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  • failure to upgrade to 13.10 on ASUS 1015E-DS03

    - by user211270
    How should I proceed? On my last step to reach 13.10, after the download and installation and removal of unwanted packages, and after the reboot, I received this message: Sorry, a problem occurred while installing software. Package: i915-dkms The details revealed: Package i915-dkms 0.1 [origin: unknown] Problem Type Package Title i915-dkms 0.1: i915 kernel modele failed to build ApportVersion 2.12.5-0ubuntu2.1 Architecture amd64 DKMSBuildLog DKMSKernelVersion 3.11.0-12-generic Date Sun Nov 3 19:49:38 2013 Dependencies DistributionChannelDescriptor This is a distribution channel descriptor For more information see http://wiki.ubuntu.com/DistributionChannelDescriptor canonical-oem-annan-standard-precise-amd64-20130106-0 DistroRelease Ubuntu 13.10 InstallationDate Installed on 2013-01-24 (283 days ago) Thanks for any help, Bob Pendleton

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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  • Platformer Collision Error [closed]

    - by Connor
    I am currently working on a relatively simple platform game that has an odd bug.You start the game by falling onto the ground (you spawn a few blocks above the ground), but when you land your feet get stuck INSIDE the world and you can't move until you jump. Here's what I mean: The player's feet are a few pixels below the ground level. However, this problem only occurs in 3 places throughout the map and only in those 3 select places. I'm assuming that the problem lies within my collision detection code but I'm not entirely sure, as I don't get an error when it happens. public boolean isCollidingWithBlock(Point pt1, Point pt2) { //Checks x for(int x = (int) (this.x / Tile.tileSize); x < (int) (this.x / Tile.tileSize + 4); x++) { //Checks y for(int y = (int) (this.y / Tile.tileSize); y < (int) (this.y / Tile.tileSize + 4); y++) { if(x >= 0 && y >= 0 && x < Component.dungeon.block.length && y < Component.dungeon.block[0].length) { //If the block is not air if(Component.dungeon.block[x][y].id != Tile.air) { //If the player is in contact with point one or two on the block if(Component.dungeon.block[x][y].contains(pt1) || Component.dungeon.block[x][y].contains(pt2)) { //Checks for specific blocks if(Component.dungeon.block[x][y].id == Tile.portalBlock) { Component.isLevelDone = true; } if(Component.dungeon.block[x][y].id == Tile.spike) { Health.health -= 1; Component.isJumping = true; if(Health.health == 0) { Component.isDead = true; } } return true; } } } } } return false; } What I'm asking is how I would fix the problem. I've looked over my code for quite a while and I'm not sure what's wrong with it. Also, if there's a more efficient way to do my collision checking then please let me know! I hope that is enough information, if it's not just tell me what you need and I'll be sure to add it. Thank you! [EDIT] Jump code: if(!isJumping && !isCollidingWithBlock(new Point((int) x + 2, (int) (y + height)), new Point((int) (x + width + 2), (int) (y + height)))) { y += fallSpeed; //sY is the screen's Y. The game is a side-scroller Component.sY += fallSpeed; } else { if(Component.isJumping) { isJumping = true; } } if(isJumping) { if(!isCollidingWithBlock(new Point((int) x + 2, (int) y), new Point((int) (x + width + 2), (int) y))) { if(jumpCount >= jumpHeight) { isJumping = false; jumpCount = 0; } else { y -= jumpSpeed; Component.sY -= jumpSpeed; jumpCount += 1; } } else { isJumping = false; jumpCount = 0; } }

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  • fingerprint-gui can not recognize my upek reader (147e:1002)

    - by ymfoi
    I've got a new laptop which is Lenove's E420s. And I have encountered a big problem that I can't make the fingerprint reader work properly. I've also tried fingerprint-gui. But unfortunately, it's told that "No Device Found". Here is my screenshot: http://ge.tt/98Xg2WD/v/0 It's said that 147e:1002 is supported by fingerprint-gui on the official website. So, I'm curious about the situation. Anybody knows? P.S: I'm using gentoo, but I think this problem may not have anything to do with distribution since I compiled the source from official site.

