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  • MysqlTunner and query_cache_size dilemma

    - by wbad
    On a busy mysql server MySQLTuner 1.2.0 always recommends to add query_cache_size no matter how I increase the value (I tried up to 512MB). On the other hand it warns that : Increasing the query_cache size over 128M may reduce performance Here are the last results: >> MySQLTuner 1.2.0 - Major Hayden <[email protected]> >> Bug reports, feature requests, and downloads at http://mysqltuner.com/ >> Run with '--help' for additional options and output filtering -------- General Statistics -------------------------------------------------- [--] Skipped version check for MySQLTuner script [OK] Currently running supported MySQL version 5.5.25-1~dotdeb.0-log [OK] Operating on 64-bit architecture -------- Storage Engine Statistics ------------------------------------------- [--] Status: +Archive -BDB -Federated +InnoDB -ISAM -NDBCluster [--] Data in InnoDB tables: 6G (Tables: 195) [--] Data in PERFORMANCE_SCHEMA tables: 0B (Tables: 17) [!!] Total fragmented tables: 51 -------- Security Recommendations ------------------------------------------- [OK] All database users have passwords assigned -------- Performance Metrics ------------------------------------------------- [--] Up for: 1d 19h 17m 8s (254M q [1K qps], 5M conn, TX: 139B, RX: 32B) [--] Reads / Writes: 89% / 11% [--] Total buffers: 24.2G global + 92.2M per thread (1200 max threads) [!!] Maximum possible memory usage: 132.2G (139% of installed RAM) [OK] Slow queries: 0% (2K/254M) [OK] Highest usage of available connections: 32% (391/1200) [OK] Key buffer size / total MyISAM indexes: 128.0M/92.0K [OK] Key buffer hit rate: 100.0% (8B cached / 0 reads) [OK] Query cache efficiency: 79.9% (181M cached / 226M selects) [!!] Query cache prunes per day: 1033203 [OK] Sorts requiring temporary tables: 0% (341 temp sorts / 4M sorts) [OK] Temporary tables created on disk: 14% (760K on disk / 5M total) [OK] Thread cache hit rate: 99% (676 created / 5M connections) [OK] Table cache hit rate: 22% (1K open / 8K opened) [OK] Open file limit used: 0% (49/13K) [OK] Table locks acquired immediately: 99% (64M immediate / 64M locks) [OK] InnoDB data size / buffer pool: 6.1G/19.5G -------- Recommendations ----------------------------------------------------- General recommendations: Run OPTIMIZE TABLE to defragment tables for better performance Reduce your overall MySQL memory footprint for system stability Increasing the query_cache size over 128M may reduce performance Variables to adjust: *** MySQL's maximum memory usage is dangerously high *** *** Add RAM before increasing MySQL buffer variables *** query_cache_size (> 192M) [see warning above] The server has 76GB ram and dual E5-2650. The load is usually below 2. I appreciate your hints to interpret the recommendation and optimize the database configs.

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  • Mysqld shutting down by itself

    - by AJ Naidas
    I'm running a Wordpress Blog that gets medium-high traffic. It is hosted in an Ubuntu Server 2GB Memory 2 Core Processor 40GB SSD Disk, 3TB Transfer. The problem is that MySQL shuts down by itself after an hour or two. I had to restart mysql each and every time this happens. I checked the logs and this is what I found: 140612 6:48:14 [Warning] Using unique option prefix myisam-recover instead of myisam-recover-options is deprecated and will be removed in a future release. Please use the full name instead. 140612 6:48:14 [Note] Plugin 'FEDERATED' is disabled. 140612 6:48:14 InnoDB: The InnoDB memory heap is disabled 140612 6:48:14 InnoDB: Mutexes and rw_locks use GCC atomic builtins 140612 6:48:14 InnoDB: Compressed tables use zlib 1.2.3.4 140612 6:48:14 InnoDB: Initializing buffer pool, size = 1.4G InnoDB: mmap(1502412800 bytes) failed; errno 12 140612 6:48:14 InnoDB: Completed initialization of buffer pool 140612 6:48:14 InnoDB: Fatal error: cannot allocate memory for the buffer pool 140612 6:48:14 [ERROR] Plugin 'InnoDB' init function returned error. 140612 6:48:14 [ERROR] Plugin 'InnoDB' registration as a STORAGE ENGINE failed. 140612 6:48:14 [ERROR] Unknown/unsupported storage engine: InnoDB 140612 6:48:14 [ERROR] Aborting 140612 6:48:14 [Note] /usr/sbin/mysqld: Shutdown complete judging by this line: 140612 6:48:14 InnoDB: Fatal error: cannot allocate memory for the buffer pool I suspect that this is a memory problem, but I would like to hear from the experts here before I conclude. Is this a lack of memory problem? Do you think the value of max_connections in my.cnf (currently 100) is a potential cause and needs increasing? TIA.

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  • How to use onSensorChanged sensor data in combination with OpenGL

    - by Sponge
    I have written a TestSuite to find out how to calculate the rotation angles from the data you get in SensorEventListener.onSensorChanged(). I really hope you can complete my solution to help people who will have the same problems like me. Here is the code, i think you will understand it after reading it. Feel free to change it, the main idea was to implement several methods to send the orientation angles to the opengl view or any other target which would need it. method 1 to 4 are working, they are directly sending the rotationMatrix to the OpenGl view. all other methods are not working or buggy and i hope someone knows to get them working. i think the best method would be method 5 if it would work, because it would be the easiest to understand but i'm not sure how efficient it is. the complete code isn't optimized so i recommend to not use it as it is in your project. here it is: import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGL10; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import static javax.microedition.khronos.opengles.GL10.*; import android.app.Activity; import android.content.Context; import android.content.pm.ActivityInfo; import android.hardware.Sensor; import android.hardware.SensorEvent; import android.hardware.SensorEventListener; import android.hardware.SensorManager; import android.opengl.GLSurfaceView; import android.opengl.GLSurfaceView.Renderer; import android.os.Bundle; import android.util.Log; import android.view.WindowManager; /** * This class provides a basic demonstration of how to use the * {@link android.hardware.SensorManager SensorManager} API to draw a 3D * compass. */ public class SensorToOpenGlTests extends Activity implements Renderer, SensorEventListener { private static final boolean TRY_TRANSPOSED_VERSION = false; /* * MODUS overview: * * 1 - unbufferd data directly transfaired from the rotation matrix to the * modelview matrix * * 2 - buffered version of 1 where both acceleration and magnetometer are * buffered * * 3 - buffered version of 1 where only magnetometer is buffered * * 4 - buffered version of 1 where only acceleration is buffered * * 5 - uses the orientation sensor and sets the angles how to rotate the * camera with glrotate() * * 6 - uses the rotation matrix to calculate the angles * * 7 to 12 - every possibility how the rotationMatrix could be constructed * in SensorManager.getRotationMatrix (see * http://www.songho.ca/opengl/gl_anglestoaxes.html#anglestoaxes for all * possibilities) */ private static int MODUS = 2; private GLSurfaceView openglView; private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private FloatBuffer colorBuffer; private SensorManager mSensorManager; private float[] rotationMatrix = new float[16]; private float[] accelGData = new float[3]; private float[] bufferedAccelGData = new float[3]; private float[] magnetData = new float[3]; private float[] bufferedMagnetData = new float[3]; private float[] orientationData = new float[3]; // private float[] mI = new float[16]; private float[] resultingAngles = new float[3]; private int mCount; final static float rad2deg = (float) (180.0f / Math.PI); private boolean mirrorOnBlueAxis = false; private boolean landscape; public SensorToOpenGlTests() { } /** Called with the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE); openglView = new GLSurfaceView(this); openglView.setRenderer(this); setContentView(openglView); } @Override protected void onResume() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onResume(); openglView.onResume(); if (((WindowManager) getSystemService(WINDOW_SERVICE)) .getDefaultDisplay().getOrientation() == 1) { landscape = true; } else { landscape = false; } mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_ACCELEROMETER), SensorManager.SENSOR_DELAY_GAME); mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD), SensorManager.SENSOR_DELAY_GAME); mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_ORIENTATION), SensorManager.SENSOR_DELAY_GAME); } @Override