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  • help: cannot make ubuntu 64-bit v12.04 install work

    - by honestann
    I decided it was time to update my ubuntu (single boot) computer from 64-bit v10.04 to 64-bit v12.04. Unfortunately, for some reason (or reasons) I just can't make it work. Note that I am attempting a fresh install of 64-bit v12.04 onto a new 3TB hard disk, not an upgrade of the 1TB hard disk that has contained my 64-bit v10.04 installation. To perform the attempted install of v12.04 I unplug the SATA cable from the 1TB drive and plug it into the 3TB drive (to avoid risking damage to my working v10.04 installation). I downloaded the ubuntu 64-bit v12.04 install DVD ISO file (~1.6 GB) from the ubuntu releases webpage and burned it onto a DVD. I have downloaded the DVD ISO file 3 times and burned 3 of these installation DVDs (twice with v10.04 and once with my winxp64 system), but none of them work. I run the "check disk" on the DVDs at the beginning of the installation process to assure the DVD is valid. I also tried to install on two older 250GB seagate drives in the same computer. During every attempt I plug the same SATA cable (sda) into only one disk drive (the 3TB or one of the 250GB drives) and leave the other disk drives unconnected (for simplicity). Installation takes about 30 minutes on the 250GB drives, and about 60 minutes on the 3TB drive - not sure why. When I install on the 250GB drives, the install process finishes, the computer reboots (after the install DVD is removed), but I get a grub error 15. It is my understanding that 64-bit ubuntu (and 64-bit linux in general) has no problem with 3TB disk drives. In the BIOS I have tried having EFI set to "enabled" and "auto" with no apparent difference (no success). I have tried partitioning the drive in a few ways to see if that makes a difference, but so far it has not mattered. Typically I manually create partitions something like this: 8GB swap 8GB /boot ext4 3TB / ext4 But I've also tried the following, just in case it matters: 100MB boot efi 8GB swap 8GB /boot ext4 3TB / ext4 Note: In the partition dialog I specify bootup on the same drive I am partitioning and installing ubuntu v12.04 onto. It is a VERY DANGEROUS FACT that the default for this always comes up with the wrong drive (some other drive, generally the external drive). Unless I'm stupid or misunderstanding something, this is very wrong and very dangerous default behavior. Note: If I connect the SATA cable to the 1TB drive that has been my ubuntu 64-bit v10.04 system drive for the past 2 years, it boots up and runs fine. I guess there must be a log file somewhere, and maybe it gives some hints as to what the problem is. I should be able to boot off the 1TB drive with the 3TB drive connected as a secondary (non-boot) drive and get the log file, assuming there is one and someone tells me the name (and where to find it if the name is very generic). After installation on the 3TB drive completes and the system reboots, the following prints out on a black screen: Loading Operating System ... Boot from CD/DVD : Boot from CD/DVD : error: unknown filesystem grub rescue Note: I have two DVD burners in the system, hence the duplicate line above. The same install and reboot on the 250GB drives generates "grub error 15". Sigh. Any ideas? ========== motherboard == gigabyte 990FXA-UD7 CPU == AMD FX-8150 8-core bulldozer @ 3.6 GHz RAM == 8GB of DDR3 in 2 sticks (matched pair) HDD == seagate 3TB SATA3 @ 7200 rpm (new install 64-bit v12.04) HDD == seagate 1TB SATA3 @ 7200 rpm (current install 64-bit v10.04) GPU == nvidia GTX-285 ??? == no overclocking or other funky business USB == external seagate 2TB HDD for making backups DVD == one bluray burner (SATA) DVD == one DVD burner (SATA) The current ubuntu 64-bit v10.04 system boots and runs fine on a seagate 1TB.

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  • Visual Studio Exceptions dialogs

    - by Daniel Moth
    Previously I covered step 1 of live debugging with start and attach. Once the debugger is attached, you want to go to step 2 of live debugging, which is to break. One way to break under the debugger is to do nothing, and just wait for an exception to occur in your code. This is true for all types of code that you debug in Visual Studio, and let's consider the following piece of C# code:3: static void Main() 4: { 5: try 6: { 7: int i = 0; 8: int r = 5 / i; 9: } 10: catch (System.DivideByZeroException) {/*gulp. sue me.*/} 11: System.Console.ReadLine(); 12: } If you run this under the debugger do you expect an exception on line 8? It is a trick question: you have to know whether I have configured the debugger to break when exceptions are thrown (first-chance exceptions) or only when they are unhandled. The place you do that is in the Exceptions dialog which is accessible from the Debug->Exceptions menu and on my installation looks like this: Note that I have checked all CLR exceptions. I could have expanded (like shown for the C++ case in my screenshot) and selected specific exceptions. To read more about this dialog, please read the corresponding Exception Handling debugging msdn topic and all its subtopics. So, for the code above, the debugger will break execution due to the thrown exception (exactly as if the try..catch was not there), so I see the following Exception Thrown dialog: Note the following: I can hit continue (or hit break and then later continue) and the program will continue fine since I have a catch handler. If this was an unhandled exception, then that is what the dialog would say (instead of first chance exception) and continuing would crash the app. That hyperlinked text ("Open Exception Settings") opens the Exceptions dialog I described further up. The coolest thing to note is the checkbox - this is new in this latest release of Visual Studio: it is a shortcut to the checkbox in the Exceptions dialog, so you don't have to open it to change this setting for this specific exception - you can toggle that option right from this dialog. Finally, if you try the code above on your system, you may observe a couple of differences from my screenshots. The first is that you may have an additional column of checkboxes in the Exceptions dialog. The second is that the last dialog I shared may look different to you. It all depends on the Debug->Options settings, and the two relevant settings are in this screenshot: The Exception assistant is what configures the look of the UI when the debugger wants to indicate exception to you, and the Just My Code setting controls the extra column in the Exception dialog. You can read more about those options on MSDN: How to break on User-Unhandled exceptions (plus Gregg’s post) and Exception Assistant. Before I leave you to go play with this stuff a bit more, please note that this level of debugging is now available for JavaScript too, and if you are looking at the Exceptions dialog and wondering what the "GPU Memory Access Exceptions" node is about, stay tuned on the C++ AMP blog ;-) Comments about this post by Daniel Moth welcome at the original blog.

