Search Results

Search found 2876 results on 116 pages for 'dead pixel'.

Page 30/116 | < Previous Page | 26 27 28 29 30 31 32 33 34 35 36 37  | Next Page >

  • How can I fix my keyboard layout?

    - by Scott Severance
    For a long time, I've had my keyboard configured to use the layout currently known as "English (international AltGr dead keys)." I like this layout because without any modifier keys, it's identical to the US English keyboard, but when I hold Right Alt I can get accented letters and other characters not available on a standard US English keyboard. In Oneiric, however, the layout is messed up. Right Alt+N produces "ñ" as expected. And another method works: Right Alt+`, E produces "è", also as expected. But there's no way to type "é", which is probably the accented letter I type the most. I expect Right Alt+A, E to do the trick. But instead of a dead key for the acute accent, it uses a method for combining characters to create the hybrid "´e". This hybrid looks like the proper "é" in some settings, but it isn't the same character and doesn't always work. (For example, in the text input box as I type this, it looks the same as the proper character, but when displayed on the site for all so see, it looks very wrong--at least on my machine.) Ditto for all other characters with an acute accent, though some are available directly as pre-composed characters: For example, Right Alt+I yields "í". How can I change the acute accent on the A key to a proper dead key? Perhaps the more general version of this is: How can I tweak my keyboard layout? Update I just tested this on my other machine, also running Oneiric, but upgraded from previous versions. I have no problems with the second machine. The problem machine was a fresh install of Oneiric, but I kept my old $HOME when I did the fresh install. Clarification Even if an answer doesn't address my specific examples, I would still accept it if it provided enough detail for me to find the layout and tweak it according to my needs. Major Update After working through the information gained through Jim C's and Chascon's helpful replies, I've learned something new: The problem isn't with the layout itself, but with the fact that the selected layout isn't being applied. When I look at the definition in /usr/share/X11/xkb/symbols/us of the layout I've been running for a long time, I found that the definition doesn't match what I get when I type. In addition, the keyboard layout dialog that's supposed to show the current layout looks different from the way the layout is defined in the file I mentioned, and matches what actually happens when I type. Following Jim C's suggestion, I created a new layout in /usr/share/X11/xkb/symbols/us containing some modifications to the layout I want. I can select my layout from the keyboard properties, and I can use in on the console following Chascon's post, but the layout I get when typing is unchanged. Apparently, there's a different layout defined somewhere that's overriding what I've set. Where is that layout hiding? This problem occurs in Unity (3D and 2D), but I was able to get the correct layout set in Xfce. In case it's relevant, this problem has occurred since I installed Oneiric fresh on this machine (though I preserved my $HOME). I don't recall whether this problem occurred before the reinstall. Also, in case it's relevant, I also run iBus so I can type Korean. I have a few difficulties with iBus, but I doubt they're related.

    Read the article

  • Tessellation Texture Coordinates

    - by Stuart Martin
    Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer. I'm currently implementing a tessellation system for a terrain model, but i have reached a snag. My current system produces a terrain model from a height map complete with multiple texture coordinates, normals, binormals and tangents for rendering. Now when i was using a simple vertex and pixel shader combination everything worked perfectly but since moving to include a hull and domain shader I'm slightly confused and getting strange results. My terrain is a high detail model but the textured results are very large patches of solid colour. My current setup passes the model data into the vertex shader then through the hull into the domain and then finally into the pixel shader for use in rendering. My only thought is that in my hull shader i pass the information into the domain shader per patch and this is producing the large areas of solid colour because each patch has identical information. Lighting and normal data are also slightly off but not as visibly as texturing. Below is a copy of my hull shader that does not work correctly because i think the way that i am passing the data through is incorrect. If anyone can help me out but suggesting an alternative way to get the required data into the pixel shader? or by showing me the correct way to handle the data in the hull shader id be very thankful! cbuffer TessellationBuffer { float tessellationAmount; float3 padding; }; struct HullInputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; }; struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; struct HullOutputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; float4 depthPosition : TEXCOORD2; }; ConstantOutputType ColorPatchConstantFunction(InputPatch<HullInputType, 3> inputPatch, uint patchId : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("ColorPatchConstantFunction")] HullOutputType ColorHullShader(InputPatch<HullInputType, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; output.position = patch[pointId].position; output.tex = patch[pointId].tex; output.tex2 = patch[pointId].tex2; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; output.binormal = patch[pointId].binormal; return output; } Edited to include the domain shader:- [domain("tri")] PixelInputType ColorDomainShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<HullOutputType, 3> patch) { float3 vertexPosition; PixelInputType output; // Determine the position of the new vertex. vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.position = mul(float4(vertexPosition, 1.0f), worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); output.depthPosition = output.position; output.tex = patch[0].tex; output.tex2 = patch[0].tex2; output.normal = patch[0].normal; output.tangent = patch[0].tangent; output.binormal = patch[0].binormal; return output; }

