Clear screen whenever Mate-Terminal is opened

I use this to open a terminal.

mate-terminal --working-directory=/home/andy/Downloads/

Is there a way to have it clear the screen at the same time it is opened?

I know I can type clear after it is opened.

samsung galaxy j3 – RECOVER home screen folders/ internet shortcuts

I accidentally deleted some internet shortcuts from my Android home screen, that includes folders with more internet shortcuts.

I don’t know if there is a trash bin but that would be nice. I cannot find a note on this anywhere, or is there an app to help with that? Thanks

Samsung Galaxy J37v.04

if useful:
alternativeto.net

note: I do not have a PC available, and only have this smartphone… checking something called dumpster.

Minicart not responsive in a 4 inch display mobile screen

The minicart content is broken and showing wierd in my 4 inch display. Can any one.suggest a solution??minicart

quicktime – iPhone XS broken screen, still turns on and accessible through Configurator, is it just a broken screen or could the logic board be damaged too?

My iPhone XS’s screen is completely black and doesn’t respond to touch, I’m fairly sure water damage is the cause. Using Apple Configurator 2’s “Single App Mode” I’m able to confirm it still works. I’ve tried the Camera app and have seen through Quicktime streaming that the rear camera works properly. I’ve also called it and turned on Voiceover and the speakers also work. The only things I have yet to confirm are the microphone and the front camera (and I guess rear camera’s flash?).

When I try to test my front camera with Facetime in Single App Mode, my iPhone will aburptly disconnect and the connection will be finicky. I sometimes need to redo a fresh restore to get it working again. Could this be because the logic board is damaged where it connects to the front camera? I’ve also tried getting a VNC app like Teamviewer or AnyDesk on there, but since I can’t login to my apple id to give it the app store credentials, they don’t work. I also get this error about guided access app being unavailable

My real question is, is getting and installing a new screen too risky because of potential other issues with hardware, or is the fact that I can still partially operate and view my iPhone through configurator and quicktime a sign that the rest of the hardware is good?

battery – Laptop (Asus x555u) screen turns off as soon as you remove the power cord

Asus x555u

Intel Core i5-6500U 2.30 GHz, x64.
Windows 10
NVIDIA GeForce 920M

It turns back on with no issues when you plug the power back in. Keyboard and mouse input is processed while the screen is off.

When connected to TV via HDMI I can see that the computer is on and everything works on the TV even when unplugged, but the laptop screen is off without the cord.

  • Replaced battery.
  • Changed all the sleep mode settings up and down.
  • Changed windows.
  • Changed the display brightness when on battery up and down.
  • Changed power options.
  • Edited plan settings of the active plan for both battery and plugged in.
  • Updated drivers.

Any other options?

pygame – I want my shapes to stay at screen

I am working on a paint project and it’s almost complete but I want it to behave like the ms paint , in which whenever we draw an object (rectangle ,line) it shows it on the screen while we are moving our mouse .
I implemented it for only one object i.e the window shows which object I am drawing but when I start drawing another object it wipes the previously drawn one

import pygame
pygame.init()       
run = True      
screen =   pygame.display.set_mode((400,400))     
clock = pygame.time.Clock()     
screen.fill((255,255,255))      
down = None     
while run == True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
           run = False

        elif event.type == pygame.MOUSEMOTION:
            motion = event.pos
            screen.fill((255,255,255))
            if down:
                pygame.draw.line(screen,(0,0,0),(down(0),down(1)),
                    (motion(0),motion(1)))

        elif event.type == pygame.MOUSEBUTTONDOWN:
            down = event.pos
    
        elif event.type == pygame.MOUSEBUTTONUP:
            up = event.pos
            pygame.draw.line(screen,(0,0,0),(down(0),down(1)),(up(0),up(1)))
            down = None

    pygame.display.update()
    clock.tick(60)

I tried saving the data of the all previously draw objects in an array and then calling a function make(self,arr) to draw it again on the screen but it’s very slow.
How can I draw the objects like i showed in my program and still have other objects stay on the screen ?

macOS Catalina screen recording permission to third-party apps not working

I need to use several third-party apps which require screen recording. However those apps do not appear in the screen recording list in security and privacy in macOS Catalina.

