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  • Error when trying to compile abgx360: C++ compiler cannot create executables

    - by era878
    I am trying to compile the abgx360 GUI. First I run home/eric/Desktop/abgx360-1.0.5/configure but I recieve this error: checking for C++ compiler default output file name... configure: error: C++ compiler cannot create executables See `config.log' for more details. Then i run make but I recieve this error: make: * No rule to make target `/home/eric/Desktop/abgx360-1.0.5/Makefile.am', needed by `/home/eric/Desktop/abgx360-1.0.5/Makefile.in'. Stop. Here is my 'config.log': This file contains any messages produced by compilers while running configure, to aid debugging if configure makes a mistake. It was created by abgx360gui configure 1.0.2, which was generated by GNU Autoconf 2.61. Invocation command line was $ /home/eric/Desktop/abgx360gui-1.0.2/configure ## --------- ## ## Platform. ## ## --------- ## hostname = Eric-Desktop uname -m = x86_64 uname -r = 2.6.35-27-generic uname -s = Linux uname -v = #48-Ubuntu SMP Tue Feb 22 20:25:46 UTC 2011 /usr/bin/uname -p = unknown /bin/uname -X = unknown /bin/arch = unknown /usr/bin/arch -k = unknown /usr/convex/getsysinfo = unknown /usr/bin/hostinfo = unknown /bin/machine = unknown /usr/bin/oslevel = unknown /bin/universe = unknown PATH: /usr/local/sbin PATH: /usr/local/bin PATH: /usr/sbin PATH: /usr/bin PATH: /sbin PATH: /bin PATH: /usr/games ## ----------- ## ## Core tests. ## ## ----------- ## configure:1800: checking for a BSD-compatible install configure:1856: result: /usr/bin/install -c configure:1867: checking whether build environment is sane configure:1910: result: yes configure:1938: checking for a thread-safe mkdir -p configure:1977: result: /bin/mkdir -p configure:1990: checking for gawk configure:2020: result: no configure:1990: checking for mawk configure:2006: found /usr/bin/mawk configure:2017: result: mawk configure:2028: checking whether make sets $(MAKE) configure:2049: result: yes configure:2302: checking for g++ configure:2332: result: no configure:2302: checking for c++ configure:2332: result: no configure:2302: checking for gpp configure:2332: result: no configure:2302: checking for aCC configure:2332: result: no configure:2302: checking for CC configure:2332: result: no configure:2302: checking for cxx configure:2332: result: no configure:2302: checking for cc++ configure:2332: result: no configure:2302: checking for cl.exe configure:2332: result: no configure:2302: checking for FCC configure:2332: result: no configure:2302: checking for KCC configure:2332: result: no configure:2302: checking for RCC configure:2332: result: no configure:2302: checking for xlC_r configure:2332: result: no configure:2302: checking for xlC configure:2332: result: no configure:2360: checking for C++ compiler version configure:2367: g++ --version >&5 /home/eric/Desktop/abgx360gui-1.0.2/configure: line 2368: g++: command not found configure:2370: $? = 127 configure:2377: g++ -v >&5 /home/eric/Desktop/abgx360gui-1.0.2/configure: line 2378: g++: command not found configure:2380: $? = 127 configure:2387: g++ -V >&5 /home/eric/Desktop/abgx360gui-1.0.2/configure: line 2388: g++: command not found configure:2390: $? = 127 configure:2413: checking for C++ compiler default output file name configure:2440: g++ conftest.cpp >&5 /home/eric/Desktop/abgx360gui-1.0.2/configure: line 2441: g++: command not found configure:2443: $? = 127 configure:2481: result: configure: failed program was: | /* confdefs.h. */ | #define PACKAGE_NAME "abgx360gui" | #define PACKAGE_TARNAME "abgx360gui" | #define PACKAGE_VERSION "1.0.2" | #define PACKAGE_STRING "abgx360gui 1.0.2" | #define PACKAGE_BUGREPORT "" | #define PACKAGE "abgx360gui" | #define VERSION "1.0.2" | /* end confdefs.h. */ | | int | main () | { | | ; | return 0; | } configure:2488: error: C++ compiler cannot create executables See `config.log' for more details. ## ---------------- ## ## Cache variables. ## ## ---------------- ## ac_cv_env_CCC_set= ac_cv_env_CCC_value= ac_cv_env_CC_set= ac_cv_env_CC_value= ac_cv_env_CFLAGS_set= ac_cv_env_CFLAGS_value= ac_cv_env_CPPFLAGS_set= ac_cv_env_CPPFLAGS_value= ac_cv_env_CPP_set= ac_cv_env_CPP_value= ac_cv_env_CXXFLAGS_set= ac_cv_env_CXXFLAGS_value= ac_cv_env_CXX_set= ac_cv_env_CXX_value= ac_cv_env_LDFLAGS_set= ac_cv_env_LDFLAGS_value= ac_cv_env_LIBS_set= ac_cv_env_LIBS_value= ac_cv_env_build_alias_set= ac_cv_env_build_alias_value= ac_cv_env_host_alias_set= ac_cv_env_host_alias_value= ac_cv_env_target_alias_set= ac_cv_env_target_alias_value= ac_cv_path_install='/usr/bin/install -c' ac_cv_path_mkdir=/bin/mkdir ac_cv_prog_AWK=mawk ac_cv_prog_make_make_set=yes ## ----------------- ## ## Output variables. ## ## ----------------- ## ACLOCAL='${SHELL} /home/eric/Desktop/abgx360gui-1.0.2/missing --run aclocal-1.10' AMDEPBACKSLASH='' AMDEP_FALSE='' AMDEP_TRUE='' AMTAR='${SHELL} /home/eric/Desktop/abgx360gui-1.0.2/missing --run tar' AUTOCONF='${SHELL} /home/eric/Desktop/abgx360gui-1.0.2/missing --run autoconf' AUTOHEADER='${SHELL} /home/eric/Desktop/abgx360gui-1.0.2/missing --run autoheader' AUTOMAKE='${SHELL} /home/eric/Desktop/abgx360gui-1.0.2/missing --run automake-1.10' AWK='mawk' CC='' CCDEPMODE='' CFLAGS='' CPP='' CPPFLAGS='' CXX='g++' CXXDEPMODE='' CXXFLAGS='' CYGPATH_W='echo' DEFS='' DEPDIR='' ECHO_C='' ECHO_N='-n' ECHO_T='' EGREP='' EXEEXT='' GREP='' INSTALL_DATA='${INSTALL} -m 644' INSTALL_PROGRAM='${INSTALL}' INSTALL_SCRIPT='${INSTALL}' INSTALL_STRIP_PROGRAM='$(install_sh) -c -s' LDFLAGS='' LIBOBJS='' LIBS='' LTLIBOBJS='' MAKEINFO='${SHELL} /home/eric/Desktop/abgx360gui-1.0.2/missing --run makeinfo' OBJEXT='' PACKAGE='abgx360gui' PACKAGE_BUGREPORT='' PACKAGE_NAME='abgx360gui' PACKAGE_STRING='abgx360gui 1.0.2' PACKAGE_TARNAME='abgx360gui' PACKAGE_VERSION='1.0.2' PATH_SEPARATOR=':' SET_MAKE='' SHELL='/bin/bash' STRIP='' VERSION='1.0.2' WX_CFLAGS='' WX_CFLAGS_ONLY='' WX_CONFIG_PATH='' WX_CPPFLAGS='' WX_CXXFLAGS='' WX_CXXFLAGS_ONLY='' WX_LIBS='' WX_LIBS_STATIC='' WX_RESCOMP='' WX_VERSION='' ac_ct_CC='' ac_ct_CXX='' am__fastdepCC_FALSE='' am__fastdepCC_TRUE='' am__fastdepCXX_FALSE='' am__fastdepCXX_TRUE='' am__include='' am__isrc=' -I$(srcdir)' am__leading_dot='.' am__quote='' am__tar='${AMTAR} chof - "$$tardir"' am__untar='${AMTAR} xf -' bindir='${exec_prefix}/bin' build_alias='' datadir='${datarootdir}' datarootdir='${prefix}/share' docdir='${datarootdir}/doc/${PACKAGE_TARNAME}' dvidir='${docdir}' exec_prefix='NONE' host_alias='' htmldir='${docdir}' includedir='${prefix}/include' infodir='${datarootdir}/info' install_sh='$(SHELL) /home/eric/Desktop/abgx360gui-1.0.2/install-sh' libdir='${exec_prefix}/lib' libexecdir='${exec_prefix}/libexec' localedir='${datarootdir}/locale' localstatedir='${prefix}/var' mandir='${datarootdir}/man' mkdir_p='/bin/mkdir -p' oldincludedir='/usr/include' pdfdir='${docdir}' prefix='NONE' program_transform_name='s,x,x,' psdir='${docdir}' sbindir='${exec_prefix}/sbin' sharedstatedir='${prefix}/com' sysconfdir='${prefix}/etc' target_alias='' ## ----------- ## ## confdefs.h. ## ## ----------- ## #define PACKAGE_NAME "abgx360gui" #define PACKAGE_TARNAME "abgx360gui" #define PACKAGE_VERSION "1.0.2" #define PACKAGE_STRING "abgx360gui 1.0.2" #define PACKAGE_BUGREPORT "" #define PACKAGE "abgx360gui" #define VERSION "1.0.2" configure: exit 77

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  • UPK Content State

    - by peter.maravelias
    State is an editable property for communicating the status of a document in the UPK library. This is particularly helpful when working with other authors in a development team. Authors can assign a state to any document using the values that are defined in the master list. The default master list of State values includes Not Started, Draft, In Review, and Final (in the language installed on the server). Administrators can customize the list by adding, deleting, or renaming the values as well as sequencing the values as they will appear on the assignment list from the Properties pane. Let us know if or how you are using UPK Content States in your development efforts!

