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  • Macbook Pro 8,1 - wireless interface not showing up

    - by Florian Margaine
    I've installed Ubuntu 11.10 on my Macbook Pro 8,1. Everything went fine and everything installs fine except for the wireless interface. I've installed the b43 module according to these instructions: https://help.ubuntu.com/community/MacBookPro8-1/Natty#Wireless I've tried compiling the module, ndiswrapper and also the last solution mentioned using this PPA: ppa:zwaldowski/ppa. With the three solutions, the module loads finely. It works smoothly. lspci shows the wireless card without problem. But there is no wireless interface. iwconfig or ifconfig both show eth0 and lo as interfaces, but no eth1 or wlan0 interface is showing up. I have no idea why, and I'm completely stuck there.

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  • Lubuntu 12.04 PPC slow startup and shutdown

    - by Carlo Bertuccini
    I've installed Lubuntu 12.04 on a Powerbook G4 (PowerPC 1GHz, 1 gb ram, Geforce MX 440). Everything works perfectly except the startup and shutdown. To startup my system I have to wait about 3 minutes (and similar time to shutdown) Giving a look @ /var/log/dmesg I noticed the following [drm] nouveau 0000:00:10.0: Detected an NV10 generation card (0x017900a5) checking generic (b8004000 151800) vs hw (b8000000 80000000) fb: conflicting fb hw usage nouveaufb vs 0Ffb NVDA,Displ - removing generic driver The only issue concerns Nouveau ... inside my /var/log/kern.log says what follows BUG: soft lockup - CPU#0 stuck for 22s! I've booted passing the "nouveau.modeset=0" parameter and the system boot in 15 seconds but with 4 bit graphics -- Any idea how to fix? Thanks in advance for any help

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  • how to package a unity lens app

    - by Asim
    i'm new to ubuntu apps and launchpad. I've created a unity lenses app using quickly but i'm stuck on how to deploy it, i have two questions. I can create a deb file using quickly package but when i install it, i still need to manually restart unity and run the project using 'quickly run'. how can i get the package manager to do that on install so users can start using the lens straight away? I'm confused as to what i need to do to make my project be installed using a ppa. i've pushed my code to launchpad using bzr, i've created a ppa, openpgp key, ssh etc. i don't know what to do next? Any help would be appreciated. My project in launchpad is unity-lens-php Thanks

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  • Ubuntu 12.04 doesn't start after installing with LiveUSB

    - by Kevin Arutyunyan
    I need help! I installed Ubuntu with my LiveUSB, and it said restart to use your system, so I restarted. Now I am just stuck in a completely black screen with a blinking _ I'm already waiting 10 minutes for something to happen, but there's nothing. I don't know what the problem could be, but maybe the message I got during installation that said 'APT couldn't be configured, so no additional apps will be installed' was the problem? I'm still waiting.. Fast answers please :) thanks.

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  • BUILD 2012 day 1 Keynote recap

    - by pluginbaby
    On October 30, 2012 Steve Ballmer kicked off the first BUILD conference keynote. Steve shared some insights around Windows 8: 4 million customers upgraded to Windows 8 over the weekend since the October 26 release (so in 3 days only!). Focus on sharing code between Windows 8 and Windows Phone 8. Syncing everything through SkyDrive Xbox Music free streaming and Xbox Smart Glass. He did all the demos himself, showing off great “Windows 8 generation” devices already available (including an 82-inch Windows 8 “slate” by Perceptive Pixel). Steve Guggenheimer (Microsoft's Corporate Vice President DPE) talked about The Business Opportunity with Windows 8.   Notable announcements of day 1: The Windows Phone 8 SDK is now available at dev.windowsphone.com (includes SDK, free version of VS2012, Blend 5, and emulators). Release of the .NET Framework for Windows Phone 8: Ability to use C# 5 or Visual Basic 11 features in your code (async programming mode, ...), share code between WP8 and Windows Store apps. Windows Phone 8 individual developer registration is reduced to $8 for the next 8 days! (hurry up…) Note: strange absence of Steven Sinofsky on stage…   Watch the entire keynote online: http://channel9.msdn.com/Events/Build/2012/1-001 Read the full transcript: http://www.microsoft.com/en-us/news/Speeches/2012/10-30BuildDay1.aspx

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  • How to partition USB drive for Ubuntu installation?