protected void onPause() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onPause(); openglView.onPause(); mSensorManager.unregisterListener(this); } public int[] getConfigSpec() { // We want a depth buffer, don't care about the // details of the color buffer. int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE }; return configSpec; } public void onDrawFrame(GL10 gl) { // clear screen and color buffer: gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); // set target matrix to modelview matrix: gl.glMatrixMode(GL10.GL_MODELVIEW); // init modelview matrix: gl.glLoadIdentity(); // move camera away a little bit: if ((MODUS == 1) || (MODUS == 2) || (MODUS == 3) || (MODUS == 4)) { if (landscape) { // in landscape mode first remap the rotationMatrix before using // it with glMultMatrixf: float[] result = new float[16]; SensorManager.remapCoordinateSystem(rotationMatrix, SensorManager.AXIS_Y, SensorManager.AXIS_MINUS_X, result); gl.glMultMatrixf(result, 0); } else { gl.glMultMatrixf(rotationMatrix, 0); } } else { //in all other modes do the rotation by hand: gl.glRotatef(resultingAngles[1], 1, 0, 0); gl.glRotatef(resultingAngles[2], 0, 1, 0); gl.glRotatef(resultingAngles[0], 0, 0, 1); if (mirrorOnBlueAxis) { //this is needed for mode 6 to work gl.glScalef(1, 1, -1); } } //move the axis to simulate augmented behaviour: gl.glTranslatef(0, 2, 0); // draw the 3 axis on the screen: gl.glVertexPointer(3, GL_FLOAT, 0, vertexBuffer); gl.glColorPointer(4, GL_FLOAT, 0, colorBuffer); gl.glDrawElements(GL_LINES, 6, GL_UNSIGNED_BYTE, indexBuffer); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float r = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-r, r, -1, 1, 1, 10); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glDisable(GL10.GL_DITHER); gl.glClearColor(1, 1, 1, 1); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); // load the 3 axis and there colors: float vertices[] = { 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1 }; float colors[] = { 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1 }; byte indices[] = { 0, 1, 0, 2, 0, 3 }; ByteBuffer vbb; vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); vbb = ByteBuffer.allocateDirect(colors.length * 4); vbb.order(ByteOrder.nativeOrder()); colorBuffer = vbb.asFloatBuffer(); colorBuffer.put(colors); colorBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void onAccuracyChanged(Sensor sensor, int accuracy) { } public void onSensorChanged(SensorEvent event) { // load the new values: loadNewSensorData(event); if (MODUS == 1) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); } if (MODUS == 2) { rootMeanSquareBuffer(bufferedAccelGData, accelGData); rootMeanSquareBuffer(bufferedMagnetData, magnetData); SensorManager.getRotationMatrix(rotationMatrix, null, bufferedAccelGData, bufferedMagnetData); } if (MODUS == 3) { rootMeanSquareBuffer(bufferedMagnetData, magnetData); SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, bufferedMagnetData); } if (MODUS == 4) { rootMeanSquareBuffer(bufferedAccelGData, accelGData); SensorManager.getRotationMatrix(rotationMatrix, null, bufferedAccelGData, magnetData); } if (MODUS == 5) { // this mode uses the sensor data recieved from the orientation // sensor resultingAngles = orientationData.clone(); if ((-90 > resultingAngles[1]) || (resultingAngles[1] > 90)) { resultingAngles[1] = orientationData[0]; resultingAngles[2] = orientationData[1]; resultingAngles[0] = orientationData[2]; } } if (MODUS == 6) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); final float[] anglesInRadians = new float[3]; SensorManager.getOrientation(rotationMatrix, anglesInRadians); if ((-90 < anglesInRadians[2] * rad2deg) && (anglesInRadians[2] * rad2deg < 90)) { // device camera is looking on the floor // this hemisphere is working fine mirrorOnBlueAxis = false; resultingAngles[0] = anglesInRadians[0] * rad2deg; resultingAngles[1] = anglesInRadians[1] * rad2deg; resultingAngles[2] = anglesInRadians[2] * -rad2deg; } else { mirrorOnBlueAxis = true; // device camera is looking in the sky // this hemisphere is mirrored at the blue axis resultingAngles[0] = (anglesInRadians[0] * rad2deg); resultingAngles[1] = (anglesInRadians[1] * rad2deg); resultingAngles[2] = (anglesInRadians[2] * rad2deg); } } if (MODUS == 7) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in x y z * order Rx*Ry*Rz */ resultingAngles[2] = (float) (Math.asin(rotationMatrix[2])); final float cosB = (float) Math.cos(resultingAngles[2]); resultingAngles[2] = resultingAngles[2] * rad2deg; resultingAngles[0] = -(float) (Math.acos(rotationMatrix[0] / cosB)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[10] / cosB)) * rad2deg; } if (MODUS == 8) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in z y x */ resultingAngles[2] = (float) (Math.asin(-rotationMatrix[8])); final float cosB = (float) Math.cos(resultingAngles[2]); resultingAngles[2] = resultingAngles[2] * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[9] / cosB)) * rad2deg; resultingAngles[0] = (float) (Math.asin(rotationMatrix[4] / cosB)) * rad2deg; } if (MODUS == 9) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in z x y * * note z axis looks good at this one */ resultingAngles[1] = (float) (Math.asin(rotationMatrix[9])); final float minusCosA = -(float) Math.cos(resultingAngles[1]); resultingAngles[1] = resultingAngles[1] * rad2deg; resultingAngles[2] = (float) (Math.asin(rotationMatrix[8] / minusCosA)) * rad2deg; resultingAngles[0] = (float) (Math.asin(rotationMatrix[1] / minusCosA)) * rad2deg; } if (MODUS == 10) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in y x z */ resultingAngles[1] = (float) (Math.asin(-rotationMatrix[6])); final float cosA = (float) Math.cos(resultingAngles[1]); resultingAngles[1] = resultingAngles[1] * rad2deg; resultingAngles[2] = (float) (Math.asin(rotationMatrix[2] / cosA)) * rad2deg; resultingAngles[0] = (float) (Math.acos(rotationMatrix[5] / cosA)) * rad2deg; } if (MODUS == 11) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in y z x */ resultingAngles[0] = (float) (Math.asin(rotationMatrix[4])); final float cosC = (float) Math.cos(resultingAngles[0]); resultingAngles[0] = resultingAngles[0] * rad2deg; resultingAngles[2] = (float) (Math.acos(rotationMatrix[0] / cosC)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[5] / cosC)) * rad2deg; } if (MODUS == 12) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in x z y */ resultingAngles[0] = (float) (Math.asin(-rotationMatrix[1])); final float cosC = (float) Math.cos(resultingAngles[0]); resultingAngles[0] = resultingAngles[0] * rad2deg; resultingAngles[2] = (float) (Math.acos(rotationMatrix[0] / cosC)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[5] / cosC)) * rad2deg; } logOutput(); } /** * transposes the matrix because it was transposted (inverted, but here its * the same, because its a rotation matrix) to be used for opengl * * @param source * @return */ private float[] transpose(float[] source) { final float[] result = source.clone(); if (TRY_TRANSPOSED_VERSION) { result[1] = source[4]; result[2] = source[8]; result[4] = source[1]; result[6] = source[9]; result[8] = source[2]; result[9] = source[6]; } // the other values in the matrix are not relevant for rotations return result; } private void rootMeanSquareBuffer(float[] target, float[] values) { final float amplification = 200.0f; float buffer = 20.0f; target[0] += amplification; target[1] += amplification; target[2] += amplification; values[0] += amplification; values[1] += amplification; values[2] += amplification; target[0] = (float) (Math .sqrt((target[0] * target[0] * buffer + values[0] * values[0]) / (1 + buffer))); target[1] = (float) (Math .sqrt((target[1] * target[1] * buffer + values[1] * values[1]) / (1 + buffer))); target[2] = (float) (Math .sqrt((target[2] * target[2] * buffer + values[2] * values[2]) / (1 + buffer))); target[0] -= amplification; target[1] -= amplification; target[2] -= amplification; values[0] -= amplification; values[1] -= amplification; values[2] -= amplification; } private void loadNewSensorData(SensorEvent event) { final int type = event.sensor.getType(); if (type == Sensor.TYPE_ACCELEROMETER) { accelGData = event.values.clone(); } if (type == Sensor.TYPE_MAGNETIC_FIELD) { magnetData = event.values.clone(); } if (type == Sensor.TYPE_ORIENTATION) { orientationData = event.values.clone(); } } private void logOutput() { if (mCount++ > 30) { mCount = 0; Log.d("Compass", "yaw0: " + (int) (resultingAngles[0]) + " pitch1: " + (int) (resultingAngles[1]) + " roll2: " + (int) (resultingAngles[2])); } } }

