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  • Multiple render targets and gamma correctness in Direct3D9

    - by Mario
    Let's say in a deferred renderer when building your G-Buffer you're going to render texture color, normals, depth and whatever else to your multiple render targets at once. Now if you want to have a gamma-correct rendering pipeline and you use regular sRGB textures as well as rendertargets, you'll need to apply some conversions along the way, because your filtering, sampling and calculations should happen in linear space, not sRGB space. Of course, you could store linear color in your textures and rendertargets, but this might very well introduce bad precision and banding issues. Reading from sRGB textures is easy: just set SRGBTexture = true; in your texture sampler in your HLSL effect code and the hardware does the conversion sRGB-linear for you. Writing to an sRGB rendertarget is theoretically easy, too: just set SRGBWriteEnable = true; in your effect pass in HLSL and your linear colors will be converted to sRGB space automatically. But how does this work with multiple rendertargets? I only want to do these corrections to the color textures and rendertarget, not to the normals, depth, specularity or whatever else I'll be rendering to my G-Buffer. Ok, so I just don't apply SRGBTexture = true; to my non-color textures, but when using SRGBWriteEnable = true; I'll do a gamma correction to all the values I write out to my rendertargets, no matter what I actually store there. I found some info on gamma over at Microsoft: http://msdn.microsoft.com/en-us/library/windows/desktop/bb173460%28v=vs.85%29.aspx For hardware that supports Multiple Render Targets (Direct3D 9) or Multiple-element Textures (Direct3D 9), only the first render target or element is written. If I understand correctly, SRGBWriteEnable should only be applied to the first rendertarget, but according to my tests it doesn't and is used for all rendertargets instead. Now the only alternative seems to be to handle these corrections manually in my shader and only correct the actual color output, but I'm not totally sure, that this'll not have any negative impact on color correctness. E.g. if the GPU does any blending or filtering or multisampling after the Linear-sRGB conversion... Do I even need gamma correction in this case, if I'm just writing texture color without lighting to my rendertarget? As far as I know, I DO need it because of the texture filtering and mip sampling happening in sRGB space instead, if I don't correct for it. Anyway, it'd be interesting to hear other people's solutions or thoughts about this.

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  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • autobench in ubuntu 8.10

    - by mamatha
    Hi, I'm using ubuntu 8.10. I want to do benchmarking using autobench. I could install httperf by the command sudo apt-get install httperf I thought I should be installing autobench in the same way using apt-get. But the package was not found. Can anybody please suggest me what should I be doing in order make this "autobench" command work for me in ubuntu? Any help in this regard will be appreciated. Thanks in advance.

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  • Obtaining a HBITMAP/HICON from D2D Bitmap

    - by Tom
    Is there any way to obtain a HBITMAP or HICON from a ID2D1Bitmap* using Direct2D? I am using the following function to load a bitmap: http://msdn.microsoft.com/en-us/library/windows/desktop/dd756686%28v=vs.85%29.aspx The reason I ask is because I am creating my level editor tool and would like to draw a PNG image on a standard button control. I know that you can do this using GDI+: HBITMAP hBitmap; Gdiplus::Bitmap b(L"a.png"); b.GetHBITMAP(NULL, &hBitmap); SendMessage(GetDlgItem(hDlg, IDC_BUTTON1), BM_SETIMAGE, IMAGE_BITMAP, (LPARAM)hBitmap); Is there any equivalent, simple solution using Direct2D? If possible, I would like to render multiple PNG files (some with transparency) on a single button.

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  • Uninstall Git completely on Ubuntu?

    - by Millisami
    I installed Git on Ubuntu Lucid (latest) manually as following. cd ~/tmp wget http://kernel.org/pub/software/scm/git/git-1.7.0.6.tar.gz tar -xzvf git-1.7.0.6.tar.gz cd git-1.7.0.6.tar.gz ./configure sudo make sudo make install Now, how can I completely uninstall it?

