Search Results

Search found 5873 results on 235 pages for 'raster graphics'.

Page 211/235 | < Previous Page | 207 208 209 210 211 212 213 214 215 216 217 218  | Next Page >

  • Plymouth and GRUB do not show at all

    - by WarriorIng64
    I am using Ubuntu 11.04 64-bit as my only OS on my desktop computer, which used to only run Ubuntu 10.04 LTS until I had the time to upgrade it with a fresh install. It uses integrated NVIDIA graphics (listed as a GeForce 6150SE nForce 430 by the NVIDIA X Server Settings utility) with the current proprietary driver as provided by the Additional Drivers utility, and has a VGA connection to a 1680x1050 Acer monitor. I used to get the (ugly-looking version of) Plymouth graphical boot screen while under 10.04. It didn't look that great, but I was fine with it. Now, it doesn't show on 11.04 at all during boot (I just get an error message in a moving gray box from the monitor saying "Input Not Supported"), and only rarely it will show on shutdown, all garbled up. I could not get GRUB to show during boot while holding down Shift, either (same error message), but pressing Enter while it should be up starts the system normally. A picture of the error message I was getting: Once fully booted, the system still shows the login screen and desktop just fine. Any information on how to troubleshoot this would be appreciated. If there's any hardware-specific stuff I forgot to include here, let me know the relevant commands to run in a comment below. Things that I've tried: Running plymouth in a framebuffer: no effect Booting with nomodeset as my grub boot: option no effect Booting with nomodeset and plymouth in a framebuffer: no effect other than Plymouth showing during shutdown only Following the Softpedia instructions for fixing Plymouth's resolution: Problem mostly solved, except logo does not show in Plymouth during boot, and both grub and Plymouth are slightly off-center #4 above, but with nomodeset removed as a grub boot option: same effect as #4 #5 above, but with vt.handoff=7 added as a grub boot option: same effect as #4 I have added the current contents of /etc/default/grub as requested in the comments: # If you change this file, run 'update-grub' afterwards to update # /boot/grub/grub.cfg. # For full documentation of the options in this file, see: # info -f grub -n 'Simple configuration' GRUB_DEFAULT=0 GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=10 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="quiet splash video=uvesafb:mode_option=1280x1024-24,mtrr=3,scroll=ywrap" GRUB_CMDLINE_LINUX="" # Uncomment to enable BadRAM filtering, modify to suit your needs # This works with Linux (no patch required) and with any kernel that obtains # the memory map information from GRUB (GNU Mach, kernel of FreeBSD ...) #GRUB_BADRAM="0x01234567,0xfefefefe,0x89abcdef,0xefefefef" # Uncomment to disable graphical terminal (grub-pc only) #GRUB_TERMINAL=console # The resolution used on graphical terminal # note that you can use only modes which your graphic card supports via VBE # you can see them in real GRUB with the command `vbeinfo' GRUB_GFXMODE=1280x1024 # Uncomment if you don't want GRUB to pass "root=UUID=xxx" parameter to Linux #GRUB_DISABLE_LINUX_UUID=true # Uncomment to disable generation of recovery mode menu entries #GRUB_DISABLE_RECOVERY="true" # Uncomment to get a beep at grub start #GRUB_INIT_TUNE="480 440 1" CURRENT STATUS: I forgot to uncomment one line as per "things that I've tried" #4, so I took care of that. I can now see GRUB during startup when I hold Shift and a normal-looking Plymouth during shutdown...but Plymouth during boot is now just a solid purple screen. In each case, it's displayed a little off-center to the left, with a thin black bar running down the right side of the monitor. The error pictured above no longer shows. I'd say this problem is about 2/3 solved now. UPDATE: After Natty started freezing up on me, I decided to dual-boot with Oneiric, which unfortunately shows the same problems. Rather than trying all these workarounds though, I decided to do what I should have done from the start and file a pair of bug reports. LAST UPDATE: Bug 850908 has been confirmed as a legitimate nouveaufb bug. I have overwritten my 11.04 partition with 12.04 LTS, and I can confirm at this time that the issue is present there, as well. I will now flag this question to be closed, yet I hope it was helpful for anyone who experienced similar issues; if you are still having the same problem as me, please go there and mark yourself as affected. Thanks!

    Read the article

  • How can I back up my ubuntu system?

    - by Eloff
    I'm sure there's a lot of questions on here similar to this, and I've been reading them, but I still feel this warrants a new question. I want nightly, incremental backups (full disk images would waste a lot of space - unless compressed somehow.) Preferably rotating or deleting old backups when running out of space or after a fixed number of backups. I want to be able to quickly and painlessly restore my system from these backups. This is my first time running ubuntu as my main development machine and I know from my experience with it as a server and in virtual machines that I regularly manage to make it unbootable or damage it to the point of being unable to rescue it. So how would you recommend I do this? There are so many options out there I really don't know where to start. There seems to be a vocal school of thought that it's sufficient to backup your home directory and the list of installed packages from the package manager. I've already installed lots of things from source, or outside of the package manager (development tools, ides, compilers, graphics drivers, etc.) So at the very least, if I do not back up the operating system itself I need to grab all config files, all program binaries, all created but required files, etc. I'd rather backup too much than too little - an ubuntu install is tiny anyway. Also this drastically reduces the restore time, which would cost me more in my time than the extra storage space. I tried using Deja Dup to backup the root partition, excluding some things like /mnt /media /dev /proc etc. Although many websites assured me you can backup a running linux system this way - that seems to be false as it complained that it could not backup the following files: /boot/System.map-3.0.0-17-generic /boot/System.map-3.2.0-22-generic /boot/vmcoreinfo-3.0.0-17-generic /boot/vmlinuz-3.0.0-17-generic /boot/vmlinuz-3.2.0-22-generic /etc/.pwd.lock /etc/NetworkManager/system-connections/LAN Connection /etc/apparmor.d/cache/lightdm-guest-session /etc/apparmor.d/cache/sbin.dhclient /etc/apparmor.d/cache/usr.bin.evince /etc/apparmor.d/cache/usr.lib.telepathy /etc/apparmor.d/cache/usr.sbin.cupsd /etc/apparmor.d/cache/usr.sbin.tcpdump /etc/apt/trustdb.gpg /etc/at.deny /etc/ati/inst_path_default /etc/ati/inst_path_override /etc/chatscripts /etc/cups/ssl /etc/cups/subscriptions.conf /etc/cups/subscriptions.conf.O /etc/default/cacerts /etc/fuse.conf /etc/group- /etc/gshadow /etc/gshadow- /etc/mtab.fuselock /etc/passwd- /etc/ppp/chap-secrets /etc/ppp/pap-secrets /etc/ppp/peers /etc/security/opasswd /etc/shadow /etc/shadow- /etc/ssl/private /etc/sudoers /etc/sudoers.d/README /etc/ufw/after.rules /etc/ufw/after6.rules /etc/ufw/before.rules /etc/ufw/before6.rules /lib/ufw/user.rules /lib/ufw/user6.rules /lost+found /root /run/crond.reboot /run/cups/certs /run/lightdm /run/lock/whoopsie/lock /run/udisks /var/backups/group.bak /var/backups/gshadow.bak /var/backups/passwd.bak /var/backups/shadow.bak /var/cache/apt/archives/lock /var/cache/cups/job.cache /var/cache/cups/job.cache.O /var/cache/cups/ppds.dat /var/cache/debconf/passwords.dat /var/cache/ldconfig /var/cache/lightdm/dmrc /var/crash/_usr_lib_x86_64-linux-gnu_colord_colord.102.crash /var/lib/apt/lists/lock /var/lib/dpkg/lock /var/lib/dpkg/triggers/Lock /var/lib/lightdm /var/lib/mlocate/mlocate.db /var/lib/polkit-1 /var/lib/sudo /var/lib/urandom/random-seed /var/lib/ureadahead/pack /var/lib/ureadahead/run.pack /var/log/btmp /var/log/installer/casper.log /var/log/installer/debug /var/log/installer/partman /var/log/installer/syslog /var/log/installer/version /var/log/lightdm/lightdm.log /var/log/lightdm/x-0-greeter.log /var/log/lightdm/x-0.log /var/log/speech-dispatcher /var/log/upstart/alsa-restore.log /var/log/upstart/alsa-restore.log.1.gz /var/log/upstart/console-setup.log /var/log/upstart/console-setup.log.1.gz /var/log/upstart/container-detect.log /var/log/upstart/container-detect.log.1.gz /var/log/upstart/hybrid-gfx.log /var/log/upstart/hybrid-gfx.log.1.gz /var/log/upstart/modemmanager.log /var/log/upstart/modemmanager.log.1.gz /var/log/upstart/module-init-tools.log /var/log/upstart/module-init-tools.log.1.gz /var/log/upstart/procps-static-network-up.log /var/log/upstart/procps-static-network-up.log.1.gz /var/log/upstart/procps-virtual-filesystems.log /var/log/upstart/procps-virtual-filesystems.log.1.gz /var/log/upstart/rsyslog.log /var/log/upstart/rsyslog.log.1.gz /var/log/upstart/ureadahead.log /var/log/upstart/ureadahead.log.1.gz /var/spool/anacron/cron.daily /var/spool/anacron/cron.monthly /var/spool/anacron/cron.weekly /var/spool/cron/atjobs /var/spool/cron/atspool /var/spool/cron/crontabs /var/spool/cups

    Read the article

  • concurrency::accelerator_view

    - by Daniel Moth
    Overview We saw previously that accelerator represents a target for our C++ AMP computation or memory allocation and that there is a notion of a default accelerator. We ended that post by introducing how one can obtain accelerator_view objects from an accelerator object through the accelerator class's default_view property and the create_view method. The accelerator_view objects can be thought of as handles to an accelerator. You can also construct an accelerator_view given another accelerator_view (through the copy constructor or the assignment operator overload). Speaking of operator overloading, you can also compare (for equality and inequality) two accelerator_view objects between them to determine if they refer to the same underlying accelerator. We'll see later that when we use concurrency::array objects, the allocation of data takes place on an accelerator at array construction time, so there is a constructor overload that accepts an accelerator_view object. We'll also see later that a new concurrency::parallel_for_each function overload can take an accelerator_view object, so it knows on what target to execute the computation (represented by a lambda that the parallel_for_each also accepts). Beyond normal usage, accelerator_view is a quality of service concept that offers isolation to multiple "consumers" of an accelerator. If in your code you are accessing the accelerator from multiple threads (or, in general, from different parts of your app), then you'll want to create separate accelerator_view objects for each thread. flush, wait, and queuing_mode When you create an accelerator_view via the create_view method of the accelerator, you pass in an option of immediate or deferred, which are the two members of the queuing_mode enum. At any point you can access this value from the queuing_mode property of the accelerator_view. When the queuing_mode value is immediate (which is the default), any commands sent to the device such as kernel invocations and data transfers (e.g. parallel_for_each and copy, as we'll see in future posts), will get submitted as soon as the runtime sees fit (that is the definition of immediate). When the value of queuing_mode is deferred, the commands will be batched up. To send all buffered commands to the device for execution, there is a non-blocking flush method that you can call. If you wish to block until all the commands have been sent, there is a wait method you can call. Deferring is a more advanced scenario aimed at performance gains when you are submitting many device commands and you want to avoid the tiny overhead of flushing/submitting each command separately. Querying information Just like accelerator, accelerator_view exposes the is_debug and version properties. In fact, you can always access the accelerator object from the accelerator property on the accelerator_view class to access the accelerator interface we looked at previously. Interop with D3D (aka DX) In a later post I'll show an example of an app that uses C++ AMP to compute data that is used in pixel shaders. In those scenarios, you can benefit by integrating C++ AMP into your graphics pipeline and one of the building blocks for that is being able to use the same device context from both the compute kernel and the other shaders. You can do that by going from accelerator_view to device context (and vice versa), through part of our interop API in amp.h: *get_device, create_accelerator_view. More on those in a later post. Comments about this post by Daniel Moth welcome at the original blog.

    Read the article

  • How to detect and configure an output with xrandr?

