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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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  • Oracle Enterprise Manager Ops Center 12c is now available for download at Oracle technology Network

    - by Anand Akela
    Oracle Enterprise Manager Ops Center 12c is available now for download at Oracle Technology Network (OTN ) . Oracle Enterprise Manager Ops Center web page at Oracle Technology Network Join Oracle Launch Webcast : Total Cloud Control for Systems on April 12th at 9 AM PST to learn more about  Oracle Enterprise Manager Ops Center 12c from Oracle Senior Vice President John Fowler, Oracle Vice President of Systems Management Steve Wilson and a panel of Oracle executive. Stay connected with  Oracle Enterprise Manager   :  Twitter | Facebook | YouTube | Linkedin | Newsletter

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  • HTG Explains: What Does “Bricking” a Device Mean?

    - by Chris Hoffman
    When someone breaks a device and turns it into an expensive brick, people say they “bricked” it. We’ll cover exactly what causes bricking and why, how you can avoid it, and what to do if you have a bricked device. Bear in mind that many people use the term “bricking” incorrectly and refer to a device that isn’t working properly as “bricked.” if you can easily recover the device through a software process, it’s technically not “bricked.” Image Credit: Esparta Palma on Flickr HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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  • A new version of Oracle Enterprise Manager Ops Center Doctor (OCDoctor ) Utility released

    - by Anand Akela
    In February,  we posted a blog of Oracle Enterprise Manager Ops Center Doctor aka OCDoctor Utility. This utility assists in various stages of the Ops Center deployment and can be a real life saver. It is updated on a regular basis with additional knowledge (similar to an antivirus subscription) to help you identify and resolve known issues or suggest ways to improve performance.A new version ( Version 4.00 ) of the OCDoctor is now available . This new version adds full support for recently announced Oracle Enterprise Manager Ops Center 12c including prerequisites checks, troubleshoot tests, log collection, tuning and product metadata updates. In addition, it adds several bug fixes and enhancements to OCDoctor Utility.To download OCDoctor for new installations:https://updates.oracle.com/OCDoctor/OCDoctor-latest.zipFor existing installations, simply run:# /var/opt/sun/xvm/OCDoctor/OCDoctor.sh --updateTip : If you have Oracle Enterprise Manager Ops Center12c EC installed, your OCDoctor will automatically update overnight. Join Oracle Launch Webcast : Total Cloud Control for Systems on April 12th at 9 AM PST to learn more about  Oracle Enterprise Manager Ops Center 12c from Oracle Senior Vice President John Fowler, Oracle Vice President of Systems Management Steve Wilson and a panel of Oracle executive. Stay connected with  Oracle Enterprise Manager   :  Twitter | Facebook | YouTube | Linkedin | Newsletter

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  • How to disable hiddev96 in linux (or tell it to ignore a specific device)

