Search Results

Search found 39156 results on 1567 pages for 'device driver development'.

Page 398/1567 | < Previous Page | 394 395 396 397 398 399 400 401 402 403 404 405  | Next Page >

  • C# in vedio game industry?

    - by kasparov
    Other than Indie game development, C# is also used for in house tool development at large studios. I have two questions -: 1) Is microsoft planning to release a native C# compiler sharing the backend code generator with the C++ compiler? http://www.compilerjobs.com/db/jobs_view.php?editid1=648 2) If microsoft IS planning a native C# compiler, then can C# replace C++ as the industry standard in AAA vedio games?

    Read the article

  • Game Design Resources for Programmers

    - by user17028
    I am a self-taught high school programmer (have an internship at local university), and understand the fundamentals of C++ and other related languages. I am looking to expand into game development, and have found a good DirectX book from which I will study. However, what are some good resources (online tutorials/books/etc) for C++ game programming which are tailored towards someone who is already experienced with C++? Most of the resources I have found attempt to teach basic programming, then get into game development.

    Read the article

  • Can't get bonding and bridging to work for KVM

    - by user9546
    Hi everyone. I can't for the life of me get bonding and bridging to work for the KVM setup I'm building. I'm using a fresh install (not an upgrade) of Ubuntu Server 10.10. I have 4 NICs on the same subnet (two intended for each of my two VMs). I'm trying to achieve the setup that Uthark describes here. But following his guidelines didn't work for me. My eth0 and eth1 did not come up, and "brctl show" showed that br0 didn't have any interfaces (the bond). I assumed it didn't work because he's using 10.4, and this article says there's a recent change in bonding: [I can't post more than one hyperlink per post because I'm a newbie.] I had to use this article to get my interfaces to work at all on the same subnet, which is why I have the post-up lines on some of my interfaces: [I can't post more than one hyperlink per post because I'm a newbie.] I installed ifenslave and ethtool. I also created /etc/modprobe.d/aliases.conf with the following content: alias bond0 bonding options bonding mode=6 miimon=100 downdelay=200 updelay=200 And I included "bonding" in /etc/modules So, after several approaches, here is my latest interfaces file: auto lo iface lo inet loopback auto eth5 iface eth5 inet manual auto br5 iface br5 inet static post-up /sbin/ip rule add from [network].79 lookup 10 post-up /sbin/ip route add table 10 default via [network].1 src [network].79 dev br5 address [network].79 netmask 255.255.255.0 network [network].0 broadcast [network].255 gateway [network].1 bridge_ports eth5 bridge_stp off bridge_fd 0 bridge_maxwait 0 auto eth2 iface eth2 inet manual auto br2 iface br2 inet static post-up /sbin/ip rule add from [network].78 lookup 11 post-up /sbin/ip route add table 11 default via [network].1 src [network].78 dev br2 address [network].78 netmask 255.255.255.0 network [network].0 broadcast [network].255 gateway [network].1 bridge_ports eth2 bridge_stp off bridge_fd 0 bridge_maxwait 0 iface eth0 inet manual iface eth1 inet manual auto bond0 iface bond0 inet static bond_miimon 100 bond_mode balance-alb up /sbin/ifenslave bond0 eth0 eth1 down /sbin/ifenslave -d bond0 eth0 eth1 auto br0 iface br0 inet static address [network].60 netmask 255.255.255.0 network [network].0 broadcast [network].255 gateway [network].1 bridge_ports bond0 eth2, eth5, br2, and br5 all seem to be working fine. The only other thing I could find that looked suspicious is an error regarding bonding in /var/log/messages: kernel: [ 3.828684] bonding: Warning: either miimon or arp_interval and arp_ip_target module parameters must be specified, otherwise bonding will not detect link failures! see bonding.txt for details. even though there is a bond-miimon line in /etc/network/interfaces (if that's what they're talking about). Also, the bond seems to go in and out of promiscuous mode several times on boot: Jan 20 14:19:02 kvmhost kernel: [ 3.902378] device bond0 entered promiscuous mode Jan 20 14:19:02 kvmhost kernel: [ 3.902390] device bond0 left promiscuous mode Jan 20 14:19:02 kvmhost kernel: [ 3.902393] device bond0 entered promiscuous mode Jan 20 14:19:02 kvmhost kernel: [ 3.902397] device bond0 left promiscuous mode Jan 20 14:19:03 kvmhost kernel: [ 4.998990] device bond0 entered promiscuous mode Jan 20 14:19:03 kvmhost kernel: [ 4.999005] device bond0 left promiscuous mode Jan 20 14:19:03 kvmhost kernel: [ 4.999008] device bond0 entered promiscuous mode Jan 20 14:19:03 kvmhost kernel: [ 4.999012] device bond0 left promiscuous mode Any advice would be greatly appreciated. It seems that this must be possible, based on other posts, but I can't see what I'm doing wrong. Thanks.