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  • Advanced TSQL Tuning: Why Internals Knowledge Matters

    - by Paul White
    There is much more to query tuning than reducing logical reads and adding covering nonclustered indexes.  Query tuning is not complete as soon as the query returns results quickly in the development or test environments.  In production, your query will compete for memory, CPU, locks, I/O and other resources on the server.  Today’s entry looks at some tuning considerations that are often overlooked, and shows how deep internals knowledge can help you write better TSQL. As always, we’ll need some example data.  In fact, we are going to use three tables today, each of which is structured like this: Each table has 50,000 rows made up of an INTEGER id column and a padding column containing 3,999 characters in every row.  The only difference between the three tables is in the type of the padding column: the first table uses CHAR(3999), the second uses VARCHAR(MAX), and the third uses the deprecated TEXT type.  A script to create a database with the three tables and load the sample data follows: USE master; GO IF DB_ID('SortTest') IS NOT NULL DROP DATABASE SortTest; GO CREATE DATABASE SortTest COLLATE LATIN1_GENERAL_BIN; GO ALTER DATABASE SortTest MODIFY FILE ( NAME = 'SortTest', SIZE = 3GB, MAXSIZE = 3GB ); GO ALTER DATABASE SortTest MODIFY FILE ( NAME = 'SortTest_log', SIZE = 256MB, MAXSIZE = 1GB, FILEGROWTH = 128MB ); GO ALTER DATABASE SortTest SET ALLOW_SNAPSHOT_ISOLATION OFF ; ALTER DATABASE SortTest SET AUTO_CLOSE OFF ; ALTER DATABASE SortTest SET AUTO_CREATE_STATISTICS ON ; ALTER DATABASE SortTest SET AUTO_SHRINK OFF ; ALTER DATABASE SortTest SET AUTO_UPDATE_STATISTICS ON ; ALTER DATABASE SortTest SET AUTO_UPDATE_STATISTICS_ASYNC ON ; ALTER DATABASE SortTest SET PARAMETERIZATION SIMPLE ; ALTER DATABASE SortTest SET READ_COMMITTED_SNAPSHOT OFF ; ALTER DATABASE SortTest SET MULTI_USER ; ALTER DATABASE SortTest SET RECOVERY SIMPLE ; USE SortTest; GO CREATE TABLE dbo.TestCHAR ( id INTEGER IDENTITY (1,1) NOT NULL, padding CHAR(3999) NOT NULL,   CONSTRAINT [PK dbo.TestCHAR (id)] PRIMARY KEY CLUSTERED (id), ) ; CREATE TABLE dbo.TestMAX ( id INTEGER IDENTITY (1,1) NOT NULL, padding VARCHAR(MAX) NOT NULL,   CONSTRAINT [PK dbo.TestMAX (id)] PRIMARY KEY CLUSTERED (id), ) ; CREATE TABLE dbo.TestTEXT ( id INTEGER IDENTITY (1,1) NOT NULL, padding TEXT NOT NULL,   CONSTRAINT [PK dbo.TestTEXT (id)] PRIMARY KEY CLUSTERED (id), ) ; -- ============= -- Load TestCHAR (about 3s) -- ============= INSERT INTO dbo.TestCHAR WITH (TABLOCKX) ( padding ) SELECT padding = REPLICATE(CHAR(65 + (Data.n % 26)), 3999) FROM ( SELECT TOP (50000) n = ROW_NUMBER() OVER (ORDER BY (SELECT 0)) - 1 FROM master.sys.columns C1, master.sys.columns C2, master.sys.columns C3 ORDER BY n ASC ) AS Data ORDER BY Data.n ASC ; -- ============ -- Load TestMAX (about 3s) -- ============ INSERT INTO dbo.TestMAX WITH (TABLOCKX) ( padding ) SELECT CONVERT(VARCHAR(MAX), padding) FROM dbo.TestCHAR ORDER BY id ; -- ============= -- Load TestTEXT (about 5s) -- ============= INSERT INTO dbo.TestTEXT WITH (TABLOCKX) ( padding ) SELECT CONVERT(TEXT, padding) FROM dbo.TestCHAR ORDER BY id ; -- ========== -- Space used -- ========== -- EXECUTE sys.sp_spaceused @objname = 'dbo.TestCHAR'; EXECUTE sys.sp_spaceused @objname = 'dbo.TestMAX'; EXECUTE sys.sp_spaceused @objname = 'dbo.TestTEXT'; ; CHECKPOINT ; That takes around 15 seconds to run, and shows the space allocated to each table in its output: To illustrate the points I want to make today, the example task we are going to set ourselves is to return a random set of 150 rows from each table.  The basic shape of the test query is the same for each of the three test tables: SELECT TOP (150) T.id, T.padding FROM dbo.Test AS T ORDER BY NEWID() OPTION (MAXDOP 1) ; Test 1 – CHAR(3999) Running the template query shown above using the TestCHAR table as the target, we find that the query takes around 5 seconds to return its results.  This seems slow, considering that the table only has 50,000 rows.  Working on the assumption that generating a GUID for each row is a CPU-intensive operation, we might try enabling parallelism to see if that speeds up the response time.  Running the query again (but without the MAXDOP 1 hint) on a machine with eight logical processors, the query now takes 10 seconds to execute – twice as long as when run serially. Rather than attempting further guesses at the cause of the slowness, let’s go back to serial execution and add some monitoring.  The script below monitors STATISTICS IO output and the amount of tempdb used by the test query.  We will also run a Profiler trace to capture any warnings generated during query execution. DECLARE @read BIGINT, @write BIGINT ; SELECT @read = SUM(num_of_bytes_read), @write = SUM(num_of_bytes_written) FROM tempdb.sys.database_files AS DBF JOIN sys.dm_io_virtual_file_stats(2, NULL) AS FS ON FS.file_id = DBF.file_id WHERE DBF.type_desc = 'ROWS' ; SET STATISTICS IO ON ; SELECT TOP (150) TC.id, TC.padding FROM dbo.TestCHAR AS TC ORDER BY NEWID() OPTION (MAXDOP 1) ; SET STATISTICS IO OFF ; SELECT tempdb_read_MB = (SUM(num_of_bytes_read) - @read) / 1024. / 1024., tempdb_write_MB = (SUM(num_of_bytes_written) - @write) / 1024. / 1024., internal_use_MB = ( SELECT internal_objects_alloc_page_count / 128.0 FROM sys.dm_db_task_space_usage WHERE session_id = @@SPID ) FROM tempdb.sys.database_files AS DBF JOIN sys.dm_io_virtual_file_stats(2, NULL) AS FS ON FS.file_id = DBF.file_id WHERE DBF.type_desc = 'ROWS' ; Let’s take a closer look at the statistics and query plan generated from this: Following the flow of the data from right to left, we see the expected 50,000 rows emerging from the Clustered Index Scan, with a total estimated size of around 191MB.  The Compute Scalar adds a column containing a random GUID (generated from the NEWID() function call) for each row.  With this extra column in place, the size of the data arriving at the Sort operator is estimated to be 192MB. Sort is a blocking operator – it has to examine all of the rows on its input before it can produce its first row of output (the last row received might sort first).  This characteristic means that Sort requires a memory grant – memory allocated for the query’s use by SQL Server just before execution starts.  In this case, the Sort is the only memory-consuming operator in the plan, so it has access to the full 243MB (248,696KB) of memory reserved by SQL Server for this query execution. Notice that the memory grant is significantly larger than the expected size of the data to be sorted.  SQL Server uses a number of techniques to speed up sorting, some of which sacrifice size for comparison speed.  Sorts typically require a very large number of comparisons, so this is usually a very effective optimization.  One of the drawbacks is that it is not possible to exactly predict the sort space needed, as it depends on the data itself.  SQL Server takes an educated guess based on data types, sizes, and the number of rows expected, but the algorithm is not perfect. In spite of the large memory grant, the Profiler trace shows a Sort Warning event (indicating that the sort ran out of memory), and the tempdb usage monitor shows that 195MB of tempdb space was used – all of that for system use.  The 195MB represents physical write activity on tempdb, because SQL Server strictly enforces memory grants – a query cannot ‘cheat’ and effectively gain extra memory by spilling to tempdb pages that reside in memory.  Anyway, the key point here is that it takes a while to write 195MB to disk, and this is the main reason that the query takes 5 seconds overall. If you are wondering why using parallelism made the problem worse, consider that eight threads of execution result in eight concurrent partial sorts, each receiving one eighth of the memory grant.  The eight sorts all spilled to tempdb, resulting in inefficiencies as the spilled sorts competed for disk resources.  More importantly, there are specific problems at the point where the eight partial results are combined, but I’ll cover that in a future post. CHAR(3999) Performance Summary: 5 seconds elapsed time 243MB memory grant 195MB tempdb usage 192MB estimated sort set 25,043 logical reads Sort Warning Test 2 – VARCHAR(MAX) We’ll now run exactly the same test (with the additional monitoring) on the table using a VARCHAR(MAX) padding column: DECLARE @read BIGINT, @write BIGINT ; SELECT @read = SUM(num_of_bytes_read), @write = SUM(num_of_bytes_written) FROM tempdb.sys.database_files AS DBF JOIN sys.dm_io_virtual_file_stats(2, NULL) AS FS ON FS.file_id = DBF.file_id WHERE DBF.type_desc = 'ROWS' ; SET STATISTICS IO ON ; SELECT TOP (150) TM.id, TM.padding FROM dbo.TestMAX AS TM ORDER BY NEWID() OPTION (MAXDOP 1) ; SET STATISTICS IO OFF ; SELECT tempdb_read_MB = (SUM(num_of_bytes_read) - @read) / 1024. / 1024., tempdb_write_MB = (SUM(num_of_bytes_written) - @write) / 1024. / 1024., internal_use_MB = ( SELECT internal_objects_alloc_page_count / 128.0 FROM sys.dm_db_task_space_usage WHERE session_id = @@SPID ) FROM tempdb.sys.database_files AS DBF JOIN sys.dm_io_virtual_file_stats(2, NULL) AS FS ON FS.file_id = DBF.file_id WHERE DBF.type_desc = 'ROWS' ; This time the query takes around 8 seconds to complete (3 seconds longer than Test 1).  Notice that the estimated row and data sizes are very slightly larger, and the overall memory grant has also increased very slightly to 245MB.  The most marked difference is in the amount of tempdb space used – this query wrote almost 391MB of sort run data to the physical tempdb file.  Don’t draw any general conclusions about VARCHAR(MAX) versus CHAR from this – I chose the length of the data specifically to expose this edge case.  In most cases, VARCHAR(MAX) performs very similarly to CHAR – I just wanted to make test 2 a bit more exciting. MAX Performance Summary: 8 seconds elapsed time 245MB memory grant 391MB tempdb usage 193MB estimated sort set 25,043 logical reads Sort warning Test 3 – TEXT The same test again, but using the deprecated TEXT data type for the padding column: DECLARE @read BIGINT, @write BIGINT ; SELECT @read = SUM(num_of_bytes_read), @write = SUM(num_of_bytes_written) FROM tempdb.sys.database_files AS DBF JOIN sys.dm_io_virtual_file_stats(2, NULL) AS FS ON FS.file_id = DBF.file_id WHERE DBF.type_desc = 'ROWS' ; SET STATISTICS IO ON ; SELECT TOP (150) TT.id, TT.padding FROM dbo.TestTEXT AS TT ORDER BY NEWID() OPTION (MAXDOP 1, RECOMPILE) ; SET STATISTICS IO OFF ; SELECT tempdb_read_MB = (SUM(num_of_bytes_read) - @read) / 1024. / 1024., tempdb_write_MB = (SUM(num_of_bytes_written) - @write) / 1024. / 1024., internal_use_MB = ( SELECT internal_objects_alloc_page_count / 128.0 FROM sys.dm_db_task_space_usage WHERE session_id = @@SPID ) FROM tempdb.sys.database_files AS DBF JOIN sys.dm_io_virtual_file_stats(2, NULL) AS FS ON FS.file_id = DBF.file_id WHERE DBF.type_desc = 'ROWS' ; This time the query runs in 500ms.  If you look at the metrics we have been checking so far, it’s not hard to understand why: TEXT Performance Summary: 0.5 seconds elapsed time 9MB memory grant 5MB tempdb usage 5MB estimated sort set 207 logical reads 596 LOB logical reads Sort warning SQL Server’s memory grant algorithm still underestimates the memory needed to perform the sorting operation, but the size of the data to sort is so much smaller (5MB versus 193MB previously) that the spilled sort doesn’t matter very much.  Why is the data size so much smaller?  The query still produces the correct results – including the large amount of data held in the padding column – so what magic is being performed here? TEXT versus MAX Storage The answer lies in how columns of the TEXT data type are stored.  By default, TEXT data is stored off-row in separate LOB pages – which explains why this is the first query we have seen that records LOB logical reads in its STATISTICS IO output.  