Search Results

Search found 6036 results on 242 pages for 'boost bind'.

Page 197/242 | < Previous Page | 193 194 195 196 197 198 199 200 201 202 203 204  | Next Page >

  • Initializing and drawing a mesh using OpenTK

    - by Boreal
    I'm implementing a "Mesh" class to use in my OpenTK game. You pass in a vertex array and an index array, and then you can call Mesh.Draw() to draw it using a shader. I've heard VBO's and VAO's are the way to go for this approach, but nowhere have I found a guide that shows how to get Data Video Memory Shader. Can someone give me a quick rundown of how this works? EDIT: So far, I have this: struct Vertex { public Vector3 position; public Vector3 normal; public Vector3 color; public static int memSize = 9 * sizeof(float); public static byte[] memOffset = { 0, 3 * sizeof(float), 6 * sizeof(float) }; } class Mesh { private uint vbo; private uint ibo; // stores the numbers of vertices and indices private int numVertices; private int numIndices; public Mesh(int numVertices, Vertex[] vertices, int numIndices, ushort[] indices) { // set numbers this.numVertices = numVertices; this.numIndices = numIndices; // generate buffers GL.GenBuffers(1, out vbo); GL.GenBuffers(1, out ibo); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // send data to the buffers GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(Vertex.memSize * numVertices), vertices, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(sizeof(ushort) * numIndices), indices, BufferUsageHint.StaticDraw); } public void Render() { // bind buffers GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // define offsets GL.VertexPointer(3, VertexPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[0])); GL.NormalPointer(NormalPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[1])); GL.ColorPointer(3, ColorPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[2])); // draw GL.DrawElements(BeginMode.Triangles, numIndices, DrawElementsType.UnsignedInt, (IntPtr)0); } } class Application : GameWindow { Mesh triangle; protected override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(0.1f, 0.2f, 0.5f, 0.0f); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.VertexArray); GL.Enable(EnableCap.NormalArray); GL.Enable(EnableCap.ColorArray); Vertex v0 = new Vertex(); v0.position = new Vector3(-1.0f, -1.0f, 4.0f); v0.normal = new Vector3(0.0f, 0.0f, -1.0f); v0.color = new Vector3(1.0f, 1.0f, 0.0f); Vertex v1 = new Vertex(); v1.position = new Vector3(1.0f, -1.0f, 4.0f); v1.normal = new Vector3(0.0f, 0.0f, -1.0f); v1.color = new Vector3(1.0f, 0.0f, 0.0f); Vertex v2 = new Vertex(); v2.position = new Vector3(0.0f, 1.0f, 4.0f); v2.normal = new Vector3(0.0f, 0.0f, -1.0f); v2.color = new Vector3(0.2f, 0.9f, 1.0f); Vertex[] va = { v0, v1, v2 }; ushort[] ia = { 0, 1, 2 }; triangle = new Mesh(3, va, 3, ia); } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref modelview); triangle.Render(); SwapBuffers(); } } It doesn't draw anything.

    Read the article

  • Microsoft silverlight 5.0 features for developers

    - by Jalpesh P. Vadgama
    Recently on Silverlight 5.0 firestarter event ScottGu has announced road map for Silverlight 5.0. There will be lots of features that will be there in silverlight 5.0 but here are few glimpses of Silverlight 5.0 Features. Improved Data binding support and Better support for MVVM: One of the greatest strength of Silverlight is its data binding. Microsoft is going to enhanced data binding by providing more ability to debug it. Developer will able to debug the binding expression and other stuff in Siverlight 5.0. Its also going to provide Ancestor Relative source binding which will allow property to bind with container control. MVVM pattern support will also be enhanced. Performance and Speed Enhancement: Now silverlight 5.0 will have support for 64bit browser support. So now you can use that silverlight application on 64 bit platform also. There is no need to take extra care for it.It will also have faster startup time and greater support for hardware acceleration. It will also provide end to end support for hard acceleration features of IE 9. More support for Out Of Browser Application: With Siverlight 4.0 Microsoft has announced new features called out of browser application and it has amazed lots of developer because now possibilities are unlimited with it. Now in silverlight 5.0 Out Of Browser application will have ability to Create Manage child windows just like windows forms or WPF Application. So you can fill power of desktop application with your out of browser application. Testing Support with Visual Studio 2010: Microsoft is going to add automated UI Testing support with Visual Studio 2010 with silverlight 5.0. So now we can test UI of Silverlight much faster. Better Support for RIA Services: RIA Services allows us to create N-tier application with silverlight via creating proxy classes on client and server both side. Now it will more features like complex type support, Custom type support for MVVM(Model View View Model) pattern. WCF Enhancements: There are lots of enhancement with WCF but key enhancement will WSTrust support. Text and Printing Support: Silverlight 5.0 will support vector base graphics. It will also support multicolumn text flow and linked text containers. It will full open type support,Postscript vector enhancement. Improved Power Enhancement: This will prevent screensaver from activating while you are watching videos on silverlight. Silverlight 5.0 is going add that smartness so it can determine while you are going to watch video and while you are not going watch videos. Better support for graphics: Silverlight 5.0 will provide in-depth support for 3D API. Now 3D rendering support is more enhancement in silverlight and 3D graphics can be rendered easily. You can find more details on following links and also don’t forgot to view silverlight firestarter keynot video of scottgu. http://www.silverlight.net/news/events/firestarter-labs/ http://blogs.msdn.com/b/katriend/archive/2010/12/06/silverlight-5-features-firestarter-keynote-and-sessions-resources.aspx http://weblogs.asp.net/scottgu/archive/2010/12/02/announcing-silverlight-5.aspx http://www.silverlight.net/news/events/firestarter/ http://www.microsoft.com/silverlight/future/ Hope this will help you. Stay tuned!!!.

    Read the article

  • Automatic Properties, Collection Initializers, and Implicit Line Continuation support with VB 2010

    - by ScottGu
    [In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu] This is the eighteenth in a series of blog posts I’m doing on the upcoming VS 2010 and .NET 4 release. A few days ago I blogged about two new language features coming with C# 4.0: optional parameters and named arguments.  Today I’m going to post about a few of my favorite new features being added to VB with VS 2010: Auto-Implemented Properties, Collection Initializers, and Implicit Line Continuation support. Auto-Implemented Properties Prior to VB 2010, implementing properties within a class using VB required you to explicitly declare the property as well as implement a backing field variable to store its value.  For example, the code below demonstrates how to implement a “Person” class using VB 2008 that exposes two public properties - “Name” and “Age”:   While explicitly declaring properties like above provides maximum flexibility, I’ve always found writing this type of boiler-plate get/set code tedious when you are simply storing/retrieving the value from a field.  You can use VS code snippets to help automate the generation of it – but it still generates a lot of code that feels redundant.  C# 2008 introduced a cool new feature called automatic properties that helps cut down the code quite a bit for the common case where properties are simply backed by a field.  VB 2010 also now supports this same feature.  Using the auto-implemented properties feature of VB 2010 we can now implement our Person class using just the code below: When you declare an auto-implemented property, the VB compiler automatically creates a private field to store the property value as well as generates the associated Get/Set methods for you.  As you can see above – the code is much more concise and easier to read. The syntax supports optionally initializing the properties with default values as well if you want to: You can learn more about VB 2010’s automatic property support from this MSDN page. Collection Initializers VB 2010 also now supports using collection initializers to easily create a collection and populate it with an initial set of values.  You identify a collection initializer by declaring a collection variable and then use the From keyword followed by braces { } that contain the list of initial values to add to the collection.  Below is a code example where I am using the new collection initializer feature to populate a “Friends” list of Person objects with two people, and then bind it to a GridView control to display on a page: You can learn more about VB 2010’s collection initializer support from this MSDN page. Implicit Line Continuation Support Traditionally, when a statement in VB has been split up across multiple lines, you had to use a line-continuation underscore character (_) to indicate that the statement wasn’t complete.  For example, with VB 2008 the below LINQ query needs to append a “_” at the end of each line to indicate that the query is not complete yet: The VB 2010 compiler and code editor now adds support for what is called “implicit line continuation support” – which means that it is smarter about auto-detecting line continuation scenarios, and as a result no longer needs you to explicitly indicate that the statement continues in many, many scenarios.  This means that with VB 2010 we can now write the above code with no “_” at all: The implicit line continuation feature also works well when editing XML Literals within VB (which is pretty cool). You can learn more about VB 2010’s Implicit Line Continuation support and many of the scenarios it supports from this MSDN page (scroll down to the “Implicit Line Continuation” section to find details). Summary The above three VB language features are but a few of the new language and code editor features coming with VB 2010.  Visit this site to learn more about some of the other VB language features coming with the release.  Also subscribe to the VB team’s blog to learn more and stay up-to-date with the posts they the team regularly publishes. Hope this helps, Scott

    Read the article

  • GPU Debugging with VS 11

    - by Daniel Moth
    With VS 11 Developer Preview we have invested tremendously in parallel debugging for both CPU (managed and native) and GPU debugging. I'll be doing a whole bunch of blog posts on those topics, and in this post I just wanted to get people started with GPU debugging, i.e. with debugging C++ AMP code. First I invite you to watch 6 minutes of a glimpse of the C++ AMP debugging experience though this video (ffw to minute 51:54, up until minute 59:16). Don't read the rest of this post, just go watch that video, ideally download the High Quality WMV. Summary GPU debugging essentially means debugging the lambda that you pass to the parallel_for_each call (plus any functions you call from the lambda, of course). CPU debugging means debugging all the code above and below the parallel_for_each call, i.e. all the code except the restrict(direct3d) lambda and the functions that it calls. With VS 11 you have to choose what debugger you want to use for a particular debugging session, CPU or GPU. So you can place breakpoints all over your code, then choose what debugger you want (CPU or GPU), and you'll only be able to hit breakpoints for the code type that the debugger engine understands – the remaining breakpoints will appear as unbound. If you want to hit the unbound breakpoints, you'd have to stop debugging, and start again with the other debugger. Sorry. We suck. We know. But once you are past that limitation, I think you'll find the experience truly rewarding – seriously! Switching debugger engines With the Developer Preview bits, one way to switch the debugger engine is through the project properties – see the screenshots that follow. This one is showing the CPU option selected, which is basically the default that you are all familiar with: This screenshot is showing the GPU option selected, by changing the debugger launcher (notice that this applies for both the local and remote case): You actually do not have to open the project properties just for switching the debugger engine, you can switch the selection from the toolbar in VS 11 Developer Preview too – see following screenshot (the effect is the same as if you opened the project properties and switched there) Breakpoint behavior Here are two screenshots, one showing a debugging session for CPU and the other a debugging session for GPU (notice the unbound breakpoints in each case) …and here is the GPU case (where we cannot bind the CPU breakpoints but can the GPU breakpoint, which is actually hit) Give C++ AMP debugging a try So to debug your C++ AMP code, pull down the drop down under the 'play' button to select the 'GPU C++ Direct3D Compute Debugger' menu option, then hit F5 (or the 'play' button itself). Then you can explore debugging by exploring the menus under the Debug and under the Debug->Windows menus. One way to do that exploration is through the C++ AMP debugging walkthrough on MSDN. Another way to explore the C++ AMP debugging experience, you can use the moth.cpp code file, which is what I used in my BUILD session debugger demo. Note that for my demo I was using the latest internal VS11 bits, so your experience with the Developer Preview bits won't be identical to what you saw me demonstrate, but it shouldn't be far off. Stay tuned for a lot more content on the parallel debugger in VS 11, both CPU and GPU, both managed and native. Comments about this post by Daniel Moth welcome at the original blog.

