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  • Latest (5 June 14) Updates t0 10.04 Causing Multiple Problems

    - by user291780
    Apologies, the questions are very short, but the bkg isn't. I rec'd a routine notification from the update mgr a few days ago (I believe, June 5th). I took a look and there was lots of linux stuff, headers, etc., nothing obviously unusual. I'd rec'd and updated w/a more extensive pkg set, kernel and all a few weeks ago, no problem. On June 6, I pushed the upgrade button on the June 5th batch, nothing usual, needed a reboot, which I did after a full power down, it came up fine. Gedit worked, the calculator worked, started up firefox, it came up, selected the BookMarks menu, and blam, it hesitated and then greyed out, when I tried to close it, got the "process not responding" msg. Undaunted, I tried to fire up Google Chrome....nothing on the screen or process bar. I fired up the system monitor and indeed there were some "sleeping" chrome processes "running". Powered down several times, but the same problems persist. Similar but worse story when I tried to fire up one of my virtual machines, VirtualBox came up fine, but when I tried to start one of my virtual machines I got a progress popup that I'd never seen before which showed that we were making no progress past 20%. Uninstalled Oracle VirtualBox, reinstalled the latest and greatest, same result. Also, unable to logout, or shutdown once the virtual machine exhibited this behavior. Powered down manually, end of story. Never saw such a bad result after an update. I'm running Ubuntu 10.04 LTS (Lucid Lynx) as I have been for a number of years. Please don't reply with why don't you run some other version of Ubuntu, that doesn't answer the questions below. Questions: Will their be a subsequent update that fixes this, and if so, when? If not, is there a way for me to get back to where I was before this disaster?

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  • How do I add a boot from cd option to yaboot?

    - by Sergiu
    So I'm dual-booting Ubuntu 12.04.1 on my iMac G5 powepc alongside Mac OS X and I want to add a boot cd option to yaboot because I'm trying to boot a scratched Mac OS X installation DVD that takes a while to read and the frst bootstrap moves on too fast. How do I edit the timeout for the first bootstrap anyways? So, my main question is, how do I add a cd booting option to yaboot and then, how doI boot it? The devalias from OpenFrmware tells me that 1 have 2 cd-rom instaled, on is /ht/pci@3/ata-6/disk@0 and the other on ends with a 1 instead of a zero. These are the contents of my yaboot.conf file: yaboot.conf generated by the Ubuntu installer run: "man yaboot.conf" for details. Do not make changes until you have!! see also: /usr/share/doc/yaboot/examples for example configurations. For a dual-boot menu, add one or more of: bsd=/dev/hdaX, macos=/dev/hdaY, macosx=/dev/hdaZ boot="/dev/disk/by-id/scsi-SATA_ST3160023AS_5MT1GCWA-part2" device=/ht@0,f2000000/pci@3/k2-sata-root@c/@0/@0 partition=4 root="UUID=798a048f-ee48-49e0-bba3-111aed8dee04" timeout=12000 install=/usr/lib/yaboot/yaboot magicboot=/usr/lib/yaboot/ofboot enablecdboot macosx="/dev/disk/by-id/scsi-SATA_ST3160023AS_5MT1GCWA-part3" image=/boot/vmlinux label=Linux read-only initrd=/boot/initrd.img append="quiet splash" What do I add here so that yaboot will boot from my cd in like 3 minutes after startup? Thanks!

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  • Pros and Cons of Facebook's React vs. Web Components (Polymer)

    - by CletusW
    What are the main benefits of Facebook's React over the upcoming Web Components spec and vice versa (or perhaps a more apples-to-apples comparison would be to Google's Polymer library)? According to this JSConf EU talk and the React homepage, the main benefits of React are: Decoupling and increased cohesion using a component model Abstraction, Composition and Expressivity Virtual DOM & Synthetic events (which basically means they completely re-implemented the DOM and its event system) Enables modern HTML5 event stuff on IE 8 Server-side rendering Testability Bindings to SVG, VML, and <canvas> Almost everything mentioned is being integrated into browsers natively through Web Components except this virtual DOM concept (obviously). I can see how the virtual DOM and synthetic events can be beneficial today to support old browsers, but isn't throwing away a huge chunk of native browser code kind of like shooting yourself in the foot in the long term? As far as modern browsers are concerned, isn't that a lot of unnecessary overhead/reinventing of the wheel? Here are some things I think React is missing that Web Components will care of. Correct me if I'm wrong. Native browser support (read "guaranteed to be faster") Write script in a scripting language, write styles in a styling language, write markup in a markup language. Style encapsulation using Shadow DOM React instead has this, which requires writing CSS in JavaScript. Not pretty. Two-way binding

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  • Ubuntu cannot see Windows 7 partitions on install

    - by Nash0
    I've been trying to install Ubuntu 10.10 as a dual boot with Windows 7 on my Dell latitude e6510. It is currently running Windows 7 and I have used the MS disk tools to shrink the Win 7 NTFS partition to make room for Linux. The issue I'm having is that when I run Ubuntus installer by booting from CD it sees the entire hard drive as unallocated space. I have also tried Kbuntu 10.10, Fedora 14, booting a Gparted 0.8.0 usb drive, and Ubuntu "install in Windows" with wubi they all have problems. EDIT: When I run the "try Ubuntu" option on booting from cd it can mount my Windows partition and I can view the files. The output of sudo parted -l when running in try Ubuntu mode: Warning: /dev/sda contains GPT signatures, indicating that it has a GPT table. However, it does not have a valid fake msdos partition table, as it should. Perhaps it was corrupted -- possibly by a program that doesn't understand GPT partition tables. Or perhaps you deleted the GPT table, and are now using an msdos partition table. Is this a GPT partition table? Yes/No? yes Model: ATA ST9500420AS (scsi) Disk /dev/sda: 500GB Sector size (logical/physical): 512B/512B Partition Table: gpt Number Start End Size File system Name Flags Warning: Unable to open /dev/sr0 read-write (Read-only file system). /dev/sr0 has been opened read-only. Error: /dev/sr0: unrecognised disk label

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  • Will Ubuntu Live CD move MFT to resize NTFS volumes?

    - by irwazr
    I have a feeling some will consider this a duplicate, but please hear me out. I've been reading tons of questions and threads around this but have never really found an answer for this specifically. I want to shrink my NTFS partition to make room for a Ubuntu install, so I can dual boot them. However when shrinking the NTFS volume in Windows disk management, it will only go so far as the MFT is sitting near the end of the volume. I've read plenty of posts about why it does this, and how difficult/dangerous it is to move the MFT etc. I've also read that Perfect Disk can apparently do it under it's trial period, but I remain cautious to try this method. I was wondering however if the disk partitioning utility included in the Ubuntu install wizard handles the moving of the MFT when dragging the partition boundaries. It all seems too simple that you simply tell it the new size you want it to be. Would it tell me if it couldn't resize by the amount you requested if the MFT was an issue, or move it for you if it were able. I'm concerned it might corrupt the MFT and the volume, even though I doubt the install wizard would be so daft. So what exactly is the deal with the partition resizing tool in the Ubuntu install wizard? Will it safely resize my NTFS volume despite the location of my MFT? Thanks in advance.

