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  • formula for replicating glTexGen in opengl es 2.0 glsl

    - by visualjc
    I also posted this on the main StackExchange, but this seems like a better place, but for give me for the double post if it shows up twice. I have been trying for several hours to implement a GLSL replacement for glTexGen with GL_OBJECT_LINEAR. For OpenGL ES 2.0. In Ogl GLSL there is the gl_TextureMatrix that makes this easier, but thats not available on OpenGL ES 2.0 / OpenGL ES Shader Language 1.0 Several sites have mentioned that this should be "easy" to do in a GLSL vert shader. But I just can not get it to work. My hunch is that I'm not setting the planes up correctly, or I'm missing something in my understanding. I've pored over the web. But most sites are talking about projected textures, I'm just looking to create UV's based on planar projection. The models are being built in Maya, have 50k polygons and the modeler is using planer mapping, but Maya will not export the UV's. So I'm trying to figure this out. I've looked at the glTexGen manpage information: g = p1xo + p2yo + p3zo + p4wo What is g? Is g the value of s in the texture2d call? I've looked at the site: http://www.opengl.org/wiki/Mathematics_of_glTexGen Another size explains the same function: coord = P1*X + P2*Y + P3*Z + P4*W I don't get how coord (an UV vec2 in my mind) is equal to the dot product (a scalar value)? Same problem I had before with "g". What do I set the plane to be? In my opengl c++ 3.0 code, I set it to [0, 0, 1, 0] (basically unit z) and glTexGen works great. I'm still missing something. My vert shader looks basically like this: WVPMatrix = World View Project Matrix. POSITION is the model vertex position. varying vec4 kOutBaseTCoord; void main() { gl_Position = WVPMatrix * vec4(POSITION, 1.0); vec4 sPlane = vec4(1.0, 0.0, 0.0, 0.0); vec4 tPlane = vec4(0.0, 1.0, 0.0, 0.0); vec4 rPlane = vec4(0.0, 0.0, 0.0, 0.0); vec4 qPlane = vec4(0.0, 0.0, 0.0, 0.0); kOutBaseTCoord.s = dot(vec4(POSITION, 1.0), sPlane); kOutBaseTCoord.t = dot(vec4(POSITION, 1.0), tPlane); //kOutBaseTCoord.r = dot(vec4(POSITION, 1.0), rPlane); //kOutBaseTCoord.q = dot(vec4(POSITION, 1.0), qPlane); } The frag shader precision mediump float; uniform sampler2D BaseSampler; varying mediump vec4 kOutBaseTCoord; void main() { //gl_FragColor = vec4(kOutBaseTCoord.st, 0.0, 1.0); gl_FragColor = texture2D(BaseSampler, kOutBaseTCoord.st); } I've tried texture2DProj in frag shader Here are some of the other links I've looked up http://www.gamedev.net/topic/407961-texgen-not-working-with-glsl-with-fixed-pipeline-is-ok/ Thank you in advance.

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  • Oracle Releases New Mainframe Re-Hosting in Oracle Tuxedo 11g

    - by Jason Williamson
    I'm excited to say that we've released our next generation of Re-hosting in 11g. In fact I'm doing some hands-on labs now for our Systems Integrators in Italy in a couple of weeks and targeting Latin America next month. If you are an SI, or Rehosting firm and are looking to become an Oracle Partner or get a better understanding of Tuxedo and how to use the workbench for rehosting...drop me a line. Oracle Tuxedo Application Runtime for CICS and Batch 11g provides a CICS API emulation and Batch environment that exploits the full range of Oracle Tuxedo's capabilities. Re-hosted applications run in a multi-node, grid environment with centralized production control. Also, enterprise integration of CICS application services benefits from an open and SOA-enabled framework. Key features include: CICS Application Runtime: Can run IBM CICS applications unchanged in an application grid, which enables the distribution of large workloads across multiple processors and nodes. This simplifies CICS administration and can scale to over 100,000 users and over 50,000 transactions per second. 3270 Terminal Server: Protects business users from change through support for tn3270 terminal emulation. Distributed CICS Resource Management: Simplifies deployment and administration by allowing customers to run CICS regions in a distributed configuration. Batch Application Runtime: Provides robust IBM JES-like job management that enables local or remote job submissions. In addition, distributed batch initiators can enable parallelization of jobs and support fail-over, shortening the batch window and helping to meet stringent SLAs. Batch Execution Environment: Helps to run IBM batch unchanged and also supports JCL functionality and all common batch utilities. Oracle Tuxedo Application Rehosting Workbench 11g provides a set of automated migration tools integrated around a central repository. The tools provide high precision which results in very low error rates and the ability to handle large applications. This enables less expensive, low-risk migration projects. Key capabilities include: Workbench Repository and Cataloguer: Ensures integrity of the migrated application assets through full dependency checking. The Cataloguer generates and maintains all relevant meta-data on source and target components. File Migrator: Supports reliable migration of datasets and flat files to an ISAM or Oracle Database 11g. This is done through the automated migration utilities for data unloading, reloading and validation. It also generates logical access functions to shield developers from data repository changes. DB2 Migrator: Similarly, this tool automates the migration of DB2 schema and data to Oracle Database 11g. COBOL Migrator: Supports migration of IBM mainframe COBOL assets (OLTP and Batch) to open systems. Adapts programs for compiler dialects and data access variations. JCL Migrator: Supports migration of IBM JCL jobs to a Tuxedo ART environment, maintaining the flow and characteristics of batch jobs.

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  • How to share two keyboard on the same laptop, french iso layout and usa ansi layout keyboard with usb?

