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  • Can't enable wireless lan on Fujitsu Siemens A1665G with Ubuntu 11.10 installed

    - by Theo
    I saw my old Notebook yesterday and wanted to make that work again. On Windows XP the wireless worked still fine. Then I installed new Ubuntu 11.10 32bit and I'm sadly not able to make the wireless enabled. [I replaced Win XP entirely] lspci lists following network: 08:0a.0 Network controller: Broadcom Corporation BCM4318 [AirForce One 54g] 802.11g Wireless LAN Controller (rev 02) So after recommendation from this link I installed the b43 firmware module. iwconfig prints the following: wlan0 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associatd Tx-Power=off Retry long limit:7 RTS thr:off Fragment thr:off Power Management: off As you can see, my wireless lan adapter is not turned on. sudo iwconfig wlan0 txpower auto Doesn't change anything. Then I tried to make it work with rfkill. rfkill list 0: phy0: Wirless LAN Soft blocked: no Hard blocked: yes sudo rfkill unblock all rfkill list 0: phy0: Wireless LAN Soft blocked: no Hard blocked: yes remains the same. The question is now, how I could enable the hard blocked wireless LAN. There is no hardware switch for wlan integrated. However there is a button to change the state. I always thought this would be software sided, but it seems to make some hardware changes as well... The wireless LED is also not blinking (as it did on windows xp) I reset bios and searched for some settings in there, but it has only a few options and nothing to do with wireless settings, nothing works here.. At last I tried to install the acer hotkeys but I was not able to manage that. I installed the acerhkgui package, but in initializing progress, it was not able to compile acer hotkeys for my machine. There was a message that asm/linkage.h was not found while compiling. Do you have any ideas what I could do to make this hard blocked stuff disabled and my wireless card work? PS: I also tried sudo rm /dev/rfkill and a reboot to reinit that stuff... No success :(

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  • Custom Session Management using HashTable

    - by kaleidoscope
    ASP.NET session state lets you associate a server-side string or object dictionary containing state data with a particular HTTP client session. A session is defined as a series of requests issued by the same client within a certain period of time, and is managed by associating a session ID with each unique client. The ID is supplied by the client on each request, either in a cookie or as a special fragment of the request URL. The session data is stored on the server side in one of the supported session state stores, which include in-process memory, SQL Server™ database, and the ASP.NET State Server service. The latter two modes enable session state to be shared among multiple Web servers on a Web farm and do not require server affinity. Implement Custom session Handler you need to follow following process : 1. Create class library which will inherit from  SessionStateStoreProviderBase abstract Class. 2. Implement all abstract Method in your base class. 3.Change Mode of session to “Custom” in web.config file and provide Provider as your Namespace with classname. <sessionState mode=”Custom” customProvider=”Namespace.classname”> <Providers> <add name=”Name” type=”Namespace.classname”> </sessionstate> For more Details Please refer following links :   http://msdn.microsoft.com/en-us/magazine/cc163730.aspx http://msdn.microsoft.com/en-us/library/system.web.sessionstate.sessionstatestoreproviderbase.aspx - Chandraprakash, S Technorati Tags: Chandraprakash,Session state Managment

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  • How can I generate a view or projection matrix for OpenGL 3.+

    - by Ken
    I'm transitioning from OpenGL 2 to OpenGL 3.+ and to GLSL 1.5. I'm trying to avoid using the deprecated features. My question how do we now generate the view or projection matrix. I was using the matrix stack to calculate the projection matrix for me; GLfloat ptr[16]; gluPerspective(...); glGetFloatv(GL_MODELVIEW_MATRIX, ptr); //then pass ptr via a uniform to the shader But obviously the matrix stack is deprecated. So this approach is not the best an option going forward. I have the 'Red Book', 7th ed, which covers 3.0 & 3.1 and it still uses the deprecated matrix functions in it's examples. I could write some utility-code myself to generate the matrices. But I don't want to re-invent this particular wheel, especially when this functionality is required for every 3D graphics program. What is the accepted way to generate world,view & projection matrices for OpenGL? Is there an emerging 'standard' library for this? Or is there some other hidden (to me) functionality in OpenGL/GLSL which I have overlooked?

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  • What is wrong with my specular phong shading

    - by Thijser
    I'm sorry if this should be placed on stackoverflow instead however seeing as this is graphics related I was hoping you guys could help me: I'm attempting to write a phong shader and currently working on the specular. I came acros the following formula: base*pow(dot(V,R),shininess) and attempted to implement it (V is the posion of the viewer and R the reflective vector). This gave the following result and code: Vec3Df phongSpecular(const Vec3Df & vertexPos, Vec3Df & normal, const Vec3Df & lightPos, const Vec3Df & cameraPos, unsigned int index) { Vec3Df relativeLightPos=(lightPos-vertexPos); relativeLightPos.normalize(); Vec3Df relativeCameraPos= (cameraPos-vertexPos); relativeCameraPos.normalize(); int DotOfNormalAndLight = Vec3Df::dotProduct(normal,relativeLightPos); Vec3Df reflective =(relativeLightPos-(2*DotOfNormalAndLight*normal))*-1; reflective.normalize(); float phongyness= Vec3Df::dotProduct(reflective,relativeCameraPos); if (phongyness<0){ phongyness=0; } float shininess= Shininess[index]; float speculair = powf(phongyness,shininess); return Ks[index]*speculair; } I'm looking for something more like this:

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  • Micro sound breaks/interrupts on Windows 7

    - by cand
    Hello all, I've been experiencing strange behavior recently. When listening to mp3 or watching movie or whatever that uses sound, I get micro breaks in sound. It's like it hangs or cuts a fragment for about 0.5s. When I start OS, it's ok, but as time passes it gets worse, to the extent that music is unlistenable being interrupted every 2 seconds. I haven't found any relevance between this behavior and hardware usage, I don't think it's directly related to HDD (or it might be but with significant delay). I have updated soundcard drivers and it didn't help a lot. My system is Windows 7, computer is simple HP laptop, nx7300-Ru374ES with WD Caviar Scorpio Blue hard drive inside and integrated soundcard on it (I can check the model later if it's important). Did anybody encounter such problem ? Maybe it's a common thing on Windows 7 or someone knows how to solve it? Thanks in advance.

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  • How to handle wildly varying rendering hardware / getting baseline

    - by edA-qa mort-ora-y
    I've recently started with mobile programming (cross-platform, also with desktop) and am encountering wildly differing hardware performance, in particular with OpenGL and the GPU. I know I'll basically have to adjust my rendering code but I'm uncertain of how to detect performance and what reasonable default settings are. I notice that certain shader functions are basically free in a desktop implemenation but can be unusable in a mobile device. The problem is I have no way of knowing what features will cause what performance issues on all the devices. So my first issue is that even if I allow configuring options I'm uncertain of which options I have to make configurable. I'm wondering also wheher one just writes one very configurable pipeline, or whether I should have 2 distinct options (high/low). I'm also unsure of where to set the default. If I set to the poorest performer the graphics will be so minimal that any user with a modern device would dismiss the game. If I set them even at some moderate point, the low end devices will basically become a slide-show. I was thinking perhaps that I just run some benchmarks when the user first installs and randomly guess what works, but I've not see a game do this before.

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  • What's wrong with my ext4 partition?

    - by bumbling fool
    What is wrong with this picture? Top is output from "df -h", bottom is gparted. I suspect I'm missing a lot of free space. No problems other than that (yet). Can somebody suggest the best (non-destructive) way to correct this? sudo dumpe2fs -h /dev/sda3: (source http://pastebin.com/nAvrdT4E) Filesystem volume name: <none> Last mounted on: / Filesystem UUID: 9f6eff64-60d7-4eec-81d5-1e8acd818b38 Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal ext_attr resize_inode dir_index filetype needs_recovery extent flex_bg sparse_super large_file huge_file uninit_bg dir_nlink extra_isize Filesystem flags: signed_directory_hash Default mount options: (none) Filesystem state: clean Errors behavior: Continue Filesystem OS type: Linux Inode count: 1602496 Block count: 6406144 Reserved block count: 320306 Free blocks: 4842284 Free inodes: 1361222 First block: 0 Block size: 4096 Fragment size: 4096 Reserved GDT blocks: 1022 Blocks per group: 32768 Fragments per group: 32768 Inodes per group: 8176 Inode blocks per group: 511 RAID stride: 32692 Flex block group size: 16 Filesystem created: Sun Nov 8 18:18:13 2009 Last mount time: Tue Mar 1 01:04:27 2011 Last write time: Mon Feb 28 04:27:34 2011 Mount count: 16 Maximum mount count: 28 Last checked: Thu Feb 24 06:23:39 2011 Check interval: 15552000 (6 months) Next check after: Tue Aug 23 07:23:39 2011 Lifetime writes: 227 GB Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 256 Required extra isize: 28 Desired extra isize: 28 Journal inode: 8 First orphan inode: 268015 Default directory hash: half_md4 Directory Hash Seed: cc101517-e617-482b-a883-a72919419c84 Journal backup: inode blocks Journal features: journal_incompat_revoke Journal size: 128M Journal length: 32768 Journal sequence: 0x001d3000 Journal start: 7787 fdisk and parted output per requests: http://pastebin.com/EGVH7Ken

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  • Static "LoD" hack opinions

    - by David Lively
    I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA. It occurred to me that (duh) the whole point of this is to generate small triangles close to the camera, and larger ones far away. Given that, rather than constantly modifying or swapping index buffers based on a feature's rendered size or distance from the camera, it would be a lot easier (and potentially quite a bit faster), to render a single "fan" or flat wedge/frustum-shaped planar mesh that is tessellated into small triangles close to the near or small end of the frustum and larger ones at the far end, sort of like this (overhead view) (Pardon the gap in the middle - I drew one side and mirrored it) The triangle sizes are chosen so that all are approximately the same size when projected. Then, that mesh would be transformed to track the camera so that the Z axis (center vertical in this image) is always aligned with the view direction projected into the XZ plane. The vertex shader would then read terrain heights from a height texture and adjust the Y coordinate of the mesh to match a height field that defines the terrain. This eliminates the need for culling (since the mesh is generated to match the viewport dimensions) and the need to modify the index and/or vertex buffers when drawing the terrain. Obviously this doesn't address terrain with overhangs, etc, but that could be handled to a certain extent by including a second mesh that defines a sort of "ceiling" via a different texture. The other LoD schemes I've seen aren't particularly difficult to implement and, in some cases, are a lot more flexible, but this seemed like a decent quick-and-dirty way to handle height map-based terrain without getting into geometry manipulation. Has anyone tried this? Opinions?

