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  • LVM snapshot size

    - by Devator
    I currently have 2 volume's: [root@compute4 /]# lvscan ACTIVE '/dev/vps/vm108_img' [30.00 GB] inherit ACTIVE '/dev/vps/vm109_img' [90.00 GB] inherit Now, I use the LVM snapshot function to create backups. My quesion is, what size does the snapshot needs to be? Atleast the same as the volume in question or can it be a lot smaller and will only the changes be saved into it?

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  • How to retrieve the size of a database in restoring mode

    - by Marc Wittke
    With pure SQL - how to do it? I doubt it is possible, since even the SQL Management Studio fails to show the size of such a database in the UI. Already tried: exec sp_helpdb 'DbInRecMode' ...won't show anything; exec sys.sp_helpfile 'DbInRecMode' ... something like file not found (Msg 15325) Main pitfall seems to be the issue, that select * from DbInRecMode.dbo.sysfiles won't work when the database is in restoring mode. Any ideas?

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  • Restricting Window Maximization Size

    - by sdasdadas
    I am currently running Conky to display some text on my background on the far right of the screen. The window is probably 200 pixels wide. Is it possible that when I maximize a window, there is some setting to prevent the window from completely maximizing? I have been manually adjusting the window size up until now. Eg. My resolution is 1024 x 800 but when I maximize any window it should only maximize up to 824 x 800... Thanks!

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  • How do I increase copy/paste buffer size in Linux

    - by Thrawn
    Hi all, I'm trying to copy and paste lines of code to the linux terminal. However, I've noticed that when the copied text is too long (let's say, 60 or more lines), it gets trimmed and altered in an apparently random way (e.g. some characters missing). I found the same problem in Ubuntu Karmic Koala, Fedora 10 and Ubuntu Jaunty Jackalope. Any clue why this happens and if I can increase the size of safely copy/pasteable text? Thanks!

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  • high resolution on small screen size

    - by vishesh
    I have recently got an intel ultrabook,but its screen size is 13.3' and the native resolution is 1600X900.So the problem is that the letters that appear on screen are very small.Reducing resolution blurs the display and making everything bigger also doesn't feel very good.is there a way to get around this problem without changing hardware. I am even ok with this high resolution but I am concerned about the harmful effects it might have on my eyes in long term. Any advice will be very useful.Please help

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  • Multi device BTRFS filesystem with disk of different size

    - by fokenrute
    I have an existing BTRFS filesystem composed of one 500GB disk and I just bought a 2TB disk to increase the storage capacity of my home server and I want add the new disk to the existing filesystem. From what I read, it seems like no BTRFS setup can handle disk of different sizes without wasting the difference in size between the larger and the smaller disk, but I'm new to BTRFS and I might have missed something, so is there a setup that can allow me to combine two disks in a filesystem without wasting space ?

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  • How to get the MongoDB' current working set size

    - by Howard
    From the doc , it said "For best performance, the majority of your active set should fit in RAM." So for example, my db.stats() give me { "db" : "mydb", "collections" : 16, "objects" : 21452, "avgObjSize" : 768.0516501957859, "dataSize" : 16476244, "storageSize" : 25385984, "numExtents" : 43, "indexes" : 70, "indexSize" : 15450112, "fileSize" : 469762048, "ok" : 1 } Which value is the working set size?

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  • How to decrease size of KVM virtual machine disk image

    - by Cerin
    How do you decrease or shrink the size of a KVM virtual machine disk? I allocated a virtual disk of 500GB (stored at /var/lib/libvirt/images/vm1.img), and I'm finding that overkill, so now I'd like to free up some of that space for use with other virtual machines. There seems to be a lot answers on how to increase image storage, but not decrease it. I found the virt-resize tool, but it only seems to work with raw disk partitions, not disk images.

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  • Limit NFS block size from server side?

