After creating the Build of my Game, part of the UI isnt interactable anymore

This is my first time using Unity (and my third time creating a game in general), so I hope I can provide the needed information to solve this problem. This is my options menu When I start my game normally through the Unity Editor (is this the right name?), everything works fine. Everything is interactable and the functions behind the buttons, dropdowns etc work as well. Since I can’t test resolutions, fullscreen inside the Unity Editor, I decided to build my game and test it there. Everything still works fine, but the Options A Dropdown (this shows the resolutions), the Fullscreen Button and Graphics Dropdown arent interactable anymore.

After some testing myself, I found out, that the functions still work. If I click on the volume slider and go up through the WASD Keys, then I can still use the UI Elements and functions behind them still work.

What I tried:

  • I got the help to put my Event System to “Always enabled”, which didnt helped.

Side Information:

  • The dropdowns are from Textmesh Pro, dont know if this is important or not.

When and how present a warning message when fields are not valid anymore?

I am working on a web app in which admin users can create forms, and editor users use those to create content. Admin can edit a form previously created and add warning validation based on specific content (determined by Regex).

Warning message workflow:

  1. Admin created an “ABC” form with a “DFE” field with no warning validation method.
  2. User A fills an “ABC” form (with title “ABC1”).
  3. Admin edit “ABC” form, assign a new warning validation to “DFE” field.
  4. User A edit the “ABC1” form.

Question: Although “ABC1” form field “DFE” was previously valid, it is now possibly not abiding by the new validation. If the field is not valid, when and how can we display the change that affects that field and its content?

In the right-rotation case for red-black trees, there is a less efficient way to recolor it, why is it not O(log(n)) anymore?

So the first time I tried to recolor this insertion case from memory, I ended up with the right-hand side recoloring; of course the left recoloring is more efficient as the loop ends at this point. If however, we check in the right case for whether the grandparent of a is the root (color it black) and otherwise continue the loop from that node, I read that it makes the recoloring not O(log(n)) anymore, why is that? It still seems to me to be O(log(2n)) at worst, even if the number of rotations performed is not O(1) anymore. red-black recoloring alternatives

KDE Neon (a ubuntu based distro) does not start tty7 anymore

I have a very strange problem in my KDE Neon 18.04 (distro based on Ubuntu LTS), when starting after the KDE Neon logo animation, I’m thrown on tty1 but at the command line, and the graphical environment no longer starts.

Well, how did it happen? I was using it normally on my notebook (Core i5 fifth generation, 4GB RAM), then ran the docker-compose (work thing), then everything was slow until I could not use even the mouse. So I turned off the notebook by the I/O button and turned it on again, and then there was the tty problem.

Maybe the docker has nothing to do with it, it may have been the apt update I ran.

What the hell is happening?

I know this forum is for ubuntu, but since KDE Neon is based on Ubuntu, I found it valid to post here, maybe some user of distros like Kubuntu may had this problem!

Also, I didn’t find a similar question to this one.

I do not want to format, there are work things on the notebook. Please help me.

All ports on DELL xps-13-9380-laptop don’t work anymore

All of my 3 ports on my dell xps-13-9380-laptop don’t work anymore. These are the specs of my laptop:

https://www.dell.com/de-de/work/shop/pdr/xps-13-9380-laptop/bnx38024?selectionState=eyJPQyI6ImJueDM4MDI0IiwiTW9kcyI6W3siSWQiOjQsIk9wdHMiOlt7IklkIjoiR0hTRTVXUCJ9XX0seyJJZCI6NTUsIk9wdHMiOlt7IklkIjoiR05NMDU3QyJ9XX1dfQ%3D%3D&cartItemId=

I tried to update my BIOS by following this instructions: https://www.dell.com/support/article/us/en/19/sln171755/updating-the-dell-bios-in-linux-and-ubuntu-environments?lang=en

I also read in this post that downloading the update to the firmware would fix it: https://www.dell.com/community/Linux-General/Dell-XPS-13-9380-Thunderbolt-3-USB-Type-C-stopped-working/m-p/7249401#M16608

However, it says I need to download the .exe file to a USB stick. Since all my ports don’t work, I can’t do that, obviously.

