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  • concurrency::accelerator_view

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

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  • Using the BAM Interceptor with Continuation

    - by Charles Young
    Originally posted on: http://geekswithblogs.net/cyoung/archive/2014/06/02/using-the-bam-interceptor-with-continuation.aspxI’ve recently been resurrecting some code written several years ago that makes extensive use of the BAM Interceptor provided as part of BizTalk Server’s BAM event observation library.  In doing this, I noticed an issue with continuations.  Essentially, whenever I tried to configure one or more continuations for an activity, the BAM Interceptor failed to complete the activity correctly.   Careful inspection of my code confirmed that I was initializing and invoking the BAM interceptor correctly, so I was mystified.  However, I eventually found the problem.  It is a logical error in the BAM Interceptor code itself. The BAM Interceptor provides a useful mechanism for implementing dynamic tracking.  It supports configurable ‘track points’.  These are grouped into named ‘locations’.  BAM uses the term ‘step’ as a synonym for ‘location’.   Each track point defines a BAM action such as starting an activity, extracting a data item, enabling a continuation, etc.  Each step defines a collection of track points. Understanding Steps The BAM Interceptor provides an abstract model for handling configuration of steps.  It doesn’t, however, define any specific configuration mechanism (e.g., config files, SSO, etc.)  It is up to the developer to decide how to store, manage and retrieve configuration data.  At run time, this configuration is used to register track points which then drive the BAM Interceptor. The full semantics of a step are not immediately clear from Microsoft’s documentation.  They represent a point in a business activity where BAM tracking occurs.  They are named locations in the code.  What is less obvious is that they always represent either the full tracking work for a given activity or a discrete fragment of that work which commences with the start of a new activity or the continuation of an existing activity.  The BAM Interceptor enforces this by throwing an error if no ‘start new’ or ‘continue’ track point is registered for a named location. This constraint implies that each step must marked with an ‘end activity’ track point.  One of the peculiarities of BAM semantics is that when an activity is continued under a correlated ID, you must first mark the current activity as ‘ended’ in order to ensure the right housekeeping is done in the database.  If you re-start an ended activity under the same ID, you will leave the BAM import tables in an inconsistent state.  A step, therefore, always represents an entire unit of work for a given activity or continuation ID.  For activities with continuation, each unit of work is termed a ‘fragment’. Instance and Fragment State Internally, the BAM Interceptor maintains state data at two levels.  First, it represents the overall state of the activity using a ‘trace instance’ token.  This token contains the name and ID of the activity together with a couple of state flags.  The second level of state represents a ‘trace fragment’.   As we have seen, a fragment of an activity corresponds directly to the notion of a ‘step’.  It is the unit of work done at a named location, and it must be bounded by start and end, or continue and end, actions. When handling continuations, the BAM Interceptor differentiates between ‘root’ fragments and other fragments.  Very simply, a root fragment represents the start of an activity.  Other fragments represent continuations.  This is where the logic breaks down.  The BAM Interceptor loses state integrity for root fragments when continuations are defined. Initialization Microsoft’s BAM Interceptor code supports the initialization of BAM Interceptors from track point configuration data.  The process starts by populating an Activity Interceptor Configuration object with an array of track points.  These can belong to different steps (aka ‘locations’) and can be registered in any order.  Once it is populated with track points, the Activity Interceptor Configuration is used to initialise the BAM Interceptor.  The BAM Interceptor sets up a hash table of array lists.  Each step is represented by an array list, and each array list contains an ordered set of track points.  The BAM Interceptor represents track points as ‘executable’ components.  When the OnStep method of the BAM Interceptor is called for a given step, the corresponding list of track points is retrieved and each track point is executed in turn.  Each track point retrieves any required data using a call back mechanism and then serializes a BAM trace fragment object representing a specific action (e.g., start, update, enable continuation, stop, etc.).  The serialised trace fragment is then handed off to a BAM event stream (buffered or direct) which takes the appropriate action. The Root of the Problem The logic breaks down in the Activity Interceptor Configuration.  Each Activity Interceptor Configuration is initialised with an instance of a ‘trace instance’ token.  This provides the basic metadata for the activity as a whole.  It contains the activity name and ID together with state flags indicating if the activity ID is a root (i.e., not a continuation fragment) and if it is completed.  This single token is then shared by all trace actions for all steps registered with the Activity Interceptor Configuration. Each trace instance token is automatically initialised to represent a root fragment.  However, if you subsequently register a ‘continuation’ step with the Activity Interceptor Configuration, the ‘root’ flag is set to false at the point the ‘continue’ track point is registered for that step.   If you use a ‘reflector’ tool to inspect the code for the ActivityInterceptorConfiguration class, you can see the flag being set in one of the overloads of the RegisterContinue method.    This makes no sense.  The trace instance token is shared across all the track points registered with the Activity Interceptor Configuration.  The Activity Interceptor Configuration is designed to hold track points for multiple steps.  The ‘root’ flag is clearly meant to be initialised to ‘true’ for the preliminary root fragment and then subsequently set to false at the point that a continuation step is processed.  Instead, if the Activity Interceptor Configuration contains a continuation step, it is changed to ‘false’ before the root fragment is processed.  This is clearly an error in logic. The problem causes havoc when the BAM Interceptor is used with continuation.  Effectively the root step is no longer processed correctly, and the ultimate effect is that the continued activity never completes!   This has nothing to do with the root and the continuation being in the same process.  It is due to a fundamental mistake of setting the ‘root’ flag to false for a continuation before the root fragment is processed. The Workaround Fortunately, it is easy to work around the bug.  The trick is to ensure that you create a new Activity Interceptor Configuration object for each individual step.  This may mean filtering your configuration data to extract the track points for a single step or grouping the configured track points into individual steps and the creating a separate Activity Interceptor Configuration for each group.  In my case, the first approach was required.  Here is what the amended code looks like: // Because of a logic error in Microsoft's code, a separate ActivityInterceptorConfiguration must be used // for each location. The following code extracts only those track points for a given step name (location). var trackPointGroup = from ResolutionService.TrackPoint tp in bamActivity.TrackPoints                       where (string)tp.Location == bamStepName                       select tp; var bamActivityInterceptorConfig =     new Microsoft.BizTalk.Bam.EventObservation.ActivityInterceptorConfiguration(activityName); foreach (var trackPoint in trackPointGroup) {     switch (trackPoint.Type)     {         case TrackPointType.Start:             bamActivityInterceptorConfig.RegisterStartNew(trackPoint.Location, trackPoint.ExtractionInfo);             break; etc… I’m using LINQ to filter a list of track points for those entries that correspond to a given step and then registering only those track points on a new instance of the ActivityInterceptorConfiguration class.   As soon as I re-wrote the code to do this, activities with continuations started to complete correctly.