You may recall from my last post that LOB data leaves an in-row pointer to the separate storage structure holding the LOB data. SQL Server can see that the full LOB value is not required by the query plan until results are returned, so instead of passing the full LOB value down the plan from the Clustered Index Scan, it passes the small in-row structure instead.  SQL Server estimates that each row coming from the scan will be 79 bytes long – 11 bytes for row overhead, 4 bytes for the integer id column, and 64 bytes for the LOB pointer (in fact the pointer is rather smaller – usually 16 bytes – but the details of that don’t really matter right now). OK, so this query is much more efficient because it is sorting a very much smaller data set – SQL Server delays retrieving the LOB data itself until after the Sort starts producing its 150 rows.  The question that normally arises at this point is: Why doesn’t SQL Server use the same trick when the padding column is defined as VARCHAR(MAX)? The answer is connected with the fact that if the actual size of the VARCHAR(MAX) data is 8000 bytes or less, it is usually stored in-row in exactly the same way as for a VARCHAR(8000) column – MAX data only moves off-row into LOB storage when it exceeds 8000 bytes.  The default behaviour of the TEXT type is to be stored off-row by default, unless the ‘text in row’ table option is set suitably and there is room on the page.  There is an analogous (but opposite) setting to control the storage of MAX data – the ‘large value types out of row’ table option.  By enabling this option for a table, MAX data will be stored off-row (in a LOB structure) instead of in-row.  SQL Server Books Online has good coverage of both options in the topic In Row Data. The MAXOOR Table The essential difference, then, is that MAX defaults to in-row storage, and TEXT defaults to off-row (LOB) storage.  You might be thinking that we could get the same benefits seen for the TEXT data type by storing the VARCHAR(MAX) values off row – so let’s look at that option now.  This script creates a fourth table, with the VARCHAR(MAX) data stored off-row in LOB pages: CREATE TABLE dbo.TestMAXOOR ( id INTEGER IDENTITY (1,1) NOT NULL, padding VARCHAR(MAX) NOT NULL,   CONSTRAINT [PK dbo.TestMAXOOR (id)] PRIMARY KEY CLUSTERED (id), ) ; EXECUTE sys.sp_tableoption @TableNamePattern = N'dbo.TestMAXOOR', @OptionName = 'large value types out of row', @OptionValue = 'true' ; SELECT large_value_types_out_of_row FROM sys.tables WHERE [schema_id] = SCHEMA_ID(N'dbo') AND name = N'TestMAXOOR' ; INSERT INTO dbo.TestMAXOOR WITH (TABLOCKX) ( padding ) SELECT SPACE(0) FROM dbo.TestCHAR ORDER BY id ; UPDATE TM WITH (TABLOCK) SET padding.WRITE (TC.padding, NULL, NULL) FROM dbo.TestMAXOOR AS TM JOIN dbo.TestCHAR AS TC ON TC.id = TM.id ; EXECUTE sys.sp_spaceused @objname = 'dbo.TestMAXOOR' ; CHECKPOINT ; Test 4 – MAXOOR We can now re-run our test on the MAXOOR (MAX out of row) table: DECLARE @read BIGINT, @write BIGINT ; SELECT @read = SUM(num_of_bytes_read), @write = SUM(num_of_bytes_written) FROM tempdb.sys.database_files AS DBF JOIN sys.dm_io_virtual_file_stats(2, NULL) AS FS ON FS.file_id = DBF.file_id WHERE DBF.type_desc = 'ROWS' ; SET STATISTICS IO ON ; SELECT TOP (150) MO.id, MO.padding FROM dbo.TestMAXOOR AS MO ORDER BY NEWID() OPTION (MAXDOP 1, RECOMPILE) ; SET STATISTICS IO OFF ; SELECT tempdb_read_MB = (SUM(num_of_bytes_read) - @read) / 1024. / 1024., tempdb_write_MB = (SUM(num_of_bytes_written) - @write) / 1024. / 1024., internal_use_MB = ( SELECT internal_objects_alloc_page_count / 128.0 FROM sys.dm_db_task_space_usage WHERE session_id = @@SPID ) FROM tempdb.sys.database_files AS DBF JOIN sys.dm_io_virtual_file_stats(2, NULL) AS FS ON FS.file_id = DBF.file_id WHERE DBF.type_desc = 'ROWS' ; TEXT Performance Summary: 0.3 seconds elapsed time 245MB memory grant 0MB tempdb usage 193MB estimated sort set 207 logical reads 446 LOB logical reads No sort warning The query runs very quickly – slightly faster than Test 3, and without spilling the sort to tempdb (there is no sort warning in the trace, and the monitoring query shows zero tempdb usage by this query).  SQL Server is passing the in-row pointer structure down the plan and only looking up the LOB value on the output side of the sort. The Hidden Problem There is still a huge problem with this query though – it requires a 245MB memory grant.  No wonder the sort doesn’t spill to tempdb now – 245MB is about 20 times more memory than this query actually requires to sort 50,000 records containing LOB data pointers.  Notice that the estimated row and data sizes in the plan are the same as in test 2 (where the MAX data was stored in-row). The optimizer assumes that MAX data is stored in-row, regardless of the sp_tableoption setting ‘large value types out of row’.  Why?  Because this option is dynamic – changing it does not immediately force all MAX data in the table in-row or off-row, only when data is added or actually changed.  SQL Server does not keep statistics to show how much MAX or TEXT data is currently in-row, and how much is stored in LOB pages.  This is an annoying limitation, and one which I hope will be addressed in a future version of the product. So why should we worry about this?  Excessive memory grants reduce concurrency and may result in queries waiting on the RESOURCE_SEMAPHORE wait type while they wait for memory they do not need.  245MB is an awful lot of memory, especially on 32-bit versions where memory grants cannot use AWE-mapped memory.  Even on a 64-bit server with plenty of memory, do you really want a single query to consume 0.25GB of memory unnecessarily?  That’s 32,000 8KB pages that might be put to much better use. The Solution The answer is not to use the TEXT data type for the padding column.  That solution happens to have better performance characteristics for this specific query, but it still results in a spilled sort, and it is hard to recommend the use of a data type which is scheduled for removal.  I hope it is clear to you that the fundamental problem here is that SQL Server sorts the whole set arriving at a Sort operator.  Clearly, it is not efficient to sort the whole table in memory just to return 150 rows in a random order. The TEXT example was more efficient because it dramatically reduced the size of the set that needed to be sorted.  We can do the same thing by selecting 150 unique keys from the table at random (sorting by NEWID() for example) and only then retrieving the large padding column values for just the 150 rows we need.  The following script implements that idea for all four tables: SET STATISTICS IO ON ; WITH TestTable AS ( SELECT * FROM dbo.TestCHAR ), TopKeys AS ( SELECT TOP (150) id FROM TestTable ORDER BY NEWID() ) SELECT T1.id, T1.padding FROM TestTable AS T1 WHERE T1.id = ANY (SELECT id FROM TopKeys) OPTION (MAXDOP 1) ; WITH TestTable AS ( SELECT * FROM dbo.TestMAX ), TopKeys AS ( SELECT TOP (150) id FROM TestTable ORDER BY NEWID() ) SELECT T1.id, T1.padding FROM TestTable AS T1 WHERE T1.id IN (SELECT id FROM TopKeys) OPTION (MAXDOP 1) ; WITH TestTable AS ( SELECT * FROM dbo.TestTEXT ), TopKeys AS ( SELECT TOP (150) id FROM TestTable ORDER BY NEWID() ) SELECT T1.id, T1.padding FROM TestTable AS T1 WHERE T1.id IN (SELECT id FROM TopKeys) OPTION (MAXDOP 1) ; WITH TestTable AS ( SELECT * FROM dbo.TestMAXOOR ), TopKeys AS ( SELECT TOP (150) id FROM TestTable ORDER BY NEWID() ) SELECT T1.id, T1.padding FROM TestTable AS T1 WHERE T1.id IN (SELECT id FROM TopKeys) OPTION (MAXDOP 1) ; SET STATISTICS IO OFF ; All four queries now return results in much less than a second, with memory grants between 6 and 12MB, and without spilling to tempdb.  The small remaining inefficiency is in reading the id column values from the clustered primary key index.  As a clustered index, it contains all the in-row data at its leaf.  The CHAR and VARCHAR(MAX) tables store the padding column in-row, so id values are separated by a 3999-character column, plus row overhead.  The TEXT and MAXOOR tables store the padding values off-row, so id values in the clustered index leaf are separated by the much-smaller off-row pointer structure.  This difference is reflected in the number of logical page reads performed by the four queries: Table 'TestCHAR' logical reads 25511 lob logical reads 000 Table 'TestMAX'. logical reads 25511 lob logical reads 000 Table 'TestTEXT' logical reads 00412 lob logical reads 597 Table 'TestMAXOOR' logical reads 00413 lob logical reads 446 We can increase the density of the id values by creating a separate nonclustered index on the id column only.  This is the same key as the clustered index, of course, but the nonclustered index will not include the rest of the in-row column data. CREATE UNIQUE NONCLUSTERED INDEX uq1 ON dbo.TestCHAR (id); CREATE UNIQUE NONCLUSTERED INDEX uq1 ON dbo.TestMAX (id); CREATE UNIQUE NONCLUSTERED INDEX uq1 ON dbo.TestTEXT (id); CREATE UNIQUE NONCLUSTERED INDEX uq1 ON dbo.TestMAXOOR (id); The four queries can now use the very dense nonclustered index to quickly scan the id values, sort them by NEWID(), select the 150 ids we want, and then look up the padding data.  The logical reads with the new indexes in place are: Table 'TestCHAR' logical reads 835 lob logical reads 0 Table 'TestMAX' logical reads 835 lob logical reads 0 Table 'TestTEXT' logical reads 686 lob logical reads 597 Table 'TestMAXOOR' logical reads 686 lob logical reads 448 With the new index, all four queries use the same query plan (click to enlarge): Performance Summary: 0.3 seconds elapsed time 6MB memory grant 0MB tempdb usage 1MB sort set 835 logical reads (CHAR, MAX) 686 logical reads (TEXT, MAXOOR) 597 LOB logical reads (TEXT) 448 LOB logical reads (MAXOOR) No sort warning I’ll leave it as an exercise for the reader to work out why trying to eliminate the Key Lookup by adding the padding column to the new nonclustered indexes would be a daft idea Conclusion This post is not about tuning queries that access columns containing big strings.  It isn’t about the internal differences between TEXT and MAX data types either.  It isn’t even about the cool use of UPDATE .WRITE used in the MAXOOR table load.  No, this post is about something else: Many developers might not have tuned our starting example query at all – 5 seconds isn’t that bad, and the original query plan looks reasonable at first glance.  Perhaps the NEWID() function would have been blamed for ‘just being slow’ – who knows.  5 seconds isn’t awful – unless your users expect sub-second responses – but using 250MB of memory and writing 200MB to tempdb certainly is!  If ten sessions ran that query at the same time in production that’s 2.5GB of memory usage and 2GB hitting tempdb.  Of course, not all queries can be rewritten to avoid large memory grants and sort spills using the key-lookup technique in this post, but that’s not the point either. The point of this post is that a basic understanding of execution plans is not enough.  Tuning for logical reads and adding covering indexes is not enough.  If you want to produce high-quality, scalable TSQL that won’t get you paged as soon as it hits production, you need a deep understanding of execution plans, and as much accurate, deep knowledge about SQL Server as you can lay your hands on.  The advanced database developer has a wide range of tools to use in writing queries that perform well in a range of circumstances. By the way, the examples in this post were written for SQL Server 2008.  They will run on 2005 and demonstrate the same principles, but you won’t get the same figures I did because 2005 had a rather nasty bug in the Top N Sort operator.  Fair warning: if you do decide to run the scripts on a 2005 instance (particularly the parallel query) do it before you head out for lunch… This post is dedicated to the people of Christchurch, New Zealand. © 2011 Paul White email: @[email protected] twitter: @SQL_Kiwi

