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  • Bad Screen Flicker from video recording of recordmydesktop

    - by Tarun
    I have ubuntu 11.10 and I installed recordmydesktop. Video recording from recordmydesktop always result in screen flicker. In recording I see half of the screen moving forward while half would be stuck. I checked the settings and "Frame per Second" is set to 15 One such recording is available here - http://www.youtube.com/watch?v=QafF44m2Ttk&feature=youtu.be I am quite new to Ubuntu and not sure what is wrong.

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  • Silverlight Cream for December 09, 2010 -- #1006

    - by Dave Campbell
    In this Issue: Adam Kinney, Jonathan van de Veen, René Schulte(-2-), Vikas, Chad Campbell, Chris Koenig, John Papa, and Martin Krüger. Above the Fold: Silverlight: "Silverlight TV #54: Introducing 11 Brand New Labs" John Papa WP7: "Gestures in Windows Phone 7" Chris Koenig Training: "New Windows Phone 7 tutorials for Designers on toolbox!" Adam Kinney Shoutouts: Jesse Liberty posted ways to get help when you get stuck: Top 10 Tips To Getting Help With Silverlight From SilverlightCream.com: New Windows Phone 7 tutorials for Designers on toolbox! Adam Kinney posted about some WP7 design goodness he's had the opportunity to take part in putting together that is now available for all of us on the Microsoft design Toolbox site.... detailed info about what's there. Adventures while building a Silverlight Enterprise application part #39 Jonathan van de Veen has his latest Silverlight coding adventure detailed on his blog... in the final throes of releasing, he came across some issues surrounding CRUD operations... Windows Phone Unplugged - How to Detect the Zune Software René Schulte has a post up about my two favorite devices: Zune and WP7 ... and how to detect if the Zune software is running when the device is connected to the PC. Issue with the WP7 PictureDecoder and Workaround René Schulte has a second post up today about strange behavior with the PictureDecoder DecodeJpeg method... he describes the problem and a workaround for it. Performance Wizard for Silverlight Vikas reports some Silverlight goodness in the VS2010 SP1 beta that's out ... a Performance Wizard... and he's ratted out it's use and sharing that info... Submitting an App to the Windows Phone Marketplace Chad Campbell details the user experience of getting an app through the marketplace to users... from the standpoint of someone that's been there. Gestures in Windows Phone 7 Chris Koenig is talking about Gestures in WP7, documenting how he used some XNA to get some side-to-side image scrolling going on... and gave us the source! Silverlight TV #54: Introducing 11 Brand New Labs John Papa has his latest Silverlight TV up and he's talking to two great guys: Dan Wahlin and Corey Schuman who have produced the labs you've seen referenced... awesome stuff guys... WP7: precisely position the text cursor when writing text Martin Krüger has a quick WP7 usage tip up for precisely positioning the text cursor in a textbox ... I could have used that today when "Nick's Frame Shop" came up as "Nix Frame Shop" in a search. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Computer Science: Arts or Science?

    - by sunpech
    Various colleges and universities may offer a degree in Computer Science either as an Arts or a Science. What differences are there between the two? Would recruiters and those who conduct interviews favor one over the other? (Bachelor of Arts vs Bachelor of Sciences etc...) Update - Just wanted to add this link to Joel Spolsky's site to give a better frame of reference: BA or BS in Computer Science

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  • Sprite sheet generator

    - by Andrea Tucci
    I need to generate a sprite sheet with squared sprite for a 2D game. How can I generate a sprite sheet where each frame has x = y? The only think I have to do is to "insert" some blank space between sprites (in case y were x in the original sprite). Is there any program that I can use to trasform "irregular" sprite sheets to "squared" sprite sheets? An example of non-squared sprite sheet: http://spriters-resource.com/gameboy_advance/khcom/sheet/1138

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  • How to stream H264 Video from camera over FTP?

    - by Jay
    I bought a h264 security camera system last year and set it up to ftp video to my computer. I was able to get the video to play (even though it played a little fast) on Ubuntu 11.04 using mplayer. A few months ago, I did a fresh install of 12.04 and I cannot seem to get the video to play with mplayer, smplayer or VLC. I have the restricted formats video packages installed and when playing with any of the players, all I get is a gray video. When calling mplayer from the command line to play the video with no options, I get a lot of these errors: [h264 @ 0x7f278c61f280]concealing 1320 DC, 1320 AC, 1320 MV errors No pts value from demuxer to use for frame! pts after filters MISSING I'm not a video expert and have been coming up with a lot of dead ends when Googling for this. Could someone offer some advice about how to play these videos? Here is the output of mediainfo for a sample file. mediainfo -f sec-cam01-m-20120921-212454.h264 General Count : 278 Count of stream of this kind : 1 Kind of stream : General Kind of stream : General Stream identifier : 0 Count of video streams : 1 Video_Format_List : AVC Video_Format_WithHint_List : AVC Codecs Video : AVC Complete name : sec-cam01-m-20120921-212454.h264 File name : sec-cam01-m-20120921-212454 File extension : h264 Format : AVC Format : AVC Format/Info : Advanced Video Codec Format/Url : http://developers.videolan.org/x264.html Format/Extensions usually used : avc h264 Commercial name : AVC Internet media type : video/H264 Codec : AVC Codec : AVC Codec/Info : Advanced Video Codec Codec/Url : http://developers.videolan.org/x264.html Codec/Extensions usually used : avc h264 File size : 1097315 File size : 1.05 MiB File size : 1 MiB File size : 1.0 MiB File size : 1.05 MiB File size : 1.046 MiB File last modification date : UTC 2012-09-22 01:27:12 File last modification date (local) : 2012-09-21 21:27:12 Video Count : 205 Count of stream of this kind : 1 Kind of stream : Video Kind of stream : Video Stream identifier : 0 Format : AVC Format/Info : Advanced Video Codec Format/Url : http://developers.videolan.org/x264.html Commercial name : AVC Format profile : [email protected] Format settings : 1 Ref Frames Format settings, CABAC : No Format settings, CABAC : No Format settings, ReFrames : 1 Format settings, ReFrames : 1 frame Format settings, GOP : M=1, N=3 Internet media type : video/H264 Codec : AVC Codec : AVC Codec/Family : AVC Codec/Info : Advanced Video Codec Codec/Url : http://developers.videolan.org/x264.html Codec profile : [email protected] Codec settings : 1 Ref Frames Codec settings, CABAC : No Codec_Settings_RefFrames : 1 Width : 704 Width : 704 pixels Height : 480 Height : 480 pixels Pixel aspect ratio : 1.000 Display aspect ratio : 1.467 Display aspect ratio : 3:2 Standard : NTSC Resolution : 8 Resolution : 8 bits Colorimetry : 4:2:0 Color space : YUV Chroma subsampling : 4:2:0 Bit depth : 8 Bit depth : 8 bits Scan type : Progressive Scan type : Progressive Interlacement : PPF Interlacement : Progressive Edit: Here is a sample video using the same encoding: https://www.dropbox.com/s/l5acwzy8rtqn9xe/sec-cam08-m-20121118-105815.h264 (not the same video as mediainfo output)

