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  • is gnome 3 is slow or my machine?

    - by user103054
    I have Dell XPS 15 i7 - 2360 with nvidia 525M (1GB) with optimus running Ubuntu 12.10 64 bit and have bumblebee installed for optimus. Recently I installed Gnome Shell to give it a try and found it sort of lagging under few scenarios though rest all is butter smooth. When I click on Date gnome 3 it appears as if a second has elapsed before the window is drawn. But others panel items like network or volume looks fine. In gnome 3 when I'm on dash with (window preview) if I remove any of the windows before the remaining windows reshuffle it takes about 2 seconds (noticeable clearly). Everything else is fine in both unity and Gnome Shell. What is causing this slowness? Is Gnome Shell is really slower?

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  • Compelling Reasons For Migrating to Oracle Database 11g

    - by margaret hamburger
    IDC's white paper Maximizing Your Investment in Oracle Application Software: The Case for Migrating to Oracle Database 11g  describes compelling business, operational, and technical reasons for Oracle application customers to upgrade or Oracle Database 11g. In researching this paper, IDC found that the upgrade process is smooth, the latest version offers key benefits over older versions, and the new features and procedures are easy to learn and well worth implementing. The paper highlights users of Oracle applications, such as Oracle's PeopleSoft Enterprise applications, Siebel Customer Relationship Management (CRM) applications, and Oracle E-Business Suite. It includes a review of Oracle Database 11g improvements and new features along with best practices from Oracle users who upgraded to Oracle Database 11g.

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  • How can I test different TV display types for my XBLIG game?

    - by Steve Dunn
    The XBLIG submission check-list says to ensure that all important stuff critical to game-play be visible in the 'TitleSafeArea'. I've received a bug report during play-test of my game (Crazy Balloon Lite) that says parts of my scrolling 2D map are only half visible (i.e. chopped at the left of the screen). I've tested my game myself on a 47" TV and also a 19" VGA monitor, both of which look fine. The bug report says the issue occurs on a standard 20" TV. My question is: without buying different sizes of TVs, is there a way to test what my game will look like on different sized displays?

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  • Ubuntu 12.04.1 LTS breaking down and sluggish

    - by ahamza
    I am in the process of switching from Windows to a Linux based system and am currently deciding between distributions...I am currently trying Ubuntu as WUBI. I find that my experience is not very smooth and streamlined for example, crash-reports, bugs, applications taking time to run etc etc (this in spite of the fact that I am very patient and am constantly researching solution to different driver and application issues). Was wondering if this is because I am running through NTFS right now or is it just like this? Looking to switch to Linux because of its opensource nature, interest in software development in college as well as maximizing the potential of my machine. I am running an AMD quadcore-x64 2.2GHz, 6GB RAM and 750 GB HDD on an HP G6 notebook. I would appreciate any honest opinions.

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  • Beginning android games, 2nd edition engine

    - by Benjamin Stephen
    I recently bought the book from Apress and have worked my way through it, unfortunately, it seems to just be dealing with side scrolling games and not Zelda-like top down games. I was wondering if anyone out there can tell me if it's possible to use their engine to create such a game? It doesn't go into how to build a top down tile map. Using the engine in their book, how can I make a tile map easily that has walls and things like that? Any help would be appreciated. Thanks in advance.

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  • Not getting desired results with SSAO implementation