    - by reyman64
    I recently buy a "noppoo choc mini" with this specific ANSI US-INTERNATIONAL pc84 layout. This specific keyboard have only 84 key , a 60% (compact tenkeyless) reduced layout My problem is simple, there is no keyboard layout into Ubuntu 12.04 which correspond to this usa normal ansi layout ... so it's the same problem with reduced version and only 84 key .. I search a template of normal ANSI US-INTERNATIONAL for xmodmap/xkb, and after i can try to manually map the other key. I search on google, and i don't find any other user which have same problem, so it's seem i have not the good keywoard to search this information.. Edit 1 : Here you can see there is probably a bug in ubuntu, because the layout for USA with dead key is not correct ! I have this : http://minus.com/lEdKMrsNAwkVA And other users have this for the same layout : http://i.stack.imgur.com/p52XG.png EDIT 2 It seems after a "sudo dpkg-reconfigure keyboard-configuration" : french standard keyboard pc105 + precision M65 keyboard from dell laptop Now i can see the good us layout in parameters, but i cannot have the iso layout for french usage... EDIT 3 Ok, after reboot i understand the probleme, i explain. I have one laptop with integrated french keyboard, and i want to use my usb keyboard which use a usa ANSI layout. It seem it's impossible in ubuntu and "dpkg-reconfigure keyboard-configuration" to share two different physical layout (ANSI and EU ISO) on the same computer ... EDIT4 Ok, it seems i can switch the physical layout (ISO <- ANSI) with this command in terminal : setxkbmap -layout us setxkbmap -layout us -variant alt-intl an setxkbmap -layout fr It's very complicated qnd it seem ubuntu 12.04 have big problem with keyboard manager ... because all works great with these two commands, without ANY change into the system parameters keyboard !!! Second bug ? The image of the layout for fr is buggy, the layout is not ISO, but i can press on the letter "< " at the left of right shift without any problem ! You can see the image here (french alternative with ANSI layout ? it's crazy ?) : http: //minus.com/lXsDJwoeyWAfF Can you help me on this point ? I'm lost with xkb, and manual mapping is very complicated ... Thanks a lot, SR

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  • XNA 2D line-of-sight check

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

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  • Multiple render targets and gamma correctness in Direct3D9

    - by Mario
    Let's say in a deferred renderer when building your G-Buffer you're going to render texture color, normals, depth and whatever else to your multiple render targets at once. Now if you want to have a gamma-correct rendering pipeline and you use regular sRGB textures as well as rendertargets, you'll need to apply some conversions along the way, because your filtering, sampling and calculations should happen in linear space, not sRGB space. Of course, you could store linear color in your textures and rendertargets, but this might very well introduce bad precision and banding issues. Reading from sRGB textures is easy: just set SRGBTexture = true; in your texture sampler in your HLSL effect code and the hardware does the conversion sRGB-linear for you. Writing to an sRGB rendertarget is theoretically easy, too: just set SRGBWriteEnable = true; in your effect pass in HLSL and your linear colors will be converted to sRGB space automatically. But how does this work with multiple rendertargets? I only want to do these corrections to the color textures and rendertarget, not to the normals, depth, specularity or whatever else I'll be rendering to my G-Buffer. Ok, so I just don't apply SRGBTexture = true; to my non-color textures, but when using SRGBWriteEnable = true; I'll do a gamma correction to all the values I write out to my rendertargets, no matter what I actually store there. I found some info on gamma over at Microsoft: http://msdn.microsoft.com/en-us/library/windows/desktop/bb173460%28v=vs.85%29.aspx For hardware that supports Multiple Render Targets (Direct3D 9) or Multiple-element Textures (Direct3D 9), only the first render target or element is written. If I understand correctly, SRGBWriteEnable should only be applied to the first rendertarget, but according to my tests it doesn't and is used for all rendertargets instead. Now the only alternative seems to be to handle these corrections manually in my shader and only correct the actual color output, but I'm not totally sure, that this'll not have any negative impact on color correctness. E.g. if the GPU does any blending or filtering or multisampling after the Linear-sRGB conversion... Do I even need gamma correction in this case, if I'm just writing texture color without lighting to my rendertarget? As far as I know, I DO need it because of the texture filtering and mip sampling happening in sRGB space instead, if I don't correct for it. Anyway, it'd be interesting to hear other people's solutions or thoughts about this.

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  • SQL SERVER – Storing 64-bit Unsigned Integer Value in Database

    - by Pinal Dave
    Here is a very interesting question I received in an email just another day. Some questions just are so good that it makes me wonder how come I have not faced it first hand. Anyway here is the question - “Pinal, I am migrating my database from MySQL to SQL Server and I have faced unique situation. I have been using Unsigned 64-bit integer in MySQL but when I try to migrate that column to SQL Server, I am facing an issue as there is no datatype which I find appropriate for my column. It is now too late to change the datatype and I need immediate solution. One chain of thought was to change the data type of the column from Unsigned 64-bit (BIGINT) to VARCHAR(n) but that will just change the data type for me such that I will face quite a lot of performance related issues in future. In SQL Server we also have the BIGINT data type but that is Signed 64-bit datatype. BIGINT datatype in SQL Server have range of -2^63 (-9,223,372,036,854,775,808) to 2^63-1 (9,223,372,036,854,775,807). However, my digit is much larger than this number. Is there anyway, I can store my big 64-bit Unsigned Integer without loosing much of the performance of by converting it to VARCHAR.” Very interesting question, for the sake of the argument, we can ask user that there should be no need of such a big number or if you are taking about identity column I really doubt that if your table will grow beyond this table. Here the real question which I found interesting was how to store 64-bit unsigned integer value in SQL Server without converting it to String data type. After thinking a bit, I found a fairly simple answer. I can use NUMERIC data type. I can use NUMERIC(20) datatype for 64-bit unsigned integer value, NUMERIC(10) datatype for 32-bit unsigned integer value and NUMERIC(5) datatype for 16-bit unsigned integer value. Numeric datatype supports 38 maximum of 38 precision. Now here is another thing to keep in mind. Using NUMERIC datatype will indeed accept the 64-bit unsigned integer but in future if you try to enter negative value, it will also allow the same. Hence, you will need to put any additional constraint over column to only accept positive integer there. Here is another big concern, SQL Server will store the number as numeric and will treat that as a positive integer for all the practical purpose. You will have to write in your application logic to interpret that as a 64-bit Unsigned Integer. On another side if you are using unsigned integers in your application, there are good chance that you already have logic taking care of the same. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: SQL Datatype

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  • ALSA samples capture: cannot open device