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  • Thunderbird: "Could not initialize the application's security component" [closed]

    - by user unknown
    In Thunderbird, on startup, I get the error message: "Could not initialize the application's security component" The message continues to check permissions of the profile, and free disk space. df -h shows, that I have 19G free disk space. find . -not -perm -644 -not -perm -600 -ls shows: No file without rw-permissions for me. Before the error occured, thunderbird worked well. But I changed my main mail-account. I had two, let's call them A and B, and used mainly A, but now I wanted to deaktivate it, and receive and send automatically via the second. I Had problems moving the filters from inbox A to inbox B (missing copy-functionality). In the web, I found (mollazine) hints, to move key3.db, cert8.db and secmode.db out of the way, but it didn't work for me. Another hint was to uninstall Quickcam(?. sic!), but I don't have Quickcam. A third to recreate the profile, but I have subdirectories, filters, addressbook, groups - mails back to the year 2003. I don't want to risk the loss of data. The whole errormessage is: Could not initialize the application's security component. The most likely cause is problems with files in your application's profile directory. Please check that this directory has no read/write restrictions and your hard disk is not full or close to full. It is recommended that you exit the application and fix the problem. If you continue to use this session, you might see incorrect application behaviour when accessing security features. When I open the error-console, it is empty.

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  • How do I get my internal HDD to mount at startup?

    - by el_gallo_azul
    It's either not intuitive or not working in Ubuntu 14.04. I want to mount my internal HDD at at startup (I boot from an SSD). I attempt to set this, following this procedure: Open Disks utility Select the disk Below the disk's Volumes, click on the More actions button Select Edit Mount Options... Select Automatic Mount Options "Off" Under Mount Options, ensure that Mount at startup is selected Click OK Enter password into Authenticate dialog box Restart but this procedure doesn't work. Upon rebooting, and after Grub attempts to start Ubuntu, I receive the error message "An error occurred while mounting /mnt/4f721fc0-8072-453f-b48f-ca686bd89549. Press S to skip mounting or M for manual recovery". That identifier "4f721fc0-8072-453f-b48f-ca686bd89549" was automatically assigned by Ubuntu. I press S and the boot process continues OK. If I try to mount the disk immediately after booting, I receive the error message "Unable to access "Storage"" (I named the volume Storage). So then I start the Disks utility and set it to Automatic Mount Options "On" and reboot. To me, it seems like this should work, but it doesn't. Here are a number of photos of the process (Alt+PrtScn doesn't work after selecting More actions).

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Unique ID Defined by Most-Derived Class accessible through Base Class

    - by Narfanator
    Okay, so, the idea is that I have a map of "components", which inherit from componentBase, and are keyed on an ID unique to the most-derived*. Only, I can't think of a good way to get this to work. I tried it with the constructor, but that doesn't work (Maybe I did it wrong). The problem with any virtual, etc, inheritance tricks are that the user has to impliment them at the bottom, which can be forgotten and makes it less... clean. *Right phrase? If - is inheritance; foo is most-derived: foo-foo1-foo2-componentBase Here's some code showing the problem, and why CRTP can't cut it: (No, it's not legit code, but I'm trying to get my thoughts down) #include<map> class componentBase { public: virtual static char idFunction() = 0; }; template <class T> class component : public virtual componentBase { public: static char idFunction(){ return reinterpret_cast<char>(&idFunction); } }; class intermediateDerivations1 : public virtual component<intermediateDerivations1> { }; class intermediateDerivations2 : public virtual component<intermediateDerivations2> { }; class derived1 : public intermediateDerivations1 { }; class derived2 : public intermediateDerivations1 { }; //How the unique ID gets used (more or less) std::map<char, componentBase*> TheMap; template<class T> void addToMap(componentBase * c) { TheMap[T::idFunction()] = c; } template<class T> T * getFromMap() { return TheMap[T::idFunction()]; } int main() { //In each case, the key needs to be different. //For these, the CRTP should do it: getFromMap<intermediateDerivations1>(); getFromMap<intermediateDerivations2>(); //But not for these. getFromMap<derived1>(); getFromMap<derived2>(); return 0; } More or less, I need something that is always there, no matter what the user does, and has a sortable value that's unique to the most-derived class. Also, I realize this isn't the best-asked question, I'm actually having some unexpected difficultly wrapping my head around it in words, so ask questions if/when you need clarification.

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  • Should I use Python or Assembly for a super fast copy program

    - by PyNEwbie
    As a maintenance issue I need to routinely (3-5 times per year) copy a repository that is now has over 20 million files and exceeds 1.5 terabytes in total disk space. I am currently using RICHCOPY, but have tried others. RICHCOPY seems the fastest but I do not believe I am getting close to the limits of the capabilities of my XP machine. I am toying around with using what I have read in The Art of Assembly Language to write a program to copy my files. My other thought is to start learning how to multi-thread in Python to do the copies. I am toying around with the idea of doing this in Assembly because it seems interesting, but while my time is not incredibly precious it is precious enough that I am trying to get a sense of whether or not I will see significant enough gains in copy speed. I am assuming that I would but I only started really learning to program 18 months and it is still more or less a hobby. Thus I may be missing some fundamental concept of what happens with interpreted languages. Any observations or experiences would be appreciated. Note, I am not looking for any code. I have already written a basic copy program in Python 2.6 that is no slower than RICHCOPY. I am looking for some observations on which will give me more speed. Right now it takes me over 50 hours to make a copy from a disk to a Drobo and then back from the Drobo to a disk. I have a LogicCube for when I am simply duplicating a disk but sometimes I need to go from a disk to Drobo or the reverse. I am thinking that given that I can sector copy a 3/4 full 2 terabyte drive using the LogicCube in under seven hours I should be able to get close to that using Assembly, but I don't know enough to know if this is valid. (Yes, sometimes ignorance is bliss) The reason I need to speed it up is I have had two or three cycles where something has happened during copy (fifty hours is a long time to expect the world to hold still) that has caused me to have to trash the copy and start over. For example, last week the water main broke under our building and shorted out the power.

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  • How can I limit the cache used by copying so there is still memory available for other cache?

