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  • Ctrl + C doesn't abort programs in terminal

    - by jake
    I changed the keyboard shortcut in terminal so that Ctrl + C would copy text. I realized I can't abort a program I am running since Ctrl + C used to be the abort command. I know that Ctrl + Shift + C works but want it switched back. Is there a way to revert the keyboard shortcuts to the real defaults before I decided to mess with it? What is the abort command defined as in keyboard shortcuts? Not a big program if I can't but it would be nice to know.

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  • Ubuntu 12.04.1 completely freezing very often [closed]

    - by tyler
    Possible Duplicate: What should I do when Ubuntu freezes? I am running ubuntu 12.04.1 on an asus zenbook prime (UX31A), and I am having a problem where the entire OS freezes at random times. It doesn't seem to happen in response to any certain event, it will even sometimes happen while just moving the mouse, not even clicking on anything. The entire system will freeze, mouse and keyboard do not work, and any music/video will freeze and audio will loop. I can do nothing but hold the power button to reboot the computer. I've had this problem for a while, and just yesterday gotten around to backing up everything and doing a fresh install. Lo and behold, I get a freeze within 20 minutes of a fresh install. I've googled this a lot, and cannot find anything that resembles it exactly (some people have everything but mouse/keyboard freeze, some people only have the mouse/keyboard freeze).

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  • Disabling assistive technologies during login

    - by Ivan
    I have a laptop with Ubuntu 10.04. My daughter was playing with the keyboard on the login screen, and it seems she activated some assistive technologies because now the screen is split vertically and the right side shows a magnified version of the left side. Plus, there's a screen keyboard. The way the screen is split makes it impossible for me to disable the assistive stuff from the toolbar at the bottom, since I can only see part of it. I don't know if it's a bug or what, because I'd guess I could see the entire bar on the right (magnified) side just by moving the mouse there, but I can't. I can't even type on the login screen, nor use the on-screen keyboard... Good thing I have auto-login activated, so I can still use the computer, but I can't switch users. So, does anyone know how to get the normal login screen back?

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  • USB gets disabled when i boot in linux (ubuntu 3.5.7)

    - by Gaurav Vyas
    I have connected USB keyboard & mouse to core i7 intel processor.When i boot my system in ubuntu with kernel 3.2.21 it runs properly i.e usb keyboard & usb mouse works satisfactorily. ISSUE When i boot my system in linux(ubuntu 3.5.7) USB keyboard & usb Mouse stops working.i have to boot my system by pressing "e" and then "Enter" i.e it directly links with the hardware.Mouse doesnt get power i.e LED under my optical mouse doesnt glow. kindly help me.

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  • Ubuntu 12.04 update + VirtualBox VM 4.1.14 r77440 - No input

    - by Gubatron
    I can only enter my password with the keyboard and this is what I see after I login If I try to switch to a terminal with CtrlAlt+F1 I get this I don't have a clue how to fix this, or if it's even possible to fix this without access to a terminal. The recovery console does not work either. It opens, but keyboard input doesn't seem to be working for it either. Anybody had this happened? Update (next day) Keyboard input lets me do Alt+F2 and invoke a terminal, but I can't change focus to the terminal window that opens. Any tip on how to switch focus (Alt+Tab wont work) to the terminal window. Maybe looking at this you might have a clue what's going on, maybe there's no window manager loading?

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  • Ubuntu Suspend won't wake by mouse

    - by corsen
    I just installed Ubuntu 11.04 and realized that suspend would not wake by either keyboard or mouse. After following instructions from here: http://ubuntuforums.org/showthread.php?t=1642817 The system will now wake by keyboard. I have a USB mouse it is a logitech G5. Even if I enable all of the USB devices listed in /proc/acpi/wakeup, my computer will still not wake up via mouse. I'd really prefer to wake by mouse instead of keyboard due to cats. Does anyone know why my mouse won't wake the machine even after enabling all USB devices listed? Thanks, Bryan

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • The Dreaded Startup Repair Loop on Win 7

    - by HighAltitudeCoder
    For most people, upgrading to Windows 7 has been a relatively painless process.  Not me.  I am in the unlucky 1% or less who had a somewhat less pleasant experience.  First, I cloned my entire onto a larger (and much faster) solid state hard drive, only experiencing minimal problems. Then, I bought the Retail version of Windows 7 Ultimate, took a deep breath and... oh yeah, I almost forgot - BACK UP THE COMPUTER.  The next morning I upgraded to Win 7 and everything seemed fine, until... I rebooted the system, the nice Windows 7 launch graphics come up, it's about to launch and AWWW, are you kidding me?!?!  Back to the BIOS splash screen?  Next comes the sequence of failure - attempt repair - unable to repair - do you want to wipe your hard drive decisions. Because I purchased the retail version, a number is provided where I could call Microsoft Tech support.  When I did, they instructed me to click "Install" from my installation CD, which did not work.  When I tried the "Upgrade" option, it reaches an impasse, telling you that yoiu have a newer version of Win 7, and thus cannot Upgrade.  If you choose "Install" you willl lose everything... files, programs, EVERYTHING.  Or at least this is what it tells you.  I was not willing to take the risk. To make things worse, I had installed a new antivirus software application before I realized my system was unstable (Trend Micro Titanium Internet Security), and this was causing additional problems. One interesting thing, and the only saving grace as it turns out, was that my system WOULD successfully reboot into the OS if I chose to restart it, rather than shut it down.  If I chose to shut down, I would have to go through the loop again until I was given the option to restart. As it turned out, I needed to update my BIOS.  I assumed that since I had updated my BIOS a long time ago to settings that were stable under Windows Vista Ultimate x64, I incorrectly expected Win 7 to adopt the same settings and didn't expect there to be any problems.  WRONG. My BIOS had a setting to halt the boot cycle if various kinds of errors were detected.  Windows Vista didn't care about this, but forget it under Windows 7.  I turned immediately corrected that BIOS setting.  Next, there were the two separate BIOS settings: enable USB mouse and enable USB keyboard.  The only sequence of events that would work were to start my reboot process over from stratch with a hard-wired non-usb keyboard and mouse.  Whent the system booted under these settings, it doesn't detect any errors due to either the mouse or keyboard, and actually booted for the first time in a long while (let me tell ya, that's an amazing experience after fiddling with settings for two entire weekends!) Next step: leave your old mouse and keyboard connected, but also connect your other two devices (mouse, keyboard) that use USB connections.  During the boot cycle, the operating system will not fail due to missing requirements during startup, and it will then pick up the new drivers necessary to use your new hardware. If you think you are in the clear here, you are wrong.  The next VERY IMPORTANT step is to remember to change your settings in the BIOS upon next startup.  Specifically, yoiu will need ot change your BIOS to enable USB mouse and enable USB keyboard input.  If you don't, Windows will detect an incompatibility upon the next startup, and you will be stuck once again in the endless cycle of reboot/Startup Repair/reboot/Startup Repair, without ever reaching a successful boot. Here's the thing - the BIOS and the drivers registered in Win 7 need to match.  If they don't, you're going to lose another weekend worrying and fiddling, all the while wondering if you've permanently damaged your hard drive beyond repair. (Sigh).  In the end, things worked out.  I must note that it is saddening to see how many posts there are out there that recommend just doing a clean install, as if it's the only option.  How many countless poor souls have lost their data, their backups, their pictures and videos, all for nothing other than the fact that the person giving advice just didn't know what to do at that point? My advice to you, try having a look at your BIOS settings first and making sure Win 7 can find your BIOS settings, and also disabling in your BIOS anything that might halt your system boot-up process if it encounters errors.

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  • Lost volume control OSD for Ubuntu

    - by Vultan
    I've been happily chugging along with Ubuntu 14.04 (love it), and something I must have done removed the on screen notification when I change the volume via keyboard buttons. When I change the volume via the keyboard, it works, I can hear the alert telling me I've done it, and the small volume indicator in the panel does show the change, but I used to see a pop up rounded rectangle in the top right of the screen that showed me clearer feedback when I changed volume via the keyboard. It's now gone. Can anyone offer any help in bringing it back?

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  • Alt + # shorcut, how to remove?