    Read the article

  • Generate texture for a heightmap

    - by James
    I've recently been trying to blend multiple textures based on the height at different points in a heightmap. However i've been getting poor results. I decided to backtrack and just attempt to recreate one single texture from an SDL_Surface (i'm using SDL) and just send that into opengl. I'll put my code for creating the texture and reading the colour values. It is a 24bit TGA i'm loading, and i've confirmed that the rest of my code works because i was able to send the surfaces pixels directly to my createTextureFromData function and it drew fine. struct RGBColour { RGBColour() : r(0), g(0), b(0) {} RGBColour(unsigned char red, unsigned char green, unsigned char blue) : r(red), g(green), b(blue) {} unsigned char r; unsigned char g; unsigned char b; }; // main loading code SDLSurfaceReader* reader = new SDLSurfaceReader(m_renderer); reader->readSurface("images/grass.tga"); // new texture unsigned char* newTexture = new unsigned char[reader->m_surface->w * reader->m_surface->h * 3 * reader->m_surface->w]; for (int y = 0; y < reader->m_surface->h; y++) { for (int x = 0; x < reader->m_surface->w; x += 3) { int index = (y * reader->m_surface->w) + x; RGBColour colour = reader->getColourAt(x, y); newTexture[index] = colour.r; newTexture[index + 1] = colour.g; newTexture[index + 2] = colour.b; } } unsigned int id = m_renderer->createTextureFromData(newTexture, reader->m_surface->w, reader->m_surface->h, RGB); // functions for reading pixels RGBColour SDLSurfaceReader::getColourAt(int x, int y) { Uint32 pixel; Uint8 red, green, blue; RGBColour rgb; pixel = getPixel(m_surface, x, y); SDL_LockSurface(m_surface); SDL_GetRGB(pixel, m_surface->format, &red, &green, &blue); SDL_UnlockSurface(m_surface); rgb.r = red; rgb.b = blue; rgb.g = green; return rgb; } // this function taken from SDL documentation // http://www.libsdl.org/cgi/docwiki.cgi/Introduction_to_SDL_Video#getpixel Uint32 SDLSurfaceReader::getPixel(SDL_Surface* surface, int x, int y) { int bpp = m_surface->format->BytesPerPixel; Uint8 *p = (Uint8*)m_surface->pixels + y * m_surface->pitch + x * bpp; switch (bpp) { case 1: return *p; case 2: return *(Uint16*)p; case 3: if (SDL_BYTEORDER == SDL_BIG_ENDIAN) return p[0] << 16 | p[1] << 8 | p[2]; else return p[0] | p[1] << 8 | p[2] << 16; case 4: return *(Uint32*)p; default: return 0; } } I've been stumped at this, and I need help badly! Thanks so much for any advice.

    Read the article

  • Getting the number of fragments which passed the depth test

    - by Etan
    In "modern" environments, the "NV Occlusion Query" extension provides a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension is not available. What is the most performant approach to implement a similar behaviour in the fragment shader? Some of my ideas: Render the object completely in white, then count all the colors together using a two-pass shader where first a vertical line is rendered and for each fragment the shader computes the sum over the whole row. Then, a single vertex is rendered whose fragment sums all the partial sums of the first pass. Doesn't seem to be very efficient. Render the object completely in white over a black background. Downsample recursively, abusing the hardware linear interpolation between textures until being at a reasonably small resolution. This leads to fragments which have a greyscale level depending on the number of white pixels where in their corresponding region. Is this even accurate enough? Use mipmaps and simply read the pixel on the 1x1 level. Again the question of accuracy and if it is even possible using non-power-of-two textures. The problem wit these approaches is, that the pipeline gets stalled which results in major performance issues. Therefore, I'm looking for a more performant way to accomplish my goal. Using the EXT_OCCLUSION_QUERY_BOOLEAN extension Apple introduced EXT_OCCLUSION_QUERY_BOOLEAN in iOS 5.0 for iPad 2. "4.1.6 Occlusion Queries Occlusion queries use query objects to track the number of fragments or samples that pass the depth test. An occlusion query can be started and finished by calling BeginQueryEXT and EndQueryEXT, respectively, with a target of ANY_SAMPLES_PASSED_EXT or ANY_SAMPLES_PASSED_CONSERVATIVE_EXT. When an occlusion query is started with the target ANY_SAMPLES_PASSED_EXT, the samples-boolean state maintained by the GL is set to FALSE. While that occlusion query is active, the samples-boolean state is set to TRUE if any fragment or sample passes the depth test. When the occlusion query finishes, the samples-boolean state of FALSE or TRUE is written to the corresponding query object as the query result value, and the query result for that object is marked as available. If the target of the query is ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, an implementation may choose to use a less precise version of the test which can additionally set the samples-boolean state to TRUE in some other implementation dependent cases." The first sentence hints on a behavior which is exactly what I'm looking for: getting the number of pixels which passed the depth test in an asynchronous manner without much performance loss. However, the rest of the document describes only how to get boolean results. Is it possible to exploit this extension to get the pixel count? Does the hardware support it so that there may be hidden API to get access to the pixel count? Other extensions which could be exploitable would be debugging features like the number of times the fragment shader was invoked (PSInvocations in DirectX - not sure if something simila is available in OpenGL ES). However, this would also result in a pipeline stall.

    Read the article

  • Projective texture and deferred lighting

    - by Vodácek
    In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. I am trying to apply this technique in light pass. (my projector doesn't affect albedo). I have this projector View a Projection matrix: Matrix projection = Matrix.CreateOrthographicOffCenter(-halfWidth * Scale, halfWidth * Scale, -halfHeight * Scale, halfHeight * Scale, 1, 100000); Matrix view = Matrix.CreateLookAt(Position, Target, Vector3.Up); Where halfWidth and halfHeight is are half of the texture's width and height, Position is the Projector's position and target is the projector's target. This seems to be ok. I am drawing full screen quad with this shader: float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; texture2D ProjectorTexture; float4x4 ProjectorViewProjection; sampler2D depthSampler = sampler_state { texture = <DepthTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = <NormalTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D projectorSampler = sampler_state { texture = <ProjectorTexture>; AddressU = Clamp; AddressV = Clamp; }; float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position :POSITION0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = input.Position; output.PositionCopy=output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 texCoord =postProjToScreen(input.PositionCopy) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); //return float4(depth.r,0,0,1); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; //compute projection float3 projection=tex2D(projectorSampler,postProjToScreen(mul(position,ProjectorViewProjection)) + halfPixel()); return float4(projection,1); } In first part of pixel shader is recovered position from G-buffer (this code I am using in other shaders without any problem) and then is tranformed to projector viewprojection space. Problem is that projection doesn't appear. Here is an image of my situation: The green lines are the rendered projector frustum. Where is my mistake hidden? I am using XNA 4. Thanks for advice and sorry for my English. EDIT: Shader above is working but projection was too small. When I changed the Scale property to a large value (e.g. 100), the projection appears. But when the camera moves toward the projection, the projection expands, as can bee seen on this YouTube video.

