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  • Wireless cuts out on Toshiba Satellite S7208

    - by alecRN
    I recently got a Toshiba Satellite L875-S7208 with Windows 7 preinstalled. I installed Ubuntu 12.04 LTS dual boot to the same Windows partition. However, usually 15 minutes or less after booting, the wifi connection dies. Here's some hopefully relevant information: lspci -knn 00:00.0 Host bridge [0600]: Intel Corporation 2nd Generation Core Processor Family DRAM Controller [8086:0104] (rev 09) Subsystem: Toshiba America Info Systems Device [1179:fb41] Kernel driver in use: agpgart-intel 00:02.0 VGA compatible controller [0300]: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller [8086:0116] (rev 09) Subsystem: Toshiba America Info Systems Device [1179:fb40] Kernel driver in use: i915 Kernel modules: i915 00:14.0 USB controller [0c03]: Intel Corporation Panther Point USB xHCI Host Controller [8086:1e31] (rev 04) Subsystem: Toshiba America Info Systems Device [1179:fb41] Kernel driver in use: xhci_hcd 00:16.0 Communication controller [0780]: Intel Corporation Panther Point MEI Controller #1 [8086:1e3a] (rev 04) Subsystem: Toshiba America Info Systems Device [1179:fb41] Kernel driver in use: mei Kernel modules: mei 00:1a.0 USB controller [0c03]: Intel Corporation Panther Point USB Enhanced Host Controller #2 [8086:1e2d] (rev 04) Subsystem: Toshiba America Info Systems Device [1179:fb41] Kernel driver in use: ehci_hcd 00:1b.0 Audio device [0403]: Intel Corporation Panther Point High Definition Audio Controller [8086:1e20] (rev 04) Subsystem: Toshiba America Info Systems Device [1179:fb40] Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel 00:1c.0 PCI bridge [0604]: Intel Corporation Panther Point PCI Express Root Port 1 [8086:1e10] (rev c4) Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.1 PCI bridge [0604]: Intel Corporation Panther Point PCI Express Root Port 2 [8086:1e12] (rev c4) Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.2 PCI bridge [0604]: Intel Corporation Panther Point PCI Express Root Port 3 [8086:1e14] (rev c4) Kernel driver in use: pcieport Kernel modules: shpchp 00:1d.0 USB controller [0c03]: Intel Corporation Panther Point USB Enhanced Host Controller #1 [8086:1e26] (rev 04) Subsystem: Toshiba America Info Systems Device [1179:fb41] Kernel driver in use: ehci_hcd 00:1f.0 ISA bridge [0601]: Intel Corporation Panther Point LPC Controller [8086:1e59] (rev 04) Subsystem: Toshiba America Info Systems Device [1179:fb41] Kernel modules: iTCO_wdt 00:1f.2 SATA controller [0106]: Intel Corporation Panther Point 6 port SATA Controller [AHCI mode] [8086:1e03] (rev 04) Subsystem: Toshiba America Info Systems Device [1179:fb41] Kernel driver in use: ahci 00:1f.3 SMBus [0c05]: Intel Corporation Panther Point SMBus Controller [8086:1e22] (rev 04) Subsystem: Toshiba America Info Systems Device [1179:fb41] Kernel modules: i2c-i801 02:00.0 Network controller [0280]: Realtek Semiconductor Co., Ltd. RTL8188CE 802.11b/g/n WiFi Adapter [10ec:8176] (rev 01) Subsystem: Realtek Semiconductor Co., Ltd. Device [10ec:8211] Kernel driver in use: rtl8192ce Kernel modules: rtl8192ce 03:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller [10ec:8136] (rev 05) Subsystem: Toshiba America Info Systems Device [1179:fb37] Kernel driver in use: r8169 Kernel modules: r8169 lsmod Module Size Used by snd_hda_codec_hdmi 32474 1 snd_hda_codec_realtek 224066 1 joydev 17693 0 rfcomm 47604 0 bnep 18281 2 bluetooth 180104 10 rfcomm,bnep parport_pc 32866 0 ppdev 17113 0 arc4 12529 2 snd_hda_intel 33773 3 snd_hda_codec 127706 3 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel snd_hwdep 13668 1 snd_hda_codec snd_pcm 97188 3 snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec snd_seq_midi 13324 0 snd_rawmidi 30748 1 snd_seq_midi snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61896 2 snd_seq_midi,snd_seq_midi_event snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq psmouse 87692 0 serio_raw 13211 0 rtl8192ce 84826 0 rtl8192c_common 75767 1 rtl8192ce rtlwifi 111202 1 rtl8192ce mac80211 506816 3 rtl8192ce,rtl8192c_common,rtlwifi snd 78855 16 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device sparse_keymap 13890 0 uvcvideo 72627 0 videodev 98259 1 uvcvideo v4l2_compat_ioctl32 17128 1 videodev mac_hid 13253 0 mei 41616 0 wmi 19256 0 soundcore 15091 1 snd i915 472941 3 snd_page_alloc 18529 2 snd_hda_intel,snd_pcm drm_kms_helper 46978 1 i915 cfg80211 205544 2 rtlwifi,mac80211 drm 242038 4 i915,drm_kms_helper i2c_algo_bit 13423 1 i915 video 19596 1 i915 lp 17799 0 parport 46562 3 parport_pc,ppdev,lp r8169 62099 0 ums_realtek 18248 0 uas 18180 0 usb_storage 49198 1 ums_realtek dmesg | grep firmware [ 15.692951] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 16.240881] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 452.419288] rtl8192c_common:rtl92c_firmware_selfreset(): 8051 reset fail. [ 458.572211] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 465.440640] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 472.337617] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 479.175471] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 485.978582] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 492.764893] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 499.579348] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 506.386934] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 513.209545] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 519.991365] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 526.778375] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 533.629695] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 540.426004] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 547.238125] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 554.024434] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 560.854794] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 567.678160] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 574.494666] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 581.336653] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 588.157710] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 595.221122] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 602.047429] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 608.829534] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 615.639079] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 622.454991] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 629.273231] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 636.056613] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 642.858096] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 649.640753] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 657.184094] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 664.008018] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 670.838639] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 677.675418] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 684.507255] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 691.310994] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 698.095325] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 704.914509] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin [ 711.725178] rtl8192c_common: Loading firmware file rtlwifi/rtl8192cfw.bin uname -r 3.2.0-29-generic ifconfig eth0 Link encap:Ethernet HWaddr 4c:72:b9:59:6c:61 inet addr:192.168.0.11 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::4e72:b9ff:fe59:6c61/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:4447 errors:0 dropped:0 overruns:0 frame:0 TX packets:2762 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3671147 (3.6 MB) TX bytes:335133 (335.1 KB) Interrupt:42 Base address:0x2000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:515 errors:0 dropped:0 overruns:0 frame:0 TX packets:515 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:83153 (83.1 KB) TX bytes:83153 (83.1 KB) wlan0 Link encap:Ethernet HWaddr 74:e5:43:32:47:95 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:280 errors:0 dropped:0 overruns:0 frame:0 TX packets:51 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:32958 (32.9 KB) TX bytes:10431 (10.4 KB)

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  • GitHub Integration in Windows Azure Web Site

    - by Shaun
    Microsoft had just announced an update for Windows Azure Web Site (a.k.a. WAWS). There are four major features added in WAWS which are free scaling mode, GitHub integration, custom domain and multi branches. Since I ‘m working in Node.js and I would like to have my code in GitHub and deployed automatically to my Windows Azure Web Site once I sync my code, this feature is a big good news to me.   It’s very simple to establish the GitHub integration in WAWS. First we need a clean WAWS. In its dashboard page click “Set up Git publishing”. Currently WAWS doesn’t support to change the publish setting. So if you have an existing WAWS which published by TFS or local Git then you have to create a new WAWS and set the Git publishing. Then in the deployment page we can see now WAWS supports three Git publishing modes: - Push my local files to Windows Azure: In this mode we will create a new Git repository on local machine and commit, publish our code to Windows Azure through Git command or some GUI. - Deploy from my GitHub project: In this mode we will have a Git repository created on GitHub. Once we publish our code to GitHub Windows Azure will download the code and trigger a new deployment. - Deploy from my CodePlex project: Similar as the previous one but our code would be in CodePlex repository.   Now let’s back to GitHub and create a new publish repository. Currently WAWS GitHub integration only support for public repositories. The private repositories support will be available in several weeks. We can manage our repositories in GitHub website. But as a windows geek I prefer the GUI tool. So I opened the GitHub for Windows, login with my GitHub account and select the “github” category, click the “add” button to create a new repository on GitHub. You can download the GitHub for Windows here. I specified the repository name, description, local repository, do not check the “Keep this code private”. After few seconds it will create a new repository on GitHub and associate it to my local machine in that folder. We can find this new repository in GitHub website. And in GitHub for Windows we can also find the local repository by selecting the “local” category.   Next, we need to associate this repository with our WAWS. Back to windows developer portal, open the “Deploy from my GitHub project” in the deployment page and click the “Authorize Windows Azure” link. It will bring up a new windows on GitHub which let me allow the Windows Azure application can access your repositories. After we clicked “Allow”, windows azure will retrieve all my GitHub public repositories and let me select which one I want to integrate to this WAWS. I selected the one I had just created in GitHub for Windows. So that’s all. We had completed the GitHub integration configuration. Now let’s have a try. In GitHub for Windows, right click on this local repository and click “open in explorer”. Then I added a simple HTML file. 1: <html> 2: <head> 3: </head> 4: <body> 5: <h1> 6: I came from GitHub, WOW! 7: </h1> 8: </body> 9: </html> Save it and back to GitHub for Windows, commit this change and publish. This will upload our changes to GitHub, and Windows Azure will detect this update and trigger a new deployment. If we went back to azure developer portal we can find the new deployment. And our commit message will be shown as the deployment description as well. And here is the page deployed to WAWS.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • Html.RenderAction Failed when Validation Failed

    - by Shaun
    RenderAction method had been introduced when ASP.NET MVC 1.0 released in its MvcFuture assembly and then final announced along with the ASP.NET MVC 2.0. Similar as RenderPartial, the RenderAction can display some HTML markups which defined in a partial view in any parent views. But the RenderAction gives us the ability to populate the data from an action which may different from the action which populating the main view. For example, in Home/Index.aspx we can invoke the Html.RenderPartial(“MyPartialView”) but the data of MyPartialView must be populated by the Index action of the Home controller. If we need the MyPartialView to be shown in Product/Create.aspx we have to copy (or invoke) the relevant code from the Index action in Home controller to the Create action in the Product controller which is painful. But if we are using Html.RenderAction we can tell the ASP.NET MVC from which action/controller the data should be populated. in that way in the Home/Index.aspx and Product/Create.aspx views we just need to call Html.RenderAction(“CreateMyPartialView”, “MyPartialView”) so it will invoke the CreateMyPartialView action in MyPartialView controller regardless from which main view. But in my current project we found a bug when I implement a RenderAction method in the master page to show something that need to connect to the backend data center when the validation logic was failed on some pages. I created a sample application below.   Demo application I created an ASP.NET MVC 2 application and here I need to display the current date and time on the master page. I created an action in the Home controller named TimeSlot and stored the current date into ViewDate. This method was marked as HttpGet as it just retrieves some data instead of changing anything. 1: [HttpGet] 2: public ActionResult TimeSlot() 3: { 4: ViewData["timeslot"] = DateTime.Now; 5: return View("TimeSlot"); 6: } Next, I created a partial view under the Shared folder to display the date and time string. 1: <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl<dynamic>" %> 2:  3: <span>Now: <% 1: : ViewData["timeslot"].ToString() %></span> Then at the master page I used Html.RenderAction to display it in front of the logon link. 1: <div id="logindisplay"> 2: <% 1: Html.RenderAction("TimeSlot", "Home"); %> 3:  4: <% 1: Html.RenderPartial("LogOnUserControl"); %> 5: </div> It’s fairly simple and works well when I navigated to any pages. But when I moved to the logon page and click the LogOn button without input anything in username and password the validation failed and my website crashed with the beautiful yellow page. (I really like its color style and fonts…)   How ASP.NET MVC executes Html.RenderAction In this example all other pages were rendered successful which means the ASP.NET MVC found the TimeSolt action under the Home controller except this situation. The only different is that when I clicked the LogOn button the browser send an HttpPost request to the server. Is that the reason of this bug? I created another action in Home controller with the same action name but for HttpPost. 1: [HttpPost] 2: [ActionName("TimeSlot")] 3: public ActionResult TimeSlot(object dummy) 4: { 5: return TimeSlot(); 6: } Or, I can use the AcceptVerbsAttribute on the TimeSlot action to let it allow both HttpGet and HttpPost. 1: [AcceptVerbs("GET", "POST")] 2: public ActionResult TimeSlot() 3: { 4: ViewData["timeslot"] = DateTime.Now; 5: return View("TimeSlot"); 6: } And then repeat what I did before and this time it worked well. Why we need the action for HttpPost here as it’s just data retrieving? That is because of how ASP.NET MVC executes the RenderAction method. In the source code of ASP.NET MVC we can see when proforming the RenderAction ASP.NET MVC creates a RequestContext instance from the current RequestContext and created a ChildActionMvcHandler instance which inherits from MvcHandler class. Then the ASP.NET MVC processes the handler through the HttpContext.Server.Execute method. That means it performs the action as a stand-alone request asynchronously and flush the result into the  TextWriter which is being used to render the current page. Since when I clicked the LogOn the request was in HttpPost so when ASP.NET MVC processed the ChildActionMvcHandler it would find the action which allow the current request method, which is HttpPost. Then our TimeSlot method in HttpGet would not be matched.   Summary In this post I introduced a bug in my currently developing project regards the new Html.RenderAction method provided within ASP.NET MVC 2 when processing a HttpPost request. In ASP.NET MVC world the underlying Http information became more important than in ASP.NET WebForm world. We need to pay more attention on which kind of request it currently created and how ASP.NET MVC processes.   Hope this helps, Shaun   All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • Slow boot on Ubuntu 12.04