    - by Randagio
    I'm quite new to Linux (Lubuntu 12.04 for sake of precision) and ALSA programming at all. I'm trying to write a C program to capture audio from internal PC microphone for processing it. So as first step I google a bit and I found this article for capturing audio samples A tutorial on using the ALSA Audio API but when I compile it and execute it with: ./capture "default" or ./capture "hw:0,0" and all the possible variants on theme it always raises the error: cannot open device hw:0,0 (no such file or directory). So the issue is: what is the name of the mic audio device to pass as parameter to record the audio from mic ? The mic is working ok because the Sound Recorder program records sounds perfectly and I can playback them. The output of the aplay -l is the following : **** List of PLAYBACK Hardware Devices **** card 0: I82801DBICH4 [Intel 82801DB-ICH4], device 0: Intel ICH [Intel 82801DB-ICH4] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: I82801DBICH4 [Intel 82801DB-ICH4], device 4: Intel ICH - IEC958 [Intel 82801DB-ICH4 - IEC958] Subdevices: 1/1 Subdevice #0: subdevice #0 and this is the amixer output (cut) Simple mixer control 'Master',0 Capabilities: pvolume pswitch penum Playback channels: Front Left - Front Right Limits: Playback 0 - 31 Mono: Front Left: Playback 31 [100%] [0.00dB] [on] Front Right: Playback 31 [100%] [0.00dB] [on] Simple mixer control 'Master Mono',0 Capabilities: pvolume pvolume-joined pswitch pswitch-joined penum Playback channels: Mono Limits: Playback 0 - 31 Mono: Playback 4 [13%] [-40.50dB] [on] Simple mixer control 'PCM',0 Capabilities: pvolume pswitch penum Playback channels: Front Left - Front Right Limits: Playback 0 - 31 Mono: Front Left: Playback 31 [100%] [12.00dB] [on] Front Right: Playback 31 [100%] [12.00dB] [on] Simple mixer control 'CD',0 Capabilities: pvolume pswitch cswitch cswitch-exclusive penum Capture exclusive group: 0 Playback channels: Front Left - Front Right Capture channels: Front Left - Front Right Limits: Playback 0 - 31 Front Left: Playback 0 [0%] [-34.50dB] [off] Capture [off] Front Right: Playback 0 [0%] [-34.50dB] [off] Capture [off] Simple mixer control 'Mic',0 Capabilities: pvolume pvolume-joined pswitch pswitch-joined cswitch cswitch-exclusive penum Capture exclusive group: 0 Playback channels: Mono Capture channels: Front Left - Front Right Limits: Playback 0 - 31 Mono: Playback 22 [71%] [-1.50dB] [on] Front Left: Capture [on] Front Right: Capture [on] Simple mixer control 'Mic Boost (+20dB)',0 Capabilities: pswitch pswitch-joined penum Playback channels: Mono Mono: Playback [off] Simple mixer control 'Mic Select',0 Capabilities: enum Items: 'Mic1' 'Mic2' Item0: 'Mic1' Simple mixer control 'Stereo Mic',0 Capabilities: pswitch pswitch-joined penum Playback channels: Mono Mono: Playback [off] so for aplay it seems I have no recording device, but for amixer I've got the mic, a mic boost and mic stereo as well with all those gorgeous stuffs on their place !!. If so, how could my Sound Recorder record the audio without any problem at all ?!?! For sure I'm giving the wrong device name to the command line for capturing audio but I'm loosing the hope for finding the correct one ! Please help....before I tear my hair out !!!

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  • GUI device for throwing a ball

    - by Fredrik Johansson
    The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of the iPhone screen. The player will run, and try to outmaneuver his opponent, and then throw the ball at a specific location, which is guarded by the opponent (which is also shown on the screen). The player is controlled by a joystick, and that works ok, but how shall I control the stick? Maybe someone can propose a third control method? I've tried the following two approaches: Joystick: Hero has a reach of 1 meter, and this reach is marked with a semi-opaque circle around the player. The ball can be moved by a joystick. When the joystick is moved south, the ball is moved south within the reach circle. There is a direct coupling with the joystick and the position of the ball. I.e. when the joystick is moved max south, the ball is max south within the player reach. At each touch update the speed is calculated, and the Box2d ball position and ball speed are updated. NB, the ball will never be moved outside the reach as long as the player push the joystick. The ball is thrown by swiping the joystick to make the ball move, and then releasing the joystick. At release, the ball will get a smoothed speed of the joystick. Joystick Problem: The throwing accuracy gets bad, because the joystick can not be that big, and a small movement results in quite a large movement of the ball. If the user does not release before the end of the joystick maximum end point, the ball will stop, and when the user releases the joystick the speed of the ball will be zero. Bad... Touch pad A force is applied to the ball by a sweep on a touchpad. The ball is released when the sweep is ended, or when the ball is moved outside the player reach. As there is no one to one mapping between the swipe and the ball position, the precision can be improved. A large swipe can result in a small ball movement. Touch Pad Problem A touchpad is less intuitive. Users do not seem to know what to do with the touch pad. Some tap the touchpad, and then the ball just falls to the ground. As there is no one-to-one mapping, the ball can be moved outside the reach, and then it will just fall to the ground. It's a bit hard to control the ball, especially if the player also moves.

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  • Count unique visitors by group of visited places

    - by Mathieu
    I'm facing the problem of counting the unique visitors of groups of places. Here is the situation: I have visitors that can visit places. For example, that can be internet users visiting web pages, or customers going to restaurants. A visitor can visit as much places as he wishes, and a place can be visited by several visitors. A visitor can come to the same place several times. The places belong to groups. A group can obviously contain several places, and places can belong to several groups. Given that, for each visitor, we can have a list of visited places, how can I have the number of unique visitors per group of places? Example: I have visitors A, B, C and D; and I have places x, y and z. I have these visiting lists: [ A -> [x,x,y,x], B -> [], C -> [z,z], D -> [y,x,x,z] ] Having these number of unique visitors per place is quite easy: [ x -> 2, // A and D visited x y -> 2, // A and D visited y z -> 2 // C and D visited z ] But if I have these groups: [ G1 -> [x,y,z], G2 -> [x,z], G3 -> [x,y] ] How can I have this information? [ G1 -> 3, // A, C and D visited x or y or z G2 -> 3, // A, C and D visited x or z G3 -> 2 // A and D visited x or y ] Additional notes : There are so many places that it is not possible to store information about every possible group; It's not a problem if approximation are made. I don't need 100% precision. Having a fast algorithm that tells me that there were 12345 visits in a group instead of 12543 is better than a slow algorithm telling the exact number. Let's say there can be ~5% deviation. Is there an algorithm or class of algorithms that addresses this type of problem?