    Read the article

  • Android Canvas Coordinate System

    - by Mitch
    I'm trying to find information on how to change the coordinate system for the canvas. I have some vector data I'd like to draw to a canvas using things like circles and lines, but the data's coordinate system doesn't match the canvas coordinate system. Is there a way to map the units I'm using to the screen's units? I'm drawing to an ImageView which isn't taking up the entire display. If I have to do my own calculations prior to each drawing call, how to I find the width and height of my ImageView? The getWidth() and getHeight() calls I tried seem to be returning the entire canvas size and not the size of the ImageView which isn't helpful. I see some matrix stuff, is that something that will work for me? I tried to use the "public void scale(float sx, float sy)", but that works more like a pixel level zoom rather than a vector scale function by expanding each pixel. This means if the dimensions are increased to fit the screen, the line thickness is also increased. Update: After some research I'm starting to think there's no way to change coordinate systems to something else. I'll need to map all my coordinates to the screen's pixel coordinates and do so by modifying each vector. The getWidth() and getHeight() seem to be working better for me now. I can say what was wrong, but I suspect I can't use these methods inside the constructor.

    Read the article

  • Command /Developer/usr/bin/dsymutil failed with exit code 10

    - by Evan Robinson
    I am getting the above error message randomly (so far as I can tell) on iPhone projects. Occasionally it will go away upon either: Clean Restart XCode Reboot Reinstall XCode But sometimes it won't. When it won't the only solution I have found is to take all the source material, import it into a new project, and then redo all the connections in IB. Then I'm good until it strikes again. Anybody have any suggestions? [update 20091030] I have tried building both debug and release versions, both full and lite versions. I've also tried switching the debug symbols from DWARF with external dSYM file to DWARF and to stabs. Clean builds in all formats make no differences. Permission repairs change nothing. Setting up a new user has no effect. Same error on the builds. Thanks for the suggestions! [Update 20091031] Here's an easier and (apparently) reliable workaround. It hinges upon the discovery that the problem is linked to a target not a project In the same project file, create a new target Option-Drag (copy) all the files from the BAD target 'Copy Bundle Resources' folder to the NEW target 'Copy Bundle Resources' folder Repeat (2) with 'Compile Sources' and 'Link Binary With Libraries' Duplicate the Info.plist file for the BAD target and name it correctly for the NEW target. Build the NEW target! [Update 20100222] Apparently an IDE bug, now apparently fixed, although Apple does not allow direct access to the original bug of a duplicate. I can no longer reproduce this behaviour, so hopefully it is dead, dead, dead.

    Read the article

  • File Format Conversion to TIFF. Some issues???

    - by Nains
    I'm having a proprietary image format SNG( a proprietary format) which is having a countinous array of Image data along with Image meta information in seperate HDR file. Now I need to convert this SNG format to a Standard TIFF 6.0 Format. So I studied the TIFF format i.e. about its Header, Image File Directories( IFD's) and Stripped Image Data. Now I have few concerns about this conversion. Please assist me. SNG Continous Data vs TIFF Stripped Data: Should I convert SNG Data to TIFF as a continous data in one Strip( data load/edit time problem?) OR make logical StripOffsets of the SNG Image data. SNG Data Header uses only necessary Meta Information, thus while converting the SNG to TIFF, some information can’t be retrieved such as NewSubFileType, Software Tag etc. So this raises a concern that after conversion whether any missing directory information such as NewSubFileType, Software Tag etc is necessary and sufficient condition for TIFF File. Encoding of each pixel component of RGB Sample in SNG data: Here each SNG Image Data Strip per Pixel component is encoded as: Out^[i] := round( LineBuffer^[i * 3] * **0.072169** + LineBuffer^[i * 3 + 1] * **0.715160** + LineBuffer^[i * 3+ 2]* **0.212671**); Only way I deduce from it is that each Pixel is represented with 3 RGB component and some coefficient is multiplied with each component to make the SNG Viewer work RGB color information of SNG Image Data. (Developer who earlier work on this left, now i am following the trace :)) Thus while converting this to TIFF, the decoding the same needs to be done. This raises a concern that the how RBG information in TIFF is produced, or better do we need this information?. Please assist...

    Read the article

  • Editing 8bpp indexed Bitmaps

    - by Pedro Sá
    hi, i'm trying to edit the pixels of a 8bpp. Since this PixelFormat is indexed i'm aware that it uses a Color Table to map the pixel values. Even though I can edit the bitmap by converting it to 24bpp, 8bpp editing is much faster (13ms vs 3ms). But, changing each value when accessing the 8bpp bitmap results in some random rgb colors even though the PixelFormat remains 8bpp. I'm currently developing in c# and the algorithm is as follows: (C#) 1- Load original Bitmap at 8bpp 2- Create Empty temp Bitmap with 8bpp with the same size as the original 3-LockBits of both bitmaps and, using P/Invoke, calling c++ method where I pass the Scan0 of each BitmapData object. (I used a c++ method as it offers better performance when iterating through the Bitmap's pixels) (C++) 4- Create a int[256] palette according to some parameters and edit the temp bitmap bytes by passing the original's pixel values through the palette. (C#) 5- UnlockBits. My question is how can I edit the pixel values without having the strange rgb colors, or even better, edit the 8bpp bitmap's Color Table? Regards, Pedro

    Read the article

  • Using Sendkeys in python to press {F12} results in other keys pressed?

