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  • Mojarra (JSF) 2.1.2 is here

    - by alexismp
    The Mojarra 2.1.2 release was cut a few days ago. Here are the full Maven coordinates : api, impl. You can also get to the release notes and to the list of bugs fixed in this release. This is scheduled for inclusion into the upcoming GlassFish 3.1.1 release. In fact it's already integrated in the latest promoted build (#8) which also includes woodstox 4.1.1. Weld 1.1.1.Final has already been integrated a few builds ago. The JSF team is now working on JSR 344 (JSF 2.2) for which you can get a status by visiting http://jsf-spec.java.net/ and the associated mailing lists. A first expert draft is now available.

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  • Eloqua Experience 2013: Mystique, Modern Marketing and Masterful Engagement

    - by Mike Stiles
    The following is a guest post from Erick Mott, a social business leader at Oracle Eloqua. There’s a growing gap between 20th century marketing and a modern marketing way of doing business. I can’t think of a better example of modern marketing in action than what more than 2,000 people experienced in San Francisco at #EE13; customer-obsession, multichannel content, and real-time engagement all coming together at one extraordinary event. This was my first Eloqua Experience as a new Oracle Eloqua employee. In weeks prior, I heard about the mystique but didn’t know what to expect. What I’ve come to understand with more clarity is everything we do revolves around customer success, and we operate and educate at all times with these five tenets in mind: 1. Targeting: Really Know Your Buyer 2. Engagement: Create a 1:1 Relationship 3. Conversion: Visualize Guided Thinking 4. Analysis: Learn What’s Working 5. Marketing Technology: Enable and Extend the Cloud Product News from Eloqua Experience 2013 We made some announcements that John Stetic, VP of Products, Oracle Eloqua covers in this brief ‘Modern Marketing Minute’ video recorded after Wednesday’s keynote; summarized below, too: Oracle Eloqua AdFocus: While understanding the impact of a specific marketing channel was formerly relegated to marketers’ wish lists, the channels we now focus on are digital, social, and mobile. AdFocus gives marketers a single platform to dynamically create, manage and measure display ads alongside owned and earned media. AdFocus enables marketers to target only key accounts or prospects you want to reach with display ads, as well as provide creative content or personalized ad copy based on their persona and activities. Oracle Eloqua Profiler: The details of what we now know about customers have expanded into a universal customer profile, which can be used to create highly targeted segments. Marketers now can take data that’s not even stored in Eloqua to help targeted and score prospects for a complete, multichannel view of the customer. Profiler gives sales reps one, detailed view of the prospect to extend views beyond Oracle Eloqua asset activity (emails, forms, page views) to any external assets stored in Oracle Eloqua. Marketing Resource Management: New capabilities create more secure and controlled access to marketing resources and data. New integrations provide greater insight into campaign resources and management through a central marketing calendar and simplify resource management. Integrated Sales and Marketing Funnel: An integrated sales and marketing funnel view gives marketing and sales users, cross-functional teams, and executive management a consistent and clear view of pipeline performance. It also quickly provides users with historical metrics across different time spans and conditions. Eloqua AppCloud: More than 20 new AppCloud partners have been added to the community, which now includes 100+ apps. Eloqua AppCloud now provides modern marketers with an even broader range of marketing applications that help expand and enrich sales and marketing efforts; easily accessible in the Topliners Community. Social Capabilities: Recent integration between Oracle Eloqua and Oracle Social Relationship Management (SRM) deliver a comprehensive, scalable and integrated modern marketing solution. New capabilities include better tracking of social activities for a more complete customer profile. Engage Facebook custom audiences with AdFocus to deliver ads and meaningful experiences through trusted social networks. Biggest and Best Eloqua Experience. There’s a lot of talk in the industry about the Marketing Cloud. At Oracle Eloqua, we have been on a mission of delivering the most advanced and integrated modern marketing technology on the planet. It’s not just a concept but reality with proven execution, as seen first-hand this week in San Francisco. In this video, Kevin Akeroyd, SVP of Oracle Eloqua, provides some highlights of what made this year’s Eloqua Experience, exceptional, including Steve Woods’ presentation about the journey of modern marketers and Andrea Ward’s conversation with Vince Gilligan, creator of the Breaking Bad television series. The 2013 Markie Awards The Oracle Eloqua Marketing Cloud was best exemplified for me as 19 Markies were awarded to customers for their exceptional creativity and results as modern marketers. Wow, what a night to remember with so many committed and talented people working to create an extraordinary experience! To learn more about how to become a modern marketer, check out these resources. We look forward to seeing you next year at Eloqua Experience. More on Erick: 20 years experience at Oracle, Ektron, Sitecore, Lyris, Habeas, Nokia, creatorbase, Mark Monitor, Cisco Systems, GlobalFluency, Sun Microsystems, Philips NV, Elm Products and CBS TV. Patent holder with agency, Fortune 500, media, and startup company expertise. @mikestiles