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  • Difference between the terms Material & Effect

    - by codey
    I'm making an effect system right now (I think, because it may be a material system... or both!). The effects system follows the common (e.g. COLLADA, DirectX) effect framework abstraction of Effects have Techniques, Techniques have Passes, Passes have States & Shader Programs. An effect, according to COLLADA, defines the equations necessary for the visual appearance of geometry and screen-space image processing. Keeping with the abstraction, effects contain techniques. Each effect can contain one or many techniques (i.e. ways to generate the effect), each of which describes a different method for rendering that effect. The technique could be relate to quality (e.g. high precision, high LOD, etc.), or in-game-situation (e.g. night/day, power-up-mode, etc.). Techniques hold a description of the textures, samplers, shaders, parameters, & passes necessary for rendering this effect using one method. Some algorithms require several passes to render the effect. Pipeline descriptions are broken into an ordered collection of Pass objects. A pass provides a static declaration of all the render states, shaders, & settings for "one rendering pipeline" (i.e. one pass). Meshes usually contain a series of materials that define the model. According to the COLLADA spec (again), a material instantiates an effect, fills its parameters with values, & selects a technique. But I see material defined differently in other places, such as just the Lambert, Blinn, Phong "material types/shaded surfaces", or as Metal, Plastic, Wood, etc. In game dev forums, people often talk about implementing a "material/effect system". Is the material not an instance of an effect? Ergo, if I had effect objects, stored in a collection, & each effect instance object with there own parameter setting, then there is no need for the concept of a material... Or am I interpreting it wrong? Please help by contributing your interpretations as I want to be clear on a distinction (if any), & don't want to miss out on the concept of a material if it should be implemented to follow the abstraction of the DirectX FX framework & COLLADA definitions closely.

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  • Running C++ AMP kernels on the CPU

    - by Daniel Moth
    One of the FAQs we receive is whether C++ AMP can be used to target the CPU. For targeting multi-core we have a technology we released with VS2010 called PPL, which has had enhancements for VS 11 – that is what you should be using! FYI, it also has a Linux implementation via Intel's TBB which conforms to the same interface. When you choose to use C++ AMP, you choose to take advantage of massively parallel hardware, through accelerators like the GPU. Having said that, you can always use the accelerator class to check if you are running on a system where the is no hardware with a DirectX 11 driver, and decide what alternative code path you wish to follow.  In fact, if you do nothing in code, if the runtime does not find DX11 hardware to run your code on, it will choose the WARP accelerator which will run your code on the CPU, taking advantage of multi-core and SSE2 (depending on the CPU capabilities WARP also uses SSE3 and SSE 4.1 – it does not currently use AVX and on such systems you hopefully have a DX 11 GPU anyway). A few things to know about WARP It is our fallback CPU solution, not intended as a primary target of C++ AMP. WARP stands for Windows Advanced Rasterization Platform and you can read old info on this MSDN page on WARP. What is new in Windows 8 Developer Preview is that WARP now supports DirectCompute, which is what C++ AMP builds on. It is not currently clear if we will have a CPU fallback solution for non-Windows 8 platforms when we ship. When you create a WARP accelerator, its is_emulated property returns true. WARP does not currently support double precision.   BTW, when we refer to WARP, we refer to this accelerator described above. If we use lower case "warp", that refers to a bunch of threads that run concurrently in lock step and share the same instruction. In the VS 11 Developer Preview, the size of warp in our Ref emulator is 4 – Ref is another emulator that runs on the CPU, but it is extremely slow not intended for production, just for debugging. Comments about this post by Daniel Moth welcome at the original blog.

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  • cocos2d-x simple shader usage [on hold]

    - by Narek
    I want to obtain color ramp effect from this tutorial: http://www.raywenderlich.com/10862/how-to-create-cool-effects-with-custom-shaders-in-opengl-es-2-0-and-cocos2d-2-x Here is my code in cocos2d-x 3: bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Vec2 origin = Director::getInstance()->getVisibleOrigin(); sprite = Sprite::create("HelloWorld.png"); sprite->setAnchorPoint(Vec2(0, 0)); sprite->setRotation(3); sprite->setPosition(origin); addChild(sprite); std::string str = FileUtils::getInstance()->getStringFromFile("CSEColorRamp.fsh"); const GLchar * fragmentSource = str.c_str(); GLProgram* p = GLProgram::createWithByteArrays(ccPositionTextureA8Color_vert, fragmentSource); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD); p->link(); p->updateUniforms(); sprite->setGLProgram(p); // 3 colorRampUniformLocation = glGetUniformLocation(sprite->getGLProgram()->getProgram(), "u_colorRampTexture"); glUniform1i(colorRampUniformLocation, 1); // 4 colorRampTexture = Director::getInstance()->getTextureCache()->addImage("colorRamp.png"); colorRampTexture->setAliasTexParameters(); // 5 sprite->getGLProgram()->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, colorRampTexture->getName()); glActiveTexture(GL_TEXTURE0); return true; } And here is the fragment shader as it is in the tutorial: #ifdef GL_ES precision mediump float; #endif // 1 varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_colorRampTexture; void main() { // 2 vec3 normalColor = texture2D(u_texture, v_texCoord).rgb; // 3 float rampedR = texture2D(u_colorRampTexture, vec2(normalColor.r, 0)).r; float rampedG = texture2D(u_colorRampTexture, vec2(normalColor.g, 0)).g; float rampedB = texture2D(u_colorRampTexture, vec2(normalColor.b, 0)).b; // 4 gl_FragColor = vec4(rampedR, rampedG, rampedB, 1); } As a result I get a black screen with 2 draw calls. What is wrong? Do I miss something?

