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  • Normal map applied as diffuse textures looks wrong

    - by KaiserJohaan
    Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I comment-out my normal map code and just set the diffuse map to the normal map and I get this: http://postimg.org/image/j9gudjl7r/ Looks like a smurf! This is the actual normal map of the main body: http://postimg.org/image/sbkyr6fg9/ Here is my fragment shader, notice I commented out normal map code so I could debug the normal map as a diffuse texture "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Here is my wrapper around a texture OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); GLint glTextureFormat = (textureFormat == TextureFormat::TEXTURE_FORMAT_RGB ? GL_RGB : textureFormat == TextureFormat::TEXTURE_FORMAT_RGBA ? GL_RGBA : GL_RED); glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } OpenGLTexture::~OpenGLTexture() { glDeleteBuffers(1, &mTexture); CHECK_GL_ERROR(mLogger); } And here is the sampler I create which is shared between Diffuse and normal textures // texture sampler setup glGenSamplers(1, &mTextureSampler); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameterf(mTextureSampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, mCurrentAnisotropy); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifDiffuseTexture"), OpenGLTexture::TEXTURE_UNIT_DIFFUSE); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifNormalTexture"), OpenGLTexture::TEXTURE_UNIT_NORMAL); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_DIFFUSE, mTextureSampler); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_NORMAL, mTextureSampler); CHECK_GL_ERROR(mLogger); SetAnisotropicFiltering(mCurrentAnisotropy); The diffuse textures looks like they should, but the normal looks so wierd. Why is this?

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  • CodePlex Daily Summary for Monday, August 11, 2014

    CodePlex Daily Summary for Monday, August 11, 2014Popular ReleasesSpace Engineers Server Manager: SESM V1.15: V1.15 - Updated Quartz library - Correct a bug in the new mod managment - Added a warning if you have backup enabled on a server but no static map configuredAspose for Apache POI: Missing Features of Apache POI SS - v 1.2: Release contain the Missing Features in Apache POI SS SDK in comparison with Aspose.Cells What's New ? Following Examples: Create Pivot Charts Detect Merged Cells Sort Data Printing Workbooks Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.AngularGo (SPA Project Template): AngularGo.VS2013.vsix: First ReleaseTouchmote: Touchmote 1.0 beta 13: Changes Less GPU usage Works together with other Xbox 360 controls Bug fixesPublic Key Infrastructure PowerShell module: PowerShell PKI Module v3.0: Important: I would like to hear more about what you are thinking about the project? I appreciate that you like it (2000 downloads over past 6 months), but may be you have to say something? What do you dislike in the module? Maybe you would love to see some new functionality? Tell, what you think! Installation guide:Use default installation path to install this module for current user only. To install this module for all users — enable "Install for all users" check-box in installation UI ...Modern UI for WPF: Modern UI 1.0.6: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. BREAKING CHANGE LinkGroup.GroupName renamed to GroupKey NEW FEATURES Improved rendering on high DPI screens, including support for per-monitor DPI awareness available in Windows 8.1 (see also Per-monitor DPI awareness) New ModernProgressRing control with 8 builtin styles New LinkCommands.NavigateLink routed command New Visual Studio project templates 'Modern UI WPF App' and 'Modern UI W...ClosedXML - The easy way to OpenXML: ClosedXML 0.74.0: Multiple thread safe improvements including AdjustToContents XLHelper XLColor_Static IntergerExtensions.ToStringLookup Exception now thrown when saving a workbook with no sheets, instead of creating a corrupt workbook Fix for hyperlinks with non-ASCII Characters Added basic workbook protection Fix for error thrown, when a spreadsheet contained comments and images Fix to Trim function Fix Invalid operation Exception thrown when the formula functions MAX, MIN, and AVG referenc...SEToolbox: SEToolbox 01.042.019 Release 1: Added RadioAntenna broadcast name to ship name detail. Added two additional columns for Asteroid material generation for Asteroid Fields. Added Mass and Block number columns to main display. Added Ellipsis to some columns on main display to reduce name confusion. Added correct SE version number in file when saving. Re-added in reattaching Motor when drag/dropping or importing ships (KeenSH have added RotorEntityId back in after removing it months ago). Added option to export and r...jQuery List DragSort: jQuery List DragSort 0.5.2: Fixed scrollContainer removing deprecated use of $.browser so should now work with latest version of jQuery. Added the ability to return false in dragEnd to revert sort order Project changes Added nuget package for dragsort https://www.nuget.org/packages/dragsort Converted repository from SVN to MercurialBraintree Client Library: Braintree 2.32.0: Allow credit card verification options to be passed outside of the nonce for PaymentMethod.create Allow billingaddress parameters and billingaddress_id to be passed outside of the nonce for PaymentMethod.create Add Subscriptions to paypal accounts Add PaymentMethod.update Add failonduplicatepaymentmethod option to PaymentMethod.create Add support for dispute webhooksThe Mario Kart 8 App: V1.0.2.1: First Codeplex release. WINDOWS INSTALLER ONLYAspose Java for Docx4j: Aspose.Words vs Docx4j - v 1.0: Release contain the Code Comparison for Features in Docx4j SDK and Aspose.Words What's New ?Following Examples: Accessing Document Properties Add Bookmarks Convert to Formats Delete Bookmarks Working with Comments Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.File System Security PowerShell Module: NTFSSecurity 2.4.1: Add-Access and Remove-Access now take multiple accoutsYourSqlDba: YourSqlDba 5.2.1.: This version improves alert message that comes a while after you install the script. First it says to get it from YourSqlDba.CodePlex.com If you don't want to update now, just-rerun the script from your installed version. To get actual version running just execute install.PrintVersionInfo. . You can go to source code / history and click on change set 72957 to see changes in the script.Manipulator: Manipulator: manipulatorXNB filetype plugin for Paint.NET: Paint.NET XNB plugin v0.4.0.0: CHANGELOG Reverted old incomplete changes. Updated library for compatibility with Paint .NET 4. Updated project to NET 4.5. Updated version to 0.4.0.0. INSTALLATION INSTRUCTIONS Extract the ZIP file to your Paint.NET\FileTypes folder.EdiFabric: Release 4.1: Changed MessageContextWix# (WixSharp) - managed interface for WiX: Release 1.0.0.0: Release 1.0.0.0 Custom UI Custom MSI Dialog Custom CLR Dialog External UIMath.NET Numerics: Math.NET Numerics v3.2.0: Linear Algebra: Vector.Map2 (map2 in F#), storage-optimized Linear Algebra: fix RemoveColumn/Row early index bound check (was not strict enough) Statistics: Entropy ~Jeff Mastry Interpolation: use Array.BinarySearch instead of local implementation ~Candy Chiu Resources: fix a corrupted exception message string Portable Build: support .Net 4.0 as well by using profile 328 instead of 344. .Net 3.5: F# extensions now support .Net 3.5 as well .Net 3.5: NuGet package now contains pro...babelua: 1.6.5.1: V1.6.5.1 - 2014.8.7New feature: Formatting code; Stability improvement: fix a bug that pop up error "System.Net.WebResponse EndGetResponse";New ProjectsDouDou: a little project.Dynamic MVC: Dynamically generate views from your model objects for a data centric MVC application.EasyDb - Simple Data Access: EasyDb is a simple library for data access that allows you to write less code.ExpressToAbroad: just go!!!!!Full Silverlight Web Video/Voice Conferencing: The Goal of this project is to provide complete Open Source (Voice/Video Chatting Client/Server) Modules Using SilverlightGaia: Gaia is an app for Windows plataform, Gaia is like Siri and Google Now or Betty but Gaia use only text commands.pxctest: pxctestSTACS: Career Management System for MIT by Team "STACS"StrongWorld: StrongWorld.WebSuiteXevas Tools: Xevas is a professional coders group of 'Nimbuzz'. We make all tools for worldwide users of nimbuzz at free of cost.????????: ????????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ???????????????: ????????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ????????????????: ?????????

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  • Session Report - Java on the Raspberry Pi

    - by Janice J. Heiss
    On mid-day Wednesday, the always colorful Oracle Evangelist Simon Ritter demonstrated Java on the Raspberry Pi at his session, “Do You Like Coffee with Your Dessert?”. The Raspberry Pi consists of a credit card-sized single-board computer developed in the UK with the intention of stimulating the teaching of basic computer science in schools. “I don't think there is a single feature that makes the Raspberry Pi significant,” observed Ritter, “but a combination of things really makes it stand out. First, it's $35 for what is effectively a completely usable computer. You do have to add a power supply, SD card for storage and maybe a screen, keyboard and mouse, but this is still way cheaper than a typical PC. The choice of an ARM (Advanced RISC Machine and Acorn RISC Machine) processor is noteworthy, because it avoids problems like cooling (no heat sink or fan) and can use a USB power brick. When you add in the enormous community support, it offers a great platform for teaching everyone about computing.”Some 200 enthusiastic attendees were present at the session which had the feel of Simon Ritter sharing a fun toy with friends. The main point of the session was to show what Oracle was doing to support Java on the Raspberry Pi in a way that is entertaining and fun. Ritter pointed out that, in addition to being great for teaching, it’s an excellent introduction to the ARM architecture, and runs well with Java and will get better once it has official hard float support. The possibilities are vast.Ritter explained that the Raspberry Pi Project started in 2006 with the goal of devising a computer to inspire children; it drew inspiration from the BBC Micro literacy project of 1981 that produced a series of microcomputers created by the Acorn Computer company. It was officially launched on February 29, 2012, with a first production of 10,000 boards. There were 100,000 pre-orders in one day; currently about 4,000 boards are produced a day. Ritter described the specification as follows:* CPU: ARM 11 core running at 700MHz Broadcom SoC package Can now be overclocked to 1GHz (without breaking the warranty!) * Memory: 256Mb* I/O: HDMI and composite video 2 x USB ports (Model B only) Ethernet (Model B only) Header pins for GPIO, UART, SPI and I2C He took attendees through a brief history of ARM Architecture:* Acorn BBC Micro (6502 based) Not powerful enough for Acorn’s plans for a business computer * Berkeley RISC Project UNIX kernel only used 30% of instruction set of Motorola 68000 More registers, less instructions (Register windows) One chip architecture to come from this was… SPARC * Acorn RISC Machine (ARM) 32-bit data, 26-bit address space, 27 registers First machine was Acorn Archimedes * Spin off from Acorn, Advanced RISC MachinesNext he presented its features:* 32-bit RISC Architecture–  ARM accounts for 75% of embedded 32-bit CPUs today– 6.1 Billion chips sold last year (zero manufactured by ARM)* Abstract architecture and microprocessor core designs– Raspberry Pi is ARM11 using ARMv6 instruction set* Low power consumption– Good for mobile devices– Raspberry Pi can be powered from 700mA 5V only PSU– Raspberry Pi does not require heatsink or fanHe described the current ARM Technology:* ARMv6– ARM 11, ARM Cortex-M* ARMv7– ARM Cortex-A, ARM Cortex-M, ARM Cortex-R* ARMv8 (Announced)– Will support 64-bit data and addressingHe next gave the Java Specifics for ARM: Floating point operations* Despite being an ARMv6 processor it does include an FPU– FPU only became standard as of ARMv7* FPU (Hard Float, or HF) is much faster than a software library* Linux distros and Oracle JVM for ARM assume no HF on ARMv6– Need special build of both– Raspbian distro build now available– Oracle JVM is in the works, release date TBDNot So RISCPerformance Improvements* DSP Enhancements* Jazelle* Thumb / Thumb2 / ThumbEE* Floating Point (VFP)* NEON* Security Enhancements (TrustZone)He spent a few minutes going over the challenges of using Java on the Raspberry Pi and covered:* Sound* Vision * Serial (TTL UART)* USB* GPIOTo implement sound with Java he pointed out:* Sound drivers are now included in new distros* Java Sound API– Remember to add audio to user’s groups– Some bits work, others not so much* Playing (the right format) WAV file works* Using MIDI hangs trying to open a synthesizer* FreeTTS text-to-speech– Should work once sound works properlyHe turned to JavaFX on the Raspberry Pi:* Currently internal builds only– Will be released as technology preview soon* Work involves optimal implementation of Prism graphics engine– X11?* Once the JavaFX implementation is completed there will be little of concern to developers-- It’s just Java (WORA). He explained the basis of the Serial Port:* UART provides TTL level signals (3.3V)* RS-232 uses 12V signals* Use MAX3232 chip to convert* Use this for access to serial consoleHe summarized his key points. The Raspberry Pi is a very cool (and cheap) computer that is great for teaching, a great introduction to ARM that works very well with Java and will work better in the future. The opportunities are limitless. For further info, check out, Raspberry Pi User Guide by Eben Upton and Gareth Halfacree. From there, Ritter tried out several fun demos, some of which worked better than others, but all of which were greeted with considerable enthusiasm and support and good humor (even when he ran into some glitches).  All in all, this was a fun and lively session.

