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  • Mapping Help in the EDM Designer

    The mapping details window that displays the mappings between an entity and database table(s) is pretty straightforward. When you join two related tables in a Table Per Hierarchy inheritance things can get a little confusing when it comes to the mappings for inherited properties. But did you know that the Mapping Details window uses the Properties window to help? Here are two entities in a TPH hierarchy. Customer inherits Contact. Customer maps to a Customers table which uses ContactID as...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • What is a correct step by step logic of exporting scene with baked occlusion for loading it at runtime?

    - by myWallJSON
    I wonder what is a correct step by step logic of exporting scene with baked occlusion (Culling data) for loading that scene at runtime (on fly from the internet for example))? So currently my plan looks like this: I create prefabs Place them onto my scene (into Hierarchy) (say create 20 buffolows and some hourses and some buildings) Create empty prefab and drag all my scene objects from hierarchy onto it Export prefab So generally I put all my scene objects into one large prefab and export it but it seems that all objects that were marked as static get this property turned off when loading them at runtime and so no Frustrum Culling, and no Occlusion culling happens. So I wonder what is a correct way of exporting Sceen + Objecrts + Occlusion (and onther culing) data for future load of such scene at runtime? I wonder about current 3.5.2 Pro and future 4 Pro versions of U3D.

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  • How are generics implemented?

    - by greenoldman
    This is the question from compiler internals perspective. I am interested in generics, not templates (C++), so I marked the question with C#. Not Java, because AFAIK the generics in both languages differ in implementations. When I look at languages w/o generics it is pretty straightforward, you can validate the class definition, add it to hierarchy and that's it. But what to do with generic class, and more importantly how handle references to it? How to make sure that static fields are singular per instantiations (i.e. each time generic parameters are resolved). Let's say I see a call: var x = new Foo<Bar>(); Do I add new Foo_Bar class to hierarchy? Update: So far I found only 2 relevant posts, however even they don't go into much details in sense "how to do it by yourself": http://www.jprl.com/Blog/archive/development/2007/Aug-31.html http://www.artima.com/intv/generics2.html

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  • Hierachies....from the Top Down

    - by Joe G
    I've been struggling with how to write on the topic of the importance of hierarchy design.  It's not so much that hierarchies haven't always been important, it's more of that with Fusion, the timing of when the hierarchies are designed should take a higher priority.    I will attempt to explain..... When I was implementing applications, back in the day, we had the list of detailed account values to enter with the obvious parent accounts. Then, after the setup was complete and things were functioning, the reporting phase started.  Users explained the elements that they want on the reports, what totals should be included, and how things should be compared.  Frequently, there was at least one calculation that became a nightmare either because it was based on very specific things that didn't relate to anything else or because it was "hardcoded" so that when something changed, someone need to "fix" the report. With Fusion, the process changes slightly.  You still want to enter all of the detailed accounts, but before you start adding parent values, you should investigate the reporting requirements from the top-down.  It's better to build hierarchies based on the reporting requirements than it is to build reports based on random hierarchies. Build reports based on hierarchies that resemble the reports themselves, and maintain the hierarchies without rework of the reports. For example, if you look at an income statement, you may have line items for Material Costs, Employee Costs, Travel & Entertainment, and Total Operating Expenses.  In your hierarchy, you have detail values that roll up to Material Costs, Employee Costs, and Travel & Entertainment which roll up to Total Operating Expenses. Balances are stored automatically in the cube for each of these.  When you define the report, you pick each of these members - no calculations required.  If a new detail value is added, you simply add it to the hierarchy, and there is no need to modify the report. I realize that there are always exceptions that require special handling, but I am confident that you will end up with much fewer exceptions if you make reporting a priority and design your hierarchies from the top-down.

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  • Should Equality be commutative within a Class Hierachy?

    - by vossad01
    It is easy to define the Equals operation in ways that are not commutative. When providing equality against other types, there are obviously situations (in most languages) were equality not being commutative is unavoidable. However, within one's own inheritance hierarchy where the root base class defines an equality member, a programmer has more control. Thus you can create situations where (A = B) ? (B = A), where A and B both derive from base class T Substituting the = with the appropriate variation for a given language. (.Equals(_), ==, etc.) That seems wrong to me, however, I recognize I may be biased by background in Mathematics. I have not been in programming long enough to know what is standard/accepted/preferred practice when programming. Do most programmers just accept .Equals(_)may not be commutative and code defensibly. Do they expect commutativity and get annoyed if it is not. In short, when working in a class hierarchy, should effort me made to ensure Equality is commutative?

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  • Practical size limitations for RDBMS

    - by grenade
    I am working on a project that must store very large datasets and associated reference data. I have never come across a project that required tables quite this large. I have proved that at least one development environment cannot cope at the database tier with the processing required by the complex queries against views that the application layer generates (views with multiple inner and outer joins, grouping, summing and averaging against tables with 90 million rows). The RDBMS that I have tested against is DB2 on AIX. The dev environment that failed was loaded with 1/20th of the volume that will be processed in production. I am assured that the production hardware is superior to the dev and staging hardware but I just don't believe that it will cope with the sheer volume of data and complexity of queries. Before the dev environment failed, it was taking in excess of 5 minutes to return a small dataset (several hundred rows) that was produced by a complex query (many joins, lots of grouping, summing and averaging) against the large tables. My gut feeling is that the db architecture must change so that the aggregations currently provided by the views are performed as part of an off-peak batch process. Now for my question. I am assured by people who claim to have experience of this sort of thing (which I do not) that my fears are unfounded. Are they? Can a modern RDBMS (SQL Server 2008, Oracle, DB2) cope with the volume and complexity I have described (given an appropriate amount of hardware) or are we in the realm of technologies like Google's BigTable? I'm hoping for answers from folks who have actually had to work with this sort of volume at a non-theoretical level.

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  • How do I create efficient instance variable mutators in Matlab?