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  • C# Hook Forms / Windows / Dialogs etc. (via HWND?) to Capture Video Buffer (D3D Device?)

    - by Drax
    I am looking to create a very simple C# application which runs Full-Screen in Direct3D, and is able to grab the Desktop 'scene', mapping each Window from the Desktop to a Textured Polygon in my D3D Scene... I'm hoping to create a simplistic "3D Desktop" type of application as an experiment, and I'm wondering if there is a specific method for doing something like the following: 1)Get a list of all the Windows open on the Desktop (List of HWNDs?). 2)Grab the X,Y position of each Window, as well as the Width and Height. 3)Grab the Rendered image of each Window (magic happens here). 4)Create a new Texture/Surface in D3D using the Width and Height of the Window(s), and apply the Image we grabbed as a Texture. Is there an efficient 'best practice' for acquiring the actual image(s) being rendered to the Desktop? Is there also a 'best practice' for "extending the desktop" to a virtual second, third, etc. "desktop" and being able to swap between them, including creating a unique instance of the task-bar for each virtual desktop. Thanks a million for any suggestions!

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  • Know more about shared pool subpool

    - by Liu Maclean(???)
    ????T.askmaclean.com???Shared Pool?SubPool?????,????????_kghdsidx_count ? subpool ??subpool????( ???duration)???: SQL> select * from v$version; BANNER ---------------------------------------------------------------- Oracle Database 10g Enterprise Edition Release 10.2.0.5.0 - 64bi PL/SQL Release 10.2.0.5.0 - Production CORE    10.2.0.5.0      Production TNS for Linux: Version 10.2.0.5.0 - Production NLSRTL Version 10.2.0.5.0 - Production SQL> set linesize 200 pagesize 1400 SQL> show parameter kgh NAME                                 TYPE                             VALUE ------------------------------------ -------------------------------- ------------------------------ _kghdsidx_count                      integer                          7 SQL> oradebug setmypid; Statement processed. SQL> oradebug dump heapdump 536870914; Statement processed. SQL> oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_11783.trc [oracle@vrh8 dbs]$ grep "sga heap"  /s01/admin/G10R25/udump/g10r25_ora_11783.trc HEAP DUMP heap name="sga heap"  desc=0x60000058 HEAP DUMP heap name="sga heap(1,0)"  desc=0x60036110 FIVE LARGEST SUB HEAPS for heap name="sga heap(1,0)"   desc=0x60036110 HEAP DUMP heap name="sga heap(2,0)"  desc=0x6003f938 FIVE LARGEST SUB HEAPS for heap name="sga heap(2,0)"   desc=0x6003f938 HEAP DUMP heap name="sga heap(3,0)"  desc=0x60049160 FIVE LARGEST SUB HEAPS for heap name="sga heap(3,0)"   desc=0x60049160 HEAP DUMP heap name="sga heap(4,0)"  desc=0x60052988 FIVE LARGEST SUB HEAPS for heap name="sga heap(4,0)"   desc=0x60052988 HEAP DUMP heap name="sga heap(5,0)"  desc=0x6005c1b0 FIVE LARGEST SUB HEAPS for heap name="sga heap(5,0)"   desc=0x6005c1b0 HEAP DUMP heap name="sga heap(6,0)"  desc=0x600659d8 FIVE LARGEST SUB HEAPS for heap name="sga heap(6,0)"   desc=0x600659d8 HEAP DUMP heap name="sga heap(7,0)"  desc=0x6006f200 FIVE LARGEST SUB HEAPS for heap name="sga heap(7,0)"   desc=0x6006f200 SQL> alter system set "_kghdsidx_count"=6 scope=spfile; System altered. SQL> startup force; ORACLE instance started. Total System Global Area  859832320 bytes Fixed Size                  2100104 bytes Variable Size             746587256 bytes Database Buffers          104857600 bytes Redo Buffers                6287360 bytes Database mounted. Database opened. SQL> SQL> oradebug setmypid; Statement processed. SQL> oradebug dump heapdump 536870914; Statement processed. SQL> oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_11908.trc [oracle@vrh8 dbs]$ grep "sga heap"  /s01/admin/G10R25/udump/g10r25_ora_11908.trc HEAP DUMP heap name="sga heap"  desc=0x60000058 HEAP DUMP heap name="sga heap(1,0)"  desc=0x600360f0 FIVE LARGEST SUB HEAPS for heap name="sga heap(1,0)"   desc=0x600360f0 HEAP DUMP heap name="sga heap(2,0)"  desc=0x6003f918 FIVE LARGEST SUB HEAPS for heap name="sga heap(2,0)"   desc=0x6003f918 HEAP DUMP heap name="sga heap(3,0)"  desc=0x60049140 FIVE LARGEST SUB HEAPS for heap name="sga heap(3,0)"   desc=0x60049140 HEAP DUMP heap name="sga heap(4,0)"  desc=0x60052968 FIVE LARGEST SUB HEAPS for heap name="sga heap(4,0)"   desc=0x60052968 HEAP DUMP heap name="sga heap(5,0)"  desc=0x6005c190 FIVE LARGEST SUB HEAPS for heap name="sga heap(5,0)"   desc=0x6005c190 HEAP DUMP heap name="sga heap(6,0)"  desc=0x600659b8 FIVE LARGEST SUB HEAPS for heap name="sga heap(6,0)"   desc=0x600659b8 SQL> SQL> alter system set "_kghdsidx_count"=2 scope=spfile; System altered. SQL> SQL> startup force; ORACLE instance started. Total System Global Area  851443712 bytes Fixed Size                  2100040 bytes Variable Size             738198712 bytes Database Buffers          104857600 bytes Redo Buffers                6287360 bytes Database mounted. Database opened. SQL> oradebug setmypid; Statement processed. SQL> oradebug dump heapdump 2; Statement processed. SQL> oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_12003.trc [oracle@vrh8 ~]$ grep "sga heap"  /s01/admin/G10R25/udump/g10r25_ora_12003.trc HEAP DUMP heap name="sga heap"  desc=0x60000058 HEAP DUMP heap name="sga heap(1,0)"  desc=0x600360b0 HEAP DUMP heap name="sga heap(2,0)"  desc=0x6003f8d SQL> alter system set cpu_count=16 scope=spfile; System altered. SQL> startup force; ORACLE instance started. Total System Global Area  851443712 bytes Fixed Size                  2100040 bytes Variable Size             738198712 bytes Database Buffers          104857600 bytes Redo Buffers                6287360 bytes Database mounted. Database opened. SQL> oradebug setmypid; Statement processed. SQL>  oradebug dump heapdump 2; Statement processed. SQL> oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_12065.trc [oracle@vrh8 ~]$ grep "sga heap"  /s01/admin/G10R25/udump/g10r25_ora_12065.trc HEAP DUMP heap name="sga heap"  desc=0x60000058 HEAP DUMP heap name="sga heap(1,0)"  desc=0x600360b0 HEAP DUMP heap name="sga heap(2,0)"  desc=0x6003f8d8 SQL> show parameter sga_target NAME                                 TYPE                             VALUE ------------------------------------ -------------------------------- ------------------------------ sga_target                           big integer                      0 SQL> alter system set sga_target=1000M scope=spfile; System altered. SQL> startup force; ORACLE instance started. Total System Global Area 1048576000 bytes Fixed Size                  2101544 bytes Variable Size             738201304 bytes Database Buffers          301989888 bytes Redo Buffers                6283264 bytes Database mounted. Database opened. SQL> alter system set sga_target=1000M scope=spfile; System altered. SQL> startup force; ORACLE instance started. Total System Global Area 1048576000 bytes Fixed Size                  2101544 bytes Variable Size             738201304 bytes Database Buffers          301989888 bytes Redo Buffers                6283264 bytes Database mounted. Database opened. SQL> SQL> SQL> oradebug setmypid; Statement processed. SQL> oradebug dump heapdump 2; Statement processed. SQL>  oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_12148.trc SQL> SQL> Disconnected from Oracle Database 10g Enterprise Edition Release 10.2.0.5.0 - 64bit Production With the Partitioning, OLAP, Data Mining and Real Application Testing options [oracle@vrh8 dbs]$ grep "sga heap"  /s01/admin/G10R25/udump/g10r25_ora_12148.trc HEAP DUMP heap name="sga heap"  desc=0x60000058 HEAP DUMP heap name="sga heap(1,0)"  desc=0x60036690 HEAP DUMP heap name="sga heap(1,1)"  desc=0x60037ee8 HEAP DUMP heap name="sga heap(1,2)"  desc=0x60039740 HEAP DUMP heap name="sga heap(1,3)"  desc=0x6003af98 HEAP DUMP heap name="sga heap(2,0)"  desc=0x6003feb8 HEAP DUMP heap name="sga heap(2,1)"  desc=0x60041710 HEAP DUMP heap name="sga heap(2,2)"  desc=0x60042f68 _enable_shared_pool_durations:?????????10g????shared pool duration??,?????sga_target?0?????false; ???10.2.0.5??cursor_space_for_time???true??????false,???10.2.0.5??cursor_space_for_time????? SQL> alter system set "_enable_shared_pool_durations"=false scope=spfile; System altered. SQL> SQL> startup force; ORACLE instance started. Total System Global Area 1048576000 bytes Fixed Size                  2101544 bytes Variable Size             738201304 bytes Database Buffers          301989888 bytes Redo Buffers                6283264 bytes Database mounted. Database opened. SQL> oradebug setmypid; Statement processed. SQL> oradebug dump heapdump 2; Statement processed. SQL> oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_12233.trc SQL> SQL> Disconnected from Oracle Database 10g Enterprise Edition Release 10.2.0.5.0 - 64bit Production With the Partitioning, OLAP, Data Mining and Real Application Testing options\ [oracle@vrh8 dbs]$ grep "sga heap"   /s01/admin/G10R25/udump/g10r25_ora_12233.trc HEAP DUMP heap name="sga heap"  desc=0x60000058 HEAP DUMP heap name="sga heap(1,0)"  desc=0x60036690 HEAP DUMP heap name="sga heap(2,0)"  desc=0x6003feb8 ??:1._kghdsidx_count ??? shared pool subpool???, _kghdsidx_count???????7 ??? 7? shared pool subpool 2.??????? subpool???4? sub partition ?: sga heap(1,0) sga heap(1,1) sga heap(1,2) sga heap(1,3) ????? cpu??? ?????_kghdsidx_count, ???? ?10g ?AUTO SGA ??? shared pool duration???, duration ??4?: Session duration Instance duration (never freed) Execution duration (freed fastest) Free memory ??? shared pool duration???? ?10gR1?Shared Pool?shrink??????????,?????????????Buffer Cache???????????granule,????Buffer Cache?granule????granule header?Metadata(???buffer header??RAC??Lock Elements)????,?????????????????????shared pool????????duration(?????)?chunk??????granule?,????????????granule??10gR2????Buffer Cache Granule????????granule header?buffer?Metadata(buffer header?LE)????,??shared pool???duration?chunk????????granule,??????buffer cache?shared pool??????????????10gr2?streams pool?????????(???????streams pool duration????) reference : http://www.oracledatabase12g.com/archives/understanding-automatic-sga-memory-management.html

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  • 12c - Utl_Call_Stack...

    - by noreply(at)blogger.com (Thomas Kyte)
    Over the next couple of months, I'll be writing about some cool new little features of Oracle Database 12c - things that might not make the front page of Oracle.com.  I'm going to start with a new package - UTL_CALL_STACK.In the past, developers have had access to three functions to try to figure out "where the heck am I in my code", they were:dbms_utility.format_call_stackdbms_utility.format_error_backtracedbms_utility.format_error_stackNow these routines, while useful, were of somewhat limited use.  Let's look at the format_call_stack routine for a reason why.  Here is a procedure that will just print out the current call stack for us:ops$tkyte%ORA12CR1> create or replace  2  procedure Print_Call_Stack  3  is  4  begin  5    DBMS_Output.Put_Line(DBMS_Utility.Format_Call_Stack());  6  end;  7  /Procedure created.Now, if we have a package - with nested functions and even duplicated function names:ops$tkyte%ORA12CR1> create or replace  2  package body Pkg is  3    procedure p  4    is  5      procedure q  6      is  7        procedure r  8        is  9          procedure p is 10          begin 11            Print_Call_Stack(); 12            raise program_error; 13          end p; 14        begin 15          p(); 16        end r; 17      begin 18        r(); 19      end q; 20    begin 21      q(); 22    end p; 23  end Pkg; 24  /Package body created.When we execute the procedure PKG.P - we'll see as a result:ops$tkyte%ORA12CR1> exec pkg.p----- PL/SQL Call Stack -----  object      line  object  handle    number  name0x6e891528         4  procedure OPS$TKYTE.PRINT_CALL_STACK0x6ec4a7c0        10  package body OPS$TKYTE.PKG0x6ec4a7c0        14  package body OPS$TKYTE.PKG0x6ec4a7c0        17  package body OPS$TKYTE.PKG0x6ec4a7c0        20  package body OPS$TKYTE.PKG0x76439070         1  anonymous blockBEGIN pkg.p; END;*ERROR at line 1:ORA-06501: PL/SQL: program errorORA-06512: at "OPS$TKYTE.PKG", line 11ORA-06512: at "OPS$TKYTE.PKG", line 14ORA-06512: at "OPS$TKYTE.PKG", line 17ORA-06512: at "OPS$TKYTE.PKG", line 20ORA-06512: at line 1The bit in red above is the output from format_call_stack whereas the bit in black is the error message returned to the client application (it would also be available to you via the format_error_backtrace API call). As you can see - it contains useful information but to use it you would need to parse it - and that can be trickier than it seems.  The format of those strings is not set in stone, they have changed over the years (I wrote the "who_am_i", "who_called_me" functions, I did that by parsing these strings - trust me, they change over time!).Starting in 12c - we'll have structured access to the call stack and a series of API calls to interrogate this structure.  I'm going to rewrite the print_call_stack function as follows:ops$tkyte%ORA12CR1> create or replace 2  procedure Print_Call_Stack  3  as  4    Depth pls_integer := UTL_Call_Stack.Dynamic_Depth();  5    6    procedure headers  7    is  8    begin  9        dbms_output.put_line( 'Lexical   Depth   Line    Name' ); 10        dbms_output.put_line( 'Depth             Number      ' ); 11        dbms_output.put_line( '-------   -----   ----    ----' ); 12    end headers; 13    procedure print 14    is 15    begin 16        headers; 17        for j in reverse 1..Depth loop 18          DBMS_Output.Put_Line( 19            rpad( utl_call_stack.lexical_depth(j), 10 ) || 20                    rpad( j, 7) || 21            rpad( To_Char(UTL_Call_Stack.Unit_Line(j), '99'), 9 ) || 22            UTL_Call_Stack.Concatenate_Subprogram 23                       (UTL_Call_Stack.Subprogram(j))); 24        end loop; 25    end; 26  begin 27    print; 28  end; 29  /Here we are able to figure out what 'depth' we are in the code (utl_call_stack.dynamic_depth) and then walk up the stack using a loop.  We will print out the lexical_depth, along with the line number within the unit we were executing plus - the unit name.  And not just any unit name, but the fully qualified, all of the way down to the subprogram name within a package.  Not only that - but down to the subprogram name within a subprogram name within a subprogram name.  For example - running the PKG.P procedure again results in:ops$tkyte%ORA12CR1> exec pkg.pLexical   Depth   Line    NameDepth             Number-------   -----   ----    ----1         6       20      PKG.P2         5       17      PKG.P.Q3         4       14      PKG.P.Q.R4         3       10      PKG.P.Q.R.P0         2       26      PRINT_CALL_STACK1         1       17      PRINT_CALL_STACK.PRINTBEGIN pkg.p; END;*ERROR at line 1:ORA-06501: PL/SQL: program errorORA-06512: at "OPS$TKYTE.PKG", line 11ORA-06512: at "OPS$TKYTE.PKG", line 14ORA-06512: at "OPS$TKYTE.PKG", line 17ORA-06512: at "OPS$TKYTE.PKG", line 20ORA-06512: at line 1This time - we get much more than just a line number and a package name as we did previously with format_call_stack.  We not only got the line number and package (unit) name - we got the names of the subprograms - we can see that P called Q called R called P as nested subprograms.  Also note that we can see a 'truer' calling level with the lexical depth, we can see we "stepped" out of the package to call print_call_stack and that in turn called another nested subprogram.This new package will be a nice addition to everyone's error logging packages.  Of course there are other functions in there to get owner names, the edition in effect when the code was executed and more. See UTL_CALL_STACK for all of the details.