    Read the article

  • Pixel Shader Giving Black output

    - by Yashwinder
    I am coding in C# using Windows Forms and the SlimDX API to show the effect of a pixel shader. When I am setting the pixel shader, I am getting a black output screen but if I am not using the pixel shader then I am getting my image rendered on the screen. I have the following C# code using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; using System.Runtime.InteropServices; using SlimDX.Direct3D9; using SlimDX; using SlimDX.Windows; using System.Drawing; using System.Threading; namespace WindowsFormsApplication1 { // Vertex structure. [StructLayout(LayoutKind.Sequential)] struct Vertex { public Vector3 Position; public float Tu; public float Tv; public static int SizeBytes { get { return Marshal.SizeOf(typeof(Vertex)); } } public static VertexFormat Format { get { return VertexFormat.Position | VertexFormat.Texture1; } } } static class Program { public static Device D3DDevice; // Direct3D device. public static VertexBuffer Vertices; // Vertex buffer object used to hold vertices. public static Texture Image; // Texture object to hold the image loaded from a file. public static int time; // Used for rotation caculations. public static float angle; // Angle of rottaion. public static Form1 Window =new Form1(); public static string filepath; static VertexShader vertexShader = null; static ConstantTable constantTable = null; static ImageInformation info; [STAThread] static void Main() { filepath = "C:\\Users\\Public\\Pictures\\Sample Pictures\\Garden.jpg"; info = new ImageInformation(); info = ImageInformation.FromFile(filepath); PresentParameters presentParams = new PresentParameters(); // Below are the required bare mininum, needed to initialize the D3D device. presentParams.BackBufferHeight = info.Height; // BackBufferHeight, set to the Window's height. presentParams.BackBufferWidth = info.Width+200; // BackBufferWidth, set to the Window's width. presentParams.Windowed =true; presentParams.DeviceWindowHandle = Window.panel2 .Handle; // DeviceWindowHandle, set to the Window's handle. // Create the device. D3DDevice = new Device(new Direct3D (), 0, DeviceType.Hardware, Window.Handle, CreateFlags.HardwareVertexProcessing, presentParams); // Create the vertex buffer and fill with the triangle vertices. (Non-indexed) // Remember 3 vetices for a triangle, 2 tris per quad = 6. Vertices = new VertexBuffer(D3DDevice, 6 * Vertex.SizeBytes, Usage.WriteOnly, VertexFormat.None, Pool.Managed); DataStream stream = Vertices.Lock(0, 0, LockFlags.None); stream.WriteRange(BuildVertexData()); Vertices.Unlock(); // Create the texture. Image = Texture.FromFile(D3DDevice,filepath ); // Turn off culling, so we see the front and back of the triangle D3DDevice.SetRenderState(RenderState.CullMode, Cull.None); // Turn off lighting D3DDevice.SetRenderState(RenderState.Lighting, false); ShaderBytecode sbcv = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\vertexShader.vs", "vs_main", "vs_1_1", ShaderFlags.None); constantTable = sbcv.ConstantTable; vertexShader = new VertexShader(D3DDevice, sbcv); ShaderBytecode sbc = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\pixelShader.txt", "ps_main", "ps_3_0", ShaderFlags.None); PixelShader ps = new PixelShader(D3DDevice, sbc); VertexDeclaration vertexDecl = new VertexDeclaration(D3DDevice, new[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0), new VertexElement(0, 12, DeclarationType.Float2 , DeclarationMethod.Default, DeclarationUsage.TextureCoordinate , 0), VertexElement.VertexDeclarationEnd }); Application.EnableVisualStyles(); MessagePump.Run(Window, () => { // Clear the backbuffer to a black color. D3DDevice.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); // Begin the scene. D3DDevice.BeginScene(); // Setup the world, view and projection matrices. //D3DDevice.VertexShader = vertexShader; //D3DDevice.PixelShader = ps; // Render the vertex buffer. D3DDevice.SetStreamSource(0, Vertices, 0, Vertex.SizeBytes); D3DDevice.VertexFormat = Vertex.Format; // Setup our texture. Using Textures introduces the texture stage states, // which govern how Textures get blended together (in the case of multiple // Textures) and lighting information. D3DDevice.SetTexture(0, Image); // Now drawing 2 triangles, for a quad. D3DDevice.DrawPrimitives(PrimitiveType.TriangleList , 0, 2); // End the scene. D3DDevice.EndScene(); // Present the backbuffer contents to the screen. D3DDevice.Present(); }); if (Image != null) Image.Dispose(); if (Vertices != null) Vertices.Dispose(); if (D3DDevice != null) D3DDevice.Dispose(); } private static Vertex[] BuildVertexData() { Vertex[] vertexData = new Vertex[6]; vertexData[0].Position = new Vector3(-1.0f, 1.0f, 0.0f); vertexData[0].Tu = 0.0f; vertexData[0].Tv = 0.0f; vertexData[1].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[1].Tu = 0.0f; vertexData[1].Tv = 1.0f; vertexData[2].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[2].Tu = 1.0f; vertexData[2].Tv = 0.0f; vertexData[3].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[3].Tu = 0.0f; vertexData[3].Tv = 1.0f; vertexData[4].Position = new Vector3(1.0f, -1.0f, 0.0f); vertexData[4].Tu = 1.0f; vertexData[4].Tv = 1.0f; vertexData[5].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[5].Tu = 1.0f; vertexData[5].Tv = 0.0f; return vertexData; } } } And my pixel shader and vertex shader code are as following // Pixel shader input structure struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Pixel shader output structure struct PS_OUTPUT { float4 Color : COLOR0; }; // Global variables sampler2D Tex0; // Name: Simple Pixel Shader // Type: Pixel shader // Desc: Fetch texture and blend with constant color // PS_OUTPUT ps_main( in PS_INPUT In ) { PS_OUTPUT Out; //create an output pixel Out.Color = tex2D(Tex0, In.Texture); //do a texture lookup Out.Color *= float4(0.9f, 0.8f, 0.0f, 1); //do a simple effect return Out; //return output pixel } // Vertex shader input structure struct VS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Vertex shader output structure struct VS_OUTPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Global variables float4x4 WorldViewProj; // Name: Simple Vertex Shader // Type: Vertex shader // Desc: Vertex transformation and texture coord pass-through // VS_OUTPUT vs_main( in VS_INPUT In ) { VS_OUTPUT Out; //create an output vertex Out.Position = mul(In.Position, WorldViewProj); //apply vertex transformation Out.Texture = In.Texture; //copy original texcoords return Out; //return output vertex }

    Read the article

  • How to take first step for making 2d games in Xcode [on hold]

    - by josh
    I have 2 years experience in Xcode in business and socials Apps. Now I am going into 2d game development so I want to know that how to take first step for making 2d games in Xcode either using external framework or its native iOS games. Looking for game like angry bird. What are the key points I should keep in mind before jumping into 2d games development. Any suggestion or related helping materials share with me. Thanks.