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  • HLSL/XNA Ambient light texture mixed up with multi pass lighting

    - by Manu-EPITA
    I've been having some troubles lately with lighting. I have found a source on google which is working pretty good on the example. However, when I try to implement it to my current project, I am getting some very weird bugs. The main one is that my textures are "mixed up" when I only activate the ambient light, which means that a model gets the texture of another one . I am using the same effect for every meshes of my models. I guess this could be the problem, but I don't really know how to "reset" an effect for a new model. Is it possible? Here is my shader: float4x4 WVP; float4x4 WVP; float3x3 World; float3 Ke; float3 Ka; float3 Kd; float3 Ks; float specularPower; float3 globalAmbient; float3 lightColor; float3 eyePosition; float3 lightDirection; float3 lightPosition; float spotPower; texture2D Texture; sampler2D texSampler = sampler_state { Texture = <Texture>; MinFilter = anisotropic; MagFilter = anisotropic; MipFilter = linear; MaxAnisotropy = 16; }; struct VertexShaderInput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 PositionO: TEXCOORD1; float3 Normal : NORMAL0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WVP); output.Normal = input.Normal; output.PositionO = input.Position.xyz; output.Texture = input.Texture; return output; } float4 PSAmbient(VertexShaderOutput input) : COLOR0 { return float4(Ka*globalAmbient + Ke,1) * tex2D(texSampler,input.Texture); } float4 PSDirectionalLight(VertexShaderOutput input) : COLOR0 { //Difuze float3 L = normalize(-lightDirection); float diffuseLight = max(dot(input.Normal,L), 0); float3 diffuse = Kd*lightColor*diffuseLight; //Specular float3 V = normalize(eyePosition - input.PositionO); float3 H = normalize(L + V); float specularLight = pow(max(dot(input.Normal,H),0),specularPower); if(diffuseLight<=0) specularLight=0; float3 specular = Ks * lightColor * specularLight; //sum all light components float3 light = diffuse + specular; return float4(light,1) * tex2D(texSampler,input.Texture); } technique MultiPassLight { pass Ambient { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PSAmbient(); } pass Directional { PixelShader = compile ps_3_0 PSDirectionalLight(); } } And here is how I actually apply my effects: public void ApplyLights(ModelMesh mesh, Matrix world, Texture2D modelTexture, Camera camera, Effect effect, GraphicsDevice graphicsDevice) { graphicsDevice.BlendState = BlendState.Opaque; effect.CurrentTechnique.Passes["Ambient"].Apply(); foreach (ModelMeshPart part in mesh.MeshParts) { graphicsDevice.SetVertexBuffer(part.VertexBuffer); graphicsDevice.Indices = part.IndexBuffer; // Texturing graphicsDevice.BlendState = BlendState.AlphaBlend; if (modelTexture != null) { effect.Parameters["Texture"].SetValue( modelTexture ); } graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); // Applying our shader to all the mesh parts effect.Parameters["WVP"].SetValue( world * camera.View * camera.Projection ); effect.Parameters["World"].SetValue(world); effect.Parameters["eyePosition"].SetValue( camera.Position ); graphicsDevice.BlendState = BlendState.Additive; // Drawing lights foreach (DirectionalLight light in DirectionalLights) { effect.Parameters["lightColor"].SetValue(light.Color.ToVector3()); effect.Parameters["lightDirection"].SetValue(light.Direction); // Applying changes and drawing them effect.CurrentTechnique.Passes["Directional"].Apply(); graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); } } I am also applying this when loading the effect: effect.Parameters["lightColor"].SetValue(Color.White.ToVector3()); effect.Parameters["globalAmbient"].SetValue(Color.White.ToVector3()); effect.Parameters["Ke"].SetValue(0.0f); effect.Parameters["Ka"].SetValue(0.01f); effect.Parameters["Kd"].SetValue(1.0f); effect.Parameters["Ks"].SetValue(0.3f); effect.Parameters["specularPower"].SetValue(100); Thank you very much UPDATE: I tried to load an effect for each model when drawing, but it doesn't seem to have changed anything. I suppose it is because XNA detects that the effect has already been loaded before and doesn't want to load a new one. Any idea why?