    Read the article

  • Xobni Free Powers Up Outlook’s Search and Contacts

    - by Matthew Guay
    Want to find out more about your contacts, discover email trends, and even sync Yahoo! email accounts in Outlook?  Here’s how you can do this and more with Xobni Free. Email is one of the most important communications mediums today, but even with all of the advances in Outlook over the years it can still be difficult to keep track of conversations, files, and contacts.  Xobni makes it easy by indexing your emails and organizing them by sender.  You can use its powerful search to quickly find any email, find related messages, and then view more information about that contact with information from social networks.  And, to top it off, it even lets you view your Yahoo! emails directly in Outlook without upgrading to a Yahoo! Plus account.  Xobni runs in Outlook 2003, 2007, and 2010, including the 64 bit version of Outlook 2010, and users of older versions will especially enjoy the new features Xobni brings for free. Getting started Download the Xobni Free installer (link below), and run to start the installation.  Make sure to exit Outlook before installing.  Xobni may need to download additional files which may take a few moments. When the download is finished, proceed with the install as normal.  You can opt out of the Product Improvement Program at the end of the installation by unchecking the box.  Additionally, you are asked to share Xobni with your friends on social networks, but this is not required.   Next time you open Outlook, you’ll notice the new Xobni sidebar in Outlook.  You can choose to watch an introduction video that will help you quickly get up to speed on how Xobni works. While this is playing, Xobni is working at indexing your email in the background.  Once the first indexing is finished, click Let’s Go! to start using Xobni. Here’s how Xobni looks in Outlook 2010: Advanced Email Information Select an email, and now you can see lots of info about it in your new Xobni sidebar.   On the top of the sidebar, select the graph icon to see when and how often you email with a contact.  Each contact is given an Xobni rank so you can quickly see who you email the most.   You can see all related emails sorted into conversations, and also all attachments in the conversation, not just this email. Xobni can also show you all scheduled appointments and links exchanged with a contact, but this is only available in the Plus version.  If you’d rather not see the tab for a feature you can’t use, click Don’t show this tab to banish it from Xobni for good.   Searching emails from the Xobni toolbar is very fast, and you can preview a message by simply hovering over it from the search pane. Get More Information About Your Contacts Xobni’s coolest feature is its social integration.  Whenever you select an email, you may see a brief bio, picture, and more, all pulled from social networks.   Select one of the tabs to find more information.  You may need to login to view information on your contacts from certain networks. The Twitter tab lets you see recent tweets.  Xobni will search for related Twitter accounts, and will ask you to confirm if the choice is correct.   Now you can see this contact’s recent Tweets directly from Outlook.   The Hoovers tab can give you interesting information about the businesses you’re in contact with. If the information isn’t correct, you can edit it and add your own information.  Click the Edit button, and the add any information you want.   You can also remove a network you don’t wish to see.  Right-click on the network tabs, select Manage Extensions, and uncheck any you don’t want to see. But sometimes online contact just doesn’t cut it.  For these times, click on the orange folder button to request a contact’s phone number or schedule a time with them. This will open a new email message ready to send with the information you want.  Edit as you please, and send. Add Yahoo! Email to Outlook for Free One of Xobni’s neatest features is that it let’s you add your Yahoo! email account to Outlook for free.  Click the gear icon in the bottom of the Xobni sidebar and select Options to set it up. Select the Integration tab, and click Enable to add Yahoo! mail to Xobni. Sign in with your Yahoo! account, and make sure to check the Keep me signed in box. Note that you may have to re-signin every two weeks to keep your Yahoo! account connected.  Select I agree to finish setting it up. Xobni will now download and index your recent Yahoo! mail. Your Yahoo! messages will only show up in the Xobni sidebar.  Whenever you select a contact, you will see related messages from your Yahoo! account as well.  Or, you can search from the sidebar to find individual messages from your Yahoo! account.  Note the Y! logo beside Yahoo! messages.   Select a message to read it in the Sidebar.  You can open the email in Yahoo! in your browser, or can reply to it using your default Outlook email account. If you have many older messages in your Yahoo! account, make sure to go back to the Integration tab and select Index Yahoo! Mail to index all of your emails. Conclusion Xobni is a great tool to help you get more out of your daily Outlook experience.  Whether you struggle to find attachments a coworker sent you or want to access Yahoo! email from Outlook, Xobni might be the perfect tool for you.  And with the extra things you learn about your contacts with the social network integration, you might boost your own PR skills without even trying! Link Download Xobni Similar Articles Productive Geek Tips Speed up Windows Vista Start Menu Search By Limiting ResultsFix for New Contact Group Button Not Displaying in VistaGet Maps and Directions to Your Contacts in Outlook 2007Backup Windows Mail Messages and Contacts in VistaHow to Import Gmail Contacts Into Outlook 2007 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows iFixit Offers Gadget Repair Manuals Online Vista style sidebar for Windows 7 Create Nice Charts With These Web Based Tools Track Daily Goals With 42Goals Video Toolbox is a Superb Online Video Editor Fun with 47 charts and graphs

    Read the article

  • SQL SERVER – Guest Post – Jacob Sebastian – Filestream – Wait Types – Wait Queues – Day 22 of 28

    - by pinaldave
    Jacob Sebastian is a SQL Server MVP, Author, Speaker and Trainer. Jacob is one of the top rated expert community. Jacob wrote the book The Art of XSD – SQL Server XML Schema Collections and wrote the XML Chapter in SQL Server 2008 Bible. See his Blog | Profile. He is currently researching on the subject of Filestream and have submitted this interesting article on the very subject. What is FILESTREAM? FILESTREAM is a new feature introduced in SQL Server 2008 which provides an efficient storage and management option for BLOB data. Many applications that deal with BLOB data today stores them in the file system and stores the path to the file in the relational tables. Storing BLOB data in the file system is more efficient that storing them in the database. However, this brings up a few disadvantages as well. When the BLOB data is stored in the file system, it is hard to ensure transactional consistency between the file system data and relational data. Some applications store the BLOB data within the database to overcome the limitations mentioned earlier. This approach ensures transactional consistency between the relational data and BLOB data, but is very bad in terms of performance. FILESTREAM combines the benefits of both approaches mentioned above without the disadvantages we examined. FILESTREAM stores the BLOB data in the file system (thus takes advantage of the IO Streaming capabilities of NTFS) and ensures transactional consistency between the BLOB data in the file system and the relational data in the database. For more information on the FILESTREAM feature, visit: http://beyondrelational.com/filestream/default.aspx FILESTREAM Wait Types Since this series is on the different SQL Server wait types, let us take a look at the various wait types that are related to the FILESTREAM feature. FS_FC_RWLOCK This wait type is generated by FILESTREAM Garbage Collector. This occurs when Garbage collection is disabled prior to a backup/restore operation or when a garbage collection cycle is being executed. FS_GARBAGE_COLLECTOR_SHUTDOWN This wait type occurs when during the cleanup process of a garbage collection cycle. It indicates that that garbage collector is waiting for the cleanup tasks to be completed. FS_HEADER_RWLOCK This wait type indicates that the process is waiting for obtaining access to the FILESTREAM header file for read or write operation. The FILESTREAM header is a disk file located in the FILESTREAM data container and is named “filestream.hdr”. FS_LOGTRUNC_RWLOCK This wait type indicates that the process is trying to perform a FILESTREAM log truncation related operation. It can be either a log truncate operation or to disable log truncation prior to a backup or restore operation. FSA_FORCE_OWN_XACT This wait type occurs when a FILESTREAM file I/O operation needs to bind to the associated transaction, but the transaction is currently owned by another session. FSAGENT This wait type occurs when a FILESTREAM file I/O operation is waiting for a FILESTREAM agent resource that is being used by another file I/O operation. FSTR_CONFIG_MUTEX This wait type occurs when there is a wait for another FILESTREAM feature reconfiguration to be completed. FSTR_CONFIG_RWLOCK This wait type occurs when there is a wait to serialize access to the FILESTREAM configuration parameters. Waits and Performance System waits has got a direct relationship with the overall performance. In most cases, when waits increase the performance degrades. SQL Server documentation does not say much about how we can reduce these waits. However, following the FILESTREAM best practices will help you to improve the overall performance and reduce the wait types to a good extend. Read all the post in the Wait Types and Queue series. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, Readers Contribution, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQL Wait Stats, SQL Wait Types, T SQL, Technology Tagged: Filestream

    Read the article

  • How to remove window applet from Gnome3?

    - by Filip Nowak
    I installed today window applet for Gnome3 from this webupd8 post. The effect of the installation shown in the picture. I tried apt-get remove --purge and nothing happens. How do I remove this window applet? http://i.stack.imgur.com/D1s9b.jpg When i try metacity --replace &unity [1] 3171 Checking if settings need to be migrated ...no Checking if internal files need to be migrated ...no Backend : gconf Integration : true Profile : default Adding plugins Skipping upgrade com.canonical.unity.unity.01.upgrade Skipping upgrade com.canonical.unity.unity.02.upgrade Initializing core options...done Initializing bailer options...done Initializing detection options...done Initializing composite options...done Initializing opengl options...done Initializing decor options...done Initializing move options...done Initializing vpswitch options...done Initializing gnomecompat options...done Initializing grid options...done Initializing mousepoll options...done Initializing place options...done Initializing resize options...done Initializing animation options...done Initializing wall options...done Initializing session options...done Initializing workarounds options...done Initializing wobbly options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done Initializing staticswitcher options...done Initializing fade options...done Initializing scale options...done Screen geometry changed: 0x0x1920x1080 Initializing unityshell options...done DEBUG 2012-02-19 21:22:40 glib <unknown>:0 Setting to primary screen rect: x=0 y=0 w=1920 h=1080 WARN 2012-02-19 21:22:40 unity.favorites FavoriteStoreGSettings.cpp:138 Unable to load GDesktopAppInfo for 'bluefish.desktop' WARN 2012-02-19 21:22:40 unity.favorites FavoriteStoreGSettings.cpp:138 Unable to load GDesktopAppInfo for 'filezilla.desktop' WARN 2012-02-19 21:22:40 unity.favorites FavoriteStoreGSettings.cpp:138 Unable to load GDesktopAppInfo for 'gimp.desktop' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' WARN 2012-02-19 21:22:40 glib.glib-gobject <unknown>:0 invalid cast from `BamfWindow' to `BamfApplication' Setting Update "texture_filter" Setting Update "sync_to_vblank" Setting Update "fullscreen_visual_bell" Setting Update "panel_opacity" Setting Update "launcher_opacity" Setting Update "icon_size" WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/applications does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/applications does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/commands does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/commands does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/files does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/files does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method InfoRequest proxy /com/canonical/unity/lens/music does not exist WARN 2012-02-19 21:23:32 unity.glib.dbusproxy GLibDBusProxy.cpp:255 Cannot call method SetActive proxy /com/canonical/unity/lens/music does not exist WARN 2012-02-19 21:23:33 unity.iconloader IconLoader.cpp:509 Unable to load contents of file:///usr/share/icons/unity-icon-theme/places/svg/category-available.svg: Blad podczas otwierania pliku: Nie ma takiego pliku ani katalogu WARN 2012-02-19 21:23:33 unity.iconloader IconLoader.cpp:509 Unable to load contents of file:///usr/share/icons/unity-icon-theme/places/svg/category-installed.svg: Blad podczas otwierania pliku: Nie ma takiego pliku ani katalogu