    - by user1294203
    After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. You can see there is some weird pattern forming and there is no occlusion shading where there needs to be (i.e. in between the objects and on the ground). The shaders I implemented follow: #VS #version 330 core uniform mat4 invProjMatrix; layout(location = 0) in vec3 in_Position; layout(location = 2) in vec2 in_TexCoord; noperspective out vec2 pass_TexCoord; smooth out vec3 viewRay; void main(void){ pass_TexCoord = in_TexCoord; viewRay = (invProjMatrix * vec4(in_Position, 1.0)).xyz; gl_Position = vec4(in_Position, 1.0); } #FS #version 330 core uniform sampler2D DepthMap; uniform sampler2D NormalMap; uniform sampler2D noise; uniform vec2 projAB; uniform ivec3 noiseScale_kernelSize; uniform vec3 kernel[16]; uniform float RADIUS; uniform mat4 projectionMatrix; noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } mat3 CalcRMatrix(vec3 normal, vec2 texcoord){ ivec2 noiseScale = noiseScale_kernelSize.xy; vec3 rvec = texture(noise, texcoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); return mat3(tangent, bitangent, normal); } void main(void){ vec2 TexCoord = pass_TexCoord; vec3 Position = CalcPosition(); vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); mat3 RotationMatrix = CalcRMatrix(Normal, TexCoord); int kernelSize = noiseScale_kernelSize.z; float occlusion = 0.0; for(int i = 0; i < kernelSize; i++){ // Get sample position vec3 sample = RotationMatrix * kernel[i]; sample = sample * RADIUS + Position; // Project and bias sample position to get its texture coordinates vec4 offset = projectionMatrix * vec4(sample, 1.0); offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; // Get sample depth float sample_depth = texture(DepthMap, offset.xy).r; float linearDepth = projAB.y / (sample_depth - projAB.x); if(abs(Position.z - linearDepth ) < RADIUS){ occlusion += (linearDepth <= sample.z) ? 1.0 : 0.0; } } out_AO = 1.0 - (occlusion / kernelSize); } I draw a full screen quad and pass Depth and Normal textures. Normals are in RGBA16F with the alpha channel reserved for the AO factor in the blur pass. I store depth in a non linear Depth buffer (32F) and recover the linear depth using: float linearDepth = projAB.y / (depth - projAB.x); where projAB.y is calculated as: and projAB.x as: These are derived from the glm::perspective(gluperspective) matrix. z_n and z_f are the near and far clip distance. As described in the link I posted on the top, the method creates samples in a hemisphere with higher distribution close to the center. It then uses random vectors from a texture to rotate the hemisphere randomly around the Z direction and finally orients it along the normal at the given pixel. Since the result is noisy, a blur pass follows the SSAO pass. Anyway, my position reconstruction doesn't seem to be wrong since I also tried doing the same but with the position passed from a texture instead of being reconstructed. I also tried playing with the Radius, noise texture size and number of samples and with different kinds of texture formats, with no luck. For some reason when changing the Radius, nothing changes. Does anyone have any suggestions? What could be going wrong?

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  • Add Reference with Search

    - by Daniel Cazzulino
    If you have been using VS2010 for any significant amount of time, you surely came across the awkward, slow and hard to use Add Reference dialog. Despite some (apparent) improvements over the VS2008 behavior, in its current form it's even LESS usable than before. A brief non-exhaustive summary of the typical grief with this dialog is: Scrolling a list of *hundreds* of entries? (300+ typically) No partial matching when typing: yes, you can type in the list to get to the desired entry, but the matching is performed in an exact manner, from the beginning of the assembly name. So, to get to the (say) "Microsoft.VisualStudio.Settings" assembly, you actually have to type the first two segments in their entirety before starting to type "Settings"....Read full article

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  • Oracle Retail Consulting and the Implementation Process, with Maria Porretta

    - by user801960
    Maria Porretta, Engagement Director, discusses Oracle Retail Consulting and its involvement in the implementation process and how it supports customers to maximize their ROI in Oracle Retail solutions. Maria explains the wide range of factors customers need to consider when preparing to implement Oracle Retail, from the solutions being utilized to the current IT infrastructures and available resources of the end user. Oracle Retail Consulting ensures a smooth and efficient process by working with customers from design right through to final implementation, and continues to work with customers to ensure they get value from their software investments and further extend investment in Oracle Retail solutions. Further information is available on our website regarding Oracle Retail Consulting.

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  • deactivate dynamic contrast on dell xps

    - by Rock
    I am experiencing annoying automatic backlight brightness changes under ubuntu 12.04 LTS on my Dell XPS ultrabook. It seems to be connected to the amount of white pixels on the screen (switching back an forth between dark/light application windows makes the effect noticable, but also just scrolling through a website.) So I think it is the dynamic contrast feature of the notebook screen. How do I turn this off in Ubuntu? Windows offers specific Intel driver options for this, but I can't find any for Ubuntu. EDIT: Model: Dell XPS 14 Ultrabook and currently running Unity

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  • HTG Explains: How Do Noise Reducing Headphones Work?