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  • My co-worker has not been doing such a good job for the past decade. What do I do? [closed]

    - by stijn
    Possible Duplicate: How do I approach a coworker about his or her code quality? I started working with him almost a decade ago and back then I had never really programmed before, being a young hardware engineer. Right now however I have made quite some progress in all areas being part of software design and i am much, much more skilled than my co-worker who is 15 years older and has been programming more than twice as long. He is super nice and definitely smart enough, but lately his lack of skill and performance are starting to drag me down because we're more and more working on the same codebase. And soon we are going to do a quite ambitious start from scratch creating a whole new hard/software system. I feel it is time to address all issues now, but i do not know how to start. Here are some of the things that I would like to see him improve on: no consistent usage of style, spaces nor tabs (eg if(something ) a =b ) adds newlines around pieces of code to make it easier to read, then commits those with messages like 'no changes made' overall commit messages are useless and so are most of the comments, if there are any (eg 'remove solves for bug Rik' if Rik reported a bug). There is no function/class documentation. lots of spelling errors, in both English and native language, which sometimes are mixed 6/7/8 level deep deep nesting is no exception, a lot of functions start with one level already like if(ptr!=Null){ even when ptr is the result of allocation via new in the constructor numerous source files have over 10k lines of those lines, a major part is simply a result of copy-pasting functionality instead of using a function. This includes copying comments so we end up with 50 occurrences of var=NULL; //TODO TEST this!!!!!!! another part is hundreds of lines of dead code knows what versioning does, yet comments out old code and places new code underneath it when making changes coding skills are below par, especially for the type of rather high precision applications we do. Yet somehow, after a lot of trying and testing, stuff starts to work. But then breaks again some time later because every change casues a waterfall effect. violates every single item in the C++ FAQ lite, practices every bad practice I can think of still doesn't know how to properly use the debugger, but spends hours inspecting messy logfiles in notepad on a tiny laptop screen. Does not make any adjustments to the settings of the software he uses. Never uses keyboard shortcuts. does not seem to progress or learn new things at all. Work rather slow, mostly due to the lack of planning and incorrect usage of tools. How does one deal with this? For starters, how do I make him aware of all these problems? Should I tell the staff about it? And the next step, how to get him to learn new things and adopt another way of working?

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  • Why does the login screen fail to appear?

    - by a different ben
    My system: Dell Precision T3500 nVidia Quadro NVS 295 Ubuntu 12.04 x86_64 (3.2.0-32) Essential problem: On boot my system won't get past the splash screen. I can switch to another virtual terminal and log in, I can also ssh from another system -- so it appears that the problem might be with the display manager. How can I diagnose and fix this problem? More info: From a VT I can issue sudo lightdm restart, and this will bring up the login screen and and I can continue from there. So I do have access to my system. Update-manager recently updated a number of packages, including a bunch of x11 and xorg packages, some nVidia drivers, rpcbind, etc etc. My boot log (if that is any guidance) says the following: fsck from util-linux 2.20.1 fsck from util-linux 2.20.1 fsck from util-linux 2.20.1 fsck from util-linux 2.20.1 rpcbind: Cannot open '/run/rpcbind/rpcbind.xdr' file for reading, errno 2 (No such file or directory) rpcbind: Cannot open '/run/rpcbind/portmap.xdr' file for reading, errno 2 (No such file or directory) /dev/sda1: clean, 597650/1525920 files, 3963433/6103296 blocks /dev/sda7: clean, 11/6406144 files, 450097/25608703 blocks /dev/sda5: clean, 158323/1525920 files, 1886918/6103296 blocks /dev/sda8: clean, 250089/107929600 files, 111088810/431689728 blocks Skipping profile in /etc/apparmor.d/disable: usr.bin.firefox Skipping profile in /etc/apparmor.d/disable: usr.sbin.rsyslogd * Starting AppArmor profiles [80G [74G[ OK ] Loading the saved-state of the serial devices... /dev/ttyS0 at 0x03f8 (irq = 4) is a 16550A * Starting ClamAV virus database updater freshclam [80G [74G[ OK ] * Starting Name Service Cache Daemon nscd [80G [74G[ OK ] * Starting modem connection manager[74G[ OK ] * Starting K Display Manager[74G[ OK ] * Starting mDNS/DNS-SD daemon[74G[ OK ] * Stopping GNOME Display Manager[74G[ OK ] * Stopping K Display Manager[74G[ OK ] * Starting bluetooth daemon[74G[ OK ] * Starting network connection manager[74G[ OK ] * Starting Postfix Mail Transport Agent postfix [80G [74G[ OK ] speech-dispatcher disabled; edit /etc/default/speech-dispatcher * Starting VirtualBox kernel modules [80G [74G[ OK ] * Starting the Winbind daemon winbind [80G [74G[ OK ] saned disabled; edit /etc/default/saned * Starting anac(h)ronistic cron[74G[ OK ] * Stopping anac(h)ronistic cron[74G[ OK ] * Checking battery state... [80G [74G[ OK ] nxsensor is disabled in '/usr/NX/etc/node.cfg' Trying to start NX server: NX 122 Service started. NX 999 Bye. Trying to start NX statistics: NX 723 Cannot start NX statistics: NX 709 NX statistics are disabled for this server. NX 999 Bye. * Stopping System V runlevel compatibility[74G[ OK ] * Starting Mount network filesystems[74G[ OK ] * Stopping Mount network filesystems[74G[ OK ] * Stopping regular background program processing daemon[74G[ OK ] * Starting regular background program processing daemon[74G[ OK ] * Starting anac(h)ronistic cron[74G[ OK ] * Stopping anac(h)ronistic cron[74G[ OK ]

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  • Very basic OpenGL ES 2 error

    - by user16547
    This is an incredibly simple shader, yet I'm having a lot of trouble understanding what's wrong with it. I'm trying to send a float to my fragment shader. Its purpose is to adjust the alpha of the fragment colour. Here is my fragment shader: precision mediump float; uniform sampler2D u_Texture; uniform float u_Alpha; varying vec2 v_TexCoordinate; void main() { gl_FragColor = texture2D(u_Texture, v_TexCoordinate); gl_FragColor.a *= u_Alpha; } and below is my rendering method. I get a 1282 (invalid operation) on the GLES20.glUniform1f(u_Alpha, alpha); line. alpha is 1 (but I tried other values as well) and transparent is true: public void render() { GLES20.glUseProgram(mProgram); if(transparent) { GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glUniform1f(u_Alpha, alpha); } Matrix.setIdentityM(mModelMatrix, 0); Matrix.rotateM(mModelMatrix, 0, angle, 0, 0, 1); Matrix.translateM(mModelMatrix, 0, x, y, z); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mMVPMatrix, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]); GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 12, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[1]); GLES20.glVertexAttribPointer(a_TexCoordinate, 2, GLES20.GL_FLOAT, false, 8, 0); //snowTexture start GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]); GLES20.glUniform1i(u_Texture, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indices.capacity(), GLES20.GL_UNSIGNED_BYTE, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); if(transparent) { GLES20.glDisable(GLES20.GL_BLEND); } GLES20.glUseProgram(0); }