    Read the article

  • Getting Started with Chart control in ASP.Net 4.0

    - by sreejukg
    In this article I am going to demonstrate the Chart control available in ASP.Net 4 and Visual Studio 2010. Most of the web applications need to generate reports for business users. The business users are happy to view the results in a graphical format more that seeing it in numbers. For the purpose of this demonstration, I have created a sales table. I am going to create charts from this sale data. The sale table looks as follows I have created an ASP.Net web application project in Visual Studio 2010. I have a default.aspx page that I am going to use for the demonstration. First I am going to add a chart control to the page. Visual Studio 2010 has a chart control. The Chart Control comes under the Data Tab in the toolbox. Drag and drop the Chart control to the default.aspx page. Visual Studio adds the below markup to the page. <asp:Chart ID="Chart1" runat="server"></asp:Chart> In the designer view, the Chart controls gives the following output. As you can see this is exactly similar to other server controls in ASP.Net, and similar to other controls under the data tab, Chart control is also a data bound control. So I am going to bind this with my sales data. From the design view, right click the chart control and select “show smart tag” Here you need so choose the Data source property and the chart type. From the choose data source drop down, select new data source. In the data source configuration wizard, select the SQL data base and write the query to retrieve the data. At first I am going to show the chart for amount of sales done by each sales person. I am going to use the following query inside sqldatasource select command. “SELECT SUM(SaleAmount) AS Expr1, salesperson FROM SalesData GROUP BY SalesPerson” This query will give me the amount of sales achieved by each sales person. The mark up of SQLDataSource is as follows. <asp:SqlDataSource ID="SqlDataSource1" runat="server" ConnectionString="<%$ ConnectionStrings:SampleConnectionString %>" SelectCommand="SELECT SUM(SaleAmount) as amount, SalesPerson FROM SalesData GROUP BY SalesPerson"></asp:SqlDataSource> Once you selected the data source for the chart control, you need to select the X and Y values for the columns. I have entered salesperson in the X Value member and amount in the Y value member. After modifications, the Chart control looks as follows Click F5 to run the application. The output of the page is as follows. Using ASP.Net it is much easier to represent your data in graphical format. To show this chart, I didn’t even write any single line of code. The chart control is a great tool that helps the developer to show the business intelligence in their applications without using third party products. I will write another blog that explore further possibilities that shows more reports by using the same sales data. If you want to get the Project in zipped format, post your email below.

    Read the article

  • Why can't I build Deluge?

    - by hugemeow
    Deluge is a BitTorrent Client. I am trying to build it from source, since I don't have privilege to install it as root. I am using python setup.py build. But, it failed following message, why? copying deluge/ui/web/themes/images/gray/slider/slider-v-thumb.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/gray/slider copying deluge/ui/web/themes/images/gray/slider/slider-thumb.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/gray/slider copying deluge/ui/web/themes/images/gray/panel/top-bottom.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/gray/panel copying deluge/ui/web/themes/images/gray/tabs/tab-strip-bg.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/gray/tabs copying deluge/ui/web/themes/images/yourtheme/window/right-corners.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/yourtheme/window copying deluge/ui/web/themes/images/yourtheme/window/left-corners.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/yourtheme/window copying deluge/ui/web/themes/images/yourtheme/window/left-right.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/yourtheme/window copying deluge/ui/web/themes/images/yourtheme/window/top-bottom.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/yourtheme/window creating build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/yourtheme/slider copying deluge/ui/web/themes/images/yourtheme/slider/slider-v-thumb.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/yourtheme/slider copying deluge/ui/web/themes/images/yourtheme/slider/slider-thumb.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/yourtheme/slider copying deluge/ui/web/themes/images/yourtheme/slider/slider-bg.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/yourtheme/slider copying deluge/ui/web/themes/images/yourtheme/slider/slider-v-bg.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/yourtheme/slider copying deluge/ui/web/themes/images/yourtheme/panel/top-bottom.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/yourtheme/panel copying deluge/ui/web/themes/images/yourtheme/grid/hmenu-lock.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/yourtheme/grid copying deluge/ui/web/themes/images/yourtheme/grid/hmenu-unlock.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/yourtheme/grid copying deluge/ui/web/themes/images/yourtheme/tabs/tab-strip-bg.png -> build/lib.linux-x86_64-2.4/deluge/ui/web/themes/images/yourtheme/tabs running build_ext building 'libtorrent' extension gcc -pthread -shared -L/usr/lib64 -L/opt/local/lib -lboost_filesystem -lboost_date_time -lboost_iostreams -lboost_python -lboost_thread -lpthread -lssl -lz -o build/lib.linux-x86_64-2.4/deluge/libtorrent.so /usr/bin/ld: cannot find -lboost_filesystem collect2: ld returned 1 exit status error: command 'gcc' failed with exit status 1 [mirror@innov deluge-1.3.5]$ echo $? 1 Edit 1: gcc version and os information $(which gcc) --version gcc (GCC) 4.1.2 20080704 (Red Hat 4.1.2-52) Copyright (C) 2006 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. cat /etc/issue CentOS release 5.7 (Final) Kernel \r on an \m Edit 2: boost is referenced by setup.py in deluge 114 if OS == "linux": 115 if os.path.exists(os.path.join(sysconfig.get_config_vars()['LIBDIR'], \ 116 'libboost_filesystem-mt.so')): 117 boost_filesystem = "boost_filesystem-mt" 118 elif os.path.exists(os.path.join(sysconfig.get_config_vars()['LIBDIR'], \ 119 'libboost_filesystem.so')): 120 boost_filesystem = "boost_filesystem" 121 if os.path.exists(os.path.join(sysconfig.get_config_vars()['LIBDIR'], \ 122 'libboost_date_time-mt.so')): 123 boost_date_time = "boost_date_time-mt" 124 elif os.path.exists(os.path.join(sysconfig.get_config_vars()['LIBDIR'], \ 125 'libboost_date_time.so')): 126 boost_date_time = "boost_date_time" 127 if os.path.exists(os.path.join(sysconfig.get_config_vars()['LIBDIR'], \ 128 'libboost_thread-mt.so')): 129 boost_thread = "boost_thread-mt" 130 elif os.path.exists(os.path.join(sysconfig.get_config_vars()['LIBDIR'], \ 131 'libboost_thread.so')): 132 boost_thread = "boost_thread" 133 134 if 'boost_filesystem' not in vars(): 135 boost_filesystem = "boost_filesystem-mt" 136 if 'boost_date_time' not in vars(): 137 boost_date_time = "boost_date_time-mt" 138 if 'boost_thread' not in vars(): 139 boost_thread = "boost_thread-mt" 140 141 elif OS == "freebsd": 142 boost_filesystem = "boost_filesystem" 143 boost_date_time = "boost_date_time" 144 boost_thread = "boost_thread" 145 else: 146 boost_filesystem = "boost_filesystem-mt" 147 boost_date_time = "boost_date_time-mt" 148 boost_thread = "boost_thread-mt" 149 150 librariestype = [boost_filesystem, boost_date_time, 151 boost_thread, 'z', 'pthread', 'ssl', 'crypto']

    Read the article

  • upgraded "Compiz' and "Unity", now no Unity 3D on screen

    - by user18432
    Today when I logged in to my Ubuntu 12.04, the update manager told me of some upgrades. Compiz and Unity were in those upgrades. After I installed the upgrades, I can no longer get the Unity panel on the left side of screen or the systray at the top of screen. I now have to run Ubuntu 12.04 with Unity 2D. My laptop is a HP Pavilion dv9000 with Nvidia GeForce Go 7600 video. I tried to run "unity --reset" but it says there are serious issues with compiz. I have cut & pasted the read out from the terminal below. [09:35:02] xxxxxxx@L01U1204:~$ unity --reset unity-panel-service: no process found Checking if settings need to be migrated ...no Checking if internal files need to be migrated ...no Backend : gconf Integration : true Profile : unity Adding plugins Initializing core options...done compiz (core) - Warn: failed to receive ConfigureNotify event on 0x2e00004 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x580005a compiz (core) - Warn: failed to receive ConfigureNotify event on 0x3600006 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x3200255 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x1600002 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x1400002 Initializing composite options...done Initializing opengl options...done Initializing decor options...done Initializing vpswitch options...done Initializing snap options...done Initializing mousepoll options...done Initializing resize options...done Initializing place options...done Initializing move options...done Initializing wall options...done Initializing grid options...done I/O warning : failed to load external entity "/home/brwright/.compiz/session/10afaca1703486b216133648409481824100000130110002" Initializing session options...done Initializing gnomecompat options...done Initializing animation options...done Initializing fade options...done Initializing unitymtgrabhandles options...done Initializing workarounds options...done Initializing scale options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done compiz (core) - Error: Couldn't load plugin '/usr/lib/compiz/libunityshell.so' : /usr/lib/compiz/libunityshell.so: undefined symbol: _ZNK5unity4dash10Controller6windowEv compiz (core) - Error: Couldn't load plugin 'unityshell' compiz (core) - Warn: unhandled ConfigureNotify on 0x7000090! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x7000093! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x7000096! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x7000099! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x700009c! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x700009f! compiz (core) - Warn: this should never happen. you should probably file a bug about this. Initializing annotate options...done Initializing blur options...done Initializing clone options...done Initializing colorfilter options...done Initializing commands options...done Initializing cube options...done Initializing imgjpeg options...done Initializing kdecompat options...done Initializing mag options...done Initializing neg options...done Initializing obs options...done Initializing opacify options...done Initializing put options...done Initializing resizeinfo options...done Initializing ring options...done Initializing rotate options...done Initializing scaleaddon options...done Initializing screenshot options...done Initializing shift options...done Initializing staticswitcher options...done Initializing switcher options...done Initializing thumbnail options...done Initializing unityshell options...done Initializing water options...done Initializing winrules options...done Initializing wobbly options...done Setting Update "main_menu_key" Setting Update "run_key" Starting gtk-window-decorator As you can see the terminal never comes back to the CI prompt. I must do a control C to get to the CI prompt, but then the OS is frozen. I have to reboot and run Unity 2D in able to do anything on my laptop. I hope I have explained this enough and provided some useful info. I am at a loss to understand what the problem is, or what exactly what is causing the problem. Is it Unity or Compiz? Can anyone help?

    Read the article

  • Silverlight Cream for February 22, 2011 -- #1050

    - by Dave Campbell
    In this Issue: Robby Ingebretsen, Victor Gaudioso, Andrea Boschin(-2-), Rudi Grobler(-2-), Michael Crump, Deborah Kurata, Dennis Delimarsky, Pete Vickers, Yochay Kiriaty, Peter Kuhn, WindowsPhoneGeek, and Jesse Liberty(-2-). Above the Fold: Silverlight: "Silverlight Simple MVVM Printing" Deborah Kurata WP7: "Creating theme friendly UI in WP7 using OpacityMask" WindowsPhoneGeek Tools: "KAXAML v1.8" Robby Ingebretsen Shoutouts: Peter Foot posted Silverlight for Windows Phone Toolkit–Feb 2011 Rudi Grobler posts his top requested features for WP7, Silverlight, and WCF: vNext ... see you in Seattle, Rudi! From SilverlightCream.com: KAXAML v1.8 Robby Ingebretsen just posted KAXML v1.8 that now supports .NET 4.0, WPF, and Silferlight4 ... go grab it. Learn how to use Blend to create a Data Store, Add Properties to it, etc... Victor Gaudioso has 3 new Silverlight and/or Expression Blend video tutorials up... first is this one on Creating a Data store, adding properties to it, oh... read the title :), Next up is: Send async messages across UserControls or even applications, followed by the latest: Create a Sketchflow Animation using the Sketchflow Animation Panel A base class for threaded Application Services Andrea Boschin continues his IApplicationServices series with this one on a base class he created to develop Application Services that runs a thread. Windows Phone 7 - Part #6: Taking advantage of the phone Andrea Boschin also has part 6 of his series at SilverlightShow on WP7... this one is covering a bunch of items... Capabilities, Launchers/Choosers, and gestures... plus the source for a fun game. {homebrew} Skype for WP7 Rudi Grobler posted about the availability of (some features of) Skype for WP7 being available. The XDA guys have working contacts and the ability to chat going, plus they're looking for poeple to join in... Follow Rudi's link, and let them know you're up for it! Simple menu for your WP7 application Rudi Grobler has another post up about a very simple menu control for WP7 that he produced that is also very easy to use. Attaching a Command to the WP7 Application Bar Michael Crump shows how to bind the application bar to a Relay Command with the use of MVVMLight in 7 Easy Steps :) Silverlight Simple MVVM Printing Deborah Kurata continues her MVVM series with this one on printing what your user sees on the page... but doing so within the MVVM pattern. Enhancing the general Zune experience on Windows Phone 7 with Zune web API Dennis Delimarsky apparently likes the Zune as much as I do, and has ratted out tons of information about the Zune API for use in WP7 apps... and lots of code... Validating input forms in Windows Phone 7 Pete Vickers takes a great detailed spin through validation on the WP7... the rules have changed, but Pete explains with some code examples. Windows Phone Shake Gestures Library Yochay Kiriaty discusses Shake Gestures for the WP7 device and then describes the "Windows Phone Shake Gesture Library" that detects shake gestures in 3D space... and after a great description has the link for downloading. What difference does a sprite sheet make? Peter Kuhn is writing a series at SilverlightShow on XNA for Silverlight Devs that I've highlighted. An outshoot of that is this discussion of the use of sprite sheets and game development. Creating theme friendly UI in WP7 using OpacityMask WindowsPhoneGeek has a new post up today on using Opacity Masks in WP7 to enable using one set of icons for either the dark or light theme.. too cool, you'll wanna check this out! Linq to XML Jesse Liberty continues with Linq with regard to WP7 with this post on Linq to XML... and why XML? crap... I was just saving/loading XML today! :) Lambda–Not as weird as it sounds Jesse Liberty then jumps into Lambda expressions... maybe it's a chance for me to learn WTF the lambdas really do that I use all the time! 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

