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  • Why are my USB 2.0 devices hanging Windows XP?

    - by BenAlabaster
    Background on the machine I'm having a problem with: The machine was inherited and appears to be circa 2003 (there's a date stamp on the power supply which leads me to this conclusion). I've got it set up as a Skype terminal for my 2 year old to keep in touch with her grandparents and other members of the family - which everyone loves. It has a generic ATX motherboard with no identifying markings other than one stamp that says "Rev.B". CPU-Z identifies the motherboard model as VT8601 but doesn't provide me with any manufacturer name. On board it has 1 x 10/100 LAN, 2 x USB 1.0, VGA, PS/2 for KB and mouse, parallel port, 2 x serial ports, 2 x IDE, 1 x floppy, 2 x SDRAM slots, 1 x CPU housing that is seating a 1.3GHz Intel Celeron CPU, 3 x PCI, 1 x AGP - although you can only use 2 of the PCI slots if you use the AGP slot due to the physical layout of the board. It's got 768Mb PC133 SDRAM - 1 x 512Mb & 1 x 256Mb installed as well as a D-LINK WDA-2320 54G Wi-Fi network card and a generic USB 2.0 expansion board containing 3 x external + 1 x internal USB connectors - it has a NEC uPD720102 chipset. It has a DVD+/-RW running as master on IDE1 and a 1.44Mb 3.5" floppy drive connected to the floppy connector. It has an 80Gb Western Digital hard drive running as master on IDE0. All this is sitting in a slimline case. I don't know the wattage of the PSU, but can post this later if this proves to be helpful. The motherboard is running a version of Award BIOS for which I don't have the version number to hand but can again post this later if it would be helpful. The hard disk is freshly formatted and built with Windows XP Professional/Service Pack 3 and is up to date with all current patches. In addition to Windows XP, the only other software it's running is Skype 4.1 (4.2 hangs the whole machine as soon as it starts up, requiring a hard boot to recover). It's got a Daytek MV150 15" touch screen hooked up to the on board VGA and COM1 sockets with the most current drivers from the Daytek website and the most current version of ELO-Touchsystems drivers for the touch component. The webcam is a Logitech Webcam C200 with the latest drivers from the Logitech website. The problem: If I hook any devices to the USB 2.0 sockets, it hangs the whole machine and I have to hard boot it to get it back up. If I have any devices attached to the USB 2.0 sockets when I boot up, it hangs before Windows gets to the login prompt and I have to hard boot it to recover. Workarounds found: I can plug the same devices into the on board USB 1.0 sockets and everything works fine, albeit at reduced performance. I've tried 3 different kinds of USB thumb drives, 3 different makes/models of webcams and my iPhone all with the same effect. They're recognized and don't hang the machine when I hook them to the USB 1.0 but if I hook them to the USB 2.0 ports, the machine hangs within a couple of seconds of recognizing the devices were connected. Attempted solutions: I've seen suggestions that this could be a power problem - that the PSU just doesn't have the wattage to drive these ports. While I'm doubtful this is the problem [after all the motherboard has the same standard connector regardless of the PSU wattage], I tried disabling all the on board devices that I'm not using - on board LAN, the second COM port, the AGP connector etc. through the BIOS in what I'm sure is a futile attempt to reduce the power consumption... I also modified the ACPI and power management settings. It didn't have any noticeable affect, although it didn't do any harm either. Could the wattage of the PSU really cause this problem? If it can, is there anything I need to be aware of when replacing it or do I just need to make sure it's got a higher wattage than the current one? My interpretation was that the wattage only affected the number of drives you could hook up to the power connectors, is that right? I've installed the USB card in another machine and it works without issue, so it's not a problem with the USB card itself, and Windows says the card is installed and working correctly... right up until I connect a device to it. The only thing I haven't done which I only just thought of while writing this essay is trying the USB 2.0 card in a different PCI slot, or re-ordering the wi-fi and USB cards in the slots... although I'm not sure if this will make any difference - does anyone have any experience that would suggest this might work? Other thoughts/questions: Perhaps this is an incompatibility between the USB 2.0 card and the BIOS, would re-flashing the BIOS with a newer version help? Do I need to be able to identify the manufacturer of the motherboard in order to be able to find a BIOS edition specific for this motherboard or will any version of Award BIOS function in its place? Question: Does anyone have any ideas that could help me get my USB 2.0 devices hooked up to this machine? Edit: Updated the USB 2.0 info with reference to actual card - http://www.xpcgear.com/lpnec4u.html

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  • STL find performs bettern than hand-crafter loop

    - by dusha
    Hello all, I have some question. Given the following C++ code fragment: #include <boost/progress.hpp> #include <vector> #include <algorithm> #include <numeric> #include <iostream> struct incrementor { incrementor() : curr_() {} unsigned int operator()() { return curr_++; } private: unsigned int curr_; }; template<class Vec> char const* value_found(Vec const& v, typename Vec::const_iterator i) { return i==v.end() ? "no" : "yes"; } template<class Vec> typename Vec::const_iterator find1(Vec const& v, typename Vec::value_type val) { return find(v.begin(), v.end(), val); } template<class Vec> typename Vec::const_iterator find2(Vec const& v, typename Vec::value_type val) { for(typename Vec::const_iterator i=v.begin(), end=v.end(); i<end; ++i) if(*i==val) return i; return v.end(); } int main() { using namespace std; typedef vector<unsigned int>::const_iterator iter; vector<unsigned int> vec; vec.reserve(10000000); boost::progress_timer pt; generate_n(back_inserter(vec), vec.capacity(), incrementor()); //added this line, to avoid any doubts, that compiler is able to // guess the data is sorted random_shuffle(vec.begin(), vec.end()); cout << "value generation required: " << pt.elapsed() << endl; double d; pt.restart(); iter found=find1(vec, vec.capacity()); d=pt.elapsed(); cout << "first search required: " << d << endl; cout << "first search found value: " << value_found(vec, found)<< endl; pt.restart(); found=find2(vec, vec.capacity()); d=pt.elapsed(); cout << "second search required: " << d << endl; cout << "second search found value: " << value_found(vec, found)<< endl; return 0; } On my machine (Intel i7, Windows Vista) STL find (call via find1) runs about 10 times faster than the hand-crafted loop (call via find2). I first thought that Visual C++ performs some kind of vectorization (may be I am mistaken here), but as far as I can see assembly does not look the way it uses vectorization. Why is STL loop faster? Hand-crafted loop is identical to the loop from the STL-find body. I was asked to post program's output. Without shuffle: value generation required: 0.078 first search required: 0.008 first search found value: no second search required: 0.098 second search found value: no With shuffle (caching effects): value generation required: 1.454 first search required: 0.009 first search found value: no second search required: 0.044 second search found value: no Many thanks, dusha. P.S. I return the iterator and write out the result (found or not), because I would like to prevent compiler optimization, that it thinks the loop is not required at all. The searched value is obviously not in the vector.

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  • "C variable type sizes are machine dependent." Is it really true? signed & unsigned numbers ;

    - by claws
    Hello, I've been told that C types are machine dependent. Today I wanted to verify it. void legacyTypes() { /* character types */ char k_char = 'a'; //Signedness --> signed & unsigned signed char k_char_s = 'a'; unsigned char k_char_u = 'a'; /* integer types */ int k_int = 1; /* Same as "signed int" */ //Signedness --> signed & unsigned signed int k_int_s = -2; unsigned int k_int_u = 3; //Size --> short, _____, long, long long short int k_s_int = 4; long int k_l_int = 5; long long int k_ll_int = 6; /* real number types */ float k_float = 7; double k_double = 8; } I compiled it on a 32-Bit machine using minGW C compiler _legacyTypes: pushl %ebp movl %esp, %ebp subl $48, %esp movb $97, -1(%ebp) # char movb $97, -2(%ebp) # signed char movb $97, -3(%ebp) # unsigned char movl $1, -8(%ebp) # int movl $-2, -12(%ebp)# signed int movl $3, -16(%ebp) # unsigned int movw $4, -18(%ebp) # short int movl $5, -24(%ebp) # long int movl $6, -32(%ebp) # long long int movl $0, -28(%ebp) movl $0x40e00000, %eax movl %eax, -36(%ebp) fldl LC2 fstpl -48(%ebp) leave ret I compiled the same code on 64-Bit processor (Intel Core 2 Duo) on GCC (linux) legacyTypes: .LFB2: .cfi_startproc pushq %rbp .cfi_def_cfa_offset 16 movq %rsp, %rbp .cfi_offset 6, -16 .cfi_def_cfa_register 6 movb $97, -1(%rbp) # char movb $97, -2(%rbp) # signed char movb $97, -3(%rbp) # unsigned char movl $1, -12(%rbp) # int movl $-2, -16(%rbp)# signed int movl $3, -20(%rbp) # unsigned int movw $4, -6(%rbp) # short int movq $5, -32(%rbp) # long int movq $6, -40(%rbp) # long long int movl $0x40e00000, %eax movl %eax, -24(%rbp) movabsq $4620693217682128896, %rax movq %rax, -48(%rbp) leave ret Observations char, signed char, unsigned char, int, unsigned int, signed int, short int, unsigned short int, signed short int all occupy same no. of bytes on both 32-Bit & 64-Bit Processor. The only change is in long int & long long int both of these occupy 32-bit on 32-bit machine & 64-bit on 64-bit machine. And also the pointers, which take 32-bit on 32-bit CPU & 64-bit on 64-bit CPU. Questions: I cannot say, what the books say is wrong. But I'm missing something here. What exactly does "Variable types are machine dependent mean?" As you can see, There is no difference between instructions for unsigned & signed numbers. Then how come the range of numbers that can be addressed using both is different? I was reading http://stackoverflow.com/questions/2511246/how-to-maintain-fixed-size-of-c-variable-types-over-different-machines I didn't get the purpose of the question or their answers. What maintaining fixed size? They all are the same. I didn't understand how those answers are going to ensure the same size.