    Read the article

  • Game Programming Resources for Programmers

    - by user17028
    I am a self-taught high school programmer (have an internship at local university), and understand the fundamentals of C++ and other related languages. I am looking to expand into game development, and have found a good DirectX book from which I will study. However, what are some good resources (online tutorials/books/etc) for C++ game programming which are tailored towards someone who is already experienced with C++? Most of the resources I have found attempt to teach basic programming, then get into game development.

    Read the article

  • How to resize / enlarge / grow a non-LVM ext4 partition

    - by Mischa
    I have already searched the forums, but couldnt find a good suitable answer: I have an Ubuntu Server 10.04 as KVM Host and a guest system, that also runs 10.04. The host system uses LVM and there are three logical volumes, which are provided to the guest as virtual block devices - one for /, one for /home and one for swap. The guest had been partitioned without LVM. I have already enlarged the logical volume in the host system - the guest successfully sees the bigger virtual disk. However, this virtual disk contains one "good old" partition, which still has the old small size. The output of fdisk -l is me@produktion:/$ LC_ALL=en_US sudo fdisk -l Disk /dev/vda: 32.2 GB, 32212254720 bytes 255 heads, 63 sectors/track, 3916 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000c8ce7 Device Boot Start End Blocks Id System /dev/vda1 * 1 3917 31455232 83 Linux Disk /dev/vdb: 2147 MB, 2147483648 bytes 244 heads, 47 sectors/track, 365 cylinders Units = cylinders of 11468 * 512 = 5871616 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000f2bf7 Device Boot Start End Blocks Id System /dev/vdb1 1 366 2095104 82 Linux swap / Solaris Partition 1 has different physical/logical beginnings (non-Linux?): phys=(0, 32, 33) logical=(0, 43, 28) Partition 1 has different physical/logical endings: phys=(260, 243, 47) logical=(365, 136, 44) Disk /dev/vdc: 225.5 GB, 225485783040 bytes 255 heads, 63 sectors/track, 27413 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00027f25 Device Boot Start End Blocks Id System /dev/vdc1 1 9138 73398272 83 Linux The output of parted print all is Model: Virtio Block Device (virtblk) Disk /dev/vda: 32.2GB Sector size (logical/physical): 512B/512B Partition Table: msdos Number Start End Size Type File system Flags 1 1049kB 32.2GB 32.2GB primary ext4 boot Model: Virtio Block Device (virtblk) Disk /dev/vdb: 2147MB Sector size (logical/physical): 512B/512B Partition Table: msdos Number Start End Size Type File system Flags 1 1049kB 2146MB 2145MB primary linux-swap(v1) Model: Virtio Block Device (virtblk) Disk /dev/vdc: 225GB Sector size (logical/physical): 512B/512B Partition Table: msdos Number Start End Size Type File system Flags 1 1049kB 75.2GB 75.2GB primary ext4 What I want to achieve is to simply grow or resize the partition /dev/vdc1 so that it uses the whole space provided by the virtual block device /dev/vdc. The problem is, that when I try to do that with parted, it complains: (parted) select /dev/vdc Using /dev/vdc (parted) print Model: Virtio Block Device (virtblk) Disk /dev/vdc: 225GB Sector size (logical/physical): 512B/512B Partition Table: msdos Number Start End Size Type File system Flags 1 1049kB 75.2GB 75.2GB primary ext4 (parted) resize 1 WARNING: you are attempting to use parted to operate on (resize) a file system. parted's file system manipulation code is not as robust as what you'll find in dedicated, file-system-specific packages like e2fsprogs. We recommend you use parted only to manipulate partition tables, whenever possible. Support for performing most operations on most types of file systems will be removed in an upcoming release. Start? [1049kB]? End? [75.2GB]? 224GB Error: File system has an incompatible feature enabled. Compatible features are has_journal, dir_index, filetype, sparse_super and large_file. Use tune2fs or debugfs to remove features. So what can I do? This is a headless production system. What is a safe way to grow this partition? I CAN unmount it, though - so this is not the problem.

    Read the article

  • Is this masters course worth taking?

    - by dbomb101
    I've been spending the last couple of years developing 2D game in XNA but there are still alot of gaps in my knowledge especially in terms of 3D development and working in game development teams and I would like to eventually be able to develop more technically advanced games. I was thinking of taking the masters course linked below to help out with that. Do you think the course is worth it or should I simply continue self studying ? Course Details

    Read the article

  • Artec TV18R Tuner not working :(

    - by Antillar Maximus
    Can somebody kindly help me setup my TV Tuner stick? Make and Model: Artec TV18R USB TV Tuner OS: Ubuntu 11.10 64bit Hardware: MSI MS1656-US (GX640 barebones): i5 580M, 2xIntel X25M SSDs, Radeon HD5850M,Realtek sound. Logs and messages: antillar@antillar-MS-1656:/usr/share/dvb/atsc$ [B][COLOR=Red]sudo lsusb[/COLOR][/B] Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 003: ID ffc0:001f Bus 002 Device 005: ID 05d8:8117 Ultima Electronics Corp. [/code][code]antillar@antillar-MS-1656:/usr/share/dvb/atsc$ So, it seems that the tuner is being detected, but the light on it does not turn on? Not sure what is going on? sudo lspci [sudo] password for antillar: 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 02) 00:01.0 PCI bridge: Intel Corporation Core Processor PCI Express x16 Root Port (rev 02) 00:1a.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 05) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 05) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 05) 00:1c.2 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 3 (rev 05) 00:1c.4 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 5 (rev 05) 00:1d.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a5) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 05) 01:00.0 VGA compatible controller: ATI Technologies Inc Broadway PRO [Mobility Radeon HD 5800 Series] 01:00.1 Audio device: ATI Technologies Inc Juniper HDMI Audio [Radeon HD 5700 Series] 02:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 03) 04:00.0 FireWire (IEEE 1394): JMicron Technology Corp. IEEE 1394 Host Controller 04:00.1 System peripheral: JMicron Technology Corp. SD/MMC Host Controller 04:00.2 SD Host controller: JMicron Technology Corp. Standard SD Host Controller 04:00.3 System peripheral: JMicron Technology Corp. MS Host Controller 04:00.4 System peripheral: JMicron Technology Corp. xD Host Controller 05:00.0 Network controller: Intel Corporation Ultimate N WiFi Link 5300 ff:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 02) ff:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 02) ff:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 02) ff:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 02) ff:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 02) ff:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 02) antillar@antillar-MS-1656:/usr/share/dvb/atsc$ I have been searching for a solution to this all weekend without any luck. I remember reading that ehci_hcd is the problem, but I'm not sure if disabling it is a good idea. I don't want my USB ports to go back to v1.1. Thank you!

