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  • Unable to execute native sql query

    - by Renjith
    I am developing an application with Spring and hibernate. In the DAO class, I was trying to execute a native sql as follows: SELECT * FROM product ORDER BY unitprice ASC LIMIT 6 OFFSET 0 But the system throws an exception. org.hibernate.HibernateException: No Hibernate Session bound to thread, and configuration does not allow creation of non-transactional one here org.springframework.orm.hibernate3.SpringSessionContext.currentSession(SpringSessionContext.java:63) org.hibernate.impl.SessionFactoryImpl.getCurrentSession(SessionFactoryImpl.java:544) com.dao.ProductDAO.listProducts(ProductDAO.java:15) com.dataobjects.impl.ProductDoImpl.listProducts(ProductDoImpl.java:26) com.action.ProductAction.showProducts(ProductAction.java:53) sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) application-context.xml is show below <bean id="propertyConfigurer" class="org.springframework.beans.factory.config.PropertyPlaceholderConfigurer" p:location="/WEB-INF/jdbc.properties" /> <bean id="dataSource" class="org.springframework.jdbc.datasource.DriverManagerDataSource" p:driverClassName="${jdbc.driverClassName}" p:url="${jdbc.url}" p:username="${jdbc.username}" p:password="${jdbc.password}" /> <!-- Hibernate SessionFactory --> <!-- class="org.springframework.orm.hibernate3.LocalSessionFactoryBean"--> <bean id="sessionFactory" class="org.springframework.orm.hibernate3.LocalSessionFactoryBean"> <property name="dataSource"> <ref local="dataSource"/> </property> <property name="configLocation"> <value>WEB-INF/classes/hibernate.cfg.xml</value> </property> <property name="configurationClass"> <value>org.hibernate.cfg.AnnotationConfiguration</value> </property> <!-- <property name="annotatedClasses"> <list> <value>com.pojo.Product</value> <value>com.pojo.User</value> <value>com.pojo.UserLogin</value> </list> </property> --> <property name="hibernateProperties"> <props> <prop key="hibernate.dialect">${hibernate.dialect}</prop> <prop key="hibernate.show_sql">true</prop> </props> </property> </bean> <!-- User Bean definitions --> <bean name="/logincheck" class="com.action.LoginAction"> <property name="userDo" ref="userDo" /> </bean> <bean id="userDo" class="com.dataobjects.impl.UserDoImpl" > <property name="userDAO" ref="userDAO" /> </bean> <bean id="userDAO" class="com.dao.UserDAO" > <property name="sessionFactory" ref="sessionFactory" /> </bean> <bean name="/listproducts" class="com.action.ProductAction"> <property name="productDo" ref="productDo" /> </bean> <bean id="productDo" class="com.dataobjects.impl.ProductDoImpl" > <property name="productDAO" ref="productDAO" /> </bean> <bean id="productDAO" class="com.dao.ProductDAO" > <property name="sessionFactory" ref="sessionFactory" /> </bean> And DAO class is public class ProductDAO extends HibernateDaoSupport{ public List listProducts(int startIndex, int incrementor) { org.hibernate.Session session = getHibernateTemplate().getSessionFactory().getCurrentSession(); String queryString = "SELECT * FROM product ORDER BY unitprice ASC LIMIT 6 OFFSET 0"; List list = null; try{ session.beginTransaction(); org.hibernate.Query query = session.createQuery(queryString); list = query.list(); session.getTransaction().commit(); } catch(Exception e) { e.printStackTrace(); } finally { session.close(); } return list; } public List getProductCount() { String queryString = "SELECT COUNT(*) FROM Product"; return getHibernateTemplate().find(queryString); } } Any thoughts to fix it up?

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  • How to get selected category id after 1st page in pagination?

    - by Surjay
    //$id=$_REQUEST['category']; //$catid=mysql_escape_string($id); $catid = isset($_GET['category']) ? (int)$_GET['category'] : 0; $recordsPerPage =4; 0 // //default startup page $pageNum = 1; if(isset($_GET['p'])) { $pageNum = $_GET['p']; settype($pageNum, 'integer'); } $offset = ($pageNum - 1) * $recordsPerPage; //set the number of columns $columns = 1; //set the number of columns $columns = 1; $query = "SELECT temp_id, temp_img, temp_header, temp_resize, temp_small, temp_name, temp_type, cat_id, col_id, artist_id FROM templates where cat_id = '{$catid}' ORDER BY temp_id DESC LIMIT $offset, $recordsPerPage"; $result = mysql_query($query); //we add this line because we need to know the number of rows $num_rows = mysql_num_rows($result); echo ""; //changed this to a for loop so we can use the number of rows for($i = 0; $i < $num_rows; $i++) { while($row = mysql_fetch_array($result)){ if($i % $columns == 0) { //if there is no remainder, we want to start a new row echo ""; } echo ...........my data(s). if(($i % $columns) == ($columns - 1) || ($i + 1) == $num_rows) { echo ""; } } } echo ""; //} ? <div class="pagination"> <? $query = "SELECT COUNT( temp_id ) AS `temp_date` FROM `templates` where cat_id ='{$catid}'"; $result = mysql_query($query) or die('Mysql Err. 2'); $row = mysql_fetch_assoc($result); $numrows = $row['temp_date']; //$numrows = mysql_num_rows($result); $self = $_SERVER['PHP_SELF']; $maxPage = ceil($numrows/$recordsPerPage); $nav = ''; for($page = 1; $page <= $maxPage; $page++) { if ($page == $pageNum) { $nav .= "$page"; } else { $nav .= "$page"; } } if ($pageNum 1) { $page = $pageNum - 1; $prev = ""; $first = ""; } else { $prev = ' '; $first = ' '; } if ($pageNum < $maxPage) { $page = $pageNum + 1; $next = " "; $last = " "; } else { $next = ' '; $last = ' '; } echo " $first $prev $nav $next $last "; ? Here my ajax code: function GetXmlHttpObject(handler) { var objXMLHttp=null if (window.XMLHttpRequest) { objXMLHttp=new XMLHttpRequest() } else if (window.ActiveXObject) { objXMLHttp=new ActiveXObject("Microsoft.XMLHTTP") } return objXMLHttp } function stateChanged() { if (xmlHttp.readyState==4 || xmlHttp.readyState=="complete") { document.getElementById("txtResult").innerHTML=xmlHttp.responseText } else { //alert(xmlHttp.status); } } function htmlData(url, qStr) { if (url.length==0) { document.getElementById("txtResult").innerHTML=""; return; } xmlHttp=GetXmlHttpObject() if (xmlHttp==null) { alert ("Browser does not support HTTP Request"); return; } url=url+"?"+qStr; url=url+"&sid="+Math.random(); xmlHttp.onreadystatechange=stateChanged; xmlHttp.open("GET",url,true) ; xmlHttp.send(null); }

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  • Return NSArray from NSDictionary

    - by Jon
    I have a fetch that returns an array with dictionary in it of an attribute of a core data object. Here is my previous question: Create Array From Attribute of NSObject From NSFetchResultsController This is the fetch: NSFetchRequest *request = [[NSFetchRequest alloc] init]; [request setEntity:entity]; [request setResultType:NSDictionaryResultType]; [request setReturnsDistinctResults:NO]; //set to YES if you only want unique values of the property [request setPropertiesToFetch :[NSArray arrayWithObject:@"timeStamp"]]; //name(s) of properties you want to fetch // Execute the fetch. NSError *error; NSArray *objects = [managedObjectContext executeFetchRequest:request error:&error]; When I log the NSArray data, I get this: The content of data is( { timeStamp = "2011-06-14 21:30:03 +0000"; }, { timeStamp = "2011-06-16 21:00:18 +0000"; }, { timeStamp = "2011-06-11 21:00:18 +0000"; }, { timeStamp = "2011-06-23 19:53:35 +0000"; }, { timeStamp = "2011-06-21 19:53:35 +0000"; } ) What I want is an array with this format: [NSArray arrayWithObjects: @"2011-11-01 00:00:00 +0000", @"2011-12-01 00:00:00 +0000", nil];' Edit: This is the method for which I want to replace the data array with my new data array: - (NSArray*)calendarMonthView:(TKCalendarMonthView *)monthView marksFromDate:(NSDate *)startDate toDate:(NSDate *)lastDate { NSLog(@"calendarMonthView marksFromDate toDate"); NSLog(@"Make sure to update 'data' variable to pull from CoreData, website, User Defaults, or some other source."); // When testing initially you will have to update the dates in this array so they are visible at the // time frame you are testing the code. NSArray *data = [NSArray arrayWithObjects: @"2011-01-01 00:00:00 +0000", @"2011-12-01 00:00:00 +0000", nil]; // Initialise empty marks array, this will be populated with TRUE/FALSE in order for each day a marker should be placed on. NSMutableArray *marks = [NSMutableArray array]; // Initialise calendar to current type and set the timezone to never have daylight saving NSCalendar *cal = [NSCalendar currentCalendar]; [cal setTimeZone:[NSTimeZone timeZoneForSecondsFromGMT:0]]; // Construct DateComponents based on startDate so the iterating date can be created. // Its massively important to do this assigning via the NSCalendar and NSDateComponents because of daylight saving has been removed // with the timezone that was set above. If you just used "startDate" directly (ie, NSDate *date = startDate;) as the first // iterating date then times would go up and down based on daylight savings. NSDateComponents *comp = [cal components:(NSMonthCalendarUnit | NSMinuteCalendarUnit | NSYearCalendarUnit | NSDayCalendarUnit | NSWeekdayCalendarUnit | NSHourCalendarUnit | NSSecondCalendarUnit) fromDate:startDate]; NSDate *d = [cal dateFromComponents:comp]; // Init offset components to increment days in the loop by one each time NSDateComponents *offsetComponents = [[NSDateComponents alloc] init]; [offsetComponents setDay:1]; // for each date between start date and end date check if they exist in the data array while (YES) { // Is the date beyond the last date? If so, exit the loop. // NSOrderedDescending = the left value is greater than the right if ([d compare:lastDate] == NSOrderedDescending) { break; } // If the date is in the data array, add it to the marks array, else don't if ([data containsObject:[d description]]) { [marks addObject:[NSNumber numberWithBool:YES]]; } else { [marks addObject:[NSNumber numberWithBool:NO]]; } // Increment day using offset components (ie, 1 day in this instance) d = [cal dateByAddingComponents:offsetComponents toDate:d options:0]; } [offsetComponents release]; return [NSArray arrayWithArray:marks]; }

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  • Generate SVG in Javascript

    - by Shadowbob
    I'm trying to load a SVG with Javascript. I did it quite often with success, but this time it has a strange return. Here is my JS var xmlns = 'http://www.w3.org/2000/svg'; var container = document.getElementById('svgContainer'); var svg = document.createElementNS(xmlns, 'svg'); svg.setAttribute('xmlns', xmlns); svg.setAttribute('version', '1.2'); var defs = document.createElementNS(xmlns, 'defs'); var lg = document.createElementNS(xmlns, 'linearGradient'); lg.setAttribute('id', 'lg'); defs.appendChild(lg); var stop1 = document.createElementNS(xmlns, 'stop'); stop1.setAttribute('offset', '0'); stop1.setAttribute('style', 'stop-color:#ffffff;stop-opacity:1'); lg.appendChild(stop1); var stop2 = document.createElementNS(xmlns, 'stop'); stop2.setAttribute('offset', '1'); stop2.setAttribute('style', 'stop-color:#000000;stop-opacity:1'); lg.appendChild(stop2); var rg = document.createElementNS(xmlns, 'radialGradient'); rg.setAttribute('cx', '171.20810'); rg.setAttribute('cy', '196.85463'); rg.setAttribute('r', '200.00000'); rg.setAttribute('fx', '171.20810'); rg.setAttribute('fy', '196.85463'); rg.setAttribute('id', 'rg'); rg.setAttribute('xlink:href', '#lg'); rg.setAttribute('gradientUnits', 'userSpaceOnUse'); rg.setAttribute('gradientTransform', 'matrix(1.040418,0.796229,-0.814518,1.064316,153.4218,-150.4353)'); defs.appendChild(rg); svg.appendChild(defs); var g = document.createElementNS (xmlns, 'g'); g.setAttribute('transform', 'scale(0.2,0.2)'); svg.appendChild(g); container.appendChild(svg); var path = document.createElementNS (xmlns, 'path'); path.setAttribute('d', 'M 450.00000 255.00000 A 200.00000 205.00000 0 1 1 50.000000,255.00000 A 200.00000 205.00000 0 1 1 450.00000 255.00000 z'); path.setAttribute('style', 'opacity:1.0000000;fill:url(#rg);fill-opacity:1.0000000;fill-rule:evenodd;stroke:none;stroke-width:8.0000000;stroke-linecap:round;stroke-linejoin:round;stroke-miterlimit:4;stroke-dasharray:none;stroke-dashoffset:0;stroke-opacity:1'); g.appendChild(path); So it generates the perfect HTML DOM elements in the proper order, but it doesn't show anything. When I copy the HTML from the source and paste it, it renders the HTML but not the Javascript, but it's the exact same code. You can see the source here. The weird thing is that when I put the radialGradient in the DOM, it works. You can see it in here. So how should I do this? This problem is on all browsers. Thank you for your help.

