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  • eclipse: want to view a css file but get "Cannot create extension" error

    - by nerdess
    since i rebooted my computer and started eclipse again i can't view css or js files anymore. all i get is this bizarre error, see stack below: org.eclipse.core.runtime.CoreException: Cannot create extension at org.eclipse.ui.internal.WorkbenchPlugin.createExtension(WorkbenchPlugin.java:287) at org.eclipse.ui.internal.registry.EditorDescriptor.createEditor(EditorDescriptor.java:235) at org.eclipse.ui.internal.EditorReference.createPart(EditorReference.java:319) at org.eclipse.ui.internal.e4.compatibility.CompatibilityPart.createPart(CompatibilityPart.java:262) at org.eclipse.ui.internal.e4.compatibility.CompatibilityEditor.createPart(CompatibilityEditor.java:61) at org.eclipse.ui.internal.e4.compatibility.CompatibilityPart.create(CompatibilityPart.java:299) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:601) at org.eclipse.e4.core.internal.di.MethodRequestor.execute(MethodRequestor.java:56) at org.eclipse.e4.core.internal.di.InjectorImpl.processAnnotated(InjectorImpl.java:861) at org.eclipse.e4.core.internal.di.InjectorImpl.processAnnotated(InjectorImpl.java:841) at org.eclipse.e4.core.internal.di.InjectorImpl.inject(InjectorImpl.java:113) at org.eclipse.e4.core.internal.di.InjectorImpl.internalMake(InjectorImpl.java:321) at org.eclipse.e4.core.internal.di.InjectorImpl.make(InjectorImpl.java:242) at org.eclipse.e4.core.contexts.ContextInjectionFactory.make(ContextInjectionFactory.java:161) at org.eclipse.e4.ui.internal.workbench.ReflectionContributionFactory.createFromBundle(ReflectionContributionFactory.java:102) at org.eclipse.e4.ui.internal.workbench.ReflectionContributionFactory.doCreate(ReflectionContributionFactory.java:71) at org.eclipse.e4.ui.internal.workbench.ReflectionContributionFactory.create(ReflectionContributionFactory.java:53) at org.eclipse.e4.ui.workbench.renderers.swt.ContributedPartRenderer.createWidget(ContributedPartRenderer.java:141) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createWidget(PartRenderingEngine.java:892) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:627) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:729) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.access$2(PartRenderingEngine.java:700) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine$7.run(PartRenderingEngine.java:694) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createGui(PartRenderingEngine.java:679) at org.eclipse.e4.ui.workbench.renderers.swt.StackRenderer.showTab(StackRenderer.java:1115) at org.eclipse.e4.ui.workbench.renderers.swt.LazyStackRenderer.postProcess(LazyStackRenderer.java:98) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:643) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:729) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.access$2(PartRenderingEngine.java:700) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine$7.run(PartRenderingEngine.java:694) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createGui(PartRenderingEngine.java:679) at org.eclipse.e4.ui.workbench.renderers.swt.SWTPartRenderer.processContents(SWTPartRenderer.java:59) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:639) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:729) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.access$2(PartRenderingEngine.java:700) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine$7.run(PartRenderingEngine.java:694) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createGui(PartRenderingEngine.java:679) at org.eclipse.e4.ui.workbench.renderers.swt.SWTPartRenderer.processContents(SWTPartRenderer.java:59) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:639) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine$6.run(PartRenderingEngine.java:518) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createGui(PartRenderingEngine.java:503) at org.eclipse.e4.ui.workbench.renderers.swt.ElementReferenceRenderer.createWidget(ElementReferenceRenderer.java:74) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createWidget(PartRenderingEngine.java:892) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:627) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:729) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.access$2(PartRenderingEngine.java:700) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine$7.run(PartRenderingEngine.java:694) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createGui(PartRenderingEngine.java:679) at org.eclipse.e4.ui.workbench.renderers.swt.SWTPartRenderer.processContents(SWTPartRenderer.java:59) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:639) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:729) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.access$2(PartRenderingEngine.java:700) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine$7.run(PartRenderingEngine.java:694) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createGui(PartRenderingEngine.java:679) at