Android-x86 on ThinkPad 2 stuck on black screen

Have been trying to boot Android-x86 on an old ThinkPad 2 from a USB stick. I get to GRUB loader but every option ends with an inactive black window. I tried adding ‘noacpi’, ‘acpi=off’ and many others to the kernel params with no use. Has anybody succeeded booting Android on this device?

Thank you!

terminology – Is it preferable to describe a computer’s ephemeral visual data output device as a “monitor”, “display”, “screen”, or something else?

In English language UIs, is it preferable to describe a computer’s ephemeral data visual data output device as a “monitor”, “display”, “screen”, or something else?

All three of those English words can be used as verbs and nouns, leading to a little potential confusion.

Is there a standard or commonly accepted recommendation?

c++ – Why is my OpenGL triangle not drawing on the screen?

I am currently following this tutorial to create a simple game engine, but I am doing it using SDL and C++. I am stumped, however, because I can’t get a triangle to draw on the screen, and I’m getting no errors from OpenGL. I have read tens of questions regarding the same problem, but I have already implemented the solutions to those problems (missing VAO, missing shaders, wrong size given to glBufferData). I’m only seeing a one-coloured window.

My shaders are defined like this:

#version 330 core

layout(location = 0) in vec3 position;

void main()
{
    gl_Position = vec4(position, 1.0);
}

and

#version 330 core

precision highp float;

out vec4 frag_color;

void main()
{
    frag_color = vec4(0.0, 1.0, 1.0, 1.0);
}

and I load/use them like this:

void Shader::add_program(const std::string& shader_code, GLenum shader_type)
{
    const GLuint shader = glCreateShader(shader_type);
    if (shader == 0) {
        throw std::runtime_error{"Could not create shader"};
    }

    if (shader == GL_INVALID_ENUM) {
        throw std::runtime_error{"Invalid shader type: " + std::to_string(shader_type)};
    }

    const GLchar* programs(1){shader_code.c_str()};
    const GLint lengths(1){static_cast<GLint>(shader_code.length())};

    glShaderSource(shader, 1, programs, lengths);
    glCompileShader(shader);

    // Error check using glGetShaderiv

    glAttachShader(shader_program, shader);
}

void Shader::compile_shader()
{
    glLinkProgram(shader_program);
    // Error checks using glGetProgramiv
}

void Shader::bind()
{
    glUseProgram(shader_program);
}

Finally, I have the vertices of the triangle stored like this (Math::Vector3 is just a POD struct with three floats):

std::vector<Math::Vector3> vertices{
    {-1.0, -1.0, 0.0},
        {0.0, 1.0, 0.0},
        {1.0, -1.0, 0.0}
};

and the init/draw code is:

Mesh::Mesh(const std::vector<Math::Vector3>& vertices)
{
    size = vertices.size();

    glGenVertexArrays(1, &vao_id);
    glBindVertexArray(vao_id);

    glGenBuffers(1, &vbo_id);
    glBindBuffer(GL_ARRAY_BUFFER, vbo_id);

    glBufferData(
            GL_ARRAY_BUFFER,
            size * sizeof(Math::Vector3),
            vertices.data(),
            GL_STATIC_DRAW
            );
}

void Mesh::draw() const
{
    glBindVertexArray(vao_id);
    glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);

    glDrawArrays(GL_TRIANGLES, 0, 3);
    glDisableVertexAttribArray(0);
}

On every frame I first clear the window, then call the shader’s bind method and then the draw method of the mesh.

Any help is highly appreciated, as I have been trying to tackle this for a long time now!