    Read the article

  • Is the STL efficient enough for mobile devices?

    - by mx2
    When it comes to mobile game development on iOS and Android NDK, some developers write their own C++ containers, while others claim that STL is more than adequate for mobile game development (For example, the author of iPhone 3D Programming uses STL rather than Objective-C in his examples. His defense is that STL is no slower than Objective-C). Then there are also mobile developers who abandon C++ entirely and develop games entirely (or mostly) in the C language (C89/C90). What are the benefits and drawbacks of each approach?

    Read the article

  • Does 3d modeling software *choice used during asset creation affect performance at runtime

    - by user134143
    Does software used to create 3d assets (for game development specifically) have an impact on the efficiency of the program? In other words, is it possible to reduce the operating footprint of an application merely by utilizing alternative development software during production of 3d assets? If you use two different applications to create a 3 dimensional image of a box, can one of them result in better performance if aspects of the image are identical? I am attempting to get the information I need without causing unnecessary debate over specific software choice.

    Read the article

  • recommended book for cocos2d?

    - by Paul Sanwald
    I'm an experienced programmer that recently got into iOS development by working through the big nerd ranch book by Aaron Hillegass and Joe Conway. I loved the way the book was structured in terms of typing in the code and doing the challenges. I'm interested in learning more about iOS gaming and cocos2d, but am a complete newbie in terms of game development/design. there are a number of books on amazon on cocos2d, can anyone recommend one in particular?

    Read the article

  • Need help partitioning when reinstalling Ubuntu 14.04

    - by Chris M.
    I upgraded to 14.04 about a month ago on my HP Mini netbook (about 16 GB hard disk). A few days ago the system crashed (I don't know why but I was using internet at the time). When I restarted the computer, Ubuntu would not load. Instead, I got a message from the BIOS saying Reboot and Select proper Boot device or Insert Boot Media in selected Boot device and press a key I took this to mean that I needed to reinstall 14.04. When I try to reinstall Ubuntu from the USB stick, I choose "Erase disk and install Ubuntu" but then I get a message: Some of the partitions you created are too small. Please make the following partitions at least this large: / 3.3 GB If you do not go back to the partitioner and increase the size of these partitions, the installation may fail. At first I hit Continue to see if it would install anyway, and it gave the message: The attempt to mount a file system with type ext4 in SCSI1 (0,0,0), partition # 1 (sda) at / failed. You may resume partitioning from the partitioning menu. The second time I hit Go Back, and it took me to the following partitioning table: Device Type Mount Point Format Size Used System /dev/sda /dev/sda1 ext4 (checked) 3228 MB Unknown /dev/sda5 swap (not checked) 1063 MB Unknown + - Change New Partition Table... Revert Device for boot loader installation: /dev/sda ATA JM Loader 001 (4.3 GB) At this point I'm not sure what to do. I've never partitioned my hard drive before and I don't want to screw things up. (I'm not particularly tech savvy.) Can you instruct me what I should do. (P.S. I'm afraid the table might not appear as I typed it in.) Results from fdisk: ubuntu@ubuntu:~$ sudo fdisk -l Disk /dev/sda: 4294 MB, 4294967296 bytes 255 heads, 63 sectors/track, 522 cylinders, total 8388608 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/sda doesn't contain a valid partition table Disk /dev/sdb: 7860 MB, 7860125696 bytes 155 heads, 31 sectors/track, 3194 cylinders, total 15351808 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0009a565 Device Boot Start End Blocks Id System /dev/sdb1 * 2768 15351807 7674520 b W95 FAT32 ubuntu@ubuntu:~$ Here is what it displays when I open the Disks utility (I tried the screenshot terminal command you suggested but it didn't seem to do anything): 4.3 GB Hard Disk /dev/sda Model: JM Loader 001 (01000001) Size: 4.3 GB (4,294,967,296 bytes) Serial Number: 01234123412341234 Assessment: SMART is not supported Volumes Size: 4.3 GB (4,294,967,296 bytes) Device: /dev/sda Contents: Unknown (There is a button in the utility that when you click it gives the following options: Format... Create Disk Image... Restore Disk Image... Benchmark but SMART Data & Self-Tests... is dimmed out) When I hit F9 Change Boot Device Order, it shows the hard drive as: SATA:PM-JM Loader 001 When I hit F10 to get me into the BIOS Setup Utility, under Diagnostic it shows: Primary Hard Disk Self Test Not Support NetworkManager Tool State: disconnected Device: eth0 Type: Wired Driver: atl1c State: unavailable Default: no HW Address: 00:26:55:B0:7F:0C Capabilities: Carrier Detect: yes Wired Properties Carrier: off When I run command lshw -C network, I get: WARNING: you should run this program as super-user. *-network description: Network controller product: BCM4312 802.11b/g LP-PHY vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:01:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: bus_master cap_list configuration: driver=b43-pci-bridge latency=0 resources: irq:16 memory:feafc000-feafffff *-network description: Ethernet interface product: AR8132 Fast Ethernet vendor: Qualcomm Atheros physical id: 0 bus info: pci@0000:02:00.0 logical name: eth0 version: c0 serial: 00:26:55:b0:7f:0c capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=atl1c driverversion=1.0.1.1-NAPI latency=0 link=no multicast=yes port=twisted pair resources: irq:43 memory:febc0000-febfffff ioport:ec80(size=128) WARNING: output may be incomplete or inaccurate, you should run this program as super-user.