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  • Drawing using Dynamic Array and Buffer Object

    - by user1905910
    I have a problem when creating the vertex array and the indices array. I don't know what really is the problem with the code, but I guess is something with the type of the arrays, can someone please give me a light on this? #define GL_GLEXT_PROTOTYPES #include<GL/glut.h> #include<iostream> using namespace std; #define BUFFER_OFFSET(offset) ((GLfloat*) NULL + offset) const GLuint numDiv = 2; const GLuint numVerts = 9; GLuint VAO; void display(void) { enum vertex {VERTICES, INDICES, NUM_BUFFERS}; GLuint * buffers = new GLuint[NUM_BUFFERS]; GLfloat (*squareVerts)[2] = new GLfloat[numVerts][2]; GLubyte * indices = new GLubyte[numDiv*numDiv*4]; GLuint delta = 80/numDiv; for(GLuint i = 0; i < numVerts; i++) { squareVerts[i][1] = (i/(numDiv+1))*delta; squareVerts[i][0] = (i%(numDiv+1))*delta; } for(GLuint i=0; i < numDiv; i++){ for(GLuint j=0; j < numDiv; j++){ //cada iteracao gera 4 pontos #define NUM_VERT(ii,jj) ((ii)*(numDiv+1)+(jj)) #define INDICE(ii,jj) (4*((ii)*numDiv+(jj))) indices[INDICE(i,j)] = NUM_VERT(i,j); indices[INDICE(i,j)+1] = NUM_VERT(i,j+1); indices[INDICE(i,j)+2] = NUM_VERT(i+1,j+1); indices[INDICE(i,j)+3] = NUM_VERT(i+1,j); } } glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glGenBuffers(NUM_BUFFERS, buffers); glBindBuffer(GL_ARRAY_BUFFER, buffers[VERTICES]); glBufferData(GL_ARRAY_BUFFER, sizeof(squareVerts), squareVerts, GL_STATIC_DRAW); glVertexPointer(2, GL_FLOAT, 0, BUFFER_OFFSET(0)); glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[INDICES]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0,1.0,1.0); glDrawElements(GL_POINTS, 16, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0)); glutSwapBuffers(); } void init() { glClearColor(0.0, 0.0, 0.0, 0.0); gluOrtho2D((GLdouble) -1.0, (GLdouble) 90.0, (GLdouble) -1.0, (GLdouble) 90.0); } int main(int argv, char** argc) { glutInit(&argv, argc); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); glutInitWindowSize(500,500); glutInitWindowPosition(100,100); glutCreateWindow("myCode.cpp"); init(); glutDisplayFunc(display); glutMainLoop(); return 0; } Edit: The problem here is that drawing don't work at all. But I don't get any error, this just don't display what I want to display. Even if I put the code that make the vertices and put them in the buffers in a diferent function, this don't work. I just tried to do this: void display(void) { glBindVertexArray(VAO); glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0,1.0,1.0); glDrawElements(GL_POINTS, 16, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0)); glutSwapBuffers(); } and I placed the rest of the code in display in another function that is called on the start of the program. But the problem still

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  • Using JavaScript, how do I write the same text to multiple HTML elements, or how do I write text to all HTML elements of the same class?

    - by myfavoritenoisemaker
    I am writing this program to take a root music note and populate tables with various scales from that root note. So, many of the tables cells will have the exact same value in them. I realize I can call my "useScale" function for every single that I need to write text to but since there will be repeats, it seemed like there should be a way to run my function once and apply the results to multiple but it did not work to use the document.getElementsByClassName("").innerHTML, I had been using "ById" which worked fine but each ID must be unique so, I can't write to multiple elements. Here's my code, I'd love some suggestions. many thanks Root Note <input type="text" name="defineRootNote" id="rootNoteCapture" size="2"/> <button onclick="findScale()">Submit</button> <table id="majorTriad"> <th>Major Triad</th> <tr><td>1st</td><td class="root"> </td></tr> <tr><td>3rd</td><td class="3rd"> </td></tr> <tr><td>5th</td><td class="5th"> </td></tr> </table> <table id="minorTriad"> <th>Minor Triad</th> <tr><td>1st</td><td class="root"> </td></tr> <tr><td>3 Flat</td><td class="3Flat"> </td></tr> <tr><td>5th</td><td class="5th"> </td></tr> </table> <script type="text/javascript"> function findScale(rootNote){ var rootNote = document.getElementById("rootNoteCapture").value; rootNote = rootNote.toUpperCase(); var scaleCheck = ["A", "A#", "AB", "B", "BB", "C", "C#", "D", "D#", "DB", "E", "EB", "F", "F#", "G", "G#", "GB"]; if (scaleCheck.indexOf(rootNote) == -1) { document.getElementById("root").innerHTML = "Invalid Entry"; } else { switch(rootNote){ case "AB": rootNote = "G#"; break; case "BB": rootNote = "A#"; break; case "DB": rootNote = "C#"; break; case "EB": rootNote = "D#"; break; case "GB": rootNote = "F#"; break; rootNote = rootNote; } document.getElementsByClassName("root").innerHTML = rootNote; document.getElementsByClassName("3rd").innerHTML = useScale(rootNote, 4); document.getElementsByClassName("5th").innerHTML = useScale(rootNote, 7); document.getElementsByClassName("3Flat").innerHTML = useScale(rootNote, 3); } } function useScale(startPoint, offset){ var scale = ["A", "A#", "B", "C", "C#", "D", "D#", "E", "F", "F#", "G", "G#"]; var returnNote = null; var scalePoint = scale.indexOf(startPoint); for (var i = 0; i < offset; ){ i = i + 1; //console.log(i); //console.log(scalePoint); scalePoint ++; if (scalePoint > 11) {scalePoint = 0;} } returnNote = scale[scalePoint]; return returnNote; } </script>

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  • XNA: Camera's Rotation and Translation matrices seem to interfere with each other

    - by Danjen
    I've been following the guide here for how to create a custom 2D camera in XNA. It works great, I've implemented it before, but for some reason, the matrix math is throwing me off. public sealed class Camera2D { public Vector2 Origin { get; set; } public Vector2 Position { get; set; } public float Scale { get; set; } public float Rotation { get; set; } } It might be easier to just show you a picture of my problem: http://i.imgur.com/H1l6LEx.png What I want to do is allow the camera to pivot around any given point. Right now, I have the rotations mapped to my shoulder buttons on a gamepad, and if I press them, it should rotate around the point the camera is currently looking at. Then, I use the left stick to move the camera around. The problem is that after it's been rotated, pressing "up" results in it being used relative to the rotation, creating the image above. I understand that matrices have to be applied in a certain order, and that I have to offset the thing to be rotated around the world origin and move it back, but it just won't work! public Matrix GetTransformationMatrix() { Matrix mRotate = Matrix.Identity * Matrix.CreateTranslation(-Origin.X, -Origin.Y, 0.00f) * // Move origin to world center Matrix.CreateRotationZ(MathHelper.ToRadians(Rotation)) * // Apply rotation Matrix.CreateTranslation(+Origin.X, +Origin.Y, 0.00f); // Undo the move operation Matrix mTranslate = Matrix.Identity * Matrix.CreateTranslation(-Position.X, Position.Y, 0.00f); // Apply the actual translation return mRotate * mTranslate; } So to recap, it seems I can have it rotate around an arbitrary point and lose the ability to have "up" move the camera straight up, or I can rotate it around the world origin and have the camera move properly, but not both.

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  • Access violation in DirectX OMSetRenderTargets

