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  • How do Unity 12.04/Compiz bindings really work?

    - by Daniel
    There is a bewildering array of places to set bindings, all inconsistent with one another. E.g. in Unity's System Settings having the Ctrl-key highlight the mouse position is an on/off choice. I like the feature, but not on such a prominent key where I keep activating it accidentally. The keyboard shortcuts allow only one binding per command, where I might like a convenient one on the external keyboard and an emergency alternative for when I'm on the road. Keyboard custom shortcuts has a nice interface, but allows only key bindings — besides it doesn't seem to work for me. So I activated CCSM Commands. There I have the choice of key-, mouse- and/or edge bindings. Whereas some places in CCSM offers only one or two of these binding possibilities, randomly at the whim of the programmer. I have not found a way to differentiate a mouse-drag from a click. E.g. I want <SuperMouse1-drag anywhere on a window to move it, while if I don't drag, it should be raise-lower. On the title bar I want the same without needing the <Super key. Now I find raise-lower only in System Settings where I can't assign a mouse binding. If therefore in CCSM I fallback to only lower and put move on the same binding, the window already gets lowered on mouse down, and I can then invisibly move it. Very useful! I have <Altasciicircum get in the way of an Emacs binding, with some to me useless popup overlay. I can find it nowhere, so I can't turn it off. So how can I go without these frontends until they have matured, and instruct Compiz directly, for example in the way Emacs or Sawfish have keymaps, and separate ones for each context, with inheritance?

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  • Implementing AS 2.0 with FSM?

    - by Up2u
    i have seen many of references of AI and FSM like : http://www.richardlord.net/blog/fini...n-actionscript and sadly im still can't understand the point of the FSM on AS2.0 is it a must to create a class of each state ? i have a project of game and also it has an AI, the AI has 3 state n i said the state is distanceCheck, ChaseTarget, and Hit the target, the game that i create is FPS game and play via by mouse so what i mean is i have create an AI ( and is success ) but i want to convert it to FSM method ... i create : function of CheckDistanceState() and in that function i have to locked the target with an array, and sort it with the nearest distance and locked it and it trigger the function ChaseState(), and in the ChaseState() i insert the Hit() function to destroy the enemy, the 3 function that i created , i call it in the AI_cursor.onEnterframe, ( FPS game that only have a cursor in stage ) is there any chance to implement FSM to my code without to create a class ?? from what i read before , to create a class mean to create an external code outside of the frame ( i used to code in frame) and i stil dont understand about it. sorry if my explaination not clear ...

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  • Input of mouseclick not always registered in XNA Update method

    - by LordrAider
    I have a problem that not all inputs of my mouse events seem to be registered. The update logic is checking a 2 dimensional array of 10x10 . It's logic for a jewel matching game. So when i switch my jewel I can't click on another jewel for like half a second. I tested it with a click counter variable and it doesn't hit the debugger when i click the second time after the jewel switch. Only if I do the second click after waiting half a second longer. Could it be that the update logic is too heavy that while he is executing update logic my click is happening and he doesn't register it? What am I not seeing here :)? Or doing wrong. It is my first game. My function of the update methode looks like this. public void UpdateBoard() { MouseState currentMouseState; currentMouseState = Mouse.GetState(); if (currentMouseState.LeftButton == ButtonState.Pressed && prevMouseState.LeftButton != ButtonState.Pressed) { UpdatingLogic = true; // this.CheckDropJewels(currentMouseState); //this.CheckMatches(3); //this.RemoveMatches(); this.CheckForSwitch(currentMouseState); this.MarkJewel(currentMouseState); UpdatingLogic = false; //reIndexMissingJewels = true; reIndexSwitchedJewels = true; } prevMouseState = currentMouseState; this.ReIndex(); this.UpdateJewels(); }

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  • how to solve ArrayList outOfBoundsExeption?