    Read the article

  • Can I develop games for mobile platforms in C++?

    - by James Bern
    I have a good grasp in C++ and C and have also experience developing AAA game using C++. Now, I'm shamelessly thinking to dive into mobile game development either in iOS or Android. Unfortunately, I don't know objective-C and java and neither have courage to learn it. So, As above mentioned reason, Is there any possibility to do mobile development in C++ without using any single statement of JAVA and Objective-C ?

    Read the article

  • Does one's choice of 3d modeling software used during asset creation affect performance at runtime?

    - by user134143
    Does software used to create 3d assets (for game development specifically) have an impact on the efficiency of the program? In other words, is it possible to reduce the operating footprint of an application merely by utilizing alternative development software during production of 3d assets? If you use two different applications to create a 3-dimensional image of a box, can one of them result in better performance if aspects of the image are identical? I am attempting to get the information I need without causing unnecessary debate over specific software choice.

    Read the article

  • Should I use OpenGL while working with the C++ Software?

    - by Paralytic
    I am completely new to programming and game development for that matter. I am using the C++ software to create my Game Engine with the help of a beginners guide. I noticed it has a OpenGL option when starting up a new project. I've heard of OpenGL pertaining to game development, not sure what it is though. Should I be using OpenGL when creating my Game Engine? Will it matter if I just start with a blank slate?

    Read the article

  • How to handle multi-processing of libraries which already spawn sub-processes?

    - by exhuma
    I am having some trouble coming up with a good solution to limit sub-processes in a script which uses a multi-processed library and the script itself is also multi-processed. Both, the library and script are modifiable by us. I believe the question is more about design than actual code, but for what it's worth, it's written in Python. The goal of the library is to hide implementation details of various internet routers. For that reason, the library has a "Proxy" factory method which takes the IP of a router as parameter. The factory then probes the device using a set of possible proxies. Usually, there is one proxy which immediately knows that is is able to send commands to this device. All others usually take some time to return (given a timeout). One thought was already to simply query the device for an identifier, and then select the proper proxy using that, but in order to do so, you would already need to know how to query the device. Abstracting this knowledge is one of the main purposes of the library, so that becomes a little bit of a "circular-requirement"/deadlock: To connect to a device, you need to know what proxy to use, and to know what proxy to create, you need to connect to a device. So probing the device is - as we can see - the best solution so far, apart from keeping a lookup-table somewhere. The library currently kills all remaining processes once a valid proxy has been found. And yes, there is always only one good proxy per device. Currently there are about 12 proxies. So if one create a proxy instance using the factory, 12 sub-processes are spawned. So far, this has been really useful and worked very well. But recently someone else wanted to use this library to "broadcast" a command to all devices. So he took the library, and wrote his own multi-processed script. This obviously spawned 12 * n processes where n is the number of IPs to which he broadcasted. This has given us two problems: The host on which the command was executed slowed down to a near halt. Aborting the script with CTRL+C ground the system to a total halt. Not even the hardware console responded anymore! This may be due to some Python strangeness which still needs to be investigated. Maybe related to http://bugs.python.org/issue8296 The big underlying question, is how to design a library which does multi-processing, so other applications which use this library and want to be multi-processed themselves do not run into system limitations. My first thought was to require a pool to be passed to the library, and execute all tasks in that pool. In that way, the person using the library has control over the usage of system resources. But my gut tells me that there must be a better solution. Disclaimer: My experience with multiprocessing is fairly limited. I have implemented a few straightforward which did not require access control to resources. So I have not yet any practical experience with semaphores or mutexes. p.s.: In the future, we may have enough information to do this without the probing. But the database which would contain the proper information is not yet operational. Also, the design about multiprocessing a multiprocessed library intrigues me :)

    Read the article

  • Using Single Image for Map in 2D Platformer

    - by Jon
    I'm fairly new to game development, and have been messing around with Slick2D. Currently, my map consists of objects that are represented as rectangles. If I wanted to use am image simlar to: How would I be able to use this image to make a level? That question is a bit vague, but like I said, I'm new to game development and am not familiar with terminology or procedures. But going along with this question, how would I also use non-rectangular objects/platforms? Thanks

    Read the article

  • Game engine for all types of games [closed]

    - by Chorche
    I need a collection of libraries for game development. I don't know if it's called game engine. It should include everything i need to develope a game, so i could consentrate on the game development, without wasting my time choosing, and instaling libraries for everything. I don't need game engines that requires more than 100MB of diskspace. The engine, librarie collection or whatever it's called should only include tools for programing. So i need you help finding such an engine :)

    Read the article

  • Should I use OpenGL while working with C++?

    - by Paralytic
    I am completely new to programming and game development for that matter. I am using the C++ software to create my Game Engine with the help of a beginners guide. I noticed it has a OpenGL option when starting up a new project. I've heard of OpenGL pertaining to game development, not sure what it is though. Should I be using OpenGL when creating my Game Engine? Will it matter if I just start with a blank slate?

    Read the article

  • EHome IR receiver and Ubuntu 13 - any one have this working?