    - by Peter
    Basic situation: I am copying some NTFS disks in openSuSE. Each one is 2TB. When I do this, the system runs slow. My guesses: I believe it is likely due to caching. Linux decides to discard useful cache (eg. kde4 bloat, virtual machine disks, LibreOffice binaries, Thunderbird binaries, etc.) and instead fill all available memory (24 GB total) with stuff from the copying disks, which will be read only once, then written and never used again. So then any time I use these apps (or kde4), the disk needs to be read again, and reading the bloat off the disk again makes things freeze/hiccup. Due to the cache being gone and the fact that these bloated applications need lots of cache, this makes the system horribly slow. Since it is USB,the disk and disk controller are not the bottleneck, so using ionice does not make it faster. I believe it is the cache rather than just the motherboard going too slow, because if I stop everything copying, it still runs choppy for a while until it recaches everything. And if I restart the copying, it takes a minute before it is choppy again. But also, I can limit it to around 40 MB/s, and it runs faster again (not because it has the right things cached, but because the motherboard busses have lots of extra bandwidth for the system disks). I can fully accept a performance loss from my motherboard's IO capability being completely consumed (which is 100% used, meaning 0% wasted power which makes me happy), but I can't accept that this caching mechanism performs so terribly in this specific use case. # free total used free shared buffers cached Mem: 24731556 24531876 199680 0 8834056 12998916 -/+ buffers/cache: 2698904 22032652 Swap: 4194300 24764 4169536 I also tried the same thing on Ubuntu, which causes a total system hang instead. ;) And to clarify, I am not asking how to leave memory free for the "system", but for "cache". I know that cache memory is automatically given back to the system when needed, but my problem is that it is not reserved for caching of specific things. Question: Is there some way to tell these copy operations to limit memory usage so some important things remain cached, and therefore any slowdowns are a result of normal disk usage and not rereading the same commonly used files? For example, is there a setting of max memory per process/user/file system allowed to be used as cache/buffers?

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  • Who calls the Destructor of the class when operator delete is used in multiple inheritance.

    - by dicaprio-leonard
    This question may sound too silly, however , I don't find concrete answer any where else. With little knowledge on how late binding works and virtual keyword used in inheritance. As in the code sample, when in case of inheritance where a base class pointer pointing to a derived class object created on heap and delete operator is used to deallocate the memory , the destructor of the of the derived and base will be called in order only when the base destructor is declared virtual function. Now my question is : 1) When the destructor of base is not virtual, why the problem of not calling derived dtor occur only when in case of using "delete" operator , why not in the case given below: derived drvd; base *bPtr; bPtr = &drvd; //DTOR called in proper order when goes out of scope. 2) When "delete" operator is used, who is reponsible to call the destructor of the class? The operator delete will have an implementation to call the DTOR ? or complier writes some extra stuff ? If the operator has the implementation then how does it looks like , [I need sample code how this would have been implemented]. 3) If virtual keyword is used in this example, how does operator delete now know which DTOR to call? Fundamentaly i want to know who calls the dtor of the class when delete is used. Sample Code class base { public: base() { cout<<"Base CTOR called"<<endl; } virtual ~base() { cout<<"Base DTOR called"<<endl; } }; class derived:public base { public: derived() { cout<<"Derived CTOR called"<<endl; } ~derived() { cout<<"Derived DTOR called"<<endl; } }; I'm not sure if this is a duplicate, I couldn't find in search. int main() { base *bPtr = new derived(); delete bPtr;// only when you explicitly try to delete an object return 0; }

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  • how to delete fk children in nhibernate

    - by frosty
    I would like to delete the ICollection PriceBreaks from Product. I'm using the following method. However they dont seem to delete. What am i missing. When i step thru. i notice that "product.PriceBreaks.Clear();" doesn't actually clear the items. Do i need to flush or something? public void RemovePriceBreak(int productId) { using (ISession session = EStore.Domain.Helpers.NHibernateHelper.OpenSession()) using (ITransaction transaction = session.BeginTransaction()) { var product = session.Get<Product>(productId); product.PriceBreaks.Clear(); session.SaveOrUpdate(product); transaction.Commit(); } } Here are my hbm files <class name="Product" table="Products"> <id name="Id" type="Int32" column="Id" unsaved-value="0"> <generator class="identity"/> </id> <property name="CompanyId" column="CompanyId" type="Int32" not-null="true" /> <property name="Name" column="Name"/> <set name="PriceBreaks" table="PriceBreaks" generic="true" cascade="all-delete-orphan" inverse="true" > <key column="ProductId" /> <one-to-many class="EStore.Domain.Model.PriceBreak, EStore.Domain" /> </set> </class> <class name="PriceBreak" table="PriceBreaks"> <id name="Id" type="Int32" column="Id" unsaved-value="0"> <generator class="identity"/> </id> <many-to-one name="Product" column="ProductId" not-null="true" cascade="all" class="EStore.Domain.Model.Product, EStore.Domain" /> </class> My Entities public class Product { public virtual int Id { get; set; } public virtual ICollection<PriceBreak> PriceBreaks { get; set; } public virtual void AddPriceBreak(PriceBreak priceBreak) { priceBreak.Product = this; PriceBreaks.Add(priceBreak); } } public class PriceBreak { public virtual int Id { get; set; } public virtual Product Product { get; set; } }

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  • C# Select clause returns system exception instead of relevant object

    - by Kashif
    I am trying to use the select clause to pick out an object which matches a specified name field from a database query as follows: objectQuery = from obj in objectList where obj.Equals(objectName) select obj; In the results view of my query, I get: base {System.SystemException} = {"Boolean Equals(System.Object)"} Where I should be expecting something like a Car, Make, or Model Would someone please explain what I am doing wrong here? The method in question can be seen here: // this function searches the database's table for a single object that matches the 'Name' property with 'objectName' public static T Read<T>(string objectName) where T : IEquatable<T> { using (ISession session = NHibernateHelper.OpenSession()) { IQueryable<T> objectList = session.Query<T>(); // pull (query) all the objects from the table in the database int count = objectList.Count(); // return the number of objects in the table // alternative: int count = makeList.Count<T>(); IQueryable<T> objectQuery = null; // create a reference for our queryable list of objects T foundObject = default(T); // create an object reference for our found object if (count > 0) { // give me all objects that have a name that matches 'objectName' and store them in 'objectQuery' objectQuery = from obj in objectList where obj.Equals(objectName) select obj; // make sure that 'objectQuery' has only one object in it try { foundObject = (T)objectQuery.Single(); } catch { return default(T); } // output some information to the console (output screen) Console.WriteLine("Read Make: " + foundObject.ToString()); } // pass the reference of the found object on to whoever asked for it return foundObject; } } Note that I am using the interface "IQuatable<T>" in my method descriptor. An example of the classes I am trying to pull from the database is: public class Make: IEquatable<Make> { public virtual int Id { get; set; } public virtual string Name { get; set; } public virtual IList<Model> Models { get; set; } public Make() { // this public no-argument constructor is required for NHibernate } public Make(string makeName) { this.Name = makeName; } public override string ToString() { return Name; } // Implementation of IEquatable<T> interface public virtual bool Equals(Make make) { if (this.Id == make.Id) { return true; } else { return false; } } // Implementation of IEquatable<T> interface public virtual bool Equals(String name) { if (this.Name.Equals(name)) { return true; } else { return false; } } } And the interface is described simply as: public interface IEquatable<T> { bool Equals(T obj); }

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  • C++ - Breaking code implementation into different parts