    - by iQue
    Im getting: 09-02 17:15:39.140: E/AndroidRuntime(533): java.lang.IndexOutOfBoundsException: Invalid index 1, size is 1 09-02 17:15:39.140: E/AndroidRuntime(533): at java.util.ArrayList.throwIndexOutOfBoundsException(ArrayList.java:251) when Im killing enemies using this method: private void checkCollision() { Rect h1 = happy.getBounds(); for (int i = 0; i < enemies.size(); i++) { for (int j = 0; j < bullets.size(); j++) { Rect b1 = bullets.get(j).getBounds(); Rect e1 = enemies.get(i).getBounds(); if (b1.intersect(e1)) { enemies.get(i).damageHP(5); bullets.remove(j); Log.d("TAG", "HERE: LOLTHEYTOUCHED"); } if (h1.intersect(e1)){ happy.damageHP(5); } if(enemies.get(i).getHP() <= 0){ enemies.remove(i); } if(happy.getHP() <= 0){ //end-screen !!!!!!! } } } } using this ArrayList: private ArrayList<Enemy> enemies = new ArrayList<Enemy>(); and adding to array like this: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if (enemyCounter < 24) { enemies.add(new Enemy(bmp, this, controls)); } enemyCounter++; } I dont really understand what the problem is, Ive been looking around for a while but cant really find anything that helps me. If you know or if you can link me someplace where they have a solution for a similar problem Ill be a very happy camper! Thanks for ur time.

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  • Particle trajectory smoothing: where to do the simulation?

    - by nkint
    I have a particle system in which I have particles that are moving to a target and the new targets are received via network. The list of new target are some noisy coordinates of a moving target stored in the server that I want to smooth in the client. For doing the smoothing and the particle I wrote a simple particle engine with standard euler integration model. So, my pseudo code is something like that: # pseudo code class Particle: def update(): # do euler motion model integration: # if the distance to the target is more than a limit # add a new force to the accelleration # seeking the target, # and add the accelleration to velocity # and velocity to the position positionHistory.push_back(position); if history.length > historySize : history.pop_front() class ParticleEngine: particleById = dict() # an associative array # where the keys are the id # and particle istances are sotred as values # this method is called each time a new tcp packet is received and parsed def setNetTarget(int id, Vec2D new_target): particleById[id].setNewTarget(new_target) # this method is called each new frame def draw(): for p in particleById.values: p.update() beginVertex(LINE_STRIP) for v in p.positionHistory: vertex(v.x, v.y) endVertex() The new target that are arriving are noisy but setting some accelleration/velocity parameters let the particle to have a smoothed trajectories. But if a particle trajectory is a circle after a while the particle position converge to the center (a normal behaviour of euler integration model). So I decided to change the simulation and use some other interpolation (spline?) or smooth method (kalman filter?) between the targets. Something like: switch( INTERPOLATION_MODEL ): case EULER_MOTION: ... case HERMITE_INTERPOLATION: ... case SPLINE_INTERPOLATION: ... case KALMAN_FILTER_SMOOTHING: ... Now my question: where to write the motion simulation / trajectory interpolation? In the Particle? So I will have some Particle subclass like ParticleEuler, ParticleSpline, ParticleKalman, etc..? Or in the particle engine?

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  • Ubuntu One - Files API - Cloud - More detailed info somehwere?

    - by Brian McCavour
    I am just starting on a mobile app for Ubuntu One, and I'm reviewing the info at https://one.ubuntu.com/developer/files/store_files/cloud I find the information a bit lacking though. It's a nice reference, but for someone not familiar with it, I had to goggle search to find out what a "volume" was exactly (its kind of obvious, but never hurts to know the specifics) There's also things like: GET /api/file_storage/v1/volumes Return a JSON list of Volume Representations, one for each volume. A volume is a synced folder, or the Ubuntu One folder, owned by the user. Note that all volume paths begin with ~.: ... but there's no such thing as a JSON "list". Does it mean array ? And other things... So I was wondering if here existed another page with more detailed information. Maybe some sample request / responses or something? I could just write a little proof of concept app to answer some of these questions... but I prefer not to unless I have to. Thanks

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  • Raid 5 with 4 disks on Debian automatically creates a spare drive