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  • Best practice settings Effect parameters in XNA

    - by hichaeretaqua
    I want to ask if there is a best practice settings effect parameters in XNA. Or in other words, what exactly happens when I call pass.Apply(). I can imagine multiple scenarios: Each time Apply() is called, all effect parameters are transferred to the GPU and therefor it has no real influence how often I set a parameter. Each time Apply() is called, only the parameters that got reset are transferred. So caching Set-operations that don't actually set a new value should be avoided. Each time Apply() is called, only the parameters that got changed are transferred. So caching Set-operations is useless. This whole questions is bootless because no one of the mentions ways has any noteworthy impact on game performance. So the final question: Is it useful to implement some caching of Set-operation like: private Matrix _world; public Matrix World { get{ return _world;} set { if(value == world)return; _effect.Parameters["xWorld"].SetValue(value); _world = value; } Thanking you in anticipation

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  • CreateRenderTarget returns 0x80070057 in big surface resolution

    - by senggen
    I have created the SLI merged desktop of three 1920x1680 monitors, so the desktop resolution is 5760x1080. There is a 0x80070057 error, while calling CreateRenderTarget to create the RT_Surface: IDirect3DSurface9* _render_surface; HRESULT hr = _device->CreateRenderTarget( _desktop_width * 2, _desktop_height + 1, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &_render_surface, NULL); It works OK with desktop resolution 1024x768, and the total resolution is 3072x768. In http://msdn.microsoft.com/en-us/library/windows/desktop/bb174361(v=vs.85).aspx, it says If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_NOTAVAILABLE, D3DERR_INVALIDCALL, D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY. and no description about 0x80070057. HRESULT: 0x80070057 (2147942487) Name: E_INVALIDARG Description: An invalid parameter was passed to the returning function Somebody please help me.

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  • Thin permissions in etc folder (Ubuntu)

    - by Apollo
    I am working on a RoR server setup that uses Thin and Nginx. It works fine, but only if I manually add the folder /etc/thin and set the permissions to 777 in order to use the command below: thin config -C /etc/thin/testapp.yml -c /var/www/testapp --servers 1 -e production If I don't set it to 777, I get this error: me@UbuntuRails:/etc$ thin config -C /etc/thin/testapp.yml -c /var/www/testapp --servers 1 -e production /usr/local/rvm/gems/ruby-1.9.3-p286@rails328/gems/thin-1.5.0/lib/thin/controllers/controller.rb:115:in initialize': Permission denied - /etc/thin/testapp.yml (Errno::EACCES) from /usr/local/rvm/gems/ruby-1.9.3-p286@rails328/gems/thin-1.5.0/lib/thin/controllers/controller.rb:115:inopen' from /usr/local/rvm/gems/ruby-1.9.3-p286@rails328/gems/thin-1.5.0/lib/thin/controllers/controller.rb:115:in config' from /usr/local/rvm/gems/ruby-1.9.3-p286@rails328/gems/thin-1.5.0/lib/thin/runner.rb:187:inrun_command' from /usr/local/rvm/gems/ruby-1.9.3-p286@rails328/gems/thin-1.5.0/lib/thin/runner.rb:152:in run!' from /usr/local/rvm/gems/ruby-1.9.3-p286@rails328/gems/thin-1.5.0/bin/thin:6:in' from /usr/local/rvm/gems/ruby-1.9.3-p286@rails328/bin/thin:19:in load' from /usr/local/rvm/gems/ruby-1.9.3-p286@rails328/bin/thin:19:in' from /usr/local/rvm/gems/ruby-1.9.3-p286@rails328/bin/ruby_noexec_wrapper:14:in eval' from /usr/local/rvm/gems/ruby-1.9.3-p286@rails328/bin/ruby_noexec_wrapper:14:in' I don't like to set this folder to a 777, sounds like a rubbish workaround. I run everything from an admin user account, not root. RVM runs from my admin user and gem only works in my admin as well. If I sudo that action, nothing happens because my root doesn't "know" thin. Which is the correct way to handle this? Thanks!

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  • Ubuntu One Folder Sync Filter

    - by Andy Barlow
    Hi, I am trying to modify the Ubuntu One File syncing python scripts to not including things like .iso's. I have got as far as finding this file: /usr/share/pyshared/ubuntuone/u1sync/constants.py Inside is this piece of code: import re # the name of the directory u1sync uses to keep metadata about a mirror METADATA_DIR_NAME = u".ubuntuone-sync" # filenames to ignore SPECIAL_FILE_RE = re.compile(".*\\.(" "(u1)?partial|part|" "(u1)?conflict(\\.[0-9]+)?)$") How can I edit this last section (regex?) and make it ignore .iso files??? I'm fairly sure this is the place to put it! Pretty sure this is standard python action :) Any help would be appreciated. Thanks kindly. Andy

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  • Amarok on Ubuntu 9.10 rapidly skipping tracks

    - by danwoods
    Hello all. Subject really says it all. When I try to click on any track, Amarok rapidly moves through the playlist, pulling external information (wikipedia etc) for each song, but not playing it. I feel like it might be a problem with my sound card or driver or something, but all other media players work fine. I can play sounds from within Amarok when I test different sound devices (they all play). I removed the program and re-installed it and still no luck. Any ideas?

