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  • Get Started using Build-Deploy-Test Workflow with TFS 2012

    - by Jakob Ehn
    TFS 2012 introduces a new type of Lab environment called Standard Environment. This allows you to setup a full Build Deploy Test (BDT) workflow that will build your application, deploy it to your target machine(s) and then run a set of tests on that server to verify the deployment. In TFS 2010, you had to use System Center Virtual Machine Manager and involve half of your IT department to get going. Now all you need is a server (virtual or physical) where you want to deploy and test your application. You don’t even have to install a test agent on the machine, TFS 2012 will do this for you! Although each step is rather simple, the entire process of setting it up consists of a bunch of steps. So I thought that it could be useful to run through a typical setup.I will also link to some good guidance from MSDN on each topic. High Level Steps Install and configure Visual Studio 2012 Test Controller on Target Server Create Standard Environment Create Test Plan with Test Case Run Test Case Create Coded UI Test from Test Case Associate Coded UI Test with Test Case Create Build Definition using LabDefaultTemplate 1. Install and Configure Visual Studio 2012 Test Controller on Target Server First of all, note that you do not have to have the Test Controller running on the target server. It can be running on another server, as long as the Test Agent can communicate with the test controller and the test controller can communicate with the TFS server. If you have several machines in your environment (web server, database server etc..), the test controller can be installed either on one of those machines or on a dedicated machine. To install the test controller, simply mount the Visual Studio Agents media on the server and browse to the vstf_controller.exe file located in the TestController folder. Run through the installation, you might need to reboot the server since it installs .NET 4.5. When the test controller is installed, the Test Controller configuration tool will launch automatically (if it doesn’t, you can start it from the Start menu). Here you will supply the credentials of the account running the test controller service. Note that this account will be given the necessary permissions in TFS during the configuration. Make sure that you have entered a valid account by pressing the Test link. Also, you have to register the test controller with the TFS collection where your test plan is located (and usually the code base of course) When you press Apply Settings, all the configuration will be done. You might get some warnings at the end, that might or might not cause a problem later. Be sure to read them carefully.   For more information about configuring your test controllers, see Setting Up Test Controllers and Test Agents to Manage Tests with Visual Studio 2. Create Standard Environment Now you need to create a Lab environment in Microsoft Test Manager. Since we are using an existing physical or virtual machine we will create a Standard Environment. Open MTM and go to Lab Center. Click New to create a new environment Enter a name for the environment. Since this environment will only contain one machine, we will use the machine name for the environment (TargetServer in this case) On the next page, click Add to add a machine to the environment. Enter the name of the machine (TargetServer.Domain.Com), and give it the Web Server role. The name must be reachable both from your machine during configuration and from the TFS app tier server. You also need to supply an account that is a local administration on the target server. This is needed in order to automatically install a test agent later on the machine. On the next page, you can add tags to the machine. This is not needed in this scenario so go to the next page. Here you will specify which test controller to use and that you want to run UI tests on this environment. This will in result in a Test Agent being automatically installed and configured on the target server. The name of the machine where you installed the test controller should be available on the drop down list (TargetServer in this sample). If you can’t see it, you might have selected a different TFS project collection. Press Next twice and then Verify to verify all the settings: Press finish. This will now create and prepare the environment, which means that it will remote install a test agent on the machine. As part of this installation, the remote server will be restarted. 3-5. Create Test Plan, Run Test Case, Create Coded UI Test I will not cover step 3-5 here, there are plenty of information on how you create test plans and test cases and automate them using Coded UI Tests. In this example I have a test plan called My Application and it contains among other things a test suite called Automated Tests where I plan to put test cases that should be automated and executed as part of the BDT workflow. For more information about Coded UI Tests, see Verifying Code by Using Coded User Interface Tests   6. Associate Coded UI Test with Test Case OK, so now we want to automate our Coded UI Test and have it run as part of the BDT workflow. You might think that you coded UI test already is automated, but the meaning of the term here is that you link your coded UI Test to an existing Test Case, thereby making the Test Case automated. And the test case should be part of the test suite that we will run during the BDT. Open the solution that contains the coded UI test method. Open the Test Case work item that you want to automate. Go to the Associated Automation tab and click on the “…” button. Select the coded UI test that you corresponds to the test case: Press OK and the save the test case For more information about associating an automated test case with a test case, see How to: Associate an Automated Test with a Test Case 7. Create Build Definition using LabDefaultTemplate Now we are ready to create a build definition that will implement the full BDT workflow. For this purpose we will use the LabDefaultTemplate.11.xaml that comes out of the box in TFS 2012. This build process template lets you take the output of another build and deploy it to each target machine. Since the deployment process will be running on the target server, you will have less problem with permissions and firewalls than if you were to remote deploy your solution. So, before creating a BDT workflow build definition, make sure that you have an existing build definition that produces a release build of your application. Go to the Builds hub in Team Explorer and select New Build Definition Give the build definition a meaningful name, here I called it MyApplication.Deploy Set the trigger to Manual Define a workspace for the build definition. Note that a BDT build doesn’t really need a workspace, since all it does is to launch another build definition and deploy the output of that build. But TFS doesn’t allow you to save a build definition without adding at least one mapping. On Build Defaults, select the build controller. Since this build actually won’t produce any output, you can select the “This build does not copy output files to a drop folder” option. On the process tab, select the LabDefaultTemplate.11.xaml. This is usually located at $/TeamProject/BuildProcessTemplates/LabDefaultTemplate.11.xaml. To configure it, press the … button on the Lab Process Settings property First, select the environment that you created before: Select which build that you want to deploy and test. The “Select an existing build” option is very useful when developing the BDT workflow, because you do not have to run through the target build every time, instead it will basically just run through the deployment and test steps which speeds up the process. Here I have selected to queue a new build of the MyApplication.Test build definition On the deploy tab, you need to specify how the application should be installed on the target server. You can supply a list of deployment scripts with arguments that will be executed on the target server. In this example I execute the generated web deploy command file to deploy the solution. If you for example have databases you can use sqlpackage.exe to deploy the database. If you are producing MSI installers in your build, you can run them using msiexec.exe and so on. A good practice is to create a batch file that contain the entire deployment that you can run both locally and on the target server. Then you would just execute the deployment batch file here in one single step. The workflow defines some variables that are useful when running the deployments. These variables are: $(BuildLocation) The full path to where your build files are located $(InternalComputerName_<VM Name>) The computer name for a virtual machine in a SCVMM environment $(ComputerName_<VM Name>) The fully qualified domain name of the virtual machine As you can see, I specify the path to the myapplication.deploy.cmd file using the $(BuildLocation) variable, which is the drop folder of the MyApplication.Test build. Note: The test agent account must have read permission in this drop location. You can find more information here on Building your Deployment Scripts On the last tab, we specify which tests to run after deployment. Here I select the test plan and the Automated Tests test suite that we saw before: Note that I also selected the automated test settings (called TargetServer in this case) that I have defined for my test plan. In here I define what data that should be collected as part of the test run. For more information about test settings, see Specifying Test Settings for Microsoft Test Manager Tests We are done! Queue your BDT build and wait for it to finish. If the build succeeds, your build summary should look something like this:

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  • Log & monitor mysql databases on servers

    - by user3215
    How MySQL databases logged and monitored on ubuntu servers in real time?. I checked /var/log/mysql.log and found it empty. EDIT 1: The log was not enabled in the mysql configuration file. Now it logs and I could see the logs in the file /var/log/mysql/mysql.log But this could not be sufficient to gather additional information about the database logs. Is there any other way or any popular open source tool?

