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  • a question on common lisp

    - by kostas
    Hello people, I'm getting crazy with a small problem here, I keep getting an error and I cant seem to figure out why, the code is supposed to change the range of a list, so if we give it a list with values (1 2 3 4) and we want to change the range in 11 to fourteen the result would be (11 12 13 14) the problem is that the last function called scale-list will give back an error saying: Debugger entered--Lisp error: (wrong-type-argument number-or-marker-p nil) anybody has a clue why? I use aquamacs as an editor thanks in advance ;;finds minimum in a list (defun minimum(list) (car (sort list #'<))) ;;finds maximum in a list (defun maximum(list) (car (sort list #'>))) ;;calculates the range of a list (defun range(list) (- (maximum list) (minimum list))) ;;this codes scales a value from a list (defun scale-value(list low high n) (+ (/ (* (- (nth (- n 1) list) (minimum list)) (- high low)) (range list)) low)) ;and this code is supposed to scale the whole list (defun scale-list(list low high n) (unless (= n 0) (cons (scale-value list low high n) (scale-list list low high (- n 1))))) (scale-list '(0.1 0.3 0.5 0.9) 20 30 4)

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  • How can I switch memory modules to 1600 Mhz?

    - by Salvador
    Some months ago I bought 4 Memory modules of 4GB DDR3 1600 KINGSTON HYPERX. The official Kingston manual says: *This module has been tested to run at DDR3-1600 at a low latency timing of 9-9-9-27 at 1.65V.The SPD is programmed to JEDEC standard latency DDR3-1333 timing of 9-9-9. I cannot find which is the real speed of my memory modules. I normally get from several tools that the real speed is 1333 Mhz srs@ubuntu:~$ sudo dmidecode -t memory # dmidecode 2.9 SMBIOS 2.6 present. Handle 0x005D, DMI type 16, 15 bytes Physical Memory Array Location: System Board Or Motherboard Use: System Memory Error Correction Type: None Maximum Capacity: 32 GB Error Information Handle: 0x005F Number Of Devices: 4 Handle 0x005C, DMI type 17, 28 bytes Memory Device Array Handle: 0x005D Error Information Handle: 0x0060 Total Width: 64 bits Data Width: 64 bits Size: 4096 MB Form Factor: DIMM Set: None Locator: ChannelA-DIMM0 Bank Locator: BANK 0 Type: <OUT OF SPEC> Type Detail: Synchronous Speed: 1333 MHz (0.8 ns) Manufacturer: Kingston Serial Number: 07288F23 Asset Tag: 9876543210 Part Number: 9905403-439.A00LF How can I switch memory modules to 1600 Mhz?

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  • Ubuntu does not recognized local webserver

    - by Syed Khalil-ur-Rehman
    My Internet Cable provider has set up a web server which hosts different entertainment material like movies, songs, tv shows and games etc. While using windows the pc recognises it as a local web server and downloads files with full LAN speed of 10 mb per second. On the contrary when using Ubuntu I am only able to download the files on my Internet speed not more than 100 kb per second. What ever I try ubuntu does not recognizes the webserver as a local area network web server but as a normal internet website. How to make Ubuntu download files from this server with full LAN speed. Please help in this regard.

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  • Internet connection is very slow

    - by ThanujJA
    I use GSM onnection to surfe internet. Before I move to ubuntu I used windows 7 OS. It gives me good speed with GSM connection (100 kbps) But now ubuntu gives me very slow speed.(2-3 kbps) Now it make difficult to use GSM connection. In my country (Sri Lanka) mobile brodbrand servises are very expensive so I cant move to onother one. If I use GSM connection they gives me free data (Airtel connection) So it is most valuable reason for me to use GSM connection. Please anybody help me to speed up my network. Thanx

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  • Effects to make a speeding spaceship look faster

    - by Badescu Alexandru
    I have a spaceship and I've created a "boost" functionality that speeds up my spaceship, what effects should I implement to create the impression of high speed? I was thinking of making everything except my spaceship blurry but I think there would be something missing. Any ideas? Btw. I am working in XNA C# but if you aren't familiar to XNA describing some effects is still useful. The Game is 3d and i've attached some printscreens of the game This is in normal mode ( none boosted ) and here is the boosted mode ( the craft speeds up forward while the camera speeds in its normal speed , the non boosted speed )

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  • Continuous Movement of gun bullet

    - by Siddharth
    I was using box2d for the movement of the body. When I apply gravity (0,0) the bullet continuously move but when I change gravity to the earth the behavior was changed. I also try to apply continuous force to the bullet body but the behavior was not so good. So please provide any suggestion to continuously move bullet body in earth gravity. currentVelocity = bulletBody.getLinearVelocity(); if (currentVelocity.len() < speed|| currentVelocity.len() > speed + 0.25f) { velocityChange = Math.abs(speed - currentVelocity.len()); currentVelocity.set(currentVelocity.x* velocityChange, currentVelocity.y*velocityChange); bulletBody.applyLinearImpulse(currentVelocity,bulletBody.getWorldCenter()); } I apply above code for the continuous velocity of the body. And also I did not able to find any setGravityScale method in the library.

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  • Changing balls direction in Pong

    - by hustlerinc
    I'm making a Pong game to get started with game-developement but I've run into a problem that i can't figure out. When trying to change the balls direction it doesn't change. This is the relevant code: function moveBall(){ this.speed = 2.5; this.direction = 2; if(this.direction == 1){ ball.X +=this.speed; } else if(this.direction == 2){ ball.X -=this.speed; } } function collision(){ if(ball.X == 500){ moveBall.direction = 2; } if(ball.X == 300){ moveBall.direction = 1; } } Why doesn't it work? I've tried many different ways, and none of them seem to work. The moveBall.direction changes though, since it alerts the new direction once it reaches the defined ball.X position. If someone could help me I would deeply appreciate it. I've included a JSFiddle link. http://jsfiddle.net/hustlerinc/y4wp3/

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  • Data management in unexpected places