    - by Hailwood
    My Ubuntu is booting really slow (Windows is booting faster...). I am using Ubuntu a Dell Inspiron 1545 Pentium(R) Dual-Core CPU T4300 @ 2.10GHz, 4GB Ram, 500GB HDD running Ubuntu 12.04 with gnome-shell 3.4.1. After running dmesg the culprit seems to be this section, in particular the last three lines: [26.557659] ADDRCONF(NETDEV_UP): eth0: link is not ready [26.565414] ADDRCONF(NETDEV_UP): eth0: link is not ready [27.355355] Console: switching to colour frame buffer device 170x48 [27.362346] fb0: radeondrmfb frame buffer device [27.362347] drm: registered panic notifier [27.362357] [drm] Initialized radeon 2.12.0 20080528 for 0000:01:00.0 on minor 0 [27.617435] init: udev-fallback-graphics main process (1049) terminated with status 1 [30.064481] init: plymouth-stop pre-start process (1500) terminated with status 1 [51.708241] CE: hpet increased min_delta_ns to 20113 nsec [59.448029] eth2: no IPv6 routers present But I have no idea how to start debugging this. sudo lshw -C video $ sudo lshw -C video *-display description: VGA compatible controller product: RV710 [Mobility Radeon HD 4300 Series] vendor: Hynix Semiconductor (Hyundai Electronics) physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 32 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=fglrx_pci latency=0 resources: irq:48 memory:e0000000-efffffff ioport:de00(size=256) memory:f6df0000-f6dfffff memory:f6d00000-f6d1ffff After loading the propriety driver my new dmesg log is below (starting from the first major time gap): [2.983741] EXT4-fs (sda6): mounted filesystem with ordered data mode. Opts: (null) [25.094327] ADDRCONF(NETDEV_UP): eth0: link is not ready [25.119737] udevd[520]: starting version 175 [25.167086] lp: driver loaded but no devices found [25.215341] fglrx: module license 'Proprietary. (C) 2002 - ATI Technologies, Starnberg, GERMANY' taints kernel. [25.215345] Disabling lock debugging due to kernel taint [25.231924] wmi: Mapper loaded [25.318414] lib80211: common routines for IEEE802.11 drivers [25.318418] lib80211_crypt: registered algorithm 'NULL' [25.331631] [fglrx] Maximum main memory to use for locked dma buffers: 3789 MBytes. [25.332095] [fglrx] vendor: 1002 device: 9552 count: 1 [25.334206] [fglrx] ioport: bar 1, base 0xde00, size: 0x100 [25.334229] pci 0000:01:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [25.334235] pci 0000:01:00.0: setting latency timer to 64 [25.337109] [fglrx] Kernel PAT support is enabled [25.337140] [fglrx] module loaded - fglrx 8.96.4 [Mar 12 2012] with 1 minors [25.342803] Adding 4189180k swap on /dev/sda7. Priority:-1 extents:1 across:4189180k [25.364031] type=1400 audit(1338241723.027:2): apparmor="STATUS" operation="profile_load" name="/sbin/dhclient" pid=606 comm="apparmor_parser" [25.364491] type=1400 audit(1338241723.031:3): apparmor="STATUS" operation="profile_load" name="/usr/lib/NetworkManager/nm-dhcp-client.action" pid=606 comm="apparmor_parser" [25.364760] type=1400 audit(1338241723.031:4): apparmor="STATUS" operation="profile_load" name="/usr/lib/connman/scripts/dhclient-script" pid=606 comm="apparmor_parser" [25.394328] wl 0000:0c:00.0: PCI INT A -> GSI 17 (level, low) -> IRQ 17 [25.394343] wl 0000:0c:00.0: setting latency timer to 64 [25.415531] acpi device:36: registered as cooling_device2 [25.416688] input: Video Bus as /devices/LNXSYSTM:00/device:00/PNP0A03:00/device:34/LNXVIDEO:00/input/input6 [25.416795] ACPI: Video Device [VID] (multi-head: yes rom: no post: no) [25.416865] [Firmware Bug]: Duplicate ACPI video bus devices for the same VGA controller, please try module parameter "video.allow_duplicates=1"if the current driver doesn't work. [25.425133] lib80211_crypt: registered algorithm 'TKIP' [25.448058] snd_hda_intel 0000:00:1b.0: PCI INT A -> GSI 21 (level, low) -> IRQ 21 [25.448321] snd_hda_intel 0000:00:1b.0: irq 47 for MSI/MSI-X [25.448353] snd_hda_intel 0000:00:1b.0: setting latency timer to 64 [25.738867] eth1: Broadcom BCM4315 802.11 Hybrid Wireless Controller 5.100.82.38 [25.761213] input: HDA Intel Mic as /devices/pci0000:00/0000:00:1b.0/sound/card0/input7 [25.761406] input: HDA Intel Headphone as /devices/pci0000:00/0000:00:1b.0/sound/card0/input8 [25.783432] dcdbas dcdbas: Dell Systems Management Base Driver (version 5.6.0-3.2) [25.908318] EXT4-fs (sda6): re-mounted. Opts: errors=remount-ro [25.928155] input: Dell WMI hotkeys as /devices/virtual/input/input9 [25.960561] udevd[543]: renamed network interface eth1 to eth2 [26.285688] init: failsafe main process (835) killed by TERM signal [26.396426] input: PS/2 Mouse as /devices/platform/i8042/serio2/input/input10 [26.423108] input: AlpsPS/2 ALPS GlidePoint as /devices/platform/i8042/serio2/input/input11 [26.511297] Bluetooth: Core ver 2.16 [26.511383] NET: Registered protocol family 31 [26.511385] Bluetooth: HCI device and connection manager initialized [26.511388] Bluetooth: HCI socket layer initialized [26.511391] Bluetooth: L2CAP socket layer initialized [26.512079] Bluetooth: SCO socket layer initialized [26.530164] Bluetooth: BNEP (Ethernet Emulation) ver 1.3 [26.530168] Bluetooth: BNEP filters: protocol multicast [26.553893] type=1400 audit(1338241724.219:5): apparmor="STATUS" operation="profile_replace" name="/sbin/dhclient" pid=928 comm="apparmor_parser" [26.554860] Bluetooth: RFCOMM TTY layer initialized [26.554866] Bluetooth: RFCOMM socket layer initialized [26.554868] Bluetooth: RFCOMM ver 1.11 [26.557910] type=1400 audit(1338241724.223:6): apparmor="STATUS" operation="profile_load" name="/usr/lib/lightdm/lightdm/lightdm-guest-session-wrapper" pid=927 comm="apparmor_parser" [26.559166] type=1400 audit(1338241724.223:7): apparmor="STATUS" operation="profile_replace" name="/usr/lib/NetworkManager/nm-dhcp-client.action" pid=928 comm="apparmor_parser" [26.559574] type=1400 audit(1338241724.223:8): apparmor="STATUS" operation="profile_replace" name="/usr/lib/connman/scripts/dhclient-script" pid=928 comm="apparmor_parser" [26.575519] type=1400 audit(1338241724.239:9): apparmor="STATUS" operation="profile_load" name="/usr/lib/telepathy/mission-control-5" pid=931 comm="apparmor_parser" [26.581100] type=1400 audit(1338241724.247:10): apparmor="STATUS" operation="profile_load" name="/usr/lib/telepathy/telepathy-*" pid=931 comm="apparmor_parser" [26.582794] type=1400 audit(1338241724.247:11): apparmor="STATUS" operation="profile_load" name="/usr/bin/evince" pid=929 comm="apparmor_parser" [26.605672] ppdev: user-space parallel port driver [27.592475] sky2 0000:09:00.0: eth0: enabling interface [27.604329] ADDRCONF(NETDEV_UP): eth0: link is not ready [27.606962] ADDRCONF(NETDEV_UP): eth0: link is not ready [27.852509] vesafb: mode is 1024x768x32, linelength=4096, pages=0 [27.852513] vesafb: scrolling: redraw [27.852515] vesafb: Truecolor: size=0:8:8:8, shift=0:16:8:0 [27.852523] mtrr: type mismatch for e0000000,400000 old: write-back new: write-combining [27.852527] mtrr: type mismatch for e0000000,200000 old: write-back new: write-combining [27.852531] mtrr: type mismatch for e0000000,100000 old: write-back new: write-combining [27.852534] mtrr: type mismatch for e0000000,80000 old: write-back new: write-combining [27.852538] mtrr: type mismatch for e0000000,40000 old: write-back new: write-combining [27.852541] mtrr: type mismatch for e0000000,20000 old: write-back new: write-combining [27.852544] mtrr: type mismatch for e0000000,10000 old: write-back new: write-combining [27.852548] mtrr: type mismatch for e0000000,8000 old: write-back new: write-combining [27.852551] mtrr: type mismatch for e0000000,4000 old: write-back new: write-combining [27.852554] mtrr: type mismatch for e0000000,2000 old: write-back new: write-combining [27.852558] mtrr: type mismatch for e0000000,1000 old: write-back new: write-combining [27.853154] vesafb: framebuffer at 0xe0000000, mapped to 0xffffc90005580000, using 3072k, total 3072k [27.853405] Console: switching to colour frame buffer device 128x48 [27.853426] fb0: VESA VGA frame buffer device [28.539800] fglrx_pci 0000:01:00.0: irq 48 for MSI/MSI-X [28.540552] [fglrx] Firegl kernel thread PID: 1168 [28.540679] [fglrx] Firegl kernel thread PID: 1169 [28.540789] [fglrx] Firegl kernel thread PID: 1170 [28.540932] [fglrx] IRQ 48 Enabled [29.845620] [fglrx] Gart USWC size:1236 M. [29.845624] [fglrx] Gart cacheable size:489 M. [29.845629] [fglrx] Reserved FB block: Shared offset:0, size:1000000 [29.845632] [fglrx] Reserved FB block: Unshared offset:fc21000, size:3df000 [29.845635] [fglrx] Reserved FB block: Unshared offset:1fffb000, size:5000 [59.700023] eth2: no IPv6 routers present

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  • Happy 3rd Birthday SilverlightCream!

    - by Dave Campbell
    Happy 3rd Birthday!     Yesterday (May 16) was the 'Birthday' of SilverlightCream, which started just after MIX in 2007 with a post "Interesting Silverlight posts today: Silverlight Control & Silverlight Pad". Too many good posts flying around led me to want to archive them, particularly since I was being aggregated at a new site Silverlight.net, and I could give some of that 'reach' to the community. Saturday's post was number 862, and as of that post, there were 5697 blog posts archived in the database all tagged up and searchable at SilverlightCream.com using the search page. The search needs to be better, and that's another discussion, but it does work. The blog didn't begin life as the SilverlightCream blog, as is obvious from the name, but once I realized people were following it closely, I've tried to keep the signal-to-noise ratio very high. I even secured another blog for when I just want to rant about something to keep that stuff out of this one :) If you've been around since MIX07 days you've heard all this, but after talking to some people at MIX10 I realized not everyone knows all the ways the information is presented, so I figured doing a post like this once a year probably isn't a bad idea :) I scrounge through an ever-growing list of blogs (right now sitting at 505) looking for good stuff. I try to spin through the list every day, but with the list growing that large, it's getting tough. I usually use it as a background task while working or watching TV. If I just sit and go through the blogs it takes about an hour. The list is long enough now that from time to time, I'll only get partway through it and have 10 to 13 entries, so I'll just stop there and go on the next day... I don't like to have more than 15 in any single post. It's all pattern recognition as in "seen that", "seen that", "that's new", etc... so if you're a blogger, look at a heading below for some comments about blogging from my perspective. When I see something new, I make sure you're not pulling a 'Mike Taulty' on me and dumping 6 or 8 new posts in one day :), and I tag the ones I want to review. If there's not a lot going on, I may just push the posts as I come across them. Some days there may be 60 posts in that 'to review' list! Some are non-Silverlight, some are essentially duplicates of others, some are demos, ads, new releases of something, session materials, etc. I push lots of material into a database at WynApse.com, and the "Tagged Posts" menu on the left sidebar there takes you to a tag cloud of (at this very moment) "9224 articles tagged 13915 different ways using 459 unique tags". There are links in there on Gibson guitars, Jazz Guitar instructional stuff, Ford F-250 links, and tons of technical and non-technical stuff I've been aggregating for about 5 years now. So when I decide to blog (or shoutout) something, I first push it into the database at WynApse.com. Then I tag it all up and push it into the database at SilverlightCream.com. Then it gets pushed to @SilverlightNews. For a little over a year now, we're tracking unique IP hits on posts launched from either the blog post or from one of the SilverlightCream.com pages, and the posts with top hits from unique IP addresses in the last 7 days are displayed in a 'Skim' page at SilverlightCream... and that page needs work as well. The Skim page and tracking was the brainchild of my buddy Michael Washington. What I blog/shoutout After some time doing posts, I decided there were things that probably have no need to be searchable, but are good information, so I post those as 'Shoutouts'. Eventually I also decided the Shoutouts should get posted to @SilverlightNews, and that's now taking place. Notes to bloggers Remember I said spinning throught the Big List-o-BlogsTM is pattern recognition... that means I don't spend a lot of time on any individual blog deciding if it has new content. If you're familiar with the term 'Above the Fold', then you're probably ok. If I have to scroll the page to see if there's something new, or wade through some maze of menus, I'm probably going to miss new stuff. Likewise if you only show the latest on the front page and make it a puzzle to find the rest of them, or if you make the titles and initial graphics almost identical to the previous article, I'll miss it. Another thing is name/brand-recognition. Far be it for me (WynApse) to comment on someone blogging with a pseudonym, but if you want to get get some recognition, you are going to want your name to be available somewhere. I can think right off the top of my head of a couple good blogs that I have no idea of the individuals' real names. I can pull that off a bit because I've been around so long almost everyone knows who I am, but if you're new to the blog-o-sphere, being able to be name-recognized is as important as getting your brand out there. Kick my tires Finally, stuff happens... I may hit the wrong key and delete your blog, or a post might slip past me and I not realize it's new because of the naming, and never blog it. If you think I missed something, send me an email or use the submit page at SilverlightCream.com. Some bloggers have figured out that if they submit (one way or another) to me, their posts will go out next. I try to honor anyone that takes the time to submit with a quicker 'Cream posting. Thanks! Finally, thanks to everyone that contributes to the community as a whole... the blogs, the videos, and the presentations. A special thanks to everyone that reads SilverlightCream, or follows @WynApse or @SilverlightNews. Keep it all coming, and... Stay in the 'Light

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  • using Unity Android In a sub view and add actionbar and style