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  • Orthographic unit translation mismatch on grid (e.g. 64 pixels translates incorrectly)

    - by Justin Van Horne
    I am looking for some insight into a small problem with unit translations on a grid. Setup 512x448 window 64x64 grid gl_Position = projection * world * position; projection is defined by ortho(-w/2.0f, w/2.0f, -h/2.0f, h/2.0f); This is a textbook orthogonal projection function. world is defined by a fixed camera position at (0, 0) position is defined by the sprite's position. Problem In the screenshot below (1:1 scaling) the grid spacing is 64x64 and I am drawing the unit at (64, 64), however the unit draws roughly ~10px in the wrong position. I've tried uniform window dimensions to prevent any distortion on the pixel size, but now I am a bit lost in the proper way in providing a 1:1 pixel-to-world-unit projection. Anyhow, here are some quick images to aide in the problem. I decided to super-impose a bunch of the sprites at what the engine believes is 64x offsets. When this seemed off place, I went about and did the base case of 1 unit. Which seemed to line up as expected. The yellow shows a 1px difference in the movement. Vertices It would appear that the vertices going into the vertex shader are correct. For example, in reference to the first image the data looks like this in the VBO: x y x y ---------------------------- tl | 0.0 24.0 64.0 24.0 bl | 0.0 0.0 -> 64.0 0.0 tr | 16.0 0.0 80.0 0.0 br | 16.0 24.0 80.0 24.0 With that said, all I am left to believe is that I am munging up my actual projection. So, I am looking for any insight into maintaining the 1:1 pixel-to-world-unit projection.

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  • CodePlex Daily Summary for Monday, June 25, 2012