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  • SurfaceView drawn on top of other elements after coming back from specific activity

    - by spirytus
    I have an activity with video preview displayed via SurfaceView and other views positioned over it. The problem is when user navigates to Settings activity (code below) and comes back then the surfaceview is drawn on top of everything else. This does not happen when user goes to another activity I have, neither when user navigates outside of app eg. to task manager. Now, you see in code below that I have setContentVIew() call wrapped in conditionals so it is not called every time when onStart() is executed. If its not wrapped in if statements then all works fine, but its causing loosing lots of memory (5MB+) each time onStart() is called. I tried various combinations and nothing seems to work so any help would be much appreciated. @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //Toast.makeText(this,"Create ", 2000).show(); // set 32 bit window (draw correctly transparent images) getWindow().getAttributes().format = android.graphics.PixelFormat.RGBA_8888; // set the layout of the screen based on preferences of the user sharedPref = PreferenceManager.getDefaultSharedPreferences(this); } public void onStart() { super.onStart(); String syncConnPref = null; syncConnPref = sharedPref.getString("screensLayouts", "default"); if(syncConnPref.contentEquals("default") && currentlLayout!="default") { setContentView(R.layout.fight_recorder_default); } else if(syncConnPref.contentEquals("simple") && currentlLayout!="simple") { setContentView(R.layout.fight_recorder_simple); } // I I uncomment line below so it will be called every time without conditionals above, it works fine but every time onStart() is called I'm losing 5+ MB memory (memory leak?). The preview however shows under the other elements exactly as I need memory leak makes it unusable after few times though // setContentView(R.layout.fight_recorder_default); if(getCamera()==null) { Toast.makeText(this,"Sorry, camera is not available and fight recording will not be permanently stored",2000).show(); // TODO also in here put some code replacing the background with something nice return; } // now we have camera ready and we need surface to display picture from camera on so // we instantiate CameraPreviw object which is simply surfaceView containing holder object. // holder object is the surface where the image will be drawn onto // this is where camera live cameraPreview will be displayed cameraPreviewLayout = (FrameLayout) findViewById(id.camera_preview); cameraPreview = new CameraPreview(this); // now we add surface view to layout cameraPreviewLayout.removeAllViews(); cameraPreviewLayout.addView(cameraPreview); // get layouts prepared for different elements (views) // this is whole recording screen, as big as screen available recordingScreenLayout=(FrameLayout) findViewById(R.id.recording_screen); // this is used to display sores as they are added, it displays like a path // each score added is a new text view simply and as user undos these are removed one by one allScoresLayout=(LinearLayout) findViewById(R.id.all_scores); // layout prepared for controls like record/stop buttons etc startStopLayout=(RelativeLayout) findViewById(R.id.start_stop_layout); // set up timer so it can be turned on when needed //fightTimer=new FightTimer(this); fightTimer = (FightTimer) findViewById(id.fight_timer); // get views for displaying scores score1=(TextView) findViewById(id.score1); score2=(TextView) findViewById(id.score2); advantages1=(TextView) findViewById(id.advantages1); advantages2=(TextView) findViewById(id.advantages2); penalties1=(TextView) findViewById(id.penalties1); penalties2=(TextView) findViewById(id.penalties2); RelativeLayout welcomeScreen=(RelativeLayout) findViewById(id.welcome_screen); Animation fadeIn = AnimationUtils.loadAnimation(this, R.anim.fade_in); welcomeScreen.startAnimation(fadeIn); Toast.makeText(this,"Start ", 2000).show(); animateViews(); } Settings activity is below, after coming back from this activity surfaceview is drawn on top of other elements. public class SettingsActivity extends PreferenceActivity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); if(MyFirstAppActivity.getCamera()==null) { Toast.makeText(this,"Sorry, camera is not available",2000).show(); return; } addPreferencesFromResource(R.xml.preferences); } }

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  • Android Alert Dialog Extract User Choice Radio Button?

    - by kel196
    Apologies for any coding ignorance, I am a beginner and am still learning! I am creating a quiz app which reads questions off a SQL database and plots them as points on a google map. As the user clicks each point, an alert dialog appears with radio buttons to answer some question. My radiobuttons are in CustomItemizedOverlay file and when I click submit, I want to be able to send the user choice back to the database, save it and return to the user if their answer is correct. My question is this, how do I pass the user choice out once the submit button has been clicked? I tried making a global variable to read what was selected to no avail. Any suggestions would be appreciated! If I need to post any other code, please ask and I will do so ASAP! package uk.ac.ucl.cege.cegeg077.uceskkw; import java.util.ArrayList; import android.app.AlertDialog; import android.content.Context; import android.content.DialogInterface; import android.graphics.drawable.Drawable; import android.widget.Toast; import com.google.android.maps.ItemizedOverlay; import com.google.android.maps.OverlayItem; public class CustomItemizedOverlay2 extends ItemizedOverlay<OverlayItem> { private ArrayList<OverlayItem> mapOverlays = new ArrayList<OverlayItem>(); private Context context; public CustomItemizedOverlay2(Drawable defaultMarker) { super(boundCenterBottom(defaultMarker)); } public CustomItemizedOverlay2(Drawable defaultMarker, Context context) { this(defaultMarker); this.context = context; } @Override protected OverlayItem createItem(int i) { return mapOverlays.get(i); } @Override public int size() { return mapOverlays.size(); } @Override protected boolean onTap(int index) { OverlayItem item = mapOverlays.get(index); // gets the snippet from ParseKMLAndDisplayOnMap and splits it back into // a string. final CharSequence allanswers[] = item.getSnippet().split("::"); AlertDialog.Builder dialog = new AlertDialog.Builder(context); dialog.setIcon(R.drawable.easterbunnyegg); dialog.setTitle(item.getTitle()); dialog.setSingleChoiceItems(allanswers, -1, new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int whichButton) { Toast.makeText(context, "You have selected " + allanswers[whichButton], Toast.LENGTH_SHORT).show(); } }); dialog.setPositiveButton(R.string.button_submit, new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int whichButton) { dialog.dismiss(); // int selectedPosition = ((AlertDialog) // dialog).getListView().getCheckedItemPosition(); Toast.makeText(context, "hi!", Toast.LENGTH_SHORT) .show(); } }); dialog.setNegativeButton(R.string.button_close, new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int whichButton) { dialog.dismiss(); // on cancel button action } }); AlertDialog question = dialog.create(); question.show(); return true; } public void addOverlay(OverlayItem overlay) { mapOverlays.add(overlay); this.populate(); } }

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  • Why don't I just build the whole web app in Javascript and Javascript HTML Templates?

    - by viatropos
    I'm getting to the point on an app where I need to start caching things, and it got me thinking... In some parts of the app, I render table rows (jqGrid, slickgrid, etc.) or fancy div rows (like in the New Twitter) by grabbing pure JSON and running it through something like Mustache, jquery.tmpl, etc. In other parts of the app, I just render the info in pure HTML (server-side HAML templates), and if there's searching/paginating, I just go to a new URL and load a new HTML page. Now the problem is in caching and maintainability. On one hand I'm thinking, if everything was built using Javascript HTML Templates, then my app would serve just an HTML layout/shell, and a bunch of JSON. If you look at the Facebook and Twitter HTML source, that's basically what they're doing (95% json/javascript, 5% html). This would make it so my app only needed to cache JSON (pages, actions, and/or records). Which means you'd hit the cache no matter if you were some remote api developer accessing a JSON api, or the strait web app. That is, I don't need 2 caches, one for the JSON, one for the HTML. That seems like it'd cut my cache store down in half, and streamline things a little bit. On the other hand, I'm thinking, from what I've seen/experienced, generating static HTML server-side, and caching that, seems to be much better performance wise cross-browser; you get the graphics instantly and don't have to wait that split-second for javascript to render it. StackOverflow seems to do everything in plain HTML, and you can tell... everything appears at once. Notice how though on twitter.com, the page is blank for .5-1 seconds, and the page chunks in: the javascript has to render the json. The downside with this is that, for anything dynamic (like endless scrolling, or grids), I'd have to create javascript templates anyway... so now I have server-side HAML templates, client-side javascript templates, and a lot more to cache. My question is, is there any consensus on how to approach this? What are the benefits and drawbacks from your experience of mixing the two versus going 100% with one over the other? Update: Some reasons that factor into why I haven't yet made the decision to go with 100% javascript templating are: Performance. Haven't formally tested, but from what I've seen, raw html renders faster and more fluidly than javascript-generated html cross-browser. Plus, I'm not sure how mobile devices handle dynamic html performance-wise. Testing. I have a lot of integration tests that work well with static HTML, so switching to javascript-only would require 1) more focused pure-javascript testing (jasmine), and 2) integrating javascript into capybara integration tests. This is just a matter of time and work, but it's probably significant. Maintenance. Getting rid of HAML. I love HAML, it's so easy to write, it prints pretty HTML... It makes code clean, it makes maintenance easy. Going with javascript, there's nothing as concise. SEO. I know google handles the ajax /#!/path, but haven't grasped how this will affect other search engines and how older browsers handle it. Seems like it'd require a significant setup.

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  • How to add addtional disks to a Windows 2008 KVM based Guest?

    - by taazaa
    I have a Win 2008 KVM based guest VM running on a Ubuntu 10 host. It is a raw image of 22G. I want to add a "data" drive which would show up as "D:\" drive on the guest. I first created a raw image using: qemu-img create -f raw ~/vmdisk2.img 50G Then, tried attaching it using virsh attach-disk. When that did not work, I tried editing the xml file of the VM directly. Both did not seem to work. I would greatly appreciate any help on how to do this and what the best practice is. I want to keep the base image small, so that I can clone it (hopefully) and then attach necessary storage based on the application at hand. Update: The xml of the vm before adding the second drive: <domain type='kvm'> <name>win08e-vm1</name> <uuid>183a4ba0-1c0b-0b04-ad01-aa7c3a4cb390</uuid> <memory>1048576</memory> <currentMemory>1048576</currentMemory> <vcpu>2</vcpu> <os> <type arch='x86_64' machine='pc-0.12'>hvm</type> <boot dev='hd'/> </os> <features> <acpi/> <apic/> <pae/> </features> <clock offset='localtime'/> <on_poweroff>destroy</on_poweroff> <on_reboot>restart</on_reboot> <on_crash>restart</on_crash> <devices> <emulator>/usr/bin/kvm</emulator> <disk type='file' device='disk'> <driver name='qemu' type='raw'/> <source file='/var/lib/libvirt/images/win08e-vm1.img'/> <target dev='hda' bus='ide'/> <address type='drive' controller='0' bus='0' unit='0'/> </disk> <disk type='file' device='cdrom'> <driver name='qemu' type='raw'/> <source file='/home/taazaa/iso/Win08ER264.iso'/> <target dev='hdc' bus='ide'/> <readonly/> <address type='drive' controller='0' bus='1' unit='0'/> </disk> <controller type='ide' index='0'> <address type='pci' domain='0x0000' bus='0x00' slot='0x01' function='0x1'/> </controller> <interface type='bridge'> <mac address='52:54:00:7f:a7:ae'/> <source bridge='br0'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x03' function='0x0'/> </interface> <serial type='pty'> <target port='0'/> </serial> <console type='pty'> <target type='serial' port='0'/> </console> <input type='tablet' bus='usb'/> <input type='mouse' bus='ps2'/> <graphics type='vnc' port='-1' autoport='yes' keymap='en-us'/> <video> <model type='vga' vram='9216' heads='1'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x02' function='0x0'/> </video> <memballoon model='virtio'> <address type='pci' domain='0x0000' bus='0x00' slot='0x04' function='0x0'/> </memballoon> </devices> </domain> Thanks!