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  • FIX: Visual Studio Post Build Event Returns &ndash;1 when it should not.

    - by ChrisD
    I had written a Console Application that I run as part of my post build for other projects..  The Console application logs a series of messages to the console as it executes.  I use the Environment.ExitCode value to specify an error or success condition.  When the application executes without issue, the ExitCode is 0, when there is a problem its –1. As part of my logging, I log the value of the exit code right before the application terminates.  When I run this executable from the command line, it behaves as it should; error scenarios return –1 and success scenarios return 0.   When I run the same command line as part of the post-build event, Visual Studio reports the exit code as –1, even when the application reports the exit code as 0.   A snippet of the build output follows: Verbose: Exiting with ExitCode=0 C:\Windows\Microsoft.NET\Framework\v3.5\Microsoft.Common.targets(3397,13): error MSB3073: The command ""MGC.exe" "-TargetPath=C:\TFS\Solutions\Research\Source\Framework\Services\Identity\STS\_STSBuilder\bin\Debug\_STSBuilder.dll" C:\Windows\Microsoft.NET\Framework\v3.5\Microsoft.Common.targets(3397,13): error MSB3073:  C:\Windows\Microsoft.NET\Framework\v3.5\Microsoft.Common.targets(3397,13): error MSB3073: " exited with code -1. The Application returns a 0 exit code.  But visual studio is reporting an error.  Why? The answer is in the way I format my log messages.  Apparently Visual Studio watches the messages that get streamed to the the output console.  If those messages match a pattern used by visual studio to communicate errors, Visual Studio assumes an error has occurred in the executable and returns a –1.  This post details the formats used by Visual Studio to determine error conditions. In my case, the presence of the colon was tripping up Visual studio.  I Replaced all occurrences of colon with an equal sign and Visual Studio once again respected the exit code of the application. Verbose= Exiting with ExitCode=0 ========== Build: 3 succeeded or up-to-date, 0 failed, 0 skipped ==========

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  • Munin Aggregated Graphs Configuration Error

    - by Sparsh Gupta
    I tried making some Munin Aggregated graphs but somehow I am unable to make the configuration work. I think I have followed the instructions but since its not working, I would love some assistance or guidance as to what I am doing wrong. I want to Aggregate (sum) the total number of requests / second all my nginx servers are doing combined together. The configuration looks like [TRAFFIC.AGGREGATED] update no requests.graph_title nGinx requests requests.graph_vlabel nGinx requests per second requests.draw LINE2 requests.graph_args --base 1000 requests.graph_category nginx requests.label req/sec requests.type DERIVE requests.min 0 requests.graph_order output requests.output.sum \ lb1.visualwebsiteoptimizer.com:nginx_request_lb1.visualwebsiteoptimizer.com_request.request \ lb3.visualwebsiteoptimizer.com:nginx_request_lb2.visualwebsiteoptimizer.com_request.request \ lb3.visualwebsiteoptimizer.com:nginx_request_lb3.visualwebsiteoptimizer.com_request.request The munin graph I want to aggregate is http://exchange.munin-monitoring.org/plugins/nginx_request/details Thanks Sparsh Gupta

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  • How do I classify using GLCM and SVM Classifier in Matlab?

    - by Gomathi
    I'm on a project of liver tumor segmentation and classification. I used Region Growing and FCM for liver and tumor segmentation respectively. Then, I used Gray Level Co-occurence matrix for texture feature extraction. I have to use Support Vector Machine for Classification. But I don't know how to normalize the feature vectors. Can anyone tell how to program it in Matlab? To the GLCM program, I gave the tumor segmented image as input. Was I correct? If so, I think, then, my output will also be correct. My glcm coding, as far as I have tried is, I = imread('fzliver3.jpg'); GLCM = graycomatrix(I,'Offset',[2 0;0 2]); stats = graycoprops(GLCM,'all') t1= struct2array(stats) I2 = imread('fzliver4.jpg'); GLCM2 = graycomatrix(I2,'Offset',[2 0;0 2]); stats2 = graycoprops(GLCM2,'all') t2= struct2array(stats2) I3 = imread('fzliver5.jpg'); GLCM3 = graycomatrix(I3,'Offset',[2 0;0 2]); stats3 = graycoprops(GLCM3,'all') t3= struct2array(stats3) t=[t1;t2;t3] xmin = min(t); xmax = max(t); scale = xmax-xmin; tf=(x-xmin)/scale Was this a correct implementation? Also, I get an error at the last line. My output is: stats = Contrast: [0.0510 0.0503] Correlation: [0.9513 0.9519] Energy: [0.8988 0.8988] Homogeneity: [0.9930 0.9935] t1 = Columns 1 through 6 0.0510 0.0503 0.9513 0.9519 0.8988 0.8988 Columns 7 through 8 0.9930 0.9935 stats2 = Contrast: [0.0345 0.0339] Correlation: [0.8223 0.8255] Energy: [0.9616 0.9617] Homogeneity: [0.9957 0.9957] t2 = Columns 1 through 6 0.0345 0.0339 0.8223 0.8255 0.9616 0.9617 Columns 7 through 8 0.9957 0.9957 stats3 = Contrast: [0.0230 0.0246] Correlation: [0.7450 0.7270] Energy: [0.9815 0.9813] Homogeneity: [0.9971 0.9970] t3 = Columns 1 through 6 0.0230 0.0246 0.7450 0.7270 0.9815 0.9813 Columns 7 through 8 0.9971 0.9970 t = Columns 1 through 6 0.0510 0.0503 0.9513 0.9519 0.8988 0.8988 0.0345 0.0339 0.8223 0.8255 0.9616 0.9617 0.0230 0.0246 0.7450 0.7270 0.9815 0.9813 Columns 7 through 8 0.9930 0.9935 0.9957 0.9957 0.9971 0.9970 ??? Error using ==> minus Matrix dimensions must agree. The images are:

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  • "wrong fs type, bad option, bad superblock" error while mounting FAT Drives

    - by cshubhamrao
    I am unable to mount any fat32 or fat16 formatted usb disks under Ubuntu 13.10. The thing here to note is that it is happening only with fat formatted Disks. ntfs, ext formatted external usb disks work well (I tried formatting the same with ext4 and it worked) While mounting via nautilus: Error while mounting from terminal: root@shubham-pc:~# mount -t vfat /dev/sdc1 /media/shubham/n mount: wrong fs type, bad option, bad superblock on /dev/sdc1, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so As suggested by the error: Output from dmesg | tail root@shubham-pc:~# dmesg | tail [ 3545.482598] scsi8 : usb-storage 1-1:1.0 [ 3546.481530] scsi 8:0:0:0: Direct-Access SanDisk Cruzer 1.26 PQ: 0 ANSI: 5 [ 3546.482373] sd 8:0:0:0: Attached scsi generic sg3 type 0 [ 3546.483758] sd 8:0:0:0: [sdc] 15633408 512-byte logical blocks: (8.00 GB/7.45 GiB) [ 3546.485254] sd 8:0:0:0: [sdc] Write Protect is off [ 3546.485262] sd 8:0:0:0: [sdc] Mode Sense: 43 00 00 00 [ 3546.488314] sd 8:0:0:0: [sdc] Write cache: disabled, read cache: enabled, doesn't support DPO or FUA [ 3546.499820] sdc: sdc1 [ 3546.503388] sd 8:0:0:0: [sdc] Attached SCSI removable disk [ 3547.273396] FAT-fs (sdc1): IO charset iso8859-1 not found Output from fsck.vfat: root@shubham-pc:~# fsck.vfat /dev/sdc1 dosfsck 3.0.16, 01 Mar 2013, FAT32, LFN /dev/sdc1: 1 files, 1/1949978 clusters All normal Tried re-creating the whole partition table and then formatting as fat32 but to no avail so the possibility of corrupted drive is ruled out. Tried the same with around 4 Disks or so and all have the same things