org.eclipse.e4.ui.workbench.renderers.swt.SWTPartRenderer.processContents(SWTPartRenderer.java:59) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:639) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:729) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.access$2(PartRenderingEngine.java:700) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine$7.run(PartRenderingEngine.java:694) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createGui(PartRenderingEngine.java:679) at org.eclipse.e4.ui.workbench.renderers.swt.SWTPartRenderer.processContents(SWTPartRenderer.java:59) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:639) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:729) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.access$2(PartRenderingEngine.java:700) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine$7.run(PartRenderingEngine.java:694) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createGui(PartRenderingEngine.java:679) at org.eclipse.e4.ui.workbench.renderers.swt.SWTPartRenderer.processContents(SWTPartRenderer.java:59) at org.eclipse.e4.ui.workbench.renderers.swt.PerspectiveRenderer.processContents(PerspectiveRenderer.java:59) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:639) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:729) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.access$2(PartRenderingEngine.java:700) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine$7.run(PartRenderingEngine.java:694) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createGui(PartRenderingEngine.java:679) at org.eclipse.e4.ui.workbench.renderers.swt.PerspectiveStackRenderer.showTab(PerspectiveStackRenderer.java:103) at org.eclipse.e4.ui.workbench.renderers.swt.LazyStackRenderer.postProcess(LazyStackRenderer.java:98) at org.eclipse.e4.ui.workbench.renderers.swt.PerspectiveStackRenderer.postProcess(PerspectiveStackRenderer.java:77) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:643) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:729) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.access$2(PartRenderingEngine.java:700) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine$7.run(PartRenderingEngine.java:694) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createGui(PartRenderingEngine.java:679) at org.eclipse.e4.ui.workbench.renderers.swt.SWTPartRenderer.processContents(SWTPartRenderer.java:59) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:639) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:729) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.access$2(PartRenderingEngine.java:700) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine$7.run(PartRenderingEngine.java:694) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createGui(PartRenderingEngine.java:679) at org.eclipse.e4.ui.workbench.renderers.swt.SWTPartRenderer.processContents(SWTPartRenderer.java:59) at org.eclipse.e4.ui.workbench.renderers.swt.WBWRenderer.processContents(WBWRenderer.java:644) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:639) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.safeCreateGui(PartRenderingEngine.java:729) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.access$2(PartRenderingEngine.java:700) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine$7.run(PartRenderingEngine.java:694) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.createGui(PartRenderingEngine.java:679) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine$9.run(PartRenderingEngine.java:985) at org.eclipse.core.databinding.observable.Realm.runWithDefault(Realm.java:332) at org.eclipse.e4.ui.internal.workbench.swt.PartRenderingEngine.run(PartRenderingEngine.java:940) at org.eclipse.e4.ui.internal.workbench.E4Workbench.createAndRunUI(E4Workbench.java:86) at org.eclipse.ui.internal.Workbench$5.run(Workbench.java:587) at org.eclipse.core.databinding.observable.Realm.runWithDefault(Realm.java:332) at org.eclipse.ui.internal.Workbench.createAndRunWorkbench(Workbench.java:542) at org.eclipse.ui.PlatformUI.createAndRunWorkbench(PlatformUI.java:149) at org.eclipse.ui.internal.ide.application.IDEApplication.start(IDEApplication.java:124) at org.eclipse.equinox.internal.app.EclipseAppHandle.run(EclipseAppHandle.java:196) at org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.runApplication(EclipseAppLauncher.java:110) at org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.start(EclipseAppLauncher.java:79) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:353) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:180) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:601) at org.eclipse.equinox.launcher.Main.invokeFramework(Main.java:629) at org.eclipse.equinox.launcher.Main.basicRun(Main.java:584) at org.eclipse.equinox.launcher.Main.run(Main.java:1438) Caused by: java.lang.NullPointerException at org.eclipse.ui.internal.WorkbenchPlugin.createExtension(WorkbenchPlugin.java:263)