    - by paulw1128
    Is it possible to enforce a maximum rsize/wsize in nfsd? I'm having issues related to IP fragmentation (yes, I'm stuck with NFS-over-UDP, contrary to the warnings in the manpage), and have no practical access to the client mount command (buried in one of many TFTP boot images). http://nfs.sourceforge.net/nfs-howto/ar01s05.html lists a kernel source parameter limiting the maximum block size, but I'm not gong to get away with recompiling the nfsd kernel module so that's not really an option either :-(

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  • Disk partition errors after size change

    - by benjamin.d
    I increased the disk size of one of my VM when it was running. After a reboot, I get the following error message (at boot time): Mounting local filesystems...failed Now the VM is only accessible through ESX console (not through ssh), and nothing is working anymore.... I already tried to run fsck, but without success. The result of mount: The result of blkid: The result of fstab: Thanks for your help

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  • Database server size

    - by David
    I received a recommendation from my hosting provider noting that a general rule in production server management is to ensure that the memory on your database server is larger than the size of your total database. Our database is 1800mb (and growing) and we're being told to purchase a 2GB server. This didn't sit right with me, but I'm not an expert in production server management. We're running a MySQL db with mostly InnoDB tables and some MyISAMs. Thanks!

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  • JLabel not displaying all the characters even after dynamically changing font size

    - by wniroshan
    Hi all, I am trying to fit a sentence that changes often, in to a few jlabels. Widths of my 3 jlabels stay unchanged all the time. What I am doing is changing the font size so all the characters can fit with out non being out of the display range of the labels. What I do is call below code snippet when ever sentence is changed. Here is my code String sentence = "Some long sentence"; int SentenceLength = sentence.length(); int FontSize = 0; // sum of widths of the three labels int TotalLblLength=lbl_0ValueInWords.getWidth()+lbl_1ValueInWords.getWidth()+lbl_1ValueInWords.getWidth(); /*decide the font size so that all the characters can be displayed with out exceeding the display renge(horizontal) of the 3 labels Inconsolata -> monopace font font size == width of the font*2 (something I observed, not sure if this is true always) */ FontSize=(TotalLblLength/SentenceLength)*2; // max font size is 20 - based on label height FontSize=(FontSize>20)?20:FontSize; lbl_0ValueInWords.setFont(new java.awt.Font("Inconsolata", 0,FontSize)); lbl_1ValueInWords.setFont(new java.awt.Font("Inconsolata", 0,FontSize)); lbl_2ValueInWords.setFont(new java.awt.Font("Inconsolata", 0,FontSize)); int CharCount_lbl0 = width_lbl0 / (FontSize / 2); int CharCount_lbl1 = width_lbl1 / (FontSize / 2); int CharsCount_lbl2 = width_lbl2 / (FontSize / 2); /*Set texts of each label if sentence has more than the number of characters that can fit in the 1st label, excessive characters are moved to the 2nd label. same goes for the 2nd and 3rd labels*/ if (SentenceLength > CharCount_lbl0) { lbl_0ValueInWords.setText(sentence.substring(0, CharCount_lbl0)); if (SentenceLength > CharCount_lbl0 + CharCount_lbl1) { lbl_1ValueInWords.setText(sentence.substring(CharCount_lbl0, CharCount_lbl0 + CharCount_lbl1)); lbl_2ValueInWords.setText(sentence.substring(CharCount_lbl0 + CharCount_lbl1, SentenceLength)); } else { lbl_1ValueInWords.setText(sentence.substring(CharCount_lbl0, SentenceLength)); } } else { lbl_0ValueInWords.setText(sentence); } But even after resetting font size sometimes the last character goes out of the display range. I have removed margines from the jlabels that may cause this. This happens for random length sentences. I can solve the problem for the application by reducing label width used for the calculations(hopefully) Can anyone explain me the reason? Could be because of some defect in the fonts symmetry?