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  • Surface V2.0

    - by Dennis Vroegop
    It’s been quiet around here. And the reason for that is that it’s been quiet around Surface for a while. Now, a lot of people assume that when a product team isn’t making too much noise that must mean they stopped working on their product. Remember the PDC keynote in 2010? Just because they didn’t mention WPF there a lot of people had the idea that WPF was dead and abandoned for Silverlight. Of course, this couldn’t be farther from the truth. The same applies to Surface. While we didn’t hear much from the team in Redmond they were busy putting together the next version of the platform. And at the CES in January the world saw what they have been up to all along: Surface V2.0 as it’s commonly known. Of course, the product is still in development. It’s not here yet, we can’t buy one yet. However, more and more information comes available and I think this is a good time to share with you what it’s all about! The biggest change from an organizational point of view is that Microsoft decided to stop producing the hardware themselves. Instead, they have formed a partnership with Samsung who will manufacture the devices. This means that you as a buyer get the benefits of a large, worldwide supplier with all the services they can offer. Not that Microsoft didn’t do that before but since Surface wasn’t a ‘big’ product it was sometimes hard to get to the right people. The new device is officially called the “Samsung SUR 40 for Microsoft Surface” which is quite a mouthful. The software that runs the device is of course still coming from Microsoft. Let’s dive into the technical specs (note: all of this is preliminary, it’s still in the Alpha phase!): Audio out HDMI / StereoRCA / SPDIF / 2 times 3.5mm audio out jack Brightness 300 CD/m2 Communications 1GB Ethernet/802.11/Bluetooth Contrast Ratio 1:1000 CPU AMD Athlon X2 245e 2.9Ghz Dual Core Display Resolution Full HD 1080p 1920x1080 / 16:9 aspect ratio GPU AMD Radeon HD 6750 1GB GDDRS HDD 320 GB / 7200 RPM HDMI In / HDMI out Yes I/O Ports 4 USB, SD Card reader Operation System Embedded Windows 7 Professional 64 bits Panel Size 40” diagonal Protection Glass Gorilla Glass RAM 4 GB DD3 Weight / with standard legs 70.0 Kg / 154 lbs Weight / standalone 39.5 Kg / 87 lbs Height (without legs) 4 inch Contact points recognized > 50 Cool Factor Extremely   Ok, the last point is not official, but I do think it needs to be there. Let’s talk software. As noted, it runs Windows 7 Professional 64 bit, which means you can run Visual Studio 2010 on it. The software is going to be developed in WPF4.0 with the additional Surface SDK 2.0. It will contain all the things you’ve seen before plus some extra’s. They have taken some steps to align it more with the Surface Toolkit which you can download today, so if you do things right your software should be portable between a WPF4.0 Windows 7 Multi-touch app and the Surface v2 environment. It still uses infrared to detect contacts, so in that respect nothing much has changed conceptually. We still can differentiate between a finger, a tag or a blob. Of course, since the new platform has a much higher resolution (compared to the 1024x768 of the first version) you might need to look at your code again. I’ve seen a lot of applications on Surface that assume the old resolution and moving that to V2 is going to be some work. To be honest: as I am under NDA I cannot disclose much about the new software besides what I have told you here, but trust me: it’s going to blow people away. Now, the biggest question for me is: when can I get one? Until we can, have a look here: Tags van Technorati: surface,samsung,WPF

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  • Ubuntu 12.04 lightdm dumps to tty. Cannot start GUI interface when booting off harddrive, but can when booting off usb

    - by user72681
    When booting, lightdm dumps to tty. No GUI interface works- this is after a fresh install of Ubuntu 12.04 where the GUI interface works when running off the USB. I have an NVIDIA Corporation G98 [Quadro NVS 420] graphics card. After I call startx from the terminal it still doesn't work. I get the following in the Xorg.0.log: [ 327.718] (--) NVIDIA(0): Memory: 262144 kBytes [ 327.718] (--) NVIDIA(0): VideoBIOS: 62.98.6f.00.07 [ 327.718] (II) NVIDIA(0): Detected PCI Express Link width: 16X [ 327.718] (--) NVIDIA(0): Interlaced video modes are supported on this GPU [ 327.756] (--) NVIDIA(0): Connected display device(s) on Quadro NVS 420 at PCI:3:0:0 [ 327.756] (--) NVIDIA(0): none [ 327.756] (EE) NVIDIA(0): No display devices found for this X screen. [ 328.010] (II) UnloadModule: "nvidia" [ 328.010] (II) Unloading nvidia [ 328.010] (II) UnloadModule: "wfb" [ 328.010] (II) Unloading wfb [ 328.010] (II) UnloadModule: "fb" [ 328.010] (II) Unloading fb [ 328.011] (EE) Screen(s) found, but none have a usable configuration. [ 328.011] Fatal server error: [ 328.011] no screens found /var/log/lightdm/lightdm.log [+0.00s] DEBUG: Starting local X display [+0.00s] DEBUG: X server :0 will replace Plymouth [+0.02s] DEBUG: Using VT 7 [+0.02s] DEBUG: Activating VT 7 [+0.02s] DEBUG: Logging to /var/log/lightdm/x-0.log [+0.02s] DEBUG: Writing X server authority to /var/run/lightdm/root/:0 [+0.02s] DEBUG: Launching X Server [+0.02s] DEBUG: Launching process 1074: /usr/bin/X :0 -auth /var/run/lightdm/root/:0 -nolisten tcp vt7 -novtswitch -background none [+0.02s] DEBUG: Waiting for ready signal from X server :0 [+0.02s] DEBUG: Acquired bus name org.freedesktop.DisplayManager [+0.02s] DEBUG: Registering seat with bus path /org/freedesktop/DisplayManager/Seat0 [+1.38s] DEBUG: Process 1074 exited with return value 1 [+1.38s] DEBUG: X server stopped [+1.38s] DEBUG: Removing X server authority /var/run/lightdm/root/:0 [+1.38s] DEBUG: Releasing VT 7 [+1.38s] DEBUG: Stopping Plymouth, X server failed to start [+1.39s] DEBUG: Display server stopped [+1.39s] DEBUG: Stopping display [+1.39s] DEBUG: Display stopped [+1.39s] DEBUG: Stopping X local seat, failed to start a display [+1.39s] DEBUG: Stopping seat [+1.39s] DEBUG: Seat stopped [+1.39s] DEBUG: Required seat has stopped [+1.39s] DEBUG: Stopping display manager [+1.39s] DEBUG: Display manager stopped [+1.39s] DEBUG: Stopping daemon [+1.39s] DEBUG: Exiting with return value 1 /var/log/lightdm/x-0.log X Protocol Version 11, Revision 0 Build Operating System: Linux 2.6.24-31-server x86_64 Ubuntu Current Operating System: Linux oorn 3.2.0-23-generic #36-Ubuntu SMP Tue Apr 10 20:39:51 UTC 2012 x86_64 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.2.0-23-generic root=UUID=b25ab072-077d-40f1-95a4-c7fd66acd2f0 ro reboot=pci quiet splash vt.handoff=7 Build Date: 07 May 2012 11:43:21PM xorg-server 2:1.11.4-0ubuntu10.2 (For technical support please see http://www.ubuntu.com/support) Current version of pixman: 0.24.4 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.0.log", Time: Wed Jun 27 12:51:45 2012 (==) Using config file: "/etc/X11/xorg.conf" (==) Using system config directory "/usr/share/X11/xorg.conf.d" (EE) NVIDIA(0): No display devices found for this X screen. (EE) Screen(s) found, but none have a usable configuration. Fatal server error: no screens found Please consult the The X.Org Foundation support at http://wiki.x.org for help. Please also check the log file at "/var/log/Xorg.0.log" for additional information. ddxSigGiveUp: Closing log Server terminated with error (1). Closing log file.

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  • How do I get sound output on HDMI without the need to start X?