    - by IDWMaster
    I receive the following error (Unhandled exception at 0x527DAE81 (d3d11_1sdklayers.dll) in Lesson2.Triangles.exe: 0xC0000005: Access violation reading location 0x00000000) when running the Triangle sample application for DirectX 11 in D3D_FEATURE_LEVEL_9_1. This error occurs at the OMSetRenderTargets function, as shown below, and does not happen if I remove that function from the program (but then, the screen is blue, and does not render the triangle) //// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF //// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO //// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A //// PARTICULAR PURPOSE. //// //// Copyright (c) Microsoft Corporation. All rights reserved #include #include #include "DirectXSample.h" #include "BasicMath.h" #include "BasicReaderWriter.h" using namespace Microsoft::WRL; using namespace Windows::UI::Core; using namespace Windows::Foundation; using namespace Windows::ApplicationModel::Core; using namespace Windows::ApplicationModel::Infrastructure; // This class defines the application as a whole. ref class Direct3DTutorialViewProvider : public IViewProvider { private: CoreWindow^ m_window; ComPtr m_swapChain; ComPtr m_d3dDevice; ComPtr m_d3dDeviceContext; ComPtr m_renderTargetView; public: // This method is called on application launch. void Initialize( _In_ CoreWindow^ window, _In_ CoreApplicationView^ applicationView ) { m_window = window; } // This method is called after Initialize. void Load(_In_ Platform::String^ entryPoint) { } // This method is called after Load. void Run() { // First, create the Direct3D device. // This flag is required in order to enable compatibility with Direct2D. UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; #if defined(_DEBUG) // If the project is in a debug build, enable debugging via SDK Layers with this flag. creationFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif // This array defines the ordering of feature levels that D3D should attempt to create. D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_9_3, D3D_FEATURE_LEVEL_9_1 }; ComPtr d3dDevice; ComPtr d3dDeviceContext; DX::ThrowIfFailed( D3D11CreateDevice( nullptr, // specify nullptr to use the default adapter D3D_DRIVER_TYPE_HARDWARE, nullptr, // leave as nullptr if hardware is used creationFlags, // optionally set debug and Direct2D compatibility flags featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, // always set this to D3D11_SDK_VERSION &d3dDevice, nullptr, &d3dDeviceContext ) ); // Retrieve the Direct3D 11.1 interfaces. DX::ThrowIfFailed( d3dDevice.As(&m_d3dDevice) ); DX::ThrowIfFailed( d3dDeviceContext.As(&m_d3dDeviceContext) ); // After the D3D device is created, create additional application resources. CreateWindowSizeDependentResources(); // Create a Basic Reader-Writer class to load data from disk. This class is examined // in the Resource Loading sample. BasicReaderWriter^ reader = ref new BasicReaderWriter(); // Load the raw vertex shader bytecode from disk and create a vertex shader with it. auto vertexShaderBytecode = reader-ReadData("SimpleVertexShader.cso"); ComPtr vertexShader; DX::ThrowIfFailed( m_d3dDevice-CreateVertexShader( vertexShaderBytecode-Data, vertexShaderBytecode-Length, nullptr, &vertexShader ) ); // Create an input layout that matches the layout defined in the vertex shader code. // For this lesson, this is simply a float2 vector defining the vertex position. const D3D11_INPUT_ELEMENT_DESC basicVertexLayoutDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; ComPtr inputLayout; DX::ThrowIfFailed( m_d3dDevice-CreateInputLayout( basicVertexLayoutDesc, ARRAYSIZE(basicVertexLayoutDesc), vertexShaderBytecode-Data, vertexShaderBytecode-Length, &inputLayout ) ); // Load the raw pixel shader bytecode from disk and create a pixel shader with it. auto pixelShaderBytecode = reader-ReadData("SimplePixelShader.cso"); ComPtr pixelShader; DX::ThrowIfFailed( m_d3dDevice-CreatePixelShader( pixelShaderBytecode-Data, pixelShaderBytecode-Length, nullptr, &pixelShader ) ); // Create vertex and index buffers that define a simple triangle. float3 triangleVertices[] = { float3(-0.5f, -0.5f,13.5f), float3( 0.0f, 0.5f,0), float3( 0.5f, -0.5f,0), }; D3D11_BUFFER_DESC vertexBufferDesc = {0}; vertexBufferDesc.ByteWidth = sizeof(float3) * ARRAYSIZE(triangleVertices); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; vertexBufferData.pSysMem = triangleVertices; vertexBufferData.SysMemPitch = 0; vertexBufferData.SysMemSlicePitch = 0; ComPtr vertexBuffer; DX::ThrowIfFailed( m_d3dDevice-CreateBuffer( &vertexBufferDesc, &vertexBufferData, &vertexBuffer ) ); // Once all D3D resources are created, configure the application window. // Allow the application to respond when the window size changes. m_window-SizeChanged += ref new TypedEventHandler( this, &Direct3DTutorialViewProvider::OnWindowSizeChanged ); // Specify the cursor type as the standard arrow cursor. m_window-PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // Activate the application window, making it visible and enabling it to receive events. m_window-Activate(); // Enter the render loop. Note that tailored applications should never exit. while (true) { // Process events incoming to the window. m_window-Dispatcher-ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent); // Specify the render target we created as the output target. ID3D11RenderTargetView* targets[1] = {m_renderTargetView.Get()}; m_d3dDeviceContext-OMSetRenderTargets( 1, targets, NULL // use no depth stencil ); // Clear the render target to a solid color. const float clearColor[4] = { 0.071f, 0.04f, 0.561f, 1.0f }; //Code fails here m_d3dDeviceContext-ClearRenderTargetView( m_renderTargetView.Get(), clearColor ); m_d3dDeviceContext-IASetInputLayout(inputLayout.Get()); // Set the vertex and index buffers, and specify the way they define geometry. UINT stride = sizeof(float3); UINT offset = 0; m_d3dDeviceContext-IASetVertexBuffers( 0, 1, vertexBuffer.GetAddressOf(), &stride, &offset ); m_d3dDeviceContext-IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Set the vertex and pixel shader stage state. m_d3dDeviceContext-VSSetShader( vertexShader.Get(), nullptr, 0 ); m_d3dDeviceContext-PSSetShader( pixelShader.Get(), nullptr, 0 ); // Draw the cube. m_d3dDeviceContext-Draw(3,0); // Present the rendered image to the window. Because the maximum frame latency is set to 1, // the render loop will generally be throttled to the screen refresh rate, typically around // 60Hz, by sleeping the application on Present until the screen is refreshed. DX::ThrowIfFailed( m_swapChain-Present(1, 0) ); } } // This method is called before the application exits. void Uninitialize() { } private: // This method is called whenever the application window size changes. void OnWindowSizeChanged( _In_ CoreWindow^ sender, _In_ WindowSizeChangedEventArgs^ args ) { m_renderTargetView = nullptr; CreateWindowSizeDependentResources(); } // This method creates all application resources that depend on // the application window size. It is called at app initialization, // and whenever the application window size changes. void CreateWindowSizeDependentResources() { if (m_swapChain != nullptr) { // If the swap chain already exists, resize it. DX::ThrowIfFailed( m_swapChain-ResizeBuffers( 2, 0, 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0 ) ); } else { // If the swap chain does not exist, create it. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0}; swapChainDesc.Stereo = false; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.Scaling = DXGI_SCALING_NONE; swapChainDesc.Flags = 0; // Use automatic sizing. swapChainDesc.Width = 0; swapChainDesc.Height = 0; // This is the most common swap chain format. swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // Don't use multi-sampling. swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; // Use two buffers to enable flip effect. swapChainDesc.BufferCount = 2; // We recommend using this swap effect for all applications. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // Once the swap chain description is configured, it must be // created on the same adapter as the existing D3D Device. // First, retrieve the underlying DXGI Device from the D3D Device. ComPtr dxgiDevice; DX::ThrowIfFailed( m_d3dDevice.As(&dxgiDevice) ); // Ensure that DXGI does not queue more than one frame at a time. This both reduces // latency and ensures that the application will only render after each VSync, minimizing // power consumption. DX::ThrowIfFailed( dxgiDevice-SetMaximumFrameLatency(1) ); // Next, get the parent factory from the DXGI Device. ComPtr dxgiAdapter; DX::ThrowIfFailed( dxgiDevice-GetAdapter(&dxgiAdapter) ); ComPtr dxgiFactory; DX::ThrowIfFailed( dxgiAdapter-GetParent( __uuidof(IDXGIFactory2), &dxgiFactory ) ); // Finally, create the swap chain. DX::ThrowIfFailed( dxgiFactory-CreateSwapChainForImmersiveWindow( m_d3dDevice.Get(), DX::GetIUnknown(m_window), &swapChainDesc, nullptr, // allow on all displays &m_swapChain ) ); } // Once the swap chain is created, create a render target view. This will // allow Direct3D to render graphics to the window. ComPtr backBuffer; DX::ThrowIfFailed( m_swapChain-GetBuffer( 0, __uuidof(ID3D11Texture2D), &backBuffer ) ); DX::ThrowIfFailed( m_d3dDevice-CreateRenderTargetView( backBuffer.Get(), nullptr, &m_renderTargetView ) ); // After the render target view is created, specify that the viewport, // which describes what portion of the window to draw to, should cover // the entire window. D3D11_TEXTURE2D_DESC backBufferDesc = {0}; backBuffer-GetDesc(&backBufferDesc); D3D11_VIEWPORT viewport; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; viewport.Width = static_cast(backBufferDesc.Width); viewport.Height = static_cast(backBufferDesc.Height); viewport.MinDepth = D3D11_MIN_DEPTH; viewport.MaxDepth = D3D11_MAX_DEPTH; m_d3dDeviceContext-RSSetViewports(1, &viewport); } }; // This class defines how to create the custom View Provider defined above. ref class Direct3DTutorialViewProviderFactory : IViewProviderFactory { public: IViewProvider^ CreateViewProvider() { return ref new Direct3DTutorialViewProvider(); } }; [Platform::MTAThread] int main(array^) { auto viewProviderFactory = ref new Direct3DTutorialViewProviderFactory(); Windows::ApplicationModel::Core::CoreApplication::Run(viewProviderFactory); return 0; }

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  • SQL SERVER – Server Side Paging in SQL Server 2011 – Part2

    - by pinaldave
    The best part of the having blog is that SQL Community helps to keep it running with new ideas. Earlier I wrote about SQL SERVER – Server Side Paging in SQL Server 2011 – A Better Alternative. A very popular article on that subject. I had used variables for “number of the rows” and “number of the pages”. Blog reader send me email asking in their organizations these values are stored in the table. Is there any the new syntax can read the data from the table. Absolutely YES! USE AdventureWorks2008R2 GO CREATE TABLE PagingSetting (RowsPerPage INT, PageNumber INT) INSERT INTO PagingSetting (RowsPerPage, PageNumber) VALUES(10,5) GO SELECT * FROM Sales.SalesOrderDetail ORDER BY SalesOrderDetailID OFFSET (SELECT RowsPerPage*PageNumber FROM PagingSetting) ROWS FETCH NEXT (SELECT RowsPerPage FROM PagingSetting) ROWS ONLY GO Here is the quick script: This is really an easy trick. I also wrote blog post on comparison of the performance over here: . SQL SERVER – Server Side Paging in SQL Server 2011 Performance Comparison Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL Performance, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology Tagged: SQL Paging

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  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

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  • How can I create a 4TB partition on my software RAID5 device?

    - by Kris Harper
    I have set up a RAID5 device with three 2TB hard drives using mdadm. The device was successfully created, but I cannot seem to create a partition on the device. When I try to make an ext3 or ext4 partition via Disk Utility, I get the following error Error creating partition: helper exited with exit code 1: In part_add_partition: device_file=/dev/md0, start=0, size=4000526106624, type= Entering MS-DOS parser (offset=0, size=4000526106624) MSDOS_MAGIC found found partition type 0xee => protective MBR for GPT Exiting MS-DOS parser Entering EFI GPT parser GPT magic found partition_entry_lba=2 num_entries=128 size_of_entry=128 Leaving EFI GPT parser EFI GPT partition table detected containing partition table scheme = 3 got it got disk new partition guid '' is not valid type '' for GPT appear to be malformed I have seen this question, but that seems to suggest using gparted to do the partitioning. I'm fine with doing that, but my RAID device doesn't show up in the list of gparted devices. I suspect because this is a RAID and not a regular disk. I have already created a GPT partition table on the device. How can I add a partition to my device?

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  • SQL SERVER – Download Microsoft SQL Server Compact 4.0 SP1

    - by pinaldave
    Microsoft SQL Server Compact 4.0 is a free, embedded database that software developers can use for building ASP.NET websites and Windows desktop applications. SQL Server Compact 4.0 is the default database for Microsoft WebMatrix. For enhanced development and debugging capabilities, including designer support, Visual Studio can be used to develop ASP.NET web applications and websites using SQL Server Compact 4.0. Enabled to work in the medium or partial trust environments in the web servers, and can be easily deployed along with the website to the third party website hosting service providers. SQL Server CE 4.0 also provides stronger data security with the use of the SHA2 encryption algorithms for encrypting the databases. Latest version also supports T-SQL syntax enhancement by adding support for OFFSET and FETCH that can be used to write paging queries. Used with ADO.NET Entity Framework, SQL Server Compact now supports the columns that have server generated keys like identity, rowguid etc. and the code-first programming model. SQL Server Compact 4.0 is freely redistributable under a redistribution license agreement. SQL Server Compact 3.5 and SQL Server Compact 4.0 can be installed and work side by side on a desktop. Download Microsoft SQL Server Compact 4.0 SP1 Here are my earlier article on SQL Server CE Difference Between SQL Server Compact Edition (CE) and SQL Server Express Edition SQL SERVER – CE – 3 Links to Performance Tuning Compact Edition SQL SERVER – CE – List of Information_Schema System Tables SQL SERVER – Server Side Paging in SQL Server CE (Compact Edition) SQL SERVER – CE – Samples Database for SQL CE 4.0 Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • What is the Xbox360's D3DRS_VIEWPORTENABLE equivalent on WinXP D3D9?