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  • Creating a new instance, C#

    - by Dave Voyles
    This sounds like a very n00b question, but bear with me here: I'm trying to access the position of my bat (paddle) in my pong game and use it in my ball class. I'm doing this because I want a particle effect to go off at the point of contact where the ball hits the bat. Each time the ball hits the bat, I receive an error stating that I haven't created an instance of the bat. I understand that I have to (or can use a static class), but I'm not sure of how to do so in this example. I've included both my Bat and Ball classes. namespace Pong { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; #endregion public class Ball { #region Fields private readonly Random rand; private readonly Texture2D texture; private readonly SoundEffect warp; private double direction; private bool isVisible; private float moveSpeed; private Vector2 position; private Vector2 resetPos; private Rectangle size; private float speed; private bool isResetting; private bool collided; private Vector2 oldPos; private ParticleEngine particleEngine; private ContentManager contentManager; private SpriteBatch spriteBatch; private bool hasHitBat; private AIBat aiBat; private Bat bat; #endregion #region Constructors and Destructors /// <summary> /// Constructor for the ball /// </summary> public Ball(ContentManager contentManager, Vector2 ScreenSize) { moveSpeed = 15f; speed = 0; texture = contentManager.Load<Texture2D>(@"gfx/balls/redBall"); direction = 0; size = new Rectangle(0, 0, texture.Width, texture.Height); resetPos = new Vector2(ScreenSize.X / 2, ScreenSize.Y / 2); position = resetPos; rand = new Random(); isVisible = true; hasHitBat = false; // Everything to do with particles List<Texture2D> textures = new List<Texture2D>(); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/circle")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/star")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/diamond")); particleEngine = new ParticleEngine(textures, new Vector2()); } #endregion #region Public Methods and Operators /// <summary> /// Checks for the collision between the bat and the ball. Sends ball in the appropriate /// direction /// </summary> public void BatHit(int block) { if (direction > Math.PI * 1.5f || direction < Math.PI * 0.5f) { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(aiBat.Position.X, aiBat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(200); break; case 2: direction = MathHelper.ToRadians(195); break; case 3: direction = MathHelper.ToRadians(180); break; case 4: direction = MathHelper.ToRadians(180); break; case 5: direction = MathHelper.ToRadians(165); break; } } else { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(bat.Position.X, bat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(310); break; case 2: direction = MathHelper.ToRadians(345); break; case 3: direction = MathHelper.ToRadians(0); break; case 4: direction = MathHelper.ToRadians(15); break; case 5: direction = MathHelper.ToRadians(50); break; } } if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(3)); } else { direction -= MathHelper.ToRadians(rand.Next(3)); } AudioManager.Instance.PlaySoundEffect("hit"); } /// <summary> /// JEP - added method to slow down ball after powerup deactivates /// </summary> public void DecreaseSpeed() { moveSpeed -= 0.6f; } /// <summary> /// Draws the ball on the screen /// </summary> public void Draw(SpriteBatch spriteBatch) { if (isVisible) { spriteBatch.Begin(); spriteBatch.Draw(texture, size, Color.White); spriteBatch.End(); // Draws sprites for particles when contact is made particleEngine.Draw(spriteBatch); } } /// <summary> /// Checks for the current direction of the ball /// </summary> public double GetDirection() { return direction; } /// <summary> /// Checks for the current position of the ball /// </summary> public Vector2 GetPosition() { return position; } /// <summary> /// Checks for the current size of the ball (for the powerups) /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Grows the size of the ball when the GrowBall powerup is used. /// </summary> public void GrowBall() { size = new Rectangle(0, 0, texture.Width * 2, texture.Height * 2); } /// <summary> /// Was used to increased the speed of the ball after each point is scored. /// No longer used, but am considering implementing again. /// </summary> public void IncreaseSpeed() { moveSpeed += 0.6f; } /// <summary> /// Check for the ball to return normal size after the Powerup has expired /// </summary> public void NormalBallSize() { size = new Rectangle(0, 0, texture.Width, texture.Height); } /// <summary> /// Check for the ball to return normal speed after the Powerup has expired /// </summary> public void NormalSpeed() { moveSpeed += 15f; } /// <summary> /// Checks to see if ball went out of bounds, and triggers warp sfx /// </summary> public void OutOfBounds() { // Checks if the player is still alive or not if (isResetting) { AudioManager.Instance.PlaySoundEffect("warp"); { // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = false; AudioManager.Instance.Dispose(); } } } /// <summary> /// Speed for the ball when Speedball powerup is activated /// </summary> public void PowerupSpeed() { moveSpeed += 20.0f; } /// <summary> /// Check for where to reset the ball after each point is scored /// </summary> public void Reset(bool left) { if (left) { direction = 0; } else { direction = Math.PI; } // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = true; position = resetPos; // Resets the ball to the center of the screen isVisible = true; speed = 15f; // Returns the ball back to the default speed, in case the speedBall was active if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(30)); } else { direction -= MathHelper.ToRadians(rand.Next(30)); } } /// <summary> /// Shrinks the ball when the ShrinkBall powerup is activated /// </summary> public void ShrinkBall() { size = new Rectangle(0, 0, texture.Width / 2, texture.Height / 2); } /// <summary> /// Stops the ball each time it is reset. Ex: Between points / rounds /// </summary> public void Stop() { isVisible = true; speed = 0; } /// <summary> /// Updates position of the ball /// </summary> public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; oldPos.X = position.X; oldPos.Y = position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); bool collided = CheckWallHit(); particleEngine.Update(); // Stops the issue where ball was oscillating on the ceiling or floor if (collided) { position.X = oldPos.X + speed * (float)Math.Cos(direction); position.Y = oldPos.Y + speed * (float)Math.Sin(direction); } } #endregion #region Methods /// <summary> /// Checks for collision with the ceiling or floor. 2*Math.pi = 360 degrees /// </summary> private bool CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; return true; } while (direction < 0) { direction += 2 * Math.PI; return true; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; return true; } return true; } #endregion } } namespace Pong { using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using System; public class Bat { public Vector2 Position; public float moveSpeed; public Rectangle size; private int points; private int yHeight; private Texture2D leftBat; public float turbo; public float recharge; public float interval; public bool isTurbo; /// <summary> /// Constructor for the bat /// </summary> public Bat(ContentManager contentManager, Vector2 screenSize, bool side) { moveSpeed = 7f; turbo = 15f; recharge = 100f; points = 0; interval = 5f; leftBat = contentManager.Load<Texture2D>(@"gfx/bats/batGrey"); size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); // True means left bat, false means right bat. if (side) Position = new Vector2(30, screenSize.Y / 2 - size.Height / 2); else Position = new Vector2(screenSize.X - 30, screenSize.Y / 2 - size.Height / 2); yHeight = (int)screenSize.Y; } public void IncreaseSpeed() { moveSpeed += .5f; } /// <summary> /// The speed of the bat when Turbo is activated /// </summary> public void Turbo() { moveSpeed += 8.0f; } /// <summary> /// Returns the speed of the bat back to normal after Turbo is deactivated /// </summary> public void DisableTurbo() { moveSpeed = 7.0f; isTurbo = false; } /// <summary> /// Returns the bat to the nrmal size after the Grow/Shrink powerup has expired /// </summary> public void NormalSize() { size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); } /// <summary> /// Checks for the size of the bat /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Adds point to the player or the AI after scoring. Currently Disabled. /// </summary> public void IncrementPoints() { points++; } /// <summary> /// Checks for the number of points at the moment /// </summary> public int GetPoints() { return points; } /// <summary> /// Sets thedefault starting position for the bats /// </summary> /// <param name="position"></param> public void SetPosition(Vector2 position) { if (position.Y < 0) { position.Y = 0; } if (position.Y > yHeight - size.Height) { position.Y = yHeight - size.Height; } this.Position = position; } /// <summary> /// Checks for the current position of the bat /// </summary> public Vector2 GetPosition() { return Position; } /// <summary> /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } /// <summary> /// Resets the bat to the center location after a new game starts /// </summary> public void ResetPosition() { SetPosition(new Vector2(GetPosition().X, yHeight / 2 - size.Height)); } /// <summary> /// Used for the Growbat powerup /// </summary> public void GrowBat() { // Doubles the size of the bat collision size = new Rectangle(0, 0, leftBat.Width * 2, leftBat.Height * 2); } /// <summary> /// Used for the Shrinkbat powerup /// </summary> public void ShrinkBat() { // 1/2 the size of the bat collision size = new Rectangle(0, 0, leftBat.Width / 2, leftBat.Height / 2); } /// <summary> /// Draws the bats /// </summary> public virtual void Draw(SpriteBatch batch) { batch.Draw(leftBat, size, Color.White); } } }

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