    - by Miky D
    I'm having problems with a CentOS 5.0 system when using a certain USB device. The problem is that the device advertises itself as a HID device and linux is happy to try to provide support for it: In /ver/log/messages I see a line that reads: hiddev96: USB HID 1.11 Device [KXX USB PRO] on usb-0000:00:1d.0-1 My question comes down to: Is there a way to tell linux to not use hiddev96 for that device in particular? If yes, how? If not, what are my options - can I turn hiddev96 off completely? UPDATE I should probably have been a bit more specific about what is going on. The machine is running Centos 5.0, and on top of it I'm running VMWare workstation with Windows XP - which is where the USB device is actually supposed to operate. All works fine for other USB devices (i.e. VMWare successfully connects the USB device to the guest OS and the OS can use it, but for this particular device VMWare connects it to the guest OS, but the OS can't read/write to it) Every attempt locks up the application that is trying to communicate with the device. I've reason to believe that it is because the device is a HID device and there's some contention between the Linux host and the Windows guest OS in accessing the device. Below is the output from modprobe -l|grep -i hid as requested by @Karolis: # modprobe -l | grep -i hid /lib/modules/2.6.18-53.1.14.el5/kernel/net/bluetooth/hidp/hidp.ko /lib/modules/2.6.18-53.1.14.el5/kernel/drivers/usb/misc/phidgetservo.ko /lib/modules/2.6.18-53.1.14.el5/kernel/drivers/usb/misc/phidgetkit.ko And here is the output of lsmod # lsmod Module Size Used by udf 76997 1 vboxdrv 65696 0 autofs4 24517 2 hidp 23105 2 rfcomm 42457 0 l2cap 29633 10 hidp,rfcomm tun 14657 0 vmnet 49980 16 vmblock 20512 3 vmmon 945236 0 sunrpc 144253 1 cpufreq_ondemand 10573 1 video 19269 0 sbs 18533 0 backlight 10049 0 i2c_ec 9025 1 sbs button 10705 0 battery 13637 0 asus_acpi 19289 0 ac 9157 0 ipv6 251393 27 lp 15849 0 snd_hda_intel 24025 2 snd_hda_codec 202689 1 snd_hda_intel snd_seq_dummy 7877 0 snd_seq_oss 32577 0 nvidia 7824032 31 snd_seq_midi_event 11073 1 snd_seq_oss snd_seq 49713 5 snd_seq_dummy,snd_seq_oss,snd_seq_midi_event snd_seq_device 11725 3 snd_seq_dummy,snd_seq_oss,snd_seq snd_pcm_oss 42945 0 snd_mixer_oss 19009 1 snd_pcm_oss snd_pcm 72133 3 snd_hda_intel,snd_hda_codec,snd_pcm_oss joydev 13313 0 sg 36061 0 parport_pc 29157 1 snd_timer 24645 2 snd_seq,snd_pcm snd 52421 13 snd_hda_intel,snd_hda_codec,snd_seq_oss,snd_seq,snd_seq_device,snd_pcm_oss,snd_mixer_oss,snd_pcm,snd_timer ndiswrapper 170384 0 parport 37513 2 lp,parport_pc hci_usb 20317 2 ide_cd 40033 1 tg3 104389 0 i2c_i801 11469 0 bluetooth 53925 8 hidp,rfcomm,l2cap,hci_usb soundcore 11553 1 snd cdrom 36705 1 ide_cd serio_raw 10693 0 snd_page_alloc 14281 2 snd_hda_intel,snd_pcm i2c_core 23745 3 i2c_ec,nvidia,i2c_i801 pcspkr 7105 0 dm_snapshot 20709 0 dm_zero 6209 0 dm_mirror 28741 0 dm_mod 58201 8 dm_snapshot,dm_zero,dm_mirror ahci 23621 4 libata 115833 1 ahci sd_mod 24897 5 scsi_mod 132685 3 sg,libata,sd_mod ext3 123337 3 jbd 56553 1 ext3 ehci_hcd 32973 0 ohci_hcd 23261 0 uhci_hcd 25421 0

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  • Does not recognize usb sticks and drives

    - by Peter
    When connecting any usb stick to my thinkpad ubuntu 10.10 does not recognize them. I don't see anything on the desktop. the output of "dmesg | tail -n10" gives me: [ 1965.696388] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1965.884537] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.072503] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.260349] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.506227] usb 1-1: new high speed USB device using ehci_hcd and address 9 [ 1966.572375] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.760379] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.948358] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1967.136335] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1967.325423] hub 1-0:1.0: unable to enumerate USB device on port 1 When connecting my usb scanner to the same port: [ 2008.480135] usb 1-1: new high speed USB device using ehci_hcd and address 65 [ 2008.548389] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2008.736786] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2008.924379] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.112348] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.300443] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.488536] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.732180] usb 1-1: new high speed USB device using ehci_hcd and address 71 [ 2014.796299] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2018.000128] usb 2-1: new full speed USB device using uhci_hcd and address 3 And ubuntu 10.10 recognizes that scanner. So: What can i do to see my usb stick? BTW: on my other Thinkpad running fedora 14 it works perfectly... Cheers -Peter