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  • ubuntu programming

    - by Apache
    hi experts, i start learning using ubuntu 9.10 OS, if i want to retrieve all available wifi on ubuntu, how this can be done programitcally, can anyone give example please, thanks

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  • Undefined symbol sunOglCurPrimTablePtr in Solaris-x86

    - by yowkee
    I was porting a C++ program from Solaris Sparc to Solaris x86. The program utilizes OpenGL library and the compilation is performed in a Sun Ultra27 workstation with the default GCC (3.4.3) and OpenGL library come with the machine. However, the following OpenGL call couldn't found while linking: Undefined symbol first referenced in file sunOglCurPrimTablePtr ../../lib/libgltt.so sunOglCurrentContext ../../lib/libgltt.so which, both sunOglCurPrimTablePtr and sunOglCurrentContext should be available in the default OpenGL library /usr/lib/libGL.so (links to /usr/X11/lib/NVIDIA/libGL.so.1). But I couldn't find anything from it: > nm /usr/lib/libGL.so /usr/lib/libGL.so: Searching on web, SUN or Nvidia didn't lead to any helpful resource. Any clue or helps? Thanks!

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  • Mono-LibreOffice System.TypeLoadException

    - by Marco
    In the past I wrote a C# library to work with OpenOffice and this worked fine both in Windows than under Ubuntu with Mono. Part of this library is published here as accepted answer. In these days I discovered that Ubuntu decided to move to LibreOffice, so I tried my library with LibreOffice latest stable release. While under Windows it's working perfectly, under Linux I receive this error: Unhandled Exception: System.TypeLoadException: A type load exception has occurred. [ERROR] FATAL UNHANDLED EXCEPTION: System.TypeLoadException: A type load exception has occurred. Usually Mono tells us which library can't load, so I can install correct package and everything is OK, but in this case I really don't know what's going bad. I'm using Ubuntu oneiric and my library is compiled with Framework 4.0. Under Windows I had to write this into app.config: <?xml version="1.0"?> <configuration> <startup useLegacyV2RuntimeActivationPolicy="true"> <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0,Profile=Client"/> </startup> </configuration> because LibreOffice assemblies uses Framework 2.0 (I think). How can I find the reason of this error to solve it? Thanks UPDATE: Even compiling with Framework 2.0 problem (as expected) is the same. Problem (I think) is that Mono is not finding cli-uno-bridge package (installable on previous Ubuntu releases and now marked as superseded), but I cannot be sure. UPDATE 2: I created a test console application referencing cli-uno dlls on Windows (they are registered in GAC_32 and GAC_MSIL). CONSOLE app static void Main(string[] args) { Console.WriteLine("Starting"); string dir = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); string doc = Path.Combine(dir, "Liberatoria siti web.docx"); using (QOpenOffice.OpenOffice oo = new QOpenOffice.OpenOffice()) { if (!oo.Init()) return; oo.Load(doc, true); oo.ExportToPdf(Path.ChangeExtension(doc, ".pdf")); } } LIBRARY: using unoidl.com.sun.star.lang; using unoidl.com.sun.star.uno; using unoidl.com.sun.star.container; using unoidl.com.sun.star.frame; using unoidl.com.sun.star.beans; using unoidl.com.sun.star.view; using unoidl.com.sun.star.document; using System.Collections.Generic; using System.IO; using System; namespace QOpenOffice { class OpenOffice : IDisposable { private XComponentContext context; private XMultiServiceFactory service; private XComponentLoader component; private XComponent doc; public bool Init() { Console.WriteLine("Entering Init()"); try { context = uno.util.Bootstrap.bootstrap(); service = (XMultiServiceFactory)context.getServiceManager(); component = (XComponentLoader)service.createInstance("com.sun.star.frame.Desktop"); XNameContainer filters = (XNameContainer)service.createInstance("com.sun.star.document.FilterFactory"); return true; } catch (System.Exception ex) { Console.WriteLine(ex.Message); if (ex.InnerException != null) Console.WriteLine(ex.InnerException.Message); return false; } } } } but I'm not able to see "Starting" !!! If I comment using(...) on application, I see line on console... so I think it's something wrong in DLL. There I'm not able to see "Entering Init()" message on Init(). Behaviour is the same when LibreOffice is not installed and when it is !!! try..catch block is not executed...