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  • Asus me302c create script crash

    - by wxfred
    State beforehand: So far, only Asus me302c would crash when it creates a script. This device can create renderscript context successfully 06-03 10:12:50.509: V/RenderScript_jni(3144): RS compat mode 06-03 10:12:50.509: V/RenderScript(3144): 0x610bbfc0 Launching thread(s), CPUs 4 06-03 10:12:50.549: D/libEGL(3144): loaded /vendor/lib/egl/libEGL_POWERVR_SGX544_115.so 06-03 10:12:50.559: D/libEGL(3144): loaded /vendor/lib/egl/libGLESv1_CM_POWERVR_SGX544_115.so 06-03 10:12:50.559: D/libEGL(3144): loaded /vendor/lib/egl/libGLESv2_POWERVR_SGX544_115.so 06-03 10:12:50.619: D/OpenGLRenderer(3144): Enabling debug mode 0 06-03 10:12:52.869: D/dalvikvm(3144): Rejecting registerization due to ushr-int/lit8 v4, v7, (#19) When create a script, it crashed. 06-03 09:55:09.859: D/basefilter(26682): ===createScript=== 06-03 09:55:09.869: E/RenderScript(26682): Unable to open shared library (/data/data/xxx.xxxxxxxxxxx.xxxxxxxxx.xxxxx.xxxx//lib/librs.basefilter.so): Cannot load library: soinfo_relocate(linker.cpp:975): cannot locate symbol "_Z3dotDv3_fS_" referenced by "librs.basefilter.so"... 06-03 09:55:09.869: E/RenderScript(26682): Unable to open system shared library (/system/lib/librs.basefilter.so): (null) 06-03 09:55:09.869: D/AndroidRuntime(26682): Shutting down VM 06-03 09:55:09.869: W/dalvikvm(26682): threadid=1: thread exiting with uncaught exception (group=0x418b9e10) 06-03 09:55:09.869: E/AndroidRuntime(26682): FATAL EXCEPTION: main 06-03 09:55:09.869: E/AndroidRuntime(26682): android.support.v8.renderscript.RSRuntimeException: Loading of ScriptC script failed. 06-03 09:55:09.869: E/AndroidRuntime(26682): at android.support.v8.renderscript.ScriptC.<init>(ScriptC.java:69) 06-03 09:55:09.869: E/AndroidRuntime(26682): at xxx.xxxxxxxxxxx.xxxxxxxxx.xxxxxxxxxx.xxxxxx.ScriptC_BaseFilter.<init>(ScriptC_BaseFilter.java:41) 06-03 09:55:09.869: E/AndroidRuntime(26682): at xxx.xxxxxxxxxxx.xxxxxxxxx.xxxxxxxxxx.xxxxxx.ScriptC_BaseFilter.<init>(ScriptC_BaseFilter.java:35) 06-03 09:55:09.869: E/AndroidRuntime(26682): at xxx.xxxxxxxxxxx.xxxxxxxxx.xxxxxxxxxx.xxxxxx.xxxxxx.TeethWhiteningRSFilter.onCreateScript(TeethWhiteningRSFilter.java:19) 06-03 09:55:09.869: E/AndroidRuntime(26682): at xxx.xxxxxxxxxxx.xxxxxxxxx.xxxxxxxxxx.xxxxxx.xxxxxx.TeethWhiteningRSFilter.onCreateScript(TeethWhiteningRSFilter.java:1) 06-03 09:55:09.869: E/AndroidRuntime(26682): at xxx.xxxxxxxxxxx.xxxxxxxxx.xxxxxxxxxx.BaseRSFilter.createScript(BaseRSFilter.java:39) 06-03 09:55:09.869: E/AndroidRuntime(26682): at xxx.xxxxxxxxxxx.xxxxxxxxx.xxxxxxxxxx.RSFilterEngine.addFilter(RSFilterEngine.java:76) 06-03 09:55:09.869: E/AndroidRuntime(26682): at xxx.xxxxxxxxxxx.xxxxxxxxx.xxxxx.xxxx.BeautyActivity.changeBeautyEffect(BeautyActivity.java:277) 06-03 09:55:09.869: E/AndroidRuntime(26682): at xxx.xxxxxxxxxxx.xxxxxxxxx.xxxxx.xxxx.BeautyActivity$2.onClick(BeautyActivity.java:100) 06-03 09:55:09.869: E/AndroidRuntime(26682): at com.android.internal.app.AlertController$ButtonHandler.handleMessage(AlertController.java:166) 06-03 09:55:09.869: E/AndroidRuntime(26682): at android.os.Handler.dispatchMessage(Handler.java:99) 06-03 09:55:09.869: E/AndroidRuntime(26682): at android.os.Looper.loop(Looper.java:152) 06-03 09:55:09.869: E/AndroidRuntime(26682): at android.app.ActivityThread.main(ActivityThread.java:5132) 06-03 09:55:09.869: E/AndroidRuntime(26682): at java.lang.reflect.Method.invokeNative(Native Method) 06-03 09:55:09.869: E/AndroidRuntime(26682): at java.lang.reflect.Method.invoke(Method.java:511) 06-03 09:55:09.869: E/AndroidRuntime(26682): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:793) 06-03 09:55:09.869: E/AndroidRuntime(26682): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:560) 06-03 09:55:09.869: E/AndroidRuntime(26682): at dalvik.system.NativeStart.main(Native Method) Now, I will post some related infomation. project.properties ... renderscript.target=9 renderscript.support.mode=true sdk.buildtools=19.0.3 device info Brand: Asus Model: ME302C OS: 4.2.2 CPU: Intel(R) Atom(TM) CPU Z2560 @1.60GHz GPU Renderer PowerVR SGX 544MP Finally, by the way, the same code runs well on Galaxy s2, s4, note 2.

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  • Problems with createImage(int width, int height)

    - by Jonathan
    I have the following code, which is run every 10ms as part of a game: private void gameRender() { if(dbImage == null) { //createImage() returns null if GraphicsEnvironment.isHeadless() //returns true. (java.awt.GraphicsEnvironment) dbImage = createImage(PWIDTH, PHEIGHT); if(dbImage == null) { System.out.println("dbImage is null"); //Error recieved return; } else dbg = dbImage.getGraphics(); } //clear the background dbg.setColor(Color.white); dbg.fillRect(0, 0, PWIDTH, PHEIGHT); //draw game elements... if(gameOver) { gameOverMessage(dbg); } } The problem is that it enters the if statement which checks for the Image being null, even after I attempt to define the image. I looked around, and it seems that createImage() will return null if GraphicsEnvironment.isHeadless() returns true. I don't understand exactly what the isHeadless() method's purpose is, but I thought it might have something to do with the compiler or IDE, so I tried on two, both of which get the same error (Eclipse, and BlueJ). Anyone have any idea what the source of the error is, and how I might fix it? Thanks in advance Jonathan ................................................................... EDIT: I am using java.awt.Component.createImage(int width, int height). The purpose of this method is to ensure the creation of, and edit an Image that will contain the view of the player of the game, that will later be drawn to the screen by means of a JPanel. Here is some more code if this helps at all: public class Sim2D extends JPanel implements Runnable { private static final int PWIDTH = 500; private static final int PHEIGHT = 400; private volatile boolean running = true; private volatile boolean gameOver = false; private Thread animator; //gameRender() private Graphics dbg; private Image dbImage = null; public Sim2D() { setBackground(Color.white); setPreferredSize(new Dimension(PWIDTH, PHEIGHT)); setFocusable(true); requestFocus(); //Sim2D now recieves key events readyForTermination(); addMouseListener( new MouseAdapter() { public void mousePressed(MouseEvent e) { testPress(e.getX(), e.getY()); } }); } //end of constructor private void testPress(int x, int y) { if(!gameOver) { gameOver = true; //end game at mousepress } } //end of testPress() private void readyForTermination() { addKeyListener( new KeyAdapter() { public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if((keyCode == KeyEvent.VK_ESCAPE) || (keyCode == KeyEvent.VK_Q) || (keyCode == KeyEvent.VK_END) || ((keyCode == KeyEvent.VK_C) && e.isControlDown()) ) { running = false; //end process on above list of keypresses } } }); } //end of readyForTermination() public void addNotify() { super.addNotify(); //creates the peer startGame(); //start the thread } //end of addNotify() public void startGame() { if(animator == null || !running) { animator = new Thread(this); animator.start(); } } //end of startGame() //run method for world public void run() { while(running) { long beforeTime, timeDiff, sleepTime; beforeTime = System.nanoTime(); gameUpdate(); //updates objects in game (step event in game) gameRender(); //renders image paintScreen(); //paints rendered image to screen timeDiff = (System.nanoTime() - beforeTime) / 1000000; sleepTime = 10 - timeDiff; if(sleepTime <= 0) //if took longer than 10ms { sleepTime = 5; //sleep a bit anyways } try{ Thread.sleep(sleepTime); //sleep by allotted time (attempts to keep this loop to about 10ms) } catch(InterruptedException ex){} beforeTime = System.nanoTime(); } System.exit(0); } //end of run() private void gameRender() { if(dbImage == null) { dbImage = createImage(PWIDTH, PHEIGHT); if(dbImage == null) { System.out.println("dbImage is null"); return; } else dbg = dbImage.getGraphics(); } //clear the background dbg.setColor(Color.white); dbg.fillRect(0, 0, PWIDTH, PHEIGHT); //draw game elements... if(gameOver) { gameOverMessage(dbg); } } //end of gameRender() } //end of class Sim2D Hope this helps clear things up a bit, Jonathan

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  • Stopping the animation after you let go of a key