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  • Slow Memcached: Average 10ms memcached `get`

    - by Chris W.
    We're using Newrelic to measure our Python/Django application performance. Newrelic is reporting that across our system "Memcached" is taking an average of 12ms to respond to commands. Drilling down into the top dozen or so web views (by # of requests) I can see that some Memcache get take up to 30ms; I can't find a single use of Memcache get that returns in less than 10ms. More details on the system architecture: Currently we have four application servers each of which has a memcached member. All four memcached members participate in a memcache cluster. We're running on a cloud hosting provider and all traffic is running across the "internal" network (via "internal" IPs) When I ping from one application server to another the responses are in ~0.5ms Isn't 10ms a slow response time for Memcached? As far as I understand if you think "Memcache is too slow" then "you're doing it wrong". So am I doing it wrong? Here's the output of the memcache-top command: memcache-top v0.7 (default port: 11211, color: on, refresh: 3 seconds) INSTANCE USAGE HIT % CONN TIME EVICT/s GETS/s SETS/s READ/s WRITE/s cache1:11211 37.1% 62.7% 10 5.3ms 0.0 73 9 3958 84.6K cache2:11211 42.4% 60.8% 11 4.4ms 0.0 46 12 3848 62.2K cache3:11211 37.5% 66.5% 12 4.2ms 0.0 75 17 6056 170.4K AVERAGE: 39.0% 63.3% 11 4.6ms 0.0 64 13 4620 105.7K TOTAL: 0.1GB/ 0.4GB 33 13.9ms 0.0 193 38 13.5K 317.2K (ctrl-c to quit.) ** Here is the output of the top command on one machine: ** (Roughly the same on all cluster machines. As you can see there is very low CPU utilization, because these machines only run memcache.) top - 21:48:56 up 1 day, 4:56, 1 user, load average: 0.01, 0.06, 0.05 Tasks: 70 total, 1 running, 69 sleeping, 0 stopped, 0 zombie Cpu(s): 0.0%us, 0.0%sy, 0.0%ni, 99.7%id, 0.0%wa, 0.0%hi, 0.0%si, 0.3%st Mem: 501392k total, 424940k used, 76452k free, 66416k buffers Swap: 499996k total, 13064k used, 486932k free, 181168k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 6519 nobody 20 0 384m 74m 880 S 1.0 15.3 18:22.97 memcached 3 root 20 0 0 0 0 S 0.3 0.0 0:38.03 ksoftirqd/0 1 root 20 0 24332 1552 776 S 0.0 0.3 0:00.56 init 2 root 20 0 0 0 0 S 0.0 0.0 0:00.00 kthreadd 4 root 20 0 0 0 0 S 0.0 0.0 0:00.00 kworker/0:0 5 root 20 0 0 0 0 S 0.0 0.0 0:00.02 kworker/u:0 6 root RT 0 0 0 0 S 0.0 0.0 0:00.00 migration/0 7 root RT 0 0 0 0 S 0.0 0.0 0:00.62 watchdog/0 8 root 0 -20 0 0 0 S 0.0 0.0 0:00.00 cpuset 9 root 0 -20 0 0 0 S 0.0 0.0 0:00.00 khelper ...output truncated...

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  • Why does my audio keep reverting to stereo?

    - by GraemeF
    I have an ASUS P7P55D LE motherboard with onboard sound and I am running Windows 7 64-bit, and I am using the SPDIF output from my motherboard to my receiver. On my receiver I can see which audio channels are in use (i.e. stereo or 5.1) In the audio interface properties I can test DTS Audio and Dolby Digital outputs and both work fine, but when I try to play a game with 5.1 sound (I've tried Left 4 Dead and Dragon Age Origins) it reverts to stereo. I was getting this behaviour with the default Microsoft drivers so I installed the latest from the ASUS website but there is no difference. I notice that in the Advanced tab the Default Format only allows me to choose from various 2 channel formats so maybe that is something to do with it? How can I get 5.1 output all of the time?

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  • Difference between sh file.sh and file.sh

    - by RAS
    I have two questions : What is the difference between executing sh filename.sh and filename.sh? How can I make both of them giving me the same output ? I'm asking this question as right now I'm facing a problem. I'm trying to run a Java + SWT application from terminal. When I do filename.sh, it gives me the desired output. But when I do sh filename.sh or bash filename.sh, it throws me an error : Exception in thread "main" java.lang.NoClassDefFoundError: MainForm/java Caused by: java.lang.ClassNotFoundException: MainForm.java at java.net.URLClassLoader$1.run(URLClassLoader.java:202) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:190) at java.lang.ClassLoader.loadClass(ClassLoader.java:306) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301) at java.lang.ClassLoader.loadClass(ClassLoader.java:247) Could not find the main class: MainForm.java. Program will exit. I know this question is already asked here but I'm still not clear about it. I have gone through the following links : What is the difference between ./ and sh to run a script? Can scripts run even when they are not set as executable? Can anyone help me with this?

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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  • texture mapping with lib3ds and SOIL help