    - by Jim Buck
    I posted this on StackOverlow, but of course it should be posted here. I am maintaining a multiplatform codebase for Xbox360 and WinXP. I am seeing an issue on the XP side that appears to be related to D3DRS_VIEWPORTENABLE on the Xbox360 version not having an equivalent on WinXP D3D9. This article had an interesting idea, but the only way to construct an identity matrix is to supply negative numbers to D3DVIEWPORT9::X and D3DVIEWPORT9::Height, but they are unsigned numbers. (I tried to put in negative numbers anyway, but nothing interesting happened.) So, how does one emulate the behavior of D3DRS_VIEWPORTENABLE under WinXP/D3D9? (For clarity, the result I'm seeing is that a 2d screen-aligned quad works fine on Xbox360 but is offset/stretched on WinXP. In fact, the (0, 0) starts in the center of the screen on WinXP instead of in the lower-left corner like on the Xbox360 as a result of applying the viewport transform.) Update: I didn't have an Xbox360 devkit at the time I wrote up this question, but I've since gotten one. I commented out the disabling of the D3DRS_VIEWPORTENABLE state, and the exact same behavior resulted on the Xbox360 as on the WinXP build. So, there must be some DirectX magic to bridge the gap here for emulating D3DRS_VIEWPORTENABLE being turned off on WinXP.

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  • Transforming object world space matrix to a position in world space

    - by Fredrik Boston Westman
    Im trying to make a function for picking objects with a bounding sphere however I have run in to a problem. First I check against my my bounding sphere, then if it checks out then I test against the vertexes. I have already tested my vertex picking method and it work fine, however when I check first with my bounding sphere method it dosnt register anything. My conclusion is that when im transform my sphere position in to the position of the object in world space, the transformation goes wrong ( I base this on the fact the the x coordinate always becomes 1, even tho i translate non of my meshes along the x-axis to 1). So my question is: What is the proper way to transform a objects world space matrix to a position vector ? This is how i do it now: First i set my position vector to 0. XMVECTOR meshPos = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); Then I trannsform it with my object space matrix, and then add the offset to the center of the mesh. meshPos = XMVector3TransformCoord(meshPos, meshWorld) + centerOffset;

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  • CodePlex Daily Summary for Tuesday, October 15, 2013

    CodePlex Daily Summary for Tuesday, October 15, 2013Popular ReleasesFFXIV Crafting Simulator: Crafting Simulator 2.4.1: -Fixed the offset for the new patch (Auto Loading function)iBoxDB.EX - Fast Transactional NoSQL Database Resources: iBoxDB.net fast transactional nosql database 1.5.2: Easily process objects and documents, zero configuration. fast embeddable transactional nosql document database, includes CURD, QueryLanguage, Master-Master-Slave Replication, MVCC, etc. supports .net2, .net4, windows phone, mono, unity3d, node.js , copy and run. http://download-codeplex.sec.s-msft.com/Download?ProjectName=iboxdb&DownloadId=737783 Benchmark with MongoDB Compatibility more platforms for java versionneurogoody: slicebox: this is the slice box jsEvent-Based Components AppBuilder: AB3.AppDesigner.55: Iteration 55 (Feature): Moving of TargetEdge (simple wires only) by mouse.Sandcastle Help File Builder: SHFB v1.9.8.0 with Visual Studio Package: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This new release contains bug fixes and feature enhancements. There are some potential breaking changes in this release as some features of the Help File Builder have been moved into...SharpConfig: SharpConfig 1.2: Implemented comment parsing. Comments are now part of settings and setting categories. New properties: Setting: Comment PreComments SettingCategory: Comment PreCommentsC++ REST SDK (codename "Casablanca"): C++ REST SDK 1.3.0: This release fixes multiple customer reported issues as well as the following: Full support for Dev12 binaries and project files Full support for Windows XP New sample highlighting the Client and Server APIs : BlackJack Expose underlying native handle to set custom options on http_client Improvements to Listener Library Note: Dev10 binaries have been dropped as of this release, however the Dev10 project files are still available in the Source CodeAD ACL Scanner: 1.3.2: Minor bug fixed: Powershell 4.0 will report: Select—Object: Parameter cannot be processed because the parameter name p is ambiguous.Json.NET: Json.NET 5.0 Release 7: New feature - Added support for Immutable Collections New feature - Added WriteData and ReadData settings to DataExtensionAttribute New feature - Added reference and type name handling support to extension data New feature - Added default value and required support to constructor deserialization Change - Extension data is now written when serializing Fix - Added missing casts to JToken Fix - Fixed parsing large floating point numbers Fix - Fixed not parsing some ISO date ...RESX Manager: ResxManager 0.2.1: FIXED: Many critical bugs have been fixed. New Features Error logging for improved exception handling New toolbar Improvements of user interfaceFast YouTube Downloader: YouTube Downloader 2.2.0: YouTube Downloader 2.2.0VidCoder: 1.5.8 Beta: Added hardware acceleration options: Bicubic OpenCL scaling algorithm, QSV decoding/encoding and DXVA decoding. Updated HandBrake core to SVN 5834. Updated VidCoder setup icon. Fixed crash when choosing the mp4v2 container on x86 and opening on x64. Warning: the hardware acceleration features require specific hardware or file types to work correctly: QSV: Need an Intel processor that supports Quick Sync Video encoding, with a monitor hooked up to the Intel HD Graphics output and the lat...ASP.net MVC Awesome - jQuery Ajax Helpers: 3.5.2: version 3.5.2 - fix for setting single value to multivalue controls - datepicker min max date offset fix - html encoding for keys fix - enable Column.ClientFormatFunc to be a function call that will return a function version 3.5.1 - fixed html attributes rendering - fixed loading animation rendering - css improvements version 3.5 ========================== - autosize for all popups ( can be turned off by calling in js awe.autoSize = false ) - added Parent, Paremeter extensions ...Wsus Package Publisher: Release v1.3.1310.12: Allow the Update Creation Wizard to be set in full screen mode. Fix a bug which prevent WPP to Reset Remote Sus Client ID. Change the behavior of links in the Update Detail Viewer. Left-Click to open, Right-Click to copy to the Clipboard.TerrariViewer: TerrariViewer v7 [Terraria Inventory Editor]: This is a complete overhaul but has the same core style. I hope you enjoy it. This version is compatible with 1.2.0.3 Please send issues to my Twitter or https://github.com/TJChap2840WDTVHubGen - Adds Metadata, thumbnails and subtitles to WDTV Live Hubs: WDTVHubGen.v2.1.6.maint: I think this covers all of the issues. new additions: fixed the thumbnail problem for backgrounds. general clean up and error checking. need to get this put through the wringer and all feedback is welcome.BIDS Helper: BIDS Helper 1.6.4: This BIDS Helper release brings the following new features and fixes: New Features: A new Bus Matrix style report option when you run the Printer Friendly Dimension Usage report for an SSAS cube. The Biml engine is now fully in sync with the supported subset of Varigence Mist 3.4. This includes a large number of language enhancements, bugfixes, and project deployment support. Fixed Issues: Fixed Biml execution for project connections fixing a bug with Tabular Translations Editor not a...MoreTerra (Terraria World Viewer): MoreTerra 1.11.3: =========== =New Features= =========== New Markers added for Plantera's Bulb, Heart Fruits and Gold Cache. Markers now correctly display for the gems found in rock debris on the floor. =========== =Compatibility= =========== Fixed header changes found in Terraria 1.0.3.1Media Companion: Media Companion MC3.581b: Fix in place for TVDB xml issue. New* Movie - General Preferences, allow saving of ignored 'The' or 'A' to end of movie title, stored in sorttitle field. * Movie - New Way for Cropping Posters. Fixed* Movie - Rename of folders/filename. caught error message. * Movie - Fixed Bug in Save Cropped image, only saving in Pre-Frodo format if Both model selected. * Movie - Fixed Cropped image didn't take zoomed ratio into effect. * Movie - Separated Folder Renaming and File Renaming fuctions durin...SmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 1.2.0: HighlightsMulti-store support "Trusted Shops" plugins Highly improved SmartStore.biz Importer plugin Add custom HTML content to pages Performance optimization New FeaturesMulti-store-support: now multiple stores can be managed within a single application instance (e.g. for building different catalogs, brands, landing pages etc.) Added 3 new Trusted Shops plugins: Seal, Buyer Protection, Store Reviews Added Display as HTML Widget to CMS Topics (store owner now can add arbitrary HT...New ProjectsArtezio SharePoint 2013 Workflow Activities: SharePoint Workflow 2013 doesn’t provide activities to work with permissions, we've fixed it using HttpSend activity that makes REST API calls.Dependency.Injection: An attempt to write a really simple dependency injection framework. Does property-based and recursive dependency injection. Handles singletons. Yay!DHGMS SUO Killer: SUO Killer is a Visual Studio extension to deal with the removal of SUO file to mitigate SUO related issues in Visual Studio. This project is written in C#.dynamicsheet: dynamicsheetExcel Comparator: Excel Comparator is an add-in for Microsoft Excel that allows the user to compare a range between two sheets. FetchAIP: FetchAIP is a utility to download the various sections of the Aeronautical Information Publication (AIP) for New Zealand.Fluent Method and Type Builder: Still working on the summary.getboost: NuGet package for Boost framework.Goldstone Forum: WebForms Forum - TelerikAcademy Team ProjectGroupMe Software Development Kit: .NET Software Development Kit for http://groupme.com/ chat service.GSLMS: ----Import Excel Files Into SQL Server: Load Excel files into SQL Database without schema changes.Inaction: ?????????? jBegin: Learning ASP.net MVC from beginning, then here will be the source code for jbegin.comKDG's Statistical Quality Control Solver: This tool will include methods that can solve sample standard deviation, sample variance, median, mode, moving average, percentiles, margin of error, etc.kpi: Key Performance Indicator (KPI)????; visual studio 2010 with .NET 4.0 runtimeLECO Remote Control Client Application: Sample code and binaries are provided to demonstrate the remote control capability of a LECO Cornerstone instrument.LinkPad: My first Windows Store app intended for student to sketch up thoughts and concepts in quick diagrams.Modler.NET - Automating Graphical Data Model Co-Evolution: Modler.NET was the tool created for a Master's thesis project, which automates the co-evolution of graphical data models and the database that they represent.MyFileManager1: SummaryNever Lotto: Korean 465 Lotto Analyzer and Simulator. The real purpose of this project is to show that this kind of lotto things are just shit.NHibernate: The purpose of this project is to demo CRUD operations using NHibernate with Mono in Visual Studio 2012 using C# language. OAuth2 Authorizer: OAuth2 Authorizer helps you get the access code for a standard OAuth2 REST service that implements 3-legged authentication.Regular Expression for Excel: Regular Expression For Excel is an Excel Plugin. It provides a regular expressions EXCEL support. We can use it in the EXCEL function.Service Tester: Service Tester is an Azure Cloud based load testing application targeted at Soap Web Services which allows you to invoke your Web Service by random parameters.Simple TypeScript and C# Class Generator: Simple GUI application to generate compatible class source code for C# and TypeScript for communications between C# and TypeScript. Soccer team management: ---Spanner: No more stringly-typed web development! Build statically typed single page web applications in C#, automatically generating all HTML, JavaScript, and Knockout.