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  • Fun with Aggregates

    - by Paul White
    There are interesting things to be learned from even the simplest queries.  For example, imagine you are given the task of writing a query to list AdventureWorks product names where the product has at least one entry in the transaction history table, but fewer than ten. One possible query to meet that specification is: SELECT p.Name FROM Production.Product AS p JOIN Production.TransactionHistory AS th ON p.ProductID = th.ProductID GROUP BY p.ProductID, p.Name HAVING COUNT_BIG(*) < 10; That query correctly returns 23 rows (execution plan and data sample shown below): The execution plan looks a bit different from the written form of the query: the base tables are accessed in reverse order, and the aggregation is performed before the join.  The general idea is to read all rows from the history table, compute the count of rows grouped by ProductID, merge join the results to the Product table on ProductID, and finally filter to only return rows where the count is less than ten. This ‘fully-optimized’ plan has an estimated cost of around 0.33 units.  The reason for the quote marks there is that this plan is not quite as optimal as it could be – surely it would make sense to push the Filter down past the join too?  To answer that, let’s look at some other ways to formulate this query.  This being SQL, there are any number of ways to write logically-equivalent query specifications, so we’ll just look at a couple of interesting ones.  The first query is an attempt to reverse-engineer T-SQL from the optimized query plan shown above.  It joins the result of pre-aggregating the history table to the Product table before filtering: SELECT p.Name FROM ( SELECT th.ProductID, cnt = COUNT_BIG(*) FROM Production.TransactionHistory AS th GROUP BY th.ProductID ) AS q1 JOIN Production.Product AS p ON p.ProductID = q1.ProductID WHERE q1.cnt < 10; Perhaps a little surprisingly, we get a slightly different execution plan: The results are the same (23 rows) but this time the Filter is pushed below the join!  The optimizer chooses nested loops for the join, because the cardinality estimate for rows passing the Filter is a bit low (estimate 1 versus 23 actual), though you can force a merge join with a hint and the Filter still appears below the join.  In yet another variation, the < 10 predicate can be ‘manually pushed’ by specifying it in a HAVING clause in the “q1” sub-query instead of in the WHERE clause as written above. The reason this predicate can be pushed past the join in this query form, but not in the original formulation is simply an optimizer limitation – it does make efforts (primarily during the simplification phase) to encourage logically-equivalent query specifications to produce the same execution plan, but the implementation is not completely comprehensive. Moving on to a second example, the following query specification results from phrasing the requirement as “list the products where there exists fewer than ten correlated rows in the history table”: SELECT p.Name FROM Production.Product AS p WHERE EXISTS ( SELECT * FROM Production.TransactionHistory AS th WHERE th.ProductID = p.ProductID HAVING COUNT_BIG(*) < 10 ); Unfortunately, this query produces an incorrect result (86 rows): The problem is that it lists products with no history rows, though the reasons are interesting.  The COUNT_BIG(*) in the EXISTS clause is a scalar aggregate (meaning there is no GROUP BY clause) and scalar aggregates always produce a value, even when the input is an empty set.  In the case of the COUNT aggregate, the result of aggregating the empty set is zero (the other standard aggregates produce a NULL).  To make the point really clear, let’s look at product 709, which happens to be one for which no history rows exist: -- Scalar aggregate SELECT COUNT_BIG(*) FROM Production.TransactionHistory AS th WHERE th.ProductID = 709;   -- Vector aggregate SELECT COUNT_BIG(*) FROM Production.TransactionHistory AS th WHERE th.ProductID = 709 GROUP BY th.ProductID; The estimated execution plans for these two statements are almost identical: You might expect the Stream Aggregate to have a Group By for the second statement, but this is not the case.  The query includes an equality comparison to a constant value (709), so all qualified rows are guaranteed to have the same value for ProductID and the Group By is optimized away. In fact there are some minor differences between the two plans (the first is auto-parameterized and qualifies for trivial plan, whereas the second is not auto-parameterized and requires cost-based optimization), but there is nothing to indicate that one is a scalar aggregate and the other is a vector aggregate.  This is something I would like to see exposed in show plan so I suggested it on Connect.  Anyway, the results of running the two queries show the difference at runtime: The scalar aggregate (no GROUP BY) returns a result of zero, whereas the vector aggregate (with a GROUP BY clause) returns nothing at all.  Returning to our EXISTS query, we could ‘fix’ it by changing the HAVING clause to reject rows where the scalar aggregate returns zero: SELECT p.Name FROM Production.Product AS p WHERE EXISTS ( SELECT * FROM Production.TransactionHistory AS th WHERE th.ProductID = p.ProductID HAVING COUNT_BIG(*) BETWEEN 1 AND 9 ); The query now returns the correct 23 rows: Unfortunately, the execution plan is less efficient now – it has an estimated cost of 0.78 compared to 0.33 for the earlier plans.  Let’s try adding a redundant GROUP BY instead of changing the HAVING clause: SELECT p.Name FROM Production.Product AS p WHERE EXISTS ( SELECT * FROM Production.TransactionHistory AS th WHERE th.ProductID = p.ProductID GROUP BY th.ProductID HAVING COUNT_BIG(*) < 10 ); Not only do we now get correct results (23 rows), this is the execution plan: I like to compare that plan to quantum physics: if you don’t find it shocking, you haven’t understood it properly :)  The simple addition of a redundant GROUP BY has resulted in the EXISTS form of the query being transformed into exactly the same optimal plan we found earlier.  What’s more, in SQL Server 2008 and later, we can replace the odd-looking GROUP BY with an explicit GROUP BY on the empty set: SELECT p.Name FROM Production.Product AS p WHERE EXISTS ( SELECT * FROM Production.TransactionHistory AS th WHERE th.ProductID = p.ProductID GROUP BY () HAVING COUNT_BIG(*) < 10 ); I offer that as an alternative because some people find it more intuitive (and it perhaps has more geek value too).  Whichever way you prefer, it’s rather satisfying to note that the result of the sub-query does not exist for a particular correlated value where a vector aggregate is used (the scalar COUNT aggregate always returns a value, even if zero, so it always ‘EXISTS’ regardless which ProductID is logically being evaluated). The following query forms also produce the optimal plan and correct results, so long as a vector aggregate is used (you can probably find more equivalent query forms): WHERE Clause SELECT p.Name FROM Production.Product AS p WHERE ( SELECT COUNT_BIG(*) FROM Production.TransactionHistory AS th WHERE th.ProductID = p.ProductID GROUP BY () ) < 10; APPLY SELECT p.Name FROM Production.Product AS p CROSS APPLY ( SELECT NULL FROM Production.TransactionHistory AS th WHERE th.ProductID = p.ProductID GROUP BY () HAVING COUNT_BIG(*) < 10 ) AS ca (dummy); FROM Clause SELECT q1.Name FROM ( SELECT p.Name, cnt = ( SELECT COUNT_BIG(*) FROM Production.TransactionHistory AS th WHERE th.ProductID = p.ProductID GROUP BY () ) FROM Production.Product AS p ) AS q1 WHERE q1.cnt < 10; This last example uses SUM(1) instead of COUNT and does not require a vector aggregate…you should be able to work out why :) SELECT q.Name FROM ( SELECT p.Name, cnt = ( SELECT SUM(1) FROM Production.TransactionHistory AS th WHERE th.ProductID = p.ProductID ) FROM Production.Product AS p ) AS q WHERE q.cnt < 10; The semantics of SQL aggregates are rather odd in places.  It definitely pays to get to know the rules, and to be careful to check whether your queries are using scalar or vector aggregates.  As we have seen, query plans do not show in which ‘mode’ an aggregate is running and getting it wrong can cause poor performance, wrong results, or both. © 2012 Paul White Twitter: @SQL_Kiwi email: [email protected]

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  • Slow wifi on Ubuntu 12.04 wifi driver ath9k