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  • Frequent Disconnects ubuntu desktop 12.10 x64 intel 82579V e1000e

    - by user112055
    I'm having frequent disconnects with my new install of Ubuntu 12.10. I tried updating the kernel driver to the latest intel release to no avail. My expertise is spent. It happens anywhere between 1 min and 10 min. Any ideas? syslog: Dec 1 13:51:39 andromeda kernel: [ 972.188809] audit_printk_skb: 6 callbacks suppressed Dec 1 13:51:39 andromeda kernel: [ 972.188813] type=1701 audit(1354398699.418:199): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.188817] type=1701 audit(1354398699.418:200): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.188820] type=1701 audit(1354398699.418:201): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.188823] type=1701 audit(1354398699.418:202): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.188825] type=1701 audit(1354398699.418:203): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.331419] type=1701 audit(1354398699.558:204): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=2 compat=0 ip=0x7f26777d96b0 code=0x50000 Dec 1 13:53:12 andromeda NetworkManager[1115]: <info> (eth0): carrier now OFF (device state 100, deferring action for 4 seconds) Dec 1 13:53:12 andromeda kernel: [ 1064.894387] e1000e: e1000e: eth0 NIC Link is Down Dec 1 13:53:16 andromeda NetworkManager[1115]: <info> (eth0): device state change: activated -> unavailable (reason 'carrier-changed') [100 20 40] Dec 1 13:53:16 andromeda NetworkManager[1115]: <info> (eth0): deactivating device (reason 'carrier-changed') [40] Dec 1 13:53:16 andromeda NetworkManager[1115]: <info> (eth0): canceled DHCP transaction, DHCP client pid 5946 Dec 1 13:53:16 andromeda avahi-daemon[890]: Withdrawing address record for fe80::ea40:f2ff:fee2:4d86 on eth0. Dec 1 13:53:16 andromeda avahi-daemon[890]: Leaving mDNS multicast group on interface eth0.IPv6 with address fe80::ea40:f2ff:fee2:4d86. Dec 1 13:53:16 andromeda avahi-daemon[890]: Interface eth0.IPv6 no longer relevant for mDNS. Dec 1 13:53:16 andromeda kernel: [ 1069.025288] IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready Dec 1 13:53:16 andromeda avahi-daemon[890]: Withdrawing address record for 192.168.11.17 on eth0. Dec 1 13:53:16 andromeda avahi-daemon[890]: Leaving mDNS multicast group on interface eth0.IPv4 with address 192.168.11.17. Dec 1 13:53:16 andromeda avahi-daemon[890]: Interface eth0.IPv4 no longer relevant for mDNS. Dec 1 13:53:16 andromeda NetworkManager[1115]: <warn> DNS: plugin dnsmasq update failed Dec 1 13:53:16 andromeda NetworkManager[1115]: <info> ((null)): removing resolv.conf from /sbin/resolvconf Dec 1 13:53:16 andromeda dnsmasq[1907]: setting upstream servers from DBus Dec 1 13:53:16 andromeda dbus[800]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Dec 1 13:53:16 andromeda dbus[800]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): carrier now ON (device state 20) Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): device state change: unavailable -> disconnected (reason 'carrier-changed') [20 30 40] Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Auto-activating connection '82579V'. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) starting connection '82579V' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): device state change: disconnected -> prepare (reason 'none') [30 40 0] Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) scheduled... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) started... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) scheduled... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) complete. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) starting... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): device state change: prepare -> config (reason 'none') [40 50 0] Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) successful. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) scheduled. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) complete. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) started... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): device state change: config -> ip-config (reason 'none') [50 70 0] Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Beginning DHCPv4 transaction (timeout in 45 seconds) Dec 1 13:53:32 andromeda kernel: [ 1084.938042] e1000e: e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: Rx/Tx Dec 1 13:53:32 andromeda kernel: [ 1084.938049] e1000e 0000:00:19.0: eth0: 10/100 speed: disabling TSO Dec 1 13:53:32 andromeda kernel: [ 1084.938815] IPv6: ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> dhclient started with pid 6080 Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) complete. Dec 1 13:53:32 andromeda dhclient: Internet Systems Consortium DHCP Client 4.2.4 Dec 1 13:53:32 andromeda dhclient: Copyright 2004-2012 Internet Systems Consortium. Dec 1 13:53:32 andromeda dhclient: All rights reserved. Dec 1 13:53:32 andromeda dhclient: For info, please visit https://www.isc.org/software/dhcp/ Dec 1 13:53:32 andromeda dhclient: Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): DHCPv4 state changed nbi -> preinit Dec 1 13:53:32 andromeda dhclient: Listening on LPF/eth0/e8:40:f2:e2:4d:86 Dec 1 13:53:32 andromeda dhclient: Sending on LPF/eth0/e8:40:f2:e2:4d:86 Dec 1 13:53:32 andromeda dhclient: Sending on Socket/fallback Dec 1 13:53:32 andromeda dhclient: DHCPREQUEST of 192.168.11.17 on eth0 to 255.255.255.255 port 67 Dec 1 13:53:32 andromeda dhclient: DHCPACK of 192.168.11.17 from 192.168.11.1 Dec 1 13:53:32 andromeda dhclient: bound to 192.168.11.17 -- renewal in 33576 seconds. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): DHCPv4 state changed preinit -> reboot Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> address 192.168.11.17 Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> prefix 24 (255.255.255.0) Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> gateway 192.168.11.1 Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> hostname 'andromeda' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> nameserver '192.168.11.1' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> domain name 'hsd1.ca.comcast.net' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Configure Commit) scheduled... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) started... Dec 1 13:53:32 andromeda avahi-daemon[890]: Joining mDNS multicast group on interface eth0.IPv4 with address 192.168.11.17. Dec 1 13:53:32 andromeda avahi-daemon[890]: New relevant interface eth0.IPv4 for mDNS. Dec 1 13:53:32 andromeda avahi-daemon[890]: Registering new address record for 192.168.11.17 on eth0.IPv4. Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> (eth0): device state change: ip-config -> activated (reason 'none') [70 100 0] Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> ((null)): writing resolv.conf to /sbin/resolvconf Dec 1 13:53:33 andromeda dnsmasq[1907]: setting upstream servers from DBus Dec 1 13:53:33 andromeda dnsmasq[1907]: using nameserver 192.168.11.1#53 Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> Policy set '82579V' (eth0) as default for IPv4 routing and DNS. Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> Activation (eth0) successful, device activated. Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) complete. Dec 1 13:53:33 andromeda dbus[800]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Dec 1 13:53:33 andromeda dbus[800]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Dec 1 13:53:33 andromeda avahi-daemon[890]: Joining mDNS multicast group on interface eth0.IPv6 with address fe80::ea40:f2ff:fee2:4d86. Dec 1 13:53:33 andromeda avahi-daemon[890]: New relevant interface eth0.IPv6 for mDNS. Dec 1 13:53:33 andromeda avahi-daemon[890]: Registering new address record for fe80::ea40:f2ff:fee2:4d86 on eth0.*. Dec 1 13:53:41 andromeda ntpdate[6154]: adjust time server 91.189.94.4 offset 0.000928 sec Dec 1 13:53:50 andromeda NetworkManager[1115]: <info> (eth0): carrier now OFF (device state 100, deferring action for 4 seconds) Dec 1 13:53:50 andromeda kernel: [ 1102.980003] e1000e: e1000e: eth0 NIC Link is Down Dec 1 13:53:54 andromeda NetworkManager[1115]: <info> (eth0): device state change: activated -> unavailable (reason 'carrier-changed') [100 20 40] Dec 1 13:53:54 andromeda NetworkManager[1115]: <info> (eth0): deactivating device (reason 'carrier-changed') [40] Dec 1 13:53:54 andromeda NetworkManager[1115]: <info> (eth0): canceled DHCP transaction, DHCP client pid 6080 Dec 1 13:53:54 andromeda avahi-daemon[890]: Withdrawing address record for fe80::ea40:f2ff:fee2:4d86 on eth0. Dec 1 13:53:54 andromeda avahi-daemon[890]: Leaving mDNS multicast group on interface eth0.IPv6 with address fe80::ea40:f2ff:fee2:4d86. Dec 1 13:53:54 andromeda avahi-daemon[890]: Interface eth0.IPv6 no longer relevant for mDNS. Dec 1 13:53:54 andromeda avahi-daemon[890]: Withdrawing address record for 192.168.11.17 on eth0. Dec 1 13:53:54 andromeda avahi-daemon[890]: Leaving mDNS multicast group on interface eth0.IPv4 with address 192.168.11.17. Dec 1 13:53:54 andromeda kernel: [ 1107.025959] IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready Dec 1 13:53:54 andromeda NetworkManager[1115]: <warn> DNS: plugin dnsmasq update failed Dec 1 13:53:54 andromeda NetworkManager[1115]: <info> ((null)): removing resolv.conf from /sbin/resolvconf Dec 1 13:53:54 andromeda avahi-daemon[890]: Interface eth0.IPv4 no longer relevant for mDNS. Dec 1 13:53:54 andromeda dnsmasq[1907]: setting upstream servers from DBus Dec 1 13:53:54 andromeda dbus[800]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Dec 1 13:53:54 andromeda dbus[800]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): carrier now ON (device state 20) Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): device state change: unavailable -> disconnected (reason 'carrier-changed') [20 30 40] Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Auto-activating connection '82579V'. Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) starting connection '82579V' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): device state change: disconnected -> prepare (reason 'none') [30 40 0] Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) scheduled... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) started... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) scheduled... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) complete. Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) starting... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): device state change: prepare -> config (reason 'none') [40 50 0] Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) successful. Dec 1 13:54:10 andromeda kernel: [ 1123.167668] e1000e: e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: Rx/Tx Dec 1 13:54:10 andromeda kernel: [ 1123.167675] e1000e 0000:00:19.0: eth0: 10/100 speed: disabling TSO Dec 1 13:54:10 andromeda kernel: [ 1123.168430] IPv6: ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) scheduled. Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) complete. Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) started... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): device state change: config -> ip-config (reason 'none') [50 70 0] Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Beginning DHCPv4 transaction (timeout in 45 seconds) Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> dhclient started with pid 6212 Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) complete. Dec 1 13:54:10 andromeda dhclient: Internet Systems Consortium DHCP Client 4.2.4 Dec 1 13:54:10 andromeda dhclient: Copyright 2004-2012 Internet Systems Consortium. Dec 1 13:54:10 andromeda dhclient: All rights reserved. Dec 1 13:54:10 andromeda dhclient: For info, please visit https://www.isc.org/software/dhcp/ Dec 1 13:54:10 andromeda dhclient: Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): DHCPv4 state changed nbi -> preinit Dec 1 13:54:10 andromeda dhclient: Listening on LPF/eth0/e8:40:f2:e2:4d:86 Dec 1 13:54:10 andromeda dhclient: Sending on LPF/eth0/e8:40:f2:e2:4d:86 Dec 1 13:54:10 andromeda dhclient: Sending on Socket/fallback Dec 1 13:54:10 andromeda dhclient: DHCPREQUEST of 192.168.11.17 on eth0 to 255.255.255.255 port 67 Dec 1 13:54:10 andromeda dhclient: DHCPACK of 192.168.11.17 from 192.168.11.1 Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): DHCPv4 state changed preinit -> reboot Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> address 192.168.11.17 Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> prefix 24 (255.255.255.0) Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> gateway 192.168.11.1 Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> hostname 'andromeda' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> nameserver '192.168.11.1' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> domain name 'hsd1.ca.comcast.net' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Configure Commit) scheduled... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) started... Dec 1 13:54:10 andromeda avahi-daemon[890]: Joining mDNS multicast group on interface eth0.IPv4 with address 192.168.11.17. Dec 1 13:54:10 andromeda dhclient: bound to 192.168.11.17 -- renewal in 35416 seconds. Dec 1 13:54:10 andromeda avahi-daemon[890]: New relevant interface eth0.IPv4 for mDNS. Dec 1 13:54:10 andromeda avahi-daemon[890]: Registering new address record for 192.168.11.17 on eth0.IPv4. Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> (eth0): device state change: ip-config -> activated (reason 'none') [70 100 0] Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> ((null)): writing resolv.conf to /sbin/resolvconf Dec 1 13:54:11 andromeda dnsmasq[1907]: setting upstream servers from DBus Dec 1 13:54:11 andromeda dnsmasq[1907]: using nameserver 192.168.11.1#53 Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> Policy set '82579V' (eth0) as default for IPv4 routing and DNS. Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> Activation (eth0) successful, device activated. Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) complete. Dec 1 13:54:11 andromeda dbus[800]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Dec 1 13:54:11 andromeda dbus[800]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Dec 1 13:54:12 andromeda avahi-daemon[890]: Joining mDNS multicast group on interface eth0.IPv6 with address fe80::ea40:f2ff:fee2:4d86. Dec 1 13:54:12 andromeda avahi-daemon[890]: New relevant interface eth0.IPv6 for mDNS. Dec 1 13:54:12 andromeda avahi-daemon[890]: Registering new address record for fe80::ea40:f2ff:fee2:4d86 on eth0.*. Dec 1 13:54:19 andromeda ntpdate[6286]: adjust time server 91.189.94.4 offset 0.001142 sec $ lspci -v 00:19.0 Ethernet controller: Intel Corporation 82579V Gigabit Network Connection (rev 04) Subsystem: Intel Corporation Device 2031 Flags: bus master, fast devsel, latency 0, IRQ 45 Memory at f7f00000 (32-bit, non-prefetchable) [size=128K] Memory at f7f39000 (32-bit, non-prefetchable) [size=4K] I/O ports at f040 [size=32] Capabilities: [c8] Power Management version 2 Capabilities: [d0] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [e0] PCI Advanced Features Kernel driver in use: e1000e Kernel modules: e1000e $ modinfo e1000e filename: /lib/modules/3.5.0-19-generic/kernel/drivers/net/e1000e/e1000e.ko version: 2.1.4-NAPI license: GPL description: Intel(R) PRO/1000 Network Driver author: Intel Corporation, <[email protected]> srcversion: 0809529BE0BBC44883956AF alias: pci:v00008086d0000153Bsv*sd*bc*sc*i* alias: pci:v00008086d0000153Asv*sd*bc*sc*i* alias: pci:v00008086d00001503sv*sd*bc*sc*i* alias: pci:v00008086d00001502sv*sd*bc*sc*i* alias: pci:v00008086d000010F0sv*sd*bc*sc*i* alias: pci:v00008086d000010EFsv*sd*bc*sc*i* alias: pci:v00008086d000010EBsv*sd*bc*sc*i* alias: pci:v00008086d000010EAsv*sd*bc*sc*i* alias: pci:v00008086d00001525sv*sd*bc*sc*i* alias: pci:v00008086d000010DFsv*sd*bc*sc*i* alias: pci:v00008086d000010DEsv*sd*bc*sc*i* alias: pci:v00008086d000010CEsv*sd*bc*sc*i* alias: pci:v00008086d000010CDsv*sd*bc*sc*i* alias: pci:v00008086d000010CCsv*sd*bc*sc*i* alias: pci:v00008086d000010CBsv*sd*bc*sc*i* alias: pci:v00008086d000010F5sv*sd*bc*sc*i* alias: pci:v00008086d000010BFsv*sd*bc*sc*i* alias: pci:v00008086d000010E5sv*sd*bc*sc*i* alias: pci:v00008086d0000294Csv*sd*bc*sc*i* alias: pci:v00008086d000010BDsv*sd*bc*sc*i* alias: pci:v00008086d000010C3sv*sd*bc*sc*i* alias: pci:v00008086d000010C2sv*sd*bc*sc*i* alias: pci:v00008086d000010C0sv*sd*bc*sc*i* alias: pci:v00008086d00001501sv*sd*bc*sc*i* alias: pci:v00008086d00001049sv*sd*bc*sc*i* alias: pci:v00008086d0000104Dsv*sd*bc*sc*i* alias: pci:v00008086d0000104Bsv*sd*bc*sc*i* alias: pci:v00008086d0000104Asv*sd*bc*sc*i* alias: pci:v00008086d000010C4sv*sd*bc*sc*i* alias: pci:v00008086d000010C5sv*sd*bc*sc*i* alias: pci:v00008086d0000104Csv*sd*bc*sc*i* alias: pci:v00008086d000010BBsv*sd*bc*sc*i* alias: pci:v00008086d00001098sv*sd*bc*sc*i* alias: pci:v00008086d000010BAsv*sd*bc*sc*i* alias: pci:v00008086d00001096sv*sd*bc*sc*i* alias: pci:v00008086d0000150Csv*sd*bc*sc*i* alias: pci:v00008086d000010F6sv*sd*bc*sc*i* alias: pci:v00008086d000010D3sv*sd*bc*sc*i* alias: pci:v00008086d0000109Asv*sd*bc*sc*i* alias: pci:v00008086d0000108Csv*sd*bc*sc*i* alias: pci:v00008086d0000108Bsv*sd*bc*sc*i* alias: pci:v00008086d0000107Fsv*sd*bc*sc*i* alias: pci:v00008086d0000107Esv*sd*bc*sc*i* alias: pci:v00008086d0000107Dsv*sd*bc*sc*i* alias: pci:v00008086d000010B9sv*sd*bc*sc*i* alias: pci:v00008086d000010D5sv*sd*bc*sc*i* alias: pci:v00008086d000010DAsv*sd*bc*sc*i* alias: pci:v00008086d000010D9sv*sd*bc*sc*i* alias: pci:v00008086d00001060sv*sd*bc*sc*i* alias: pci:v00008086d000010A5sv*sd*bc*sc*i* alias: pci:v00008086d000010BCsv*sd*bc*sc*i* alias: pci:v00008086d000010A4sv*sd*bc*sc*i* alias: pci:v00008086d0000105Fsv*sd*bc*sc*i* alias: pci:v00008086d0000105Esv*sd*bc*sc*i* depends: vermagic: 3.5.0-19-generic SMP mod_unload modversions parm: copybreak:Maximum size of packet that is copied to a new buffer on receive (uint) parm: TxIntDelay:Transmit Interrupt Delay (array of int) parm: TxAbsIntDelay:Transmit Absolute Interrupt Delay (array of int) parm: RxIntDelay:Receive Interrupt Delay (array of int) parm: RxAbsIntDelay:Receive Absolute Interrupt Delay (array of int) parm: InterruptThrottleRate:Interrupt Throttling Rate (array of int) parm: IntMode:Interrupt Mode (array of int) parm: SmartPowerDownEnable:Enable PHY smart power down (array of int) parm: KumeranLockLoss:Enable Kumeran lock loss workaround (array of int) parm: CrcStripping:Enable CRC Stripping, disable if your BMC needs the CRC (array of int) parm: EEE:Enable/disable on parts that support the feature (array of int) parm: Node:[ROUTING] Node to allocate memory on, default -1 (array of int) parm: debug:Debug level (0=none,...,16=all) (int)

