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  • Upgrading Subversion 1.5 to 1.6 on Debian 5

    - by pako
    I would like to upgrade Subversion 1.5.1dfsg1-4 (from lenny) to 1.6.4dfsg-1~bpo50+1 (from lenny-backports) on my Debian 5 machine. Which steps do I need to take? Do I need to backup my repository, or can I just install the new package over the old one?

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  • SQL Server 2012 Backups Not Compressing

    - by Chris
    We recently upgraded from SQL Server 2008R2 to SQL Server 2012 Enterprise. After doing this I noticed that our DB backups were barely compressing at all. Our 22gb DB was compressing down to about 4gb before upgrading to 2012 and after the upgrade our 22gb DB is only compressing down to 19gb. I've checked and double checked the compression setting on the server and all of my backup jobs and compression is turned on. Any ideas on what may be going on?

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  • Outlook 2007 + Windows 7 + Exchange Server = slow sync

    - by wacky_doug
    I just upgraded a Vista machine to Windows 7. The machine is running Outlook 2007 SP2 with the KB970944 performance hot fix. Now, syncing to the Exchange server can take 20 minutes, whereas it was very fast before the Windows 7 upgrade. I believe we're running Exchange 2003, but I'm not 100% sure. Anyone else seeing this? Any fixes yet?

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  • Replacing hard drives in a LaCie 2big Network

    - by Jason
    I have a LaCie 2big Network that currently has 2 500GB drives in it (mirror). I'd like to upgrade the drives to 1TB each using something like this I know that Lacie sells a 1TB drive designed for the 2big Network but it would seem to me that these drives are standard drives with the Lacie holder included. Do I need to use their drives or can I get my own? (Their customer support pushes me towards their drives) I'm assuming the device can format the drives for me when I add them in.

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  • VMWare Workstation 8 reporting ""vmx86 driver version invalid handle" problem on booting VM

    - by dommer
    I'm just doing a VMWare Workstation 8 installation. However, on trying to boot (or create) a VM, it's reporting "Could not get vmx86 driver version: The handle is invalid." It recommends reinstalling, which I've done. Also, VMWare Player just hangs. Was going to post on the VMWare forums, but can't seem to create a new discussion (even though I've registered/logged in). It's our own fault for being too eager to upgrade, I guess.

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  • Is there a way to make IE7 default to ms-image-mode:bicubic?

    - by Mark Ransom
    Internet Explorer 7 uses a rather crude method to resize images by default. There's a CSS tag img { -ms-interpolation-mode: bicubic; } to get better results, but I'm unable to change the source of the page. IE8 uses the better method as the default, but this is a corporate environment that is unable to upgrade at this moment. Is there anything in the options or a registry hack to change the default resizing mode in IE7?

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  • Is there a performance difference between Windows 7 on SSD installed from scratch versus it using a recent ghost/clone drive image from a harddisk?

    - by therobyouknow
    I'm planning to upgrade a notebook PC to a Solid-State Flash Drive (SSD) soon. I want to use the notebook before that and am considering installing Windows 7 on the hard disk (spinning variety, 5400rpm) before I get the SSD. To save time I am wondering if I can ghost/clone the installation of Windows 7 from the hard drive and put on the SSD. Would the performance of this clone from the harddisk onto the SSD be different from starting again and reinstalling Windows 7 from scratch on the SSD? (Windows 7 32bit professional)

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  • How do I preserve ownership permissions when copying to an external volume?

    - by Yitzchak
    When I upgrade or reinstall linux I backup my home folder by running sudo cp -pr /home/users/yitzchak /media/externalHDD/backups. When I do this I get errors saying that permissions could not be preserved and when I copy the folder back onto my local disk I see that ownership has been changed to root and I have to chown all of them back, which has to be done manually piecemeal because not all files have the same group. Is there any way around that?

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  • Using Dropbox as a cloud based file share - does everyone need an upgraded account?

    - by aSkywalker
    We have a file share in our small office (3-5 users). We now have the need for the files to be accessible outside of the office. I like the idea of dropbox - we have been using it for small remote sharing. If we buy the upgrade account, and move 30 to 70 gigs of files to it, will every user have to have the pro account? I have submitted this question to dropbox - but thought that the advice of users here would also be valuable

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  • Ubuntu 10.04 - install-info error during update

    - by user33684
    I'm using Ubuntu 10.04 beta 1. When I try to update & upgrade I get the following error: Setting up install-info (4.13a.dfsg.1-5ubuntu1) ... /etc/environment: line 4: LC-ALL=en_US.UTF-8: command not found dpkg: error processing install-info (--configure): subprocess installed post-installation script returned error exit status 127 Errors were encountered while processing: install-info Does anyone know how to fix this? Thanks

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  • Java kills sound on Karmic