    - by Qocko
    Being a World of Warcraft player, I use keyboard combinations to cast spells and "alt + #" is one of the combination, # being the key just before the 1 2 3 4 [...], under "escape" and on top of "tab" (I have a "French(canada)" keyboard). I've searched in the keyboard options, the shorcuts parts and I found nothing, I even tried to assign it randomly, hopping it'll overwrite the real shorcut but it didn't. When I press "alt + #" I have a "alt + tab" like but just for one type of window. For exemple it'll make me navigate through many instances of folder, but it won't switch to another application. It just cycle through the open windows of one application. Help me get rid of this annoying shorcut please ! Thanks in advance.

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  • Why does Mysql Xampp restart only when i run the mysqld.exe file manually?

    - by Ranjit Kumar
    I am using mysql-xampp v3.0.2 version. while restarting the mysql server first it show me the running status and after 2or3s it stops running automatically. So as of now i got a temporary solution like going into xampp installation folder Xampp-mysql-bin-running the msqld.exe file. i dont know whether it is the correct solution or is there any alternate solution to be made !! please suggest me errorlog 120629 15:29:59 [Note] Plugin 'FEDERATED' is disabled. 120629 15:29:59 InnoDB: The InnoDB memory heap is disabled 120629 15:29:59 InnoDB: Mutexes and rw_locks use Windows interlocked functions 120629 15:29:59 InnoDB: Compressed tables use zlib 1.2.3 120629 15:29:59 InnoDB: Initializing buffer pool, size = 16.0M 120629 15:29:59 InnoDB: Completed initialization of buffer pool InnoDB: The first specified data file D:\xampp\xampp\mysql\data\ibdata1 did not exist: InnoDB: a new database to be created! 120629 15:29:59 InnoDB: Setting file D:\xampp\xampp\mysql\data\ibdata1 size to 10 MB InnoDB: Database physically writes the file full: wait... 120629 15:29:59 InnoDB: Log file D:\xampp\xampp\mysql\data\ib_logfile0 did not exist: new to be created InnoDB: Setting log file D:\xampp\xampp\mysql\data\ib_logfile0 size to 5 MB InnoDB: Database physically writes the file full: wait... 120629 15:30:00 InnoDB: Log file D:\xampp\xampp\mysql\data\ib_logfile1 did not exist: new to be created InnoDB: Setting log file D:\xampp\xampp\mysql\data\ib_logfile1 size to 5 MB InnoDB: Database physically writes the file full: wait... InnoDB: Doublewrite buffer not found: creating new InnoDB: Doublewrite buffer created InnoDB: 127 rollback segment(s) active. InnoDB: Creating foreign key constraint system tables InnoDB: Foreign key constraint system tables created 120629 15:30:02 InnoDB: Waiting for the background threads to start

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  • Unable to write DVD-R(Blank DVD's)

    - by FrozenKing
    I have a problem in dvd drive i.e. It can read CD/DVD and can write CD and all CD/DVD-RW but cannot write DVD DVD drive model is SH-S203B Samsung; I also have a log file created by nero burning rom 11. Actually the fact is no Blank DVD's are being read in my dvd drive only previously written dvd's can be read! Is this the problem of OS or should I try cleaning the dvd drive or my DVD drive is 4yrs old so is it going to spoil now, since it is showing this type of symptoms! OS = WinXP AV = KIS 2012 DVD Drive = Samsung SH-S203B (Also tried latest firmware and downgrade versions also) IA32 Nero Version: 11.2.4.100 Internal Version: 11,2,4,100 Recorder: <TSSTcorp CDDVDW SH-S203B>Version: SB04 - HA 1 TA 0 - 11.2.4.100 Adapter driver: <Serial ATA> HA 1 Drive buffer : 2048kB Bus Type : via Inquiry data CD-ROM: <TSSTcorp CDDVDW SH-S203B >Version: SB04 - HA 1 TA 0 - 11.2.4.100 Adapter driver: <Serial ATA> HA 1 18:58:10 #37 SPTI -1511 File SCSIPassThrough.cpp, Line 224 CdRom0: SCSIStatus(x02) WinError(0) NeroError(-1511) CDB Data: 0x28 00 00 00 00 00 00 00 10 00 Sense Key: 0x04 (KEY_HARDWARE_ERROR) Sense Code: 0x3E Sense Qual: 0x02 Sense Area: 0x70 00 04 00 00 00 00 0A 00 00 00 00 3E 02 Buffer x08047340: Len x8000 18:58:10 #38 SectorVerify 20 File Cdrdrv.cpp, Line 12057 Read errors from sector 0 to 14 <Padding> 18:58:19 #39 SPTI -1511 File SCSIPassThrough.cpp, Line 224 CdRom0: SCSIStatus(x02) WinError(0) NeroError(-1511) CDB Data: 0x28 00 00 00 00 10 00 00 10 00 Sense Key: 0x04 (KEY_HARDWARE_ERROR) Sense Code: 0x3E Sense Qual: 0x02 Sense Area: 0x70 00 04 00 00 00 00 0A 00 00 00 00 3E 02 Buffer x08047340: Len x8000 18:58:19 #40 SectorVerify 21 File Cdrdrv.cpp, Line 12057 Read error at sector 15 <Virtual Multisession Info> 18:58:19 #41 SectorVerify 20 File Cdrdrv.cpp, Line 12057 Read errors from sector 16 to 18 <Volume Structure Descriptor Sequence> 18:58:28 #42 SPTI -1511 File SCSIPassThrough.cpp, Line 224 CdRom0: SCSIStatus(x02) WinError(0) NeroError(-1511) CDB Data: 0x28 00 00 00 00 20 00 00 10 00 Sense Key: 0x04 (KEY_HARDWARE_ERROR) Sense Code: 0x3E Sense Qual: 0x02 Sense Area: 0x70 00 04 00 00 00 00 0A 00 00 00 00 3E 02 Buffer x08047340: Len x8000

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  • What to look for in a switch with LAN/WAN verses an iSCSI SAN?

    - by Luke
    I'm setting up a VMWare ESXi 5 environment with 3 server nodes. Dell recommended 2x Force10 S60 switches shared (iSCSI SAN, LAN/WAN). The S60 switches are extremely powerful. They have 1.25 GB of buffer cache, < 9us latency. But they are very expensive (online price ~$15k per switch, actual quote a little less). I've been told that "by the book" you should at least have 2 internal switches for SAN, and 2 switches for LAN/WAN (each with a redundant). I know some of the pros and cons of each approach. What I'm wondering is, would it be more cost effective to disjoin the SAN from LAN with less expensive switches? The answer to this question highlights what I should be looking for in a switch for the SAN. What should I be looking for in a LAN/WAN switch, in comparison to the SAN? With the above linked question for the SAN: How is buffer latency measured? When you see 36 MB of buffer cache, is that shared or per port? So 36 MB would be 768kb or 36MB per port? With 3 to 6 servers how much buffer cache do you really need? What else should I be looking at? Our application will be heavily using HTML5 websockets (high number of persistent connections). The amount of data being sent is small; Data sent between client <- server isn't broadcasted (not a chat/IM service). We will be doing some database reporting too (csv export, sums, some joins). We are a small business and on a budget. We'd probably only be able to spend no more than $20k on switches total (2 or 4).