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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  • Visual Tree Enumeration

    - by codingbloke
    I feel compelled to post this blog because I find I’m repeatedly posting this same code in silverlight and windows-phone-7 answers in Stackoverflow. One common task that we feel we need to do is burrow into the visual tree in a Silverlight or Windows Phone 7 application (actually more recently I found myself doing this in WPF as well).  This allows access to details that aren’t exposed directly by some controls.  A good example of this sort of requirement is found in the “Restoring exact scroll position of a listbox in Windows Phone 7”  question on stackoverflow.  This required that the scroll position of the scroll viewer internal to a listbox be accessed. A caveat One caveat here is that we should seriously challenge the need for this burrowing since it may indicate that there is a design problem.  Burrowing into the visual tree or indeed burrowing out to containing ancestors could represent significant coupling between module boundaries and that generally isn’t a good idea. Why isn’t this idea just not cast aside as a no-no?  Well the whole concept of a “Templated Control”, which are in extensive use in these applications, opens the coupling between the content of the visual tree and the internal code of a control.   For example, I can completely change the appearance and positioning of elements that make up a ComboBox.  The ComboBox control relies on specific template parts having set names of a specified type being present in my template.  Rightly or wrongly this does kind of give license to writing code that has similar coupling. Hasn’t this been done already? Yes it has.  There are number of blogs already out there with similar solutions.  In fact if you are using Silverlight toolkit the VisualTreeExtensions class already provides this feature.  However I prefer my specific code because of the simplicity principle I hold to.  Only write the minimum code necessary to give all the features needed.  In this case I add just two extension methods Ancestors and Descendents, note I don’t bother with “Get” or “Visual” prefixes.  Also I haven’t added Parent or Children methods nor additional “AndSelf” methods because all but Children is achievable with the addition of some other Linq methods.  I decided to give Descendents an additional overload for depth hence a depth of 1 is equivalent to Children but this overload is a little more flexible than simply Children. So here is the code:- VisualTreeEnumeration public static class VisualTreeEnumeration {     public static IEnumerable<DependencyObject> Descendents(this DependencyObject root, int depth)     {         int count = VisualTreeHelper.GetChildrenCount(root);         for (int i = 0; i < count; i++)         {             var child = VisualTreeHelper.GetChild(root, i);             yield return child;             if (depth > 0)             {                 foreach (var descendent in Descendents(child, --depth))                     yield return descendent;             }         }     }     public static IEnumerable<DependencyObject> Descendents(this DependencyObject root)     {         return Descendents(root, Int32.MaxValue);     }     public static IEnumerable<DependencyObject> Ancestors(this DependencyObject root)     {         DependencyObject current = VisualTreeHelper.GetParent(root);         while (current != null)         {             yield return current;             current = VisualTreeHelper.GetParent(current);         }     } }   Usage examples The following are some examples of how to combine the above extension methods with Linq to generate the other axis scenarios that tree traversal code might require. Missing Axis Scenarios var parent = control.Ancestors().Take(1).FirstOrDefault(); var children = control.Descendents(1); var previousSiblings = control.Ancestors().Take(1)     .SelectMany(p => p.Descendents(1).TakeWhile(c => c != control)); var followingSiblings = control.Ancestors().Take(1)     .SelectMany(p => p.Descendents(1).SkipWhile(c => c != control).Skip(1)); var ancestorsAndSelf = Enumerable.Repeat((DependencyObject)control, 1)     .Concat(control.Ancestors()); var descendentsAndSelf = Enumerable.Repeat((DependencyObject)control, 1)     .Concat(control.Descendents()); You might ask why I don’t just include these in the VisualTreeEnumerator.  I don’t on the principle of only including code that is actually needed.  If you find that one or more of the above  is needed in your code then go ahead and create additional methods.  One of the downsides to Extension methods is that they can make finding the method you actually want in intellisense harder. Here are some real world usage scenarios for these methods:- Real World Scenarios //Gets the internal scrollviewer of a ListBox ScrollViewer sv = someListBox.Descendents().OfType<ScrollViewer>().FirstOrDefault(); // Get all text boxes in current UserControl:- var textBoxes = this.Descendents().OfType<TextBox>(); // All UIElement direct children of the layout root grid:- var topLevelElements = LayoutRoot.Descendents(0).OfType<UIElement>(); // Find the containing `ListBoxItem` for a UIElement:- var container = elem.Ancestors().OfType<ListBoxItem>().FirstOrDefault(); // Seek a button with the name "PinkElephants" even if outside of the current Namescope:- var pinkElephantsButton = this.Descendents()     .OfType<Button>()     .FirstOrDefault(b => b.Name == "PinkElephants"); //Clear all checkboxes with the name "Selector" in a Treeview foreach (CheckBox checkBox in elem.Descendents()     .OfType<CheckBox>().Where(c => c.Name == "Selector")) {     checkBox.IsChecked = false; }   The last couple of examples above demonstrate a common requirement of finding controls that have a specific name.  FindName will often not find these controls because they exist in a different namescope. Hope you find this useful, if not I’m just glad to be able to link to this blog in future stackoverflow answers.

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  • Multi Monitor Setup Problems

    - by Shamballa
    I have Ubuntu 10.04 LTS - the Lucid Lynx. I have until recently been using a nVida Graphics card (NVIDIA GeForce 9800 GT) with two monitors attached, this all worked fine and dandy. A couple of days ago I bought two new identical LCD monitors for a multi monitor setup and two ATI graphics cards (ATI Sapphire Radeon HD5450). NOTE *All monitors work fine in Windows XP, 2k, Vista and 7 After I had booted into Ubuntu only one display came on, that I kind of expected anyway, then I removed the driver for the nVidia card and downloaded the ATI version which gave me the ATI Catalyst Control Center - in that only two of the displays were showing the third was disabled and showing unknown driver. I enabled the third monitor that stated "Unkown Driver" and had to reboot, upon reboot none of the displays work. I restarted and booted up into recovery mode and from now that is only what I can get into using a failsafe driver. It seems according to the log that a server is already active for Display 0 and I have to remove /tmp/.X0-lock and start again. This is what the log file is saying: Fatal Server Error Server is already active for display 0 if this server is no longer running, remove /tmp/.X0-lock and start again. (WW) xf86 closeconsole: KDSETMODE failed: Bad file descriptor (WW) xf86 closeconsole: VT_GETMODE failed: Bad file descriptor (WW) xf86 closeconsole: VT_GETSTATE failed: Bad file descriptor ddxSigGiveUp: closing log I have tried looking at my xorg.config file but unfortunately I have not really got a clue as to how it "should" be - I have tried regenerating it using this command from a terminal: sudo dpkg-reconfigure -phigh xserver-xorg but that had no effect so I am currently stuck in failsafe driver mode but two monitors are active but are mirroring each other. I hope that this is not to long - looking back I have been going on a bit! but I am just trying to explain as much as I can... I have asked this on Linuxquestions but nobody seems to know either or at least I have not had any responses. Could some kind soul please help explain what I can do from here? I would be eternally grateful. Chris * Update * Removing xorg.conf does nothing other than allowing me to use only two monitors - using the command: sudo aticonfig --initial generates the xorg.conf file below: but does not work either - I just get two monitors... Section "ServerLayout" Identifier "aticonfig Layout" Screen 0 "aticonfig-Screen[0]-0" 0 0 EndSection Section "Files" EndSection Section "Module" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "aticonfig-Monitor[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection I have tried using this command from a thread on the Ubuntu Forums with a question similar to mine: sudo aticonfig --initial=dual-head --adapter=all Generated xorg.conf file Section "ServerLayout" Identifier "aticonfig Layout" Screen 0 "aticonfig-Screen[0]-0" 0 0 Screen "aticonfig-Screen[0]-1" RightOf "aticonfig-Screen[0]-0" Screen "aticonfig-Screen[1]-0" RightOf "aticonfig-Screen[0]-1" Screen "aticonfig-Screen[1]-1" RightOf "aticonfig-Screen[1]-0" EndSection Section "Files" EndSection Section "Module" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[1]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[1]-1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "aticonfig-Device[0]-1" Driver "fglrx" BusID "PCI:1:0:0" Screen 1 EndSection Section "Device" Identifier "aticonfig-Device[1]-0" Driver "fglrx" BusID "PCI:2:0:0" EndSection Section "Device" Identifier "aticonfig-Device[1]-1" Driver "fglrx" BusID "PCI:2:0:0" Screen 1 EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "aticonfig-Monitor[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[0]-1" Device "aticonfig-Device[0]-1" Monitor "aticonfig-Monitor[0]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[1]-0" Device "aticonfig-Device[1]-0" Monitor "aticonfig-Monitor[1]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[1]-1" Device "aticonfig-Device[1]-1" Monitor "aticonfig-Monitor[1]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection This upon reboot renders ALL monitors blank and I have to go into recovery mode and use a failsafe driver. This is so much harder than I thought it would be, I don't think Ubuntu likes ATI for multi (3) monitors or maybe the other way around. Can anyone help still?

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  • Traversing Java Object Arrays [migrated]

    - by Sundi
    Please Help. Program does not read Array rentBooks[] in the for() loop this option is selected when choosing option 2 then option 4 in the menu The Array reads perfectly when reading the items after the setBook() Method import java.io.File; import java.io.FileNotFoundException; import java.util.Scanner; import java.io.*; import java.util.Locale; import java.text.SimpleDateFormat ; class Library { protected static String Author; protected static String Title; SimpleDateFormat PublicationDate; int itemCode; int available = 1; } class Book extends Library { protected static String PublisherName; protected static String Edition; static Book[] rentBooks = new Book[5]; //Book[] rentBooks = new Book[5]; int count = 0; public Book() { String start= "start"; showBook.main(anza); } public void setBook( String Auth, String Titl, String PublishName) { this.Author = Auth; this.Title = Titl; this.PublisherName = PublishName; } public void getBook() { //System.out.println("*************BOOKS*************************"); System.out.println( "\n\nThe Author of the first Book is "+ this.Author ); System.out.println( "The Title of the book is "+ this.Title); System.out.println( "The Publisher of the book is "+ this.PublisherName ); // System.out.println( "The Edition of the book is "+ Edition ); } } class showBook{ static Book[] rentBooks = new Book[5]; static Book[] rentBooks2 = new Book[5]; static int a,b; //for ( a=0; a < 5; a++ ) //rentBooks2[a] = new Book(); public static void main(String[] args) { File file = new File("Book2.txt"); //Book libraryBooks = new Book(); int j; //initialise Array Class Objects for( j = 0; j < 5; j++) { rentBooks[j] = new Book(); } int i = 0; try{ Scanner scanner = new Scanner(file); scanner.useDelimiter(","); String loan=""; int loan2; while( scanner.hasNextLine()) { //Should the Books be Stored in An Array? // At the moment you have separate objects stored in unknown location String Author = scanner.next(); String Title = scanner.next(); String PublisherName = scanner.next(); if ( i < 4) { System.out.println(i); rentBooks[i].setBook(Author, Title, PublisherName); rentBooks[i].getBook(); // MEMBERS SHOWN i++; } public class readBook4{ public static void main(String[] args) { int number =0; System.out.println( "Please select one of the choices below " ); System.out.println( "Select option 1 to list all items in the library "); System.out.println( "Select option 2 to list the items by category"); System.out.println( "Select option 3 to choose item available in the library "); System.out.println( "Select option 7 to exit " ); InputStreamReader isr = new InputStreamReader( System.in); BufferedReader buffer = new BufferedReader( isr); String input = ""; try { input = buffer.readLine(); number = Integer.parseInt(input); //int number = Integer.parseInt( Edition); if ( number == 1 ) { System.out.println( " \nThanks you are reading "+ input); //showStudent.main(args); showPeriodical.main(args); showDVD.main(args); // showBook.main(args); } if ( number == 2 ) { //jht.cls(); int number2; System.out.println( "Please select one of the choices below " ); System.out.println( "Select option 4 to list Books only "); System.out.println( "Select option 5 to list the Periodicals only"); System.out.println( "Select option 6 to list DVDs only"); InputStreamReader isr2 = new InputStreamReader(System.in); BufferedReader buffer2 = new BufferedReader(isr2); String input2 = ""; try { input2 = buffer2.readLine(); buffer.close(); } catch(IOException e) { System.out.println("An input error has occured"); } //System.out.println("Thanks, you are reading" + input2); number2 = Integer.parseInt(input2); if ( number2 == 4 ) { showBook.main(args); } if ( number2 == 5 ) { showPeriodical.main(args); } if ( number2 == 6 ) { showDVD.main(args); } // readBook4.main(args); } if( number == 3 ) { //showBook.main(args); showBook.availableBooks(); showDVD.availableDVD(); showPeriodical.availablePeriodical(); } if ( number == 7 ) { showStudent.main(args); } buffer.close(); } catch( IOException e ) { System.out.println( " An input error has occured "); } //System.out.println( " \nThanks you are reading "+ input); } } } //buffer.close(); scanner.close(); } catch( FileNotFoundException e) { System.out.println("File not Found"); } for ( i=0; i < 5; i++ ) rentBooks[i].getBook(); //ARRAY NOT SHOWN } }