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  • OWSM Policy Repository in JDeveloper - Tips & Tricks - 11g

    - by Prakash Yamuna
    In this blog post I discussed about the OWSM Policy Repository that is embedded in JDeveloper. However some times people may run into issues with the embedded repository. Here is screen snapshot that shows the error you may run into (click on the image for larger image): If you run into "java.lang.IllegalArgumentException: WSM-04694 : An invalid directory was provided to connect to a file-base MDS repository." this caused due to spaces in the folder name. Here is a quick way to workaround this issue by running "Jdeveloper.exe - su". Hope people find this useful!

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  • Remote administer Network Policy Server

    - by Jason Stangroome
    In our domain I have a Windows Server 2008 R2 machine "GWY" with the Network Policy and Access Services role installed. From this machine I can open the Network Policy Server management console to administer this role. However, I have another Server 2008 R2 machine "WKS" in the domain where we have all the management consoles installed so we can manage all the servers from one location. I cannot find how to access the Network Policy Server console on this machine though.

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  • Create Device Reccieve SMS Parse To Text ( SMS Gateway )

    - by Chris Okyen
    I want to use a server as a device to run a script to parse a SMS text in the following way. I. The person types in a specific and special cell phone number (Similar to Facebook’s 32556 number used to post on your wall) II. The user types a text message. III. The user sends the text message. IV. The message is sent to some kind of Device (the server) or SMS Gateway and receives it. V. The thing described above that the message is sent to then parse the test message. I understand that these three question will mix Programming and Server Stuff and could reside here or at DBA.SE How would I make such a cell phone number (described in step I) that would be sent to the Device? How do I create the device that then would receive it? Finally, how do I Parse the text message?

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  • Oracle UPK and IBM Rational Quality Manager

    - by marc.santosusso
    Did you know that you can import UPK topics into IBM Rational Quality Manager (RQM) as Test Scripts? Attached below is a ZIP of files which contains a customized style (for all supported languages) for creating spreadsheets that are compatible with IBM Rational Quality Manager, a sample IBM Rational Quality Manager mapping file, and a best practice document. UPK_Best_Practices_-_IBM_Rational_Quality_Manager_Integration.zip Extract the files and open the best practice document (PDF file) file to get started. Please note that the IBM Rational Quality Manager publishing style (the ODARC file) include with the above download was created using the customization instructions found within the UPK documentation. That said, it is not currently an "official" feature of the product, but rather an example of what can be created through style customization. Stay tuned for more details. We hope that you find this to be useful and welcome your feedback!

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  • Difference between Admin and Manager role in Tomcat6

    - by Nyxynyx
    What are the roles admin and manager used for in Tomcat6? The manager role appears to give me access to http://domain.com:8080/manager/html. Which page does the admin role give me? In the file, the description for admin role is pretty vague. What is the host manager webapp? <!-- The host manager webapp is restricted to users with role "admin" --> <!--<user name="tomcat" password="password" roles="admin" />--> <!-- The manager webapp is restricted to users with role "manager" --> <!--<user name="tomcat" password="password" roles="manager" />-->

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  • Image libraries sites to download pro images with no credits expiration policy

    - by Marco Demaio
    I found professional image libraries sites like http://www.istockphoto.com or http://www.dreamstime.com are quite useful to add some cool images to a website either when filling its contents or when designing its graphic layout. Unfortunately both of the site I listed above use credits plans that expires after 12 months: you buy credits (using real bucks) and then you can download images, but if you don't use all the credits within 1 year, thay suck them out from your virtual wallet (I think it's really unfair, but too bad for you, that's their policy). Do you know about other good image libraries sites (from your real life experience) that use credits to download images, but thay don't expire after 12 months? Obviously I won't ignore your suggestions about any other image libraries sites.