    - by Magnus Hoff
    I have a headless machine connected to my sound system, and I am using it to run a music playing daemon that I control over the network. (Among other things) However, I can't seem to be able to have sound come out of my speakers without running X. I am running pulse audio in a system wide instance and my daemon is not running within X. Nevertheless, when my daemon is playing music without me hearing it, I can fix it by running startx in an unrelated session. After X starts, I can hear the sound. The sound disappears again if I kill the X server. Interestingly/annoyingly, the sound also stops after X has been running for a few minutes. This could possibly be because of a screen saver of some sort, but I haven't been able to verify or falsify this theory. So my current workaround is to ssh into the box whenever I want music and startx, and restart it every fifteen minutes or so. I'd like to do better. I have been able to verify the following: Adjustments in alsamixer have no effect on this problem. The relevant output channel is never muted In alsamixer, I can see no difference between when the sound is working and when it isn't Nothing is muted in pactl list There is no difference in the output from pactl list between before starting X and after it's started. (Except the identifier of the pactl instance connected to pulse, which is different each time you run pactl) The user running the music daemon is a member of the groups audio, pulse and pulse-access The music daemon program does not report any error messages and acts as if it is playing the music like it should Some form of dbus daemon is running. ps aux|grep dbus reports dbus-daemon --system --fork --activation=upstart before and after I have started X Some details about my hardware: Motherboard: http://www.asus.com/Motherboards/AT5IONTI_DELUXE/ Sound chip: Nvidia GPU 0b HDMI/DP (from alsamixer) Using HDMI for output (Machine also has an Intel Realtek ALC887 that I am not using) Output of lsmod: Module Size Used by deflate 12617 0 zlib_deflate 27139 1 deflate ctr 13201 0 twofish_generic 16635 0 twofish_x86_64_3way 25287 0 twofish_x86_64 12907 1 twofish_x86_64_3way twofish_common 20919 3 twofish_generic,twofish_x86_64_3way,twofish_x86_64 camellia 29348 0 serpent 29125 0 blowfish_generic 12530 0 blowfish_x86_64 21466 0 blowfish_common 16739 2 blowfish_generic,blowfish_x86_64 cast5 25112 0 des_generic 21415 0 xcbc 12815 0 rmd160 16744 0 bnep 18281 2 rfcomm 47604 12 sha512_generic 12796 0 crypto_null 12918 0 parport_pc 32866 0 af_key 36389 0 ppdev 17113 0 binfmt_misc 17540 1 nfsd 281980 2 ext2 73795 1 nfs 436929 1 lockd 90326 2 nfsd,nfs fscache 61529 1 nfs auth_rpcgss 53380 2 nfsd,nfs nfs_acl 12883 2 nfsd,nfs sunrpc 255224 16 nfsd,nfs,lockd,auth_rpcgss,nfs_acl btusb 18332 2 vesafb 13844 2 pl2303 17957 1 ath3k 12961 0 bluetooth 180153 24 bnep,rfcomm,btusb,ath3k snd_hda_codec_hdmi 32474 4 nvidia 11308613 0 ftdi_sio 40679 1 usbserial 47113 6 pl2303,ftdi_sio psmouse 97485 0 snd_hda_codec_realtek 224173 1 snd_hda_intel 33719 5 snd_hda_codec 127706 3 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel serio_raw 13211 0 snd_seq_midi 13324 0 snd_hwdep 17764 1 snd_hda_codec snd_pcm 97275 3 snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec snd_rawmidi 30748 1 snd_seq_midi snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61929 2 snd_seq_midi,snd_seq_midi_event snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq snd 79041 20 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device asus_atk0110 18078 0 mac_hid 13253 0 jc42 13948 0 soundcore 15091 1 snd snd_page_alloc 18529 2 snd_hda_intel,snd_pcm coretemp 13554 0 i2c_i801 17570 0 lp 17799 0 parport 46562 3 parport_pc,ppdev,lp r8169 62154 0 Any ideas? What does X do that's so important?

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  • How can I make sound work without starting X?

    - by Magnus Hoff
    I have a headless machine connected to my sound system, and I am using it to run a music playing daemon that I control over the network. (Among other things) However, I can't seem to be able to have sound come out of my speakers without running X. I am running pulse audio in a system wide instance and my daemon is not running within X. Nevertheless, when my daemon is playing music without me hearing it, I can fix it by running startx in an unrelated session. After X starts, I can hear the sound. The sound disappears again if I kill the X server. Interestingly/annoyingly, the sound also stops after X has been running for a few minutes. This could possibly be because of a screen saver of some sort, but I haven't been able to verify or falsify this theory. So my current workaround is to ssh into the box whenever I want music and startx, and restart it every fifteen minutes or so. I'd like to do better. I have been able to verify the following: Adjustments in alsamixer have no effect on this problem. The relevant output channel is never muted In alsamixer, I can see no difference between when the sound is working and when it isn't Nothing is muted in pactl list There is no difference in the output from pactl list between before starting X and after it's started. (Except the identifier of the pactl instance connected to pulse, which is different each time you run pactl) The user running the music daemon is a member of the groups audio, pulse and pulse-access The music daemon program does not report any error messages and acts as if it is playing the music like it should Some form of dbus daemon is running. ps aux|grep dbus reports dbus-daemon --system --fork --activation=upstart before and after I have started X Some details about my hardware: Motherboard: http://www.asus.com/Motherboards/AT5IONTI_DELUXE/ Sound chip: Nvidia GPU 0b HDMI/DP (from alsamixer) Using HDMI for output (Machine also has an Intel Realtek ALC887 that I am not using) Output of lsmod: Module Size Used by deflate 12617 0 zlib_deflate 27139 1 deflate ctr 13201 0 twofish_generic 16635 0 twofish_x86_64_3way 25287 0 twofish_x86_64 12907 1 twofish_x86_64_3way twofish_common 20919 3 twofish_generic,twofish_x86_64_3way,twofish_x86_64 camellia 29348 0 serpent 29125 0 blowfish_generic 12530 0 blowfish_x86_64 21466 0 blowfish_common 16739 2 blowfish_generic,blowfish_x86_64 cast5 25112 0 des_generic 21415 0 xcbc 12815 0 rmd160 16744 0 bnep 18281 2 rfcomm 47604 12 sha512_generic 12796 0 crypto_null 12918 0 parport_pc 32866 0 af_key 36389 0 ppdev 17113 0 binfmt_misc 17540 1 nfsd 281980 2 ext2 73795 1 nfs 436929 1 lockd 90326 2 nfsd,nfs fscache 61529 1 nfs auth_rpcgss 53380 2 nfsd,nfs nfs_acl 12883 2 nfsd,nfs sunrpc 255224 16 nfsd,nfs,lockd,auth_rpcgss,nfs_acl btusb 18332 2 vesafb 13844 2 pl2303 17957 1 ath3k 12961 0 bluetooth 180153 24 bnep,rfcomm,btusb,ath3k snd_hda_codec_hdmi 32474 4 nvidia 11308613 0 ftdi_sio 40679 1 usbserial 47113 6 pl2303,ftdi_sio psmouse 97485 0 snd_hda_codec_realtek 224173 1 snd_hda_intel 33719 5 snd_hda_codec 127706 3 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel serio_raw 13211 0 snd_seq_midi 13324 0 snd_hwdep 17764 1 snd_hda_codec snd_pcm 97275 3 snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec snd_rawmidi 30748 1 snd_seq_midi snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61929 2 snd_seq_midi,snd_seq_midi_event snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq snd 79041 20 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device asus_atk0110 18078 0 mac_hid 13253 0 jc42 13948 0 soundcore 15091 1 snd snd_page_alloc 18529 2 snd_hda_intel,snd_pcm coretemp 13554 0 i2c_i801 17570 0 lp 17799 0 parport 46562 3 parport_pc,ppdev,lp r8169 62154 0 Any ideas? What does X do that's so important?