    - by Razer
    I'm trying to to create a RAID 5 with 4x 2TB disks on Debian 6. I followed the instructions from: http://zackreed.me/articles/38-software-raid-5-in-debian-with-mdadm I created the raid with following command: sudo mdadm --create --verbose /dev/md0 --auto=yes --level=5 --raid-devices=4 /dev/sdb1 /dev/sdc1 /dev/sdd1 /dev/sde1 After creating the RAID mdadm --detail /dev/md0 shows me: /dev/md0: Version : 1.2 Creation Time : Mon Jun 11 18:14:26 2012 Raid Level : raid5 Array Size : 5860535808 (5589.04 GiB 6001.19 GB) Used Dev Size : 1953511936 (1863.01 GiB 2000.40 GB) Raid Devices : 4 Total Devices : 4 Persistence : Superblock is persistent Update Time : Mon Jun 11 18:14:26 2012 State : clean, degraded Active Devices : 3 Working Devices : 4 Failed Devices : 0 Spare Devices : 1 Layout : left-symmetric Chunk Size : 512K Name : rsserver:0 (local to host rsserver) UUID : a68c3c99:1ef865e9:5a8a7bdc:64710ed8 Events : 0 Number Major Minor RaidDevice State 0 8 17 0 active sync /dev/sdb1 1 8 33 1 active sync /dev/sdc1 2 8 49 2 active sync /dev/sdd1 3 0 0 3 removed 4 8 65 - spare /dev/sde1 Why is there a spare drive? I didn't create one. I don't want to use a spare drive.

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  • slow disk writes between host and guest

    - by Jure1873
    I've got a ubuntu (server kernel) on a amd x4, 4gb ram, 2x seagate sata 1 tb disks for testing virtual machines and the write performance is very slow. The two disks are in a software raid1 array, one small boot ext3 partition, 10gb system partition and the rest is a xfs partition (about 980) gb for data (virtual machines). If I'm copying files from the virtual machine to the host with rsync or scp the copy frequently stalls or goes at about 1mb/s. What's wrong? I've tried disabling barriers on xfs, increased logbufs, allocsize, but it seems nothing helps. The strange thing is that await (for example during copying) for sda is usually under 100, while for sdb is around 400. Any ideas on what could be wrong / what could I do to improve this setup?

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  • What router settings to use for wireless home network

    - by Question Overflow
    While looking at the setting of my wireless router, I am bewildered by the array of options available. Despite searching on Wikipedia to try to understand the various acronyms, I am still clueless to decide what is the best setting to use although the default works fine. Rather than calling the internet service provider (ISP) to ask them the correct settings, I hope to learn more about the differences between some of the options listed below, so that I would be able to make a more informed decision from now onwards: PPPoE vs PPPoA LLC vs VC-Mux Bridge vs Routed In addition, I would also like to know the significance of the following MTU VPI VCI And whether or when I should manually specify DNS?

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  • Lustre - is this bad form?

    - by ethrbunny
    Im going to be consolidating several 'server rooms' into a single installation soon. Part of this effort will be finding a home for 5Tb (and growing) of files / logs. To this end Im looking at Lustre and appreciating its ability to scale. The big vendors want to sell me a $20K SAN to manage this but Im wondering about buying several iSCSI units (like this http://www.asacomputers.com/3U-iSCSI-Solution.html) and using VMs for the OSS machines. This would let me fail-over to cover problems and not require a dedicated system for each OSS. Given articles like this (http://h30565.www3.hp.com/t5/Feature-Articles/RAID-Is-Dead-Long-Live-RAID/ba-p/1422) that talk about how RAID is not keeping up with drive density Im leaning towards more disks with lower capacity each. Again - some akin to the iSCSI array above. Tell me why this is a terrible idea. Do I really need to invest in a PE710 for each OSS/OST?

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  • How do I put back different SCSI hard drives into their original RAID arrays across different servers?