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  • Server Recovery from Denial of Service

    - by JMC
    I'm looking at a server that might be misconfigured to handle Denial of Service. The database was knocked offline after the attack, and was unable to restart itself after it failed to restart when the attack subsided. Details of the Attack: The Attacker either intentionally or unintentionally sent 1000's of search queries using the applications search query url within a couple of seconds. It looks like the server was overwhelmed and it caused the database to log this message: Server Specs: 1.5GB of dedicated memory Are there any obvious mis-configurations here that I'm missing? **mysql.log** 121118 20:28:54 mysqld_safe Number of processes running now: 0 121118 20:28:54 mysqld_safe mysqld restarted 121118 20:28:55 [Warning] option 'slow_query_log': boolean value '/var/log/mysqld.slow.log' wasn't recognized. Set to OFF. 121118 20:28:55 [Note] Plugin 'FEDERATED' is disabled. 121118 20:28:55 InnoDB: The InnoDB memory heap is disabled 121118 20:28:55 InnoDB: Mutexes and rw_locks use GCC atomic builtins 121118 20:28:55 InnoDB: Compressed tables use zlib 1.2.3 121118 20:28:55 InnoDB: Using Linux native AIO 121118 20:28:55 InnoDB: Initializing buffer pool, size = 512.0M InnoDB: mmap(549453824 bytes) failed; errno 12 121118 20:28:55 InnoDB: Completed initialization of buffer pool 121118 20:28:55 InnoDB: Fatal error: cannot allocate memory for the buffer pool 121118 20:28:55 [ERROR] Plugin 'InnoDB' init function returned error. 121118 20:28:55 [ERROR] Plugin 'InnoDB' registration as a STORAGE ENGINE failed. 121118 20:28:55 [ERROR] Unknown/unsupported storage engine: InnoDB 121118 20:28:55 [ERROR] Aborting **ulimit -a** core file size (blocks, -c) 0 data seg size (kbytes, -d) unlimited scheduling priority (-e) 0 file size (blocks, -f) unlimited pending signals (-i) 13089 max locked memory (kbytes, -l) 64 max memory size (kbytes, -m) unlimited open files (-n) 1024 pipe size (512 bytes, -p) 8 POSIX message queues (bytes, -q) 819200 real-time priority (-r) 0 stack size (kbytes, -s) 8192 cpu time (seconds, -t) unlimited max user processes (-u) 1024 virtual memory (kbytes, -v) unlimited file locks (-x) unlimited **httpd.conf** StartServers 10 MinSpareServers 8 MaxSpareServers 12 ServerLimit 256 MaxClients 256 MaxRequestsPerChild 4000 **my.cnf** innodb_buffer_pool_size=512M # Increase Innodb Thread Concurrency = 2 * [numberofCPUs] + 2 innodb_thread_concurrency=4 # Set Table Cache table_cache=512 # Set Query Cache_Size query_cache_size=64M query_cache_limit=2M # A sort buffer is used for optimizing sorting sort_buffer_size=8M # Log slow queries slow_query_log=/var/log/mysqld.slow.log long_query_time=2 #performance_tweak join_buffer_size=2M **php.ini** memory_limit = 128M post_max_size = 8M

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  • MysqlTunner and query_cache_size dilemma

    - by wbad
    On a busy mysql server MySQLTuner 1.2.0 always recommends to add query_cache_size no matter how I increase the value (I tried up to 512MB). On the other hand it warns that : Increasing the query_cache size over 128M may reduce performance Here are the last results: >> MySQLTuner 1.2.0 - Major Hayden <[email protected]> >> Bug reports, feature requests, and downloads at http://mysqltuner.com/ >> Run with '--help' for additional options and output filtering -------- General Statistics -------------------------------------------------- [--] Skipped version check for MySQLTuner script [OK] Currently running supported MySQL version 5.5.25-1~dotdeb.0-log [OK] Operating on 64-bit architecture -------- Storage Engine Statistics ------------------------------------------- [--] Status: +Archive -BDB -Federated +InnoDB -ISAM -NDBCluster [--] Data in InnoDB tables: 6G (Tables: 195) [--] Data in PERFORMANCE_SCHEMA tables: 0B (Tables: 17) [!!] Total fragmented tables: 51 -------- Security Recommendations ------------------------------------------- [OK] All database users have passwords assigned -------- Performance Metrics ------------------------------------------------- [--] Up for: 1d 19h 17m 8s (254M q [1K qps], 5M conn, TX: 139B, RX: 32B) [--] Reads / Writes: 89% / 11% [--] Total buffers: 24.2G global + 92.2M per thread (1200 max threads) [!!] Maximum possible memory usage: 132.2G (139% of installed RAM) [OK] Slow queries: 0% (2K/254M) [OK] Highest usage of available connections: 32% (391/1200) [OK] Key buffer size / total MyISAM indexes: 128.0M/92.0K [OK] Key buffer hit rate: 100.0% (8B cached / 0 reads) [OK] Query cache efficiency: 79.9% (181M cached / 226M selects) [!!] Query cache prunes per day: 1033203 [OK] Sorts requiring temporary tables: 0% (341 temp sorts / 4M sorts) [OK] Temporary tables created on disk: 14% (760K on disk / 5M total) [OK] Thread cache hit rate: 99% (676 created / 5M connections) [OK] Table cache hit rate: 22% (1K open / 8K opened) [OK] Open file limit used: 0% (49/13K) [OK] Table locks acquired immediately: 99% (64M immediate / 64M locks) [OK] InnoDB data size / buffer pool: 6.1G/19.5G -------- Recommendations ----------------------------------------------------- General recommendations: Run OPTIMIZE TABLE to defragment tables for better performance Reduce your overall MySQL memory footprint for system stability Increasing the query_cache size over 128M may reduce performance Variables to adjust: *** MySQL's maximum memory usage is dangerously high *** *** Add RAM before increasing MySQL buffer variables *** query_cache_size (> 192M) [see warning above] The server has 76GB ram and dual E5-2650. The load is usually below 2. I appreciate your hints to interpret the recommendation and optimize the database configs.

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  • Mysqld shutting down by itself

    - by AJ Naidas
    I'm running a Wordpress Blog that gets medium-high traffic. It is hosted in an Ubuntu Server 2GB Memory 2 Core Processor 40GB SSD Disk, 3TB Transfer. The problem is that MySQL shuts down by itself after an hour or two. I had to restart mysql each and every time this happens. I checked the logs and this is what I found: 140612 6:48:14 [Warning] Using unique option prefix myisam-recover instead of myisam-recover-options is deprecated and will be removed in a future release. Please use the full name instead. 140612 6:48:14 [Note] Plugin 'FEDERATED' is disabled. 140612 6:48:14 InnoDB: The InnoDB memory heap is disabled 140612 6:48:14 InnoDB: Mutexes and rw_locks use GCC atomic builtins 140612 6:48:14 InnoDB: Compressed tables use zlib 1.2.3.4 140612 6:48:14 InnoDB: Initializing buffer pool, size = 1.4G InnoDB: mmap(1502412800 bytes) failed; errno 12 140612 6:48:14 InnoDB: Completed initialization of buffer pool 140612 6:48:14 InnoDB: Fatal error: cannot allocate memory for the buffer pool 140612 6:48:14 [ERROR] Plugin 'InnoDB' init function returned error. 140612 6:48:14 [ERROR] Plugin 'InnoDB' registration as a STORAGE ENGINE failed. 140612 6:48:14 [ERROR] Unknown/unsupported storage engine: InnoDB 140612 6:48:14 [ERROR] Aborting 140612 6:48:14 [Note] /usr/sbin/mysqld: Shutdown complete judging by this line: 140612 6:48:14 InnoDB: Fatal error: cannot allocate memory for the buffer pool I suspect that this is a memory problem, but I would like to hear from the experts here before I conclude. Is this a lack of memory problem? Do you think the value of max_connections in my.cnf (currently 100) is a potential cause and needs increasing? TIA.