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  • Performance impact: What is the optimal payload for SqlBulkCopy.WriteToServer()?

    - by Linchi Shea
    For many years, I have been using a C# program to generate the TPC-C compliant data for testing. The program relies on the SqlBulkCopy class to load the data generated by the program into the SQL Server tables. In general, the performance of this C# data loader is satisfactory. Lately however, I found myself in a situation where I needed to generate a much larger amount of data than I typically do and the data needed to be loaded within a confined time frame. So I was driven to look into the code...(read more)

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  • How to sync the actions in a mutiplayer game?

    - by Wheeler
    I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. This game is kinda a pong game, and my problem is the next: whenever the opponent hits the ball the angle will not be the same on both mobiles. I think its because the latency (1 pixel difference can cause a different angle). So my question is: how can I sync the hitting event?

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • Network is not working anymore - Ubuntu 12.04

    - by Jonathan
    Network is not working anymore - Ubuntu 12.04 Hello, I have a problem with my network connection. I have been using the same laptop with Ubuntu and the same connection for more than a year, and suddenly yesterday the connection stopped working (both wireless and wired). I've tested with another computer and the connection is fine (both wireless and wired). I've been reading similar posts but I haven't found a solution yet. I tried a few commands that I'm posting here (my system is in spanish, so I have traslated it to english, maybe the terms are not accurate): grep -i eth /var/log/syslog | tail Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): now managed Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): device state change: unmanaged - unavailable (reason 'managed') [10 20 2] Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): bringing up device. Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): preparing device. Jun 3 18:45:40 vanesa-pc kernel: [ 7351.845743] forcedeth 0000:00:0a.0: irq 41 for MSI/MSI-X Jun 3 18:45:40 vanesa-pc kernel: [ 7351.845984] forcedeth 0000:00:0a.0: eth0: no link during initialization Jun 3 18:45:40 vanesa-pc kernel: [ 7351.847103] ADDRCONF(NETDEV_UP): eth0: link is not ready Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): deactivating device (reason 'managed') [2] Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: Added default wired connection 'Wired connection 1' for /sys/devices/pci0000:00/0000:00:0a.0/net/eth0 Jun 3 18:45:40 vanesa-pc kernel: [ 7351.848817] ADDRCONF(NETDEV_UP): eth0: link is not ready ifconfig -a eth0 Link encap:Ethernet addressHW 00:1b:24:fc:a8:d1 ACTIVE BROADCAST MULTICAST MTU:1500 Metric:1 Packages RX:0 errors:16 lost:0 overruns:0 frame:16 Packages TX:123 errors:0 lost:0 overruns:0 carrier:0 colissions:0 length.tailTX:1000 Bytes RX:0 (0.0 B) TX bytes:26335 (26.3 KB) Interruption:41 Base address: 0x2000 lo Link encap:Local loop Inet address:127.0.0.1 Mask:255.0.0.0 Inet6 address: ::1/128 Scope:Host ACTIVE LOOP WORKING MTU:16436 Metrics:1 Packages RX:1550 errors:0 lost:0 overruns:0 frame:0 Packages TX:1550 errors:0 lost:0 overruns:0 carrier:0 colissions:0 long.tailTX:0 Bytes RX:125312 (125.3 KB) TX bytes:125312 (125.3 KB) iwconfig lo no wireless extensions. eth0 no wireless extensions. sudo lshw -C network *-network description: Ethernet interface product: MCP67 Ethernet manufacturer: NVIDIA Corporation Physical id: a bus information: pci@0000:00:0a.0 logical name: eth0 version: a2 series: 00:1b:24:fc:a8:d1 capacity: 100Mbit/s width: 32 bits clock: 66MHz capacities: pm msi ht bus_master cap_list ethernet physical mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=forcedeth driverversion=0.64 latency=0 link=no maxlatency=20 mingnt=1 multicast=yes port=MII resources: irq:41 memoria:f6288000-f6288fff ioport:30f8(size=8) memoria:f6289c00-f6289cff memoria:f6289800-f628980f lsmod Module Size Used by usbhid 41906 0 hid 77367 1 usbhid rfcomm 38139 0 parport_pc 32114 0 ppdev 12849 0 bnep 17830 2 bluetooth 158438 10 rfcomm,bnep binfmt_misc 17292 1 joydev 17393 0 hp_wmi 13652 0 sparse_keymap 13658 1 hp_wmi nouveau 708198 3 ttm 65344 1 nouveau drm_kms_helper 45466 1 nouveau drm 197692 5 nouveau,ttm,drm_kms_helper i2c_algo_bit 13199 1 nouveau psmouse 87213 0 mxm_wmi 12859 1 nouveau serio_raw 13027 0 k8temp 12905 0 i2c_nforce2 12906 0 wmi 18744 2 hp_wmi,mxm_wmi video 19068 1 nouveau mac_hid 13077 0 lp 17455 0 parport 40930 3 parport_pc,ppdev,lp forcedeth 58096 0 Let me know if I can give you more information. Thank you very much in advance, Jonathan

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  • Slow Firefox Javascript Canvas Performance?