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  • Failure connecting to Dell MD3200i from XenServer 6.2 pool

    - by Tom Sparrow
    This question also asked at Citrix Forums http://forums.citrix.com/thread.jspa?threadID=332289 I have a MD3200i that is currently working fine with my Xen5.6 pool, but I cannot get a connection to the new 6.2 pool to work. I previously had a problem with a 6.0 upgrade (which is why the old pool is still on 5.6), but rolled back rather than fix it as it wasn't urgent at the time. This install is on new machines - I tried 6.1 first (which had the same problems) then 6.2 was released the second day after installation so I switched to that. I've not installed anything from the Dell resource DVD at this point - I can't find anything saying I should, and everything I have read suggests it shouldn't be necessary. I can ping all 8 ip addresses from both servers in the pool, iscsiadm -m discovery works fine, I can login to the nodes and iscsiadm reports the sessions active correctly. I've added the required sections to multipath.conf, but multipath -ll reports DM multipath kernel driver not loaded immediately after boot. The following is a log of a test session immediately after boot. root@xen3 ~]# iscsiadm -m node --loginall=all Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.101,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.101,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.104,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.102,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.103,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.104,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.102,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.103,3260] Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.101,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.101,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.104,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.102,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.103,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.104,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.102,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.103,3260]: successful [root@xen3 ~]# iscsiadm -m session tcp: [1] 192.168.130.101:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [2] 192.168.131.101:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [3] 192.168.131.104:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [4] 192.168.131.102:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [5] 192.168.130.103:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [6] 192.168.130.104:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [7] 192.168.130.102:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [8] 192.168.131.103:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 [root@xen3 ~]# service multipathd restart ok Stopping multipathd daemon: [ OK ] Starting multipathd daemon: [ OK ] [root@xen3 ~]# multipath Jul 04 09:58:47 | DM multipath kernel driver not loaded Jul 04 09:58:47 | DM multipath kernel driver not loaded [root@xen3 ~]# multipath -ll Jul 04 09:59:03 | DM multipath kernel driver not loaded Jul 04 09:59:03 | DM multipath kernel driver not loaded [ root@xen3 ~]# modprobe dm_multipath [root@xen3 ~]# multipath Jul 04 10:19:50 | 36b8ca3a0e7024800194a0bd11891cd14: ignoring map create: 1Dell_Internal_Dual_SD_0123456789AB undef Dell,Internal Dual SD size=1.9G features='0' hwhandler='0' wp=undef `-+- policy='round-robin 0' prio=1 status=undef `- 7:0:0:0 sdb 8:16 undef ready running [root@xen3 ~]# multipath -ll 1Dell_Internal_Dual_SD_0123456789AB dm-1 Dell,Internal Dual SD size=1.9G features='0' hwhandler='0' wp=rw `-+- policy='round-robin 0' prio=1 status=enabled `- 7:0:0:0 sdb 8:16 active ready running [root@xen3 ~]# iscsiadm -m session tcp: [1] 192.168.130.101:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [2] 192.168.131.101:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [3] 192.168.131.104:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [4] 192.168.131.102:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [5] 192.168.130.103:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [6] 192.168.130.104:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [7] 192.168.130.102:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [8] 192.168.131.103:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 [root@xen3 ~]# dmesg | tail -n 50 [ 1161.881010] sd 8:0:0:0: [sdf] Unhandled error code [ 1161.881013] sd 8:0:0:0: [sdf] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1161.881017] sd 8:0:0:0: [sdf] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1161.881024] end_request: I/O error, dev sdf, sector 0 [ 1161.881031] Buffer I/O error on device sdf, logical block 0 [ 1161.881045] sd 15:0:0:0: [sdi] Unhandled error code [ 1161.881048] sd 15:0:0:0: [sdi] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1161.881052] sd 15:0:0:0: [sdi] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1161.881058] end_request: I/O error, dev sdi, sector 0 [ 1161.881065] Buffer I/O error on device sdi, logical block 0 [ 1161.881122] sd 9:0:0:0: [sdg] Unhandled error code [ 1161.881124] sd 9:0:0:0: [sdg] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1161.881126] sd 9:0:0:0: [sdg] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1161.881132] end_request: I/O error, dev sdg, sector 0 [ 1161.881140] Buffer I/O error on device sdg, logical block 0 [ 1168.220951] connection6:0: ping timeout of 15 secs expired, recv timeout 10, last rx 84060, last ping 85060, now 86560 [ 1168.220957] connection7:0: ping timeout of 15 secs expired, recv timeout 10, last rx 84060, last ping 85060, now 86560 [ 1168.220967] connection7:0: detected conn error (1011) [ 1168.220969] connection4:0: ping timeout of 15 secs expired, recv timeout 10, last rx 84060, last ping 85060, now 86560 [ 1168.220973] connection4:0: detected conn error (1011) [ 1168.220975] connection3:0: ping timeout of 15 secs expired, recv timeout 10, last rx 84060, last ping 85060, now 86560 [ 1168.220978] connection3:0: detected conn error (1011) [ 1168.220985] connection6:0: detected conn error (1011) [ 1168.480994] sd 14:0:0:0: [sde] Unhandled error code [ 1168.480998] sd 14:0:0:0: [sde] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1168.481001] sd 14:0:0:0: [sde] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1168.481009] end_request: I/O error, dev sde, sector 0 [ 1168.481015] Buffer I/O error on device sde, logical block 0 [ 1168.481076] sd 11:0:0:0: [sdc] Unhandled error code [ 1168.481078] sd 11:0:0:0: [sdc] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1168.481080] sd 11:0:0:0: [sdc] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1168.481087] end_request: I/O error, dev sdc, sector 0 [ 1168.481092] Buffer I/O error on device sdc, logical block 0 [ 1168.481144] sd 10:0:0:0: [sdd] Unhandled error code [ 1168.481147] sd 10:0:0:0: [sdd] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1168.481150] sd 10:0:0:0: [sdd] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1168.481156] end_request: I/O error, dev sdd, sector 0 [ 1168.481163] Buffer I/O error on device sdd, logical block 0 [ 1168.481168] sd 13:0:0:0: [sdj] Unhandled error code [ 1168.481170] sd 13:0:0:0: [sdj] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1168.481172] sd 13:0:0:0: [sdj] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1168.481178] end_request: I/O error, dev sdj, sector 0 [ 1168.481184] Buffer I/O error on device sdj, logical block 0 [ 1457.105996] device-mapper: multipath round-robin: version 1.0.0 loaded [ 1457.106155] device-mapper: multipath: Cannot access device path 8:0: -16 [ 1457.106164] device-mapper: table: 252:1: multipath: error getting device [ 1457.106172] device-mapper: ioctl: error adding target to table [ 1457.171292] device-mapper: multipath: Cannot access device path 8:0: -16 [ 1457.171299] device-mapper: table: 252:1: multipath: error getting device [ 1457.171304] device-mapper: ioctl: error adding target to table [root@xen3 ~]# fdisk -l Disk /dev/sda: 299.4 GB, 299439751168 bytes 255 heads, 63 sectors/track, 36404 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Device Boot Start End Blocks Id System /dev/sda1 1 5 40131 de Dell Utility /dev/sda2 * 6 528 4194304 83 Linux Partition 2 does not end on cylinder boundary. /dev/sda3 528 1050 4194304 83 Linux /dev/sda4 1050 36404 283986359+ 8e Linux LVM Disk /dev/sdb: 2040 MB, 2040528896 bytes 255 heads, 63 sectors/track, 248 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Device Boot Start End Blocks Id System /dev/sdb1 1 248 1992028+ 83 Linux Disk /dev/dm-1: 2040 MB, 2040528896 bytes 255 heads, 63 sectors/track, 248 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Device Boot Start End Blocks Id System /dev/dm-1p1 1 248 1992028+ 83 Linux [root@xen3 ~]# xe sr-probe type=lvmoiscsi device-config:target=192.168.130.101 device-config:targetIQN=iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 Error code: SR_BACKEND_FAILURE_107 Error parameters: , The SCSIid parameter is missing or incorrect, <?xml version="1.0" ?> <iscsi-target/> Note: the xml ends there correctly on the last line - it doesn't ever return a list of LUNs (and there is one in the group on the SAN for those servers.