    - by ysap
    I have a DELL U2410 monitor connected to a Compaq 100B desktop equipped with an integrated AMD/ATI graphics card (AMD E-350). The installed O/S is Ubuntu 10.04 LTS. The computer is connected to the monitor via the DVI connection. The problem is that I cannot set the desktop resolution to the native 1920x1200. The maximum allowed resolution is 1600x1200. Doing some research I found about the xrandr utility. Unfortunately, when trying to use it I cannot configure it to the required resolution. First, it does not report the output name (which supposed to be DVI-0), saying default instead. Without it I cannot use the --fb option. The EDID utility seems to identify the monitor well. Here's the output from get-edid: # EDID version 1 revision 3 Section "Monitor" # Block type: 2:0 3:ff # Block type: 2:0 3:fc Identifier "DELL U2410" VendorName "DEL" ModelName "DELL U2410" # Block type: 2:0 3:ff # Block type: 2:0 3:fc # Block type: 2:0 3:fd HorizSync 30-81 VertRefresh 56-76 # Max dot clock (video bandwidth) 170 MHz # DPMS capabilities: Active off:yes Suspend:yes Standby:yes Mode "1920x1200" # vfreq 59.950Hz, hfreq 74.038kHz DotClock 154.000000 HTimings 1920 1968 2000 2080 VTimings 1200 1203 1209 1235 Flags "-HSync" "+VSync" EndMode # Block type: 2:0 3:ff # Block type: 2:0 3:fc # Block type: 2:0 3:fd EndSection but the xrandr -q command returns: Screen 0: minimum 640 x 400, current 1600 x 1200, maximum 1600 x 1200 default connected 1600x1200+0+0 0mm x 0mm 1600x1200 0.0* 1280x1024 0.0 1152x864 0.0 1024x768 0.0 800x600 0.0 640x480 0.0 720x400 0.0 When I try to set the resolution, I get: $ xrandr --fb 1920x1200 xrandr: screen cannot be larger than 1600x1200 (desired size 1920x1200) $ xrandr --output DVI-0 --auto warning: output DVI-0 not found; ignoring How can I set the screen resolution to 1920x1200? Why doesn't xrandr identify the DVI-0 output? Note that the same computer running Ubuntu version higher than 10.04 detects the correct resolution with no problems. On this machine I cannot upgrade due to some legacy hardware compatibility problems. Also, I don't see any optional screen drivers available in the Hardware Drivers dialog. ---- UPDATE: following the answer to this question, I got some advance. Now the required mode is listed in the xrandr -q list, but I can't switch to that mode. Using the Monitors applet (which now shows the new mode), I get the response that: The selected configuration for displays could not be applied. Could not set the configuration to CRTC 262. From the command line it looks like this: $ cvt 1920 1200 60 # 1920x1200 59.88 Hz (CVT 2.30MA) hsync: 74.56 kHz; pclk: 193.25 MHz Modeline "1920x1200_60.00" 193.25 1920 2056 2256 2592 1200 1203 1209 1245 -hsync +vsync $ xrandr --newmode "1920x1200_60.00" 193.25 1920 2056 2256 2592 1200 1203 1209 1245 -hsync +vsync $ xrandr -q Screen 0: minimum 640 x 400, current 1600 x 1200, maximum 1600 x 1200 default connected 1600x1200+0+0 0mm x 0mm 1600x1200 0.0* 1280x1024 0.0 1152x864 0.0 1024x768 0.0 800x600 0.0 640x480 0.0 720x400 0.0 1920x1200_60.00 (0x120) 193.0MHz h: width 1920 start 2056 end 2256 total 2592 skew 0 clock 74.5KHz v: height 1200 start 1203 end 1209 total 1245 clock 59.8Hz $ xrandr --addmode default 1920x1200_60.00 $ xrandr -q Screen 0: minimum 640 x 400, current 1600 x 1200, maximum 1600 x 1200 default connected 1600x1200+0+0 0mm x 0mm 1600x1200 0.0* 1280x1024 0.0 1152x864 0.0 1024x768 0.0 800x600 0.0 640x480 0.0 720x400 0.0 1920x1200_60.00 59.8 $ xrandr --output default --mode 1920x1200_60.00 xrandr: Configure crtc 0 failed Another piece of info (if it helps anyone): $ sudo lshw -c video *-display UNCLAIMED description: VGA compatible controller product: ATI Technologies Inc vendor: ATI Technologies Inc physical id: 1 bus info: pci@0000:00:01.0 version: 00 width: 32 bits clock: 33MHz capabilities: pm pciexpress msi bus_master cap_list configuration: latency=0 resources: memory:c0000000-cfffffff(prefetchable) ioport:f000(size=256) memory:feb00000-feb3ffff

    Read the article

  • Slow wifi on Ubuntu 12.04 wifi driver ath9k

    - by lunar
    For the last couple of days my wifi connection is extremely slow. I am pretty sure that it is caused by the driver. Can this be improved? lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:"MyWiFi" Mode:Managed Frequency:2.437 GHz Access Point: 00:18:68:FE:7B:C7 Bit Rate=58.5 Mb/s Tx-Power=15 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=48/70 Signal level=-62 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:6960 Missed beacon:0 eth0 no wireless extensions. sudo lshw -class network *-network description: Wireless interface product: AR9285 Wireless Network Adapter (PCI-Express) vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:03:00.0 logical name: wlan0 version: 01 serial: 74:f0:6d:34:c2:4e width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.2.0-31-generic-pae firmware=N/A ip=192.168.1.2 latency=0 link=yes multicast=yes wireless=IEEE 802.11bgn resources: irq:17 memory:d7400000-d740ffff *-network description: Ethernet interface product: AR8131 Gigabit Ethernet vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:06:00.0 logical name: eth0 version: c0 serial: 48:4b:38:78:f6:ae capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vpd bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=atl1c driverversion=1.0.1.0-NAPI firmware=N/A latency=0 link=no multicast=yes port=twisted pair resources: irq:51 memory:d3800000-d383ffff ioport:8000(size=128) lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 001 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 003: ID 04f2:b1bb Chicony Electronics Co., Ltd Bus 001 Device 004: ID 0b05:1788 ASUSTek Computer, Inc. lspci 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 18) 00:01.0 PCI bridge: Intel Corporation Core Processor PCI Express x16 Root Port (rev 18) 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 18) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 06) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 06) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 06) 00:1c.3 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 4 (rev 06) 00:1c.4 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 5 (rev 06) 00:1c.5 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 6 (rev 06) 00:1d.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a6) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 06) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 06) 00:1f.6 Signal processing controller: Intel Corporation 5 Series/3400 Series Chipset Thermal Subsystem (rev 06) 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 425M] (rev a1) 03:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) 04:00.0 USB controller: Fresco Logic Device 1400 (rev 01) 06:00.0 Ethernet controller: Atheros Communications Inc. AR8131 Gigabit Ethernet (rev c0) ff:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 05) ff:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 05) ff:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 05) ff:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 05) ff:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 05) ff:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 05) rfkill list all 0: hci0: Bluetooth Soft blocked: yes Hard blocked: no 1: phy0: Wireless LAN Soft blocked: no Hard blocked: no