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  • Get coordinates of arraylist

    - by opiop65
    Here's my map class: public class map{ public static final int CLEAR = 0; public static final ArrayList<Integer> STONE = new ArrayList<Integer>(); public static final int GRASS = 2; public static final int DIRT = 3; public static final int WIDTH = 32; public static final int HEIGHT = 24; public static final int TILE_SIZE = 25; // static int[][] map = new int[WIDTH][HEIGHT]; ArrayList<ArrayList<Integer>> map = new ArrayList<ArrayList<Integer>>(WIDTH * HEIGHT); enum tiles { air, grass, stone, dirt } Image air, grass, stone, dirt; Random rand = new Random(); public Map() { /* default map */ /*for(int y = 0; y < WIDTH; y++){ map[y][y] = (rand.nextInt(2)); System.out.println(map[y][y]); }*/ /*for (int y = 18; y < HEIGHT; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = STONE; } } for (int y = 18; y < 19; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = GRASS; } } for (int y = 19; y < 20; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = DIRT; } }*/ for (int y = 0; y < HEIGHT; y++) { for(int x = 0; x < WIDTH; x++){ map.set(x * WIDTH + y, STONE); } } try { init(null, null); } catch (SlickException e) { e.printStackTrace(); } render(null, null, null); } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { air = new Image("res/air.png"); grass = new Image("res/grass.png"); stone = new Image("res/stone.png"); dirt = new Image("res/dirt.png"); } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) { for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y)) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } } public static boolean blocked(float x, float y) { return map[(int) x][(int) y] == STONE; } public static Rectangle blockBounds(int x, int y) { return (new Rectangle(x, y, TILE_SIZE, TILE_SIZE)); } } Specifically I am looking at this: for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y).intValue()) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } How can I access the coordinates of my arraylist map and then draw the tiles to the screen? Thanks!

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  • How is the gimbal locked problem solved using accumulative matrix transformations

    - by Luke San Antonio
    I am reading the online "Learning Modern 3D Graphics Programming" book by Jason L. McKesson As of now, I am up to the gimbal lock problem and how to solve it using quaternions. However right here, at the Quaternions page. Part of the problem is that we are trying to store an orientation as a series of 3 accumulated axial rotations. Orientations are orientations, not rotations. And orientations are certainly not a series of rotations. So we need to treat the orientation of the ship as an orientation, as a specific quantity. I guess this is the first spot I start to get confused, the reason is because I don't see the dramatic difference between orientations and rotations. I also don't understand why an orientation cannot be represented by a series of rotations... Also: The first thought towards this end would be to keep the orientation as a matrix. When the time comes to modify the orientation, we simply apply a transformation to this matrix, storing the result as the new current orientation. This means that every yaw, pitch, and roll applied to the current orientation will be relative to that current orientation. Which is precisely what we need. If the user applies a positive yaw, you want that yaw to rotate them relative to where they are current pointing, not relative to some fixed coordinate system. The concept, I understand, however I don't understand how if accumulating matrix transformations is a solution to this problem, how the code given in the previous page isn't just that. Here's the code: void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutil::MatrixStack currMatrix; currMatrix.Translate(glm::vec3(0.0f, 0.0f, -200.0f)); currMatrix.RotateX(g_angles.fAngleX); DrawGimbal(currMatrix, GIMBAL_X_AXIS, glm::vec4(0.4f, 0.4f, 1.0f, 1.0f)); currMatrix.RotateY(g_angles.fAngleY); DrawGimbal(currMatrix, GIMBAL_Y_AXIS, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f)); currMatrix.RotateZ(g_angles.fAngleZ); DrawGimbal(currMatrix, GIMBAL_Z_AXIS, glm::vec4(1.0f, 0.3f, 0.3f, 1.0f)); glUseProgram(theProgram); currMatrix.Scale(3.0, 3.0, 3.0); currMatrix.RotateX(-90); //Set the base color for this object. glUniform4f(baseColorUnif, 1.0, 1.0, 1.0, 1.0); glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(currMatrix.Top())); g_pObject->Render("tint"); glUseProgram(0); glutSwapBuffers(); } To my understanding, isn't what he is doing (modifying a matrix on a stack) considered accumulating matrices, since the author combined all the individual rotation transformations into one matrix which is being stored on the top of the stack. My understanding of a matrix is that they are used to take a point which is relative to an origin (let's say... the model), and make it relative to another origin (the camera). I'm pretty sure this is a safe definition, however I feel like there is something missing which is blocking me from understanding this gimbal lock problem. One thing that doesn't make sense to me is: If a matrix determines the difference relative between two "spaces," how come a rotation around the Y axis for, let's say, roll, doesn't put the point in "roll space" which can then be transformed once again in relation to this roll... In other words shouldn't any further transformations to this point be in relation to this new "roll space" and therefore not have the rotation be relative to the previous "model space" which is causing the gimbal lock. That's why gimbal lock occurs right? It's because we are rotating the object around set X, Y, and Z axes rather than rotating the object around it's own, relative axes. Or am I wrong? Since apparently this code I linked in isn't an accumulation of matrix transformations can you please give an example of a solution using this method. So in summary: What is the difference between a rotation and an orientation? Why is the code linked in not an example of accumulation of matrix transformations? What is the real, specific purpose of a matrix, if I had it wrong? How could a solution to the gimbal lock problem be implemented using accumulation of matrix transformations? Also, as a bonus: Why are the transformations after the rotation still relative to "model space?" Another bonus: Am I wrong in the assumption that after a transformation, further transformations will occur relative to the current? Also, if it wasn't implied, I am using OpenGL, GLSL, C++, and GLM, so examples and explanations in terms of these are greatly appreciated, if not necessary. The more the detail the better! Thanks in advance...

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  • Problems with my slotgame

    - by Raiden2k
    I'm coding a slot game for learning. Here's 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 adjust the winning sum with a sum for every round?

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  • OpenGL problem with FBO integer texture and color attachment

    - by Grieverheart
    In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, RGBA16F, R32I and GL_DEPTH_COMPONENT32F for the depth. For the second FBO I use an R16F texture. My rendering process is to first render to everything I mentioned in the first FBO, then bind depth and normals textures for reading for the ssao pass and write to the second FBO. After that I bind the second FBO's texture for reading in my blur shader and bind the first FBO for writing. What I intend to do is to write the blurred ssao value to the alpha component of the Normals texture. Here are where the problems start. First of all, I use shading language 3.3, which my graphics card does support. I manage ouputs in my shaders using layout(location = #). Now, the normals texture should be bound to color attachment 1, but when I use 1, it seems to write to my diffuse texture which should be in color attachment 0. When I instead use layout(location = 0), it gets correctly written to my normals texture. Besides this, my instance ID texture also gets resets after running the blur shader which is weird because if I use a float texture and write to it instanceID / nInstances, the texture doesn't get reset after the blur shader has ran. Here is how I prepare my first FBO: bool CGBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight){ //Create FBO glGenFramebuffers(1, &m_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo); //Create gbuffer and Depth Buffer Textures glGenTextures(GBUFF_NUM_TEXTURES, &m_textures[0]); glGenTextures(1, &m_depthTexture); //prepare gbuffer for(unsigned int i = 0; i < GBUFF_NUM_TEXTURES; i++){ glBindTexture(GL_TEXTURE_2D, m_textures[i]); if(i == GBUFF_TEXTURE_TYPE_NORMAL) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WindowWidth, WindowHeight, 0, GL_RGBA, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_DIFFUSE) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_ID) glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, WindowWidth, WindowHeight, 0, GL_RED_INTEGER, GL_INT, NULL); else{ std::cout << "Error in FBO initialization" << std::endl; return false; } glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } //prepare depth buffer glBindTexture(GL_TEXTURE_2D, m_depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); GLenum DrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; glDrawBuffers(GBUFF_NUM_TEXTURES, DrawBuffers); GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(Status != GL_FRAMEBUFFER_COMPLETE){ std::cout << "FB error, status 0x" << std::hex << Status << std::endl; return false; } //Restore default framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; } where I use an enum defined as, enum GBUFF_TEXTURE_TYPE{ GBUFF_TEXTURE_TYPE_DIFFUSE, GBUFF_TEXTURE_TYPE_NORMAL, GBUFF_TEXTURE_TYPE_ID, GBUFF_NUM_TEXTURES }; Am I missing some kind of restriction? Does the color attachment of the FBO's textures somehow gets reset i.e. I'm using a re-size function which re-sizes the textures of the FBO but should I perhaps call glFramebufferTexture2D again too? EDIT: Here is the shader in question: #version 330 core uniform sampler2D aoSampler; uniform vec2 TEXEL_SIZE; // x = 1/res x, y = 1/res y uniform bool use_blur; noperspective in vec2 TexCoord; layout(location = 0) out vec4 out_AO; void main(void){ if(use_blur){ float result = 0.0; for(int i = -1; i < 2; i++){ for(int j = -1; j < 2; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; // -0.004 because the texture seems to be a bit displaced } } out_AO = vec4(vec3(0.0), result / 9); } else out_AO = vec4(vec3(0.0), texture(aoSampler, TexCoord).r); }

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  • Intel Centrino Wireless-N 1000 Again ! Ubuntu 13.04 x64