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  • Opening images sorted by modification date/size/type/etc.

    - by menino bolinho
    Suppose I have a folder with pictures in them. If I sort them by name once I open one with Image Viewer and navigate to the others the order is respected. But if I sort my files by modification date, for example, I can't do that. Basically, the default Image Viewer only lets you navigate images by name. According to this post on the ubuntuforums this has been an issue since 2007! Is there a good/easy way to fix it? Seems like such a trivial thing to me.

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  • Don’t miss the Procurement Webcast for AME on October 30th, 2012

    - by user793553
    Procurement support is pleased to announce a new webcast covering the topic ‘Approval Management Engine (AME) Setup, Use and Troubleshooting’.  This one hour session will include the topics: · Basic Setup: Setup and how the default approval list is built in AME · Diagnostic Steps: Running the Test Workbench and accessing and review of Log Files, approval workflow and debug ·  Example of an AME setup to include defining attributes, conditions, action types and rules A short, live demonstration and question and answer period will be included. October 30, 2012 at 3:00 pm Cario / 1:00 pm London / 06:00 am Pacific / 7:00 am Mountain / 9:00 am Eastern From MyOracleSupport see Doc ID  1456150.1 for further details and sign up.

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Is there a expected set of button mappings games commonly use?

    - by Scott Chamberlain
    I am making a game that will support a XBox 360 controller but I would like to try and keep the default button mappings to be what is expected from a user's past history from playing other games. Is there a set of guidelines from Microsoft on what should map to what (Do you use A for fire or left trigger?), or has the gaming community picked up a common set of controls that is just not written anywhere, everyone just "knows" it (like WASD for movement). The hardest thing for me is I have walking movement, vehicle movement, and airplane movement. I plan on allowing custom configuration of each, but I don't know what to set as the defaults.

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  • Never Call Me at Work [Humorous Star Wars Video]

    - by Asian Angel
    Have you ever had one of those days when someone close to you calls at the worst possible time? See what happens when this stormtrooper’s wife calls him while he is at work above Tatooine! Needless to say Darth Vader is in a “less than forgiving” mood… Never Call Me At Work [YouTube] Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Never Call Me at Work [Humorous Star Wars Video] Add an Image Properties Listing to the Context Menu in Chrome and Iron Add an Easy to View Notification Badge to Tabs in Firefox SpellBook Parks Bookmarklets in Chrome’s Context Menu Drag2Up Brings Multi-Source Drag and Drop Uploading to Firefox Enchanted Swing in the Forest Wallpaper

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  • Site Review: MortgageCalculator.org - Forms Evaluation

    This site allows users to enter basic loan information into a form and when the user clicks the submit button the information is used to calculate a loan summary which includes: monthly payment, total interest paid, and the last payment date. This site uses server side validation and replaces any value not within a normal range with the calculator default for the form field. In addition, they also use server side code to calculate the items on the loan summary which is then displayed to the user. I personally think that by adding client side validation, it would improve the users experience because it would ensure that the data being submitted is within an acceptable norm and if the data entered was not within this range then it would allow the user to adjust the data.

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  • How to Increase the VMWare Boot Screen Delay