    - by Trent B
    Previously, I implemented mutators as follows, however it ran spectacularly slowly on a recursive OO algorithm I'm working on, and I suspected it may have been because I was duplicating objects on every function call... is this correct? %% Example Only obj2 = tripleAllPoints(obj1) obj.pts = obj.pts * 3; obj2 = obj1 end I then tried implementing mutators without using the output object... however, it appears that in MATLAB i can't do this - the changes won't "stick" because of a scope issue? %% Example Only tripleAllPoints(obj1) obj1.pts = obj1.pts * 3; end For application purposes, an extremely simplified version of my code (which uses OO and recursion) is below. classdef myslice properties pts % array of pts nROW % number of rows nDIM % number of dimensions subs % sub-slices end % end properties methods function calcSubs(obj) obj.subs = cell(1,obj.nROW); for i=1:obj.nROW obj.subs{i} = myslice; obj.subs{i}.pts = obj.pts(1:i,2:end); end end function vol = calcVol(obj) if obj.nROW == 1 obj.volume = prod(obj.pts); else obj.volume = 0; calcSubs(obj); for i=1:obj.nROW obj.volume = obj.volume + calcVol(obj.subs{i}); end end end end % end methods end % end classdef

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  • Break a while loop without using If or Break

    - by Justin
    I need to create a program that uses while to find the volume of a cylinder. I need the while loop to break if the user inputs a negative value for the height. My code looks like this: double sentinel=1, h=1, v=0, r, count=0; // declares all variables needed final double PI=3.14159; boolean NotNegative=true; while(NotNegative){// && count==0){ // while both the height is positive AND the total times run is 0 System.out.print("Enter height (Use negative to exit): "); // has the user input the height h=Double.parseDouble(br.readLine()); sentinel=h; // save sentinel as the inputted height while(sentinel>0){ System.out.print("Enter radius: "); // have the user input the radius r=Double.parseDouble(br.readLine()); v=PI*(r*r)*h; // find the volume System.out.println("The volume is " + v); // print out the volume count++; // increase the count each time this runs NotNegative=true; sentinel=-1; } } Any help?

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  • Batch script is not executed if chcp was called

    - by Andy
    Hello! I'm trying to delete some files with unicode characters in them with batch script (it's a requirement). So I run cmd and execute: > chcp 65001 Effectively setting codepage to UTF-8. And it works: D:\temp\1>dir Volume in drive D has no label. Volume Serial Number is 8C33-61BF Directory of D:\temp\1 02.02.2010 09:31 <DIR> . 02.02.2010 09:31 <DIR> .. 02.02.2010 09:32 508 1.txt 02.02.2010 09:28 12 delete.bat 02.02.2010 09:20 95 delete.cmd 02.02.2010 09:13 <DIR> Rún 02.02.2010 09:13 <DIR> ????? ??????? 3 File(s) 615 bytes 4 Dir(s) 11 576 438 784 bytes free D:\temp\1>rmdir Rún D:\temp\1>dir Volume in drive D has no label. Volume Serial Number is 8C33-61BF Directory of D:\temp\1 02.02.2010 09:56 <DIR> . 02.02.2010 09:56 <DIR> .. 02.02.2010 09:32 508 1.txt 02.02.2010 09:28 12 delete.bat 02.02.2010 09:20 95 delete.cmd 02.02.2010 09:13 <DIR> ????? ??????? 3 File(s) 615 bytes 3 Dir(s) 11 576 438 784 bytes free Then I put the same rmdir commands in batch script and save it in UTF-8 encoding. But when I run nothing happens, literally nothing: not even echo works from batch script in this case. Even saving script in OEM encoding does not help. So it seems that when I change codepage to UTF-8 in console, scripts just stop working. Does somebody know how to fix that?

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  • SQL Scenario of allocating ids to user

    - by Enjoy coding
    Hi, I have an sql scenario as follows which I have been trying to improve. There is a table 'Returns' which is having ids of the returned goods against a shop for an item. Its structure is as below. Returns ------------------------- Return ID | Shop | Item ------------------------- 1 Shop1 Item1 2 Shop1 Item1 3 Shop1 Item1 4 Shop1 Item1 5 Shop1 Item1 There is one more table Supplier with Shop, supplier and Item as shown below. Supplier --------------------------------- Supplier | Shop | Item | Volume --------------------------------- supp1 Shop1 Item1 20% supp2 Shop1 Item1 80% Now as you see supp1 is supplying 20 % of total item1 volume and supp2 is supplying 80% of Item1 to shop1. And there were 5 return of items against the same Item1 for same Shop1. Now I need to allocate any four return IDs to Supp1 and remaining one return Id to supp2. This allocation of numbers is based on the ratio of the supplied volume percentage of the supplier. This allocation varies depending on the ratio of volume of supplied items. Now I have tried a method of using RANKs as shown below by use of temp tables. temp table 1 will have Shop, Return Id, Item, Total count of return IDs and Rank of the return id. temp table 2 will have shop, Supplier, Item and his proportion and rank of proportion. Now I am facing the difficulty in allocating top return ids to top supplier as illustrated above. As SQL doesnt have loops how can I achieve this. I have been tying several ways of doing this. Please advice. My environment is Teradata (ANSI SQL is enough). Thanks in advance.