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  • Errors with linux-image-3.8.0-36-generic and GRUB

    - by user285239
    OS: Ubuntu 12.04 LTS Problem 1: When installing anything (or updating) it always ends with this error: Errors were encountered while processing: linux-image-3.8.0-36-generic linux-image-3.8.0-38-generic linux-image-generic-lts-raring linux-generic-lts-raring Problem 2: When installing or updating stuff it opens some grub files and halts execution until I close these grub files. See screenshot below. Grub files + terminal window (screenshot) Pastebin with terminal output while trying to install something I should mention that I don't known if these two errors are related, but it is a fact that every time I try to install something or run an update both of the above errors pop up. I couldn't find anything of interest in the logs I looked at (probably because I don't know what/where to look), but tell me if you need me to upload something. Edit 02 june. This is the output from lsb_release -a kasper@ubuntuRW:~$ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 12.04.4 LTS Release: 12.04 Codename: precise

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  • Message "Getting information" don't close

    - by William
    I have Windows 7 x64 I installed this software and I have a problem. I like Ubuntu but I feel the softwares related Linux often have problems. We each time need to seek to resolve the malfunctions. my problem is , I am getting a message as Getting information, please wait and it don't disappear. My firewall is completely deactivate and I already go to the UAC or the firewall to allow the "exe" of the Ubuntu One software in the settings. Nothing runs.Linux never run at the first time. I'm really disappointed and discouraged. Please help me. Thank you for your answers... Ps : I have Windows 7 64 bits

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  • Move Camera Freely Around Object While Looking at It

    - by Alex_Hyzer_Kenoyer
    I've got a 3D model loaded (a planet) and I have a camera that I want to allow the user to move freely around it. I have no problem getting the camera to orbit the planet around either the x or y axis. My problem is when I try to move the camera on a different axis I have no idea how to go about doing it. I am using OpenGL on Android with the libGDX library. I want the camera to orbit the planet in the direction that the user swipes their finger on the screen.

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  • Connecting a reliance zte AC2737 netconnect + modem

    - by coditor
    I have a Reliance netconnect+ zte Ac2737. It has an allocated data of 5gb per month. The modem works fine only after the allocated data is over, for which i have to pay extra to the provider. I tried contacting the provider, but it was not of much help. The system detects the modem every time. I assume that it must be a possible problem with the provider, so is there any chance it is the problem of Ubuntu 12.04 LTS 64 bit itself as i have no other reason to think otherwise an it works fine every time on windows.

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  • Check if the vector is behind another or maybe opposite directions?

    - by Gilson
    I'm doing a network game and on the client side, i interpolate the client position with the server sent extrapolated position. The client has its own physics simulation wich is corrected by the server in steps. The problem is when it laggs and i 'kick' the ball, the server gets a delayed message and sends me the position backwards of the client position wich makes the ball goes back and forth. I want to ignore those and maybe compensate that on the server, not sure though. The problem is the clock difference on those case are 0.07ms or 0.10 ms wich isn't that high to ignore the message i guess. When i get the server position, i extrapolate with the clock interval * serverBallVelocity Can i check if my new ball server position is behind my actual ball vector position? I tried to use the dot product after normalized the two vectors to check if they are opposite but it ain't working properly. Any suggestions on checking that?

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  • How to get output from upstart jobs when logged in via SSH?

    - by Binarus
    Hi, at the moment, I am trying to learn upstart and can't get around a basic problem. To monitor what my job definitions are doing, I would like to see text output from the jobs. That does not seem to be possible when I am logged on via SSH. Currently, I am having this problem with Natty 11.04, but I am convinced that it is a more common one. Probably I just don't know about some important, yet very basic, fact. A simple job file I use (filename /etc/init/test.conf): description "test" start on test console owner kill timeout 5 task script /bin/echo Gotcha... end script My goal is to see the text "Gotcha..." when doing "initctl emit test" or "initctl start test". But that does not work. What I have tried so far: "console output" instead of "console owner" "exec /bin/echo Gotcha..." instead of script...end script I am grateful for any advice. Thank you very much, Binarus

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  • My desktop disappeared, how do I get it back?