    - by YatriTrivedi
    Passive noise reduction, active noise cancellation, sound isolation… The world of headphones has become quite advanced in giving you your own private sound bubble. Here’s how these different technologies work. Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) WizMouse Enables Mouse Over Scrolling on Any Window Enhance GIMP’s Image Editing Power with Gimp Paint Studio Reclaim Vertical UI Space by Moving Your Tabs to the Side in Firefox Wind and Water: Puzzle Battles – An Awesome Game for Linux and Windows How Star Wars Changed the World [Infographic] Tabs Visual Manager Adds Thumbnailed Tab Switching to Chrome

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  • Image Collector Rips Web Page Images to Your Dropbox Account

    - by Jason Fitzpatrick
    Chrome: Image Collector is a simple Chrome extension that rips the images on the page you’re visiting to your Dropbox (or Google Drive) accounts. Just click the icon, uncheck any images you don’t want it to download, and click save. You can, technically, modify the script to download the images directly to your hard drive, but modifying it was a bit of a hassle and the default save-to-Dropbox action is so smooth we saw little reason to do so. Hit up the link below to grab a free copy. Image Collector [via Freeware Genuis] How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It? HTG Explains: What Is Windows RT and What Does It Mean To Me?

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  • Interpolation gives the appearance of collisions

    - by Akroy
    I'm implementing a simple 2D platformer with a constant speed update of the game logic, but with the rendering done as fast as the machine can handle. I interpolate positions between actual game updates by just using the position and velocity of objects at the last update. This makes things look really smooth in general, but when something hits a wall/floor, it appears to go through the wall for a moment before being positioned correctly. This is because the interpolator is not taking walls into account, so it guesses the position into walls until the actual game update fixes it. Are there any particularly elegant solutions for this? Simply increasing the update rate seems like a band-aid solution, and I'm trying to avoid increasing the system reqs. I could also check for collisions in the actual interpolator, but that seems like heavy overhead, and then I'm no longer dividing the drawing and the game updating.

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  • Why is the Touchpad tab missing?

    - by U47
    So my Dell Vostro 3360 came out of the box with an Alps touchpad which was detected as PS/2. Through these steps, I was able to get as far as it appearing to be recognized as a touchpad. Howevver, I do not get the Touchpad tab in the Mouse/Touchpad settings. Two-finger scrolling appears to work, and the Fn-F3 does disable the touchpad, but the settings are so brutal that it is almost impossible to work with. Very difficult to scroll at all accurately. I'm hoping there's some settings which can be tweaked which will help with this. Any ideas? My xinput listing is as follows: ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? GlidePoint Virtual Touchpad id=12 [slave pointer (2)] Thanks,

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  • Obtain rectangle indicating 2D world space camera can see

    - by Gareth
    I have a 2D tile based game in XNA, with a moveable camera that can scroll around and zoom. I'm trying to obtain a rectangle which indicates the area, in world space, that my camera is looking at, so I can render anything this rectangle intersects with (currently, everything is rendered). So, I'm drawing the world like this: _SpriteBatch.Begin( SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, // Don't smooth null, null, null, _Camera.GetTransformation()); The GetTransformation() method on my Camera object does this: public Matrix GetTransformation() { _transform = Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } The camera properties in the method above should be self explanatory. How can I get a rectangle indicating what the camera is looking at in world space?

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  • How to get average network load instead of instant

    - by Adam Ryczkowski
    Welcome, I use conky to see network load statistics with sampling every 8 seconds in order to get somewhat more smooth history chart. Unfortunately, all values i get are not average for this 8 second period, but they are sampled from much smaller time span, so charts are the same choppy, as if they were sampled from 1 second or less. Is there any way to get conky (or at least System Monitor) display system properties averaged over specified amount of time, just like Windows' task manager does? I would like to have conky display hard drive usage from iostat, but there will be little use if it, if conky reports instant values not averaged over time.

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  • Orbital Battle for Terra Wallpaper

    - by Asian Angel
    Battle for Terra [DesktopNexus] Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Manage Your Favorite Social Accounts in Chrome and Iron with Seesmic E.T. II – Extinction [Fake Movie Sequel Video] Remastered King’s Quest Games Offer Classic Gaming on Modern Machines Compare Your Internet Cost and Speed to Global Averages [Infographic] Orbital Battle for Terra Wallpaper WizMouse Enables Mouse Over Scrolling on Any Window

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  • Booting briefly shows CLI login and then black

    - by lepusfelix
    When I boot to Ubuntu on my dualboot system, it appears to boot normally, up to the point when I would normally expect to see the lightDM graphical login screen. However, I see a CLI login screen, which I assume is tty1. Before I get a chance to actually login to it, though, it drops to a black screen with a flashing cursor. Pressing ctrl+alt+f1 does nothing. When I hit the power button on the laptop, I see the usual scrolling text as Ubuntu shuts down. I know that this is related to me having installed the proprietary ATI drivers for the video card. Purging the drivers gave me back a GUI, but unfortunately no working desktop environment, and switching to the mesa drivers returned me to the black screen issue. The only way I can get a stable working CLI is through booting to advanced options and choosing a root shell prompt, as even the failsafe X session doesn't function for me.