    Read the article

  • Silverlight Cream for February 04, 2011 -- #1040

    - by Dave Campbell
    In this Issue: Shawn Wildermuth, John Papa, Jesse Liberty(-2-), Mike Wolf, Matt Casto, Levente Mihály, Roy Dallal, Mark Monster, Andrea Boschin, and Oren Gal. Above the Fold: Silverlight: "Accept and Cancel Buttons Behavior in Silverlight" Matt Casto WP7: "Windows Phone 7 Runtime Debugging" Mike Wolf Shoutouts: Al Pascual announced a get-together if you're going to be in Phoenix on February 10 (next Thursday)... I just can't tell what time it is from the page: Phoenix Dev Meet-Up From SilverlightCream.com: Ten Pet Peeves of WP7 Applications Check out Shawn Wildermuth's Top 10 annoyances when trying out any new app on the WP7... if you're a dev, you might want to keep these in mind. Silverlight TV 60: Checking Out the Zero Gravity Game, Now on Windows Phone 7 John Papa has Silverlight TV number 60 up and this one features Phoenix' own Ryan Plemons discussing the game Zero Gravity and some of the things he had to do to take the game to WP7 ... and the presentation looks as good from here as it did inside the studio :) The Full Stack: Entity Framework To Phone, The Server Side Jesse Liberty and Jon Galloway have Part 6 of their full-stack podcast up ... this is their exploration of MVC3, ASP.NET, Silverlight, and WP7... pair programming indeed! Life Cycle: Page State Management Jesse Liberty also has episode 29 (can you believe that??) of his Windows Phone From Scratch series up ... he's continuing his previous LifeCycle discussion with Page State Management this time. Windows Phone 7 Runtime Debugging Mike Wolf is one of those guys that when he blogs, we should all pay attention, and this post is no exception... he has contributed a run-time diagnostics logger to the WP7Contrib project ... wow... too cool! Accept and Cancel Buttons Behavior in Silverlight Matt Casto has his blog back up and has a behavior up some intuitive UX on ChildWindows by being able to bind to a default or cancel button and have those events activated when the user hits Enter or Escape... very cool, Matt! A classic memory game: Part 3 - Porting the game to Windows Phone 7 Levente Mihály has Part 3 of his tutorial series up at SilverlightShow, and this go-around is porting his 'memory game' to WP7... and this is pretty all-encompassing... Blend for the UI, Performance, and Tombstoning... plus all the source. Silverlight Memory Leak, Part 1 Roy Dallal completely describes how he used a couple easily-downloadable tools to find the root cause of his memory problems with is Silvleright app. Lots of good investigative information. How to cancel the closing of your Silverlight application (in-browser and out-of-browser) Mark Monster revisits a two-year old post of his on cancelling the closing of a Silverlight app... and he's bringing that concept of warning the user the he's about to exit into the OOB situation as well. Windows Phone 7 - Part #3: Understanding navigation Also continuing his WP7 tutorial series on SilverlightShow, Andrea Boschin has part 3 up which is all about Navigation and preserving state... he also has a video on the page to help demonstrate the GoBack method. Multiple page printing in Silverlight 4 Oren Gal built a Silverlight app for last years' ESRI dev summit, and decided to upgrade it this year with functionality such as save/restore, selecting favorite sessions, and printing. 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

    Read the article

  • Why It Is So Important to Know Your Customer

    - by Christie Flanagan
    Over the years, I endured enough delayed flights, air turbulence and misadventures in airport security clearance to watch my expectations for the air travel experience fall to abysmally low levels. The extent of my loyalty to any one carrier had more to do with the proximity of the airport parking garage to their particular gate than to any effort on the airline’s part to actually earn and retain my business. That all changed one day when I found myself at the airport hoping to catch a return flight home a few hours earlier than expected, using an airline I had flown with for the first time just that week.  When you travel regularly for business, being able to catch a return flight home that’s even an hour or two earlier than originally scheduled is a big deal. It can mean the difference between having a normal evening with your family and having to sneak in like a cat burglar after everyone is fast asleep. And so I found myself on this particular day hoping to catch an earlier flight home. I approached the gate agent and was told that I could go on standby for their next flight out. Then I asked how much it was going to cost to change the flight, knowing full well that I wouldn’t get reimbursed by my company for any change fees. “Oh, there’s no charge to fly on standby,” the gate agent told me. I made a funny look. I couldn’t believe what I was hearing. This airline was going to let my fly on standby, at no additional charge, even though I was a new customer with no status or points. It had been years since I’d seen an airline pass up a short term revenue generating opportunity in favor of a long term loyalty generating one.  At that moment, this particular airline gained my loyal business. Since then, this airline has had the opportunity to learn a lot about me. They know where I live, where I fly from, where I usually fly to, and where I like to sit on the plane. In general, I’ve found their customer service to be quite good whether at the airport, via call center and even through social channels. They email me occasionally, and when they do, they demonstrate that they know me by promoting deals for flights from where I live to places that I’d be interested in visiting. And that’s part of why I’m always so puzzled when I visit their website.Does this company with the great service, customer friendly policies, and clean planes demonstrate that they know me at all when I visit their website? The answer is no. Even when I log in using my loyalty program credentials, it’s pretty obvious that they’re presenting the same old home page and same old offers to every single one of their site visitors. I mean, those promotional offers that they’re featuring so prominently  -- they’re for flights that originate thousands of miles from where I live! There’s no way I’d ever book one of those flights and I’m sure I’m not the only one of their customers to feel that way.My reason for recounting this story is not to pick on the one customer experience flaw I've noticed with this particular airline, in fact, they do so many things right that I’ll continue to fly with them. But I did want to illustrate just how glaringly obvious it is to customers today when a touch point they have with a brand is impersonal, unconnected and out of sync. As someone who’s spent a number of years in the web experience management and online marketing space, it particularly peeves me when that out of sync touch point is a brand’s website, perhaps because I know how important it is to make a customer’s online experience relevant and how many powerful tools are available for making a relevant experience a reality. The fact is, delivering a one-size-fits-all online customer experience is no longer acceptable or particularly effective in today’s world. Today’s savvy customers expect you to know who they are and to understand their preferences, behavior and relationship with your brand. Not only do they expect you to know about them, but they also expect you to demonstrate this knowledge across all of their touch points with your brand in a consistent and compelling fashion, whether it be on your traditional website, your mobile web presence or through various social channels.Delivering the kind of personalized online experiences that customers want can have tremendous business benefits. This is not just about generating feelings of goodwill and higher customer satisfaction ratings either. More relevant and personalized online experiences boost the effectiveness of online marketing initiatives and the statistics prove this out. Personalized web experiences can help increase online conversion rates by 70% -- that’s a huge number.1  And more than three quarters of consumers indicate that they’ve made additional online purchases based on personalized product recommendations.2Now if only this airline would get on board with delivering a more personalized online customer experience. I’d certainly be happier and more likely to spring for one of their promotional offers. And by targeting relevant offers on their home page to appropriate segments of their site visitors, I bet they’d be happier and generating additional revenue too. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}  ***** If you're interested in hearing more perspectives on the benefits of demonstrating that you know your customers by delivering a more personalized experience, check out this white paper on creating a successful and meaningful customer experience on the web.  Also catch the video below on the business value of CX in attracting new customers featuring Oracle's VP of Customer Experience Strategy, Brian Curran. 1 Search Engine Watch 2 Marketing Charts

    Read the article

  • Adventures in MVVM &ndash; ViewModel Location and Creation

    - by Brian Genisio's House Of Bilz
    More Adventures in MVVM In this post, I am going to explore how I prefer to attach ViewModels to my Views.  I have published the code to my ViewModelSupport project on CodePlex in case you'd like to see how it works along with some examples.  Some History My approach to View-First ViewModel creation has evolved over time.  I have constructed ViewModels in code-behind.  I have instantiated ViewModels in the resources sectoin of the view. I have used Prism to resolve ViewModels via Dependency Injection. I have created attached properties that use Dependency Injection containers underneath.  Of all these approaches, I continue to find issues either in composability, blendability or maintainability.  Laurent Bugnion came up with a pretty good approach in MVVM Light Toolkit with his ViewModelLocator, but as John Papa points out, it has maintenance issues.  John paired up with Glen Block to make the ViewModelLocator more generic by using MEF to compose ViewModels.  It is a great approach, but I don’t like baking in specific resolution technologies into the ViewModelSupport project. I bring these people up, not to name drop, but to give them credit for the place I finally landed in my journey to resolve ViewModels.  I have come up with my own version of the ViewModelLocator that is both generic and container agnostic.  The solution is blendable, configurable and simple to use.  Use any resolution mechanism you want: MEF, Unity, Ninject, Activator.Create, Lookup Tables, new, whatever. How to use the locator 1. Create a class to contain your resolution configuration: public class YourViewModelResolver: IViewModelResolver { private YourFavoriteContainer container = new YourFavoriteContainer(); public YourViewModelResolver() { // Configure your container } public object Resolve(string viewModelName) { return container.Resolve(viewModelName); } } Examples of doing this are on CodePlex for MEF, Unity and Activator.CreateInstance. 2. Create your ViewModelLocator with your custom resolver in App.xaml: <VMS:ViewModelLocator x:Key="ViewModelLocator"> <VMS:ViewModelLocator.Resolver> <local:YourViewModelResolver /> </VMS:ViewModelLocator.Resolver> </VMS:ViewModelLocator> 3. Hook up your data context whenever you want a ViewModel (WPF): <Border DataContext="{Binding YourViewModelName, Source={StaticResource ViewModelLocator}}"> This example uses dynamic properties on the ViewModelLocator and passes the name to your resolver to figure out how to compose it. 4. What about Silverlight? Good question.  You can't bind to dynamic properties in Silverlight 4 (crossing my fingers for Silverlight 5), but you CAN use string indexing: <Border DataContext="{Binding [YourViewModelName], Source={StaticResource ViewModelLocator}}"> But, as John Papa points out in his article, there is a silly bug in Silverlight 4 (as of this writing) that will call into the indexer 6 times when it binds.  While this is little more than a nuisance when getting most properties, it can be much more of an issue when you are resolving ViewModels six times.  If this gets in your way, the solution (as pointed out by John), is to use an IndexConverter (instantiated in App.xaml and also included in the project): <Border DataContext="{Binding Source={StaticResource ViewModelLocator}, Converter={StaticResource IndexConverter}, ConverterParameter=YourViewModelName}"> It is a bit uglier than the WPF version (this method will also work in WPF if you prefer), but it is still not all that bad.  Conclusion This approach works really well (I suppose I am a bit biased).  It allows for composability from any mechanisim you choose.  It is blendable (consider serving up different objects in Design Mode if you wish... or different constructors… whatever makes sense to you).  It works in Cider.  It is configurable.  It is flexible.  It is the best way I have found to manage View-First ViewModel hookups.  Thanks to the guys mentioned in this article for getting me to something I love using.  Enjoy.