    - by Kotti
    Hi! The question plot (a bit abstract, but answering this question will help me in my real app): So, I have some abstract superclass for objects that can be rendered on the screen. Let's call it IRenderable. struct IRenderable { // (...) virtual void Render(RenderingInterface& ri) = 0; virtual ~IRenderable() { } }; And suppose I also have some other objects that derive from IRenderable, e.g. Cat and Dog. So far so good. I add some Cat and Dog specific methods, like SeekForWhiskas(...) and Bark(...). After that I add specific Render(...) method for them, so my code looks this way: class Cat : public IRenderable { public: void SeekForWhiskas(...) { // Implementation could be here or moved // to a source file (depends on me wanting // to inline it or not) } virtual void Render(...) { // Here comes the rendering routine, that // is specific for cats SomehowDrawAppropriateCat(...); } }; class Dog : public IRenderable { public: void Bark(...) { // Same as for 'SeekForWhiskas(...)' } virtual void Render(...) { // Here comes the rendering routine, that // is specific for dogs DrawMadDog(...); } }; And then somewhere else I can do drawing the way that an appropriate rendering routine is called: IRenderable* dog = new Dog(); dog->Render(...); My question is about logical wrapping of such kind of code. I want to break apart the code, that corresponds to rendering of the current object and it's own methods (Render and Bark in this example), so that my class implementation doesn't turn into a mess (imagine that I have 10 methods like Bark and of course my Render method doesn't fit in their company and would be hard to find). Two ways of making what I want to (as far as I know) are: Making appropriate routines that look like RenderCat(Cat& cat, RenderInterface* ri), joining them to render namespace and then the functions inside a class would look like virtual void Render(...) { RenderCat(*this, ...); }, but this is plain stupid, because I'll lose access to Cat's private members and friending these functions looks like a total design disaster. Using visitor pattern, but this would also mean I have to rebuild my app's design and looks like an inadequate way to make my code complicated from the very beginning. Any brilliant ideas? :)

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  • How to reflect over T to build an expression tree for a query?

    - by Alex
    Hi all, I'm trying to build a generic class to work with entities from EF. This class talks to repositories, but it's this class that creates the expressions sent to the repositories. Anyway, I'm just trying to implement one virtual method that will act as a base for common querying. Specifically, it will accept a an int and it only needs to perform a query over the primary key of the entity in question. I've been screwing around with it and I've built a reflection which may or may not work. I say that because I get a NotSupportedException with a message of LINQ to Entities does not recognize the method 'System.Object GetValue(System.Object, System.Object[])' method, and this method cannot be translated into a store expression. So then I tried another approach and it produced the same exception but with the error of The LINQ expression node type 'ArrayIndex' is not supported in LINQ to Entities. I know it's because EF will not parse the expression the way L2S will. Anyway, I'm hopping someone with a bit more experience can point me into the right direction on this. I'm posting the entire class with both attempts I've made. public class Provider<T> where T : class { protected readonly Repository<T> Repository = null; private readonly string TEntityName = typeof(T).Name; [Inject] public Provider( Repository<T> Repository) { this.Repository = Repository; } public virtual void Add( T TEntity) { this.Repository.Insert(TEntity); } public virtual T Get( int PrimaryKey) { // The LINQ expression node type 'ArrayIndex' is not supported in // LINQ to Entities. return this.Repository.Select( t => (((int)(t as EntityObject).EntityKey.EntityKeyValues[0].Value) == PrimaryKey)).Single(); // LINQ to Entities does not recognize the method // 'System.Object GetValue(System.Object, System.Object[])' method, // and this method cannot be translated into a store expression. return this.Repository.Select( t => (((int)t.GetType().GetProperties().Single( p => (p.Name == (this.TEntityName + "Id"))).GetValue(t, null)) == PrimaryKey)).Single(); } public virtual IList<T> GetAll() { return this.Repository.Select().ToList(); } protected virtual void Save() { this.Repository.Update(); } }

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  • C++ dynamic type construction and detection

    - by KneLL
    There was an interesting problem in C++, but it concerns more likely architecture. There are many (10, 20, 40, etc) classes that describe some characteristics (mix-in classes), for exmaple: struct Base { virtual ~Base() {} }; struct A : virtual public Base { int size; }; struct B : virtual public Base { float x, y; }; struct C : virtual public Base { bool some_bool_state; }; struct D : virtual public Base { string str; } // .... Primary module declares and exports a function (for simplicity just function declarations without classes): // .h file void operate(Base *pBase); // .cpp file void operate(Base *pBase) { // .... } Any other module can has a code like this: #include "mixins.h" #include "primary.h" class obj1_t : public A, public C, public D {}; class obj2_t : public B, public D {}; // ... void Pass() { obj1_t obj1; obj2_t obj2; operate(&obj1); operate(&obj2); } The question is how to know what the real type of given object in operate() without dynamic_cast and any type information in classes (constants, etc)? Function operate() is used with big array of objects in small time periods and dynamic_cast is too slow for it. And I don't want to include constants (enum obj_type { ... }) because this is not OOP-way. // module operate.cpp void some_operate(Base *pBase) { processA(pBase); processB(pBase); } void processA(A *pA) { } void processB(B *pB) { } I cannot directly pass a pBase to these functions. And it's impossible to have all possible combinations of classes, because I can add new classes just by including new .h files. As one of solutions that comed to mind, in editor application I can use a composite container: struct CompositeObject { vector<Base *pBase> parts; }; But editor does not need a time optimization and can use dynamic_cast for parts to determine the exact type. In operate() I cannot use this solution. So, is it possible to not use a dynamic_cast and type information to solve this problem? Or maybe I should use another architecture?

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  • How to bridge Debian guest VM to VPN via Cisco AnyConnect Client running on Windows Vista host

    - by bgoodr
    I am running Cisco Anyconnect VPN Client version 2.5.3054 on a laptop running Windows Vista Home Premium (version 6.0.6002) Service Pack 2. I am running the VMware Player version 4.0.2 build-591240. The host operating system running under VMware Player is Debian 6.0.2.1 i386. The laptop is connected to a wireless connection, and I can browse the web from Windows Vista using Firefox just fine. I am able to boot into the Debian VM and open up a browser and access websites on the WAN from within the VM just fine. I can ping real Linux hosts on my LAN via: ping <lan_system>.local where <lan_system> is the hostname returned from uname -a on that system on my LAN. From a DOS CMD shell, I am able to ping hosts that exist on the remote network served by the Cisco AnyConnect Client's VPN network (and without the .local suffix applied as above): ping <remote_system> However, from within the Debian VM, I expect to be able to also ping those same remote hosts (<remote_system>) that are tunnelled over the VPN set up by Cisco AnyConnect Client. Let's say that I can ping a <remote_system> called flubber from a DOS CMD prompt just fine. When I execute Linux ping command from inside the Debian VM via: ping flubber It returns immediately with this output: ping: unknown host flubber For reference since I suspect it will be useful, here is the output of the route print command from the DOS CMD prompt: route print =========================================================================== Interface List 30 ...00 05 9a 3c 7a 00 ...... Cisco AnyConnect VPN Virtual Miniport Adapter for Windows 11 ...00 1b 9e c4 de e5 ...... Atheros AR5007EG Wireless Network Adapter 26 ...00 50 56 c0 00 01 ...... VMware Virtual Ethernet Adapter for VMnet1 28 ...00 50 56 c0 00 08 ...... VMware Virtual Ethernet Adapter for VMnet8 1 ........................... Software Loopback Interface 1 12 ...02 00 54 55 4e 01 ...... Teredo Tunneling Pseudo-Interface 13 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #3 32 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #4 27 ...00 00 00 00 00 00 00 e0 isatap.{E5292CF6-4FBB-4320-806D-A6B366769255} 17 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #2 20 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #8 22 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #10 24 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #11 25 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #12 29 ...00 00 00 00 00 00 00 e0 isatap.{C3852986-5053-4E2E-BE60-52EA2FCF5899} 41 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #14 =========================================================================== At the top window border of the VM, clicking on Virtual Machine, then clicking on Virtual Machine Settings, then clicking on Network Adapter, I have these two options checked: [X] Bridged: Connected directly to the physical Network [X] Replicate physical network connection state [ ] NAT: used to share the hosts's IP address [ ] Host-only: A private network shared with the host [ ] LAN segment: [ ] <LAN Segments...> <Advanced> I've toyed with the other options such as NAT and Host-only but that had no effect. Is there some way to allow the VM to access those <remote_system>'s?