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  • How to use iterator in nested arraylist

    - by Muhammad Abrar
    I am trying to build an NFA with a special purpose of searching, which is totally different from regex. The State has following format class State implements List{ //GLOBAL DATA static int depth; //STATE VALUES String stateName; ArrayList<String> label = new ArrayList<>(); //Label for states //LINKS TO OTHER STATES boolean finalState; ArrayList<State> nextState ; // Link with multiple next states State preState; // previous state public State() { stateName = ""; finalState = true; nextState = new ArrayList<>(); } public void addlabel(String lbl) { if(!this.label.contains(lbl)) this.label.add(lbl); } public State(String state, String lbl) { this.stateName = state; if(!this.label.contains(lbl)) this.label.add(lbl); depth++; } public State(String state, String lbl, boolean fstate) { this.stateName = state; this.label.add(lbl); this.finalState = fstate; this.nextState = new ArrayList<>(); } void displayState() { System.out.print(this.stateName+" --> "); for(Iterator<String> it = label.iterator(); it.hasNext();) { System.out.print(it.next()+" , "); } System.out.println("\nNo of States : "+State.depth); } Next, the NFA class is public class NFA { static final String[] STATES= {"A","B","C","D","E","F","G","H","I","J","K","L","M" ,"N","O","P","Q","R","S","T","U","V","W","X","Y","Z"}; State startState; State currentState; static int level; public NFA() { startState = new State(); startState = null; currentState = new State(); currentState = null; startState = currentState; } /** * * @param st */ NFA(State startstate) { startState = new State(); startState = startstate; currentState = new State(); currentState = null; currentState = startState ; // To show that their is only one element in NFA } boolean insertState(State newState) { newState.nextState = new ArrayList<>(); if(currentState == null && startState == null ) //if empty NFA { newState.preState = null; startState = newState; currentState = newState; State.depth = 0; return true; } else { if(!Exist(newState.stateName))//Exist is used to check for duplicates { newState.preState = currentState ; currentState.nextState.add(newState); currentState = newState; State.depth++; return true; } } return false; } boolean insertState(State newState, String label) { newState.label.add(label); newState.nextState = null; newState.preState = null; if(currentState == null && startState == null) { startState = newState; currentState = newState; State.depth = 0; return true; } else { if(!Exist(newState.stateName)) { newState.preState = currentState; currentState.nextState.add(newState); currentState = newState; State.depth++; return true; } else { ///code goes here } } return false; } void markFinal(State s) { s.finalState = true; } void unmarkFinal(State s) { s.finalState = false; } boolean Exist(String s) { State temp = startState; if(startState.stateName.equals(s)) return true; Iterator<State> it = temp.nextState.iterator(); while(it.hasNext()) { Iterator<State> i = it ;//startState.nextState.iterator(); { while(i.hasNext()) { if(i.next().stateName.equals(s)) return true; } } //else // return false; } return false; } void displayNfa() { State st = startState; if(startState == null && currentState == null) { System.out.println("The NFA is empty"); } else { while(st != null) { if(!st.nextState.isEmpty()) { Iterator<State> it = st.nextState.iterator(); do { st.displayState(); st = it.next(); }while(it.hasNext()); } else { st = null; } } } System.out.println(); } /** * @param args the command line arguments */ /** * * @param args the command line arguments */ public static void main(String[] args) { // TODO code application logic here NFA l = new NFA(); State s = new State("A11", "a",false); NFA ll = new NFA(s); s = new State("A111", "a",false); ll.insertState(s); ll.insertState(new State("A1","0")); ll.insertState(new State("A1111","0")); ll.displayNfa(); int j = 1; for(int i = 0 ; i < 2 ; i++) { int rand = (int) (Math.random()* 10); State st = new State(STATES[rand],String.valueOf(i), false); if(l.insertState(st)) { System.out.println(j+" : " + STATES[rand]+" and "+String.valueOf(i)+ " inserted"); j++; } } l.displayNfa(); System.out.println("No of states inserted : "+ j--); } I want to do the following This program always skip to display the last state i.e. if there are 10 states inserted, it will display only 9. In exist() method , i used two iterator but i do not know why it is working I have no idea how to perform searching for the existing class name, when dealing with iterators. How should i keep track of current State, properly iterate through the nextState List, Label List in a depth first order. How to insert unique States i.e. if State "A" is inserted once, it should not insert it again (The exist method is not working) Best Regards

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  • problem with my texture coordinates on a square.

    - by Evan Kimia
    Im very new to OpenGL ES, and have been doing a tutorial to build a square. The square is made, and now im trying to map a 256 by 256 image onto it. The problem is, im only seeing a very zoomed in portion of this bitmap; Im fairly certain my texture coords are whats wrong here. Thanks! package se.jayway.opengl.tutorial; import java.io.IOException; import java.io.InputStream; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.ShortBuffer; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.GLUtils; public class Square { // Our vertices. private float vertices[] = { -1.0f, 1.0f, 0.0f, // 0, Top Left -1.0f, -1.0f, 0.0f, // 1, Bottom Left 1.0f, -1.0f, 0.0f, // 2, Bottom Right 1.0f, 1.0f, 0.0f, // 3, Top Right }; //Our texture. private float texture[] = { 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, }; // The order we like to connect them. private short[] indices = { 0, 1, 2, 0, 2, 3 }; // Our vertex buffer. private FloatBuffer vertexBuffer; // Our index buffer. private ShortBuffer indexBuffer; //texture buffer. private FloatBuffer textureBuffer; //Our texture pointer. private int[] textures = new int[1]; public Square() { // a float is 4 bytes, therefore we multiply the number if // vertices with 4. ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); // a float is 4 bytes, therefore we multiply the number of // vertices with 4. ByteBuffer tbb = ByteBuffer.allocateDirect(texture.length * 4); vbb.order(ByteOrder.nativeOrder()); textureBuffer = tbb.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); // short is 2 bytes, therefore we multiply the number if // vertices with 2. ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2); ibb.order(ByteOrder.nativeOrder()); indexBuffer = ibb.asShortBuffer(); indexBuffer.put(indices); indexBuffer.position(0); } /** * This function draws our square on screen. * @param gl */ public void draw(GL10 gl) { // Counter-clockwise winding. gl.glFrontFace(GL10.GL_CCW); // Enable face culling. gl.glEnable(GL10.GL_CULL_FACE); // What faces to remove with the face culling. gl.glCullFace(GL10.GL_BACK); //Bind our only previously generated texture in this case gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); // Enabled the vertices buffer for writing and to be used during // rendering. gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Enable texture buffer array gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Specifies the location and data format of an array of vertex // coordinates to use when rendering. gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer); // Disable the vertices buffer. gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); //Disable the texture buffer. gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Disable face culling. gl.glDisable(GL10.GL_CULL_FACE); } /** * Load the textures * * @param gl - The GL Context * @param context - The Activity context */ public void loadGLTexture(GL10 gl, Context context) { //Get the texture from the Android resource directory InputStream is = context.getResources().openRawResource(R.drawable.test); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } //Generate one texture pointer... gl.glGenTextures(1, textures, 0); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //Clean up bitmap.recycle(); } }

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  • DirectX 10 Primitive is not displayed

    - by pypmannetjies
    I am trying to write my first DirectX 10 program that displays a triangle. Everything compiles fine, and the render function is called, since the background changes to black. However, the triangle I'm trying to draw with a triangle strip primitive is not displayed at all. The Initialization function: bool InitDirect3D(HWND hWnd, int width, int height) { //****** D3DDevice and SwapChain *****// DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory(&swapChainDesc, sizeof(swapChainDesc)); swapChainDesc.BufferCount = 1; swapChainDesc.BufferDesc.Width = width; swapChainDesc.BufferDesc.Height = height; swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swapChainDesc.BufferDesc.RefreshRate.Numerator = 60; swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.OutputWindow = hWnd; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.Windowed = TRUE; if (FAILED(D3D10CreateDeviceAndSwapChain( NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &swapChainDesc, &pSwapChain, &pD3DDevice))) return fatalError(TEXT("Hardware does not support DirectX 10!")); //***** Shader *****// if (FAILED(D3DX10CreateEffectFromFile( TEXT("basicEffect.fx"), NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, pD3DDevice, NULL, NULL, &pBasicEffect, NULL, NULL))) return fatalError(TEXT("Could not load effect file!")); pBasicTechnique = pBasicEffect->GetTechniqueByName("Render"); pViewMatrixEffectVariable = pBasicEffect->GetVariableByName( "View" )->AsMatrix(); pProjectionMatrixEffectVariable = pBasicEffect->GetVariableByName( "Projection" )->AsMatrix(); pWorldMatrixEffectVariable = pBasicEffect->GetVariableByName( "World" )->AsMatrix(); //***** Input Assembly Stage *****// D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = 2; D3D10_PASS_DESC PassDesc; pBasicTechnique->GetPassByIndex(0)->GetDesc(&PassDesc); if (FAILED( pD3DDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &pVertexLayout))) return fatalError(TEXT("Could not create Input Layout.")); pD3DDevice->IASetInputLayout( pVertexLayout ); //***** Vertex buffer *****// UINT numVertices = 100; D3D10_BUFFER_DESC bd; bd.Usage = D3D10_USAGE_DYNAMIC; bd.ByteWidth = sizeof(vertex) * numVertices; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; bd.MiscFlags = 0; if (FAILED(pD3DDevice->CreateBuffer(&bd, NULL, &pVertexBuffer))) return fatalError(TEXT("Could not create vertex buffer!"));; UINT stride = sizeof(vertex); UINT offset = 0; pD3DDevice->IASetVertexBuffers( 0, 1, &pVertexBuffer, &stride, &offset ); //***** Rasterizer *****// // Set the viewport viewPort.Width = width; viewPort.Height = height; viewPort.MinDepth = 0.0f; viewPort.MaxDepth = 1.0f; viewPort.TopLeftX = 0; viewPort.TopLeftY = 0; pD3DDevice->RSSetViewports(1, &viewPort); D3D10_RASTERIZER_DESC rasterizerState; rasterizerState.CullMode = D3D10_CULL_NONE; rasterizerState.FillMode = D3D10_FILL_SOLID; rasterizerState.FrontCounterClockwise = true; rasterizerState.DepthBias = false; rasterizerState.DepthBiasClamp = 0; rasterizerState.SlopeScaledDepthBias = 0; rasterizerState.DepthClipEnable = true; rasterizerState.ScissorEnable = false; rasterizerState.MultisampleEnable = false; rasterizerState.AntialiasedLineEnable = true; ID3D10RasterizerState* pRS; pD3DDevice->CreateRasterizerState(&rasterizerState, &pRS); pD3DDevice->RSSetState(pRS); //***** Output Merger *****// // Get the back buffer from the swapchain ID3D10Texture2D *pBackBuffer; if (FAILED(pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer))) return fatalError(TEXT("Could not get back buffer.")); // create the render target view if (FAILED(pD3DDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView))) return fatalError(TEXT("Could not create the render target view.")); // release the back buffer pBackBuffer->Release(); // set the render target pD3DDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL); return true; } The render function: void Render() { if (pD3DDevice != NULL) { pD3DDevice->ClearRenderTargetView(pRenderTargetView, D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f)); //create world matrix static float r; D3DXMATRIX w; D3DXMatrixIdentity(&w); D3DXMatrixRotationY(&w, r); r += 0.001f; //set effect matrices pWorldMatrixEffectVariable->SetMatrix(w); pViewMatrixEffectVariable->SetMatrix(viewMatrix); pProjectionMatrixEffectVariable->SetMatrix(projectionMatrix); //fill vertex buffer with vertices UINT numVertices = 3; vertex* v = NULL; //lock vertex buffer for CPU use pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**) &v ); v[0] = vertex( D3DXVECTOR3(-1,-1,0), D3DXVECTOR4(1,0,0,1) ); v[1] = vertex( D3DXVECTOR3(0,1,0), D3DXVECTOR4(0,1,0,1) ); v[2] = vertex( D3DXVECTOR3(1,-1,0), D3DXVECTOR4(0,0,1,1) ); pVertexBuffer->Unmap(); // Set primitive topology pD3DDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP ); //get technique desc D3D10_TECHNIQUE_DESC techDesc; pBasicTechnique->GetDesc(&techDesc); for(UINT p = 0; p < techDesc.Passes; ++p) { //apply technique pBasicTechnique->GetPassByIndex(p)->Apply(0); //draw pD3DDevice->Draw(numVertices, 0); } pSwapChain->Present(0,0); } }