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

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  • Exchange Server 2007 Setup

    - by AlamedaDad
    Hi, I'm working on a upgrade to Exchange 2007 and I wanted to get some advise on hardware choices. We currently have an Exchange 2003 STD server with 400 users split between 6 AD Sites, that is housed on a single server. We need to move to a redundant, fault tolerant system to support our users. I'm planning on installing 2 Dell 1950 servers with W2k8-std to act as CAS and Hub servers, with NLB to allow abstraction of the actual server name to the users. There won't be an edge system since we have a Barracuda box already that will handle in/out spam/virus filtering. Backend I'm planning on 2 mailbox servers which will be Dell 2950s with 16GB RAM, 2 either dual-core or quad-core CPUs and 6 300GB SAS drives in some RAID config. These systems will be clustered using W2k8 Ent clustering and running CCR in Exchange. My questions are as follows: Is 16GB enough RAM for serving that many mailboxes along with the windows clustering and ccr? I'm trying to figure out disk layouts and I'm unsure of whether to use all local disk or some local and some SAN, via an OpenFiler iSCSI server. The SAN would be a Dell 2850 with 6 - 300GB SCSI drives and a PERC controller to slice as I want, with 8GB RAM. Option 1: 2 drives, RAID 1 - OS 2 drives, RAID 1 - Logs 2 drives, RAID 1 - Mail stores Option 2: 2 drives, RAID 1 - OS and logs 4 drives, RAID 5 - Mail Stores and scratch space for eseutil. Option 3: 2 drives, RAID 1 - OS 2 drives, RAID 1 - Logs 2 drives, RAID 0 - scratch space ~300GB iSCSI volume for mail stores Option 4: 2 drives, RAID 1 - OS 4 drives, RAID 5 - scratch space ~300GB iSCSI volume for mail stores ~300GB iSCSI volume for logs I have 2 sockets for CPUs and need to chose between dual and quad cores. The dual core have faster clocks but less cache and I'm thinking older architecture. Am I better off with more cores and cache while sacraficing clock speed? I am planning on adding the new E2K7 cluster to the E2K3 server and then move each mailbox over, all at once, then remove the old server. This seems more complicated than simply getting rid of the 2003 server and then adding the 2007 cluster and restoring the mailboxes using PowerControls or exmerge. The migration option lets me do this on my time, where a cutover means it all needs to work at once. If I go with the cutover method, how can I prebuild the servers and add them to the domain right after removing the 2003 server, or can't I? I think the answer is no and the migration is my only real option if I want to prebuild. I need to also migrate about 30GB of Public Folders. Is there anything special about this, other than specifying in the E2K7 install that I want older Outlook clients and PF's setup? I guess I could even keep the E2K3 server to host just the PFs? Lastly, if I have a mix of Outlook 200, 2003 and 2007 what do I need to do to make sure they all have access to the GAL and OAB? At time of cutover, we'll be at like 90% 2007, but we will have some older stuff around. My plan is to use Outlook Anywhere on laptops that are used outside the physical network. Are there any gotchas involved in that? I'm even thinking about using is for all Outlook clients, does anyone do that? The reason I'm considering it is that our WAN is really VPN tunnels over internet connections, so not a fully messhed, stable WAN. Thank you all very much for the assistance in advance and I look forward to discussion of these points! Regards...Michael

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

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

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  • Dual Screen will only mirror after 12.04 upgrade

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

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  • Deferred rendering with VSM - Scaling light depth loses moments

    - by user1423893
    I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light Space -> Shadow Map Space] // Transform the surface into light space and project // NB: Could be done in the vertex shader, but doing it here keeps the // "light shader" abstraction and doesn't limit the number of shadowed lights float4x4 LightViewProjection = mul(LightView, LightProjection); float4 surf_tex = mul(position, LightViewProjection); // Re-homogenize // 'w' component is not used in later calculations so no need to homogenize (it will equal '1' if homogenized) surf_tex.xyz /= surf_tex.w; // Rescale viewport to be [0,1] (texture coordinate system) float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = -surf_tex.y * 0.5f + 0.5f; // Half texel offset //shadow_tex += (0.5 / 512); // Scaled distance to light (instead of 'surf_tex.z') float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; //float rescaled_dist_to_light = surf_tex.z; // [Variance Shadow Map Depth Calculation] // No filtering float2 moments = tex2D(ShadowSampler, shadow_tex).xy; // Flip the moments values to bring them back to their original values moments.x = 1.0 - moments.x; moments.y = 1.0 - moments.y; // Compute variance float E_x2 = moments.y; float Ex_2 = moments.x * moments.x; float variance = E_x2 - Ex_2; variance = max(variance, Bias.y); // Surface is fully lit if the current pixel is before the light occluder (lit_factor == 1) // One-tailed inequality valid if float lit_factor = (rescaled_dist_to_light <= moments.x - Bias.x); // Compute probabilistic upper bound (mean distance) float m_d = moments.x - rescaled_dist_to_light; // Chebychev's inequality float p = variance / (variance + m_d * m_d); p = ReduceLightBleeding(p, Bias.z); // Adjust the light color based on the shadow attenuation shadow *= max(lit_factor, p); This is what I know for certain so far: The lighting is correct if I do not try and calculate the shadow term. (No shadows) The shadow term is correct when calculated using forward rendered lighting. (VSM works with forward rendered lights) With the current rescaled light distance (lightAttenuation.y is the far plane value): float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; The light is correct and the shadow appears to be zoomed in and misses the blurring: When I do not rescale the light and use the homogenized 'surf_tex': float rescaled_dist_to_light = surf_tex.z; the shadows are blurred correctly but the lighting is incorrect and the cube model is no longer lit Why is scaling by the far plane value (LightAttenuation.y) zooming in too far? The only other factor involved is my world pixel position, which is calculated as follows: // [Position] float4 position; // [Screen Position] position.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above position.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component position.z = 1.0 - position.z; position.w = 1.0; // 1.0 = position.w / position.w // [World Position] position = mul(position, CameraViewProjectionInverse); // Re-homogenize position (xyz AND w, otherwise shadows will bend when camera is close) position.xyz /= position.w; position.w = 1.0; Using the inverse matrix of the camera's view x projection matrix does work for lighting but maybe it is incorrect for shadow calculation? EDIT: Light calculations for shadow including 'dist_to_light' // Work out the light position and direction in world space float3 light_position = float3(LightViewInverse._41, LightViewInverse._42, LightViewInverse._43); // Direction might need to be negated float3 light_direction = float3(-LightViewInverse._31, -LightViewInverse._32, -LightViewInverse._33); // Unnormalized light vector float3 dir_to_light = light_position - position; // Direction from vertex float dist_to_light = length(dir_to_light); // Normalise 'toLight' vector for lighting calculations dir_to_light = normalize(dir_to_light); EDIT2: These are the calculations for the moments (depth) //============================================= //---[Vertex Shaders]-------------------------- //============================================= DepthVSOutput depth_VS( float4 Position : POSITION, uniform float4x4 shadow_view, uniform float4x4 shadow_view_projection) { DepthVSOutput output = (DepthVSOutput)0; // First transform position into world space float4 position_world = mul(Position, World); output.position_screen = mul(position_world, shadow_view_projection); output.light_vec = mul(position_world, shadow_view).xyz; return output; } //============================================= //---[Pixel Shaders]--------------------------- //============================================= DepthPSOutput depth_PS(DepthVSOutput input) { DepthPSOutput output = (DepthPSOutput)0; // Work out the depth of this fragment from the light, normalized to [0, 1] float2 depth; depth.x = length(input.light_vec) / FarPlane; depth.y = depth.x * depth.x; // Flip depth values to avoid floating point inaccuracies depth.x = 1.0f - depth.x; depth.y = 1.0f - depth.y; output.depth = depth.xyxy; return output; } EDIT 3: I have tried the folloiwng: float4 pp; pp.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above pp.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component pp.z = 1.0 - pp.z; pp.w = 1.0; // 1.0 = position.w / position.w // Determine the depth of the pixel with respect to the light float4x4 LightViewProjection = mul(LightView, LightProjection); float4x4 matViewToLightViewProj = mul(CameraViewProjectionInverse, LightViewProjection); float4 vPositionLightCS = mul(pp, matViewToLightViewProj); float fLightDepth = vPositionLightCS.z / vPositionLightCS.w; // Transform from light space to shadow map texture space. float2 vShadowTexCoord = 0.5 * vPositionLightCS.xy / vPositionLightCS.w + float2(0.5f, 0.5f); vShadowTexCoord.y = 1.0f - vShadowTexCoord.y; // Offset the coordinate by half a texel so we sample it correctly vShadowTexCoord += (0.5f / 512); //g_vShadowMapSize This suffers the same problem as the second picture. I have tried storing the depth based on the view x projection matrix: output.position_screen = mul(position_world, shadow_view_projection); //output.light_vec = mul(position_world, shadow_view); output.light_vec = output.position_screen; depth.x = input.light_vec.z / input.light_vec.w; This gives a shadow that has lots surface acne due to horrible floating point precision errors. Everything is lit correctly though. EDIT 4: Found an OpenGL based tutorial here I have followed it to the letter and it would seem that the uv coordinates for looking up the shadow map are incorrect. The source uses a scaled matrix to get the uv coordinates for the shadow map sampler /// <summary> /// The scale matrix is used to push the projected vertex into the 0.0 - 1.0 region. /// Similar in role to a * 0.5 + 0.5, where -1.0 < a < 1.0. /// <summary> const float4x4 ScaleMatrix = float4x4 ( 0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); I had to negate the 0.5 for the y scaling (M22) in order for it to work but the shadowing is still not correct. Is this really the correct way to scale? float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = surf_tex.y * -0.5f + 0.5f; The depth calculations are exactly the same as the source code yet they still do not work, which makes me believe something about the uv calculation above is incorrect.