    CodePlex Daily Summary for Monday, June 25, 2012Popular ReleasesUmbraco CMS: Umbraco CMS 5.2: Development on Umbraco v5 discontinued After much discussion and consultation with leaders from the Umbraco community it was decided that work on the v5 branch would be discontinued with efforts being refocused on the stable and feature rich v4 branch. For full details as to why this decision was made please watch the CodeGarden 12 Keynote. What about all that hard work?!?? We are not binning everything and it does not mean that all work done on 5 is lost! we are taking all of the best and m...IIS Express Manager: IIS Express 0.31 B: V0.1B - 04 May, 2012 Initiated Project. V0.2B - 05May, 2012 1. Fixed small bug. Threw error when stop button was pressed in an already stopped application. 2. Removed start and stop button. Double clicking on list items will now stop / start the websites. 3. Improved code readability. 4. Changed Orientation of Buttons in UI. V0.3B - 06May, 2012 1. Complete modification of IISEM and process ID handling 2. IISEM is now capable of reflecting the existing IISExpress processes right from startup...SPMegaMenu 0.2.0.a: SPMegaMenu 0.2.0.a: SPMegaMenu 0.2.0.a - *Refined the menu to allow for sub category additions. *Release 0.1.0.a did not allow for sub categories. *Also added a Javascript Array Prototype to facilitate removal of duplicates in the sub category return. (the prototype is added as a workaround as I am not able to get the CAML GroupBy function to work correctly against a lookup column)CodeGenerate: CodeGenerate Alpha: The Project can auto generate C# code. Include BLL Layer、Domain Layer、IDAL Layer、DAL Layer. Support SqlServer And Oracle This is a alpha program,but which can run and generate code. Generate database table info into MS WordXDA ROM HUB: XDA ROM HUB v0.9: Kernel listing added -- Thanks to iONEx Added scripts installer button. Added "Nandroid On The Go" -- Perform a Nandroid backup without a PC! Added official Android app!ExtAspNet: ExtAspNet v3.1.8.1: +2012-06-24 v3.1.8 +????Grid???????(???????ExpandUnusedSpace????????)(??)。 -????MinColumnWidth(??????)。 -????AutoExpandColumn,???????????????(ColumnID)(?????ForceFitFirstTime??ForceFitAllTime,??????)。 -????AutoExpandColumnMax?AutoExpandColumnMin。 -????ForceFitFirstTime,????????????,??????????(????????????)。 -????ForceFitAllTime,????????????,??????????(??????????????????)。 -????VerticalScrollWidth,????????(??????????,0?????????????)。 -????grid/grid_forcefit.aspx。 -???????????En...AJAX Control Toolkit: June 2012 Release: AJAX Control Toolkit Release Notes - June 2012 Release Version 60623June 2012 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - The current version of the AJAX Control Toolkit is not compatible with ASP.NET 2.0. The latest version that is compatible with ASP.NET 2.0 can be found here: 11121. - Pages using ...WPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.5: Version: 2.5.0.5 (Milestone 5): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Add IsInDesignMode property to the WafConfiguration class. WAF: Introduce the IModuleController interface. WAF: Add ...Windows 8 Metro RSS Reader: Metro RSS Reader.v7: Updated for Windows 8 Release Preview Changed background and foreground colors Used VariableSizeGrid layout to wrap blog posts with images Sort items with Images first, text-only last Enabled Caching to improve navigation between framesConfuser: Confuser 1.9: Change log: * Stable output (i.e. given the same seed & input assemblies, you'll get the same output assemblies) + Generate debug symbols, now it is possible to debug the output under a debugger! (Of course without enabling anti debug) + Generating obfuscation database, most of the obfuscation data in stored in it. + Two tools utilizing the obfuscation database (Database viewer & Stack trace decoder) * Change the protection scheme -----Please read Bug Report before you report a bug-----...XDesigner.Development: First release: First releaseBlackJumboDog: Ver5.6.5: 2012.06.22 Ver5.6.5  (1) FTP??????? EPSV ?? EPRT ???????DotNetNuke® Form and List: 06.00.01: DotNetNuke Form and List 06.00.01 Changes in 06.00.01 Icons are shown in module action buttons (workaraound to core issue with IconAPI) Fix to Token2XSL Editor, changing List type raised exception MakeTumbnail and ShowXml handlers had been missing in install package Updated help texts for better understanding of filter statement, token support in email subject and css style Major changes for fnL 6.0: DNN 6 Form Patterns including modal PopUps and Tabs http://www.dotnetnuke.com/Po...MVVM Light Toolkit: V4RTM (binaries only) including Windows 8 RP: This package contains all the latest DLLs for MVVM Light V4 RTM. It includes the DLLs for Windows 8 Release Preview. An updated Nuget package is also available at http://nuget.org/packages/MvvmLightLibs An installer with binaries, snippets and templates will follow ASAP.Weapsy - ASP.NET MVC CMS: 1.0.0: - Some changes to Layout and CSS - Changed version number to 1.0.0.0 - Solved Cache and Session items handler error in IIS 7 - Created the Modules, Plugins and Widgets Areas - Replaced CKEditor with TinyMCE - Created the System Info page - Minor changesAcDown????? - AcDown Downloader Framework: AcDown????? v3.11.7: ?? ●AcDown??????????、??、??????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ??:????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ...NShader - HLSL - GLSL - CG - Shader Syntax Highlighter AddIn for Visual Studio: NShader 1.3 - VS2010 + VS2012: This is a small maintenance release to support new VS2012 as well as VS2010. This release is also fixing the issue The "Comment Selection" include the first line after the selection If the new NShader version doesn't highlight your shader, you can try to: Remove the registry entry: HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\11.0\FontAndColors\Cache Remove all lines using "fx" or "hlsl" in file C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\CommonExtensions\Micr...3D Landmark Recognition: Landmark3D Dataset V1.0 (7z 1 of 3): Landmark3D Dataset Version 1.0Xenta Framework - extensible enterprise n-tier application framework: Xenta Framework 1.8.0: System Requirements OS Windows 7 Windows Vista Windows Server 2008 Windows Server 2008 R2 Web Server Internet Information Service 7.0 or above .NET Framework .NET Framework 4.0 WCF Activation feature HTTP Activation Non-HTTP Activation for net.pipe/net.tcp WCF bindings ASP.NET MVC ASP.NET MVC 3.0 Database Microsoft SQL Server 2005 Microsoft SQL Server 2008 Microsoft SQL Server 2008 R2 Additional Deployment Configuration Started Windows Process Activation service Start...MFCMAPI: June 2012 Release: Build: 15.0.0.1034 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeNew ProjectsAudio-Gallery-Suite: Audio-Gallery-Suite is a complete audio gallery solution that includes a web audio gallery and a windows application for its complete management.caoliu_????????-????: ????????????Decanini: Teste de SummaryDevToolkit: placeholderdotCommand: dotCommand project explores various .NET implementations of Command design pattern, by providing and measuring those implementations.Engine Wars Chess Manager Service: EngineWars is Client/Server framework to host chess matches of humans vs humans, humans vs Chess Engines, and engines vs engines in casual play and tournaments.FsHtml: A tiny HTML parser in F#JAVALINKDotHandler: BÁSICO Sistema para avaliação de A5LP1 - IFSP - Campi SÃO PAULOKylinORM ????: KylinORM???????,??AOP?DDD???????????。LegendJS 2D: A 2D engine written in Javascript and Canvas. Aims to be easy learn and flexible enough to develop complex 2D game or other 2D application. LegendJS manages youMetroToolbox: A library of useful tools for developer metro apps on windows rt.M-i-c-r-o-S-o-f-t-W-M-S: M8i8c8r8o8S8o8f8t M8i8c8r8o8S8o8f8t M8i8c8r8o8S8o8f8tMineSweeping: 1234567890Multiplatform GTK Docking Panel in MONO: This is an open source project to develop a multiplatform dock-panel library in Gtk for Mono.MyAbcdefg_abcdefg: MyAbcdefg_abcdefgPlugin PagSeguro for NopCommerce 2.5: PagSeguro paymento module for nopcommerce 2.5 This is a brazilian payment method.Reckoning: Reckoning is a word counter that reports the frequencies of words in a piece of text. Seo Proxy: Seo Proxy is a proxy fetcher and checker. Project is intended to create ultimate tool to get proxies from websites and build quality lists.SharePoint Auriga blog: -SharpToolkit: placeholderShift2D: Shift2D????XNA?? Shift2D??????WPF、Silverlight????,????????,???????,?????????。Simple TFTP loader for Windows Embedded Compact EBOOT: Utility to download NK.BIN files to EBOOT without using PLatform Builder'SUMC Reader: SUMC reader - read info from http://m.sumc.bg I named SUMC, because that's the official nickname of Sofia public transport. t: tVertical Shooter RPG: Vertical Shooter RPG is an XNA open source game that will be an update to the vertical shooter genre by adding a world map and upgradable options.w___m___s___uupiwqewrqewypouyupqurpe: sdfasdfadsfafadsfsadfworkmanagesystem: This is the Course Project for School of E&M NCEPU owned by OLDBIG12. Now OLDBIG12 and Silent are develeoping it. It's just my first project on CodePlex.