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  • Useful Command-line Commands on Windows

    - by Sung Meister
    The aim for this Wiki is to promote using a command to open up commonly used applications without having to go through many mouse clicks - thus saving time on monitoring and troubleshooting Windows machines. Answer entries need to specify Application name Commands Screenshot (Optional) Shortcut to commands && - Command Chaining %SYSTEMROOT%\System32\rcimlby.exe -LaunchRA - Remote Assistance (Windows XP) appwiz.cpl - Programs and Features (Formerly Known as "Add or Remove Programs") appwiz.cpl @,2 - Turn Windows Features On and Off (Add/Remove Windows Components pane) arp - Displays and modifies the IP-to-Physical address translation tables used by address resolution protocol (ARP) at - Schedule tasks either locally or remotely without using Scheduled Tasks bootsect.exe - Updates the master boot code for hard disk partitions to switch between BOOTMGR and NTLDR cacls - Change Access Control List (ACL) permissions on a directory, its subcontents, or files calc - Calculator chkdsk - Check/Fix the disk surface for physical errors or bad sectors cipher - Displays or alters the encryption of directories [files] on NTFS partitions cleanmgr.exe - Disk Cleanup clip - Redirects output of command line tools to the Windows clipboard cls - clear the command line screen cmd /k - Run command with command extensions enabled color - Sets the default console foreground and background colors in console command.com - Default Operating System Shell compmgmt.msc - Computer Management control.exe /name Microsoft.NetworkAndSharingCenter - Network and Sharing Center control keyboard - Keyboard Properties control mouse(or main.cpl) - Mouse Properties control sysdm.cpl,@0,3 - Advanced Tab of the System Properties dialog control userpasswords2 - Opens the classic User Accounts dialog desk.cpl - opens the display properties devmgmt.msc - Device Manager diskmgmt.msc - Disk Management diskpart - Disk management from the command line dsa.msc - Opens active directory users and computers dsquery - Finds any objects in the directory according to criteria dxdiag - DirectX Diagnostic Tool eventvwr - Windows Event Log (Event Viewer) explorer . - Open explorer with the current folder selected. explorer /e, . - Open explorer, with folder tree, with current folder selected. F7 - View command history find - Searches for a text string in a file or files findstr - Find a string in a file firewall.cpl - Opens the Windows Firewall settings fsmgmt.msc - Shared Folders fsutil - Perform tasks related to FAT and NTFS file systems ftp - Transfers files to and from a computer running an FTP server service getmac - Shows the mac address(es) of your network adapter(s) gpedit.msc - Group Policy Editor gpresult - Displays the Resultant Set of Policy (RSoP) information for a target user and computer httpcfg.exe - HTTP Configuration Utility iisreset - To restart IIS InetMgr.exe - Internet Information Services (IIS) Manager 7 InetMgr6.exe - Internet Information Services (IIS) Manager 6 intl.cpl - Regional and Language Options ipconfig - Internet protocol configuration lusrmgr.msc - Local Users and Groups Administrator msconfig - System Configuration notepad - Notepad? ;) mmsys.cpl - Sound/Recording/Playback properties mode - Configure system devices more - Displays one screen of output at a time mrt - Microsoft Windows Malicious Software Removal Tool mstsc.exe - Remote Desktop Connection nbstat - displays protocol statistics and current TCP/IP connections using NBT ncpa.cpl - Network Connections netsh - Display or modify the network configuration of a computer that is currently running netstat - Network Statistics net statistics - Check computer up time net stop - Stops a running service. net use - Connects a computer to or disconnects a computer from a shared resource, or displays information about computer connections odbcad32.exe - ODBC Data Source Administrator pathping - A traceroute that collects detailed packet loss stats perfmon - Opens Reliability and Performance Monitor ping - Determine whether a remote computer is accessible over the network powercfg.cpl - Power management control panel applet quser - Display information about user sessions on a terminal server qwinsta - See disconnected remote desktop sessions reg.exe - Console Registry Tool for Windows regedit - Registry Editor rasdial - Connects to a VPN or a dialup network robocopy - Backup/Restore/Copy large amounts of files reliably rsop.msc - Resultant Set of Policy (shows the combined effect of all group policies active on the current system/login) runas - Run specific tools and programs with different permissions than the user's current logon provides sc - Manage anything you want to do with services. schtasks - Enables an administrator to create, delete, query, change, run and end scheduled tasks on a local or remote system. secpol.msc - Local Security Settings services.msc - Services control panel set - Displays, sets, or removes cmd.exe environment variables. set DIRCMD - Preset dir parameter in cmd.exe start - Starts a separate window to run a specified program or command start. - opens the current directory in the Windows Explorer. shutdown.exe - Shutdown or Reboot a local/remote machine subst.exe - Associates a path with a drive letter, including local drives systeminfo -Displays a comprehensive information about the system taskkill - terminate tasks by process id (PID) or image name tasklist.exe - List Processes on local or a remote machine taskmgr.exe - Task Manager telephon.cpl - Telephone and Modem properties timedate.cpl - Date and Time title - Change the title of the CMD window you have open tracert - Trace route wmic - Windows Management Instrumentation Command-line winver.exe - Find Windows Version wscui.cpl - Windows Security Center wuauclt.exe - Windows Update AutoUpdate Client

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  • ubuntu 10.04; kvm bridged networking not working with public ip addresses