I ran this command in my terminal

fwupdmgr get-updates

and got this result:

No upgrades for XPS 13 9380 System Firmware, current is 0.1.6.0: 0.1.6.0=same, 0.1.5.0=older, 0.1.4.0=older, 0.1.3.2=older, 0.1.2.1=older

I assume my firmware is uptodate?

What else can I do other than sending it back to DELL or resetting to factory settings and installing everything again?

Removed my HDD and put it back in, dual boot menu doesn’t show up anymore and it just boots windows 10

My HDD was removed from my Dell laptop and put in back again. I had a dual boot with Windows 10 and Ubuntu, but now the dual boot menu doesn’t show up and it just boots windows 10. I want the menu to show up again so I can use Ubuntu as well, what do I do?

Basically title, please ask for more information if necessary

[ Other – Entertainment ] Open Question : Why doesn’t Charlize Theron get the roles anymore?

Her Oscar Winning performance as Aileen Wornos in Monster (2003) could rival any actress Yet since then or at least in 2010s, she isn’t getting the good drama roles anymore, I believe she was in a Fast and Furious movie. She still works regular but the films aren’t up to the quality of what she used to do

Sound not working anymore after unplugging HDMI cable

I recently experienced a weird behaviour of the sound system on my laptop.

I connect my laptop via HDMI on a TV and choose to use the sound system of the TV in Parameters > Sound. Then I unplug the HDMI cable and I am unable to listen to anything on my computer.

To get the sound back on the laptop I have to connect my laptop the TV again and choose to use the internal sound system. And then only unplug the computer.

Is there a way to switch to the internal sound system without having to perform the previous procedure ?

Cannot create/destroy Azure VMs anymore (OSProvisioningInternalError)

I’m using Jenkins to run my terraform scripts. It worked fine for a few days, but after destroying & (re-)creating my VM multiple times, it does not work anymore. On Creation, I get:

* azurerm_virtual_machine.windows: Code="OSProvisioningInternalError" Message="OS Provisioning failed for VM 'e2r2s08ibld0001' due to an internal error." 

Deletion also doesn’t work:

* azurerm_network_interface.windows: Error deleting Network Interface "e2r2s08ibld0001-nic" (Resource Group "Buildslaves_rg"): network.InterfacesClient#Delete: Failure sending request: StatusCode=400 -- Original Error: Code="NicInUse" Message="Network Interface /subscriptions/****/resourceGroups/Buildslaves_rg/providers/Microsoft.Network/networkInterfaces/e2r2s08ibld0001-nic is used by existing resource /subscriptions/****/resourceGroups/Buildslaves_rg/providers/Microsoft.Compute/virtualMachines/e2r2s08ibld0001. In order to delete the network interface, it must be dissociated from the resource. To learn more, see aka.ms/deletenic." Details=[] 

OK it says “nic in use” but I expected terraform to delete all resource in the correct order? I can successfully delete my resources using the Azure Portel.

But then, again I get the same error when I try to (re-)create the VM via terraform.

I also tried to delete my tfstate file, but the error stays the same.

Here is the relevant part of my main.tf:

resource "azurerm_network_interface" "windows" {   name                          = "$  {var.vm_windows["name"]}-nic"   location                      = "$  {azurerm_resource_group.main.location}"   resource_group_name           = "$  {azurerm_resource_group.main.name}" #  network_security_group_id     = "$  {azurerm_network_security_group.main.id}"   tags                          = "$  {var.tags}"   enable_accelerated_networking = true    ip_configuration {     name                          = "ipconfig1"     subnet_id                     = "$  {data.azurerm_subnet.main.id}"     private_ip_address_allocation = "Dynamic" #    private_ip_address            = "$  {var.vm_windows["private_ip_address"]}"   } }  resource "azurerm_virtual_machine" "windows" {   name                  = "$  {var.vm_windows["name"]}"   location              = "$  {azurerm_resource_group.main.location}"   resource_group_name   = "$  {azurerm_resource_group.main.name}"   network_interface_ids = ["$  {azurerm_network_interface.windows.id}"]   vm_size               = "$  {var.vm_windows["size"]}"   tags     = "$  {var.tags}"    # This means the OS Disk will be deleted when Terraform destroys the Virtual Machine   # NOTE: This may not be optimal in all cases.   delete_os_disk_on_termination = true   delete_data_disks_on_termination = true    storage_image_reference {     publisher = "MicrosoftWindowsServer"     offer     = "WindowsServer"     sku       = "2019-Datacenter"     version   = "latest"   }    storage_os_disk {     name              = "$  {var.vm_windows["name"]}-os"     caching           = "ReadWrite"     create_option     = "FromImage"     managed_disk_type = "$  {var.vm_windows["disk_os_type"]}"   }    storage_data_disk {     name              = "$  {var.vm_windows["name"]}-data"     caching           = "ReadOnly"     create_option     = "Empty"     disk_size_gb      = "$  {var.vm_windows["disk_data_size"]}"     lun               = 0     managed_disk_type = "$  {var.vm_windows["disk_data_type"]}"   }    os_profile {     computer_name  = "$  {var.vm_windows["name"]}"     admin_username = "$  {var.vm_admin_username}"     admin_password = "$  {var.vm_admin_password}" #    custom_data    = "$  {local.custom_data_content}"   }    os_profile_windows_config {     provision_vm_agent        = true     enable_automatic_upgrades = true      # Auto-Login's required to configure WinRM     additional_unattend_config {       pass         = "oobeSystem"       component    = "Microsoft-Windows-Shell-Setup"       setting_name = "AutoLogon"       content      = "<AutoLogon><Password><Value>$  {var.vm_admin_password}</Value></Password><Enabled>true</Enabled><LogonCount>1</LogonCount><Username>$  {var.vm_admin_username}</Username></AutoLogon>"     }      # See https://github.com/terraform-providers/terraform-provider-azurerm/tree/master/examples/virtual-machines/provisioners/windows     additional_unattend_config {       pass         = "oobeSystem"       component    = "Microsoft-Windows-Shell-Setup"       setting_name = "FirstLogonCommands"       content      = "$  {file("./files/FirstLogonCommands.xml")}"     }   } } 

Thread-safe “singleton” that destroys object when not used anymore

I’m working on some legacy code which uses the singleton pattern. The problem I have with the traditional singleton is that the instance lives until the program terminates. This is messing up the order in which things need to get destroyed and makes it difficult to write independent unit tests. Unfortunately, I can’t get rid of the singleton by constructing a single instance and passing it around since this would break APIs.

I wrote the following wrapper around a class T that hands out shared pointers to a single instance of T. When the last shared pointer goes out of scope the object gets destroyed.

#include <memory> #include <type_traits> #include <mutex>  template <class T> class refCountedSingleton {   static_assert(!std::is_default_constructible<T>::value, "T must have a private/protected constructor to ensure it can only be constructed by epics::refCountedSingleton");   static_assert(!std::is_copy_constructible<T>::value, "T must have a private/protected copy constructor to ensure instances handed out by epics::refCountedSingleton cannot be copied");   static_assert(!std::is_copy_assignable<T>::value, "T must have a private/protected copy assignment operator to ensure instances handed out by epics::refCountedSingleton cannot be copied");   static std::weak_ptr<T> p;   static std::mutex mu; public:   static std::shared_ptr<T> getShared(); };  template <class T> std::weak_ptr<T> refCountedSingleton<T>::p; template <class T> std::mutex refCountedSingleton<T>::mu;  template <class T> std::shared_ptr<T> refCountedSingleton<T>::getShared() {     std::lock_guard<std::mutex> lock(mu);     std::shared_ptr<T> temp = p.lock();     if (!temp) {       temp.reset(new T());       p = temp;     }   return temp; } 

The following class could be used as T:

class obj { private:   obj() {}   obj(obj const&);   obj& operator=(obj const&); }; 

Example use case:

{   std::shared_ptr<obj> pm1 = refCountedSingleton<obj>::getShared();   {     // calling getShared() multiple times yields pointers to the same object     std::shared_ptr<obj> pm2 = refCountedSingleton<obj>::getShared();   } } // instance of obj gets destroyed here {    // a new instance of obj gets greated    std::shared_ptr<obj> pm3 = refCountedSingleton<obj>::getShared(); } 

My singleton needs to be thread safe which is why I’m locking the mutex in getShared(). With the traditional singleton pattern performance can be improved by avoiding the expensive locking most of the time by leveraging double-checked locking. I’m wondering if something similar could be done here as well.