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  • Why is my root filesystem always scanned at boot?

    - by luri
    I always have a pause at boot saying my filesystems are being checked (with a "press C to cancel" note, too). Actually (seeing boot.log) I think it's the / fs, which is located at /dev/sdb5 Several questions altoghether, here (hope this does not break any rule): Is this normal? Can I (or even should I) prevent this anyhow? According to boot.log (below) the fs does not seem to be 'clean', or, at least, it's in an state or condition that makes fsck always can it for errors for a while (just a few seconds). How can I fix it? Edit: This is my boot.log: fsck desde util-linux-ng 2.17.2 udevd[515]: can not read '/etc/udev/rules.d/z80_user.rules' /dev/sdb5: 249045/32841728 ficheros (0.3% no contiguos), 20488485/131338752 bloques init: ureadahead-other main process (1111) terminated with status 4 init: ureadahead-other main process (1116) terminated with status 4 Password: * Starting AppArmor profiles [160G Skipping profile in /etc/apparmor.d/disable: usr.bin.firefox [154G[ OK ] * Setting sensors limits [160G [154G[ OK ] And this is dumpe2fs results for the filesystem being checked (well, the relevant part of the log): Filesystem volume name: <none> Last mounted on: / Filesystem UUID: 42509bf9-f3e6-460a-8947-ec0f5c1fbcc8 Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal ext_attr resize_inode dir_index filetype needs_recovery extent flex_bg sparse_super large_file huge_file uninit_bg dir_nlink extra_isize Filesystem flags: signed_directory_hash Default mount options: (none) Filesystem state: clean Errors behavior: Continue Filesystem OS type: Linux Inode count: 32841728 Block count: 131338752 Reserved block count: 6566937 Free blocks: 110850356 Free inodes: 32592701 First block: 0 Block size: 4096 Fragment size: 4096 Reserved GDT blocks: 992 Blocks per group: 32768 Fragments per group: 32768 Inodes per group: 8192 Inode blocks per group: 512 Flex block group size: 16 Filesystem created: Fri Dec 10 19:44:15 2010 Last mount time: Mon Feb 14 17:00:02 2011 Last write time: Mon Feb 14 16:59:45 2011 Mount count: 1 Maximum mount count: 33 Last checked: Mon Feb 14 16:59:45 2011 Check interval: 15552000 (6 months) Next check after: Sat Aug 13 17:59:45 2011 Lifetime writes: 331 GB Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 256 Required extra isize: 28 Desired extra isize: 28 Journal inode: 8 First orphan inode: 28049496 Default directory hash: half_md4 Directory Hash Seed: d3d24459-514b-4413-b840-e970b766095b Journal backup: inode blocks Journal features: journal_incompat_revoke Tamaño de fichero de transacciones: 128M Journal length: 32768 Journal sequence: 0x0005e0c4 Journal start: 1 This is the relevant (at least I think this is the fs being checked) line in fstab: #Entry for /dev/sdb5 : UUID=42509bf9-f3e6-460a-8947-ec0f5c1fbcc8 / ext4 errors=remount-ro 0 1

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  • Z-order with Alpha blending in a 3D world

    - by user41765
    I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++) Currently, I'm ordering elements back to front before drawing them without batch (so 1 element = 1 drawcall). I would like to implement batching in my framework to decrease draw calls. Here is what I've got for the moment: Order all elements of my scene back to front. Send order list of elements to the Renderer. Renderer look in his batch manager if a batch exist for the given element with his Material. Batch didn't exist: create a new one. Batch exist for element with this Material: Add sprite to the batch. Compute big mesh with all sprite for each batch (1 material type = 1 batch). When all batches are ok, the batch manager compute draw commands for the renderer. Renderer process draw commands (bind shader, bind textures, bind buffers, draw element) Image with my problem here: Explication here But I've got some problems because objects can be behind another objects inside another batch. How can I do something like that? Thanks!