    - by Ashok_Ora
    Normal 0 false false false EN-US X-NONE X-NONE Data management in unexpected places When you think of network switches, routers, firewall appliances, etc., it may not be obvious that at the heart of these kinds of solutions is an engine that can manage huge amounts of data at very high throughput with low latencies and high availability. Consider a network router that is processing tens (or hundreds) of thousands of network packets per second. So what really happens inside a router? Packets are streaming in at the rate of tens of thousands per second. Each packet has multiple attributes, for example, a destination, associated SLAs etc. For each packet, the router has to determine the address of the next “hop” to the destination; it has to determine how to prioritize this packet. If it’s a high priority packet, then it has to be sent on its way before lower priority packets. As a consequence of prioritizing high priority packets, lower priority data packets may need to be temporarily stored (held back), but addressed fairly. If there are security or privacy requirements associated with the data packet, those have to be enforced. You probably need to keep track of statistics related to the packets processed (someone’s sure to ask). You have to do all this (and more) while preserving high availability i.e. if one of the processors in the router goes down, you have to have a way to continue processing without interruption (the customer won’t be happy with a “choppy” VoIP conversation, right?). And all this has to be achieved without ANY intervention from a human operator – the router is most likely to be in a remote location – it must JUST CONTINUE TO WORK CORRECTLY, even when bad things happen. How is this implemented? As soon as a packet arrives, it is interpreted by the receiving software. The software decodes the packet headers in order to determine the destination, kind of packet (e.g. voice vs. data), SLAs associated with the “owner” of the packet etc. It looks up the internal database of “rules” of how to process this packet and handles the packet accordingly. The software might choose to hold on to the packet safely for some period of time, if it’s a low priority packet. Ah – this sounds very much like a database problem. For each packet, you have to minimally · Look up the most efficient next “hop” towards the destination. The “most efficient” next hop can change, depending on latency, availability etc. · Look up the SLA and determine the priority of this packet (e.g. voice calls get priority over data ftp) · Look up security information associated with this data packet. It may be necessary to retrieve the context for this network packet since a network packet is a small “slice” of a session. The context for the “header” packet needs to be stored in the router, in order to make this work. · If the priority of the packet is low, then “store” the packet temporarily in the router until it is time to forward the packet to the next hop. · Update various statistics about the packet. In most cases, you have to do all this in the context of a single transaction. For example, you want to look up the forwarding address and perform the “send” in a single transaction so that the forwarding address doesn’t change while you’re sending the packet. So, how do you do all this? Berkeley DB is a proven, reliable, high performance, highly available embeddable database, designed for exactly these kinds of usage scenarios. Berkeley DB is a robust, reliable, proven solution that is currently being used in these scenarios. First and foremost, Berkeley DB (or BDB for short) is very very fast. It can process tens or hundreds of thousands of transactions per second. It can be used as a pure in-memory database, or as a disk-persistent database. BDB provides high availability – if one board in the router fails, the system can automatically failover to another board – no manual intervention required. BDB is self-administering – there’s no need for manual intervention in order to maintain a BDB application. No need to send a technician to a remote site in the middle of nowhere on a freezing winter day to perform maintenance operations. BDB is used in over 200 million deployments worldwide for the past two decades for mission-critical applications such as the one described here. You have a choice of spending valuable resources to implement similar functionality, or, you could simply embed BDB in your application and off you go! I know what I’d do – choose BDB, so I can focus on my business problem. What will you do? /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;}

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  • Why does my program stutter so much?

    - by user36322
    I've been very frustrated trying to solve this. I've looked it up, and all the answers are the same: set IsFixedTimeStep = false. This doesn't help me at all, the program is still jittery and stutters. I have absolutely no idea what is going on, can you guys help? Code for movement (objects is a list): speed = Math.Min(speed + (speedIncrement * gameTime.ElapsedGameTime.Milliseconds / 200), maxSpeed); for (int i = objects.Count - 1; i >= 0; i--) { objects[i].rect.Y += (int)(speed * gameTime.ElapsedGameTime.Milliseconds); //Check if the object is past the screen. If it is, remove it if (objects[i].rect.Y > screenHeight) { objects.Remove(objects[i]); } }

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • Acceleration Based Player Movement

    - by Mike Sawayda
    Ok, so I am making a first person shooter game and I am currently working on movement that looks and feels good. I want to incorporate acceleration based movement for the player so that he has to accelerate to max speed and decelerate to minimum speed. Acceleration will happen when you have the key pressed and deceleration will happen when you let go of that key. The problem is that there are some instances where you switch from moving forward to moving backward where no deceleration is needed because you could potentially be moving at double speed in the reverse if you did. Does anyone have a good implementation of how to accomplish acceleration based movement that works well?

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  • writing an autopilot for a 2d game with newtonian physics

    - by Jargo
    The subject says it all. I am making a 2d space game with newtonian physics and I need pointers on how to write an autopilot for it. The requirements are best explained by an example. There is a target object which has speed- and position-vectors and there a spaceship that is controlled by the autopilot. This spaceship also have speed, position and maximum acceleration. The autopilot needs to control the ship that it either collides with the target, Or intercepts the target so that the ship has matching speed and position with the target. Could someone give me some pointers how to achieve this behavior or perhaps even an ready implementation? I am sure someone has written something like this before and there is no point in reinventing the wheel.

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  • Problem with a recursive function to find sqrt of a number

    - by Eternal Learner
    Below is a simple program which computes sqrt of a number using Bisection. While executing this with a call like sqrtr(4,1,4) in goes into an endless recursion . I am unable to figure out why this is happening. Below is the function : double sqrtr(double N , double Low ,double High ) { double value = 0.00; double mid = (Low + High + 1)/2; if(Low == High) { value = High; } else if (N < mid * mid ) { value = sqrtr(N,Low,mid-1) ; } else if(N >= mid * mid) { value = sqrtr(N,mid,High) ; } return value; }

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  • Showing range on hexagonal grid

    - by user23673
    Here is the situation. I have hexagonal board,and a unit on it,with speed or move value 4.Diffrent terrain has a diffrent cost.When i click on the unit,game should show me a move range. My solution was to check each hex in range of 4,with A* pathfinding,and if path cost was less than 4 then this hex was in range.Finally game nicely show me range of that unit. My question is: Is there other solution to search for range on hex grids or square grid,because even if i am really proud of what i did in my solution,i think,it is a little to exaggerated?:)) What make me ask this question?I noticed that when unit speed is 4 or 6 or even 8,time to computing range for my computer was really good,but when speed was 10 and more i noticed that i needed to wait few second to compute.Well in real games i rather dont see something like this and my A* pathfinding is rather well optimized,so im thinking that my solution is wrong. Thanks for any replies.