    - by vafa
    First I have to say that I tried everything written about this concept. The problem is that it stops working randomly in 3 main forms : 1 - sometimes it disconnect from wireless network and reconnect automatically 2 - sometimes it disconnect and wont connect no matter what (needs reboot) 3 - some times it's still connected but cannot ping or surf or whatever. I already tried disabling N mod using these commands : sudo modprobe -r iwlwifi modprobe iwlwifi 11n_disable=1 (or 0, whatever) it didn't help . these are the results of lspci, sudo lshw -C network, ifconfig, iwconfig, rfkill list when it disconnected and didn't connect till reboot : ifconfig : eth0 Link encap:Ethernet HWaddr c8:0a:a9:34:65:77 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:1563213476557380 errors:9379306629148050 dropped:3126435543049350 overruns:1563217771524675 frame:7816088857623375 TX packets:1563217771524675 errors:6252871086098700 dropped:0 overruns:1563217771524675 carrier:3126435543049350 collisions:7816088857623375 txqueuelen:1000 RX bytes:1563217771524675 (1.5 PB) TX bytes:1563217771524675 (1.5 PB) ham0 Link encap:Ethernet HWaddr 7a:79:19:a5:e4:93 inet addr:25.165.228.147 Bcast:25.255.255.255 Mask:255.0.0.0 inet6 addr: fe80::7879:19ff:fea5:e493/64 Scope:Link inet6 addr: 2620:9b::19a5:e493/96 Scope:Global UP BROADCAST RUNNING MULTICAST MTU:1404 Metric:1 RX packets:7743 errors:0 dropped:0 overruns:0 frame:0 TX packets:1250 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:500 RX bytes:665642 (665.6 KB) TX bytes:204056 (204.0 KB) 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:65536 Metric:1 RX packets:41138 errors:0 dropped:0 overruns:0 frame:0 TX packets:41138 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:6420962 (6.4 MB) TX bytes:6420962 (6.4 MB) wlan0 Link encap:Ethernet HWaddr 00:1e:64:45:fb:70 inet6 addr: fe80::21e:64ff:fe45:fb70/64 Scope:Link UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:286999 errors:0 dropped:0 overruns:0 frame:0 TX packets:226966 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:324386887 (324.3 MB) TX bytes:30674804 (30.6 MB) iwconfig : ham0 no wireless extensions. eth0 no wireless extensions. lo no wireless extensions. wlan0 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=14 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off sudo lshw -C network: *-network description: Wireless interface product: Centrino Wireless-N 1000 [Condor Peak] vendor: Intel Corporation physical id: 0 bus info: pci@0000:07:00.0 logical name: wlan0 version: 00 serial: 00:1e:64:45:fb:70 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=iwlwifi driverversion=3.8.0-30-generic firmware=39.31.5.1 build 35138 latency=0 link=no multicast=yes wireless=IEEE 802.11bg resources: irq:46 memory:c0400000-c0401fff *-network description: Ethernet interface product: AR8131 Gigabit Ethernet vendor: Qualcomm Atheros physical id: 0 bus info: pci@0000:09:00.0 logical name: eth0 version: c0 serial: c8:0a:a9:34:65:77 capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vpd cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=atl1c driverversion=1.0.1.1-NAPI latency=0 link=no multicast=yes port=twisted pair resources: irq:47 memory:c0900000-c093ffff ioport:5000(size=128) *-network description: Ethernet interface physical id: 2 logical name: ham0 serial: 7a:79:19:a5:e4:93 size: 10Mbit/s capabilities: ethernet physical configuration: autonegotiation=off broadcast=yes driver=tun driverversion=1.6 duplex=full ip=25.165.228.147 link=yes multicast=yes port=twisted pair speed=10Mbit/s lspci: 00:00.0 Host bridge: Intel Corporation Mobile 4 Series Chipset Memory Controller Hub (rev 07) 00:01.0 PCI bridge: Intel Corporation Mobile 4 Series Chipset PCI Express Graphics Port (rev 07) 00:1a.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #5 (rev 03) 00:1a.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 1 (rev 03) 00:1c.3 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 4 (rev 03) 00:1c.5 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 6 (rev 03) 00:1d.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.3 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #6 (rev 03) 00:1d.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev 93) 00:1f.0 ISA bridge: Intel Corporation ICH9M LPC Interface Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation 82801IBM/IEM (ICH9M/ICH9M-E) 4 port SATA Controller [AHCI mode] (rev 03) 00:1f.3 SMBus: Intel Corporation 82801I (ICH9 Family) SMBus Controller (rev 03) 01:00.0 VGA compatible controller: NVIDIA Corporation G98M [GeForce G 105M] (rev a1) 07:00.0 Network controller: Intel Corporation Centrino Wireless-N 1000 [Condor Peak] 09:00.0 Ethernet controller: Qualcomm Atheros AR8131 Gigabit Ethernet (rev c0) rfkill list : 1: acer-wireless: Wireless LAN Soft blocked: no Hard blocked: no 2: acer-bluetooth: Bluetooth Soft blocked: yes Hard blocked: no 9: phy0: Wireless LAN Soft blocked: no Hard blocked: no any help will be REALLLYYYY appreciated

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  • Easiest, most fun way to program 2D games? Flash? XNA? Some other engine?

    - by Maxi
    Hi, this is a post detailing my search for the most enjoyable way for a hobbyist game programmer to sweeten his free time with making a game. My requirements: I looked at Flash first, I made a couple of small games but I'm doubtful of the performance. I would like to make a fairly large strategy game, with several hundred units fighting simultaneously, explosions and animations included. Also zoomable maps. I saw that Adobe has a new 3D API for Flash, but I don't know if that improves 2D performance aswell, I couldn't find anything related to that question on their MAX10 sessions. Would you say that Flash is a good technology for making large 2D games easily? I really like Actionscript, and I love how easy everything is in Flash. There are several engines available which make it even easier. I just do this for fun, and it would be even better if there were proper animation/particle editors available and if the engine I were to use, would be available for multiple platforms. (so more people can play my game once finished). I'd like to have it available on many mobile platforms aswell. (because I love touch input for some reason) I do know the XNA framework pretty well, but there are no good engines available for it, and it will only run on Windows, which is a huge turn off. Even bigger is, that you need to install the XNA redistributable each time you want to give the game to someone. If I use XNA, I would have to make all the tools myself, and I'd probably have to make them with WPF. (I'd love to make tools with Adobe AIR, but unfortunately the API's for image manipulation etc. are far worse in Flash, than they are in XNA/WPF.) Now, I'm aware that I could make my own engine that supports each of those platforms, but quite frankly, that would be too much work plowing through APIs. After all, I want to make a game, not an engine. So the question becomes: Is there maybe a cross platform (free or free to develop?) engine available that I could use for 2D development? I prefer: C#, Actionscript. I don't mind using c++ if the toolset is above average, but I highly doubt that there is something out there like that. Please prove me wrong :) So summary: I'd like to use Flash, but I don't know if it scales well enough. I'm not a scripter, I want some real APIs that I can work with inside a proper IDE. Just for information, I looked at several alternatives, I'm actually looking for a long time already. You'd help me a lot to make a decision finally. Feature-wise the Flatredball engine would be ideal. But I tried their tools, and quite frankly, they are horrible. Absolutely unusable, I'd need to make my own for sure. I didn't look at their API, but if their tools are so bad, I'm not inclined to look further. Unity3D. This one is quite nice, but I really don't need 3D, and it is quite ...a lot of work to learn. I also don't like that it is so expensive to use for different platforms and that I can only code for it through scripting. You have to buy each platform separately. The editor usability is average, the product overall is good enough for most purposes, but learning it myself would be overkill. Shiva 3D. It looks good enough, but again: I don't really need 3D. The editor usability is a little worse than Unity3D in my opinion and it wasn't clear to me how to start programming. I think it requires C++ for coding, so that's a negative too. I want to have fun, and c# is fun ;) SDL. Quite frankly, I'd still need to port to all those different SDL implementations. And I don't like OpenGL style programming, it's just plain ugly. And it needs c++, I know that there might be some wrappers available, but I don't like to use wrappers, because... Irrlicht. A lot of features, but support seems to be low and it is aimed at enthusiasts. C# bindings get dropped repeatedly. I'm not an engine enthusiast, I just want to make a game. I don't see this happening with Irrlicht. Ogre3D. Way too much work, it's just a graphics engine. Also no multiple platform support and c++. Torque2D. Costs something to use, and I didn't hear a lot of good things about support and documentation. Also costs extra for each platform.

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  • Better way to load level content in XNA?

    - by user2002495
    Currently I loaded all my assets in XNA in the main Game class. What I want to achieve later is that I only load specific assets for specific levels (the game will consist of many levels). Here is how I load my main assets into the main class: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); plane = new Player(Content.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; lvl1 = new Level1(Content.Load<Texture2D>(@"Levels/bgLvl1"), Content.Load<Texture2D>(@"Levels/bgLvl1-other"), new Vector2(0, 0), new Vector2(0, -600)); CommonBullet.LoadContent(Content); CommonEnemyBullet.LoadContent(Content); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); plane.Update(gameTime); lvl1.Update(gameTime); foreach (CommonEnemy ce in cel) { if (ce.CollidesWith(plane)) { ce.hasSpawn = false; } foreach (CommonBullet b in plane.commonBulletList) { if (b.CollidesWith(ce)) { ce.hasSpawn = false; } } ce.Update(gameTime); } LoadCommonEnemy(); base.Update(gameTime); } private void LoadCommonEnemy() { int randY = rand.Next(-600, -10); int randX = rand.Next(0, 750); if (cel.Count < 3) { cel.Add(new CommonEnemy(Content.Load<Texture2D>(@"Enemy/Common/commonEnemySprite"), 7, 2, "left", randX, randY)); } for (int i = 0; i < cel.Count; i++) { if (!cel[i].hasSpawn) { cel.RemoveAt(i); i--; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); lvl1.Draw(spriteBatch); plane.Draw(spriteBatch); foreach (CommonEnemy ce in cel) { ce.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } I wish to load my players, enemies, all in Level1 class. However, when I move my player & enemy code into the Level1 class, the gameTime returns null. Here is my Level1 class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Input; using SpaceShooter_Beta.Animation.PlayerCollection; using SpaceShooter_Beta.Animation.EnemyCollection.Common; namespace SpaceShooter_Beta.Levels { public class Level1 { public Texture2D bgTexture1, bgTexture2; public Vector2 bgPos1, bgPos2; public float speed = 5f; Player plane; public Level1(Texture2D texture1, Texture2D texture2, Vector2 pos1, Vector2 pos2) { this.bgTexture1 = texture1; this.bgTexture2 = texture2; this.bgPos1 = pos1; this.bgPos2 = pos2; } public void LoadContent(ContentManager cm) { plane = new Player(cm.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; } public void Draw(SpriteBatch sb) { sb.Draw(bgTexture1, bgPos1, Color.White); sb.Draw(bgTexture2, bgPos2, Color.White); plane.Draw(sb); } public void Update(GameTime gt) { bgPos1.Y += speed; bgPos2.Y += speed; if (bgPos1.Y >= 600) { bgPos1.Y = -600; } if (bgPos2.Y >= 600) { bgPos2.Y = -600; } plane.Update(gt); } } } Of course when I did this, I delete all my player's code in the main Game class. All of that works fine (no errors) except that the game cannot start. The debugger says that plane.Update(gt); in Level 1 class has null GameTime, same thing with the Draw method in the Level class. Please help, I appreciate for the time. [EDIT] I know that using switch in the main class can be a solution. But I prefer a cleaner solution than that, since using switch still means I need to load all the assets through the main class, the code will be A LOT later on for each levels

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  • Soft lockup after upgrade - cannot install from live CD