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  • Of C# Iterators and Performance

    - by James Michael Hare
    Some of you reading this will be wondering, "what is an iterator" and think I'm locked in the world of C++.  Nope, I'm talking C# iterators.  No, not enumerators, iterators.   So, for those of you who do not know what iterators are in C#, I will explain it in summary, and for those of you who know what iterators are but are curious of the performance impacts, I will explore that as well.   Iterators have been around for a bit now, and there are still a bunch of people who don't know what they are or what they do.  I don't know how many times at work I've had a code review on my code and have someone ask me, "what's that yield word do?"   Basically, this post came to me as I was writing some extension methods to extend IEnumerable<T> -- I'll post some of the fun ones in a later post.  Since I was filtering the resulting list down, I was using the standard C# iterator concept; but that got me wondering: what are the performance implications of using an iterator versus returning a new enumeration?   So, to begin, let's look at a couple of methods.  This is a new (albeit contrived) method called Every(...).  The goal of this method is to access and enumeration and return every nth item in the enumeration (including the first).  So Every(2) would return items 0, 2, 4, 6, etc.   Now, if you wanted to write this in the traditional way, you may come up with something like this:       public static IEnumerable<T> Every<T>(this IEnumerable<T> list, int interval)     {         List<T> newList = new List<T>();         int count = 0;           foreach (var i in list)         {             if ((count++ % interval) == 0)             {                 newList.Add(i);             }         }           return newList;     }     So basically this method takes any IEnumerable<T> and returns a new IEnumerable<T> that contains every nth item.  Pretty straight forward.   The problem?  Well, Every<T>(...) will construct a list containing every nth item whether or not you care.  What happens if you were searching this result for a certain item and find that item after five tries?  You would have generated the rest of the list for nothing.   Enter iterators.  This C# construct uses the yield keyword to effectively defer evaluation of the next item until it is asked for.  This can be very handy if the evaluation itself is expensive or if there's a fair chance you'll never want to fully evaluate a list.   We see this all the time in Linq, where many expressions are chained together to do complex processing on a list.  This would be very expensive if each of these expressions evaluated their entire possible result set on call.    Let's look at the same example function, this time using an iterator:       public static IEnumerable<T> Every<T>(this IEnumerable<T> list, int interval)     {         int count = 0;         foreach (var i in list)         {             if ((count++ % interval) == 0)             {                 yield return i;             }         }     }   Notice it does not create a new return value explicitly, the only evidence of a return is the "yield return" statement.  What this means is that when an item is requested from the enumeration, it will enter this method and evaluate until it either hits a yield return (in which case that item is returned) or until it exits the method or hits a yield break (in which case the iteration ends.   Behind the scenes, this is all done with a class that the CLR creates behind the scenes that keeps track of the state of the iteration, so that every time the next item is asked for, it finds that item and then updates the current position so it knows where to start at next time.   It doesn't seem like a big deal, does it?  But keep in mind the key point here: it only returns items as they are requested. Thus if there's a good chance you will only process a portion of the return list and/or if the evaluation of each item is expensive, an iterator may be of benefit.   This is especially true if you intend your methods to be chainable similar to the way Linq methods can be chained.    For example, perhaps you have a List<int> and you want to take every tenth one until you find one greater than 10.  We could write that as:       List<int> someList = new List<int>();         // fill list here         someList.Every(10).TakeWhile(i => i <= 10);     Now is the difference more apparent?  If we use the first form of Every that makes a copy of the list.  It's going to copy the entire list whether we will need those items or not, that can be costly!    With the iterator version, however, it will only take items from the list until it finds one that is > 10, at which point no further items in the list are evaluated.   So, sounds neat eh?  But what's the cost is what you're probably wondering.  So I ran some tests using the two forms of Every above on lists varying from 5 to 500,000 integers and tried various things.    Now, iteration isn't free.  If you are more likely than not to iterate the entire collection every time, iterator has some very slight overhead:   Copy vs Iterator on 100% of Collection (10,000 iterations) Collection Size Num Iterated Type Total ms 5 5 Copy 5 5 5 Iterator 5 50 50 Copy 28 50 50 Iterator 27 500 500 Copy 227 500 500 Iterator 247 5000 5000 Copy 2266 5000 5000 Iterator 2444 50,000 50,000 Copy 24,443 50,000 50,000 Iterator 24,719 500,000 500,000 Copy 250,024 500,000 500,000 Iterator 251,521   Notice that when iterating over the entire produced list, the times for the iterator are a little better for smaller lists, then getting just a slight bit worse for larger lists.  In reality, given the number of items and iterations, the result is near negligible, but just to show that iterators come at a price.  However, it should also be noted that the form of Every that returns a copy will have a left-over collection to garbage collect.   However, if we only partially evaluate less and less through the list, the savings start to show and make it well worth the overhead.  Let's look at what happens if you stop looking after 80% of the list:   Copy vs Iterator on 80% of Collection (10,000 iterations) Collection Size Num Iterated Type Total ms 5 4 Copy 5 5 4 Iterator 5 50 40 Copy 27 50 40 Iterator 23 500 400 Copy 215 500 400 Iterator 200 5000 4000 Copy 2099 5000 4000 Iterator 1962 50,000 40,000 Copy 22,385 50,000 40,000 Iterator 19,599 500,000 400,000 Copy 236,427 500,000 400,000 Iterator 196,010       Notice that the iterator form is now operating quite a bit faster.  But the savings really add up if you stop on average at 50% (which most searches would typically do):     Copy vs Iterator on 50% of Collection (10,000 iterations) Collection Size Num Iterated Type Total ms 5 2 Copy 5 5 2 Iterator 4 50 25 Copy 25 50 25 Iterator 16 500 250 Copy 188 500 250 Iterator 126 5000 2500 Copy 1854 5000 2500 Iterator 1226 50,000 25,000 Copy 19,839 50,000 25,000 Iterator 12,233 500,000 250,000 Copy 208,667 500,000 250,000 Iterator 122,336   Now we see that if we only expect to go on average 50% into the results, we tend to shave off around 40% of the time.  And this is only for one level deep.  If we are using this in a chain of query expressions it only adds to the savings.   So my recommendation?  If you have a resonable expectation that someone may only want to partially consume your enumerable result, I would always tend to favor an iterator.  The cost if they iterate the whole thing does not add much at all -- and if they consume only partially, you reap some really good performance gains.   Next time I'll discuss some of my favorite extensions I've created to make development life a little easier and maintainability a little better.