    - by Edgar
    I have potentially a big mess in my hands: I received today a box with several hard drives that used to be connected to different servers each one of them using an unknown - at least as of right now- RAID configuration. Regretfully, these are not marked and I'm not sure how to go about putting them back into their original servers. Currently I don't have much more information: I don't know what type of array was being used on each instance and I don't have any specifics about the RAID controller originally used on each one of the servers (currently these servers are at a remote location with no easy access). Is there a way to sort through this mess? What would be the consequences of using trial and error to go about it? This might be a very basic question but I don't have much experience dealing with RAID arrays.

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  • Excel SUM From Different Sheets IF Date Found

    - by user329005
    I have a workbook with separate sheets for each product (about 20 sheets, adding more on a regular basis). Each product is only available for a certain time frame, and has daily sales data recorded on that product's sheet. I want an overall snapshot across all products from any given date to be consolidated on a new sheet. This would sum from a particular column on each of the other sheets if a corresponding date exists. I have a moderately passable function right now that has a separate VLOOKUP for each product sheet like SUM(IF(ISERROR(VLOOKUP(DATECELL,SHEETNAME!ARRAY,COLUMN... next VLOOKUP, next VLOOKUP etc., but it's incredibly cumbersome to update each function when a new product is added. I'm thinking there's a much easier way utilizing a named group (sheet names), SUMIF, VLOOKUP etc. Then when a new product sheet is added, I can simply add the sheet name to the named group rather than editing all the functions. Any help would be much appreciated!

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  • Simple Ubuntu Server - Expanding disk space - adding a new drive LVM, RAID0 existing setup - how?

    - by NightWolf
    I have a 1TB ext4 partition mounted at / with all my data and Ubuntu 11.04 (natty) installed. Now this drive is almost full (I used it as a database server for some processing). RAID0 is ok, I can take a failure (touch wood). But I need a way to grow this partition. I have a new 1TB drive I want to add, however as my Ubuntu boot and all data is on the one partition I'm not sure how I can go about setting up a RAID0 or LVM array without loosing all my data. So the question is how can I extend my existing ext4 partition over two physical drives without losing data? Thanks!

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  • What are the essential considerations for setting up systems in a location with unreliable power?

    - by dunxd
    I deal with a lot of remote offices located in parts of the world where the local grid power supply is unreliable. Power can go off anytime with no warning, with outages ranging from minutes to days Power fluctuation is wild, with spikes and brown outs Currently the offices will have some or all of the following: A generator, with an inverter, or some sort of manual switch A big UPS or battery array connecting a number of devices Several smaller APC UPS with computers attached Low cost Voltage Regulators sometimes connected between mains and UPS or device. I know that each of these things needs to be appropriately rated for the equipment to which it is connected (although I am not sure how to calculate the correct rating). The offices will generally have the following equipment (in varying quantities): some sort of internet connection device (VSAT router, ADSL modem, WiMax router) Cisco ASA 5505 firewall a bunch of PCs printers one server I don't seek to replace the advice of an electrician, but in some of these locations they only answer the questions you ask them, so I need to make sure I have enough understanding of the essentials to protect equipment from damage, and possibly get through some power cuts.

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  • BUILD 2013 Session&ndash;Alive With Activity

    - by Tim Murphy
    Originally posted on: http://geekswithblogs.net/tmurphy/archive/2013/06/27/build-2013-sessionndashalive-with-activity.aspx Live tiles are what really add a ton of value to both Windows 8 and Windows Phone.  As a developer it is important that you leverage this capability in order to make your apps more informative and give your users a reason to keep opening the app to find out details hinted at by tile updates. In this session Kraig Brockschmidt cover a wide array of dos and don’ts for implementing live tiles.  I was actually worried whether I would get much out of this session when Kraig started it off with the fact that his background is in HTML5 based apps which I have little interest in, but the subject almost didn’t come up during his talk.  It focused on things like making sure you have all the right size graphics and implementing all of the tile event handlers.  The session went on to discuss the message format for push notification and implementing lock screen notification and badges. As with the other day 1 sessions it was like drinking from a fire hose, but it was good stuff.  Check it out when they post it on Channel 9. del.icio.us Tags: BUILD 2013,Live Tiles,Windows 8.1

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  • touch detection of non-rectangular sprites (cocos2d)