    Read the article

  • Static background noise while using new headset Ubuntu 13.04

    - by ThundLayr
    Today I bought a new gaming headset (Gx-Gaming Lychas), and when I tried to record some gameplay-comentary I noticed that there always is a static background noise, I just recorded an example so you guys can listen it (no downloaded needed): http://www47.zippyshare.com/v/65167832/file.html I'm using Kubuntu 13.04 and Kernel version is 3.8.0-19, my laptop is an Acer Travelmate 5760Z, I tried tons of configurations on Alsamixer and none of them made result, I really need to get this working so any kind of help will be very aprecciated. cat /proc/asound/cards: 0 [PCH ]: HDA-Intel - HDA Intel PCH HDA Intel PCH at 0xc6400000 irq 44 cat /proc/asound/card0/codec#0 Codec: Conexant CX20588 Address: 0 AFG Function Id: 0x1 (unsol 1) Vendor Id: 0x14f1506c Subsystem Id: 0x10250574 Revision Id: 0x100003 No Modem Function Group found Default PCM: rates [0x160]: 44100 48000 96000 bits [0xe]: 16 20 24 formats [0x1]: PCM Default Amp-In caps: N/A Default Amp-Out caps: N/A State of AFG node 0x01: Power states: D0 D1 D2 D3 D3cold CLKSTOP EPSS Power: setting=D0, actual=D0 GPIO: io=4, o=0, i=0, unsolicited=1, wake=0 IO[0]: enable=0, dir=0, wake=0, sticky=0, data=0, unsol=0 IO[1]: enable=0, dir=0, wake=0, sticky=0, data=0, unsol=0 IO[2]: enable=0, dir=0, wake=0, sticky=0, data=0, unsol=0 IO[3]: enable=0, dir=0, wake=0, sticky=0, data=0, unsol=0 Node 0x10 [Audio Output] wcaps 0xc1d: Stereo Amp-Out R/L Control: name="Headphone Playback Volume", index=0, device=0 ControlAmp: chs=3, dir=Out, idx=0, ofs=0 Control: name="Headphone Playback Switch", index=0, device=0 ControlAmp: chs=3, dir=Out, idx=0, ofs=0 Device: name="CX20588 Analog", type="Audio", device=0 Amp-Out caps: ofs=0x4a, nsteps=0x4a, stepsize=0x03, mute=1 Amp-Out vals: [0x4a 0x4a] Converter: stream=8, channel=0 PCM: rates [0x560]: 44100 48000 96000 192000 bits [0xe]: 16 20 24 formats [0x1]: PCM Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x11 [Audio Output] wcaps 0xc1d: Stereo Amp-Out R/L Control: name="Speaker Playback Volume", index=0, device=0 ControlAmp: chs=3, dir=Out, idx=0, ofs=0 Control: name="Speaker Playback Switch", index=0, device=0 ControlAmp: chs=3, dir=Out, idx=0, ofs=0 Amp-Out caps: ofs=0x4a, nsteps=0x4a, stepsize=0x03, mute=1 Amp-Out vals: [0x80 0x80] Converter: stream=8, channel=0 PCM: rates [0x560]: 44100 48000 96000 192000 bits [0xe]: 16 20 24 formats [0x1]: PCM Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x12 [Audio Output] wcaps 0x611: Stereo Digital Converter: stream=0, channel=0 Digital: Digital category: 0x0 IEC Coding Type: 0x0 PCM: rates [0x160]: 44100 48000 96000 bits [0xe]: 16 20 24 formats [0x5]: PCM AC3 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x13 [Beep Generator Widget] wcaps 0x70000c: Mono Amp-Out Control: name="Beep Playback Volume", index=0, device=0 ControlAmp: chs=1, dir=Out, idx=0, ofs=0 Control: name="Beep Playback Switch", index=0, device=0 ControlAmp: chs=1, dir=Out, idx=0, ofs=0 Amp-Out caps: ofs=0x07, nsteps=0x07, stepsize=0x0f, mute=0 Amp-Out vals: [0x00] Node 0x14 [Audio Input] wcaps 0x100d1b: Stereo Amp-In R/L Control: name="Capture Volume", index=0, device=0 ControlAmp: chs=3, dir=In, idx=0, ofs=0 Control: name="Capture Switch", index=0, device=0 ControlAmp: chs=3, dir=In, idx=0, ofs=0 Device: name="CX20588 Analog", type="Audio", device=0 Amp-In caps: ofs=0x4a, nsteps=0x50, stepsize=0x03, mute=1 Amp-In vals: [0x50 0x50] [0x80 0x80] [0x80 0x80] [0x80 0x80] Converter: stream=4, channel=0 SDI-Select: 0 PCM: rates [0x160]: 44100 48000 96000 bits [0xe]: 16 20 24 formats [0x1]: PCM Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 4 0x17* 0x18 0x23 0x24 Node 0x15 [Audio Input] wcaps 0x100d1b: Stereo Amp-In R/L Amp-In caps: ofs=0x4a, nsteps=0x50, stepsize=0x03, mute=1 Amp-In vals: [0x4a 0x4a] [0x4a 0x4a] [0x4a 0x4a] [0x4a 0x4a] Converter: stream=0, channel=0 SDI-Select: 0 PCM: rates [0x160]: 44100 48000 96000 bits [0xe]: 16 20 24 formats [0x1]: PCM Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 4 0x17* 0x18 0x23 0x24 Node 0x16 [Audio Input] wcaps 0x100d1b: Stereo Amp-In R/L Amp-In caps: ofs=0x4a, nsteps=0x50, stepsize=0x03, mute=1 Amp-In vals: [0x4a 0x4a] [0x4a 0x4a] [0x4a 0x4a] [0x4a 0x4a] Converter: stream=0, channel=0 SDI-Select: 0 PCM: rates [0x160]: 44100 48000 96000 bits [0xe]: 16 20 24 formats [0x1]: PCM Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 4 0x17* 0x18 0x23 0x24 Node 0x17 [Audio Selector] wcaps 0x30050d: Stereo Amp-Out Control: name="Mic Boost Volume", index=0, device=0 ControlAmp: chs=3, dir=Out, idx=0, ofs=0 Amp-Out caps: ofs=0x00, nsteps=0x04, stepsize=0x27, mute=0 Amp-Out vals: [0x04 0x04] Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 4 0x1a 0x1b* 0x1d 0x1e Node 0x18 [Audio Selector] wcaps 0x30050d: Stereo Amp-Out Amp-Out caps: ofs=0x00, nsteps=0x04, stepsize=0x27, mute=0 Amp-Out vals: [0x00 0x00] Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 4 0x1a* 0x1b 0x1d 0x1e Node 0x19 [Pin Complex] wcaps 0x400581: Stereo Control: name="Headphone Jack", index=0, device=0 Pincap 0x0000001c: OUT HP Detect Pin Default 0x04214040: [Jack] HP Out at Ext Right Conn = 1/8, Color = Green DefAssociation = 0x4, Sequence = 0x0 Pin-ctls: 0xc0: OUT HP Unsolicited: tag=01, enabled=1 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 2 0x10* 0x11 Node 0x1a [Pin Complex] wcaps 0x400481: Stereo Control: name="Internal Mic Phantom Jack", index=0, device=0 Pincap 0x00001324: IN Detect Vref caps: HIZ 50 80 Pin Default 0x90a70130: [Fixed] Mic at Int N/A Conn = Analog, Color = Unknown DefAssociation = 0x3, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x24: IN VREF_80 Unsolicited: tag=00, enabled=0 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x1b [Pin Complex] wcaps 0x400581: Stereo Control: name="Mic Jack", index=0, device=0 Pincap 0x00011334: IN OUT EAPD Detect Vref caps: HIZ 50 80 EAPD 0x0: Pin Default 0x04a19020: [Jack] Mic at Ext Right Conn = 1/8, Color = Pink DefAssociation = 0x2, Sequence = 0x0 Pin-ctls: 0x24: IN VREF_80 Unsolicited: tag=02, enabled=1 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 2 0x10* 0x11 Node 0x1c [Pin Complex] wcaps 0x400581: Stereo Pincap 0x00000014: OUT Detect Pin Default 0x40f001f0: [N/A] Other at Ext N/A Conn = Unknown, Color = Unknown DefAssociation = 0xf, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x40: OUT Unsolicited: tag=00, enabled=0 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 2 0x10* 0x11 Node 0x1d [Pin Complex] wcaps 0x400581: Stereo Pincap 0x00010034: IN OUT EAPD Detect EAPD 0x0: Pin Default 0x40f001f0: [N/A] Other at Ext N/A Conn = Unknown, Color = Unknown DefAssociation = 0xf, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x40: OUT Unsolicited: tag=00, enabled=0 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 2 0x10* 0x11 Node 0x1e [Pin Complex] wcaps 0x400481: Stereo Pincap 0x00000024: IN Detect Pin Default 0x40f001f0: [N/A] Other at Ext N/A Conn = Unknown, Color = Unknown DefAssociation = 0xf, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x00: Unsolicited: tag=00, enabled=0 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x1f [Pin Complex] wcaps 0x400501: Stereo Control: name="Speaker Phantom Jack", index=0, device=0 Pincap 0x00000010: OUT Pin Default 0x92170110: [Fixed] Speaker at Int Front Conn = Analog, Color = Unknown DefAssociation = 0x1, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x40: OUT Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 2 0x10 0x11* Node 0x20 [Pin Complex] wcaps 0x400781: Stereo Digital Pincap 0x00000010: OUT Pin Default 0x40f001f0: [N/A] Other at Ext N/A Conn = Unknown, Color = Unknown DefAssociation = 0xf, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x00: Unsolicited: tag=00, enabled=0 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 1 0x12 Node 0x21 [Audio Output] wcaps 0x611: Stereo Digital Converter: stream=0, channel=0 Digital: Digital category: 0x0 IEC Coding Type: 0x0 PCM: rates [0x160]: 44100 48000 96000 bits [0xe]: 16 20 24 formats [0x5]: PCM AC3 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x22 [Pin Complex] wcaps 0x400781: Stereo Digital Pincap 0x00000010: OUT Pin Default 0x40f001f0: [N/A] Other at Ext N/A Conn = Unknown, Color = Unknown DefAssociation = 0xf, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x00: Unsolicited: tag=00, enabled=0 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 1 0x21 Node 0x23 [Pin Complex] wcaps 0x40040b: Stereo Amp-In Amp-In caps: ofs=0x00, nsteps=0x04, stepsize=0x2f, mute=0 Amp-In vals: [0x00 0x00] Pincap 0x00000020: IN Pin Default 0x40f001f0: [N/A] Other at Ext N/A Conn = Unknown, Color = Unknown DefAssociation = 0xf, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x00: Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x24 [Audio Mixer] wcaps 0x20050b: Stereo Amp-In Amp-In caps: ofs=0x4a, nsteps=0x4a, stepsize=0x03, mute=1 Amp-In vals: [0x00 0x00] [0x00 0x00] Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 2 0x10 0x11 Node 0x25 [Vendor Defined Widget] wcaps 0xf00000: Mono

    Read the article

  • Have I pushed the limits of my current VPS or is there room for optimization?