    - by hasen j
    Every time I run a java application, one of two things happen: Either I lose sound in all other programs (even after quitting the java app) or if some other application is already playing sound, the said java app doesn't have sound Usually this can be fixed by running pulseaudio --kill from the command line, but it doesn't always work. Is there a way to fix this problem? This didn't happen before the upgrade to karmic. Other info: The java I'm using is Sun's Java

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  • How to install PHP in a new directory in Windows

    - by jasondavis
    I am using Xampp for a local dev server, I am trying to upgrade it so I can use the latest version of PHP. I had it installed in my c drive c:\webserver\php I just installed everything new in a new drive D d:\webserver\php I then boot everything up and then I run phpinfo() and it is still showing my old version of PHP and even points to the old php installation C:\webserver\php\php.ini Am I missing something obvious here?

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  • Deploy software with no .msi in AD

    - by Unreason
    I have a small AD in which I am deploying software to domain computers through GPO (using msi installers). What is the best method to deploy software that has no .msi installer, but has switches for silent installs All I can think is to use startup scripts (that will do detect-install/uninstall/upgrade), but I was wondering if there are existing wheel designs in this area... NOTE: I'd like to avoid repackaging to .msi format (unless someone convinces me otherwise). Some examples of software that I would like to deploy picasa 3 VLC

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  • Does a 300mbps 802.11n wireless connection have any noticeable speed improvement over 54mbps g?

    - by j j
    300mbps sounds wonderful, but not with my horrible Comcast internet connection. I doubt there's an internet connection in America that even hits 54mbps. So I'm guessing that the only reason someone would be inclined to upgrade is for faster data transfer within the local network. With my internet connection where download rates are rarely ever above a few hundred kilobytes a second, would I even see any improvement in switching from 802.11g to 802.11n?

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  • Using Google Docs as a Storage System like S3. Is there any limit?

    - by mickthomp
    Hi all, I'm considering to upgrade to a Google Docs Premium Account (gDrive)? I'm wondering if that can be used as I'm using Amazon S3 at the moment. I'd like to upload images. Do you know if there is there any limit on the number of images I can upload on my 200GB Google Docs account? I think it could be really useful to have something like that and we could save some money on our webapps. Thank you ;)

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  • Where are stickies ( Sticky Notes) stored on mac 10.9.3?

    - by user332203
    i deleted an important note on stickies. And i retrieved an old version of it in time machine under preferences / widgets. but the setup appears to have changed in my upgrade to mavericks and I can't open the note. I'm trying to open a "post-mavericks" version in my time machine and I can't find where it is. i saw a post that said look under Library/Preferences/Container, i have no such folder or binary document. Please help.

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • dropbox slow on ubuntu 14.04

    - by Donbeo
    My dropbox syncing is incredibly slow... I am using dropbox from the ubuntu repository on an almost fresh ubuntu installation. I would like to avoid to install the package from the dropbox website for the reasons explained here Dropbox Upgrade Is someone having the same problem? How can I solve? EDIT : This is an example of what I get. donbeo@donbeo-HP-EliteBook-Folio-9470m:~$ dropbox status Syncing (17 files remaining, 22 secs left) Uploading 17 files (123.3 KB/sec, 22 secs left) donbeo@donbeo-HP-EliteBook-Folio-9470m:~$ dropbox status Syncing (17 files remaining, 3 mins left) Uploading 17 files (13.2 KB/sec, 3 mins left) donbeo@donbeo-HP-EliteBook-Folio-9470m:~$ dropbox status Syncing (17 files remaining, 5 mins left) Uploading 17 files (8.2 KB/sec, 5 mins left) donbeo@donbeo-HP-EliteBook-Folio-9470m:~$ dropbox status Syncing (17 files remaining) Uploading 17 files... donbeo@donbeo-HP-EliteBook-Folio-9470m:~$ dropbox status Syncing (17 files remaining) Uploading 17 files... donbeo@donbeo-HP-EliteBook-Folio-9470m:~$ EDIT: I have run sudo dropbox update so I am probably using the last version of dropbox

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  • Cumulative Update packages for SQL Server 2008 R2 RTM & SQL Server 2008 SP1

    - by ssqa.net
    Here is the news on Cumulative Update release news on SQL Server 2008 R2 RTM & SQL Server 2008 Service Pack 1. First let us go through SQL Server 2008 R2 RTM cumulative update, release consist the only hotfixes that were released in Cumulative Update 5, 6, & 7 for SQL Server 2008 SP1. Cumulative Update 1 for SQL 2008 R2 RTM is only intended as a post-RTM rollup for Cumulative Update 5-7 for the release version of SQL Server 2008 SP1 customers who plan to upgrade to SQL Server 2008 R2 and...(read more)

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