    - by Heather
    I am not a computer savvy and need to know how to partition my USB drive without messing up my laptop. I already have the boot order set up properly and the USB drive already has the ISO image downloaded onto it. I am ready for install but just do not know how to partition. I am installing Ubuntu 12.4 LTS onto a USB. Can someone help me? I need an easy walk through please. What I need to know is from the screen shots above do I use the swap drive and if so how do i partition that drive to be my drive? I am stuck up to this part on the installation process. Yes please make a list of the steps for me.

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  • Convert mkv to mp4 with ffmpeg

    - by JohnS
    When I try converting mkv to mp4 using ffmpeg, the following error occurs: [ipod @ 0x16fa0a0] Application provided invalid, non monotonically increasing dts to muxer in stream 0: -2 = -2 av_interleaved_write_frame(): Invalid argument I used this command to convert the file: ffmpeg -i input.mkv -vcodec copy -acodec copy -absf aac_adtstoasc output.m4v The input file has the following characteristics: mediainfo input.mkv General Unique ID : 200459305952356554213392832683163418790 (0x96CF0ED8DB5914CBB9E18163689280A6) Complete name : input.mkv Format : Matroska Format version : Version 2 File size : 1.46 GiB Duration : 1h 5mn Overall bit rate : 3 168 Kbps Encoded date : UTC 2010-09-26 21:44:02 Writing application : mkvmerge v2.9.5 ('Tu es le seul') built on Jun 17 2009 16:28:30 Writing library : libebml v0.7.8 + libmatroska v0.8.1 Video ID : 1 Format : AVC Format/Info : Advanced Video Codec Format profile : [email protected] Format settings, CABAC : Yes Format settings, ReFrames : 4 frames Codec ID : V_MPEG4/ISO/AVC Duration : 1h 5mn Bit rate : 2 910 Kbps Width : 1 280 pixels Height : 720 pixels Display aspect ratio : 16:9 Frame rate : 25.000 fps Color space : YUV Chroma subsampling : 4:2:0 Bit depth : 8 bits Scan type : Progressive Bits/(Pixel*Frame) : 0.126 Stream size : 1.31 GiB (90%) Writing library : x264 core 105 r1724 b02df7b Encoding settings : cabac=1 / ref=3 / deblock=1:0:0 / analyse=0x3:0x113 / me=hex / subme=6 / psy=1 / psy_rd=1.00:0.00 / mixed_ref=0 / me_range=16 / chroma_me=1 / trellis=1 / 8x8dct=1 / cqm=0 / deadzone=21,11 / fast_pskip=0 / chroma_qp_offset=-2 / threads=18 / sliced_threads=0 / nr=0 / decimate=1 / interlaced=0 / constrained_intra=0 / bframes=3 / b_pyramid=2 / b_adapt=1 / b_bias=0 / direct=3 / weightb=1 / open_gop=0 / weightp=0 / keyint=250 / keyint_min=25 / scenecut=40 / intra_refresh=0 / rc=2pass / mbtree=0 / bitrate=2910 / ratetol=1.0 / qcomp=0.60 / qpmin=10 / qpmax=51 / qpstep=4 / cplxblur=20.0 / qblur=0.5 / ip_ratio=1.40 / pb_ratio=1.30 / aq=1:1.00 Default : Yes Forced : No Audio ID : 2 Format : AC-3 Format/Info : Audio Coding 3 Mode extension : CM (complete main) Codec ID : A_AC3 Duration : 1h 5mn Bit rate mode : Constant Bit rate : 256 Kbps Channel(s) : 2 channels Channel positions : Front: L R Sampling rate : 48.0 KHz Bit depth : 16 bits Compression mode : Lossy Stream size : 121 MiB (8%) Language : English Default : Yes Forced : No Being new to ffmpeg, I'm not sure what the error means or how to correct it. Thanks!

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  • how to learn ios game development using swift.. good starting point?

    - by hamobi
    I've published a simple app on the app store using objective-c. That was a good learning experience but I never grew to love the language. Later on I jumped into learning cocos2d in order to begin developing a game.. but objective-c always seemed really cumbersome to write. Eventually I put my project aside. Now that swift has come out.. It has made me think about developing games again.. I know that xcode has some project types geared towards game development, but since I'm a beginner in this area I really need some hand holding (books / tutorials) to get started. Cocos2d seems like its really stuck in that objective-c world. What's the best way for a beginner to learn game development using swift?