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  • How to configure extra buttons in Logitech Mouse

    - by Rick
    Can anyone tell me how to configure all the buttons on a Logitech MX 620 mouse (http://www.logitech.com/en-us/support/mice/2987) under Ubuntu 12.04? Specifically, I like to make one of them just the ctrl key (for control clicking webpages) and another one ctrl-w to close tabs. I also normally make the scroll wheel page down for each click (otherwise it hurts my arms to be scrolling so much). I make pushing the wheel to the left = pageback and pushing to the right = page forward. I've searched for other answers to this and found something related here: http://ubuntuforums.org/showthread.php?t=1789807 But when I posted a followup post to solve the issue, no one responded --perhaps I made the mistake of posting to a question that had been "solved." I'm not sure how I'm supposed to reopen a question that is pertinent to my question but doesn't quite solve mine. Thank you for any help.

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  • How do I fix dragging windows to the adjacent workspace?

    - by Bill O'Dwyer
    I installed CompizConfig-Settings-Manager and I put on all the settings I liked and had in 11.10, including the ability to drag my windows to the adjacent workspace. It's under the Desktop Wall section, on the Edge Flipping tab and I've checked "Edge Flip Move" and "Edge Flip DnD." In 11.10, the movement was smooth between each workspace, and the window would still be "grabbed" in the same place. In 12.04, it's leaving the window behind and the mouse appears to be "grabbing" nothing, but I'm still holding onto the window, and I can still move and place it within the workspace (or indeed the previous workspace as it won't appear in the desired place until I drag the mouse all the way to the edge of the screen). Any way to fix this? I'm running 12.04 beta 2.

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  • HTML background-size:cover with floating objects

    - by Mikhail
    I have a trivial page with body having an image background, with background-size:cover. I set html { height:100% } to fill up the entire page regardless of the content amount. Up to this point everything worked as expected. I've added a div and set position:absolute; right:0; width:200px; This, again, worked as expected, until I added content. When this div is populated so much that the contents take up more space than the height of the page, the scroll bar appears. Scrolling down reveals that the background image does not actually cover the entire page. This is due to the fact that my div is taller than 100% of the HTML height. How can I address this?

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  • Radeon HD 6290 terrible performance on a certified laptop

    - by dac
    I bought Asus K53U laptop, which is Ubuntu certified with pre-installed 11.10. The graphic card is Radeon HD 6290 but 720p playback is terrible. Even page scrolling in Firefox is very laggy. Proprietary drivers are installed by default. How is this possible, why is the laptop Ubuntu certified if the performance is poor? Any solution to this? I just did apt-get autoremove, and after that, this message came out in terminal: Error inserting vesafb (/lib/modules/3.0.0-15-generic/kernel/drivers/video/vesafb.ko): No such device Could that be the problem?

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  • Jquery Carousel - Need A Script Hack to Customize

    - by Leah
    I hope someone can help me out here. I am coding a site for a client using the carouFredsel. I am using this because it allows for variable widths with in the slideshow as seen here: http://2938.sandbox.i3dthemes.net/index-old.html. My problems are as follows: to use the built in auto center script the scrolling changes the white space in between images during the transition to fit the width of the wrapper. I need a hack to keep the white space during transition the same, like this: http://2938.sandbox.i3dthemes.net/index.html. Also, I can't figure out how to put this snippet into my code and make it work scroll: { onAfter: function() { if ( $(this).triggerHandler( "currentPosition" ) == 0 ) { $(this).trigger( "pause" ); } } }

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  • My rhythm game runs choppy even with high frame rate

