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  • UIView, UIScrollView and UITextFields problem calling Method

    - by Jeff Groby
    I have a view with several embedded UITextFields, this UIView is subordinated to a UIScrollView in IB. Each text field is supposed to invoke a method called updateText defined in the viewcontroller implementation file when the user is done editing the field. For some reason, the method updateText never gets invoked. Anyone have any ideas how to go about fixing this? The method fired off just fine when the UIScrollView was not present in the project but the keyboard would cover the text fields during input, which was annoying. Now my textfields move up above the keyboard when it appears, but won't fire off the method when done editing. Here is my implementation file: #import "MileMarkerViewController.h" @implementation MileMarkerViewController @synthesize scrollView,milemarkerLogDate,milemarkerDesc,milemarkerOdobeg,milemarkerOdoend,milemarkerBusiness,milemarkerPersonal,milemarker; - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Initialization code } return self; } - (BOOL) textFieldShouldReturn: (UITextField*) theTextField { return [theTextField resignFirstResponder]; } - (void)viewDidLoad { [super viewDidLoad]; [[NSNotificationCenter defaultCenter] addObserver: self selector: @selector(keyboardWasShown:) name: UIKeyboardDidShowNotification object: nil]; [[NSNotificationCenter defaultCenter] addObserver: self selector: @selector(keyboardWasHidden:) name: UIKeyboardDidHideNotification object: nil]; keyboardShown = NO; // 1 [scrollView setContentSize: CGSizeMake( 320, 480)]; // 2 } - (void)keyboardWasShown:(NSNotification*)aNotification { if (keyboardShown) return; NSDictionary* info = [aNotification userInfo]; // Get the size of the keyboard. NSValue* aValue = [info objectForKey:UIKeyboardBoundsUserInfoKey]; CGSize keyboardSize = [aValue CGRectValue].size; // Resize the scroll view (which is the root view of the window) CGRect viewFrame = [scrollView frame]; viewFrame.size.height -= keyboardSize.height; scrollView.frame = viewFrame; // Scroll the active text field into view. CGRect textFieldRect = [activeField frame]; [scrollView scrollRectToVisible:textFieldRect animated:YES]; keyboardShown = YES; } - (void)keyboardWasHidden:(NSNotification*)aNotification { NSDictionary* info = [aNotification userInfo]; // Get the size of the keyboard. NSValue* aValue = [info objectForKey:UIKeyboardBoundsUserInfoKey]; CGSize keyboardSize = [aValue CGRectValue].size; // Reset the height of the scroll view to its original value CGRect viewFrame = [scrollView frame]; viewFrame.size.height += keyboardSize.height; [scrollView scrollRectToVisible:CGRectMake(0, 0, 1, 1) animated:YES]; scrollView.frame = viewFrame; keyboardShown = NO; } - (void)textFieldDidBeginEditing:(UITextField *)textField { activeField = textField; } - (void)textFieldDidEndEditing:(UITextField *)textField { activeField = nil; } - (IBAction)updateText:(id) sender { NSLog(@"You just entered: %@",self.milemarkerLogDate.text); self.milemarker.logdate = self.milemarkerLogDate.text; self.milemarker.desc = self.milemarkerDesc.text; self.milemarker.odobeg = self.milemarkerOdobeg.text; self.milemarker.odoend = self.milemarkerOdoend.text; self.milemarker.business = self.milemarkerBusiness.text; self.milemarker.personal = self.milemarkerPersonal.text; NSLog(@"Original textfield is set to: %@",self.milemarker.logdate); [self.milemarker updateText]; } - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)dealloc { [super dealloc]; } @end

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  • ffmpeg add two audio streams to video

    - by Tossin Hausen
    I tried this: ffmpeg -i /sdcard/video/transcode/video.avi -map 0:0,0 -i /sdcard/video/transcode/first.mp3 -map 1:0,1 -i /sdcard/video/transcode/second.mp3 -map 2:0,2 -acodec copy -vcodec py /sdcard/video/transcode/Output.avi to add two audio streams to one video file. But ffmpeg says the number of mappings should match the number of output streams. What is wrong here? I'm trying to work with an Android build of FFmepg "ffmpeg for android beta". "Does not work" means that this uncommunicative Android build of FFmpeg just stops without giving any error message. The -codec copy option does not work with this build. Now I tried the same set of files with the FFmpeg called command line tool that comes with Ubuntu 10. Something (can't say where it is from). The -codec copy option does not work with this FFmpeg too. Here the complete output: m30x:~/movie/Film$ ffmpeg -i input.avi -i first.mp3 -i second.mp3 -map 0 -map 1 -map 2 -acodec copy -vcodec copy output.avi FFmpeg version SVN-r0.5.9-4:0.5.9-0ubuntu0.10.04.1, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --extra-version=4:0.5.9-0ubuntu0.10.04.1 --prefix=/usr --enable-avfilter --enable-avfilter-lavf --enable-vdpau --enable-bzlib --enable-libgsm --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-libvorbis --enable-pthreads --enable-zlib --disable-stripping --disable-vhook --enable-runtime-cpudetect --enable-gpl --enable-postproc --enable-swscale --enable-x11grab --enable-libdc1394 --enable-shared --disable-static libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 1 / 52.20. 1 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 libavfilter 0. 4. 0 / 0. 4. 0 libswscale 0. 7. 1 / 0. 7. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Jun 12 2012 16:27:34, gcc: 4.4.3 [NULL @ 0x93cfd10]looks like this file was encoded with (divx4/(old)xvid/opendivx) -> forcing low_delay flag Seems stream 0 codec frame rate differs from container frame rate: 30000.00 (30000/1) -> 25.00 (25/1) Input #0, avi, from 'input.avi': Duration: 01:30:33.00, start: 0.000000, bitrate: 901 kb/s Stream #0.0: Video: mpeg4, yuv420p, 576x432, 25 tbr, 25 tbn, 30k tbc Input #1, mp3, from 'first.mp3': Duration: 01:30:32.84, start: 0.000000, bitrate: 63 kb/s Stream #1.0: Audio: mp3, 22050 Hz, stereo, s16, 64 kb/s Input #2, mp3, from 'second.mp3': Duration: 01:30:32.84, start: 0.000000, bitrate: 63 kb/s Stream #2.0: Audio: mp3, 22050 Hz, stereo, s16, 64 kb/s Number of stream maps must match number of output streams Merging only one audio stream with the video stream works with Ubuntu and Android version of FFmpeg. Here the complete output: ffmpeg -i input.avi -i first.mp3 -map 0 -map 1 -acodec copy -vcodec copy output.avi FFmpeg version SVN-r0.5.9-4:0.5.9-0ubuntu0.10.04.1, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --extra-version=4:0.5.9-0ubuntu0.10.04.1 --prefix=/usr --enable-avfilter --enable-avfilter-lavf --enable-vdpau --enable-bzlib --enable-libgsm --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-libvorbis --enable-pthreads --enable-zlib --disable-stripping --disable-vhook --enable-runtime-cpudetect --enable-gpl --enable-postproc --enable-swscale --enable-x11grab --enable-libdc1394 --enable-shared --disable-static libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 1 / 52.20. 1 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 libavfilter 0. 4. 0 / 0. 4. 0 libswscale 0. 7. 1 / 0. 7. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Jun 12 2012 16:27:34, gcc: 4.4.3 [NULL @ 0x9bfad10]looks like this file was encoded with (divx4/(old)xvid/opendivx) -> forcing low_delay flag Seems stream 0 codec frame rate differs from container frame rate: 30000.00 (30000/1) -> 25.00 (25/1) Input #0, avi, from 'input.avi': Duration: 01:30:33.00, start: 0.000000, bitrate: 901 kb/s Stream #0.0: Video: mpeg4, yuv420p, 576x432, 25 tbr, 25 tbn, 30k tbc Input #1, mp3, from 'first.mp3': Duration: 01:30:32.84, start: 0.000000, bitrate: 63 kb/s Stream #1.0: Audio: mp3, 22050 Hz, stereo, s16, 64 kb/s Output #0, avi, to 'output.avi': Stream #0.0: Video: mpeg4, yuv420p, 576x432, q=2-31, 90k tbn, 25 tbc Stream #0.1: Audio: libmp3lame, 22050 Hz, stereo, s16, 64 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #1.0 -> #0.1 Press [q] to stop encoding frame= 6157 fps=6156 q=-1.0 size= 31667kB time=246.28 bitrate=1053.3kbits/s Do you have an idea why it does not work with two audio streams? By the way, ffmpeg -i input_with_first_audio_stream.avi -i second.mp3 -acodec copy -vcodec copy output_two_audio_streams.avi -newaudio works with both versions of ffmpeg that I use, but the first audio stream is played too fast (x10 or more), while the second audio stream is played correct. Many thanks in advance and sorry for my unconventional question and outdated versions of ffmpeg. But I am a lamer and it is not so easy for me to compile from the source (especially for the Android version). I will try to compile an up to date version of ffmpeg with Ubuntu, but I don't have much free time.