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  • MySQL Connector/Net 6.6.4 RC1 has been released

    - by fernando
    MySQL Connector/Net 6.6.4, a new version of the all-managed .NET driver  for MySQL has been released.  This is the Release Candidate intended to introduce users to the new features in the release.  This release is feature complete it should be stable enough for users to understand the new features and how we expect them to work.  As is the case with all non-GA releases, it should not be used in any production environment.  It is appropriate for use with MySQL server versions 5.0-5.6 It is now available in source and binary form from http://dev.mysql.com/downloads/connector/net/#downloads and mirror sites (note that not all mirror sites may be up to date at this point-if you can't find this version on some mirror, please try again later or choose another download site.) The 6.6 version of MySQL Connector/Net brings the following new features:   * Stored routine debugging   * Entity Framework 4.3 Code First support   * Pluggable authentication (now third parties can plug new authentications mechanisms into the driver).   * Full Visual Studio 2012 support: everything from Server Explorer to Intellisense&  the Stored Routine debugger. The following specific fixes are addressed in this version: - Fixed Entity Framework + mysql connector/net in partial trust throws exceptions (MySql bug #65036, Oracle bug #14668820). - Added support in Parser for Datetime and Time types with precision when using Server 5.6 (No bug Number). - Fix for bug TIMESTAMP values are mistakenly represented as DateTime with Kind = Local (Mysql bug #66964, Oracle bug #14740705). The release is available to download athttp://dev.mysql.com/downloads/connector/net/6.6.html Documentation ------------------------------------- You can view current Connector/Net documentation at http://dev.mysql.com/doc/refman/5.5/en/connector-net.html For specific topics: Stored Routine Debugger:http://dev.mysql.com/doc/refman/5.5/en/connector-net-visual-studio-debugger.html Authentication plugin:http://dev.mysql.com/doc/refman/5.5/en/connector-net-programming-authentication-user-plugin.html You can find our team blog at http://blogs.oracle.com/MySQLOnWindows. You can also post questions on our forums at http://forums.mysql.com/. Enjoy and thanks for the support!

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  • rotating an object on an arc

    - by gardian06
    I am trying to get a turret to rotate on an arc, and have hit a wall. I have 8 possible starting orientations for the turrets, and want them to rotate on a 90 degree arc. I currently take the starting rotation of the turret, and then from that derive the positive, and negative boundary of the arc. because of engine restrictions (Unity) I have to do all of my tests against a value which is between [0,360], and due to numerical precision issues I can not test against specific values. I would like to write a general test without having to go in, and jury rig cases //my current test is: // member variables public float negBound; public float posBound; // found in Start() function (called immediately after construction) // eulerAngles.y is the the degree measure of the starting y rotation negBound = transform.eulerAngles.y-45; posBound = transform.eulerAngles.y+45; // insure that values are within bounds if(negBound<0){ negBound+=360; }else if(posBound>360){ posBound-=360; } // called from Update() when target not in firing line void Rotate(){ // controlls what direction if(transform.eulerAngles.y>posBound){ dir = -1; } else if(transform.eulerAngles.y < negBound){ dir = 1; } // rotate object } follows is a table of values for my different cases (please excuse my force formatting) read as base is the starting rotation of the turret, neg is the negative boundry, pos is the positive boundry, range is the acceptable range of values, and works is if it performs as expected with the current code. |base-|-neg-|-pos--|----------range-----------|-works-| |---0---|-315-|--45--|-315-0,0-45----------|----------| |--45--|---0---|--90--|-0-45,54-90----------|----x----| |-135-|---90--|-180-|-90-135,135-180---|----x----| |-180-|--135-|-225-|-135-180,180-225-|----x----| |-225-|--180-|-270-|-180-225,225-270-|----x----| |-270-|--225-|-315-|-225-270,270-315-|----------| |-315-|--270-|---0---|--270-315,315-0---|----------| I will need to do all tests from derived, or stored values, but can not figure out how to get all of my cases to work simultaneously. //I attempted to concatenate the 2 tests: if((transform.eulerAngles.y>posBound)&&(transform.eulerAngles.y < negBound)){ dir *= -1; } this caused only the first case to be successful // I attempted to store a opposite value, and do a void Rotate(){ // controlls what direction if((transform.eulerAngles.y > posBound)&&(transform.eulerAngles.y<oposite)){ dir = -1; } else if((transform.eulerAngles.y < negBound)&&(transform.eulerAngles.y>oposite)){ dir = 1; } // rotate object } this causes the opposite situation as indicated on the table. What am I missing here?

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  • Howto make a diff of a bios or backup/ restore all bios settings

    - by sfonck
    Hi, I'm using an Dell M90 Precision Laptop which has a NVidia Quadro FX 2500M graphics card and is running Windows XP. Laptop has been running fine - but a few weeks ago screen went 'white' - restarted computer- bios and startup screens show weird green dots and stripes, normal startup only shows a black screen... only VGA mode works to display something. I've been trying to remove and reinstall the correct drivers downloaded from Dell's website - no solution. I gave up and reinstalled XP - everything was working perfect again. 2 weeks later - again the white screen - tried everything again (flashin new bios also - nothing works) Reinstalled XP - everyhting was working again, so I made a DriveSnapShot of the partition. Today - again the 'white screen'. Ok, no problem ...I was thinking all I needed to do was to restore the DriveSnapShot backup... Few minutes later the backup is restored ... but guess what: video driver does not work correctly... As the DriveSnapShot restored the complete partition, as it was at the time everything was working perfectly, this would mean my driver problems are due to 'settings' in the bios or on the graphics-card itself + these 'settings' can get overridden by doing a new XP-install.... I'm out of options, can somebody help me to find a solution for this problem: Is there some way to backup and restore a bios after seeing some problems? Is there some way to know what is causing this problem like a bios diff utility? Thanks!