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  • Static background noise while using new headset Ubuntu 13.04

    - by ThundLayr
    Today I bought a new gaming headset (Gx-Gaming Lychas), and when I tried to record some gameplay-comentary I noticed that there always is a static background noise, I just recorded an example so you guys can listen it (no downloaded needed): http://www47.zippyshare.com/v/65167832/file.html I'm using Kubuntu 13.04 and Kernel version is 3.8.0-19, my laptop is an Acer Travelmate 5760Z, I tried tons of configurations on Alsamixer and none of them made result, I really need to get this working so any kind of help will be very aprecciated. cat /proc/asound/cards: 0 [PCH ]: HDA-Intel - HDA Intel PCH HDA Intel PCH at 0xc6400000 irq 44 cat /proc/asound/card0/codec#0 Codec: Conexant CX20588 Address: 0 AFG Function Id: 0x1 (unsol 1) Vendor Id: 0x14f1506c Subsystem Id: 0x10250574 Revision Id: 0x100003 No Modem Function Group found Default PCM: rates [0x160]: 44100 48000 96000 bits [0xe]: 16 20 24 formats [0x1]: PCM Default Amp-In caps: N/A Default Amp-Out caps: N/A State of AFG node 0x01: Power states: D0 D1 D2 D3 D3cold CLKSTOP EPSS Power: setting=D0, actual=D0 GPIO: io=4, o=0, i=0, unsolicited=1, wake=0 IO[0]: enable=0, dir=0, wake=0, sticky=0, data=0, unsol=0 IO[1]: enable=0, dir=0, wake=0, sticky=0, data=0, unsol=0 IO[2]: enable=0, dir=0, wake=0, sticky=0, data=0, unsol=0 IO[3]: enable=0, dir=0, wake=0, sticky=0, data=0, unsol=0 Node 0x10 [Audio Output] wcaps 0xc1d: Stereo Amp-Out R/L Control: name="Headphone Playback Volume", index=0, device=0 ControlAmp: chs=3, dir=Out, idx=0, ofs=0 Control: name="Headphone Playback Switch", index=0, device=0 ControlAmp: chs=3, dir=Out, idx=0, ofs=0 Device: name="CX20588 Analog", type="Audio", device=0 Amp-Out caps: ofs=0x4a, nsteps=0x4a, stepsize=0x03, mute=1 Amp-Out vals: [0x4a 0x4a] Converter: stream=8, channel=0 PCM: rates [0x560]: 44100 48000 96000 192000 bits [0xe]: 16 20 24 formats [0x1]: PCM Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x11 [Audio Output] wcaps 0xc1d: Stereo Amp-Out R/L Control: name="Speaker Playback Volume", index=0, device=0 ControlAmp: chs=3, dir=Out, idx=0, ofs=0 Control: name="Speaker Playback Switch", index=0, device=0 ControlAmp: chs=3, dir=Out, idx=0, ofs=0 Amp-Out caps: ofs=0x4a, nsteps=0x4a, stepsize=0x03, mute=1 Amp-Out vals: [0x80 0x80] Converter: stream=8, channel=0 PCM: rates [0x560]: 44100 48000 96000 192000 bits [0xe]: 16 20 24 formats [0x1]: PCM Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x12 [Audio Output] wcaps 0x611: Stereo Digital Converter: stream=0, channel=0 Digital: Digital category: 0x0 IEC Coding Type: 0x0 PCM: rates [0x160]: 44100 48000 96000 bits [0xe]: 16 20 24 formats [0x5]: PCM AC3 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x13 [Beep Generator Widget] wcaps 0x70000c: Mono Amp-Out Control: name="Beep Playback Volume", index=0, device=0 ControlAmp: chs=1, dir=Out, idx=0, ofs=0 Control: name="Beep Playback Switch", index=0, device=0 ControlAmp: chs=1, dir=Out, idx=0, ofs=0 Amp-Out caps: ofs=0x07, nsteps=0x07, stepsize=0x0f, mute=0 Amp-Out vals: [0x00] Node 0x14 [Audio Input] wcaps 0x100d1b: Stereo Amp-In R/L Control: name="Capture Volume", index=0, device=0 ControlAmp: chs=3, dir=In, idx=0, ofs=0 Control: name="Capture Switch", index=0, device=0 ControlAmp: chs=3, dir=In, idx=0, ofs=0 Device: name="CX20588 Analog", type="Audio", device=0 Amp-In caps: ofs=0x4a, nsteps=0x50, stepsize=0x03, mute=1 Amp-In vals: [0x50 0x50] [0x80 0x80] [0x80 0x80] [0x80 0x80] Converter: stream=4, channel=0 SDI-Select: 0 PCM: rates [0x160]: 44100 48000 96000 bits [0xe]: 16 20 24 formats [0x1]: PCM Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 4 0x17* 0x18 0x23 0x24 Node 0x15 [Audio Input] wcaps 0x100d1b: Stereo Amp-In R/L Amp-In caps: ofs=0x4a, nsteps=0x50, stepsize=0x03, mute=1 Amp-In vals: [0x4a 0x4a] [0x4a 0x4a] [0x4a 0x4a] [0x4a 0x4a] Converter: stream=0, channel=0 SDI-Select: 0 PCM: rates [0x160]: 44100 48000 96000 bits [0xe]: 16 20 24 formats [0x1]: PCM Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 4 0x17* 0x18 0x23 0x24 Node 0x16 [Audio Input] wcaps 0x100d1b: Stereo Amp-In R/L Amp-In caps: ofs=0x4a, nsteps=0x50, stepsize=0x03, mute=1 Amp-In vals: [0x4a 0x4a] [0x4a 0x4a] [0x4a 0x4a] [0x4a 0x4a] Converter: stream=0, channel=0 SDI-Select: 0 PCM: rates [0x160]: 44100 48000 96000 bits [0xe]: 16 20 24 formats [0x1]: PCM Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 4 0x17* 0x18 0x23 0x24 Node 0x17 [Audio Selector] wcaps 0x30050d: Stereo Amp-Out