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  • Retrieve jquery-ui dialog's div

    - by Hikari
    When we apply $().dialog() in an object, jquery-ui puts it inside a <div class="ui-dialog ui-widget">, with a <div class="ui-dialog-titlebar ui-widget-header"> before it. After the creation of this dialog around the main object, how can we get that ui-dialog object so that we can execute other JavaScript commands in it? The best I could do was use .parent(".ui-dialog") in the main object, is there a better way to do it?

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  • Using Unity Application Block – from basics to generics

    - by nmarun
    I just wanted to have one place where I list all the six Unity blogs I’ve written. Part 1: The very basics – Begin using Unity (code here) Part 2: Registering other types and resolving them (code here) Part 3: Lifetime Management (code here) Part 4: Constructor and Property or Setter Injection (code here) Part 5: Arrays (code here) Part 6: Generics (code here) Hope this helps someone (and this is the smallest blog I’ve posted till now).

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  • After last update Unity no longer works

    - by Alen
    An hour ago I installed latest updates and now Unity doesn't work anyomore, I only see desktop with icons. Manually searching I opened system monitor and found out only 400 Mb of RAM is taken which means complete Unity is turned off. Can someone help me to fix this. Since I'm crippled I probably won't be able to provide you with all details you need because I don't have window borders, no right click menu, nothing, only Nautilus.

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  • What's the command to open the Unity Dash?

    - by Scintoon
    I would like to know the command (from the Terminal) which opens the Unity dash, the reason being I want to create a desktop icon that starts the dash instead of the 'Windows Key' for keyboard-free use of the computer (I miss the old Ubuntu-Tweak effect where putting your mouse to the corner of the desktop would reveal Expo or Scale effects - by the way, is it possible to get it back?) Making a launcher (Application, Name, Command, Comment, etc) I tried the commands 'Unity', 'Dash' and other things, but I didn't manage to get it to work. I am using version 12.04

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  • How to draw texture to screen in Unity?

    - by user1306322
    I'm looking for a way to draw textures to screen in Unity in a similar fashion to XNA's SpriteBatch.Draw method. Ideally, I'd like to write a few helper methods to make all my XNA code work in Unity. This is the first issue I've faced on this seemingly long journey. I guess I could just use quads, but I'm not so sure it's the least expensive way performance-wise. I could do that stuff in XNA anyway, but they made SpriteBatch not without a reason, I believe.

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  • Creating Ubuntu Live CD with customized Unity launcher

    - by toros
    I would like to create a custom Ubuntu image based on Natty using Ubuntu Customization Kit. I also want to customize the icons appearing on the Unity Launcher. I can change the icons on my desktop system with the following command: gsettings set com.canonical.Unity.Launcher favorites "['firefox.desktop', 'nautilus-home.desktop', 'libreoffice-writer.desktop']" I tried to run this command from the UCK console while creating the Live CD, but it doesn’t seem to work. Do you have any ideas how I could solve this?

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  • Unity won't load with proprietary drivers

    - by Nobita
    First time running Ubuntu 11.04 and getting used to Unity, I decided to install proprietary drivers for my Nvidia graphic card. The output of lspci | grep VGA is: 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: nVidia Corporation Device 0df5 (rev a1) If I activate the driver that is "recommended", next time I try to login in a Unity session it just changes to the classic. How can that be happening? I attach the screenshoot of my proprietary driver screen:

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  • Unity panel, and application functionality

    - by Dan
    From the Unity panel, left-clicking on an application that has multiple instances open displays the Spread Mode, but left-clicking on a solitary application does absolutely nothing. Personally, whenever I left-click on an open application, I expect it to either minimize or maximize, and I'd like to know if there's a way to get that functionality from Unity when left-clicking on a solitary application. I'm currently running Ubuntu 12.10. Thanks.

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  • Execute command from unity lens

    - by Vishnu V
    I am trying to create a unity lens, how to execute a command when we select an entry from unity-lens in the following code results.append(url, icon, category, mime-type, text, comment, drag and drop url) i tried to set file://, but it opens the file with text editor (if it is not readable with text editor it do nothing) Please help Thank you Vishnu V

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  • Unity bar only shown in Desktop - Alt+Tab doesn't show anything

    - by Christian Vielma
    I've experienced something weird with Unity and that is that sometimes the Alt+Tab switcher stops showing (yes, only showing because I can still to blind switch between applications), and the left unity bar is only shown on the desktop. I might think that it's compiz, but the rest of the effects are ok :S I don't have the exact sequence to repeat this error, it seems to be random :S Do you know what could it be?