    - by nbm
    I dual-boot MacIntel Core 2 duo. nVidia graphics. Ran upgrade from ubuntu 13.10 to 14.04 (64 bit). On restart ran into {numbers} Bug: soft lockup - CPU#0 stuck for 22s! [swapper/0:1] Tried loading earlier kernel: same problem Tried re-installing ubuntu from a liveCD that has worked in the past: version 13.04. Same problem. Tried re-partitioning hard drive using Mac OS X disk utility and then installing ubuntu 14.04LTS from liveCD. Same problem. Not possible to verify liveCD disk (creates same "soft lockup" bug.) Tried installing from the liveCD with version 13.04 that I know works (that's how I got Ubuntu on this machine in the first place.) Same problem. I know this is not a hardware problem as OS X works just fine, I am using it right now on the same machine. I have been using various versions of Ubuntu for 2 years. Things I cannot do: Open a terminal Verify CD image Start ubuntu from CD (same soft lockup problem) This problem is similar to some other questions, none of which have been satisfactorily answered: Ubuntu 14.04 soft lockup on Vostro 3500 Cannot do fresh install of Ubuntu 13.04 while booting from DVD: "soft lockup" bug Live CD stalls when installing Ubuntu 13.10 UPDATE 6/11/14: Following some much-appreciated advice from bain (see below) I burned a 12.04LTS disk and started with kernel parameters: noapic, no1apic, acpi=off, nomodeset, elevator=deadline, and clocksource=jiffies. With all of these parameters I was able to load the 12.04LTS CD ("Try without installing"). It worked fine. However, as soon as I tried to install Ubuntu from the CD, my wired ethernet (eth0) connection would hang. There are already various askubuntu questions and bug reports about this problem, none of which had answers for me. (E.g., dhclient eth0 does nothing, none of the various reset commands does anything, manually setting IP &etc does nothing. I could reliably kill the ethernet connection by clicking "install ubuntu" every single time.) I could go ahead and install 12.04 without an internet connection, but the install would freeze after mostly completing (I tried several times.) There were some relevant error messages in the details of the install output script that, IIRC, had to do with searching for missing files and not being able to access eth0 (internet) to get them. To be honest I gave up at that point and I'm not sure I wrote those down. If I find some notes I will post them. At this point I no longer have Ubuntu on my system. I wiped the partitions and am using exclusively OS X. I am leaving this question in case it helps anyone else with similar problems. I love open source and I love Linux, and the next machine I get I will probably just build from Arch. At the moment I miss repositories and a lot of other things about Ubuntu, but the OS X terminal is 'nix, I can pretty much use all the open source apps I like, and while I am not a fan of the Apple software it gets the job done for me. Unlike Ubuntu, which can't even install. I realize this isn't necessarily a place for a soapbox speech, but when I first installed 12.04 several years ago there were already people in the community complaining that Canonical was going too "commercial". But I loved it. Several years later and all I've seen is Canonical adding more not-so-useful bells and whistles to Ubuntu while continually failing to fix basic problems on upgrades. With a dual-boot (and sometimes triple-boot) system it always took me some tweaking to get an upgrade to work, and to some extent that is okay. But at this point I feel like Canonical ought to just put a price tag on Ubuntu. All I see is more commercialism and advertising and product tie-ins, and ongoing problems do not get fixed. I am a big fan of open-source, not-for profit enterprise. I am also a big fan of for-profit enterprise, which certainly has its place and usefulness. I am not a fan of companies who pretend to be in favor of open source but really are just out to make a buck, and IMNSHO that is what Canonical has become. This is a great community and I wish you all the best, but my next install of Linux will not be Ubuntu.

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  • How do I pass vertex and color positions to OpenGL shaders?

    - by smoth190
    I've been trying to get this to work for the past two days, telling myself I wouldn't ask for help. I think you can see where that got me... I thought I'd try my hand at a little OpenGL, because DirectX is complex and depressing. I picked OpenGL 3.x, because even with my OpenGL 4 graphics card, all my friends don't have that, and I like to let them use my programs. There aren't really any great tutorials for OpenGL 3, most are just "type this and this will happen--the end". I'm trying to just draw a simple triangle, and so far, all I have is a blank screen with my clear color (when I set the draw type to GL_POINTS I just get a black dot). I have no idea what the problem is, so I'll just slap down the code: Here is the function that creates the triangle: void CEntityRenderable::CreateBuffers() { m_vertices = new Vertex3D[3]; m_vertexCount = 3; m_vertices[0].x = -1.0f; m_vertices[0].y = -1.0f; m_vertices[0].z = -5.0f; m_vertices[0].r = 1.0f; m_vertices[0].g = 0.0f; m_vertices[0].b = 0.0f; m_vertices[0].a = 1.0f; m_vertices[1].x = 1.0f; m_vertices[1].y = -1.0f; m_vertices[1].z = -5.0f; m_vertices[1].r = 1.0f; m_vertices[1].g = 0.0f; m_vertices[1].b = 0.0f; m_vertices[1].a = 1.0f; m_vertices[2].x = 0.0f; m_vertices[2].y = 1.0f; m_vertices[2].z = -5.0f; m_vertices[2].r = 1.0f; m_vertices[2].g = 0.0f; m_vertices[2].b = 0.0f; m_vertices[2].a = 1.0f; //Create the VAO glGenVertexArrays(1, &m_vaoID); //Bind the VAO glBindVertexArray(m_vaoID); //Create a vertex buffer glGenBuffers(1, &m_vboID); //Bind the buffer glBindBuffer(GL_ARRAY_BUFFER, m_vboID); //Set the buffers data glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_STATIC_DRAW); //Set its usage glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_TRUE, sizeof(Vertex3D), (void*)(3*sizeof(float))); //Enable glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); //Check for errors if(glGetError() != GL_NO_ERROR) { Error("Failed to create VBO: %s", gluErrorString(glGetError())); } //Unbind... glBindVertexArray(0); } The Vertex3D struct is as such... struct Vertex3D { Vertex3D() : x(0), y(0), z(0), r(0), g(0), b(0), a(1) {} float x, y, z; float r, g, b, a; }; And finally the render function: void CEntityRenderable::RenderEntity() { //Render... glBindVertexArray(m_vaoID); //Use our attribs glDrawArrays(GL_POINTS, 0, m_vertexCount); glBindVertexArray(0); //unbind OnRender(); } (And yes, I am binding and unbinding the shader. That is just in a different place) I think my problem is that I haven't fully wrapped my mind around this whole VertexAttribArray thing (the only thing I like better in DirectX was input layouts D:). This is my vertex shader: #version 330 //Matrices uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; //In values layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; //Out values out vec3 frag_color; //Main shader void main(void) { //Position in world gl_Position = vec4(position, 1.0); //gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0); //No color changes frag_color = color; } As you can see, I've disable the matrices, because that just makes debugging this thing so much harder. I tried to debug using glslDevil, but my program just crashes right before the shaders are created... so I gave up with that. This is my first shot at OpenGL since the good old days of LWJGL, but that was when I didn't even know what a shader was. Thanks for your help :)

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  • What to leave when you're leaving

    - by BuckWoody
    There's already a post on this topic - sort of. I read this entry, where the author did a good job on a few steps, but I found that a few other tips might be useful, so if you want to check that one out and then this post, you might be able to put together your own plan for when you leave your job.  I once took over the system administrator (of which the Oracle and SQL Server servers were a part) at a mid-sized firm. The outgoing administrator had about a two- week-long scheduled overlap with me, but was angry at the company and told me "hey, I know this is going to be hard on you, but I want them to know how important I was. I'm not telling you where anything is or what the passwords are. Good luck!" He then quit that day. It took me about three days to find all of the servers and crack the passwords. Yes, the company tried to take legal action against the guy and all that, but he moved back to his home country and so largely got away with it. Obviously, this isn't the way to leave a job. Many of us have changed jobs in the past, and most of us try to be very professional about the transition to a new team, regardless of the feelings about a particular company. I've been treated badly at a firm, but that is no reason to leave a mess for someone else. So here's what you should put into place at a minimum before you go. Most of this is common sense - which of course isn't very common these days - and another good rule is just to ask yourself "what would I want to know"? The article I referenced at the top of this post focuses on a lot of documentation of the systems. I think that's fine, but in actuality, I really don't need that. Even with this kind of documentation, I still perform a full audit on the systems, so in the end I create my own system documentation. There are actually only four big items I need to know to get started with the systems: 1. Where is everything/everybody?The first thing I need to know is where all of the systems are. I mean not only the street address, but the closet or room, the rack number, the IU number in the rack, the SAN luns, all that. A picture here is worth a thousand words, which is why I really like Visio. It combines nice graphics, full text and all that. But use whatever you have to tell someone the physical locations of the boxes. Also, tell them the physical location of the folks in charge of those boxes (in case you aren't) or who share that responsibility. And by "where" in this case, I mean names and phones.  2. What do they do?For both the servers and the people, tell them what they do. If it's a database server, detail what each database does and what application goes to that, and who "owns" that application. In my mind, this is one of hte most important things a Data Professional needs to know. In the case of the other administrtors or co-owners, document each person's responsibilities.   3. What are the credentials?Logging on/in and gaining access to the buildings are things that the new Data Professional will need to do to successfully complete their job. This means service accounts, certificates, all of that. The first thing they should do, of course, is change the passwords on all that, but the first thing they need is the ability to do that!  4. What is out of the ordinary?This is the most tricky, and perhaps the next most important thing to know. Did you have to use a "special" driver for that video card on server X? Is the person that co-owns an application with you mentally unstable (like me) or have special needs, like "don't talk to Buck before he's had coffee. Nothing will make any sense"? Do you have service pack requirements for a specific setup? Write all that down. Anything that took you a day or longer to make work is probably a candidate here. This is my short list - anything you care to add? Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • The Dreaded Startup Repair Loop on Win 7

    - by HighAltitudeCoder
    For most people, upgrading to Windows 7 has been a relatively painless process.  Not me.  I am in the unlucky 1% or less who had a somewhat less pleasant experience.  First, I cloned my entire onto a larger (and much faster) solid state hard drive, only experiencing minimal problems. Then, I bought the Retail version of Windows 7 Ultimate, took a deep breath and... oh yeah, I almost forgot - BACK UP THE COMPUTER.  The next morning I upgraded to Win 7 and everything seemed fine, until... I rebooted the system, the nice Windows 7 launch graphics come up, it's about to launch and AWWW, are you kidding me?!?!  Back to the BIOS splash screen?  Next comes the sequence of failure - attempt repair - unable to repair - do you want to wipe your hard drive decisions. Because I purchased the retail version, a number is provided where I could call Microsoft Tech support.  When I did, they instructed me to click "Install" from my installation CD, which did not work.  When I tried the "Upgrade" option, it reaches an impasse, telling you that yoiu have a newer version of Win 7, and thus cannot Upgrade.  If you choose "Install" you willl lose everything... files, programs, EVERYTHING.  Or at least this is what it tells you.  I was not willing to take the risk. To make things worse, I had installed a new antivirus software application before I realized my system was unstable (Trend Micro Titanium Internet Security), and this was causing additional problems. One interesting thing, and the only saving grace as it turns out, was that my system WOULD successfully reboot into the OS if I chose to restart it, rather than shut it down.  If I chose to shut down, I would have to go through the loop again until I was given the option to restart. As it turned out, I needed to update my BIOS.  I assumed that since I had updated my BIOS a long time ago to settings that were stable under Windows Vista Ultimate x64, I incorrectly expected Win 7 to adopt the same settings and didn't expect there to be any problems.  WRONG. My BIOS had a setting to halt the boot cycle if various kinds of errors were detected.  Windows Vista didn't care about this, but forget it under Windows 7.  I turned immediately corrected that BIOS setting.  Next, there were the two separate BIOS settings: enable USB mouse and enable USB keyboard.  The only sequence of events that would work were to start my reboot process over from stratch with a hard-wired non-usb keyboard and mouse.  Whent the system booted under these settings, it doesn't detect any errors due to either the mouse or keyboard, and actually booted for the first time in a long while (let me tell ya, that's an amazing experience after fiddling with settings for two entire weekends!) Next step: leave your old mouse and keyboard connected, but also connect your other two devices (mouse, keyboard) that use USB connections.  During the boot cycle, the operating system will not fail due to missing requirements during startup, and it will then pick up the new drivers necessary to use your new hardware. If you think you are in the clear here, you are wrong.  The next VERY IMPORTANT step is to remember to change your settings in the BIOS upon next startup.  Specifically, yoiu will need ot change your BIOS to enable USB mouse and enable USB keyboard input.  If you don't, Windows will detect an incompatibility upon the next startup, and you will be stuck once again in the endless cycle of reboot/Startup Repair/reboot/Startup Repair, without ever reaching a successful boot. Here's the thing - the BIOS and the drivers registered in Win 7 need to match.  If they don't, you're going to lose another weekend worrying and fiddling, all the while wondering if you've permanently damaged your hard drive beyond repair. (Sigh).  In the end, things worked out.  I must note that it is saddening to see how many posts there are out there that recommend just doing a clean install, as if it's the only option.  How many countless poor souls have lost their data, their backups, their pictures and videos, all for nothing other than the fact that the person giving advice just didn't know what to do at that point? My advice to you, try having a look at your BIOS settings first and making sure Win 7 can find your BIOS settings, and also disabling in your BIOS anything that might halt your system boot-up process if it encounters errors.