Control: name="Mic Boost Volume", index=0, device=0 ControlAmp: chs=3, dir=Out, idx=0, ofs=0 Amp-Out caps: ofs=0x00, nsteps=0x04, stepsize=0x27, mute=0 Amp-Out vals: [0x04 0x04] Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 4 0x1a 0x1b* 0x1d 0x1e Node 0x18 [Audio Selector] wcaps 0x30050d: Stereo Amp-Out Amp-Out caps: ofs=0x00, nsteps=0x04, stepsize=0x27, mute=0 Amp-Out vals: [0x00 0x00] Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 4 0x1a* 0x1b 0x1d 0x1e Node 0x19 [Pin Complex] wcaps 0x400581: Stereo Control: name="Headphone Jack", index=0, device=0 Pincap 0x0000001c: OUT HP Detect Pin Default 0x04214040: [Jack] HP Out at Ext Right Conn = 1/8, Color = Green DefAssociation = 0x4, Sequence = 0x0 Pin-ctls: 0xc0: OUT HP Unsolicited: tag=01, enabled=1 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 2 0x10* 0x11 Node 0x1a [Pin Complex] wcaps 0x400481: Stereo Control: name="Internal Mic Phantom Jack", index=0, device=0 Pincap 0x00001324: IN Detect Vref caps: HIZ 50 80 Pin Default 0x90a70130: [Fixed] Mic at Int N/A Conn = Analog, Color = Unknown DefAssociation = 0x3, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x24: IN VREF_80 Unsolicited: tag=00, enabled=0 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x1b [Pin Complex] wcaps 0x400581: Stereo Control: name="Mic Jack", index=0, device=0 Pincap 0x00011334: IN OUT EAPD Detect Vref caps: HIZ 50 80 EAPD 0x0: Pin Default 0x04a19020: [Jack] Mic at Ext Right Conn = 1/8, Color = Pink DefAssociation = 0x2, Sequence = 0x0 Pin-ctls: 0x24: IN VREF_80 Unsolicited: tag=02, enabled=1 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 2 0x10* 0x11 Node 0x1c [Pin Complex] wcaps 0x400581: Stereo Pincap 0x00000014: OUT Detect Pin Default 0x40f001f0: [N/A] Other at Ext N/A Conn = Unknown, Color = Unknown DefAssociation = 0xf, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x40: OUT Unsolicited: tag=00, enabled=0 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 2 0x10* 0x11 Node 0x1d [Pin Complex] wcaps 0x400581: Stereo Pincap 0x00010034: IN OUT EAPD Detect EAPD 0x0: Pin Default 0x40f001f0: [N/A] Other at Ext N/A Conn = Unknown, Color = Unknown DefAssociation = 0xf, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x40: OUT Unsolicited: tag=00, enabled=0 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 2 0x10* 0x11 Node 0x1e [Pin Complex] wcaps 0x400481: Stereo Pincap 0x00000024: IN Detect Pin Default 0x40f001f0: [N/A] Other at Ext N/A Conn = Unknown, Color = Unknown DefAssociation = 0xf, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x00: Unsolicited: tag=00, enabled=0 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x1f [Pin Complex] wcaps 0x400501: Stereo Control: name="Speaker Phantom Jack", index=0, device=0 Pincap 0x00000010: OUT Pin Default 0x92170110: [Fixed] Speaker at Int Front Conn = Analog, Color = Unknown DefAssociation = 0x1, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x40: OUT Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 2 0x10 0x11* Node 0x20 [Pin Complex] wcaps 0x400781: Stereo Digital Pincap 0x00000010: OUT Pin Default 0x40f001f0: [N/A] Other at Ext N/A Conn = Unknown, Color = Unknown DefAssociation = 0xf, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x00: Unsolicited: tag=00, enabled=0 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 1 0x12 Node 0x21 [Audio Output] wcaps 0x611: Stereo Digital Converter: stream=0, channel=0 Digital: Digital category: 0x0 IEC Coding Type: 0x0 PCM: rates [0x160]: 44100 48000 96000 bits [0xe]: 16 20 24 formats [0x5]: PCM AC3 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x22 [Pin Complex] wcaps 0x400781: Stereo Digital Pincap 0x00000010: OUT Pin Default 0x40f001f0: [N/A] Other at Ext N/A Conn = Unknown, Color = Unknown DefAssociation = 0xf, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x00: Unsolicited: tag=00, enabled=0 Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 1 0x21 Node 0x23 [Pin Complex] wcaps 0x40040b: Stereo Amp-In Amp-In caps: ofs=0x00, nsteps=0x04, stepsize=0x2f, mute=0 Amp-In vals: [0x00 0x00] Pincap 0x00000020: IN Pin Default 0x40f001f0: [N/A] Other at Ext N/A Conn = Unknown, Color = Unknown DefAssociation = 0xf, Sequence = 0x0 Misc = NO_PRESENCE Pin-ctls: 0x00: Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Node 0x24 [Audio Mixer] wcaps 0x20050b: Stereo Amp-In Amp-In caps: ofs=0x4a, nsteps=0x4a, stepsize=0x03, mute=1 Amp-In vals: [0x00 0x00] [0x00 0x00] Power states: D0 D1 D2 D3 D3cold EPSS Power: setting=D0, actual=D0 Connection: 2 0x10 0x11 Node 0x25 [Vendor Defined Widget] wcaps 0xf00000: Mono