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  • "...redeclared as different kind of symbol"?

    - by CodeNewb
    #include <stdio.h> #include <math.h> double integrateF(double low, double high) { double low = 0; double high = 20; double delta_x=0; double x, ans; double s = 1/2*exp((-x*x)/2); for(x=low;x<=high;x++) delta_x = x+delta_x; ans = delta_x*s; return ans; } It says that low and high are "redeclared as different type of symbol" and I don't know what that means. Basically, all I'm doing here (READ: trying) is integrating from low (which I set to 0) to high (20) to find the Riemann sum. The for loop looks kinda trippy too...I'm so lost.

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  • Stale statistics on a newly created temporary table in a stored procedure can lead to poor performance

    - by sqlworkshops
    When you create a temporary table you expect a new table with no past history (statistics based on past existence), this is not true if you have less than 6 updates to the temporary table. This might lead to poor performance of queries which are sensitive to the content of temporary tables.I was optimizing SQL Server Performance at one of my customers who provides search functionality on their website. They use stored procedure with temporary table for the search. The performance of the search depended on who searched what in the past, option (recompile) by itself had no effect. Sometimes a simple search led to timeout because of non-optimal plan usage due to this behavior. This is not a plan caching issue rather temporary table statistics caching issue, which was part of the temporary object caching feature that was introduced in SQL Server 2005 and is also present in SQL Server 2008 and SQL Server 2012. In this customer case we implemented a workaround to avoid this issue (see below for example for workarounds).When temporary tables are cached, the statistics are not newly created rather cached from the past and updated based on automatic update statistics threshold. Caching temporary tables/objects is good for performance, but caching stale statistics from the past is not optimal.We can work around this issue by disabling temporary table caching by explicitly executing a DDL statement on the temporary table. One possibility is to execute an alter table statement, but this can lead to duplicate constraint name error on concurrent stored procedure execution. The other way to work around this is to create an index.I think there might be many customers in such a situation without knowing that stale statistics are being cached along with temporary table leading to poor performance.Ideal solution is to have more aggressive statistics update when the temporary table has less number of rows when temporary table caching is used. I will open a connect item to report this issue.Meanwhile you can mitigate the issue by creating an index on the temporary table. You can monitor active temporary tables using Windows Server Performance Monitor counter: SQL Server: General Statistics->Active Temp Tables. The script to understand the issue and the workaround is listed below:set nocount onset statistics time offset statistics io offdrop table tab7gocreate table tab7 (c1 int primary key clustered, c2 int, c3 char(200))gocreate index test on tab7(c2, c1, c3)gobegin trandeclare @i intset @i = 1while @i <= 50000begininsert into tab7 values (@i, 1, ‘a’)set @i = @i + 1endcommit trangoinsert into tab7 values (50001, 1, ‘a’)gocheckpointgodrop proc test_slowgocreate proc test_slow @i intasbegindeclare @j intcreate table #temp1 (c1 int primary key)insert into #temp1 (c1) select @iselect @j = t7.c1 from tab7 t7 inner join #temp1 t on (t7.c2 = t.c1)endgodbcc dropcleanbuffersset statistics time onset statistics io ongo–high reads as expected for parameter ’1'exec test_slow 1godbcc dropcleanbuffersgo–high reads that are not expected for parameter ’2'exec test_slow 2godrop proc test_with_recompilegocreate proc test_with_recompile @i intasbegindeclare @j intcreate table #temp1 (c1 int primary key)insert into #temp1 (c1) select @iselect @j = t7.c1 from tab7 t7 inner join #temp1 t on (t7.c2 = t.c1)option (recompile)endgodbcc dropcleanbuffersset statistics time onset statistics io ongo–high reads as expected for parameter ’1'exec test_with_recompile 1godbcc dropcleanbuffersgo–high reads that are not expected for parameter ’2'–low reads on 3rd execution as expected for parameter ’2'exec test_with_recompile 2godrop proc test_with_alter_table_recompilegocreate proc test_with_alter_table_recompile @i intasbegindeclare @j intcreate table #temp1 (c1 int primary key)–to avoid caching of temporary tables one can create a constraint–but this might lead to duplicate constraint name error on concurrent usagealter table #temp1 add constraint test123 unique(c1)insert into #temp1 (c1) select @iselect @j = t7.c1 from tab7 t7 inner join #temp1 t on (t7.c2 = t.c1)option (recompile)endgodbcc dropcleanbuffersset statistics time onset statistics io ongo–high reads as expected for parameter ’1'exec test_with_alter_table_recompile 1godbcc dropcleanbuffersgo–low reads as expected for parameter ’2'exec test_with_alter_table_recompile 2godrop proc test_with_index_recompilegocreate proc test_with_index_recompile @i intasbegindeclare @j intcreate table #temp1 (c1 int primary key)–to avoid caching of temporary tables one can create an indexcreate index test on #temp1(c1)insert into #temp1 (c1) select @iselect @j = t7.c1 from tab7 t7 inner join #temp1 t on (t7.c2 = t.c1)option (recompile)endgoset statistics time onset statistics io ondbcc dropcleanbuffersgo–high reads as expected for parameter ’1'exec test_with_index_recompile 1godbcc dropcleanbuffersgo–low reads as expected for parameter ’2'exec test_with_index_recompile 2go

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  • get value from css using document.getElementById().style.height javascript

    - by Jamex
    Hi, Please offer insight into this mystery. I am trying to get the height value from a div box by var high = document.getElementById("hintdiv").style.height; alert(high); I can get this value just fine if the attribute is contained within the div tag, but it returns a blank value if the attribute is defined in the css section. This is fine, it shows 100px as a value. The value can be accessed. <div id="hintdiv" style="height:100px; display: none;"> . . var high = document.getElementById("hintdiv").style.height; alert(high); This is not fine, it shows an empty alert screen. The value is practically 0. #hintdiv { height:100px display: none; } <div id="hintdiv"> . . var high = document.getElementById("hintdiv").style.height; alert(high); But I have no problem accessing/changing the "display:none" attribute whether it is in the tag or in the css section. The div box displays correctly by both attribute definition methods (inside the tag or in the css section). I also tried to access the value by other variations, but no luck document.getElementById("hintdiv").style.height.value ----> undefined document.getElementById("hintdiv").height ---->undefined document.getElementById("hintdiv").height.value ----> error, no execution Any solution? TIA.