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  • How to make Ubuntu recognize an unknown external display (so I can adjust its resolution)?

    - by WagnerAA
    I have a Dell laptop with an external monitor attached (a Samsumg SyncMaster 931c). My laptop display was recognized, and I can adjust its optimum resolution. My external display is still unknown, thus I'm stuck at a lower resolution (1024x768): I tried the "Detect Displays" button, but it didn't work, nothing happens. I recently upgraded from Ubuntu 12.04 to 12.10. Things were working before. I don't know if I can actually change this configuration, or if this is a bug. I searched for an answer here and also in Launchpad's website, but found none. I even tried to install Nvidia drivers, and just messed things up. It seems I wasn't even using nvidia before, as I guessed by looking at my additional drivers configuration: My laptop has an Intel chipset, I guess: $ dpkg --get-selections | grep -i -e nvidia -e intel intel-gpu-tools install libdrm-intel1:amd64 install libdrm-intel1:i386 install nvidia-common install xserver-xorg-video-intel install I don't have an xorg.conf file (I think this is nvidia related, am I right?): $ cat /etc/X11/xorg.conf cat: /etc/X11/xorg.conf: No such file or directory $ ls -l /etc/X11/ total 76 drwxr-xr-x 2 root root 4096 Out 19 23:41 app-defaults drwxr-xr-x 2 root root 4096 Abr 25 2012 cursors -rw-r--r-- 1 root root 18 Abr 25 2012 default-display-manager drwxr-xr-x 4 root root 4096 Abr 25 2012 fonts -rw-r--r-- 1 root root 17394 Dez 3 2009 rgb.txt lrwxrwxrwx 1 root root 13 Mai 1 03:33 X -> /usr/bin/Xorg drwxr-xr-x 3 root root 4096 Out 19 23:41 xinit drwxr-xr-x 2 root root 4096 Jan 23 2012 xkb -rw-r--r-- 1 root root 0 Out 24 08:55 xorg.conf.nvidia-xconfig-original -rwxr-xr-x 1 root root 709 Abr 1 2010 Xreset drwxr-xr-x 2 root root 4096 Out 19 10:08 Xreset.d drwxr-xr-x 2 root root 4096 Out 19 10:08 Xresources -rwxr-xr-x 1 root root 3730 Jan 20 2012 Xsession drwxr-xr-x 2 root root 4096 Out 20 00:11 Xsession.d -rw-r--r-- 1 root root 265 Jul 1 2008 Xsession.options -rw-r--r-- 1 root root 13 Ago 15 06:43 XvMCConfig -rw-r--r-- 1 root root 601 Abr 25 2012 Xwrapper.config Here is some information I gathered by looking at other related posts: $ sudo lshw -C display; lsb_release -a; uname -a *-display:0 description: VGA compatible controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 07 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:48 memory:f6800000-f6bfffff memory:d0000000-dfffffff ioport:1800(size=8) *-display:1 UNCLAIMED description: Display controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 07 width: 64 bits clock: 33MHz capabilities: pm bus_master cap_list configuration: latency=0 resources: memory:f6100000-f61fffff LSB Version: core-2.0-amd64:core-2.0-noarch:core-3.0-amd64:core-3.0-noarch:core-3.1-amd64:core-3.1-noarch:core-3.2-amd64:core-3.2-noarch:core-4.0-amd64:core-4.0-noarch:cxx-3.0-amd64:cxx-3.0-noarch:cxx-3.1-amd64:cxx-3.1-noarch:cxx-3.2-amd64:cxx-3.2-noarch:cxx-4.0-amd64:cxx-4.0-noarch:desktop-3.1-amd64:desktop-3.1-noarch:desktop-3.2-amd64:desktop-3.2-noarch:desktop-4.0-amd64:desktop-4.0-noarch:graphics-2.0-amd64:graphics-2.0-noarch:graphics-3.0-amd64:graphics-3.0-noarch:graphics-3.1-amd64:graphics-3.1-noarch:graphics-3.2-amd64:graphics-3.2-noarch:graphics-4.0-amd64:graphics-4.0-noarch:printing-3.2-amd64:printing-3.2-noarch:printing-4.0-amd64:printing-4.0-noarch:qt4-3.1-amd64:qt4-3.1-noarch Distributor ID: Ubuntu Description: Ubuntu 12.10 Release: 12.10 Codename: quantal Linux Batcave 3.5.0-17-generic #28-Ubuntu SMP Tue Oct 9 19:31:23 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux $ xrandr -q Screen 0: minimum 320 x 200, current 2304 x 800, maximum 32767 x 32767 LVDS1 connected 1280x800+0+0 (normal left inverted right x axis y axis) 286mm x 1790mm 1280x800 59.9*+ 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 connected 1024x768+1280+32 (normal left inverted right x axis y axis) 0mm x 0mm 1024x768 60.0* 800x600 60.3 56.2 848x480 60.0 640x480 59.9 DP1 disconnected (normal left inverted right x axis y axis) If there's anything else I can do, any other information I can post here, to help me configure this external display, please let me know. If this is actually a bug, I apologize (I know bugs are not allowed here), but I really wasn't sure. And I will promptly file a bug report in Launchpad if that's the case. Thanks a lot in advance. ;)

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  • Gaming on Cloud

    - by technomad
    Sometimes I wonder the pundits of cloud computing are way to consumed with the enterprise applications. With all the CAPEX / OPEX, ROI-talk taking the center stage, an opportunity to affect masses directly is getting overlooked. I am a self proclaimed die hard gamer. I come from the generation of gamers who started their journey in DOS games like Wolfenstein 3D and Allan Border Cricket (the latter is still a favorite pastime). In the late 90s, a revolution called accelerated graphics started in DirectX and OpenGL. Games got more advanced. Likes of Quake III and Unreal Tournament became the crown jewels of the industry. But with all these advancements, there started a race. A race of GFX giants ATI and NVIDIA to beat each other for better frame and image quality. Revisions to the graphics chipsets became frequent. Games became eye candies but at the cost of more GPU power / memory. Every eagerly awaited title started demanding more muscle power in graphics and PC hardware. Latest games and all the liquid smooth frame rates became the territory of the once with deep pockets who could spend lavishly on latest hardware. Enthusiasts like yours truly, who couldn’t afford this route, started exploring over-clocking, optimized hardware cooling... etc. to pursue the passion. Ever rising cost of hardware requirements lead to rampant piracy of PC games. Gamers were willing to spend on the latest titles, but the ones with tight budget prefer hardware upgrades against a legal copy of the game. It was also fueled by emergence of the P2P file sharing networks. Then came the era of Xbox and PS3s. It solved the major issue of hardware standardization and provided an alternative to ever increasing hardware costs. I have always admired these consoles, but being born and brought up in a keyboard/mouse environment, I still find it difficult to play first person shooters with a gamepad. I leave the topic of PC v/s Consol gaming for another day, but the bottom line is… PC gamers deserve an equally democratized solution. This is where I think Cloud Computing can come to rescue. It can minimize hardware requirements. Virtually end the software piracy and rationalize costs for gamers. Subscription based models like pay-as-you-play. In game rewards, like extended subscription credits for exceptional gamers (oh yes, I have beaten Xaero on nightmare in Quake III, time and again!) Easy deployment for patches and fixes. Better game AI. The list goes on and on… Fortunately, companies like OnLive are thinking in the same direction. Their gaming service is all set to launch on 17th June 2010 in E3 2010 expo in L.A. I wish them all the luck. I hope they will start a trend which will bring the smiles back on the face of budget gamers with the help of cloud computing.