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  • Taking a Chomp out of a (Social Network) Product Hype

    - by kellsey.ruppel
    Andrew Kershaw, Senior Director Oracle Social Network Product Development, speaks about Oracle Social Network One of our competitors is being very aggressive with its own developed Social Network add-on, but there should be no doubt in the minds that the Oracle social capabilities available with Fusion CRM stack up well against it. Within the Oracle Cloud, we have announced a product called Oracle Social Network. That technology is pre-integrated into Fusion Applications, enabling your customer to build a collaborative and social enterprise (without all the noise!). Oracle Social Network is designed together with our Fusion Applications. It is very conveniently pre-integrated with CRM, HCM, Financials, Projects, Supply Chain, and the Fusion family. But what's even better is that the individual teams can take a considered approach to what they are trying to achieve within the collaboration process and the outcome they are trying to enable. Then they can utilize the network and collaboration tools to support that result. And there's more! The Fusion teams can design social interactions that bridge across and outside their individual product lines because we have more than just a product line and they know they have the social network to connect them. I know we have a superior product, but it is our ability to understand and execute across the enterprise that will enable us to deliver a much more robust and capable platform in the short term than our competitor can. We have built a product specifically designed for enterprise social collaboration which is not the same for the competition. We have delivered a much more effective solution - one in which individuals can easily collaborate to get results, while being confident that they know who has access to their information. Our platform has been pre-built to cross the company boundaries and enable our customers to collaborate, not just with their customers, but with their partners and suppliers as well. So Fusion addresses the combination of the enterprise application suite with enterprise collaboration and social networking. Oracle Social Network already has a feature function advantage over our competitor's tool providing a real added value to the employees. Plus Oracle has the ability to execute in a broad enterprise and cross-enterprise way that our competitors cannot. We have the power of a tool that provides the core social fabric across all of the applications, as well as supporting enterprise collaboration. That allows us to provide intelligent business insight, connections, and recommendations that our competitor simply can't. From our competitors, customers get integration for Sales; they get integration for Service, but then they have to integrate every other enterprise asset that they have by themselves. With Oracle, we are doing the integration. Fusion Applications will be pre-integrated, and over time, all of the applications in the business suite, including our Applications Unlimited and specialist industry applications, will connect to the Oracle Social Network. I'm confident these capabilities make Oracle Social Network the only collaboration platform on which to deliver the social enterprise.

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  • Freezes if desktop effects is used [closed]

    - by munir
    I have found that using desktop effects in Ubuntu versions later than 8.10 causes the desktop to freeze after a few seconds on my PC. the command lspci -nn gave the following 00:02.0 VGA compatible controller [0300]: Intel Corporation 82945G/GZ Integrated Graphics Controller [8086:2772] (rev 02) and with lspci -k I have 00:02.0 VGA compatible controller: Intel Corporation 82945G/GZ Integrated Graphics Controller (rev 02) Kernel driver in use: i915 Kernel modules: i915 The intel graphics cards seems to have some performence issues with xorg driver. However I have not noticed any freeze in Ubuntu 8.10. There are some workarounds at https://wiki.ubuntu.com/X/Bugs/Lucidi8xxFreezes to make them work. But I can't find out what workaround should I do with my graphics controller. I have tried workaround F but it did not help. can anyone help me find a workaround for my graphics card? and is it actually possible to use desktop effect in this graphics card ?

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  • Control external monitor brightness

    - by remi
    Hello Ubuntu community, I can control the brightness of my DELL U2713HM connected with DisplayPort via the command: ddccontrol -p -r 0x10 -w 53 where in this example the number 53 represents the brightness level (range 0 to 100). But I don't know how to link the command to my brightness keys on my keyboard. I searched already, but just found answers to integrated laptop screens. In /sys/class/backlight is the folder acpi_video0 with some subfolders and files. The file actual_brightness contains a number from 0 to 20, which is changing when I press the brightness keys. How do I get my external monitor listed as a device in /sys/class/backlight ? PS: I am running a fresh Ubuntu 12.10 install with integrated graphics Intel HD4000.