    - by sunny
    I have Ubuntu 12.04 LTS. This morning when I logged into my Ubuntu, after login screen the complete desktop was empty, the only operation I could perform is right-click and open terminal. What I've tried: Ctrl+Alt+F1 unity --reset : didn't work From terminal unity --reset : didn't work And from login screen selecting Ubuntu 2D and that also didn't solve the problem. My laptop is Toshiba SA-60 onboard ATI graphic card with 1 GB RAM. Please tell me how to solve this problem. I don't want to reinstall Ubuntu as whenever I install a I/O error pops up, forget about that. I don't want to reinstall Ubuntu. Please help.

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  • Help with Dial Up

    - by iSeth
    I am trying to set up a computer for my friend that has dial up. The problem is nothing I try can detect the modem. GnomePPP can't find it and I can't figure Kppp out. I've been looking all over the net on my ethernet trying to find an answer but I keep getting routed back here. I have also tried using scanModem and it finds something like Conexant Systems, Inc. HCF 56k Data/Fax/Voice Modem but the rest of it is really confusing. I've also tried this but I'm not very terminal savvy and it didn't work. It seems like I have to compile a driver but I don't know which one or how to do it. I have also tried multiple modems. Any help would be appreciated. Thanks EDIT: scanModem thinks the modem is disabled on startup. EDIT: I reinstalled Ubuntu but the problem persists.

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  • How to test 3d acceleration?

    - by HappyDeveloper
    I want to install and test 3d acceleration in Ubuntu 12. I have read these pages: https://help.ubuntu.com/community/RadeonDriver https://wiki.ubuntu.com/X/Troubleshooting/VideoDriverDetection?action=show&redirect=X%2FTroubleshooting%2FFglrxInteferesWithRadeonDriver#Problem:_Need_to_purge_-fglrx I think I have installed it correctly, but I don't know how to test it. I tried to play minecraft in the browser, but I got a black screen. It may be a java problem too, so I need to troubleshoot. So how can I test my video card and drivers?

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  • Ubuntu Software Center and Update Manager fail to open

    - by Giancarlo Palmiotti
    After attempting to install Google Chrome i386 the installation failed. I then proceeded to the AMD64 to see if it was the problem but...... My computer froze and I forced shut down. Now apport has a message saying An Error occurred please run Package Manager to fix the problem E:the package google-chrome-stable needs to be reinstalled but but i cant find an archive on it) This usually means your packages have unmet dependencies. Solution anyone PS:Update manager does not work and I don't have Snyaptic. The file itself failed at the real real end and froze everything but the cursor.

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  • Monitor flickering ATI

    - by Atzu
    I'm using ubuntu 12.10 on laptop samsung with randeon hd 6620g (APU A8), when I run amdcccle -version it says 2.18, not sure if that's the correct version. My problem is that I have and external monitor, AOC e2343Fsk and when I finally got it working at the resolution I want 1920x1080 it works fine for like 5minutes and then it starts flickering... I solved this on Windows (the exact same problem) with some options (I don't remember very well) I believe there were some buttons '+' and '-' on some vsync option I played with them on windows and Yay! got it working, but I don't see anything similar on this catalyst version (I used xorg-edgers ppa for installing fglrx). Thanks.

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  • Is there a way to publish IOS app from windows/Linux?

    - by user65760
    So I have been using Linux(especially, ubuntu) and windows(windows 7) for a long time . But i dont have a MAC, neither do i have an iphone. I do not actually want to buy them either . So the problem here is :how do i publish my app from windows or linux ? Kindly do understand i am not speaking about jailbroken programs(for jail broken i phones), i do not have any one near me who will lend me a MAC to publish my app . I started learning objective C some time ago. However, whenever i search the internet i get this information that there is no full proof way of publishing an app from windows or Linux . I also do intend to make it a paid app, meaning i dont wanna make it free. It will be very helpful if someone can suggest a way to overcome this problem .