    - by hogni89
    What is the correct way to implement a non-rectangular sprite in Cocos2d? I am working on a jigsaw puzzle. And therefor do our sprites have some strange forms (Jigsaw puzzle bricks). As of now, we have implemented the "detect" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, OR is it a limit when using sprites based on .png's? If so, how should I proceed? I'm new to iPhone and game development :D

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  • a flexible data structure for geometries

    - by AkiRoss
    What data structure would you use to represent meshes that are to be altered (e.g. adding or removing new faces, vertices and edges), and that have to be "studied" in different ways (e.g. finding all the triangles intersecting a certain ray, or finding all the triangles "visible" from a given point in the space)? I need to consider multiple aspects of the mesh: their geometry, their topology and spatial information. The meshes are rather big, say 500k triangles, so I am going to use the GPU when computations are heavy. I tried using arrays with vertices and arrays with indices, but I do not love adding and removing vertices from them. Also, using arrays totally ignore spatial and topological information, which I may need studying the mesh. So, I thought about using custom double-linked list data structures, but I believe doing so will require me to copy the data to array buffers before going on the GPU. I also thought about using BST, but not sure it fits. Any help is appreciated. If I have been too fuzzy and you require other information feel free to ask.

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • 5 x 3GB drives and 4 x 1500GB drive best raid setup?

    - by Zen_Silence
    Hello, I am building a file server my plan is the have the Operating system on one raid partition and the data storage on another partition. I currently have 5 x 3GB IDE drives that i would like to put the operating system on theses drives are old but that doesnt matter to me at the moment i have a ton of them so for this raid partition i would probably want to be able to pull out dead a drive and rebuild the array. My file partition is going to consist of 4 x 1.5TB SATA drives I would like the maximum storage with some redundancy. Any suggestions to which Raid level i should use would be greatly appreciated and if you could also suggest a PCI or PCI-e raid controller to handle theses arrays. Thanks in Advance, Zen_Silence

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  • Server OS: put it on a separate drive? Yes, no, or depends on the situation?

    - by captainentropy
    Hi, I would like opinions, or facts, both preferably, on whether it's ok to install a server's OS on the RAID array or not. I would predict installation on separate drives is the best but I'm interested in the performance. The server in question will have 8 cores (2.4GHz ea.), 24GB RAM, and ~16TB of usable space of server-class drives in RAID10. There is also a subsytem of an ~equivalent size for backup. I will be running CPU/memory intesive applications on this server in addition to it being file storage for my work (research lab). IF I install the OS (haven't decided which one, probably Ubuntu or Fedora or some other good linux distro) on separate drives will there be any performance problems if they aren't configured in RAID10? IF it is better to have the OS on separate drives should I go for 150GB velociraptors in RAID1 or smallish SSD drives in RAID1? Money is unfortunately a factor as I think I'm close to maxing my budget as it is. Thanks!

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  • SDL: Clipping a Sprite Sheet from Left to Right

    - by 0X1A
    I'm trying to get a sprite sheet clipped in the right order but I'm a bit stumped, every iteration I've tried has tended to be in the wrong order. This is my current implementation. Frames = (TempSurface-h / ClipHeight) * (TempSurface-w / ClipWidth); SDL_Rect Clips[Frames]; for (i = 0; i < Frames; i++) { if (i != 0 && i % (TempSurface-h / ClipHeight) == 0) ColumnIndex++; Clips[i].x = ColumnIndex * ClipWidth; Clips[i].y = i % (TempSurface-h / ClipHeight) * ClipHeight; Clips[i].w = ClipWidth; Clips[i].h = ClipHeight; Where TempSurface is the entire sheet loaded to a SDL_Surface and Clips[] is an array of SDL_Rects. What results from this is a sprite sheet set to SDL_Rects in the wrong order. For example a sheet of dimensions 4x4 would load desirably as this: | 0 | 1 | 2 | 3 | | 4 | 5 | 6 | 7 | | 8 | 9 | 10| 11| | 12| 13| 14| 15| But would be set as this order: | 0 | 4 | 8 | 12| | 1 | 5 | 9 | 13| | 2 | 6 | 10| 14| | 3 | 7 | 11| 15| What should I be doing for these to be set correctly?