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  • NSStream sockets missing data

    - by Chris T.
    I am trying to pull some sample data from FreeDB as a proof of concept, but I am having a tough time retrieving all of the data off the incoming stream (I am only getting the last bits for the final query listed here (if handshakeCode = 3) I think this may be something with the threading on the main runloop, but I am not sure. Odd thing is when the buffer size is larger than 1-2 bytes (which works as expected), I seem to be losing access to the data programmatically (the totalOutput variable on the first set of data is incomplete). I set up a packet capture, and it looks like those 1024 bytes are coming across the wire, but the app just isn't working with it. It looks like the next event is coming through and basically taking over. I tried using an NSLock to no avail as well. If I drop the buffer size down to 1 or 2, things seem to be reading just fine. This is probably obvious to someone who does this all the time, but this is my first foray into this with something I am familiar with, technology wise in other languages / platforms. The following code will show you what is happening. Run with the buffer set to 1024, and you will see a short final string, but once you set it to 1, you will see the amount of data I was expecting (I was even expecting it to be split, so that's not a big worry) #import <Foundation/Foundation.h> #import <Cocoa/Cocoa.h> //STACK OVERFLOW CODE: @interface stackoverflow : NSObject <NSStreamDelegate> { NSInputStream *iStream; NSOutputStream *oStream; int handshakeCode; NSString *selectedDiscId; NSString *selectedGenre; } -(void)getMatchesFromFreeDB; -(void)sendToOutputStream:(NSString*)command; @end @implementation stackoverflow -(void)getMatchesFromFreeDB { NSHost *host = [NSHost hostWithName:@"freedb.freedb.org"]; [NSStream getStreamsToHost:host port:8880 inputStream:&iStream outputStream:&oStream]; [iStream retain]; [oStream retain]; [iStream setDelegate:self]; [oStream setDelegate:self]; [iStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; [oStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; [iStream open]; [oStream open]; handshakeCode = 0; //not done any processing } -(void)stream:(NSStream *)aStream handleEvent:(NSStreamEvent)eventCode { switch(eventCode) { case NSStreamEventOpenCompleted: { NSLog(@"Stream open completed"); break; } case NSStreamEventHasBytesAvailable: { NSLog(@"Stream has bytes available"); if (aStream == iStream) { NSMutableString *totalOutput = [NSMutableString stringWithString:@""]; //read data uint8_t buffer[1024]; int len; while ([iStream hasBytesAvailable]) { len = [iStream read:buffer maxLength:sizeof(buffer)]; if (len 0) { NSString *output = [[NSString alloc] initWithBytes:buffer length:len encoding:NSUTF8StringEncoding]; //this could have also been put into an NSData object if (nil != output) { //append to the total output [totalOutput appendString:output]; } } } NSLog(@"OUTPUT , %i:\n\n%@", [totalOutput lengthOfBytesUsingEncoding:NSUTF8StringEncoding], totalOutput); NSArray *outputComponents = [totalOutput componentsSeparatedByString:@" "]; //Attempt to get handshake code, since we haven't done it yet: if (handshakeCode == 1) { //we are just getting the sign-on banner: //let's move on: handshakeCode = 2; } else if (handshakeCode == 2) { handshakeCode = [[outputComponents objectAtIndex:0] intValue]; if (handshakeCode == 200) { NSLog(@"---Handshake OK %i", handshakeCode); NSMutableString *query = [NSMutableString stringWithString:@"cddb query f3114b11 17 225 19915 36489 54850 69425 87025 103948 123242 136075 152817 178335 192850 211677 235104 262090 284882 308658 4430\n"]; handshakeCode = 3; [self sendToOutputStream:query]; } } else if (handshakeCode == 3) { //now, we are reading out the matches: if ([[outputComponents objectAtIndex:0] intValue] == 200) //found exact match: { NSLog(@"Found exact match"); selectedGenre = [outputComponents objectAtIndex:1] ; selectedDiscId = [outputComponents objectAtIndex:2]; if (selectedGenre && selectedDiscId) { //send off the request to get the entry: NSString *query = [NSString stringWithFormat:@"cddb read %@ %@\n", selectedGenre, selectedDiscId]; [self sendToOutputStream:query]; handshakeCode = 4; } } } } break; } case NSStreamEventEndEncountered: { NSLog(@"Stream event end encountered"); break; } case NSStreamEventErrorOccurred: { NSLog(@"Stream error occurred"); break; } case NSStreamEventHasSpaceAvailable: { NSLog(@"Stream has space available"); if (aStream == oStream) { if (handshakeCode == 0) { handshakeCode = 1; [self sendToOutputStream:@"cddb hello stackoverflow localhost.localdomain test .01BETA\n"]; } } break; } } } -(void)sendToOutputStream:(NSString*)command { const uint8_t *rawCommand = (const uint8_t *)[command UTF8String]; [oStream write:rawCommand maxLength:strlen(rawCommand)]; NSLog(@"Sent command: %@",command); } @end int main (int argc, const char * argv[]) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; stackoverflow *test = [[stackoverflow alloc] init]; [test getMatchesFromFreeDB]; NSRunLoop *runLoop = [NSRunLoop currentRunLoop]; [runLoop run]; [pool drain]; return 0; } Any help is much appreciated! Thanks

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  • C# UDP decoding datagrams fails randomly

    - by Tom Frey
    Hi, I'm experiencing an issue in a multi threaded application and have been debugging it for the last 3 days but for the life of it can not figure it out. I'm writing this, hoping that I either have a DUH moment when typing this or somebody sees something obvious in the code snippets I provide. Here's what's going on: I've been working on a new UDP networking library and have a data producer that multicasts UDP datagrams to several receiver applications. The sender sends on two different sockets that are bound to separate UDP multicast addresses and separate ports. The receiver application also creates two sockets and binds each one to one of the sender's multicast address/port. When the receiver receives the datagram, it copies it from the the buffer in a MemoryStream which is then put onto a thread safe queue, where another thread reads from it and decodes the data out of the MemoryStream. Both sockets have their own queues. What happens now is really weird, it happens randomly, non-reproducible and when I run multiple receiver applications, it only happens randomly on one of them every now and then. Basically, the thread that reads the MemoryStream out of the queue, reads it via a BinaryReader like ReadInt32(), etc. and thereby decodes the data. Every now and then however when it reads the data, the data it reads from it is incorrect, e.g. a negative integer number which the sender never would encode. However, as mentioned before, the decoding only fails in one of the receiver applications, in the other ones the datagram decodes fine. Now you might be saying, well, probably the UDP datagram has a byte corruption or something but I've logged every single datagram that's coming in and compared them on all receivers and the datagrams every application receives are absolutely identical. Now it gets even weirder, when I dump the datagram that failed to decode to disk and write a unit test that reads it and runs it through the decoder, it decodes just fine. Also when I wrap a try/catch around the decoder, reset the MemoryStream position in the catch and run it through the decoder again, it decodes just fine. To make it even weirder, this also only happens when I bind both sockets to read data from the sender, if I only bind one, it doesn't happen or at least I wasn't able to reproduce it. Here are is some corresponding code to what's going on: This is the receive callback for the socket: private void ReceiveCompleted(object sender, SocketAsyncEventArgs args) { if (args.SocketError != SocketError.Success) { InternalShutdown(args.SocketError); return; } if (args.BytesTransferred > SequencedUnitHeader.UNIT_HEADER_SIZE) { DataChunk chunk = new DataChunk(args.BytesTransferred); Buffer.BlockCopy(args.Buffer, 0, chunk.Buffer, 0, args.BytesTransferred); chunk.MemoryStream = new MemoryStream(chunk.Buffer); chunk.BinaryReader = new BinaryReader(chunk.MemoryStream); chunk.SequencedUnitHeader.SequenceID = chunk.BinaryReader.ReadUInt32(); chunk.SequencedUnitHeader.Count = chunk.BinaryReader.ReadByte(); if (prevSequenceID + 1 != chunk.SequencedUnitHeader.SequenceID) { log.Error("UdpDatagramGap\tName:{0}\tExpected:{1}\tReceived:{2}", unitName, prevSequenceID + 1, chunk.SequencedUnitHeader.SequenceID); } else if (chunk.SequencedUnitHeader.SequenceID < prevSequenceID) { log.Error("UdpOutOfSequence\tName:{0}\tExpected:{1}\tReceived:{2}", unitName, prevSequenceID + 1, chunk.SequencedUnitHeader.SequenceID); } prevSequenceID = chunk.SequencedUnitHeader.SequenceID; messagePump.Produce(chunk); } else UdpStatistics.FramesRxDiscarded++; Socket.InvokeAsyncMethod(Socket.ReceiveAsync, ReceiveCompleted, asyncReceiveArgs); } Here's some stub code that decodes the data: public static void OnDataChunk(DataChunk dataChunk) { try { for (int i = 0; i < dataChunk.SequencedUnitHeader.Count; i++) { int val = dataChunk.BinaryReader.ReadInt32(); if(val < 0) throw new Exception("EncodingException"); // do something with that value } } catch (Exception ex) { writer.WriteLine("ID:" + dataChunk.SequencedUnitHeader.SequenceID + " Count:" + dataChunk.SequencedUnitHeader.Count + " " + BitConverter.ToString(dataChunk.Buffer, 0, dataChunk.Size)); writer.Flush(); log.ErrorException("OnDataChunk", ex); log.Info("RETRY FRAME:{0} Data:{1}", dataChunk.SequencedUnitHeader.SequenceID, BitConverter.ToString(dataChunk.Buffer, 0, dataChunk.Size)); dataChunk.MemoryStream.Position = 0; dataChunk.SequencedUnitHeader.SequenceID = dataChunk.BinaryReader.ReadUInt32(); dataChunk.SequencedUnitHeader.Count = dataChunk.BinaryReader.ReadByte(); OnDataChunk(dataChunk); } } You see in the catch{} part I simply reset the MemoryStream.Position to 0 and call the same method again and it works just fine that next time? I'm really out of ideas at this point and unfortunately had no DUH moment writing this. Anybody have any kind of idea what might be going on or what else I could do to troubleshoot this? Thanks, Tom

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  • How is the MTU is 65535 in UDP but ethernet does not allow frame size more than 1500 bytes

    - by nikku
    I am using a fast ethernet of 100 Mbps, whose frame size is less than 1500 bytes (1472 bytes for payload as per my textbook). In that, I was able to send and receive a UDP packet of message size 65507 bytes, which means the packet size was 65507 + 20 (IP Header) + 8 (UDP Header) = 65535. If the frame's payload size itself is maximum of 1472 bytes (as per my textbook), how can the packet size of IP be greater than that which here is 65535? I used sender code as char buffer[100000]; for (int i = 1; i < 100000; i++) { int len = send (socket_id, buffer, i); printf("%d\n", len); } Receiver code as while (len = recv (socket_id, buffer, 100000)) { printf("%d\n". len); } I observed that send returns -1 on i > 65507 and recv prints or receives a packet of maximum of length 65507.