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  • ntpdate -d Server dropped Strata too high

    - by AndyM
    I cannot sync with a NTP source thats coming from an internal router/firewall. Anyone help ? ntppdate -d 192.168.92.82 6 Jun 11:57:30 ntpdate[5011]: ntpdate [email protected] Tue Feb 24 06:32:26 EST 2004 (1) transmit(192.168.92.82) receive(192.168.92.82) transmit(192.168.92.82) receive(192.168.92.82) transmit(192.168.92.82) receive(192.168.92.82) transmit(192.168.92.82) receive(192.168.92.82) transmit(192.168.92.82) 192.168.92.82: Server dropped: strata too high server 192.168.92.82, port 123 stratum 16, precision -19, leap 11, trust 000 refid [73.78.73.84], delay 0.02591, dispersion 0.00002 transmitted 4, in filter 4 reference time: 00000000.00000000 Thu, Feb 7 2036 6:28:16.000 originate timestamp: d1972e03.0ae02645 Mon, Jun 6 2011 11:44:19.042 transmit timestamp: d197311b.0ffac1d2 Mon, Jun 6 2011 11:57:31.062 filter delay: 0.02609 0.02591 0.02594 0.02596 0.00000 0.00000 0.00000 0.00000 filter offset: -792.020 -792.020 -792.020 -792.020 0.000000 0.000000 0.000000 0.000000 delay 0.02591, dispersion 0.00002 offset -792.020152 6 Jun 11:57:31 ntpdate[5011]: no server suitable for synchronization found Edit The server I'm being asked to sync to is a firewall , and I've now been told that it is not syncing with anything. So I suppose I need to know if I can force my server to sync with a server that is stratum 16 i.e not sync'd. Is that possible ?

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  • Windows Server 2008 Stops Responding (Hyper-V Role Enabled)

    - by blackf0rk
    The machine is a brand new Dell Precision m6500, Core i5, 8GB RAM. Windows Server 2008 R2 (fully patched) with Hyper-V Role Enabled. Virtualization options in the BIOS are ON, SpeedStep is OFF, couldn't find C1E option in the BIOS to turn it off (I also got the impression that SpeedStep is C1E, but the Intel Product site lists them as separate "features." shrug) The server stops responding without any apparent reason. I've tried testing in multiple scenarios, all of which result in a crash at seemingly random times: With the Server sitting idle, no apps running. Server sitting idle with a Virtual Machine running. Using a BurnInTest application There's no blue screen. It doesn't restart. The screen just sits there. The keyboard backlight still responds and comes on with input, but nothing on the screen changes. There are no errors in the error log. I have to hold down the power button to turn it off. Doing memory tests on bootup results in no errors with the memory. I have a second identical system and the same thing happens there too. I've dual-booted into Windows 7 Profession x64 on this system with no problems. Further testing has shown that the issue is definitely related to Windows Server 2008 R2 and Hyper-V as it appears the crashing does not happen when the services are not running. I've installed all hotfixes relating to this issue (that I could find): 975530, 979444, 979491, 976427 System is still crashing without response.

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  • Strange performance issue with Dell R7610 and LSI 2208 RAID controller

    - by GregC
    Connecting controller to any of the three PCIe x16 slots yield choppy read performance around 750 MB/sec Lowly PCIe x4 slot yields steady 1.2 GB/sec read Given same files, same Windows Server 2008 R2 OS, same RAID6 24-disk Seagate ES.2 3TB array on LSI 9286-8e, same Dell R7610 Precision Workstation with A03 BIOS, same W5000 graphics card (no other cards), same settings etc. I see super-low CPU utilization in both cases. SiSoft Sandra reports x8 at 5GT/sec in x16 slot, and x4 at 5GT/sec in x4 slot, as expected. I'd like to be able to rely on the sheer speed of x16 slots. What gives? What can I try? Any ideas? Please assist Cross-posted from http://en.community.dell.com/support-forums/desktop/f/3514/t/19526990.aspx Follow-up information We did some more performance testing with reading from 8 SSDs, connected directly (without an expander chip). This means that both SAS cables were utilized. We saw nearly double performance, but it varied from run to run: {2.0, 1.8, 1.6, and 1.4 GB/sec were observed, then performance jumped back up to 2.0}. The SSD RAID0 tests were conducted in a x16 PCIe slot, all other variables kept the same. It seems to me that we were getting double the performance of HDD-based RAID6 array. Just for reference: maximum possible read burst speed over single channel of SAS 6Gb/sec is 570 MB/sec due to 8b/10b encoding and protocol limitations (SAS cable provides four such channels).

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  • VMware databursts to vCenter

    - by Erwin Blonk
    [edit Nov.16th 2009: Thank you for the responses. I'm no longer on this project so the problem is out of my hands. Be sure I will return with other problems :-) ] I have a strange occurence of regular databursts over my WAN links from 2 sites to a site with vCenter. What happens is that a vCenter server is managing local ESX 3.5 servers and 2 from 2 sites across a WAN link. Each server sends an approximately 3MB worth of TLS data (less than 10% of the time it varies to higher or lower) every 15 minutes (with a margin of 2 minutes). So far, I've not been able to single out a process that causes it. I looked through all applications on each site. So far, it seems to originate from one server on each site. Although it may be coincidence and therefore not relevant, I found that one server, with very few exceptions, does a burst at 00:00 on the hour. The other 3 during the hour are a bit off the 15 minute mark but back at the top of the hour, you can sync your watch on it. The other server follows 5 minutes after that with no such precision. But, as said, it never differs more than 2 minutes. Servers are ESX 3.5, vCenter is 2.5.

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  • Windows Server 2008 R2 SP1 Drivers Missing Would Not Install?