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  • Windows Azure Use Case: New Development

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

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  • Try a sample: Using the counter predicate for event sampling

    - by extended_events
    Extended Events offers a rich filtering mechanism, called predicates, that allows you to reduce the number of events you collect by specifying criteria that will be applied during event collection. (You can find more information about predicates in Using SQL Server 2008 Extended Events (by Jonathan Kehayias)) By evaluating predicates early in the event firing sequence we can reduce the performance impact of collecting events by stopping event collection when the criteria are not met. You can specify predicates on both event fields and on a special object called a predicate source. Predicate sources are similar to action in that they typically are related to some type of global information available from the server. You will find that many of the actions available in Extended Events have equivalent predicate sources, but actions and predicates sources are not the same thing. Applying predicates, whether on a field or predicate source, is very similar to what you are used to in T-SQL in terms of how they work; you pick some field/source and compare it to a value, for example, session_id = 52. There is one predicate source that merits special attention though, not just for its special use, but for how the order of predicate evaluation impacts the behavior you see. I’m referring to the counter predicate source. The counter predicate source gives you a way to sample a subset of events that otherwise meet the criteria of the predicate; for example you could collect every other event, or only every tenth event. Simple CountingThe counter predicate source works by creating an in memory counter that increments every time the predicate statement is evaluated. Here is a simple example with my favorite event, sql_statement_completed, that only collects the second statement that is run. (OK, that’s not much of a sample, but this is for demonstration purposes. Here is the session definition: CREATE EVENT SESSION counter_test ON SERVERADD EVENT sqlserver.sql_statement_completed    (ACTION (sqlserver.sql_text)    WHERE package0.counter = 2)ADD TARGET package0.ring_bufferWITH (MAX_DISPATCH_LATENCY = 1 SECONDS) You can find general information about the session DDL syntax in BOL and from Pedro’s post Introduction to Extended Events. The important part here is the WHERE statement that defines that I only what the event where package0.count = 2; in other words, only the second instance of the event. Notice that I need to provide the package name along with the predicate source. You don’t need to provide the package name if you’re using event fields, only for predicate sources. Let’s say I run the following test queries: -- Run three statements to test the sessionSELECT 'This is the first statement'GOSELECT 'This is the second statement'GOSELECT 'This is the third statement';GO Once you return the event data from the ring buffer and parse the XML (see my earlier post on reading event data) you should see something like this: event_name sql_text sql_statement_completed SELECT ‘This is the second statement’ You can see that only the second statement from the test was actually collected. (Feel free to try this yourself. Check out what happens if you remove the WHERE statement from your session. Go ahead, I’ll wait.) Percentage Sampling OK, so that wasn’t particularly interesting, but you can probably see that this could be interesting, for example, lets say I need a 25% sample of the statements executed on my server for some type of QA analysis, that might be more interesting than just the second statement. All comparisons of predicates are handled using an object called a predicate comparator; the simple comparisons such as equals, greater than, etc. are mapped to the common mathematical symbols you know and love (eg. = and >), but to do the less common comparisons you will need to use the predicate comparators directly. You would probably look to the MOD operation to do this type sampling; we would too, but we don’t call it MOD, we call it divides_by_uint64. This comparator evaluates whether one number is divisible by another with no remainder. The general syntax for using a predicate comparator is pred_comp(field, value), field is always first and value is always second. So lets take a look at how the session changes to answer our new question of 25% sampling: CREATE EVENT SESSION counter_test_25 ON SERVERADD EVENT sqlserver.sql_statement_completed    (ACTION (sqlserver.sql_text)    WHERE package0.divides_by_uint64(package0.counter,4))ADD TARGET package0.ring_bufferWITH (MAX_DISPATCH_LATENCY = 1 SECONDS)GO Here I’ve replaced the simple equivalency check with the divides_by_uint64 comparator to check if the counter is evenly divisible by 4, which gives us back every fourth record. I’ll leave it as an exercise for the reader to test this session. Why order matters I indicated at the start of this post that order matters when it comes to the counter predicate – it does. Like most other predicate systems, Extended Events evaluates the predicate statement from left to right; as soon as the predicate statement is proven false we abandon evaluation of the remainder of the statement. The counter predicate source is only incremented when it is evaluated so whether or not the counter is incremented will depend on where it is in the predicate statement and whether a previous criteria made the predicate false or not. Here is a generic example: Pred1: (WHERE statement_1 AND package0.counter = 2)Pred2: (WHERE package0.counter = 2 AND statement_1) Let’s say I cause a number of events as follows and examine what happens to the counter predicate source. Iteration Statement Pred1 Counter Pred2 Counter A Not statement_1 0 1 B statement_1 1 2 C Not statement_1 1 3 D statement_1 2 4 As you can see, in the case of Pred1, statement_1 is evaluated first, when it fails (A & C) predicate evaluation is stopped and the counter is not incremented. With Pred2 the counter is evaluated first, so it is incremented on every iteration of the event and the remaining parts of the predicate are then evaluated. In this example, Pred1 would return an event for D while Pred2 would return an event for B. But wait, there is an interesting side-effect here; consider Pred2 if I had run my statements in the following order: Not statement_1 Not statement_1 statement_1 statement_1 In this case I would never get an event back from the system because the point at which counter=2, the rest of the predicate evaluates as false so the event is not returned. If you’re using the counter target for sampling and you’re not getting the expected events, or any events, check the order of the predicate criteria. As a general rule I’d suggest that the counter criteria should be the last element of your predicate statement since that will assure that your sampling rate will apply to the set of event records defined by the rest of your predicate. Aside: I’m interested in hearing about uses for putting the counter predicate criteria earlier in the predicate statement. If you have one, post it in a comment to share with the class. - Mike Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Windows 8 Apps with HTML5 and JavaScript

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

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  • Installing CUDA on Ubuntu 12.04 with nvidia driver 295.59

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

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

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

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  • OpenGL slower than Canvas

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

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

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

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  • C# Extension Methods - To Extend or Not To Extend...