    - by felipedrl
    I'm coding a rhythm game and the game runs smoothly with uncapped fps. But when I try to cap it around 60 the game updates in little chunks, like hiccups, as if it was skipping frames or at a very low frame rate. The reason I need to cap frame rate is because in some computers I tested, the fps varies a lot (from ~80 - ~250 fps) and those drops are noticeable and degrade response time. Since this is a rhythm game this is very important. This issue is driving me crazy. I've spent a few weeks already on it and still can't figure out the problem. I hope someone more experienced than me could shed some light on it. I'll try to put here all the hints I've tried along with two pseudo codes for game loops I tried, so I apologize if this post gets too lengthy. 1st GameLoop: const uint UPDATE_SKIP = 1000 / 60; uint nextGameTick = SDL_GetTicks(); while(isNotDone) { // only false when a QUIT event is generated! if (processEvents()) { if (SDL_GetTicks() > nextGameTick) { update(UPDATE_SKIP); render(); nextGameTick += UPDATE_SKIP; } } } 2nd Game Loop: const uint UPDATE_SKIP = 1000 / 60; while (isNotDone) { LARGE_INTEGER startTime; QueryPerformanceCounter(&startTime); // process events will return false in case of a QUIT event processed if (processEvents()) { update(frameTime); render(); } LARGE_INTEGER endTime; do { QueryPerformanceCounter(&endTime); frameTime = static_cast<uint>((endTime.QuadPart - startTime.QuadPart) * 1000.0 / frequency.QuadPart); } while (frameTime < UPDATE_SKIP); } [1] At first I thought it was a timer resolution problem. I was using SDL_GetTicks, but even when I switched to QueryPerformanceCounter, supposedly less granular, I saw no difference. [2] Then I thought it could be due to a rounding error in my position computation and since game updates are smaller in high FPS that would be less noticeable. Indeed there is an small error, but from my tests I realized that it is not enough to produce the position jumps I'm getting. Also, another intriguing factor is that if I enable vsync I'll get smooth updates @60fps regardless frame cap code. So why not rely on vsync? Because some computers can force a disable on gfx card config. [3] I started printing the maximum and minimum frame time measured in 1sec span, in the hope that every a few frames one would take a long time but still not enough to drop my fps computation. It turns out that, with frame cap code I always get frame times in the range of [16, 18]ms, and still, the game "does not moves like jagger". [4] My process' priority is set to HIGH (Windows doesn't allow me to set REALTIME for some reason). As far as I know there is only one thread running along with the game (a sound callback, which I really don't have access to it). I'm using AudiereLib. I then disabled Audiere by removing it from the project and still got the issue. Maybe there are some others threads running and one of them is taking too long to come back right in between when I measured frame times, I don't know. Is there a way to know which threads are attached to my process? [5] There are some dynamic data being created during game run. But It is a little bit hard to remove it to test. Maybe I'll have to try harder this one. Well, as I told you I really don't know what to try next. Anything, I mean, anything would be of great help. What bugs me more is why at 60fps & vsync enabled I get an smooth update and at 60fps & no vsync I don't. Is there a way to implement software vsync? I mean, query display sync info? Thanks in advance. I appreciate the ones that got this far and yet again I apologize for the long post. Best Regards from a fellow coder.

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  • What tools are the minimum to get started in Silverlight?

    Help me out with a bit of some research here. In your opinionwhat tools (from Microsoft) are the MINIMUM needed to get started with Silverlight? Im not talking about full-blown MVVM, MEF loading, Live Smooth Streaming applicationsIm talking about if you were to tell someone who has a bare hard drive and wanted to start learning Silverlight, what tools would you tell them they simply cannot do Hello World++ without? Please respond to my survey: Thanks! tags: silverlight, tools, riaservices,...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Cursor (touchpad) moves and clicks erratically

    - by James Wood
    Sometimes (usually after two-finger scrolling) the touchpad on my Asus X54C becomes unresponsive and the cursor begins to click and move small distances. Clicking seems to happen more often than moving. Unlike with other similar problems, I've never seen the cursor move to (0, 0). Suspending (closing the lid) and unsuspending doesn't help, and neither does moving to a tty and back or rebooting. I've also tried disabling the touchpad via Fn+F9. That tends to take a long time, but doesn't have any effect. I'm on 13.10 at the moment, but I remember it happening on 13.04 as well. Here's the pointer section of xinput: ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? ETPS/2 Elantech Touchpad id=12 [slave pointer (2)]

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