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  • How to handle multiple effect files in XNA

    - by Adam 'Pi' Burch
    So I'm using ModelMesh and it's built in Effects parameter to draw a mesh with some shaders I'm playing with. I have a simple GUI that lets me change these parameters to my heart's desire. My question is, how do I handle shaders that have unique parameters? For example, I want a 'shiny' parameter that affects shaders with Phong-type specular components, but for an environment mapping shader such a parameter doesn't make a lot of sense. How I have it right now is that every time I call the ModelMesh's Draw() function, I set all the Effect parameters as so foreach (ModelMesh m in model.Meshes) { if (isDrawBunny == true)//Slightly change the way the world matrix is calculated if using the bunny object, since it is not quite centered in object space { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position + bunnyPositionTransform); } else //If not rendering the bunny, draw normally { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position); } foreach (Effect e in m.Effects) { Matrix ViewProjection = camera.ViewMatrix * camera.ProjectionMatrix; e.Parameters["ViewProjection"].SetValue(ViewProjection); e.Parameters["World"].SetValue(world); e.Parameters["diffuseLightPosition"].SetValue(lightPositionW); e.Parameters["CameraPosition"].SetValue(camera.Position); e.Parameters["LightColor"].SetValue(lightColor); e.Parameters["MaterialColor"].SetValue(materialColor); e.Parameters["shininess"].SetValue(shininess); //e.Parameters //e.Parameters["normal"] } m.Draw(); Note the prescience of the example! The solutions I've thought of involve preloading all the shaders, and updating the unique parameters as needed. So my question is, is there a best practice I'm missing here? Is there a way to pull the parameters a given Effect needs from that Effect? Thank you all for your time!

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  • Why is wireless slow with Atheros AR9285?

    - by Luke
    I know there are many posts like this, however none of the fixes I have found have worked. I had the issue on 11.04, and after having no luck fixing it decided to try 12.04 however this has not fixed the problem. I'm using a Lenovo IdeaPad, the network card is a Atheros Communications AR9285. edit add outputs: sudo iwconfig lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:"NETGEAR-PLOW" Mode:Managed Frequency:2.437 GHz Access Point: E0:91:F5:7D:1B:BA Bit Rate=65 Mb/s Tx-Power=15 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:on Link Quality=66/70 Signal level=-44 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:77 Invalid misc:63 Missed beacon:0 eth0 no wireless extensions. lspci -nnk | grep -iA2 net 06:00.0 Network controller [0280]: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) [168c:002b] (rev 01) Subsystem: Lenovo Device [17aa:30a1] Kernel driver in use: ath9k -- 07:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller [10ec:8136] (rev 02) Subsystem: Lenovo Device [17aa:392e] Kernel driver in use: r8169 Thanks

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  • Laggy Graphics After Upgrade to Ubuntu 13.10

    - by John bracciano
    I noticed some issues concerning the graphics after I upgraded from Ubuntu 13.04 to 13.10. More specifically: Dash tends to be more "laggy" than it used to be. When I switch desktops you can clearly see the screen going frame by frame. Menu bar is also "laggy". When I open GIMP, the menu bar is useless after a while - it takes seconds to refresh. The problems seem to appear after some seconds of use. When I boot the system everything works fine, until some more graphics-intensive program starts (Firefox, GIMP, etc). /usr/lib/nux/unity_support_test -p reports: OpenGL vendor string: Intel Open Source Technology Center OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile OpenGL version string: 3.0 Mesa 9.2.1 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes I use an Asus Zenbook UX31A with: Intel® Core i5 Ivy Bridge Integrated Intel® HD Graphics 4000 Intel® HM76 Express Chipset Thank you in advance for any answer!

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  • Set Error-Pages for all Applications in Tomcat

    - by phisch
    I'm trying to set up custom error pages in tomcat 6, because I don't want the default ones to show up. My error pages are static html, no jsp or anything dynamic. I know how to do this through the web.xml in each application but I'd prefere to setup the error pages only once for the entire server. I tried to add the following fragment to the global web.xml (in conf), but no matter what I add under location, it does not show. <error-page> <error-code>404</error-code> <location>/404.html</location> </error-page> What do I need to do to gobally define custom error pages? Thanks!

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  • Unity 3D doesn't work on ubuntu 12.04 LTS in virtual box hosted by Windows 7 64bit

    - by Mario
    Can't google out the solution through some time so I'm asking here. I have installed Linux Ubuntu 12.04 LTS in virtual box hosted by Windows 7 64bit Simple my 3D stopped working after some kernel headers update<<< few months ago. Just like that. I don't member which version was it. In meantime there was 2 or 3 new releases of VirtualBox which I have installed. Every time I am updating VirtualBox Guest Additions to the newest version. My 3D in Ubuntu still doesn't work. root@pjadmin-VirtualBox:~# /usr/lib/nux/unity_support_test -p OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no My graphics card in PC is ATI 6850. Please help.

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  • Radeon 9200 Driver?

    - by usuhh86
    I've been using Linux for a while, but haven't really done more than installed programs. I have Ubuntu 12.04 with an ATI Radeon 9200 graphics card. Ubuntu didn't recognize it during the install. All I want is a driver. Preferably the proprietary driver, but I'll settle for an open-source one if I need to. I went to the AMD support website, and whenever I click on the download link for "ATI Proprietary Linux x86 Display Driver 8.28.8" I get redirected to the main AMD website. I tried this on Firefox, Chrome, even booted up my netbook and tried it on IE9. Does anybody have a download link? And if not, a link to download an open-source alternative? Any help will be greatly appreciated. I'm pretty much still a newbie at this. OpenGL vendor string: Tungsten Graphics, Inc. OpenGL renderer string: Mesa DRI R200 (RV280 5961) x86/MMX/SSE2 TCL DRI2 OpenGL version string: 1.3 Mesa 8.0.2 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: no GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: no Unity 3D supported: no

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  • How do I install the EW-7318Ug wireless drivers?