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  • Findbugs and comparing

    - by Rob Goodwin
    I recently started using the findbugs static analysis tool in a java build I was doing. The first report came back with loads of High Priority warnings. Being the obsessive type of person, I was ready to go knock them all out. However, I must be missing something. I get most of the warnings when comparing things. Such as the following code: public void setSpacesPerLevel(int value) { if( value >= 0) { ... produces a high priority warning at the if statement that reads. File: Indenter.java, Line: 60, Type: BIT_AND_ZZ, Priority: High, Category: CORRECTNESS Check to see if ((...) & 0) == 0 in sample.Indenter.setSpacesPerLevel(int) I am comparing an int to an int, seems like a common thing. I get quite a few of that type of error with similar simple comparisons. I have alot of other high priority warnings on what appears to be simple code blocks. Am I missing something here? I realize that static analysis can produce false positives, but the errors I am seeing seem too trivial of a case to be a false positive. This one has me scratching my head as well. for(int spaces = 0;spaces < spacesPerLevel;spaces++){... Which gives the following findbugs warning: File: Indenter.java, Line: 160, Type: IL_INFINITE_LOOP, Priority: High, Category: CORRECTNESS There is an apparent infinite loop in sample.Indenter.indent() This loop doesn't seem to have a way to terminate (other than by perhaps throwing an exception). Any ideas? So basically I have a handful of files and 50-60 high priority warnings similar to the ones above. I am using findbugs 1.3.9 and calling it from the findbugs ant task

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  • Linux e1000e (Intel networking driver) problems galore, where do I start?