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  • How to use onSensorChanged sensor data in combination with OpenGL

    - by Sponge
    I have written a TestSuite to find out how to calculate the rotation angles from the data you get in SensorEventListener.onSensorChanged(). I really hope you can complete my solution to help people who will have the same problems like me. Here is the code, i think you will understand it after reading it. Feel free to change it, the main idea was to implement several methods to send the orientation angles to the opengl view or any other target which would need it. method 1 to 4 are working, they are directly sending the rotationMatrix to the OpenGl view. all other methods are not working or buggy and i hope someone knows to get them working. i think the best method would be method 5 if it would work, because it would be the easiest to understand but i'm not sure how efficient it is. the complete code isn't optimized so i recommend to not use it as it is in your project. here it is: import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGL10; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import static javax.microedition.khronos.opengles.GL10.*; import android.app.Activity; import android.content.Context; import android.content.pm.ActivityInfo; import android.hardware.Sensor; import android.hardware.SensorEvent; import android.hardware.SensorEventListener; import android.hardware.SensorManager; import android.opengl.GLSurfaceView; import android.opengl.GLSurfaceView.Renderer; import android.os.Bundle; import android.util.Log; import android.view.WindowManager; /** * This class provides a basic demonstration of how to use the * {@link android.hardware.SensorManager SensorManager} API to draw a 3D * compass. */ public class SensorToOpenGlTests extends Activity implements Renderer, SensorEventListener { private static final boolean TRY_TRANSPOSED_VERSION = false; /* * MODUS overview: * * 1 - unbufferd data directly transfaired from the rotation matrix to the * modelview matrix * * 2 - buffered version of 1 where both acceleration and magnetometer are * buffered * * 3 - buffered version of 1 where only magnetometer is buffered * * 4 - buffered version of 1 where only acceleration is buffered * * 5 - uses the orientation sensor and sets the angles how to rotate the * camera with glrotate() * * 6 - uses the rotation matrix to calculate the angles * * 7 to 12 - every possibility how the rotationMatrix could be constructed * in SensorManager.getRotationMatrix (see * http://www.songho.ca/opengl/gl_anglestoaxes.html#anglestoaxes for all * possibilities) */ private static int MODUS = 2; private GLSurfaceView openglView; private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private FloatBuffer colorBuffer; private SensorManager mSensorManager; private float[] rotationMatrix = new float[16]; private float[] accelGData = new float[3]; private float[] bufferedAccelGData = new float[3]; private float[] magnetData = new float[3]; private float[] bufferedMagnetData = new float[3]; private float[] orientationData = new float[3]; // private float[] mI = new float[16]; private float[] resultingAngles = new float[3]; private int mCount; final static float rad2deg = (float) (180.0f / Math.PI); private boolean mirrorOnBlueAxis = false; private boolean landscape; public SensorToOpenGlTests() { } /** Called with the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE); openglView = new GLSurfaceView(this); openglView.setRenderer(this); setContentView(openglView); } @Override protected void onResume() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onResume(); openglView.onResume(); if (((WindowManager) getSystemService(WINDOW_SERVICE)) .getDefaultDisplay().getOrientation() == 1) { landscape = true; } else { landscape = false; } mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_ACCELEROMETER), SensorManager.SENSOR_DELAY_GAME); mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD), SensorManager.SENSOR_DELAY_GAME); mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_ORIENTATION), SensorManager.SENSOR_DELAY_GAME); } @Override protected void onPause() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onPause(); openglView.onPause(); mSensorManager.unregisterListener(this); } public int[] getConfigSpec() { // We want a depth buffer, don't care about the // details of the color buffer. int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE }; return configSpec; } public void onDrawFrame(GL10 gl) { // clear screen and color buffer: gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); // set target matrix to modelview matrix: gl.glMatrixMode(GL10.GL_MODELVIEW); // init modelview matrix: gl.glLoadIdentity(); // move camera away a little bit: if ((MODUS == 1) || (MODUS == 2) || (MODUS == 3) || (MODUS == 4)) { if (landscape) { // in landscape mode first remap the rotationMatrix before using // it with glMultMatrixf: float[] result = new float[16]; SensorManager.remapCoordinateSystem(rotationMatrix, SensorManager.AXIS_Y, SensorManager.AXIS_MINUS_X, result); gl.glMultMatrixf(result, 0); } else { gl.glMultMatrixf(rotationMatrix, 0); } } else { //in all other modes do the rotation by hand: gl.glRotatef(resultingAngles[1], 1, 0, 0); gl.glRotatef(resultingAngles[2], 0, 1, 0); gl.glRotatef(resultingAngles[0], 0, 0, 1); if (mirrorOnBlueAxis) { //this is needed for mode 6 to work gl.glScalef(1, 1, -1); } } //move the axis to simulate augmented behaviour: gl.glTranslatef(0, 2, 0); // draw the 3 axis on the screen: gl.glVertexPointer(3, GL_FLOAT, 0, vertexBuffer); gl.glColorPointer(4, GL_FLOAT, 0, colorBuffer); gl.glDrawElements(GL_LINES, 6, GL_UNSIGNED_BYTE, indexBuffer); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float r = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-r, r, -1, 1, 1, 10); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glDisable(GL10.GL_DITHER); gl.glClearColor(1, 1, 1, 1); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); // load the 3 axis and there colors: float vertices[] = { 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1 }; float colors[] = { 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1 }; byte indices[] = { 0, 1, 0, 2, 0, 3 }; ByteBuffer vbb; vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); vbb = ByteBuffer.allocateDirect(colors.length * 4); vbb.order(ByteOrder.nativeOrder()); colorBuffer = vbb.asFloatBuffer(); colorBuffer.put(colors); colorBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void onAccuracyChanged(Sensor sensor, int accuracy) { } public void onSensorChanged(SensorEvent event) { // load the new values: loadNewSensorData(event); if (MODUS == 1) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); } if (MODUS == 2) { rootMeanSquareBuffer(bufferedAccelGData, accelGData); rootMeanSquareBuffer(bufferedMagnetData, magnetData); SensorManager.getRotationMatrix(rotationMatrix, null, bufferedAccelGData, bufferedMagnetData); } if (MODUS == 3) { rootMeanSquareBuffer(bufferedMagnetData, magnetData); SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, bufferedMagnetData); } if (MODUS == 4) { rootMeanSquareBuffer(bufferedAccelGData, accelGData); SensorManager.getRotationMatrix(rotationMatrix, null, bufferedAccelGData, magnetData); } if (MODUS == 5) { // this mode uses the sensor data recieved from the orientation // sensor resultingAngles = orientationData.clone(); if ((-90 > resultingAngles[1]) || (resultingAngles[1] > 90)) { resultingAngles[1] = orientationData[0]; resultingAngles[2] = orientationData[1]; resultingAngles[0] = orientationData[2]; } } if (MODUS == 6) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); final float[] anglesInRadians = new float[3]; SensorManager.getOrientation(rotationMatrix, anglesInRadians); if ((-90 < anglesInRadians[2] * rad2deg) && (anglesInRadians[2] * rad2deg < 90)) { // device camera is looking on the floor // this hemisphere is working fine mirrorOnBlueAxis = false; resultingAngles[0] = anglesInRadians[0] * rad2deg; resultingAngles[1] = anglesInRadians[1] * rad2deg; resultingAngles[2] = anglesInRadians[2] * -rad2deg; } else { mirrorOnBlueAxis = true; // device camera is looking in the sky // this hemisphere is mirrored at the blue axis resultingAngles[0] = (anglesInRadians[0] * rad2deg); resultingAngles[1] = (anglesInRadians[1] * rad2deg); resultingAngles[2] = (anglesInRadians[2] * rad2deg); } } if (MODUS == 7) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in x y z * order Rx*Ry*Rz */ resultingAngles[2] = (float) (Math.asin(rotationMatrix[2])); final float cosB = (float) Math.cos(resultingAngles[2]); resultingAngles[2] = resultingAngles[2] * rad2deg; resultingAngles[0] = -(float) (Math.acos(rotationMatrix[0] / cosB)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[10] / cosB)) * rad2deg; } if (MODUS == 8) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in z y x */ resultingAngles[2] = (float) (Math.asin(-rotationMatrix[8])); final float cosB = (float) Math.cos(resultingAngles[2]); resultingAngles[2] = resultingAngles[2] * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[9] / cosB)) * rad2deg; resultingAngles[0] = (float) (Math.asin(rotationMatrix[4] / cosB)) * rad2deg; } if (MODUS == 9) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in z x y * * note z axis looks good at this one */ resultingAngles[1] = (float) (Math.asin(rotationMatrix[9])); final float minusCosA = -(float) Math.cos(resultingAngles[1]); resultingAngles[1] = resultingAngles[1] * rad2deg; resultingAngles[2] = (float) (Math.asin(rotationMatrix[8] / minusCosA)) * rad2deg; resultingAngles[0] = (float) (Math.asin(rotationMatrix[1] / minusCosA)) * rad2deg; } if (MODUS == 10) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in y x z */ resultingAngles[1] = (float) (Math.asin(-rotationMatrix[6])); final float cosA = (float) Math.cos(resultingAngles[1]); resultingAngles[1] = resultingAngles[1] * rad2deg; resultingAngles[2] = (float) (Math.asin(rotationMatrix[2] / cosA)) * rad2deg; resultingAngles[0] = (float) (Math.acos(rotationMatrix[5] / cosA)) * rad2deg; } if (MODUS == 11) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in y z x */ resultingAngles[0] = (float) (Math.asin(rotationMatrix[4])); final float cosC = (float) Math.cos(resultingAngles[0]); resultingAngles[0] = resultingAngles[0] * rad2deg; resultingAngles[2] = (float) (Math.acos(rotationMatrix[0] / cosC)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[5] / cosC)) * rad2deg; } if (MODUS == 12) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in x z y */ resultingAngles[0] = (float) (Math.asin(-rotationMatrix[1])); final float cosC = (float) Math.cos(resultingAngles[0]); resultingAngles[0] = resultingAngles[0] * rad2deg; resultingAngles[2] = (float) (Math.acos(rotationMatrix[0] / cosC)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[5] / cosC)) * rad2deg; } logOutput(); } /** * transposes the matrix because it was transposted (inverted, but here its * the same, because its a rotation matrix) to be used for opengl * * @param source * @return */ private float[] transpose(float[] source) { final float[] result = source.clone(); if (TRY_TRANSPOSED_VERSION) { result[1] = source[4]; result[2] = source[8]; result[4] = source[1]; result[6] = source[9]; result[8] = source[2]; result[9] = source[6]; } // the other values in the matrix are not relevant for rotations return result; } private void rootMeanSquareBuffer(float[] target, float[] values) { final float amplification = 200.0f; float buffer = 20.0f; target[0] += amplification; target[1] += amplification; target[2] += amplification; values[0] += amplification; values[1] += amplification; values[2] += amplification; target[0] = (float) (Math .sqrt((target[0] * target[0] * buffer + values[0] * values[0]) / (1 + buffer))); target[1] = (float) (Math .sqrt((target[1] * target[1] * buffer + values[1] * values[1]) / (1 + buffer))); target[2] = (float) (Math .sqrt((target[2] * target[2] * buffer + values[2] * values[2]) / (1 + buffer))); target[0] -= amplification; target[1] -= amplification; target[2] -= amplification; values[0] -= amplification; values[1] -= amplification; values[2] -= amplification; } private void loadNewSensorData(SensorEvent event) { final int type = event.sensor.getType(); if (type == Sensor.TYPE_ACCELEROMETER) { accelGData = event.values.clone(); } if (type == Sensor.TYPE_MAGNETIC_FIELD) { magnetData = event.values.clone(); } if (type == Sensor.TYPE_ORIENTATION) { orientationData = event.values.clone(); } } private void logOutput() { if (mCount++ > 30) { mCount = 0; Log.d("Compass", "yaw0: " + (int) (resultingAngles[0]) + " pitch1: " + (int) (resultingAngles[1]) + " roll2: " + (int) (resultingAngles[2])); } } }