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  • SPARC T4 ??????: SPARC T4 ??????????!!

    - by user13138700
    ?? 2011 ? 9 ?? SPARC T4 CPU ???????? SPARC T4 ????????????????2011??10?????????????????????????? ????????????????????SPARC T4 ?????????????????????????????????????????????????????????? SPARC T4 CPU ???? SPARC T4 ?????????????????????????????????? ??????????????????????4/4, 4/5, 4/6 ? 3???????? Oracle Open World 2012 ???????? Oracle Open World 2012 Tokyo ?? Oracle ?????&????? ??? Oracle Solaris ????????????·????????? SPARC&Solaris ??????????????SPARC&Solaris ????????????????????????????????????????????????????????????????????????? Oracle OpenWorld Tokyo 2012 ???? URL http://www.oracle.com/openworld/jp-ja/index.html ?????? 7264 ??????????????? ????Oracle Open World 2012 Tokyo ?????????????????????????SPARC T4 ????? ????????????????? SPARC T4 ????????? SPARC T3 ????????(S2??)??????????????????????????(S3??)??????????????????? ???????" T " ???????????????(?)?????? SPARC T1/T2/T3 ???????????????????????????(????????)????????????????????????? ?SPARC T4 ????????????????????????????? ?SPARC T4 ???????DB?????????????????????????????? ???????????????? ????????????????????????????????????????????? ???? SPARC T3 ???????????????????????????2???????????? ????????????????????????????????????????????????????? ?????????????? SPARC T4 ????????????????????????????????????SPARC T4 ????????? SPARC T4 ??????????????????????????????????????????? ?????????????? T4 ??????????????????? SPARC ???????????????????????????????????????????????????????????????????&??????????? ?????????????????????????????????????????????????????????Web?????????????DB?????????????????????????????????????? (????????????) ???????????? SPARC T4 ????????????????????????????? < T4 ???????? > ??? SPARC ??(S3??)??? x5??????????????????? x2????????????????????? Crypto (?????)?????????? ?????????????????????????/???????????????? ?????? 1, 2,& 4 ??????????? < T4 ????? ??????? > 8x SPARC S3 ?? (64????/???) 4MB ?? L3 ????? (8???/16???) 8x9 ????? 4x DDR3 ??????????? @6.4Gbps 6x ?????????? @9.6Gbps 2x8 PCIe 2.0 (5GTS) 2x10Gb XAUI ??????? < S3???????????? > ALU : Arithmetic Logic Unit BRU : Branch Logic Unit FGU : Flouting-point Graphics Unit IRF : Integer Register File FRF : Flouting-point Register File WRF : Working Register File MMU : Memory Management Unit LSU : Load Store Unit Crypto(SPU) : Streaming Processing Unit TRU : Trap Logic Unit < S3????????? > ????? 8????/?? ?????? Out-of-Order ?? 16???????????????? ????????????? ???????????? ??????? ????????? 64???? ITLB ? 128???? DTLB 64KB 4??? L1 ?????????????? 128KB 8??? ???? L2 ????? < T4 ???????? vs T3 ???????? > T4 ????????????? Out-Of-Order ???? Pick ???????? In-Order ?? Pick ?????? Commit ??????? Out-Of-Order ?? Commit ?????? In-Order ?? < T4 ?????????? > ???????????vs????????????????????????????? ????????Active??????????????????? ???????????????????????? ??????????????????? < T4vsT1/T2/T3 ??????? > SPARC T4 ???? T3????????Web??????????? DB?????????????????????????????? ????????????????????SPARC T4 ?????&Solaris ?????????????(????????)??????????????????????????????????????????????????????????!!? ????Oracle Open World 2012 Tokyo ????????????????SPARC T4 ?????????????????????? 4/4, 4/5, 4/6 ?3????????????????????????????????????????????????????????????????????????????????????? ????????????????? URL http://www.oracle.com/openworld/jp-ja/exhibit/index.html

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  • ???Flashback Log???????Redo Log?

    - by Liu Maclean(???)
    ????????????????????redo log?   RVWR( Recovery Writer)?3s??flashback generate buffer??block before image?????????? ?????block change???RVWR??block before image ?flashback log? ?????????,Oracle???????????before image????????,????????flashback database logs?????   ???????????,????? ??????????????????,???????????before image?????shared pool??flashback log buffer?,RVWR??????flashback log buffer??????????? ?DBWR???????????????,DBWR?????buffer header??FBA(Flashback Byte Address)?flashback log buffer?????????? ???? ?????? ??? ????????????? , RVWR???????????(flashback markers)?flashback database logs?? ????(flashback markers)?????????????Oracle??flashback ??????????  ??????????, Oracle ??????(flashback markers)????????????flashback database log???????????block image; ??Oracle ???????(forward recovery)?????????????????SCN?????? flashback markers for example: **** Record at fba: (lno 1 thr 1 seq 1 bno 4 bof 8184) **** RECORD HEADER: Type: 3 (Skip) Size: 8132 RECORD DATA (Skip): **** Record at fba: (lno 1 thr 1 seq 1 bno 4 bof 52) **** RECORD HEADER: Type: 7 (Begin Crash Recovery Record) Size: 36 RECORD DATA (Begin Crash Recovery Record): Previous logical record fba: (lno 1 thr 1 seq 1 bno 3 bof 316) Record scn: 0x0000.00000000 [0.0] **** Record at fba: (lno 1 thr 1 seq 1 bno 3 bof 8184) **** RECORD HEADER: Type: 3 (Skip) Size: 7868 RECORD DATA (Skip): **** Record at fba: (lno 1 thr 1 seq 1 bno 3 bof 316) **** RECORD HEADER: Type: 2 (Marker) Size: 300 RECORD DATA (Marker): Previous logical record fba: (lno 0 thr 0 seq 0 bno 0 bof 0) Record scn: 0x0000.00000000 [0.0] Marker scn: 0x0000.0060e024 [0.6348836] 06/13/2012 15:56:35 Flag 0x0 Flashback threads: 1, Enabled redo threads 1 Recovery Start Checkpoint: scn: 0x0000.0060e024 [0.6348836] 06/13/2012 15:56:12 thread:1 rba:(0x80.180.10) Flashback thread Markers: Thread:1 status:0 fba: (lno 1 thr 1 seq 1 bno 2 bof 8184) Redo Thread Checkpoint Info: Thread:1 rba:(0x80.180.10) **** Record at fba: (lno 1 thr 1 seq 1 bno 2 bof 8184) **** RECORD HEADER: Type: 3 (Skip) Size: 8168 RECORD DATA (Skip): End-Of-Thread reached ????????????????block change ????before image????????flashback log?? ?????block change???flashback log record ????????? redo log???!????flashback log ???????before image ? redo log??? change vector ?  Oracle?????????????????????????????????????,??????I/O??????????????: ??hot block??,Oracle???????????block image?????; Oracle ?????????(flashback barriers)???????????????,flashback barriers???????(???15??),??????????(flashback barriers)????(flashback markers)????????? ????, ??????change?????, ???????????????????????????, ?15????????????????????flashback log????????before image?????????????,?????????????????????,?????????????? ????????,??????????????(flashback barriers), flashback barriers???????,?????15????? ?????flashback barriers????????(flashback markers)???????????????,???????????????????(????barriers?????)??????block image ,????????????????????????????????? ??????????flashback log????redo log????! ????,????????????????, ?????????? SQL> select * from v$version; BANNER -------------------------------------------------------------------------------- Oracle Database 11g Enterprise Edition Release 11.2.0.3.0 - 64bit Production PL/SQL Release 11.2.0.3.0 - Production CORE 11.2.0.3.0 Production TNS for Linux: Version 11.2.0.3.0 - Production NLSRTL Version 11.2.0.3.0 - Production SQL> select * from global_name; GLOBAL_NAME -------------------------------------------------------------------------------- www.oracledatabase12g.com SQL> create table flash_maclean (t1 varchar2(200)) tablespace users; Table created. SQL> insert into flash_maclean values('MACLEAN LOVE HANNA'); 1 row created. SQL> commit; Commit complete. SQL> startup force; ORACLE instance started. Total System Global Area 939495424 bytes Fixed Size 2233960 bytes Variable Size 713034136 bytes Database Buffers 218103808 bytes Redo Buffers 6123520 bytes Database mounted. Database opened. SQL> update flash_maclean set t1='HANNA LOVE MACLEAN'; 1 row updated. commit; Commit complete. SQL> alter system checkpoint; System altered. SQL> select dbms_rowid.rowid_block_number(rowid),dbms_rowid.rowid_relative_fno(rowid) from flash_maclean; DBMS_ROWID.ROWID_BLOCK_NUMBER(ROWID) DBMS_ROWID.ROWID_RELATIVE_FNO(ROWID) ------------------------------------ ------------------------------------ 140431 4 datafile 4 block 140431 ??RDBA rdba: 0x0102248f (4/140431) SQL> ! ps -ef|grep rvwr|grep -v grep oracle 26695 1 0 15:56 ? 00:00:00 ora_rvwr_G11R23 SQL> oradebug setospid 26695 Oracle pid: 20, Unix process pid: 26695, image: [email protected] (RVWR) SQL> ORADEBUG DUMP FBTAIL 1; Statement processed. To dump the last 2000 flashback records , ??ORADEBUG DUMP FBTAIL 1????????2000?????? SQL> oradebug tracefile_name /s01/orabase/diag/rdbms/g11r23/G11R23/trace/G11R23_rvwr_26695.trc ? TRACE?????????block? before image **** Record at fba: (lno 1 thr 1 seq 1 bno 55 bof 2564) **** RECORD HEADER: Type: 1 (Block Image) Size: 28 RECORD DATA (Block Image): file#: 4 rdba: 0x0102248f Next scn: 0x0000.00000000 [0.0] Flag: 0x0 Block Size: 8192 BLOCK IMAGE: buffer rdba: 0x0102248f scn: 0x0000.00609044 seq: 0x01 flg: 0x06 tail: 0x90440601 frmt: 0x02 chkval: 0xc626 type: 0x06=trans data Hex dump of block: st=0, typ_found=1 Dump of memory from 0x00002B1D94183C00 to 0x00002B1D94185C00 2B1D94183C00 0000A206 0102248F 00609044 06010000 [.....$..D.`.....] 2B1D94183C10 0000C626 00000001 00014AD4 0060903A [&........J..:.`.] 2B1D94183C20 00000000 00320002 01022488 00090006 [......2..$......] 2B1D94183C30 00000CC8 00C00340 000D0542 00008000 [[email protected].......] 2B1D94183C40 006040BC 000F000A 00000920 00C002E4 [.@`..... .......] 2B1D94183C50 0017048F 00002001 00609044 00000000 [..... ..D.`.....] 2B1D94183C60 00000000 00010100 0014FFFF 1F6E1F77 [............w.n.] 2B1D94183C70 00001F6E 1F770001 00000000 00000000 [n.....w.........] 2B1D94183C80 00000000 00000000 00000000 00000000 [................] Repeat 500 times 2B1D94185BD0 00000000 00000000 2C000000 4D120102 [...........,...M] 2B1D94185BE0 454C4341 4C204E41 2045564F 4E4E4148 [ACLEAN LOVE HANN] 2B1D94185BF0 01002C41 43414D07 4E41454C 90440601 [A,...MACLEAN..D.] Block header dump: 0x0102248f Object id on Block? Y seg/obj: 0x14ad4 csc: 0x00.60903a itc: 2 flg: E typ: 1 - DATA brn: 0 bdba: 0x1022488 ver: 0x01 opc: 0 inc: 0 exflg: 0 Itl Xid Uba Flag Lck Scn/Fsc 0x01 0x0006.009.00000cc8 0x00c00340.0542.0d C--- 0 scn 0x0000.006040bc 0x02 0x000a.00f.00000920 0x00c002e4.048f.17 --U- 1 fsc 0x0000.00609044 bdba: 0x0102248f data_block_dump,data header at 0x2b1d94183c64 =============== tsiz: 0x1f98 hsiz: 0x14 pbl: 0x2b1d94183c64 76543210 flag=-------- ntab=1 nrow=1 frre=-1 fsbo=0x14 fseo=0x1f77 avsp=0x1f6e tosp=0x1f6e 0xe:pti[0] nrow=1 offs=0 0x12:pri[0] offs=0x1f77 block_row_dump: tab 0, row 0, @0x1f77 tl: 22 fb: --H-FL-- lb: 0x2 cc: 1 col 0: [18] 4d 41 43 4c 45 41 4e 20 4c 4f 56 45 20 48 41 4e 4e 41 end_of_block_dump SQL> select dump('MACLEAN LOVE HANNA',16) from dual; DUMP('MACLEANLOVEHANNA',16) -------------------------------------------------------------------- Typ=96 Len=18: 4d,41,43,4c,45,41,4e,20,4c,4f,56,45,20,48,41,4e,4e,41 ???????????????????????,??flashback log??before image????????? create table flash_maclean1 (t1 int) tablespace users; SQL> select vs.name, ms.value 2 from v$mystat ms, v$sysstat vs 3 where vs.statistic# = ms.statistic# 4 and vs.name in ('redo size','db block changes'); NAME VALUE ---------------------------------------------------------------- ---------- db block changes 0 redo size 0 SQL> select name,value from v$sysstat where name like 'flashback log%'; NAME VALUE ---------------------------------------------------------------- ---------- flashback log writes 49 flashback log write bytes 9306112 SQL> begin 2 for i in 1..5000 loop 3 update flash_maclean1 set t1=t1+1; 4 commit; 5 end loop; 6 end; 7 / PL/SQL procedure successfully completed. SQL> select vs.name, ms.value 2 from v$mystat ms, v$sysstat vs 3 where vs.statistic# = ms.statistic# 4 and vs.name in ('redo size','db block changes'); NAME VALUE ---------------------------------------------------------------- ---------- db block changes 20006 redo size 3071288 SQL> select name,value from v$sysstat where name like 'flashback log%'; NAME VALUE ---------------------------------------------------------------- ---------- flashback log writes 52 flashback log write bytes 10338304 ??????????? ??hot block,???20006 ?block changes???? ??? 3000k ?redo log ? ??1000k? flashback log ?