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  • The Raspberry Pi Now Has Its Own App Store

    - by Jason Fitzpatrick
    Raspberry Pi, the credit-card sized computer with an ARM processor, now has its own appstore where Raspberry Pi hobbyists and developers can share their creations in a one-stop location accessible to all Raspberry Pi users. In today’s press release about the store, the Raspberry Pi Foundation writes: We’ve been amazed by the variety of software that people have written for, or ported to, the Raspberry Pi. Today, together with our friends at IndieCity and Velocix, we’re launching the Pi Store to make it easier for developers of all ages to share their games, applications, tools and tutorials with the rest of the community. The Pi Store will, we hope, become a one-stop shop for all your Raspberry Pi needs; it’s also an easier way into the Raspberry Pi experience for total beginners, who will find everything they need to get going in one place, for free. The store runs as an X application under Raspbian, and allows users to download content, and to upload their own content for moderation and release. At launch, we have 23 free titles in the store, ranging from utilities like LibreOffice and Asterisk to classic games like Freeciv and OpenTTD and Raspberry Pi exclusive Iridium Rising. We also have one piece of commercial content: the excellent Storm in a Teacup from Cobra Mobile. For more information about the store, including how to install the app store on your Pi, check out the full press release here. To get started browsing the store, hit up the link below. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • XNA Masking Mayhem

    - by TropicalFlesh
    I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write shaders and manipulate a multi-layered drawing environment, but I've basically stuck to minimalist pixel shaders. I'm working on putting dynamic point light shadows in my 2d sidescroller, and have had it working to a reasonable degree. Just chucking it in without working on serious optimizations outside of basic culling, I can get 50 lights or so onscreen at once and still hover around 100 fps. The only issue is that I'm on a very high end machine and would like to target the game at as many platforms I can, low and high end. The way I'm doing shadows involves a lot of masking before I can finally draw the light to my light layer. Basically, my technique to achieveing such shadows is as follows. See pics in this album http://imgur.com/a/m2fWw#0 The dark gray represents the background tiles, the light gray represents the foreground tiles, and the yellow represents the shadow-emitting foreground tile. I'll draw the light using a radial gradient and a color of choice I'll then exclude light from the mask by drawing some geometry extending through the tile from my point light. I actually don't mask the light yet at this point, but I'm just illustrating the technique in this image Finally, I'll re-include the foreground layer in my mask, as I only want shadows to collect on the background layer and finally multiply the light with it's mask to the light layer My question is simple - How can I go about reducing the amount of render target switches I need to do to achieve the following: a. Draw mask to exclude shadows from the foreground to it's own target once per frame b. For each light that emits shadows, -Begin light mask as full white -Render shadow geometry as transparent with an opaque blendmode to eliminate shadowed areas from the mask -Render foreground mask back over the light mask to reintroduce light to the foreground c. Multiply light texture with it's individual mask to the main light layer.

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  • Laptop Screen does not turn on after sleep

    - by Gage
    I recently put Ubuntu 10.10 on my laptop and after fixing the wireless problem I am only stuck on my screen turning back on after sleep. I have had this problem since Ubuntu 7. I tried using Ubuntu way back then and had a whole bunch of issues with the sleep and the wireless(Broadcom 4311). Anyways, I have an ATI Radeon express 200M graphics card (old laptop). When I go to Hardware drivers it doesn't give me any options to use the closed source drivers. Any suggestions on what I should do? I am going to try what is suggested in this thread but I am at work right now. Laptop does not wake up after sleep Thanks in advance for any help.

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  • March 2010 Chicago Architects Group Wrap Up

    - by Tim Murphy
    I would like to thank everyone who came out to last night’s event and especially thank Mike Vogt for the presentation. I think at first everyone glassed over since very few of us spend a lot of time with Integration Architecture and most of us live more in the application architecture space.  Learning about subject like BPEL and BPMN was refreshing. The discussion after Mike’s talk was lively and I think that everyone came away with a good idea of areas they might want to know more about.  People stuck around long after the meeting was over. If you are interested in the topic you can find the slides here. Be sure to join us next month when Matt Hidinger talks about Onion Architecture.  Details are coming soon. del.icio.us Tags: CAG,Chicago Architects Group

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  • Can't use my keyboard nor the touch pad while installing on a Dell Vostro 1510

    - by Kaushal Singh
    I am stuck with a very annoying problem which does not allow me to even install Ubuntu on my laptop (Dell Vostro 1510). In a simple walk through of the problematic scenario... I boot the Ubuntu from a boot able CD. I got to a point where it ask for the language options, I select the English as my option using arrows keys and press enter. Then the option come where a.) try from the live cd b.) install ubuntu c.) etc etc Is needed to be selected. For which I press enter. Once I press enter... In any of the next steps of installing Ubuntu, my keypad and touch pad does not work. P.S.: My Batteries are completely dried Up... Can't use batteries. Does this problem has anything to do with batteries?