    - by aeroxr1
    I exported a simple animation from Unity3D (version 4.5) in android project. With eclipse I modified the manifest and added another activity. In this activity I put a button that it makes start the animation,and this is the result. The action bar appear in the main activity but it doesn't in the unity's activity :( How can I add the action bar and the style of the first activity to unity's animation activity ? This is the unity's activity's code : package com.rabidgremlin.tut.redcube; import android.app.NativeActivity; import android.content.res.Configuration; import android.graphics.PixelFormat; import android.os.Bundle; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.ViewGroup; import android.view.Window; import android.view.WindowManager; import com.unity3d.player.UnityPlayer; public class UnityPlayerNativeActivity extends NativeActivity { protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code // Setup activity layout @Override protected void onCreate (Bundle savedInstanceState) { //requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); getWindow().takeSurface(null); //setTheme(android.R.style.Theme_NoTitleBar_Fullscreen); getWindow().setFormat(PixelFormat.RGB_565); mUnityPlayer = new UnityPlayer(this); /*if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true)) getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); */ setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.quit(); super.onDestroy(); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); } // eliminiamo questa onResume() e proviamo a modificare la onResume() // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); } // inseriamo qualche modifica qui // This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } // Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } // For some reason the multiple keyevent type is not supported by the ndk. // Force event injection by overriding dispatchKeyEvent(). @Override public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.injectEvent(event); return super.dispatchKeyEvent(event); } // Pass any events not handled by (unfocused) views straight to UnityPlayer @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } /*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } } And this is the AndroidManifest.xml android:versionCode="1" android:versionName="1.0" > <!-- android:theme="@android:style/Theme.NoTitleBar"--> <supports-screens android:anyDensity="true" android:largeScreens="true" android:normalScreens="true" android:smallScreens="true" android:xlargeScreens="true" /> <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:theme="@android:style/Theme.Holo.Light" > <activity android:name="com.rabidgremlin.tut.redcube.UnityPlayerNativeActivity" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale" android:label="@string/app_name" android:screenOrientation="portrait" > <!--android:launchMode="singleTask"--> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" /> </activity> <activity android:name="com.rabidgremlin.tut.redcube.MainActivity" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <uses-sdk android:minSdkVersion="17" android:targetSdkVersion="19" /> <uses-feature android:glEsVersion="0x00020000" /> </manifest>

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  • List of Commonly Used Value Types in XNA Games

    - by Michael B. McLaughlin
    Most XNA programmers are concerned about generating garbage. More specifically about allocating GC-managed memory (GC stands for “garbage collector” and is both the name of the class that provides access to the garbage collector and an acronym for the garbage collector (as a concept) itself). Two of the major target platforms for XNA (Windows Phone 7 and Xbox 360) use variants of the .NET Compact Framework. On both variants, the GC runs under various circumstances (Windows Phone 7 and Xbox 360). Of concern to XNA programmers is the fact that it runs automatically after a fixed amount of GC-managed memory has been allocated (currently 1MB on both systems). Many beginning XNA programmers are unaware of what constitutes GC-managed memory, though. So here’s a quick overview. In .NET, there are two different “types” of types: value types and reference types. Only reference types are managed by the garbage collector. Value types are not managed by the garbage collector and are instead managed in other ways that are implementation dependent. For purposes of XNA programming, the important point is that they are not managed by the GC and thus do not, by themselves, increment that internal 1 MB allocation counter. (n.b. Structs are value types. If you have a struct that has a reference type as a member, then that reference type, when instantiated, will still be allocated in the GC-managed memory and will thus count against the 1 MB allocation counter. Putting it in a struct doesn’t change the fact that it gets allocated on the GC heap, but the struct itself is created outside of the GC’s purview). Both value types and reference types use the keyword ‘new’ to allocate a new instance of them. Sometimes this keyword is hidden by a method which creates new instances for you, e.g. XmlReader.Create. But the important thing to determine is whether or not you are dealing with a value types or a reference type. If it’s a value type, you can use the ‘new’ keyword to allocate new instances of that type without incrementing the GC allocation counter (except as above where it’s a struct with a reference type in it that is allocated by the constructor, but there are no .NET Framework or XNA Framework value types that do this so it would have to be a struct you created or that was in some third-party library you were using for that to even become an issue). The following is a list of most all of value types you are likely to use in a generic XNA game: AudioCategory (used with XACT; not available on WP7) AvatarExpression (Xbox 360 only, but exposed on Windows to ease Xbox development) bool BoundingBox BoundingSphere byte char Color DateTime decimal double any enum (System.Enum itself is a class, but all enums are value types such that there are no GC allocations for enums) float GamePadButtons GamePadCapabilities GamePadDPad GamePadState GamePadThumbSticks GamePadTriggers GestureSample int IntPtr (rarely but occasionally used in XNA) KeyboardState long Matrix MouseState nullable structs (anytime you see, e.g. int? something, that ‘?’ denotes a nullable struct, also called a nullable type) Plane Point Quaternion Ray Rectangle RenderTargetBinding sbyte (though I’ve never seen it used since most people would just use a short) short TimeSpan TouchCollection TouchLocation TouchPanelCapabilities uint ulong ushort Vector2 Vector3 Vector4 VertexBufferBinding VertexElement VertexPositionColor VertexPositionColorTexture VertexPositionNormalTexture VertexPositionTexture Viewport So there you have it. That’s not quite a complete list, mind you. For example: There are various structs in the .NET framework you might make use of. I left out everything from the Microsoft.Xna.Framework.Graphics.PackedVector namespace, since everything in there ventures into the realm of advanced XNA programming anyway (n.b. every single instantiable thing in that namespace is a struct and thus a value type; there are also two interfaces but interfaces cannot be instantiated at all and thus don’t figure in to this discussion). There are so many enums you’re likely to use (PlayerIndex, SpriteSortMode, SpriteEffects, SurfaceFormat, etc.) that including them would’ve flooded the list and reduced its utility. So I went with “any enum” and trust that you can figure out what the enums are (and it’s rare to use ‘new’ with an enum anyway). That list also doesn’t include any of the pre-defined static instances of some of the classes (e.g. BlendState.AlphaBlend, BlendState.Opaque, etc.) which are already allocated such that using them doesn’t cause any new allocations and therefore doesn’t increase that 1 MB counter. That list also has a few misleading things. VertexElement, VertexPositionColor, and all the other vertex types are structs. But you’re only likely to ever use them as an array (for use with VertexBuffer or DynamicVertexBuffer), and all arrays are reference types (even arrays of value types such as VertexPositionColor[ ] or int[ ]). * So that’s it for now. The note below may be a bit confusing (it deals with how the GC works and how arrays are managed in .NET). If so, you can probably safely ignore it for now but feel free to ask any questions regardless. * Arrays of value types (where the value type doesn’t contain any reference type members) are much faster for the GC to examine than arrays of reference types, so there is a definite benefit to using arrays of value types where it makes sense. But creating arrays of value types does cause the GC’s allocation counter to increase. Indeed, allocating a large array of a value type is one of the quickest ways to increment the allocation counter since a .NET array is a sequential block of memory. An array of reference types is just a sequential block of references (typically 4 bytes each) while an array of value types is a sequential block of instances of that type. So for an array of Vector3s it would be 12 bytes each since each float is 4 bytes and there are 3 in a Vector3; for an array of VertexPositionNormalTexture structs it would typically be 32 bytes each since it has two Vector3s and a Vector2. (Note that there are a few additional bytes taken up in the creation of an array, typically 12 but sometimes 16 or possibly even more, which depend on the implementation details of the array type on the particular platform the code is running on).

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  • The Case of the Extra Page: Rendering Reporting Services as PDF

    - by smisner
    I had to troubleshoot a problem with a mysterious extra page appearing in a PDF this week. My first thought was that it was likely to caused by one of the most common problems that people encounter when developing reports that eventually get rendered as PDF is getting blank pages inserted into the PDF document. The cause of the blank pages is usually related to sizing. You can learn more at Understanding Pagination in Reporting Services in Books Online. When designing a report, you have to be really careful with the layout of items in the body. As you move items around, the body will expand to accommodate the space you're using and you might eventually tighten everything back up again, but the body doesn't automatically collapse. One of my favorite things to do in Reporting Services 2005 - which I dubbed the "vacu-pack" method - was to just erase the size property of the Body and let it auto-calculate the new size, squeezing out all the extra space. Alas, that method no longer works beginning with Reporting Services 2008. Even when you make sure the body size is as small as possible (with no unnecessary extra space along the top, bottom, left, or right side of the body), it's important to calculate the body size plus header plus footer plus the margins and ensure that the calculated height and width do not exceed the report's height and width (shown as the page in the illustration above). This won't matter if users always render reports online, but they'll get extra pages in a PDF document if the report's height and width are smaller than the calculate space. Beginning the Investigation In the situation that I was troubleshooting, I checked the properties: Item Property Value Body Height 6.25in   Width 10.5in Page Header Height 1in Page Footer Height 0.25in Report Left Margin 0.1in   Right Margin 0.1in   Top Margin 0.05in   Bottom Margin 0.05in   Page Size - Height 8.5in   Page Size - Width 11in So I calculated the total width using Body Width + Left Margin + Right Margin and came up with a value of 10.7 inches. And then I calculated the total height using Body Height + Page Header Height + Page Footer Height + Top Margin + Bottom Margin and got 7.6 inches. Well, page sizing couldn't be the reason for the extra page in my report because 10.7 inches is smaller than the report's width of 11 inches and 7.6 inches is smaller than the report's height of 8.5 inches. I had to look elsewhere to find the culprit. Conducting the Third Degree My next thought was to focus on the rendering size of the items in the report. I've adapted my problem to use the Adventure Works database. At the top of the report are two charts, and then below each chart is a rectangle that contains a table. In the real-life scenario, there were some graphics present as a background for the tables which fit within the rectangles that were about 3 inches high so the visual space of the rectangles matched the visual space of the charts - also about 3 inches high. But there was also a huge amount of white space at the bottom of the page, and as I mentioned at the beginning of this post, a second page which was blank except for the footer that appeared at the bottom. Placing a textbox beneath the rectangles to see if they would appear on the first page resulted the textbox's appearance on the second page. For some reason, the rectangles wanted a buffer zone beneath them. What's going on? Taking the Suspect into Custody My next step was to see what was really going on with the rectangle. The graphic appeared to be correctly sized, but the behavior in the report indicated the rectangle was growing. So I added a border to the rectangle to see what it was doing. When I added borders, I could see that the size of each rectangle was growing to accommodate the table it contains. The rectangle on the right is slightly larger than the one on the left because the table on the right contains an extra row. The rectangle is trying to preserve the whitespace that appears in the layout, as shown below. Closing the Case Now that I knew what the problem was, what could I do about it? Because of the graphic in the rectangle (not shown), I couldn't eliminate the use of the rectangles and just show the tables. But fortunately, there is a report property that comes to the rescue: ConsumeContainerWhitespace (accessible only in the Properties window). I set the value of this property to True. Problem solved. Now the rectangles remain fixed at the configured size and don't grow vertically to preserve the whitespace. Case closed.

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  • Use BGInfo to Build a Database of System Information of Your Network Computers

    - by Sysadmin Geek
    One of the more popular tools of the Sysinternals suite among system administrators is BGInfo which tacks real-time system information to your desktop wallpaper when you first login. For obvious reasons, having information such as system memory, available hard drive space and system up time (among others) right in front of you is very convenient when you are managing several systems. A little known feature about this handy utility is the ability to have system information automatically saved to a SQL database or some other data file. With a few minutes of setup work you can easily configure BGInfo to record system information of all your network computers in a centralized storage location. You can then use this data to monitor or report on these systems however you see fit. BGInfo Setup If you are familiar with BGInfo, you can skip this section. However, if you have never used this tool, it takes just a few minutes to setup in order to capture the data you are looking for. When you first open BGInfo, a timer will be counting down in the upper right corner. Click the countdown button to keep the interface up so we can edit the settings. Now edit the information you want to capture from the available fields on the right. Since all the output will be redirected to a central location, don’t worry about configuring the layout or formatting. Configuring the Storage Database BGInfo supports the ability to store information in several database formats: SQL Server Database, Access Database, Excel and Text File. To configure this option, open File > Database. Using a Text File The simplest, and perhaps most practical, option is to store the BGInfo data in a comma separated text file. This format allows for the file to be opened in Excel or imported into a database. To use a text file or any other file system type (Excel or MS Access), simply provide the UNC to the respective file. The account running the task to write to this file will need read/write access to both the share and NTFS file permissions. When using a text file, the only option is to have BGInfo create a new entry each time the capture process is run which will add a new line to the respective CSV text file. Using a SQL Database If you prefer to have the data dropped straight into a SQL Server database, BGInfo support this as well. This requires a bit of additional configuration, but overall it is very easy. The first step is to create a database where the information will be stored. Additionally, you will want to create a user account to fill data into this table (and this table only). For your convenience, this script creates a new database and user account (run this as Administrator on your SQL Server machine): @SET Server=%ComputerName%.@SET Database=BGInfo@SET UserName=BGInfo@SET Password=passwordSQLCMD -S “%Server%” -E -Q “Create Database [%Database%]“SQLCMD -S “%Server%” -E -Q “Create Login [%UserName%] With Password=N’%Password%’, DEFAULT_DATABASE=[%Database%], CHECK_EXPIRATION=OFF, CHECK_POLICY=OFF”SQLCMD -S “%Server%” -E -d “%Database%” -Q “Create User [%UserName%] For Login [%UserName%]“SQLCMD -S “%Server%” -E -d “%Database%” -Q “EXEC sp_addrolemember N’db_owner’, N’%UserName%’” Note the SQL user account must have ‘db_owner’ permissions on the database in order for BGInfo to work correctly. This is why you should have a SQL user account specifically for this database. Next, configure BGInfo to connect to this database by clicking on the SQL button. Fill out the connection properties according to your database settings. Select the option of whether or not to only have one entry per computer or keep a history of each system. The data will then be dropped directly into a table named “BGInfoTable” in the respective database.   Configure User Desktop Options While the primary function of BGInfo is to alter the user’s desktop by adding system info as part of the wallpaper, for our use here we want to leave the user’s wallpaper alone so this process runs without altering any of the user’s settings. Click the Desktops button. Configure the Wallpaper modifications to not alter anything.   Preparing the Deployment Now we are all set for deploying the configuration to the individual machines so we can start capturing the system data. If you have not done so already, click the Apply button to create the first entry in your data repository. If all is configured correctly, you should be able to open your data file or database and see the entry for the respective machine. Now click the File > Save As menu option and save the configuration as “BGInfoCapture.bgi”.   Deploying to Client Machines Deployment to the respective client machines is pretty straightforward. No installation is required as you just need to copy the BGInfo.exe and the BGInfoCapture.bgi to each machine and place them in the same directory. Once in place, just run the command: BGInfo.exe BGInfoCapture.bgi /Timer:0 /Silent /NoLicPrompt Of course, you probably want to schedule the capture process to run on a schedule. This command creates a Scheduled Task to run the capture process at 8 AM every morning and assumes you copied the required files to the root of your C drive: SCHTASKS /Create /SC DAILY /ST 08:00 /TN “System Info” /TR “C:\BGInfo.exe C:\BGInfoCapture.bgi /Timer:0 /Silent /NoLicPrompt” Adjust as needed, but the end result is the scheduled task command should look something like this:   Download BGInfo from Sysinternals Latest Features How-To Geek ETC How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop How Do You Block Annoying Text Message (SMS) Spam? How to Use and Master the Notoriously Difficult Pen Tool in Photoshop HTG Explains: What Are the Differences Between All Those Audio Formats? 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  • Remote Debug Windows Azure Cloud Service