    - by user69731
    I'm on Ubuntu 12.04 and I need to install & configure Internet connection. I want to use montor mode in Wireshark. After Ubuntu installation my wireless card was recognized but it doesn't connect to the Internet. Internal wireless card works well. What should I do? I'm new to Linux. PC:~$ ifconfig -a eth0 Link encap:Ethernet HWaddr 64:31:50:0f:d4:70 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:45 Base address:0x8000 eth1 Link encap:Ethernet HWaddr e0:2a:82:aa:2d:3e inet addr:192.168.0.101 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::e22a:82ff:feaa:2d3e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:20978 errors:0 dropped:0 overruns:0 frame:364651 TX packets:20949 errors:171 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:19299119 (19.2 MB) TX bytes:3024858 (3.0 MB) Interrupt:19 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:4788 errors:0 dropped:0 overruns:0 frame:0 TX packets:4788 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:387017 (387.0 KB) TX bytes:387017 (387.0 KB) wlan1 Link encap:Ethernet HWaddr 00:1f:1f:44:c1:a4 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:10508 errors:0 dropped:0 overruns:0 frame:0 TX packets:6143 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:14831319 (14.8 MB) TX bytes:644606 (644.6 KB) PC:~$ iwconfig lo no wireless extensions. wlan1 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:on eth1 IEEE 802.11 Access Point: Not-Associated Link Quality:5 Signal level:225 Noise level:162 Rx invalid nwid:0 invalid crypt:0 invalid misc:0 eth0 no wireless extensions.

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  • Deferred Rendering With Diffuse,Specular, and Normal maps

    - by John
    I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I am loading the model from a Wavefront OBJ file using Assimp. I extract all geometry information including tangents and bitangents. For all the aiMaterials,I extract the following information which essentially comes from the sponza.mtl file. Ambient/Diffuse/Specular/Emissive Reflectivity Coefficients(Ka,Kd,Ks,Ke) Shininess Diffuse Map Specular Map Normal Map I understand that I must render vertex attributes such as position ,normals,texture coordinates to textures as well as depth for the second render pass. A lot of resources mention putting colour information into a g-buffer in the initial render pass but do you not require the diffuse,specular and normal maps and therefore lights to determine the fragment colour? I know that doesnt make since sense because lighting should be done in the second render pass. In terms of normal mapping, do you essentially just pass the tangent,bitangents, and normals into g-buffers and then construct the tangent matrix and apply it to the sampled normal from the normal map. Ultimately, I would like to know how to incorporate this material information into my deferred renderer.

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  • why is glVertexAttribDivisor crashing?

    - by 2am
    I am trying to render some trees with instancing. This is rather weird, but before sleeping yesterday night, I checked the code, and it was in a running state, when I got up this morning, it is crashing when I am calling glVertexAttribDivisor I haven't changed any code since yesterday. Here is how I am sending data to GPU for instancing. glGenBuffers(1, &iVBO); glBindBuffer(GL_ARRAY_BUFFER, iVBO); glBufferData(GL_ARRAY_BUFFER, (ml_instance->i_positions.size()*sizeof(glm::vec4)) , NULL, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, (ml_instance->i_positions.size()*sizeof(glm::vec4)), &ml_instance->i_positions[0]); And then in vertex specification-- glBindBuffer(GL_ARRAY_BUFFER, iVBO); glVertexAttribPointer(i_positions, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(i_positions); glVertexAttribDivisor(i_positions,1); // **THIS IS WHERE THE PROGRAM CRASHES** glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0,TREES_INSTANCE_COUNT); I have checked ml_instance->i_positions, it has all the data that needs to render. I have checked the value of i_positions in vertex shader, it is the same as whatever I have defined there. I am little out of ideas here, everything looks pretty much fine. What am I missing?

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  • How do I get a Belkin F5D8053 wireless adapter working?

    - by disassembler
    I've tried getting my Belkin N Wireless adapter to work on Ubuntu many times with no luck at all. Each time I seem to arrive at a dead end. After some thorough searching of UbuntuForums and WifiDocs I've gathered some information and narrowed the problem down to an issue with the rtl819xU driver. Here's some info that may help: $ sudo lshw -C network *-network DISABLED description: Wireless interface physical id: 1 bus info: usb@1:2 logical name: wlan0 serial: 00:22:75:38:52:ac capabilities: ethernet physical wireless configuration: broadcast=yes driver=rtl819xU multicast=yes wireless=802.11b/g/n $ sudo lsmod Module Size Used by vesafb 13449 1 snd_ice1724 106559 2 snd_ice17xx_ak4xxx 13163 1 snd_ice1724 snd_ac97_codec 105614 1 snd_ice1724 ac97_bus 12642 1 snd_ac97_codec snd_ak4xxx_adda 18436 2 snd_ice1724,snd_ice17xx_ak4xxx snd_ak4114 14326 1 snd_ice1724 snd_pt2258 12986 1 snd_ice1724 snd_i2c 13831 2 snd_ice1724,snd_pt2258 snd_ak4113 14307 1 snd_ice1724 snd_pcm 80244 4 snd_ice1724,snd_ac97_codec,snd_ak4114,snd_ak4113 fglrx 2434640 121 snd_seq_midi 13132 0 snd_rawmidi 25269 2 snd_ice1724,snd_seq_midi binfmt_misc 13213 1 snd_seq_midi_event 14475 1 snd_seq_midi snd_seq 51291 2 snd_seq_midi,snd_seq_midi_event ppdev 12849 0 snd_timer 28659 2 snd_pcm,snd_seq snd_seq_device 14110 3 snd_seq_midi,snd_rawmidi,snd_seq dcdbas 14054 0 r8192u_usb 297246 0 snd 55295 16 snd_ice1724,snd_ac97_codec,snd_ak4xxx_adda,snd_ak4114,snd_pt2258,snd_i2c,snd_ak4113,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device soundcore 12600 1 snd parport_pc 32111 1 snd_page_alloc 14073 1 snd_pcm shpchp 32345 0 lp 13349 0 parport 36746 3 ppdev,parport_pc,lp usbhid 41704 0 hid 77084 1 usbhid e100 40108 0 floppy 60032 0 $ sudo iwconfig wlan0 802.11b/g/n Mode:Managed Access Point: Not-Associated Bit Rate:1 Mb/s Retry min limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:off Link Quality=0/100 Signal level=0 dBm Noise level=0 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:0 Missed beacon:0 I'd like to know if 1) Is the driver is properly installed and recognized by Ubuntu? 2) What can I do to load the drivers properly and make use of the adapter? Thanks!