    - by Adam West
    I'm having trouble with my project for loading a texture map onto a model. Any insight into what is going wrong with my code is fantastic. Right now the code only renders a teapot which I have assinged after creating it in 3DS Max. 3dsloader.cpp #include "3dsloader.h" Object::Object(std:: string filename) { m_TotalFaces = 0; m_model = lib3ds_file_load(filename.c_str()); // If loading the model failed, we throw an exception if(!m_model) { throw strcat("Unable to load ", filename.c_str()); } // set properties of texture coordinate generation for both x and y coordinates glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); // if not already enabled, enable texture generation if(! glIsEnabled(GL_TEXTURE_GEN_S)) glEnable(GL_TEXTURE_GEN_S); if(! glIsEnabled(GL_TEXTURE_GEN_T)) glEnable(GL_TEXTURE_GEN_T); } Object::~Object() { if(m_model) // if the file isn't freed yet lib3ds_file_free(m_model); //free up memory glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); } void Object::GetFaces() { m_TotalFaces = 0; Lib3dsMesh * mesh; // Loop through every mesh. for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { // Add the number of faces this mesh has to the total number of faces. m_TotalFaces += mesh->faces; } } void Object::CreateVBO() { assert(m_model != NULL); // Calculate the number of faces we have in total GetFaces(); // Allocate memory for our vertices and normals Lib3dsVector * vertices = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsVector * normals = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsTexel* texCoords = new Lib3dsTexel[m_TotalFaces * 3]; Lib3dsMesh * mesh; unsigned int FinishedFaces = 0; // Loop through all the meshes for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { lib3ds_mesh_calculate_normals(mesh, &normals[FinishedFaces*3]); // Loop through every face for(unsigned int cur_face = 0; cur_face < mesh->faces;cur_face++) { Lib3dsFace * face = &mesh->faceL[cur_face]; for(unsigned int i = 0;i < 3;i++) { memcpy(&texCoords[FinishedFaces*3 + i], mesh->texelL[face->points[ i ]], sizeof(Lib3dsTexel)); memcpy(&vertices[FinishedFaces*3 + i], mesh->pointL[face->points[ i ]].pos, sizeof(Lib3dsVector)); } FinishedFaces++; } } // Generate a Vertex Buffer Object and store it with our vertices glGenBuffers(1, &m_VertexVBO); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, vertices, GL_STATIC_DRAW); // Generate another Vertex Buffer Object and store the normals in it glGenBuffers(1, &m_NormalVBO); glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, normals, GL_STATIC_DRAW); // Generate a third VBO and store the texture coordinates in it. glGenBuffers(1, &m_TexCoordVBO); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsTexel) * 3 * m_TotalFaces, texCoords, GL_STATIC_DRAW); // Clean up our allocated memory delete vertices; delete normals; delete texCoords; // We no longer need lib3ds lib3ds_file_free(m_model); m_model = NULL; } void Object::applyTexture(const char*texfilename) { float imageWidth; float imageHeight; glGenTextures(1, & textureObject); // allocate memory for one texture textureObject = SOIL_load_OGL_texture(texfilename,SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_MIPMAPS); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glBindTexture(GL_TEXTURE_2D, textureObject); // use our newest texture glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&imageWidth); glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&imageHeight); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // give the best result for texture magnification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //give the best result for texture minification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // don't repeat texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat textureglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat texture glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,imageWidth,imageHeight,0,GL_RGB,GL_UNSIGNED_BYTE,& textureObject); } void Object::Draw() const { // Enable vertex, normal and texture-coordinate arrays. glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Bind the VBO with the normals. glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); // The pointer for the normals is NULL which means that OpenGL will use the currently bound VBO. glNormalPointer(GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glTexCoordPointer(2, GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glVertexPointer(3, GL_FLOAT, 0, NULL); // Render the triangles. glDrawArrays(GL_TRIANGLES, 0, m_TotalFaces * 3); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } 3dsloader.h #include "main.h" #include "lib3ds/file.h" #include "lib3ds/mesh.h" #include "lib3ds/material.h" class Object { public: Object(std:: string filename); virtual ~Object(); virtual void Draw() const; virtual void CreateVBO(); void applyTexture(const char*texfilename); protected: void GetFaces(); unsigned int m_TotalFaces; Lib3dsFile * m_model; Lib3dsMesh* Mesh; GLuint textureObject; GLuint m_VertexVBO, m_NormalVBO, m_TexCoordVBO; }; Called in the main cpp file with: VBO,apply texture and draw (pretty simple, how ironic) and thats it, please help me forum :)

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  • Fighting Game and input buffering

    - by Pilispring
    In fighting game, there is an important thing called input buffering. When your character is doing an action, you can input the next action that will activate as soon as possible (the buffer is 5-10 frames). Is anyone had already done it or knows the most efficient way to do this? I thought of things like that: Enum list moves (a list of all my moves) if (moves = fireball) { if (Mycharacterisidle) { Do the fireball } else if (MycharacterisMoving) { if (lastspriteisnotfinished) { InputBuffer++; } else if(spriteisfinished && InputBuffer < 5) { Do the fireball } } } Any better ideas? Thx.

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  • Troubleshooting EBS Discovery Issues - Part 2

    - by Kenneth E.
    Part 1 of “Troubleshooting EBS Discovery Issues”, which was posted on May 17th, focused on the diagnostics associated with the initial discovery of an EBS instances (e.g., Forms servers, APPL_TOPs, databases, etc.).Part 2 focuses on verifying parameters of the Change Management features, also called "Pack Diagnostics, specifically for Customization Manager, Patch Manager, Setup Manager, Automated Cloning, and User Monitoring.  As stated in the first post, there can be numerous reasons that Discovery fails - credentials, file-level permissions, patch levels - just to name a few.The Discovery Wizard can be accessed from the EBS homepage.  From the home page, click "Pack Diagnostics"Click "Create" to define the diagnostic processProvide the required inputs; Name, Module (i.e., Customization Manager, Patch Manager, Setup Manager, Automated Cloning, and User Monitoring), Show Details (typically "All"), and Category (typically check both Generic and User Specific).  Add the appropriate targets.Once the diagnostic process has completed, view the results.  Click on "Succeeded" or "Failed" in the Status column.Expand the entire tree and click on each "Succeeded/Failed" status to see the results of each test within that task.Sample output verifying o/s user name and required patches Additional sample output showing a failed testComplete descriptions of, as well as recommended corrective actions for, all of the diagnostic tests that are run in EM 12c is found in this spreadsheet.  Additional information can be found in the Application Management Pack User Guide.

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  • Custom keyboard shortcut to lauch a terminal and run a command in Unity

    - by David Weinraub
    I know this should be the simplest thing, but coming up empty. ;-( I would like to create a keyboard shortcut ctrl-alt-P that opens a terminal window and runs a ping command: ping -c 4 somefixeddomain.com [Useful for quickly checking whether my internet connection is actually working.] I have attempted to do this (in Unity, Ubuntu v11.10) using: Settings > Keyboard > Custom Shortcuts filling in all the obvious stuff, but no luck. All ideas welcome.

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  • How do I check user's unlocked achievement and leaderboard scores via GPG plugin

    - by noob
    I need to load user's achievement and their scores from leaderboard in my game. But the Social.LoadScore() and Social.LoadAchievements() both returns a 0 size array in callback. When I checked the implementation in Google Play Gaming's PlayGamePlatform.cs, both the method has this summary - Not implemented yet. Calls the callback with an empty list. So my question is How do I get this data in Unity? Has anyone tried any other method to get the data?