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  • Moonlight extension not working with new Firefox versions

    - by igi
    The web browser I use is Firefox (currently in version 8 in Oneiric). According the Compatibility Check information the Moonlight extension is not compatible with FF8. Anyway, I enabled this extension using the AddOn Compatibility Reporter. And, actually, I cannot watch Silverlight streams in an acceptable way: the video gets stuck, the HD keeps buffering (I guess), so I have to close the window. Does anybody know if there is a way to fix this or a suitable alternative? I'm looking for something which is fully supported and mantained.

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  • How do I move the camera sideways in Libgdx?

    - by Bubblewrap
    I want to move the camera sideways (strafe). I had the following in mind, but it doesn't look like there are standard methods to achieve this in Libgdx. If I want to move the camera sideways by x, I think I need to do the following: Create a Matrix4 mat Determine the orthogonal vector v between camera.direction and camera.up Translate mat by v*x Multiply camera.position by mat Will this approach do what I think it does, and is it a good way to do it? And how can I do this in libgdx? I get "stuck" at step 2, as I have not found any standard method in Libgdx to calculate an orthogonal vector. EDIT: I think I can use camera.direction.crs(camera.up) to find v. I'll try this approach tonight and see if it works. EDIT2: I got it working and didn't need the matrix after all: Vector3 right = camera.direction.cpy().crs(camera.up).nor(); camera.position.add(right.mul(x));

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  • Having a problem with texturing vertices in WebGL, think parameters are off in the image?

    - by mathacka
    I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm using this image: On the properties of this image it says it's 32 bit depth, so that should take care of the gl.UNSIGNED_BYTE, and I've tried both gl.RGBA and gl.RGB to see if it's not reading the transparency. It is a 32x32 pixel image, so it's power of 2. And I've tried almost all the combinations of formats and types, but I'm not sure if this is the answer or not. I'm getting these two errors in the chrome console: INVALID_VALUE: texImage2D: invalid image (index):101 WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. the drawArrays function is simply: "gl.drawArrays(gl.TRIANGLES, 0, 6);" using 6 vertices to make a rectangle.

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  • Juju bootstrap, install

    - by Robert G.
    I would like to test MAAS + JUJU + OpenStack (I followed the documentation on maas.ubuntu.org) I already made a test environment: 1 MAAS server wich will also run JuJu 10 KVM servers for Openstack The KVM servers are already in "ready" state in MAAS. I would like to set up JuJu but i could not which is drives me crazy. My environments.yaml: environments: maassrv: type: maas maas-server: 'http://${192.168.1.116}/MAAS/' maas-oauth: 'my-key-from-maas' authorized-keys-path: /root/.ssh/id_rsa.pub admin-secret: 1234 default-series: trusty When I run "juju status -e maassrv` : ERROR Unable to connect to environment "maassrv". Please check your credentials or use 'juju bootstrap' to create a new environment. Error details: environment "maassrv" not found OK, it's right, so i should run juju bootstrap -e maassrv: ERROR environment "maassrv" not found When i run the command without the -e switch: error: no environment specified So, I am stuck here, I already added the required ssh keys to maas too. I ran out of ideas why it isn't working.

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  • Can't bind gnome-do to Super + Space or Ctrl+Alt+Space

    - by johnf
    With today's updates to 12.04 I can no longer bind gnome-do to either ctrl+alt+space or super+space. With 11.10 it wasn't possible to use super+space, on a fresh install of 12.04 super+space was working properly. Today it stopped working, if I try to bind control+alt+space then the controlkey shows up in the keyboard binding as Primary. I am running Unity, which in the past blocked super+space, it seemed to have stopped blocking it on 12.04. It shouldn't affect ctrl+alt+space. Configuring either binding produces the following error in the gnome-do output: libdo-WARNING **: Binding 'space' failed! libdo-WARNING **: Binding 'space' failed! I'm stuck binding to shift+alt+space.