    - by Evan Carroll
    I'm currently having a major problem with e1000e (not working at all) in Ubuntu Maverick (1.0.2-k4), after resume I'm getting a lot of stuff in dmesg: [ 9085.820197] e1000e 0000:02:00.0: PCI INT A disabled [ 9089.907756] e1000e: Intel(R) PRO/1000 Network Driver - 1.0.2-k4 [ 9089.907762] e1000e: Copyright (c) 1999 - 2009 Intel Corporation. [ 9089.907797] e1000e 0000:02:00.0: Disabling ASPM L1 [ 9089.907827] e1000e 0000:02:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 9089.907857] e1000e 0000:02:00.0: setting latency timer to 64 [ 9089.908529] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9089.908922] e1000e 0000:02:00.0: Disabling ASPM L0s [ 9089.908954] e1000e 0000:02:00.0: (unregistered net_device): PHY reset is blocked due to SOL/IDER session. [ 9090.024625] e1000e 0000:02:00.0: eth0: (PCI Express:2.5GB/s:Width x1) 00:0a:e4:3e:ce:74 [ 9090.024630] e1000e 0000:02:00.0: eth0: Intel(R) PRO/1000 Network Connection [ 9090.024712] e1000e 0000:02:00.0: eth0: MAC: 2, PHY: 2, PBA No: 005302-003 [ 9090.109492] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9090.164219] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X and, a bunch of [ 2128.005447] e1000e 0000:02:00.0: eth0: Detected Hardware Unit Hang: [ 2128.005452] TDH <89> [ 2128.005454] TDT <27> [ 2128.005456] next_to_use <27> [ 2128.005458] next_to_clean <88> [ 2128.005460] buffer_info[next_to_clean]: [ 2128.005463] time_stamp <6e608> [ 2128.005465] next_to_watch <8a> [ 2128.005467] jiffies <6f929> [ 2128.005469] next_to_watch.status <0> [ 2128.005471] MAC Status <80080703> [ 2128.005473] PHY Status <796d> [ 2128.005475] PHY 1000BASE-T Status <4000> [ 2128.005477] PHY Extended Status <3000> [ 2128.005480] PCI Status <10> I decided to compile the latest stable e1000e to 1.2.17, now I'm getting: [ 9895.678050] e1000e: Intel(R) PRO/1000 Network Driver - 1.2.17-NAPI [ 9895.678055] e1000e: Copyright(c) 1999 - 2010 Intel Corporation. [ 9895.678098] e1000e 0000:02:00.0: Disabling ASPM L1 [ 9895.678129] e1000e 0000:02:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 9895.678162] e1000e 0000:02:00.0: setting latency timer to 64 [ 9895.679136] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9895.679160] e1000e 0000:02:00.0: Disabling ASPM L0s [ 9895.679192] e1000e 0000:02:00.0: (unregistered net_device): PHY reset is blocked due to SOL/IDER session. [ 9895.791758] e1000e 0000:02:00.0: eth0: (PCI Express:2.5GB/s:Width x1) 00:0a:e4:3e:ce:74 [ 9895.791766] e1000e 0000:02:00.0: eth0: Intel(R) PRO/1000 Network Connection [ 9895.791850] e1000e 0000:02:00.0: eth0: MAC: 3, PHY: 2, PBA No: 005302-003 [ 9895.892464] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9895.948175] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9895.949111] ADDRCONF(NETDEV_UP): eth0: link is not ready [ 9895.954694] e1000e: eth0 NIC Link is Up 10 Mbps Full Duplex, Flow Control: RX/TX [ 9895.954703] e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO [ 9895.955157] ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready [ 9906.832056] eth0: no IPv6 routers present With 1.2.20 I get: [ 9711.525465] e1000e: Intel(R) PRO/1000 Network Driver - 1.2.20-NAPI [ 9711.525472] e1000e: Copyright(c) 1999 - 2010 Intel Corporation. [ 9711.525521] e1000e 0000:02:00.0: Disabling ASPM L1 [ 9711.525554] e1000e 0000:02:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 9711.525586] e1000e 0000:02:00.0: setting latency timer to 64 [ 9711.526460] e1000e 0000:02:00.0: irq 45 for MSI/MSI-X [ 9711.526487] e1000e 0000:02:00.0: Disabling ASPM L0s [ 9711.526523] e1000e 0000:02:00.0: (unregistered net_device): PHY reset is blocked due to SOL/IDER session. [ 9711.639763] e1000e 0000:02:00.0: eth0: (PCI Express:2.5GB/s:Width x1) 00:0a:e4:3e:ce:74 [ 9711.639771] e1000e 0000:02:00.0: eth0: Intel(R) PRO/1000 Network Connection [ 9711.639854] e1000e 0000:02:00.0: eth0: MAC: 3, PHY: 2, PBA No: 005302-003 [ 9712.060770] e1000e 0000:02:00.0: irq 45 for MSI/MSI-X [ 9712.116195] e1000e 0000:02:00.0: irq 45 for MSI/MSI-X [ 9712.117098] ADDRCONF(NETDEV_UP): eth0: link is not ready [ 9712.122684] e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: RX/TX [ 9712.122693] e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO [ 9712.123142] ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready [ 9722.920014] eth0: no IPv6 routers present But, I'm still getting these [ 9982.992851] PCI Status <10> [ 9984.993602] e1000e 0000:02:00.0: eth0: Detected Hardware Unit Hang: [ 9984.993606] TDH <5d> [ 9984.993608] TDT <6b> [ 9984.993611] next_to_use <6b> [ 9984.993613] next_to_clean <5b> [ 9984.993615] buffer_info[next_to_clean]: [ 9984.993617] time_stamp <24da80> [ 9984.993619] next_to_watch <5d> [ 9984.993621] jiffies <24f200> [ 9984.993624] next_to_watch.status <0> [ 9984.993626] MAC Status <80080703> [ 9984.993628] PHY Status <796d> [ 9984.993630] PHY 1000BASE-T Status <4000> [ 9984.993632] PHY Extended Status <3000> [ 9984.993635] PCI Status <10> [ 9986.001047] e1000e 0000:02:00.0: eth0: Reset adapter [ 9986.176202] e1000e: eth0 NIC Link is Up 10 Mbps Full Duplex, Flow Control: RX/TX [ 9986.176211] e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO I'm not sure where to start troubleshooting this. Any ideas? Here is the result of ethtool -d eth0 MAC Registers ------------- 0x00000: CTRL (Device control register) 0x18100248 Endian mode (buffers): little Link reset: reset Set link up: 1 Invert Loss-Of-Signal: no Receive flow control: enabled Transmit flow control: enabled VLAN mode: disabled Auto speed detect: disabled Speed select: 1000Mb/s Force speed: no Force duplex: no 0x00008: STATUS (Device status register) 0x80080703 Duplex: full Link up: link config TBI mode: disabled Link speed: 10Mb/s Bus type: PCI Express Port number: 0 0x00100: RCTL (Receive control register) 0x04048002 Receiver: enabled Store bad packets: disabled Unicast promiscuous: disabled Multicast promiscuous: disabled Long packet: disabled Descriptor minimum threshold size: 1/2 Broadcast accept mode: accept VLAN filter: enabled Canonical form indicator: disabled Discard pause frames: filtered Pass MAC control frames: don't pass Receive buffer size: 2048 0x02808: RDLEN (Receive desc length) 0x00001000 0x02810: RDH (Receive desc head) 0x00000001 0x02818: RDT (Receive desc tail) 0x000000F0 0x02820: RDTR (Receive delay timer) 0x00000000 0x00400: TCTL (Transmit ctrl register) 0x3103F0FA Transmitter: enabled Pad short packets: enabled Software XOFF Transmission: disabled Re-transmit on late collision: enabled 0x03808: TDLEN (Transmit desc length) 0x00001000 0x03810: TDH (Transmit desc head) 0x00000000 0x03818: TDT (Transmit desc tail) 0x00000000 0x03820: TIDV (Transmit delay timer) 0x00000008 PHY type: IGP2 and ethtool -c eth0 Coalesce parameters for eth0: Adaptive RX: off TX: off stats-block-usecs: 0 sample-interval: 0 pkt-rate-low: 0 pkt-rate-high: 0 rx-usecs: 3 rx-frames: 0 rx-usecs-irq: 0 rx-frames-irq: 0 tx-usecs: 0 tx-frames: 0 tx-usecs-irq: 0 tx-frames-irq: 0 rx-usecs-low: 0 rx-frame-low: 0 tx-usecs-low: 0 tx-frame-low: 0 rx-usecs-high: 0 rx-frame-high: 0 tx-usecs-high: 0 tx-frame-high: 0 Here is also the lspci -vvv for this controller 02:00.0 Ethernet controller: Intel Corporation 82573L Gigabit Ethernet Controller Subsystem: Lenovo ThinkPad X60s Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR+ FastB2B- DisINTx+ Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0, Cache Line Size: 64 bytes Interrupt: pin A routed to IRQ 45 Region 0: Memory at ee000000 (32-bit, non-prefetchable) [size=128K] Region 2: I/O ports at 2000 [size=32] Capabilities: [c8] Power Management version 2 Flags: PMEClk- DSI+ D1- D2- AuxCurrent=0mA PME(D0+,D1-,D2-,D3hot+,D3cold+) Status: D0 NoSoftRst- PME-Enable- DSel=0 DScale=1 PME- Capabilities: [d0] MSI: Enable+ Count=1/1 Maskable- 64bit+ Address: 00000000fee0300c Data: 415a Capabilities: [e0] Express (v1) Endpoint, MSI 00 DevCap: MaxPayload 256 bytes, PhantFunc 0, Latency L0s <512ns, L1 <64us ExtTag- AttnBtn- AttnInd- PwrInd- RBE- FLReset- DevCtl: Report errors: Correctable+ Non-Fatal+ Fatal+ Unsupported+ RlxdOrd+ ExtTag- PhantFunc- AuxPwr- NoSnoop+ MaxPayload 128 bytes, MaxReadReq 512 bytes DevSta: CorrErr- UncorrErr- FatalErr- UnsuppReq- AuxPwr+ TransPend- LnkCap: Port #0, Speed 2.5GT/s, Width x1, ASPM L0s L1, Latency L0 <128ns, L1 <64us ClockPM+ Surprise- LLActRep- BwNot- LnkCtl: ASPM Disabled; RCB 64 bytes Disabled- Retrain- CommClk+ ExtSynch- ClockPM+ AutWidDis- BWInt- AutBWInt- LnkSta: Speed 2.5GT/s, Width x1, TrErr- Train- SlotClk+ DLActive- BWMgmt- ABWMgmt- Capabilities: [100 v1] Advanced Error Reporting UESta: DLP- SDES- TLP- FCP- CmpltTO- CmpltAbrt- UnxCmplt- RxOF- MalfTLP- ECRC- UnsupReq+ ACSViol- UEMsk: DLP- SDES- TLP- FCP- CmpltTO- CmpltAbrt- UnxCmplt- RxOF- MalfTLP- ECRC- UnsupReq- ACSViol- UESvrt: DLP+ SDES- TLP- FCP+ CmpltTO- CmpltAbrt- UnxCmplt- RxOF+ MalfTLP+ ECRC- UnsupReq- ACSViol- CESta: RxErr- BadTLP- BadDLLP- Rollover- Timeout- NonFatalErr- CEMsk: RxErr- BadTLP- BadDLLP- Rollover- Timeout- NonFatalErr- AERCap: First Error Pointer: 14, GenCap- CGenEn- ChkCap- ChkEn- Capabilities: [140 v1] Device Serial Number 00-0a-e4-ff-ff-3e-ce-74 Kernel driver in use: e1000e Kernel modules: e1000e I filed a bug on this upstream, still no idea how to get more useful information. Here is a the result of the running that script EEPROM FIX UPDATE $ sudo bash fixeep-82573-dspd.sh eth0 eth0: is a "82573L Gigabit Ethernet Controller" This fixup is applicable to your hardware Your eeprom is up to date, no changes were made Do I still need to do anything? Also here is my EEPROM dump $ sudo ethtool -e eth0 Offset Values ------ ------ 0x0000 00 0a e4 3e ce 74 30 0b b2 ff 51 00 ff ff ff ff 0x0010 53 00 03 02 6b 02 7e 20 aa 17 9a 10 86 80 df 80 0x0020 00 00 00 20 54 7e 00 00 14 00 da 00 04 00 00 27 0x0030 c9 6c 50 31 3e 07 0b 04 8b 29 00 00 00 f0 02 0f 0x0040 08 10 00 00 04 0f ff 7f 01 4d ff ff ff ff ff ff 0x0050 14 00 1d 00 14 00 1d 00 af aa 1e 00 00 00 1d 00 0x0060 00 01 00 40 1f 12 07 40 ff ff ff ff ff ff ff ff 0x0070 ff ff ff ff ff ff ff ff ff ff ff ff ff ff 4a e0 I'd also like to note that I used eth0 every day for years and until recently never had an issue.