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  • Space Invaders-type game: Keeping the enemies aligned with each other as they turn around?

    - by CorundumGames
    OK, so here's the lowdown of the problem I'm trying to solve. I'm developing a game in PyGame that's a cross between Space Invaders and Columns. I'm trying to make the motion of the enemies similar to that of the aliens in Space Invaders; that is, they're all clustered in a grid, and if even one hits the side of the screen, the entire formation moves down and turns around. However, the motion of these aliens is continuous (as continuous as a monitor can be, anyway), not on a discrete grid like in the original. The enemies are instances of an Enemy class, and in turn they're held by a 2D array in a enemysquadron module (which, if you don't use Python, is in this case essentially a singleton due to the way Python modules work). Inside the Enemy class I have a class-scope velocity vector that is reversed every time an Enemy object touches the edge of the screen. This won't do, though, because as time goes on the enemies just become disorganized and jumbled (i.e. not in a grid as planned). I haven't implemented the Enemies going downward yet, so let's not worry about that right now. Any tips?

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  • Post raid5 setup reboot shows single hard drive failure on ubuntu 12.10?

    - by junkie
    I just set up raid 5 on linux using three HDDs as per a guide. It all went fine until when I rebooted I got the following text: http://i.stack.imgur.com/Zsfjk.jpg. Does this mean one of my HDDs has failed? How do I check if any of them are failing? I tried using smartctl and didn't see any issues. Or is it nothing to do with failure and something else altogether? I would like to get the raid 5 working again but I'm not sure where to go from here. I'm using ubuntu 12.10 and the three raid disks each have a gpt partition with a single full size partition of filesystem type ext4. Note I only got an error on reboot not while I was creating the raid array which went fine. Thanks.

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  • FreeBSD 9 (amd64) reboot/shutdown process is very slow

    - by nbari
    I have a Dell Poweredge 2900 III with FreeBSD 9 (amd64), the server uses mfi wich handles a raid10, I had to reboot the server, but notice that either when rebooting or shutting down the server, something is going wrong, besides taking to much time to reboot/shutdown, after rebooting I notice that that some ldap instances within some jails could'nt start and this was because the database was corrupted. This make me think that probably something was wrong with the disks or mfi card, but checking the disk array / logs everything seems to be working fine. My set up is something like this: Host server has the minimum base of FreeBSD 9 amd64, within I create some jails, the ones contain services like mysql, email, and some others ldap. With FreeBSD 7 and 8 I didn't notice this behavior but with FreeBSD 9 something is not working well. I did a clean installation of FreeBSD 9 and root filesystem is using ZFS. Attached is an image hoping some one can give me a hint of what to check or any kind of advice. reboot capture screen image

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  • Software RAID 1 broken, how do I fix this?

    - by Edward
    I'm running CentOS 6 x86_64. There is a software RAID 1 being used on the two internal 80GB drives. I got the following e-mail sent to me: A DegradedArray event had been detected on md device /dev/md1. Faithfully yours, etc. P.S. The /proc/mdstat file currently contains the following: Personalities : [raid1] md0 : active raid1 sda1[0] 511988 blocks super 1.0 [2/1] [U_] md1 : active raid1 sda2[0] 8190968 blocks super 1.1 [2/1] [U_] bitmap: 1/1 pages [4KB], 65536KB chunk md4 : active raid1 sdc1[0] sdb1[1] 1953512400 blocks super 1.2 [2/2] [UU] md3 : active raid1 sdd5[1] sda5[0] 61224892 blocks super 1.1 [2/2] [UU] bitmap: 1/1 pages [4KB], 65536KB chunk md2 : active raid1 sdd3[1] sda3[0] 8190968 blocks super 1.1 [2/2] [UU] unused devices: <none> The system appears to have booted fine and is working. The two drives' content did not change at all. I only removed and reinstalled them while I was booted on the CentOS Live DVD. How do I get the array working again?

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