    Read the article

  • DirectX works for 64-bit but not 32-bit

    - by dtbarne
    I'm trying to play a game (Civilization 5) which was previously working but no longer. I believe I've narrowed it down to a DirectX issue because I get an error running dxdiag.exe in 32 bit mode. My goal (at least I believe) is to get Direct3D Acceleration "Enabled" in dxdiag (as it is in 64 bit dxdiag). A very similar issue is here: http://answers.microsoft.com/en-us/windows/forum/windows_7-gaming/direct3d-acceleration-is-not-available-in-windows/4c345e6e-dc68-e011-8dfc-68b599b31bf5?page=1 The proposed answer, which looks very promising, doesn't seem to work for me. Like other users in that thread, HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Direct3D\Drivers does not have a SoftwareOnly key to change. I even tried manually adding it as a string and dword, to no avail. I have a NVIDIA GeForce GT 525M, and before you ask, yes I've tried updating (also uninstalling, reinstalling) my drivers. I've also tried doing the same with DirectX (and Civilization 5 for that matter). Been debugging for some 4+ hours now after a full day of work and I've run out of ideas. I'm hoping somebody knows the solution here! :) Here's what I see when I open dxdiag: DxDiag has detected that there mgiht have been a problem accessing Direct3D the last time this program was used. Would you like to bypass Direct3D this time? No - Crash Yes - Works, but in Display tab: DirectDraw Acceleration: Disabled Direct3D Acceleration: Not Available AGP Texture Acceleration: Not Available If I click "Run 64-bit DxDiag", all three are "Enabled". I should also note that I've tried the following steps as Microsoft suggests, but I'm not able to do so as the "Change Settings" button is disabled. Some programs run very slowly—or not at all—unless Microsoft DirectDraw or Direct3D hardware acceleration is turned on. To determine this, click the Display tab, and then under DirectX Features, check to see whether DirectDraw, Direct3D, and AGP Texture Acceleration appear as Enabled. If not, try turning on hardware acceleration. Click to open Screen Resolution. Click Advanced settings. Click the Troubleshoot tab, and then click Change settings. If you're prompted for an administrator password or confirmation, type the password or provide confirmation. Move the Hardware Acceleration slider to Full. Full dxdiag dump: ------------------ System Information ------------------ Time of this report: 11/8/2012, 23:13:24 Machine name: DTBARNE Operating System: Windows 7 Professional 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120830-0333) Language: English (Regional Setting: English) System Manufacturer: Dell Inc. System Model: Dell System XPS L502X BIOS: Default System BIOS Processor: Intel(R) Core(TM) i5-2450M CPU @ 2.50GHz (4 CPUs), ~2.5GHz Memory: 8192MB RAM Available OS Memory: 8086MB RAM Page File: 2466MB used, 13704MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7601.17514 32bit Unicode DxDiag Previously: Crashed in Direct3D (stage 2). Re-running DxDiag with "dontskip" command line parameter or choosing not to bypass information gathering when prompted might result in DxDiag successfully obtaining this information ------------ DxDiag Notes ------------ Display Tab 1: No problems found. Sound Tab 1: No problems found. Sound Tab 2: No problems found. Input Tab: No problems found. -------------------- DirectX Debug Levels -------------------- Direct3D: 0/4 (retail) DirectDraw: 0/4 (retail) DirectInput: 0/5 (retail) DirectMusic: 0/5 (retail) DirectPlay: 0/9 (retail) DirectSound: 0/5 (retail) DirectShow: 0/6 (retail) --------------- Display Devices --------------- Card name: Intel(R) HD Graphics 3000 Manufacturer: Chip type: DAC type: Device Key: Enum\PCI\VEN_8086&DEV_0126&SUBSYS_04B61028&REV_09 Display Memory: Dedicated Memory: n/a Shared Memory: n/a Current Mode: 1920 x 1080 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: Monitor Id: Native Mode: Output Type: Driver Name: Driver File Version: () Driver Version: DDI Version: Driver Model: WDDM 1.1 Driver Attributes: Final Retail Driver Date/Size: , 0 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: Vendor ID: Device ID: SubSys ID: Revision ID: Driver Strong Name: oem11.inf:IntelGfx.NTamd64.6.0:iSNBM0:8.15.10.2696:pci\ven_8086&dev_0126&subsys_04b61028 Rank Of Driver: 00E60001 Video Accel: Deinterlace Caps: n/a D3D9 Overlay: DXVA-HD: DDraw Status: Disabled D3D Status: Not Available AGP Status: Not Available ------------- Sound Devices ------------- Description: Speakers (High Definition Audio Device) Default Sound Playback: Yes Default Voice Playback: Yes Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0665&SUBSYS_102804B6&REV_1000 Manufacturer ID: 1 Product ID: 65535 Type: WDM Driver Name: HdAudio.sys Driver Version: 6.01.7601.17514 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 11/20/2010 22:23:47, 350208 bytes Other Files: Driver Provider: Microsoft HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No Description: Digital Audio (S/PDIF) (High Definition Audio Device) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0665&SUBSYS_102804B6&REV_1000 Manufacturer ID: 1 Product ID: 65535 Type: WDM Driver Name: HdAudio.sys Driver Version: 6.01.7601.17514 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 11/20/2010 22:23:47, 350208 bytes Other Files: Driver Provider: Microsoft HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No --------------------- Sound Capture Devices --------------------- Description: Microphone (High Definition Audio Device) Default Sound Capture: Yes Default Voice Capture: Yes Driver Name: HdAudio.sys Driver Version: 6.01.7601.17514 (English) Driver Attributes: Final Retail Date and Size: 11/20/2010 22:23:47, 350208 bytes Cap Flags: 0x1 Format Flags: 0xFFFFF ------------------- DirectInput Devices ------------------- Device Name: Mouse Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Device Name: Keyboard Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Poll w/ Interrupt: No ----------- USB Devices ----------- + USB Root Hub | Vendor/Product ID: 0x8086, 0x1C26 | Matching Device ID: usb\root_hub20 | Service: usbhub | +-+ Generic USB Hub | | Vendor/Product ID: 0x8087, 0x0024 | | Location: Port_#0001.Hub_#0002 | | Matching Device ID: usb\class_09 | | Service: usbhub ---------------- Gameport Devices ---------------- ------------ PS/2 Devices ------------ + Standard PS/2 Keyboard | Matching Device ID: *pnp0303 | Service: i8042prt | + Terminal Server Keyboard Driver | Matching Device ID: root\rdp_kbd | Upper Filters: kbdclass | Service: TermDD | + Synaptics PS/2 Port TouchPad | Matching Device ID: *dll04b6 | Upper Filters: SynTP | Service: i8042prt | + Terminal Server Mouse Driver | Matching Device ID: root\rdp_mou | Upper Filters: mouclass | Service: TermDD ------------------------ Disk & DVD/CD-ROM Drives ------------------------ Drive: C: Free Space: 26.2 GB Total Space: 122.0 GB File System: NTFS Model: M4-CT128M4SSD2 ATA Device Drive: D: Model: Optiarc DVDRWBD BC-5540H ATA Device Driver: c:\windows\system32\drivers\cdrom.sys, 6.01.7601.17514 (English), , 0 bytes -------------- System Devices -------------- Name: High Definition Audio Controller Device ID: PCI\VEN_8086&DEV_1C20&SUBSYS_04B61028&REV_05\3&11583659&0&D8 Driver: n/a Name: PCI standard host CPU bridge Device ID: PCI\VEN_8086&DEV_0104&SUBSYS_04B61028&REV_09\3&11583659&0&00 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C1A&SUBSYS_04B61028&REV_B5\3&11583659&0&E5 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_0101&SUBSYS_20108086&REV_09\3&11583659&0&08 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C18&SUBSYS_04B61028&REV_B5\3&11583659&0&E4 Driver: n/a Name: Intel(R) Centrino(R) Advanced-N 6230 Device ID: PCI\VEN_8086&DEV_0091&SUBSYS_52218086&REV_34\4&2634DE8D&0&00E1 Driver: n/a Name: PCI standard ISA bridge Device ID: PCI\VEN_8086&DEV_1C4B&SUBSYS_04B61028&REV_05\3&11583659&0&F8 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C16&SUBSYS_04B61028&REV_B5\3&11583659&0&E3 Driver: n/a Name: Realtek PCIe GBE Family Controller Device ID: PCI\VEN_10EC&DEV_8168&SUBSYS_04B61028&REV_06\4&109EAB2F&0&00E5 Driver: n/a Name: Intel(R) Management Engine Interface Device ID: PCI\VEN_8086&DEV_1C3A&SUBSYS_04B61028&REV_04\3&11583659&0&B0 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C12&SUBSYS_04B61028&REV_B5\3&11583659&0&E1 Driver: n/a Name: NVIDIA GeForce GT 525M Device ID: PCI\VEN_10DE&DEV_0DF5&SUBSYS_04B61028&REV_A1\4&4DCA75F&0&0008 Driver: n/a Name: Standard Enhanced PCI to USB Host Controller Device ID: PCI\VEN_8086&DEV_1C2D&SUBSYS_04B61028&REV_05\3&11583659&0&D0 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C10&SUBSYS_04B61028&REV_B5\3&11583659&0&E0 Driver: n/a Name: Standard Enhanced PCI to USB Host Controller Device ID: PCI\VEN_8086&DEV_1C26&SUBSYS_04B61028&REV_05\3&11583659&0&E8 Driver: n/a Name: Standard AHCI 1.0 Serial ATA Controller Device ID: PCI\VEN_8086&DEV_1C03&SUBSYS_04B61028&REV_05\3&11583659&0&FA Driver: n/a Name: SM Bus Controller Device ID: PCI\VEN_8086&DEV_1C22&SUBSYS_04B61028&REV_05\3&11583659&0&FB Driver: n/a Name: Intel(R) HD Graphics 3000 Device ID: PCI\VEN_8086&DEV_0126&SUBSYS_04B61028&REV_09\3&11583659&0&10 Driver: n/a Name: Renesas Electronics USB 3.0 Host Controller Device ID: PCI\VEN_1033&DEV_0194&SUBSYS_04B61028&REV_04\4&3494AC3A&0&00E3 Driver: n/a ------------------ DirectShow Filters ------------------ DirectShow Filters: WMAudio Decoder DMO,0x00800800,1,1,WMADMOD.DLL,6.01.7601.17514 WMAPro over S/PDIF DMO,0x00600800,1,1,WMADMOD.DLL,6.01.7601.17514 WMSpeech Decoder DMO,0x00600800,1,1,WMSPDMOD.DLL,6.01.7601.17514 MP3 Decoder DMO,0x00600800,1,1,mp3dmod.dll,6.01.7600.16385 Mpeg4s Decoder DMO,0x00800001,1,1,mp4sdecd.dll,6.01.7600.16385 WMV Screen decoder DMO,0x00600800,1,1,wmvsdecd.dll,6.01.7601.17514 WMVideo Decoder DMO,0x00800001,1,1,wmvdecod.dll,6.01.7601.17514 Mpeg43 Decoder DMO,0x00800001,1,1,mp43decd.dll,6.01.7600.16385 Mpeg4 Decoder DMO,0x00800001,1,1,mpg4decd.dll,6.01.7600.16385 DV Muxer,0x00400000,0,0,qdv.dll,6.06.7601.17514 Color Space Converter,0x00400001,1,1,quartz.dll,6.06.7601.17713 WM ASF Reader,0x00400000,0,0,qasf.dll,12.00.7601.17514 Screen Capture filter,0x00200000,0,1,wmpsrcwp.dll,12.00.7601.17514 AVI Splitter,0x00600000,1,1,quartz.dll,6.06.7601.17713 VGA 16 Color Ditherer,0x00400000,1,1,quartz.dll,6.06.7601.17713 SBE2MediaTypeProfile,0x00200000,0,0,sbe.dll,6.06.7601.17528 Microsoft DTV-DVD Video Decoder,0x005fffff,2,4,msmpeg2vdec.dll,6.01.7140.0000 AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528 StreamBufferSink,0x00200000,0,0,sbe.dll,6.06.7601.17528 MJPEG Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.17713 MPEG-I Stream Splitter,0x00600000,1,2,quartz.dll,6.06.7601.17713 SAMI (CC) Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514 MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,6.06.7601.17528 Closed Captions Analysis Filter,0x00200000,2,5,cca.dll,6.06.7601.17514 SBE2FileScan,0x00200000,0,0,sbe.dll,6.06.7601.17528 Microsoft MPEG-2 Video Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514 Internal Script Command Renderer,0x00800001,1,0,quartz.dll,6.06.7601.17713 MPEG Audio Decoder,0x03680001,1,1,quartz.dll,6.06.7601.17713 DV Splitter,0x00600000,1,2,qdv.dll,6.06.7601.17514 Video Mixing Renderer 9,0x00200000,1,0,quartz.dll,6.06.7601.17713 Microsoft MPEG-2 Encoder,0x00200000,2,1,msmpeg2enc.dll,6.01.7601.17514 ACM Wrapper,0x00600000,1,1,quartz.dll,6.06.7601.17713 Video Renderer,0x00800001,1,0,quartz.dll,6.06.7601.17713 MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,6.06.7601.17528 Line 21 Decoder,0x00600000,1,1,qdvd.dll,6.06.7601.17835 Video Port Manager,0x00600000,2,1,quartz.dll,6.06.7601.17713 Video Renderer,0x00400000,1,0,quartz.dll,6.06.7601.17713 VPS Decoder,0x00200000,0,0,WSTPager.ax,6.06.7601.17514 WM ASF Writer,0x00400000,0,0,qasf.dll,12.00.7601.17514 VBI Surface Allocator,0x00600000,1,1,vbisurf.ax,6.01.7601.17514 File writer,0x00200000,1,0,qcap.dll,6.06.7601.17514 iTV Data Sink,0x00600000,1,0,itvdata.dll,6.06.7601.17514 iTV Data Capture filter,0x00600000,1,1,itvdata.dll,6.06.7601.17514 DVD Navigator,0x00200000,0,3,qdvd.dll,6.06.7601.17835 Overlay Mixer2,0x00200000,1,1,qdvd.dll,6.06.7601.17835 AVI Draw,0x00600064,9,1,quartz.dll,6.06.7601.17713 RDP DShow Redirection Filter,0xffffffff,1,0,DShowRdpFilter.dll, Microsoft MPEG-2 Audio Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514 WST Pager,0x00200000,1,1,WSTPager.ax,6.06.7601.17514 MPEG-2 Demultiplexer,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528 DV Video Decoder,0x00800000,1,1,qdv.dll,6.06.7601.17514 SampleGrabber,0x00200000,1,1,qedit.dll,6.06.7601.17514 Null Renderer,0x00200000,1,0,qedit.dll,6.06.7601.17514 MPEG-2 Sections and Tables,0x005fffff,1,0,Mpeg2Data.ax,6.06.7601.17514 Microsoft AC3 Encoder,0x00200000,1,1,msac3enc.dll,6.01.7601.17514 StreamBufferSource,0x00200000,0,0,sbe.dll,6.06.7601.17528 Smart Tee,0x00200000,1,2,qcap.dll,6.06.7601.17514 Overlay Mixer,0x00200000,0,0,qdvd.dll,6.06.7601.17835 AVI Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.17713 AVI/WAV File Source,0x00400000,0,2,quartz.dll,6.06.7601.17713 Wave Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 MIDI Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 Multi-file Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 File stream renderer,0x00400000,1,1,quartz.dll,6.06.7601.17713 Microsoft DTV-DVD Audio Decoder,0x005fffff,1,1,msmpeg2adec.dll,6.01.7140.0000 StreamBufferSink2,0x00200000,0,0,sbe.dll,6.06.7601.17528 AVI Mux,0x00200000,1,0,qcap.dll,6.06.7601.17514 Line 21 Decoder 2,0x00600002,1,1,quartz.dll,6.06.7601.17713 File Source (Async.),0x00400000,0,1,quartz.dll,6.06.7601.17713 File Source (URL),0x00400000,0,1,quartz.dll,6.06.7601.17713 Infinite Pin Tee Filter,0x00200000,1,1,qcap.dll,6.06.7601.17514 Enhanced Video Renderer,0x00200000,1,0,evr.dll,6.01.7601.17514 BDA MPEG2 Transport Information Filter,0x00200000,2,0,psisrndr.ax,6.06.7601.17669 MPEG Video Decoder,0x40000001,1,1,quartz.dll,6.06.7601.17713 WDM Streaming Tee/Splitter Devices: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Video Compressors: WMVideo8 Encoder DMO,0x00600800,1,1,wmvxencd.dll,6.01.7600.16385 WMVideo9 Encoder DMO,0x00600800,1,1,wmvencod.dll,6.01.7600.16385 MSScreen 9 encoder DMO,0x00600800,1,1,wmvsencd.dll,6.01.7600.16385 DV Video Encoder,0x00200000,0,0,qdv.dll,6.06.7601.17514 MJPEG Compressor,0x00200000,0,0,quartz.dll,6.06.7601.17713 Cinepak Codec by Radius,0x00200000,1,1,qcap.dll,6.06.7601.17514 Intel IYUV codec,0x00200000,1,1,qcap.dll,6.06.7601.17514 Intel IYUV codec,0x00200000,1,1,qcap.dll,6.06.7601.17514 Microsoft RLE,0x00200000,1,1,qcap.dll,6.06.7601.17514 Microsoft Video 1,0x00200000,1,1,qcap.dll,6.06.7601.17514 Audio Compressors: WM Speech Encoder DMO,0x00600800,1,1,WMSPDMOE.DLL,6.01.7600.16385 WMAudio Encoder DMO,0x00600800,1,1,WMADMOE.DLL,6.01.7600.16385 IMA ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.17713 PCM,0x00200000,1,1,quartz.dll,6.06.7601.17713 Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.17713 GSM 6.10,0x00200000,1,1,quartz.dll,6.06.7601.17713 CCITT A-Law,0x00200000,1,1,quartz.dll,6.06.7601.17713 CCITT u-Law,0x00200000,1,1,quartz.dll,6.06.7601.17713 MPEG Layer-3,0x00200000,1,1,quartz.dll,6.06.7601.17713 Audio Capture Sources: Microphone (High Definition Aud,0x00200000,0,0,qcap.dll,6.06.7601.17514 PBDA CP Filters: PBDA DTFilter,0x00600000,1,1,CPFilters.dll,6.06.7601.17528 PBDA ETFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528 PBDA PTFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528 Midi Renderers: Default MidiOut Device,0x00800000,1,0,quartz.dll,6.06.7601.17713 Microsoft GS Wavetable Synth,0x00200000,1,0,quartz.dll,6.06.7601.17713 WDM Streaming Capture Devices: HD Audio Microphone 2,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Integrated Webcam,0x00200000,1,2,ksproxy.ax,6.01.7601.17514 WDM Streaming Rendering Devices: HD Audio Headphone/Speakers,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 HD Audio SPDIF out,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 BDA Network Providers: Microsoft ATSC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBS Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBT Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft Network Provider,0x00200000,0,1,MSNP.ax,6.06.7601.17514 Video Capture Sources: Integrated Webcam,0x00200000,1,2,ksproxy.ax,6.01.7601.17514 Multi-Instance Capable VBI Codecs: VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514 BDA Transport Information Renderers: BDA MPEG2 Transport Information Filter,0x00600000,2,0,psisrndr.ax,6.06.7601.17669 MPEG-2 Sections and Tables,0x00600000,1,0,Mpeg2Data.ax,6.06.7601.17514 BDA CP/CA Filters: Decrypt/Tag,0x00600000,1,1,EncDec.dll,6.06.7601.17708 Encrypt/Tag,0x00200000,0,0,EncDec.dll,6.06.7601.17708 PTFilter,0x00200000,0,0,EncDec.dll,6.06.7601.17708 XDS Codec,0x00200000,0,0,EncDec.dll,6.06.7601.17708 WDM Streaming Communication Transforms: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Audio Renderers: Speakers (High Definition Audio,0x00200000,1,0,quartz.dll,6.06.7601.17713 Default DirectSound Device,0x00800000,1,0,quartz.dll,6.06.7601.17713 Default WaveOut Device,0x00200000,1,0,quartz.dll,6.06.7601.17713 Digital Audio (S/PDIF) (High De,0x00200000,1,0,quartz.dll,6.06.7601.17713 DirectSound: Digital Audio (S/PDIF) (High Definition Audio Device),0x00200000,1,0,quartz.dll,6.06.7601.17713 DirectSound: Speakers (High Definition Audio Device),0x00200000,1,0,quartz.dll,6.06.7601.17713 --------------- EVR Power Information --------------- Current Setting: {651288E5-A7ED-4076-A96B-6CC62D848FE1} (Balanced) Quality Flags: 2576 Enabled: Force throttling Allow half deinterlace Allow scaling Decode Power Usage: 100 Balanced Flags: 1424 Enabled: Force throttling Allow batching Force half deinterlace Force scaling Decode Power Usage: 50 PowerFlags: 1424 Enabled: Force throttling Allow batching Force half deinterlace Force scaling Decode Power Usage: 0