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  • Manage SQL Server Connectivity through Windows Azure Virtual Machines Remote PowerShell

    - by SQLOS Team
    Manage SQL Server Connectivity through Windows Azure Virtual Machines Remote PowerShell Blog This blog post comes from Khalid Mouss, Senior Program Manager in Microsoft SQL Server. Overview The goal of this blog is to demonstrate how we can automate through PowerShell connecting multiple SQL Server deployments in Windows Azure Virtual Machines. We would configure TCP port that we would open (and close) though Windows firewall from a remote PowerShell session to the Virtual Machine (VM). This will demonstrate how to take the advantage of the remote PowerShell support in Windows Azure Virtual Machines to automate the steps required to connect SQL Server in the same cloud service and in different cloud services.  Scenario 1: VMs connected through the same Cloud Service 2 Virtual machines configured in the same cloud service. Both VMs running different SQL Server instances on them. Both VMs configured with remote PowerShell turned on to be able to run PS and other commands directly into them remotely in order to re-configure them to allow incoming SQL connections from a remote VM or on premise machine(s). Note: RDP (Remote Desktop Protocol) is kept configured in both VMs by default to be able to remote connect to them and check the connections to SQL instances for demo purposes only; but not actually required. Step 1 – Provision VMs and Configure Ports   Provision VM1; named DemoVM1 as follows (see examples screenshots below if using the portal):   Provision VM2 (DemoVM2) with PowerShell Remoting enabled and connected to DemoVM1 above (see examples screenshots below if using the portal): After provisioning of the 2 VMs above, here is the default port configurations for example: Step2 – Verify / Confirm the TCP port used by the database Engine By the default, the port will be configured to be 1433 – this can be changed to a different port number if desired.   1. RDP to each of the VMs created below – this will also ensure the VMs complete SysPrep(ing) and complete configuration 2. Go to SQL Server Configuration Manager -> SQL Server Network Configuration -> Protocols for <SQL instance> -> TCP/IP - > IP Addresses   3. Confirm the port number used by SQL Server Engine; in this case 1433 4. Update from Windows Authentication to Mixed mode   5.       Restart SQL Server service for the change to take effect 6.       Repeat steps 3., 4., and 5. For the second VM: DemoVM2 Step 3 – Remote Powershell to DemoVM1 Enter-PSSession -ComputerName condemo.cloudapp.net -Port 61503 -Credential <username> -UseSSL -SessionOption (New-PSSessionOption -SkipCACheck -SkipCNCheck) Your will then be prompted to enter the password. Step 4 – Open 1433 port in the Windows firewall netsh advfirewall firewall add rule name="DemoVM1Port" dir=in localport=1433 protocol=TCP action=allow Output: netsh advfirewall firewall show rule name=DemoVM1Port Rule Name:                            DemoVM1Port ---------------------------------------------------------------------- Enabled:                              Yes Direction:                            In Profiles:                             Domain,Private,Public Grouping:                             LocalIP:                              Any RemoteIP:                             Any Protocol:                             TCP LocalPort:                            1433 RemotePort:                           Any Edge traversal:                       No Action:                               Allow Ok. Step 5 – Now connect from DemoVM2 to DB instance in DemoVM1 Step 6 – Close port 1433 in the Windows firewall netsh advfirewall firewall delete rule name=DemoVM1Port Output: Deleted 1 rule(s). Ok. netsh advfirewall firewall show  rule name=DemoVM1Port No rules match the specified criteria.   Step 7 – Try to connect from DemoVM2 to DB Instance in DemoVM1  Because port 1433 has been closed (in step 6) in the Windows Firewall in VM1 machine, we can longer connect from VM3 remotely to VM1. Scenario 2: VMs provisioned in different Cloud Services 2 Virtual machines configured in different cloud services. Both VMs running different SQL Server instances on them. Both VMs configured with remote PowerShell turned on to be able to run PS and other commands directly into them remotely in order to re-configure them to allow incoming SQL connections from a remote VM or on on-premise machine(s). Note: RDP (Remote Desktop Protocol) is kept configured in both VMs by default to be able to remote connect to them and check the connections to SQL instances for demo purposes only; but not actually needed. Step 1 – Provision new VM3 Provision VM3; named DemoVM3 as follows (see examples screenshots below if using the portal): After provisioning is complete, here is the default port configurations: Step 2 – Add public port to VM1 connect to from VM3’s DB instance Since VM3 and VM1 are not connected in the same cloud service, we will need to specify the full DNS address while connecting between the machines which includes the public port. We shall add a public port 57000 in this case that is linked to private port 1433 which will be used later to connect to the DB instance. Step 3 – Remote Powershell to DemoVM1 Enter-PSSession -ComputerName condemo.cloudapp.net -Port 61503 -Credential <UserName> -UseSSL -SessionOption (New-PSSessionOption -SkipCACheck -SkipCNCheck) You will then be prompted to enter the password.   Step 4 – Open 1433 port in the Windows firewall netsh advfirewall firewall add rule name="DemoVM1Port" dir=in localport=1433 protocol=TCP action=allow Output: Ok. netsh advfirewall firewall show rule name=DemoVM1Port Rule Name:                            DemoVM1Port ---------------------------------------------------------------------- Enabled:                              Yes Direction:                            In Profiles:                             Domain,Private,Public Grouping:                             LocalIP:                              Any RemoteIP:                             Any Protocol:                             TCP LocalPort:                            1433 RemotePort:                           Any Edge traversal:                       No Action:                               Allow Ok.   Step 5 – Now connect from DemoVM3 to DB instance in DemoVM1 RDP into VM3, launch SSM and Connect to VM1’s DB instance as follows. You must specify the full server name using the DNS address and public port number configured above. Step 6 – Close port 1433 in the Windows firewall netsh advfirewall firewall delete rule name=DemoVM1Port   Output: Deleted 1 rule(s). Ok. netsh advfirewall firewall show  rule name=DemoVM1Port No rules match the specified criteria.  Step 7 – Try to connect from DemoVM2 to DB Instance in DemoVM1  Because port 1433 has been closed (in step 6) in the Windows Firewall in VM1 machine, we can no longer connect from VM3 remotely to VM1. Conclusion Through the new support for remote PowerShell in Windows Azure Virtual Machines, one can script and automate many Virtual Machine and SQL management tasks. In this blog, we have demonstrated, how to start a remote PowerShell session, re-configure Virtual Machine firewall to allow (or disallow) SQL Server connections. References SQL Server in Windows Azure Virtual Machines   Originally posted at http://blogs.msdn.com/b/sqlosteam/

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  • ghc6 install trouble: hGetContents: invalid argument (invalid UTF-8 byte sequence)

    - by olimay
    Having trouble installing ghc6. Here's what seems to be the relevant error that comes up when I try to (apt-get|aptitude) install ghc6: A package failed to install. Trying to recover: Setting up ghc6 (6.12.1-13ubuntu1) ... ghc-pkg: /home/opm/.ghc/i386-linux-6.12.1/package.conf.d/unix-compat-0.2-edefa7bced91ebe610d455bab466e200.conf: hGetContents: invalid argument (invalid UTF-8 byte sequence) (Here's the full output, if you're interested: http://paste.ubuntu.com/566475/ ) This still happens after apt-get clean and apt-get update. My searching around has not really helped me understand what's going on, except that it might be caused by a mismatch in locale. So, here's the output of locale too: LANG=en_US.utf8 LANGUAGE=en_US:en LC_CTYPE="en_US.utf8" LC_NUMERIC="en_US.utf8" LC_TIME="en_US.utf8" LC_COLLATE="en_US.utf8" LC_MONETARY="en_US.utf8" LC_MESSAGES="en_US.utf8" LC_PAPER="en_US.utf8" LC_NAME="en_US.utf8" LC_ADDRESS="en_US.utf8" LC_TELEPHONE="en_US.utf8" LC_MEASUREMENT="en_US.utf8" LC_IDENTIFICATION="en_US.utf8" LC_ALL= Any ideas? Additional background: this all seems very strange to me, because I used to have ghc6 installed correctly--I use XMonad as my main window manager most of the time. I tried to install haskell-platform (through apt), which failed and told me that there was something wrong with ghc6, and so I reinstalled ghc6 and began to get the above error message. (Originally posted here to SuperUser, until I remembered today that this SE site existed.)