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  • Directing from a 1und1 hosting solution, with urls intact

    - by Jelmar
    Hi, I have done this before on GoDaddy without a hitch, but I cannot seem to figure out this particular case. I have a domain space with temporary url http://yogainun.mysubname.com/ and am hosting the domain name that is to be applied to it at 1und1.de. Right now I have set it up so that from the 1und1 domain name hosting the address http://www.yoga-in-unternehmen.de/ is frame redirected to the subdomain that I just referred to. But this is not what I want. http://www.yoga-in-unternehmen.de/ is to be the domain. With the frame redirect, url's like http://www.yoga-in-unternehmen.de/example-article do not show up. But this is what I want. With godaddy in a similar case, I just turned on DNS and changed the name servers. That worked without problem, but with 1und1 not. Is there something I am missing?

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  • How to detect which edges of a rectange touch when they collide in iOS

    - by Mike King
    I'm creating a basic "game" in iOS 4.1. The premise is simple, there is a green rectangle ("disk") that moves/bounces around the screen, and red rectangle ("bump") that is stationary. The user can move the red "bump" by touching another coordinate on the screen, but that's irrelevant to this question. Each rectangle is a UIImageView (I will replace them with some kind of image/icon once I get the mechanics down). I've gotten as far as detecting when the rectangles collide, and I'm able to reverse the direction of the green "disk" on the Y axis if they do. This works well when the green "disk" approaches the red "bump" from top or bottom, it bounces off in the other direction. But when it approaches from the side, the bounce is incorrect; I need to reverse the X direction instead. Here's the timer I setup: - (void)viewDidLoad { xSpeed = 3; ySpeed = -3; gameTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(mainGameLoop:) userInfo:nil repeats:YES]; [super viewDidLoad]; } Here's the main game loop: - (void) mainGameLoop:(NSTimer *)theTimer { disk.center = CGPointMake(disk.center.x + xSpeed, disk.center.y + ySpeed); // make sure the disk does not travel off the edges of the screen // magic number values based on size of disk's frame // startAnimating causes the image to "pulse" if (disk.center.x < 55 || disk.center.x > 265) { xSpeed = xSpeed * -1; [disk startAnimating]; } if (disk.center.y < 55 || disk.center.y > 360) { ySpeed = ySpeed * -1; [disk startAnimating]; } // check to see if the disk collides with the bump if (CGRectIntersectsRect(disk.frame, bump.frame)) { NSLog(@"Collision detected..."); if (! [disk isAnimating]) { ySpeed = ySpeed * -1; [disk startAnimating]; } } } So my question is: how can I detect whether I need to flip the X speed or the Y speed? ie: how can I calculate which edge of the bump was collided with?

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  • Computer Networks UNISA - Chap 8 &ndash; Wireless Networking

    - by MarkPearl
    After reading this section you should be able to Explain how nodes exchange wireless signals Identify potential obstacles to successful transmission and their repercussions, such as interference and reflection Understand WLAN architecture Specify the characteristics of popular WLAN transmission methods including 802.11 a/b/g/n Install and configure wireless access points and their clients Describe wireless MAN and WAN technologies, including 802.16 and satellite communications The Wireless Spectrum All wireless signals are carried through the air by electromagnetic waves. The wireless spectrum is a continuum of the electromagnetic waves used for data and voice communication. The wireless spectrum falls between 9KHZ and 300 GHZ. Characteristics of Wireless Transmission Antennas Each type of wireless service requires an antenna specifically designed for that service. The service’s specification determine the antenna’s power output, frequency, and radiation pattern. A directional antenna issues wireless signals along a single direction. An omnidirectional antenna issues and receives wireless signals with equal strength and clarity in all directions The geographical area that an antenna or wireless system can reach is known as its range Signal Propagation LOS (line of sight) uses the least amount of energy and results in the reception of the clearest possible signal. When there is an obstacle in the way, the signal may… pass through the object or be obsrobed by the object or may be subject to reflection, diffraction or scattering. Reflection – waves encounter an object and bounces off it. Diffraction – signal splits into secondary waves when it encounters an obstruction Scattering – is the diffusion or the reflection in multiple different directions of a signal Signal Degradation Fading occurs as a signal hits various objects. Because of fading, the strength of the signal that reaches the receiver is lower than the transmitted signal strength. The further a signal moves from its source, the weaker it gets (this is called attenuation) Signals are also affected by noise – the electromagnetic interference) Interference can distort and weaken a wireless signal in the same way that noise distorts and weakens a wired signal. Frequency Ranges Older wireless devices used the 2.4 GHZ band to send and receive signals. This had 11 communication channels that are unlicensed. Newer wireless devices can also use the 5 GHZ band which has 24 unlicensed bands Narrowband, Broadband, and Spread Spectrum Signals Narrowband – a transmitter concentrates the signal energy at a single frequency or in a very small range of frequencies Broadband – uses a relatively wide band of the wireless spectrum and offers higher throughputs than narrowband technologies The use of multiple frequencies to transmit a signal is known as spread-spectrum technology. In other words a signal never stays continuously within one frequency range during its transmission. One specific implementation of spread spectrum is FHSS (frequency hoping spread spectrum). Another type is known as DSS (direct sequence spread spectrum) Fixed vs. Mobile Each type of wireless communication falls into one of two categories Fixed – the location of the transmitted and receiver do not move (results in energy saved because weaker signal strength is possible with directional antennas) Mobile – the location can change WLAN (Wireless LAN) Architecture There are two main types of arrangements Adhoc – data is sent directly between devices – good for small local devices Infrastructure mode – a wireless access point is placed centrally, that all devices connect with 802.11 WLANs The most popular wireless standards used on contemporary LANs are those developed by IEEE’s 802.11 committee. Over the years several distinct standards related to wireless networking have been released. Four of the best known standards are also referred to as Wi-Fi. They are…. 802.11b 802.11a 802.11g 802.11n These four standards share many characteristics. i.e. All 4 use half duplex signalling Follow the same access method Access Method 802.11 standards specify the use of CSMA/CA (Carrier Sense Multiple Access with Collision Avoidance) to access a shared medium. Using CSMA/CA before a station begins to send data on an 802.11 network, it checks for existing wireless transmissions. If the source node detects no transmission activity on the network, it waits a brief period of time and then sends its transmission. If the source does detect activity, it waits a brief period of time before checking again. The destination node receives the transmission and, after verifying its accuracy, issues an acknowledgement (ACT) packet to the source. If the source receives the ACK it assumes the transmission was successful, – if it does not receive an ACK it assumes the transmission failed and sends it again. Association Two types of scanning… Active – station transmits a special frame, known as a prove, on all available channels within its frequency range. When an access point finds the probe frame, it issues a probe response. Passive – wireless station listens on all channels within its frequency range for a special signal, known as a beacon frame, issued from an access point – the beacon frame contains information necessary to connect to the point. Re-association occurs when a mobile user moves out of one access point’s range and into the range of another. Frames Read page 378 – 381 about frames and specific 802.11 protocols Bluetooth Networks Sony Ericson originally invented the Bluetooth technology in the early 1990s. In 1998 other manufacturers joined Ericsson in the Special Interest Group (SIG) whose aim was to refine and standardize the technology. Bluetooth was designed to be used on small networks composed of personal communications devices. It has become popular wireless technology for communicating among cellular telephones, phone headsets, etc. Wireless WANs and Internet Access Refer to pages 396 – 402 of the textbook for details.

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  • How do I stop stretching during window re-size in XNA?