    - by Trevor Bekolay
    If you’ve wanted to try out a bootable CD or USB flash drive in a virtual machine environment, you’ve probably noticed that VMWare’s offerings make it difficult to change the boot device. We’ll show you how to change these options. You can do this either for one boot, or permanently for a particular virtual machine. Even experienced users of VMWare Player or Workstation may not recognize the screen above – it’s the virtual machine’s BIOS, which in most cases flashes by in the blink of an eye. If you want to boot up the virtual machine with a CD or USB key instead of the hard drive, then you’ll need more than an eye’s-blink to press Escape and bring up the Boot Menu. Fortunately, there is a way to introduce a boot delay that isn’t exposed in VMWare’s graphical interface – you have to edit the virtual machine’s settings file (a .vmx file) manually. Editing the Virtual Machine’s .vmx Find the .vmx file that contains the settings for your virtual machine. You chose a location for this when you created the virtual machine – in Windows, the default location is a folder called My Virtual Machines in your My Documents folder. In VMWare Workstation, the location of the .vmx file is listed on the virtual machine’s tab. If in doubt, search your hard drive for .vmx files. If you don’t want to use Windows default search, an awesome utility that locates files instantly is Everything. Open the .vmx file with any text editor. Somewhere in this file, enter in the following line… save the file, then close out of the text editor: bios.bootdelay = 20000 This will introduce a 20 second delay when the virtual machine loads up, giving you plenty of time to press the Escape button and access the boot menu. The number in this line is just a value in milliseconds, so for a five second boot delay, enter 5000, and so on. Change Boot Options Temporarily Now, when you boot up your virtual machine, you’ll have plenty of time to enter one of the keystrokes listed at the bottom of the BIOS screen on boot-up. Press Escape to bring up the Boot Menu. This allows you to select a different device to boot from – like a CD drive. Your selection will be forgotten the next time you boot up this virtual machine. Change Boot Options Permanently When the BIOS screen comes up, press F2 to enter the BIOS Setup menu. Switch to the Boot tab, and change the ordering of the items by pressing the “+” key to move items up on the list, and the “-” key to move items down the list. We’ve switched the order so that the CD-ROM Drive boots first. Once you make this change permanent, you may want to re-edit the .vmx file to remove the boot delay. Boot from a USB Flash Drive One thing that is noticeably missing from the list of boot options is a USB device. VMWare’s BIOS just does not allow this, but we can get around that limitation using the PLoP Boot Manager that we’ve previously written about. And as a bonus, since everything is virtual anyway, there’s no need to actually burn PLoP to a CD. Open the settings for the virtual machine you want to boot with a USB drive. Click on Add… at the bottom of the settings screen, and select CD/DVD Drive. Click Next. Click the Use ISO Image radio button, and click Next. Browse to find plpbt.iso or plpbtnoemul.iso from the PLoP zip file. Ensure that Connect at power on is checked, and then click Finish. Click OK on the main Virtual Machine Settings page. Now, if you use the steps above to boot using that CD/DVD drive, PLoP will load, allowing you to boot from a USB drive! Conclusion We’re big fans of VMWare Player and Workstation, as they let us try out a ton of geeky things without worrying about harming our systems. By introducing a boot delay, we can add bootable CDs and USB drives to the list of geeky things we can try out. Download PLoP Boot Manager Similar Articles Productive Geek Tips How To Switch to Console Mode for Ubuntu VMware GuestHack: Turn Off Debug Mode in VMWare Workstation 6 BetaStart Your Computer More Quickly by Delaying the Startup of a Service in VistaEnable Hidden BootScreen in Windows VistaEnable Copy and Paste from Ubuntu VMware Guest TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 OutlookStatView Scans and Displays General Usage Statistics How to Add Exceptions to the Windows Firewall Office 2010 reviewed in depth by Ed Bott FoxClocks adds World Times in your Statusbar (Firefox) Have Fun Editing Photo Editing with Citrify Outlook Connector Upgrade Error

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  • SQLAuthority News – Download Microsoft SQL Server 2012 RTM Now

    - by pinaldave
    SQL Server 2012 enables a cloud-ready information platform that will help organizations unlock breakthrough insights across the organization as well as quickly build solutions and extend data across on-premises and public cloud backed by capabilities for mission critical confidence: Deliver required uptime and data protection with AlwaysOn Gain breakthrough & predictable performance with ColumnStore Index Help enable security and compliance with new User-defined Roles and Default Schema for Groups Enable rapid data discovery for deeper insights across the organization with ColumnStore Index Ensure more credible, consistent data with SSIS improvements, a Master Data Services add-in for Excel, and new Data Quality Services Optimize IT and developer productivity across server and cloud with Data-tier Application Component (DAC) parity with SQL Azure and SQL Server Data Tools for a unified dev experience across database, BI, and cloud functions Download SQL Server 2012 RTM Download Microsoft SQL Server 2012 Feature Pack Download SQL Server Data Tools Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology

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  • Google Talk Plugin in GMail on MacBook 2,1

    - by jrc03c
    I'd like to use the chat section in GMail to make phone calls. I've downloaded and installed the Google Talk plugin, and it acts like it knows what it's doing. But when I try to make calls, the internal laptop mic doesn't work at all (i.e., no one on the other end can hear me). In the GMail chat settings, I've tried selecting "Default Device" for the microphone, as well as "Internal Audio Analog Stereo." No matter which setting I try, none seem to work. As I said at the top, this is only a problem in Ubuntu; it works just fine in OSX and Windows (which means that yes, my Google Voice account is properly configured). Here are my tech specs: Ubuntu 10.10 Kernel Linux 2.6.35-24-generic Gnome 2.32.0 Google Chrome 8.0.552.237 Google Talk Plugin (google-talkplugin) 1.8.0.0-1 MacBook (2,1) w/ internal microphone Any help will be greatly appreciated! Thanks!

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  • Ubuntu no longer prompts for root privilege (but doesn't give it either)

    - by Elad Avron
    So on 14.04 LTS I was playing around with some settings to solve another problem, and somehow managed to screw things up and now Ubuntu no longer asks for root privileges before trying to perform administrative actions. The catch is that my user does NOT have them by default, which means those actions ALL fail. I can still run "sudo " from terminal and it'll ask for my password and work fine, but any GUI that requires root just fails without asking anything. Any ideas what I did wrong and how to solve it? Thanks in advance.

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  • Enable remote VNC from the commandline?

    - by Stefan Lasiewski
    I have one computer running Ubuntu 10.04, and is running Vino, the default VNC server. I have a second Windows box which is running a VNC client, but does not have any X11 capabilities. I am ssh'd into the Ubuntu host from the Windows host, but I forgot to enable VNC access on the Ubuntu host. On the Ubuntu host, is there a way for me to enable VNC connections from the Ubuntu commandline? Update: As @koanhead says below, there is no man page for vino (e.g. man -k vino and info vino return nothing), and vino --help doesn't show any help).

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  • Adobe Reader issue in Ubuntu 13.10

    - by Ridwan Ahmed Khan
    I have downloaded adobe reader 9.5.5 and installed it using gdebi.Now if I click on any pdf it is not starting.I tried "acroread" in terminal and it is showing me this error /opt/Adobe/Reader9/Reader/intellinux/bin/acroread: error while loading shared libraries: libxml2.so.2: cannot open shared object file: No such file or directory Then I have installed libxml2.But still it is showing the same above error. My system OS is ubuntu 13.10. Is there any solution to my problem for using Adobe reader or any other alternative pdf reader other than foxit and default(evince) or okular by using which I can highlight any text in my pdf?

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  • E_FAIL: An undetermined error occurred (-2147467259) when loading a cube texture

    - by Boreal
    I'm trying to implement a skybox into my engine, and I'm having some trouble loading the image as a cube map. Everything works (but it doesn't look right) if I don't load using an ImageLoadInformation struct in the ShaderResourceView.FromFile() method, but it breaks if I do. I need to, of course, because I need to tell SlimDX to load it as a cubemap. How can I fix this? Here is my new loading code after the "fix": public static void LoadCubeTexture(string filename) { ImageLoadInformation loadInfo = new ImageLoadInformation() { BindFlags = BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, Depth = 32, FilterFlags = FilterFlags.None, FirstMipLevel = 0, Format = SlimDX.DXGI.Format.B8G8R8A8_UNorm, Height = 512, MipFilterFlags = FilterFlags.Linear, MipLevels = 1, OptionFlags = ResourceOptionFlags.TextureCube, Usage = ResourceUsage.Default, Width = 512 }; textures.Add(filename, ShaderResourceView.FromFile(Graphics.device, "Resources/" + filename, loadInfo)); } Each of the faces of my cube texture are 512x512.

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  • New SQL Down Under podcast episode: Bill Ramos

    - by DavidWimbush
    I thought Greg Lowe had stopped doing his excellent podcast a while back but every now and then I go and check (just in case). This time I found a new episode: http://www.sqldownunder.com/PreviousShows/tabid/98/Default.aspx. Great! As far as I can see, Greg just slipped this one out without any mention on his blog. I hope there are plenty more to come as there's no shortage of developments to discuss. It's funny to think that when I got into SQL Server, in 2000, one of the things I liked was that it only changed in occasional small increments. Really! This was a relief compared to keeping up with Visual Basic and Visual Studio (and .NET and C# and...). What happened? Did I miss a meeting? Still, I'm not complaining - there's no danger of getting bored!

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  • Team Leaders & Authors - Manage and Report Workflow using "Print an Outline" in UPK

    - by [email protected]
    Did you know you can "print an outline?" You can print any outline or portion of an outline. Why might you want to "print an outline" in UPK... Have you ever wondered how many topics you have recorded, how many of your topics are ready for review, or even better, how many topics are complete! Do you need to report your project status to management? Maybe you just like to have a copy of your outline to refer to during development. Included in this output is the outline structure as well as the layout defined in the Details View of the Outline Editor. To print an outline, you must open either a module or section in the Outline Editor. A set of default data columns is automatically included in the output; however, you can configure which columns you want to appear in the report by switching to the Details view and customizing the columns. (To learn more about customizing your columns refer to the Add and Remove Columns section of the Content Development.pdf guide) To print an outline from the Outline Editor: 1. Open a module or section document in the Outline Editor. 2. Expand the documents to display the details that you want included in the report. 3. On the File menu, choose Print and use the toolbar icons to print, view, or save the report to a file. Personally, I opt to save my outline in Microsoft Excel. Using the delivered features of Microsoft Excel you can add columns of information, such as development notes, to your outline or you can graph and chart your Project status. As mentioned above you can configure what columns you want to appear in the outline. When utilizing the Print an Outline feature in conjunction with the Managing Workflow features of the UPK Multi-user instance you as a Team Lead or Author can better report project status. Read more about Managing Workflow below. Managing Workflow: The Properties toolpane contains special properties that allow authors to track document status or State as well as assign Document Ownership. Assign Content State The State property is an editable property for communicating the status of a document. This is particularly helpful when collaborating with other authors in a development team. Authors can assign a state to documents from the master list defined by the administrator. The default list of States includes (blank), Not Started, Draft, In Review, and Final. Administrators can customize the list by adding, deleting or renaming the values. To assign a State value to a document: 1. Make sure you are working online. 2. Display the Properties toolpane. 3. Select the document(s) to which you want to assign a state. Note: You can select multiple documents using the standard Windows selection keys (CTRL+click and SHIFT+click). 4. In the Workflow category, click in the State cell. 5. Select a value from the list. Assign Document Ownership In many enterprises, multiple authors often work together developing content in a team environment. Team leaders typically handle large projects by assigning specific development responsibilities to authors. The Owner property allows team leaders and authors to assign documents to themselves and other authors to track who is responsible for a specific document. You view and change document assignments for a document using the Owner property in the Properties toolpane. To assign a document owner: 1. Make sure you are working online. 2. On the View menu, choose Properties. 3. Select the document(s) to which you want to assign document responsibility. Note: You can select multiple documents using the standard Windows selection keys (CTRL+click and SHIFT+click). 4. In the Workflow category, click in the Owner cell. 5. Select a name from the list. Is anyone out there already using this feature? Share your ideas with the group. Those of you new to this feature, give it a test drive and let us know what you think. - Kathryn Lustenberger, Oracle UPK & Tutor Outbound Product Management