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  • How do I implement a quaternion based camera?

    - by kudor gyozo
    I looked at several tutorials about this and when I thought I understood I tried to implement a quaternion based camera. The problem is it doesn't work correctly, after rotating for approx. 10 degrees it jumps back to -10 degrees. I have no idea what's wrong. I'm using openTK and it already has a quaternion class. I'm a noob at opengl, I'm doing this just for fun, and don't really understand quaternions, so probably I'm doing something stupid here. Here is some code: (Actually almost all the code except the methods that load and draw a vbo (it is taken from an OpenTK sample that demonstrates vbo-s)) I load a cube into a vbo and initialize the quaternion for the camera protected override void OnLoad(EventArgs e) { base.OnLoad(e); cameraPos = new Vector3(0, 0, 7); cameraRot = Quaternion.FromAxisAngle(new Vector3(0,0,-1), 0); GL.ClearColor(System.Drawing.Color.MidnightBlue); GL.Enable(EnableCap.DepthTest); vbo = LoadVBO(CubeVertices, CubeElements); } I load a perspective projection here. This is loaded at the beginning and every time I resize the window. protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, Width, Height); float aspect_ratio = Width / (float)Height; Matrix4 perpective = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 64); GL.MatrixMode(MatrixMode.Projection); GL.LoadMatrix(ref perpective); } Here I get the last rotation value and create a new quaternion that represents only the last rotation and multiply it with the camera quaternion. After this I transform this into axis-angle so that opengl can use it. (This is how I understood it from several online quaternion tutorials) protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); double speed = 1; double rx = 0, ry = 0; if (Keyboard[Key.A]) { ry = -speed * e.Time; } if (Keyboard[Key.D]) { ry = +speed * e.Time; } if (Keyboard[Key.W]) { rx = +speed * e.Time; } if (Keyboard[Key.S]) { rx = -speed * e.Time; } Quaternion tmpQuat = Quaternion.FromAxisAngle(new Vector3(0,1,0), (float)ry); cameraRot = tmpQuat * cameraRot; cameraRot.Normalize(); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); Vector3 axis; float angle; cameraRot.ToAxisAngle(out axis, out angle); GL.Rotate(angle, axis); GL.Translate(-cameraPos); Draw(vbo); SwapBuffers(); } Here are 2 images to explain better: I rotate a while and from this: it jumps into this Any help is appreciated. Update1: I add these to a streamwriter that writes into a file: sw.WriteLine("camerarot: X:{0} Y:{1} Z:{2} W:{3} L:{4}", cameraRot.X, cameraRot.Y, cameraRot.Z, cameraRot.W, cameraRot.Length); sw.WriteLine("ry: {0}", ry); The log is available here: http://www.pasteall.org/26133/text. At line 770 the cube jumps from right to left, when camerarot.Y changes signs. I don't know if this is normal. Update2 Here is the complete project.