    - by Michael Zeuner
    What I have right now is an animation that starts when I press space: if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; However when I stop clicking space my animation continues. until I move my player, how do I make it so it stops the animation right when you let go of space? A few lines Animation player, movingUp, movingDown, movingLeft, movingRight, movingRightSwingingSword; int[] duration = {200,200}; public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { Image[] attackRight = {new Image("res/buckysRightSword1.png"), new Image("res/buckysRightSword2.png")}; movingRightSwingingSword = new Animation(attackRight, duration, true); } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; } Full Code package javagame; import org.newdawn.slick.*; import org.newdawn.slick.state.*; public class Play extends BasicGameState { Animation player, movingUp, movingDown, movingLeft, movingRight, movingRightSwingingSword; Image worldMap; boolean quit = false; int[] duration = {200,200}; float playerPositionX = 0; float playerPositionY = 0; float shiftX = playerPositionX + 320; float shiftY = playerPositionY + 160; public Play(int state) { } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { worldMap = new Image("res/world.png"); Image[] walkUp = {new Image("res/buckysBack.png"), new Image("res/buckysBack.png")}; Image[] walkDown = {new Image("res/buckysFront.png"), new Image("res/buckysFront.png")}; Image[] walkLeft = {new Image("res/buckysLeft.png"), new Image("res/buckysLeft.png")}; Image[] walkRight = {new Image("res/buckysRight.png"), new Image("res/buckysRight.png")}; Image[] attackRight = {new Image("res/buckysRightSword1.png"), new Image("res/buckysRightSword2.png")}; movingUp = new Animation(walkUp, duration, false); movingDown = new Animation(walkDown, duration, false); movingLeft = new Animation(walkLeft, duration, false); movingRight = new Animation(walkRight, duration, false); //doesnt work! vvv movingRightSwingingSword = new Animation(attackRight, duration, true); player = movingDown; } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { worldMap.draw(playerPositionX, playerPositionY); player.draw(shiftX, shiftY); g.drawString("Player X: " + playerPositionX + "\nPlayer Y: " + playerPositionY, 400, 20); if (quit == true) { g.drawString("Resume (R)", 250, 100); g.drawString("MainMenu (M)", 250, 150); g.drawString("Quit Game (Q)", 250, 200); if (quit==false) { g.clear(); } } } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { Input input = gc.getInput(); if(input.isKeyDown(Input.KEY_UP)) { player = movingUp; playerPositionY += delta * .1f; if(playerPositionY>162) playerPositionY -= delta * .1f; } if(input.isKeyDown(Input.KEY_DOWN)) { player = movingDown; playerPositionY -= delta * .1f; if(playerPositionY<-600) playerPositionY += delta * .1f; } if(input.isKeyDown(Input.KEY_RIGHT)) { player = movingRight; playerPositionX -= delta * .1f; if(playerPositionX<-840) playerPositionX += delta * .1f; } if(input.isKeyDown(Input.KEY_LEFT)) { player = movingLeft; playerPositionX += delta * .1f; if(playerPositionX>318) playerPositionX -= delta * .1f; } if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; if(input.isKeyDown(Input.KEY_ESCAPE)) quit = true; if(input.isKeyDown(Input.KEY_R)) if (quit == true) quit = false; if(input.isKeyDown(Input.KEY_M)) if (quit == true) {sbg.enterState(0); quit = false;} if(input.isKeyDown(Input.KEY_Q)) if (quit == true) System.exit(0); } public int getID() { return 1; } }

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  • Android Frame based animation memory problem

    - by madsleejensen
    Hi all Im trying to create a animation on top of a Camera Surface view. The animation if a box rotating, and to enable transparency i made a bunch of *.png files that i want to just switch out on top of the Camera view. The problem is Android wont allow me to allocate so many images (too much memory required) so the AnimationDrawable is not an option. Will i be able to allocate all the *.png bitmaps if i use OpenGL instead? then i would store all the *.png's as Textures and just make my own animation logic? is am i under the same restrictions there? Any ideas on how to solve this problem ? Ive made a Custom view that loads the image resource on every frame and discards it when next frame is to be displayed. But the performance is terrible. import android.app.Activity; import android.content.res.Resources; import android.graphics.drawable.Drawable; import android.os.SystemClock; import android.util.Log; import android.widget.ImageView; public class FrameAnimationView extends ImageView { private int mFramesPerSecond = 10; private int mTimeBetweenFrames = (1000 / mFramesPerSecond); private int mCurrentFrame = 1; private String[] mFrames; private Thread mAnimationThread; private Resources mResources; private String mIdentifierPrefix; private Activity mContext; private boolean mIsAnimating = false; private Integer[] mDrawableIndentifiers; public FrameAnimationView(Activity context, String[] frames) { super(context); mContext = context; mResources = context.getResources(); mFrames = frames; mIdentifierPrefix = context.getPackageName() + ":drawable/"; mDrawableIndentifiers = new Integer[frames.length]; } private void initAnimationThread() { mAnimationThread = new Thread(new Runnable() { @Override public void run() { while (mIsAnimating) { final int frameToShow = (mCurrentFrame - 1); //Log.e("frame", Integer.toString(frameToShow)); mContext.runOnUiThread(new Runnable() { @Override public void run() { if (mDrawableIndentifiers[frameToShow] == null) { String frameId = mFrames[frameToShow]; int drawableResourceId = mResources.getIdentifier(mIdentifierPrefix + frameId, null, null); mDrawableIndentifiers[frameToShow] = drawableResourceId; } Drawable frame = getResources().getDrawable(mDrawableIndentifiers[frameToShow]); setBackgroundDrawable(frame); if (mCurrentFrame < mFrames.length) { mCurrentFrame++; } else { mCurrentFrame = 1; } } }); try { Thread.sleep(mTimeBetweenFrames); } catch (InterruptedException e) { e.printStackTrace(); } } } }); } public void setFramesPerSecond(int fps) { mFramesPerSecond = fps; mTimeBetweenFrames = (1000 / mFramesPerSecond); } public void startAnimation() { if (mIsAnimating) return; mIsAnimating = true; initAnimationThread(); mAnimationThread.start(); } public void stopAnimation() { if (mIsAnimating) { Thread oldThread = mAnimationThread; mAnimationThread = null; oldThread.interrupt(); mIsAnimating = false; } } }

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  • Lines don't overlap when they should Java Swing

    - by Sven
    I'm drawing lines in a JFrame on a self made gridPanel. Problem is, I draw the lines between 2 points. When I have a line that is between point 1 and point 2 and a line between point 2 and point 3, the lines should connect. This however isn,t the case, there is a small gap in between, no idea why. But it isn't drawing till the end of the specified point. (start point is correct.) Here is the code of the JFrame: public void initialize(){ this.setLayout(new BorderLayout()); this.setPreferredSize(new Dimension(500, 400)); gridPane = new GridPane(); gridPane.setBackground(Color.WHITE); gridPane.setSize(this.getPreferredSize()); gridPane.setLocation(0, 0); this.add(gridPane,BorderLayout.CENTER); //createSampleLabyrinth(); drawWall(0,5,40,5); //These are the 2 lines that don't connect. drawWall(40,5,80,5); this.pack(); } drawWall calls a method that calls a method in GridPane. The relevant code in gridPane: /** * Draws a wall on this pane. With the starting point being x1, y1 and its end x2,y2. * @param x1 * @param y1 * @param x2 * @param y2 */ public void drawWall(int x1, int y1, int x2, int y2) { Wall wall = new Wall(x1,y1,x2,y2, true); wall.drawGraphic(); wall.setLocation(x1, y1); wall.setSize(10000,10000); this.add(wall, JLayeredPane.DEFAULT_LAYER); this.repaint(); } This method creates a wall and puts it in the Jframe. The relevant code of the wall: public class Wall extends JPanel { private int x1; private int x2; private int y1; private int y2; private boolean black; /** * x1,y1 is the start point of the wall (line) end is x2,y2 * * @param x1 * @param y1 * @param x2 * @param y2 */ public Wall(int x1, int y1, int x2, int y2, boolean black) { this.x1 = x1; this.x2 = x2; this.y1 = y1; this.y2 = y2; this.black = black; setOpaque(false); } private static final long serialVersionUID = 1L; public void drawGraphic() { repaint(); } public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2 = (Graphics2D) g; if(black){ g2.setColor(Color.BLACK); g2.setStroke(new BasicStroke(8)); } else { g2.setColor(Color.YELLOW); g2.setStroke(new BasicStroke(3)); } g2.drawLine(x1, y1, x2, y2); } } So, where am I going wrong? The true/false is to determine if the wall should be black or yellow, nothing to be concerned about.

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  • xts error - order.by requires an appropriate time-based object