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  • Anti-aliasing works for debug runtime but not retail runtime

    - by DeadMG
    I'm experimenting with setting various graphical settings in my Direct3D9 application, and I'm currently facing a curious problem with anti-aliasing. When running under the debug runtime, AA works as expected, and I don't have any errors or warnings. But when running under the retail runtime, the image isn't anti-aliased at all. I don't get any errors, the device creates and executes just fine. As I honestly have little idea where the problem is, I will simply give a relatively high-level overview of the architecture involved, rather than specific problematic code. Simply put, I render my 3D content to a texture, which I then render to the back buffer. Any suggestions as to where to look?

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  • bash one-liner loop over directories throws errors

    - by cori
    I'm trying to build a bash one-liner to loop over the directories within the current directory and tar the content into unique tars, using the directory name as the tar file name. I've got the basics working (finding the directory names, and tarring them up with those names) but my loop tosses some error messages and I can't understand where it's getting the commands its trying to run. Here's the mostly-working one-liner: for f in `ls -d */`; do `tar -czvvf ${f%/}.tar.gz $f`;done The "strange" output is: -bash: drwxrwxr-x: command not found -bash: drwxr-xr-x: command not found -bash: drwxr-xr-x: command not found -bash: drwxrwxr-x: command not found What portion of the command that I'm running do I not understand and that's generating that output?

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  • Get 5.1 surround sound from computer through a VCR config?

    - by Wedding Nails
    I'm posting to see if my idea of this setup is right and can be done. I currently have the following "equipment": a JVC VCR -quite old-, which has built in surround sound (aka it has several speaker outputs, which I believe is 5.1 and are connected to several speakers that are in every corner of the room), a computer with SPDIF optical output and a new flat screen TV (with built in HDMI). I want the computer to take advantage of the VCR's surround system (all the speakers in the room) in order to play mainly music and video always with all the speakers (5.1) and with the maximum sound quality. Currently, the computer plays sound only through the front speaker (I connect one output to the on board pc audio input) and the quality is really bad. As a side note, the computer video runs with S-video (old school), and the picture quality as you would imagine, is really bad with the new big LCD screen. My main goals are: to upgrade the picture with a new video card which would support HDMI (my tv has HDMI). to buy a SPDIF optical cable, connect one end to the VCR SPDIF input and the other end to the PC output This is theoretically what I've researched so far, and I came out with several questions: in this case, with the SPDIF cable connected, and all the configurations done in windows allowing the 5.1, will I get every content I play "converted" or played through all of my speakers? (I read this forum post). I already know that in order for this setup to play from all the speakers, the content/audio source has to be 5.1. but my question is, if there is a way to play from all of the speakers no matter what type of content I'm playing (that's why I said conversion there) I already know that HDMI cables carry digital sound. Is there a way I can only use said HDMI cord to the tv, and get sound through the VCR? (I'm not too sure about this, I would have to disable the TVs speakers and use the VCR surround as default, but I have no clue wether this can be done or not). Update: The ultimate question is, do I really have to rely on "sound virtualization" technology to get sound from all the speakers, no matter what content I play? (do I require a newer sound card, like a creative soundblaster with said technology?) Thanks!

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  • How to achieve a Gaussian Blur effect for shadows in LWJGL/Slick2D?

    - by user46883
    I am currently trying to implement shadows into my game, and after a lot of searching in the interwebs I came to the conclusion that drawing hard edged shadows to a low resolution pass combined with a Gaussian blur effect would fit best and make a good compromise between performance and looks - even though theyre not 100% physically accurate. Now my problem is, that I dont really know how to implement the Gaussian blur part. Its not difficult to draw shadows to a low resolutions buffer image and then stretch it which makes it more smooth, but I need to add the Gaussian blur effect. I have searched a lot on that and found some approachs for GLSL, some even here, but none of them really helped it. My game is written in Java using Slick2D/LWJGL and I would appreciate any help or approaches for an algorithm or maybe even an existing library to achieve that effect. Thanks for any help in advance.

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  • Migrate AD DS Server 2003 to Server 2008 R2

    - by user2566483
    I would like to get a couple opinions Found this article online and wanted to know if it is good to follow http://www.msserverpro.com/migrating-active-directory-domain-controller-from-windows-server-2003-sp2-to-windows-server-2008-r2/ Couple of things that need to be done. 1. Move over all active directory settings from old Server 2003 server to new Server 2008R2 2. Setup all users on new server using csvde. csvde -f output.csv -- on old server csvde -i -f output.csv -- on new server Any advice would be greatly appreciated.

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  • Improving Manageability of Virtual Environments