    - by squakie
    I have a "generic" USB IR receiver I purchased off of Ebay to make my life a little easier with XBMC on my Ubuntu box. I am currently running 13.10 and have never tried nor have any knowledge of IR in Ubuntu. I know of lirc, and I know a lot of it is now included in the kernel. My understanding is that lirc in basic terms maps pulses from an remote control to functions - like keyboard or mouse clicks. It is also my understanding that I might still need a driver or something for my device. lsusb shows the device as: Bus 006 Device 003: ID 147a:e016 Formosa Industrial Computing, Inc. eHome Infrared Receiver dmesg shows the following pertaining to the device: [43635.311985] usb 6-2: USB disconnect, device number 2 [43641.344387] usb 6-2: new full-speed USB device number 3 using ohci-pci [43641.543454] usb 6-2: New USB device found, idVendor=147a, idProduct=e016 [43641.543467] usb 6-2: New USB device strings: Mfr=1, Product=2, SerialNumber=3 [43641.543473] usb 6-2: Product: eHome Infrared Transceiver [43641.543478] usb 6-2: Manufacturer: Formosa21 [43641.543483] usb 6-2: SerialNumber: FM000623 [43641.555736] Registered IR keymap rc-rc6-mce [43641.555968] input: Media Center Ed. eHome Infrared Remote Transceiver (147a:e016) as /devices/pci0000:00/0000:00:12.0/usb6/6-2/6-2:1.0/rc/rc2/input15 [43641.556221] rc2: Media Center Ed. eHome Infrared Remote Transceiver (147a:e016) as /devices/pci0000:00/0000:00:12.0/usb6/6-2/6-2:1.0/rc/rc2 [43641.556584] input: MCE IR Keyboard/Mouse (mceusb) as /devices/virtual/input/input16 [43641.557186] rc rc2: lirc_dev: driver ir-lirc-codec (mceusb) registered at minor = 0 [43641.731965] mceusb 6-2:1.0: Registered Formosa21 eHome Infrared Transceiver with mce emulator interface version 1 [43641.731978] mceusb 6-2:1.0: 2 tx ports (0x0 cabled) and 2 rx sensors (0x0 active) (excuse the double spacing, but I had to put in extra cr/lf using "enter" or the entire thing was just one long unreadable string). When I connect the same IR receiver to a Raspberry Pi running OpenELEC/XBMC there is no flashing led unless I press a remote button, and the device works. In Ubuntu, the led is constantly blinking, and nothing happens when I press a remote key. I tried the command line program to test but it never echoes anything back to the terminal window. I believe it must need some sort of driver or something else, but I am completely in the dark on this. If it matters I also have: - Logitech wireless keyboard/mouse USB receiver - Tenda USB wireless adapter And.....I've also noticed some errors now that show in dmesg that seem to somehow related to HDMI if that makes any sense: 46721.144731] HDMI: ELD buf size is 0, force 128 [46721.144749] HDMI: invalid ELD data byte 0 [46721.444025] HDMI: ELD buf size is 0, force 128 [46721.444061] HDMI: invalid ELD data byte 0 [46721.743375] HDMI: ELD buf size is 0, force 128 [46721.743411] HDMI: invalid ELD data byte 0 [46722.043092] HDMI: ELD buf size is 0, force 128 [46722.043118] HDMI: invalid ELD data byte 0 [46722.343086] HDMI: ELD buf size is 0, force 128 [46722.343122] HDMI: invalid ELD data byte 0 [46722.642517] HDMI: ELD buf size is 0, force 128 [46722.642574] HDMI: invalid ELD data byte 0 [46722.942459] HDMI: ELD buf size is 0, force 128 [46722.942485] HDMI: invalid ELD data byte 0 [46723.242103] HDMI: ELD buf size is 0, force 128 [46723.242129] HDMI: invalid ELD data byte 0 [46723.541877] HDMI: ELD buf size is 0, force 128 [46723.541923] HDMI: invalid ELD data byte 0 [58366.651954] HDMI: ELD buf size is 0, force 128 [58366.651980] HDMI: invalid ELD data byte 0 [58366.951523] HDMI: ELD buf size is 0, force 128 [58366.951549] HDMI: invalid ELD data byte 0 [58367.251075] HDMI: ELD buf size is 0, force 128 [58367.251121] HDMI: invalid ELD data byte 0 [58367.550517] HDMI: ELD buf size is 0, force 128 [58367.550563] HDMI: invalid ELD data byte 0 [58367.850219] HDMI: ELD buf size is 0, force 128 [58367.850256] HDMI: invalid ELD data byte 0 [58368.150160] HDMI: ELD buf size is 0, force 128 [58368.150185] HDMI: invalid ELD data byte 0 [58368.449544] HDMI: ELD buf size is 0, force 128 [58368.449570] HDMI: invalid ELD data byte 0 [58368.749583] HDMI: ELD buf size is 0, force 128 [58368.749629] HDMI: invalid ELD data byte 0 [58369.049280] HDMI: ELD buf size is 0, force 128 [58369.049326] HDMI: invalid ELD data byte 0 [58394.706273] HDMI: ELD buf size is 0, force 128 [58394.706300] HDMI: invalid ELD data byte 0 [58394.706350] HDMI: ELD buf size is 0, force 128 [58394.706367] HDMI: invalid ELD data byte 0 [58395.003032] HDMI: ELD buf size is 0, force 128 [58395.003058] HDMI: invalid ELD data byte 0 [58395.302680] HDMI: ELD buf size is 0, force 128 [58395.302705] HDMI: invalid ELD data byte 0 [58395.602442] HDMI: ELD buf size is 0, force 128 [58395.602477] HDMI: invalid ELD data byte 0 [58395.902143] HDMI: ELD buf size is 0, force 128 [58395.902179] HDMI: invalid ELD data byte 0 [58396.201839] HDMI: ELD buf size is 0, force 128 [58396.201875] HDMI: invalid ELD data byte 0 [58396.501538] HDMI: ELD buf size is 0, force 128 [58396.501574] HDMI: invalid ELD data byte 0 [58396.801232] HDMI: ELD buf size is 0, force 128 [58396.801268] HDMI: invalid ELD data byte 0 [58397.100583] HDMI: ELD buf size is 0, force 128 [58397.100627] HDMI: invalid ELD data byte 0 [63095.766042] systemd-hostnamed[8875]: Warning: nss-myhostname is not installed. Changing the local hostname might make it unresolveable. Please install nss-myhostname! dave@davepc:~$ EDIT: Maybe another way to look at this would be what does Ubuntu do or not do that OpenELEC does or doesn't do (on Raspberry Pi) such that it works in OpenELEC but not in Ubuntu?