    Read the article

  • Dual Screen will only mirror after 12.04 upgrade

    - by Ne0
    I have been using Ubuntu with a dual screen for years now, after upgrading to 12.04 LTS i cannot get my dual screen working properly Graphics: 01:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI RV350 AR [Radeon 9600] 01:00.1 Display controller: Advanced Micro Devices [AMD] nee ATI RV350 AR [Radeon 9600] (Secondary) I noticed i was using open source drivers and attempted to install official binaries using the methods in this thread. Output: liam@liam-desktop:~$ sudo apt-get install fglrx fglrx-amdcccle Reading package lists... Done Building dependency tree Reading state information... Done The following packages will be upgraded: fglrx fglrx-amdcccle 2 upgraded, 0 newly installed, 0 to remove and 12 not upgraded. Need to get 45.1 MB of archives. After this operation, 739 kB of additional disk space will be used. Get:1 http://gb.archive.ubuntu.com/ubuntu/ precise/restricted fglrx i386 2:8.960-0ubuntu1 [39.2 MB] Get:2 http://gb.archive.ubuntu.com/ubuntu/ precise/restricted fglrx-amdcccle i386 2:8.960-0ubuntu1 [5,883 kB] Fetched 45.1 MB in 1min 33s (484 kB/s) (Reading database ... 328081 files and directories currently installed.) Preparing to replace fglrx 2:8.951-0ubuntu1 (using .../fglrx_2%3a8.960-0ubuntu1_i386.deb) ... Removing all DKMS Modules Error! There are no instances of module: fglrx 8.951 located in the DKMS tree. Done. Unpacking replacement fglrx ... Preparing to replace fglrx-amdcccle 2:8.951-0ubuntu1 (using .../fglrx-amdcccle_2%3a8.960-0ubuntu1_i386.deb) ... Unpacking replacement fglrx-amdcccle ... Processing triggers for ureadahead ... ureadahead will be reprofiled on next reboot Setting up fglrx (2:8.960-0ubuntu1) ... update-alternatives: warning: forcing reinstallation of alternative /usr/lib/fglrx/ld.so.conf because link group i386-linux-gnu_gl_conf is broken. update-alternatives: warning: skip creation of /etc/OpenCL/vendors/amdocl64.icd because associated file /usr/lib/fglrx/etc/OpenCL/vendors/amdocl64.icd (of link group i386-linux-gnu_gl_conf) doesn't exist. update-alternatives: warning: skip creation of /usr/lib32/libaticalcl.so because associated file /usr/lib32/fglrx/libaticalcl.so (of link group i386-linux-gnu_gl_conf) doesn't exist. update-alternatives: warning: skip creation of /usr/lib32/libaticalrt.so because associated file /usr/lib32/fglrx/libaticalrt.so (of link group i386-linux-gnu_gl_conf) doesn't exist. update-alternatives: warning: forcing reinstallation of alternative /usr/lib/fglrx/ld.so.conf because link group i386-linux-gnu_gl_conf is broken. update-alternatives: warning: skip creation of /etc/OpenCL/vendors/amdocl64.icd because associated file /usr/lib/fglrx/etc/OpenCL/vendors/amdocl64.icd (of link group i386-linux-gnu_gl_conf) doesn't exist. update-alternatives: warning: skip creation of /usr/lib32/libaticalcl.so because associated file /usr/lib32/fglrx/libaticalcl.so (of link group i386-linux-gnu_gl_conf) doesn't exist. update-alternatives: warning: skip creation of /usr/lib32/libaticalrt.so because associated file /usr/lib32/fglrx/libaticalrt.so (of link group i386-linux-gnu_gl_conf) doesn't exist. update-initramfs: deferring update (trigger activated) update-initramfs: Generating /boot/initrd.img-3.2.0-25-generic-pae Loading new fglrx-8.960 DKMS files... Building only for 3.2.0-25-generic-pae Building for architecture i686 Building initial module for 3.2.0-25-generic-pae Done. fglrx: Running module version sanity check. - Original module - No original module exists within this kernel - Installation - Installing to /lib/modules/3.2.0-25-generic-pae/updates/dkms/ depmod....... DKMS: install completed. update-initramfs: deferring update (trigger activated) Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Setting up fglrx-amdcccle (2:8.960-0ubuntu1) ... Processing triggers for initramfs-tools ... update-initramfs: Generating /boot/initrd.img-3.2.0-25-generic-pae Processing triggers for libc-bin ... ldconfig deferred processing now taking place liam@liam-desktop:~$ sudo aticonfig --initial -f aticonfig: No supported adapters detected When i attempt to get my settings back to what they were before upgrading i get this message requested position/size for CRTC 81 is outside the allowed limit: position=(1440, 0), size=(1440, 900), maximum=(1680, 1680) and GDBus.Error:org.gtk.GDBus.UnmappedGError.Quark._gnome_2drr_2derror_2dquark.Code3: requested position/size for CRTC 81 is outside the allowed limit: position=(1440, 0), size=(1440, 900), maximum=(1680, 1680) Any idea's on what i need to do to fix this issue?

    Read the article

  • Windows Azure Use Case: New Development

    - by BuckWoody
    This is one in a series of posts on when and where to use a distributed architecture design in your organization's computing needs. You can find the main post here: http://blogs.msdn.com/b/buckwoody/archive/2011/01/18/windows-azure-and-sql-azure-use-cases.aspx Description: Computing platforms evolve over time. Originally computers were directed by hardware wiring - that, the “code” was the path of the wiring that directed an electrical signal from one component to another, or in some cases a physical switch controlled the path. From there software was developed, first in a very low machine language, then when compilers were created, computer languages could more closely mimic written statements. These language statements can be compiled into the lower-level machine language still used by computers today. Microprocessors replaced logic circuits, sometimes with fewer instructions (Reduced Instruction Set Computing, RISC) and sometimes with more instructions (Complex Instruction Set Computing, CISC). The reason this history is important is that along each technology advancement, computer code has adapted. Writing software for a RISC architecture is significantly different than developing for a CISC architecture. And moving to a Distributed Architecture like Windows Azure also has specific implementation details that our code must follow. But why make a change? As I’ve described, we need to make the change to our code to follow advances in technology. There’s no point in change for its own sake, but as a new paradigm offers benefits to our users, it’s important for us to leverage those benefits where it makes sense. That’s most often done in new development projects. It’s a far simpler task to take a new project and adapt it to Windows Azure than to try and retrofit older code designed in a previous computing environment. We can still use the same coding languages (.NET, Java, C++) to write code for Windows Azure, but we need to think about the architecture of that code on a new project so that it runs in the most efficient, cost-effective way in a Distributed Architecture. As we receive new requests from the organization for new projects, a distributed architecture paradigm belongs in the decision matrix for the platform target. Implementation: When you are designing new applications for Windows Azure (or any distributed architecture) there are many important details to consider. But at the risk of over-simplification, there are three main concepts to learn and architect within the new code: Stateless Programming - Stateless program is a prime concept within distributed architectures. Rather than each server owning the complete processing cycle, the information from an operation that needs to be retained (the “state”) should be persisted to another location c(like storage) common to all machines involved in the process.  An interesting learning process for Stateless Programming (although not unique to this language type) is to learn Functional Programming. Server-Side Processing - Along with developing using a Stateless Design, the closer you can locate the code processing to the data, the less expensive and faster the code will run. When you control the network layer, this is less important, since you can send vast amounts of data between the server and client, allowing the client to perform processing. In a distributed architecture, you don’t always own the network, so it’s performance is unpredictable. Also, you may not be able to control the platform the user is on (such as a smartphone, PC or tablet), so it’s imperative to deliver only results and graphical elements where possible.  Token-Based Authentication - Also called “Claims-Based Authorization”, this code practice means instead of allowing a user to log on once and then running code in that context, a more granular level of security is used. A “token” or “claim”, often represented as a Certificate, is sent along for a series or even one request. In other words, every call to the code is authenticated against the token, rather than allowing a user free reign within the code call. While this is more work initially, it can bring a greater level of security, and it is far more resilient to disconnections. Resources: See the references of “Nondistributed Deployment” and “Distributed Deployment” at the top of this article for more information with graphics:  http://msdn.microsoft.com/en-us/library/ee658120.aspx  Stack Overflow has a good thread on functional programming: http://stackoverflow.com/questions/844536/advantages-of-stateless-programming  Another good discussion on Stack Overflow on server-side processing is here: http://stackoverflow.com/questions/3064018/client-side-or-server-side-processing Claims Based Authorization is described here: http://msdn.microsoft.com/en-us/magazine/ee335707.aspx