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  • Why did Ubuntu suddenly get so slow?

    - by user101383
    12.10 has been slowing down mysteriously. Normally, in past versions, I can log in, open Firefox, and it will pop up within seconds. 12.10 is like that upon install too, though once I install my old apps, it gets very slow by Ubuntu standards. After login the hard drive will just make noise for a while before the OS will do anything. Hardware: enter description: Desktop Computer product: XPS 8300 () vendor: Dell Inc. serial: B6G2WR1 width: 64 bits capabilities: smbios-2.6 dmi-2.6 vsyscall32 configuration: boot=normal chassis=desktop uuid=44454C4C-3600-1047-8032-C2C04F575231 core description: Motherboard product: 0Y2MRG vendor: Dell Inc. physical id: 0 version: A00 serial: ..CN7360419G04VQ. slot: To Be Filled By O.E.M. *cpu description: CPU product: Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz vendor: Intel Corp. physical id: 4 bus info: cpu@0 version: Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz serial: To Be Filled By O.E.M. slot: CPU 1 size: 1600MHz capacity: 1600MHz width: 64 bits clock: 100MHz capabilities: x86-64 fpu fpu_exception wp vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe syscall nx rdtscp constant_tsc arch_perfmon pebs bts rep_good nopl xtopology nonstop_tsc aperfmperf pni pclmulqdq dtes64 monitor ds_cpl vmx smx est tm2 ssse3 cx16 xtpr pdcm pcid sse4_1 sse4_2 x2apic popcnt tsc_deadline_timer aes xsave avx lahf_lm ida arat epb xsaveopt pln pts dtherm tpr_shadow vnmi flexpriority ept vpid cpufreq configuration: cores=4 enabledcores=1 threads=2 *-cache:0 description: L1 cache physical id: 5 slot: L1-Cache size: 256KiB capacity: 256KiB capabilities: internal write-through unified *-cache:1 description: L2 cache physical id: 6 slot: L2-Cache size: 1MiB capacity: 1MiB capabilities: internal write-through unified *-cache:2 DISABLED description: L3 cache physical id: 7 slot: L3-Cache size: 8MiB capacity: 8MiB capabilities: internal write-back unified *-memory description: System Memory physical id: 20 slot: System board or motherboard size: 8GiB *-bank:0 description: SODIMM DDR3 Synchronous 1333 MHz (0.8 ns) product: NT2GC64B88B0NF-CG vendor: Nanya physical id: 0 serial: 7228183 slot: DIMM3 size: 2GiB width: 64 bits clock: 1333MHz (0.8ns) *-bank:1 description: SODIMM DDR3 Synchronous 1333 MHz (0.8 ns) product: NT2GC64B88B0NF-CG vendor: Nanya physical id: 1 serial: 1E28183 slot: DIMM1 size: 2GiB width: 64 bits clock: 1333MHz (0.8ns) *-bank:2 description: SODIMM DDR3 Synchronous 1333 MHz (0.8 ns) product: NT2GC64B88B0NF-CG vendor: Nanya physical id: 2 serial: 9E28183 slot: DIMM4 size: 2GiB width: 64 bits clock: 1333MHz (0.8ns) *-bank:3 description: SODIMM DDR3 Synchronous 1333 MHz (0.8 ns) product: NT2GC64B88B0NF-CG vendor: Nanya physical id: 3 serial: 5527183 slot: DIMM2 size: 2GiB width: 64 bits clock: 1333MHz (0.8ns) *-firmware description: BIOS vendor: Dell Inc. physical id: 0 version: A05 date: 09/21/2011 size: 64KiB capacity: 4032KiB capabilities: mca pci upgrade shadowing escd cdboot bootselect socketedrom edd int13floppy1200 int13floppy720 int13floppy2880 int5printscreen int9keyboard int14serial int17printer int10video acpi usb zipboot biosbootspecification *-pci description: Host bridge product: 2nd Generation Core Processor Family DRAM Controller vendor: Intel Corporation physical id: 100 bus info: pci@0000:00:00.0 version: 09 width: 32 bits clock: 33MHz *-pci:0 description: PCI bridge product: Xeon E3-1200/2nd Generation Core Processor Family PCI Express Root Port vendor: Intel Corporation physical id: 1 bus info: pci@0000:00:01.0 version: 09 width: 32 bits clock: 33MHz capabilities: pci pm msi pciexpress normal_decode bus_master cap_list configuration: driver=pcieport resources: irq:40 ioport:e000(size=4096) memory:fe600000-fe6fffff ioport:d0000000(size=268435456) *-display description: VGA compatible controller product: Juniper [Radeon HD 5700 Series] vendor: Advanced Micro Devices [AMD] nee ATI physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 64 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=radeon latency=0 resources: irq:44 memory:d0000000-dfffffff memory:fe620000-fe63ffff ioport:e000(size=256) memory:fe600000-fe61ffff *-multimedia description: Audio device product: Juniper HDMI Audio [Radeon HD 5700 Series] vendor: Advanced Micro Devices [AMD] nee ATI physical id: 0.1 bus info: pci@0000:01:00.1 version: 00 width: 64 bits clock: 33MHz capabilities: pm pciexpress msi bus_master cap_list configuration: driver=snd_hda_intel latency=0 resources: irq:48 memory:fe640000-fe643fff *-communication description: Communication controller product: 6 Series/C200 Series Chipset Family MEI Controller #1 vendor: Intel Corporation physical id: 16 bus info: pci@0000:00:16.0 version: 04 width: 64 bits clock: 33MHz capabilities: pm msi bus_master cap_list configuration: driver=mei latency=0 resources: irq:45 memory:fe708000-fe70800f *-usb:0 description: USB controller product: 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #2 vendor: Intel Corporation physical id: 1a bus info: pci@0000:00:1a.0 version: 05 width: 32 bits clock: 33MHz capabilities: pm debug ehci bus_master cap_list configuration: driver=ehci_hcd latency=0 resources: irq:16 memory:fe707000-fe7073ff *-multimedia description: Audio device product: 6 Series/C200 Series Chipset Family High Definition Audio Controller vendor: Intel Corporation physical id: 1b bus info: pci@0000:00:1b.0 version: 05 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: driver=snd_hda_intel latency=0 resources: irq:46 memory:fe700000-fe703fff *-pci:1 description: PCI bridge product: 6 Series/C200 Series Chipset Family PCI Express Root Port 1 vendor: Intel Corporation physical id: 1c bus info: pci@0000:00:1c.0 version: b5 width: 32 bits clock: 33MHz capabilities: pci pciexpress msi pm normal_decode bus_master cap_list configuration: driver=pcieport resources: irq:41 memory:fe500000-fe5fffff *-network description: Network controller product: BCM4313 802.11b/g/n Wireless LAN Controller vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:02:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: driver=bcma-pci-bridge latency=0 resources: irq:16 memory:fe500000-fe503fff *-pci:2 description: PCI bridge product: 6 Series/C200 Series Chipset Family PCI Express Root Port 4 vendor: Intel Corporation physical id: 1c.3 bus info: pci@0000:00:1c.3 version: b5 width: 32 bits clock: 33MHz capabilities: pci pciexpress msi pm normal_decode bus_master cap_list configuration: driver=pcieport resources: irq:42 memory:fe400000-fe4fffff *-network description: Ethernet interface product: NetLink BCM57788 Gigabit Ethernet PCIe vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:03:00.0 logical name: eth0 version: 01 serial: 18:03:73:e1:a7:71 size: 100Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=tg3 driverversion=3.123 duplex=full firmware=sb ip=192.168.1.3 latency=0 link=yes multicast=yes port=MII speed=100Mbit/s resources: irq:47 memory:fe400000-fe40ffff *-usb:1 description: USB controller product: 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #1 vendor: Intel Corporation physical id: 1d bus info: pci@0000:00:1d.0 version: 05 width: 32 bits clock: 33MHz capabilities: pm debug ehci bus_master cap_list configuration: driver=ehci_hcd latency=0 resources: irq:23 memory:fe706000-fe7063ff *-isa description: ISA bridge product: H67 Express Chipset Family LPC Controller vendor: Intel Corporation physical id: 1f bus info: pci@0000:00:1f.0 version: 05 width: 32 bits clock: 33MHz capabilities: isa bus_master cap_list configuration: latency=0 *-storage description: SATA controller product: 6 Series/C200 Series Chipset Family SATA AHCI Controller vendor: Intel Corporation physical id: 1f.2 bus info: pci@0000:00:1f.2 version: 05 width: 32 bits clock: 66MHz capabilities: storage msi pm ahci_1.0 bus_master cap_list configuration: driver=ahci latency=0 resources: irq:43 ioport:f070(size=8) ioport:f060(size=4) ioport:f050(size=8) ioport:f040(size=4) ioport:f020(size=32) memory:fe705000-fe7057ff *-serial UNCLAIMED description: SMBus product: 6 Series/C200 Series Chipset Family SMBus Controller vendor: Intel Corporation physical id: 1f.3 bus info: pci@0000:00:1f.3 version: 05 width: 64 bits clock: 33MHz configuration: latency=0 resources: memory:fe704000-fe7040ff ioport:f000(size=32) *-scsi:0 physical id: 1 logical name: scsi0 capabilities: emulated *-disk description: ATA Disk product: Hitachi HUA72201 vendor: Hitachi physical id: 0.0.0 bus info: scsi@0:0.0.0 logical name: /dev/sda version: JP4O serial: JPW9J0HD21BTZC size: 931GiB (1TB) capabilities: partitioned partitioned:dos configuration: ansiversion=5 sectorsize=512 signature=000641dc *-volume:0 description: EXT4 volume vendor: Linux physical id: 1 bus info: scsi@0:0.0.0,1 logical name: /dev/sda1 logical name: / version: 1.0 serial: 4e3d91b7-fd38-4f44-a9e9-ba3c39b926ec size: 585GiB capacity: 585GiB capabilities: primary journaled extended_attributes large_files huge_files dir_nlink recover extents ext4 ext2 initialized configuration: created=2012-10-21 16:26:50 filesystem=ext4 lastmountpoint=/ modified=2012-10-29 18:12:08 mount.fstype=ext4 mount.options=rw,relatime,errors=remount-ro,data=ordered mounted=2012-10-29 18:12:08 state=mounted *-volume:1 description: Extended partition physical id: 2 bus info: scsi@0:0.0.0,2 logical name: /dev/sda2 size: 7823MiB capacity: 7823MiB capabilities: primary extended partitioned partitioned:extended *-logicalvolume description: Linux swap / Solaris partition physical id: 5 logical name: /dev/sda5 capacity: 7823MiB capabilities: nofs *-volume:2 description: Windows NTFS volume physical id: 3 bus info: scsi@0:0.0.0,3 logical name: /dev/sda3 version: 3.1 serial: 84a92aae-347b-7940-a2d1-f4745b885ef2 size: 337GiB capacity: 337GiB capabilities: primary bootable ntfs initialized configuration: clustersize=4096 created=2012-10-21 18:43:39 filesystem=ntfs modified_by_chkdsk=true mounted_on_nt4=true resize_log_file=true state=dirty upgrade_on_mount=true *-scsi:1 physical id: 2 logical name: scsi1 capabilities: emulated *-cdrom description: DVD-RAM writer product: DVDRWBD DH-12E3S vendor: PLDS physical id: 0.0.0 bus info: scsi@1:0.0.0 logical name: /dev/cdrom logical name: /dev/cdrw logical name: /dev/dvd logical name: /dev/dvdrw logical name: /dev/sr0 version: MD11 capabilities: removable audio cd-r cd-rw dvd dvd-r dvd-ram configuration: ansiversion=5 status=nodisc *-scsi:2 physical id: 3 bus info: usb@2:1.8 logical name: scsi6 capabilities: emulated scsi-host configuration: driver=usb-storage *-disk:0 description: SCSI Disk physical id: 0.0.0 bus info: scsi@6:0.0.0 logical name: /dev/sdb configuration: sectorsize=512 *-disk:1 description: SCSI Disk physical id: 0.0.1 bus info: scsi@6:0.0.1 logical name: /dev/sdc configuration: sectorsize=512 *-disk:2 description: SCSI Disk physical id: 0.0.2 bus info: scsi@6:0.0.2 logical name: /dev/sdd configuration: sectorsize=512 *-disk:3 description: SCSI Disk product: MS/MS-Pro vendor: Generic- physical id: 0.0.3 bus info: scsi@6:0.0.3 logical name: /dev/sde version: 1.03 serial: 3 capabilities: removable configuration: sectorsize=512 *-medium physical id: 0 logical name: /dev/sde