    - by Bradley Uffner
    In my windowed mode XNA game when the user resizes the window the game stops updating the window and the last frame drawn is stretched and distorted until the user releases the mouse and the resize completes. Is there any way to have the game continue to run "normally", updating frames and redrawing the screen, during the resize event? I realize that keeping the render loop going while resizing may not be possible or recommended due do hardware managed resources getting continually created and destroyed, but is there any way to stop the ugly stretching? Ideally by leaving the existing frame unscaled in the top left, or with a black screen if that isn't possible.

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  • Intel Centrino Wireless-N 1000 Again ! Ubuntu 13.04 x64

    - by vafa
    First I have to say that I tried everything written about this concept. The problem is that it stops working randomly in 3 main forms : 1 - sometimes it disconnect from wireless network and reconnect automatically 2 - sometimes it disconnect and wont connect no matter what (needs reboot) 3 - some times it's still connected but cannot ping or surf or whatever. I already tried disabling N mod using these commands : sudo modprobe -r iwlwifi modprobe iwlwifi 11n_disable=1 (or 0, whatever) it didn't help . these are the results of lspci, sudo lshw -C network, ifconfig, iwconfig, rfkill list when it disconnected and didn't connect till reboot : ifconfig : eth0 Link encap:Ethernet HWaddr c8:0a:a9:34:65:77 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:1563213476557380 errors:9379306629148050 dropped:3126435543049350 overruns:1563217771524675 frame:7816088857623375 TX packets:1563217771524675 errors:6252871086098700 dropped:0 overruns:1563217771524675 carrier:3126435543049350 collisions:7816088857623375 txqueuelen:1000 RX bytes:1563217771524675 (1.5 PB) TX bytes:1563217771524675 (1.5 PB) ham0 Link encap:Ethernet HWaddr 7a:79:19:a5:e4:93 inet addr:25.165.228.147 Bcast:25.255.255.255 Mask:255.0.0.0 inet6 addr: fe80::7879:19ff:fea5:e493/64 Scope:Link inet6 addr: 2620:9b::19a5:e493/96 Scope:Global UP BROADCAST RUNNING MULTICAST MTU:1404 Metric:1 RX packets:7743 errors:0 dropped:0 overruns:0 frame:0 TX packets:1250 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:500 RX bytes:665642 (665.6 KB) TX bytes:204056 (204.0 KB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:65536 Metric:1 RX packets:41138 errors:0 dropped:0 overruns:0 frame:0 TX packets:41138 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:6420962 (6.4 MB) TX bytes:6420962 (6.4 MB) wlan0 Link encap:Ethernet HWaddr 00:1e:64:45:fb:70 inet6 addr: fe80::21e:64ff:fe45:fb70/64 Scope:Link UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:286999 errors:0 dropped:0 overruns:0 frame:0 TX packets:226966 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:324386887 (324.3 MB) TX bytes:30674804 (30.6 MB) iwconfig : ham0 no wireless extensions. eth0 no wireless extensions. lo no wireless extensions. wlan0 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=14 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off sudo lshw -C network: *-network description: Wireless interface product: Centrino Wireless-N 1000 [Condor Peak] vendor: Intel Corporation physical id: 0 bus info: pci@0000:07:00.0 logical name: wlan0 version: 00 serial: 00:1e:64:45:fb:70 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=iwlwifi driverversion=3.8.0-30-generic firmware=39.31.5.1 build 35138 latency=0 link=no multicast=yes wireless=IEEE 802.11bg resources: irq:46 memory:c0400000-c0401fff *-network description: Ethernet interface product: AR8131 Gigabit Ethernet vendor: Qualcomm Atheros physical id: 0 bus info: pci@0000:09:00.0 logical name: eth0 version: c0 serial: c8:0a:a9:34:65:77 capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vpd cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=atl1c driverversion=1.0.1.1-NAPI latency=0 link=no multicast=yes port=twisted pair resources: irq:47 memory:c0900000-c093ffff ioport:5000(size=128) *-network description: Ethernet interface physical id: 2 logical name: ham0 serial: 7a:79:19:a5:e4:93 size: 10Mbit/s capabilities: ethernet physical configuration: autonegotiation=off broadcast=yes driver=tun driverversion=1.6 duplex=full ip=25.165.228.147 link=yes multicast=yes port=twisted pair speed=10Mbit/s lspci: 00:00.0 Host bridge: Intel Corporation Mobile 4 Series Chipset Memory Controller Hub (rev 07) 00:01.0 PCI bridge: Intel Corporation Mobile 4 Series Chipset PCI Express Graphics Port (rev 07) 00:1a.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #5 (rev 03) 00:1a.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 1 (rev 03) 00:1c.3 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 4 (rev 03) 00:1c.5 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 6 (rev 03) 00:1d.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.3 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #6 (rev 03) 00:1d.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev 93) 00:1f.0 ISA bridge: Intel Corporation ICH9M LPC Interface Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation 82801IBM/IEM (ICH9M/ICH9M-E) 4 port SATA Controller [AHCI mode] (rev 03) 00:1f.3 SMBus: Intel Corporation 82801I (ICH9 Family) SMBus Controller (rev 03) 01:00.0 VGA compatible controller: NVIDIA Corporation G98M [GeForce G 105M] (rev a1) 07:00.0 Network controller: Intel Corporation Centrino Wireless-N 1000 [Condor Peak] 09:00.0 Ethernet controller: Qualcomm Atheros AR8131 Gigabit Ethernet (rev c0) rfkill list : 1: acer-wireless: Wireless LAN Soft blocked: no Hard blocked: no 2: acer-bluetooth: Bluetooth Soft blocked: yes Hard blocked: no 9: phy0: Wireless LAN Soft blocked: no Hard blocked: no any help will be REALLLYYYY appreciated

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  • How do I cleanly design a central render/animation loop?

    - by mtoast
    I'm learning some graphics programming, and am in the midst of my first such project of any substance. But, I am really struggling at the moment with how to architect it cleanly. Let me explain. To display complicated graphics in my current language of choice (JavaScript -- have you heard of it?), you have to draw graphical content onto a <canvas> element. And to do animation, you must clear the <canvas> after every frame (unless you want previous graphics to remain). Thus, most canvas-related JavaScript demos I've seen have a function like this: function render() { clearCanvas(); // draw stuff here requestAnimationFrame(render); } render, as you may surmise, encapsulates the drawing of a single frame. What a single frame contains at a specific point in time, well... that is determined by the program state. So, in order for my program to do its thing, I just need to look at the state, and decide what to render. Right? Right. But that is more complicated than it seems. My program is called "Critter Clicker". In my program, you see several cute critters bouncing around the screen. Clicking on one of them agitates it, making it bounce around even more. There is also a start screen, which says "Click to start!" prior to the critters being displayed. Here are a few of the objects I'm working with in my program: StartScreenView // represents the start screen CritterTubView // represents the area in which the critters live CritterList // a collection of all the critters Critter // a single critter model CritterView // view of a single critter Nothing too egregious with this, I think. Yet, when I set out to flesh out my render function, I get stuck, because everything I write seems utterly ugly and reminiscent of a certain popular Italian dish. Here are a couple of approaches I've attempted, with my internal thought process included, and unrelated bits excluded for clarity. Approach 1: "It's conditions all the way down" // "I'll just write the program as I think it, one frame at a time." if (assetsLoaded) { if (userClickedToStart) { if (critterTubDisplayed) { if (crittersDisplayed) { forEach(crittersList, function(c) { if (c.wasClickedRecently) { c.getAgitated(); } }); } else { displayCritters(); } } else { displayCritterTub(); } } else { displayStartScreen(); } } That's a very much simplified example. Yet even with only a fraction of all the rendering conditions visible, render is already starting to get out of hand. So, I dispense with that and try another idea: Approach 2: Under the Rug // "Each view object shall be responsible for its own rendering. // "I'll pass each object the program state, and each can render itself." startScreen.render(state); critterTub.render(state); critterList.render(state); In this setup, I've essentially just pushed those crazy nested conditions to a deeper level in the code, hiding them from view. In other words, startScreen.render would check state to see if it needed actually to be drawn or not, and take the correct action. But this seems more like it only solves a code-aesthetic problem. The third and final approach I'm considering that I'll share is the idea that I could invent my own "wheel" to take care of this. I'm envisioning a function that takes a data structure that defines what should happen at any given point in the render call -- revealing the conditions and dependencies as a kind of tree. Approach 3: Mad Scientist renderTree({ phases: ['startScreen', 'critterTub', 'endCredits'], dependencies: { startScreen: ['assetsLoaded'], critterTub: ['startScreenClicked'], critterList ['critterTubDisplayed'] // etc. }, exclusions: { startScreen: ['startScreenClicked'], // etc. } }); That seems kind of cool. I'm not exactly sure how it would actually work, but I can see it being a rather nifty way to express things, especially if I flex some of JavaScript's events. In any case, I'm a little bit stumped because I don't see an obvious way to do this. If you couldn't tell, I'm coming to this from the web development world, and finding that doing animation is a bit more exotic than arranging an MVC application for handling simple requests - responses. What is the clean, established solution to this common-I-would-think problem?