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  • Fix corrupt NTFS partition without Windows

    - by Capt.Nemo
    MY NTFS Partition has gotten corrupt somehow (it's a relic from the days when I had Windows installed). I'm putting the debug output of fdisk and blkid here. At the same time, any OS is unable to mount my root partition, which is located next to my NTFS partition. I'm not sure if this has anything to do with it, though. I get the following error while trying to mount my root partition (sda5) mount: wrong fs type, bad option, bad superblock on /dev/sda5, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so ubuntu@ubuntu:~$ dmesg | tail [ 1019.726530] Descriptor sense data with sense descriptors (in hex): [ 1019.726533] 72 03 11 04 00 00 00 0c 00 0a 80 00 00 00 00 00 [ 1019.726551] 1a 3e ed 92 [ 1019.726558] sd 0:0:0:0: [sda] Add. Sense: Unrecovered read error - auto reallocate failed [ 1019.726568] sd 0:0:0:0: [sda] CDB: Read(10): 28 00 1a 3e ed 40 00 01 00 00 [ 1019.726584] end_request: I/O error, dev sda, sector 440331666 [ 1019.726602] JBD: Failed to read block at offset 462 [ 1019.726609] ata1: EH complete [ 1019.726612] JBD: recovery failed [ 1019.726617] EXT4-fs (sda5): error loading journal When I open gparted (using live CD), I get an exclamation next to my NTFS drive which states Is there a way to run chkdsk without using windows ? My attempt to run fsck results in the following : ubuntu@ubuntu:~$ sudo fsck /dev/sda fsck from util-linux-ng 2.17.2 e2fsck 1.41.14 (22-Dec-2010) fsck.ext2: Superblock invalid, trying backup blocks... fsck.ext2: Bad magic number in super-block while trying to open /dev/sda The superblock could not be read or does not describe a correct ext2 filesystem. If the device is valid and it really contains an ext2 filesystem (and not swap or ufs or something else), then the superblock is corrupt, and you might try running e2fsck with an alternate superblock: e2fsck -b 8193 <device> Update : I was able to fix the NTFS partition running chkdsk off HBCD, but it seems that the superblock problem still remains. *Update 2: * Fixed superblock issue using e2fsck -c /dev/sda5

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  • Dealing with "jumping" sprites: badly centered?

    - by GigaBass
    Thing is, I've used darkFunction Editor as a way to get all the spriteCoordinates off a spriteSheet for each individual sprite, and parse the .xml it generates inside my game. It all works fine, except when the sprites are all similarly sized, but when a sprite changes from a small sprite into a big one, such as here: When from walking from some direction, to attacking, it starts "jumping", appearing glitchy, because it's not staying in the same correct position, only doing so for the right attacking sprite, due to the drawing being made from the lower left part of the rectangle. I think someone experienced will immediately recognize the problem I mean, if not, when I return home soon, I will shoot a little youtube video demonstrating the issue! So the question is: what possible solutions are there? I've thought that some sort of individual frame "offset" system might be the answer, or perhaps splitting, in this case, the sprite in 2: the sword, and the character itself, and draw sword according to character's facing, but that might be overly complex. Another speculation would be that there might be some sort of method in LibGdx, the library I'm using, that allows me to change the drawing center (which I looked for and didn't find), so I could choose from where the drawing starts.

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  • Why is my Internet connection randomly dropping?

    - by Jeanno
    Ever since I have installed 12.04 (clean install not an upgrade), i have been having a drop in the Internet connection. The drop in the connection can be anything from 15 seconds to about 3 mins, and then the connection comes back. This behaviour happens while I am actively browsing the Internet, or if I wake up the computer and open Firefox (sometimes I have connection and sometimes I don't) . Please note that when the internet connection is on, it is not slow (as speedtest.net results show) In the beginning, I thought it was a problem with the driver r8169 for my RTL8111/8168B Ethernet card, so I downloaded the r8168 from Realtek website, followed the detailed instructions (blacklisted r8169, changed the file to '.bsh' ...), but still the same problem persisted. So I switched to a wireless connection, and I got the same problem with internet connection dropping randomly. Any ideas? Thanks in advance Output from 'lspci -v' Code: 00:00.0 Host bridge: Intel Corporation 2nd Generation Core Processor Family DRAM Controller (rev 09) Subsystem: Dell Device 04a7 Flags: bus master, fast devsel, latency 0 Capabilities: [e0] Vendor Specific Information: Len=0c <?> 00:01.0 PCI bridge: Intel Corporation Xeon E3-1200/2nd Generation Core Processor Family PCI Express Root Port (rev 09) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=01, subordinate=01, sec-latency=0 I/O behind bridge: 0000e000-0000efff Memory behind bridge: f8000000-fa0fffff Prefetchable memory behind bridge: 00000000d0000000-00000000dbffffff Capabilities: [88] Subsystem: Dell Device 04a7 Capabilities: [80] Power Management version 3 Capabilities: [90] MSI: Enable+ Count=1/1 Maskable- 64bit- Capabilities: [a0] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Capabilities: [140] Root Complex Link Kernel driver in use: pcieport Kernel modules: shpchp 00:01.1 PCI bridge: Intel Corporation Xeon E3-1200/2nd Generation Core Processor Family PCI Express Root Port (rev 09) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=02, subordinate=02, sec-latency=0 I/O behind bridge: 0000d000-0000dfff Memory behind bridge: f4000000-f60fffff Prefetchable memory behind bridge: 00000000c0000000-00000000cbffffff Capabilities: [88] Subsystem: Dell Device 04a7 Capabilities: [80] Power Management version 3 Capabilities: [90] MSI: Enable+ Count=1/1 Maskable- 64bit- Capabilities: [a0] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Capabilities: [140] Root Complex Link Kernel driver in use: pcieport Kernel modules: shpchp 00:16.0 Communication controller: Intel Corporation 6 Series/C200 Series Chipset Family MEI Controller #1 (rev 04) Subsystem: Dell Device 04a7 Flags: bus master, fast devsel, latency 0, IRQ 52 Memory at f6108000 (64-bit, non-prefetchable) [size=16] Capabilities: [50] Power Management version 3 Capabilities: [8c] MSI: Enable+ Count=1/1 Maskable- 64bit+ Kernel driver in use: mei Kernel modules: mei 00:1a.0 USB controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #2 (rev 05) (prog-if 20 [EHCI]) Subsystem: Dell Device 04a7 Flags: bus master, medium devsel, latency 0, IRQ 16 Memory at f6107000 (32-bit, non-prefetchable) [size=1K] Capabilities: [50] Power Management version 2 Capabilities: [58] Debug port: BAR=1 offset=00a0 Capabilities: [98] PCI Advanced Features Kernel driver in use: ehci_hcd 00:1b.0 Audio device: Intel Corporation 6 Series/C200 Series Chipset Family High Definition Audio Controller (rev 05) Subsystem: Dell Device 04a7 Flags: bus master, fast devsel, latency 0, IRQ 53 Memory at f6100000 (64-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 2 Capabilities: [60] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [70] Express Root Complex Integrated Endpoint, MSI 00 Capabilities: [100] Virtual Channel Capabilities: [130] Root Complex Link Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel 00:1c.0 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 1 (rev b5) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=03, subordinate=03, sec-latency=0 Memory behind bridge: fa400000-fa4fffff Capabilities: [40] Express Root Port (Slot+), MSI 00 Capabilities: [80] MSI: Enable- Count=1/1 Maskable- 64bit- Capabilities: [90] Subsystem: Dell Device 04a7 Capabilities: [a0] Power Management version 2 Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.1 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 2 (rev b5) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=04, subordinate=04, sec-latency=0 I/O behind bridge: 0000c000-0000cfff Prefetchable memory behind bridge: 00000000dc100000-00000000dc1fffff Capabilities: [40] Express Root Port (Slot+), MSI 00 Capabilities: [80] MSI: Enable- Count=1/1 Maskable- 64bit- Capabilities: [90] Subsystem: Dell Device 04a7 Capabilities: [a0] Power Management version 2 Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.2 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 3 (rev b5) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=05, subordinate=05, sec-latency=0 I/O behind bridge: 0000b000-0000bfff Memory behind bridge: fa300000-fa3fffff Capabilities: [40] Express Root Port (Slot+), MSI 00 Capabilities: [80] MSI: Enable- Count=1/1 Maskable- 64bit- Capabilities: [90] Subsystem: Dell Device 04a7 Capabilities: [a0] Power Management version 2 Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.3 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 4 (rev b5) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=06, subordinate=06, sec-latency=0 I/O behind bridge: 0000a000-0000afff Memory behind bridge: fa200000-fa2fffff Capabilities: [40] Express Root Port (Slot+), MSI 00 Capabilities: [80] MSI: Enable- Count=1/1 Maskable- 64bit- Capabilities: [90] Subsystem: Dell Device 04a7 Capabilities: [a0] Power Management version 2 Kernel driver in use: pcieport Kernel modules: shpchp 00:1d.0 USB controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #1 (rev 05) (prog-if 20 [EHCI]) Subsystem: Dell Device 04a7 Flags: bus master, medium devsel, latency 0, IRQ 23 Memory at f6106000 (32-bit, non-prefetchable) [size=1K] Capabilities: [50] Power Management version 2 Capabilities: [58] Debug port: BAR=1 offset=00a0 Capabilities: [98] PCI Advanced Features Kernel driver in use: ehci_hcd 00:1f.0 ISA bridge: Intel Corporation P67 Express Chipset Family LPC Controller (rev 05) Subsystem: Dell Device 04a7 Flags: bus master, medium devsel, latency 0 Capabilities: [e0] Vendor Specific Information: Len=0c <?> Kernel modules: iTCO_wdt 00:1f.2 RAID bus controller: Intel Corporation 82801 SATA Controller [RAID mode] (rev 05) Subsystem: Dell Device 04a7 Flags: bus master, 66MHz, medium devsel, latency 0, IRQ 42 I/O ports at f070 [size=8] I/O ports at f060 [size=4] I/O ports at f050 [size=8] I/O ports at f040 [size=4] I/O ports at f020 [size=32] Memory at f6105000 (32-bit, non-prefetchable) [size=2K] Capabilities: [80] MSI: Enable+ Count=1/1 Maskable- 64bit- Capabilities: [70] Power Management version 3 Capabilities: [a8] SATA HBA v1.0 Capabilities: [b0] PCI Advanced Features Kernel driver in use: ahci 00:1f.3 SMBus: Intel Corporation 6 Series/C200 Series Chipset Family SMBus Controller (rev 05) Subsystem: Dell Device 04a7 Flags: medium devsel, IRQ 5 Memory at f6104000 (64-bit, non-prefetchable) [size=256] I/O ports at f000 [size=32] Kernel modules: i2c-i801 01:00.0 VGA compatible controller: NVIDIA Corporation Device 0dc5 (rev a1) (prog-if 00 [VGA controller]) Subsystem: NVIDIA Corporation Device 085b Flags: bus master, fast devsel, latency 0, IRQ 16 Memory at f8000000 (32-bit, non-prefetchable) [size=16M] Memory at d0000000 (64-bit, prefetchable) [size=128M] Memory at d8000000 (64-bit, prefetchable) [size=32M] I/O ports at e000 [size=128] Expansion ROM at fa000000 [disabled] [size=512K] Capabilities: [60] Power Management version 3 Capabilities: [68] MSI: Enable- Count=1/1 Maskable- 64bit+ Capabilities: [78] Express Endpoint, MSI 00 Capabilities: [b4] Vendor Specific Information: Len=14 <?> Capabilities: [100] Virtual Channel Capabilities: [128] Power Budgeting <?> Capabilities: [600] Vendor Specific Information: ID=0001 Rev=1 Len=024 <?> Kernel driver in use: nouveau Kernel modules: nouveau, nvidiafb 01:00.1 Audio device: NVIDIA Corporation GF106 High Definition Audio Controller (rev a1) Subsystem: NVIDIA Corporation Device 085b Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at fa080000 (32-bit, non-prefetchable) [size=16K] Capabilities: [60] Power Management version 3 Capabilities: [68] MSI: Enable- Count=1/1 Maskable- 64bit+ Capabilities: [78] Express Endpoint, MSI 00 Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel 02:00.0 VGA compatible controller: NVIDIA Corporation Device 0dc5 (rev a1) (prog-if 00 [VGA controller]) Subsystem: NVIDIA Corporation Device 085b Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at f4000000 (32-bit, non-prefetchable) [size=32M] Memory at c0000000 (64-bit, prefetchable) [size=128M] Memory at c8000000 (64-bit, prefetchable) [size=64M] I/O ports at d000 [size=128] Expansion ROM at f6000000 [disabled] [size=512K] Capabilities: [60] Power Management version 3 Capabilities: [68] MSI: Enable- Count=1/1 Maskable- 64bit+ Capabilities: [78] Express Endpoint, MSI 00 Capabilities: [b4] Vendor Specific Information: Len=14 <?> Capabilities: [100] Virtual Channel Capabilities: [128] Power Budgeting <?> Capabilities: [600] Vendor Specific Information: ID=0001 Rev=1 Len=024 <?> Kernel driver in use: nouveau Kernel modules: nouveau, nvidiafb 02:00.1 Audio device: NVIDIA Corporation GF106 High Definition Audio Controller (rev a1) Subsystem: NVIDIA Corporation Device 085b Flags: bus master, fast devsel, latency 0, IRQ 18 Memory at f6080000 (32-bit, non-prefetchable) [size=16K] Capabilities: [60] Power Management version 3 Capabilities: [68] MSI: Enable- Count=1/1 Maskable- 64bit+ Capabilities: [78] Express Endpoint, MSI 00 Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel 03:00.0 USB controller: NEC Corporation uPD720200 USB 3.0 Host Controller (rev 03) (prog-if 30 [XHCI]) Subsystem: Dell Device 04a7 Flags: bus master, fast devsel, latency 0, IRQ 16 Memory at fa400000 (64-bit, non-prefetchable) [size=8K] Capabilities: [50] Power Management version 3 Capabilities: [70] MSI: Enable- Count=1/8 Maskable- 64bit+ Capabilities: [90] MSI-X: Enable+ Count=8 Masked- Capabilities: [a0] Express Endpoint, MSI 00 Capabilities: [100] Advanced Error Reporting Capabilities: [140] Device Serial Number ff-ff-ff-ff-ff-ff-ff-ff Capabilities: [150] Latency Tolerance Reporting Kernel driver in use: xhci_hcd 04:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) Subsystem: Dell Device 04a7 Flags: bus master, fast devsel, latency 0, IRQ 51 I/O ports at c000 [size=256] Memory at dc104000 (64-bit, prefetchable) [size=4K] Memory at dc100000 (64-bit, prefetchable) [size=16K] Capabilities: [40] Power Management version 3 Capabilities: [50] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [70] Express Endpoint, MSI 01 Capabilities: [b0] MSI-X: Enable- Count=4 Masked- Capabilities: [d0] Vital Product Data Capabilities: [100] Advanced Error Reporting Capabilities: [140] Virtual Channel Capabilities: [160] Device Serial Number 03-00-00-00-68-4c-e0-00 Kernel driver in use: r8168 Kernel modules: r8168 05:00.0 FireWire (IEEE 1394): VIA Technologies, Inc. VT6315 Series Firewire Controller (rev 01) (prog-if 10 [OHCI]) Subsystem: Dell Device 04a7 Flags: bus master, fast devsel, latency 0, IRQ 18 Memory at fa300000 (64-bit, non-prefetchable) [size=2K] I/O ports at b000 [size=256] Capabilities: [50] Power Management version 3 Capabilities: [80] MSI: Enable- Count=1/1 Maskable+ 64bit+ Capabilities: [98] Express Endpoint, MSI 00 Capabilities: [100] Advanced Error Reporting Capabilities: [130] Device Serial Number 00-10-dc-ff-ff-cf-56-1a Kernel driver in use: firewire_ohci Kernel modules: firewire-ohci 06:00.0 SATA controller: JMicron Technology Corp. JMB362 SATA Controller (rev 10) (prog-if 01 [AHCI 1.0]) Subsystem: Dell Device 04a7 Flags: bus master, fast devsel, latency 0, IRQ 19 I/O ports at a040 [size=8] I/O ports at a030 [size=4] I/O ports at a020 [size=8] I/O ports at a010 [size=4] I/O ports at a000 [size=16] Memory at fa210000 (32-bit, non-prefetchable) [size=512] Capabilities: [8c] Power Management version 3 Capabilities: [50] Express Legacy Endpoint, MSI 00 Kernel driver in use: ahci Note that my wireless card is not showing, I have the Ralink 3390 card (which apparently does not show up on Ubuntu for some reason), however I am able to connect to wireless network and connect to the internet (when it is working)