    - by ThantiK
    import time from ctypes import * import win32gui import win32com.client as comclt X = 119 Y = 53 def PILColorToRGB(pil_color): """ convert a PIL-compatible integer into an (r, g, b) tuple """ hexstr = '%06x' % pil_color # reverse byte order r, g, b = hexstr[4:], hexstr[2:4], hexstr[:2] r, g, b = [int(n, 16) for n in (r, g, b)] return (r, g, b) wsh = comclt.Dispatch("WScript.Shell") w = win32gui user = windll.LoadLibrary("c:\\windows\\system32\\user32.dll") h = user.GetDC(0) gdi = windll.LoadLibrary("c:\\windows\\system32\\gdi32.dll") while True: FG = w.GetWindowText(w.GetForegroundWindow()) #FG = Foreground window title. if FG == "World of Warcraft": rgb = (PILColorToRGB(gdi.GetPixel(h,X,Y))) #X, Y time.sleep(0.333) #don't check too often. if (rgb[0] >= 130): #While Pixel (X, Y) is Red... #print "%d %d %d" % (rgb[0], rgb[1], rgb[2]) #Debug wsh.SendKeys("{F12}") #Send a key. time.sleep(0.7) #Add some extra down-time if we send the key. else: time.sleep(5) Basically all this code does is read a pixel on the screen, and send a key (F12) if the pixel is red. But when using this code I regularly get some phantom key-code being pressed. The application I'm using this on is obviously world of warcraft, and I have checked that all keybinds are standard keybinds. However randomly it seems I get either an up arrow, or a w pressed, which moves my character forward whenever this code executes (F12 is bound to a macro, unbound from any movement. If I press f12 with a hardware event, it does not exhibit this behavior. What in the world could be going on here?

    Read the article

  • How to scale a sprite image without losing color key information?

    - by Michael P
    Hello everyone, I'm currently developing a simple application that displays map and draws some markers on it. I'm developing for Windows Mobile, so I decided to use DirectDraw and Imaging interfaces to make the application fast and pretty. The map moves when user moves finger on the touchscreen, so the whole map moving/scrolling animation has to be fast, but it is not. On every map update I have to draw portion of the map, control buttons, and markers - buttons and markers are preloaded on DirectDraw surface as a mipmap. So the only thing I do is BitBlit from the mipmap to a back buffer, and from the back buffer to a primary surface (I can't use page flipping due to the windowed mode of my application). Previously I used premultiplied-alpha surface with 32 bit ARGB pixel format for images mipmap, everything was looking good, but drawing entire "scene" was horribly slow - i could forget about smooth map scrolling. Now I'm using mipmap with native (RGB565) pixel format and fuchsia (0xFF00FF) color key. Drawing is much better my mipmap surface is generated on program loading - images are loaded from files, scaled (with filtering) and drawn on mipmap. The problem is, that image scaling process blends pixel colors, and those pixels which are on the border of a sprite region are blended with surrounding fuchsia pixels resulting semi-fuchsia color that is not treated as color key. When I do blitting with color key option, sprites have small fuchsia-like borders, and it looks really bad. How to solve this problem? I can use alpha blitting, but it is too slow - even in ARGB 1555 format.

    Read the article

  • Updating UIView subclass contents

    - by Brett
    Hi; I am trying to update a UIView subclass to draw individual pixels (rectangles) after calculating if they are in the mandelbrot set. I am using the following code but am getting a blank screen: //drawingView.h ... -(void)drawRect:(CGRect)rect{ CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetRGBFillColor(context, r, g, b, 1); CGContextSetRGBStrokeColor(context, r, g, b, 1); CGRect arect = CGRectMake(x,y,1,1); CGContextFillRect(context, arect); } ... //viewController.m ... - (void)viewDidLoad { [drawingView setX:10]; [drawingView setY:10]; [drawingView setR:0.0]; [drawingView setG:0.0]; [drawingView setB:0.0]; [super viewDidLoad]; [drawingView setNeedsDisplay]; } Once I figure out how to display one pixel, I'd like to know how to go about updating the view by adding another pixel (once calculated). Once all the variables change, how do I keep the current view as is but add another pixel? Thanks, Brett

    Read the article

  • DirectShow Filter I wrote dies after 10-24 seconds in Skype video call

    - by Robert Oschler
    I've written a DirectShow push filter for use with Skype using Delphi Pro 6 and the DSPACK DirectShow library. In preview mode, when you test a video input device in the Skype client Video Settings window, my filter works flawlessly. I can leave it up and running for many minutes without an error. However when I start a video call after 10 to 24 seconds, never longer, the video feed freezes. The call continues fine with the call duration counter clicking away the seconds, but the video feed is dead, stuck on whatever frame the freeze happened (although after a long while it turns black which I believe means Skype has given up on the filter). I tried attaching to the process from my debugger with a breakpoint literally set on every method call and none of them are hit once the freeze takes place. It's as if the thread that makes the DirectShow FillBuffer() call to my filter on behalf of Skype is dead or has been shutdown. I can't trace my filter in the debugger because during a Skype call I get weird int 1 and int 3 debugger hard interrupt calls when a Skype video call is in progress. This behavior happens even with my standard web cam input device selected and my DirectShow filter completely unregistered as a ActiveX server. I suspect it might be some "anti-debugging" code since it doesn't happen in video input preview mode. Either way, that is why I had to attach to the process after the fact to see if my FillBuffer() called was still being called and instead discovered that appears to be dead. Note, my plain vanilla USB web cam's DirectShow filter does not exhibit the freezing behavior and works fine for many minutes. There's something about my filter that Skype doesn't like. I've tried Sleep() statements of varying intervals, no Sleep statements, doing virtually nothing in the FillBuffer() call. Nothing helps. If anyone has any ideas on what might be the culprit here, I'd like to know. Thanks, Robert