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  • MySQL can't access root account or reset with mysqladmin

    - by glumptious
    So if I type mysql -u root I'm supposedly logged in, however upon trying to create or access a database I get this lovely error: ERROR 1044 (42000): Access denied for user ''@'localhost' to database 'test1'. I haven't the foggiest idea why after logging in as root it's trying access DB's as ''@'localhost' and it's driving me a bit crazy right now. Possibly related, when I try to set the root password I get the error mysqladmin: Can't turn off logging; error: 'Access denied; you need (at least one of) the SUPER privilege(s) for this operation'. I've tried removing mysql-server via running apt-get purge mysql-server and then reinstalling with no luck. This is running Ubuntu Server 12.10 64-bit and mysql is indeed running. --Edit-- I wonder if perhaps there is no root user. So I try to start MySQL with --skip-grant-tables and the create the root user but then I'm given this: ERROR 1290 (HY000): The MySQL server is running with the --skip-grant-tables option so it cannot execute this statement. Fun fun fun fun fun.

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  • Center directional light shadow to the cameras eye

    - by Caesar
    I'm currently drawing my directional light shadow using this view and projection: XMFLOAT3 dir((float)pitch, (float)yaw, (float)roll); XMFLOAT3 center(0.0f, 0.0f, 0.0f); XMVECTOR lightDir = XMLoadFloat3(&dir); XMVECTOR lightPos = radius * lightDir; XMVECTOR targetPos = XMLoadFloat3(&center); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMMATRIX V = XMMatrixLookAtLH(lightPos, targetPos, up); // This is the view // Transform bounding sphere to light space. XMFLOAT3 sphereCenterLS; XMStoreFloat3(&sphereCenterLS, XMVector3TransformCoord(targetPos, V)); // Ortho frustum in light space encloses scene. float l = sphereCenterLS.x - radius; float b = sphereCenterLS.y - radius; float n = sphereCenterLS.z - radius; float r = sphereCenterLS.x + radius; float t = sphereCenterLS.y + radius; float f = sphereCenterLS.z + radius; XMMATRIX P = XMMatrixOrthographicOffCenterLH(l, r, b, t, n, f); // This is the projection Which works prefect if the center of my scene is at 0.0, 0.0, 0.0. What I would like to do is move the center of the scene relative to the cameras position. How can I do that?

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  • Is it possible to construct a cube with fewer than 24 vertices

    - by Telanor
    I have a cube-based world like Minecraft and I'm wondering if there's a way to construct a cube with fewer than 24 vertices so I can reduce memory usage. It doesn't seem possible to me for 2 reasons: the normals wouldn't come out right and per-face textures wouldn't work. Is this the case or am I wrong? Maybe there's some fancy new DX11 tech that can help? Edit: Just to clarify, I have 2 requirements: I need surface normals for each cube face in order to do proper lighting and I need a way to address a different indexes in a texture array for each cube face

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  • Ubuntu bash command

    - by pedro
    Hello i want to show the number of lines, words and characters of all configuration files "/ Etc / * conf" (command "wc"). How can i modify the command to not view the messages error.

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  • how to change the ubuntu logo which appears while booting the ubuntu?

    - by ganapati hegde
    Hi, how can i replace ubuntu logo,(white logo with black background) which comes very first while booting (it also comes while shuting down) in ubuntu 9.10. I am able to replace other images, which comes after this image. I have done it by replaceing my images with the images present in /usr/share/images/xflash.But it is not possible to replace the mentioned image by this way. Where the above mentioned image (white with black bg) will be stored? Thank you for answering...