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  • Frustum culling with third person camera

    - by Christian Frantz
    I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first person camera, but how would I implement this for a third person camera? I need to take into effect the objects I can see behind me too. How would I implement this into my camera class so it runs at the same time as my update method? public void CameraUpdate(Matrix objectToFollow) { camPosition = objectToFollow.Translation + (objectToFollow.Backward *backward) + (objectToFollow.Up * up); camTarget = objectToFollow.Translation; view = Matrix.CreateLookAt(camPosition, camTarget, Vector3.Up); } Can I just create another method within the class which creates a bounding sphere with a value from my camera and then uses the culling based on that? And if so, which value am I using to create the bounding sphere from? After this is implemented, I'm planning on using occlusion culling for the faces of my objects adjacent to other objects. Will using just one or the other make a difference? Or will both of them be better? I'm trying to keep my framerate as high as possible

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  • Demystifying "chunked level of detail"

    - by Caius Eugene
    Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important at the moment. I have a lot of questions after reading up about this technique, I hope this isn't too much to ask all in one go, but I would be extremely grateful for someone to help me make sense of this technique. 1 : I can't understand at which point down the Chunked LOD pipeline that the mesh gets split into chunks. Is this during the initial mesh generation, or is there a separate algorithm which does this. 2 : I understand that a Quadtree data structure is used to store the Chunked LOD data, I think i'm missing the point a bit, but Is the quadtree storing vertex and triangles data for each subdivision level? 3a : How is the camera distance usually calculated. When reading up about quadtree's, Axis-aligned bounding box's are mentioned a lot. In this case would each chunk have a collision bounding box to detect the camera or player is nearby? or is there a better way of doing this? (raycast maybe?) 3b : Do the chunks calculate the camera distance themselves? 4 : Does each chunk have the same "resolution". for example at top level the mesh will be 32x32, will each subdivided node also be 32x32. Example below:

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  • How do I handle specific tile/object collisions?

    - by Thomas William Cannady
    What do I do after the bounding box test against a tile to determine whether there is a real collision against the contents of that tile? And if there is, how should I move the object in response to that collision? I have a small object, and test for collisions against the tiles that each corner of it is on. Here's my current code, which I run for each of those (up to) four tiles: // get the bounding box of the object, in world space objectBounds = object->bounds + object->position; if ( (objectBounds.right >= tileBounds.left) && (objectBounds.left <= tileBounds.right) && (objectBounds.top >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) { // perform specific test to see if it's a left, top , bottom // or right collision. If so, I check to see the nature of it // and where I need to place the object to respond to that collision... // [THIS IS THE PART THAT NEEDS WORK] // if( lastkey==keydown[right] && ((objectBounds.right >= tileBounds.left) && (objectBounds.right <= tileBounds.right) && (objectBounds.bottom >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) ) { object->position.x = tileBounds.left - objectBounds.width; } // etc.

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  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

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  • Can anyone explain step-by-step how the as3isolib depth-sorts isometric objects?

    - by Rob Evans
    The library manages to depth-sort correctly, even when using items of non-1x1 sizes. I took a look through the code but it's a big project to go through line by line! There are some questions about the process such as: How are the x, y, z values of each object defined? Are they the center points of the objects or something else? I noticed that the IBounds defines the bounds of the object. If you were to visualise a cuboid of 40, 40, 90 in size, where would each of the IBounds metrics be? I would like to know how as3isolib achieves this although I would also be happy with a generalised pseudo-code version. At present I have a system that works 90% of the time but in cases of objects that are along the same horizontal line, the depth is calculated as the same value. The depth calculation currently works like this: x = object horizontal center point y = object vertical center point originX and Y = the origin point relative to the object so if you want the origin to be the center, the value would be originX = 0.5, originY = 0.5. If you wanted the origin to be vertical center, horizontal far right of the object it would be originX = 1.0, originY = 0.5. The origin adjusts the position that the object is transformed from. AABB_width = The bounding box width. AABB_height = The bounding box height. depth = x + (AABB_width * originX) + y + (AABB_height * originY) - z; This generates the same depth for all objects along the same horizontal x.

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  • Binding BoundingSpheres to a world matrix in XNA

    - by NDraskovic
    I made a program that loads the locations of items on the scene from a file like this: using (StreamReader sr = new StreamReader(OpenFileDialog1.FileName)) { String line; while ((line = sr.ReadLine()) != null) { red = line.Split(','); model = row[0]; x = row[1]; y = row[2]; z = row[3]; elements.Add(Convert.ToInt32(model)); data.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfepheres.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } I also have a list of BoundingSpheres (called spheres) that adds a new bounding sphere for each line from the file. In this program I have one item (a simple box) that moves (it has its world matrix called matrixBox), and other items are static entire time (there is a world matrix that holds those elements called simply world). The problem i that when I move the box, bounding spheres move with it. So how can I bind all BoundingSpheres (except the one corresponding to the box) to the static world matrix so that they stay in their place when the box moves?

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  • Dynamic quadrees

    - by paul424
    recently I come out writing Quadtree for creatures culling in Opendungeons game. Thing is those are moving points and bounding hierarchy will quickly get lost if the quadtree is not rebuild very often. I have several variants, first is to upgrade the leaf position , every time creature move is requested. ( note if I would need collision detection anyway, so this might be necessery anyway). Second would be making leafs enough large , that the creature would sure stay inside it's bounding box ( due to its speed limit). The partition of a plane in quadtree is always fixed ( modulo the hierarchical unions of some parts) . For creatures close to the center of the plane , there would be no way of keeping it but inside one big leaf, besides this brokes the invariant that each point can be put into any small area as desired. So on the second thought could I use several quadrees ? Each would have its "coordinate axis XY" somwhere shifted ? Before I start playing with this maybe some other space diving structure would suit me better, unfortunetly wiki does not compare it's execution time : http://en.wikipedia.org/wiki/Grid_%28spatial_index%29#See_also

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  • Fast, accurate 2d collision

    - by Neophyte
    I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system. I have large levels with many different sprites, all of which are different shapes and sizes. The textures for the sprites are all square png files with transparent backgrounds, so I also need a way to only have a collision when the player walks into the coloured part of the texture, and not the transparent background. I plan to handle collision as follows: Check if any sprites are in range of the player Do a rect bounding box collision test Do an accurate collision (Where I need help) I don't mind advanced techniques, as I want to get this right with all my requirements in mind, but I'm not sure how to approach this. What techniques or even libraries to try. I know that I will probably need to create and store some kind of shape that accurately represents each sprite minus the transparent background. I've read that per pixel is slow, so given my large levels and number of objects I don't think that would be suitable. I've also looked at Box2d, but haven't been able to find much documentation, or any examples of how to get it up and running with SFML.