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  • Directing from a 1und1 hosting solution, with urls intact

    - by Jelmar
    I have done this before on GoDaddy without a hitch, but I cannot seem to figure out this particular case. I have a domain space with temporary url http://yogainun.mysubname.com/ and am hosting the domain name that is to be applied to it at 1und1.de. Right now I have set it up so that from the 1und1 domain name hosting the address http://www.yoga-in-unternehmen.de/ is frame redirected to the subdomain that I just referred to. But this is not what I want. http://www.yoga-in-unternehmen.de/ is to be the domain. With the frame redirect, url's like http://www.yoga-in-unternehmen.de/example-article do not show up. But this is what I want. With godaddy in a similar case, I just turned on DNS and changed the name servers. That worked without problem, but with 1und1 not. Is there something I am missing?

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  • How to update off screen bitmap in a surfaceview thread

    - by DKDiveDude
    I have a Surfaceview thread and an off canvas texture bitmap that is being generated (changed), first row (line), every frame and then copied one position (line) down on regular surfaceview bitmap to make a scrolling effect, and I then continue to draw other things on top of that. Well that is what I really want, however I can't get it to work even though I am creating a separate canvas for off screen bitmap. It is just not scrolling at all. I other words I have a memory bitmap, same size as Surfaceview canvas, which I need to scroll (shift) down one line every frame, and then replace top line with new random texture, and then draw that on regular Surfaceview canvas. Here is what I thought would work; My surfaceChanged where I specify bitmap and canvasses and start thread: @Override public void surfaceCreated(SurfaceHolder holder) { intSurfaceWidth = mSurfaceView.getWidth(); intSurfaceHeight = mSurfaceView.getHeight(); memBitmap = Bitmap.createBitmap(intSurfaceWidth, intSurfaceHeight, Bitmap.Config.ARGB_8888); memCanvas = new Canvas(memCanvas); myThread = new MyThread(holder, this); myThread.setRunning(true); blnPause = false; myThread.start(); } My thread, only showing essential middle running part: @Override public void run() { while (running) { c = null; try { // Lock canvas for drawing c = myHolder.lockCanvas(null); synchronized (mSurfaceHolder) { // First draw off screen bitmap to off screen canvas one line down memCanvas.drawBitmap(memBitmap, 0, 1, null); // Create random one line(row) texture bitmap memTexture = Bitmap.createBitmap(imgTexture, 0, rnd.nextInt(intTextureImageHeight), intSurfaceWidth, 1); // Now add this texture bitmap to top of off screen canvas and hopefully bitmap memCanvas.drawBitmap(textureBitmap, intSurfaceWidth, 0, null); // Draw above updated off screen bitmap to regular canvas, at least I thought it would update (save changes) shifting down and add the texture line to off screen bitmap the off screen canvas was pointing to. c.drawBitmap(memBitmap, 0, 0, null); // Other drawing to canvas comes here } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { myHolder.unlockCanvasAndPost(c); } } } } For my game Tunnel Run. Right now I have a working solution where I instead have an array of bitmaps, size of surface height, that I populate with my random texture and then shift down in a loop for each frame. I get 50 frames per second, but I think I can do better by instead scrolling bitmap.

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  • How do I install the Intel 82845 graphics driver -- videos are really slow?

    - by Mahesh Bhat
    I installed lubuntu on my machine and seems Intel 82845 graphics wasn't installed. Videos are showing frame by frame. Many says ubuntu kernel has built in support for it. but seems it is not. There is a website www.intellinuxgraphics.org has drivers for many kinds of linux distributions. But I find it difficult how to install them on my lubuntu. Can anyone elabroate on how that can be installed ? Output of the command dmesg http://paste.ubuntu.com/1058720/ Output of the command lsmod http://paste.ubuntu.com/1058724/

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  • FFmpeg creates emtpy (black) frames

    - by resamsel
    I have a set of images from a timelapse shot (172 JPG files) that I want to convert into a movie. I tried several parameters with FFmpeg, but all I get is a video with black frames (though it has the expected length). ffmpeg -f image2 -vcodec mjpeg -y -i img_%03d.jpg timelapse2.mpg The command above creates this video: http://sdm-net.org/data/timelapse2.mpg What I'm expecting is something like this (created with Time Lapse Assembler.app): https://vimeo.com/39038362 - This is my fallback option, but I'd really like to create timelapse movies from a script. I'm on OSX Lion (10.7.3) with FFmpeg version (0.10) installed via Homebrew. I also tried to find a proper version of mencoder for OSX, but this doesn't seem to be an easy task. Also, ImageMagick's convert doesn't seem to work nicely, it creates really bad output and it seems there's not much I can do about it... Edit: With libx264 and an mp4 container: ffmpeg -f image2 -y -i img_%03d.jpg -vcodec libx264 timelapse4.mp4 Output: ffmpeg version 0.10 Copyright (c) 2000-2012 the FFmpeg developers built on Mar 26 2012 13:47:02 with clang 3.0 (tags/Apple/clang-211.12) configuration: --prefix=/usr/local/Cellar/ffmpeg/0.10 --enable-shared --enable-gpl --enable-version3 --enable-nonfree --enable-hardcoded-tables --enable-libfreetype --cc=/usr/bin/clang --enable-libx264 --enable-libfaac --enable-libmp3lame --enable-librtmp --enable-libtheora --enable-libvorbis --enable-libvpx --enable-libxvid --enable-libopencore-amrnb --enable-libopencore-amrwb --enable-libass --disable-ffplay libavutil 51. 34.101 / 51. 34.101 libavcodec 53. 60.100 / 53. 60.100 libavformat 53. 31.100 / 53. 31.100 libavdevice 53. 4.100 / 53. 4.100 libavfilter 2. 60.100 / 2. 60.100 libswscale 2. 1.100 / 2. 1.100 libswresample 0. 6.100 / 0. 6.100 libpostproc 52. 0.100 / 52. 0.100 Input #0, image2, from 'img_%03d.jpg': Duration: 00:00:06.88, start: 0.000000, bitrate: N/A Stream #0:0: Video: mjpeg, yuvj420p, 3888x2592 [SAR 72:72 DAR 3:2], 25 fps, 25 tbr, 25 tbn, 25 tbc [buffer @ 0x7f8ec9415f20] w:3888 h:2592 pixfmt:yuvj420p tb:1/1000000 sar:72/72 sws_param: [libx264 @ 0x7f8ec981d800] using SAR=1/1 [libx264 @ 0x7f8ec981d800] frame MB size (243x162) > level limit (36864) [libx264 @ 0x7f8ec981d800] MB rate (984150) > level limit (983040) [libx264 @ 0x7f8ec981d800] using cpu capabilities: MMX2 SSE2Fast SSSE3 FastShuffle SSE4.2 AVX [libx264 @ 0x7f8ec981d800] profile High, level 5.1 [libx264 @ 0x7f8ec981d800] 264 - core 120 - H.264/MPEG-4 AVC codec - Copyleft 2003-2011 - http://www.videolan.org/x264.html - options: cabac=1 ref=3 deblock=1:0:0 analyse=0x3:0x113 me=hex subme=7 psy=1 psy_rd=1.00:0.00 mixed_ref=1 me_range=16 chroma_me=1 trellis=1 8x8dct=1 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_offset=-2 threads=12 sliced_threads=0 nr=0 decimate=1 interlaced=0 bluray_compat=0 constrained_intra=0 bframes=3 b_pyramid=2 b_adapt=1 b_bias=0 direct=1 weightb=1 open_gop=0 weightp=2 keyint=250 keyint_min=25 scenecut=40 intra_refresh=0 rc_lookahead=40 rc=crf mbtree=1 crf=23.0 qcomp=0.60 qpmin=0 qpmax=69 qpstep=4 ip_ratio=1.40 aq=1:1.00 Output #0, mp4, to 'timelapse4.mp4': Metadata: encoder : Lavf53.31.100 Stream #0:0: Video: h264 (![0][0][0] / 0x0021), yuvj420p, 3888x2592 [SAR 72:72 DAR 3:2], q=-1--1, 25 tbn, 25 tbc Stream mapping: Stream #0:0 -> #0:0 (mjpeg -> libx264) Press [q] to stop, [?] for help frame= 172 fps= 18 q=-1.0 Lsize= 259kB time=00:00:06.80 bitrate= 312.3kbits/s video:256kB audio:0kB global headers:0kB muxing overhead 1.089647% [libx264 @ 0x7f8ec981d800] frame I:1 Avg QP: 9.60 size:212820 [libx264 @ 0x7f8ec981d800] frame P:43 Avg QP:30.50 size: 291 [libx264 @ 0x7f8ec981d800] frame B:128 Avg QP:31.00 size: 285 [libx264 @ 0x7f8ec981d800] consecutive B-frames: 0.6% 0.0% 1.7% 97.7% [libx264 @ 0x7f8ec981d800] mb I I16..4: 22.5% 77.2% 0.3% [libx264 @ 0x7f8ec981d800] mb P I16..4: 0.0% 0.0% 0.0% P16..4: 0.0% 0.0% 0.0% 0.0% 0.0% skip:100.0% [libx264 @ 0x7f8ec981d800] mb B I16..4: 0.0% 0.0% 0.0% B16..8: 0.0% 0.0% 0.0% direct: 0.0% skip:100.0% L0: 1.2% L1:98.8% BI: 0.0% [libx264 @ 0x7f8ec981d800] 8x8 transform intra:77.2% inter:100.0% [libx264 @ 0x7f8ec981d800] coded y,uvDC,uvAC intra: 41.2% 23.4% 0.6% inter: 0.0% 0.0% 0.0% [libx264 @ 0x7f8ec981d800] i16 v,h,dc,p: 40% 25% 35% 1% [libx264 @ 0x7f8ec981d800] i8 v,h,dc,ddl,ddr,vr,hd,vl,hu: 36% 32% 30% 1% 0% 0% 0% 0% 0% [libx264 @ 0x7f8ec981d800] i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 51% 40% 6% 1% 1% 0% 1% 0% 1% [libx264 @ 0x7f8ec981d800] i8c dc,h,v,p: 60% 21% 19% 0% [libx264 @ 0x7f8ec981d800] Weighted P-Frames: Y:0.0% UV:0.0% [libx264 @ 0x7f8ec981d800] ref P L0: 92.3% 0.0% 0.0% 7.7% [libx264 @ 0x7f8ec981d800] ref B L0: 50.0% 0.0% 50.0% [libx264 @ 0x7f8ec981d800] ref B L1: 99.4% 0.6% [libx264 @ 0x7f8ec981d800] kb/s:304.49 Output timelapse4.mp4 (beacause of spam protection I can only post two links with my reputation): http sdm-net.org/data/timelapse4.mp4