    - by jujumbura
    As a followup from a previous post, I have been trying to track down some slowdown I am having when drawing a scene using Javascript and the canvas element. I decided to narrow down my focus to a REALLY barebones animation that only clears the canvas and draws a single image, once per-frame. This of course runs silky smooth in Chrome, but it still stutters in Firefox. I added a simple FPS calculator, and indeed it appears that my page is typically getting an FPS in the 50's when running Firefox. This doesn't seem right to me, I must be doing something wrong here. Can anybody see anything I might be doing that is causing this drop in FPS? <!DOCTYPE HTML> <html> <head> </head> <body bgcolor=silver> <canvas id="myCanvas" width="600" height="400"></canvas> <img id="myHexagon" src="Images/Hexagon.png" style="display: none;"> <script> window.requestAnimFrame = (function(callback) { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / 60); }; })(); var animX = 0; var frameCounter = 0; var fps = 0; var time = new Date(); function animate() { var canvas = document.getElementById("myCanvas"); var context = canvas.getContext("2d"); context.clearRect(0, 0, canvas.width, canvas.height); animX += 1; if (animX == canvas.width) { animX = 0; } var image = document.getElementById("myHexagon"); context.drawImage(image, animX, 128); context.lineWidth=1; context.fillStyle="#000000"; context.lineStyle="#ffffff"; context.font="18px sans-serif"; context.fillText("fps: " + fps, 20, 20); ++frameCounter; var currentTime = new Date(); var elapsedTimeMS = currentTime - time; if (elapsedTimeMS >= 1000) { fps = frameCounter; frameCounter = 0; time = currentTime; } // request new frame requestAnimFrame(function() { animate(); }); } window.onload = function() { animate(); }; </script> </body> </html>

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  • An XEvent a Day (24 of 31) – What is the package0.callstack Action?

    - by Jonathan Kehayias
    One of the actions inside of Extended Events is the package0.callstack and the only description provided by sys.dm_xe_objects for the object is 16-frame call stack. If you look back at The system_health Session blog post, you’ll notice that the package0.callstack Action has been added to a number of the Events that the PSS team thought were of significance to include in the Event Session. We can trigger an event that will by logged by our system_health Event Session by raising an error of severity...(read more)

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  • cocos2d: syncing CCAnimation frames with Box2d Shape manipulations

    - by Hezi Cohen
    hi everybody! my cocos2d game currently has a ccsprite attached to a box2d body. during the game i apply different CCAnimations on my sprite, i would like to perform certain manipulations to the box2d body according to the frame currently displayed by the sprite (change rotation of the body, etc.) my current idea on implementing this is to subclass ccsprite and change the setDisplayFrame implementation but i thought somebody here probably did the same and already has a solution, so any suggestions on how to implement this? thanks!

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  • XNA 2D line-of-sight check

    - by bionicOnion
    I'm working on a top-down shooter in XNA, and I need to implement line-of-sight checking. I've come up with a solution that seems to work, but I get the nagging feeling that it won't be efficient enough to do every frame for multiple calls (the game already hiccups slightly at about 10 calls per frame). The code is below, but my general plan was to create a series of rectangles with a width and height of zero to act as points along the sight line, and then check to see if any of these rectangles intersects a ClutterObject (an interface I defined for things like walls or other obstacles) after first screening for any that can't possibly be in the line of sight (i.e. behind the viewer) or are too far away (a concession I made for efficiency). public static bool LOSCheck(Vector2 pos1, Vector2 pos2) { Vector2 currentPos = pos1; Vector2 perMove = (pos2 - pos1); perMove.Normalize(); HashSet<ClutterObject> clutter = new HashSet<ClutterObject>(); foreach (Room r in map.GetRooms()) { if (r != null) { foreach (ClutterObject c in r.GetClutter()) { if (c != null &&!(c.GetRectangle().X * perMove.X < 0) && !(c.GetRectangle().Y * perMove.Y < 0)) { Vector2 cVector = new Vector2(c.GetRectangle().X, c.GetRectangle().Y); if ((cVector - pos1).Length() < 1500) clutter.Add(c); } } } } while (currentPos != pos2 && ((currentPos - pos1).Length() < 1500)) { Rectangle position = new Rectangle((int)currentPos.X, (int)currentPos.Y, 0, 0); foreach (ClutterObject c in clutter) { if (position.Intersects(c.GetRectangle())) return false; } currentPos += perMove; } return true; } I'm sure that there's a better way to do this (or at least a way to make this method more efficient), but I'm not too used to XNA yet, so I figured it couldn't hurt to bring it here. At the very least, is there an efficient to determine which objects may be in front of the viewer with greater precision than the rather broad 90 degree window I've given myself?