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  • Mac OSX - looking for software for notes, snippets, ideas, etc.

    - by eatloaf
    I have the following requirements: Mobile accessibility: Either a complimentary iphone app to sync with, or DropBox or Google Docs syncing or equivalent so I can use other mobile note applications to edit notes remotely. Minimally some form of markup, but ideally something I can drag and drop images into and do some formatting. Rich Text support is reasonable. Hierarchical organization, AKA outlining. Internal (note to note) linking. I like to cross reference items and thoughts internally and the relationships aren't always hierarchical. These were closest to what I was looking for but, as far as I can tell, suffer from the noted flaws: Mori : No mobile solution. EagleFiler : No item hierarchy. MacJournal : No entry hierarchy. iphone app converts edited entries to plain text. Evernote : No interior linking. No hierarchy. I think I've tried every serious contender and none of them have all four (seemingly simple) requirements. I'm hoping that I'm either missing an existing feature in an app I've tried or that someone knows of something I haven't found it yet.

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  • Dell XPS 15z/ L511Z merging partitions

    - by Alvin M
    i have a situation here, i bought a new dell xps 15z and was successful in making drive partitions through the help of this site (http://superuser.com/questions/313082/dell-xps-15-l502x-hard-drive-partition) now i have drive C with 100.55gb and a new volume with 578.45gb im planning to use EaseUS again to undo this and resize my drive C but im scared i might cause damage to my drive, is there a proper way to undo this and transfer the remaining 78.45gb from the new volume back to my drive C again? please help

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  • Cleaning up temp files in Mac OS X

    - by deddebme
    I was a Windows person for more than 10 years. Around 4 months ago, I switched to Mac, and I have never looked back. But there is one thing that bothers me, which is my Mac partition volume is losing space slowly and gradually. I am pretty sure there are a lot of orphaned temporary files laying around in the volume. I know where to find the obsoleted temp files in my Windows partition, how about in Mac OSX?

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  • LUKS with LVM, mount is not persistent after reboot

    - by linxsaga
    I have created a Logical vol and used luks to encrypt it. But while rebooting the server. I get a error message (below), therefore I would have to enter the root pass and disable the /etc/fstab entry. So mount of the LUKS partition is not persistent during reboot using LUKS. I have this setup on RHEL6 and wondering what i could be missing. I want to the LV to get be mount on reboot. Later I would want to replace it with UUID instead of the device name. Error message on reboot: "Give root password for maintenance (or type Control-D to continue):" Here are the steps from the beginning: [root@rhel6 ~]# pvcreate /dev/sdb Physical volume "/dev/sdb" successfully created [root@rhel6 ~]# vgcreate vg01 /dev/sdb Volume group "vg01" successfully created [root@rhel6 ~]# lvcreate --size 500M -n lvol1 vg01 Logical volume "lvol1" created [root@rhel6 ~]# lvdisplay --- Logical volume --- LV Name /dev/vg01/lvol1 VG Name vg01 LV UUID nX9DDe-ctqG-XCgO-2wcx-ddy4-i91Y-rZ5u91 LV Write Access read/write LV Status available # open 0 LV Size 500.00 MiB Current LE 125 Segments 1 Allocation inherit Read ahead sectors auto - currently set to 256 Block device 253:0 [root@rhel6 ~]# cryptsetup luksFormat /dev/vg01/lvol1 WARNING! ======== This will overwrite data on /dev/vg01/lvol1 irrevocably. Are you sure? (Type uppercase yes): YES Enter LUKS passphrase: Verify passphrase: [root@rhel6 ~]# mkdir /house [root@rhel6 ~]# cryptsetup luksOpen /dev/vg01/lvol1 house Enter passphrase for /dev/vg01/lvol1: [root@rhel6 ~]# mkfs.ext4 /dev/mapper/house mke2fs 1.41.12 (17-May-2010) Filesystem label= OS type: Linux Block size=1024 (log=0) Fragment size=1024 (log=0) Stride=0 blocks, Stripe width=0 blocks 127512 inodes, 509952 blocks 25497 blocks (5.00%) reserved for the super user First data block=1 Maximum filesystem blocks=67633152 63 block groups 8192 blocks per group, 8192 fragments per group 2024 inodes per group Superblock backups stored on blocks: 8193, 24577, 40961, 57345, 73729, 204801, 221185, 401409 Writing inode tables: done Creating journal (8192 blocks): done Writing superblocks and filesystem accounting information: done This filesystem will be automatically checked every 21 mounts or 180 days, whichever comes first. Use tune2fs -c or -i to override. [root@rhel6 ~]# mount -t ext4 /dev/mapper/house /house PS: HERE I have successfully mounted: [root@rhel6 ~]# ls /house/ lost+found [root@rhel6 ~]# vim /etc/fstab -> as follow /dev/mapper/house /house ext4 defaults 1 2 [root@rhel6 ~]# vim /etc/crypttab -> entry as follows house /dev/vg01/lvol1 password [root@rhel6 ~]# mount -o remount /house [root@rhel6 ~]# ls /house/ lost+found [root@rhel6 ~]# umount /house/ [root@rhel6 ~]# mount -a -> SUCCESSFUL AGAIN [root@rhel6 ~]# ls /house/ lost+found Please let me know if I am missing anything here. Thanks in advance.

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  • Cleaning up temp files in OSX

    - by deddebme
    I was a Windows person for more than 10 years. Around 4 months ago, I switched to Mac, and I have never looked back. But there is one thing that bothers me, which is my Mac partition volume is losing space slowly and gradually. I am pretty sure there are a lot of orphaned temporary files laying around in the volume. I know where to find the obsoleted temp files in my Windows partition, how about in Mac OSX?

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