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  • How to perform efficient 2D picking in HTML5?

    - by jSepia
    I'm currently using an R-Tree for both picking and collision testing. Each entity on screen has a bounding box for collisions and a separate one for picking. Since entities may change position very frequently, both trees must be updated/reordered once per frame. While this is very efficient for collisions, because the tree is used in hundreds of collision queries every frame, I'm finding it too costly for picking, because it only gets queried when the user clicks, thus leading to a lot of wasted tree updates. What would be a more efficient way to implement picking without as much overhead?

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  • Two Wifi Icons in Panel

    - by Alex
    I have the exact problem in 13.10 as this user Two Wifi indicators in panel. Here are some screenshots: Here are some screenshots from another user: http://ubuntuforums.org/showthread.php?t=2183020&p=12825563 ifconfig and iwconfig outputs $ ifconfig lo Link encap:Local Loopback inet addr:XXXXXX Mask:XXXXXXX inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:65536 Metric:1 RX packets:2243 errors:0 dropped:0 overruns:0 frame:0 TX packets:2243 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:209889 (209.8 KB) TX bytes:209889 (209.8 KB) wlan0 Link encap:Ethernet HWaddr XXXXXXXXX inet addr:XXXXXX Bcast:XXXXXXXX Mask:XXXXXXX inet6 addr: XXXXXXX Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:5925 errors:0 dropped:0 overruns:0 frame:0 TX packets:3361 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:2951818 (2.9 MB) TX bytes:630579 (630.5 KB) $ iwconfig lo no wireless extensions. wlan0 IEEE 802.11abgn ESSID:"XXXXX" Mode:Managed Frequency:2.437 GHz Access Point: XXXXXXXX Bit Rate=72.2 Mb/s Tx-Power=15 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:on Link Quality=49/70 Signal level=-61 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:153 Invalid misc:472 Missed beacon:0

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  • How to troubleshoot ethernet port on laptop

    - by Psallas Vassilios
    I have a problem with my wired connection. To be more specific, my laptop doesn't seems to recognize that I have plugged in an ethernet cable. I tried to download new drivers for my ethernet card, but I couldn't find any solutions. Maybe because I am new to Linux, so I'm not familiar with running commands in the terminal. OK I have typed the command and here are the results: 00:04.0 Ethernet controller [0200]: Silicon Integrated Systems [SiS] 191 Gigabit Ethernet Adapter [1039:0191] (rev 02) For the second reply I don't know if the following is what you asked me: ?Memory: 3.9 GiB ?Processor: Intel Core 2 Duo CPU P8800 @ 2.66GHz × 2 ?OS type: 32-bit My Ethernet connection had some problem on Windows too. I have changed recently my internet provider, and since then my ethernet cable is not recognized by the laptop. At that time I was still on Windows. I thought that with Ubuntu the problem would be solved, but unfortunately the problem still persists. If someone can help me to solve my problem I'll be thankful. Here are the results of the three first commands you told me to run: lsmod | grep sis190 sis190 22570 0 sudo modprobe sis190 ifconfig eth0 Link encap:Ethernet HWaddr 00:90:f5:90:81:7e UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:185 errors:0 dropped:0 overruns:0 frame:0 TX packets:185 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:22672 (22.6 KB) TX bytes:22672 (22.6 KB) wlan0 Link encap:Ethernet HWaddr 00:25:d3:2c:3a:ae inet addr:192.168.1.72 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::225:d3ff:fe2c:3aae/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:260 errors:0 dropped:0 overruns:0 frame:0 TX packets:363 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:71992 (71.9 KB) TX bytes:52000 (52.0 KB) and the results of running the last two commands: dmesg | grep -e eth -e sis190 [ 0.816667] sis190: sis190 Gigabit Ethernet driver 1.4 loaded [ 0.816728] sis190 0000:00:04.0: setting latency timer to 64 [ 0.816751] sis190: 0000:00:04.0: Read MAC address from EEPROM [ 0.904032] sis190: 0000:00:04.0: Realtek PHY RTL8201 transceiver at address [ 1.416030] sis190: 0000:00:04.0: Using transceiver at address 1 as default [ 1.448235] sis190 0000:00:04.0: eth0: 0000:00:04.0: SiS 191 PCI Gigabit Ethernet adapter at f8410000 (IRQ: 19), 00:90:f5:90:81:7e [ 1.448238] sis190 0000:00:04.0: eth0: GMII mode. [ 1.448243] sis190 0000:00:04.0: eth0: Enabling Auto-negotiation [ 11.560907] IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready [ 16.372019] IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready [ 16.372265] IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready [ 26.424038] sis190 0000:00:04.0: eth0: auto-negotiating... nm-tool NetworkManager Tool State: connected (global) - Device: eth0 ----------------------------------------------------------------- Type: Wired Driver: sis190 State: unavailable Default: no HW Address: 00:90:F5:90:81:7E Capabilities: Carrier Detect: yes Wired Properties Carrier: off

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  • Sun & Moon Movement

    - by Thomas Mosey
    I'm creating a 2D HTML5 Canvas Game and am stuck on how to go about animating my Sun & Moon. The current setup is basically setting the moon at -1024 on the X-axis and the sun at 0 and animating them at 1 pixel a second. My canvas width is 1024 pixels and whenever the sun/moons X position crosses over the width of the canvas, it's X position is then set to -1024 to repeat the animation. What I am trying to do is get it to sync up with my day/night cycles. Each day is 10000 ticks long (A tick being added every frame) with Day/Night being 50% each (5000 ticks each). What I am trying to calculate is what I'll need to add to the X position of each per frame to get the sun from an X of 0 to 1024 after 5000 ticks/frames. Any help is appreciated.