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  • 12.04 Unity 3D 80% CPU load with Compiz

    - by user39288
    EDIT : I have been able to to determine that the problem is not compiz, but is actually Xorg. I don't know why, but by quickly maximizing terminal and taking a screenshot with top running before the problem went away I am able to see xorg takes up 72% of cpu, with bamfdaemon taking up 18%, and compiz taking up 14%. Seems the nvidia drivers are to blame, will play more with settings and perhaps do a clean nvidia-current install to try to fix the problem. Having a very annoying problem with high CPU usage. Running 12.04 with latest drivers and nvidia-current installed. Have not had any issues for days, now I have a strange problem. Unity 3d runs great most of the time, 1-2% CPU usage with only transmission running in background. Windows open and close smoothly. However,no matter what programs are open, if I minimize all open programs to the unity bar on the left, my CPU jumps to about 80% and slows down all maximize and minimize effects. Mouse movement stays smooth the whole time, but unity becomes unresponsive for up to 30 seconds at times. Hitting alt + tab to bring up even a single window fixes the problem. The window I bring back up doesn't even have to be maximized to solve the problem. Hitting the super button to bring up the dash makes CPU drop back to idle until I close it, then high CPU usage resumes. Believe the problem is compiz, but even just having only terminal running "top", I have to minimize it to the tray for the problem to show, so I can't see the problem process. I can only tell about the high CPU usage using indicator-sysmonitor. Even tried quitting the indicator, but I can still tell very poor performance with all applications when minimized. Reset compiz back to defaults, tried going to the post-release update nvidia drivers, played with vsync settings in both the nvidia settings and compiz. Even forced refresh rate, but cannot solve the problem. The problem does NOT occur in Unity 2D. Specs are core 2 duo 2.0ghz, 4GB ddr2 ram, 2x 320's HDD in RAID 0, and Nvidia GTX 260M graphics card.

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  • Reset Unity and Gnome to default values

    - by Luca Cerone
    Apparently I've messed up a lot with my Unity and Gnome 3 settings and now my system looks ugly, and even if I made changes (using gnome-tweak-tool for example) to my configuration nothing seems to work. Can you guys tell me how to delete all the Unity and Gnome related settings (like also compiz and all other similar ones) and restart with the settings of an installation from scratch?? I'd really appreciate your help, thanks a lot guys!

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  • restore window sizes, drag and drop functionalty in Unity (a simple use case)

    - by Avetik Topchyan
    Once application is maximized (say "Cheese") how can I restore its size back to the original? Is it possible to drag-and-drop from one application to another application in Unity? If so, how can I do that? Suppose I have a Rhythmbox open and I would like to drag a picture from a Desktop location (actually where is it?) to Rhythmbox album art section in the lower left corner? Unity was poorly designed, IMHO.

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  • Doing imagemagick like stuff in Unity (using a mask to edit a texture)

    - by Codejoy
    There is this tutorial in imagemagick http://www.imagemagick.org/Usage/masking/#masks I was wondering if there was some way to mimic the behavior (like cutting the image up based on a black image mask that turns image parts transparent... ) and then trim that image in game... trying to hack around with the webcam feature and reproduce some of the imagemagick opencv stuff in it in Unity but I am saddly unequipped with masks, shaders etc in unity skill/knowledge. Not even sure where to start.