    - by Jeff Victor
    Boot Environments for Solaris 10 Branded Zones Until recently, Solaris 10 Branded Zones on Solaris 11 suffered one notable regression: Live Upgrade did not work. The individual packaging and patching tools work correctly, but the ability to upgrade Solaris while the production workload continued running did not exist. A recent Solaris 11 SRU (Solaris 11.1 SRU 6.4) restored most of that functionality, although with a slightly different concept, different commands, and without all of the feature details. This new method gives you the ability to create and manage multiple boot environments (BEs) for a Solaris 10 Branded Zone, and modify the active or any inactive BE, and to do so while the production workload continues to run. Background In case you are new to Solaris: Solaris includes a set of features that enables you to create a bootable Solaris image, called a Boot Environment (BE). This newly created image can be modified while the original BE is still running your workload(s). There are many benefits, including improved uptime and the ability to reboot into (or downgrade to) an older BE if a newer one has a problem. In Solaris 10 this set of features was named Live Upgrade. Solaris 11 applies the same basic concepts to the new packaging system (IPS) but there isn't a specific name for the feature set. The features are simply part of IPS. Solaris 11 Boot Environments are not discussed in this blog entry. Although a Solaris 10 system can have multiple BEs, until recently a Solaris 10 Branded Zone (BZ) in a Solaris 11 system did not have this ability. This limitation was addressed recently, and that enhancement is the subject of this blog entry. This new implementation uses two concepts. The first is the use of a ZFS clone for each BE. This makes it very easy to create a BE, or many BEs. This is a distinct advantage over the Live Upgrade feature set in Solaris 10, which had a practical limitation of two BEs on a system, when using UFS. The second new concept is a very simple mechanism to indicate the BE that should be booted: a ZFS property. The new ZFS property is named com.oracle.zones.solaris10:activebe (isn't that creative? ). It's important to note that the property is inherited from the original BE's file system to any BEs you create. In other words, all BEs in one zone have the same value for that property. When the (Solaris 11) global zone boots the Solaris 10 BZ, it boots the BE that has the name that is stored in the activebe property. Here is a quick summary of the actions you can use to manage these BEs: To create a BE: Create a ZFS clone of the zone's root dataset To activate a BE: Set the ZFS property of the root dataset to indicate the BE To add a package or patch to an inactive BE: Mount the inactive BE Add packages or patches to it Unmount the inactive BE To list the available BEs: Use the "zfs list" command. To destroy a BE: Use the "zfs destroy" command. Preparation Before you can use the new features, you will need a Solaris 10 BZ on a Solaris 11 system. You can use these three steps - on a real Solaris 11.1 server or in a VirtualBox guest running Solaris 11.1 - to create a Solaris 10 BZ. The Solaris 11.1 environment must be at SRU 6.4 or newer. Create a flash archive on the Solaris 10 system s10# flarcreate -n s10-system /net/zones/archives/s10-system.flar Configure the Solaris 10 BZ on the Solaris 11 system s11# zonecfg -z s10z Use 'create' to begin configuring a new zone. zonecfg:s10z create -t SYSsolaris10 zonecfg:s10z set zonepath=/zones/s10z zonecfg:s10z exit s11# zoneadm list -cv ID NAME STATUS PATH BRAND IP 0 global running / solaris shared - s10z configured /zones/s10z solaris10 excl Install the zone from the flash archive s11# zoneadm -z s10z install -a /net/zones/archives/s10-system.flar -p You can find more information about the migration of Solaris 10 environments to Solaris 10 Branded Zones in the documentation. The rest of this blog entry demonstrates the commands you can use to accomplish the aforementioned actions related to BEs. New features in action Note that the demonstration of the commands occurs in the Solaris 10 BZ, as indicated by the shell prompt "s10z# ". Many of these commands can be performed in the global zone instead, if you prefer. If you perform them in the global zone, you must change the ZFS file system names. Create The only complicated action is the creation of a BE. In the Solaris 10 BZ, create a new "boot environment" - a ZFS clone. You can assign any name to the final portion of the clone's name, as long as it meets the requirements for a ZFS file system name. s10z# zfs snapshot rpool/ROOT/zbe-0@snap s10z# zfs clone -o mountpoint=/ -o canmount=noauto rpool/ROOT/zbe-0@snap rpool/ROOT/newBE cannot mount 'rpool/ROOT/newBE' on '/': directory is not empty filesystem successfully created, but not mounted You can safely ignore that message: we already know that / is not empty! We have merely told ZFS that the default mountpoint for the clone is the root directory. List the available BEs and active BE Because each BE is represented by a clone of the rpool/ROOT dataset, listing the BEs is as simple as listing the clones. s10z# zfs list -r rpool/ROOT NAME USED AVAIL REFER MOUNTPOINT rpool/ROOT 3.55G 42.9G 31K legacy rpool/ROOT/zbe-0 1K 42.9G 3.55G / rpool/ROOT/newBE 3.55G 42.9G 3.55G / The output shows that two BEs exist. Their names are "zbe-0" and "newBE". You can tell Solaris that one particular BE should be used when the zone next boots by using a ZFS property. Its name is com.oracle.zones.solaris10:activebe. The value of that property is the name of the clone that contains the BE that should be booted. s10z# zfs get com.oracle.zones.solaris10:activebe rpool/ROOT NAME PROPERTY VALUE SOURCE rpool/ROOT com.oracle.zones.solaris10:activebe zbe-0 local Change the active BE When you want to change the BE that will be booted next time, you can just change the activebe property on the rpool/ROOT dataset. s10z# zfs get com.oracle.zones.solaris10:activebe rpool/ROOT NAME PROPERTY VALUE SOURCE rpool/ROOT com.oracle.zones.solaris10:activebe zbe-0 local s10z# zfs set com.oracle.zones.solaris10:activebe=newBE rpool/ROOT s10z# zfs get com.oracle.zones.solaris10:activebe rpool/ROOT NAME PROPERTY VALUE SOURCE rpool/ROOT com.oracle.zones.solaris10:activebe newBE local s10z# shutdown -y -g0 -i6 After the zone has rebooted: s10z# zfs get com.oracle.zones.solaris10:activebe rpool/ROOT rpool/ROOT com.oracle.zones.solaris10:activebe newBE local s10z# zfs mount rpool/ROOT/newBE / rpool/export /export rpool/export/home /export/home rpool /rpool Mount the original BE to see that it's still there. s10z# zfs mount -o mountpoint=/mnt rpool/ROOT/zbe-0 s10z# ls /mnt Desktop export platform Documents export.backup.20130607T214951Z proc S10Flar home rpool TT_DB kernel sbin bin lib system boot lost+found tmp cdrom mnt usr dev net var etc opt Patch an inactive BE At this point, you can modify the original BE. If you would prefer to modify the new BE, you can restore the original value to the activebe property and reboot, and then mount the new BE to /mnt (or another empty directory) and modify it. Let's mount the original BE so we can modify it. (The first command is only needed if you haven't already mounted that BE.) s10z# zfs mount -o mountpoint=/mnt rpool/ROOT/zbe-0 s10z# patchadd -R /mnt -M /var/sadm/spool 104945-02 Note that the typical usage will be: Create a BE Mount the new (inactive) BE Use the package and patch tools to update the new BE Unmount the new BE Reboot Delete an inactive BE ZFS clones are children of their parent file systems. In order to destroy the parent, you must first "promote" the child. This reverses the parent-child relationship. (For more information on this, see the documentation.) The original rpool/ROOT file system is the parent of the clones that you create as BEs. In order to destroy an earlier BE that is that parent of other BEs, you must first promote one of the child BEs to be the ZFS parent. Only then can you destroy the original BE. Fortunately, this is easier to do than to explain: s10z# zfs promote rpool/ROOT/newBE s10z# zfs destroy rpool/ROOT/zbe-0 s10z# zfs list -r rpool/ROOT NAME USED AVAIL REFER MOUNTPOINT rpool/ROOT 3.56G 269G 31K legacy rpool/ROOT/newBE 3.56G 269G 3.55G / Documentation This feature is so new, it is not yet described in the Solaris 11 documentation. However, MOS note 1558773.1 offers some details. Conclusion With this new feature, you can add and patch packages to boot environments of a Solaris 10 Branded Zone. This ability improves the manageability of these zones, and makes their use more practical. It also means that you can use the existing P2V tools with earlier Solaris 10 updates, and modify the environments after they become Solaris 10 Branded Zones.

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  • How do I make Linux recognize a new SATA /dev/sda drive I hot swapped in without rebooting?