    - by Shaun
    Originally posted on: http://geekswithblogs.net/shaunxu/archive/2013/11/02/remote-debug-windows-azure-cloud-service.aspxOn the 22nd of October Microsoft Announced the new Windows Azure SDK 2.2. It introduced a lot of cool features but one of it shocked most, which is the remote debug support for Windows Azure Cloud Service (a.k.a. WACS).   Live Debug is Nightmare for Cloud Application When we are developing against public cloud, debug might be the most difficult task, especially after the application had been deployed. In order to minimize the debug effort, Microsoft provided local emulator for cloud service and storage once the Windows Azure platform was announced. By using local emulator developers could be able run their application on local machine with almost the same behavior as running on Windows Azure, and that could be debug easily and quickly. But when we deployed our application to Azure, we have to use log, diagnostic monitor to debug, which is very low efficient. Visual Studio 2012 introduced a new feature named "anonymous remote debug" which allows any workstation under any user could be able to attach the remote process. This is less secure comparing the authenticated remote debug but much easier and simpler to use. Now in Windows Azure SDK 2.2, we could be able to attach our application from our local machine to Windows Azure, and it's very easy.   How to Use Remote Debugger First, let's create a new Windows Azure Cloud Project in Visual Studio and selected ASP.NET Web Role. Then create an ASP.NET WebForm application. Then right click on the cloud project and select "publish". In the publish dialog we need to make sure the application will be built in debug mode, since .NET assembly cannot be debugged in release mode. I enabled Remote Desktop as I will log into the virtual machine later in this post. It's NOT necessary for remote debug. And selected "advanced settings" tab, make sure we checked "Enable Remote Debugger for all roles". In WACS, a cloud service could be able to have one or more roles and each role could be able to have one or more instances. The remote debugger will be enabled for all roles and all instances if we checked. Currently there's no way for us to specify which role(s) and which instance(s) to enable. Finally click "publish" button. In the windows azure activity window in Visual Studio we can find some information about remote debugger. To attache remote process would be easy. Open the "server explorer" window in Visual Studio and expand "cloud services" node, find the cloud service, role and instance we had just published and wanted to debug, right click on the instance and select "attach debugger". Then after a while (it's based on how fast our Internet connect to Windows Azure Data Center) the Visual Studio will be switched to debug mode. Let's add a breakpoint in the default web page's form load function and refresh the page in browser to see what's happen. We can see that the our application was stopped at the breakpoint. The call stack, watch features are all available to use. Now let's hit F5 to continue the step, then back to the browser we will find the page was rendered successfully.   What Under the Hood Remote debugger is a WACS plugin. When we checked the "enable remote debugger" in the publish dialog, Visual Studio will add two cloud configuration settings in the CSCFG file. Since they were appended when deployment, we cannot find in our project's CSCFG file. But if we opened the publish package we could find as below. At the same time, Visual Studio will generate a certificate and included into the package for remote debugger. If we went to the azure management portal we will find there will a certificate under our application which was created, uploaded by remote debugger plugin. Since I enabled Remote Desktop there will be two certificates in the screenshot below. The other one is for remote debugger. When our application was deployed, windows azure system will open related ports for remote debugger. As below you can see there are two new ports opened on my application. Finally, in our WACS virtual machine, windows azure system will copy the remote debug component based on which version of Visual Studio we are using and start. Our application then can be debugged remotely through the visual studio remote debugger. Below is the task manager on the virtual machine of my WACS application.   Summary In this post I demonstrated one of the feature introduced in Windows Azure SDK 2.2, which is Remote Debugger. It allows us to attach our application from local machine to windows azure virtual machine once it had been deployed. Remote debugger is powerful and easy to use, but it brings more security risk. And since it's only available for debug build this means the performance will be worse than release build. Hence we should only use this feature for staging test and bug fix (publish our beta version to azure staging slot), rather than for production.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • Integrate Google Wave With Your Windows Workflow

    - by Matthew Guay
    Have you given Google Wave a try, only to find it difficult to keep up with?  Here’s how you can integrate Google Wave with your desktop and workflow with some free and simple apps. Google Wave is an online web app, and unlike many Google services, it’s not easily integrated with standard desktop applications.  Instead, you’ll have to keep it open in a browser tab, and since it is one of the most intensive HTML5 webapps available today, you may notice slowdowns in many popular browsers.  Plus, it can be hard to stay on top of your Wave conversations and collaborations by just switching back and forth between the website and whatever else you’re working on.  Here we’ll look at some tools that can help you integrate Google Wave with your workflow, and make it feel more native in Windows. Use Google Wave Directly in Windows What’s one of the best ways to make a web app feel like a native application?  By making it into a native application, of course!  Waver is a free Air powered app that can make the mobile version of Google Wave feel at home on your Windows, Mac, or Linux desktop.  We found it to be a quick and easy way to keep on top of our waves and collaborate with our friends. To get started with Waver, open their homepage on the Adobe Air Marketplace (link below) and click Download From Publisher. Waver is powered by Adobe Air, so if you don’t have Adobe Air installed, you’ll need to first download and install it. After clicking the link above, Adobe Air will open a prompt asking what you wish to do with the file.  Click Open, and then install as normal. Once the installation is finished, enter your Google Account info in the window.   After a few moments, you’ll see your Wave account in miniature, running directly in Waver.  Click a Wave to view it, or click New wave to start a new Wave message.  Unfortunately, in our tests the search box didn’t seem to work, but everything else worked fine. Google Wave works great in Waver, though all of the Wave features are not available since it is running the mobile version of Wave. You can still view content from plugins, including YouTube videos, directly in Waver.   Get Wave Notifications From Your Windows Taskbar Most popular email and Twitter clients give you notifications from your system tray when new messages come in.  And with Google Wave Notifier, you can now get the same alerts when you receive a new Wave message. Head over to the Google Wave Notifier site (link below), and click the download link to get started.  Make sure to download the latest Binary zip, as this one will contain the Windows program rather than the source code. Unzip the folder, and then run GoogleWaveNotifier.exe. On first run, you can enter your Google Account information.  Notice that this is not a standard account login window; you’ll need to enter your email address in the Username field, and then your password below it. You can also change other settings from this dialog, including update frequency and whether or not to run at startup.  Click the value, and then select the setting you want from the dropdown menu. Now, you’ll have a new Wave icon in your system tray.  When it detects new Waves or unread updates, it will display a popup notification with details about the unread Waves.  Additionally, the icon will change to show the number of unread Waves.  Click the popup to open Wave in your browser.  Or, if you have Waver installed, simply open the Waver window to view your latest Waves. If you ever need to change settings again in the future, right-click the icon and select Settings, and then edit as above. Get Wave Notifications in Your Email  Most of us have Outlook or Gmail open all day, and seldom leave the house without a Smartphone with push email.  And thanks to a new Wave feature, you can still keep up with your Waves without having to change your workflow. To activate email notifications from Google Wave, login to your Wave account, click the arrow beside your Inbox, and select Notifications. Select how quickly you want to receive notifications, and choose which email address you wish to receive the notifications.  Click Save when you’re finished. Now you’ll receive an email with information about new and updated Waves in your account.  If there were only small changes, you may get enough info directly in the email; otherwise, you can click the link and open that Wave in your browser. Conclusion Google Wave has great potential as a collaboration and communications platform, but by default it can be hard to keep up with what’s going on in your Waves.  These apps for Windows help you integrate Wave with your workflow, and can keep you from constantly logging in and checking for new Waves.  And since Google Wave registration is now open for everyone, it’s a great time to give it a try and see how it works for yourself. Links Signup for Google Wave (Google Account required) Download Waver from the Adobe Air Marketplace Download Google Wave Notifier Similar Articles Productive Geek Tips We Have 20 Google Wave Invites. Want One?Tired of Waiting for Google Wave? Try ShareFlow NowIntegrate Google Docs with Outlook the Easy WayAwesome Desktop Wallpapers: The Windows 7 EditionWeek in Geek: The Stupid Geek Tricks to Hide Extra Windows Edition TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Default Programs Editor – One great tool for Setting Defaults Convert BMP, TIFF, PCX to Vector files with RasterVect Free Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good Greate Image Viewing and Management with Zoner Photo Studio Free Windows Media Player Plus! – Cool WMP Enhancer

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  • Get Information to Your Blog with Microsoft Broadcaster

    - by Matthew Guay
    Do you often have people ask you for advice about technology, or do you write tech-focused blog or newsletter?  Here’s how you can get information to share with your readers about Microsoft technology with Microsoft Broadcaster. Microsoft Broadcaster is a new service from Microsoft to help publishers, bloggers, developers, and other IT professionals find relevant information and resources from Microsoft.  You can use it to help discover things to write about, or simply discover new information about the technology you use.  Broadcaster will also notify you when new resources are available about the topics that interest you.  Let’s look at how you could use this to expand your blog and help your users. Getting Started Head over to the Microsoft Broadcaster site (link below), and click Join to get started. Sign in with your Windows Live ID, or create a new account if you don’t already have one. Near the bottom of the page, add information about your blog, newsletter, or group that you want to share Broadcaster information with.  Click Add when you’re done entering information.  You can enter as many sites or groups as you wish. When you’ve entered all of your information, click the Apply button at the bottom of the page.  Broadcaster will then let you know your information has been submitted, but you’ll need to wait several days to see if you are approved or not. Our application was approved about 2 days after applying, though this may vary.  When you’re approved, you’ll receive an email letting you know.  Return to the Broadcaster website (link below), but this time, click Sign in. Accept the terms of use by clicking I Accept at the bottom of the page. Confirm that your information entered previously is correct, and then click Configure my keywords at the bottom of the page. Now you can pick the topics you want to stay informed about.  Type keywords in the textbox, and it will bring up relevant topics with IntelliSense. Here we’ve added several topics to keep up with. Next select the Microsoft Products you want to keep track of.  If the product you want to keep track of is not listed, make sure to list it in the keywords section as above. Finally, select the types of content you wish to see, including articles, eBooks, webcasts, and more. Finally, when everything’s entered, click Configure My Alerts at the bottom of the page. Broadcaster can automatically email you when new content is found.  If you would like this, click Subscribe.  Otherwise, simply click Access Dashboard to go ahead and find your personalized content. If you choose to receive emails of new content, you’ll have to configure it with Windows Live Alerts.  Click Continue to set this up. Select if you want to receive Messenger alerts, emails, and/or text messages when new content is available.  Click Save when you’re finished. Finally, select how often you want to be notified, and then click Access Dashboard to view the content currently available. Finding Content For Your Blog, Site, or Group Now you can find content specified for your interests from the dashboard.  To access the dashboard in the future, simply go to the Broadcaster site and click Sign In. Here you can see available content, and can search for different topics or customize the topics shown. You’ll see snippets of information from various Microsoft videos, articles, whitepapers, eBooks, and more, depending on your settings.  Click the link at the top of the snippet to view the content, or right-click and copy the link to use in emails or on social networks like Twitter. If you’d like to add this snippet to your website or blog, click the Download content link at the bottom.   Now you can preview what the snippet will look like on your site, and change the width or height to fit your site.  You can view and edit the source code of the snippet from the box at the bottom, and then copy it to use on your site. Copy the code, and paste it in the HTML of a blog post, email, webpage, or anywhere else you wish to share it.  Here we’re pasting it into the HTML editor in Windows Live Writer so we can post it to a blog. After adding a title and opening paragraph, we have a nice blog post that only took a few minutes to put together but should still be useful for our readers.  You can check out the blog post we created at the link below. Readers can click on the links, which will direct them to the content on Microsoft’s websites. Conclusion If you frequently need to find educational and informative content about Microsoft products and services, Broadcaster can be a great service to keep you up to date.  The service worked quite good in our tests, and generally found relevant content to our keywords.  We had difficulty embedding links to eBooks that were listed by Broadcaster, but everything else worked for us.  Now you can always have high quality content to help your customers, coworkers, friends, and more, and you just might find something that will help you, too! Link Microsoft Broadcaster (registration required) Example Post at Techinch.com with Content from Microsoft Broadcaster Similar Articles Productive Geek Tips Create An Electronic Business Card In Outlook 2007Mysticgeek Blog: A Look at Internet Explorer 8 Beta 1 on Windows XPAnnouncing the How-To Geek BlogsNew Vista Syntax for Opening Control Panel Items from the Command-lineHow To Create and Publish Blog Posts in Word 2010 & 2007 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Fix Common Inkjet Printer Errors Dual Boot Ubuntu and Windows 7 What is HTML5? 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  • Sliding collision response