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  • Device or resource busy errors when setting up a RAID array

    - by JGazlyVFX
    I'm trying to create a Raid array and these are the errors I keep getting. I have repartitioned the drives several times. root@BitchStewie:/dev# sudo mdadm --verbose --create /dev/md1 --chunk=64 --level=0 --raid-devices=12 /dev/sdb1 /dev/sdc1 /dev/sdd1 /dev/sde1 /dev/sdf1 /dev/sdg1 /dev/sdh1 /dev/sdi1 /dev/sdj1 /dev/sdk1 /dev/sdl1 /dev/sdm1 mdadm: super1.x cannot open /dev/sdb1: Device or resource busy mdadm: ddf: Cannot use /dev/sdb1: Device or resource busy mdadm: Cannot use /dev/sdb1: It is busy mdadm: device /dev/sdb1 not suitable for any style of array

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  • Announcing: Oracle Enterprise Manager 12c Delivers Advanced Self-Service Automation for Oracle Database 12c Multitenant

    - by Scott McNeil
    New Self-Service Driven Provisioning of Pluggable Databases Today Oracle announced new capabilities that support managing the full lifecycle of pluggable database as a service in Oracle Enterprise Manager 12c Release 3 (12.1.0.3). This latest release builds on the existing capabilities to provide advanced automation for deploying database as a service using Oracle Database 12c Multitenant option. It takes it one step further by offering pluggable database as a service through Oracle Enterprise Manager 12c self-service portal providing customers with fast provisioning of database cloud services with minimal time and effort. This is a significant addition to Oracle Enterprise Manager 12c’s existing portfolio of cloud services that includes infrastructure as a service, database as a service, testing as a service, and Java platform as a service. The solution provides a self-service mechanism to provision pluggable databases allowing users to request and access database(s) on-demand. The self-service operations are also enabled through REST APIs allowing customers to integrate with third-party automation systems or their custom enterprise portals. Benefits Self-service provisioning allows rapid access to pluggable database as a service for hosting or certifying applications on Oracle Database 12c Self-service driven migration to pluggable database as a service in order to migrate a pre-Oracle Database 12c database to a pluggable database as a service model and test the consolidation strategy Single service catalog for all approved pluggable database as a service configurations which helps customers achieve standardization while catering to all applications and users in the enterprise Resource guarantee via database resource manager (and IORM on Oracle Exadata) that enables deployment of mixed workloads in a shared environment Quota, role based access, and policy based management that enforces governance and reduces administrative overhead Chargeback or showback which improves metering and accountability for services consumed by each pluggable database Comprehensive REST APIs that support integration with ticketing or change management systems, and or with other self-service portals Minimal administrative and maintenance overhead through self-managing automation that allows for intelligent placement of pluggable databases To understand how pluggable database as a service works, watch this quick demo: Stay Connected: Twitter | Facebook | YouTube | Linkedin | Newsletter Download the Oracle Enterprise Manager Cloud Control12c Mobile app

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  • ubuntu 10.10 does not recognize usb sticks and drives

    - by Peter
    When connecting any usb stick to my thinkpad ubuntu 10.10 does not recognize them. I don't see anything on the desktop. the output of "dmesg | tail -n10" gives me: [ 1965.696388] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1965.884537] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.072503] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.260349] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.506227] usb 1-1: new high speed USB device using ehci_hcd and address 9 [ 1966.572375] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.760379] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.948358] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1967.136335] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1967.325423] hub 1-0:1.0: unable to enumerate USB device on port 1 When connecting my usb scanner to the same port: [ 2008.480135] usb 1-1: new high speed USB device using ehci_hcd and address 65 [ 2008.548389] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2008.736786] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2008.924379] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.112348] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.300443] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.488536] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.732180] usb 1-1: new high speed USB device using ehci_hcd and address 71 [ 2014.796299] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2018.000128] usb 2-1: new full speed USB device using uhci_hcd and address 3 And ubuntu 10.10 recognizes that scanner. So: What can i do to see my usb stick? BTW: on my other Thinkpad running fedora 14 it works perfectly... Cheers -Peter

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  • The Next Generation of Oracle Enterprise Manager Will Arrive in 7 Days!