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  • flicker when drawing 4 models for the first time

    - by Badescu Alexandru
    i have some models that i only draw at a certain moment in the game (after some seconds since the game has started). The problem is that in that first second when i start to draw the models, i see a flicker (in the sence that everything besides those models, dissapears, the background gets purple). The flicker only lasts for that frame, and then everything seems to run the way it should. UPDATE I see now that regardless of the moment i draw the models, the first frame has always the flickering aspect What could this be about? i'll share my draw method: int temp = 0; foreach (MeshObject meshObj in ShapeList) { foreach (BasicEffect effect in meshObj.mesh.Effects) { #region color elements int i = int.Parse(meshObj.mesh.Name.ElementAt(1) + ""); int j = int.Parse(meshObj.mesh.Name.ElementAt(2) + ""); int getShapeColor = shapeColorList.ElementAt(i * 4 + j); if (getShapeColor == (int)Constants.shapeColor.yellow) effect.DiffuseColor = yellow; else if (getShapeColor == (int)Constants.shapeColor.red) effect.DiffuseColor = red; else if (getShapeColor == (int)Constants.shapeColor.green) effect.DiffuseColor = green; else if (getShapeColor == (int)Constants.shapeColor.blue) effect.DiffuseColor = blue; #endregion #region lighting effect.LightingEnabled = true; effect.AmbientLightColor = new Vector3(0.25f, 0.25f, 0.25f); effect.DirectionalLight0.Enabled = true; effect.DirectionalLight0.Direction = new Vector3(-0.3f, -0.3f, -0.9f); effect.DirectionalLight0.SpecularColor = new Vector3(.7f, .7f, .7f); Vector3 v = Vector3.Normalize(new Vector3(-100, 0, -100)); effect.DirectionalLight1.Enabled = true; effect.DirectionalLight1.Direction = v; effect.DirectionalLight1.SpecularColor = new Vector3(0.6f, 0.6f, .6f); #endregion effect.Projection = camera.projectionMatrix; effect.View = camera.viewMatrix; if (meshObj.isSetInPlace == true) { effect.World = transforms[meshObj.mesh.ParentBone.Index] * gameobject.orientation; // draw in original cube-placed position meshObj.mesh.Draw(); } else { effect.World = meshObj.Orientation; // draw inSetInPlace position meshObj.mesh.Draw(); } } temp++; }

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  • XNA: Networking gone totally out of sync

    - by MesserChups
    I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and right now when I join a SystemLink network session (1 host on PC and 1 client on Xbox) I can move two players, everything is ok, but few minutes later the two machines start being totally out of synchronization. When I move one player it takes 10 or 20 seconds (increasing with TIME) to take effect on the second machine. I've tried to : Create a thread which calls NetworkSession.Update() continuously as suggested on this forum, didn't worked. Call the Send() method one frame on 10, and the receive() method at each frame, didn't worked either. I've cleaned my code, flushed all buffers at each call and switched the host and client but the problem still remain... I hope you have a solution because I'm running out of ideas... Thanks SendPackets() code : protected override void SendPackets() { if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { //Write in the packet manager m_packetWriter.Write(m_packetManager.PacketToSend.ToArray(), 0, (int)m_packetManager.PacketToSend.Position); m_packetManager.ResetPacket(); //flush //Sends the packets to all remote gamers foreach (NetworkGamer l_netGamer in m_networkSession.RemoteGamers) { if (m_packetWriter.Length != 0) { FirstLocalNetGamer.SendData(m_packetWriter, SendDataOptions.None, l_netGamer); } } m_packetWriter.Flush();//m m_packetWriter.Seek(0, 0); } } ReceivePackets() code : public override void ReceivePackets() { base.ReceivePackets(); if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { if (m_networkSession.LocalGamers.Count > 0) //Verify that there's at least one local gamer { foreach (LocalNetworkGamer l_localGamer in m_networkSession.LocalGamers) { //every LocalNetworkGamer must read to flush their stream // Keep reading while packets are available. NetworkGamer l_oldSender = null; while (l_localGamer.IsDataAvailable) { // Read a single packet, even if we are the host, we must read to clear the queue NetworkGamer l_newSender; l_localGamer.ReceiveData(m_packetReader, out l_newSender); if (l_newSender != l_oldSender) { if ((!l_newSender.IsLocal) && (l_localGamer == FirstLocalNetGamer)) { //Parsing PacketReader to MemoryStream m_packetManager.Receive(new MemoryStream(m_packetReader.ReadBytes(m_packetReader.Length))); } } l_oldSender = l_newSender; m_packetReader.BaseStream.Flush(); m_packetReader.BaseStream.Seek(0, SeekOrigin.Begin); } } m_packetManager.ParsePackets(); } } }

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  • qemu -cdrom ubuntu.iso -boot d -net nic,model=virtio -m 1024 -curses

    - by Gert Cuykens
    How do I disable frame buffers in Ubuntu 13.10 Saucy kernel, I tried all kinds of kernel parameters but none work? DEFAULT ramdisk LABEL ramdisk kernel /casper/vmlinuz append boot=casper toram initrd=/casper/initrd.img -- vesafb.nonsense=1 LABEL isotest kernel /casper/vmlinuz append boot=casper integrity-check initrd=/casper/initrd.img -- vesafb.nonsense=1 LABEL memtest kernel /install/memtest append - DISPLAY isolinux.txt TIMEOUT 300 PROMPT 1

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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  • Monitoring Domain Availability

    - by JP19
    How can I write a tool to monitor domain name availability? In particular, I am interested in monitoring availability of a domain which is in PENDINGDELETE (or REDEMPTIONPERIOD or REGISTRY-DELETE-NOTIFY or PENDINGRESTORE or similar ) status after its expiration date. Any suggestions or more information about the PENDINGDELETE and similar status are also welcome (what is the time frame till which it can remain in this status, etc. I usually don't see a fixed pattern or even consistent correlation with expiration date and this status).

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  • How do I implement collision detection with a sprite walking up a rocky-terrain hill?