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  • Using Unity – Part 5

    - by nmarun
    In the previous article of the series, I talked about constructor and property (setter) injection. I wanted to write about how to work with arrays and generics in Unity in this blog, after seeing how lengthy this one got, I’ve decided to write about generics in the next one. This one will only concentrate on arrays. My Product4 class has the following definition: 1: public interface IProduct 2: { 3: string WriteProductDetails(); 4: } 5:  6: public class Product4 : IProduct 7: { 8: public string Name { get; set; } 9: public ILogger[] Loggers { get; set; } 10:  11: public Product4(string productName, ILogger[] loggers) 12: { 13: Name = productName; 14: Loggers = loggers; 15: } 16:  17: public string WriteProductDetails() 18: { 19: StringBuilder productDetails = new StringBuilder(); 20: productDetails.AppendFormat("{0}<br/>", Name); 21: for (int i = 0; i < Loggers.Count(); i++) 22: { 23: productDetails.AppendFormat("{0}<br/>", Loggers[i].WriteLog()); 24: } 25: 26: return productDetails.ToString(); 27: } 28: } The key parts are line 4 where we declare an array of ILogger and line 5 where-in the constructor passes an instance of an array of ILogger objects. I’ve created another class – FakeLogger: 1: public class FakeLogger : ILogger 2: { 3: public string WriteLog() 4: { 5: return string.Format("Type: {0}", GetType()); 6: } 7: } It’s implementation is the same as what we had for the FileLogger class. Coming to the web.config file, first add the following aliases. The alias for FakeLogger should make sense right away. ILoggerArray defines an array of ILogger objects. I’ll tell why we need an alias for System.String data type. 1: <typeAlias alias="string" type="System.String, mscorlib" /> 2: <typeAlias alias="ILoggerArray" type="ProductModel.ILogger[], ProductModel" /> 3: <typeAlias alias="FakeLogger" type="ProductModel.FakeLogger, ProductModel"/> Next is to create mappings for the FileLogger and FakeLogger classes: 1: <type type="ILogger" mapTo="FileLogger" name="logger1"> 2: <lifetime type="singleton" /> 3: </type> 4: <type type="ILogger" mapTo="FakeLogger" name="logger2"> 5: <lifetime type="singleton" /> 6: </type> Finally, for the real deal: 1: <type type="IProduct" mapTo="Product4" name="ArrayProduct"> 2: <typeConfig extensionType="Microsoft.Practices.Unity.Configuration.TypeInjectionElement,Microsoft.Practices.Unity.Configuration, Version=1.2.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35"> 3: <constructor> 4: <param name="productName" parameterType="string" > 5: <value value="Product name from config file" type="string"/> 6: </param> 7: <param name="loggers" parameterType="ILoggerArray"> 8: <array> 9: <dependency name="logger2" /> 10: <dependency name="logger1" /> 11: </array> 12: </param> 13: </constructor> 14: </typeConfig> 15: </type> Here’s where I’m saying, that if a type of IProduct is requested to be resolved, map it to type Product4. Furthermore, the Product4 has two constructor parameters – a string and an array of type ILogger. You might have observed the first parameter of the constructor is named ‘productName’ and that matches the value in the name attribute of the param element. The parameterType of ‘string’ maps to ‘System.String, mscorlib’ and is defined in the type alias above. The set up is similar for the second constructor parameter. The name matches the name of the parameter (loggers) and is of type ILoggerArray, which maps to an array of ILogger objects. We’ve also decided to add two elements to this array when unity resolves it – an instance of FileLogger and one of FakeLogger. The click event of the button does the following: 1: //unityContainer.RegisterType<IProduct, Product4>(); 2: //IProduct product4 = unityContainer.Resolve<IProduct>(); 3: IProduct product4 = unityContainer.Resolve<IProduct>("ArrayConstructor"); 4: productDetailsLabel.Text = product4.WriteProductDetails(); It’s worth mentioning here about the change in the format of resolving the IProduct to create an instance of Product4. You cannot use the regular way (the commented lines) to get an instance of Product4. The reason is due to the behavior of Unity which Alex Ermakov has brilliantly explained here. The corresponding output of the action is: You have a couple of options when it comes to adding dependency elements in the array node. You can: - leave it empty (no dependency elements declared): This will only create an empty array of loggers. This way you can check for non-null condition, in your mock classes. - add multiple dependency elements with the same name 1: <param name="loggers" parameterType="ILoggerArray"> 2: <array> 3: <dependency name="logger2" /> 4: <dependency name="logger2" /> 5: </array> 6: </param> With this you’ll see two instances of FakeLogger in the output. This article shows how Unity allows you to instantiate objects with arrays. Find the code here.

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  • Change the default Icon on your jQuery UI Accordion