    - by James Michael Hare
    I've been thinking a lot about extension methods lately, and I must admit I both love them and hate them. They are a lot like sugar, they taste so nice and sweet, but they'll rot your teeth if you eat them too much.   I can't deny that they aren't useful and very handy. One of the major components of the Shared Component library where I work is a set of useful extension methods. But, I also can't deny that they tend to be overused and abused to willy-nilly extend every living type.   So what constitutes a good extension method? Obviously, you can write an extension method for nearly anything whether it is a good idea or not. Many times, in fact, an idea seems like a good extension method but in retrospect really doesn't fit.   So what's the litmus test? To me, an extension method should be like in the movies when a person runs into their twin, separated at birth. You just know you're related. Obviously, that's hard to quantify, so let's try to put a few rules-of-thumb around them.   A good extension method should:     Apply to any possible instance of the type it extends.     Simplify logic and improve readability/maintainability.     Apply to the most specific type or interface applicable.     Be isolated in a namespace so that it does not pollute IntelliSense.     So let's look at a few examples in relation to these rules.   The first rule, to me, is the most important of all. Once again, it bears repeating, a good extension method should apply to all possible instances of the type it extends. It should feel like the long lost relative that should have been included in the original class but somehow was missing from the family tree.    Take this nifty little int extension, I saw this once in a blog and at first I really thought it was pretty cool, but then I started noticing a code smell I couldn't quite put my finger on. So let's look:       public static class IntExtensinos     {         public static int Seconds(int num)         {             return num * 1000;         }           public static int Minutes(int num)         {             return num * 60000;         }     }     This is so you could do things like:       ...     Thread.Sleep(5.Seconds());     ...     proxy.Timeout = 1.Minutes();     ...     Awww, you say, that's cute! Well, that's the problem, it's kitschy and it doesn't always apply (and incidentally you could achieve the same thing with TimeStamp.FromSeconds(5)). It's syntactical candy that looks cool, but tends to rot and pollute the code. It would allow things like:       total += numberOfTodaysOrders.Seconds();     which makes no sense and should never be allowed. The problem is you're applying an extension method to a logical domain, not a type domain. That is, the extension method Seconds() doesn't really apply to ALL ints, it applies to ints that are representative of time that you want to convert to milliseconds.    Do you see what I mean? The two problems, in a nutshell, are that a) Seconds() called off a non-time value makes no sense and b) calling Seconds() off something to pass to something that does not take milliseconds will be off by a factor of 1000 or worse.   Thus, in my mind, you should only ever have an extension method that applies to the whole domain of that type.   For example, this is one of my personal favorites:       public static bool IsBetween<T>(this T value, T low, T high)         where T : IComparable<T>     {         return value.CompareTo(low) >= 0 && value.CompareTo(high) <= 0;     }   This allows you to check if any IComparable<T> is within an upper and lower bound. Think of how many times you type something like:       if (response.Employee.Address.YearsAt >= 2         && response.Employee.Address.YearsAt <= 10)     {     ...     }     Now, you can instead type:       if(response.Employee.Address.YearsAt.IsBetween(2, 10))     {     ...     }     Note that this applies to all IComparable<T> -- that's ints, chars, strings, DateTime, etc -- and does not depend on any logical domain. In addition, it satisfies the second point and actually makes the code more readable and maintainable.   Let's look at the third point. In it we said that an extension method should fit the most specific interface or type possible. Now, I'm not saying if you have something that applies to enumerables, you create an extension for List, Array, Dictionary, etc (though you may have reasons for doing so), but that you should beware of making things TOO general.   For example, let's say we had an extension method like this:       public static T ConvertTo<T>(this object value)     {         return (T)Convert.ChangeType(value, typeof(T));     }         This lets you do more fluent conversions like:       double d = "5.0".ConvertTo<double>();     However, if you dig into Reflector (LOVE that tool) you will see that if the type you are calling on does not implement IConvertible, what you convert to MUST be the exact type or it will throw an InvalidCastException. Now this may or may not be what you want in this situation, and I leave that up to you. Things like this would fail:       object value = new Employee();     ...     // class cast exception because typeof(IEmployee) != typeof(Employee)     IEmployee emp = value.ConvertTo<IEmployee>();       Yes, that's a downfall of working with Convertible in general, but if you wanted your fluent interface to be more type-safe so that ConvertTo were only callable on IConvertibles (and let casting be a manual task), you could easily make it:         public static T ConvertTo<T>(this IConvertible value)     {         return (T)Convert.ChangeType(value, typeof(T));     }         This is what I mean by choosing the best type to extend. Consider that if we used the previous (object) version, every time we typed a dot ('.') on an instance we'd pull up ConvertTo() whether it was applicable or not. By filtering our extension method down to only valid types (those that implement IConvertible) we greatly reduce our IntelliSense pollution and apply a good level of compile-time correctness.   Now my fourth rule is just my general rule-of-thumb. Obviously, you can make extension methods as in-your-face as you want. I included all mine in my work libraries in its own sub-namespace, something akin to:       namespace Shared.Core.Extensions { ... }     This is in a library called Shared.Core, so just referencing the Core library doesn't pollute your IntelliSense, you have to actually do a using on Shared.Core.Extensions to bring the methods in. This is very similar to the way Microsoft puts its extension methods in System.Linq. This way, if you want 'em, you use the appropriate namespace. If you don't want 'em, they won't pollute your namespace.   To really make this work, however, that namespace should only include extension methods and subordinate types those extensions themselves may use. If you plant other useful classes in those namespaces, once a user includes it, they get all the extensions too.   Also, just as a personal preference, extension methods that aren't simply syntactical shortcuts, I like to put in a static utility class and then have extension methods for syntactical candy. For instance, I think it imaginable that any object could be converted to XML:       namespace Shared.Core     {         // A collection of XML Utility classes         public static class XmlUtility         {             ...             // Serialize an object into an xml string             public static string ToXml(object input)             {                 var xs = new XmlSerializer(input.GetType());                   // use new UTF8Encoding here, not Encoding.UTF8. The later includes                 // the BOM which screws up subsequent reads, the former does not.                 using (var memoryStream = new MemoryStream())                 using (var xmlTextWriter = new XmlTextWriter(memoryStream, new UTF8Encoding()))                 {                     xs.Serialize(xmlTextWriter, input);                     return Encoding.UTF8.GetString(memoryStream.ToArray());                 }             }             ...         }     }   I also wanted to be able to call this from an object like:       value.ToXml();     But here's the problem, if i made this an extension method from the start with that one little keyword "this", it would pop into IntelliSense for all objects which could be very polluting. Instead, I put the logic into a utility class so that users have the choice of whether or not they want to use it as just a class and not pollute IntelliSense, then in my extensions namespace, I add the syntactical candy:       namespace Shared.Core.Extensions     {         public static class XmlExtensions         {             public static string ToXml(this object value)             {                 return XmlUtility.ToXml(value);             }         }     }   So now it's the best of both worlds. On one hand, they can use the utility class if they don't want to pollute IntelliSense, and on the other hand they can include the Extensions namespace and use as an extension if they want. The neat thing is it also adheres to the Single Responsibility Principle. The XmlUtility is responsible for converting objects to XML, and the XmlExtensions is responsible for extending object's interface for ToXml().