    - by Philip Durbin
    Hot swapping out a failed SATA /dev/sda drive worked fine, but when I went to swap in a new drive, it wasn't recognized: [root@fs-2 ~]# tail -18 /var/log/messages May 5 16:54:35 fs-2 kernel: ata1: exception Emask 0x10 SAct 0x0 SErr 0x50000 action 0xe frozen May 5 16:54:35 fs-2 kernel: ata1: SError: { PHYRdyChg CommWake } May 5 16:54:40 fs-2 kernel: ata1: link is slow to respond, please be patient (ready=0) May 5 16:54:45 fs-2 kernel: ata1: device not ready (errno=-16), forcing hardreset May 5 16:54:45 fs-2 kernel: ata1: soft resetting link May 5 16:54:50 fs-2 kernel: ata1: link is slow to respond, please be patient (ready=0) May 5 16:54:55 fs-2 kernel: ata1: SRST failed (errno=-16) May 5 16:54:55 fs-2 kernel: ata1: soft resetting link May 5 16:55:00 fs-2 kernel: ata1: link is slow to respond, please be patient (ready=0) May 5 16:55:05 fs-2 kernel: ata1: SRST failed (errno=-16) May 5 16:55:05 fs-2 kernel: ata1: soft resetting link May 5 16:55:10 fs-2 kernel: ata1: link is slow to respond, please be patient (ready=0) May 5 16:55:40 fs-2 kernel: ata1: SRST failed (errno=-16) May 5 16:55:40 fs-2 kernel: ata1: limiting SATA link speed to 1.5 Gbps May 5 16:55:40 fs-2 kernel: ata1: soft resetting link May 5 16:55:45 fs-2 kernel: ata1: SRST failed (errno=-16) May 5 16:55:45 fs-2 kernel: ata1: reset failed, giving up May 5 16:55:45 fs-2 kernel: ata1: EH complete I tried a couple things to make the server find the new /dev/sda, such as rescan-scsi-bus.sh but they didn't work: [root@fs-2 ~]# echo "---" > /sys/class/scsi_host/host0/scan -bash: echo: write error: Invalid argument [root@fs-2 ~]# [root@fs-2 ~]# /root/rescan-scsi-bus.sh -l [snip] 0 new device(s) found. 0 device(s) removed. [root@fs-2 ~]# [root@fs-2 ~]# ls /dev/sda ls: /dev/sda: No such file or directory I ended up rebooting the server. /dev/sda was recognized, I fixed the software RAID, and everything is fine now. But for next time, how can I make Linux recognize a new SATA drive I have hot swapped in without rebooting? The operating system in question is RHEL5.3: [root@fs-2 ~]# cat /etc/redhat-release Red Hat Enterprise Linux Server release 5.3 (Tikanga) The hard drive is a Seagate Barracuda ES.2 SATA 3.0-Gb/s 500-GB, model ST3500320NS. Here is the lscpi output: [root@fs-2 ~]# lspci 00:00.0 RAM memory: nVidia Corporation MCP55 Memory Controller (rev a2) 00:01.0 ISA bridge: nVidia Corporation MCP55 LPC Bridge (rev a3) 00:01.1 SMBus: nVidia Corporation MCP55 SMBus (rev a3) 00:02.0 USB Controller: nVidia Corporation MCP55 USB Controller (rev a1) 00:02.1 USB Controller: nVidia Corporation MCP55 USB Controller (rev a2) 00:04.0 IDE interface: nVidia Corporation MCP55 IDE (rev a1) 00:05.0 IDE interface: nVidia Corporation MCP55 SATA Controller (rev a3) 00:05.1 IDE interface: nVidia Corporation MCP55 SATA Controller (rev a3) 00:05.2 IDE interface: nVidia Corporation MCP55 SATA Controller (rev a3) 00:06.0 PCI bridge: nVidia Corporation MCP55 PCI bridge (rev a2) 00:08.0 Bridge: nVidia Corporation MCP55 Ethernet (rev a3) 00:09.0 Bridge: nVidia Corporation MCP55 Ethernet (rev a3) 00:0a.0 PCI bridge: nVidia Corporation MCP55 PCI Express bridge (rev a3) 00:0b.0 PCI bridge: nVidia Corporation MCP55 PCI Express bridge (rev a3) 00:0c.0 PCI bridge: nVidia Corporation MCP55 PCI Express bridge (rev a3) 00:0d.0 PCI bridge: nVidia Corporation MCP55 PCI Express bridge (rev a3) 00:0e.0 PCI bridge: nVidia Corporation MCP55 PCI Express bridge (rev a3) 00:0f.0 PCI bridge: nVidia Corporation MCP55 PCI Express bridge (rev a3) 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control 00:19.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration 00:19.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map 00:19.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller 00:19.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control 03:00.0 VGA compatible controller: Matrox Graphics, Inc. MGA G200e [Pilot] ServerEngines (SEP1) (rev 02) 04:00.0 PCI bridge: NEC Corporation uPD720400 PCI Express - PCI/PCI-X Bridge (rev 06) 04:00.1 PCI bridge: NEC Corporation uPD720400 PCI Express - PCI/PCI-X Bridge (rev 06) Update: In perhaps a dozen cases, we've been forced to reboot servers because hot swap hasn't "just worked." Thanks for the answers to look more into the SATA controller. I've included the lspci output for the problematic system above (hostname: fs-2). I could still use some help understanding what exactly isn't supported hardware-wise in terms of hot swap for that system. Please let me know what other output besides lspci might be useful. The good news is that hot swap "just worked" today on one of our servers (hostname: www-1), which is very rare for us. Here is the lspci output: [root@www-1 ~]# lspci 00:00.0 RAM memory: nVidia Corporation MCP55 Memory Controller (rev a2) 00:01.0 ISA bridge: nVidia Corporation MCP55 LPC Bridge (rev a3) 00:01.1 SMBus: nVidia Corporation MCP55 SMBus (rev a3) 00:02.0 USB Controller: nVidia Corporation MCP55 USB Controller (rev a1) 00:02.1 USB Controller: nVidia Corporation MCP55 USB Controller (rev a2) 00:04.0 IDE interface: nVidia Corporation MCP55 IDE (rev a1) 00:05.0 IDE interface: nVidia Corporation MCP55 SATA Controller (rev a3) 00:05.1 IDE interface: nVidia Corporation MCP55 SATA Controller (rev a3) 00:05.2 IDE interface: nVidia Corporation MCP55 SATA Controller (rev a3) 00:06.0 PCI bridge: nVidia Corporation MCP55 PCI bridge (rev a2) 00:08.0 Bridge: nVidia Corporation MCP55 Ethernet (rev a3) 00:09.0 Bridge: nVidia Corporation MCP55 Ethernet (rev a3) 00:0b.0 PCI bridge: nVidia Corporation MCP55 PCI Express bridge (rev a3) 00:0c.0 PCI bridge: nVidia Corporation MCP55 PCI Express bridge (rev a3) 00:0f.0 PCI bridge: nVidia Corporation MCP55 PCI Express bridge (rev a3) 00:18.0 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] HyperTransport Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] Miscellaneous Control 00:18.4 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] Link Control 00:19.0 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] HyperTransport Configuration 00:19.1 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] Address Map 00:19.2 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] DRAM Controller 00:19.3 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] Miscellaneous Control 00:19.4 Host bridge: Advanced Micro Devices [AMD] K10 [Opteron, Athlon64, Sempron] Link Control 03:00.0 VGA compatible controller: Matrox Graphics, Inc. MGA G200e [Pilot] ServerEngines (SEP1) (rev 02) 04:00.0 PCI bridge: NEC Corporation uPD720400 PCI Express - PCI/PCI-X Bridge (rev 06) 04:00.1 PCI bridge: NEC Corporation uPD720400 PCI Express - PCI/PCI-X Bridge (rev 06) 09:00.0 SCSI storage controller: LSI Logic / Symbios Logic SAS1064ET PCI-Express Fusion-MPT SAS (rev 04)

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  • Why is my ogg bigger than my m4a?

    - by acidzombie24
    I am using the following commands to encode an audio file to m4a & ogg formats: ffmpeg.exe -i 0123456789 -ab 192k out.m4a ffmpeg.exe -i 0123456789 -f wav - | oggenc2.exe - -r -q 6 -o out.ogg (0123456789 has no extension.) My m4a output is 14,608kB while my ogg output is 19,809kB. Why? AFAIK -q 6 is roughly 192kbps. So it should be about even. I could see one file being 1-3MB bigger than the other, but 5MB is pretty large. The m4a is almost 75% of the ogg! Why is this?

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