    Read the article

  • Windows 8 Apps with HTML5 and JavaScript

    - by Stephen.Walther
    Last week, I finished writing Windows 8 Apps with HTML5 and JavaScript – Yikes! That is a long title. This book is all about writing apps for Windows 8 which can be added to the Windows Store. The book focuses on building apps using HTML5 and JavaScript. If you are already comfortable building websites, then building Windows Store apps is not a huge leap.  I explain how you can create productivity apps, like a Task List app, and games, like a simple arcade game. I also explain how you can publish your app to the Windows Store and make money. To celebrate the release of Windows 8, my publisher is offering a huge 40% discount on the book until November 30, 2012. If you want to take advantage of this discount, follow the link below and enter the discount code WINDEV40 during checkout. http://www.informit.com/promotions/promotion.aspx?promo=139036&walther So what’s in the book?  Here’s an overview of each of the chapters: Chapter 1 – Building Windows Store Apps Contains a walkthrough of creating a super simple Windows app for taking pictures from your webcam. Explains how to publish your app to the Windows Store. Chapter 2 – WinJS Fundamentals Provides an overview of the Windows Library for JavaScript which is the Microsoft library for creating Windows Store apps with JavaScript. Chapter 3 – Observables, Bindings, and Templates You learn how to display a list of items using a template. For example, you learn how to create a template which can be used to display a list of products. Chapter 4 – Using WinJS Controls Overview of the core set of JavaScript controls included with the WinJS library. You learn how to use the Tooltip, ToggleSwitch, Rating, DatePicker, TimePicker, and FlipView controls. Chapter 5 – Creating Forms This chapter explains how to take advantage of HTML5 forms to display specialized keyboards and perform form validation. Chapter 6 – Menus and Flyouts You learn how to display popups, menus, and toolbars using the JavaScript controls included with the WinJS library. Chapter 7 – Using the ListView Control This entire chapter is devoted to the ListView control which is the most important control in the WinJS library. You can use the ListView control to display, sort, filter, and edit a list of items. Chapter 8 – Creating Data Sources Learn how to use a ListView control to display data from the file system, a web service, and IndexedDB. Chapter 9 – App Events and States This chapter explains the standard application events which are raised in a Windows Store app such as the activated and checkpoint events. You also learn how to build apps which adapt automatically to different view states such as portrait and landscape. Chapter 10 – Page Fragments and Navigation This chapter discusses two subjects: You learn how to create custom WinJS controls with Page Controls and you learn how to build apps with multiple pages.  Chapter 11 – Using the Live Connect API Learn how to use Windows Live Services to authenticate users, interact with SkyDrive, and retrieve user profile information (such as a user’s birthday or profile picture). Chapter 12 – Graphics and Games This chapter is devoted to building the Brain Eaters app which is a simple arcade game. Navigate a maze and eat all of the food pellets while avoiding the brain-eating zombies to win the game. Learn how to create the game using HTML5 Canvas.   If you want to buy the book, remember to use the magic discount code WINDEV40 and visit the following link: http://www.informit.com/promotions/promotion.aspx?promo=139036&walther

    Read the article

  • Installing CUDA on Ubuntu 12.04 with nvidia driver 295.59

    - by johnmcd
    I have been trying to get cuda to run on a nvidia gt 650m based laptop. I am running Ubuntu 12.04 with the nvidia 295.59 driver. Also, my laptop uses Optimus so I have install the driver via bumblebee. Bumblebee is not working correctly yet -- however I believe it is possible to install CUDA independently. To install CUDA I have followed the instructions detailed here: How can I get nVidia CUDA or OpenCL working on a laptop with nVidia discrete card/Intel Integrated Graphics? However I am still running into problem building the sdk. I made the changes specified at the above link in common.mk, but I got the following (snippet) from the build process: make[2]: Entering directory `/home/john/NVIDIA_GPU_Computing_SDK/C/src/fluidsGL' /usr/bin/ld: warning: libnvidia-tls.so.302.17, needed by /usr/lib/nvidia-current/libGL.so, not found (try using -rpath or -rpath-link) /usr/bin/ld: warning: libnvidia-glcore.so.302.17, needed by /usr/lib/nvidia-current/libGL.so, not found (try using -rpath or -rpath-link) /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv018tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv012glcore' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv017glcore' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv012tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv015tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv019tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv000glcore' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv017tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv013tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv013glcore' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv018glcore' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv022tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv007tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv009tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv020tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv014glcore' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv015glcore' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv016tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv001glcore' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv006tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv021tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv011tls' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv020glcore' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv019glcore' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv002glcore' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv021glcore' /usr/lib/nvidia-current/libGL.so: undefined reference to `_nv014tls' collect2: ld returned 1 exit status make[2]: *** [../../bin/linux/release/fluidsGL] Error 1 make[2]: Leaving directory `/home/john/NVIDIA_GPU_Computing_SDK/C/src/fluidsGL' make[1]: *** [src/fluidsGL/Makefile.ph_build] Error 2 make[1]: Leaving directory `/home/john/NVIDIA_GPU_Computing_SDK/C' make: *** [all] Error 2 The libraries that ld warns about are on my system and are installed on the system: $ locate libnvidia-tls.so.302.17 libnvidia-glcore.so.302.17 /usr/lib/nvidia-current/libnvidia-glcore.so.302.17 /usr/lib/nvidia-current/libnvidia-tls.so.302.17 /usr/lib/nvidia-current/tls/libnvidia-tls.so.302.17 /usr/lib32/nvidia-current/libnvidia-glcore.so.302.17 /usr/lib32/nvidia-current/libnvidia-tls.so.302.17 /usr/lib32/nvidia-current/tls/libnvidia-tls.so.302.17 however /usr/lib/nvidia-current and /usr/lib32/nvidia-current are not being picked up by ldconfig. I have tried adding them by adding a file to /etc/ld.so.conf.d/ which gets past this error, however now I am getting the following error: make[2]: Entering directory `/home/john/NVIDIA_GPU_Computing_SDK/C/src/deviceQueryDrv' cc1plus: warning: command line option ‘-Wimplicit’ is valid for C/ObjC but not for C++ [enabled by default] obj/x86_64/release/deviceQueryDrv.cpp.o: In function `main': deviceQueryDrv.cpp:(.text.startup+0x5f): undefined reference to `cuInit' deviceQueryDrv.cpp:(.text.startup+0x99): undefined reference to `cuDeviceGetCount' deviceQueryDrv.cpp:(.text.startup+0x10b): undefined reference to `cuDeviceComputeCapability' deviceQueryDrv.cpp:(.text.startup+0x127): undefined reference to `cuDeviceGetName' deviceQueryDrv.cpp:(.text.startup+0x16a): undefined reference to `cuDriverGetVersion' deviceQueryDrv.cpp:(.text.startup+0x1f0): undefined reference to `cuDeviceTotalMem_v2' deviceQueryDrv.cpp:(.text.startup+0x262): undefined reference to `cuDeviceGetAttribute' deviceQueryDrv.cpp:(.text.startup+0x457): undefined reference to `cuDeviceGetAttribute' deviceQueryDrv.cpp:(.text.startup+0x4bc): undefined reference to `cuDeviceGetAttribute' deviceQueryDrv.cpp:(.text.startup+0x502): undefined reference to `cuDeviceGetAttribute' deviceQueryDrv.cpp:(.text.startup+0x533): undefined reference to `cuDeviceGetAttribute' obj/x86_64/release/deviceQueryDrv.cpp.o:deviceQueryDrv.cpp:(.text.startup+0x55e): more undefined references to `cuDeviceGetAttribute' follow collect2: ld returned 1 exit status make[2]: *** [../../bin/linux/release/deviceQueryDrv] Error 1 make[2]: Leaving directory `/home/john/NVIDIA_GPU_Computing_SDK/C/src/deviceQueryDrv' make[1]: *** [src/deviceQueryDrv/Makefile.ph_build] Error 2 make[1]: Leaving directory `/home/john/NVIDIA_GPU_Computing_SDK/C' make: *** [all] Error 2 I would appreciate any help that anyone can provide me with. If I can provide any further information please let me know. Thanks.

    Read the article

  • OpenGL slower than Canvas

    - by VanDir
    Up to 3 days ago I used a Canvas in a SurfaceView to do all the graphics operations but now I switched to OpenGL because my game went from 60FPS to 30/45 with the increase of the sprites in some levels. However, I find myself disappointed because OpenGL now reaches around 40/50 FPS at all levels. Surely (I hope) I'm doing something wrong. How can I increase the performance at stable 60FPS? My game is pretty simple and I can not believe that it is impossible to reach them. I use 2D sprite texture applied to a square for all the objects. I use a transparent GLSurfaceView, the real background is applied in a ImageView behind the GLSurfaceView. Some code public MyGLSurfaceView(Context context, AttributeSet attrs) { super(context); setZOrderOnTop(true); setEGLConfigChooser(8, 8, 8, 8, 0, 0); getHolder().setFormat(PixelFormat.RGBA_8888); mRenderer = new ClearRenderer(getContext()); setRenderer(mRenderer); setLongClickable(true); setFocusable(true); } public void onSurfaceCreated(final GL10 gl, EGLConfig config) { gl.glEnable(GL10.GL_TEXTURE_2D); gl.glShadeModel(GL10.GL_SMOOTH); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDepthMask(false); gl.glEnable(GL10.GL_ALPHA_TEST); gl.glAlphaFunc(GL10.GL_GREATER, 0); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, width, height, 0, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Draw all the graphic object. for (byte i = 0; i < mGame.numberOfObjects(); i++){ mGame.getObject(i).draw(gl); } // Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } mGame.getObject(i).draw(gl) is for all the objects like this: /* HERE there is always a translatef and scalef transformation and sometimes rotatef */ gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexPointer[0]); // Point to our vertex buffer gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer); // Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVertices.length / 3); EDIT: After some test it seems to be due to the transparent GLSurfaceView. If I delete this line of code: setEGLConfigChooser(8, 8, 8, 8, 0, 0); the background becomes all black but I reach 60 fps. What can I do?

    Read the article

  • Microsoft Silverlight 4 Business Application Development: Beginner's Guide

    Build enterprise-ready business applications with Silverlight An introduction to building enterprise-ready business applications with Silverlight quickly. Get hold of the basic tools and skills needed to get started in Silverlight application development. Integrate different media types, taking the RIA experience further with Silverlight, and much more! Rapidly manage business focused controls, data, and business logic connectivity. A suite of business applications will be built over the course of the book and all examples will be geared around real-world useful application developments, enabling .NET developers to focus on getting started in business application development using Silverlight. In Detail Microsoft Silverlight is a programmable web browser plug-in that enables features including animation, vector graphics, and audio-video playback--features that characterize Rich Internet Applications. Silverlight makes possible the development of RIA applications in familiar .NET languages such as C# and VB.NET. Silverlight is a great (and growing) Line of Business platform and is increasingly being used to build business applications. Silverlight 3 made a big step in LOB; Silverlight 4 builds upon this further. This book will enable .NET developers to feel the pulse of business application development with Silverlight quickly. This book is not a general Silverlight 3/4 overview book. It is uniquely aimed at developers who require an introduction to building business applications with Silverlight. This book will focus on building a suite of real-world, useful business applications in a practical hands-on approach. This book is for .Net developers, providing the answers to many questions that are encountered when creating business applications in Silverlight, ultimately enabling rapid development with ease! This book teaches you how to build business applications with Silverlight 3 and 4. Building a suite of applications, it begins by introducing you to the basic tools and skills needed to get started in Silverlight development. It then dives deeply into the world of business application development, covering all the required concepts needed to build sophisticated business applications and provide a rich user experience. Chapters include: building a public website, adding rich media to the website, incorporating RIA into your website, and among others. By following the practical steps in this book, you will learn what's needed to create rich business applications--from the creation of a Silverlight application, to enhancing your application with rich media and connecting your Silverlight application to various Data Sources. What you will learn from this book Learn the basic tools and skills needed to get started in Silverlight 4 business application development. Discover how to enhance your Silverlight business applications with rich data such as sound and video. Know when and how to customize your data in Silverlight using important data controls. Understand how your Silverlight business applications can connect to various Data Sources. Deliver your Silverlight business application in a variety of forms.   Interesting? Read the chapter 1 Getting Started for free!! Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • how do i fix this: the networking and wireless are enabled. but list of networks under wireless networks not available

    - by Ayesha Ahmad
    i started working with ubuntu 11.10 last year. i upgraded to 12.04 a week back. since then i have had all sorts of problems with network connection. first had to install the new driver. the hardware switch somehow got disabled then the above problem arrived. even tho the options are all enabled, the OS is not able to detect scan available network connections. also i have to bring to notice that once in a while it does get connected, can not explain how it happens. I want to fix this problem once and for all. please help. ifconfig: eth0 Link encap:Ethernet HWaddr f0:4d:a2:51:b3:c8 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:44 eth1 Link encap:Ethernet HWaddr 1c:65:9d:67:d5:e1 inet6 addr: fe80::1e65:9dff:fe67:d5e1/64 Scope:Link UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:170 TX packets:0 errors:27 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:17 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:344 errors:0 dropped:0 overruns:0 frame:0 TX packets:344 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:20336 (20.3 KB) TX bytes:20336 (20.3 KB) lshw -c network *-network description: Wireless interface product: BCM4313 802.11b/g/n Wireless LAN Controller vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:03:00.0 logical name: eth1 version: 01 serial: 1c:65:9d:67:d5:e1 width: 64 bits clock: 33MHz capabilities: bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=wl0 driverversion=5.100.82.38 latency=0 multicast=yes wireless=IEEE 802.11 resources: irq:17 memory:f0500000-f0503fff *-network description: Ethernet interface product: AR8152 v1.1 Fast Ethernet vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:04:00.0 logical name: eth0 version: c1 serial: f0:4d:a2:51:b3:c8 capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=atl1c driverversion=1.0.1.0-NAPI firmware=N/A latency=0 multicast=yes port=twisted pair resources: irq:44 memory:f0400000-f043ffff ioport:2000(size=128) iwconfig lo no wireless extensions. eth1 IEEE 802.11 Access Point: Not-Associated Link Quality:5 Signal level:0 Noise level:196 Rx invalid nwid:0 invalid crypt:0 invalid misc:0 eth0 no wireless extensions. lspci 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 18) 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 18) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 06) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 06) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 06) 00:1c.5 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 6 (rev 06) 00:1d.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a6) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 06) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 6 port SATA AHCI Controller (rev 06) 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 06) 00:1f.6 Signal processing controller: Intel Corporation 5 Series/3400 Series Chipset Thermal Subsystem (rev 06) 03:00.0 Network controller: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller (rev 01) 04:00.0 Ethernet controller: Atheros Communications Inc. AR8152 v1.1 Fast Ethernet (rev c1) ff:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 05) ff:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 05) ff:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 05) ff:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 05) ff:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 05) ff:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 05) I hope this information is of some help.