    - by dbostream
    I have been reading plenty of tutorials about sliding collision responses yet I am not able to implement it properly in my project. What I want to do is make a puck slide along the rounded corner boards of a hockey rink. In my latest attempt the puck does slide along the boards but there are some strange velocity behaviors. First of all the puck slows down a lot pretty much right away and then it slides for awhile and stops before exiting the corner. Even if I double the speed I get a similar behavior and the puck does not make it out of the corner. I used some ideas from this document http://www.peroxide.dk/papers/collision/collision.pdf. This is what I have: Update method called from the game loop when it is time to update the puck (I removed some irrelevant parts). I use two states (current, previous) which are used to interpolate the position during rendering. public override void Update(double fixedTimeStep) { /* Acceleration is set to 0 for now. */ Acceleration.Zero(); PreviousState = CurrentState; _collisionRecursionDepth = 0; CurrentState.Position = SlidingCollision(CurrentState.Position, CurrentState.Velocity * fixedTimeStep + 0.5 * Acceleration * fixedTimeStep * fixedTimeStep); /* Should not this be affected by a sliding collision? and not only the position. */ CurrentState.Velocity = CurrentState.Velocity + Acceleration * fixedTimeStep; Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private Vector2 SlidingCollision(Vector2 position, Vector2 velocity) { if(_collisionRecursionDepth > 5) return position; bool collisionFound = false; Vector2 futurePosition = position + velocity; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ if(!collisionFound) return futurePosition; /* If no collision was detected it is safe to move to the future position. */ /* It is not exactly the intersection point, but slightly before. */ Vector2 newPosition = intersectionPoint; /* oldVelocity is set to the distance from the newPosition(intersection point) to the position it had moved to had it not collided. */ Vector2 oldVelocity = futurePosition - newPosition; /* Project the distance left to move along the intersection normal. */ Vector2 newVelocity = oldVelocity - intersectionPointNormal * oldVelocity.DotProduct(intersectionPointNormal); if(newVelocity.LengthSq() < 0.001) return newPosition; /* If almost no speed, no need to continue. */ _collisionRecursionDepth++; return SlidingCollision(newPosition, newVelocity); } What am I doing wrong with the velocity? I have been staring at this for very long so I have gone blind. I have tried different values of recursion depth but it does not seem to make it better. Let me know if you need more information. I appreciate any help. EDIT: A combination of Patrick Hughes' and teodron's answers solved the velocity problem (I think), thanks a lot! This is the new code: I decided to use a separate recursion method now too since I don't want to recalculate the acceleration in each recursion. public override void Update(double fixedTimeStep) { Acceleration.Zero();// = CalculateAcceleration(fixedTimeStep); PreviousState = new MovingEntityState(CurrentState.Position, CurrentState.Velocity); CurrentState = SlidingCollision(CurrentState, fixedTimeStep); Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private MovingEntityState SlidingCollision(MovingEntityState state, double timeStep) { bool collisionFound = false; /* Calculate the next position given no detected collision. */ Vector2 futurePosition = state.Position + state.Velocity * timeStep; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ /* If no collision was detected it is safe to move to the future position. */ if (!collisionFound) return new MovingEntityState(futurePosition, state.Velocity); /* Set new position to the intersection point (slightly before). */ Vector2 newPosition = intersectionPoint; /* Project the new velocity along the intersection normal. */ Vector2 newVelocity = state.Velocity - 1.90 * intersectionPointNormal * state.Velocity.DotProduct(intersectionPointNormal); /* Calculate the time of collision. */ double timeOfCollision = Math.Sqrt((newPosition - state.Position).LengthSq() / (futurePosition - state.Position).LengthSq()); /* Calculate new time step, remaining time of full step after the collision * current time step. */ double newTimeStep = timeStep * (1 - timeOfCollision); return SlidingCollision(new MovingEntityState(newPosition, newVelocity), newTimeStep); } Even though the code above seems to slide the puck correctly please have a look at it. I have a few questions, if I don't multiply by 1.90 in the newVelocity calculation it doesn't work (I get a stack overflow when the puck enters the corner because the timeStep decreases very slowly - a collision is found early in every recursion), why is that? what does 1.90 really do and why 1.90? Also I have a new problem, the puck does not move parallell to the short side after exiting the curve; to be more exact it moves outside the rink (I am not checking for any collisions with the short side at the moment). When I perform the collision detection I first check that the puck is in the correct quadrant. For example bottom-right corner is quadrant four i.e. circleCenter.X < puck.X && circleCenter.Y puck.Y is this a problem? or should the short side of the rink be the one to make the puck go parallell to it and not the last collision in the corner? EDIT2: This is the code I use for collision detection, maybe it has something to do with the fact that I can't make the puck slide (-1.0) but only reflect (-2.0): /* Point is the current position (not the predicted one) and quadrant is 4 for the bottom-right corner for example. */ if (GeometryHelper.PointInCircleQuadrant(circleCenter, circleRadius, state.Position, quadrant)) { /* The line is: from = state.Position, to = futurePosition. So a collision is detected when from is inside the circle and to is outside. */ if (GeometryHelper.LineCircleIntersection2d(state.Position, futurePosition, circleCenter, circleRadius, intersectionPoint, quadrant)) { collisionFound = true; /* Set the intersection point to slightly before the real intersection point (I read somewhere this was good to do because of floting point precision, not sure exactly how much though). */ intersectionPoint = intersectionPoint - Vector2.NormalizeRet(state.Velocity) * 0.001; /* Normal at the intersection point. */ intersectionPointNormal = Vector2.NormalizeRet(circleCenter - intersectionPoint) } } When I set the intersection point, if I for example use 0.1 instead of 0.001 the puck travels further before it gets stuck, but for all values I have tried (including 0 - the real intersection point) it gets stuck somewhere (but I necessarily not get a stack overflow). Can something in this part be the cause of my problem? I can see why I get the stack overflow when using -1.0 when calculating the new velocity vector; but not how to solve it. I traced the time steps used in the recursion (initial time step is always 1/60 ~ 0.01666): Recursion depth Time step next recursive call [Start recursion, time step ~ 0.016666] 0 0,000985806527246773 [No collision, stop recursion] [Start recursion, time step ~ 0.016666] 0 0,0149596704364629 1 0,0144883449376379 2 0,0143155612984837 3 0,014224925727213 4 0,0141673917461608 5 0,0141265435314026 6 0,0140953966184117 7 0,0140704653746625 ...and so on. As you can see the collision is detected early in every recursive call which means the next time step decreases very slowly thus the recursion depth gets very big - stack overflow.

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  • College Courses through distance learning

    - by Matt
    I realize this isn't really a programming question, but didn't really know where to post this in the stackexchange and because I am a computer science major i thought id ask here. This is pretty unique to the programmer community since my degree is about 95% programming. I have 1 semester left, but i work full time. I would like to finish up in December, but to make things easier i like to take online classes whenever I can. So, my question is does anyone know of any colleges that offer distance learning courses for computer science? I have been searching around and found a few potential classes, but not sure yet. I would like to gather some classes and see what i can get approval for. Class I need: Only need one C SC 437 Geometric Algorithms C SC 445 Algorithms C SC 473 Automata Only need one C SC 452 Operating Systems C SC 453 Compilers/Systems Software While i only need of each of the above courses i still need to take two more electives. These also have to be upper 400 level classes. So i can take multiple in each category. Some other classes I can take are: CSC 447 - Green Computing CSC 425 - Computer Networking CSC 460 - Database Design CSC 466 - Computer Security I hoping to take one or two of these courses over the summer. If not, then online over the regular semester would be ok too. Any help in helping find these classes would be awesome. Maybe you went to a college that offered distance learning. Some of these classes may be considered to be graduate courses too. Descriptions are listed below if you need. Thanks! Descriptions Computer Security This is an introductory course covering the fundamentals of computer security. In particular, the course will cover basic concepts of computer security such as threat models and security policies, and will show how these concepts apply to specific areas such as communication security, software security, operating systems security, network security, web security, and hardware-based security. Computer Networking Theory and practice of computer networks, emphasizing the principles underlying the design of network software and the role of the communications system in distributed computing. Topics include routing, flow and congestion control, end-to-end protocols, and multicast. Database Design Functions of a database system. Data modeling and logical database design. Query languages and query optimization. Efficient data storage and access. Database access through standalone and web applications. Green Computing This course covers fundamental principles of energy management faced by designers of hardware, operating systems, and data centers. We will explore basic energy management option in individual components such as CPUs, network interfaces, hard drives, memory. We will further present the energy management policies at the operating system level that consider performance vs. energy saving tradeoffs. Finally we will consider large scale data centers where energy management is done at multiple layers from individual components in the system to shutting down entries subset of machines. We will also discuss energy generation and delivery and well as cooling issues in large data centers. Compilers/Systems Software Basic concepts of compilation and related systems software. Topics include lexical analysis, parsing, semantic analysis, code generation; assemblers, loaders, linkers; debuggers. Operating Systems Concepts of modern operating systems; concurrent processes; process synchronization and communication; resource allocation; kernels; deadlock; memory management; file systems. Algorithms Introduction to the design and analysis of algorithms: basic analysis techniques (asymptotics, sums, recurrences); basic design techniques (divide and conquer, dynamic programming, greedy, amortization); acquiring an algorithm repertoire (sorting, median finding, strong components, spanning trees, shortest paths, maximum flow, string matching); and handling intractability (approximation algorithms, branch and bound). Automata Introduction to models of computation (finite automata, pushdown automata, Turing machines), representations of languages (regular expressions, context-free grammars), and the basic hierarchy of languages (regular, context-free, decidable, and undecidable languages). Geometric Algorithms The study of algorithms for geometric objects, using a computational geometry approach, with an emphasis on applications for graphics, VLSI, GIS, robotics, and sensor networks. Topics may include the representation and overlaying of maps, finding nearest neighbors, solving linear programming problems, and searching geometric databases.

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  • Can't connect to Wired Network after installing 12.04

    - by ezz9
    I have installed 12.04 into a used HP Compaq DC 7100 CMT. Plugged in LAN cable into the computer and it says network disconnected. from what I understand on the things I've read, it's not getting the address right, maybe it's just a guess (hardware address 00:16:35:78:47:bb). I know the LAN cable is working I can get on the net with the old computer. (Old computer is using device MAC address; Auto eth0 00:11:11:E6:4F:FE). I have put this address into the newer HP and it shows last used (minutes ago) but no Internet sever not found. I tried the hardware address it says never. I feel and think this should be easy to fix. But I just don't know. Here is the info everyone has asked for, but they never say what I should do. sudo lshw -C network; rfkill list; cat /etc/network/interfaces; cat /etc/lsb-release; lspci -nn; lsusb; uname -a; ifconfig; route -n *-network description: ethernet interface product; NetXtreme BCM5751 Gigabit Ethernet PCI Express vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:40:00.0 logical name: eth0 verson: 01 serial: 00:16:35:78:47:bb size: 100Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm vpd msi pciexpress bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000-fd configuration: autonegotiation=on broadcast=yes driver=tg3 driverversion= 3.121 duplex=full firmware=5751-v3.29a latency=0 link=yes multicast=yes port=twi sted pair speed=100Mbit/s resources: irq:17 memory:f0400000-f040ffff auto lo iface lo inet loopback DISTRIB_ID=Ubuntu DISTRIB_RELEASE=12.04 DISTRIB_CODENAME=precise DISTRIB_DESCRIPTION= "Ubuntu 12.04 LTS" 00:00.0 host bridge [0600]: Inter Corporation 82915G/P/GV/GL/PL/910GL Memory Con troller Hub [8086:2580] (rev 04) 00.02.0 VGA compatible controller [0300]: Intel Corporation 82915G/GV/910GL inte grated Graphics Controller [8086:2582] (rev 04) 00:1c.0 PCI bridge [0604]: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Family) PCI Express Port 1 [8086:2660] (rev 03) 00:1c.1 PCI bridge [0604]: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Family) PCI Express Port 2 [8086:2662] (rev 03) 00:1d.0 USB controller [0c03]: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Fam ily) USB UHCI #1 [8086:2658] (rev 03) 00:1d.1 USB controller [0c03]: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Fam ily) USB UHCI #2 [8086:2659] (rev 03) 00:1d.2 USB controller [0c03]: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Fam ily) USB UHCI #3 [8086:265a] (rev 03) 00:1d.3 USB controller [0c03]: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Fam ily) USB UHCI #4 [8086:265b] (rev 03) 00:1d.7 USB controller [0c03]: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Fam ily) USB2 UHCI Controller [8086:265c] (rev 03) 00:1e.0 PCI bridge [0604]: Intel Corporation 82801 PCI bridge [8086:244e] (rev d 3) 00:1e.2 Multimedia audio controller [0401]: Intel Corporation 82801FB/FBM/FR/FW/ FRW (ICH6 Family) AC'97 Autio conrtroller [8086:266e] (rev 03) 00:1f.0 ISA bridge [0601]: Intel Corporation 82801FB/RF (ICH6/ICH6R) LPC Interfa ce Bridge [8086:2640] (rev 03) 00:1f.1 IDE interface [0101]: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 fami ly) IDE Controller [8086:266f] (rev 03) 00:1f.2 IDE interface [0101]: Intel Corporation 82801FB/FW (ICH6/ICH6W) SATA Con troller [8086:2651] (rev 03) 40:00.0 Ethernet controller [0200]: Broadcom Corporation NetXreme BCM5751 Gigab it Ethernet PCI Express [14e4:1677} (rev 01) Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Linux bob-desktop 3.2.0-23-generic-pae #36-Ubuntu SMP Tpr 10 22:19:09 UTC 20 12 i686 i686 i386 GNU/Linux eth0 Link encap:Ethernet HWaddr 00:16:35:78:47:bb inet6 addr: fe80::216:35ff:47bb/64 Scope:link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:2517 errors:0 dropped:0 overruns:0 frame:0 TX packets:164 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:164508 (164.5 KB) TX bytes: 40884 (40.0 KB) Interrupt:17 lo Link encap:Local loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:3290 errors:0 dropped:0 overruns:0 frame:0 TX packets:3290 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen: 0 RX bytes:267212 (267.2 KB) TX bytes: 267212 (267.2 KB) Kernel Ip routing table Destination Gateway Genmask Flags Metric Ref Use Iface ran this sudo dhclient eth0 no reply ran this ip addr 1: lo <LOOPBACK,UP,LOWER_UP> mtu 16436 qdisc noqueue state UNKNOWN link/loopback 00:00:00:00:00:00 brd 00:00:00:00:00:00 inet 127.0.0.1/8 scope host lo inet6 ::1/128 scope host valid_lft forever preferred_lft forever 2: eth0: <BROADCAST ,MULTICAST ,UP ,LOWER_UP> mtu 1500 qdisc mq state UP qlen 1000 link/enter 00:16:35:78:47:BB brd ff:ff:ff:ff:ff:ff inet 169.254.7.172/16 brd 169.254.255.255 scope link eth0:avahi inet6 fe80::216:35ff:fe78:47bb/64 scope link valid_lft forever preferred_lft forever Help please.