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  • About the K computer

    - by nospam(at)example.com (Joerg Moellenkamp)
    Okay ? after getting yet another mail because of the new #1 on the Top500 list, I want to add some comments from my side: Yes, the system is using SPARC processor. And that is great news for a SPARC fan like me. It is using the SPARC VIIIfx processor from Fujitsu clocked at 2 GHz. No, it isn't the only one. Most people are saying there are two in the Top500 list using SPARC (#77 JAXA and #1 K) but in fact there are three. The Tianhe-1 (#2 on the Top500 list) super computer contains 2048 Galaxy "FT-1000" 1 GHz 8-core processors. Don't know it? The FeiTeng-1000 ? this proc is a 8 core, 8 threads per core, 1 ghz processor made in China. And it's SPARC based. By the way ? this sounds really familiar to me ? perhaps the people just took the opensourced UltraSPARC-T2 design, because some of the parameters sound just to similar. However it looks like that Tianhe-1 is using the SPARCs as input nodes and not as compute notes. No, I don't see it as the next M-series processor. Simple reason: You can't create SMP systems out of them ? it simply hasn't the functionality to do so. Even when there are multiple CPUs on a single board, they are not connected like an SMP/NUMA machine to a shared memory machine ? they are connected with the cluster interconnect (in this case the Tofu interconnect) and work like a large cluster. Yes, it has a lot of oomph in Linpack ? however I assume a lot came from the extensions to the SPARCv9 standard. No, Linpack has no relevance for any commercial workload ? Linpack is such a special load, that even some HPC people are arguing that it isn't really a good benchmark for HPC. It's embarrassingly parallel, it can work with relatively small interconnects compared to the interconnects in SMP systems (however we get in spheres SMP interconnects where a few years ago). Amdahl isn't hitting that hard when running Linpack. Yes, it's a good move to use SPARC. At some time in the last 10 years, there was an interesting twist in perception: SPARC was considered as proprietary architecture and x86 was the open architecture. However it's vice versa ? try to create a x86 clone and you have a lot of intellectual property problems, create a SPARC clone and you have to spend 100 bucks or so to get the specification from the SPARC Foundation and develop your own SPARC processor. Fujitsu is doing this for a long time now. So they had their own processor, their own know-how. So why was SPARC a good choice? Well ? essentially Fujitsu can do what they want with their core as it is their core, for example adding the extensions to the SPARCv9 chipset ? getting Intel to create extensions to x86 to help you with your product is a little bit harder. So Fujitsu could do they needed to do with their processor in order to create such a supercomputer. No, the K is really using no FPGA or GPU as accelerators. The K is really using the CPU at doing this job. Yes, it has a significantly enhanced FPU capable to execute 8 instructions in parallel. No, it doesn't run Solaris. Yes, it uses Linux. No, it doesn't hurt me ... as my colleague Roland Rambau (he knows a lot about HPC) said once to me ... it doesn't matter which OS is staying out of the way of the workload in HPC.

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  • DirectX particle system. ConstantBuffer

    - by Liuka
    I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world matrix. So if i have 500 stars (that move every frame) i need to call 500 times VSsetconstantbuffer, and map/unmap each buffer. with 500 stars i have an average of 220 fps and that's quite good. My bottelneck is Vs/PsSetconstantbuffer. If i dont call this function i have 400 fps(obliviously nothing is display, since i dont set the position of the stars). So is there a method to speed up the render of the particle system?? Ps. I'm using intel integrate graphic (hd 2000-3000). with a nvidia (or amd) gpu will i have the same bottleneck?? If, for example, i dont call setshaderresource i have 10-20 fps more (for 500 objcets), that is not 180.Why does SetConstantBuffer take so long?? LPVOID VSdataPtr = VSmappedResource.pData; memcpy(VSdataPtr, VSdata, CszVSdata); context->Unmap(VertexBuffer, 0); result = context->Map(PixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &PSmappedResource); if (FAILED(result)) { outputResult.OutputErrorMessage(TITLE, L"Cannot map the PixelBuffer", &result, OUTPUT_ERROR_FILE); return; } LPVOID PSdataPtr = PSmappedResource.pData; memcpy(PSdataPtr, PSdata, CszPSdata); context->Unmap(PixelBuffer, 0); context->VSSetConstantBuffers(0, 1, &VertexBuffer); context->PSSetConstantBuffers(0, 1, &PixelBuffer); this update and set the buffer. It's part of the render method of a sprite class that contains a the vertex buffer and the texture to apply to the quads(it's a 2d game) too. I have an array of 500 stars (sprite setup with a star texture). Every frame: clear back buffer; draw the array of stars; present the backbuffer; draw also call the function update( which calculate the position of the sprite on screen based on a "camera class") Ok, create a vertex buffer with the vertices of each quads(stars) seems to be good, since the stars don't change their "virtual" position; so.... In a particle system (where particles move) it's better to have all the object in only one vertices array, rather then an array of different sprite/object in order to update all the vertices' position with a single setbuffer call. In this case i have to use a dynamic vertex buffer with the vertices positions like this: verticesForQuad={{ XMFLOAT3((float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3((float)halfDImensions.x-1+pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1.pos.y, 1.0f), XMFLOAT2(0.0f, 0.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1.pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(0.0f, 1.0f) }, ....other quads} where halfDimensions is the halfsize in pixel of a texture and pos the virtual position of a star. than create an array of verticesForQuad and create the vertex buffer ZeroMemory(&vertexDesc, sizeof(vertexDesc)); vertexDesc.Usage = D3D11_USAGE_DEFAULT; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.ByteWidth = sizeof(VertexType)* 4*numStars; ZeroMemory(&resourceData, sizeof(resourceData)); resourceData.pSysMem = verticesForQuad; result = device->CreateBuffer(&vertexDesc, &resourceData, &CvertexBuffer); and call each frame Context->IASetVertexBuffers(0, 1, &CvertexBuffer, &stride, &offset); But if i want to add and remove obj i have to recreate the buffer each time, havent i?? There is a faster way? I think i can create a vertex buffer with a max size (es. 10000 objs) and when i update it set only the 250 position (for 250 onjs for example) and pass this number as the vertexCount to the draw function (numObjs*4), or i'm worng

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  • 12.10 unable to install or even run from Live CD with nVidia GTX 580