    - by JRameau
    I am currently on a mediatemple DV server (basic) 512mb dedicated ram, this is a CentOS based VPS with Plesk and Virtuozzo. My experience with it from day 1 has been bad and I only could sooth my server issues with several caching "Band-aids," but my sites are not as small as they were a year ago either so the issues have worsen. I have 3 Drupal installs running on separate (plesk) domains, 1 of those drupal installs is a multisite, that consists of 5-6 sites 2 of those sites are bringing in actual traffic. Those caching "Band-aids" I mentioned are APC, which seemed to help alot initially, and Drupal's Boost, which is considered a poorman's Varnish, it makes all my pages static for anonymous users. Last 30day combined estimate on Google Ananlytics: 90k visitors 260k pageviews. Issue: alot of downtime, I am continually checking if my sites are up, and lately I have been finding it down more than 3 times daily. Restarting Apache will bring it back up, for some time. I have google search every error message and looked up ways to optimize my DV server, and I am beyond stump what is my next move. Is this server bad, have I hit a impossibly low restriction such as the 12mb kernel memory barrier (kmemsize), is it on my end, do I need to optimize some more? *I have provided as much information as I can below, any help or suggestions given will be appreciated Common Error messages I see in the log: [error] (12)Cannot allocate memory: fork: Unable to fork new process [error] make_obcallback: could not import mod_python.apache.\n Traceback (most recent call last): File "/usr/lib/python2.4/site-packages/mod_python/apache.py", line 21, in ? import traceback File "/usr/lib/python2.4/traceback.py", line 3, in ? import linecache ImportError: No module named linecache [error] python_handler: no interpreter callback found. [warn-phpd] mmap cache can't open /var/www/vhosts/***/httpdocs/*** - Too many open files in system (pid ***) [alert] Child 8125 returned a Fatal error... Apache is exiting! [emerg] (43)Identifier removed: couldn't grab the accept mutex [emerg] (22)Invalid argument: couldn't release the accept mutex cat /proc/user_beancounters: Version: 2.5 uid resource held maxheld barrier limit failcnt 41548: kmemsize 4582652 5306699 12288832 13517715 21105036 lockedpages 0 0 600 600 0 privvmpages 38151 42676 229036 249036 0 shmpages 16274 16274 17237 17237 2 dummy 0 0 0 0 0 numproc 43 46 300 300 0 physpages 27260 29528 0 2147483647 0 vmguarpages 0 0 131072 2147483647 0 oomguarpages 27270 29538 131072 2147483647 0 numtcpsock 21 29 300 300 0 numflock 8 8 480 528 0 numpty 1 1 30 30 0 numsiginfo 0 1 1024 1024 0 tcpsndbuf 648440 675272 2867477 4096277 1711499 tcprcvbuf 301620 359716 2867477 4096277 0 othersockbuf 4472 4472 1433738 2662538 0 dgramrcvbuf 0 0 1433738 1433738 0 numothersock 12 12 300 300 0 dcachesize 0 0 2684271 2764800 0 numfile 3447 3496 6300 6300 3872 dummy 0 0 0 0 0 dummy 0 0 0 0 0 dummy 0 0 0 0 0 numiptent 14 14 200 200 0 TOP: (In January the load avg was really high 3-10, I was able to bring it down where it is currently is by giving APC more memory play around with) top - 16:46:07 up 2:13, 1 user, load average: 0.34, 0.20, 0.20 Tasks: 40 total, 2 running, 37 sleeping, 0 stopped, 1 zombie Cpu(s): 0.3% us, 0.1% sy, 0.0% ni, 99.7% id, 0.0% wa, 0.0% hi, 0.0% si Mem: 916144k total, 156668k used, 759476k free, 0k buffers Swap: 0k total, 0k used, 0k free, 0k cached MySQLTuner: (after optimizing every table and repairing any table with overage I got the fragmented count down to 86) [--] Data in MyISAM tables: 285M (Tables: 1105) [!!] Total fragmented tables: 86 [--] Up for: 2h 44m 38s (409K q [41.421 qps], 6K conn, TX: 1B, RX: 174M) [--] Reads / Writes: 79% / 21% [--] Total buffers: 58.0M global + 2.7M per thread (100 max threads) [!!] Query cache prunes per day: 675307 [!!] Temporary tables created on disk: 35% (7K on disk / 20K total)

    Read the article

  • Improving performance of a particle system (OpenGL ES)

    - by Jason
    I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 particles, which I think is pretty low. Here's a summary of my approach: I start with point sprites (GL_POINTS) rendered in a batch just using a native float buffer (I'm in Java-land on Android, so that translates as a java.nio.FloatBuffer). On GL context init, the following are set: GLES20.glViewport(0, 0, width, height); GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES20.glEnable(GLES20.GL_CULL_FACE); GLES20.glDisable(GLES20.GL_DEPTH_TEST); Each draw frame sets the following: GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); And I bind a single texture: GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle); GLES20.glUniform1i(mUniformTextureHandle, 0); Which is just a simple circle with some blur (and hence some transparency) http://cl.ly/image/0K2V2p2L1H2x Then there are a bunch of glVertexAttribPointer calls: mBuffer.position(position); mGlEs20.glVertexAttribPointer(mAttributeRGBHandle, valsPerRGB, GLES20.GL_FLOAT, false, stride, mBuffer); ...4 more of these Then I'm drawing: GLES20.glUniformMatrix4fv(mUniformProjectionMatrixHandle, 1, false, Camera.mProjectionMatrix, 0); GLES20.glDrawArrays(GLES20.GL_POINTS, 0, drawCalls); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); My vertex shader does have some computation in it, but given that they're point sprites (with only 2 coordinate values) I'm not sure this is the problem: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform mat4 u_ProjectionMatrix; attribute vec4 a_Position; attribute float a_PointSize; attribute vec3 a_RGB; attribute float a_Alpha; attribute float a_Burn; varying vec4 v_Color; void main() { vec3 v_FGC = a_RGB * a_Alpha; v_Color = vec4(v_FGC.x, v_FGC.y, v_FGC.z, a_Alpha * (1.0 - a_Burn)); gl_PointSize = a_PointSize; gl_Position = u_ProjectionMatrix * a_Position; } My fragment shader couldn't really be simpler: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform sampler2D u_Texture; varying vec4 v_Color; void main() { gl_FragColor = texture2D(u_Texture, gl_PointCoord) * v_Color; } That's about it. I had read that transparent pixels in point sprites can cause issues, but surely not at only 400 points? I'm running on a fairly new device (12 month old Galaxy Nexus). My question is less about my approach (although I'm open to suggestion) but more about whether there are any specific OpenGL "no no's" that have leaked into my code. I'm sure there's GL master out there facepalming right now... I'd love to hear any critique.

    Read the article

  • Silverlight Cream for June 16, 2011 -- #1108

    - by Dave Campbell
    In this Issue: René Schulte, Rajat Jaiswal(-2-), Peter Kuhn, Colin Eberhardt, Kunal Chowdhury(-2-), Beth Massi, Michael Crump, Daniel Vaughan, Chris Rouw, WindowsPhoneGeek, and Jesse Liberty. Above the Fold: Silverlight: "Cubelicious - Silverlight 5 + Balder + Physics + SLARToolkit Augmented Reality = Triple Win!" René Schulte WP7: "Binding the WP7 ProgressIndicator in XAML" Daniel Vaughan LightSwitch: "Adding Static Images and Text on a LightSwitch Screen" Beth Massi Shoutouts: Laurent Bugnion is Proposing a new RelayCommand snippet for MVVM Light V4... read about it and give him some feedback From SilverlightCream.com: Cubelicious - Silverlight 5 + Balder + Physics + SLARToolkit Augmented Reality = Triple Win! René Schulte has a post up about using the SLARToolkit for Silverlight 5 Beta in conjuncion with Balder and Physics ... dang this is cool, check out the video! PSD TO XAML in few easy steps using Expression Blend I'm not a Photoshop person, but apparently Rajat Jaiswal is, and he's demonstrating using Expression Blend to get your PSD file into XAML Its really great feature Silverlight realtime augment toolkit This is a fun post from Rajat Jaiswal... fun to see someone other than René Schulteposting about René's SLARToolkit :) Getting ready for the Windows Phone 7 Exam 70-599 (Part 2) Peter Kuhn has part 2 of his series up on getting ready for the Windows Phone 7 Exam at SilverlightShow Metro In Motion Part #7 – Panorama Prettiness and Opacity Colin Eberhardt has another Metro in Motion up... this one concentrates on the opacity effect when the user slides from item-to-item in Panorama contents Windows Phone 7 (Mango) Tutorial - 13 - What is Tombstoning? Kunal Chowdhury has a couple of posts up... first up is this one on Tombstoning... and if you're just starting with WP7.1, it got easier Windows Phone 7 Tip: Showing and Hiding onscreen keyboard in Emulator Kunal Chowdhury's latest is a great hint if you haven't found it already... how to show/hide the onscreen keyboard in the emulator Adding Static Images and Text on a LightSwitch Screen Beth Massi's latest post is on showing how to display an image or static text such as a logo in a LightSwitch app Displaying PDF Files in Windows Phone 7 Mango Michael Crump responds to reader's questions about displaying a PDF file in WP7.1 with this post using ComponentOne's Studio for Windows Phone CTP Binding the WP7 ProgressIndicator in XAML Daniel Vaughan has a solution to the problem of having to bind the ProgressIndicator in WP7.1 in code-behind... he wrote a ProgressIndicatorProxy and shares it with us!<>/dd> Storing Files in SQL Server using WCF RIA Services and Silverlight – Part 2 Chris Rouw has Part 2 of his Storing Files in SQL Servier using WCF RIA Services and Silverlight up... this one is on uploading and saving files to the database from Silvelright by the user dropping them onto your app. Using SqlMetal to generate Windows Phone Mango Local Database classes OK I'm not too proud to admit I'd never heard of SQLMetal... if you haven't, or even if you have, this post by WindowsPhoneGeek is a good discussion of using it to generate your WP7.1 database classes. Obtaining Email, Address or Phone Number Jesse Liberty's latest is another in his 'Mango From Scratch' series discussing the new tasks to obtain more info from the contact list. 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

    Read the article

  • OpenGL/GLSL: Render to cube map?