    Read the article

  • I have a problem with a AE1200 Cisco/Linksys Wireless-N USB adapter having stopped working after I ran the update manager in Ubuntu 12.04

    - by user69670
    Here is the problem, I use a Cisco/Linksys AE1200 wireless network adapter to connect my desktop to a public wifi internet connection. I use ndiswrapper to use the windows driver and it had been working fine for me untill I ran the update manager overnight a few days ago. When I woke up it was asking for the normal computer restart to implement the changes but after rebooting the computer, the wireless adapter did not work, the status light on the adapter did not light up even though ubuntu recognizes it is there and according to ndiswrapper the drivers are loaded and the hardware is present. the grep command is being a bitch for some unknown reason today so this will be long sorry Output from "lspci": 00:00.0 Host bridge: Advanced Micro Devices [AMD] nee ATI Radeon Xpress 200 Host Bridge (rev 01) 00:01.0 PCI bridge: Advanced Micro Devices [AMD] nee ATI RS480 PCI Bridge 00:12.0 SATA controller: Advanced Micro Devices [AMD] nee ATI SB600 Non-Raid-5 SATA 00:13.0 USB controller: Advanced Micro Devices [AMD] nee ATI SB600 USB (OHCI0) 00:13.1 USB controller: Advanced Micro Devices [AMD] nee ATI SB600 USB (OHCI1) 00:13.2 USB controller: Advanced Micro Devices [AMD] nee ATI SB600 USB (OHCI2) 00:13.3 USB controller: Advanced Micro Devices [AMD] nee ATI SB600 USB (OHCI3) 00:13.4 USB controller: Advanced Micro Devices [AMD] nee ATI SB600 USB (OHCI4) 00:13.5 USB controller: Advanced Micro Devices [AMD] nee ATI SB600 USB Controller (EHCI) 00:14.0 SMBus: Advanced Micro Devices [AMD] nee ATI SBx00 SMBus Controller (rev 13) 00:14.1 IDE interface: Advanced Micro Devices [AMD] nee ATI SB600 IDE 00:14.3 ISA bridge: Advanced Micro Devices [AMD] nee ATI SB600 PCI to LPC Bridge 00:14.4 PCI bridge: Advanced Micro Devices [AMD] nee ATI SBx00 PCI to PCI Bridge 01:05.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI RC410 [Radeon Xpress 200] 02:02.0 Communication controller: Conexant Systems, Inc. HSF 56k Data/Fax Modem 02:03.0 Multimedia audio controller: Creative Labs CA0106 Soundblaster 02:05.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ (rev 10) Output from "lsusb": Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 009: ID 13b1:0039 Linksys AE1200 802.11bgn Wireless Adapter [Broadcom BCM43235] Bus 003 Device 002: ID 045e:0053 Microsoft Corp. Optical Mouse Bus 004 Device 002: ID 1043:8006 iCreate Technologies Corp. Flash Disk 32-256 MB Output from "ifconfig": eth0 Link encap:Ethernet HWaddr 00:19:21:b6:af:7c UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:20 Base address:0xb400 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:13232 errors:0 dropped:0 overruns:0 frame:0 TX packets:13232 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:1084624 (1.0 MB) TX bytes:1084624 (1.0 MB) Output from "iwconfig": lo no wireless extensions. eth0 no wireless extensions. Output from "lsmod": Module Size Used by nls_iso8859_1 12617 1 nls_cp437 12751 1 vfat 17308 1 fat 55605 1 vfat uas 17828 0 usb_storage 39646 1 nls_utf8 12493 1 udf 84366 1 crc_itu_t 12627 1 udf snd_ca0106 39279 2 snd_ac97_codec 106082 1 snd_ca0106 ac97_bus 12642 1 snd_ac97_codec snd_pcm 80845 2 snd_ca0106,snd_ac97_codec rfcomm 38139 0 snd_seq_midi 13132 0 snd_rawmidi 25424 2 snd_ca0106,snd_seq_midi bnep 17830 2 parport_pc 32114 0 bluetooth 158438 10 rfcomm,bnep ppdev 12849 0 snd_seq_midi_event 14475 1 snd_seq_midi snd_seq 51567 2 snd_seq_midi,snd_seq_midi_event snd_timer 28931 2 snd_pcm,snd_seq snd_seq_device 14172 3 snd_seq_midi,snd_rawmidi,snd_seq snd 62064 11 snd_ca0106, snd_ac97_codec,snd_pcm,snd_rawj9fe snd_ca0106,snd_ac97_codec,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device soundcore 14635 1 snd snd_page_alloc 14108 2 snd_ca0106,snd_pcm sp5100_tco 13495 0 i2c_piix4 13093 0 radeon 733693 3 ttm 65344 1 radeon drm_kms_helper 45466 1 radeon drm 197692 5 radeon,ttm,drm_kms_helper i2c_algo_bit 13199 1 radeon mac_hid 13077 0 shpchp 32325 0 ati_agp 13242 0 lp 17455 0 parport 40930 3 parport_pc,ppdev,lp usbhid 41906 0 hid 77367 1 usbhid 8139too 23283 0 8139cp 26759 0 pata_atiixp 12999 1 Output from "sudo lshw -C network": *-network description: Ethernet interface product: RTL-8139/8139C/8139C+ vendor: Realtek Semiconductor Co., Ltd. physical id: 5 bus info: pci@0000:02:05.0 logical name: eth0 version: 10 serial: 00:19:21:b6:af:7c size: 10Mbit/s capacity: 100Mbit/s width: 32 bits clock: 33MHz capabilities: pm bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 10 0bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=8139too driverversion=0.9.28 duplex=half latency=64 link=no maxlatency=64 mingnt=32 multicast=yes port=MII speed=10Mbit/s resources: irq:20 ioport:b400(size=256) memory:ff5fdc00-ff5fdcff Output from "iwlist scan": lo Interface doesn't support scanning. eth0 Interface doesn't support scanning. Output from "lsb_release -d": Ubuntu 12.04 LTS Output from "uname -mr": 3.2.0-24-generic-pae i686 Output from "sudo /etc/init.d/networking restart": * Running /etc/init.d/networking restart is deprecated because it may not enable again some interfaces * Reconfiguring network interfaces... [ OK ]