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  • OpenGL ES rotate texture

    - by 0xSina
    I just got started with OpenGL ES... I have a fragment: const char * sFragment = _STRINGIFY( varying highp vec2 coordinate; precision mediump float; uniform vec4 maskC; uniform float threshold; uniform sampler2D videoframe; uniform sampler2D videosprite; uniform vec4 mask; uniform vec4 maskB; uniform int recording; vec3 normalize(vec3 color, float meanr) { return color*vec3(0.75 + meanr, 1., 1. - meanr); } void main() { float d; float dB; float dC; float meanr; float meanrB; float meanrC; float minD; vec4 pixelColor; vec4 spriteColor; pixelColor = texture2D(videoframe, coordinate); spriteColor = texture2D(videosprite, coordinate); meanr = (pixelColor.r + mask.r)/8.; meanrB = (pixelColor.r + maskB.r)/8.; meanrC = (pixelColor.r + maskC.r)/8.; d = distance(normalize(pixelColor.rgb, meanr), normalize(mask.rgb, meanr)); dB = distance(normalize(pixelColor.rgb, meanrB), normalize(maskB.rgb, meanrB)); dC = distance(normalize(pixelColor.rgb, meanrC), normalize(maskC.rgb, meanrC)); minD = min(d, dB); minD = min(minD, dC); gl_FragColor = spriteColor; if (minD > threshold) { gl_FragColor = pixelColor; } } Now, depending on wether recording is 0 or 1, I want to rotate uniform sampler2D videosprite 180 degrees (reflection in x-axis, flip vertically). How can I do that? I found the function glRotatef(), but how do i specify that I want to rotate video sprite and not videoframe? Thanks

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  • Understanding how memory contents map into a struct

    - by user95592
    I am not able to understand how bytes in memory are being mapped into a struct. My machine is a little-endian x86_64. The code was compiled with gcc 4.7.0 from the Win64 mingw32-64 distribution for Win64. These are contents of the relevant memory fragment: ...450002cf9fe5000040115a9fc0a8fe... And this is the struct definition: typedef struct ip4 { unsigned int ihl :4; unsigned int version :4; uint8_t tos; uint16_t tot_len; uint16_t id; uint16_t frag_off; // flags=3 bits, offset=13 bits uint8_t ttl; uint8_t protocol; uint16_t check; uint32_t saddr; uint32_t daddr; /*The options start here. */ } ip4_t; When a pointer to such an structure (let it be *ip4) is initialized to the starting address of the above pasted memory region, this is what the debugger shows for the struct's fields: ip4: address=0x8da36ce ip4->ihl: address=0x8da36ce, value=0x5 ip4->version: address=0x8da36ce, value=0x4 ip4->tos: address=0x8da36d2, value=0x9f ip4->tot_len: address=0x8da36d4, value=0x0 ... I see how ihl and version are mapped: 4 bytes for a long integer, little-endian. But I don't understand how tos and tot_len are mapped; which bytes in memory correspond to each one of them. Thank you in advance.

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  • What calls trigger a new batch?

    - by sebf
    I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding the performance characteristics of code using the GPU but there are a couple of things that aren't clear that I need to know to optimize my drawing. Specifically, what calls make the distinction between batches. I know that any state changes cause a new batch, so that includes: Render State Changes Buffer Changes Shader Changes Render Target Changes Correct? What else counts as a 'state change'? Does each Draw**Primitive() call constitute a new batch? Even if I were to issue the same call twice, with no state changes, or call it once on on part of the buffer, then again on another? If I were to update a buffer, but not change the bindings, would that be a new batch? That presentation and a DX9 page suggest using all of the texture slots available, which I take to mean loading multiple objects in 'parallel' by mapping their buffers/shaders/textures to slots 1-16. But I am not sure how this works - surely to do this you would need to change the buffer binding and that would count as a state change? (or is it a case of you do but it saves 16 calls so its OK?)

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