    - by senorsmile
    I have a dedicated hosted server box with ubuntu 10.04 64 bit installed. I would like to run kvm with ubuntu 8.04 installed for some php 5.2 compatible apps(they don't work right with php 5.3, the default in ubuntu 10.04). I installed KVM as instructed at https://help.ubuntu.com/community/KVM/Installation . I installed the vm using virt-manager. I never could figure out how use virt-install or any of those automated installers. I just installed it using the disc. I set up bridged networking as per https://help.ubuntu.com/community/KVM/Networking . However, the bridged connection doesn't work. Here's my /etc/network/interfaces on the host, running ubuntu 10.04. (with specific public ip blanked) auto lo iface lo inet loopback auto eth0 iface eth0 inet manual auto br0 iface br0 inet static address xx.xx.xx.xx netmask 255.255.255.248 gateway xx.xx.xx.xa bridge_ports eth0 bridge_stp on bridge_fd 0 bridge_maxwait 10 ` Here's my /etc/network/interfaces on the guest, running ubuntu 8.04. auto lo iface lo inet loopback auto eth0 iface eth0 inet static address xx.xx.xx.xy netmask 255.255.255.248 gateway xx.xx.xx.xa The two vm's can communicate to each other. But, the guest vm can't access anyone in the real world. Here's my /etc/libvirt/qemu/store_804.xml <domain type='kvm'> <name>store_804</name> <uuid>27acfb75-4f90-a34c-9a0b-70a6927ae84c</uuid> <memory>2097152</memory> <currentMemory>2097152</currentMemory> <vcpu>2</vcpu> <os> <type arch='x86_64' machine='pc-0.12'>hvm</type> <boot dev='hd'/> </os> <features> <acpi/> <apic/> <pae/> </features> <clock offset='utc'/> <on_poweroff>destroy</on_poweroff> <on_reboot>restart</on_reboot> <on_crash>restart</on_crash> <devices> <emulator>/usr/bin/kvm</emulator> <disk type='file' device='disk'> <driver name='qemu' type='raw'/> <source file='/var/lib/libvirt/images/store_804.img'/> <target dev='hda' bus='ide'/> </disk> <disk type='block' device='cdrom'> <driver name='qemu' type='raw'/> <target dev='hdc' bus='ide'/> <readonly/> </disk> <interface type='bridge'> <mac address='52:54:00:26:0b:c6'/> <source bridge='br0'/> <model type='virtio'/> </interface> <console type='pty'> <target port='0'/> </console> <console type='pty'> <target port='0'/> </console> <input type='mouse' bus='ps2'/> <graphics type='vnc' port='-1' autoport='yes'/> <sound model='es1370'/> <video> <model type='cirrus' vram='9216' heads='1'/> </video> </devices> </domain> Any idea where I've gone wrong?

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  • RAID controller dropping the wrong drive

    - by bramp
    I've been having an issue with 3ware 9500S-8 RAID 10, and I have contracted their tech support, but I wanted to hear the serverfault community's recommendations. Firstly, all my data is backuped and secure, so I don't mind blowing my RAID away if I have to. But let me describe the problem I've been seeing. A month ago, disk 6 dropped out of the RAID. It is mirrored with disk 7, so I wasn't that bothered. I went to the data centre and replaced it. When I got back to the office, I noticed that disk 6 will still not in the RAID, and in fact the controller was show the name of the old drive still. A week later I went back and replace the drive again, thinking I might have swapped in a bad drive. Still the same problem. I decided to reboot the machine, to see if that would "force" the controller into seeing the new drive. It did, and a rebuild started to happen (from disk 7). Eventually both drives were showing as good. A week later, the MySQL database has flagged the database is corrupt, and is unable to repair it. I don't know what has gone wrong, but I suspected this 6-7 pair. At this point I noticed that the RAID had constantly been verifying itself, over and over. Regardless of this I began to rebuild the database, which took about 19 hours. It's a big database. Near the end of the repair, the RAID controller told me it had dropped disk 7, and that some data was most likely corrupted. I contacted LSI tech support, and they very promptly started to help me. I mentioned that drive 7 had been dropped. They suspect that drive 7 was always at fault, and drive 6 had always been good. I want to know how often a RAID controller would drop the wrong drive (in this case dropping drive 6 a month ago, instead of 7). I foolishly didn't run smartctl on the drives before I started swapping them out. I just assumed the RAID controller knew what it was talking about. I think my plan of action is to replace drive 7, rebuild the array from scratch, double check smartctl on ALL the disks, and then start restoring my data again. I would appreciate anyone's input on what the correct procedure for swapping drives is, and how often failures like this happen. If anyone would like more information then I'd be happy to provide it. thanks in advance. Oh some more information. I'm running CentOS 5.3, with two RAID arrays, a simple RAID 1 for the OS, and RAID 10 for the database. Both arrays are on different controllers. The RAID 10 is made of 10 identical ST3640323AS drives, until I swapped in a SAMSUNG HD103SJ last month.

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  • What *exactly* gets screwed when I kill -9 or pull the power?

    - by Mike
    Set-Up I've been a programmer for quite some time now but I'm still a bit fuzzy on deep, internal stuff. Now. I am well aware that it's not a good idea to either: kill -9 a process (bad) spontaneously pull the power plug on a running computer or server (worse) However, sometimes you just plain have to. Sometimes a process just won't respond no matter what you do, and sometimes a computer just won't respond, no matter what you do. Let's assume a system running Apache 2, MySQL 5, PHP 5, and Python 2.6.5 through mod_wsgi. Note: I'm most interested about Mac OS X here, but an answer that pertains to any UNIX system would help me out. My Concern Each time I have to do either one of these, especially the second, I'm very worried for a period of time that something has been broken. Some file somewhere could be corrupt -- who knows which file? There are over 1,000,000 files on the computer. I'm often using OS X, so I'll run a "Verify Disk" operation through the Disk Utility. It will report no problems, but I'm still concerned about this. What if some configuration file somewhere got screwed up. Or even worse, what if a binary file somewhere is corrupt. Or a script file somewhere is corrupt now. What if some hardware is damaged? What if I don't find out about it until next month, in a critical scenario, when the corruption or damage causes a catastrophe? Or, what if valuable data is already lost? My Hope My hope is that these concerns and worries are unfounded. After all, after doing this many times before, nothing truly bad has happened yet. The worst is I've had to repair some MySQL tables, but I don't seem to have lost any data. But, if my worries are not unfounded, and real damage could happen in either situation 1 or 2, then my hope is that there is a way to detect it and prevent against it. My Question(s) Could this be because modern operating systems are designed to ensure that nothing is lost in these scenarios? Could this be because modern software is designed to ensure that nothing lost? What about modern hardware design? What measures are in place when you pull the power plug? My question is, for both of these scenarios, what exactly can go wrong, and what steps should be taken to fix it? I'm under the impression that one thing that can go wrong is some programs might not have flushed their data to the disk, so any highly recent data that was supposed to be written to the disk (say, a few seconds before the power pull) might be lost. But what about beyond that? And can this very issue of 5-second data loss screw up a system? What about corruption of random files hiding somewhere in the huge forest of files on my hard drives? What about hardware damage? What Would Help Me Most Detailed descriptions about what goes on internally when you either kill -9 a process or pull the power on the whole system. (it seems instant, but can someone slow it down for me?) Explanations of all things that could go wrong in these scenarios, along with (rough of course) probabilities (i.e., this is very unlikely, but this is likely)... Descriptions of measures in place in modern hardware, operating systems, and software, to prevent damage or corruption when these scenarios occur. (to comfort me) Instructions for what to do after a kill -9 or a power pull, beyond "verifying the disk", in order to truly make sure nothing is corrupt or damaged somewhere on the drive. Measures that can be taken to fortify a computer setup so that if something has to be killed or the power has to be pulled, any potential damage is mitigated. Thanks so much!