    - by hajan
    I've got this question in one of my previous blogs posted here (the same blog is posted on codeasp.net too), dealing with jQuery UI Accordion and I thought it's nice to recap this in a blog post so that I will have it documented for further reference. In the previous blog, I'm creating tabs content navigation using jQuery UI Accordion. So, it's quite simple code and all I do there is calling accordion() function. <script language="javascript" type="text/javascript">     $(function() {         $("#products").accordion();     }); </script> The default image icons for each item is the arrow. The accordion uses the right arrow and down arrow images. So, what we should do in order to change them? JQuery UI Accordion contains option with name icons that has header and headerSelected properties. We can override them with either the existing classes from jQuery UI themes or with our own. 1. Using existing jQuery UI Theme classes - Open the follownig link: http://jqueryui.com/themeroller/#icons You will see the icons available in the jQuery UI theme. Mouse over on each icon and you will see the class name for each icon. As you can see, each icon has class name constructed in the following way: ui-icon-<name> All icons in one image - In our example, I will use ui-icon-circle-plus  and ui-icon-circle-minus (plus and minus icons). - Lets set the icons <script language="javascript" type="text/javascript">     $(function() {         //initialize accordion                 $("#products").accordion();         //set accordion header options         $("#products").accordion("option", "icons",         { 'header': 'ui-icon-circle-plus', 'headerSelected': 'ui-icon-circle-minus' });     }); </script> From the code above, you can see that I first intialize the accordion plugin, and after I override the default icons with the ui-icon-circle-plyus for header and ui-icon-circle-minus for headerSelected. Here is the end result: So, now you see we have the plus/minus circle icons for the default header state and the selected header state.   2. Add my own icons - If you want to add your own icons, you can do that by creating your own custom css classes. - Lets create classes for both, the header default state and header selected state <style type="text/css">     .defaultIcon     {         background-image: url(images/icons/defaultIcon.png) !important;         width: 25px;         height: 25px;     }     .selectedIcon     {         background-image: url(images/icons/selectedIcon.png) !important;         width: 25px;         height: 25px;     } </style> As you can see, I use my own images placed in images/icons/ folder - default icon - selected icon One very important thing to note here is the !important key added on each background-image property. It's like that in order to give highest importancy to our image so that the default jQuery UI theme icon images will have less importancy and won't be used. And the jQuery code is: <script language="javascript" type="text/javascript">     $(function() {         //initialize accordion                 $("#products").accordion();         //set accordion header options         $("#products").accordion("option", "icons",         { 'header': 'defaultIcon', 'headerSelected': 'selectedIcon' });     }); </script> Note: For both #1 and #2 cases, we use the class names without adding . (dot) at the beginning of the name (as we do with selectors). That's because the the header and headerSelected properties accept classes only as a value, so the rest is done by the plugin itself. The complete code with my own custom images is: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head id="Head1" runat="server">     <title>jQuery Accordion</title>     <link type="text/css" href="http://ajax.microsoft.com/ajax/jquery.ui/1.8.5/themes/blitzer/jquery-ui.css"         rel="Stylesheet" />     <style type="text/css">         .defaultIcon         {             background-image: url(images/icons/defaultIcon.png) !important;             width: 25px;             height: 25px;         }         .selectedIcon         {             background-image: url(images/icons/selectedIcon.png) !important;             width: 25px;             height: 25px;         }     </style>     <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jquery/jquery-1.4.4.js"></script>     <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jquery.ui/1.8.6/jquery-ui.js"></script>     <script language="javascript" type="text/javascript">         $(function() {             //initialize accordion                         $("#products").accordion();             //set accordion header options             $("#products").accordion("option", "icons",             { 'header': 'defaultIcon', 'headerSelected': 'selectedIcon' });         });             </script> </head> <body>     <form id="form1" runat="server">     <div id="products" style="width: 500px;">         <h3>             <a href="#">                 Product 1</a></h3>         <div>             <p>                 Lorem ipsum dolor sit amet, consectetur adipiscing elit. Phasellus in tortor metus,                 a aliquam dui. Mauris euismod lorem eget nulla semper semper. Vestibulum pretium                 rhoncus cursus. Vestibulum rhoncus, magna sit amet fermentum fringilla, nunc nisl                 pellentesque libero, nec commodo libero ipsum a tellus. Maecenas sed varius est.                 Sed vel risus at nisi imperdiet sollicitudin eget ac orci. Duis ac tristique sem.             </p>         </div>         <h3>             <a href="#">                 Product 2</a></h3>         <div>             <p>                 Aliquam pretium scelerisque nisl in malesuada. Proin dictum elementum rutrum. Etiam                 eleifend massa id dui porta tincidunt. Integer sodales nisi nec ligula lacinia tincidunt                 vel in purus. Mauris ultrices velit quis massa dignissim rhoncus. Proin posuere                 convallis euismod. Vestibulum convallis sagittis arcu id faucibus.             </p>         </div>         <h3>             <a href="#">                 Product 3</a></h3>         <div>             <p>                 Quisque quis magna id nibh laoreet condimentum a sed nisl. In hac habitasse platea                 dictumst. Proin sem eros, dignissim sed consequat sit amet, interdum id ante. Ut                 id nisi in ante fermentum accumsan vitae ut est. Morbi tellus enim, convallis ac                 rutrum a, condimentum ut turpis. Proin sit amet pretium felis.             </p>             <ul>                 <li>List item one</li>                 <li>List item two</li>                 <li>List item three</li>             </ul>         </div>     </div>     </form> </body> </html> The end result is: Hope this was helpful. Regards,Hajan

