sprite speeds up, this creates an unwanted change in speed for my sprite. I will post my entire onTouch method here with some variable-changes to make it more understandable. Since I do not know where Im going wrong. public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int pointerCount = event.getPointerCount(); for (int i = 0; i < pointerCount; i++) { int x = (int) event.getX(i); int y = (int) event.getY(i); int id = event.getPointerId(i); int action = event.getActionMasked(); int actionIndex = event.getActionIndex(); String actionString; switch (action) { case MotionEvent.ACTION_DOWN: actionString = "DOWN"; break; case MotionEvent.ACTION_UP: shooting=false; // when shooting is true, it shoots dragging=false; // when dragging is true, it moves actionString = "UP"; break; case MotionEvent.ACTION_POINTER_DOWN: actionString = "PNTR DOWN"; break; case MotionEvent.ACTION_POINTER_UP: shooting=false; dragging=false; actionString = "PNTR UP"; break; case MotionEvent.ACTION_CANCEL: shooting=false; dragging=false; actionString = "CANCEL"; break; case MotionEvent.ACTION_MOVE: try{ if((int) event.getX(id) > 0 && (int) event.getX(id) < touchingBox && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ movingPoint.x = (int) event.getX(id); movingPoint.y = (int) event.getY(id); dragging = true; } else if((int) event.getX(id) > touchingBox && (int) event.getX(id) < view.getWidth() && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ shootingPoint.x = (int) event.getX(id); shootingPoint.y = (int) event.getY(id); shooting=true; }else{ shooting=false; dragging=false; } }catch(Exception e){ } actionString = "MOVE"; break; default: actionString = ""; } Wouldnt post this much code if I wasnt at an absolute loss of what I'm doing wrong. I simply can not get a good understanding of how multiTouching works. basicly movingPoint changes for both my first and second finger. I bind it to a box, but aslong as I hold one finger within this box, it changes its value based on where my second finger touches. It moves in the right direction and nothing gives an error, the problem is the speed-change, its almost like it adds up the two touchingPoints.

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  • Ubuntu 12.04 terminal only after nvidia driver upgrade

    - by user1613361
    I recently installed Ubuntu 12.04 (after getting tired of Windows). Installation went fine. I had one problem when I got in suspend mode and then resumed my screen was scrambled. After some googling founds some tips to upgrade my nvidia drivers. I did this, and rebooted but only a terminal windows appears now instead of a graphical desktop. Tried to fix it by several reboots, and removing xorg.conf, but still no luck. Any advice how to fix it and get my desktop back ?

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  • yum trying to install el5 when I am on el6

    - by giorgio79
    When I run the following yum command I get this error: Package: git-1.7.10.1-1.el5.rf.x86_64 (rpmforge) Requires: libcurl.so.3()(64bit)" I read that this error is due to running an el5 rpmforge or having some el5 installed packages. How can I solve this problem? $ yum install git Loaded plugins: fastestmirror Loading mirror speeds from cached hostfile * base: centos.kiewel-online.ch * epel: fedora.kiewel-online.ch * extras: centos.kiewel-online.ch * rpmforge: mirror.de.leaseweb.net * updates: centos.kiewel-online.ch Setting up Install Process Resolving Dependencies --> Running transaction check ---> Package git.x86_64 0:1.7.10.1-1.el5.rf will be installed --> Processing Dependency: perl-Git = 1.7.10.1-1.el5.rf for package: git-1.7.10.1-1.el5.rf.x86_64 --> Processing Dependency: perl(Git) for package: git-1.7.10.1-1.el5.rf.x86_64 --> Processing Dependency: libexpat.so.0()(64bit) for package: git-1.7.10.1-1.el5.rf.x86_64 --> Processing Dependency: libcurl.so.3()(64bit) for package: git-1.7.10.1-1.el5.rf.x86_64 --> Running transaction check ---> Package compat-expat1.x86_64 0:1.95.8-8.el6 will be installed ---> Package git.x86_64 0:1.7.10.1-1.el5.rf will be installed --> Processing Dependency: libcurl.so.3()(64bit) for package: git-1.7.10.1-1.el5.rf.x86_64 ---> Package perl-Git.x86_64 0:1.7.10.1-1.el5.rf will be installed --> Finished Dependency Resolution Error: Package: git-1.7.10.1-1.el5.rf.x86_64 (rpmforge) Requires: libcurl.so.3()(64bit) You could try using --skip-broken to work around the problem You could try running: rpm -Va --nofiles --nodigest

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  • Just installed 12.10 with WUBI and get error

    - by John
    Goes to the terminal screen and says: [drm:drm_crtc_helper_set_config] ERROR failed to set mode on 'crtc:10] From what I gather, this is an issue with my monitor. Not sure. I am really new to this. I have a Compaq Presario running XP SP3 and am using a Sony Bravia 32" LCD TV as a monitor. Downloaded Ubuntu from, well,... Ubuntu. Used WUBI to install. I suppose it created its own partition because install never asked. Is there a work-around for this? I have tried everything I know of, given my very limited experience. Thanks in advance.

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  • How do you hibernate/suspend Ubuntu like Windows or both at the same time?