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  • xrandr shows VGA1 as disconnected

    - by Felix
    I have a Thinkpad W520 with Nvidia Optimus graphics. I have disabled the Nvidia card in BIOS (by selecting "integrated graphics"), so I'm running only on the integrated Intel graphics. I get full 3D acceleration, which would suggest the drivers are properly installed. However, I'm not able to use an external monitor. With the external monitor connected and turned on, running xrandr always gives: $ xrandr Screen 0: minimum 320 x 200, current 1920 x 1080, maximum 8192 x 8192 LVDS1 connected 1920x1080+0+0 (normal left inverted right x axis y axis) 344mm x 193mm 1920x1080 60.0*+ 59.9 50.0 1680x1050 60.0 59.9 1600x1024 60.2 1400x1050 60.0 1280x1024 60.0 1440x900 59.9 1280x960 60.0 1360x768 59.8 60.0 1152x864 60.0 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 disconnected (normal left inverted right x axis y axis) What gives? It sees the VGA1 port (to which the external display is connected), but it appears disconnected. I have tried forcing a resolution as per these instructions, but when I do that X becomes unresponsive and I have to Ctrl-Alt-F1 and restart it.

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  • Social Networks & the Cloud

    - by kellsey.ruppel
    It’s no secret that millions of people are connected to the Internet. And it also probably doesn’t come as a surprise that a lot of those people are connected on social networking sites.  Social networks have become an excellent platform for sharing and communication that reflects real world relationships and they play a major part in the everyday lives of many people. Facebook, Twitter, Pinterest, LinkedIn, Google+ and hundreds of others have transformed the way we interact and communicate with one another. Social networks are becoming more than just an online gathering of friends. They are becoming a destination for ideation, e-commerce, and marketing. But it doesn’t just stop there. Some organizations are utilizing social networks internally, integrated with their business applications and processes and the possibility of social media and cloud integration is compelling. Forrester alone estimates enterprise cloud computing to grow to over $240 billion by 2020. It’s hard to find any current IT project today that is NOT considering cloud-based deployments. Security and quality of service concerns are no longer at the forefront; rather, it’s about focusing on the right mix of capabilities for the business. Cloud vs. On-Premise? Policies & governance models? Social in the cloud? Cloud’s increasing sophistication, security in applications, mobility, transaction processing and social capabilities make it an attractive way to manage information. And Oracle offers all of this through the Oracle Cloud and Oracle Social Network. Oracle Social Network is a secure private network that provides a broad range of social tools designed to capture and preserve information flowing between people, enterprise applications, and business processes. By connecting you with your most critical applications, Oracle Social Network provides contextual, real-time communication within and across enterprises. With Oracle Social Network, you and your teams have the tools you need to collaborate quickly and efficiently, while leveraging the organization’s collective expertise to make informed decisions and drive business forward. Oracle Social Network is available as part of a portfolio of application and platform services within the Oracle Cloud. Oracle Cloud offers self-service business applications delivered on an integrated development and deployment platform with tools to rapidly extend and create new services. Oracle Social Network is pre-integrated with the Fusion CRM Cloud Service and the Fusion HCM Cloud Service within the Oracle Cloud. Learn more how you can use Oracle Social Network to revolutionize how you create, understand, and achieve true value through enterprise social networking. And be sure to check out the follow sessions here at Oracle OpenWorld, where can learn more about Oracle Cloud and Oracle Social Network. Tuesday, Oct 2 – Oracle WebCenter’s Cloud Strategy: From Social and Platform Services to Mashups, 1:15pm - 2:15pm, Moscone West – 3001  Wednesday, Oct 3 – Oracle Social Network: Your Strategy for Socially Enabled Oracle Fusion Applications, 11:45am - 12:45pm, Moscone West – 3002/3004

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  • Forum that integrates into CMS and has curated category pages with tagged threads

    - by user6172
    I'm looking for a forum that meets these requirements: Login using Facebook/Twitter/OpenID etc. User profiles with reward system Voting/thumbs up function Categories and tags for sorting threads Custom category pages with moderated static header Embeddable threads and categories (For example, a whole category or single thread can be integrated into wordpress) API to users, discussions etc. I've looked at forums like Vanilla, Disqus, OSQA etc, but none seem to match the above "hybrid criteria". Hosted or self-hosted doesn't matter but I'm really looking for something that can be integrated into an existing CMS to replace comments while at the same time have curated category pages and user profiles. Thanks.