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  • SFML fail to load image as texture

    - by zyeek
    I have come to a problem with the code below ... Using SFML 2.0 #include <SFML/Graphics.hpp> #include <iostream> #include <list> int main() { float speed = 5.0f; // create the window sf::RenderWindow window(sf::VideoMode(sf::VideoMode::getDesktopMode().height - 300, 800), "Bricks"); // Set game window position on the screen window.setPosition( sf::Vector2i(sf::VideoMode::getDesktopMode().width/4 + sf::VideoMode::getDesktopMode().width/16 , 0) ); // Allow library to accept repeatitive key presses (i.e. holding key) window.setKeyRepeatEnabled(true); // Hide mouse cursor //window.setMouseCursorVisible(false); // Limit 30 frames per sec; the minimum for all games window.setFramerateLimit(30); sf::Texture texture; if (!texture.loadFromFile("tile.png", sf::IntRect(0, 0, 125, 32))) { std::cout<<"Could not load image\n"; return -1; } // Empty list of sprites std::list<sf::Sprite> spriteContainer; bool gameFocus = true; // run the program as long as the window is open while (window.isOpen()) { sf::Vector2i mousePos = sf::Mouse::getPosition(window); // check all the window's events that were triggered since the last iteration of the loop sf::Event event; while (window.pollEvent(event)) { float offsetX = 0.0f, offsetY = 0.0f; if(event.type == sf::Event::GainedFocus) gameFocus = !gameFocus; else if(event.type == sf::Event::LostFocus) gameFocus = !gameFocus; if(event.type == sf::Event::KeyPressed) { if (event.key.code == sf::Keyboard::Space) { if(gameFocus) { // Create sprite and add features before putting it into container sf::Sprite sprite(texture); sprite.scale(.9f,.7f); sf::Vector2u textSize = texture.getSize(); sprite.setPosition(sf::Vector2f(mousePos.x-textSize.x/2.0f, mousePos.y - textSize.y/2.0f)); spriteContainer.push_front(sprite); } } if(event.key.code == sf::Keyboard::P) std::cout << spriteContainer.size() << std::endl; if( event.key.code == sf::Keyboard::W ) offsetY -= speed; if( event.key.code == sf::Keyboard::A ) offsetX -= speed; if( event.key.code == sf::Keyboard::S ) offsetY += speed; if( event.key.code == sf::Keyboard::D ) offsetX += speed; } // "close requested" event: we close the window if (event.type == sf::Event::Closed || event.key.code == sf::Keyboard::Escape) window.close(); // Move all sprites synchronously for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) sprite->move(offsetX, offsetY); //sprite.move(offsetX,offsetY); } // clear the window with black color window.clear(sf::Color::Black); // draw everything here... // window.draw(...); // Draw all sprites in the container for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) window.draw(*sprite); // end the current frame window.display(); } return 0; } A couple weeks ago it worked flawlessly to my expectation, but now that I come back to it and I am having problems importing the image as a texture "tile.png". I don't understand why this is evening happening and the only message I get via the terminal is "Cannot load image ..." then a bunch of random characters. My libraries are for sure working, but now I am not sure why the image is not loading. My image is in the same directory as with my .h and .cpp files. This is an irritating problem that keep coming up for some reason and is always a problem to fix it. I import my libraries via my own directory "locals" which contain many APIs, but I specifically get SFML, and done appropriately as I am able to open a window and many other stuff.

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  • Difficulties with rotation of a sprite

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • I am not able to delete a corrupt NTFS partition on my pen drive. How can I force its deletion?

    - by yesuraj
    I formatted my 16GB pen drive with the NTFS file system in windows vista. After that I started copying some files. However, only a few files were copied to the pen drive before the copy operation hung. So I cancelled the copy operation. Now I am unable to use the pen drive. I DON'T REALLY NEED ANY FILES THAT I COPIED TO THE PENDRIVE. I JUST WANT TO USE THE PENDRIVE AGAIN. I have tried using Ubuntu to format the pen drive. But when i use fdisk to delete the partition, it looks like it is working fine but in fact it does not delete the partition. Also I am unable to format it with any other file system. When I tried to use gparted, it throws the following error: Error mounting: mount exited with exit code 14: The disk contains an unclean file system(0,0). The file system wasn't safely closed on window. Fixing ntfs_attr_pread_i:ntfs_pread failed: Input/output error Failed to read NTFS$Bitmap:Input/output error NTFS is either inconsistent, or there is a hardware fault, or it's a softRAID/FakeRAID hardware. In the first case run chkdsk /f on Windows then reboot into windows twice. The usage of the /f parameter is very important!. If the device is a SoftRAID/FakeRAID then first activate it and mount a different device under the /dev/mapper directory, (e.g. /dev/mapper/nvidia_eahaabcc1). Please see the dmraid documentation for more details When I searched the Internet I found help on how to recover. But I don’t want to recover, I want to format it again. When I pressed w after deleting the partition, it took more time than previously. After that i removed the pen drive and re-inserted, but the partition I had deleted was still present. If I simply type the command fdisk /dev/sdb without removing the pen drive after the partition is deleted, then it returns the error message Unable to open /dev/sdb. Here are the steps that I followed: root@yesuraj-ubuntu:~# fdisk /dev/sdb Command (m for help): d Selected partition 1 Command (m for help): w The partition table has been altered! Calling ioctl() to re-read partition table. Syncing disks THE DEMESG PRINTS ARE AS FOLLOWS, [ 6139.774753] usb 2-1.3: reset high speed USB device number 4 using ehci_hcd [ 6154.816941] usb 2-1.3: device descriptor read/64, error -110 [ 6169.968908] usb 2-1.3: device descriptor read/64, error -110 [ 6170.158427] usb 2-1.3: reset high speed USB device number 4 using ehci_hcd [ 6185.200638] usb 2-1.3: device descriptor read/64, error -110 [ 6200.352572] usb 2-1.3: device descriptor read/64, error -110 [ 6200.542093] usb 2-1.3: reset high speed USB device number 4 using ehci_hcd [ 6205.559460] usb 2-1.3: device descriptor read/8, error -110 I used the dd command and it erased the partition table. But now when I connect the pen drive, dmesg contains this error message: [88143.437001] sdb: unknown partition table. I am not able to create a partion using fdisk /dev/sdb. The error message says that it is unable to find the node. Other messages from dmesg follow below. [87100.531596] usb 2-1.3: new high speed USB device number 39 using ehci_hcd [87130.915257] usb 2-1.3: new high speed USB device number 40 using ehci_hcd [87135.932647] usb 2-1.3: device descriptor read/8, error -110