    Read the article

  • Deduping your redundancies

    - by nospam(at)example.com (Joerg Moellenkamp)
    Robin Harris of Storagemojo pointed to an interesting article about about deduplication and it's impact to the resiliency of your data against data corruption on ACM Queue. The problem in short: A considerable number of filesystems store important metadata at multiple locations. For example the ZFS rootblock is copied to three locations. Other filesystems have similar provisions to protect their metadata. However you can easily proof, that the rootblock pointer in the uberblock of ZFS for example is pointing to blocks with absolutely equal content in all three locatition (with zdb -uu and zdb -r). It has to be that way, because they are protected by the same checksum. A number of devices offer block level dedup, either as an option or as part of their inner workings. However when you store three identical blocks on them and the devices does block level dedup internally, the device may just deduplicated your redundant metadata to a block stored just once that is stored on the non-voilatile storage. When this block is corrupted, you have essentially three corrupted copies. Three hit with one bullet. This is indeed an interesting problem: A device doing deduplication doesn't know if a block is important or just a datablock. This is the reason why I like deduplication like it's done in ZFS. It's an integrated part and so important parts don't get deduplicated away. A disk accessed by a block level interface doesn't know anything about the importance of a block. A metadata block is nothing different to it's inner mechanism than a normal data block because there is no way to tell that this is important and that those redundancies aren't allowed to fall prey to some clever deduplication mechanism. Robin talks about this in regard of the Sandforce disk controllers who use a kind of dedup to reduce some of the nasty effects of writing data to flash, but the problem is much broader. However this is relevant whenever you are using a device with block level deduplication. It's just the point that you have to activate it for most implementation by command, whereas certain devices do this by default or by design and you don't know about it. However I'm not perfectly sure about that ? given that storage administration and server administration are often different groups with different business objectives I would ask your storage guys if they have activated dedup without telling somebody elase on their boxes in order to speak less often with the storage sales rep. The problem is even more interesting with ZFS. You may use ditto blocks to protect important data to store multiple copies of data in the pool to increase redundancy, even when your pool just consists out of one disk or just a striped set of disk. However when your device is doing dedup internally it may remove your redundancy before it hits the nonvolatile storage. You've won nothing. Just spend your disk quota on the the LUNs in the SAN and you make your disk admin happy because of the good dedup ratio However you can just fall in this specific "deduped ditto block"trap when your pool just consists out of a single device, because ZFS writes ditto blocks on different disks, when there is more than just one disk. Yet another reason why you should spend some extra-thought when putting your zpool on a single LUN, especially when the LUN is sliced and dices out of a large heap of storage devices by a storage controller. However I have one problem with the articles and their specific mention of ZFS: You can just hit by this problem when you are using the deduplicating device for the pool. However in the specifically mentioned case of SSD this isn't the usecase. Most implementations of SSD in conjunction with ZFS are hybrid storage pools and so rotating rust disk is used as pool and SSD are used as L2ARC/sZIL. And there it simply doesn't matter: When you really have to resort to the sZIL (your system went down, it doesn't matter of one block or several blocks are corrupt, you have to fail back to the last known good transaction group the device. On the other side, when a block in L2ARC is corrupt, you simply read it from the pool and in HSP implementations this is the already mentioned rust. In conjunction with ZFS this is more interesting when using a storage array, that is capable to do dedup and where you use LUNs for your pool. However as mentioned before, on those devices it's a user made decision to do so, and so it's less probable that you deduplicating your redundancies. Other filesystems lacking acapability similar to hybrid storage pools are more "haunted" by this problem of SSD using dedup-like mechanisms internally, because those filesystem really store the data on the the SSD instead of using it just as accelerating devices. However at the end Robin is correct: It's jet another point why protecting your data by creating redundancies by dispersing it several disks (by mirror or parity RAIDs) is really important. No dedup mechanism inside a device can dedup away your redundancy when you write it to a totally different and indepenent device.

    Read the article

  • What call from the Android Development Tools API should I use to poll project target loading?

    - by Ricardo Gladwell
    I'm writing my own eclipse plug-in that integrates with the Eclipse Android Development Tools (ADT). However, I'm getting a CoreException ("Project target not loaded yet.") thrown when I attempt to call IProject.build on an Android project as part of a unit test: IProject project = importProject(...); project.build(IncrementalProjectBuilder.FULL_BUILD, monitor); Should I be waiting for the project target to load before calling the above? If so, what call should I use to poll the project target loading status?

    Read the article

< Previous Page | 394 395 396 397 398 399 400 401 402 403 404 405  | Next Page >