    - by detectivecalcite
    I'm working in SDL and have bounding rectangles for collisions set up for each frame of the sprite's animation. However, I recently stumbled upon the issue of putting together collisions for characters walking up and down hills/slopes with irregularly curved or rocky terrain - what's a good way to do collisions for that type of situation? Per-pixel? Loading up the points of the incline and doing player-line collision checking? Should I use bounding rectangles in general or circle collision detection?

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  • Ubuntu systematically losing wired connection

    - by Lukasz Baczynski
    I'm working on 11.10 for few recent days, everything was working perfect until today. Updated ubuntu (some certs were updates as far as i remember) and from this time, wired network stops working randomly and systematically. (All other pcs/macs work fine) From 192.168.0.9 icmp_seq=25 Destination Host Unreachable From 192.168.0.9 icmp_seq=26 Destination Host Unreachable From 192.168.0.9 icmp_seq=27 Destination Host Unreachable From 192.168.0.9 icmp_seq=28 Destination Host Unreachable From 192.168.0.9 icmp_seq=29 Destination Host Unreachable From 192.168.0.9 icmp_seq=30 Destination Host Unreachable From 192.168.0.9 icmp_seq=31 Destination Host Unreachable 64 bytes from 192.168.0.1: icmp_req=32 ttl=64 time=1003 ms 64 bytes from 192.168.0.1: icmp_req=33 ttl=64 time=0.496 ms 64 bytes from 192.168.0.1: icmp_req=34 ttl=64 time=0.576 ms 64 bytes from 192.168.0.1: icmp_req=35 ttl=64 time=0.522 ms 64 bytes from 192.168.0.1: icmp_req=36 ttl=64 time=0.624 ms 64 bytes from 192.168.0.1: icmp_req=37 ttl=64 time=0.625 ms 64 bytes from 192.168.0.1: icmp_req=38 ttl=64 time=0.555 ms It'll work for 20 seconds then it'll stop working for 10-30sec and so on. I've tried setting my router to give static IPs, it doesn't help. NOTHING has been changed since yesterday beside the package update... Here are other settings that may be useful: baka@baka-PC:~/Private/projects/wduk$ lspci -nnk | grep -iA2 net 06:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 06) Subsystem: ASUSTeK Computer Inc. P8P67 and other motherboards [1043:8432] Kernel driver in use: r8169 baka@baka-PC:~/Private/projects/wduk$ ifconfig -a eth0 Link encap:Ethernet HWaddr **Removed MAC address** inet addr:192.168.0.9 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::ca60:ff:fe0a:85b2/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:6400 errors:0 dropped:6400 overruns:0 frame:6400 TX packets:7085 errors:0 dropped:107 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:4191983 (4.1 MB) TX bytes:886881 (886.8 KB) Interrupt:72 Base address:0x2000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:2522 errors:0 dropped:0 overruns:0 frame:0 TX packets:2522 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:1070130 (1.0 MB) TX bytes:1070130 (1.0 MB) baka@baka-PC:~/Private/projects/wduk$ cat /etc/resolv.conf # Generated by NetworkManager nameserver 8.8.8.8 thanks for help

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  • Canonicalization issue regarding academic URL vs. blog URL

    - by user5395
    I'm sorry if what I am about to write is long-winded. I only wish to be clear. I am an academic in the scientific community. I maintain a web site for my research, teaching, and other professional activities. Until recently, the content for this site was hosted in a directory on my university department's own server. The address is of the typical form (universityname).edu/~(myusername) I decided that I wanted to use WordPress in order to host and manage my page. So I set up a WordPress.com blog and then replaced the index.html file in (universityname).edu/~(myusername) with a new one consisting of a single frame, containing the WordPress.com blog. Now when a user visits (universityname).edu/~(myusername), he or she sees the blog instead. This has been pretty nice because, even when the user clicks on links between pages or posts in the blog, the only thing showing up in the address bar of the browser is www.(universityname).edu/~(myusername), because the blog is constrained to a frame. However, the effect of this change on the search side of things has not been so kind to me. Before, when someone searched for my name in Google, the first result was always (universityname).edu/~(myusername). This is the most desirable outcome, for professional reasons. (Having my academic URL come up first suggests that I am an accredited professional, and not just some crank with a blog!) But now, Google seems to have canonicalized my web presence under the blog's WordPress.com address. It has completely forgotten about my academic URL and considers the WordPress.com address to be the best address representing me on the web. Unfortunately, WordPress.com doesn't support the canonical tag, so I can't tell the blog to advertise itself as my academic URL in the header. (It doesn't seem to help at all that I have used the WordPress.com dashboard to turn on no-indexing of the blog.) One obvious solution would be to use the departmental server to host my content again, and use a local installation of the WordPress platform. For reasons beyond my control, the platform will not be deployed on the departmental server at this time. Another solution would be to use shared hosting with WordPress.org support, because the WordPress.org platform does support the canonical tag (albeit via a plug-in). But this seems to usually require purchasing a domain name and other fees, and there is no guarantee that Google will listen to the canonical tag (it might use whatever domain name I end up with instead). Is there a way I can more cleverly integrate the WordPress.com blog into a page hosted on my department's server? Is there some PHP code I can write to retrieve the blog's contents in a way that Google won't treat as a link / "perceive" the blog? Please note: I am a PHP novice at best. I just feel there should be a simpler solution to all this, within the constraints of what I have described above. Thanks!