    - by Samo
    I can not resolve why error in simple creation of xts object xts(rep(0, NROW(TICK.NYSE)), order.by = index(TICK.NYSE)) Error in xts(rep(0, NROW(TICK.NYSE)), order.by = index(TICK.NYSE)) : order.by requires an appropriate time-based object appeared while this was working perfectly 14 days ago when I last used the same code (since then the only difference is that TICK.NYSE grow in length since data was added since then). More details below: > Sys.getenv("TZ") [1] "EST" > tail(xts(rep(0, NROW(TICK.NYSE)), order.by = index(TICK.NYSE))) Error in xts(rep(0, NROW(TICK.NYSE)), order.by = index(TICK.NYSE)) : order.by requires an appropriate time-based object > class(index(TICK.NYSE["T09:30/T09:31"])) [1] "POSIXct" > tail(xts(rep(0, NROW(tail(TICK.NYSE))), order.by = index(tail(TICK.NYSE)))) Error in xts(rep(0, NROW(tail(TICK.NYSE))), order.by = index(tail(TICK.NYSE))) : order.by requires an appropriate time-based object > tail(TICK.NYSE) TICK-NYSE.Open TICK-NYSE.High TICK-NYSE.Low TICK-NYSE.Close 2012-03-15 14:54:00 -278 -89 -299 -89 2012-03-15 14:55:00 -89 427 -89 201 2012-03-15 14:56:00 201 318 30 234 2012-03-15 14:57:00 234 242 -222 -64 2012-03-15 14:58:00 -64 346 -82 346 2012-03-15 14:59:00 346 525 36 525 TICK-NYSE.Volume TICK-NYSE.WAP TICK-NYSE.hasGaps 2012-03-15 14:54:00 0 0 0 2012-03-15 14:55:00 0 0 0 2012-03-15 14:56:00 0 0 0 2012-03-15 14:57:00 0 0 0 2012-03-15 14:58:00 0 0 0 2012-03-15 14:59:00 0 0 0 TICK-NYSE.Count 2012-03-15 14:54:00 31 2012-03-15 14:55:00 31 2012-03-15 14:56:00 31 2012-03-15 14:57:00 31 2012-03-15 14:58:00 29 2012-03-15 14:59:00 30 > str(TICK.NYSE) An ‘xts’ object from 2011-01-18 09:30:00 to 2012-03-15 14:59:00 containing: Data: num [1:114090, 1:8] -5 -144 24 -148 -184 -77 20 121 111 -60 ... - attr(*, "dimnames")=List of 2 ..$ : NULL ..$ : chr [1:8] "TICK-NYSE.Open" "TICK-NYSE.High" "TICK-NYSE.Low" "TICK-NYSE.Close" ... Indexed by objects of class: [POSIXct,POSIXt] TZ: xts Attributes: List of 4 $ from : chr "20110119 23:59:59" $ to : chr "20110124 23:59:59" $ src : chr "IB" $ updated: POSIXct[1:1], format: "2012-01-19 02:34:52" > str(index(TICK.NYSE)) Class 'POSIXct' atomic [1:114090] 1.3e+09 1.3e+09 1.3e+09 1.3e+09 1.3e+09 ... ..- attr(*, "tzone")= chr "" ..- attr(*, "tclass")= chr [1:2] "POSIXct" "POSIXt" > Sys.getenv("TZ") [1] "EST" > tail(index(TICK.NYSE)) [1] "2012-03-15 14:54:00 EST" "2012-03-15 14:55:00 EST" [3] "2012-03-15 14:56:00 EST" "2012-03-15 14:57:00 EST" [5] "2012-03-15 14:58:00 EST" "2012-03-15 14:59:00 EST" > head(index(TICK.NYSE)) [1] "2011-01-18 09:30:00 EST" "2011-01-18 09:31:00 EST" [3] "2011-01-18 09:32:00 EST" "2011-01-18 09:33:00 EST" [5] "2011-01-18 09:34:00 EST" "2011-01-18 09:35:00 EST" > Sys.info() sysname "Linux" release "3.0.0-16-generic" version "#28-Ubuntu SMP Fri Jan 27 17:44:39 UTC 2012" > sessionInfo() R version 2.14.1 (2011-12-22) Platform: x86_64-pc-linux-gnu (64-bit) locale: [1] LC_CTYPE=en_US.UTF-8 LC_NUMERIC=C [3] LC_TIME=en_US.UTF-8 LC_COLLATE=en_US.UTF-8 [5] LC_MONETARY=en_US.UTF-8 LC_MESSAGES=en_US.UTF-8 [7] LC_PAPER=en_US.UTF-8 LC_NAME=en_US.UTF-8 [9] LC_ADDRESS=en_US.UTF-8 LC_TELEPHONE=en_US.UTF-8 [11] LC_MEASUREMENT=en_US.UTF-8 LC_IDENTIFICATION=en_US.UTF-8 attached base packages: [1] stats graphics grDevices utils datasets methods base other attached packages: [1] lattice_0.20-0 multicore_0.1-7 [3] doSNOW_1.0.5 snow_0.3-8 [5] doRedis_1.0.4 rredis_1.6.3 [7] foreach_1.3.2 codetools_0.2-8 [9] iterators_1.0.5 PerformanceAnalytics_1.0.3.3 [11] quantstrat_0.6.1 blotter_0.8.4 [13] twsInstrument_1.3-3 FinancialInstrument_0.10.6 [15] IBrokers_0.9-6 quantmod_0.3-18 [17] TTR_0.21-0 xts_0.8-4 [19] Defaults_1.1-1 strucchange_1.4-6 [21] sandwich_2.2-8 zoo_1.7-7 [23] rj_1.0.2-5 loaded via a namespace (and not attached): [1] grid_2.14.1 tools_2.14.1 > dput(tail(TICK.NYSE)) structure(c(-385, -213, -42, -334, -233, -111, -121, 20, -14, -125, -73, 265, -583, -269, -426, -520, -443, -440, -213, -42, -334, -233, -111, 119, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 31, 31, 30, 30, 31, 31), class = c("xts", "zoo" ), .indexCLASS = c("POSIXct", "POSIXt"), .indexTZ = "", from = "20110119 23:59:59", to = "20110124 23:59:59", src = "IB", updated = structure(1326958492.96405, class = c("POSIXct", "POSIXt")), index = structure(c(1331927640, 1331927700, 1331927760, 1331927820, 1331927880, 1331927940), tzone = "", tclass = c("POSIXct", "POSIXt")), .Dim = c(6L, 8L), .Dimnames = list(NULL, c("TICK-NYSE.Open", "TICK-NYSE.High", "TICK-NYSE.Low", "TICK-NYSE.Close", "TICK-NYSE.Volume", "TICK-NYSE.WAP", "TICK-NYSE.hasGaps", "TICK-NYSE.Count")))

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  • C++ Optimize if/else condition

    - by Heye
    I have a single line of code, that consumes 25% - 30% of the runtime of my application. It is a less-than comparator for an std::set (the set is implemented with a Red-Black-Tree). It is called about 180 Million times within 52 seconds. struct Entry { const float _cost; const long _id; // some other vars Entry(float cost, float id) : _cost(cost), _id(id) { } }; template<class T> struct lt_entry: public binary_function <T, T, bool> { bool operator()(const T &l, const T &r) const { // Most readable shape if(l._cost != r._cost) { return r._cost < l._cost; } else { return l._id < r._id; } } }; The entries should be sorted by cost and if the cost is the same by their id. I have many insertions for each extraction of the minimum. I thought about using Fibonacci-Heaps, but I have been told that they are theoretically nice, but suffer from high constants and are pretty complicated to implement. And since insert is in O(log(n)) the runtime increase is nearly constant with large n. So I think its okay to stick to the set. To improve performance I tried to express it in different shapes: return l._cost < r._cost || r._cost > l._cost || l._id < r._id; return l._cost < r._cost || (l._cost == r._cost && l._id < r._id); Even this: typedef union { float _f; int _i; } flint; //... flint diff; diff._f = (l._cost - r._cost); return (diff._i && diff._i >> 31) || l._id < r._id; But the compiler seems to be smart enough already, because I haven't been able to improve the runtime. I also thought about SSE but this problem is really not very applicable for SSE... The assembly looks somewhat like this: movss (%rbx),%xmm1 mov $0x1,%r8d movss 0x20(%rdx),%xmm0 ucomiss %xmm1,%xmm0 ja 0x410600 <_ZNSt8_Rb_tree[..]+96> ucomiss %xmm0,%xmm1 jp 0x4105fd <_ZNSt8_Rb_[..]_+93> jne 0x4105fd <_ZNSt8_Rb_[..]_+93> mov 0x28(%rdx),%rax cmp %rax,0x8(%rbx) jb 0x410600 <_ZNSt8_Rb_[..]_+96> xor %r8d,%r8d I have a very tiny bit experience with assembly language, but not really much. I thought it would be the best (only?) point to squeeze out some performance, but is it really worth the effort? Can you see any shortcuts that could save some cycles? The platform the code will run on is an ubuntu 12 with gcc 4.6 (-stl=c++0x) on a many-core intel machine. Only libraries available are boost, openmp and tbb. I am really stuck on this one, it seems so simple, but takes that much time. I have been crunching my head since days thinking how I could improve this line... Can you give me a suggestion how to improve this part, or is it already at its best?

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  • C# performance varying due to memory

    - by user1107474
    Hope this is a valid post here, its a combination of C# issues and hardware. I am benchmarking our server because we have found problems with the performance of our quant library (written in C#). I have simulated the same performance issues with some simple C# code- performing very heavy memory-usage. The code below is in a function which is spawned from a threadpool, up to a maximum of 32 threads (because our server has 4x CPUs x 8 cores each). This is all on .Net 3.5 The problem is that we are getting wildly differing performance. I run the below function 1000 times. The average time taken for the code to run could be, say, 3.5s, but the fastest will only be 1.2s and the slowest will be 7s- for the exact same function! I have graphed the memory usage against the timings and there doesnt appear to be any correlation with the GC kicking in. One thing I did notice is that when running in a single thread the timings are identical and there is no wild deviation. I have also tested CPU-bound algorithms and the timings are identical too. This has made us wonder if the memory bus just cannot cope. I was wondering could this be another .net or C# problem, or is it something related to our hardware? Would this be the same experience if I had used C++, or Java?? We are using 4x Intel x7550 with 32GB ram. Is there any way around this problem in general? Stopwatch watch = new Stopwatch(); watch.Start(); List<byte> list1 = new List<byte>(); List<byte> list2 = new List<byte>(); List<byte> list3 = new List<byte>(); int Size1 = 10000000; int Size2 = 2 * Size1; int Size3 = Size1; for (int i = 0; i < Size1; i++) { list1.Add(57); } for (int i = 0; i < Size2; i = i + 2) { list2.Add(56); } for (int i = 0; i < Size3; i++) { byte temp = list1.ElementAt(i); byte temp2 = list2.ElementAt(i); list3.Add(temp); list2[i] = temp; list1[i] = temp2; } watch.Stop(); (the code is just meant to stress out the memory) I would include the threadpool code, but we used a non-standard threadpool library. EDIT: I have reduced "size1" to 100000, which basically doesn't use much memory and I still get a lot of jitter. This suggests it's not the amount of memory being transferred, but the frequency of memory grabs?

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  • Effective optimization strategies on modern C++ compilers

    - by user168715
    I'm working on scientific code that is very performance-critical. An initial version of the code has been written and tested, and now, with profiler in hand, it's time to start shaving cycles from the hot spots. It's well-known that some optimizations, e.g. loop unrolling, are handled these days much more effectively by the compiler than by a programmer meddling by hand. Which techniques are still worthwhile? Obviously, I'll run everything I try through a profiler, but if there's conventional wisdom as to what tends to work and what doesn't, it would save me significant time. I know that optimization is very compiler- and architecture- dependent. I'm using Intel's C++ compiler targeting the Core 2 Duo, but I'm also interested in what works well for gcc, or for "any modern compiler." Here are some concrete ideas I'm considering: Is there any benefit to replacing STL containers/algorithms with hand-rolled ones? In particular, my program includes a very large priority queue (currently a std::priority_queue) whose manipulation is taking a lot of total time. Is this something worth looking into, or is the STL implementation already likely the fastest possible? Along similar lines, for std::vectors whose needed sizes are unknown but have a reasonably small upper bound, is it profitable to replace them with statically-allocated arrays? I've found that dynamic memory allocation is often a severe bottleneck, and that eliminating it can lead to significant speedups. As a consequence I'm interesting in the performance tradeoffs of returning large temporary data structures by value vs. returning by pointer vs. passing the result in by reference. Is there a way to reliably determine whether or not the compiler will use RVO for a given method (assuming the caller doesn't need to modify the result, of course)? How cache-aware do compilers tend to be? For example, is it worth looking into reordering nested loops? Given the scientific nature of the program, floating-point numbers are used everywhere. A significant bottleneck in my code used to be conversions from floating point to integers: the compiler would emit code to save the current rounding mode, change it, perform the conversion, then restore the old rounding mode --- even though nothing in the program ever changed the rounding mode! Disabling this behavior significantly sped up my code. Are there any similar floating-point-related gotchas I should be aware of? One consequence of C++ being compiled and linked separately is that the compiler is unable to do what would seem to be very simple optimizations, such as move method calls like strlen() out of the termination conditions of loop. Are there any optimization like this one that I should look out for because they can't be done by the compiler and must be done by hand? On the flip side, are there any techniques I should avoid because they are likely to interfere with the compiler's ability to automatically optimize code? Lastly, to nip certain kinds of answers in the bud: I understand that optimization has a cost in terms of complexity, reliability, and maintainability. For this particular application, increased performance is worth these costs. I understand that the best optimizations are often to improve the high-level algorithms, and this has already been done.