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  • Dual head setup for Ubuntu 10.04.1 and Windows XP Pro with same hardware configuration

    - by mejpark
    Hello. I have a Dell OptiPlex 360 workstation at work, with 2 x ATI RV280 [Radeon 9200 PRO] graphics cards installed, which are attached to two identical 19" HII flat panel monitors. I'm using the open source Radeon driver with Ubuntu, and the proprietary drivers with Windows. The good news is that dual head configuration works for both OSes. The bad news is, I have to use a different hardware configuration for each OS to achieve this. Hardware config #1: Dual monitors work for Windows XP Pro like this: First display -> external VGA port Second display -> DVI input on gfx card Hardware config #2: Dual monitors work for Ubuntu 10.04.1 like this: First display -> VGA port on gfx card Second display -> DVI input on gfx card I connected up the displays according to Config #2 and booted up Windows, which resulted in a mirror image on both screens. I was unable to login, as the login box was not visible. I unplugged the VGA lead from gfx card and plugged it into the external VGA port (Config #1) - Windows dual head works again, but the VGA-connected screen is not recognised by Ubuntu and remains in standby mode. Is it possible to configure a dual head setup for Ubuntu using Config #1, or am I missing something? I tried setting up dual monitors using Config #1, this morning which didn't work. By default, there is no xorg.conf file in Ubuntu 10.04.1, so I generated one using: $ sudo X :2 -configure X.Org X Server 1.7.6 Release Date: 2010-03-17 X Protocol Version 11, Revision 0 Build Operating System: Linux 2.6.24-27-server i686 Ubuntu Current Operating System: Linux harrier 2.6.32-24-generic #42-Ubuntu SMP Fri Aug 20 14:24:04 UTC 2010 i686 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-2.6.32-24-generic root=UUID=a34c1931-98d4-4a34-880c-c227a2936c4a ro quiet splash Build Date: 21 July 2010 12:47:34PM xorg-server 2:1.7.6-2ubuntu7.3 (For technical support please see http://www.ubuntu.com/support) Current version of pixman: 0.16.4 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.2.log", Time: Mon Sep 13 10:02:02 2010 List of video drivers: apm ark intel mach64 s3virge trident mga tseng ati nouveau neomagic i740 openchrome voodoo s3 i128 radeon siliconmotion nv ztv vmware v4l chips rendition savage sisusb tdfx geode sis r128 cirrus fbdev vesa (++) Using config file: "/home/michael/xorg.conf.new" (==) Using config directory: "/usr/lib/X11/xorg.conf.d" (II) [KMS] No DRICreatePCIBusID symbol, no kernel modesetting. Xorg detected your mouse at device /dev/input/mice. Please check your config if the mouse is still not operational, as by default Xorg tries to autodetect the protocol. Xorg has configured a multihead system, please check your config. Your xorg.conf file is /home/michael/xorg.conf.new To test the server, run 'X -config /home/michael/xorg.conf.new' ddxSigGiveUp: Closing log $ sudo X -config /home/michael/xorg.conf.new Fatal server error: Server is already active for display 0 If this server is no longer running, remove /tmp/.X0-lock and start again. Please consult the The X.Org Foundation support at http://wiki.x.org for help. ddxSigGiveUp: Closing log I then booted Ubuntu in failsafe mode, dropped into root shell, and executed $ X -config /home/michael/xorg.conf.new again. The screen went blank and turned off, so I reset the machine. There must be a way round this. Any help to set up a dual head config for Ubuntu using Config #1 would be hugely appreciated. TIA, Mike

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  • xrandr shows two displays (LVDS1), but how can I use VGA1 only?

    - by Tom Fishman
    We're running Ubuntu 11 on this hardware: Foxconn R20-D2 Intel Atom D510 Intel NM10 Intel GMA 3150 Barebone There is no integrated display (it is a barebone box). I connected an external VGA to it. However xrandr shows two displays: Screen 0: minimum 320 x 200, current 1024 x 768, maximum 4096 x 4096 LVDS1 connected 1024x768+0+0 (normal left inverted right x axis y axis) 0mm x 0mm 1024x768 60.0*+ 800x600 60.3 56.2 640x480 59.9 VGA1 connected 1024x768+0+0 (normal left inverted right x axis y axis) 519mm x 324mm 1920x1200 60.0 + 1600x1200 60.0 1680x1050 60.0 1280x1024 76.0 75.0 72.0 60.0 1440x900 75.0 59.9 1152x864 75.0 1024x768 75.1 70.1 60.0* 832x624 74.6 800x600 72.2 75.0 60.3 640x480 72.8 75.0 66.7 60.0 720x400 70.1 But I don't have two displays. How can I get rid of LVDS1 and use only VGA1? The direct result is that I'm seeing a 1024x768 resolution on my VGA display, because the OS is using "mirror" mode which uses the lower resolution of the two. Turning off the mirror is not a solution. I want to fix it. Related logs: ... [ 20.019] (II) intel(0): Creating default Display subsection in Screen section "Default Screen Section" for depth/fbbpp 24/32 [ 20.019] (==) intel(0): Depth 24, (--) framebuffer bpp 32 [ 20.019] (==) intel(0): RGB weight 888 [ 20.019] (==) intel(0): Default visual is TrueColor [ 20.019] (II) intel(0): Integrated Graphics Chipset: Intel(R) Pineview G [ 20.019] (--) intel(0): Chipset: "Pineview G" [ 20.019] (**) intel(0): Relaxed fencing enabled [ 20.019] (**) intel(0): Wait on SwapBuffers? enabled [ 20.019] (**) intel(0): Triple buffering? enabled [ 20.019] (**) intel(0): Framebuffer tiled [ 20.019] (**) intel(0): Pixmaps tiled [ 20.020] (**) intel(0): 3D buffers tiled [ 20.020] (**) intel(0): SwapBuffers wait enabled [ 20.020] (==) intel(0): video overlay key set to 0x101fe [ 20.020] (II) intel(0): Output LVDS1 has no monitor section [ 20.020] (II) intel(0): found backlight control interface /sys/class/backlight/intel_backlight [ 20.080] (II) intel(0): Output VGA1 has no monitor section [ 20.080] (II) intel(0): EDID for output LVDS1 [ 20.081] (II) intel(0): Not using default mode "320x240" (doublescan mode not supported) [ 20.081] (II) intel(0): Not using default mode "400x300" (doublescan mode not supported) [ 20.081] (II) intel(0): Not using default mode "400x300" (doublescan mode not supported) [ 20.081] (II) intel(0): Not using default mode "512x384" (doublescan mode not supported) ... [ 20.082] (II) intel(0): Not using default mode "960x600" (doublescan mode not supported) [ 20.082] (II) intel(0): Printing probed modes for output LVDS1 [ 20.082] (II) intel(0): Modeline "1024x768"x60.0 65.00 1024 1048 1184 1344 768 771 777 806 -hsync -vsync (48.4 kHz) [ 20.082] (II) intel(0): Modeline "800x600"x60.3 40.00 800 840 968 1056 600 601 605 628 +hsync +vsync (37.9 kHz) [ 20.082] (II) intel(0): Modeline "800x600"x56.2 36.00 800 824 896 1024 600 601 603 625 +hsync +vsync (35.2 kHz) [ 20.082] (II) intel(0): Modeline "640x480"x59.9 25.18 640 656 752 800 480 490 492 525 -hsync -vsync (31.5 kHz) [ 20.149] (II) intel(0): EDID for output VGA1 [ 20.149] (II) intel(0): Manufacturer: BNQ Model: 771b Serial#: 6595 [ 20.149] (II) intel(0): Year: 2008 Week: 16 [ 20.149] (II) intel(0): EDID Version: 1.3 [ 20.149] (II) intel(0): Analog Display Input, Input Voltage Level: 0.700/0.700 V ... [ 20.152] (II) intel(0): Modeline "640x480"x60.0 25.20 640 656 752 800 480 490 492 525 -hsync -vsync (31.5 kHz) [ 20.152] (II) intel(0): Modeline "720x400"x70.1 28.32 720 738 846 900 400 412 414 449 -hsync +vsync (31.5 kHz) [ 20.152] (II) intel(0): Output LVDS1 connected [ 20.152] (II) intel(0): Output VGA1 connected [ 20.152] (II) intel(0): Using exact sizes for initial modes [ 20.152] (II) intel(0): Output LVDS1 using initial mode 1024x768 [ 20.152] (II) intel(0): Output VGA1 using initial mode 1024x768 [ 20.152] (II) intel(0): Using default gamma of (1.0, 1.0, 1.0) unless otherwise stated. ...