    Read the article

  • Qt/C++, Problems with large QImage

    - by David Günzel
    I'm pretty new to C++/Qt and I'm trying to create an application with Visual Studio C++ and Qt (4.8.3). The application displays images using a QGraphicsView, I need to change the images at pixel level. The basic code is (simplified): QImage* img = new QImage(img_width,img_height,QImage::Format_RGB32); while(do_some_stuff) { img->setPixel(x,y,color); } QGraphicsPixmapItem* pm = new QGraphicsPixmapItem(QPixmap::fromImage(*img)); QGraphicsScene* sc = new QGraphicsScene; sc->setSceneRect(0,0,img->width(),img->height()); sc->addItem(pm); ui.graphicsView->setScene(sc); This works well for images up to around 12000x6000 pixel. The weird thing happens beyond this size. When I set img_width=16000 and img_height=8000, for example, the line img = new QImage(...) returns a null image. The image data should be around 512,000,000 bytes, so it shouldn't be too large, even on a 32 bit system. Also, my machine (Win 7 64bit, 8 GB RAM) should be capable of holding the data. I've also tried this version: uchar* imgbuf = (uchar*) malloc(img_width*img_height*4); QImage* img = new QImage(imgbuf,img_width,img_height,QImage::Format_RGB32); At first, this works. The img pointer is valid and calling img-width() for example returns the correct image width (instead of 0, in case the image pointer is null). But as soon as I call img-setPixel(), the pointer becomes null and img-width() returns 0. So what am I doing wrong? Or is there a better way of modifying large images on pixel level? Regards, David

    Read the article

  • Help in J2ME for creating image and parse it

    - by HAMED
    Can anyone tell me how i can parse a png image into many png images in J2ME??? for examole:I just wnat to have a source image 150*150 pixel and parse it to 10 image with 15*15 pixel. I write an elemantary code that have exeption. This is my code: public class HelloMIDlet extends MIDlet implements CommandListener { private boolean midletPaused = false; private Command exitCommand; private Form form; private StringItem stringItem; Image im , im2; Form form1 = null; public HelloMIDlet() { try { // create source image im = Image.createImage("/image1.JPG"); int height = im.getHeight() ; int width = im.getWidth() ; int x = 0 ; int y = 0 ; while ( y < height ){ while ( x < width ){ // create 15*15 pixel of source image im2 = im.createImage(im, x, y, 15, 15, Sprite.TRANS_NONE) ; x += 15 ; } y += 15 ; x = 0 ; } } catch (IOException ex) { ex.printStackTrace(); } } please help me to make it right....It's emergency! Thanks a lot guys...

    Read the article

  • Screen information while Windows system is locked (.NET)

    - by Matt
    We have a nightly process that updates applications on a user's pc, and that requires bringing the application down and back up again (not looking to get into changing that process). The problem is that we are building a Windows AppBar on launch which requires a valid screen, and when the system is locked there isn't one in the Screen class. So none of the visual effects are enabled and it shows up real ugly. The only way we currently have around this is to detect a locked screen and just spin and wait until the user unlocks the desktop, then continue launching. Leaving it down isn't an option, as this is a key part of our user's workflow, and they expect it to be up and running if they left it that way the night before. Any ideas?? I can't seem to find the display information anywhere, but it has to be stored off someplace, since the user is still logged in. The contents of the Screen.AllScreens array: ** When Locked: Device Name : DISPLAY Primary : True Bits Per Pixel : 0 Bounds : {X=-1280,Y=0,Width=2560,Height=1024} Working Area : {X=0,Y=0,Width=1280,Height=1024} ** When Unlocked: Device Name : \\.\DISPLAY1 Primary : True Bits Per Pixel : 32 Bounds : {X=0,Y=0,Width=1280,Height=1024} Working Area : {X=0,Y=0,Width=1280,Height=994} Device Name : \\.\DISPLAY2 Primary : False Bits Per Pixel : 32 Bounds : {X=-1280,Y=0,Width=1280,Height=1024} Working Area : {X=-1280,Y=0,Width=1280,Height=964}

    Read the article

  • Python: Serial Transmission

    - by Silent Elektron
    I have an image stack of 500 images (jpeg) of 640x480. I intend to make 500 pixels (1st pixels of all images) as a list and then send that via COM1 to FPGA where I do my further processing. I have a couple of questions here: How do I import all the 500 images at a time into python and how do i store it? How do I send the 500 pixel list via COM1 to FPGA? I tried the following: Converted the jpeg image to intensity values (each pixel is denoted by a number between 0 and 255) in MATLAB, saved the intensity values in a text file, read that file using readlines(). But it became too cumbersome to make the intensity value files for all the 500 images! Used NumPy to put the read files in a matrix and then pick the first pixel of all images. But when I send it, its coming like: [56, 61, 78, ... ,71, 91]. Is there a way to eliminate the [ ] and , while sending the data serially? Thanks in Advance! :)

    Read the article

  • Selenium Webdriver Java - looking for alternatives for Actions and Robot when performing drag-and-drop

    - by Ja-ke Alconcel
    I first tried Actions class and the drag-and-drop does work on different elements, however it was unable to locate the a specific draggable element on it's exact screen/webpage position. Here's the code I've used: Point loc = driver.findElement(By.id("thiselement")).getLocation(); System.out.println(loc); WebElement drag = driver.findElement(By.id("thiselement")); Actions test = new Actions(driver); test.dragAndDropBy(drag, 0, 60).build().perform(); I checked the element with it's pixel location and it prints (837, -52), which was somewhere on top of the webpage and was pixels away from the actual element. Then I tried using the Robot class and works perfectly fine on my script, but can only provide constant successful runs on a single test machine, running it with a different machine with different screen resolution and screen size will render the script to fail due to the dependency of Robot on the pixel location of the element. The sample code of the Robot script I'm using: Robot dragAndDrop = new Robot(); dragAndDrop.mouseMove(945, 166); //actual pixel location of the draggable element dragAndDrop.mousePress(InputEvent.BUTTON1_MASK); sleep(3000); dragAndDrop.mouseMove(945, 226); dragAndDrop.mouseRelease(InputEvent.BUTTON1_MASK); sleep(3000); Is there any alternative for Actions and Robot to automate drag-and-drop? Or maybe a help on working the script to work on Actions as I really can't use Robot. Thanks in advance.