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  • Polygons vs sprites rendering performance in Unity for windows phone 8

    - by Géry Arduino
    I'm currently building a windows phone 8 game with unity, having 111 (no more no less) sprites being updated each frames. I have a strong overhead in the profiler (70% to 90% minimum) I tried the following to get higher frame rate, I'm running it with minimum quality settings, I tried disabling and enabling V-Sync Finally I managedto get 60Fps, but I still have large overhead. I believe I should have more than 60Fps for such few amount. Moreover, I still have to implement the game logic over this so I'd like some room in my FPS to be able to work. I was wondering if it would be better in terms of performance to use polygons instead of sprites? As sprites are quite new in Unity, (that would give me around 222 triangles). Did someone tried to check the performance differences between sprites and actual mesh renderes in Unity when it comes to phones? If so what could be the best option in that case? FYI : I'm using the Windows Phone 8 emulator on Visual studio, I have a compliant computer for that so it should normally reflect the behavior of a real phone (expecting some differences but still...) EDIT : To clarify my question i wonder what is the most efficient in windows phone 8 : Sprites or Mesh renderers?

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  • Emulator PCSX Reloaded - Fullscreen not working on Unity

    - by Leonardo Montenegro
    I have an older PS1 console with a couple of games I bought some years ago. On my pc, I'm using PCSX Reloaded - the best PS1 emulators for Linux I found so far. But I'm having a little issue on Ubuntu 12.04 Precise. I'm using Unity 3D and I'm trying to run some of my original PS1 games on PCSX Reloaded. Everything works nicely, except for fullscreen. I toggle fullscreen and specify maximum resolution for my monitor, but on fullscreen mode, both left and top unity bars aren't getting hidden. I tried changing between other graphic modes like Gnome Classic and Gnome Classic w/o Effects. On both, PCSX shows bars in fullscreen mode, so it isn't an Unity-specific issue, but an emulator problem. It's a bit annoying play games this way, so basically I'm running games on window mode for now. I'm using default OpenGL graphic plugin on this emulator. I tried changing to X11 graphic plugin and fullscreen worked, but graphics on X11 plugin aren't as good as OpenGL one. Anyone know a way to get fullscreen working on PCSX using OpenGL plugin? Or maybe another graphic plugin w/ OpenGL support.

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  • C# and Unity - Learning to Develop a game by developing the game I want to develop

    - by 97s
    So I am pretty new to C#, I have some python and javascript experience, but nothing substantial. I have read a lot about C# and Unity and I know they are the tools I want to use. My question is: Should I be reading books about C# or should I just start hacking in unity and piecing the game together part by part? Right now I am going through the book, HeadFirst C#, and it is very good, but I taught myself web design and javascript by just creating and hacking until I got the results I wanted then looked at other code to see ways they did it and improved my code. The issue is that with the browser I got immediate results and it was all under one roof, where developing games is a completely different monster. I am just wondering if my time would be better spent buying a book that uses C# to teach you unity, and doing that instead, or if the time spent in HeadFirst book is going to be valuable. Thanks a ton, I am having difficulties using my time, and I just want to maximize it as I don't have a lot of free time. Edit: Hopefully this isn't to broad? If it is, I will delete and go elsewhere just let me know. Thanks.