    - by All Star Geek
    I'm using an ASUS laptop with Windows 7, and I just installed Ubuntu alongside Windows yesterday, using the no-risk option. I noticed, though, that I can't hibernate Ubuntu the way I did with Windows to save time, and, every time I use Ubuntu, I have to shut down to go into Windows, which has a slow boot. Is there any way that I could have Windows and Ubuntu hibernated at the same time so I can access both easily (preferably without having to hit a function key within seconds). When I try to hibernate or suspend Ubuntu with Windows shut down, the screen just turns blue and doesn't shut the computer off like a Windows hibernate or sleep.

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  • Netbeans 7.0.1 not opening

    - by z22
    I am working in Netbeans on Ubuntu for the last 4 months. But today when I opened Netbeans, it just got stuck in the Ubuntu launcher bar at the left side of screen. I have my project pending in Netbeans (which is not opening). I am stuck in this problem. I also rebooted Ubuntu a number of times, still the same. I can't open Netbeans. Why is this happening? What is the cause of this problem? What should I do? tried $gksu netbeans, nothing happens, $ prompt shown again.

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  • What are some methods for pulling information and interacting with flash games?

    - by Xploit
    In general, how should I approach interacting with a flash game pragmatically? The flash game is online and I would like to be able to pull information from the game, make computations, and send the appropriate keystrokes back to the flash game? I'm having difficult deciding how to begin. Any specific libraries or languages that you feel would be best for accomplishing this task? I would like it to be as fast as possible. Are there ways of doing this without taking screen shots and simulating keyboard presses?

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  • External monitor with NO mouse cursor

    - by Csaba Nyerges
    I am using a Fujitsu Siemens Amilo L7310 laptop computer with an external monitor. I'm wishihg to use version 10.04. The problem is, when I plug my laptop into the external monitor with my laptop screen turned either on or off, I do not see the mouse cursor on the external monitor! The mouse cursor is still there, although invisible. If I connect the external monitor to my laptop before swithing both on, the same happens. Is there any solution to make the cursor appear on the monitor?

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  • What techniques can I use to render very large numbers of objects more efficiently in OpenGL?

    - by Luke
    You can think of my application as drawing a very large ball-and-stick diagram (or graph). At times, this graph can get very large, where the number of elements even outnumbers the pixels on the screen. Currently I am simply passing all of my textures (as GL_POINTS) and lines to the graphics card using VBO's. When the number of elements outnumbers the number of pixels, is this the most efficient way to do this? Or should I do some calculations on the CPU side before handing everything over to the GPU? If it matters, I do use GL_DEPTH_TEST and GL_ALPHA_TEST. I do some alpha blending, but probably not enough to make a huge performance difference. My scene can be static at times, but the user has control over a typical arc-ball camera and can pan, rotate, or zoom. It is during these operations that performance degradation is noticeable.

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  • Mouse Not Detected & Network Not Connected After Installing Ubuntu 12.04 Desktop via Live USB

    - by albus_severus
    I just recently (+- 30 minutes ago) install Ubuntu 12.04 Desktop on my pc (dual boot) via Live USB (i check the "automatically install upgrade" option when installing it). unfortunately, at the login screen after the installation finished (after reboot), i cannot use my mouse! also, an error message occur saying that network connection is not available. but, when i restart again and using the "try Ubuntu without installing" in the Live USB, the problems didn't occur. i tried to googling this but failed to find any solution. and yes, i am totally green on Ubuntu and Linux. so, please, help me on this. thanks in advance.

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  • personality problem while learning web development [closed]

    - by Lazeera
    I work a lecturer and when I go home I find a lot of free time. The problem is that I spend most of my time in learning about web development. I don't go outside and don't meet people, I'm only in front of the screen drinking 4 cups of coffee (per day) and trying to learn many technologies related to web development. In the last, I don't learn things very well because I'm in a hurry. I know this place is for asking about programming but I want to learn from your experience regarding learning. How do you learn? How many hours do you spend in leaning a day? How can I organize my time so I can learn well and easily?

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  • Native mobile app development - how do I structure my user stories?

    - by richsage
    I'm about to start on a project which will involve developing prototype native mobile apps (iOS and Android initially) as well as a web-based admin interface and an API for these apps to communicate with. We've got a list of stories already drafted up, however a lot of them are in the format: As a mobile user I want to be able to view a login screen so that I can sign into the app If this were targeted for a single platform, I wouldn't see a problem. However, since we're targeting multiple platforms, I'm not sure whether these should now be duplicated eg "As an Android user" or similar. This seems like duplication, but it's work that will need to be completed separately for each platform. This is the first mobile project we've gone native on - previously it was Phonegap and we lumped all stories in under "As a mobile user". Since essentially this was a web-based app wrapped in native code, this didn't present too much of an issue, but I'm conscious that wholly-native apps are a different ballgame!

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  • Bug? Flash of white when changing orientation on iOS Safari [migrated]

    - by Baumr
    What causes the flash of white to the right of a responsive design when changing orientation from portrait to landscape on iOS? Try it on iOS6 Safari: Websites like this don't do it: http://html5boilerplate.com But this one does: http://www.initializr.com Something to do with re-processing (CPU lag) to fit a wider screen? It doesn't happen in Chrome for iOS6... Update: I just removed all img and from my testing site, but it still happens. This seems to happen with a lot of different websites out there. Is it a bug with their code, or a Safari for iOS bug? Others are completely immune to it...

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