Packages Manager (Upgrade) and Software Center don’t work in Ubuntu 19.04

I upgraded one of my desktop PCs from Ubuntu Studio 18.04.3 to 19.04.

Now, the Packages Manager (GUI to Upgrade packages) and the Software Center don’t work!

Both apps start to run but… They are indicating that something are doing, but… It seems to wait forever I don’t know what!

What’s wrong here?

How can I fix it?

Can Software Center see updates from the snap version of fwupd?

As per this answer, I have uninstalled fwupd and replaced it with the snap version. This made it possible to update Unifying peripherals, but now I wonder about the following.:

I am used to getting regular messages from Ubuntu Software Center, that firmware updates are available. Will I still be getting these messages now that fwupd lives in a snap? Can the Ubuntu Software Center see the service that runs from the snap properly?

How to center the website and and float list inside left sidebar to the right

Hi guys,

I did not code for three years and html isn't my thing and when I come back it's kind of I have to start over. So bear with me if I ask stupid questions or too much.

What I'm trying to achieve is to center the whole web site and move the list on the left sidebar to the right side. The result is as ugly as the attached image.

Here's what I'm attempting so far:

 <!doctype html> <html><head>     <title>mysite</title>       <meta charset="utf-8" />     <link rel="canonical"...
Code (markup):

How to center the website and and float list inside left sidebar to the right

Is there any situation when text should be center aligned (horizontally) in an input?

I recently tried to use some animations in my design and I checked some nice examples as inspiration, like this: “Inspiration for Text Input Effects”. Some of them had the text centered.

enter image description here

enter image description here

I know it is just an example to illustrate the animation, but I was wondering if it is any case when it is a good idea to center the text in a field and not to let the user write from left to right (on mobile, if the value is limited to a small number of characters or anything else). What do you think?

LibGDX Calculating Correct Impulse Vector using touch point and center of body

I am trying to calculate correct impulse vector with respect to touch point and center of body.

Impulse should be applied to center of body.

I guess the problem is simple calculate 3rd point on same line given 2 points.

enter image description here (distance between C and B should be equal to B and A)

So with the new calculated point we can find impulse vector and apply(?)

What i actually want to do is: First we touch on our object,then while still touching to the screen we move our finger on screen so that we can aim(meanwhile 3rd point is calculated) and when we release our finger impulse should be applied.

This is what i wrote so far but body moves to wrong direction:

class MyGdxGame() : ApplicationAdapter() {      val PPM = 32f     val SCALE = 2f     val TIMESTEP = 60f     private  var positionX = 0f     private  var positionY = 0f     private var impulseVectorX =0f     private var impulseVectorY = 0f     private lateinit var world : World     private lateinit var player:Player     private lateinit var playerTexture: Texture     private lateinit var b2dr: Box2DDebugRenderer      lateinit var batch: SpriteBatch     lateinit var camera:OrthographicCamera      var playerIsTouched:Boolean = false       override fun create() {         var w = Gdx.graphics.width         var h = Gdx.graphics.height         camera = OrthographicCamera()         camera.setToOrtho(false, w/SCALE, h/SCALE);          world = World(Vector2(0f,0f),false)          Gdx.app.log("camerax", (w/2f).toString());         Gdx.app.log("cameray", (h/2f).toString());          batch = SpriteBatch()         b2dr = Box2DDebugRenderer()         playerTexture= Texture("player.png")          player = Player(world,150f,175f,32f)           Gdx.input.inputProcessor = object : InputAdapter() {              override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {               //converting touch coordinates to our actual coordinates.                 var touchPointScreen:Vector3 = Vector3(screenX.toFloat(),screenY.toFloat(),0f)                 camera.unproject(touchPointScreen)                 var touchPointBox2D:Vector2  = Vector2(touchPointScreen.x / PPM,touchPointScreen.y / PPM)                   if (player.body.fixtureList.first().testPoint(touchPointBox2D) && playerIsTouched == false){                     Gdx.app.log("touched once", "player touched");                      playerIsTouched = true                     impulseVectorX = 0f;                     impulseVectorY = 0f;                     return true                 }              return false             }              override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {                  if(playerIsTouched){                     var impulseVector:Vector2 = Vector2(impulseVectorX,impulseVectorY)                     Gdx.app.log("impulsevector",impulseVector.toString())                     player.body.applyLinearImpulse(impulseVector,player.body.worldCenter, true)                     playerIsTouched = false                   }                       return super.touchUp(screenX, screenY, pointer, button)             }              override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {                 var touchPointScreen:Vector3 = Vector3(screenX.toFloat(),screenY.toFloat(),0f)                 camera.unproject(touchPointScreen)                   var playerCenterX = player.body.position.x                 var playerCenterY = player.body.position.y                 var touchPointX = touchPointScreen.x / PPM                 var touchPointY = touchPointScreen.y / PPM                 var distanceBetweenTouchAndPlayer = sqrt((playerCenterY-touchPointY).pow(2) + (playerCenterX-touchPointX).pow(2))                   if(playerIsTouched && distanceBetweenTouchAndPlayer <= 4.5){                   //  Gdx.app.log("touch is dragging", "draggign touch");                      var touchPointToPlayerCenterVector: Vector2 = Vector2(playerCenterX-touchPointX,playerCenterY-touchPointY)                     var newPointHolder:Vector2=Vector2(playerCenterX+touchPointToPlayerCenterVector.x,playerCenterY+touchPointToPlayerCenterVector.y)                         impulseVectorX = newPointHolder.x                     impulseVectorY = newPointHolder.y                      Gdx.app.log("screen touch point",touchPointX.toString()+" "+touchPointY.toString())                     Gdx.app.log("center of mass",playerCenterX.toString() +" "+ playerCenterY.toString())                     Gdx.app.log("new point",impulseVectorX.toString() +", "+impulseVectorY.toString())                       return true                  }                  return super.touchDragged(screenX, screenY, pointer)             }          }     }      override fun render() {         world.step(TIMESTEP, 6, 2);         camera.update()         batch.projectionMatrix.set(camera.combined)          Gdx.gl.glClearColor(1f, 0f, 0f, 1f)         Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)         batch.begin()         batch.draw(playerTexture,player.body.position.x*PPM - (64f/2),player.body.position.y*PPM-(64f/2),64f,64f);          batch.end()         b2dr.render(world,camera.combined.scl(PPM))      }      override fun dispose() {          world.dispose()         b2dr.dispose()         batch.dispose()      }     } 

Please check fun touchDragged() i guess something going wrong there ?

(When) does SharePoint Online in Office 365 use the Microsoft Upload Center?

When opening Office Documents from Office 365 it seems that the Microsoft Upload Center is not being used: I can open Word-documents from a document library and save them back without a problem, even when I clicked ‘Pause Uploads’. Also: files do not show up under ‘Recently upload files’.

I’m using Office 2016.