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  • F# and ArcObjects

    - by Marko Apfel
    After having a first look on F# its time to ask: Who could i use F# with ArcObjects. So my first steps was to do something with a feature in a F# interactive session. And these are my first code lines: open ESRI.ArcGIS.esriSystem;;open ESRI.ArcGIS.DataSourcesGDB;;open ESRI.ArcGIS.Geodatabase;;let aoInitialize = new AoInitializeClass();;let status = aoInitialize.Initialize(esriLicenseProductCode.esriLicenseProductCodeArcEditor);;let workspacefactory = new SdeWorkspaceFactoryClass();;// Spatial Database Connection, property "Service": sde:sqlserver:okullet connection = "user=sfg;password=gfs;server=OKUL;database=Praxair;version=SDE.DEFAULT";;let workspace = workspacefactory.OpenFromString(connection, 0);;let featureWorkspace = (box workspace) :?> IFeatureWorkspace;;let featureClass = featureWorkspace.OpenFeatureClass("Praxair.SFG.BP_L_ROHR");;let feature = featureClass.GetFeature(100);;printfn "%A" feature.OID;;

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  • My laptop can not access internet after setup bridge with wired NIC and wireless NIC

    - by Victor S
    I setup a bridge using wired NIC and wireless NIC in order to make wireless NIC as a Wi-Fi AP to share wired internet access, after setup successfully, the Wi-Fi AP works as my expectation, but my laptop can not access internet, please give me a hand. Thanks. My hostapd.conf $ cat hostapd.conf interface=wlan0 bridge=br0 driver=nl80211 ssid=myAP hw_mode=g channel=11 dtim_period=1 rts_threshold=2347 fragm_threshold=2346 macaddr_acl=0 auth_algs=3 ieee80211n=0 wpa=3 wpa_passphrase=PassWord wpa_key_mgmt=WPA-PSK wpa_pairwise=TKIP rsn_pairwise=CCMP Setup steps: $ sudo killall hostapd hostapd: no process found $ sudo hostapd -B hostapd.conf Configuration file: hostapd.conf Using interface wlan0 with hwaddr 00:26:5e:e8:4f:8e and ssid 'myAP' $ sudo brctl addbr br0 device br0 already exists; can't create bridge with the same name $ sudo ifconfig eth0 0.0.0.0 up $ sudo ifconfig wlan0 0.0.0.0 up $ sudo brctl addif br0 eth0 $ sudo brctl addif br0 wlan0 device wlan0 is already a member of a bridge; can't enslave it to bridge br0. $ sudo ifconfig br0 192.168.1.110 netmask 255.255.255.0 $ sudo route add default gw 192.168.1.1

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  • Migrating SQL Server Databases – The DBA’s Checklist (Part 2)

    - by Sadequl Hussain
    Continuing from Part 1  , our Migration Checklist continues: Step 5: Update statistics It is always a good idea to update the statistics of the database that you have just installed or migrated. To do this, run the following command against the target database: sp_updatestats The sp_updatestats system stored procedure runs the UPDATE STATISTICS command against every user and system table in the database.  However, a word of caution: running the sp_updatestats against a database with a compatibility level below 90 (SQL Server 2005) will reset the automatic UPDATE STATISTICS settings for every index and statistics of every table in the database. You may therefore want to change the compatibility mode before you run the command. Another thing you should remember to do is to ensure the new database has its AUTO_CREATE_STATISTICS and AUTO_UPDATE_STATISTICS properties set to ON. You can do so using the ALTER DATABASE command or from the SSMS. Step 6: Set database options You may have to change the state of a database after it has been restored. If the database was changed to single-user or read-only mode before backup, the restored copy will also retain these settings. This may not be an issue when you are manually restoring from Enterprise Manager or the Management Studio since you can change the properties. However, this is something to be mindful of if the restore process is invoked by an automated job or script and the database needs to be written to immediately after restore. You may want to check the database’s status programmatically in such cases. Another important option you may want to set for the newly restored / attached database is PAGE_VERIFY. This option specifies how you want SQL Server to ensure the physical integrity of the data. It is a new option from SQL Server 2005 and can have three values: CHECKSUM (default for SQL Server 2005 and latter databases), TORN_PAGE_DETECTION (default when restoring a pre-SQL Server 2005 database) or NONE. Torn page detection was itself an option for SQL Server 2000 databases. From SQL Server 2005, when PAGE_VERIFY is set to CHECKSUM, the database engine calculates the checksum for a page’s contents and writes it to the page header before storing it in disk. When the page is read from the disk, the checksum is computed again and compared with the checksum stored in the header.  Torn page detection works much like the same way in that it stores a bit in the page header for every 512 byte sector. When data is read from the page, the torn page bits stored in the header is compared with the respective sector contents. When PAGE_VERIFY is set to NONE, SQL Server does not perform any checking, even if torn page data or checksums are present in the page header.  This may not be something you would want to set unless there is a very specific reason.  Microsoft suggests using the CHECKSUM page verify option as this offers more protection. Step 7: Map database users to logins A common database migration issue is related to user access. Windows and SQL Server native logins that existed in the source instance and had access to the database may not be present in the destination. Even if the logins exist in the destination, the mapping between the user accounts and the logins will not be automatic. You can use a special system stored procedure called sp_change_users_login to address these situations. The procedure needs to be run against the newly attached or restored database and can accept four parameters. Depending on what you want to do, you may be using less than four though. The first parameter, @Action, can take three values. When you specify @Action = ‘Report’, the system will provide you with a list of database users which are not mapped to any login. If you want to map a database user to an existing SQL Server login, the value for @Action will be ‘Update_One’. In this case, you will only need to provide the database user name and the login it will map to. So if your newly restored database has a user account called “bob” and there is already a SQL Server login with the same name and you want to map the user to the login, you will execute a query like the following: sp_change_users_login         @Action = ‘Update_One’,         @UserNamePattern = ‘bob’,         @LoginName = ‘bob’ If the login does not exist, you can instruct SQL Server to create the login with the same name. In this case you will need to provide a password for the login and the value of the @Action parameter will be ‘Auto_Fix’. If the login already exists, it will be automatically mapped to the user account. Unfortunately sp_change_users_login system stored procedure cannot be used to map database users to trusted logins (Windows accounts) in SQL Server. You will need to follow a manual process to re-map the database user accounts.  Continues…

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  • See the Geeky Work Done Behind the Scenes to Add Sounds to Movies [Video]

    - by Asian Angel
    Ever wondered about all the work that goes into adding awesome sound effects large and small to your favorite movies? Then here is your chance! Watch as award-winning Foley artist Gary Hecker shows how it is done using the props in his studio. SoundWorks Collection: Gary Hecker – Veteran Foley Artist [via kottke.org & Michal Csanaky] Latest Features How-To Geek ETC What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Make Efficient Use of Tab Bar Space by Customizing Tab Width in Firefox See the Geeky Work Done Behind the Scenes to Add Sounds to Movies [Video] Use a Crayon to Enhance Engraved Lettering on Electronics Adult Swim Brings Their Programming Lineup to iOS Devices Feel the Chill of the South Atlantic with the Antarctica Theme for Windows 7 Seas0nPass Now Offers Untethered Apple TV Jailbreaking

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  • How to get the mic on the Creative X-Mod soundcard working correctly?

    - by Nyamiou The Galeanthrope
    Well, I have this problem for a while now. When my computer start the mic seem to work but it's like it's muted. I have to go to a terminal and type alsamixer -c 1 and then I set up PCM Capture Source on Line and set up it back to Mic to get the mic actually working. Is there is a way to do this automatically or to solve the problem. I use a special workaround on this card because of the bug #429642. My workaround is having this at the end of my /usr/share/pulseaudio/alsa-mixer/profile-sets/default.conf : [Mapping xmod-stereo-out] device-strings = surround51:%f description = Analog Stereo Creative Xmod channel-map = front-left,front-right paths-output = analog-output analog-output-headphones analog-output-mono analog-output-lfe-on-mono paths-input = analog-input analog-input-mic analog-input-linein analog-input-aux analog-input-video analog-input-tvtuner analog-input-fm analog-input-mic-line priority = 10 Maybe the bug come from here, maybe I have to change something. Thank you for any help.

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  • EPM 11.1.2 - In WebLogic Server, Enable Native IO Performance Pack

    - by Ahmed Awan
    Performance can be improved by enabling native IO in production mode. WebLogic Server benchmarks show major performance improvements when native performance packs are used on machines that host Oracle WebLogic Server instances. Important Note:  Always enable native I/O, if available, and check for errors at startup to make sure it is being initialed properly. Tip: The use of NATIVE performance packs are enabled by default in the configuration shipped with your distribution. You can use the Administration Console to verify that performance packs are enabled by clicking on each managed server and click on Tuning tab.

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