    - by user99056
    I've used Ubuntu in the past (set up as web server, etc over in Iraq), so I'm not a 100% Linux Noob, however, I'm running into a brick wall here. I've got a machine I built when I got back to the US earlier this year, running Windows 7 Ultimate on it, and I've now got some free time and would like to transition over to Ubuntu full time. I've searched around in the forums, and there seems to be an issue with the nVidia graphics cards, so I've tried going to the EVGA site to see if I could find a new BIOS update for it and had no luck, so I'm back searching the forums here again and decided to just go ahead and post my question. My apologies if this is covered in another post and I was just unable to find it. I've found a few 'similar' posts, but nothing as bad as my issue. With the history aside, here is the actual detailed issue: I purchased a new SSD (Intel 520 SSD), arrived today, and I disconnect my old Windows 7 SSD. I had pre downloaded the ubuntu-12.10-desktop-amd64 earlier today and burned it to DVD. Upon inserting the Live CD into the computer and booting up, everything was fine up to the 'Run From Live CD' or 'Install Ubuntu Now' buttons. As I was sure I wanted to go ahead and make the switch, I selected the 'Install Now' from the right hand side. CD Spins up, black window pops up, and then the errors started: date/time GPU Lockup date/time Failed to idle channel 1 date/time PFIFO - playlist update failed date/time Failed to idle channel 2 date/time PFIFO - playlist update failed Thinking it might correct itself, I let it run and it would swap over to a GUI Screen that was locked up with major blurring/etc, then back to the command line with the errors. Eventually it said something along the lines of 'unknown status' and switched back to the GUI and froze. So, that's when I tried to see if I could find a BIOS upgrade for the nVidia GTX580 cards, and had no luck. So I thought, why not try to just run it from the Live CD and see if I can at least get a look at it, maybe if I could get it running try to do some sort of install from there and fix the driver issue. I rebooted, brought up the Live CD, and this time chose the left option / run from the CD. It brought me all the way in to the desktop, I saw my drives, the other icons, could move the mouse, etc for about 30 seconds and then it locked up completely. I've tried this a couple of times and get the same results every time. Hardware: Intel i7-3930K CPU @ 3.2GHz (12 CPUs) / MSI MS-7760 Motherboard / 32GB RAM / 2 x EVGA (nVidia) GeForce GTX 580 (4GB Ram each) So the question is: Is there any way to install 12.10 if you can't even get the Live CD to run (for more than 30 seconds)? My current hardware configuration is both of the GTX 580 cards have an SLI jumper on them, and I have 2 monitors on each card. (Ubuntu info obviously only shows on the main monitor from the failed installation and the attempt at running the Live CD). Perhaps opening the machine back up and removing the SLI Jumper and removing the other 3 monitors (so it only would have 1 video card with one monitor on it) would actually allow me to get 12.10 installed, then I could work on an nVidia Video Driver fix for the GTX 580, and then possibly hook up the other video card and monitors? Or is this something that they are currently aware of and may update with a future release in the next few days/weeks? Any thoughts or suggestions would be greatly appreciated, as I can't even try to fix the issue (assuming it is the nVidia drivers) if I can't even get it to install at all.

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  • YUV Textures and Shaders

    - by Luca
    I've always used RGB textures. Now comes up the need of use of YUV textures (a set of three texture, specifying 1 luminance and 2 chrominance channels). Of course the YUV texture could be converted on CPU, getting the RGB texture usable as usual... but I need to get RGB pixel directly on GPU, to avoid unnecessary processor load... The problem became strange, since I require to specifyin the shader source, because a single texture, the following items: Three samplers uniforms, one for each channel Two integer uniforms, for specifying the chrominance channels sampling a mat3 uniform, for specific YUV to RGB conversion matrix. This should be done for each YUV texture... Is it possible to "compress" required uniforms, and getting RGB values quite easily? Actually i think this could aid: Texture sizes, including mipmaps, could be queried. With this, its possible to save the two integer uniforms, since the uniform values are derived the ratio between texture extents The mat3 uniforms could be collected as globals, and with preprocessor could be selected. But what design should I use for specify three (related) textures? Is it possible to use textures levels for accessing multiple textures? Texture arrays could be usable? And what about using rectangle textures, which doesn't supports mipmaps? Maybe a shader abstraction (struct definition and related function) could aid? Thank you.

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  • Quantis Quantum Random Number Generator (QRNG) - any reviews?

    - by Tim Post
    I am thinking about getting one of these (PCI) to set up an internal entropy pool similar to this service who incidentally brought us fun captcha challenges. Prior to lightening my wallet, I'm hoping to gather feedback from people who may be using this device. As there is no possible 'correct' answer, I am making this CW and tagging it as subjective. I'm undertaking a project to help write Monte Carlo simulations for a non profit that distributes mosquito nets in Malaria stricken areas. The idea is to model areas to determine the best place to distribute mosquito nets. During development, I expect to consume gigs if not more of the RNG output. We really need our own source. Is this device reliable? Does it have to be re-started often? Is its bandwidth really as advertised? It passes all tests, as far as randomness goes (i.e. NIST/DIEHARD). What I don't want is something in deadlock due to some ioctl in disk sleep that does nothing but radiate heat. This is not a spamvertisement, I'm helping out of pocket and I really, really want to know if such a large purchase will bear fruit. I can't afford to build a HRNG based on radioactive decay, this looks like the next best thing. Any comments are appreciated. I will earn zero rep for this, please do not vote to close. This is no different than questions regarding the utilization of some branded GPU for some odd purpose. Answers pointing to other solutions will be gladly accepted, I'm not married to this idea.

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  • EmguCV: Can't find ColorType abstract class

    - by roverred
    EmguCV ColorType wiki I'm trying to create a ColorType abstract class variable but it says the type or namespace does not exist. However I have access to the classes that extend it. I also tried adding all Emgu.CV libraries and have all the references and .dll files in the bin folder. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Drawing; using Emgu.CV; using Emgu.CV.Util; using Emgu.CV.GPU; using Emgu.CV.ML; using Emgu.CV.OCR; using Emgu.CV.OpenCL; using Emgu.CV.Stitching; using Emgu.CV.VideoStab; using Emgu.CV.Structure; using Emgu.CV.UI; using Emgu.CV.CvEnum; namespace mySpace { class foo { private ColorType the color; //invalid can't find ColorType private ColorType myColor = new Gray(); //invalid } } Any ideas? Thanks for any help.

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  • What's are the best readings to start using WPF instead of WinForms?

    - by Ivan
    Keeping in mind what CannibalSmith once said - "All the answers are saying "WPF is different". That's a huge understatement. You not only have to learn lots of new stuff - you must forget everything you've learned from Forms. It's a completely new way of doing UI." .. and having many years of experience with visual Windows desktop applications development (VB6, Borland C++ Builder VCL, WinForms) (which is hard to forget), how do I quickly move to developing to say well-formed WPF applications with Visual Studio? I don't need boozy-woozy graphics to give my app look and feel of a Hollywood blockbuster or a million dollar pyjamas. I always loved tidiness of standard Windows common controls and UI design guidelines, end even more I enjoyed them under Vista Glass Aero Graphite sauce. I am perfectly satisfied with WinForms but I want to my applications to be built of the most efficient and up-to-date standard technologies and architectured according to the most efficient and flexible patterns of today and tomorrow, leveraging interface-based integration and functionality reuse and to take all advantages of modern hardware and APIs to maximize performance, usability, reliability, maintainability, extensibility, etc. I very much like the idea of separating view, logic and data, letting a view to take all advantages of the platform (may it run as a web browser applet on a thin client or as a desktop application on a PC with a latest GPU), letting logic be reused, parallelized and seamlessly evolve, storing data in a well structured format in a right place. But... while moving from VB6 to Borland C++ Builder was very easy (no books/tutorials needed to turn it on and start working) (assuming I already knew C++), moving from BCB to WinForms was the same seamless, it does not seem any obvious to me how to do with WPF. So how do I best convert myself from a WinForms developer into a right-way thinking and doing WPF developer?

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  • My OpenCL kernel is slower on faster hardware.. But why?