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  • Repeater vs. ListView

    - by MoezMousavi
    I do really hate repeater. I was more a GridView lover but after 3.5 be born, I prefer ListView.  The first problem with Repeater is paging. You will need to write code to handle paging. Second common problem is empty data template. Have a look at this:             if (rptMyRepeater.Items.Count < 1)             {                 if (e.Item.ItemType == ListItemType.Footer)                 {                     Label lblFooter = (Label)e.Item.FindControl("lblEmpty");                     lblFooter.Visible = true;                 }             }   I found the above code is usefull if you need to show something like "There is no record" is your data source has no records. Although the ListView has a template.   If you combine ListView with a DataPager, you will be in heaven as it is sorting the paging for you without writing code. (http://msdn.microsoft.com/en-us/library/system.web.ui.webcontrols.datapager.aspx)     Note: You have got to bind ListView in PreRender, it doesn't work properly in PageLoad   More: http://www.4guysfromrolla.com/articles/061009-1.aspx

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  • XNA 4 game for both profiles

    - by Vodácek
    I am writing game in XNA 4 and this version have two profiles hi-def and reach. My problem is that I need to have my game code for each of these profiles and is very uncomfortable to have two projects and do all changes in both of them. My idea was to use preprocessor directive (i am not sure about name of this, http://msdn.microsoft.com/en-us/library/ed8yd1ha%28v=vs.71%29.aspx) and use IF statement at places with problems with profile. There is only problem that program needs to be compiled two times (for each profile) and manually changed directive and project settings to another profile. And my questions are: Is that good way? Is there better and cleaner way how to do this?

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  • What is the correct way to implement hit detection with non-rectangular sprites?

    - by hogni89
    What is the correct way to implement hit or touch detection for non-rectangular sprites in Cocos2d? I am working on a jigsaw puzzle, so our sprites have some strange forms (jigsaw puzzle bricks). As of now, we have implemented the "detection" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, or is it a limitation when using sprites based on .png's? If so, how should I proceed?

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  • How do I access column data in a previous select statement from a sub-query? [closed]

    - by payling
    PROBLEM How do I access column data in a previous select statement from a sub-query? Below is a simple mock up of what I'm attempting to do. Tables used: Quotes, Users QUOTES TABLE qid, (quote id) owner_uid, creator_uid SQL SYNTAX: SELECT q.qid, q.owner_uid, q.creator_uid, owner.fname, owner.lname FROM quotes q, (SELECT u.fname, u.lname FROM users u WHERE u.uid = q.owner_uid) AS owner WHERE q.qid = '#' SUMMARY I want to be able to use the quote table's owner_uid and specify it for the owner table so I can return all the owner info for that particular quote. The problem is, q.owner_uid is not recognized in the owner sub-query. What am I doing wrong?

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  • Collision detection doesn't work for automated elements in XNA 4.0

    - by NDraskovic
    I have a really weird problem. I made a 3D simulator of an "assembly line" as a part of a college project. Among other things it needs to be able to detect when a box object passes in front of sensor. I tried to solve this by making a model of a laser and checking if the box collides with it. I had some problems with BoundingSpheres of models meshes so I simply create a BoundingSphere and place it in the same place as the model. I organized them into a list of BoundingSpheres called "spheres" and for each model I create one BoundingSphere. All models except the box are static, so the box object has its own BoundingSphere (not a member of the "spheres" list). I also implemented a picking algorithm that I use to start the movement. This is the code that checks for collision: if (spheres.Count != 0) { for (int i = 1; i < spheres.Count; i++) { if (spheres[i].Intersects(PickingRay) != null && Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton) { start = true; break; } if (BoxSphere.Intersects(spheres[i]) && start) { MoveBox(0, false);//The MoveBox function receives the direction (0) and a bool value that dictates whether the box should move or not (false means stop) start = false; break; } if (start /*&& Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton*/ && !BoxSphere.Intersects(spheres[i])) { MoveBox(0, true); break; } } The problem is this: When I use the mouse to move the box (the commented part in the third if condition) the collision works fine (I have another part of code that I removed to simplify my question - it calculates the "address" of the box, and by that number I know that the collision is correct). But when I comment it (like in this example) the box just passes trough the lasers and does not detect the collision (the idea is that the box stops at each laser and the user passes it forth by clicking on the appropriate "switch"). Can you see the problem? Please help, and if you need more informations I will try to give them. Thanks