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  • SharpDx: using maximized RenderForm

    - by ceiling cat
    I'm trying to learn DirectX via SharpDX, very new to this. What I want to do is be able to draw 2D shapes for a game I'm trying to make. So I started with the demo "MiniRect" that came with SharpDX. Since I want my game to be full-screen, I changed the RenderForm to be maximized (using WindowState) and set the FromBorderStyle to None. I noticed that even if the form is set to maximized, it's size is always 800 by 600. In my renderloop, if I specify the location for the rectangle has 400 by 300, it is drawn in the middle of the screen. If I try to set the location via mouse-click (using the RenderForm's MouseClick event, there is always an offset present between where the mouse was clicked and where the drawing shows up. My system DPI is set to the standard (96) so there shouldn't be any scaling. But it looks like there is a scaling factor of about 2.4 If it's not the DPI settings, does anyone have any idea what this be related to? The problem doesnt happen if the RenderForm is not maximized. Is there another way to be drawing full-screen using SharpDX? Thanks

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  • WPA2 authentication fails on Ubuntu 12.04 using Rosewill RNX-N1

    - by user94156
    Decided to reduce the clutter in the house and replace a wired connection with a wireless one on my wife's system using USB network device Rosewill RNX-X1. I can see and connect to unprotected network, but WPA2 authentication repeatedly fails. RNX-X1 works on other systems (including TV); also have 2 of 'em and tried each. Worth noting that I recently switched from Comcast to CenturyLink and so switched routers. The system connected successfully to previous router (Linksys EA4500) using WPA2. Would think it is the router (Actiontec C1000A) but all other devices (TV, iPad, Windows, Blackberry, and Squeezebox) connect ok. Would appreciate some diagnostic guidance and insight (phrased for a newbie!) Tests to date: sudo lshw -class network *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:03:00.0 logical name: eth0 version: 01 serial: 00:e0:4d:30:40:a1 size: 10Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm vpd msi pciexpress bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half firmware=N/A latency=0 link=no multicast=yes port=MII speed=10Mbit/s resources: irq:47 ioport:ac00(size=256) memory:fdcff000-fdcfffff memory:fdb00000-fdb1ffff *-network description: Wireless interface physical id: 1 bus info: usb@1:2 logical name: wlan1 serial: 00:02:6f:bd:30:a0 capabilities: ethernet physical wireless configuration: broadcast=yes driver=rt2800usb driverversion=3.2.0-31-generic firmware=0.29 link=no multicast=yes wireless=IEEE 802.11bgn sudo lspci -v 00:00.0 RAM memory: NVIDIA Corporation MCP67 Memory Controller (rev a2) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0 Capabilities: [44] HyperTransport: Slave or Primary Interface Capabilities: [dc] HyperTransport: MSI Mapping Enable+ Fixed- 00:01.0 ISA bridge: NVIDIA Corporation MCP67 ISA Bridge (rev a2) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0 00:01.1 SMBus: NVIDIA Corporation MCP67 SMBus (rev a2) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: 66MHz, fast devsel, IRQ 11 I/O ports at fc00 [size=64] I/O ports at 1c00 [size=64] I/O ports at 1c40 [size=64] Capabilities: [44] Power Management version 2 Kernel driver in use: nForce2_smbus Kernel modules: i2c-nforce2 00:01.2 RAM memory: NVIDIA Corporation MCP67 Memory Controller (rev a2) Flags: 66MHz, fast devsel 00:02.0 USB controller: NVIDIA Corporation MCP67 OHCI USB 1.1 Controller (rev a2) (prog-if 10 [OHCI]) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 23 Memory at fe02f000 (32-bit, non-prefetchable) [size=4K] Capabilities: [44] Power Management version 2 Kernel driver in use: ohci_hcd 00:02.1 USB controller: NVIDIA Corporation MCP67 EHCI USB 2.0 Controller (rev a2) (prog-if 20 [EHCI]) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 22 Memory at fe02e000 (32-bit, non-prefetchable) [size=256] Capabilities: [44] Debug port: BAR=1 offset=0098 Capabilities: [80] Power Management version 2 Kernel driver in use: ehci_hcd 00:04.0 USB controller: NVIDIA Corporation MCP67 OHCI USB 1.1 Controller (rev a2) (prog-if 10 [OHCI]) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 21 Memory at fe02d000 (32-bit, non-prefetchable) [size=4K] Capabilities: [44] Power Management version 2 Kernel driver in use: ohci_hcd 00:04.1 USB controller: NVIDIA Corporation MCP67 EHCI USB 2.0 Controller (rev a2) (prog-if 20 [EHCI]) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 20 Memory at fe02c000 (32-bit, non-prefetchable) [size=256] Capabilities: [44] Debug port: BAR=1 offset=0098 Capabilities: [80] Power Management version 2 Kernel driver in use: ehci_hcd 00:06.0 IDE interface: NVIDIA Corporation MCP67 IDE Controller (rev a1) (prog-if 8a [Master SecP PriP]) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0 [virtual] Memory at 000001f0 (32-bit, non-prefetchable) [size=8] [virtual] Memory at 000003f0 (type 3, non-prefetchable) [size=1] [virtual] Memory at 00000170 (32-bit, non-prefetchable) [size=8] [virtual] Memory at 00000370 (type 3, non-prefetchable) [size=1] I/O ports at f000 [size=16] Capabilities: [44] Power Management version 2 Kernel driver in use: pata_amd Kernel modules: pata_amd 00:07.0 Audio device: NVIDIA Corporation MCP67 High Definition Audio (rev a1) Subsystem: Biostar Microtech Int'l Corp Device 820c Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 22 Memory at fe024000 (32-bit, non-prefetchable) [size=16K] Capabilities: [44] Power Management version 2 Capabilities: [50] MSI: Enable- Count=1/1 Maskable+ 64bit+ Capabilities: [6c] HyperTransport: MSI Mapping Enable- Fixed+ Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel 00:08.0 PCI bridge: NVIDIA Corporation MCP67 PCI Bridge (rev a2) (prog-if 01 [Subtractive decode]) Flags: bus master, 66MHz, fast devsel, latency 0 Bus: primary=00, secondary=01, subordinate=01, sec-latency=32 I/O behind bridge: 0000c000-0000cfff Memory behind bridge: fdf00000-fdffffff Prefetchable memory behind bridge: fd000000-fd0fffff Capabilities: [b8] Subsystem: NVIDIA Corporation Device cb84 Capabilities: [8c] HyperTransport: MSI Mapping Enable- Fixed- 00:09.0 IDE interface: NVIDIA Corporation MCP67 AHCI Controller (rev a2) (prog-if 85 [Master SecO PriO]) Subsystem: Biostar Microtech Int'l Corp Device 5407 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 23 I/O ports at 09f0 [size=8] I/O ports at 0bf0 [size=4] I/O ports at 0970 [size=8] I/O ports at 0b70 [size=4] I/O ports at dc00 [size=16] Memory at fe02a000 (32-bit, non-prefetchable) [size=8K] Capabilities: [44] Power Management version 2 Capabilities: [8c] SATA HBA v1.0 Capabilities: [b0] MSI: Enable- Count=1/8 Maskable- 64bit+ Capabilities: [cc] HyperTransport: MSI Mapping Enable- Fixed+ Kernel driver in use: ahci 00:0b.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=02, subordinate=02, sec-latency=0 I/O behind bridge: 0000b000-0000bfff Memory behind bridge: fde00000-fdefffff Prefetchable memory behind bridge: 00000000fdd00000-00000000fddfffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:0c.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=03, subordinate=03, sec-latency=0 I/O behind bridge: 0000a000-0000afff Memory behind bridge: fdc00000-fdcfffff Prefetchable memory behind bridge: 00000000fdb00000-00000000fdbfffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:0d.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=04, subordinate=04, sec-latency=0 I/O behind bridge: 00009000-00009fff Memory behind bridge: fda00000-fdafffff Prefetchable memory behind bridge: 00000000fd900000-00000000fd9fffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:0e.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=05, subordinate=05, sec-latency=0 I/O behind bridge: 00008000-00008fff Memory behind bridge: fd800000-fd8fffff Prefetchable memory behind bridge: 00000000fd700000-00000000fd7fffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:0f.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=06, subordinate=06, sec-latency=0 I/O behind bridge: 00007000-00007fff Memory behind bridge: fd600000-fd6fffff Prefetchable memory behind bridge: 00000000fd500000-00000000fd5fffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:10.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=07, subordinate=07, sec-latency=0 I/O behind bridge: 00006000-00006fff Memory behind bridge: fd400000-fd4fffff Prefetchable memory behind bridge: 00000000fd300000-00000000fd3fffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:11.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=08, subordinate=08, sec-latency=0 I/O behind bridge: 00005000-00005fff Memory behind bridge: fd200000-fd2fffff Prefetchable memory behind bridge: 00000000fd100000-00000000fd1fffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:12.0 VGA compatible controller: NVIDIA Corporation C68 [GeForce 7050 PV / nForce 630a] (rev a2) (prog-if 00 [VGA controller]) Subsystem: Biostar Microtech Int'l Corp Device 1406 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 21 Memory at fb000000 (32-bit, non-prefetchable) [size=16M] Memory at e0000000 (64-bit, prefetchable) [size=256M] Memory at fc000000 (64-bit, non-prefetchable) [size=16M] [virtual] Expansion ROM at 80000000 [disabled] [size=128K] Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable- Count=1/1 Maskable- 64bit+ Kernel driver in use: nvidia Kernel modules: nvidia_current, nouveau, nvidiafb 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration Flags: fast devsel Capabilities: [80] HyperTransport: Host or Secondary Interface 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map Flags: fast devsel 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller Flags: fast devsel 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control Flags: fast devsel Capabilities: [f0] Secure device <?> Kernel driver in use: k8temp Kernel modules: k8temp 03:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 01) Subsystem: Biostar Microtech Int'l Corp Device 2305 Flags: bus master, fast devsel, latency 0, IRQ 47 I/O ports at ac00 [size=256] Memory at fdcff000 (64-bit, non-prefetchable) [size=4K] [virtual] Expansion ROM at fdb00000 [disabled] [size=128K] Capabilities: [40] Power Management version 2 Capabilities: [48] Vital Product Data Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] Express Endpoint, MSI 00 Capabilities: [84] Vendor Specific Information: Len=4c <?> Capabilities: [100] Advanced Error Reporting Capabilities: [12c] Virtual Channel Capabilities: [148] Device Serial Number 32-00-00-00-10-ec-81-68 Capabilities: [154] Power Budgeting <?> Kernel driver in use: r8169 Kernel modules: r8169 sudo rfkill list all 2: phy2: Wireless LAN Soft blocked: no Hard blocked: no