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  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Can't Remove Logical Drive/Array from HP P400

    - by Myles
    This is my first post here. Thank you in advance for any assistance with this matter. I'm trying to remove a logical drive (logical drive 2) and an array (array "B") from my Smart Array P400. The host is a DL580 G5 running 64-bit Red Hat Enterprise Linux Server release 5.7 (Tikanga). I am unable to remove the array using either hpacucli or cpqacuxe. I believe it is because of "OS Status: LOCKED". The file system that lives on this array has been unmounted. I do not want to reboot the host. Is there some way to "release" this logical drive so I can remove the array? Note that I do not need to preserve the data on logical drive 2. I intend to physically remove the drives from the machine and replace them with larger drives. I'm using the cciss kernel module that ships with Red Hat 5.7. Here is some information pertaining to the host and the P400 configuration: [root@gort ~]# cat /etc/redhat-release Red Hat Enterprise Linux Server release 5.7 (Tikanga) [root@gort ~]# uname -a Linux gort 2.6.18-274.el5 #1 SMP Fri Jul 8 17:36:59 EDT 2011 x86_64 x86_64 x86_64 GNU/Linux [root@gort ~]# rpm -qa | egrep '^(hp|cpq)' cpqacuxe-9.30-15.0 hp-health-9.25-1551.7.rhel5 hpsmh-7.1.2-3 hpdiags-9.3.0-466 hponcfg-3.1.0-0 hp-snmp-agents-9.25-2384.8.rhel5 hpacucli-9.30-15.0 [root@gort ~]# hpacucli HP Array Configuration Utility CLI 9.30.15.0 Detecting Controllers...Done. Type "help" for a list of supported commands. Type "exit" to close the console. => ctrl all show config detail Smart Array P400 in Slot 0 (Embedded) Bus Interface: PCI Slot: 0 Cache Serial Number: PA82C0J9SVW34U RAID 6 (ADG) Status: Enabled Controller Status: OK Hardware Revision: D Firmware Version: 7.22 Rebuild Priority: Medium Expand Priority: Medium Surface Scan Delay: 15 secs Surface Scan Mode: Idle Wait for Cache Room: Disabled Surface Analysis Inconsistency Notification: Disabled Post Prompt Timeout: 0 secs Cache Board Present: True Cache Status: OK Cache Ratio: 25% Read / 75% Write Drive Write Cache: Disabled Total Cache Size: 256 MB Total Cache Memory Available: 208 MB No-Battery Write Cache: Disabled Cache Backup Power Source: Batteries Battery/Capacitor Count: 1 Battery/Capacitor Status: OK SATA NCQ Supported: True Logical Drive: 1 Size: 136.7 GB Fault Tolerance: RAID 1 Heads: 255 Sectors Per Track: 32 Cylinders: 35132 Strip Size: 128 KB Full Stripe Size: 128 KB Status: OK Caching: Enabled Unique Identifier: 600508B100184A395356573334550002 Disk Name: /dev/cciss/c0d0 Mount Points: /boot 101 MB, /tmp 7.8 GB, /usr 3.9 GB, /usr/local 2.0 GB, /var 3.9 GB, / 2.0 GB, /local 113.2 GB OS Status: LOCKED Logical Drive Label: A0027AA78DEE Mirror Group 0: physicaldrive 1I:1:2 (port 1I:box 1:bay 2, SAS, 146 GB, OK) Mirror Group 1: physicaldrive 1I:1:1 (port 1I:box 1:bay 1, SAS, 146 GB, OK) Drive Type: Data Array: A Interface Type: SAS Unused Space: 0 MB Status: OK Array Type: Data physicaldrive 1I:1:1 Port: 1I Box: 1 Bay: 1 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM57RF40000983878FX Model: HP DG146BB976 Current Temperature (C): 29 Maximum Temperature (C): 35 PHY Count: 2 PHY Transfer Rate: Unknown, Unknown physicaldrive 1I:1:2 Port: 1I Box: 1 Bay: 2 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM55VQC000098388524 Model: HP DG146BB976 Current Temperature (C): 29 Maximum Temperature (C): 36 PHY Count: 2 PHY Transfer Rate: Unknown, Unknown Logical Drive: 2 Size: 546.8 GB Fault Tolerance: RAID 5 Heads: 255 Sectors Per Track: 32 Cylinders: 65535 Strip Size: 64 KB Full Stripe Size: 256 KB Status: OK Caching: Enabled Parity Initialization Status: Initialization Completed Unique Identifier: 600508B100184A395356573334550003 Disk Name: /dev/cciss/c0d1 Mount Points: None OS Status: LOCKED Logical Drive Label: A5C9C6F81504 Drive Type: Data Array: B Interface Type: SAS Unused Space: 0 MB Status: OK Array Type: Data physicaldrive 1I:1:3 Port: 1I Box: 1 Bay: 3 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM2H5PE00009802NK19 Model: HP DG146ABAB4 Current Temperature (C): 30 Maximum Temperature (C): 37 PHY Count: 1 PHY Transfer Rate: Unknown physicaldrive 1I:1:4 Port: 1I Box: 1 Bay: 4 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM28YY400009750MKPJ Model: HP DG146ABAB4 Current Temperature (C): 31 Maximum Temperature (C): 36 PHY Count: 1 PHY Transfer Rate: 3.0Gbps physicaldrive 2I:1:5 Port: 2I Box: 1 Bay: 5 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM2FGYV00009802N3GN Model: HP DG146ABAB4 Current Temperature (C): 30 Maximum Temperature (C): 38 PHY Count: 1 PHY Transfer Rate: Unknown physicaldrive 2I:1:6 Port: 2I Box: 1 Bay: 6 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM8AFAK00009920MMV1 Model: HP DG146BB976 Current Temperature (C): 31 Maximum Temperature (C): 41 PHY Count: 2 PHY Transfer Rate: Unknown, Unknown physicaldrive 2I:1:7 Port: 2I Box: 1 Bay: 7 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM2FJQD00009801MSHQ Model: HP DG146ABAB4 Current Temperature (C): 29 Maximum Temperature (C): 39 PHY Count: 1 PHY Transfer Rate: Unknown

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