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  • FLV performance and garbage collection

    - by justinbach
    I'm building a large flash site (AS3) that uses huge FLVs as transition videos from section to section. The FLVs are 1280x800 and are being scaled to 1680x1050 (much of which is not displayed to users with smaller screens), and are around 5-8 seconds apiece. I'm encoding the videos using On2's hi-def codec, VP6-S, and playback is pretty good with native FLV players, Perian-equipped Quicktime, and simple proof-of-concept FLV playback apps built in AS3. The problem I'm having is that in the context of the actual site, playback isn't as smooth; the framerate isn't quite as good as it should be, and more problematically, there's occasional jerkiness and dropped frames (sometimes pausing the video for as long as a quarter of a second or so). My guess is that this is being caused by garbage collection in the Flash player, which happens nondeterministically and is therefore hard to test and control for. I'm using a single instance of FLVPlayback to play the videos; I originally was using NetStream objects and so forth directly but switched to FLVPlayback for this reason. Has anyone experienced this sort of jerkiness with FLVPlayback (or more generally, with hi-def Flash video)? Am I right about GC being the culprit here, and if so, is there any way to prevent it during playback of these system-intensive transitions?

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  • Git push origin master

    - by user306472
    I posted this question early yesterday, but the thread seems to have died out. For reference, see http://stackoverflow.com/questions/2619117/git-push-origin-master . Here's the low-down: I'm new to git. I just set up an account with github and I followed all their instructions flawlessly until I got to the last command of git push origin master Upon entering this command, I get the error message "fatal: No path specified. See 'man git-pull' for valid url syntax." If I type in git origin show the output I see is origin. If I type in git remote -n show the output is * remote origin URL: [email protected]: HEAD branch: (not queried) Local ref configured for 'git push' (status not queried): (matching) pushes to (matching) Please help me get to the bottom of this.

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  • Picture rendered from above and below using an Orthographic camera do not match

    - by Roy T.
    I'm using an orthographic camera to render slices of a model (in order to voxelize it). I render each slice both from above and below in order to determine what is inside each slice. I am using an orthographic camera The model I render is a simple 'T' shape constructed from two cubes. The cubes have the same dimensions and have the same Y (height) coordinate. See figure 1 for a render of it in Blender. I render this model once directly from above and once directly from below. My expectation was that I would get exactly the same image (except for mirroring over the y-axis). However when I render using a very low resolution render target (25x25) the position (in pixels) of the 'T' is different when rendered from above as opposed to rendered from below. See figure 2 and 3. The pink blocks are not part of the original rendering but I've added them so you can easily count/see the differences. Figure 2: the T rendered from above Figure 3: the T rendered from below This is probably due to what I've read about pixel and texel coordinates which might be biased to the top-left as seen from the camera. Since I'm using the same 'up' vector for both of my camera's my bias only shows on the x-axis. I've tried to change the position of the camera and it's look-at by, what I thought, should be half a pixel. I've tried both shifting a single camera and shifting both cameras and while I see some effect I am not able to get a pixel-by-pixel perfect copy from both camera's. Here I initialize the camera and compute, what I believe to be, half pixel. boundsDimX and boundsDimZ is a slightly enlarged bounding box around the model which I also use as the width and height of the view volume of the orthographic camera. Matrix projection = Matrix.CreateOrthographic(boundsDimX, boundsDimZ, 0.5f, sliceHeight + 0.5f); Vector3 halfPixel = new Vector3(boundsDimX / (float)renderTarget.Width, 0, boundsDimY / (float)renderTarget.Height) * 0.5f; This is the code where I set the camera position and camera look ats // Position camera if (downwards) { float cameraHeight = bounds.Max.Y + 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, // possibly adjust by half a pixel? cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight - 1.0f, cameraPosition.Z); } else { float cameraHeight = bounds.Max.Y - 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight + 1.0f, cameraPosition.Z); } Main Question Now you've seen all the problems and code you can guess it. My main question is. How do I align both camera's so that they each render exactly the same image (mirrored along the Y axis)? Figure 1 the original model rendered in blender

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  • Linux ls[] command

    - by pedro
    ubuntu@ubuntu:/$ ls /dev/tty[15-24]* /dev/tty1 /dev/tty13 /dev/tty17 /dev/tty40 /dev/tty44 /dev/tty48 /dev/tty10 /dev/tty14 /dev/tty18 /dev/tty41 /dev/tty45 /dev/tty49 /dev/tty11 /dev/tty15 /dev/tty19 /dev/tty42 /dev/tty46 what is wrong?

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