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  • Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

    - by BrotherJack
    I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape of the "earth" correct. However, I don't know how to apply a texture to it. I have a 50x50 pixel image (in the environment constructor as "dirt.png"), that I want to apply to the hills. I have a vague idea that this seems to involve the mesh class and possibly a ShapeRenderer, but the little i'm finding online is just confusing me. Bellow is code from the class that makes and regulates the terrain and the code in a separate file that is supposed to render it (but crashes on the mesh.render() call). Any pointers would be appreciated. public class Environment extends Actor{ Pixmap sky; public Texture groundTexture; Texture skyTexture; double tankypos; //TODO delete, temp public Tank etank; //TODO delete, temp int destructionRes; // how wide is a static pixel private final float viewWidth; private final float viewHeight; private ChainShape terrain; public Texture dirtTexture; private World world; public Mesh terrainMesh; private static final String LOG = Environment.class.getSimpleName(); // Constructor public Environment(Tank tank, FileHandle sfileHandle, float w, float h, int destructionRes) { world = new World(new Vector2(0, -10), true); this.destructionRes = destructionRes; sky = new Pixmap(sfileHandle); viewWidth = w; viewHeight = h; skyTexture = new Texture(sky); terrain = new ChainShape(); genTerrain((int)w, (int)h, 6); Texture tankSprite = new Texture(Gdx.files.internal("TankSpriteBase.png")); Texture turretSprite = new Texture(Gdx.files.internal("TankSpriteTurret.png")); tank = new Tank(0, true, tankSprite, turretSprite); Rectangle tankrect = new Rectangle(300, (int)tankypos, 44, 45); tank.setRect(tankrect); BodyDef terrainDef = new BodyDef(); terrainDef.type = BodyType.StaticBody; terrainDef.position.set(0, 0); Body terrainBody = world.createBody(terrainDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = terrain; terrainBody.createFixture(fixtureDef); BodyDef tankDef = new BodyDef(); Rectangle rect = tank.getRect(); tankDef.type = BodyType.DynamicBody; tankDef.position.set(0,0); tankDef.position.x = rect.x; tankDef.position.y = rect.y; Body tankBody = world.createBody(tankDef); FixtureDef tankFixture = new FixtureDef(); PolygonShape shape = new PolygonShape(); shape.setAsBox(rect.width*WORLD_TO_BOX, rect.height*WORLD_TO_BOX); fixtureDef.shape = shape; dirtTexture = new Texture(Gdx.files.internal("dirt.png")); etank = tank; } private void genTerrain(int w, int h, int hillnessFactor){ int width = w; int height = h; Random rand = new Random(); //min and max bracket the freq's of the sin/cos series //The higher the max the hillier the environment int min = 1; //allocating horizon for screen width Vector2[] horizon = new Vector2[width+2]; horizon[0] = new Vector2(0,0); double[] skyline = new double[width]; //TODO skyline necessary as an array? //ratio of amplitude of screen height to landscape variation double r = (int) 2.0/5.0; //number of terms to be used in sine/cosine series int n = 4; int[] f = new int[n*2]; //calculating omegas for sine series for(int i = 0; i < n*2 ; i ++){ f[i] = rand.nextInt(hillnessFactor - min + 1) + min; } //amp is the amplitude of the series int amp = (int) (r*height); double lastPoint = 0.0; for(int i = 0 ; i < width; i ++){ skyline[i] = 0; for(int j = 0; j < n; j++){ skyline[i] += ( Math.sin( (f[j]*Math.PI*i/height) ) + Math.cos(f[j+n]*Math.PI*i/height) ); } skyline[i] *= amp/(n*2); skyline[i] += (height/2); skyline[i] = (int)skyline[i]; //TODO Possible un-necessary float to int to float conversions tankypos = skyline[i]; horizon[i+1] = new Vector2((float)i, (float)skyline[i]); if(i == width) lastPoint = skyline[i]; } horizon[width+1] = new Vector2(800, (float)lastPoint); terrain.createChain(horizon); terrain.createLoop(horizon); //I have no idea if the following does anything useful :( terrainMesh = new Mesh(true, (width+2)*2, (width+2)*2, new VertexAttribute(Usage.Position, (width+2)*2, "a_position")); float[] vertices = new float[(width+2)*2]; short[] indices = new short[(width+2)*2]; for(int i=0; i < (width+2); i+=2){ vertices[i] = horizon[i].x; vertices[i+1] = horizon[i].y; indices[i] = (short)i; indices[i+1] = (short)(i+1); } terrainMesh.setVertices(vertices); terrainMesh.setIndices(indices); } Here is the code that is (supposed to) render the terrain. @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. backgroundStage.draw(); backgroundStage.act(delta); uistage.draw(); uistage.act(delta); batch.begin(); debugRenderer.render(this.ground.getWorld(), camera.combined); batch.end(); //Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D); ground.dirtTexture.bind(); ground.terrainMesh.render(GL10.GL_TRIANGLE_FAN); //I'm particularly lost on this ground.step(); }