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  • Dual head setup for Ubuntu 10.04.1 and Windows XP Pro with same hardware configuration

    - by mejpark
    I have a Dell OptiPlex 360 workstation at work, with 2 x ATI RV280 [Radeon 9200 PRO] graphics cards installed, which are attached to two identical 19" HII flat panel monitors. I'm using the open source Radeon driver with Ubuntu, and the proprietary drivers with Windows. The good news is that dual head configuration works for both OSes. The bad news is, I have to use a different hardware configuration for each OS to achieve this. Hardware config #1: Dual monitors work for Windows XP Pro like this: First display -> external VGA port Second display -> DVI input on gfx card Hardware config #2: Dual monitors work for Ubuntu 10.04.1 like this: First display -> VGA port on gfx card Second display -> DVI input on gfx card I connected up the displays according to Config #2 and booted up Windows, which resulted in a mirror image on both screens. I was unable to login, as the login box was not visible. I unplugged the VGA lead from gfx card and plugged it into the external VGA port (Config #1) - Windows dual head works again, but the VGA-connected screen is not recognised by Ubuntu and remains in standby mode. Is it possible to configure a dual head setup for Ubuntu using Config #1, or am I missing something? I tried setting up dual monitors using Config #1, this morning which didn't work. By default, there is no xorg.conf file in Ubuntu 10.04.1, so I generated one using: $ sudo X :2 -configure X.Org X Server 1.7.6 Release Date: 2010-03-17 X Protocol Version 11, Revision 0 Build Operating System: Linux 2.6.24-27-server i686 Ubuntu Current Operating System: Linux harrier 2.6.32-24-generic #42-Ubuntu SMP Fri Aug 20 14:24:04 UTC 2010 i686 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-2.6.32-24-generic root=UUID=a34c1931-98d4-4a34-880c-c227a2936c4a ro quiet splash Build Date: 21 July 2010 12:47:34PM xorg-server 2:1.7.6-2ubuntu7.3 (For technical support please see http://www.ubuntu.com/support) Current version of pixman: 0.16.4 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.2.log", Time: Mon Sep 13 10:02:02 2010 List of video drivers: apm ark intel mach64 s3virge trident mga tseng ati nouveau neomagic i740 openchrome voodoo s3 i128 radeon siliconmotion nv ztv vmware v4l chips rendition savage sisusb tdfx geode sis r128 cirrus fbdev vesa (++) Using config file: "/home/michael/xorg.conf.new" (==) Using config directory: "/usr/lib/X11/xorg.conf.d" (II) [KMS] No DRICreatePCIBusID symbol, no kernel modesetting. Xorg detected your mouse at device /dev/input/mice. Please check your config if the mouse is still not operational, as by default Xorg tries to autodetect the protocol. Xorg has configured a multihead system, please check your config. Your xorg.conf file is /home/michael/xorg.conf.new To test the server, run 'X -config /home/michael/xorg.conf.new' ddxSigGiveUp: Closing log $ sudo X -config /home/michael/xorg.conf.new Fatal server error: Server is already active for display 0 If this server is no longer running, remove /tmp/.X0-lock and start again. Please consult the The X.Org Foundation support at http://wiki.x.org for help. ddxSigGiveUp: Closing log I then booted Ubuntu in failsafe mode, dropped into root shell, and executed $ X -config /home/michael/xorg.conf.new again. The screen went blank and turned off, so

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  • Add a small RAID card? Will it help overall stability and performance of my nine hard drives?

    - by Ray
    Hi, Will I get any extra genuine added performance and RAID stability if I insert a basic RAID card into a PCI-E x1 slot? I am considering the Adaptec 1220SA - 2 port SATA , pci-express (1x) , raid 0/1. Ok it only supports two SATA drives. Purpose is to help support the eight internal hard drives (1TB each), a DVD drive and an external e-SATA connected 2TB hard drive - by dealing with two of the internal hard drives. My current configuration of eight internal 1TB Barracuda (7200.12) SATA hard drives, one external 2TB SATA Western Digital Green Drive (e-SATA) and one DVD drive can already be supported by the Intel P55 & JMicron controllers on the ASUS motherboard : the Intel P55 (controls six HDD; configured as three x RAID 1), and the JMicron (controls two HDD as one RAID 1, as well as the DVD drive and the external SATA drive via the motherboard's e-SATA port (controlled by the JMicron)). Bigger picture details : I have an ASUS motherboard designed for the LGA1156 type processor and it includes the Intel P55 Express Chipset and JMicron. I am using the Intel Core i7-870 processor, and have 8GB DDR3 (1333) memory (four x 2GB Corsair DIMMs). Enough overall power. The power supply is more than sufficicient for the system. Corsair AX850. The system will never need the full 850 watts (future : second graphics card). The RAID card would provide hardware RAID 1 for two of the eight intrnal drives. It would either reduce the load on : the Intel P55 firmware RAID support, or replace the JMicron controller's RAID 1 set. I am busy installing the above configuration using Windows 7 Ultimate 64-bit as the OS. The RAID card is a last minute addition to the plan. Is it worth spending the extra R700 - R900 on the Adaptec 1220SA, or equivalent RAID card? I cannot afford to spend yet another R2000 - R3000 on a RAID card that would support many SATA2 hard drives, with a better RAID, example the RAID 5. My Issue & assumption : I am trusting that the Intel P55 chipset can properly handle six drives, configured as three * RAID 1. I am assuming that the JMicron can handle, using its RED SATA ports, one RAID-1 (two HDDs). The DVD drive connects to the JMicron optical SATA port 1 (white port 1). White port 2 is not used. The e-SATA connection is from the JMicron straight to, and through the motherboard - to an on-board (rear panel) e-SATA port. Am I being a little hopeful in only using the on-board Intel P55 and the JMicron? Is it a waste of money to install a RAID card that handles two SATA2 drives? OR Is it wisdom to take the pressure a little off the Intel P55? Obviously I am interested in data security, hence RAID 1, not RAID Zero. RAID 5 would be nice. The CPU, Intel Core i7-870 will provide the clout. Context to nine drives : I am using virtualisation with Windows 7 Ultimate. Bootable VMs. The operating system gets a mirror. Loaded apps gets a mirror. The current design data is kept in another mirror and Another mirror is back-up one and / or VM territory. Then the external 2TB drive (via e-SATA) is the next layer of data security and then finally, I use off-site data security. Thanks.

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  • ubuntu 10.04; kvm bridged networking not working with public ip addresses

    - by senorsmile
    I have a dedicated hosted server box with ubuntu 10.04 64 bit installed. I would like to run kvm with ubuntu 8.04 installed for some php 5.2 compatible apps(they don't work right with php 5.3, the default in ubuntu 10.04). I installed KVM as instructed at https://help.ubuntu.com/community/KVM/Installation . I installed the vm using virt-manager. I never could figure out how use virt-install or any of those automated installers. I just installed it using the disc. I set up bridged networking as per https://help.ubuntu.com/community/KVM/Networking . However, the bridged connection doesn't work. Here's my /etc/network/interfaces on the host, running ubuntu 10.04. (with specific public ip blanked) auto lo iface lo inet loopback auto eth0 iface eth0 inet manual auto br0 iface br0 inet static address xx.xx.xx.xx netmask 255.255.255.248 gateway xx.xx.xx.xa bridge_ports eth0 bridge_stp on bridge_fd 0 bridge_maxwait 10 ` Here's my /etc/network/interfaces on the guest, running ubuntu 8.04. auto lo iface lo inet loopback auto eth0 iface eth0 inet static address xx.xx.xx.xy netmask 255.255.255.248 gateway xx.xx.xx.xa The two vm's can communicate to each other. But, the guest vm can't access anyone in the real world. Here's my /etc/libvirt/qemu/store_804.xml <domain type='kvm'> <name>store_804</name> <uuid>27acfb75-4f90-a34c-9a0b-70a6927ae84c</uuid> <memory>2097152</memory> <currentMemory>2097152</currentMemory> <vcpu>2</vcpu> <os> <type arch='x86_64' machine='pc-0.12'>hvm</type> <boot dev='hd'/> </os> <features> <acpi/> <apic/> <pae/> </features> <clock offset='utc'/> <on_poweroff>destroy</on_poweroff> <on_reboot>restart</on_reboot> <on_crash>restart</on_crash> <devices> <emulator>/usr/bin/kvm</emulator> <disk type='file' device='disk'> <driver name='qemu' type='raw'/> <source file='/var/lib/libvirt/images/store_804.img'/> <target dev='hda' bus='ide'/> </disk> <disk type='block' device='cdrom'> <driver name='qemu' type='raw'/> <target dev='hdc' bus='ide'/> <readonly/> </disk> <interface type='bridge'> <mac address='52:54:00:26:0b:c6'/> <source bridge='br0'/> <model type='virtio'/> </interface> <console type='pty'> <target port='0'/> </console> <console type='pty'> <target port='0'/> </console> <input type='mouse' bus='ps2'/> <graphics type='vnc' port='-1' autoport='yes'/> <sound model='es1370'/> <video> <model type='cirrus' vram='9216' heads='1'/> </video> </devices> </domain> Any idea where I've gone wrong?

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  • Installing chrome in Centos 6.2 (Final)