    Read the article

  • Windows Azure Use Case: New Development

    - by BuckWoody
    This is one in a series of posts on when and where to use a distributed architecture design in your organization's computing needs. You can find the main post here: http://blogs.msdn.com/b/buckwoody/archive/2011/01/18/windows-azure-and-sql-azure-use-cases.aspx Description: Computing platforms evolve over time. Originally computers were directed by hardware wiring - that, the “code” was the path of the wiring that directed an electrical signal from one component to another, or in some cases a physical switch controlled the path. From there software was developed, first in a very low machine language, then when compilers were created, computer languages could more closely mimic written statements. These language statements can be compiled into the lower-level machine language still used by computers today. Microprocessors replaced logic circuits, sometimes with fewer instructions (Reduced Instruction Set Computing, RISC) and sometimes with more instructions (Complex Instruction Set Computing, CISC). The reason this history is important is that along each technology advancement, computer code has adapted. Writing software for a RISC architecture is significantly different than developing for a CISC architecture. And moving to a Distributed Architecture like Windows Azure also has specific implementation details that our code must follow. But why make a change? As I’ve described, we need to make the change to our code to follow advances in technology. There’s no point in change for its own sake, but as a new paradigm offers benefits to our users, it’s important for us to leverage those benefits where it makes sense. That’s most often done in new development projects. It’s a far simpler task to take a new project and adapt it to Windows Azure than to try and retrofit older code designed in a previous computing environment. We can still use the same coding languages (.NET, Java, C++) to write code for Windows Azure, but we need to think about the architecture of that code on a new project so that it runs in the most efficient, cost-effective way in a Distributed Architecture. As we receive new requests from the organization for new projects, a distributed architecture paradigm belongs in the decision matrix for the platform target. Implementation: When you are designing new applications for Windows Azure (or any distributed architecture) there are many important details to consider. But at the risk of over-simplification, there are three main concepts to learn and architect within the new code: Stateless Programming - Stateless program is a prime concept within distributed architectures. Rather than each server owning the complete processing cycle, the information from an operation that needs to be retained (the “state”) should be persisted to another location c(like storage) common to all machines involved in the process.  An interesting learning process for Stateless Programming (although not unique to this language type) is to learn Functional Programming. Server-Side Processing - Along with developing using a Stateless Design, the closer you can locate the code processing to the data, the less expensive and faster the code will run. When you control the network layer, this is less important, since you can send vast amounts of data between the server and client, allowing the client to perform processing. In a distributed architecture, you don’t always own the network, so it’s performance is unpredictable. Also, you may not be able to control the platform the user is on (such as a smartphone, PC or tablet), so it’s imperative to deliver only results and graphical elements where possible.  Token-Based Authentication - Also called “Claims-Based Authorization”, this code practice means instead of allowing a user to log on once and then running code in that context, a more granular level of security is used. A “token” or “claim”, often represented as a Certificate, is sent along for a series or even one request. In other words, every call to the code is authenticated against the token, rather than allowing a user free reign within the code call. While this is more work initially, it can bring a greater level of security, and it is far more resilient to disconnections. Resources: See the references of “Nondistributed Deployment” and “Distributed Deployment” at the top of this article for more information with graphics:  http://msdn.microsoft.com/en-us/library/ee658120.aspx  Stack Overflow has a good thread on functional programming: http://stackoverflow.com/questions/844536/advantages-of-stateless-programming  Another good discussion on Stack Overflow on server-side processing is here: http://stackoverflow.com/questions/3064018/client-side-or-server-side-processing Claims Based Authorization is described here: http://msdn.microsoft.com/en-us/magazine/ee335707.aspx

    Read the article

  • Silverlight Cream for May 11, 2010 -- #859

    - by Dave Campbell
    In this All Submittal Issue: Colin Eberhardt, Ken Johnson, Alan Beasley, Pencho Popadiyn, Phil Middlemiss, Khawar(-2-), Levente Mihály, Alex van Beek, Bart Czernicki, Michael Washington, and Mark Monster. Shoutout: Not Silverlight necessarily, but definitely VS2010, read what Brett Balmer has to say In Defense of Portrait Mode From SilverlightCream.com: Silverlight MultiBinding solution for Silverlight 4 Colin Eberhardt updated his Silverlight Multibinding solution to Silverlight 4. Great article with explanatory graphics, and links to the code... congrats on the use in the FaceBook Client too! Spirograph Shapes: WPF Bezier shapes from math formulae Wow... I haven't seen this much math since my Master's Thesis! ... Check out all the shapes Ken Johnson has built... don't let the math scare you... just use it :) Busy Dizzy Bee-sley Spirographic Animation in Expression Blend and Silverlight This is just fun... I saw Michael Washington playing with this yesterday at the Arizona Day of .NET but didn't have a chance to ask what it was.. Alan Beasley had a good time building this, and is sharing a very detailed tutorial with us. ModalDialogs, IEditableObject and MVVM in Silverlight 4 Pencho Popadiyn said the 'M' word over at SilverlightShow... actually the 'MVVM' word :) ... he's discussing Modal dialogs with no code in the View ... check out how he did it. A Chrome and Glass Theme - Part 6 Phil Middlemiss is up to episode 6 in his Theme-building tutorial... this time out, he's giving the TabControl and TabItem new clothes ... specifically discussing what to change and what to allow to inherit ... good stuff! Silverlight 4 Fonts gotcha Check out Khawar's ATM Machine demo -- there's a link on the page for this post... he had an issue with fonts, ratted it out, and explains it for all of us... thanks Khawar Demystifying Silverlight Obfuscation Khawar also has a good post up on Obfuscating your Silverlight... definitely showing that it's not all that difficult to do. geoGallery, a WinPhone7 sample OK this is interesting... using the geoLocation feature of WP7, Levente Mihály hits Google Picasa to find pictures... good write-up and all the code. Silverlight 4: Digitally signing a XAP with Visual Studio 2010 Alex van Beek has a nice tutorial on Signing your XAP file using Visual Studio 2010... of course you may want to visit Tim Heuer's blog (search at SC) to find the two good deals on certificates that are still in play. Creating Key Performance Indicators (KPIs) in Expression Blend 4 for Business Intelligence applications In an interesting post, Bart Czernicki describes using the shape assets in Blend 4 to produce a KPI display in Silverlight or WPF. A discussion of the shape's evolution for KPI is included as well as some alternate shape uses. A DotNetNuke Silverlight 4 Drag and Drop File Manager Michael Washington has blogged about his Drag and Drop File Manager using the View Model Style pattern. This is covered in two CodeProject articles listed in the post. The design work was done by Alan Beasely and links to his work is there as well as covered in other SC posts. How to select a ListItem on Hover Mark Monster had a Use Case for Selecting a ListBox entry by hovering ... but he did it with a Behavior and for a ListBox and PathListBox and it works with DataBinding... 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

  • SFML fail to load image as texture

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

    Read the article

  • Java, two JPanel on JFrame - Settings JPanel, StartMenu JPanel [on hold]

    - by Andy Tyurin
    There is my first question and I welcome community! I'm making a simple game and have some problems with Start menu. I have three buttons on my JPanel StartMenu and when I click "Settings" button, new JPanel will be open, but I don't know why buttons from StartMenu JPanel appeared in my Settings JPanel. My "Settings" JPanel has one ugly button "Back" in center and ugly grey background. I made some screens to see a problem. Start Menu JPanel when game launched Settings JPanel when button clicked Settings JPanel when mouse was over settings window There is code of StartMenu class: public class StartMenu extends JPanel { private GameButton startGameButton = new GameButton("Start game"); private GameButton settingsGameButton = new GameButton("Settings"); private GameButton exitGameButton = new GameButton("Exit game"); private Image bgImage = new ImageIcon(getClass().getClassLoader().getResource("ru/andydevs/astraLaserForce/bg.png")).getImage(); private int posX; private int posY; final private int WIDTH=(int)Game.SCREEN_DIMENSION.getWidth()/3; final private int HEIGHT=(int)Game.SCREEN_DIMENSION.getHeight()/2; public StartMenu() { setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); setSize(new Dimension(WIDTH, HEIGHT)); posX=(int)Game.SCREEN_DIMENSION.getWidth()/2-WIDTH/2; posY=(int)Game.SCREEN_DIMENSION.getHeight()/2-HEIGHT/2; setBounds(posX, posY,WIDTH,HEIGHT); c.ipadx=95; c.ipady=15; c.fill = GridBagConstraints.HORIZONTAL; c.insets = new Insets(20,0,0,0); c.gridy=0; add(startGameButton, c); c.gridy=1; c.insets = new Insets(20,0,0,0); System.out.println(settingsGameButton.getWidth()); add(settingsGameButton, c); c.gridy=2; c.insets = new Insets(20,0,0,0); add(exitGameButton, c); settingsGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { GameOptionsPanel gop = new GameOptionsPanel(); Game.container.add(gop); Game.container.setComponentZOrder(gop, 0); Game.container.revalidate(); Game.container.repaint(); } }); exitGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Main.currentGame.stop(); } }); } public void paintComponent(Graphics g) { g.drawImage(bgImage,0,0,WIDTH,HEIGHT,null); } } There is code of Settings JPanel public class GameOptionsPanel extends GamePanel { private GameButton backButton = new GameButton("Back"); private GameOptionsPanel that; public GameOptionsPanel() { super((int) (Game.SCREEN_DIMENSION.getWidth()/3), (int) (Game.SCREEN_DIMENSION.getHeight()/2), new Color(50,50,50)); that=this; setLayout(new GridBagLayout()); GridBagConstraints gbc = new GridBagConstraints(); gbc.fill=gbc.HORIZONTAL; add(backButton); backButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Game.container.remove(that); Game.container.revalidate(); Game.container.repaint(); } }); } } I glad to see some suggestions. Thanks.