    Read the article

  • "java.lang.OutOfMemoryError: Java heap space" in image and array storage

    - by totalconscience
    I am currently working on an image processing demonstration in java (Applet). I am running into the problem where my arrays are too large and I am getting the "java.lang.OutOfMemoryError: Java heap space" error. The algorithm I run creates an NxD float array where: N is the number of pixel in the image and D is the coordinates of each pixel plus the colorspace components of each pixel (usually 1 for grayscale or 3 for RGB). For each iteration of the algorithm it creates one of these NxD float arrays and stores it for later use in a vector, so that the user of the applet may look at the individual steps. My client wants the program to be able to load a 500x500 RGB image and run as the upper bound. There are about 12 to 20 iterations per run so that means I need to be able to store a 12x500x500x5 float in some fashion. Is there a way to process all of this data and, if possible, how? Example of the issue: I am loading a 512 by 512 Grayscale image and even before the first iteration completes I run out of heap space. The line it points me to is: Y.add(new float[N][D]) where Y is a Vector and N and D are described as above. This is the second instance of the code using that line.

    Read the article

  • how to make a CUDA Histogram kernel?

    - by kitw
    Hi all, I am writing a CUDA kernel for Histogram on a picture, but I had no idea how to return a array from the kernel, and the array will change when other thread read it. Any possible solution for it? __global__ void Hist( TColor *dst, //input image int imageW, int imageH, int*data ){ const int ix = blockDim.x * blockIdx.x + threadIdx.x; const int iy = blockDim.y * blockIdx.y + threadIdx.y; if(ix < imageW && iy < imageH) { int pixel = get_red(dst[imageW * (iy) + (ix)]); //this assign specific RED value of image to pixel data[pixel] ++; // ?? problem statement ... } } @para d_dst: input image TColor is equals to float4. @para data: the array for histogram size [255] extern "C" void cuda_Hist(TColor *d_dst, int imageW, int imageH,int* data) { dim3 threads(BLOCKDIM_X, BLOCKDIM_Y); dim3 grid(iDivUp(imageW, BLOCKDIM_X), iDivUp(imageH, BLOCKDIM_Y)); Hist<<<grid, threads>>>(d_dst, imageW, imageH, data); }

    Read the article

  • Creating transparent PNG with exact RGBA values

    - by rrowland
    I'm color-coding a transparent image to be read programatically. However, the image seems to be getting compressed and my code is reading color values other than the ones I mean to pass it. Concept This is the output I get, exporting as PNG-24. I programatically check each pixel for one of the six colors I use in creating the image: 0x00000F 0x0000F0 0x000F00 0x00F000 0x0F0000 0xF00000 Each color represents a different texture to apply. Top right (0x00000F) will pull texture from the tile to its top right and blend it at a ratio equal to the opacity of the pixel. The end goal is to create a hex tiled grid with differing textures that blend smoothly. What's happening It seems that when converting to PNG, Photoshop will change the RGBA to make it smoother, or just to help compression size. Parts that should be 250 red range anywhere from 150 to 255. Question Whether using PNG or another web-compatible format, I need to be able to save these pixel values, essentially instructions, loss-less and still maintain transparency. Is this possible in any format or will I need to re-think my approach?

    Read the article

  • Voice Recognition Google API

    - by user2966744
    thanks for reading. I'm creating a simple web based drawing app that uses speech recognition. I have created a simple page, the project is on github here: https://github.com/a5hton/speechdraw It has a 16x16 pixel grid. I would like to be able to draw on this grid by using simple words. For example if you say "right", the pixel to the right will be colored black. If you say "down" the pixel below the last one will be colored black. You can say up, down, left or right and the corresponding pixels will be colored. Saying "erase" will switch to erase mode, colouring the pixels back to their original color. Saying "lift" will lift the pen off the page. Saying "draw" will enable the draw mode. Could you please help me work out how to make this happen. Please see the simple page at to get an understanding. Thank you! Cheers, Michael

    Read the article

  • Heartbeat won't successfully start up resources from a cold boot when a failed node is present