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  • output image is not displayed

    - by gerry chocolatos
    so, im doing an image detection which i have to process on each red, green, n blue element to get the edge map and combine them become one to show the output. but it doesnt show my output image would anyone pls be kind enough to help me? here is my code so far. //get the red element process_red = new int[width * height]; counter = 0; for(int i = 0; i < 256; i++) { for(int j = 0; j < 256; j++) { int clr = buff_red.getRGB(j, i); int red = (clr & 0x00ff0000) >> 16; red = (0xFF<<24)|(red<<16)|(red<<8)|red; process_red[counter] = red; counter++; } } //set threshold value for red element int threshold = 100; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { int bin = (buff_red.getRGB(x, y) & 0x000000ff); if (bin < threshold) bin = 0; else bin = 255; buff_red.setRGB(x,y, 0xff000000 | bin << 16 | bin << 8 | bin); } } and i do the same way for my green n blue elements. and then i wanted to get to combination of the three by doing it this way: //combine the three elements process_combine = new int[width * height]; counter = 0; for(int i = 0; i < 256; i++) { for(int j = 0; j < 256; j++) { int clr_a = buff_red.getRGB(j, i); int ar = clr_a & 0x000000ff; int clr_b = buff_green.getRGB(j, i); int bg = clr_b & 0x000000ff; int clr_c = buff_blue.getRGB(j, i); int cb = clr_b & 0x000000ff; int alpha = 0xff000000; int combine = alpha|(ar<<16)|(bg<<8)|cb; process_combine[counter] = combine; counter++; } } buff_rgb = new BufferedImage(width,height, BufferedImage.TYPE_INT_ARGB); Graphics rgb; rgb = buff_rgb.getGraphics(); rgb.drawImage(output_rgb, 0, 0, null); rgb.dispose(); repaint(); and to show the output whic is from the combining process, i use a draw method: g.drawImage(buff_rgb,800,100,this); but still it doesnt show the image. can anyone pls help me? ur help is really appreciated. thanks.

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  • UIImage rounded corners

    - by catlan
    I try to get rounded corners on a UIImage, what I read so far, the easiest way is to use a mask images. For this I used code from TheElements iPhone Example and some image resize code I found. My problem is that resizedImage is always nil and I don't find the error... - (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize { CGSize imageSize = [self size]; float width = imageSize.width; float height = imageSize.height; // scaleFactor will be the fraction that we'll // use to adjust the size. For example, if we shrink // an image by half, scaleFactor will be 0.5. the // scaledWidth and scaledHeight will be the original, // multiplied by the scaleFactor. // // IMPORTANT: the "targetHeight" is the size of the space // we're drawing into. The "scaledHeight" is the height that // the image actually is drawn at, once we take into // account the ideal of maintaining proportions float scaleFactor = 0.0; float scaledWidth = targetSize.width; float scaledHeight = targetSize.height; CGPoint thumbnailPoint = CGPointMake(0,0); // since not all images are square, we want to scale // proportionately. To do this, we find the longest // edge and use that as a guide. if ( CGSizeEqualToSize(imageSize, targetSize) == NO ) { // use the longeset edge as a guide. if the // image is wider than tall, we'll figure out // the scale factor by dividing it by the // intended width. Otherwise, we'll use the // height. float widthFactor = targetSize.width / width; float heightFactor = targetSize.height / height; if ( widthFactor < heightFactor ) scaleFactor = widthFactor; else scaleFactor = heightFactor; // ex: 500 * 0.5 = 250 (newWidth) scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the thumbnail in the frame. if // wider than tall, we need to adjust the // vertical drawing point (y axis) if ( widthFactor < heightFactor ) thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5; else if ( widthFactor > heightFactor ) thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5; } CGContextRef mainViewContentContext; CGColorSpaceRef colorSpace; colorSpace = CGColorSpaceCreateDeviceRGB(); // create a bitmap graphics context the size of the image mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); // free the rgb colorspace CGColorSpaceRelease(colorSpace); if (mainViewContentContext==NULL) return NULL; //CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]); //CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height)); CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage); // Create CGImageRef of the main view bitmap content, and then // release that bitmap context CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); CGImageRef maskImage = [[UIImage imageNamed:@"Mask.png"] CGImage]; CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage); CGImageRelease(mainViewContentBitmapContext); // convert the finished resized image to a UIImage UIImage *theImage = [UIImage imageWithCGImage:resizedImage]; // image is retained by the property setting above, so we can // release the original CGImageRelease(resizedImage); // return the image return theImage; }

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  • GPO errors filling up event viewer

    - by burntehsky
    there have been a few issues with the server i have been working on i check the event viewer and it is filled with the errors below i was not sure how to go about fixing this i looked in the path where the file is and it is there Windows cannot access the file gpt.ini for GPO CN={31B2F340-016D-11D2-945F-00C04FB984F9},CN=Policies,CN=System,DC=ISPHOME,DC=NET. The file must be present at the location <\\isphome.net\\sysvol\ISPHOME.NET\Policies\{31B2F340-016D-11D2-945F-00C04FB984F9}\gpt.ini>. (The network location cannot be reached. For information about network troubleshooting, see Windows Help. ). Group Policy processing aborted. C:\Documents and Settings\Dimitri>ipconfig /all Windows IP Configuration Host Name . . . . . . . . . . . . : ispserver Primary Dns Suffix . . . . . . . : ISPHOME.NET Node Type . . . . . . . . . . . . : Unknown IP Routing Enabled. . . . . . . . : No WINS Proxy Enabled. . . . . . . . : No DNS Suffix Search List. . . . . . : ISPHOME.NET Ethernet adapter Local Area Connection 3: Connection-specific DNS Suffix . : Description . . . . . . . . . . . : Intel(R) PRO/100 VE Network Connection #2 Physical Address. . . . . . . . . : 00-07-E9-AA-3E-C3 DHCP Enabled. . . . . . . . . . . : No IP Address. . . . . . . . . . . . : 192.168.1.50 Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : 192.168.1.1 DNS Servers . . . . . . . . . . . : 127.0.0.1 *dcdiag /c /v is below* Summary of test results for DNS servers used by the above domain contro llers: DNS server: 192.168.1.1 (<name unavailable>) All tests passed on this DNS server This is a valid DNS server DNS server: 192.168.1.50 (<name unavailable>) All tests passed on this DNS server This is a valid DNS server Name resolution is funtional. _ldap._tcp SRV record for the fores t root domain is registered Summary of DNS test results: Auth Basc Forw Del Dyn RReg Ext ________________________________________________________________ Domain: ISPHOME.NET ispserver PASS FAIL PASS PASS PASS PASS n/a ......................... ISPHOME.NET failed test DNS

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  • How can I draw a line with a variable of width?

    - by user1729944
    #include <iostream> #include <cmath> #include "graph1.h" using namespace std; int main() { int diameter = 0; int height = 0; double rate = 0; char repeat = 'y'; int obj_num = 0; displayGraphics(); obj_num = drawRect(0,0,50,400); setColor(obj_num,200,200,200); obj_num = drawRect(0,400,640,79); setColor(obj_num,71,35,35); obj_num = drawLine(50,50,150,50,5); setColor(obj_num,80,80,80); displayBMP("faucet.bmp",150,12); do { do { cout << "Enter the diamater of the cylinder <in inches > 0 but <= 300: "; cin >> diameter; if((diameter<0) || (diameter>300)) { cout << "Incorrect diamater entered; value must be between 1 and 300" << endl; } }while((diameter<0) || (diameter>300)); do { cout << "Enter the height of the cylinder <in inches > 0 but <= 325: "; cin >> height; if((height<0) || (height>325)) { cout << "Incorrect height entered; value must be between 1 and 325" << endl; } }while((height<0) || (height>325)); do { cout << "Enter the facet water's rate: <gallons/minute> "; cin >> rate; if((rate<0) || (rate>100)) { cout << "Incorrect rate entered; value must be between 1 and 100" << endl; } }while((rate<0) || (rate>100)); //I need to draw the lines here. The graphics window has a faucet that is supposed to fill //up a cylinder made out of 3 lines. I don't know how to make the lines vary from the users //input since lines are hard coded with points and all i am receiving is the width for the //bottom line and the height for the left and right lines. cout << "Repeat program? (y/n): "; cin >> repeat; clearGraphics(); }while ( (repeat == 'y') || (repeat == 'Y') ); return 0; } Here is a screenshot for reference:

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  • Is there a FlashBlock plugin written in Javascript?

    - by user3709489
    Anyone here have one ? I mean a plugin like Click to Play of Firefox and Chrome feature ( https://www.google.com/search?q=click+to+play+firefox&hl=vi&source=lnms&tbm=isch&sa=X&ei=gOKPU5GCJsP_8QXFtYC4Aw&ved=0CAgQ_AUoAQ&biw=1366&bih=717 ) but written in Javascript, work like LazyLoad I found here: https://github.com/kaizau/Lazy-Load-Images-without-jQuery If anyone here have something like that please share me, I also found a click to show function for image: <html> <head> <title></title> </head> <body> <!-- Put the body of your page below this line --> <script type="text/javascript"> <!-- function MM_preloadImages() { //v3.0 var d=document; if(d.images){ if(!d.MM_p) d.MM_p=new Array(); var i,j=d.MM_p.length,a=MM_preloadImages.arguments; for(i=0; i<a.length; i++) if (a[i].indexOf("#")!=0){ d.MM_p[j]=new Image; d.MM_p[j++].src=a[i];}} } function MM_swapImgRestore() { //v3.0 var i,x,a=document.MM_sr; for(i=0;a&&i<a.length&&(x=a[i])&&x.oSrc;i++) x.src=x.oSrc; } function MM_findObj(n, d) { //v4.01 var p,i,x; if(!d) d=document; if((p=n.indexOf("?"))>0&&parent.frames.length) { d=parent.frames[n.substring(p+1)].document; n=n.substring(0,p);} if(!(x=d[n])&&d.all) x=d.all[n]; for (i=0;!x&&i<d.forms.length;i++) x=d.forms[i][n]; for(i=0;!x&&d.layers&&i<d.layers.length;i++) x=MM_findObj(n,d.layers[i].document); if(!x && d.getElementById) x=d.getElementById(n); return x; } function MM_swapImage() { //v3.0 var i,j=0,x,a=MM_swapImage.arguments; document.MM_sr=new Array; for(i=0;i<(a.length-2);i+=3) if ((x=MM_findObj(a[i]))!=null){document.MM_sr[j++]=x; if(!x.oSrc) x.oSrc=x.src; x.src=a[i+2];} } //--> </script> <p><img data-src="graphics/one.gif" width="400" height="600" id="Image1" onClick="MM_swapImage('Image1','','http://www.nasa.gov/sites/default/themes/NASAPortal/images/nasa-starfield-header-hr.png',0)"></p> <!-- Put the body of your page above this line --> </body> </html> Many thank!