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  • Ubuntu Server Cannot Route to the Internet

    - by ejes
    I've been having this problem for weeks now, and I can't seem to figure out the problem. My server can route the local network and serves it well, however it cannot access the internet. It can't be the router because everything else on this lan can route through the router. I've even switched the ethernet port. Any help would be appreciated. I've tried all the usual places, anyway, here are the configs: root@uhs:~# uname -a Linux uhs 3.0.0-16-generic-pae #28-Ubuntu SMP Fri Jan 27 19:24:01 UTC 2012 i686 i686 i386 GNU/Linux root@uhs:~# cat /etc/network/interfaces # This file describes the network interfaces available on your system # and how to activate them. For more information, see interfaces(5). # The loopback network interface auto lo iface lo inet loopback # The primary network interface # auto eth1 # iface eth1 inet dhcp auto eth0 iface eth0 inet static address 192.168.0.3 netmask 255.255.255.0 broadcast 192.168.0.255 gateway 192.168.0.1 root@uhs:~# ping -c 4 192.168.0.1 PING 192.168.0.1 (192.168.0.1) 56(84) bytes of data. 64 bytes from 192.168.0.1: icmp_req=1 ttl=64 time=0.334 ms 64 bytes from 192.168.0.1: icmp_req=2 ttl=64 time=0.339 ms 64 bytes from 192.168.0.1: icmp_req=3 ttl=64 time=0.324 ms 64 bytes from 192.168.0.1: icmp_req=4 ttl=64 time=0.339 ms --- 192.168.0.1 ping statistics --- 4 packets transmitted, 4 received, 0% packet loss, time 2997ms rtt min/avg/max/mdev = 0.324/0.334/0.339/0.006 ms root@uhs:~# ping -c 4 209.85.145.103 PING 209.85.145.103 (209.85.145.103) 56(84) bytes of data. --- 209.85.145.103 ping statistics --- 4 packets transmitted, 0 received, 100% packet loss, time 3023ms root@uhs:~# ifconfig eth0 Link encap:Ethernet HWaddr 00:0c:6e:a0:92:6e inet addr:192.168.0.3 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::20c:6eff:fea0:926e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:13131114 errors:0 dropped:0 overruns:0 frame:0 TX packets:10540297 errors:0 dropped:0 overruns:5 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3077922794 (3.0 GB) TX bytes:3827489734 (3.8 GB) Interrupt:10 Base address:0xa000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:7721 errors:0 dropped:0 overruns:0 frame:0 TX packets:7721 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:551950 (551.9 KB) TX bytes:551950 (551.9 KB) root@uhs:~# route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 192.168.0.1 0.0.0.0 UG 100 0 0 eth0 192.168.0.0 0.0.0.0 255.255.255.0 U 0 0 0 eth0 root@uhs:~# # PRETEND Traceroute root@uhs:~# for i in {1..30}; do ping -t $i -c 1 209.85.145.103; done | grep "Time to live exceeded" root@uhs:~#

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  • Unable to connect to Wireless after installing Ubuntu 12.10