    - by Matthew
    I currently have two ubuntu servers running Heartbeat and DRBD. The servers are directory connected with a 1000Mbps crossover cable on eth1 and have access to an IP camera LAN on eth0. Now, let's say that one node is down and the remaining functional node is booting after having been shut down. The node that is still functioning won't start up heartbeat and provide access to the drbd resource from a cold boot. I have to manually restart heartbeat by sudo service heartbeat restart to get everything up and running. How can I get it to start fine from a cold start, when only one server is present? Here is the ha.cf: debug /var/log/ha-debug logfile /var/log/ha-log logfacility none keepalive 2 deadtime 10 warntime 7 initdead 60 ucast eth1 192.168.2.2 ucast eth0 10.1.10.201 node EMserver1 node EMserver2 respawn hacluster /usr/lib/heartbeat/ipfail ping 10.1.10.22 10.1.10.21 10.1.10.11 auto_failback off Some material from the syslog: harc[4604]: 2012/11/27_13:54:49 info: Running /etc/ha.d//rc.d/status status mach_down[4632]: 2012/11/27_13:54:49 info: /usr/share/heartbeat/mach_down: nice_failback: foreign resources acquired mach_down[4632]: 2012/11/27_13:54:49 info: mach_down takeover complete for node emserver2. Nov 27 13:54:49 EMserver1 heartbeat: [4586]: info: Initial resource acquisition complete (T_RESOURCES(us)) Nov 27 13:54:49 EMserver1 heartbeat: [4586]: info: mach_down takeover complete. IPaddr[4679]: 2012/11/27_13:54:49 INFO: Resource is stopped Nov 27 13:54:49 EMserver1 heartbeat: [4605]: info: Local Resource acquisition completed. harc[4713]: 2012/11/27_13:54:49 info: Running /etc/ha.d//rc.d/ip-request-resp ip-request-resp ip-request-resp[4713]: 2012/11/27_13:54:49 received ip-request-resp IPaddr::10.1.10.254 OK yes ResourceManager[4732]: 2012/11/27_13:54:50 info: Acquiring resource group: emserver1 IPaddr::10.1.10.254 drbddisk::r0 Filesystem::/dev/drbd1::/shr::ext4 nfs-kernel-server IPaddr[4759]: 2012/11/27_13:54:50 INFO: Resource is stopped ResourceManager[4732]: 2012/11/27_13:54:50 info: Running /etc/ha.d/resource.d/IPaddr 10.1.10.254 start IPaddr[4816]: 2012/11/27_13:54:50 INFO: Using calculated nic for 10.1.10.254: eth0 IPaddr[4816]: 2012/11/27_13:54:50 INFO: Using calculated netmask for 10.1.10.254: 255.255.255.0 IPaddr[4816]: 2012/11/27_13:54:50 INFO: eval ifconfig eth0:0 10.1.10.254 netmask 255.255.255.0 broadcast 10.1.10.255 IPaddr[4804]: 2012/11/27_13:54:50 INFO: Success ResourceManager[4732]: 2012/11/27_13:54:50 info: Running /etc/ha.d/resource.d/drbddisk r0 start Filesystem[4965]: 2012/11/27_13:54:50 INFO: Resource is stopped ResourceManager[4732]: 2012/11/27_13:54:50 info: Running /etc/ha.d/resource.d/Filesystem /dev/drbd1 /shr ext4 start Filesystem[5039]: 2012/11/27_13:54:50 INFO: Running start for /dev/drbd1 on /shr Filesystem[5033]: 2012/11/27_13:54:51 INFO: Success ResourceManager[4732]: 2012/11/27_13:54:51 info: Running /etc/init.d/nfs-kernel-server start Nov 27 13:55:00 EMserver1 heartbeat: [4586]: info: Local Resource acquisition completed. (none) Nov 27 13:55:00 EMserver1 heartbeat: [4586]: info: local resource transition completed. Nov 27 13:57:46 EMserver1 heartbeat: [4586]: info: Heartbeat shutdown in progress. (4586) Nov 27 13:57:46 EMserver1 heartbeat: [5286]: info: Giving up all HA resources. ResourceManager[5301]: 2012/11/27_13:57:46 info: Releasing resource group: emserver1 IPaddr::10.1.10.254 drbddisk::r0 Filesystem::/dev/drbd1::/shr::ext4 nfs-kernel-server ResourceManager[5301]: 2012/11/27_13:57:46 info: Running /etc/init.d/nfs-kernel-server stop ResourceManager[5301]: 2012/11/27_13:57:46 info: Running /etc/ha.d/resource.d/Filesystem /dev/drbd1 /shr ext4 stop Filesystem[5372]: 2012/11/27_13:57:46 INFO: Running stop for /dev/drbd1 on /shr Filesystem[5372]: 2012/11/27_13:57:47 INFO: Trying to unmount /shr Filesystem[5372]: 2012/11/27_13:57:47 INFO: unmounted /shr successfully Filesystem[5366]: 2012/11/27_13:57:47 INFO: Success ResourceManager[5301]: 2012/11/27_13:57:47 info: Running /etc/ha.d/resource.d/drbddisk r0 stop ResourceManager[5301]: 2012/11/27_13:57:47 info: Running /etc/ha.d/resource.d/IPaddr 10.1.10.254 stop IPaddr[5509]: 2012/11/27_13:57:47 INFO: ifconfig eth0:0 down IPaddr[5497]: 2012/11/27_13:57:47 INFO: Success Nov 27 13:57:47 EMserver1 heartbeat: [5286]: info: All HA resources relinquished. Nov 27 13:57:48 EMserver1 heartbeat: [4586]: info: killing /usr/lib/heartbeat/ipfail process group 4603 with signal 15 Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: killing HBFIFO process 4589 with signal 15 Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: killing HBWRITE process 4590 with signal 15 Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: killing HBREAD process 4591 with signal 15 Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: killing HBWRITE process 4592 with signal 15 Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: killing HBREAD process 4593 with signal 15 Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: killing HBWRITE process 4594 with signal 15 Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: killing HBREAD process 4595 with signal 15 Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: killing HBWRITE process 4596 with signal 15 Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: killing HBREAD process 4597 with signal 15 Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: killing HBWRITE process 4598 with signal 15 Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: killing HBREAD process 4599 with signal 15 Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: Core process 4589 exited. 11 remaining Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: Core process 4596 exited. 10 remaining Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: Core process 4598 exited. 9 remaining Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: Core process 4590 exited. 8 remaining Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: Core process 4595 exited. 7 remaining Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: Core process 4591 exited. 6 remaining Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: Core process 4592 exited. 5 remaining Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: Core process 4593 exited. 4 remaining Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: Core process 4597 exited. 3 remaining Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: Core process 4594 exited. 2 remaining Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: Core process 4599 exited. 1 remaining Nov 27 13:57:49 EMserver1 heartbeat: [4586]: info: emserver1 Heartbeat shutdown complete. Here is some more from the log ResourceManager[2576]: 2012/11/28_16:32:42 info: Acquiring resource group: emserver1 IPaddr::10.1.10.254 drbddisk::r0 Filesystem::/dev/drbd1::/shr::ext4 nfs-kernel-server IPaddr[2602]: 2012/11/28_16:32:42 INFO: Running OK Filesystem[2653]: 2012/11/28_16:32:43 INFO: Running OK Nov 28 16:32:52 EMserver1 heartbeat: [1695]: WARN: node emserver2: is dead Nov 28 16:32:52 EMserver1 heartbeat: [1695]: info: Dead node emserver2 gave up resources. Nov 28 16:32:52 EMserver1 ipfail: [1807]: info: Status update: Node emserver2 now has status dead Nov 28 16:32:52 EMserver1 heartbeat: [1695]: info: Link emserver2:eth1 dead. Nov 28 16:32:53 EMserver1 ipfail: [1807]: info: NS: We are still alive! Nov 28 16:32:53 EMserver1 ipfail: [1807]: info: Link Status update: Link emserver2/eth1 now has status dead Nov 28 16:32:55 EMserver1 ipfail: [1807]: info: Asking other side for ping node count. Nov 28 16:32:55 EMserver1 ipfail: [1807]: info: Checking remote count of ping nodes. Nov 28 16:32:57 EMserver1 heartbeat: [1695]: info: Heartbeat shutdown in progress. (1695) Nov 28 16:32:57 EMserver1 heartbeat: [2734]: info: Giving up all HA resources. ResourceManager[2751]: 2012/11/28_16:32:57 info: Releasing resource group: emserver1 IPaddr::10.1.10.254 drbddisk::r0 Filesystem::/dev/drbd1::/shr::ext4 nfs-kernel-server ResourceManager[2751]: 2012/11/28_16:32:57 info: Running /etc/init.d/nfs-kernel-server stop ResourceManager[2751]: 2012/11/28_16:32:57 info: Running /etc/ha.d/resource.d/Filesystem /dev/drbd1 /shr ext4 stop Filesystem[2829]: 2012/11/28_16:32:57 INFO: Running stop for /dev/drbd1 on /shr Filesystem[2829]: 2012/11/28_16:32:57 INFO: Trying to unmount /shr Filesystem[2829]: 2012/11/28_16:32:58 INFO: unmounted /shr successfully Filesystem[2823]: 2012/11/28_16:32:58 INFO: Success ResourceManager[2751]: 2012/11/28_16:32:58 info: Running /etc/ha.d/resource.d/drbddisk r0 stop ResourceManager[2751]: 2012/11/28_16:32:58 info: Running /etc/ha.d/resource.d/IPaddr 10.1.10.254 stop IPaddr[2971]: 2012/11/28_16:32:58 INFO: ifconfig eth0:0 down IPaddr[2958]: 2012/11/28_16:32:58 INFO: Success Nov 28 16:32:58 EMserver1 heartbeat: [2734]: info: All HA resources relinquished. Nov 28 16:32:59 EMserver1 heartbeat: [1695]: info: killing /usr/lib/heartbeat/ipfail process group 1807 with signal 15 Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: killing HBFIFO process 1777 with signal 15 Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: killing HBWRITE process 1778 with signal 15 Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: killing HBREAD process 1779 with signal 15 Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: killing HBWRITE process 1780 with signal 15 Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: killing HBREAD process 1781 with signal 15 Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: killing HBWRITE process 1782 with signal 15 Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: killing HBREAD process 1783 with signal 15 Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: killing HBWRITE process 1784 with signal 15 Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: killing HBREAD process 1785 with signal 15 Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: killing HBWRITE process 1786 with signal 15 Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: killing HBREAD process 1787 with signal 15 Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: Core process 1778 exited. 11 remaining Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: Core process 1779 exited. 10 remaining Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: Core process 1780 exited. 9 remaining Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: Core process 1781 exited. 8 remaining Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: Core process 1782 exited. 7 remaining Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: Core process 1783 exited. 6 remaining Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: Core process 1784 exited. 5 remaining Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: Core process 1785 exited. 4 remaining Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: Core process 1786 exited. 3 remaining Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: Core process 1787 exited. 2 remaining Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: Core process 1777 exited. 1 remaining Nov 28 16:33:01 EMserver1 heartbeat: [1695]: info: emserver1 Heartbeat shutdown complete. If I restarted heartbeat at this point... the resources heartbeat controls would start up fine.... please help!