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  • WPA2 authentication fails using USB network devices (Linksys and Rosewill)

    - by Greg Youtz
    Decided to reduce the clutter in the house and replace a wired connection with a wireless one on my wife's system using USB network device Rosewill RNX-X1. I can see and connect to unprotected network, but WPA2 authentication repeatedly fails. Tried the same with a Linksys USB network adapter. Both failed to authenticate. Worth noting that I recently switched from Comcast to CenturyLink and so switched routers. The system connected successfully to previous router (Linksys EA4500) using WPA2. Would think it is the router (Actiontec C1000A) but all other devices (TV, iPad, Windows, Blackberry, and Squeezebox) connect ok. Would appreciate some diagnostic guidance and insight (phrased for a newbie!) Tests to date: sudo lshw -class network *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:03:00.0 logical name: eth0 version: 01 serial: 00:e0:4d:30:40:a1 size: 10Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm vpd msi pciexpress bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half firmware=N/A latency=0 link=no multicast=yes port=MII speed=10Mbit/s resources: irq:47 ioport:ac00(size=256) memory:fdcff000-fdcfffff memory:fdb00000-fdb1ffff *-network description: Wireless interface physical id: 1 bus info: usb@1:2 logical name: wlan1 serial: 00:02:6f:bd:30:a0 capabilities: ethernet physical wireless configuration: broadcast=yes driver=rt2800usb driverversion=3.2.0-31-generic firmware=0.29 link=no multicast=yes wireless=IEEE 802.11bgn sudo lspci -v 00:00.0 RAM memory: NVIDIA Corporation MCP67 Memory Controller (rev a2) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0 Capabilities: [44] HyperTransport: Slave or Primary Interface Capabilities: [dc] HyperTransport: MSI Mapping Enable+ Fixed- 00:01.0 ISA bridge: NVIDIA Corporation MCP67 ISA Bridge (rev a2) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0 00:01.1 SMBus: NVIDIA Corporation MCP67 SMBus (rev a2) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: 66MHz, fast devsel, IRQ 11 I/O ports at fc00 [size=64] I/O ports at 1c00 [size=64] I/O ports at 1c40 [size=64] Capabilities: [44] Power Management version 2 Kernel driver in use: nForce2_smbus Kernel modules: i2c-nforce2 00:01.2 RAM memory: NVIDIA Corporation MCP67 Memory Controller (rev a2) Flags: 66MHz, fast devsel 00:02.0 USB controller: NVIDIA Corporation MCP67 OHCI USB 1.1 Controller (rev a2) (prog-if 10 [OHCI]) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 23 Memory at fe02f000 (32-bit, non-prefetchable) [size=4K] Capabilities: [44] Power Management version 2 Kernel driver in use: ohci_hcd 00:02.1 USB controller: NVIDIA Corporation MCP67 EHCI USB 2.0 Controller (rev a2) (prog-if 20 [EHCI]) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 22 Memory at fe02e000 (32-bit, non-prefetchable) [size=256] Capabilities: [44] Debug port: BAR=1 offset=0098 Capabilities: [80] Power Management version 2 Kernel driver in use: ehci_hcd 00:04.0 USB controller: NVIDIA Corporation MCP67 OHCI USB 1.1 Controller (rev a2) (prog-if 10 [OHCI]) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 21 Memory at fe02d000 (32-bit, non-prefetchable) [size=4K] Capabilities: [44] Power Management version 2 Kernel driver in use: ohci_hcd 00:04.1 USB controller: NVIDIA Corporation MCP67 EHCI USB 2.0 Controller (rev a2) (prog-if 20 [EHCI]) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 20 Memory at fe02c000 (32-bit, non-prefetchable) [size=256] Capabilities: [44] Debug port: BAR=1 offset=0098 Capabilities: [80] Power Management version 2 Kernel driver in use: ehci_hcd 00:06.0 IDE interface: NVIDIA Corporation MCP67 IDE Controller (rev a1) (prog-if 8a [Master SecP PriP]) Subsystem: Biostar Microtech Int'l Corp Device 3409 Flags: bus master, 66MHz, fast devsel, latency 0 [virtual] Memory at 000001f0 (32-bit, non-prefetchable) [size=8] [virtual] Memory at 000003f0 (type 3, non-prefetchable) [size=1] [virtual] Memory at 00000170 (32-bit, non-prefetchable) [size=8] [virtual] Memory at 00000370 (type 3, non-prefetchable) [size=1] I/O ports at f000 [size=16] Capabilities: [44] Power Management version 2 Kernel driver in use: pata_amd Kernel modules: pata_amd 00:07.0 Audio device: NVIDIA Corporation MCP67 High Definition Audio (rev a1) Subsystem: Biostar Microtech Int'l Corp Device 820c Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 22 Memory at fe024000 (32-bit, non-prefetchable) [size=16K] Capabilities: [44] Power Management version 2 Capabilities: [50] MSI: Enable- Count=1/1 Maskable+ 64bit+ Capabilities: [6c] HyperTransport: MSI Mapping Enable- Fixed+ Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel 00:08.0 PCI bridge: NVIDIA Corporation MCP67 PCI Bridge (rev a2) (prog-if 01 [Subtractive decode]) Flags: bus master, 66MHz, fast devsel, latency 0 Bus: primary=00, secondary=01, subordinate=01, sec-latency=32 I/O behind bridge: 0000c000-0000cfff Memory behind bridge: fdf00000-fdffffff Prefetchable memory behind bridge: fd000000-fd0fffff Capabilities: [b8] Subsystem: NVIDIA Corporation Device cb84 Capabilities: [8c] HyperTransport: MSI Mapping Enable- Fixed- 00:09.0 IDE interface: NVIDIA Corporation MCP67 AHCI Controller (rev a2) (prog-if 85 [Master SecO PriO]) Subsystem: Biostar Microtech Int'l Corp Device 5407 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 23 I/O ports at 09f0 [size=8] I/O ports at 0bf0 [size=4] I/O ports at 0970 [size=8] I/O ports at 0b70 [size=4] I/O ports at dc00 [size=16] Memory at fe02a000 (32-bit, non-prefetchable) [size=8K] Capabilities: [44] Power Management version 2 Capabilities: [8c] SATA HBA v1.0 Capabilities: [b0] MSI: Enable- Count=1/8 Maskable- 64bit+ Capabilities: [cc] HyperTransport: MSI Mapping Enable- Fixed+ Kernel driver in use: ahci 00:0b.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=02, subordinate=02, sec-latency=0 I/O behind bridge: 0000b000-0000bfff Memory behind bridge: fde00000-fdefffff Prefetchable memory behind bridge: 00000000fdd00000-00000000fddfffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:0c.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=03, subordinate=03, sec-latency=0 I/O behind bridge: 0000a000-0000afff Memory behind bridge: fdc00000-fdcfffff Prefetchable memory behind bridge: 00000000fdb00000-00000000fdbfffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:0d.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=04, subordinate=04, sec-latency=0 I/O behind bridge: 00009000-00009fff Memory behind bridge: fda00000-fdafffff Prefetchable memory behind bridge: 00000000fd900000-00000000fd9fffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:0e.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=05, subordinate=05, sec-latency=0 I/O behind bridge: 00008000-00008fff Memory behind bridge: fd800000-fd8fffff Prefetchable memory behind bridge: 00000000fd700000-00000000fd7fffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:0f.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=06, subordinate=06, sec-latency=0 I/O behind bridge: 00007000-00007fff Memory behind bridge: fd600000-fd6fffff Prefetchable memory behind bridge: 00000000fd500000-00000000fd5fffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:10.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=07, subordinate=07, sec-latency=0 I/O behind bridge: 00006000-00006fff Memory behind bridge: fd400000-fd4fffff Prefetchable memory behind bridge: 00000000fd300000-00000000fd3fffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:11.0 PCI bridge: NVIDIA Corporation MCP67 PCI Express Bridge (rev a2) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=08, subordinate=08, sec-latency=0 I/O behind bridge: 00005000-00005fff Memory behind bridge: fd200000-fd2fffff Prefetchable memory behind bridge: 00000000fd100000-00000000fd1fffff Capabilities: [40] Subsystem: NVIDIA Corporation Device 0000 Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] HyperTransport: MSI Mapping Enable- Fixed- Capabilities: [80] Express Root Port (Slot+), MSI 00 Capabilities: [100] Virtual Channel Kernel driver in use: pcieport Kernel modules: shpchp 00:12.0 VGA compatible controller: NVIDIA Corporation C68 [GeForce 7050 PV / nForce 630a] (rev a2) (prog-if 00 [VGA controller]) Subsystem: Biostar Microtech Int'l Corp Device 1406 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 21 Memory at fb000000 (32-bit, non-prefetchable) [size=16M] Memory at e0000000 (64-bit, prefetchable) [size=256M] Memory at fc000000 (64-bit, non-prefetchable) [size=16M] [virtual] Expansion ROM at 80000000 [disabled] [size=128K] Capabilities: [48] Power Management version 2 Capabilities: [50] MSI: Enable- Count=1/1 Maskable- 64bit+ Kernel driver in use: nvidia Kernel modules: nvidia_current, nouveau, nvidiafb 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration Flags: fast devsel Capabilities: [80] HyperTransport: Host or Secondary Interface 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map Flags: fast devsel 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller Flags: fast devsel 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control Flags: fast devsel Capabilities: [f0] Secure device <?> Kernel driver in use: k8temp Kernel modules: k8temp 03:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 01) Subsystem: Biostar Microtech Int'l Corp Device 2305 Flags: bus master, fast devsel, latency 0, IRQ 47 I/O ports at ac00 [size=256] Memory at fdcff000 (64-bit, non-prefetchable) [size=4K] [virtual] Expansion ROM at fdb00000 [disabled] [size=128K] Capabilities: [40] Power Management version 2 Capabilities: [48] Vital Product Data Capabilities: [50] MSI: Enable+ Count=1/2 Maskable- 64bit+ Capabilities: [60] Express Endpoint, MSI 00 Capabilities: [84] Vendor Specific Information: Len=4c <?> Capabilities: [100] Advanced Error Reporting Capabilities: [12c] Virtual Channel Capabilities: [148] Device Serial Number 32-00-00-00-10-ec-81-68 Capabilities: [154] Power Budgeting <?> Kernel driver in use: r8169 Kernel modules: r8169 sudo rfkill list all 2: phy2: Wireless LAN Soft blocked: no Hard blocked: no Would appreciate insight on how to chase this down.