    - by Moulik
    I am using Asus U56E laptop and after installing Ubuntu 12.10 alongside Windows 8, I am unable to connect to the Wireless. I have been trying to solve this problem since two weeks and couldn't solve it. Please help. Any answer would be appreciated. Here are some command-line results. lspci -v | grep -iA 7 network ubuntu@ubuntu:~$ lspci -v | grep -iA 7 network 02:00.0 Network controller: Intel Corporation Centrino Wireless-N + WiMAX 6150 (rev 67) Subsystem: Intel Corporation Centrino Wireless-N + WiMAX 6150 BGN Flags: bus master, fast devsel, latency 0, IRQ 52 Memory at de800000 (64-bit, non-prefetchable) [size=8K] Capabilities: <access denied> Kernel driver in use: iwlwifi Kernel modules: iwlwifi lsmod | grep iwlwifi ubuntu@ubuntu:~$ lsmod | grep iwlwifi iwlwifi 386826 0 mac80211 539908 1 iwlwifi cfg80211 206566 2 iwlwifi,mac80211 ubuntu@ubuntu:~$ dmesg | grep iwlwifi [ 57.846261] iwlwifi: Intel(R) Wireless WiFi Link AGN driver for Linux, in-tree: [ 57.846264] iwlwifi: Copyright(c) 2003-2012 Intel Corporation [ 57.846336] iwlwifi 0000:02:00.0: >pci_resource_len = 0x00002000 [ 57.846338] iwlwifi 0000:02:00.0: >pci_resource_base = ffffc90000c7c000 [ 57.846341] iwlwifi 0000:02:00.0: >HW Revision ID = 0x67 [ 57.846438] iwlwifi 0000:02:00.0: >irq 52 for MSI/MSI-X [ 59.558335] iwlwifi 0000:02:00.0: >loaded firmware version 41.28.5.1 build 33926 [ 59.558514] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_DEBUG disabled [ 59.558516] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_DEBUGFS enabled [ 59.558517] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_DEVICE_TRACING enabled [ 59.558519] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_DEVICE_TESTMODE enabled [ 59.558520] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_P2P disabled [ 59.558522] iwlwifi 0000:02:00.0: >Detected Intel(R) Centrino(R) Wireless-N + WiMAX 6150 BGN, REV=0x84 [ 59.558583] iwlwifi 0000:02:00.0: >L1 Disabled; Enabling L0S [ 59.569083] iwlwifi 0000:02:00.0: >device EEPROM VER=0x557, CALIB=0x6 [ 59.569085] iwlwifi 0000:02:00.0: >Device SKU: 0x150 [ 59.569087] iwlwifi 0000:02:00.0: >Valid Tx ant: 0x1, Valid Rx ant: 0x3 [ 59.569100] iwlwifi 0000:02:00.0: >Tunable channels: 13 802.11bg, 0 802.11a channels [ 70.208469] iwlwifi 0000:02:00.0: >L1 Disabled; Enabling L0S [ 70.208648] iwlwifi 0000:02:00.0: >Radio type=0x1-0x2-0x0 [ 70.366319] iwlwifi 0000:02:00.0: >L1 Disabled; Enabling L0S [ 70.366470] iwlwifi 0000:02:00.0: >Radio type=0x1-0x2-0x0 sudo lshw -c network ubuntu@ubuntu:~$ sudo lshw -c network *-network description: Wireless interface product: Centrino Wireless-N + WiMAX 6150 vendor: Intel Corporation physical id: 0 bus info: pci@0000:02:00.0 logical name: wlan0 version: 67 serial: 40:25:c2:84:99:c4 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=iwlwifi driverversion=3.5.0-17-generic firmware=41.28.5.1 build 33926 latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:52 memory:de800000-de801fff *-network description: Ethernet interface product: AR8151 v2.0 Gigabit Ethernet vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:04:00.0 logical name: eth0 version: c0 serial: 54:04:a6:2b:6a:ef capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vpd bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=atl1c driverversion=1.0.1.0-NAPI latency=0 link=no multicast=yes port=twisted pair resources: irq:54 memory:dd400000-dd43ffff ioport:a000(size=128) ifconfig ubuntu@ubuntu:~$ ifconfig eth0 Link encap:Ethernet HWaddr 54:04:a6:2b:6a:ef UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:176 errors:0 dropped:0 overruns:0 frame:0 TX packets:176 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:14368 (14.3 KB) TX bytes:14368 (14.3 KB) wlan0 Link encap:Ethernet HWaddr 40:25:c2:84:99:c4 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) iwconfig ubuntu@ubuntu:~$ iwconfig eth0 no wireless extensions. lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=15 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off iwlist scan ubuntu@ubuntu:~$ iwlist scan eth0 Interface doesn't support scanning. lo Interface doesn't support scanning. wlan0 No scan results nm-tool ubuntu@ubuntu:~$ nm-tool NetworkManager Tool State: disconnected - Device: eth0 ----------------------------------------------------------------- Type: Wired Driver: atl1c State: unavailable Default: no HW Address: 54:04:A6:2B:6A:EF Capabilities: Carrier Detect: yes Wired Properties Carrier: off - Device: wlan0 ---------------------------------------------------------------- Type: 802.11 WiFi Driver: iwlwifi State: disconnected Default: no HW Address: 40:25:C2:84:99:C4 Capabilities: Wireless Properties WEP Encryption: yes WPA Encryption: yes WPA2 Encryption: yes Wireless Access Points hypeness2: Infra, 00:21:29:DA:08:4F, Freq 2462 MHz, Rate 54 Mb/s, Strength 42 WPA love: Infra, 68:7F:74:17:02:66, Freq 2412 MHz, Rate 54 Mb/s, Strength 19 WPA WPA2 DIRECT-MwSCX-3400Pamela: Infra, 02:15:99:A3:3F:AC, Freq 2412 MHz, Rate 54 Mb/s, Strength 22 WPA2 router: Infra, 1C:AF:F7:D6:76:F3, Freq 2417 MHz, Rate 54 Mb/s, Strength 20 WPA2 wing: Infra, E8:40:F2:34:E4:F7, Freq 2437 MHz, Rate 54 Mb/s, Strength 20 WPA WPA2 132LINKSYS: Infra, 00:1A:70:80:1F:E9, Freq 2437 MHz, Rate 54 Mb/s, Strength 57 WEP VMITTAL: Infra, E0:46:9A:3C:F0:C4, Freq 2412 MHz, Rate 54 Mb/s, Strength 27 WEP HP-Print-10-LaserJet 1025: Infra, 7C:E9:D3:7E:F8:10, Freq 2437 MHz, Rate 54 Mb/s, Strength 59 ACNBB: Infra, 00:26:75:22:A6:2F, Freq 2437 MHz, Rate 54 Mb/s, Strength 20 SATKAIVAL: Infra, 00:18:E7:CE:69:A6, Freq 2412 MHz, Rate 54 Mb/s, Strength 69 WPA WPA2 hypeness: Infra, B8:E6:25:24:C3:B1, Freq 2437 MHz, Rate 54 Mb/s, Strength 54 WPA WPA2 CSNetwork: Infra, BC:14:01:58:C5:88, Freq 2437 MHz, Rate 54 Mb/s, Strength 25 WPA WPA2 tharma: Infra, BC:14:01:E2:06:18, Freq 2412 MHz, Rate 54 Mb/s, Strength 15 WPA WPA2 Active2.4: Infra, 10:6F:3F:0E:F3:8E, Freq 2462 MHz, Rate 54 Mb/s, Strength 17 WPA WPA2 ACNBB: Infra, 00:26:75:58:4E:7A, Freq 2437 MHz, Rate 54 Mb/s, Strength 85 KO: Infra, BC:14:01:2E:AF:A8, Freq 2452 MHz, Rate 54 Mb/s, Strength 22 WPA WPA2 FEAR: Infra, 00:18:4D:C0:BC:58, Freq 2462 MHz, Rate 54 Mb/s, Strength 17 WPA Pamela: Infra, BC:14:01:52:F6:F8, Freq 2412 MHz, Rate 54 Mb/s, Strength 24 WPA WPA2 bvrk2: Infra, 78:CD:8E:7B:3C:79, Freq 2457 MHz, Rate 54 Mb/s, Strength 19 WPA WPA2 BELL030: Infra, D8:6C:E9:17:AF:09, Freq 2462 MHz, Rate 54 Mb/s, Strength 22 WPA2 Desai: Infra, 00:1D:7E:52:FB:C5, Freq 2437 MHz, Rate 54 Mb/s, Strength 14 WEP Sritharan: Infra, BC:14:01:E5:59:78, Freq 2462 MHz, Rate 54 Mb/s, Strength 19 WPA WPA2 PFN: Infra, 00:13:10:8B:CF:45, Freq 2437 MHz, Rate 54 Mb/s, Strength 19 WEP rfkill list all ubuntu@ubuntu:~$ rfkill list all 0: asus-wlan: Wireless LAN Soft blocked: no Hard blocked: no 1: asus-wimax: WiMAX Soft blocked: yes Hard blocked: no 2: phy0: Wireless LAN Soft blocked: no Hard blocked: no so these are some more results sudo modprobe -r iwlwifi ubuntu@ubuntu:~$ sudo modprobe -r iwlwifi sudo modprobe iwlwifi 11n_disable=1 ubuntu@ubuntu:~$ sudo modprobe iwlwifi 11n_disable=1 echo "blacklist asus_wmi" | sudo tee -a /etcmodprobe.d/blacklist.conf ubuntu@ubuntu:~$ echo "blacklist asus_wmi" | sudo tee -a /etc/modprobe.d/blacklist.conf blacklist asus_wmi echo "options iwlwifi 11n_disable=1" | sudo tee /etc/modprobe.d/iwlwifi.conf ubuntu@ubuntu:~$ echo "options iwlwifi 11n_disable=1" | sudo tee /etc/modprobe.d/iwlwifi.conf options iwlwifi 11n_disable=1 sudo modprobe -rfv iwlwifi ubuntu@ubuntu:~$ sudo modprobe -rfv iwlwifi rmmod /lib/modules/3.5.0-17-generic/kernel/drivers/net/wireless/iwlwifi/iwlwifi.ko rmmod /lib/modules/3.5.0-17-generic/kernel/net/mac80211/mac80211.ko rmmod /lib/modules/3.5.0-17-generic/kernel/net/wireless/cfg80211.ko sudo modprobe -v iwlwifi ubuntu@ubuntu:~$ sudo modprobe -v iwlwifi insmod /lib/modules/3.5.0-17-generic/kernel/net/wireless/cfg80211.ko insmod /lib/modules/3.5.0-17-generic/kernel/net/mac80211/mac80211.ko insmod /lib/modules/3.5.0-17-generic/kernel/drivers/net/wireless/iwlwifi/iwlwifi.ko 11n_disable=1