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  • C# Hook Forms / Windows / Dialogs etc. (via HWND?) to Capture Video Buffer (D3D Device?)

    - by Drax
    I am looking to create a very simple C# application which runs Full-Screen in Direct3D, and is able to grab the Desktop 'scene', mapping each Window from the Desktop to a Textured Polygon in my D3D Scene... I'm hoping to create a simplistic "3D Desktop" type of application as an experiment, and I'm wondering if there is a specific method for doing something like the following: 1)Get a list of all the Windows open on the Desktop (List of HWNDs?). 2)Grab the X,Y position of each Window, as well as the Width and Height. 3)Grab the Rendered image of each Window (magic happens here). 4)Create a new Texture/Surface in D3D using the Width and Height of the Window(s), and apply the Image we grabbed as a Texture. Is there an efficient 'best practice' for acquiring the actual image(s) being rendered to the Desktop? Is there also a 'best practice' for "extending the desktop" to a virtual second, third, etc. "desktop" and being able to swap between them, including creating a unique instance of the task-bar for each virtual desktop. Thanks a million for any suggestions!

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  • Know more about shared pool subpool

    - by Liu Maclean(???)
    ????T.askmaclean.com???Shared Pool?SubPool?????,????????_kghdsidx_count ? subpool ??subpool????( ???duration)???: SQL> select * from v$version; BANNER ---------------------------------------------------------------- Oracle Database 10g Enterprise Edition Release 10.2.0.5.0 - 64bi PL/SQL Release 10.2.0.5.0 - Production CORE    10.2.0.5.0      Production TNS for Linux: Version 10.2.0.5.0 - Production NLSRTL Version 10.2.0.5.0 - Production SQL> set linesize 200 pagesize 1400 SQL> show parameter kgh NAME                                 TYPE                             VALUE ------------------------------------ -------------------------------- ------------------------------ _kghdsidx_count                      integer                          7 SQL> oradebug setmypid; Statement processed. SQL> oradebug dump heapdump 536870914; Statement processed. SQL> oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_11783.trc [oracle@vrh8 dbs]$ grep "sga heap"  /s01/admin/G10R25/udump/g10r25_ora_11783.trc HEAP DUMP heap name="sga heap"  desc=0x60000058 HEAP DUMP heap name="sga heap(1,0)"  desc=0x60036110 FIVE LARGEST SUB HEAPS for heap name="sga heap(1,0)"   desc=0x60036110 HEAP DUMP heap name="sga heap(2,0)"  desc=0x6003f938 FIVE LARGEST SUB HEAPS for heap name="sga heap(2,0)"   desc=0x6003f938 HEAP DUMP heap name="sga heap(3,0)"  desc=0x60049160 FIVE LARGEST SUB HEAPS for heap name="sga heap(3,0)"   desc=0x60049160 HEAP DUMP heap name="sga heap(4,0)"  desc=0x60052988 FIVE LARGEST SUB HEAPS for heap name="sga heap(4,0)"   desc=0x60052988 HEAP DUMP heap name="sga heap(5,0)"  desc=0x6005c1b0 FIVE LARGEST SUB HEAPS for heap name="sga heap(5,0)"   desc=0x6005c1b0 HEAP DUMP heap name="sga heap(6,0)"  desc=0x600659d8 FIVE LARGEST SUB HEAPS for heap name="sga heap(6,0)"   desc=0x600659d8 HEAP DUMP heap name="sga heap(7,0)"  desc=0x6006f200 FIVE LARGEST SUB HEAPS for heap name="sga heap(7,0)"   desc=0x6006f200 SQL> alter system set "_kghdsidx_count"=6 scope=spfile; System altered. SQL> startup force; ORACLE instance started. Total System Global Area  859832320 bytes Fixed Size                  2100104 bytes Variable Size             746587256 bytes Database Buffers          104857600 bytes Redo Buffers                6287360 bytes Database mounted. Database opened. SQL> SQL> oradebug setmypid; Statement processed. SQL> oradebug dump heapdump 536870914; Statement processed. SQL> oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_11908.trc [oracle@vrh8 dbs]$ grep "sga heap"  /s01/admin/G10R25/udump/g10r25_ora_11908.trc HEAP DUMP heap name="sga heap"  desc=0x60000058 HEAP DUMP heap name="sga heap(1,0)"  desc=0x600360f0 FIVE LARGEST SUB HEAPS for heap name="sga heap(1,0)"   desc=0x600360f0 HEAP DUMP heap name="sga heap(2,0)"  desc=0x6003f918 FIVE LARGEST SUB HEAPS for heap name="sga heap(2,0)"   desc=0x6003f918 HEAP DUMP heap name="sga heap(3,0)"  desc=0x60049140 FIVE LARGEST SUB HEAPS for heap name="sga heap(3,0)"   desc=0x60049140 HEAP DUMP heap name="sga heap(4,0)"  desc=0x60052968 FIVE LARGEST SUB HEAPS for heap name="sga heap(4,0)"   desc=0x60052968 HEAP DUMP heap name="sga heap(5,0)"  desc=0x6005c190 FIVE LARGEST SUB HEAPS for heap name="sga heap(5,0)"   desc=0x6005c190 HEAP DUMP heap name="sga heap(6,0)"  desc=0x600659b8 FIVE LARGEST SUB HEAPS for heap name="sga heap(6,0)"   desc=0x600659b8 SQL> SQL> alter system set "_kghdsidx_count"=2 scope=spfile; System altered. SQL> SQL> startup force; ORACLE instance started. Total System Global Area  851443712 bytes Fixed Size                  2100040 bytes Variable Size             738198712 bytes Database Buffers          104857600 bytes Redo Buffers                6287360 bytes Database mounted. Database opened. SQL> oradebug setmypid; Statement processed. SQL> oradebug dump heapdump 2; Statement processed. SQL> oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_12003.trc [oracle@vrh8 ~]$ grep "sga heap"  /s01/admin/G10R25/udump/g10r25_ora_12003.trc HEAP DUMP heap name="sga heap"  desc=0x60000058 HEAP DUMP heap name="sga heap(1,0)"  desc=0x600360b0 HEAP DUMP heap name="sga heap(2,0)"  desc=0x6003f8d SQL> alter system set cpu_count=16 scope=spfile; System altered. SQL> startup force; ORACLE instance started. Total System Global Area  851443712 bytes Fixed Size                  2100040 bytes Variable Size             738198712 bytes Database Buffers          104857600 bytes Redo Buffers                6287360 bytes Database mounted. Database opened. SQL> oradebug setmypid; Statement processed. SQL>  oradebug dump heapdump 2; Statement processed. SQL> oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_12065.trc [oracle@vrh8 ~]$ grep "sga heap"  /s01/admin/G10R25/udump/g10r25_ora_12065.trc HEAP DUMP heap name="sga heap"  desc=0x60000058 HEAP DUMP heap name="sga heap(1,0)"  desc=0x600360b0 HEAP DUMP heap name="sga heap(2,0)"  desc=0x6003f8d8 SQL> show parameter sga_target NAME                                 TYPE                             VALUE ------------------------------------ -------------------------------- ------------------------------ sga_target                           big integer                      0 SQL> alter system set sga_target=1000M scope=spfile; System altered. SQL> startup force; ORACLE instance started. Total System Global Area 1048576000 bytes Fixed Size                  2101544 bytes Variable Size             738201304 bytes Database Buffers          301989888 bytes Redo Buffers                6283264 bytes Database mounted. Database opened. SQL> alter system set sga_target=1000M scope=spfile; System altered. SQL> startup force; ORACLE instance started. Total System Global Area 1048576000 bytes Fixed Size                  2101544 bytes Variable Size             738201304 bytes Database Buffers          301989888 bytes Redo Buffers                6283264 bytes Database mounted. Database opened. SQL> SQL> SQL> oradebug setmypid; Statement processed. SQL> oradebug dump heapdump 2; Statement processed. SQL>  oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_12148.trc SQL> SQL> Disconnected from Oracle Database 10g Enterprise Edition Release 10.2.0.5.0 - 64bit Production With the Partitioning, OLAP, Data Mining and Real Application Testing options [oracle@vrh8 dbs]$ grep "sga heap"  /s01/admin/G10R25/udump/g10r25_ora_12148.trc HEAP DUMP heap name="sga heap"  desc=0x60000058 HEAP DUMP heap name="sga heap(1,0)"  desc=0x60036690 HEAP DUMP heap name="sga heap(1,1)"  desc=0x60037ee8 HEAP DUMP heap name="sga heap(1,2)"  desc=0x60039740 HEAP DUMP heap name="sga heap(1,3)"  desc=0x6003af98 HEAP DUMP heap name="sga heap(2,0)"  desc=0x6003feb8 HEAP DUMP heap name="sga heap(2,1)"  desc=0x60041710 HEAP DUMP heap name="sga heap(2,2)"  desc=0x60042f68 _enable_shared_pool_durations:?????????10g????shared pool duration??,?????sga_target?0?????false; ???10.2.0.5??cursor_space_for_time???true??????false,???10.2.0.5??cursor_space_for_time????? SQL> alter system set "_enable_shared_pool_durations"=false scope=spfile; System altered. SQL> SQL> startup force; ORACLE instance started. Total System Global Area 1048576000 bytes Fixed Size                  2101544 bytes Variable Size             738201304 bytes Database Buffers          301989888 bytes Redo Buffers                6283264 bytes Database mounted. Database opened. SQL> oradebug setmypid; Statement processed. SQL> oradebug dump heapdump 2; Statement processed. SQL> oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_12233.trc SQL> SQL> Disconnected from Oracle Database 10g Enterprise Edition Release 10.2.0.5.0 - 64bit Production With the Partitioning, OLAP, Data Mining and Real Application Testing options\ [oracle@vrh8 dbs]$ grep "sga heap"   /s01/admin/G10R25/udump/g10r25_ora_12233.trc HEAP DUMP heap name="sga heap"  desc=0x60000058 HEAP DUMP heap name="sga heap(1,0)"  desc=0x60036690 HEAP DUMP heap name="sga heap(2,0)"  desc=0x6003feb8 ??:1._kghdsidx_count ??? shared pool subpool???, _kghdsidx_count???????7 ??? 7? shared pool subpool 2.??????? subpool???4? sub partition ?: sga heap(1,0) sga heap(1,1) sga heap(1,2) sga heap(1,3) ????? cpu??? ?????_kghdsidx_count, ???? ?10g ?AUTO SGA ??? shared pool duration???, duration ??4?: Session duration Instance duration (never freed) Execution duration (freed fastest) Free memory ??? shared pool duration???? ?10gR1?Shared Pool?shrink??????????,?????????????Buffer Cache???????????granule,????Buffer Cache?granule????granule header?Metadata(???buffer header??RAC??Lock Elements)????,?????????????????????shared pool????????duration(?????)?chunk??????granule?,????????????granule??10gR2????Buffer Cache Granule????????granule header?buffer?Metadata(buffer header?LE)????,??shared pool???duration?chunk????????granule,??????buffer cache?shared pool??????????????10gr2?streams pool?????????(???????streams pool duration????) reference : http://www.oracledatabase12g.com/archives/understanding-automatic-sga-memory-management.html

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Traversing Java Object Arrays [migrated]