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  • Advice for Storing and Displaying Dates and Times Across Different Time Zones

    A common question I receive from clients, colleagues, and 4Guys readers is for recommendations on how best to store and display dates and times in a data-driven web application. One of the challenges in storing and displaying dates in a web application is that it is quite likely that the visitors arriving at your site are not in the same time zone as your web server; moreover, it's very likely that your site attracts visitors from many different time zones from around the world. Consider an online messageboard site, like ASPMessageboard.com, where each of 1,000,000+ posts includes the date and time it was made. Imagine a user from New York leaves a post on April 7th at 4:30 PM and that the web server hosting the site is located in Dallas, Texas, which is one hour earlier than New York. When storing that post to the database do you record the post's date and time relative to the visitor (4:30 PM), the relative to the web server (3:30 PM), or some other value? And when displaying this post how do you show that date and time to a reader in San Francisco, which is three hours earlier than New York? Do you show the time relative to the person who made the post (4:30 PM), relative to the web server (3:30 PM), or relative to the user (1:30 PM)? And if you decide to store or display the date based on the poster's or visitor's time zone then how do you know their time zone and its offset? How do you account for daylight savings, and so on? This article provides guidance on how to store and display dates and times for visitors across different time zones and includes a demo that gives a working example of some of these techniques. Read on to learn more! Read More >

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  • Getting Started with TypeScript – Classes, Static Types and Interfaces

    - by dwahlin
    I had the opportunity to speak on different JavaScript topics at DevConnections in Las Vegas this fall and heard a lot of interesting comments about JavaScript as I talked with people. The most frequent comment I heard from people was, “I guess it’s time to start learning JavaScript”. Yep – if you don’t already know JavaScript then it’s time to learn it. As HTML5 becomes more and more popular the amount of JavaScript code written will definitely increase. After all, many of the HTML5 features available in browsers have little to do with “tags” and more to do with JavaScript (web workers, web sockets, canvas, local storage, etc.). As the amount of JavaScript code being used in applications increases, it’s more important than ever to structure the code in a way that’s maintainable and easy to debug. While JavaScript patterns can certainly be used (check out my previous posts on the subject or my course on Pluralsight.com), several alternatives have come onto the scene such as CoffeeScript, Dart and TypeScript. In this post I’ll describe some of the features TypeScript offers and the benefits that they can potentially offer enterprise-scale JavaScript applications. It’s important to note that while TypeScript has several great features, it’s definitely not for everyone or every project especially given how new it is. The goal of this post isn’t to convince you to use TypeScript instead of standard JavaScript….I’m a big fan of JavaScript. Instead, I’ll present several TypeScript features and let you make the decision as to whether TypeScript is a good fit for your applications. TypeScript Overview Here’s the official definition of TypeScript from the http://typescriptlang.org site: “TypeScript is a language for application-scale JavaScript development. TypeScript is a typed superset of JavaScript that compiles to plain JavaScript. Any browser. Any host. Any OS. Open Source.” TypeScript was created by Anders Hejlsberg (the creator of the C# language) and his team at Microsoft. To sum it up, TypeScript is a new language that can be compiled to JavaScript much like alternatives such as CoffeeScript or Dart. It isn’t a stand-alone language that’s completely separate from JavaScript’s roots though. It’s a superset of JavaScript which means that standard JavaScript code can be placed in a TypeScript file (a file with a .ts extension) and used directly. That’s a very important point/feature of the language since it means you can use existing code and frameworks with TypeScript without having to do major code conversions to make it all work. Once a TypeScript file is saved it can be compiled to JavaScript using TypeScript’s tsc.exe compiler tool or by using a variety of editors/tools. TypeScript offers several key features. First, it provides built-in type support meaning that you define variables and function parameters as being “string”, “number”, “bool”, and more to avoid incorrect types being assigned to variables or passed to functions. Second, TypeScript provides a way to write modular code by directly supporting class and module definitions and it even provides support for custom interfaces that can be used to drive consistency. Finally, TypeScript integrates with several different tools such as Visual Studio, Sublime Text, Emacs, and Vi to provide syntax highlighting, code help, build support, and more depending on the editor. Find out more about editor support at http://www.typescriptlang.org/#Download. TypeScript can also be used with existing JavaScript frameworks such as Node.js, jQuery, and others and even catch type issues and provide enhanced code help. Special “declaration” files that have a d.ts extension are available for Node.js, jQuery, and other libraries out-of-the-box. Visit http://typescript.codeplex.com/SourceControl/changeset/view/fe3bc0bfce1f#samples%2fjquery%2fjquery.d.ts for an example of a jQuery TypeScript declaration file that can be used with tools such as Visual Studio 2012 to provide additional code help and ensure that a string isn’t passed to a parameter that expects a number. Although declaration files certainly aren’t required, TypeScript’s support for declaration files makes it easier to catch issues upfront while working with existing libraries such as jQuery. In the future I expect TypeScript declaration files will be released for different HTML5 APIs such as canvas, local storage, and others as well as some of the more popular JavaScript libraries and frameworks. Getting Started with TypeScript To get started learning TypeScript visit the TypeScript Playground available at http://www.typescriptlang.org. Using the playground editor you can experiment with TypeScript code, get code help as you type, and see the JavaScript that TypeScript generates once it’s compiled. Here’s an example of the TypeScript playground in action:   One of the first things that may stand out to you about the code shown above is that classes can be defined in TypeScript. This makes it easy to group related variables and functions into a container which helps tremendously with re-use and maintainability especially in enterprise-scale JavaScript applications. While you can certainly simulate classes using JavaScript patterns (note that ECMAScript 6 will support classes directly), TypeScript makes it quite easy especially if you come from an object-oriented programming background. An example of the Greeter class shown in the TypeScript Playground is shown next: class Greeter { greeting: string; constructor (message: string) { this.greeting = message; } greet() { return "Hello, " + this.greeting; } } Looking through the code you’ll notice that static types can be defined on variables and parameters such as greeting: string, that constructors can be defined, and that functions can be defined such as greet(). The ability to define static types is a key feature of TypeScript (and where its name comes from) that can help identify bugs upfront before even running the code. Many types are supported including primitive types like string, number, bool, undefined, and null as well as object literals and more complex types such as HTMLInputElement (for an <input> tag). Custom types can be defined as well. The JavaScript output by compiling the TypeScript Greeter class (using an editor like Visual Studio, Sublime Text, or the tsc.exe compiler) is shown next: var Greeter = (function () { function Greeter(message) { this.greeting = message; } Greeter.prototype.greet = function () { return "Hello, " + this.greeting; }; return Greeter; })(); Notice that the code is using JavaScript prototyping and closures to simulate a Greeter class in JavaScript. The body of the code is wrapped with a self-invoking function to take the variables and functions out of the global JavaScript scope. This is important feature that helps avoid naming collisions between variables and functions. In cases where you’d like to wrap a class in a naming container (similar to a namespace in C# or a package in Java) you can use TypeScript’s module keyword. The following code shows an example of wrapping an AcmeCorp module around the Greeter class. In order to create a new instance of Greeter the module name must now be used. This can help avoid naming collisions that may occur with the Greeter class.   module AcmeCorp { export class Greeter { greeting: string; constructor (message: string) { this.greeting = message; } greet() { return "Hello, " + this.greeting; } } } var greeter = new AcmeCorp.Greeter("world"); In addition to being able to define custom classes and modules in TypeScript, you can also take advantage of inheritance by using TypeScript’s extends keyword. The following code shows an example of using inheritance to define two report objects:   class Report { name: string; constructor (name: string) { this.name = name; } print() { alert("Report: " + this.name); } } class FinanceReport extends Report { constructor (name: string) { super(name); } print() { alert("Finance Report: " + this.name); } getLineItems() { alert("5 line items"); } } var report = new FinanceReport("Month's Sales"); report.print(); report.getLineItems();   In this example a base Report class is defined that has a variable (name), a constructor that accepts a name parameter of type string, and a function named print(). The FinanceReport class inherits from Report by using TypeScript’s extends keyword. As a result, it automatically has access to the print() function in the base class. In this example the FinanceReport overrides the base class’s print() method and adds its own. The FinanceReport class also forwards the name value it receives in the constructor to the base class using the super() call. TypeScript also supports the creation of custom interfaces when you need to provide consistency across a set of objects. The following code shows an example of an interface named Thing (from the TypeScript samples) and a class named Plane that implements the interface to drive consistency across the app. Notice that the Plane class includes intersect and normal as a result of implementing the interface.   interface Thing { intersect: (ray: Ray) => Intersection; normal: (pos: Vector) => Vector; surface: Surface; } class Plane implements Thing { normal: (pos: Vector) =>Vector; intersect: (ray: Ray) =>Intersection; constructor (norm: Vector, offset: number, public surface: Surface) { this.normal = function (pos: Vector) { return norm; } this.intersect = function (ray: Ray): Intersection { var denom = Vector.dot(norm, ray.dir); if (denom > 0) { return null; } else { var dist = (Vector.dot(norm, ray.start) + offset) / (-denom); return { thing: this, ray: ray, dist: dist }; } } } }   At first glance it doesn’t appear that the surface member is implemented in Plane but it’s actually included automatically due to the public surface: Surface parameter in the constructor. Adding public varName: Type to a constructor automatically adds a typed variable into the class without having to explicitly write the code as with normal and intersect. TypeScript has additional language features but defining static types and creating classes, modules, and interfaces are some of the key features it offers. So is TypeScript right for you and your applications? That’s a not a question that I or anyone else can answer for you. You’ll need to give it a spin to see what you think. In future posts I’ll discuss additional details about TypeScript and how it can be used with enterprise-scale JavaScript applications. In the meantime, I’m in the process of working with John Papa on a new Typescript course for Pluralsight that we hope to have out in December of 2012.

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • Keeping Aspect Screen Ration While Stays in Center

    - by David Dimalanta
    I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded: When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded: Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this: Here is my code using the suggested screen aspect ratio code: Class' Field // Ingredients Needed for Screen Aspect Ratio private static final int VIRTUAL_WIDTH = 720; private static final int VIRTUAL_HEIGHT = 1280; private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT); private Camera Mother_Camera; private Rectangle Viewport; render() // Camera updating... Mother_Camera.update(); Mother_Camera.apply(Gdx.gl10); // Reseting viewport... Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height); // Clear previous frame. Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); show() Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height? *see http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/#comment-317

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