    - by bleepzter
    I am building my dev machine with WS2008R2SP1. I consider Windows Server as the best development environment for C# since I tend to focus on server-centric (integration) applications. The desktop flavor of Windows (7) doesn't play nicely with things like Commerce Server or BizTalk... so I to like stick to the environment I develop for. Previously I used to develop inside of VM's but I've found that it is super inefficient and tends to take a toll on the laptops. (I've gone through two of them in 6 months). Problem is that I multiple devices that do not want to be recognized by Windows: My machine is Dell Precision M4500: Intel Core i7-Q740, 1TB HDD, 8GB RAM, Dell re-branded Broadcom DW1501 802x11n Half-Mini Card, Dell re-branded Broadcom DW375 Bluetooh Module, Intel 82577LM Gigabit Network connection NVidia Quadro FX1800 Graphics The devices in question are the Dell rebranded broadcom network and bluetooth adapters: Broadcom USH: USB\VID_0A5C&PID_5800&REV_0101&MI_00 USB\VID_0A5C&PID_5800&MI_00 DW375 Bluetooth Module USB\VID_413C&PID_8187&REV_0517 USB\VID_413C&PID_8187 When I ran the broadcom installers I get "Operating System not supported" which I think is a big oversight on Broadcom's part. Why check for system version string? UGHGHGH Moreover if I try to manually force the driver in windows... I get an error: Driver Management concluded the process to install driver FileRepository\btwampsecfl.inf_amd64_neutral_d8fc2b85d035ed47\btwampsecfl.inf for Device Instance ID USB\VID_0A5C&PID_5800&MI_00\7&66DE6C9&0&0000 with the following status: 0xe0000217. '- or - Driver Management concluded the process to install driver FileRepository\btwampfl.inf_amd64_neutral_d4c4acf036c61299\btwampfl.inf for Device Instance ID USB\VID_413C&PID_8187\90004EEEF5A6 with the following status: 0xe0000217. I googled the 0xe0000217 error code and it says Bad service install section in the driver inf file... Any ideas on how to fix this? I also tried the post by BetaIQ on MSDN Forum, unfortunately the links to the driver package included in the post were dead :( PS. On a side note I also do mobile development for Android, iOS, and Windows Phone, and BB. Having the bluetooth is quite useful with mobile devices.

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  • Cisco ASA5505 won't sync with NTP

    - by Martijn Heemels
    Today I noticed that the clock my Cisco ASA 5505 firewall was running about 15 minutes late, which surprised me since I've set up the NTP client. My two NTP servers 10.10.0.1 and 10.10.0.2 are virtualized Windows Server 2008 R2 domain controllers, and both have the correct time. As shown below, the ASA knows about the two servers, can ping them and seems to poll them periodically, so I suppose it can reach them both. The ASA claims its time source is NTP, however the clock is unsynchronized. Neither host is marked as synced. Result of the command: "ping 10.10.0.1" Type escape sequence to abort. Sending 5, 100-byte ICMP Echos to 10.10.0.1, timeout is 2 seconds: !!!!! Success rate is 100 percent (5/5), round-trip min/avg/max = 1/1/1 ms Result of the command: "sh ntp ass" address ref clock st when poll reach delay offset disp ~10.10.0.1 .LOCL. 1 78 1024 377 0.5 643.69 17.0 ~10.10.0.2 10.10.0.1 2 190 1024 377 0.9 655.91 58.4 * master (synced), # master (unsynced), + selected, - candidate, ~ configured Result of the command: "sh ntp stat" Clock is unsynchronized, stratum 16, no reference clock nominal freq is 99.9984 Hz, actual freq is 99.9984 Hz, precision is 2**6 reference time is 00000000.00000000 (07:28:16.000 CEST Thu Feb 7 2036) clock offset is 0.0000 msec, root delay is 0.00 msec root dispersion is 0.00 msec, peer dispersion is 0.00 msec Result of the command: "sh clock detail" 10:33:23.769 CEDT Tue Jun 26 2012 Time source is NTP UTC time is: 08:33:23 UTC Tue Jun 26 2012 Summer time starts 02:00:00 CEST Sun Mar 25 2012 Summer time ends 03:00:00 CEDT Sun Oct 28 2012 I've tried the basic steps of manually setting the time and removing and adding the timeservers, to no avail. My ASA's ntp config is simply: ntp server 10.10.0.1 ntp server 10.10.0.2 Do I need to enable authentication to use a Windows NTP server? Any thoughts?

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  • Regular Windows 7 BSOD with Shrew VPN client

    - by Junto
    The Shrew VPN client appears to be a good alternative to the Cisco VPN Client on x64 Windows 7. However, since installing it I've seen fairly regular BSODs. Minidump attached: Microsoft (R) Windows Debugger Version 6.11.0001.404 AMD64 Copyright (c) Microsoft Corporation. All rights reserved. Loading Dump File [D:\Temp\020810-23431-01.dmp] Mini Kernel Dump File: Only registers and stack trace are available Symbol search path is: SRV*d:\symbols*http://msdl.microsoft.com/download/symbols Executable search path is: Windows 7 Kernel Version 7600 MP (8 procs) Free x64 Product: WinNt, suite: TerminalServer SingleUserTS Built by: 7600.16385.amd64fre.win7_rtm.090713-1255 Machine Name: Kernel base = 0xfffff800`0285f000 PsLoadedModuleList = 0xfffff800`02a9ce50 Debug session time: Mon Feb 8 18:08:12.887 2010 (GMT+1) System Uptime: 0 days 7:52:06.120 Loading Kernel Symbols ............................................................... ................................................................ .............. Loading User Symbols Loading unloaded module list .... ******************************************************************************* * * * Bugcheck Analysis * * * ******************************************************************************* Use !analyze -v to get detailed debugging information. BugCheck A, {0, 2, 0, fffff800028d50b6} Unable to load image \SystemRoot\system32\DRIVERS\vfilter.sys, Win32 error 0n2 *** WARNING: Unable to verify timestamp for vfilter.sys *** ERROR: Module load completed but symbols could not be loaded for vfilter.sys Probably caused by : vfilter.sys ( vfilter+29a6 ) Followup: MachineOwner Machine is a brand spanking new Dell Precision T5500. Superuser appears to have several recommendations for the Shrew VPN Client as an alternative to the Cisco VPN client on 64 bit machines, so I wondered if anyone here has seen this problem and possibly found a solution to the problem? I've decided to run the VPN client under Windows 7 compatibility mode for the moment (Vista SP2) with administrator privileges to see if it makes a difference. Oddly, the VPN doesn't necessarily need to be connected. I've noticed it when browsing using Google Chrome and Internet Explorer, usually when I open up a new tab. If it carries on I think I'll be forced to shell out the 120 EUR for the NCP Client instead.

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