    - by matdumsa
    Hi folks, As I was finishing coding my project for a multicore programming class I came up upon something really weird I wanted to discuss with you. We were asked to create any program that would show significant improvement in being programmed for a multi-core platform. I’ve decided to try and code something on the GPU to try out OpenCL. I’ve chosen the matrix convolution problem since I’m quite familiar with it (I’ve parallelized it before with open_mpi with great speedup for large images). So here it is, I select a large GIF file (2.5 MB) [2816X2112] and I run the sequential version (original code) and I get an average of 15.3 seconds. I then run the new OpenCL version I just wrote on my MBP integrated GeForce 9400M and I get timings of 1.26s in average.. So far so good, it’s a speedup of 12X!! But now I go in my energy saver panel to turn on the “Graphic Performance Mode” That mode turns off the GeForce 9400M and turns on the Geforce 9600M GT my system has. Apple says this card is twice as fast as the integrated one. Guess what, my timing using the kick-ass graphic card are 3.2 seconds in average… My 9600M GT seems to be more than two times slower than the 9400M.. For those of you that are OpenCL inclined, I copy all data to remote buffers before starting, so the actual computation doesn’t require roundtrip to main ram. Also, I let OpenCL determine the optimal local-worksize as I’ve read they’ve done a pretty good implementation at figuring that parameter out.. Anyone has a clue? edit: full source code with makefiles here http://www.mathieusavard.info/convolution.zip cd gimage make cd ../clconvolute make put a large input.gif in clconvolute and run it to see results

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  • Performance of java on different hardware?

    - by tangens
    In another SO question I asked why my java programs run faster on AMD than on Intel machines. But it seems that I'm the only one who has observed this. Now I would like to invite you to share the numbers of your local java performance with the SO community. I observed a big performance difference when watching the startup of JBoss on different hardware, so I set this program as the base for this comparison. For participation please download JBoss 5.1.0.GA and run: jboss-5.1.0.GA/bin/run.sh (or run.bat) This starts a standard configuration of JBoss without any extra applications. Then look for the last line of the start procedure which looks like this: [ServerImpl] JBoss (Microcontainer) [5.1.0.GA (build: SVNTag=JBoss_5_1_0_GA date=200905221634)] Started in 25s:264ms Please repeat this procedure until the printed time is somewhat stable and post this line together with some comments on your hardware (I used cpu-z to get the infos) and operating system like this: java version: 1.6.0_13 OS: Windows XP Board: ASUS M4A78T-E Processor: AMD Phenom II X3 720, 2.8 GHz RAM: 2*2 GB DDR3 (labeled 1333 MHz) GPU: NVIDIA GeForce 9400 GT disc: Seagate 1.5 TB (ST31500341AS) Use your votes to bring the fastest configuration to the top. I'm very curious about the results. EDIT: Up to now only a few members have shared their results. I'd really be interested in the results obtained with some other architectures. If someone works with a MAC (desktop) or runs an Intel i7 with less than 3 GHz, please once start JBoss and share your results. It will only take a few minutes.

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  • Fastest PNG decoder for .NET

    - by sboisse
    Our web server needs to process many compositions of large images together before sending the results to web clients. This process is performance critical because the server can receive several thousands of requests per hour. Right now our solution loads PNG files (around 1MB each) from the HD and sends them to the video card so the composition is done on the GPU. We first tried loading our images using the PNG decoder exposed by the XNA API. We saw the performance was not too good. To understand if the problem was loading from the HD or the decoding of the PNG, we modified that by loading the file in a memory stream, and then sending that memory stream to the .NET PNG decoder. The difference of performance using XNA or using System.Windows.Media.Imaging.PngBitmapDecoder class is not significant. We roughly get the same levels of performance. Our benchmarks show the following performance results: Load images from disk: 37.76ms 1% Decode PNGs: 2816.97ms 77% Load images on Video Hardware: 196.67ms 5% Composition: 87.80ms 2% Get composition result from Video Hardware: 166.21ms 5% Encode to PNG: 318.13ms 9% Store to disk: 3.96ms 0% Clean up: 53.00ms 1% Total: 3680.50ms 100% From these results we see that the slowest parts are when decoding the PNG. So we are wondering if there wouldn't be a PNG decoder we could use that would allow us to reduce the PNG decoding time. We also considered keeping the images uncompressed on the hard disk, but then each image would be 10MB in size instead of 1MB and since there are several tens of thousands of these images stored on the hard disk, it is not possible to store them all without compression.

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  • Writing fortran robust and "modern" code

    - by Blklight
    In some scientific environments, you often cannot go without FORTRAN as most of the developers only know that idiom, and there is lot of legacy code and related experience. And frankly, there are not many other cross-platform options for high performance programming ( C++ would do the task, but the syntax, zero-starting arrays, and pointers are too much for most engineers ;-) ). I'm a C++ guy but I'm stuck with some F90 projects. So, let's assume a new project must use FORTRAN (F90), but I want to build the most modern software architecture out of it. while being compatible with most "recent" compilers (intel ifort, but also including sun/HP/IBM own compilers) So I'm thinking of imposing: global variable forbidden, no gotos, no jump labels, "implicit none", etc. "object-oriented programming" (modules with datatypes + related subroutines) modular/reusable functions, well documented, reusable libraries assertions/preconditions/invariants (implemented using preprocessor statements) unit tests for all (most) subroutines and "objects" an intense "debug mode" (#ifdef DEBUG) with more checks and all possible Intel compiler checks possible (array bounds, subroutine interfaces, etc.) uniform and enforced legible coding style, using code processing tools C stubs/wrappers for libpthread, libDL (and eventually GPU kernels, etc.) C/C++ implementation of utility functions (strings, file operations, sockets, memory alloc/dealloc reference counting for debug mode, etc.) ( This may all seem "evident" modern programming assumptions, but in a legacy fortran world, most of these are big changes in the typical programmer workflow ) The goal with all that is to have trustworthy, maintainable and modular code. Whereas, in typical fortran, modularity is often not a primary goal, and code is trustworthy only if the original developer was very clever, and the code was not changed since then ! (i'm a bit joking here, but not much) I searched around for references about object-oriented fortran, programming-by-contract (assertions/preconditions/etc.), and found only ugly and outdated documents, syntaxes and papers done by people with no large-scale project involvement, and dead projects. Any good URL, advice, reference paper/books on the subject?

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  • How to create a CGBitmapContext which works for Retina display and not wasting space for regular display?

    - by ????
    Is it true that if it is in UIKit, including drawRect, the HD aspect of Retina display is automatically handled? So does that mean in drawRect, the current graphics context for a 1024 x 768 view is actually a 2048 x 1536 pixel Bitmap context? (is there a way to print this size out to verify it). We actually enjoy the luxury of 1 point = 4 pixels automatically handled for us. However, if we use CGBitmapContextCreate, then those will really be pixels, not points? (at least if we provide a data buffer for that bitmap, the size is not for the higher resolution, but for the standard resolution, and even if we pass NULL as the buffer so that CGBitmapContextCreate handles the buffer for us, the size probably is the same as if we pass in a data buffer, and it is just standard resolution, not Retina's resolution). We can always create 2048 x 1536 for iPad 1 and iPad 2 as well as the New iPad, but it will waste memory and processor and GPU power, as it is only needed for the New iPad. So do we have to use a if () { } else { } to create such a bitmap context and how do we actually do so? And all our code CGContextMoveToPoint has to be adjusted for Retina display to use x * 2 and y * 2 vs non-retina display of just using x, y as well? That can be quite messy for the code. (or maybe we can define a local variable scaleFactor and set it to 1 for standard resolution and 2 if it is retina, so our x and y will always be x * scaleFactor, y * scaleFactor instead of just x and y.) It seems that UIGraphicsBeginImageContextWithOptions can create one for Retina automatically if the scale of 0.0 is passed in, but I don't think it can be used if I need to create the context and keep it (and using ivar or property of UIViewController to hold it). If I don't release it using UIGraphicsEndImageContext, then it stays in the graphics context stack, so it seems like I have to use CGBitmapContextCreate instead. (or do we just let it stay at the bottom of the stack and not worry about it?)