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  • Unity throws SynchronizationLockException while debugging

    - by pjohnson
    I've found Unity to be a great resource for writing unit-testable code, and tests targeting it. Sadly, not all those unit tests work perfectly the first time (TDD notwithstanding), and sometimes it's not even immediately apparent why they're failing. So I use Visual Studio's debugger. I then see SynchronizationLockExceptions thrown by Unity calls, when I never did while running the code without debugging. I hit F5 to continue past these distractions, the line that had the exception appears to have completed normally, and I continue on to what I was trying to debug in the first place.In settings where Unity isn't used extensively, this is just one amongst a handful of annoyances in a tool (Visual Studio) that overall makes my work life much, much easier and more enjoyable. But in larger projects, it can be maddening. Finally it bugged me enough where it was worth researching it.Amongst the first and most helpful Google results was, of course, at Stack Overflow. The first couple answers were extensive but seemed a bit more involved than I could pull off at this stage in the product's lifecycle. A bit more digging showed that the Microsoft team knows about this bug but hasn't prioritized it into any released build yet. SO users jaster and alex-g proposed workarounds that relieved my pain--just go to Debug|Exceptions..., find the SynchronizationLockException, and uncheck it. As others warned, this will skip over SynchronizationLockExceptions in your code that you want to catch, but that wasn't a concern for me in this case. Thanks, guys; I've used that dialog before, but it's been so long I'd forgotten about it.Now if I could just do the same for Microsoft.CSharp.RuntimeBinder.RuntimeBinderException... Until then, F5 it is.

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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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  • White screen with pointer after removing Unity

    - by Sameer Pandit
    I have the same problem . I am a newbie. I added the repository with sudo add apt-get-repository ppa:canonical-dx-team/une then i went to ubuntu software center and installed "unity interface of ubuntu netbook edition" . after installing i found a problem with User interface as it kept on flashing when mouse points to side panel . so i decided to remove it . I removed it form Ubuntu software center . there were other unity related apps installed , but i did not remove then as i had no idea what they were about . Now i ended up with a blank white screen with mouse pointer whenever i login. though i m able to login using gdm , but the screen is blank white. I tried to these commands also sudo apt-get remove gnome-shell sudo apt-get remove unity sudo restart gdm but they did not work at all i also tried sudo dpkg-reconfigure xserver-xorg it too did not work. Note:I donot have any sort of graphics card or video card on my pc please help !!!

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  • How to make Unity 3D work with Bumblebee using the Intel chipset

    - by EboMike
    I have a Sony VAIO S laptop with the dreaded Optimus and finally managed to get Bumblebee to work fully on Ubuntu 12.04 so that I can utilize both the hardware acceleration of the Intel chipset as well as the Nvidia one via optirun and/or bumble-app-settings. However, the desktop effects don't work. But they should, I vaguely remember that they worked for a while before I had Bumblebee installed. This is what I get with the support test: :~$ /usr/lib/nux/unity_support_test -p Xlib: extension "NV-GLX" missing on display ":0". OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile OpenGL version string: 1.4 (2.1 Mesa 8.0.2) Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: no GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no First of all, I kind of doubt that the chipset doesn't support VBOs (essentially a standard feature in GL). Neither Xorg.0.log nor Xorg.8.log show any particular errors. As for the Nvidia drivers: In order to get them to work, I had to install the 304.22 drivers (older ones wouldn't work). They clobbered libglx.so, so I reinstated the xserver-xorg-core libglx.so in its original place, moved Nvidia's libglx.so to an nvidia-specific folder and specified that folder in the bumblebee.config. That seems to work and shouldn't cause the problem I see here. For fun, I tried to use the Nvidia chipset for Unity, but that didn't fly either: ~$ optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 640M LE/PCIe/SSE2 OpenGL version string: 4.2.0 NVIDIA 304.22 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no

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  • Distributed Rendering in the UDK and Unity

    - by N0xus
    At the moment I'm looking at getting a game engine to run in a CAVE environment. So far, during my research I've seen a lot of people being able to get both Unity and the Unreal engine up and running in a CAVE (someone did get CryEngine to work in one, but there is little research data about it). As of yet, I have not cemented my final choice of engine for use in the next stage of my project. I've experience in both, so the learning curve will be gentle on both. And both of the engines offer stereoscopic rendering, either already inbuilt with ReadD (Unreal) or by doing it yourself (Unity). Both can also make use of other input devices as well, such as the kinect or other devices. So again, both engines are still on the table. For the last bit of my preliminary research, I was advised to see if either, or both engines could do distributed rendering. I was advised this, as the final game we make could go into a variety of differently sized CAVEs. The one I have access to is roughly 2.4m x 3m cubed, and have been duly informed that this one is a "baby" compared to others. So, finally onto my question: Can either the Unreal Engine, or Unity Engine make it possible for developers to allow distributed rendering? Either through in built devices, or by creating my own plugin / script?

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