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  • LIMBO fails on startup with Internal errors - invalid parameters received

    - by user61262
    I installed LIMBO from the Humble Bundle V and as far as I am aware, this has wine packaged with it (I also installed the latest from the repo's in case is was because of that). However the game doesn't even start and fails with the message: Wine Program Error Internal errors - invalid parameters received. Is there a way to log the error or does anyone know why this happens? This question was asked previously but it seems to have disappeared. My Graphics cards is a Geforece GT 250 Cheers ice. [edit: Wine outputs the following error: wine /opt/limbo/support/limbo/drive_c/Program\ Files/limbo/limbo.exe fixme:system:SystemParametersInfoW Unimplemented action: 59 (SPI_SETSTICKYKEYS) fixme:system:SystemParametersInfoW Unimplemented action: 53 (SPI_SETTOGGLEKEYS) fixme:system:SystemParametersInfoW Unimplemented action: 51 (SPI_SETFILTERKEYS) fixme:win:EnumDisplayDevicesW ((null),0,0x32f580,0x00000000), stub! err:x11settings:X11DRV_ChangeDisplaySettingsEx No matching mode found 1920x1080x32 @60! (XRandR) err:xrandr:X11DRV_XRandR_SetCurrentMode Resolution change not successful -- perhaps display has changed? wine: Unhandled page fault on read access to 0x00000000 at address 0x48213e (thread 0009), starting debugger... The debugger has the following output: Unhandled exception: page fault on read access to 0x00000000 in 32-bit code (0x0048213e). Register dump: CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b EIP:0048213e ESP:0032f9f4 EBP:0037cdd0 EFLAGS:00010202( R- -- I - - - ) EAX:00000000 EBX:00000000 ECX:00000000 EDX:0037cf4c ESI:0037cda8 EDI:0037cdcc Stack dump: 0x0032f9f4: 0037cda8 0034c708 7bc35120 00000000 0x0032fa04: 0037cda8 0032fa38 0079fc58 00000000 0x0032fa14: 0048b7d4 00000001 0037cdcc 00000001 0x0032fa24: 00000780 00000438 0034c620 00000000 0x0032fa34: 0034c708 0032fa78 007a04e2 00000002 0x0032fa44: 0048c4bc 00000780 00000438 0037cda8 Backtrace: =>0 0x0048213e in limbo (+0x8213e) (0x0037cdd0) 0x0048213e: movl 0x0(%eax),%edx Modules: Module Address Debug info Name (103 modules) PE 400000- 926000 Export limbo PE 10000000-101ff000 Deferred d3dx9_43 ELF 79bb3000-7b800000 Deferred libnvidia-glcore.so.295.53 ELF 7b800000-7ba15000 Deferred kernel32<elf> \-PE 7b810000-7ba15000 \ kernel32 ELF 7bc00000-7bcc3000 Deferred ntdll<elf> \-PE 7bc10000-7bcc3000 \ ntdll ELF 7bf00000-7bf04000 Deferred <wine-loader> ELF 7d7e0000-7d7e4000 Deferred libnvidia-tls.so.295.53 ELF 7d7e4000-7d8bc000 Deferred libgl.so.1 ELF 7d9d0000-7d9d9000 Deferred librt.so.1 ELF 7d9d9000-7d9de000 Deferred libgpg-error.so.0 ELF 7d9de000-7d9f6000 Deferred libresolv.so.2 ELF 7d9f6000-7d9fa000 Deferred libkeyutils.so.1 ELF 7d9fa000-7da43000 Deferred libdbus-1.so.3 ELF 7da43000-7da55000 Deferred libp11-kit.so.0 ELF 7da55000-7dada000 Deferred libgcrypt.so.11 ELF 7dada000-7daec000 Deferred libtasn1.so.3 ELF 7daec000-7daf5000 Deferred libkrb5support.so.0 ELF 7daf5000-7dafa000 Deferred libcom_err.so.2 ELF 7dafa000-7db22000 Deferred libk5crypto.so.3 ELF 7db22000-7dbf1000 Deferred libkrb5.so.3 ELF 7dbf1000-7dc03000 Deferred libavahi-client.so.3 ELF 7dc03000-7dc11000 Deferred libavahi-common.so.3 ELF 7dc11000-7dcd5000 Deferred libgnutls.so.26 ELF 7dcd5000-7dd13000 Deferred libgssapi_krb5.so.2 ELF 7dd13000-7dd66000 Deferred libcups.so.2 ELF 7dd94000-7ddc8000 Deferred uxtheme<elf> \-PE 7dda0000-7ddc8000 \ uxtheme ELF 7ddc8000-7ddd3000 Deferred libxcursor.so.1 ELF 7ddd4000-7dde7000 Deferred gnome-keyring-pkcs11.so ELF 7de47000-7de4d000 Deferred libxfixes.so.3 ELF 7deac000-7ded6000 Deferred libexpat.so.1 ELF 7ded6000-7df0a000 Deferred libfontconfig.so.1 ELF 7df0a000-7df1a000 Deferred libxi.so.6 ELF 7df1a000-7df1e000 Deferred libxcomposite.so.1 ELF 7df1e000-7df27000 Deferred libxrandr.so.2 ELF 7df27000-7df31000 Deferred libxrender.so.1 ELF 7df31000-7df37000 Deferred libxxf86vm.so.1 ELF 7df37000-7df3b000 Deferred libxinerama.so.1 ELF 7df3b000-7df5d000 Deferred imm32<elf> \-PE 7df40000-7df5d000 \ imm32 ELF 7df5d000-7df64000 Deferred libxdmcp.so.6 ELF 7df64000-7df85000 Deferred libxcb.so.1 ELF 7df85000-7df9f000 Deferred libice.so.6 ELF 7df9f000-7e0d3000 Deferred libx11.so.6 ELF 7e0d3000-7e0e5000 Deferred libxext.so.6 ELF 7e0e5000-7e178000 Deferred winex11<elf> \-PE 7e0f0000-7e178000 \ winex11 ELF 7e178000-7e18e000 Deferred libz.so.1 ELF 7e18e000-7e228000 Deferred libfreetype.so.6 ELF 7e228000-7e247000 Deferred libtinfo.so.5 ELF 7e247000-7e269000 Deferred libncurses.so.5 ELF 7e27d000-7e292000 Deferred xinput1_3<elf> \-PE 7e280000-7e292000 \ xinput1_3 ELF 7e292000-7e2a6000 Deferred psapi<elf> \-PE 7e2a0000-7e2a6000 \ psapi ELF 7e2a6000-7e304000 Deferred dbghelp<elf> \-PE 7e2b0000-7e304000 \ dbghelp ELF 7e304000-7e391000 Deferred msvcrt<elf> \-PE 7e320000-7e391000 \ msvcrt ELF 7e391000-7e4c5000 Deferred wined3d<elf> \-PE 7e3a0000-7e4c5000 \ wined3d ELF 7e4c5000-7e4fe000 Deferred d3d9<elf> \-PE 7e4d0000-7e4fe000 \ d3d9 ELF 7e4fe000-7e573000 Deferred rpcrt4<elf> \-PE 7e510000-7e573000 \ rpcrt4 ELF 7e573000-7e67b000 Deferred ole32<elf> \-PE 7e590000-7e67b000 \ ole32 ELF 7e67b000-7e697000 Deferred dinput8<elf> \-PE 7e680000-7e697000 \ dinput8 ELF 7e697000-7e6d1000 Deferred winspool<elf> \-PE 7e6a0000-7e6d1000 \ winspool ELF 7e6d1000-7e7c9000 Deferred comctl32<elf> \-PE 7e6e0000-7e7c9000 \ comctl32 ELF 7e7c9000-7e833000 Deferred shlwapi<elf> \-PE 7e7e0000-7e833000 \ shlwapi ELF 7e833000-7ea44000 Deferred shell32<elf> \-PE 7e840000-7ea44000 \ shell32 ELF 7ea44000-7eb23000 Deferred comdlg32<elf> \-PE 7ea50000-7eb23000 \ comdlg32 ELF 7eb23000-7eb3c000 Deferred version<elf> \-PE 7eb30000-7eb3c000 \ version ELF 7eb3c000-7eb9c000 Deferred advapi32<elf> \-PE 7eb50000-7eb9c000 \ advapi32 ELF 7eb9c000-7ec59000 Deferred gdi32<elf> \-PE 7ebb0000-7ec59000 \ gdi32 ELF 7ec59000-7ed99000 Deferred user32<elf> \-PE 7ec70000-7ed99000 \ user32 ELF 7ef99000-7efa6000 Deferred libnss_files.so.2 ELF 7efa6000-7efc0000 Deferred libnsl.so.1 ELF 7efc0000-7efec000 Deferred libm.so.6 ELF 7efee000-7eff4000 Deferred libuuid.so.1 ELF 7eff4000-7f000000 Deferred libnss_nis.so.2 ELF b7411000-b7415000 Deferred libxau.so.6 ELF b7415000-b741e000 Deferred libnss_compat.so.2 ELF b741f000-b7424000 Deferred libdl.so.2 ELF b7424000-b75ca000 Deferred libc.so.6 ELF b75cb000-b75e6000 Deferred libpthread.so.0 ELF b75e9000-b75f2000 Deferred libsm.so.6 ELF b75fa000-b773c000 Dwarf libwine.so.1 ELF b773e000-b7760000 Deferred ld-linux.so.2 ELF b7760000-b7761000 Deferred [vdso].so Threads: process tid prio (all id:s are in hex) 00000008 (D) Z:\opt\limbo\support\limbo\drive_c\Program Files\limbo\limbo.exe 00000009 0 <== 0000000e services.exe 00000020 0 0000001f 0 00000019 0 00000018 0 00000017 0 00000015 0 00000010 0 0000000f 0 00000012 winedevice.exe 0000001d 0 0000001a 0 00000014 0 00000013 0 0000001b plugplay.exe 00000021 0 0000001e 0 0000001c 0 00000022 explorer.exe 00000023 0 System information: Wine build: wine-1.4 Platform: i386 Host system: Linux Host version: 3.2.0-24-generic-pae

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  • Say What? Podcasting As Part of Your Content Marketing

    - by Mike Stiles
    What do you usually do in your car on the way to work?  Sing along to radio? Stream Pandora or iHeartRadio? Talk on the phone? Sit in total silence? Whatever it is you do, you could be using that time to make yourself an expert in any range of topics…using podcasts. We invite you to follow or subscribe to the daily Oracle Social Spotlight podcast, a quick roundup of the day’s top stories around social marketing and the social networks. After podcasts arrived in 2004, growth was steady but slow. The concept was strong: anyone with a passion for any subject could make a show for anyone who cared to listen. Enter the smartphone, iTunes, new podcasting platforms, and social, and podcasting became easier than ever and made more sense for both podcasters and listeners. Stats show 1 in 5 smartphone owners are podcast consumers and 29% of Americans have listened to a podcast. The potential audience is also larger than ever. “Baked in” podcast apps on over 200 million devices expose users to volumes of audio content with just a tap. 97 million Americans are driving to work every day by themselves. And 38% of Americans listen to audio on a digital device each week, a number that’s projected to double by 2015. Does that mean your brand should be podcasting? That’s part of a larger discussion about your overall content strategy, provided you have one. But if you do and podcasting is a component of it, here are some things to keep in mind: Don’t podcast just to do it. Podcast because you thought of a show customers and prospects will like that they can’t get anywhere else. Sound quality matters. Good microphones are not expensive. Bad sound is annoying, makes your brand feel cheap, and will turn today’s sophisticated ears off. The host matters. Many think they belong on the radio. Few actually do. Your brand’s host should be comfortable & likeable. A top advantage of a podcast is people can bond with a real person. It’s a trust opportunity, so don’t take it lightly. The content matters. “All killer, no filler” means don’t allow babbling just to fill enough time for an episode. Value the listeners’ time, because that time is hard to get. Put time, effort and creativity into it. Sure you’re a business, but you’re competing with content from professional media and showbiz producers. If you can include music, sound effects, and things that amuse the ears, do it. If you start, be consistent. The #1 flaw in podcasting is when listeners can’t count on another episode or don’t know when it’s coming. Don’t skip doing shows just because you can. Get committed. Get your cover art right. Podcasting is about audio, but people shop for podcasts by glancing through graphics. Yours has to be professional, cool, and informative to get listeners interested. Cross-promote your podcast on all your channels. The competition for listeners is fierce, so if you have existing audiences you can leverage to launch your show, use them. Optimize it for mobile. Assume that’s where most listening will take place. If you’re using one of the podcast platform apps, you should be in good shape. Frankly, the percentage of brands that are podcasting is quite low, and that’s okay. Once you move beyond blogging and start connecting with real voices, poor execution can do damage. But more (32%) marketers want to learn how to use podcasting, and more (23%) were increasing their podcasting throughout this year. Bottom line, you want to share your brand’s message and stories wherever your audience might be and in whatever way they prefer to take in content. Many prefer to do that while driving or working out, using the eyes and hands-free medium of audio. @mikestilesPhoto: stock.xchng

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  • Blank screen after installing nvidia restricted driver