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  • How to manually list set of urls for search engines to index

    - by MarutiB
    So I have created a video website which has thousands of videos and thousands of videos get added to it on a daily basis. Here is my problem :- I have created a website which basically loads the skeleton in html and puts all the content through javascript and Ajax. The problem is search engines aren't going anywhere except for the home page. Is there a way say in robots.txt where i give a link to a single html which has links to all these videos ? I agree my site is not accessible for a non-javascript user but stats show that this ratio is very low ( 0.2 % ). Is there a way I can still keep the complete AJAX website and still get each individual videos listed on google ?

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  • XNA - positioning after rotation

    - by DijkeMark
    I have a turret with a 2 gunbarrels. The turret rotates towards my mouse. So far no problem. When it creates a few bullets and positions them at the end of the gun barrels. Here is the problem. It only works the moment the gun is point upwards. The moment it rotates the end of the gun barrels have moved ofcourse, thus the bullets don't spawn at the end of the gun battels, but at the place the where the gun barrels are when the turret is pointing upwards. How can I check where the end of the gun barrels are the moment it rotates? Thanks in Advance, Mark Dijkema PS. If you need code please let me know, I didn't post any yet, because I didn't what code you would need.

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  • Why is Firefox changing the color calibration of this image?

    - by eoinoc
    The symptom of my problem is that the same hex color in a PNG image does not match the CSS-defined color defined by the same hex code. This problem only happens in Firefox when gfx.color_management.mode is set to 2 (tagged images only) rather than 0 (off). (Firefox ICC color correction described here). The image is http://dzfk93w6juz0e.cloudfront.net/images/background-top-light.png which at the bottom has the color #c8e8bd. However, the shade of green is different to that color when Firefox color calibration is enabled. Is this image inadvertently "tagged" for color correction?

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  • Trying to use stencils in 2D while retaining layer depth

    - by Steve
    This is a screen of what's going on just so you can get a frame of reference. http://i935.photobucket.com/albums/ad199/fobwashed/tilefloors.png The problem I'm running into is that my game is slowing down due to the amount of texture swapping I'm doing during my draw call. Since walls, characters, floors, and all objects are on their respective sprite sheet containing those types, per tile draw, the loaded texture is swapping no less than 3 to 5+ times as it cycles and draws the sprites in order to layer properly. Now, I've tried throwing all common objects together into their respective lists, and then using layerDepth drawing them that way which makes things a lot better, but the new problem I'm running into has to do with the way my doors/windows are drawn on walls. Namely, I was using stencils to clear out a block on the walls that are drawn in the shape of the door/window so that when the wall would draw, it would have a door/window sized hole in it. This is the way my draw was set up for walls when I was going tile by tile rather than grouped up common objects. first it would check to see if a door/window was on this wall. If not, it'd skip all the steps and just draw normally. Otherwise end the current spriteBatch Clear the buffers with a transparent color to preserve what was already drawn start a new spritebatch with stencil settings draw the door area end the spriteBatch start a new spritebatch that takes into account the previously set stencil draw the wall which will now be drawn with a hole in it end that spritebatch start a new spritebatch with the normal settings to continue drawing tiles In the tile by tile draw, clearing the depth/stencil buffers didn't matter since I wasn't using any layerDepth to organize what draws on top of what. Now that I'm drawing from lists of common objects rather than tile by tile, it has sped up my draw call considerably but I can't seem to figure out a way to keep the stencil system to mask out the area a door or window will be drawn into a wall. The root of the problem is that when I end a spriteBatch to change the DepthStencilState, it flattens the current RenderTarget and there is no longer any depth sorting for anything drawn further down the line. This means walls always get drawn on top of everything regardless of depth or positioning in the game world and even on top of each other as the stencil has to happen once for every wall that has a door or window. Does anyone know of a way to get around this? To boil it down, I need a way to draw having things sorted by layer depth while also being able to stencil/mask out portions of specific sprites.

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