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  • Multiple data series in real time plot

    - by Gr3n
    Hi, I'm kind of new to Python and trying to create a plotting app for values read via RS232 from a sensor. I've managed (after some reading and copying examples online) to get a plot working that updates on a timer which is great. My only trouble is that I can't manage to get multiple data series into the same plot. Does anyone have a solution to this? This is the code that I've worked out this far: import os import pprint import random import sys import wx # The recommended way to use wx with mpl is with the WXAgg backend import matplotlib matplotlib.use('WXAgg') from matplotlib.figure import Figure from matplotlib.backends.backend_wxagg import FigureCanvasWxAgg as FigCanvas, NavigationToolbar2WxAgg as NavigationToolbar import numpy as np import pylab DATA_LENGTH = 100 REDRAW_TIMER_MS = 20 def getData(): return int(random.uniform(1000, 1020)) class GraphFrame(wx.Frame): # the main frame of the application def __init__(self): wx.Frame.__init__(self, None, -1, "Usart plotter", size=(800,600)) self.Centre() self.data = [] self.paused = False self.create_menu() self.create_status_bar() self.create_main_panel() self.redraw_timer = wx.Timer(self) self.Bind(wx.EVT_TIMER, self.on_redraw_timer, self.redraw_timer) self.redraw_timer.Start(REDRAW_TIMER_MS) def create_menu(self): self.menubar = wx.MenuBar() menu_file = wx.Menu() m_expt = menu_file.Append(-1, "&Save plot\tCtrl-S", "Save plot to file") self.Bind(wx.EVT_MENU, self.on_save_plot, m_expt) menu_file.AppendSeparator() m_exit = menu_file.Append(-1, "E&xit\tCtrl-X", "Exit") self.Bind(wx.EVT_MENU, self.on_exit, m_exit) self.menubar.Append(menu_file, "&File") self.SetMenuBar(self.menubar) def create_main_panel(self): self.panel = wx.Panel(self) self.init_plot() self.canvas = FigCanvas(self.panel, -1, self.fig) # pause button self.pause_button = wx.Button(self.panel, -1, "Pause") self.Bind(wx.EVT_BUTTON, self.on_pause_button, self.pause_button) self.Bind(wx.EVT_UPDATE_UI, self.on_update_pause_button, self.pause_button) self.hbox1 = wx.BoxSizer(wx.HORIZONTAL) self.hbox1.Add(self.pause_button, border=5, flag=wx.ALL | wx.ALIGN_CENTER_VERTICAL) self.vbox = wx.BoxSizer(wx.VERTICAL) self.vbox.Add(self.canvas, 1, flag=wx.LEFT | wx.TOP | wx.GROW) self.vbox.Add(self.hbox1, 0, flag=wx.ALIGN_LEFT | wx.TOP) self.panel.SetSizer(self.vbox) #self.vbox.Fit(self) def create_status_bar(self): self.statusbar = self.CreateStatusBar() def init_plot(self): self.dpi = 100 self.fig = Figure((3.0, 3.0), dpi=self.dpi) self.axes = self.fig.add_subplot(111) self.axes.set_axis_bgcolor('white') self.axes.set_title('Usart data', size=12) pylab.setp(self.axes.get_xticklabels(), fontsize=8) pylab.setp(self.axes.get_yticklabels(), fontsize=8) # plot the data as a line series, and save the reference # to the plotted line series # self.plot_data = self.axes.plot( self.data, linewidth=1, color="blue", )[0] def draw_plot(self): # redraws the plot xmax = len(self.data) if len(self.data) > DATA_LENGTH else DATA_LENGTH xmin = xmax - DATA_LENGTH ymin = 0 ymax = 4096 self.axes.set_xbound(lower=xmin, upper=xmax) self.axes.set_ybound(lower=ymin, upper=ymax) # enable grid #self.axes.grid(True, color='gray') # Using setp here is convenient, because get_xticklabels # returns a list over which one needs to explicitly # iterate, and setp already handles this. # pylab.setp(self.axes.get_xticklabels(), visible=True) self.plot_data.set_xdata(np.arange(len(self.data))) self.plot_data.set_ydata(np.array(self.data)) self.canvas.draw() def on_pause_button(self, event): self.paused = not self.paused def on_update_pause_button(self, event): label = "Resume" if self.paused else "Pause" self.pause_button.SetLabel(label) def on_save_plot(self, event): file_choices = "PNG (*.png)|*.png" dlg = wx.FileDialog( self, message="Save plot as...", defaultDir=os.getcwd(), defaultFile="plot.png", wildcard=file_choices, style=wx.SAVE) if dlg.ShowModal() == wx.ID_OK: path = dlg.GetPath() self.canvas.print_figure(path, dpi=self.dpi) self.flash_status_message("Saved to %s" % path) def on_redraw_timer(self, event): if not self.paused: newData = getData() self.data.append(newData) self.draw_plot() def on_exit(self, event): self.Destroy() def flash_status_message(self, msg, flash_len_ms=1500): self.statusbar.SetStatusText(msg) self.timeroff = wx.Timer(self) self.Bind( wx.EVT_TIMER, self.on_flash_status_off, self.timeroff) self.timeroff.Start(flash_len_ms, oneShot=True) def on_flash_status_off(self, event): self.statusbar.SetStatusText('') if __name__ == '__main__': app = wx.PySimpleApp() app.frame = GraphFrame() app.frame.Show() app.MainLoop()

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  • Converting mp4 to mp3

    - by aki
    I have a video I need to convert to mp3 (from the command line - not GUI) video.mp4 I tried: ffmpeg -i -b 192 video.mp4 video.mp3 with no success. I get the following error: WARNING: library configuration mismatch Seems stream 0 codec frame rate differs from container frame rate: 59.83 (29917/500) -> 59.75 (239/4) WARNING: The bitrate parameter is set too low. It takes bits/s as argument, not kbits/s Encoder (codec id 86017) not found for output stream #0.0 so I tried lame: lame -h -b 192 video.mp4 video.mp3 I get: Warning: unsupported audio format Am I missing something?

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  • How to I teach my artist to do arts for games?

    - by Holm76
    So my girlfriend is an artist and I'm a programmer and we often talk about joining talents and doing some small games or other fun stuff for the different popular platforms currently out. But because I haven't really done any serious games development yet I have a hard time explaining to her how she should create or package the assets she'd make so we always end up not doing nothing about it. What I'm mostly thinking about here is when doing frame by frame animation. I know sprite sheets are used for this kind of thing but then comes questions like frames per second and stuff like like that. Not program wise but art wise. Is there a reference site or sites out there that teach someone with the skills of art how to manage and arrange the assets in sprite sheets and other stuff in words that artists understand?