    Read the article

  • Ubuntu 12.04 lightdm dumps to tty. Cannot start GUI interface when booting off harddrive, but can when booting off usb

    - by user72681
    When booting, lightdm dumps to tty. No GUI interface works- this is after a fresh install of Ubuntu 12.04 where the GUI interface works when running off the USB. I have an NVIDIA Corporation G98 [Quadro NVS 420] graphics card. After I call startx from the terminal it still doesn't work. I get the following in the Xorg.0.log: [ 327.718] (--) NVIDIA(0): Memory: 262144 kBytes [ 327.718] (--) NVIDIA(0): VideoBIOS: 62.98.6f.00.07 [ 327.718] (II) NVIDIA(0): Detected PCI Express Link width: 16X [ 327.718] (--) NVIDIA(0): Interlaced video modes are supported on this GPU [ 327.756] (--) NVIDIA(0): Connected display device(s) on Quadro NVS 420 at PCI:3:0:0 [ 327.756] (--) NVIDIA(0): none [ 327.756] (EE) NVIDIA(0): No display devices found for this X screen. [ 328.010] (II) UnloadModule: "nvidia" [ 328.010] (II) Unloading nvidia [ 328.010] (II) UnloadModule: "wfb" [ 328.010] (II) Unloading wfb [ 328.010] (II) UnloadModule: "fb" [ 328.010] (II) Unloading fb [ 328.011] (EE) Screen(s) found, but none have a usable configuration. [ 328.011] Fatal server error: [ 328.011] no screens found /var/log/lightdm/lightdm.log [+0.00s] DEBUG: Starting local X display [+0.00s] DEBUG: X server :0 will replace Plymouth [+0.02s] DEBUG: Using VT 7 [+0.02s] DEBUG: Activating VT 7 [+0.02s] DEBUG: Logging to /var/log/lightdm/x-0.log [+0.02s] DEBUG: Writing X server authority to /var/run/lightdm/root/:0 [+0.02s] DEBUG: Launching X Server [+0.02s] DEBUG: Launching process 1074: /usr/bin/X :0 -auth /var/run/lightdm/root/:0 -nolisten tcp vt7 -novtswitch -background none [+0.02s] DEBUG: Waiting for ready signal from X server :0 [+0.02s] DEBUG: Acquired bus name org.freedesktop.DisplayManager [+0.02s] DEBUG: Registering seat with bus path /org/freedesktop/DisplayManager/Seat0 [+1.38s] DEBUG: Process 1074 exited with return value 1 [+1.38s] DEBUG: X server stopped [+1.38s] DEBUG: Removing X server authority /var/run/lightdm/root/:0 [+1.38s] DEBUG: Releasing VT 7 [+1.38s] DEBUG: Stopping Plymouth, X server failed to start [+1.39s] DEBUG: Display server stopped [+1.39s] DEBUG: Stopping display [+1.39s] DEBUG: Display stopped [+1.39s] DEBUG: Stopping X local seat, failed to start a display [+1.39s] DEBUG: Stopping seat [+1.39s] DEBUG: Seat stopped [+1.39s] DEBUG: Required seat has stopped [+1.39s] DEBUG: Stopping display manager [+1.39s] DEBUG: Display manager stopped [+1.39s] DEBUG: Stopping daemon [+1.39s] DEBUG: Exiting with return value 1 /var/log/lightdm/x-0.log X Protocol Version 11, Revision 0 Build Operating System: Linux 2.6.24-31-server x86_64 Ubuntu Current Operating System: Linux oorn 3.2.0-23-generic #36-Ubuntu SMP Tue Apr 10 20:39:51 UTC 2012 x86_64 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.2.0-23-generic root=UUID=b25ab072-077d-40f1-95a4-c7fd66acd2f0 ro reboot=pci quiet splash vt.handoff=7 Build Date: 07 May 2012 11:43:21PM xorg-server 2:1.11.4-0ubuntu10.2 (For technical support please see http://www.ubuntu.com/support) Current version of pixman: 0.24.4 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.0.log", Time: Wed Jun 27 12:51:45 2012 (==) Using config file: "/etc/X11/xorg.conf" (==) Using system config directory "/usr/share/X11/xorg.conf.d" (EE) NVIDIA(0): No display devices found for this X screen. (EE) Screen(s) found, but none have a usable configuration. Fatal server error: no screens found Please consult the The X.Org Foundation support at http://wiki.x.org for help. Please also check the log file at "/var/log/Xorg.0.log" for additional information. ddxSigGiveUp: Closing log Server terminated with error (1). Closing log file.

    Read the article

  • Where's My Windows Azure Subscriptions

    - by Shaun
    Originally posted on: http://geekswithblogs.net/shaunxu/archive/2013/11/03/wheres-my-windows-azure-subscriptions.aspxYesterday when I opened Windows Azure manage portal I found some resources were missed. I checked the website for those missed cloud service and they are still live. Then I checked my billing history but didn't found any problem. When I back to the portal I found that all of those resource are under my MSDN subscription. So I remembered that if this is related with the recently Windows Azure platform update.   This feature named "Enterprise Management", which provides the ability to manage your organization in a directory which is hosted entirely in the cloud, or alternatively kept in sync with an on-premises Windows Server Active Directory solution. By default, all existing windows azure account would have a default Windows Azure Active Directory (a.k.a. WAAD) associated. In the address bar I can find the default login WAAD of my account, which is "microsoft.onmicrosoft.com". To change the WAAD we can click "subscriptions" on top of the manage portal, select the active directory from the list of "filter by directory" and select the subscription we want to see, then press "apply". As you can see, the subscription under my MSDN was located in a WAAD named "beijingtelecom.onmicrosoft.com". This is because when Microsoft applied this feature, they will check if you have an existing WAAD in your subscription. If not, it will create a new one, otherwise it will use your WAAD and move your subscription into this directory. Since I created a WAAD for test several months ago, this subscription was moved to this directory.   To change the subscription's directory is simple. First we need to create a new WAAD with the name we preferred. As below I created a new directory named "shaunxu". Then select "settings" from the left navigation bar, select the subscription we wanted to change and click "edit directory". You don't have the permission to edit/change directory unless your Microsoft Account is the service administrator of this subscription. Then in the popup window, select the WAAD you want to change and press "next". All done. You need to log off and log in the portal then your subscription will be in the directory you wanted. And after these steps I can view my resources in this subscription.   Summary In this post I described how to change subscriptions into a new directory. With this new feature we can manage our Windows Azure subscription more flexible. But there are something we need keep in mind. 1. Only the service administrator could be able to move subscription. 2. Currently there's no way for us to see our Windows Azure services in more than one directory at the same time. Like me, I can see my services under "shaunxu.onmicrosoft.com" and I must change the filter directory from the "subscriptions" menu to see other services under "microsoft.onmicrosoft.com". 3. Currently we cannot delete an existing WAAD.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

    Read the article

  • Countdown of Top 10 Reasons to Never Ever Use a Pie Chart

    - by Tony Wolfram
      Pie charts are evil. They represent much of what is wrong with the poor design of many websites and software applications. They're also innefective, misleading, and innacurate. Using a pie chart as your graph of choice to visually display important statistics and information demonstrates either a lack of knowledge, laziness, or poor design skills. Figure 1: A floating, tilted, 3D pie chart with shadow trying (poorly)to show usage statistics within a graphics application.   Of course, pie charts in and of themselves are not evil. This blog is really about designers making poor decisions for all the wrong reasons. In order for a pie chart to appear on a web page, somebody chose it over the other alternatives, and probably thought they were doing the right thing. They weren't. Using a pie chart is almost always a bad design decision. Figure 2: Pie Chart from an Oracle Reports User Guide   A pie chart does not do the job of effectively displaying information in an elegant visual form.  Being circular, they use up too much space while not allowing their labels to line up. Bar charts, line charts, and tables do a much better job. Expert designers, statisticians, and business analysts have documented their many failings, and strongly urge software and report designers not to use them. It's obvious to them that the pie chart has too many inherent defects to ever be used effectively. Figure 3: Demonstration of how comparing data between multiple pie charts is difficult.   Yet pie charts are still used frequently in today's software applications, financial reports, and websites, often on the opening page as a symbol of how the data inside is represented. In an attempt to get a flashy colorful graphic to break up boring text, designers will often settle for a pie chart that looks like pac man, a colored spinning wheel, or a 3D floating alien space ship.     Figure 4: Best use of a pie chart I've found yet.   Why is the pie chart so popular? Through its constant use and iconic representation as the classic chart, the idea persists that it must be a good choice, since everyone else is still using it. Like a virus or an urban legend, no amount of vaccine or debunking will slow down the use of pie charts, which seem to be resistant to logic and common sense. Even the new iPad from Apple showcases the pie chart as one of its options.     Figure 5: Screen shot of new iPad showcasing pie charts. Regardless of the futility in trying to rid the planet of this often used poor design choice, I now present to you my top 10 reasons why you should never, ever user a pie chart again.    Number 10 - Pie Charts Just Don't Work When Comparing Data Number 9 - You Have A Better Option: The Sorted Horizontal Bar Chart Number 8 - The Pie Chart is Always Round Number 7 - Some Genius Will Make It 3D Number 6 - Legends and Labels are Hard to Align and Read Number 5 - Nobody Has Ever Made a Critical Decision Using a Pie Chart Number 4 - It Doesn't Scale Well to More Than 2 Items Number 3 - A Pie Chart Causes Distortions and Errors Number 2 - Everyone Else Uses Them: Debunking the "Urban Legend" of Pie Charts Number 1 - Pie Charts Make You Look Stupid and Lazy  

    Read the article

  • How to fix OpenGL Co-ordinate System in SFML?

    - by Marc Alexander Reed
    My OpenGL setup is somehow configured to work like so: (-1, 1) (0, 1) (1, 1) (-1, 0) (0, 0) (1, 0) (-1, -1) (0, -1) (1, -1) How do I configure it so that it works like so: (0, 0) (SW/2, 0) (SW, 0) (0, SH/2) (SW/2, SH/2) (SW, SH/2) (0, SH) (SW/2, SH) (SW/2, SH) SW as Screen Width. SH as Screen Height. This solution would have to fix the problem of I can't translate significantly(1) on the Z axis. Depth doesn't seem to be working either. The Perspective code I'm using is that of my WORKING GLUT OpenGL code which has a cool 3d grid and camera system etc. But my OpenGL setup doesn't seem to work with SFML. Help me guys. :( Thanks in advance. :) #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <SFML/Audio.hpp> #include <SFML/Network.hpp> #include <SFML/OpenGL.hpp> #include "ResourcePath.hpp" //Mac-only #define _USE_MATH_DEFINES #include <cmath> double screen_width = 640.f; double screen_height = 480.f; int main (int argc, const char **argv) { sf::ContextSettings settings; settings.depthBits = 24; settings.stencilBits = 8; settings.antialiasingLevel = 2; sf::Window window(sf::VideoMode(screen_width, screen_height, 32), "SFML OpenGL", sf::Style::Close, settings); window.setActive(); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); glShadeModel(GL_SMOOTH); glViewport(0, 0, screen_width, screen_height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); //glOrtho(0.0f, screen_width, screen_height, 0.0f, -100.0f, 100.0f); gluPerspective(45.0f, (double) screen_width / (double) screen_height , 0.f, 100.f); glClearColor(0.f, 0.f, 1.f, 0.f); //blue while (window.isOpen()) { sf::Event event; while (window.pollEvent(event)) { switch (event.type) { case sf::Event::Closed: window.close(); break; } switch (event.key.code) { case sf::Keyboard::Escape: window.close(); break; case 'W': break; case 'S': break; case 'A': break; case 'D': break; } } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.f, 0.f, 0.f); glPushMatrix(); glBegin(GL_QUADS); glColor3f(1.f, 0.f, 0.f); glVertex3f(-1.f, 1.f, 0.f); glColor3f(0.f, 1.f, 0.f); glVertex3f(1.f, 1.f, 0.f); glColor3f(1.f, 0.f, 1.f); glVertex3f(1.f, -1.f, 0.f); glColor3f(0.f, 0.f, 1.f); glVertex3f(-1.f, -1.f, 0.f); glEnd(); glPopMatrix(); window.display(); } return EXIT_SUCCESS; }

    Read the article

  • xna orbit camera troubles

    - by user17753
    I have a Model named cube to which I load in LoadContent(): cube = Content.Load<Model>("untitled");. In the Draw Method I call DrawModel: private void DrawModel(Model m, Matrix world) { foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = camera.View; effect.Projection = camera.Projection; effect.World = world; } mesh.Draw(); } } camera is of the Camera type, a class I've setup. Right now it is instantiated in the initialization section with the graphics aspect ratio and the translation (world) vector of the model, and the Draw loop calls the camera.UpdateCamera(); before drawing the models. class Camera { #region Fields private Matrix view; // View Matrix for Camera private Matrix projection; // Projection Matrix for Camera private Vector3 position; // Position of Camera private Vector3 target; // Point camera is "aimed" at private float aspectRatio; //Aspect Ratio for projection private float speed; //Speed of camera private Vector3 camup = Vector3.Up; #endregion #region Accessors /// <summary> /// View Matrix of the Camera -- Read Only /// </summary> public Matrix View { get { return view; } } /// <summary> /// Projection Matrix of the Camera -- Read Only /// </summary> public Matrix Projection { get { return projection; } } #endregion /// <summary> /// Creates a new Camera. /// </summary> /// <param name="AspectRatio">Aspect Ratio to use for the projection.</param> /// <param name="Position">Target coord to aim camera at.</param> public Camera(float AspectRatio, Vector3 Target) { target = Target; aspectRatio = AspectRatio; ResetCamera(); } private void Rotate(Vector3 Axis, float Amount) { position = Vector3.Transform(position - target, Matrix.CreateFromAxisAngle(Axis, Amount)) + target; } /// <summary> /// Resets Default Values of the Camera /// </summary> private void ResetCamera() { speed = 0.05f; position = target + new Vector3(0f, 20f, 20f); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 0.5f, 100f); CalculateViewMatrix(); } /// <summary> /// Updates the Camera. Should be first thing done in Draw loop /// </summary> public void UpdateCamera() { Rotate(Vector3.Right, speed); CalculateViewMatrix(); } /// <summary> /// Calculates the View Matrix for the camera /// </summary> private void CalculateViewMatrix() { view = Matrix.CreateLookAt(position,target, camup); } I'm trying to create the camera so that it can orbit the center of the model. For a test I am calling Rotate(Vector3.Right, speed); but it rotates almost right but gets to a point where it "flips." If I rotate along a different axis Rotate(Vector3.Up, speed); everything seems OK in that direction. So I guess, can someone tell me what I'm not accounting for in the above code I wrote? Or point me to an example of an orbiting camera that can be fixed on an arbitrary point?