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • Adjust resolution in xfce4 virtualbox guest guest

    - by David
    I have Virtualbox 4.1.2_ubuntur3859 installed on an Ubuntu 11.10 host, running a guest ubuntu server 10.04 with xfce4 and xorg installed with no-install-recommends. I have installed guest additions, but the maximum resolution in the display settings is 800x600. I have read related questions: How to change resolution of the VirtualBox (Ubuntu guest and host)? Higher screen resolution in VirtualBox? upgrading VirtualBox 3.2.10 breaks my guest Ubuntu screen resolution Ubuntu as guest OS (with Vista host) stuck at 800x600 resolution but none contain the solution to my issue. Am I missing any particular packages that would allow me to change resolution? I would like to keep the machine as small as possible.

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  • Slow in the app, fast in SSMS

    - by DavidWimbush
    Users complain about a timeout but when you run the exact same query in SSMS it runs in a flash. Sounds familiar? I've been baffled by this before. I worked out that I was getting a different query plan in SSMS because of different SET OPTIONS but, having dealt with that, I was then stuck with parameter sniffing as the cause of the timeout. I've read about that but still didn't really understand how to fix it. Erland Sommarskorg has published an excellent article (http://www.sommarskog.se/query-plan-mysteries.html) in which he clearly explains what's going on and provides tools and techniques to fix it. Highly recommended reading. Thanks, Erland.

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  • From .psd to working HTML and CSS - help me suck less

    - by kevinmajor1
    I am not much of a designer. My strength lies in coding. That said, I'm often forced into the role of "The Man," responsible for all aspects of site creation. So, that said I'm wondering if the pros can give me tips/solutions/links to tutorials to my main questions. Resolution. What should I aim for? What are the lower and upper edges I should be aware of? I know that systems like 960 Grid were popular recently. Is that the number I should still aim for? Slicing up a .psd - are there any tricks I should know? I've always found it difficult to get my slices pixel perfect. I'm also really slow at it. I must be looking at it wrong, or missing something fundamental. The same goes for text. Layouts are always filled with the classic "Lorem...", but I can never seem to get real content to fit quite as well on the screen. The advanced (to me, anyway) looking things, like a part of a logo/image overlaying what looks like a content area. How does one do that? How do layouts change/are informed by the decision to go fixed or liquid? Again, any tips/tricks/suggestions/tutorials you can share would be greatly appreciated.

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  • Resolution Independence in libGDX

    - by ashes999
    How do I make my libGDX game resolution/density independent? Is there a way to specify image sizes as "absolute" regardless of the underlying density? I'm making a very simple kids game; just a bunch of sprites displayed on-screen, and some text for menus (options menu primarily). What I want to know is: how do I make my sprites/fonts resolution independent? (I have wrapped them in my own classes to make things easier.) Since it's a simple kids game, I don't need to worry about the "playable area" of the game; I want to use as much of the screen space as possible. What I'm doing right now, which seems super incorrect, is to simply create images suitable for large resolutions, and then scale down (or rarely, up) to fit the screen size. This seems to work okay (in the desktop version), even with linear mapping on my textures, but the smaller resolutions look ugly. Also, this seems to fly in the face of Android's "device independent pixels" (DPs). Or maybe I'm missing something and libGDX already takes care of this somehow? What's the best way to tackle this? I found this link; is this a good way of solving the problem?: http://www.dandeliongamestudio.com/2011/09/12/android-fragmentation-density-independent-pixel-dip/ It mentions how to control the images, but it doesn't mention how to specify font/image sizes regardless of density.

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  • NVIDIA Geforce gt 555m driver install problem

    - by mir
    I recently installed ubuntu 12.04 on my asus N55SF, which runs nvidia geforce gt 555m and an integrated graphics, via optimus but after installation i found no such thing on ubuntu. i went o nvidia website and installed the driver from there(ver 259.59 i guess) after reboot, i was stuck at 640x480 resolution and my card was still undetected i reinstalled ubuntu but this time i installed bumblebee, but the system settings still shows the graphics as 'unknown' i dont know whether the driver has been installed or not, but from the 'unknown' i figure its not there. when i run sudo nvidia-settings i get this msg "You do not appear to be using the NVIDIA X driver. Please edit your X configuration file (just run nvidia-xconfig as root), and restart the X server." however i can run the settings page by sudo nvidia-settins -c :8 i just want to know why ubuntu hasnt still detected the gpu? is it because bumblebee disables it? and i forgot one v important thing..I AM A NOOB :(

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  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    Hi. I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D -TheCommieDuck

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