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  • Installing the Updated XP Mode which Requires no Hardware Virtualization

    - by Mysticgeek
    Good news for those of you who have a computer without Hardware Virtualization, Microsoft had dropped the requirement so you can now run XP Mode on your machine. Here we take a look at how to install it and getting working on your PC. Microsoft has dropped the requirement that your CPU supports Hardware Virtualization for XP Mode in Windows 7. Before this requirement was dropped, we showed you how to use SecureAble to find out if your machine would run XP Mode. If it couldn’t, you might have gotten lucky with turning Hardware Virtualization on in your BIOS, or getting an update that would enable it. If not, you were out of luck or would need a different machine. Note: Although you no longer need Hardware Virtualization, you still need Professional, Enterprise, or Ultimate version of Windows 7. Download Correct Version of XP Mode For this article we’re installing it on a Dell machine that doesn’t support Hardware Virtualization on Windows 7 Ultimate 64-bit version. The first thing you’ll want to do is go to the XP Mode website and select your edition of Windows 7 and language. Then there are three downloads you’ll need to get from the page. Windows XP Mode, Windows Virtual PC, and the Windows XP Mode Update (All Links Below). Windows genuine validation is required before you can download the XP Mode files. To make the validation process easier you might want to use IE when downloading these files and validating your version of Windows. Installing XP Mode After validation is successful the first thing to download and install is XP Mode, which is easy following the wizard and accepting the defaults. The second step is to install KB958559 which is Windows Virtual PC.   After it’s installed, a reboot is required. After you’ve come back from the restart, you’ll need to install KB977206 which is the Windows XP Mode Update.   After that’s installed, yet another restart of your system is required. After the update is configured and you return from the second reboot, you’ll find XP Mode in the Start menu under the Windows Virtual PC folder. When it launches accept the license agreement and click Next. Enter in your log in credentials… Choose if you want Automatic Updates or not… Then you’re given a message saying setup will share the hardware on your computer, then click Start Setup. While setup completes, you’re shown a display of what XP Mode does and how to use it. XP Mode launches and you can now begin using it to run older applications that are not compatible with Windows 7. Conclusion This is a welcome news for many who want the ability to use XP Mode but didn’t have the proper hardware to do it. The bad news is users of Home versions of Windows still don’t get to enjoy the XP Mode feature officially. However, we have an article that shows a great workaround – Create an XP Mode for Windows 7 Home Versions & Vista. Download XP Mode, Windows Virtual PC, and Windows XP Mode Update Similar Articles Productive Geek Tips Our Look at XP Mode in Windows 7Run XP Mode on Windows 7 Machines Without Hardware VirtualizationInstall XP Mode with VirtualBox Using the VMLite PluginUnderstanding the New Hyper-V Feature in Windows Server 2008How To Run XP Mode in VirtualBox on Windows 7 (sort of) TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Ben & Jerry’s Free Cone Day, 3/23/10 New Stinger from McAfee Helps Remove ‘FakeAlert’ Threats Google Apps Marketplace: Tools & Services For Google Apps Users Get News Quick and Precise With Newser Scan for Viruses in Ubuntu using ClamAV Replace Your Windows Task Manager With System Explorer

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  • Installer Reboots at "Detecting hardware" (disks and other hardware) on all recent Server Installs

    - by Ryan Rosario
    I have a very frustrating problem with my PC. I cannot install any recent version of Ubuntu Server (or even Desktop) since 9.04 even using the text-based installer. I boot from a USB stick created by Unetbootin (I also tried other methods such as startup disk creator with no difference). On the Server installer, it gets to "Detecting Hardware" (the second one about disks and all other hardware, not network hardware) and then either hangs at 0% (waited 24 hours), or reboots after a minute or two. My system (late 2007): ASUS P5NSLI motherboard Intel Core 2 Duo E6600 2.4Ghz 2 x 1GB Corsair 667MHz RAM nVidia GeForce 6600 I have unplugged everything (including the only hard disk, CD-ROMs and floppy). I have only one stick of RAM (tried each one to no avail) and am booting the installer from a USB stick (booting from CD-ROM yields the same problem). I also tried several of the boot options (nomodeset, nousb, acpi=off, noapic, i915.modeset=1/0, xforcevesa) in all combinations) to no avail. The only active parts of my system are the video card, mouse, keyboard and USB stick. I have also updated the BIOS to the most recent version. (FWIW, on the Desktop installer, I get a black screen after hitting the Install option.) Even after removing "quiet" I am unable to see what kernel panic is occurring (or not occurring) to cause the install to crash. I am only able to save the debug logs via a simple webserver in the installer. After the last line (I repeatedly refreshed), the server stops responding and the installer hangs or reboots: Jan 2 01:04:03 main-menu[302]: INFO: Menu item 'disk-detect' selected Jan 2 01:04:04 kernel: [ 309.154372] sata_nv 0000:00:0e.0: version 3.5 Jan 2 01:04:04 kernel: [ 309.154409] sata_nv 0000:00:0e.0: Using SWNCQ mode Jan 2 01:04:04 kernel: [ 309.154531] sata_nv 0000:00:0e.0: setting latency timer to 64 Jan 2 01:04:04 kernel: [ 309.164442] scsi0 : sata_nv Jan 2 01:04:04 kernel: [ 309.167610] scsi1 : sata_nv Jan 2 01:04:04 kernel: [ 309.167762] ata1: SATA max UDMA/133 cmd 0x9f0 ctl 0xbf0 bmdma 0xd400 irq 10 Jan 2 01:04:04 kernel: [ 309.167774] ata2: SATA max UDMA/133 cmd 0x970 ctl 0xb70 bmdma 0xd408 irq 10 Jan 2 01:04:04 kernel: [ 309.167948] sata_nv 0000:00:0f.0: Using SWNCQ mode Jan 2 01:04:04 kernel: [ 309.168071] sata_nv 0000:00:0f.0: setting latency timer to 64 Jan 2 01:04:04 kernel: [ 309.171931] scsi2 : sata_nv Jan 2 01:04:04 kernel: [ 309.173793] scsi3 : sata_nv Jan 2 01:04:04 kernel: [ 309.173943] ata3: SATA max UDMA/133 cmd 0x9e0 ctl 0xbe0 bmdma 0xe800 irq 11 Jan 2 01:04:04 kernel: [ 309.173954] ata4: SATA max UDMA/133 cmd 0x960 ctl 0xb60 bmdma 0xe808 irq 11 Jan 2 01:04:04 kernel: [ 309.174061] pata_amd 0000:00:0d.0: version 0.4.1 Jan 2 01:04:04 kernel: [ 309.174160] pata_amd 0000:00:0d.0: setting latency timer to 64 Jan 2 01:04:04 kernel: [ 309.177045] scsi4 : pata_amd Jan 2 01:04:04 kernel: [ 309.178628] scsi5 : pata_amd Jan 2 01:04:04 kernel: [ 309.178801] ata5: PATA max UDMA/133 cmd 0x1f0 ctl 0x3f6 bmdma 0xf000 irq 14 Jan 2 01:04:04 kernel: [ 309.178811] ata6: PATA max UDMA/133 cmd 0x170 ctl 0x376 bmdma 0xf008 irq 15 Jan 2 01:04:04 net/hw-detect.hotplug: Detected hotpluggable network interface eth0 Jan 2 01:04:04 net/hw-detect.hotplug: Detected hotpluggable network interface lo Jan 2 01:04:04 kernel: [ 309.485062] ata3: SATA link down (SStatus 0 SControl 300) Jan 2 01:04:04 kernel: [ 309.633094] ata1: SATA link up 3.0 Gbps (SStatus 123 SControl 300) Jan 2 01:04:04 kernel: [ 309.641647] ata1.00: ATA-8: ST31000528AS, CC38, max UDMA/133 Jan 2 01:04:04 kernel: [ 309.641658] ata1.00: 1953525168 sectors, multi 1: LBA48 NCQ (depth 31/32) Jan 2 01:04:04 kernel: [ 309.657614] ata1.00: configured for UDMA/133 Jan 2 01:04:04 kernel: [ 309.657969] scsi 0:0:0:0: Direct-Access ATA ST31000528AS CC38 PQ: 0 ANSI: 5 Jan 2 01:04:04 kernel: [ 309.658482] sd 0:0:0:0: Attached scsi generic sg0 type 0 Jan 2 01:04:04 kernel: [ 309.658588] sd 0:0:0:0: [sda] 1953525168 512-byte logical blocks: (1.00 TB/931 GiB) Jan 2 01:04:04 kernel: [ 309.658812] sd 0:0:0:0: [sda] Write Protect is off Jan 2 01:04:04 kernel: [ 309.658823] sd 0:0:0:0: [sda] Mode Sense: 00 3a 00 00 Jan 2 01:04:04 kernel: [ 309.658918] sd 0:0:0:0: [sda] Write cache: enabled, read cache: enabled, doesn't support DPO or FUA Jan 2 01:04:04 kernel: [ 309.675630] sda: sda1 sda2 Jan 2 01:04:04 kernel: [ 309.676440] sd 0:0:0:0: [sda] Attached SCSI disk Jan 2 01:04:05 kernel: [ 309.969102] ata2: SATA link down (SStatus 0 SControl 300) Jan 2 01:04:05 kernel: [ 310.281137] ata4: SATA link down (SStatus 0 SControl 300) Anybody have any additional ideas I could try? I am getting ready to just toss the motherboard.