    - by chung.wu
    Seven more days to go before we launch Oracle Enterprise Manager 11g. We invite you to join us for this exciting announcement. You may attend the event in person if you are going to be in New York City next Thursday (4/22) or over the web via our webcast. We will also be hosting a live simulcast event at the Collaborate conference in Las Vegas. Click the links below to learn more about event agenda and to register. Click here to register for the live event in New York City. Click here to register for the webcast. The simulcast event at Collaborate will be held in Palm B room on Level 3 of Mandalay Bay Convention Center starting at 9:45 a.m. local time.

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  • New White Paper: Advanced Uses of Oracle Enterprise Manager 12c (published AUGUST 2013)

    - by PorusHH_OCM11g10g
    Friends,I am pleased to say a new Oracle white paper of mine has been published on 1st August 2013: White Paper: Advanced Uses of Oracle Enterprise Manager 12c This white paper includes information on EM12c Release 3 (12.1.0.3) and Managing Database 12c with EM12c Release 3.This white paper is also currently visible in the main Oracle Enterprise Manager page:http://www.oracle.com/us/products/enterprise-manager/index.htmlHappy Reading!!Regards,Porus.

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  • How to disable hiddev96 in linux (or tell it to ignore a specific device)

    - by Miky D
    I'm having problems with a CentOS 5.0 system when using a certain USB device. The problem is that the device advertises itself as a HID device and linux is happy to try to provide support for it: In /ver/log/messages I see a line that reads: hiddev96: USB HID 1.11 Device [KXX USB PRO] on usb-0000:00:1d.0-1 My question comes down to: Is there a way to tell linux to not use hiddev96 for that device in particular? If yes, how? If not, what are my options - can I turn hiddev96 off completely? UPDATE I should probably have been a bit more specific about what is going on. The machine is running Centos 5.0, and on top of it I'm running VMWare workstation with Windows XP - which is where the USB device is actually supposed to operate. All works fine for other USB devices (i.e. VMWare successfully connects the USB device to the guest OS and the OS can use it, but for this particular device VMWare connects it to the guest OS, but the OS can't read/write to it) Every attempt locks up the application that is trying to communicate with the device. I've reason to believe that it is because the device is a HID device and there's some contention between the Linux host and the Windows guest OS in accessing the device. Below is the output from modprobe -l|grep -i hid as requested by @Karolis: # modprobe -l | grep -i hid /lib/modules/2.6.18-53.1.14.el5/kernel/net/bluetooth/hidp/hidp.ko /lib/modules/2.6.18-53.1.14.el5/kernel/drivers/usb/misc/phidgetservo.ko /lib/modules/2.6.18-53.1.14.el5/kernel/drivers/usb/misc/phidgetkit.ko And here is the output of lsmod # lsmod Module Size Used by udf 76997 1 vboxdrv 65696 0 autofs4 24517 2 hidp 23105 2 rfcomm 42457 0 l2cap 29633 10 hidp,rfcomm tun 14657 0 vmnet 49980 16 vmblock 20512 3 vmmon 945236 0 sunrpc 144253 1 cpufreq_ondemand 10573 1 video 19269 0 sbs 18533 0 backlight 10049 0 i2c_ec 9025 1 sbs button 10705 0 battery 13637 0 asus_acpi 19289 0 ac 9157 0 ipv6 251393 27 lp 15849 0 snd_hda_intel 24025 2 snd_hda_codec 202689 1 snd_hda_intel snd_seq_dummy 7877 0 snd_seq_oss 32577 0 nvidia 7824032 31 snd_seq_midi_event 11073 1 snd_seq_oss snd_seq 49713 5 snd_seq_dummy,snd_seq_oss,snd_seq_midi_event snd_seq_device 11725 3 snd_seq_dummy,snd_seq_oss,snd_seq snd_pcm_oss 42945 0 snd_mixer_oss 19009 1 snd_pcm_oss snd_pcm 72133 3 snd_hda_intel,snd_hda_codec,snd_pcm_oss joydev 13313 0 sg 36061 0 parport_pc 29157 1 snd_timer 24645 2 snd_seq,snd_pcm snd 52421 13 snd_hda_intel,snd_hda_codec,snd_seq_oss,snd_seq,snd_seq_device,snd_pcm_oss,snd_mixer_oss,snd_pcm,snd_timer ndiswrapper 170384 0 parport 37513 2 lp,parport_pc hci_usb 20317 2 ide_cd 40033 1 tg3 104389 0 i2c_i801 11469 0 bluetooth 53925 8 hidp,rfcomm,l2cap,hci_usb soundcore 11553 1 snd cdrom 36705 1 ide_cd serio_raw 10693 0 snd_page_alloc 14281 2 snd_hda_intel,snd_pcm i2c_core 23745 3 i2c_ec,nvidia,i2c_i801 pcspkr 7105 0 dm_snapshot 20709 0 dm_zero 6209 0 dm_mirror 28741 0 dm_mod 58201 8 dm_snapshot,dm_zero,dm_mirror ahci 23621 4 libata 115833 1 ahci sd_mod 24897 5 scsi_mod 132685 3 sg,libata,sd_mod ext3 123337 3 jbd 56553 1 ext3 ehci_hcd 32973 0 ohci_hcd 23261 0 uhci_hcd 25421 0