    - by BobDole
    I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using a FBO. I currently have a working example of using a cubemap bmp file, and the samplerCube sample type in the fragment shader is attached to GL_TEXTURE1. I'm not changing the shader code at all. I'm just changing the fact that I wont be calling the function that was loading the cubemap bmp file and trying to use the below code to render to a cubemap. You can see below that I'm also attaching the texture again to GL_TEXTURE1. This is so when I set the uniform: glUniform1i(getUniLoc(myProg, "Cubemap"), 1); it can access it in my fragment shader via uniform samplerCube Cubemap. I'm calling the below function like so: cubeMapTexture = renderToCubeMap(150, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); Now, I realize in the draw loop below that I'm not changing the view direction to look down the +x, -x, +y, -y, +z, -z axis. I really was just wanting to see something working first before implemented that. I figured I should at least see something on my object the way the code is now. I'm not seeing anything, just straight black. I've made my background white still the object is black. I've removed lighting, and coloring to just sample the cubemap texture and still black. I'm thinking the problem might be the format types when setting my texture which is GL_RGB8, GL_RGBA but I've also tried: GL_RGBA, GL_RGBA GL_RGB, GL_RGB I thought this would be standard since we are rendering to a texture attached to a framebuffer, but I've seen different examples that use different enum values. I've also tried binding the cube map texture in every draw call that I'm wanting to use the cube map: glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); Also, I'm not creating a depth buffer for the FBO which I saw in most examples, because I'm only wanting the color buffer for my cube map. I actually added one to see if that was the problem and still got the same results. I could of fudged that up when I tried. Any help that can point me in the right direction would be appreciated. GLuint renderToCubeMap(int size, GLenum InternalFormat, GLenum Format, GLenum Type) { // color cube map GLuint textureObject; int face; GLenum status; //glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glGenTextures(1, &textureObject); glBindTexture(GL_TEXTURE_CUBE_MAP, textureObject); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for (face = 0; face < 6; face++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, InternalFormat, size, size, 0, Format, Type, NULL); } // framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textureObject, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); printf("%d\"\n", status); printf("%d\n", GL_FRAMEBUFFER_COMPLETE); glViewport(0,0,size, size); for (face = 1; face < 6; face++) { drawSpheres(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, textureObject, 0); } //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebuffer(GL_FRAMEBUFFER, 0); return textureObject; }

    Read the article

  • Using Node.js as an accelerator for WCF REST services

    - by Elton Stoneman
    Node.js is a server-side JavaScript platform "for easily building fast, scalable network applications". It's built on Google's V8 JavaScript engine and uses an (almost) entirely async event-driven processing model, running in a single thread. If you're new to Node and your reaction is "why would I want to run JavaScript on the server side?", this is the headline answer: in 150 lines of JavaScript you can build a Node.js app which works as an accelerator for WCF REST services*. It can double your messages-per-second throughput, halve your CPU workload and use one-fifth of the memory footprint, compared to the WCF services direct.   Well, it can if: 1) your WCF services are first-class HTTP citizens, honouring client cache ETag headers in request and response; 2) your services do a reasonable amount of work to build a response; 3) your data is read more often than it's written. In one of my projects I have a set of REST services in WCF which deal with data that only gets updated weekly, but which can be read hundreds of times an hour. The services issue ETags and will return a 304 if the client sends a request with the current ETag, which means in the most common scenario the client uses its local cached copy. But when the weekly update happens, then all the client caches are invalidated and they all need the same new data. Then the service will get hundreds of requests with old ETags, and they go through the full service stack to build the same response for each, taking up threads and processing time. Part of that processing means going off to a database on a separate cloud, which introduces more latency and downtime potential.   We can use ASP.NET output caching with WCF to solve the repeated processing problem, but the server will still be thread-bound on incoming requests, and to get the current ETags reliably needs a database call per request. The accelerator solves that by running as a proxy - all client calls come into the proxy, and the proxy routes calls to the underlying REST service. We could use Node as a straight passthrough proxy and expect some benefit, as the server would be less thread-bound, but we would still have one WCF and one database call per proxy call. But add some smart caching logic to the proxy, and share ETags between Node and WCF (so the proxy doesn't even need to call the servcie to get the current ETag), and the underlying service will only be invoked when data has changed, and then only once - all subsequent client requests will be served from the proxy cache.   I've built this as a sample up on GitHub: NodeWcfAccelerator on sixeyed.codegallery. Here's how the architecture looks:     The code is very simple. The Node proxy runs on port 8010 and all client requests target the proxy. If the client request has an ETag header then the proxy looks up the ETag in the tag cache to see if it is current - the sample uses memcached to share ETags between .NET and Node. If the ETag from the client matches the current server tag, the proxy sends a 304 response with an empty body to the client, telling it to use its own cached version of the data. If the ETag from the client is stale, the proxy looks for a local cached version of the response, checking for a file named after the current ETag. If that file exists, its contents are returned to the client as the body in a 200 response, which includes the current ETag in the header. If the proxy does not have a local cached file for the service response, it calls the service, and writes the WCF response to the local cache file, and to the body of a 200 response for the client. So the WCF service is only troubled if both client and proxy have stale (or no) caches.   The only (vaguely) clever bit in the sample is using the ETag cache, so the proxy can serve cached requests without any communication with the underlying service, which it does completely generically, so the proxy has no notion of what it is serving or what the services it proxies are doing. The relative path from the URL is used as the lookup key, so there's no shared key-generation logic between .NET and Node, and when WCF stores a tag it also stores the "read" URL against the ETag so it can be used for a reverse lookup, e.g:   Key Value /WcfSampleService/PersonService.svc/rest/fetch/3 "28cd4796-76b8-451b-adfd-75cb50a50fa6" "28cd4796-76b8-451b-adfd-75cb50a50fa6" /WcfSampleService/PersonService.svc/rest/fetch/3    In Node we read the cache using the incoming URL path as the key and we know that "28cd4796-76b8-451b-adfd-75cb50a50fa6" is the current ETag; we look for a local cached response in /caches/28cd4796-76b8-451b-adfd-75cb50a50fa6.body (and the corresponding .header file which contains the original service response headers, so the proxy response is exactly the same as the underlying service). When the data is updated, we need to invalidate the ETag cache – which is why we need the reverse lookup in the cache. In the WCF update service, we don't need to know the URL of the related read service - we fetch the entity from the database, do a reverse lookup on the tag cache using the old ETag to get the read URL, update the new ETag against the URL, store the new reverse lookup and delete the old one.   Running Apache Bench against the two endpoints gives the headline performance comparison. Making 1000 requests with concurrency of 100, and not sending any ETag headers in the requests, with the Node proxy I get 102 requests handled per second, average response time of 975 milliseconds with 90% of responses served within 850 milliseconds; going direct to WCF with the same parameters, I get 53 requests handled per second, mean response time of 1853 milliseconds, with 90% of response served within 3260 milliseconds. Informally monitoring server usage during the tests, Node maxed at 20% CPU and 20Mb memory; IIS maxed at 60% CPU and 100Mb memory.   Note that the sample WCF service does a database read and sleeps for 250 milliseconds to simulate a moderate processing load, so this is *not* a baseline Node-vs-WCF comparison, but for similar scenarios where the  service call is expensive but applicable to numerous clients for a long timespan, the performance boost from the accelerator is considerable.     * - actually, the accelerator will work nicely for any HTTP request, where the URL (path + querystring) uniquely identifies a resource. In the sample, there is an assumption that the ETag is a GUID wrapped in double-quotes (e.g. "28cd4796-76b8-451b-adfd-75cb50a50fa6") – which is the default for WCF services. I use that assumption to name the cache files uniquely, but it is a trivial change to adapt to other ETag formats.

    Read the article

  • 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?

    Read the article

  • Best Design Pattern for Coupling User Interface Components and Data Structures

    - by szahn
    I have a windows desktop application with a tree view. Due to lack of a sound data-binding solution for a tree view, I've implemented my own layer of abstraction on it to bind nodes to my own data structure. The requirements are as follows: Populate a tree view with nodes that resemble fields in a data structure. When a node is clicked, display the appropriate control to modify the value of that property in the instance of the data structure. The tree view is populated with instances of custom TreeNode classes that inherit from TreeNode. The responsibility of each custom TreeNode class is to (1) format the node text to represent the name and value of the associated field in my data structure, (2) return the control used to modify the property value, (3) get the value of the field in the control (3) set the field's value from the control. My custom TreeNode implementation has a property called "Control" which retrieves the proper custom control in the form of the base control. The control instance is stored in the custom node and instantiated upon first retrieval. So each, custom node has an associated custom control which extends a base abstract control class. Example TreeNode implementation: //The Tree Node Base Class public abstract class TreeViewNodeBase : TreeNode { public abstract CustomControlBase Control { get; } public TreeViewNodeBase(ExtractionField field) { UpdateControl(field); } public virtual void UpdateControl(ExtractionField field) { Control.UpdateControl(field); UpdateCaption(FormatValueForCaption()); } public virtual void SaveChanges(ExtractionField field) { Control.SaveChanges(field); UpdateCaption(FormatValueForCaption()); } public virtual string FormatValueForCaption() { return Control.FormatValueForCaption(); } public virtual void UpdateCaption(string newValue) { this.Text = Caption; this.LongText = newValue; } } //The tree node implementation class public class ExtractionTypeNode : TreeViewNodeBase { private CustomDropDownControl control; public override CustomControlBase Control { get { if (control == null) { control = new CustomDropDownControl(); control.label1.Text = Caption; control.comboBox1.Items.Clear(); control.comboBox1.Items.AddRange( Enum.GetNames( typeof(ExtractionField.ExtractionType))); } return control; } } public ExtractionTypeNode(ExtractionField field) : base(field) { } } //The custom control base class public abstract class CustomControlBase : UserControl { public abstract void UpdateControl(ExtractionField field); public abstract void SaveChanges(ExtractionField field); public abstract string FormatValueForCaption(); } //The custom control generic implementation (view) public partial class CustomDropDownControl : CustomControlBase { public CustomDropDownControl() { InitializeComponent(); } public override void UpdateControl(ExtractionField field) { //Nothing to do here } public override void SaveChanges(ExtractionField field) { //Nothing to do here } public override string FormatValueForCaption() { //Nothing to do here return string.Empty; } } //The custom control specific implementation public class FieldExtractionTypeControl : CustomDropDownControl { public override void UpdateControl(ExtractionField field) { comboBox1.SelectedIndex = comboBox1.FindStringExact(field.Extraction.ToString()); } public override void SaveChanges(ExtractionField field) { field.Extraction = (ExtractionField.ExtractionType) Enum.Parse(typeof(ExtractionField.ExtractionType), comboBox1.SelectedItem.ToString()); } public override string FormatValueForCaption() { return string.Empty; } The problem is that I have "generic" controls which inherit from CustomControlBase. These are just "views" with no logic. Then I have specific controls that inherit from the generic controls. I don't have any functions or business logic in the generic controls because the specific controls should govern how data is associated with the data structure. What is the best design pattern for this?

    Read the article

  • no launcher, no dash, no unity, how to get back to my desktop?

    - by Numan Syed
    FYI, I have tried these, but none worked as of yet! Please help! I must not want to reinstall Ubuntu precise: AskUbuntu:Unity Launcher missing AskUbuntu: Unity doesn't load Youtube:Restore missing launcher AskUbuntu:Unity 3D no longer works! Is there any other way to find a solution, any help is highly appreciated! Please do ask for any further info u may need to point me to a better direction. Edit: I have still the opportunity to use ctrl+Alt+T for the terminal. And from there I used firefox & to get the browser on. Edit 2: Tried to find more; found more explained situation http://askubuntu.com/q/260578/176470. Edit 3:@Adithya: tried that no luck! Here is what my terminal gave me so far... [1447:22] (~) bash $ unity --reset WARNING: Unity currently default profile, so switching to metacity while resetting the values unity-panel-service: no process found Checking if settings need to be migrated ...no Checking if internal files need to be migrated ...no Backend : gconf Integration : true Profile : unity Adding plugins Initializing core options...done compiz (core) - Warn: failed to receive ConfigureNotify event on 0x1600004 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x30000b8 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x2c00fc1 Initializing composite options...done Initializing opengl options...done Initializing decor options...done Initializing vpswitch options...done Initializing snap options...done Initializing mousepoll options...done Initializing resize options...done Initializing place options...done Initializing move options...done Initializing wall options...done Initializing grid options...done Initializing session options...done Initializing gnomecompat options...done Initializing animation options...done Initializing fade options...done compiz (core) - Error: Couldn't load plugin '/usr/lib/compiz/libunitymtgrabhandles.so' : /usr/lib/compiz/libunitymtgrabhandles.so: undefined symbol: _ZN10CompOption7setNameEPKcNS_4TypeE compiz (core) - Error: Couldn't load plugin 'unitymtgrabhandles' Initializing workarounds options...done Initializing scale options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done compiz (core) - Error: Couldn't load plugin '/usr/lib/compiz/libunityshell.so' : /usr/lib/compiz/libunityshell.so: undefined symbol: _ZN10CompOption7setNameEPKcNS_4TypeE compiz (core) - Error: Couldn't load plugin 'unityshell' compiz (core) - Warn: unhandled ConfigureNotify on 0xc000a0! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0xc000a3! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0xc000a6! compiz (core) - Warn: this should never happen. you should probably file a bug about this. Initializing addhelper options...done Initializing animationaddon options...done Initializing annotate options...done Initializing bench options...done Initializing blur options...done Initializing clone options...done Initializing colorfilter options...done Initializing commands options...done Initializing crashhandler options...done Initializing cube options...done Initializing cubeaddon options...done Initializing extrawm options...done Initializing fadedesktop options...done Initializing firepaint options...done Initializing group options...done Initializing imgjpeg options...done Initializing kdecompat options...done Initializing loginout options...done Initializing mag options...done Initializing maximumize options...done Initializing mblur options...done Initializing neg options...done Initializing notification options...done Initializing obs options...done Initializing opacify options...done Initializing put options...done Initializing reflex options...done Initializing resizeinfo options...done Initializing ring options...done Initializing rotate options...done Initializing scaleaddon options...done Initializing scalefilter options...done Initializing screenshot options...done Initializing shelf options...done Initializing shift options...done Initializing showdesktop options...done Initializing showmouse options...done Initializing splash options...done Initializing staticswitcher options...done Initializing switcher options...done Initializing td options...done Initializing thumbnail options...done Initializing trailfocus options...done Initializing unitymtgrabhandles options...done Initializing unityshell options...done Initializing wallpaper options...done Initializing water options...done Initializing widget options...done Initializing winrules options...done Initializing wobbly options...done Setting Update "main_menu_key" Setting Update "run_key" Anything suspicious herein?