    Read the article

  • Redirect as a backup trick? w/o modifying DNS?

    - by acidzombie24
    I specifically looked up how to do something like this ( Can you set a backup ip for your server in DNS? ) and the answer basically was you can't. If i say specify 2 ip addresses could i somehow use a HTTP response header to ignore it temporary (say 5mins) and go to the other IP address? Or maybe i can play dead however i'm unsure how to play dead using nginx. I then would like to be available after my box notice the other box is down and be some kind of readonly server. I'm sure something like this has been implemented i am just wondering how i might implement it with 2 boxes. I'm sure it isn't very difficult? How might i redirect traffic from a backup box to my main server without modifying the DNS?

    Read the article

  • ifcfg-eth* on CentOS 6.x, but for IPv6 only?

    - by Ray Hoffman
    Could someone kindly provide a skeleton ifcfg-eth0:[X] for creating an alias with a IPv6 address and no IPv4 address? Or, alternatively, what's the IPv6 equivalent of this: in /etc/sysconfig/network-scripts/ifcfg-eth0:1 DEVICE=eth0:1 ONBOOT=yes BOOTPROTO=static IPADDR=42.69.66.66 NETMASK=255.255.255.0 Or does this not even make sense in IPv6 space? I know that I can use, for example: IPV6INIT=yes IPV6ADDR=2600:4200::6900:6666:dead:beef But then do I need to specify that there is no IPv4 address associated with this alias? If so, how? And do I need to also specify the IPV6_DEFAULTGW? Or can it piggyback on the eth0 (unaliased) gateway, which is specifed, like with IPv4 aliases? EDIT: Answered my own question! The easiest way to accomplish this seems to be not to create an alias as with IPV4, but to specify, for example, IPV6ADDR_SECONDARIES=2600:4200::6900:6666:dead:beef on the script for the base interface, e.g. ifcfg-eth0.

    Read the article

< Previous Page | 26 27 28 29 30 31 32 33 34 35 36 37  | Next Page >