    - by Sundi
    Please Help. Program does not read Array rentBooks[] in the for() loop this option is selected when choosing option 2 then option 4 in the menu The Array reads perfectly when reading the items after the setBook() Method import java.io.File; import java.io.FileNotFoundException; import java.util.Scanner; import java.io.*; import java.util.Locale; import java.text.SimpleDateFormat ; class Library { protected static String Author; protected static String Title; SimpleDateFormat PublicationDate; int itemCode; int available = 1; } class Book extends Library { protected static String PublisherName; protected static String Edition; static Book[] rentBooks = new Book[5]; //Book[] rentBooks = new Book[5]; int count = 0; public Book() { String start= "start"; showBook.main(anza); } public void setBook( String Auth, String Titl, String PublishName) { this.Author = Auth; this.Title = Titl; this.PublisherName = PublishName; } public void getBook() { //System.out.println("*************BOOKS*************************"); System.out.println( "\n\nThe Author of the first Book is "+ this.Author ); System.out.println( "The Title of the book is "+ this.Title); System.out.println( "The Publisher of the book is "+ this.PublisherName ); // System.out.println( "The Edition of the book is "+ Edition ); } } class showBook{ static Book[] rentBooks = new Book[5]; static Book[] rentBooks2 = new Book[5]; static int a,b; //for ( a=0; a < 5; a++ ) //rentBooks2[a] = new Book(); public static void main(String[] args) { File file = new File("Book2.txt"); //Book libraryBooks = new Book(); int j; //initialise Array Class Objects for( j = 0; j < 5; j++) { rentBooks[j] = new Book(); } int i = 0; try{ Scanner scanner = new Scanner(file); scanner.useDelimiter(","); String loan=""; int loan2; while( scanner.hasNextLine()) { //Should the Books be Stored in An Array? // At the moment you have separate objects stored in unknown location String Author = scanner.next(); String Title = scanner.next(); String PublisherName = scanner.next(); if ( i < 4) { System.out.println(i); rentBooks[i].setBook(Author, Title, PublisherName); rentBooks[i].getBook(); // MEMBERS SHOWN i++; } public class readBook4{ public static void main(String[] args) { int number =0; System.out.println( "Please select one of the choices below " ); System.out.println( "Select option 1 to list all items in the library "); System.out.println( "Select option 2 to list the items by category"); System.out.println( "Select option 3 to choose item available in the library "); System.out.println( "Select option 7 to exit " ); InputStreamReader isr = new InputStreamReader( System.in); BufferedReader buffer = new BufferedReader( isr); String input = ""; try { input = buffer.readLine(); number = Integer.parseInt(input); //int number = Integer.parseInt( Edition); if ( number == 1 ) { System.out.println( " \nThanks you are reading "+ input); //showStudent.main(args); showPeriodical.main(args); showDVD.main(args); // showBook.main(args); } if ( number == 2 ) { //jht.cls(); int number2; System.out.println( "Please select one of the choices below " ); System.out.println( "Select option 4 to list Books only "); System.out.println( "Select option 5 to list the Periodicals only"); System.out.println( "Select option 6 to list DVDs only"); InputStreamReader isr2 = new InputStreamReader(System.in); BufferedReader buffer2 = new BufferedReader(isr2); String input2 = ""; try { input2 = buffer2.readLine(); buffer.close(); } catch(IOException e) { System.out.println("An input error has occured"); } //System.out.println("Thanks, you are reading" + input2); number2 = Integer.parseInt(input2); if ( number2 == 4 ) { showBook.main(args); } if ( number2 == 5 ) { showPeriodical.main(args); } if ( number2 == 6 ) { showDVD.main(args); } // readBook4.main(args); } if( number == 3 ) { //showBook.main(args); showBook.availableBooks(); showDVD.availableDVD(); showPeriodical.availablePeriodical(); } if ( number == 7 ) { showStudent.main(args); } buffer.close(); } catch( IOException e ) { System.out.println( " An input error has occured "); } //System.out.println( " \nThanks you are reading "+ input); } } } //buffer.close(); scanner.close(); } catch( FileNotFoundException e) { System.out.println("File not Found"); } for ( i=0; i < 5; i++ ) rentBooks[i].getBook(); //ARRAY NOT SHOWN } }

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  • Failure connecting to Dell MD3200i from XenServer 6.2 pool

    - by Tom Sparrow
    This question also asked at Citrix Forums http://forums.citrix.com/thread.jspa?threadID=332289 I have a MD3200i that is currently working fine with my Xen5.6 pool, but I cannot get a connection to the new 6.2 pool to work. I previously had a problem with a 6.0 upgrade (which is why the old pool is still on 5.6), but rolled back rather than fix it as it wasn't urgent at the time. This install is on new machines - I tried 6.1 first (which had the same problems) then 6.2 was released the second day after installation so I switched to that. I've not installed anything from the Dell resource DVD at this point - I can't find anything saying I should, and everything I have read suggests it shouldn't be necessary. I can ping all 8 ip addresses from both servers in the pool, iscsiadm -m discovery works fine, I can login to the nodes and iscsiadm reports the sessions active correctly. I've added the required sections to multipath.conf, but multipath -ll reports DM multipath kernel driver not loaded immediately after boot. The following is a log of a test session immediately after boot. root@xen3 ~]# iscsiadm -m node --loginall=all Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.101,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.101,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.104,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.102,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.103,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.104,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.102,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.103,3260] Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.101,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.101,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.104,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.102,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.103,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.104,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.102,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.103,3260]: successful [root@xen3 ~]# iscsiadm -m session tcp: [1] 192.168.130.101:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [2] 192.168.131.101:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [3] 192.168.131.104:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [4] 