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  • Function for counting characters/words not working

    - by user1742729
    <!DOCTYPE HTML> <html> <head> <title> Javascript - stuff </title> <script type="text/javascript"> <!-- function GetCountsAll( Wordcount, Sentancecount, Clausecount, Charactercount ) { var TextString = document.getElementById("Text").innerHTML; var Wordcount = 0; var Sentancecount = 0; var Clausecount = 0; var Charactercount = 0; // For loop that runs through all characters incrementing the variable(s) value each iteration for (i=0; i < TextString.length; i++); if (TextString.charAt(i) == " " = true) Wordcount++; return Wordcount; if (TextString.charAt(i) = "." = true) Sentancecount++; Clausecount++; return Sentancecount; if (TextString.charAt(i) = ";" = true) Clausecount++; return Clausecount; } --> </script> </head> <body> <div id="Text"> It is important to remember that XHTML is a markup language; it is not a programming language. The language only describes the placement and visual appearance of elements arranged on a page; it does not permit users to manipulate these elements to change their placement or appearance, or to perform any "processing" on the text or graphics to change their content in response to user needs. For many Web pages this lack of processing capability is not a great drawback; the pages are simply displays of static, unchanging, information for which no manipulation by the user is required. Still, there are cases where the ability to respond to user actions and the availability of processing methods can be a great asset. This is where JavaScript enters the picture. </div> <input type = "button" value = "Get Counts" class = "btnstyle" onclick = "GetCountsAll()"/> <br/> <span id= "Charactercount"> </span> Characters <br/> <span id= "Wordcount"> </span> Words <br/> <span id= "Sentancecount"> </span> Sentences <br/> <span id= "ClauseCount"> </span> Clauses <br/> </body> </html> I am a student and still learning JavaScript, so excuse any horrible mistakes. The script is meant to calculate the number of characters, words, sentences, and clauses in the passage. It's, plainly put, just not working. I have tried a multitude of things to get it to work for me and have gotten a plethora of different errors but no matter what I can NOT get this to work. Please help! (btw i know i misspelled sentence)

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  • How To Run XP Mode in VirtualBox on Windows 7 (sort of)

    - by Matthew Guay
    A few weeks ago we showed you how to run XP Mode on a Windows 7 computer without Hardware Virtualization using VMware. Some of you have been asking if it can be done in Virtual Box as well. The answer is “Yes!” and here we’ll show you how. Editor Update: Apparently there isn’t a way to activate XP Mode through VirtualBox using this method. You will however, be able to run it for 30 days. We have a new updated article on how to Install XP Mode with VirtualBox Using the VMLite Plugin.   Earlier we showed you how to run XP mode on windows 7 machines without hardware virtualization capability. Since then, a lot of you have been asking to a write up a tutorial about doing the same thing using VirtualBox.  This makes it another great way to run XP Mode if your computer does not have hardware virtualization.  Here we’ll see how to import the XP Mode from Windows 7 Professional, Enterprise, or Ultimate into VirtualBox so you can run XP in it for free. Note: You need to have Windows 7 Professional or above to use XP Mode in this manner. In our tests we were able to get it to run on Home Premium as well, but you’ll be breaking Windows 7 licensing agreements. Getting Started First, download and install XP Mode (link below).  There is no need to download Virtual PC if your computer cannot run it, so just download the XP Mode from the link on the left. Install XP mode; just follow the default prompts as usual. Now, download and install VirtualBox 3.1.2 or higher(link below).  Install as normal, and simply follow the default prompts. VirtualBox may notify you that your network connection will be reset during the installation.  Press Yes to continue. During the install, you may see several popups asking you if you wish to install device drivers for USB and Network interfaces.  Simply click install, as these are needed for VirtualBox to run correctly. Setup only took a couple minutes, and doesn’t require a reboot. Setup XP Mode in VirtualBox: First we need to copy the default XP Mode so VirtualBox will not affect the original copy.  Browse to C:\Program Files\Windows XP Mode, and copy the file “Windows XP Mode base.vhd”.  Paste it in another folder of your choice, such as your Documents folder. Once you’ve copied the file, right-click on it and click Properties. Uncheck the “Read-only” box in this dialog, and then click Ok. Now, in VirtualBox, click New to create a new virtual machine. Enter the name of your virtual machine, and make sure the operating system selected is Windows XP. Choose how much memory you want to allow the virtual machine to use.  VirtualBox’ default is 192 Mb ram, but for better performance you can select 256 or 512Mb. Now, select the hard drive for the virtual machine.  Select “Use existing hard disk”, then click the folder button to choose the XP Mode virtual drive. In this window, click Add, and then browse to find the copy of XP Mode you previously made. Make sure the correct virtual drive is selected, then press Select. After selecting the VHD your screen should look like the following then click Next. Verify the settings you made are correct. If not, you can go back and make any changes. When everything looks correct click Finish. Setup XP Mode Now, in VirtualBox, click start to run XP Mode. The Windows XP in this virtual drive is not fully setup yet, so you will have to go through the setup process.   If you didn’t uncheck the “Read-only” box in the VHD properties before, you may see the following error.  If you see it, go back and check the file to makes sure it is not read-only. When you click in the virtual machine, it will capture your mouse by default.  Simply press the right Ctrl key to release your mouse so you can go back to using Windows 7.  This will only be the case during the setup process; after the Guest Additions are installed, the mouse will seamlessly move between operating systems. Now, accept the license agreement in XP.   Choose your correct locale and keyboard settings. Enter a name for your virtual XP, and an administrative password. Check the date, time, and time zone settings, and adjust them if they are incorrect.  The time and date are usually correct, but the time zone often has to be corrected. XP will now automatically finish setting up your virtual machine, and then will automatically reboot. After rebooting, select your automatic update settings. You may see a prompt to check for drivers; simply press cancel, as all the drivers we need will be installed later with the Guest Additions. Your last settings will be finalized, and finally you will see your XP desktop in VirtualBox. Please note that XP Mode may not remain activated after importing it into VirtualBox. When you activate it, use the key that is located at C:\Program Files\Windows XP Mode\key.txt.  Note: During our tests we weren’t able to get the activation to go through. We are looking into the issue and will have a revised article showing the correct way to get XP Mode in VirutalBox working correctly soon.    Now we have one final thing to install – the VirtualBox Guest Additions.  In the VirtualBox window, click “Devices” and then select “Install Guest Additions”. This should automatically launch in XP; if it doesn’t, click Start, then My Computer, and finally double-click on the CD drive which should say VirtualBox Guest Additions. Simply install with the normal presets. You can select to install an experimental 3D graphics driver if you wish to try to run games in XP in VirtualBox; however, do note that this is not fully supported and is currently a test feature. You may see a prompt informing you that the drivers have not passed Logo testing; simply press “Continue Anyway” to proceed with the installation.   When installation has completed, you will be required to reboot your virtual machine. Now, you can move your mouse directly from Windows XP to Windows 7 without pressing Ctrl. Integrating with Windows 7 Once your virtual machine is rebooted, you can integrate it with your Windows 7 desktop.  In the VirtualBox window, click Machine and then select “Seamless Mode”.   In Seamless mode you’ll have the XP Start menu and taskbar sit on top of your Windows 7 Start and Taskbar. Here we see XP running on Virtual Box in Seamless Mode. We have the old XP WordPad sitting next to the new Windows 7 version of WordPad. Another view of everything running seamlessly together on the same Windows 7 desktop. Hover the pointer over the XP taskbar to pull up the Virtual Box menu items. You can exit out of Seamless Mode from the VirtualBox menu or using “Ctrl+L”. Then you go back to having it run separately on your desktop again. Conclusion Running XP Mode in a Virtual Machine is a great way to experience the feature on computers without Hardware Virtualization capabilities. If you prefer VMware Player, then you’ll want to check out our articles on how to run XP Mode on Windows 7 machines without Hardware Virtualization, and how to create an XP Mode for Windows 7 Home Premium and Vista. Download VirtualBox Download XP Mode Similar Articles Productive Geek Tips Install XP Mode with VirtualBox Using the VMLite PluginUsing Windows 7 or Vista Compatibility ModeMake Safari Stop Crashing Every 20 Seconds on Windows VistaForce Windows 7 / Vista to Boot Into Safe Mode Without Using the F8 KeyHow To Run Chrome OS in VirtualBox 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 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Enable Check Box Selection in Windows 7 OnlineOCR – Free OCR Service Betting on the Blind Side, a Vanity Fair article 30 Minimal Logo Designs that Say More with Less LEGO Digital Designer – Free Create a Personal Website Quickly using Flavors.me

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  • How To Run XP Mode in VirtualBox on Windows 7 (sort of)