    - by LaMinifalda
    I have a new machine with a MSI N560GTX Ti Twin Frozr II/OC graphic card and MSI PH67A-C43 (B3) main board. If i install the current nvidia restricted driver and reboot the machine on Natty (64-bit), then i only get a black screen after reboot and my system does not respond. I can´t see the login screen. On nvidia web page i saw that the current driver is 270.41.06. Is that driver used as current driver? Btw, i am an ubuntu/linux beginner and therefore not very familiar with ubuntu. What can i do to solve the black screen problem? EDIT: Setting the nomodeset parameter does not solve the problem. After ubuntu start, first i see the ubuntu logo, then strange pixels and at the end the black screen. HELP! EDIT2: Thank you, but setting the "video=vesa:off gfxpayload=text" parameters do no solve the problem too. Same result as in last edit. HELP. I would like to see Unity. This is my grub: GRUB_DEFAULT=0 GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=10 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="video=vesa:off gfxpayload=text nomodeset quiet splash" GRUB_CMDLINE_LINUX=" vga=794" EDIT3: I dont know if it is important. If this edit is unnecessary and helpless I will delete it. There are some log files (Xorg.0.log - Xorg.4.log). I dont know how these log files relate to each other. Please, check the errors listed below. In Xorg.1.log I see the following error: [ 20.603] (EE) Failed to initialize GLX extension (ComIatible NVIDIA X driver not found) In Xorg.2.log I see the following error: [ 25.971] (II) Loading /usr/lib/xorg/modules/libfb.so [ 25.971] (**) NVIDIA(0): Depth 24, (--) framebuffer bpp 32 [ 25.971] (==) NVIDIA(0): RGB weight 888 [ 25.971] (==) NVIDIA(0): Default visual is TrueColor [ 25.971] (==) NVIDIA(0): Using gamma correction (1.0, 1.0, 1.0) [ 26.077] (EE) NVIDIA(0): Failed to initialize the NVIDIA GPU at PCI:1:0:0. Please [ 26.078] (EE) NVIDIA(0): check your system's kernel log for additional error [ 26.078] (EE) NVIDIA(0): messages and refer to Chapter 8: Common Problems in the [ 26.078] (EE) NVIDIA(0): README for additional information. [ 26.078] (EE) NVIDIA(0): Failed to initialize the NVIDIA graphics device! [ 26.078] (II) UnloadModule: "nvidia" [ 26.078] (II) Unloading nvidia [ 26.078] (II) UnloadModule: "wfb" [ 26.078] (II) Unloading wfb [ 26.078] (II) UnloadModule: "fb" [ 26.078] (II) Unloading fb [ 26.078] (EE) Screen(s) found, but none have a usable configuration. [ 26.078] Fatal server error: [ 26.078] no screens found [ 26.078] Please consult the The X.Org Found [...] In Xorg.4.log I see the following errors: [ 15.437] (**) NVIDIA(0): Depth 24, (--) framebuffer bpp 32 [ 15.437] (==) NVIDIA(0): RGB weight 888 [ 15.437] (==) NVIDIA(0): Default visual is TrueColor [ 15.437] (==) NVIDIA(0): Using gamma correction (1.0, 1.0, 1.0) [ 15.703] (II) NVIDIA(0): NVIDIA GPU GeForce GTX 560 Ti (GF114) at PCI:1:0:0 (GPU-0) [ 15.703] (--) NVIDIA(0): Memory: 1048576 kBytes [ 15.703] (--) NVIDIA(0): VideoBIOS: 70.24.11.00.00 [ 15.703] (II) NVIDIA(0): Detected PCI Express Link width: 16X [ 15.703] (--) NVIDIA(0): Interlaced video modes are supported on this GPU [ 15.703] (--) NVIDIA(0): Connected display device(s) on GeForce GTX 560 Ti at [ 15.703] (--) NVIDIA(0): PCI:1:0:0 [ 15.703] (--) NVIDIA(0): none [ 15.706] (EE) NVIDIA(0): No display devices found for this X screen. [ 15.943] (II) UnloadModule: "nvidia" [ 15.943] (II) Unloading nvidia [ 15.943] (II) UnloadModule: "wfb" [ 15.943] (II) Unloading wfb [ 15.943] (II) UnloadModule: "fb" [ 15.943] (II) Unloading fb [ 15.943] (EE) Screen(s) found, but none have a usable configuration. [ 15.943] Fatal server error: [ 15.943] no screens found EDIT4 There was a file /etc/X11/xorg.conf. As fossfreedom suggested I executed sudo mv /etc/X11/xorg.conf /etc/X11/xorg.conf.backup However, there is still the black screen after reboot. EDIT5 Neutro's advice (reinstalling the headers) did not solve the problem, too. :-( Any further help is appreciated! EDIT6 I just installed driver 173.xxx. After reboot the system shows me only "Checking battery state". Just for information. I will google the problem, but help is also appreciated! ;-) EDIT7 When using the free driver (Ubuntu says that the free driver is in use and activated), Xorg.0.log shows the following errors: [ 9.267] (II) LoadModule: "nouveau" [ 9.267] (II) Loading /usr/lib/xorg/modules/drivers/nouveau_drv.so [ 9.267] (II) Module nouveau: vendor="X.Org Foundation" [ 9.267] compiled for 1.10.0, module version = 0.0.16 [ 9.267] Module class: X.Org Video Driver [ 9.267] ABI class: X.Org Video Driver, version 10.0 [ 9.267] (II) LoadModule: "nv" [ 9.267] (WW) Warning, couldn't open module nv [ 9.267] (II) UnloadModule: "nv" [ 9.267] (II) Unloading nv [ 9.267] (EE) Failed to load module "nv" (module does not exist, 0) [ 9.267] (II) LoadModule: "vesa" [...] [ 9.399] drmOpenDevice: node name is /dev/dri/card14 [ 9.402] drmOpenDevice: node name is /dev/dri/card15 [ 9.406] (EE) [drm] failed to open device [ 9.406] (II) Loading /usr/lib/xorg/modules/drivers/vesa_drv.so [ 9.406] (WW) Falling back to old probe method for fbdev [ 9.406] (II) Loading sub module "fbdevhw" [ 9.406] (II) LoadModule: "fbdevhw" EDIT8 In the meanwhile i tried to install WIN7 64 bit on my machine. As a result i got a BSOD after installing the nvidia driver. :-) For this reason i sent my new machine back to the hardware reseller. I will inform you as soon as i have a new system. Thank you all for the great help and support. EDIT9 In the meanwhile I have a complete new system with "only" a MSI N460GTX Hawk, but more RAM. The system works perfect. :-) The original N560GTX had a hardware defect. Is is possible to close this question? THX!

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  • problems with my slotgame [delphi]

    - by Raiden2k
    hey guys im coding at the moment on a slotgame for the learning effect. here is the source code. my questions are below: unit Unit1; {$mode objfpc}{$H+} interface uses Classes, SysUtils, Windows, FileUtil, Forms, Controls, Graphics, Dialogs, StdCtrls, ExtCtrls, ComCtrls, Menus, ActnList, Spin, FileCtrl; type { TForm1 } TForm1 = class(TForm) FloatSpinEdit1: TFloatSpinEdit; Guthabenlb: TLabel; s4: TLabel; s5: TLabel; s6: TLabel; s7: TLabel; s8: TLabel; s9: TLabel; Timer3: TTimer; Winlb: TLabel; Loselb: TLabel; slotbn: TButton; s1: TLabel; s2: TLabel; s3: TLabel; Timer1: TTimer; Timer2: TTimer; procedure FormCreate(Sender: TObject); procedure slotbnClick(Sender: TObject); procedure Timer1Timer(Sender: TObject); procedure Timer2Timer(Sender: TObject); procedure Timer3Timer(Sender: TObject); private { private declarations } FRollen : array [0..2, 0..9] of String; public { public declarations } end; var Form1: TForm1; wins,loses : Integer; guthaben : Double = 10; implementation {$R *.lfm} { TForm1 } procedure TForm1.slotbnClick(Sender: TObject); begin Guthaben := Guthaben - 1.00; Guthabenlb.Caption := FloatToStr(guthaben) + (' €'); Timer1.Enabled := True; Timer2.Enabled := True; slotbn.Enabled := false; end; procedure TForm1.FormCreate(Sender: TObject); var i: integer; j: integer; n: integer; digits: TStringlist; begin Digits := TStringList.Create; try for i := low(FRollen) to high(FRollen) do begin for j := low(FRollen[i]) to high(FRollen[i]) do Digits.Add(IntToStr(j)); for j := low(FRollen[i]) to high(FRollen[i]) do begin n := Random(Digits.Count); FRollen[i, j] := Digits[n]; Digits.Delete(n); end; end finally Digits.Free; end; for i:=low(FRollen) to high(FRollen) do begin end; end; //==================================================================================================\\ // Drehen der Slots im Zufallsmodus //==================================================================================================// procedure TForm1.Timer1Timer(Sender: TObject); begin s1.Caption := IntToStr(Random(9)); s2.Caption := IntToStr(Random(9)); s3.Caption := IntToStr(Random(9)); s4.Caption := IntToStr(Random(9)); s5.Caption := IntToStr(Random(9)); s6.Caption := IntToStr(Random(9)); s7.Caption := IntToStr(Random(9)); s8.Caption := IntToStr(Random(9)); s9.Caption := IntToStr(Random(9)); end; //==================================================================================================// //===================================================================================================\\ // Gewonnen / Verloren abfrage //===================================================================================================// procedure TForm1.Timer2Timer(Sender: TObject); begin Timer1.Enabled := False; Timer2.Enabled := false; if (s1.Caption = s5.Caption) and (s1.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s1.Caption = s4.Caption) and (s1.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s2.Caption = s5.Caption) and (s2.Caption = s8.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s6.Caption) and (s3.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s5.Caption) and (s3.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else Inc(loses); slotbn.Enabled := True; Loselb.Caption := 'Loses: ' + IntToStr(loses); Winlb.Caption := 'Wins: ' + IntTostr(Wins); end; procedure TForm1.Timer3Timer(Sender: TObject); begin if (guthaben = 0) or (guthaben < 0) then begin Timer3.Enabled := False; MessageBox(handle,'Du hast verloren!','Verlierer!',MB_OK); close(); end; end; //======================================================================================================\\ end. How can i replace the labels through icons 16 x 16 pixels? How can i adjust the winning sum according to the icons.(for example 3 crowns give you 40 € and 3 apples only 10 €) How can i adhust the winning sum with a sum for every round?

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  • Silverlight Cream Monday WP7 App Review # 1

    - by Dave Campbell
    I'm going to try something here... if it seems useful, I'll continue, if it doesn't, I'll stop... so give me feedback! There are *lots* of Apps in the WP7 Marketplace, and heaven help me, but the Marketplace sucks for finding stuff. I won't rehash what's already been said in the blogs, but I agree with one and all. I went out last Saturday to find 2 apps that I knew were released, and couldn't do so on my device. Even in the Zune app, it took quite a while to find them... ok, I'll back off a bit, because I just found out I can do 'Search' now if I know the name... I didn't think that was working before. So my thought is on Monday (like today), I will post a review of 5 apps/games I either use or have played with on my device. These are strictly my opinions, you understand, but hey... it's better than a poke in the eye with an iPhone! A few disclaimers:     Feel free to write me about your app and tell me about it. While it would be very cool to receive a whole bunch of xap files to review, at this point, for technical reasons, I'm unable to side-load my device. Since I plan on only doing this one day a week, and only 5, I may never get caught up, so if you send me some info, be patient. Re: games ... remember I'm old... I'm from the era of Colossal Cave and Zork. Duke-Nukem 2D and Captain Comic were awesome. I don't own an XBOX or any other game system, so take game reviews from my perspective -- who knows, it may be refreshing :) I won't pay for an app or game just to try it. If you expect me to test-drive your app, it's going to have to have a Free Trial. In this Issue:   Jingo! is the first app I bought, just to see what the experience was like. It's very much like a game we used to play in school in the Army in 1971 on paper we passed around. Sort of a cross between hangman and Mastermind, you try to figure out the hidden word in 5 tries. You get really good at 5-letter words after a while. I like this because you have to think, and you're not pressured by a clock Jingo! is by James Furdell and is $1.99 I reviewed René Schulte's Pictures Lab a while back, and have not changed my mind. This is an excellent app for playing with any photo on your device... one you've just taken, one you've synced from your PC, or one you've saved from email. I like this because you can get some cool effects for your photos, and it just works. Pictures Lab is by Schulte Software Development and is $1.99 Since I work as a consultant, and from home, I wanted something I could track my time with. I've test-driven all the contenders I could find so far on the phone, and so far I like ONTRACK! the best. If asked, I have some suggestions, but it's probably just the way I work or think. What I do like is I can tap a project to start/stop/restart a counter, and at the end of the day it shows me how much time I've been working. If there's a way to make an adjustment in case you forget to tap the counter, I don't know how to do it, and that's my biggest complaint. I like this because you can get a daily readout which you can also email as a spreadsheet. The daily results display is very good. ONTRACK! is by Qmino and is $2.99 Remember Item 4 above... I've been playing guitar for 48 years... obviously since before the invention of 'tuners', so I'm not as dependent upon these as some folks are. I've tried some in the past and have always felt I can do just as good by ear (I have perfect relative pitch). So, I gave this app by András Velvárt a dance just to see how it works, and it is surprisingly good. If you're used to one of the stage tuners this may take a little getting used to, but it does the job. The difference with this one is there is no real 'null' point inside which you can think your guitar is in tune. The soundwave stays visible on the device, and if it's moving to the right, your string is flat, if it's moving to the left, your string is sharp. Getting it exact might be tricky, but it is exact! If you need to rely on a tuner, this is a good choice in my opinion, exactly because of the sensitivity.. tune up with this and you're dead-on. Guitar Tuner is by Kinabalu Innovation Limited and is $0.99 Popper 2 is the WP7 version of a wildly popular game by Bill Reiss named Dr. Popper. You can get a trial, or you can now get a free lite version of the game. Popper 2 is a fast-paced bubble breaker game. I find it something fun to play when I just want to buzz out, but maybe the best review is that my daughter didn't want to give my phone back when I showed it to her, and always wants to grab my phone to play 'that game'. A fun distraction with great graphics and a great price Popper 2 is by Blue Rose Systems, LLC and is $1.29 Let me know what you think of the idea of doing reviews, or the layout/whatever, and Stay in the 'Light!   Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • 2D Platformer Collision Handling

    - by defender-zone
    Hello, everyone! I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top of the platform, reposition him to the top; if there is a collision to the sides, reposition the player back to the side of the object; if there is a collision to the bottom, reposition the player under the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I want to learn on my own) or the something like the SAT (Separating Axis Theorem) if at all possible. Thank you in advance for your help! void world1Level1CollisionDetection() { for(int i; i < blocks; i++) { if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==true) { int up = 0; int left = 0; int right = 0; int down = 0; if(ball.coords[0] < block[i].coords[0] && block[i].coords[0] < ball.coords[2] && ball.coords[2] < block[i].coords[2]) { left = 1; } if(block[i].coords[0] < ball.coords[0] && ball.coords[0] < block[i].coords[2] && block[i].coords[2] < ball.coords[2]) { right = 1; } if(ball.coords[1] < block[i].coords[1] && block[i].coords[1] < ball.coords[3] && ball.coords[3] < block[i].coords[3]) { up = 1; } if(block[i].coords[1] < ball.coords[1] && ball.coords[1] < block[i].coords[3] && block[i].coords[3] < ball.coords[3]) { down = 1; } cout << left << ", " << right << ", " << up << ", " << down << ", " << endl; if (left == 1) { ball.coords[0] = block[i].coords[0] - 16.0f; ball.coords[2] = block[i].coords[0] - 0.0f; } if (right == 1) { ball.coords[0] = block[i].coords[2] + 0.0f; ball.coords[2] = block[i].coords[2] + 16.0f; } if (down == 1) { ball.coords[1] = block[i].coords[3] + 0.0f; ball.coords[3] = block[i].coords[3] + 16.0f; } if (up == 1) { ball.yspeed = 0.0f; ball.gravity = 0.0f; ball.coords[1] = block[i].coords[1] - 16.0f; ball.coords[3] = block[i].coords[1] - 0.0f; } } if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==false) { ball.gravity = -0.5f; } } } To explain what some of this code means: The blocks variable is basically an integer that is storing the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird, so that's worth explaining. coords[0] represents the x position (left) of the object (where it starts on the x axis). coords[1] represents the y position (top) of the object (where it starts on the y axis). coords[2] represents the width of the object plus coords[0] (right). coords[3] represents the height of the object plus coords[1] (bottom). de2dCheckCollision performs an AABB collision detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help!