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  • Files backup utility with incremental backups that would keep backup device clean

    - by Wojtek
    I've tested a few of backup utilities and still haven't found one that would satisfy me. Almost every one of them has two options: - full backup - not an option to use frequently - incremental backup - seems right, but there's one thing about it: Incremental backup builds on a base of a full backup, backing up only those files, that were created/changed. The thing is, that after some time you've got a lot of unwanted files from the old backups bloating your backup device. Also, if you'd accidentally delete your full (first) backup file, then the differential backups would be corrupted (you wouldn't be able to restore them). The thing I'm looking for is a program, that would backup files simply by copying them. It would check the backup device whether it contains the file (unchanged): - if yes, it should proceed to the next file (we've got current version backed up) - if no, it would copy the file to the backup device - if the device contains a file that is no longer on our disk, the program would delete it from the backup device Is there any such utility, that would work this way? If not, do you have any hints on how to backup fairly big amounts of data (around 20gb) quite frequently with incremental backups and not be exposed to those unwanted effects of backup size puffing up?

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  • Extra fire simulation on iPad device

    - by Nezam
    I have with me an iOS app for iPad which creates a few fire simulations over a png.Well,its working well exactly how we wanted it but when we are testing it on a device,we get an extra fire simulation.Heres the screen: iPad Simulator: This is how it should display (iPad Simulation) iPad Device: This is how its displaying (iPad Device) M ready to share whichever portion of my code which gets me to my solution once someone gets hit here.Thanks in advance

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  • `power/persist` file not found in USB device sysfs directory

    - by intuited
    The file /usr/share/doc/linux-doc/usb/persist.txt.gz mentions that the USB-persist capability can be enabled for a given USB device by writing 1 to the file persist in that device's directory in /sys/bus/usb/devices/$device/power. This is said — if I understood correctly — to allow mountings of volumes on the drive to persist across power loss during suspend. However, I've discovered that the device I'd like to enable this facility for — a USB hard drive — does not have such a file in its corresponding directory, and that attempts to create it are rebuffed. Is there perhaps a kernel module that needs to be loaded for this to work? Do I need to build a custom kernel? I'm running ubuntu 10.10.

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  • ALSA samples capture: cannot open device

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

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