    - by Matthew Guay
    A few weeks ago we showed you how to run XP Mode on a Windows 7 computer without Hardware Virtualization using VMware. Some of you have been asking if it can be done in Virtual Box as well. The answer is “Yes!” and here we’ll show you how. Editor Update: Apparently there isn’t a way to activate XP Mode through VirtualBox using this method. You will however, be able to run it for 30 days. We have a new updated article on how to Install XP Mode with VirtualBox Using the VMLite Plugin.   Earlier we showed you how to run XP mode on windows 7 machines without hardware virtualization capability. Since then, a lot of you have been asking to a write up a tutorial about doing the same thing using VirtualBox.  This makes it another great way to run XP Mode if your computer does not have hardware virtualization.  Here we’ll see how to import the XP Mode from Windows 7 Professional, Enterprise, or Ultimate into VirtualBox so you can run XP in it for free. Note: You need to have Windows 7 Professional or above to use XP Mode in this manner. In our tests we were able to get it to run on Home Premium as well, but you’ll be breaking Windows 7 licensing agreements. Getting Started First, download and install XP Mode (link below).  There is no need to download Virtual PC if your computer cannot run it, so just download the XP Mode from the link on the left. Install XP mode; just follow the default prompts as usual. Now, download and install VirtualBox 3.1.2 or higher(link below).  Install as normal, and simply follow the default prompts. VirtualBox may notify you that your network connection will be reset during the installation.  Press Yes to continue. During the install, you may see several popups asking you if you wish to install device drivers for USB and Network interfaces.  Simply click install, as these are needed for VirtualBox to run correctly. Setup only took a couple minutes, and doesn’t require a reboot. Setup XP Mode in VirtualBox: First we need to copy the default XP Mode so VirtualBox will not affect the original copy.  Browse to C:\Program Files\Windows XP Mode, and copy the file “Windows XP Mode base.vhd”.  Paste it in another folder of your choice, such as your Documents folder. Once you’ve copied the file, right-click on it and click Properties. Uncheck the “Read-only” box in this dialog, and then click Ok. Now, in VirtualBox, click New to create a new virtual machine. Enter the name of your virtual machine, and make sure the operating system selected is Windows XP. Choose how much memory you want to allow the virtual machine to use.  VirtualBox’ default is 192 Mb ram, but for better performance you can select 256 or 512Mb. Now, select the hard drive for the virtual machine.  Select “Use existing hard disk”, then click the folder button to choose the XP Mode virtual drive. In this window, click Add, and then browse to find the copy of XP Mode you previously made. Make sure the correct virtual drive is selected, then press Select. After selecting the VHD your screen should look like the following then click Next. Verify the settings you made are correct. If not, you can go back and make any changes. When everything looks correct click Finish. Setup XP Mode Now, in VirtualBox, click start to run XP Mode. The Windows XP in this virtual drive is not fully setup yet, so you will have to go through the setup process.   If you didn’t uncheck the “Read-only” box in the VHD properties before, you may see the following error.  If you see it, go back and check the file to makes sure it is not read-only. When you click in the virtual machine, it will capture your mouse by default.  Simply press the right Ctrl key to release your mouse so you can go back to using Windows 7.  This will only be the case during the setup process; after the Guest Additions are installed, the mouse will seamlessly move between operating systems. Now, accept the license agreement in XP.   Choose your correct locale and keyboard settings. Enter a name for your virtual XP, and an administrative password. Check the date, time, and time zone settings, and adjust them if they are incorrect.  The time and date are usually correct, but the time zone often has to be corrected. XP will now automatically finish setting up your virtual machine, and then will automatically reboot. After rebooting, select your automatic update settings. You may see a prompt to check for drivers; simply press cancel, as all the drivers we need will be installed later with the Guest Additions. Your last settings will be finalized, and finally you will see your XP desktop in VirtualBox. Please note that XP Mode may not remain activated after importing it into VirtualBox. When you activate it, use the key that is located at C:\Program Files\Windows XP Mode\key.txt.  Note: During our tests we weren’t able to get the activation to go through. We are looking into the issue and will have a revised article showing the correct way to get XP Mode in VirutalBox working correctly soon.    Now we have one final thing to install – the VirtualBox Guest Additions.  In the VirtualBox window, click “Devices” and then select “Install Guest Additions”. This should automatically launch in XP; if it doesn’t, click Start, then My Computer, and finally double-click on the CD drive which should say VirtualBox Guest Additions. Simply install with the normal presets. You can select to install an experimental 3D graphics driver if you wish to try to run games in XP in VirtualBox; however, do note that this is not fully supported and is currently a test feature. You may see a prompt informing you that the drivers have not passed Logo testing; simply press “Continue Anyway” to proceed with the installation.   When installation has completed, you will be required to reboot your virtual machine. Now, you can move your mouse directly from Windows XP to Windows 7 without pressing Ctrl. Integrating with Windows 7 Once your virtual machine is rebooted, you can integrate it with your Windows 7 desktop.  In the VirtualBox window, click Machine and then select “Seamless Mode”.   In Seamless mode you’ll have the XP Start menu and taskbar sit on top of your Windows 7 Start and Taskbar. Here we see XP running on Virtual Box in Seamless Mode. We have the old XP WordPad sitting next to the new Windows 7 version of WordPad. Another view of everything running seamlessly together on the same Windows 7 desktop. Hover the pointer over the XP taskbar to pull up the Virtual Box menu items. You can exit out of Seamless Mode from the VirtualBox menu or using “Ctrl+L”. Then you go back to having it run separately on your desktop again. Conclusion Running XP Mode in a Virtual Machine is a great way to experience the feature on computers without Hardware Virtualization capabilities. If you prefer VMware Player, then you’ll want to check out our articles on how to run XP Mode on Windows 7 machines without Hardware Virtualization, and how to create an XP Mode for Windows 7 Home Premium and Vista. Download VirtualBox Download XP Mode Similar Articles Productive Geek Tips Install XP Mode with VirtualBox Using the VMLite PluginUsing Windows 7 or Vista Compatibility ModeMake Safari Stop Crashing Every 20 Seconds on Windows VistaForce Windows 7 / Vista to Boot Into Safe Mode Without Using the F8 KeyHow To Run Chrome OS in VirtualBox 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 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Enable Check Box Selection in Windows 7 OnlineOCR – Free OCR Service Betting on the Blind Side, a Vanity Fair article 30 Minimal Logo Designs that Say More with Less LEGO Digital Designer – Free Create a Personal Website Quickly using Flavors.me

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  • Run Windows in Ubuntu with VMware Player

    - by Matthew Guay
    Are you an enthusiast who loves their Ubuntu Linux experience but still needs to use Windows programs?  Here’s how you can get the full Windows experience on Ubuntu with the free VMware Player. Linux has become increasingly consumer friendly, but still, the wide majority of commercial software is only available for Windows and Macs.  Dual-booting between Windows and Linux has been a popular option for years, but this is a frustrating solution since you have to reboot into the other operating system each time you want to run a specific application.  With virtualization, you’ll never have to make this tradeoff.  VMware Player makes it quick and easy to install any edition of Windows in a virtual machine.  With VMware’s great integration tools, you can copy and paste between your Linux and Windows programs and even run native Windows applications side-by-side with Linux ones. Getting Started Download the latest version of VMware Player for Linux, and select either the 32-bit or 64-bit version, depending on your system.  VMware Player is a free download, but requires registration.  Sign in with your VMware account, or create a new one if you don’t already have one. VMware Player is fairly easy to install on Linux, but you will need to start out the installation from the terminal.  First, enter the following to make sure the installer is marked as executable, substituting version/build_number for the version number on the end of the file you downloaded. chmod +x ./VMware-Player-version/build_number.bundle Then, enter the following to start the install, again substituting your version number: gksudo bash ./VMware-Player-version/build_number.bundle You may have to enter your administrator password to start the installation, and then the VMware Player graphical installer will open.  Choose whether you want to check for product updates and submit usage data to VMware, and then proceed with the install as normal. VMware Player installed in only a few minutes in our tests, and was immediately ready to run, no reboot required.  You can now launch it from your Ubuntu menu: click Applications \ System Tools \ VMware Player. You’ll need to accept the license agreement the first time you run it. Welcome to VMware Player!  Now you can create new virtual machines and run pre-built ones on your Ubuntu desktop. Install Windows in VMware Player on Ubuntu Now that you’ve got VMware setup, it’s time to put it to work.  Click the Create a New Virtual Machine as above to start making a Windows virtual machine. In the dialog that opens, select your installer disk or ISO image file that you want to install Windows from.  In this example, we’re select a Windows 7 ISO.  VMware will automatically detect the operating system on the disk or image.  Click Next to continue. Enter your Windows product key, select the edition of Windows to install, and enter your name and password. You can leave the product key field blank and enter it later.  VMware will ask if you want to continue without a product key, so just click Yes to continue. Now enter a name for your virtual machine and select where you want to save it.  Note: This will take up at least 15Gb of space on your hard drive during the install, so make sure to save it on a drive with sufficient storage space. You can choose how large you want your virtual hard drive to be; the default is 40Gb, but you can choose a different size if you wish.  The entire amount will not be used up on your hard drive initially, but the virtual drive will increase in size up to your maximum as you add files.  Additionally, you can choose if you want the virtual disk stored as a single file or as multiple files.  You will see the best performance by keeping the virtual disk as one file, but the virtual machine will be more portable if it is broken into smaller files, so choose the option that will work best for your needs. Finally, review your settings, and if everything looks good, click Finish to create the virtual machine. VMware will take over now, and install Windows without any further input using its Easy Install.  This is one of VMware’s best features, and is the main reason we find it the easiest desktop virtualization solution to use.   Installing VMware Tools VMware Player doesn’t include the VMware Tools by default; instead, it automatically downloads them for the operating system you’re installing.  Once you’ve downloaded them, it will use those tools anytime you install that OS.  If this is your first Windows virtual machine to install, you may be prompted to download and install them while Windows is installing.  Click Download and Install so your Easy Install will finish successfully. VMware will then download and install the tools.  You may need to enter your administrative password to complete the install. Other than this, you can leave your Windows install unattended; VMware will get everything installed and running on its own. Our test setup took about 30 minutes, and when it was done we were greeted with the Windows desktop ready to use, complete with drivers and the VMware tools.  The only thing missing was the Aero glass feature.  VMware Player is supposed to support the Aero glass effects in virtual machines, and although this works every time when we use VMware Player on Windows, we could not get it to work in Linux.  Other than that, Windows is fully ready to use.  You can copy and paste text, images, or files between Ubuntu and Windows, or simply drag-and-drop files between the two. Unity Mode Using Windows in a window is awkward, and makes your Windows programs feel out of place and hard to use.  This is where Unity mode comes in.  Click Virtual Machine in VMware’s menu, and select Enter Unity. Your Windows desktop will now disappear, and you’ll see a new Windows menu underneath your Ubuntu menu.  This works the same as your Windows Start Menu, and you can open your Windows applications and files directly from it. By default, programs from Windows will have a colored border and a VMware badge in the corner.  You can turn this off from the VMware settings pane.  Click Virtual Machine in VMware’s menu and select Virtual Machine Settings.  Select Unity under the Options tab, and uncheck the Show borders and Show badges boxes if you don’t want them. Unity makes your Windows programs feel at home in Ubuntu.  Here we have Word 2010 and IE8 open beside the Ubuntu Help application.  Notice that the Windows applications show up in the taskbar on the bottom just like the Linux programs.  If you’re using the Compiz graphics effects in Ubuntu, your Windows programs will use them too, including the popular wobbly windows effect. You can switch back to running Windows inside VMware Player’s window by clicking the Exit Unity button in the VMware window. Now, whenever you want to run Windows applications in Linux, you can quickly launch it from VMware Player. Conclusion VMware Player is a great way to run Windows on your Linux computer.  It makes it extremely easy to get Windows installed and running, lets you run your Windows programs seamlessly alongside your Linux ones.  VMware products work great in our experience, and VMware Player on Linux was no exception. If you’re a Windows user and you’d like to run Ubuntu on Windows, check out our article on how to Run Ubuntu in Windows with VMware Player. 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