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  • Are Intel HD 4000 graphics supported on Ubuntu 10.04 LTS?

    - by user1118764
    I have an intel Core i7-3700 system with Intel HD 4000 integrated graphics with a dual monitor setup (1 connected via VGA, the other via DVI) on Ubuntu 10.04 LTS 64bit. I'm trying to get my monitors correctly detected. Right now, in only 1 unknown monitor is detected with a max resolution of 1280x1024, which is lower than my main monitor connected to DVI. Also, the desktop is mirrored rather than extended. I've previously managed to get a Core i5-2400 system with Intel HD 3000 integrated graphics with the same dual monitor setup and Ubuntu 10.04 LTS 64bit to work using the glasen ppa drivers, but this time, after installing them following the instructions How do I install the Intel HD 3000 video driver? but it doesn't seem to work. Does the Intel HD 4000 require a different driver from the 3000? If so, where can I get it?

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  • USB Port not working for Ubuntu 14.04 LTS

    - by user292125
    I have recently installed Ubuntu 14.04 LTS on my system. But the usb port does not seem to be working. When I type lsusb in terminal, following is displayed on the screen: Bus 002 Device 114: ID 0951:1665 Kingston Technology Bus 002 Device 004: ID 413c:2106 Dell Computer Corp. Dell QuietKey Keyboard Bus 002 Device 003: ID 04ca:0062 Lite-On Technology Corp. Bus 002 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub. However the disk utility shows no media. Kindly help me on this. Suggestions will be appreciated.

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  • 'ACT On' Middleware Consolidation and Innovation Program Launch Webcast Thursday June 5, 2014 - 10am BST / 11am CET / 12am EET

    - by Cinzia Mascanzoni
    We are launching a Demand Generation Program under the Oracle 'ACT On' brand to enable you to help your partners and customers benefit from one integrated Middleware stack to better address today's new IT Challenges. We will work with you to drive demand for your partners to deploy consolidated Middleware environments with one integrated red Stack from Database to Middleware solutions running on engineered systems like Oracle Database Appliance or Exalogic. The opportunity for VADs is to: Build on the strength of FMW which has a significant share of the total Oracle revenue in EMEA Sell more FMW licenses to existing customers Add Systems to deals to grow the value Join us on June 5th, 10am BST / 11am CET / 12am EETFor details on how to join, click here

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  • Converting openGl code to DirectX