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  • Ethernet not working on a Dell Inspiron 14z

    - by Izabela
    When I plug in a network cable, it is not recognized. The WI-FI is working properly, though. ifconfig output: lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:1645 errors:0 dropped:0 overruns:0 frame:0 TX packets:1645 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:206840 (206.8 KB) TX bytes:206840 (206.8 KB) wlan0 Link encap:Ethernet HWaddr e0:06:e6:de:57:e7 inet addr:150.164.201.145 Bcast:150.164.201.255 Mask:255.255.255.0 inet6 addr: 2001:12f0:601:a921:98a2:3dd:3be8:c483/64 Scope:Global inet6 addr: 2001:12f0:601:a921:e206:e6ff:fede:57e7/64 Scope:Global inet6 addr: fe80::e206:e6ff:fede:57e7/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:23892 errors:0 dropped:0 overruns:0 frame:0 TX packets:14676 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:30123226 (30.1 MB) TX bytes:2189050 (2.1 MB)

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  • Processing Kinect v2 Color Streams in Parallel

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2014/08/20/processing-kinect-v2-color-streams-in-parallel.aspxProcessing Kinect v2 Color Streams in Parallel I've really been enjoying being a part of the Kinect for Windows Developer's Preview. The new hardware has some really impressive capabilities. However, with great power comes great system specs. Unfortunately, my little laptop that could is not 100% up to the task; I've had to get a little creative. The most disappointing thing I've run into is that I can't always cleanly display the color camera stream in managed code. I managed to strip the code down to what I believe is the bear minimum: using( ColorFrame _ColorFrame = e.FrameReference.AcquireFrame() ) { if( null == _ColorFrame ) return;   BitmapToDisplay.Lock(); _ColorFrame.CopyConvertedFrameDataToIntPtr( BitmapToDisplay.BackBuffer, Convert.ToUInt32( BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight ), ColorImageFormat.Bgra ); BitmapToDisplay.AddDirtyRect( new Int32Rect( 0, 0, _ColorFrame.FrameDescription.Width, _ColorFrame.FrameDescription.Height ) ); BitmapToDisplay.Unlock(); } With this snippet, I'm placing the converted Bgra32 color stream directly on the BackBuffer of the WriteableBitmap. This gives me pretty smooth playback, but I still get the occasional freeze for half a second. After a bit of profiling, I discovered there were a few problems. The first problem is the size of the buffer along with the conversion on the buffer. At this time, the raw image format of the data from the Kinect is Yuy2. This is great for direct video processing. It would be ideal if I had a WriteableVideo object in WPF. However, this is not the case. Further digging led me to the real problem. It appears that the SDK is converting the input serially. Let's think about this for a second. The color camera is a 1080p camera. As we should all know, this give us a native resolution of 1920 x 1080. This produces 2,073,600 pixels. Yuy2 uses 4 bytes per 2 pixel, for a buffer size of 4,147,200 bytes. Bgra32 uses 4 bytes per pixel, for a buffer size of 8,294,400 bytes. The SDK appears to be doing this on one thread. I started wondering if I chould do this better myself. I mean, I have 8 cores in my system. Why can't I use them all? The first problem is converting a Yuy2 frame into a Bgra32 frame. It is NOT trivial. I spent a day of research of just how to do this. In the end, I didn't even produce the best algorithm possible, but it did work. After I managed to get that to work, I knew my next step was the get the conversion operation off the UI Thread. This was a simple process of throwing the work into a Task. Of course, this meant I had to marshal the final write to the WriteableBitmap back to the UI thread. Finally, I needed to vectorize the operation so I could run it safely in parallel. This was, mercifully, not quite as hard as I thought it would be. I had my loop return an index to a pair of pixels. From there, I had to tell the loop to do everything for this pair of pixels. If you're wondering why I did it for pairs of pixels, look back above at the specification for the Yuy2 format. I won't go into full detail on why each 4 bytes contains 2 pixels of information, but rest assured that there is a reason why the format is described in that way. The first working attempt at this algorithm successfully turned my poor laptop into a space heater. I very quickly brought and maintained all 8 cores up to about 97% usage. That's when I remembered that obscure option in the Task Parallel Library where you could limit the amount of parallelism used. After a little trial and error, I discovered 4 parallel tasks was enough for most cases. This yielded the follow code: private byte ClipToByte( int p_ValueToClip ) { return Convert.ToByte( ( p_ValueToClip < byte.MinValue ) ? byte.MinValue : ( ( p_ValueToClip > byte.MaxValue ) ? byte.MaxValue : p_ValueToClip ) ); }   private void ColorFrameArrived( object sender, ColorFrameArrivedEventArgs e ) { if( null == e.FrameReference ) return;   // If you do not dispose of the frame, you never get another one... using( ColorFrame _ColorFrame = e.FrameReference.AcquireFrame() ) { if( null == _ColorFrame ) return;   byte[] _InputImage = new byte[_ColorFrame.FrameDescription.LengthInPixels * _ColorFrame.FrameDescription.BytesPerPixel]; byte[] _OutputImage = new byte[BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight]; _ColorFrame.CopyRawFrameDataToArray( _InputImage );   Task.Factory.StartNew( () => { ParallelOptions _ParallelOptions = new ParallelOptions(); _ParallelOptions.MaxDegreeOfParallelism = 4;   Parallel.For( 0, Sensor.ColorFrameSource.FrameDescription.LengthInPixels / 2, _ParallelOptions, ( _Index ) => { // See http://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx int _Y0 = _InputImage[( _Index << 2 ) + 0] - 16; int _U = _InputImage[( _Index << 2 ) + 1] - 128; int _Y1 = _InputImage[( _Index << 2 ) + 2] - 16; int _V = _InputImage[( _Index << 2 ) + 3] - 128;   byte _R = ClipToByte( ( 298 * _Y0 + 409 * _V + 128 ) >> 8 ); byte _G = ClipToByte( ( 298 * _Y0 - 100 * _U - 208 * _V + 128 ) >> 8 ); byte _B = ClipToByte( ( 298 * _Y0 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 0] = _B; _OutputImage[( _Index << 3 ) + 1] = _G; _OutputImage[( _Index << 3 ) + 2] = _R; _OutputImage[( _Index << 3 ) + 3] = 0xFF; // A   _R = ClipToByte( ( 298 * _Y1 + 409 * _V + 128 ) >> 8 ); _G = ClipToByte( ( 298 * _Y1 - 100 * _U - 208 * _V + 128 ) >> 8 ); _B = ClipToByte( ( 298 * _Y1 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 4] = _B; _OutputImage[( _Index << 3 ) + 5] = _G; _OutputImage[( _Index << 3 ) + 6] = _R; _OutputImage[( _Index << 3 ) + 7] = 0xFF; } );   Application.Current.Dispatcher.Invoke( () => { BitmapToDisplay.WritePixels( new Int32Rect( 0, 0, Sensor.ColorFrameSource.FrameDescription.Width, Sensor.ColorFrameSource.FrameDescription.Height ), _OutputImage, BitmapToDisplay.BackBufferStride, 0 ); } ); } ); } } This seemed to yield a results I wanted, but there was still the occasional stutter. This lead to what I realized was the second problem. There is a race condition between the UI Thread and me locking the WriteableBitmap so I can write the next frame. Again, I'm writing approximately 8MB to the back buffer. Then, I started thinking I could cheat. The Kinect is running at 30 frames per second. The WPF UI Thread runs at 60 frames per second. This made me not feel bad about exploiting the Composition Thread. I moved the bulk of the code from the FrameArrived handler into CompositionTarget.Rendering. Once I was in there, I polled from a frame, and rendered it if it existed. Since, in theory, I'm only killing the Composition Thread every other hit, I decided I was ok with this for cases where silky smooth video performance REALLY mattered. This ode looked like this: private byte ClipToByte( int p_ValueToClip ) { return Convert.ToByte( ( p_ValueToClip < byte.MinValue ) ? byte.MinValue : ( ( p_ValueToClip > byte.MaxValue ) ? byte.MaxValue : p_ValueToClip ) ); }   void CompositionTarget_Rendering( object sender, EventArgs e ) { using( ColorFrame _ColorFrame = FrameReader.AcquireLatestFrame() ) { if( null == _ColorFrame ) return;   byte[] _InputImage = new byte[_ColorFrame.FrameDescription.LengthInPixels * _ColorFrame.FrameDescription.BytesPerPixel]; byte[] _OutputImage = new byte[BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight]; _ColorFrame.CopyRawFrameDataToArray( _InputImage );   ParallelOptions _ParallelOptions = new ParallelOptions(); _ParallelOptions.MaxDegreeOfParallelism = 4;   Parallel.For( 0, Sensor.ColorFrameSource.FrameDescription.LengthInPixels / 2, _ParallelOptions, ( _Index ) => { // See http://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx int _Y0 = _InputImage[( _Index << 2 ) + 0] - 16; int _U = _InputImage[( _Index << 2 ) + 1] - 128; int _Y1 = _InputImage[( _Index << 2 ) + 2] - 16; int _V = _InputImage[( _Index << 2 ) + 3] - 128;   byte _R = ClipToByte( ( 298 * _Y0 + 409 * _V + 128 ) >> 8 ); byte _G = ClipToByte( ( 298 * _Y0 - 100 * _U - 208 * _V + 128 ) >> 8 ); byte _B = ClipToByte( ( 298 * _Y0 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 0] = _B; _OutputImage[( _Index << 3 ) + 1] = _G; _OutputImage[( _Index << 3 ) + 2] = _R; _OutputImage[( _Index << 3 ) + 3] = 0xFF; // A   _R = ClipToByte( ( 298 * _Y1 + 409 * _V + 128 ) >> 8 ); _G = ClipToByte( ( 298 * _Y1 - 100 * _U - 208 * _V + 128 ) >> 8 ); _B = ClipToByte( ( 298 * _Y1 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 4] = _B; _OutputImage[( _Index << 3 ) + 5] = _G; _OutputImage[( _Index << 3 ) + 6] = _R; _OutputImage[( _Index << 3 ) + 7] = 0xFF; } );   BitmapToDisplay.WritePixels( new Int32Rect( 0, 0, Sensor.ColorFrameSource.FrameDescription.Width, Sensor.ColorFrameSource.FrameDescription.Height ), _OutputImage, BitmapToDisplay.BackBufferStride, 0 ); } }