    - by usjes
    I need to install chrome in a dedicated centos server where I only access via ssh, it doesn't have X or any windows graphical stuff. I need it to be able to pack extensions using google-chrome --pack-extension. I tried adding this to /etc/yum.repos.d/google.repo [google-chrome] name=google-chrome - 32-bit baseurl=http://dl.google.com/linux/chrome/rpm/stable/i386 enabled=1 gpgcheck=1 gpgkey=https://dl-ssl.google.com/linux/linux_signing_key.pub And then yum install google-chrome-stable, but there's a huge list of dependencies problems: How can I install chrome without breaking anything else? UPDATE: Ok, I installed perl-CGI from .rpm because yum couldn't find it, now dependencies resolve and it show me this list of packages to install: Dependencies Resolved ============================================================================================================================================================================================================================================= Package Arch Version Repository Size ============================================================================================================================================================================================================================================= Installing: google-chrome-stable x86_64 19.0.1084.52-138391 google-chrome 35 M Installing for dependencies: ConsoleKit x86_64 0.4.1-3.el6 base 82 k ConsoleKit-libs x86_64 0.4.1-3.el6 base 17 k GConf2 x86_64 2.28.0-6.el6 base 964 k ORBit2 x86_64 2.14.17-3.1.el6 base 168 k bc x86_64 1.06.95-1.el6 base 110 k cdparanoia-libs x86_64 10.2-5.1.el6 base 47 k cups x86_64 1:1.4.2-44.el6_2.3 updates 2.3 M dbus x86_64 1:1.2.24-5.el6_1 base 207 k desktop-file-utils x86_64 0.15-9.el6 base 47 k ed x86_64 1.1-3.3.el6 base 72 k eggdbus x86_64 0.6-3.el6 base 91 k foomatic x86_64 4.0.4-1.el6_1.1 base 251 k foomatic-db noarch 4.0-7.20091126.el6 base 980 k foomatic-db-filesystem noarch 4.0-7.20091126.el6 base 4.4 k foomatic-db-ppds noarch 4.0-7.20091126.el6 base 19 M ghostscript x86_64 8.70-11.el6_2.6 updates 4.4 M ghostscript-fonts noarch 5.50-23.1.el6 base 751 k gstreamer x86_64 0.10.29-1.el6 base 764 k gstreamer-plugins-base x86_64 0.10.29-1.el6 base 942 k gstreamer-tools x86_64 0.10.29-1.el6 base 23 k iso-codes noarch 3.16-2.el6 base 2.4 M lcms-libs x86_64 1.19-1.el6 base 100 k libIDL x86_64 0.8.13-2.1.el6 base 83 k libXScrnSaver x86_64 1.2.0-1.el6 base 19 k libXfont x86_64 1.4.1-2.el6_1 base 128 k libXv x86_64 1.0.5-1.el6 base 21 k libfontenc x86_64 1.0.5-2.el6 base 24 k libgudev1 x86_64 147-2.40.el6 base 59 k libmng x86_64 1.0.10-4.1.el6 base 165 k libogg x86_64 2:1.1.4-2.1.el6 base 21 k liboil x86_64 0.3.16-4.1.el6 base 121 k libtheora x86_64 1:1.1.0-2.el6 base 129 k libvisual x86_64 0.4.0-9.1.el6 base 135 k libvorbis x86_64 1:1.2.3-4.el6_2.1 updates 168 k mailx x86_64 12.4-6.el6 base 234 k man x86_64 1.6f-29.el6 base 263 k mesa-libGLU x86_64 7.11-3.el6 base 201 k nvidia-graphics195.30-libs x86_64 195.30-120.el6 atrpms 13 M openjpeg-libs x86_64 1.3-7.el6 base 59 k pax x86_64 3.4-10.1.el6 base 69 k phonon-backend-gstreamer x86_64 1:4.6.2-20.el6 base 125 k polkit x86_64 0.96-2.el6_0.1 base 158 k poppler x86_64 0.12.4-3.el6_0.1 base 557 k poppler-data noarch 0.4.0-1.el6 base 2.2 M poppler-utils x86_64 0.12.4-3.el6_0.1 base 73 k portreserve x86_64 0.0.4-4.el6_1.1 base 22 k qt x86_64 1:4.6.2-20.el6 base 4.0 M qt-sqlite x86_64 1:4.6.2-20.el6 base 50 k qt-x11 x86_64 1:4.6.2-20.el6 base 12 M qt3 x86_64 3.3.8b-30.el6 base 3.5 M redhat-lsb x86_64 4.0-3.el6.centos base 24 k redhat-lsb-graphics x86_64 4.0-3.el6.centos base 12 k redhat-lsb-printing x86_64 4.0-3.el6.centos base 11 k sgml-common noarch 0.6.3-32.el6 base 43 k time x86_64 1.7-37.1.el6 base 26 k tmpwatch x86_64 2.9.16-4.el6 base 31 k xdg-utils noarch 1.0.2-17.20091016cvs.el6 base 58 k xml-common noarch 0.6.3-32.el6 base 9.5 k xorg-x11-font-utils x86_64 1:7.2-11.el6 base 75 k xz x86_64 4.999.9-0.3.beta.20091007git.el6 base 137 k xz-lzma-compat x86_64 4.999.9-0.3.beta.20091007git.el6 base 16 k Transaction Summary ============================================================================================================================================================================================================================================= Install 62 Package(s) Is it safe to continue and install all that or could I break something already installed?

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  • How to diagnose and solve an erratic "HDCP Support Required"?

    - by Jom Orgstrom
    I am playing a digital tv broadcast on Windows Media Center for Windows 7. I built this system so it works with HDCP, and in fact I have been able to watch tv and bluray before with this same computer. However, I suddenly started getting an "HDCP Support Required" error from WMC. The entire message is as follows: HDCP Support Required High-bandwidth Digital Content Protection (HDCP) may not be supported by the current video card. Use an HDCP-compliant display, video card, and video driver. Or, connect using an analog connection such as component or VGA. Relevant specs are: CPU: Ivy Bridge Core i7-3770 Motherboard: Asus P8H77-I Memory: 16GB DDR3-1600 Graphics: Radeon HD 7850 (Driver by AMD, version 8.982.0.0 built on 2012/07/27) Display: Acer P243w connected by HDMI Sound: Roland Quad-Capture (It complains even when I use the bundled VIA HD Audio) TV Tuner: I-O Data GV-MC7/HZ3 OS: Windows 7 Professional SP1, Windows Update enabled. All patched and up to date. As you can see, there is nothing weird or old about my setup. I am also not doing anything strange, not doing any overclocking, weird system changes and so on. One thing that does happen from time to time, is that the display goes black for a few seconds (sometimes when watching media contents, sometimes when just using photoshop or Visual Studio). This happened with my previous setup as well, so I'd be inclined to think it is a display or cable issue (apart from the BD drive, these are the only things I kept from my previous setup to this one). But being a digital transfer, as far as I know, these things either work or not. Never erratically or with decreased quality. The thing is that sometimes I can watch the TV, sometimes not. This happens with recorded programs as well, so it's not a per-program thing. Sometimes rebooting helps, sometimes it doesn't. Sometimes unplugging and plugging back the HDMI connector helps, sometimes it doesn't. Sometimes doing so doesn't even turn the screen back on, so I have to reboot. Unfortunately, WMC's error message is quite unhelpful. I'd like to know exactly where the problem is, so I can solve it. I don't want to buy a brand new display just to then find out it was a registry setting that was misconfigured. I've tried looking at the system event viewer, but these errors don't show up at all in there. Other people who have this problem seem to have a setup that is not HDCP compliant, so I turn to you guys here. Anybody knows how to diagnose this problem? Edit: So I got the Cyberlink Blu-ray disc advisor. I ran it and told me everything was okay, except for the Video Connection Type, which showed as "Digital (without HDCP)". I then proceeded to unplug the power cable from the monitor, plugged it in again, ran the tool again, and now it's "Digital (with HDCP)". Needless to say, I can watch my TV and recorded programs on WMP again. I'm guessing that at some point, something may be slightly wrong with the HDCP setup, and Windows decides to reset the entire content protection path (which leads to the screen blanking out). Usually the reset succeeds, but sometimes it doesn't, so Windows defaults to turning HDCP off. There's no way to turn it back on, except by doing a hard reset of the display. I really want to know what the exact error was, so I can fix it. Is it the cable? is it the display? is it the video card? the driver? Also, is there any other way to try and turn HDCP on again without having to hard reset the display? Oh, questions, questions...

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  • Computer not POSTing "randomly"?

    - by smoth190
    I have a custom built PC that is exhibiting some...odd... behavior, something I've never seen before. It was working fine one day, and the next day, it wouldn't start. Seeing as I wanted an upgrade anyway, I purchased a new motherboard that was compatible with all my parts. While replacing the motherboard, I accidentally damaged the CPU. Well, I wanted a new one anyway... so I got a new one. Seeing as I was replacing a ton of parts already, I bought a new PSU because the old one was super loud. When I slapped it all together, it starts up, lights, fans, drives, they all start. But I get no display from the monitor. No beeps, which I believe means it doesn't POST. I figured it was the RAM, because after removing the sound card and graphics card, there was nothing else that I hadn't replaced. When I remove both sticks of RAM, I get a continuous beeping, and according to the mobo handbook, means no RAM. So I think the mobo is functional, or atleast partly. I bought new RAM, but it still didn't work. I tried 3 monitors, with both VGA and DIV. So it's probably not the monitor, either. Now, let me get to the random part. Every 20 or so boots (I should also mention, for about 3 out of 5 boots I have to unplug the PC because it won't powerdown via the button), it will POST and I'll get display. Then, after about 2 or 3 resets, it won't work again. This confuses me so much, because even when I change nothing, it will/will not work. My thought is that maybe it has something to do with the RAM not clearing or something. I also reset the CMOS battery, incase that had anything to do with it, but no eval. I found some weird suggestion online about holding the power button for 30 seconds while it was unplugged. That did nothing, but I didn't expect it would... I've replaced just about the entire computer, and all the parts are compatible. Done about everything I can think of, but nothing has worked. Hopefully someone can help me here. And as I side note: When I do get my computer to boot, it says my hardware has changed and I have to re-activate windows. But it says I have to call Microsoft to do it. So I get this fancy automated voice that asks me to enter in a code into windows, then it asks me "How many computers have you activated with this copy of Windows?". Well, I had it on my computer before I replaced everything, so I said 1. Then he yelled at me for violating my 1-use license. I dunno what's going on there, do I have to re-purchase Windows 7? And they wonder why people pirate software... That's just a bonus question, though. Specs: 8GB of DDR2 RAM (Corsair) AMD CPU (I don't know what GHz or model because I can't find the box... (I think its 4 cores of 2.8Ghz) ASRock A785GM-LE Motherboard

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  • Windows 7 is stuck at "Starting Windows" when I attempt to boot computer

    - by Eli
    Basically, whenever I turn on my computer, it gets to the Starting Windows phase and just stays there. The startup animation still plays, yet it gets nowhere. I have tried booting into safe mode, however it gets stuck at loading CLASSPNP.SYS. It then freezes there and doesn't continue booting. I have tried booting into recovery mode from the hard drive, and it freezes after displaying the background image. I have tried booting from a recovery CD, which works, and I was able to use system restore. However, using system restore did not fix it, and it still is stuck at the Starting Windows screen. I have tried booting a Windows CD (Windows 8 Retail Installer) to see if I could upgrade it to fix this issue, however that froze at a blank screen after it got past the boot logo. I have tried changing around the BIOS settings (including resetting), to no avail. I have tried re-plugging the internal PSU cables (this is a custom-built desktop), yet this has changed nothing. I can boot into a loopback Ubuntu install on the same drive, which works fine, other than the fact that it has issues with some of the USB ports and the network card. This system has worked fine for the past few months, completely stable, and nothing in the configuration has changed before this error started happening. Startup Repair on the Windows recovery CD doesn't find any issues. Unplugging my secondary hard drive or swapping around memory doesn't change anything. The hard drive itself is fine, it hasn't shown any signs of failure and once again, boots my other OS fine. If anyone could help with this, that would be great. I can't seem to find any possible solution to this. If it makes any difference, my system specs are as follows: AMD FX-8320 Gigabyte GA-970A-D3 4GB of DDR3 Radeon HD 6870 550w PSU I'd like to not have to reinstall Windows, for I have more than a terabyte of data that I would have to back up if that becomes the only option. EDIT: I have since tried the following: Tried the solution involving restoring files from RegBackup, which changed nothing. Tried testing everything with Hiren's boot CD, everything comes back as fine. Tried disabling everything unnecessary in the BIOS and unplugging everything unneeded, it still hangs. Tried swapping out every possible combination of RAM, it still has the same result. The RAM is not at fault it seems Tried every GPU I own (which is many!) and it still hangs at the exact same place. Tried minimizing the power consumption as much as possible, even using an old PCI graphics card. It still hangs at the same place in the same way, signifying that it's not the PSU at fault. Tried resetting the BIOS again, still nothing. Tried every possible combination of BIOS options, even downclocking everything, it still hangs in the same spot. Tried upgrading the BIOS from version FB to FD, which changed nothing. Based on this, I would conclude the motherboard to be at fault. Are there any other possibilities? I don't want to spend $150 for a new motherboard. EDIT 2: This is what it gets stuck at when I try to boot into safe mode: Note the slight graphical corruption at the top of the screen. No matter how I set up the system, this seems to be there. In addition, either it has stopped booting into safe mode now, or it takes upwards of 2+ hours, and I haven't left it running for that long.

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