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  • How can I change mouse keymapping

    - by zuberuber
    I have Razer DeathAdder(left handed edition) and A4Tech wireless mouse. My problem is I don't know how to change wireless mouse keymapping(swaping left/right click). Can somebody guide me how to do such thing? List of my devices: ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? Logitech Unifying Device. Wireless PID:4004 id=8 [slave pointer (2)] ? ? Razer Razer DeathAdder id=11 [slave pointer (2)] ? ? A4TECH USB Device id=12 [slave pointer (2)] ? ? A4TECH USB Device id=13 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Power Button id=7 [slave keyboard (3)] ? Logitech USB Keyboard id=9 [slave keyboard (3)] ? Logitech USB Keyboard id=10 [slave keyboard (3)] This is my Razer xinput: Device 'Razer Razer DeathAdder': Device Enabled (121): 1 Coordinate Transformation Matrix (123): 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 Device Accel Profile (246): 0 Device Accel Constant Deceleration (247): 5.000000 Device Accel Adaptive Deceleration (248): 1.000000 Device Accel Velocity Scaling (249): 10.000000 Device Product ID (240): 5426, 22 Device Node (241): "/dev/input/event4" Evdev Axis Inversion (250): 0, 0 Evdev Axes Swap (252): 0 Axis Labels (253): "Rel X" (131), "Rel Y" (132), "Rel Vert Wheel" (274) Button Labels (254): "Button Left" (124), "Button Middle" (125), "Button Right" (126), "Button Wheel Up" (127), "Button Wheel Down" (128), "Button Horiz Wheel Left" (129), "Button Horiz Wheel Right" (130), "Button Side" (269), "Button Extra" (270), "Button Forward" (271), "Button Back" (272), "Button Task" (273), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243) Evdev Middle Button Emulation (255): 0 Evdev Middle Button Timeout (256): 50 Evdev Third Button Emulation (257): 0 Evdev Third Button Emulation Timeout (258): 1000 Evdev Third Button Emulation Button (259): 3 Evdev Third Button Emulation Threshold (260): 20 Evdev Wheel Emulation (261): 0 Evdev Wheel Emulation Axes (262): 0, 0, 4, 5 Evdev Wheel Emulation Inertia (263): 10 Evdev Wheel Emulation Timeout (264): 200 Evdev Wheel Emulation Button (265): 4 Evdev Drag Lock Buttons (266): 0 And this is my wireless mouse xinput: Device 'A4TECH USB Device': Device Enabled (121): 1 Coordinate Transformation Matrix (123): 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 Device Accel Profile (246): 0 Device Accel Constant Deceleration (247): 1.000000 Device Accel Adaptive Deceleration (248): 1.000000 Device Accel Velocity Scaling (249): 10.000000 Device Product ID (240): 2522, 1359 Device Node (241): "/dev/input/event16" Evdev Axis Inversion (250): 0, 0 Evdev Axes Swap (252): 0 Axis Labels (253): "Rel X" (131), "Rel Y" (132), "Rel Horiz Wheel" (245), "Rel Vert Wheel" (274) Button Labels (254): "Button Left" (124), "Button Middle" (125), "Button Right" (126), "Button Wheel Up" (127), "Button Wheel Down" (128), "Button Horiz Wheel Left" (129), "Button Horiz Wheel Right" (130), "Button Side" (269), "Button Extra" (270), "Button Forward" (271), "Button Back" (272), "Button Task" (273), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243) Evdev Middle Button Emulation (255): 0 Evdev Middle Button Timeout (256): 50 Evdev Third Button Emulation (257): 0 Evdev Third Button Emulation Timeout (258): 1000 Evdev Third Button Emulation Button (259): 3 Evdev Third Button Emulation Threshold (260): 20 Evdev Wheel Emulation (261): 0 Evdev Wheel Emulation Axes (262): 0, 0, 4, 5 Evdev Wheel Emulation Inertia (263): 10 Evdev Wheel Emulation Timeout (264): 200 Evdev Wheel Emulation Button (265): 4 Evdev Drag Lock Buttons (266): 0

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