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  • sony vaio WLAN problem using 12.04

    - by Fredrik
    I'm unable to get my WLAN to work for my Sony Vaio model VPCF23C5E No problem connecting from windows, smartphones etc. $ sudo lshw -C network; lsb_release -a; uname -a; sudo rfkill list; dmesg | grep -i firm *-network description: Wireless interface product: AR9485 Wireless Network Adapter vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:02:00.0 logical name: wlan0 version: 01 serial: 64:27:37:92:99:0f width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list rom ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.2.0-29-generic firmware=N/A latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:16 memory:f7000000-f707ffff memory:f7080000-f708ffff *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:05:00.0 logical name: eth0 version: 06 serial: f0:bf:97:dd:b2:bd size: 1Gbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full firmware=rtl_nic/rtl8168e-1.fw ip=192.168.1.4 latency=0 link=yes multicast=yes port=MII speed=1Gbit/s resources: irq:50 ioport:9000(size=256) memory:e2104000-e2104fff memory:e2100000-e2103fff LSB Version: core-2.0-amd64:core-2.0-noarch:core-3.0-amd64:core-3.0-noarch:core-3.1-amd64:core-3.1-noarch:core-3.2-amd64:core-3.2-noarch:core-4.0-amd64:core-4.0-noarch Distributor ID: Ubuntu Description: Ubuntu 12.04.1 LTS Release: 12.04 Codename: precise Linux siriedit 3.2.0-29-generic #46-Ubuntu SMP Fri Jul 27 17:03:23 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux 1: phy0: Wireless LAN Soft blocked: no Hard blocked: no 2: hci0: Bluetooth Soft blocked: no Hard blocked: no [ 1.287449] [Firmware Bug]: ACPI: BIOS _OSI(Linux) query ignored [ 18.273582] [Firmware Bug]: ACPI(NGFX) defines _DOD but not _DOS Seen some proposed solution e.g. Wireless network cannot be enabled for Sony VAIO E series but answers there don't solve my problem... I'm out of ideas :-( What else can I check? update $ ifconfig -a eth0 Link encap:Ethernet HWaddr f0:bf:97:dd:b2:bd inet addr:192.168.1.4 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::f2bf:97ff:fedd:b2bd/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:5072 errors:0 dropped:0 overruns:0 frame:0 TX packets:4444 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:4568435 (4.5 MB) TX bytes:610624 (610.6 KB) Interrupt:50 Base address:0xc000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:1498 errors:0 dropped:0 overruns:0 frame:0 TX packets:1498 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:114156 (114.1 KB) TX bytes:114156 (114.1 KB) wlan0 Link encap:Ethernet HWaddr 64:27:37:92:99:0f inet addr:192.168.1.5 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::6627:37ff:fe92:990f/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:1277 errors:0 dropped:0 overruns:0 frame:0 TX packets:472 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:483155 (483.1 KB) TX bytes:61031 (61.0 KB)

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  • wlan0 (WPA2) doesn't work when configured manually

    - by 71GA
    I have been trying to reconfigure my eth0 and wlan0 interfaces by editing /etc/network/interfaces file as folows: auto lo iface lo inet loopback auto eth0 iface eth0 inet static address 192.168.1.11 gateway 192.168.1.1 netmask 255.255.255.0 network 192.168.1.0 dns-nameservers 193.2.1.66 auto wlan0 iface wlan0 inet static address 192.168.1.10 gateway 192.168.1.1 netmask 255.255.255.0 network 192.168.1.0 dns-nameservers 193.2.1.66 wpa-driver wext wpa-ssid lausi wpa-ap-scan 2 wpa-proto RSN wpa-pairwise CCMP wpa-group CCMP wpa-key-mgmt WPA-PSK wpa-psk 8952a447c860d13847ba1cabd15314ba9caf2fb207f19598f90c43fcd43c0d97 But my wireless doesnt work when i use command /etc/init.d/networking restart and when i do this i get an error: * Running /etc/init.d/networking restart is deprecated because it may not enable again some interfaces * Reconfiguring network interfaces... RTNETLINK answers: File exists Failed to bring up eth0. ioctl[SIOCSIWENCODEEXT]: Invalid argument ioctl[SIOCSIWENCODEEXT]: Invalid argument RTNETLINK answers: File exists Failed to bring up wlan0. Although it clearly states that my eth0 interface couldn't be brought to life it is working! But i cant say this for the wlan0 interface which doesn't even work if i unplug internet cable and again use command /etc/init.d/networking restart. This seems weird to me... When i use ìfconfig -a command i get an output which confirms that wlan0 isnt working and eth0 is. ziga@ziga-cq56:/etc/network$ ifconfig -a eth0 Link encap:Ethernet HWaddr 60:eb:69:6f:5f:69 inet addr:192.168.1.11 Bcast:192.168.1.13 Mask:255.255.255.0 inet6 addr: fe80::62eb:69ff:fe6f:5f69/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:6764 errors:0 dropped:0 overruns:0 frame:0 TX packets:6641 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:5932190 (5.9 MB) TX bytes:1331846 (1.3 MB) Interrupt:42 Base address:0xc000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:1759 errors:0 dropped:0 overruns:0 frame:0 TX packets:1759 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:107772 (107.7 KB) TX bytes:107772 (107.7 KB) wlan0 Link encap:Ethernet HWaddr 70:f3:95:e7:57:cc inet addr:192.168.1.10 Bcast:192.168.1.12 Mask:255.255.255.0 BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) How can i make my wlan0 interface work? It had been working previously with network manager and wicd...

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  • Efficient way of detecting a touched object in a game?

    - by Pin
    Imagine a Sims-like 2D game for a touch based mobile phone where one can interact with virtually any object in the scene. How can I efficiently detect which object is being touched by the player? In my short experience, looping through all the visible objects in the scene and checking if they're touched has so far done the job, but when there may be many many moving objects in the screen that sounds kind of inefficient isn't it? Keeping the visible moving objects list can consume time in itself as one may have to loop through all of them each frame. Other solutions I've thought are: Spatial hashing. Divide the screen as a grid and place the visible objects in the corresponding bucket. Detection of the clicked object is fast but there's additional overhead for placing the objects in the correct bucket each frame. Maintaining a quad-tree. Moving objects have to be rearranged all the time, the previous solution looks better. What is usually done in this case?

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  • Ethernet not working in 12.04 (Dell Inspiron 14z)

    - by Izabela
    When I plug in a network cable, it is not recognized. The WI-FI is working properly, though. ifconfig output: lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:1645 errors:0 dropped:0 overruns:0 frame:0 TX packets:1645 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:206840 (206.8 KB) TX bytes:206840 (206.8 KB) wlan0 Link encap:Ethernet HWaddr e0:06:e6:de:57:e7 inet addr:150.164.201.145 Bcast:150.164.201.255 Mask:255.255.255.0 inet6 addr: 2001:12f0:601:a921:98a2:3dd:3be8:c483/64 Scope:Global inet6 addr: 2001:12f0:601:a921:e206:e6ff:fede:57e7/64 Scope:Global inet6 addr: fe80::e206:e6ff:fede:57e7/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:23892 errors:0 dropped:0 overruns:0 frame:0 TX packets:14676 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:30123226 (30.1 MB) TX bytes:2189050 (2.1 MB)

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