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  • Drawing on a webpage – HTML5 - IE9

    - by nmarun
    So I upgraded to IE9 and continued exploring HTML5. Now there’s this ‘thing’ called Canvas in HTML5 with which you can do some cool stuff. Alright what IS this Canvas thing anyways? The Web Hypertext Application Technology Working Group says this: “The canvas element provides scripts with a resolution-dependent bitmap canvas, which can be used for rendering graphs, game graphics, or other visual images on the fly.” The Canvas element has two only attributes – width and height and when not specified they take up the default values of 300 and 150 respectively. Below is what my HTML file looks like: 1: <!DOCTYPE html> 2: <html lang="en-US"> 3: <head> 4: <script type="text/javascript" src="CustomScript.js"></script> 5: <script src="jquery-1.4.4.js" type="text/javascript"></script 6:  7: <title>Draw on a webpage</title> 8: </head> 9: <body> 10: <canvas id="canvas" width="500" height="500"></canvas> 11: <br /> 12: <input type="submit" id="submit" value="Clear" /> 13: <h4 id="currentPosition"> 14: 0, 0 15: </h4> 16: <div id="mousedownCoords"></div> 17: </body> 18: </html> In case you’re wondering, this is not a MVC or any kind of web application. This is plain ol’ HTML even though I’m writing all this in VS 2010. You see this is a very simple, ‘gimmicks-free’ html page. I have declared a Canvas element on line 10 and a button on line 11 to clear the drawing board. I’m using jQuery / JavaScript show the current position of the mouse on the screen. This will get updated in the ‘currentPosition’ <h4> tag and I’m using the ‘mousedownCoords’ to write all the places where the mouse was clicked. This is what my page renders as: The rectangle with a background is our canvas. The coloring is due to some javascript (which we’ll see in a moment). Now let’s get to our CustomScript.js file. 1: jQuery(document).ready(function () { 2: var isFirstClick = true; 3: var canvas = document.getElementById("canvas"); 4: // getContext: Returns an object that exposes an API for drawing on the canvas 5: var canvasContext = canvas.getContext("2d"); 6: fillBackground(); 7:  8: $("#submit").click(function () { 9: clearCanvas(); 10: fillBackground(); 11: }); 12:  13: $(document).mousemove(function (e) { 14: $('#currentPosition').html(e.pageX + ', ' + e.pageY); 15: }); 16: $(document).mouseup(function (e) { 17: // on the first click 18: // set the moveTo 19: if (isFirstClick == true) { 20: canvasContext.beginPath(); 21: canvasContext.moveTo(e.pageX - 7, e.pageY - 7); 22: isFirstClick = false; 23: } 24: else { 25: // on subsequent clicks, draw a line 26: canvasContext.lineTo(e.pageX - 7, e.pageY - 7); 27: canvasContext.stroke(); 28: } 29:  30: $('#mousedownCoords').text($('#mousedownCoords').text() + '(' + e.pageX + ',' + e.pageY + ')'); 31: }); 32:  33: function fillBackground() { 34: canvasContext.fillStyle = '#a1b1c3'; 35: canvasContext.fillRect(0, 0, 500, 500); 36: canvasContext.fill(); 37: } 38:  39: function clearCanvas() { 40: // wipe-out the canvas 41: canvas.width = canvas.width; 42: // set the isFirstClick to true 43: // so the next shape can begin 44: isFirstClick = true; 45: // clear the text 46: $('#mousedownCoords').text(''); 47: } 48: })   The script only looks long and complicated, but is not. I’ll go over the main steps. Get a ‘hold’ of your canvas object and retrieve the ‘2d’ context out of it. On mousemove event, write the current x and y coordinates to the ‘currentPosition’ element. On mouseup event, check if this is the first time the user has clicked on the canvas. The coloring of the canvas is done in the fillBackground() function. We first need to start a new path. This is done by calling the beginPath() function on our context. The moveTo() function sets the starting point of our path. The lineTo() function sets the end point of the line to be drawn. The stroke() function is the one that actually draws the line on our canvas. So if you want to play with the demo, here’s how you do it. First click on the canvas (nothing visible happens on the canvas). The second click draws a line from the first click to the current coordinates and so on and so forth. Click on the ‘Clear’ button, to reset the canvas and to give your creativity a clean slate. Here’s a sample output: Happy drawing! Verdict: HTML5 and IE9 – I think we’re on to something big and great here!

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  • HP Pavilion tx2000 - Wifi adapter no longer works after moving from 12.04 to a 12.10 clean install

    - by Marek L.
    I have a HP Pavilion tx2000 that I have been running Ubuntu 12.04 on for a couple of months without any problems (wifi worked great) until yesterday when my hard drive failed. I replaced the hard drive and decided to install Ubuntu 12.10. Unlike 12.04, the wifi did not work after the installation finished and all the updates where installed (over Ethernet). The network drop down in the top right didn't even show a wireless option. I Googled about for a bit and found some solutions that seemed like they might work. Unfortunately they did not. Here is what I tried: sudo apt-get remove bcmwl-kernel-source sudo apt-get install b43-fwcutter sudo apt-get install firmware-b43-lpphy-installer Restart the computer. And the wifi still didn't work. At which point I panicked a bit and tried to undo the previous commands by running: sudo apt-get remove b43-fwcutter firmware-b43-lpphy-installer sudo apt-get install bcmwl-kernel-source Restart the computer. The wifi still doesn't work. This is where I stopped because I have no idea what I am doing and don't want to mess something up. The network drop down still doesn't show a wireless option and the hardware wifi switch on the laptop is amber (it turns blue when the wifi is on). Using the hardware switch does not change the color. Output from: sudo lspci ... 08:00.0 Network controller: Broadcom Corporation BCM4322 802.11a/b/g/n Wireless LAN Controller (rev 01) ... Output from: sudo lshw -class network *-network UNCLAIMED description: Network controller product: BCM4322 802.11a/b/g/n Wireless LAN Controller vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:08:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: latency=0 resources: memory:d1100000-d1103fff ... Output from: sudo rfkill list all 0: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: yes UPDATE: After writing up this question tried the following command: sudo rfkill unblock all At first it didn't do anything but after running it about four times, sudo rfkill list all now returns: 0: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: no But the network menu still does not have a wireless option and the hardware switch still glows amber. Pushing the hardware switch turns the hard block back on and I have to run sudo rfkill unblock all multiple times again to turn it off. Any help is appreciated! Update 2: Full output from sudo lspci -nn: 00:00.0 Host bridge [0600]: Advanced Micro Devices [AMD] RS780 Host Bridge [1022:9600] 00:01.0 PCI bridge [0604]: Advanced Micro Devices [AMD] RS780/RS880 PCI to PCI bridge (int gfx) [1022:9602] 00:04.0 PCI bridge [0604]: Advanced Micro Devices [AMD] RS780/RS880 PCI to PCI bridge (PCIE port 0) [1022:9604] 00:05.0 PCI bridge [0604]: Advanced Micro Devices [AMD] RS780/RS880 PCI to PCI bridge (PCIE port 1) [1022:9605] 00:06.0 PCI bridge [0604]: Advanced Micro Devices [AMD] RS780 PCI to PCI bridge (PCIE port 2) [1022:9606] 00:11.0 SATA controller [0106]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 SATA Controller [AHCI mode] [1002:4391] 00:12.0 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI0 Controller [1002:4397] 00:12.1 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0 USB OHCI1 Controller [1002:4398] 00:12.2 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB EHCI Controller [1002:4396] 00:13.0 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI0 Controller [1002:4397] 00:13.1 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0 USB OHCI1 Controller [1002:4398] 00:13.2 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB EHCI Controller [1002:4396] 00:14.0 SMBus [0c05]: Advanced Micro Devices [AMD] nee ATI SBx00 SMBus Controller [1002:4385] (rev 3a) 00:14.1 IDE interface [0101]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 IDE Controller [1002:439c] 00:14.2 Audio device [0403]: Advanced Micro Devices [AMD] nee ATI SBx00 Azalia (Intel HDA) [1002:4383] 00:14.3 ISA bridge [0601]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 LPC host controller [1002:439d] 00:14.4 PCI bridge [0604]: Advanced Micro Devices [AMD] nee ATI SBx00 PCI to PCI Bridge [1002:4384] 00:14.5 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI2 Controller [1002:4399] 00:18.0 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor HyperTransport Configuration [1022:1300] (rev 40) 00:18.1 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor Address Map [1022:1301] 00:18.2 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor DRAM Controller [1022:1302] 00:18.3 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor Miscellaneous Control [1022:1303] 00:18.4 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor Link Control [1022:1304] 01:05.0 VGA compatible controller [0300]: Advanced Micro Devices [AMD] nee ATI RS780M/RS780MN [Mobility Radeon HD 3200 Graphics] [1002:9612] 08:00.0 Network controller [0280]: Broadcom Corporation BCM4322 802.11a/b/g/n Wireless LAN Controller [14e4:432b] (rev 01) 09:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 02)

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • How do I turn on wireless adapter on HP Envy dv6 7200 under Ubuntu (any version)?

    - by Dave B.
    I have a new HP Envy dv6 7200 with dual boot Windows 8 / Ubuntu 12.04. In windows, the F12 key in Windows activates the "airplane mode" switch which enables/disables both on-board (mini PCIe) and USB wireless adapters. In Ubuntu, however, the wireless adapter is turned off by default and cannot be turned back on via the F12 key (or any other combination of F12 and Ctrl, Fn, Shift, etc.). Let me explain the "fixes" I've seen in various forums and explain what did or did not happen. These are listed in no particular order. (Spoiler alert: wireless is still broke). Solution 1? Use HP's "Wireless Assistant" utility to permanently activate the wireless card in Windows, then boot into Ubuntu to happily find it working. Unfortunately, this utility works in Windows 7 but not Windows 8. On the other hand, hardware drivers from HP are only available for Windows 8 for this model. Catch 22 (I could not find a comparable utility for Windows 8). Solution 2? Use a USB wireless adapter to sidestep the on-board device. I purchased such a device from thinkpenguin.com to be sure that it would be Linux-friendly. However, the wireless switch enables / disables all wireless devices including USB. So, there's my $50 donation to the nice folks at thinkpenguin.com, but still no solution. Solution 3? Following the Think Penguin folk's suggestion, modify the mini PCI express adapter following instructions here: http://www.notebookforums.com/t/225429/broken-wireless-hardware-switch-fix Tempting, but I then violate the terms of my warranty mere days after opening the box. This might be a good solution for an older machine that you want to get your geek on with, but not for a new box. Solution 4? rfkill unblock all No effect whatsoever. ubuntu@ubuntu-hp-evny:~$ rfkill unblock all ubuntu@ubuntu-hp-evny:~$ rfkill list all 0: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: yes Solution 5? Re-install drivers. Done and done. Ubuntu recognizes the device - perhaps even without re-installing the drivers? - but cannot turn it on. How do I know this? In the Network Manager drop-down menu, the wireless option is blacked out and a message reads something like: "wireless network is disabled by a hardware switch". Solution 6? Identify a physical switch on the laptop and flip it. There is no such switch on this machine. In fact, walking through Best Buy yesterday, I checked and not a single new laptop PC had a physical switch on it. All of the wireless switches are either the F2 or F12 key ... I wonder if askubuntu will not be plagued by this exact issue in the near future? Additional info - lspci ubuntu@ubuntu-hp-evny:~$ lspci 00:00.0 Host bridge: Intel Corporation Ivy Bridge DRAM Controller (rev 09) 00:01.0 PCI bridge: Intel Corporation Ivy Bridge PCI Express Root Port (rev 09) 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge Graphics Controller (rev 09) 00:14.0 USB controller: Intel Corporation Panther Point USB xHCI Host Controller (rev 04) 00:16.0 Communication controller: Intel Corporation Panther Point MEI Controller #1 (rev 04) 00:1a.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation Panther Point High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 1 (rev c4) 00:1c.2 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 3 (rev c4) 00:1c.3 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 4 (rev c4) 00:1c.5 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 6 (rev c4) 00:1d.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #1 (rev 04) 00:1f.0 ISA bridge: Intel Corporation Panther Point LPC Controller (rev 04) 00:1f.2 RAID bus controller: Intel Corporation 82801 Mobile SATA Controller [RAID mode] (rev 04) 00:1f.3 SMBus: Intel Corporation Panther Point SMBus Controller (rev 04) 01:00.0 VGA compatible controller: NVIDIA Corporation Device 0de9 (rev a1) 08:00.0 Unassigned class [ff00]: Realtek Semiconductor Co., Ltd. Device 5229 (rev 01) 0a:00.0 Network controller: Ralink corp. Device 539b 0b:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 07) Any suggestions would be much appreciated!

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