    Read the article

  • Cost Comparison Hard Disk Drive to Solid State Drive on Price per Gigabyte - dispelling a myth!

    - by tonyrogerson
    It is often said that Hard Disk Drive storage is significantly cheaper per GiByte than Solid State Devices – this is wholly inaccurate within the database space. People need to look at the cost of the complete solution and not just a single component part in isolation to what is really required to meet the business requirement. Buying a single Hitachi Ultrastar 600GB 3.5” SAS 15Krpm hard disk drive will cost approximately £239.60 (http://scan.co.uk, 22nd March 2012) compared to an OCZ 600GB Z-Drive R4 CM84 PCIe costing £2,316.54 (http://scan.co.uk, 22nd March 2012); I’ve not included FusionIO ioDrive because there is no public pricing available for it – something I never understand and personally when companies do this I immediately think what are they hiding, luckily in FusionIO’s case the product is proven though is expensive compared to OCZ enterprise offerings. On the face of it the single 15Krpm hard disk has a price per GB of £0.39, the SSD £3.86; this is what you will see in the press and this is what sales people will use in comparing the two technologies – do not be fooled by this bullshit people! What is the requirement? The requirement is the database will have a static size of 400GB kept static through archiving so growth and trim will balance the database size, the client requires resilience, there will be several hundred call centre staff querying the database where queries will read a small amount of data but there will be no hot spot in the data so the randomness will come across the entire 400GB of the database, estimates predict that the IOps required will be approximately 4,000IOps at peak times, because it’s a call centre system the IO latency is important and must remain below 5ms per IO. The balance between read and write is 70% read, 30% write. The requirement is now defined and we have three of the most important pieces of the puzzle – space required, estimated IOps and maximum latency per IO. Something to consider with regard SQL Server; write activity requires synchronous IO to the storage media specifically the transaction log; that means the write thread will wait until the IO is completed and hardened off until the thread can continue execution, the requirement has stated that 30% of the system activity will be write so we can expect a high amount of synchronous activity. The hardware solution needs to be defined; two possible solutions: hard disk or solid state based; the real question now is how many hard disks are required to achieve the IO throughput, the latency and resilience, ditto for the solid state. Hard Drive solution On a test on an HP DL380, P410i controller using IOMeter against a single 15Krpm 146GB SAS drive, the throughput given on a transfer size of 8KiB against a 40GiB file on a freshly formatted disk where the partition is the only partition on the disk thus the 40GiB file is on the outer edge of the drive so more sectors can be read before head movement is required: For 100% sequential IO at a queue depth of 16 with 8 worker threads 43,537 IOps at an average latency of 2.93ms (340 MiB/s), for 100% random IO at the same queue depth and worker threads 3,733 IOps at an average latency of 34.06ms (34 MiB/s). The same test was done on the same disk but the test file was 130GiB: For 100% sequential IO at a queue depth of 16 with 8 worker threads 43,537 IOps at an average latency of 2.93ms (340 MiB/s), for 100% random IO at the same queue depth and worker threads 528 IOps at an average latency of 217.49ms (4 MiB/s). From the result it is clear random performance gets worse as the disk fills up – I’m currently writing an article on short stroking which will cover this in detail. Given the work load is random in nature looking at the random performance of the single drive when only 40 GiB of the 146 GB is used gives near the IOps required but the latency is way out. Luckily I have tested 6 x 15Krpm 146GB SAS 15Krpm drives in a RAID 0 using the same test methodology, for the same test above on a 130 GiB for each drive added the performance boost is near linear, for each drive added throughput goes up by 5 MiB/sec, IOps by 700 IOps and latency reducing nearly 50% per drive added (172 ms, 94 ms, 65 ms, 47 ms, 37 ms, 30 ms). This is because the same 130GiB is spread out more as you add drives 130 / 1, 130 / 2, 130 / 3 etc. so implicit short stroking is occurring because there is less file on each drive so less head movement required. The best latency is still 30 ms but we have the IOps required now, but that’s on a 130GiB file and not the 400GiB we need. Some reality check here: a) the drive randomness is more likely to be 50/50 and not a full 100% but the above has highlighted the effect randomness has on the drive and the more a drive fills with data the worse the effect. For argument sake let us assume that for the given workload we need 8 disks to do the job, for resilience reasons we will need 16 because we need to RAID 1+0 them in order to get the throughput and the resilience, RAID 5 would degrade performance. Cost for hard drives: 16 x £239.60 = £3,833.60 For the hard drives we will need disk controllers and a separate external disk array because the likelihood is that the server itself won’t take the drives, a quick spec off DELL for a PowerVault MD1220 which gives the dual pathing with 16 disks 146GB 15Krpm 2.5” disks is priced at £7,438.00, note its probably more once we had two controller cards to sit in the server in, racking etc. Minimum cost taking the DELL quote as an example is therefore: {Cost of Hardware} / {Storage Required} £7,438.60 / 400 = £18.595 per GB £18.59 per GiB is a far cry from the £0.39 we had been told by the salesman and the myth. Yes, the storage array is composed of 16 x 146 disks in RAID 10 (therefore 8 usable) giving an effective usable storage availability of 1168GB but the actual storage requirement is only 400 and the extra disks have had to be purchased to get the  IOps up. Solid State Drive solution A single card significantly exceeds the IOps and latency required, for resilience two will be required. ( £2,316.54 * 2 ) / 400 = £11.58 per GB With the SSD solution only two PCIe sockets are required, no external disk units, no additional controllers, no redundant controllers etc. Conclusion I hope by showing you an example that the myth that hard disk drives are cheaper per GiB than Solid State has now been dispelled - £11.58 per GB for SSD compared to £18.59 for Hard Disk. I’ve not even touched on the running costs, compare the costs of running 18 hard disks, that’s a lot of heat and power compared to two PCIe cards!Just a quick note: I've left a fair amount of information out due to this being a blog! If in doubt, email me :)I'll also deal with the myth that SSD's wear out at a later date as well - that's just way over done still, yes, 5 years ago, but now - no.

    Read the article

  • User interfirance, themes, Broken, Unreadable parts

    - by Adames
    Arther going on a customizing spree my the desktop themes on unity got messed up I had installed Ubuntu tweak and unsettings so I removed them but the default themes and custom ones are still messed up I ran unity --reset and this is what I get: WARNING: Unity currently default profile, so switching to metacity while resetting the values unity-panel-service: no process found Checking if settings need to be migrated ...no Checking if internal files need to be migrated ...no Backend : gconf Integration : true Profile : unity Adding plugins Initializing core options...done compiz (core) - Warn: failed to receive ConfigureNotify event on 0x1200004 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x38000af compiz (core) - Warn: failed to receive ConfigureNotify event on 0x32000ad Initializing composite options...done Initializing opengl options...done Initializing decor options...done Initializing vpswitch options...done Initializing snap options...done Initializing mousepoll options...done Initializing resize options...done Initializing place options...done Initializing move options...done Initializing wall options...done Initializing grid options...done Initializing session options...done Initializing gnomecompat options...done Initializing animation options...done Initializing fade options...done Initializing unitymtgrabhandles options...done Initializing workarounds options...done Initializing scale options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done (compiz:4749): GConf-CRITICAL **: gconf_client_add_dir: assertion `gconf_valid_key (dirname, NULL)' failed Initializing unityshell options...done compiz (core) - Warn: unhandled ConfigureNotify on 0xc0009e! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0xc000a1! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0xc000a1! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0xc000a4! compiz (core) - Warn: this should never happen. you should probably file a bug about this. WARN 2012-07-02 19:51:42 unity.libindicator <unknown>:0 Desktop file '/usr/share/applications/google-chrome.desktop' is using a deprecated format for its actions that will be dropped soon. WARN 2012-07-02 19:51:42 unity.libindicator <unknown>:0 Desktop file '/usr/share/applications/firefox.desktop' is using a deprecated format for its actions that will be dropped soon. WARN 2012-07-02 19:51:42 unity.libindicator <unknown>:0 Desktop file '/usr/share/applications/libreoffice-writer.desktop' is using a deprecated format for its actions that will be dropped soon. WARN 2012-07-02 19:51:42 unity.libindicator <unknown>:0 Desktop file '/usr/share/applications/libreoffice-calc.desktop' is using a deprecated format for its actions that will be dropped soon. WARN 2012-07-02 19:51:42 unity.libindicator <unknown>:0 Desktop file '/usr/share/applications/libreoffice-impress.desktop' is using a deprecated format for its actions that will be dropped soon. Initializing addhelper options...done Initializing animationaddon options...done Initializing annotate options...done Initializing bench options...done Initializing blur options...done Initializing clone options...done Initializing colorfilter options...done Initializing commands options...done Initializing crashhandler options...done Initializing cube options...done Initializing cubeaddon options...done Initializing extrawm options...done Initializing fadedesktop options...done Initializing firepaint options...done Initializing group options...done Initializing imgjpeg options...done Initializing kdecompat options...done Initializing loginout options...done Initializing mag options...done Initializing maximumize options...done Initializing mblur options...done Initializing neg options...done Initializing notification options...done Initializing obs options...done Initializing opacify options...done Initializing put options...done Initializing reflex options...done Initializing resizeinfo options...done Initializing ring options...done Initializing rotate options...done Initializing scaleaddon options...done Initializing scalefilter options...done Initializing screenshot options...done Initializing shelf options...done Initializing shift options...done Initializing showdesktop options...done Initializing showmouse options...done Initializing splash options...done Initializing staticswitcher options...done Initializing switcher options...done Initializing td options...done Initializing thumbnail options...done Initializing trailfocus options...done Initializing wallpaper options...done Initializing water options...done Initializing widget options...done Initializing winrules options...done Initializing wobbly options...done ERROR 2012-07-02 19:51:43 unity.glib-gobject <unknown>:0 g_object_unref: assertion `G_IS_OBJECT (object)' failed Setting Update "main_menu_key" Setting Update "run_key" Setting Update "autoraise" Setting Update "autoraise_delay" Any Ideas? this is very inconvenient some of the text like in additional drivers are unreadable because they come out White

    Read the article

< Previous Page | 193 194 195 196 197 198 199 200 201 202 203 204  | Next Page >