192.168.131.102:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [5] 192.168.130.103:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [6] 192.168.130.104:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [7] 192.168.130.102:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [8] 192.168.131.103:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 [root@xen3 ~]# service multipathd restart ok Stopping multipathd daemon: [ OK ] Starting multipathd daemon: [ OK ] [root@xen3 ~]# multipath Jul 04 09:58:47 | DM multipath kernel driver not loaded Jul 04 09:58:47 | DM multipath kernel driver not loaded [root@xen3 ~]# multipath -ll Jul 04 09:59:03 | DM multipath kernel driver not loaded Jul 04 09:59:03 | DM multipath kernel driver not loaded [ root@xen3 ~]# modprobe dm_multipath [root@xen3 ~]# multipath Jul 04 10:19:50 | 36b8ca3a0e7024800194a0bd11891cd14: ignoring map create: 1Dell_Internal_Dual_SD_0123456789AB undef Dell,Internal Dual SD size=1.9G features='0' hwhandler='0' wp=undef `-+- policy='round-robin 0' prio=1 status=undef `- 7:0:0:0 sdb 8:16 undef ready running [root@xen3 ~]# multipath -ll 1Dell_Internal_Dual_SD_0123456789AB dm-1 Dell,Internal Dual SD size=1.9G features='0' hwhandler='0' wp=rw `-+- policy='round-robin 0' prio=1 status=enabled `- 7:0:0:0 sdb 8:16 active ready running [root@xen3 ~]# iscsiadm -m session tcp: [1] 192.168.130.101:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [2] 192.168.131.101:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [3] 192.168.131.104:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [4] 192.168.131.102:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [5] 192.168.130.103:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [6] 192.168.130.104:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [7] 192.168.130.102:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [8] 192.168.131.103:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 [root@xen3 ~]# dmesg | tail -n 50 [ 1161.881010] sd 8:0:0:0: [sdf] Unhandled error code [ 1161.881013] sd 8:0:0:0: [sdf] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1161.881017] sd 8:0:0:0: [sdf] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1161.881024] end_request: I/O error, dev sdf, sector 0 [ 1161.881031] Buffer I/O error on device sdf, logical block 0 [ 1161.881045] sd 15:0:0:0: [sdi] Unhandled error code [ 1161.881048] sd 15:0:0:0: [sdi] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1161.881052] sd 15:0:0:0: [sdi] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1161.881058] end_request: I/O error, dev sdi, sector 0 [ 1161.881065] Buffer I/O error on device sdi, logical block 0 [ 1161.881122] sd 9:0:0:0: [sdg] Unhandled error code [ 1161.881124] sd 9:0:0:0: [sdg] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1161.881126] sd 9:0:0:0: [sdg] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1161.881132] end_request: I/O error, dev sdg, sector 0 [ 1161.881140] Buffer I/O error on device sdg, logical block 0 [ 1168.220951] connection6:0: ping timeout of 15 secs expired, recv timeout 10, last rx 84060, last ping 85060, now 86560 [ 1168.220957] connection7:0: ping timeout of 15 secs expired, recv timeout 10, last rx 84060, last ping 85060, now 86560 [ 1168.220967] connection7:0: detected conn error (1011) [ 1168.220969] connection4:0: ping timeout of 15 secs expired, recv timeout 10, last rx 84060, last ping 85060, now 86560 [ 1168.220973] connection4:0: detected conn error (1011) [ 1168.220975] connection3:0: ping timeout of 15 secs expired, recv timeout 10, last rx 84060, last ping 85060, now 86560 [ 1168.220978] connection3:0: detected conn error (1011) [ 1168.220985] connection6:0: detected conn error (1011) [ 1168.480994] sd 14:0:0:0: [sde] Unhandled error code [ 1168.480998] sd 14:0:0:0: [sde] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1168.481001] sd 14:0:0:0: [sde] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1168.481009] end_request: I/O error, dev sde, sector 0 [ 1168.481015] Buffer I/O error on device sde, logical block 0 [ 1168.481076] sd 11:0:0:0: [sdc] Unhandled error code [ 1168.481078] sd 11:0:0:0: [sdc] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1168.481080] sd 11:0:0:0: [sdc] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1168.481087] end_request: I/O error, dev sdc, sector 0 [ 1168.481092] Buffer I/O error on device sdc, logical block 0 [ 1168.481144] sd 10:0:0:0: [sdd] Unhandled error code [ 1168.481147] sd 10:0:0:0: [sdd] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1168.481150] sd 10:0:0:0: [sdd] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1168.481156] end_request: I/O error, dev sdd, sector 0 [ 1168.481163] Buffer I/O error on device sdd, logical block 0 [ 1168.481168] sd 13:0:0:0: [sdj] Unhandled error code [ 1168.481170] sd 13:0:0:0: [sdj] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1168.481172] sd 13:0:0:0: [sdj] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1168.481178] end_request: I/O error, dev sdj, sector 0 [ 1168.481184] Buffer I/O error on device sdj, logical block 0 [ 1457.105996] device-mapper: multipath round-robin: version 1.0.0 loaded [ 1457.106155] device-mapper: multipath: Cannot access device path 8:0: -16 [ 1457.106164] device-mapper: table: 252:1: multipath: error getting device [ 1457.106172] device-mapper: ioctl: error adding target to table [ 1457.171292] device-mapper: multipath: Cannot access device path 8:0: -16 [ 1457.171299] device-mapper: table: 252:1: multipath: error getting device [ 1457.171304] device-mapper: ioctl: error adding target to table [root@xen3 ~]# fdisk -l Disk /dev/sda: 299.4 GB, 299439751168 bytes 255 heads, 63 sectors/track, 36404 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Device Boot Start End Blocks Id System /dev/sda1 1 5 40131 de Dell Utility /dev/sda2 * 6 528 4194304 83 Linux Partition 2 does not end on cylinder boundary. /dev/sda3 528 1050 4194304 83 Linux /dev/sda4 1050 36404 283986359+ 8e Linux LVM Disk /dev/sdb: 2040 MB, 2040528896 bytes 255 heads, 63 sectors/track, 248 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Device Boot Start End Blocks Id System /dev/sdb1 1 248 1992028+ 83 Linux Disk /dev/dm-1: 2040 MB, 2040528896 bytes 255 heads, 63 sectors/track, 248 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Device Boot Start End Blocks Id System /dev/dm-1p1 1 248 1992028+ 83 Linux [root@xen3 ~]# xe sr-probe type=lvmoiscsi device-config:target=192.168.130.101 device-config:targetIQN=iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 Error code: SR_BACKEND_FAILURE_107 Error parameters: , The SCSIid parameter is missing or incorrect, <?xml version="1.0" ?> <iscsi-target/> Note: the xml ends there correctly on the last line - it doesn't ever return a list of LUNs (and there is one in the group on the SAN for those servers.