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  • Windows Azure Use Case: New Development

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

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

    - by Dave Campbell
    In this All Submittal Issue: Colin Eberhardt, Ken Johnson, Alan Beasley, Pencho Popadiyn, Phil Middlemiss, Khawar(-2-), Levente Mihály, Alex van Beek, Bart Czernicki, Michael Washington, and Mark Monster. Shoutout: Not Silverlight necessarily, but definitely VS2010, read what Brett Balmer has to say In Defense of Portrait Mode From SilverlightCream.com: Silverlight MultiBinding solution for Silverlight 4 Colin Eberhardt updated his Silverlight Multibinding solution to Silverlight 4. Great article with explanatory graphics, and links to the code... congrats on the use in the FaceBook Client too! Spirograph Shapes: WPF Bezier shapes from math formulae Wow... I haven't seen this much math since my Master's Thesis! ... Check out all the shapes Ken Johnson has built... don't let the math scare you... just use it :) Busy Dizzy Bee-sley Spirographic Animation in Expression Blend and Silverlight This is just fun... I saw Michael Washington playing with this yesterday at the Arizona Day of .NET but didn't have a chance to ask what it was.. Alan Beasley had a good time building this, and is sharing a very detailed tutorial with us. ModalDialogs, IEditableObject and MVVM in Silverlight 4 Pencho Popadiyn said the 'M' word over at SilverlightShow... actually the 'MVVM' word :) ... he's discussing Modal dialogs with no code in the View ... check out how he did it. A Chrome and Glass Theme - Part 6 Phil Middlemiss is up to episode 6 in his Theme-building tutorial... this time out, he's giving the TabControl and TabItem new clothes ... specifically discussing what to change and what to allow to inherit ... good stuff! Silverlight 4 Fonts gotcha Check out Khawar's ATM Machine demo -- there's a link on the page for this post... he had an issue with fonts, ratted it out, and explains it for all of us... thanks Khawar Demystifying Silverlight Obfuscation Khawar also has a good post up on Obfuscating your Silverlight... definitely showing that it's not all that difficult to do. geoGallery, a WinPhone7 sample OK this is interesting... using the geoLocation feature of WP7, Levente Mihály hits Google Picasa to find pictures... good write-up and all the code. Silverlight 4: Digitally signing a XAP with Visual Studio 2010 Alex van Beek has a nice tutorial on Signing your XAP file using Visual Studio 2010... of course you may want to visit Tim Heuer's blog (search at SC) to find the two good deals on certificates that are still in play. Creating Key Performance Indicators (KPIs) in Expression Blend 4 for Business Intelligence applications In an interesting post, Bart Czernicki describes using the shape assets in Blend 4 to produce a KPI display in Silverlight or WPF. A discussion of the shape's evolution for KPI is included as well as some alternate shape uses. A DotNetNuke Silverlight 4 Drag and Drop File Manager Michael Washington has blogged about his Drag and Drop File Manager using the View Model Style pattern. This is covered in two CodeProject articles listed in the post. The design work was done by Alan Beasely and links to his work is there as well as covered in other SC posts. How to select a ListItem on Hover Mark Monster had a Use Case for Selecting a ListBox entry by hovering ... but he did it with a Behavior and for a ListBox and PathListBox and it works with DataBinding... Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • SFML fail to load image as texture

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

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  • 14+ WordPress Portfolio Themes

    - by Edward
    There are various portfolio themes for WordPress out there, with this collection we are trying to help you choose the best one. These themes can be used to create any type of personal, photography, art or corporate portfolio. Display 3 in 1 Display 3 in 1 – Business & Portfolio WordPress Theme. Features a fantastic 3D Image slideshow that can be controlled from your backend with a custom tool. The Theme has a huge wordpress custom backend (8 additional Admin Pages) that make customization of the Theme easy for those who dont know much about coding or wordpress. Price: $40 View Demo Download DeepFocus Tempting features such as automatic separation of blog and portfolio content by template, publishing of most important information on homepage, styles to choose from and many more such features. It also provides for page templates for blog, portfolio, blog archive, tags etc. It has the best feature that helps you to manage everything from one place. Price: $39 (Package includes more than 55 themes) View Demo Download SimplePress Simple, yet awesome. One of the best portfolio theme. Price: $39 (Package includes more than 55 themes) View Demo Download Graphix Graphix is one of best word press portfolio themes. It is most suited to aspiring designers, developers, artists and photographers who’d like a framework theme, which has a great-looking portfolio with a feature-rich blog. It has theme option page, 5-color style, SEO option, featured content blocks, drop down multi-level menu, social profile link custom widgets, custom post, custom page template etc. Price: $69 Single & $149 Developer Package View Demo Download Bizznizz It boasts of many features such as custom homepage, custom post types, custom widgets, portfolio templates, alternative styles and many more. View Demo Download Showtime Ultimate WordPress Theme for you to create your web portfolio, It has 3 different styles for you to choose from. Price: $40 View Demo Download Montana WP Horizontal Portfolio Theme Montana Theme – WP Horizontal Portfolio Theme, best suited for creative studios to showcase design, photography, illustration, paintings and art. Price: $30 View Demo Download OverALL OverALL Premium WordPress Blog & Portfolio Theme, is low priced & has amazing tons of features. Price: $17 View Demo Download Habitat Habitat – Blog and Portfolio Theme. Unique Portfolio Sorting/Filtering with a custom jQuery script (each entry supports multiple images or a video) Multiple Featured Images for each post to generate individual Slideshows per Post, or the option to directly embed video content from youtube, vimeo, hulu etc. Price: $35 View Demo Download Fresh Folio Fresh Folio from WooThemes, can be used as both portfolio and a premium WordPress theme. The theme is a remix of the Fresh News Theme and Proud Folio Theme which combines all the best elements of the respective blog and portfolio style themes. View Demo Download Fresh Folio Features: Can be used to create an impressive portfolio. 7 diverse theme styles to choose from (default, blue, red, grunge light, grunge floral, antique, blue creamer, nightlife) The template will automatically (visually) separate your blog & portfolio content, making this an amazing theme for aspiring designers, developers, artists, photographers etc. Unique page templates types for the portfolio, blog, blog archives, tags & search results. Integrated Theme Options (for WordPress) to tweak the layout, colour scheme etc. for the theme Optional Automatic Image Resize, which is used to dynamically create the thumbnails and featured images Includes Widget enabled Sidebars. eGallery eGallery is a theme made to transform your wordpress blog into a fully functional online portfolio. Theme is perfectly designed to emphasize the artwork you choose to showcase. The design has been greatly enhanced using javascript, and is easy to implement. Price: $39 (Package includes more than 55 themes) View Demo Download ProudFolio ProudFolio is a portfolio premium WordPress theme from Woo Themes. The theme is for designers, developers, artists and photographers who would like a showcase theme which would depict as a portfolio and also serves a purpose of blog. ProudFolio puts a strong emphasis on the portfolio pieces, allowing for decent-sized thumbnails, huge fullscreen views via Lightbox, and full details on the single page. The theme file also contains a choice of three different background images and color schemes. Price: $70 Single $150 Developer License View Demo Download Features: The template will automatically (visually) separate your blog & portfolio content. An unique homepage layout, which publishes only the most important information; Unique page templates for the portfolio, blog, blog archives, tags & search results. Integrated Theme Options (for WordPress) to tweak the layout, colour scheme etc. for the theme; Built-in video panel, which you can use to publish any web-based Flash videos; Automatic Image Resize, which is used to dynamically create the thumbnails and featured images; Custom Page Templates for Archives, Sitemap & Image Gallery; Built-in Gravatar Support for Authors & Comments; Integrated Banner Management script to display randomized banner ads of your choice site-wide; Pretty drop down navigation everywhere; and Widget Enabled Sidebars. Porftolio WordPress Theme A FREE wordpress theme designed for web portfolios and (for now) just for web portfolios. It is coming with an Administrative Panel from where you can edit the head quote text, you can edit all theme colors, font families, font sizes and you can fill a curriculum vitae and display it into a special page. Theme demo and download can be found here Viz | Biz Viz | Biz is a premium WordPress photo gallery and portfolio theme designed specifically for photographers, graphic designers and web designers who want to display their creative work online, market their services, as well as have a typical text blog, using the power and flexibility of WordPress. It is priced for $79.95. Theme Features: Premium quality portfolio template Custom logo uploader to replace the standard graphic with your own unique look from the WP Dashboard Integrated blog component (front images are custom fields and thumbnails, but you can also have a typical blog) Four tabbed feature areas (About Me, Services, Recent Posts, and Tags) Two home page feature photos (You choose which photos to feature using a WP category) Manage your online portfolio through the WordPress CMS Crop two sizes of your work: One for the front page thumbnails and another full size version and upload to WP Search engine optimized. Related posts:14 WordPress Photo Blog & Portfolio Themes 6 PhotoBlog Portfolio WordPress Themes Professional WordPress Business Themes