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  • ID3D10Device Memory Allocation Strategy and E_OUTOFMEMORY

    - by Buzz
    Hi,guys, I want to know more detail of memory allocation strategy in D3D10Device. Could you give me some help? First questions is: I know D3D10 has done some work on memory virtualization that means client don't need to consider where the buffer was reserved, GPU memory, AGP memory or Process system memory. Is this correct? Second question is: When I use ID3D10Device to CreateBuffer continuously, no matter what buffer desc type is, for example ID3D10Device::CreateBuffer( ... D3D10_USAGE_DEFAULT ... ); ID3D10Device::CreateBuffer( ... D3D10_USAGE_IMMUTABLE ... ); ID3D10Device::CreateBuffer( ... D3D10_USAGE_DYNAMIC ... ); ID3D10Device::CreateBuffer( ... D3D10_USAGE_STAGING ... ); etc, if CreateBuffer return error code "E_OUTOFMEMORY", does that mean process virtual memory is exhausted? And at this time, memory allocation on process default heap would also be failed? Thanks in advance!

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  • Instanced drawing with OpenGL ES 2.0

    - by Mårten Wikström
    In short: Is it possible to use the gl_InstanceID built-in variable in OpenGL ES 2.0? And, if so, how? Some more info: I want to draw multiple instances of an object using glDrawArraysInstanced and gl_InstanceID, and I want my application to run on multiple platforms, including iOS. The specification clearly says that these features require ES 3.0. According to the iOS Device Compatibility Reference ES 3.0 is only available on a few devices (those based on the A7 GPU; so iPhone 5s, but not on iPhone 5 or earlier). So my first assumption was that I needed to avoid using instanced drawing on older iOS devices. However, further down in the compatibility reference document it says that the EXT_draw_instanced extension is supported for all SGX Series 5 processors (that includes iPhone 5 and 4s). This makes me think that I could indeed use instanced drawing on older iOS devices too, by looking up and using the appropriate extension function (EXT or ARB) for glDrawArraysInstanced. I'm currently just running some test code using SDL and GLEW on Windows so I haven't tested anything on iOS yet. However, in my current setup I'm having trouble using the gl_InstanceID built-in variable in a vertex shader. I'm getting the following error message: 'gl_InstanceID' : variable is not available in current GLSL version Enabling the "draw_instanced" extension in GLSL has no effect: #extension GL_ARB_draw_instanced : enable #extension GL_EXT_draw_instanced : enable The error goes away when I specifically declare that I need ES 3.0 (GLSL 300 ES): #version 300 es Although that seem to work fine on my Windows desktop machine in an ES 2.0 context I doubt that this would work on an iPhone 5. So, shall I abandon the idea of being able to use instanced drawing on older iOS devices?

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  • I'm having an issue to use GLshort for representing Vertex, and Normal.

    - by Xylopia
    As my project gets close to optimization stage, I notice that reducing Vertex Metadata could vastly improve the performance of 3D rendering. Eventually, I've dearly searched around and have found following advices from stackoverflow. Using GL_SHORT instead of GL_FLOAT in an OpenGL ES vertex array How do you represent a normal or texture coordinate using GLshorts? Advice on speeding up OpenGL ES 1.1 on the iPhone Simple experiments show that switching from "FLOAT" to "SHORT" for vertex and normal isn't tough, but what troubles me is when you're to scale back verticies to their original size (with glScalef), normals are multiplied by the reciprocal of the scale. Natural remedy for this is to multiply the normals w/ scale before you submit to GPU. Then, my short normals almost become 0, because the scale factor is usually smaller than 0. Duh! How do you use "short" for both vertex and normal at the same time? I've been trying this and that for about a full day, but I could only go for "float vertex w/ byte normal" or "short vertex w/ float normal" so far. Your help would be truly appreciated.

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  • CUDA - multiple kernels to compute a single value

    - by Roger
    Hey, I'm trying to write a kernel to essentially do the following in C float sum = 0.0; for(int i = 0; i < N; i++){ sum += valueArray[i]*valueArray[i]; } sum += sum / N; At the moment I have this inside my kernel, but it is not giving correct values. int i0 = blockIdx.x * blockDim.x + threadIdx.x; for(int i=i0; i<N; i += blockDim.x*gridDim.x){ *d_sum += d_valueArray[i]*d_valueArray[i]; } *d_sum= __fdividef(*d_sum, N); The code used to call the kernel is kernelName<<<64,128>>>(N, d_valueArray, d_sum); cudaMemcpy(&sum, d_sum, sizeof(float) , cudaMemcpyDeviceToHost); I think that each kernel is calculating a partial sum, but the final divide statement is not taking into account the accumulated value from each of the threads. Every kernel is producing it's own final value for d_sum? Does anyone know how could I go about doing this in an efficient way? Maybe using shared memory between threads? I'm very new to GPU programming. Cheers

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  • Compiling scalafx for Java 7u7 (that contains JavaFX 2.2) on OS X

    - by akauppi
    The compilation instructions of scalafx says to do: export JAVAFX_HOME=/Path/To/javafx-sdk2.1.0-beta sbt clean compile package make-pom package-src However, with the new packaging of JavaFX as part of the Java JDK itself (i.e. 7u7 for OS X) there no longer seems to be such a 'javafx-sdkx.x.x' folder. The Oracle docs say that JavaFX JDK is placed alongside the main Java JDK (in same folders). So I do: $ export JAVAFX_HOME=/Library/Java/JavaVirtualMachines/jdk1.7.0_07.jdk $ sbt clean [warn] Using project/plugins/ (/Users/asko/Sources/scalafx/project/plugins) for plugin configuration is deprecated. [warn] Put .sbt plugin definitions directly in project/, [warn] .scala plugin definitions in project/project/, [warn] and remove the project/plugins/ directory. [info] Loading project definition from /Users/asko/Sources/scalafx/project/plugins/project [info] Loading project definition from /Users/asko/Sources/scalafx/project/plugins [error] java.lang.NullPointerException [error] Use 'last' for the full log. Project loading failed: (r)etry, (q)uit, (l)ast, or (i)gnore? Am I doing something wrong or is scalafx not yet compatible with the latest Java release (7u7, JavaFX 2.2). What can I do? http://code.google.com/p/scalafx/ Addendum ..and finally (following Igor's solution below) sbt run launches the colorful circles demo easily (well, if one has a supported GPU that is). Oracle claims that "JavaFX supports graphic hardware acceleration on any Mac OS X system that is Lion or later" but I am inclined to think the NVidia powered Mac Mini I'm using does software rendering. A recent MacBook Air (core i7) is a complete different beast! :)

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