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  • Using a UITextView in a UITableViewCell with a UIKeyboard

    - by Luther Baker
    I have a simple UITableView that has two cells. Cell 0:0 consists of a UITextField we'll call the title and Cell 0:1 consists of a UITextView we'll simply call a note. Cell 0:0 (the text field) is a standard size, one row cell. I'm therefore trying to fill the rest of the screen up with Cell 0:1 so I return a larger height for it. This all displays just fine and I'm using most of the iPhone real estate pretty efficiently at this point. Now, when a user wants to edit one of these cells, he need only click in the appropriate textfield or textview. If a user clicks in the textfield of Cell 0:0, all is well and the keyboard slides up from the bottom. My problem occurs when a user clicks into the the textview (Cell 0:1). No matter what I try, the UITableView wants to slide the entire table view up and that generally put the UITextView in Cell 0:1 halfway out of sight. What I want to do is two fold, I'm registered for when the keyboard will appear and in that method, I'd like to shrink the UITextView in Cell 0:1 as well as shrink the UITableViewCell itself so that the keyboard doesn't have to be smart and think it has to slide the UITableViewCell into view. Unfortunately, no matter what I try, the UITableView slides up. I just want the UITableView to stand still and I want the cell to animate up/shorter with the keyboard. It appears that, by the time the keyboard is actually animating into the screen - it is to late to adjust the cell size. The UIKit has already made up it's mind that it is going to scroll the UITableView.

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  • problem with my texture coordinates on a square.

    - by Evan Kimia
    Im very new to OpenGL ES, and have been doing a tutorial to build a square. The square is made, and now im trying to map a 256 by 256 image onto it. The problem is, im only seeing a very zoomed in portion of this bitmap; Im fairly certain my texture coords are whats wrong here. Thanks! package se.jayway.opengl.tutorial; import java.io.IOException; import java.io.InputStream; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.ShortBuffer; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.GLUtils; public class Square { // Our vertices. private float vertices[] = { -1.0f, 1.0f, 0.0f, // 0, Top Left -1.0f, -1.0f, 0.0f, // 1, Bottom Left 1.0f, -1.0f, 0.0f, // 2, Bottom Right 1.0f, 1.0f, 0.0f, // 3, Top Right }; //Our texture. private float texture[] = { 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, }; // The order we like to connect them. private short[] indices = { 0, 1, 2, 0, 2, 3 }; // Our vertex buffer. private FloatBuffer vertexBuffer; // Our index buffer. private ShortBuffer indexBuffer; //texture buffer. private FloatBuffer textureBuffer; //Our texture pointer. private int[] textures = new int[1]; public Square() { // a float is 4 bytes, therefore we multiply the number if // vertices with 4. ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); // a float is 4 bytes, therefore we multiply the number of // vertices with 4. ByteBuffer tbb = ByteBuffer.allocateDirect(texture.length * 4); vbb.order(ByteOrder.nativeOrder()); textureBuffer = tbb.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); // short is 2 bytes, therefore we multiply the number if // vertices with 2. ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2); ibb.order(ByteOrder.nativeOrder()); indexBuffer = ibb.asShortBuffer(); indexBuffer.put(indices); indexBuffer.position(0); } /** * This function draws our square on screen. * @param gl */ public void draw(GL10 gl) { // Counter-clockwise winding. gl.glFrontFace(GL10.GL_CCW); // Enable face culling. gl.glEnable(GL10.GL_CULL_FACE); // What faces to remove with the face culling. gl.glCullFace(GL10.GL_BACK); //Bind our only previously generated texture in this case gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); // Enabled the vertices buffer for writing and to be used during // rendering. gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Enable texture buffer array gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Specifies the location and data format of an array of vertex // coordinates to use when rendering. gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer); // Disable the vertices buffer. gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); //Disable the texture buffer. gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Disable face culling. gl.glDisable(GL10.GL_CULL_FACE); } /** * Load the textures * * @param gl - The GL Context * @param context - The Activity context */ public void loadGLTexture(GL10 gl, Context context) { //Get the texture from the Android resource directory InputStream is = context.getResources().openRawResource(R.drawable.test); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } //Generate one texture pointer... gl.glGenTextures(1, textures, 0); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //Clean up bitmap.recycle(); } }

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  • USB Barcode Scanner and WM_KEYDOWN

    - by Bryce Fischer
    I am trying to write a program that can will read a barcode scanner. In addition, I need it to read the input even when the application is not the window in focus (i.e., running in system tray, etc). I found this article, titled Distinguishing Barcode Scanners from the Keyboard in WinForms, that seems to solve the exact problem. It is working pretty good, it detects my device and handles the WM_INPUT message. However, it is checking to see if the RAWINPUT.keyboard.Message is WM_KEYDOWN (0x100). It never seems to receive this. The only line of code I've altered in the code provided in the article is adding a Console.Out.WriteLine to output the actual values of that message: Console.Out.WriteLine("message: {0}", raw.keyboard.Message.ToString("X")); if (raw.keyboard.Message == NativeMethods.WM_KEYDOWN) { .... Here is what it outputs: message: B message: 1000B message: 3 message: 10003 message: 8 message: 10008 message: 3 message: 10003 message: 5 message: 10005 message: 3 message: 10003 message: 8 message: 10008 message: 8 message: 10008 message: 4 message: 10004 message: 9 message: 10009 message: 9 message: 10009 message: 3 message: 10003 The value I'm expecting to receive when this completes correctly is: 257232709 Which I verified by scanning to notepad. I don't know if the Operation System is relevant here, but I figured I should mention that I'm running this in Windows 7 64 and Visual Studio 2010 and .NET Framework 3.5. Scanner is a USB Barcode Scanner, Symbol LS2208, setup as "HID KEYBOARD EMULATION"

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