    Read the article

  • Impressions of my ASUS eee slate EP121 - Dual core 4GB, 64GB SSD

    - by tonyrogerson
    This thing is lovely, very nice bluetooth keyboard that has nice feedback on the keypress, there is no mouse but you can use the stylus or get yourself a bluetooth mouse, me, I've opted for a Microsoft ARC mouse which is a delight to use, the USB doors are a pain to open for the first time if like me you don't have any finger nails. It came as a suprise that the slate shows four processors, Dual Core with multi-threading, I didn't really look at the processor I was more interested in the amount of memory and the SSD; you don't get the full 4GB even with the 64 bit version of Windows 7 installed (which I immediately upgraded to Ultimate through my MSDN subscription). The box is extremely responsive - extremely, it loads Winword in literally a second. I've got office 2010 and onenote 2010 on there now; one problem is that on applying all (43) windows updates since the upgrade the machine is still sat on step 3 of 3 on the start up configuring updates screen after about an hour, you can't turn this machine off without using a paper clip to reset it and as I have just found you need a paper clip :). Installing Windows 7 SP1 was effortless. One of the first things I did on it was to reduce the size of the font, by default its set at 125%, my eye sight is ok :) so I've set that back down. Amazon Kindle for the PC works really well, plenty of text on the screen when viewed portrait, the case it comes with also allows the slate to stand up in various positions - portrait, horizontal - seems stable enough. The wireless works well, seems to have a better signal than my other two laptop machines which is good news. The gadget passed the pose test at work :). I use offline files to keep a copy of all my work stuff locally, I'm not sure what it is, well, its probably my server but whenever I try and sync it runs for a couple of minutes then fails with network name no longer contactable, funnily enough its fine from my big laptop so I can only guess this may be a driver type issue on the EP121 itself - very odd and very annoying. I do a lot of presenting and need to plug into a VGA project because most sites that's all that is offered, the EP121 has a mini-hdmi output which is great except for this scenario, hdmi is digital, vga is analogue, you will struggle to find a cost effective solution, I found HDFury and also a device HP do, however, a better solution appears to be getting a USB graphics adapter for instance the one I've ordered is the ClimaxDigital USB 2.0 to DVI,VGA or HDMI Adaptor which gives everything I need - VGA and DVI output and great resolution as well - ok, so fingers crossed because I'm presenting next Wednesday in Edinburgh and not taking my 300kg lenovo w700 (I'm sure my back just sighed in relief) - it certainly works really well on my LED TV, the install was simple - it just works! One of the several reasons for buying this piece of kit was to use it on my LED TV to remote into my main machine to check stuff whilst sat in my living room, also to watch webcasts and lecture videos in comfort away from my office, because of the wireless speed and limitation I'm opting for a USB network adapter from Belkin - that will also allow me to take advantage of my home gigabit network, there are only 2 usb ports on the slate so I'm going to knock up a hub so connecting it in is straight forward and simple, I'm also going to purchase a second power supply so I don't have to faff about with that either.I now have the developer x64 edition of SQL Server 2008 R2, yes everything :) - about 16GB left to play with on the machine now but that will be fine, I'll put AdventureWorks on there so I can play and demo stuff which is all I'm after from this, my development machine is significantly more powerful and meets my storage needs too.Travel test this weekend and next week, I'm in Dundee for my final exam for the masters degree.

    Read the article

  • Free RAM disappears - Memory leak?

    - by Izzy
    On a fresh started system, free reports about 1.5G used RAM (8G RAM alltogether, Ubuntu 12.04 with lightdm and plasma desktop, one konsole window started). Having the apps running I use, it still consumes not more than 2G. However, having the system running for a couple of days, more and more of my free RAM disappears -- without showing up in the list of used apps: while smem --pie=name reports less than 20% used (and 80% being available), everything else says differently. free -m for example reports on about day 7: total used free shared buffers cached Mem: 7459 7013 446 0 178 997 -/+ buffers/cache: 5836 1623 Swap: 9536 296 9240 (so you can see, it's not the buffers or the cache). Today this finally ended with the system crashing completely: the windows manager being gone, apps "hanging in the air" (frameless) -- and a popup notifying me about "too many open files". Syslog reports: kernel: [856738.020829] VFS: file-max limit 752838 reached So I closed those applications I was able to close, and killed X using Ctrl-Alt-backspace. X tried to come up again after that with failsafeX, but was unable to do so as it could no longer detect its configuration. So I switched to a console using Ctrl-Alt-F2, captured all information I could think of (vmstat, free, smem, proc/meminfo, lsof, ps aux), and finally rebooted. X again came up with failsafeX; this time I told it to "recover from my backed-up configuration", then switched to a console and successfully used startx to bring up the graphical environment. I have no real clue to what is causing this issue -- though it must have to do either with X itself, or with some user processes running on X -- as after killing X, free -m output looked like this: total used free shared buffers cached Mem: 7459 2677 4781 0 62 419 -/+ buffers/cache: 2195 5263 Swap: 9536 59 9477 (~3.5GB being freed) -- to compare with the output after a fresh start: total used free shared buffers cached Mem: 7459 1483 5975 0 63 730 -/+ buffers/cache: 689 6769 Swap: 9536 0 9536 Two more helpful outputs are provided by memstat -u. Shortly before the crash: User Count Swap USS PSS RSS mail 1 0 200 207 616 whoopsie 1 764 740 817 2300 colord 1 3200 836 894 2156 root 62 70404 352996 382260 569920 izzy 80 177508 1465416 1519266 1851840 After having X killed: User Count Swap USS PSS RSS mail 1 0 184 188 356 izzy 1 1400 708 739 1080 whoopsie 1 848 668 826 1772 colord 1 3204 804 888 1728 root 62 54876 131708 149950 267860 And after a restart, back in X: User Count Swap USS PSS RSS mail 1 0 212 217 628 whoopsie 1 0 1536 1880 5096 colord 1 0 3740 4217 7936 root 54 0 148668 180911 345132 izzy 47 0 370928 437562 915056 Edit: Just added two graphs from my monitoring system. Interesting to see: everytime when there's a "jump" in memory consumption, CPU peaks as well. Just found this right now -- and it reminds me of another indicator pointing to X itself: Often when returning to my machine and unlocking the screen, I found something doing heavvy work on my CPU. Checking with top, it always turned out to be /usr/bin/X :0 -auth /var/run/lightdm/root/:0 -nolisten tcp vt7 -novtswitch -background none. So after this long explanation, finally my questions: What could be the possible causes? How can I better identify involved processes/applications? What steps could be taken to avoid this behaviour -- short from rebooting the machine all X days? I was running 8.04 (Hardy) for about 5 years on my old machine, never having experienced the like (always more than 100 days uptime, before rebooting for e.g. kernel updates). This now is a complete new machine with a fresh install of 8.04. In case it matters, some specs: AMD A4-3400 APU with Radeon(tm) HD Graphics, using the open-source ati/radeon driver (so no fglrx installed), 8GB RAM, WDC WD1002FAEX-0 hdd (1TB), Asus F1A75-V Evo mainboard. Ubuntu 12.04 64-bit with KDE4/Plasma. Apps usually open more or less permanently include Evolution, Firefox, konsole (with Midnight Commander running inside, about 4 tabs), and LibreOffice -- plus occasionally Calibre, Gimp and Moneyplex (banking software I'm already using for almost 20 years now, in a version which did fine on Hardy).

    Read the article

  • How do I use setFilmSize in panda3d to achieve the correct view?

    - by lhk
    I'm working with Panda3d and recently switched my game to isometric rendering. I moved the virtual camera accordingly and set an orthographic lens. Then I implemented the classes "Map" and "Canvas". A canvas is a dynamically generated mesh: a flat quad. I'm using it to render the ingame graphics. Since the game itself is still set in a 3d coordinate system I'm planning to rely on these canvases to draw sprites. I could have named this class "Tile" but as I'd like to use it for non-tile sketches (enemies, environment) as well I thought canvas would describe it's function better. Map does exactly what it's name suggests. Its constructor receives the number of rows and columns and then creates a standard isometric map. It uses the canvas class for tiles. I'm planning to write a map importer that reads a file to create maps on the fly. Here's the canvas implementation: class Canvas: def __init__(self, texture, vertical=False, width=1,height=1): # create the mesh format=GeomVertexFormat.getV3t2() format = GeomVertexFormat.registerFormat(format) vdata=GeomVertexData("node-vertices", format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') texcoord = GeomVertexWriter(vdata, 'texcoord') # add the vertices for a flat quad vertex.addData3f(1, 0, 0) texcoord.addData2f(1, 0) vertex.addData3f(1, 1, 0) texcoord.addData2f(1, 1) vertex.addData3f(0, 1, 0) texcoord.addData2f(0, 1) vertex.addData3f(0, 0, 0) texcoord.addData2f(0, 0) prim = GeomTriangles(Geom.UHStatic) prim.addVertices(0, 1, 2) prim.addVertices(2, 3, 0) self.geom = Geom(vdata) self.geom.addPrimitive(prim) self.node = GeomNode('node') self.node.addGeom(self.geom) # this is the handle for the canvas self.nodePath=NodePath(self.node) self.nodePath.setSx(width) self.nodePath.setSy(height) if vertical: self.nodePath.setP(90) # the most important part: "Drawing" the image self.texture=loader.loadTexture(""+texture+".png") self.nodePath.setTexture(self.texture) Now the code for the Map class class Map: def __init__(self,rows,columns,size): self.grid=[] for i in range(rows): self.grid.append([]) for j in range(columns): # create a canvas for the tile. For testing the texture is preset tile=Canvas(texture="../assets/textures/flat_concrete",width=size,height=size) x=(i-1)*size y=(j-1)*size # set the tile up for rendering tile.nodePath.reparentTo(render) tile.nodePath.setX(x) tile.nodePath.setY(y) # and store it for later access self.grid[i].append(tile) And finally the usage def loadMap(self): self.map=Map(10, 10, 1) this function is called within the constructor of the World class. The instantiation of world is the entry point to the execution. The code is pretty straightforward and runs good. Sadly the output is not as expected: Please note: The problem is not the white rectangle, it's my player object. The problem is that although the map should have equal width and height it's stretched weirdly. With orthographic rendering I expected the map to be a perfect square. What did I do wrong ? UPDATE: I've changed the viewport. This is how I set up the orthographic camera: lens = OrthographicLens() lens.setFilmSize(40, 20) base.cam.node().setLens(lens) You can change the "aspect" by modifying the parameters of setFilmSize. I don't know exactly how they are related to window size and screen resolution but after testing a little the values above seem to work for me. Now everything is rendered correctly as long as I don't resize the window. Every change of the window's size as well as switching to fullscreen destroys the correct rendering. I know that implementing a listener for resize events is not in the scope of this question. However I wonder why I need to make the Film's height two times bigger than its width. My window is quadratic ! Can you tell me how to find out correct setting for the FilmSize ? UPDATE 2: I can imagine that it's hard to envision the behaviour of the game. At first glance the obvious solution is to pass the window's width and height in pixels to setFilmSize. There are two problems with that approach. The parameters for setFilmSize are ingame units. You'll get a way to big view if you pass the pixel size For some strange reason the image is distorted if you pass equal values for width and height. Here's the output for setFilmSize(800,800) You'll have to stress your eyes but you'll see what I mean

    Read the article

< Previous Page | 207 208 209 210 211 212 213 214 215 216 217 218  | Next Page >