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  • Lag when recording with xvidcap?

    - by quangtruong1985
    I used Xvidcap to record my desktop, but the quality of video was too bad (it lagged so much). I also tried with all output formats that xvidcap support, increase the frame-per-second as much as possible and the quality always at 100% but nothing changed. Click to see my video on Youtube Im using 11.04 (unity) with compiz enabled. My card is ATI/AMD Mobility 5450 and all drivers were installed and activated. Please help me! Regards.

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  • Bridging 10GbE with 12.04 - bridging works but the bridging computer has no internet access

    - by Donal
    I have been trying to get 12.04 bridging working with two 10GbE cards. I have 2 10GbE cards in a linux box being used only for this bridge, 1 with 2 10GbaseT ports and another with a single CX4 port. I have 2 client computers connected with 10GbaseT cards and the CX4 card connects to a procurve switch. I can get the bridging happening mostly the way that I want, The clients receive dhcp information from the dhcp server (not the bridging machine) and can connect to and properly see the rest of the network. Speeds are ok, not amazing but working on that is another matter. My problem is that the bridging machine has no internet access ... meaning I can't update anything or apt-get anything It can ping all other machines on the local network. I've tried the helpful hints from: https://help.ubuntu.com/community/NetworkConnectionBridge "Enabling Internet Use on the Bridging Computer" and get the following RTNETLINK answers: File exists but dhclient br0 does nothing for me :( I think if it is anything it a multiple route problem as both br0 and eth4 have ipaddresses ... even though I have only set it up so that br0 has one ... Bridge setup details: /etc/network/interface auto br0 iface br0 inet static address 192.168.0.246 netmask 255.255.255.0 gateway 192.168.0.1 broadcast 192.168.0.255 dns-nameservers 192.168.0.1 dns-search example.com dns-domain example.com #(eth2 & eth3 are the 10GbaseT) #(eth4 is the CX4 connection) pre-up ip link set eth2 down pre-up ip link set eth3 down pre-up ip link set eth4 down pre-up brctl addbr br0 pre-up brctl addif br0 eth4 eth3 eth2 pre-up ip addr flush dev eth3 pre-up ip addr flush dev eth2 pre-up ip addr flush dev eth4 post-down ip link set eth4 down post-down ip link set eth2 down post-down ip link set eth3 down post-down ip link set br0 down post-down brctl delif br0 eth2 eth3 eth4 post-down brctl delbr br0 ifconfig -a br0 Link encap:Ethernet HWaddr 00:15:17:22:20:34 inet addr:192.168.0.102 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::215:17ff:fe22:2034/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:4957 errors:0 dropped:0 overruns:0 frame:0 TX packets:1077 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:596320 (596.3 KB) TX bytes:139952 (139.9 KB) eth4 Link encap:Ethernet HWaddr 00:60:dd:47:7c:05 inet addr:192.168.0.57 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::260:ddff:fe47:7c05/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:9000 Metric:1 RX packets:15391 errors:0 dropped:51 overruns:0 frame:0 TX packets:1207 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:5916769 (5.9 MB) TX bytes:154312 (154.3 KB) Interrupt:70 route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 192.168.0.1 0.0.0.0 UG 0 0 0 eth4 0.0.0.0 192.168.0.1 0.0.0.0 UG 100 0 0 br0 169.254.0.0 0.0.0.0 255.255.0.0 U 1000 0 0 br0 192.168.0.0 0.0.0.0 255.255.255.0 U 0 0 0 br0 192.168.0.0 0.0.0.0 255.255.255.0 U 1 0 0 eth4

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