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

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

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

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

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  • More Fun with C# Iterators and Generators

    - by James Michael Hare
    In my last post, I talked quite a bit about iterators and how they can be really powerful tools for filtering a list of items down to a subset of items.  This had both pros and cons over returning a full collection, which, in summary, were:   Pros: If traversal is only partial, does not have to visit rest of collection. If evaluation method is costly, only incurs that cost on elements visited. Adds little to no garbage collection pressure.    Cons: Very slight performance impact if you know caller will always consume all items in collection. And as we saw in the last post, that con for the cost was very, very small and only really became evident on very tight loops consuming very large lists completely.    One of the key items to note, though, is the garbage!  In the traditional (return a new collection) method, if you have a 1,000,000 element collection, and wish to transform or filter it in some way, you have to allocate space for that copy of the collection.  That is, say you have a collection of 1,000,000 items and you want to double every item in the collection.  Well, that means you have to allocate a collection to hold those 1,000,000 items to return, which is a lot especially if you are just going to use it once and toss it.   Iterators, though, don't have this problem.  Each time you visit the node, it would return the doubled value of the node (in this example) and not allocate a second collection of 1,000,000 doubled items.  Do you see the distinction?  In both cases, we're consuming 1,000,000 items.  But in one case we pass back each doubled item which is just an int (for example's sake) on the stack and in the other case, we allocate a list containing 1,000,000 items which then must be garbage collected.   So iterators in C# are pretty cool, eh?  Well, here's one more thing a C# iterator can do that a traditional "return a new collection" transformation can't!   It can return **unbounded** collections!   I know, I know, that smells a lot like an infinite loop, eh?  Yes and no.  Basically, you're relying on the caller to put the bounds on the list, and as long as the caller doesn't you keep going.  Consider this example:   public static class Fibonacci {     // returns the infinite fibonacci sequence     public static IEnumerable<int> Sequence()     {         int iteration = 0;         int first = 1;         int second = 1;         int current = 0;         while (true)         {             if (iteration++ < 2)             {                 current = 1;             }             else             {                 current = first + second;                 second = first;                 first = current;             }             yield return current;         }     } }   Whoa, you say!  Yes, that's an infinite loop!  What the heck is going on there?  Yes, that was intentional.  Would it be better to have a fibonacci sequence that returns only a specific number of items?  Perhaps, but that wouldn't give you the power to defer the execution to the caller.   The beauty of this function is it is as infinite as the sequence itself!  The fibonacci sequence is unbounded, and so is this method.  It will continue to return fibonacci numbers for as long as you ask for them.  Now that's not something you can do with a traditional method that would return a collection of ints representing each number.  In that case you would eventually run out of memory as you got to higher and higher numbers.  This method, though, never runs out of memory.   Now, that said, you do have to know when you use it that it is an infinite collection and bound it appropriately.  Fortunately, Linq provides a lot of these extension methods for you!   Let's say you only want the first 10 fibonacci numbers:       foreach(var fib in Fibonacci.Sequence().Take(10))     {         Console.WriteLine(fib);     }   Or let's say you only want the fibonacci numbers that are less than 100:       foreach(var fib in Fibonacci.Sequence().TakeWhile(f => f < 100))     {         Console.WriteLine(fib);     }   So, you see, one of the nice things about iterators is their power to work with virtually any size (even infinite) collections without adding the garbage collection overhead of making new collections.    You can also do fun things like this to make a more "fluent" interface for for loops:   // A set of integer generator extension methods public static class IntExtensions {     // Begins counting to inifity, use To() to range this.     public static IEnumerable<int> Every(this int start)     {         // deliberately avoiding condition because keeps going         // to infinity for as long as values are pulled.         for (var i = start; ; ++i)         {             yield return i;         }     }     // Begins counting to infinity by the given step value, use To() to     public static IEnumerable<int> Every(this int start, int byEvery)     {         // deliberately avoiding condition because keeps going         // to infinity for as long as values are pulled.         for (var i = start; ; i += byEvery)         {             yield return i;         }     }     // Begins counting to inifity, use To() to range this.     public static IEnumerable<int> To(this int start, int end)     {         for (var i = start; i <= end; ++i)         {             yield return i;         }     }     // Ranges the count by specifying the upper range of the count.     public static IEnumerable<int> To(this IEnumerable<int> collection, int end)     {         return collection.TakeWhile(item => item <= end);     } }   Note that there are two versions of each method.  One that starts with an int and one that starts with an IEnumerable<int>.  This is to allow more power in chaining from either an existing collection or from an int.  This lets you do things like:   // count from 1 to 30 foreach(var i in 1.To(30)) {     Console.WriteLine(i); }     // count from 1 to 10 by 2s foreach(var i in 0.Every(2).To(10)) {     Console.WriteLine(i); }     // or, if you want an infinite sequence counting by 5s until something inside breaks you out... foreach(var i in 0.Every(5)) {     if (someCondition)     {         break;     }     ... }     Yes, those are kinda play functions and not particularly useful, but they show some of the power of generators and extension methods to form a fluid interface.   So what do you think?  What are some of your favorite generators and iterators?

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  • Where's My Windows Azure Subscriptions

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

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