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  • INNODB mysql. Plugin disabled

    - by alexcunn
    When I startup mysql on my unbuntu server I will get a message. 121122 17:39:37 [Note] Plugin 'FEDERATED' is disabled. 121122 17:39:37 InnoDB: The InnoDB memory heap is disabled 121122 17:39:37 InnoDB: Mutexes and rw_locks use GCC atomic builtins 121122 17:39:37 InnoDB: Compressed tables use zlib 1.2.3.4 121122 17:39:37 InnoDB: Initializing buffer pool, size = 128.0M InnoDB: mmap(137363456 bytes) failed; errno 12 121122 17:39:37 InnoDB: Completed initialization of buffer pool 121122 17:39:37 InnoDB: Fatal error: cannot allocate memory for the buffer pool 121122 17:39:37 [ERROR] Plugin 'InnoDB' init function returned error. 121122 17:39:37 [ERROR] Plugin 'InnoDB' registration as a STORAGE ENGINE failed. 121122 17:39:37 [ERROR] Unknown/unsupported storage engine: InnoDB 121122 17:39:37 [ERROR] Aborting 121122 17:39:37 [Note] mysqld: Shutdown complete a few times I have got a message saying that the plugin is disabled. I use webmin to configure it. Could that be a problem?

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  • Edit files from Cyberduck in an existing Vim window

    - by Eli Gundry
    I use Cyberduck as my go to FTP client on Windows. I have but one complaint, and that is whenever I click the edit button to edit the remote file with a local version of gVim, it opens in a new window/instance of Vim. This leads to a cluttered desktop as well as not allowing the AutoComplPop to work at it's full potential. What I would like to be able to do is automatically open every file in a new buffer inside of an existing gVim buffer instead of a new window, kind of like the Windows version of gVim and how it has the option to edit a file in a new buffer. Is there anyway to do this in Cyberduck/gVim setting?

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  • sending mail using mutt + emacs

    - by lakshmipathi
    How to sent mail from emacs? I have add from address and subject and trapped inside emacs I found this There are two ways to send the message. C-c C-s (mail-send) sends the message and marks the mail buffer unmodified, but leaves that buffer selected so that you can modify the message (perhaps with new recipients) and send it again. C-c C-c (mail-send-and-exit) sends and then deletes the window or switches to another buffer But both ( ctrl+c ctrl+s ) and (ctrl-c crtl+c) are not working ps:Thought it's not programming related. it's programmer environment related question-hoping it won't be closed :)

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  • How is the MTU is 65535 in UDP but ethernet does not allow frame size more than 1500 bytes

    - by nikku
    I am using a fast ethernet of 100 Mbps, whose frame size is less than 1500 bytes (1472 bytes for payload as per my textbook). In that, I was able to send and receive a UDP packet of message size 65507 bytes, which means the packet size was 65507 + 20 (IP Header) + 8 (UDP Header) = 65535. If the frame's payload size itself is maximum of 1472 bytes (as per my textbook), how can the packet size of IP be greater than that which here is 65535? I used sender code as char buffer[100000]; for (int i = 1; i < 100000; i++) { int len = send (socket_id, buffer, i); printf("%d\n", len); } Receiver code as while (len = recv (socket_id, buffer, 100000)) { printf("%d\n". len); } I observed that send returns -1 on i > 65507 and recv prints or receives a packet of maximum of length 65507.

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  • When using gt5 in my home directory I get a blank page.

    - by MT
    When using gt5 in various directories on my system (including my home directory) I get blank results. If I limit the max-depth enough, I get results. For example, in my home directory 'gt5 --max-depth 2' produces a listing, while 'gt5 --max-depth 3' produces a blank page. I've noticed that the temporary html file that gets created in tmp (such as '/tmp/gt5.9035.kJVM08Y9/gt5.html' is a zero-byte file. I can successfully do a du in the same directory (which is what I thought gt5 was using), so I'm not sure what to check?

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  • Multiple Graphics Cards on Fedora 15 (Gnome 3)

    - by Michael
    I have the (delightful) misfortune of having 3 graphics cards. They are XFX Radeon 5750s. Each drives 2 monitors via dvi. I am having a really hard time getting these running on fedora 15 (gnome 3). So my setup is 3 columns of 2 monitors (the upper monitor is mounted upside down in each column to reduce the bezel between monitors). When the (graphical) login screen comes up all 6 have the blue stripey background that must be the default, but then when I login, things get interesting. In the xorg.conf below, you will see only 2 of the screens in the serverlayout while the other 4 are commented out. Logging in with only 2 of the screens active works well (and it even remembers that the top one is upside down, and should be considered above the lower, i am not sure where it stores this info, but i set it using the graphical "Displays" settings) However, as soon as I uncomment a third screen, or more, it gives me an error message when I login. It's one of those friendly, less helpful messages (Oh no! Something has gone wrong. A problem has occurred and the system can't recover. Please log out and try again). If i do not use an xorg.conf, then the "Displays" prefs pane shows only the two monitors on one of my graphics cards Thanks to anyone who can help me get going! (xorg.conf and then lspci below, and xorg log) xorg.conf Section "ServerLayout" Identifier "X.org Configured" Screen "Screen0" 0 0 Screen "Screen1" Below "Screen0" # Screen "Screen2" RightOf "Screen0" # Screen "Screen3" RightOf "Screen1" # Screen "Screen4" RightOf "Screen3" # Screen "Screen5" RightOf "Screen4" InputDevice "Mouse0" "CorePointer" InputDevice "Keyboard0" "CoreKeyboard" EndSection Section "Files" ModulePath "/usr/lib/xorg/modules" FontPath "catalogue:/etc/X11/fontpath.d" FontPath "built-ins" EndSection Section "Module" Load "record" Load "dri" Load "dbe" Load "extmod" Load "dri2" Load "glx" EndSection Section "InputDevice" Identifier "Keyboard0" Driver "kbd" EndSection Section "InputDevice" Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/input/mice" Option "ZAxisMapping" "4 5 6 7" EndSection Section "Monitor" Identifier "Monitor0" VendorName "Monitor Vendor" ModelName "Monitor Model" EndSection Section "Monitor" Identifier "Monitor1" VendorName "Monitor Vendor" ModelName "Monitor Model" EndSection Section "Monitor" Identifier "Monitor2" VendorName "Monitor Vendor" ModelName "Monitor Model" EndSection Section "Monitor" Identifier "Monitor3" VendorName "Monitor Vendor" ModelName "Monitor Model" EndSection Section "Monitor" Identifier "Monitor4" VendorName "Monitor Vendor" ModelName "Monitor Model" EndSection Section "Monitor" Identifier "Monitor5" VendorName "Monitor Vendor" ModelName "Monitor Model" EndSection Section "Device" Identifier "Card0" Driver "radeon" BusID "PCI:4:0:0" EndSection Section "Device" Identifier "Card1" Driver "radeon" BusID "PCI:5:0:0" EndSection Section "Device" Identifier "Card2" Driver "radeon" BusID "PCI:6:0:0" EndSection Section "Screen" Identifier "Screen0" Device "Card0" Monitor "Monitor0" SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Card0" Monitor "Monitor1" SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Card1" Monitor "Monitor2" SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen3" Device "Card1" Monitor "Monitor3" SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen4" Device "Card2" Monitor "Monitor4" SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen5" Device "Card2" Monitor "Monitor5" SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection lspci output follows [tgm@tgm ~]$ lspci 00:00.0 Host bridge: Intel Corporation 5520/5500/X58 I/O Hub to ESI Port (rev 13) 00:01.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 1 (rev 13) 00:03.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 3 (rev 13) 00:07.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 7 (rev 13) 00:14.0 PIC: Intel Corporation 5520/5500/X58 I/O Hub System Management Registers (rev 13) 00:14.1 PIC: Intel Corporation 5520/5500/X58 I/O Hub GPIO and Scratch Pad Registers (rev 13) 00:14.2 PIC: Intel Corporation 5520/5500/X58 I/O Hub Control Status and RAS Registers (rev 13) 00:14.3 PIC: Intel Corporation 5520/5500/X58 I/O Hub Throttle Registers (rev 13) 00:1a.0 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #4 00:1a.1 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #5 00:1a.2 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #6 00:1a.7 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #2 00:1b.0 Audio device: Intel Corporation 82801JI (ICH10 Family) HD Audio Controller 00:1c.0 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 1 00:1c.1 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Port 2 00:1c.2 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 3 00:1d.0 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #1 00:1d.1 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #2 00:1d.2 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #3 00:1d.7 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #1 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev 90) 00:1f.0 ISA bridge: Intel Corporation 82801JIR (ICH10R) LPC Interface Controller 00:1f.2 IDE interface: Intel Corporation 82801JI (ICH10 Family) 4 port SATA IDE Controller #1 00:1f.3 SMBus: Intel Corporation 82801JI (ICH10 Family) SMBus Controller 00:1f.5 IDE interface: Intel Corporation 82801JI (ICH10 Family) 2 port SATA IDE Controller #2 02:00.0 PCI bridge: nVidia Corporation NF200 PCIe 2.0 switch for mainboards (rev a3) 03:00.0 PCI bridge: nVidia Corporation NF200 PCIe 2.0 switch for mainboards (rev a3) 03:02.0 PCI bridge: nVidia Corporation NF200 PCIe 2.0 switch for mainboards (rev a3) 04:00.0 VGA compatible controller: ATI Technologies Inc Juniper [Radeon HD 5750 Series] 04:00.1 Audio device: ATI Technologies Inc Juniper HDMI Audio [Radeon HD 5700 Series] 05:00.0 VGA compatible controller: ATI Technologies Inc Juniper [Radeon HD 5750 Series] 05:00.1 Audio device: ATI Technologies Inc Juniper HDMI Audio [Radeon HD 5700 Series] 06:00.0 VGA compatible controller: ATI Technologies Inc Juniper [Radeon HD 5750 Series] 06:00.1 Audio device: ATI Technologies Inc Juniper HDMI Audio [Radeon HD 5700 Series] 07:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 02) 08:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 02) xorg log (posted to fpaste due to how long it is. thanks to marcusw for the request) http://www.fpaste.org/r5ww/ xorg log with all 6 monitors enabled in xorg.conf (they all turn on and have blue, but then one gets the aforementioned user-friendly error message). http://www.fpaste.org/X63H/

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  • Deleting slow on X11 emacs

    - by Malvolio
    I'm running GNU Emacs 21.4.1 on a (remote) remote Linux ((CentOS) box, using my MacBook as the X-server. Works fine, unless I try to delete a word, line, or region. Then it locks up for 30 seconds or so. It sounds like a minor thing, but you realize how often you do a delete when you have to stop for 30 seconds every time. My theory is that Emacs is trying to put the text in the X-server cut-and-paste buffer, which is trying to put it in the OSX cut-and-paste buffer and somewhere along the way, the process is blocked until it times out. (My only evidence for this theory is (a) copy-region behaves the same way and (b) deleted text doesn't show up in the buffer.) Any suggestions appreciated. Edit: (setq interprogram-cut-function nil) fixed me right up. Which makes perfect sense. Thanks, Trey.

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