    - by Fredrik Boston Westman
    First of all, this is kind of a follow up question on @byte56 excellent anwser on this question concerning picking algorithms. I'm trying to convert one of his code examples to directX 11 however I have run in to some problems ( I can pick but the picking is way off), and I wanted to make sure I had done it rigth before moving on and checking the rest of my code. I am not that familiar with openGl but I can imagine openGl has diffrent coordinations systems, and functions that alters how you must implement to code abit. This is his code example: public Ray GetPickRay() { int mouseX = Mouse.getX(); int mouseY = WORLD.Byte56Game.getHeight() - Mouse.getY(); float windowWidth = WORLD.Byte56Game.getWidth(); float windowHeight = WORLD.Byte56Game.getHeight(); //get the mouse position in screenSpace coords double screenSpaceX = ((float) mouseX / (windowWidth / 2) - 1.0f) * aspectRatio; double screenSpaceY = (1.0f - (float) mouseY / (windowHeight / 2)); double viewRatio = Math.tan(((float) Math.PI / (180.f/ViewAngle) / 2.00f))* zoomFactor; screenSpaceX = screenSpaceX * viewRatio; screenSpaceY = screenSpaceY * viewRatio; //Find the far and near camera spaces Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * NearPlane), (float) (screenSpaceY * NearPlane), (float) (-NearPlane), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * FarPlane), (float) (screenSpaceY * FarPlane), (float) (-FarPlane), 1); //Unproject the 2D window into 3D to see where in 3D we're actually clicking Matrix4f tmpView = Matrix4f(view); Matrix4f invView = (Matrix4f) tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invView, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invView, cameraSpaceFar, worldSpaceFar); //calculate the ray position and direction Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); return new Ray(rayPosition, rayDirection); } All rigths reserved to him of course This is my DirectX 11 code : void GraphicEngine::pickRayVector(float mouseX, float mouseY,XMVECTOR& pickRayInWorldSpacePos, XMVECTOR& pickRayInWorldSpaceDir) { float PRVecX, PRVecY; float nearPlane = 0.1f; float farPlane = 200.0f; floar viewAngle = 0.4 * 3.14; PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) * tan((viewAngle)/2); PRVecY = (1-(( 2.0f * mouseY) / ClientHeight)) * tan((viewAngle)/2); XMVECTOR cameraSpaceNear = XMVectorSet(PRVecX * nearPlane,PRVecY * nearPlane, -nearPlane, 1.0f); XMVECTOR cameraSpaceFar = XMVectorSet(PRVecX * farPlane,PRVecY * farPlane, -farPlane, 1.0f); // Transform 3D Ray from View space to 3D ray in World space XMMATRIX invMat; XMVECTOR matInvDeter; invMat = XMMatrixInverse(&matInvDeter, cam->getCameraView()); //Inverse of View Space matrix is World space matrix XMVECTOR worldSpaceNear = XMVector3TransformCoord(cameraSpaceNear, invMat); XMVECTOR worldSpaceFar = XMVector3TransformCoord(cameraSpaceFar, invMat); pickRayInWorldSpacePos = worldSpaceNear; pickRayInWorldSpaceDir = worldSpaceFar-worldSpaceNear; pickRayInWorldSpaceDir = XMVector3Normalize(pickRayInWorldSpaceDir); } A couple of notes: The mouse coordinates are already converted so that the top left corner of the client window would be (0,0) and the bottom rigth (800,600) ( or whatever resolution you would have) I hadn't used any far or near plane before, so i just made some arbitrary number up for them. To my understanding it shouldnt matter as long as the object you are trying to pick is in between the range of thoese numbers The viewAngle is the same angle that I used when setting the camera view with XMMatrixPerspectiveFovLH , I just hadn't made it a member variable of my Camera class yet. I removed the variable aspectRation and zoomFactor because I assumed that they where related to some specific function of his game. Now I'm not sure, but I think the problems lies either withing the mouse to viewspace conversion, maby that we use diffrent coordinations systems. Either that or how i transform the matrixes in the the end, because i know order is important when it comes to matrixes. Any help is appriciated! Thanks in advance. Edit: One more note, my code is in c++

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  • How to ace Skype Interviews

    - by FelixWehmeyer
    Many companies these days opt to include a Skype interview in the recruitment process, as it comes close to a face-to-face interview without the time and costs involved for both the company and the candidate. In some cases during the recruitment process at Oracle you also might be asked to conduct a Skype interview. To help you get started with this, we researched some websites to give you several tips and tricks. What most of the bloggers say about this topic is collected in this article to help you prepare. It is all about Technology The bit that can make a Skype interview more complicated than a face-to-face or phone interview is the fact you are using additional technology. Always check the video and audio capabilities of your computer to make sure they work properly. Be prepared for connections to be limited during the interview. Using a webcam can also be confusing, if you do not have a lot of experience using it. Make sure you look at the camera and not the monitor to avoid the impression you are looking away. Practice If you do not feel comfortable using the camera, do a mock interview with a friend or family member before you have the actual interview. Be aware that facial impressions or reactions come across differently on a monitor, so make sure to practice how you  come across during the interview. Good lighting in the room also helps you make you look the best for the interviewer. You and your room Dress code, as in any face-to-face interview,is important to think about. Dress the same way as you would for face-to-face interviews and avoid patterns or informal clothing. Another tip,is to be aware of your surroundings. Make sure the room you use looks good on camera, making sure it is neat and tidy, also think about how the walls look behind you. Also make sure you do not get distracted during the interview by anyone or anything, as this will directly have an impact on your interview and your ability to focus and concentrate. What is in a name What goes for any account that you share during the recruitment process, either your email address or Skype name, is to make sure it comes across as professional. Try to avoid using nicknames or strange words in your accounts, stick to using a first name – last name or an abbreviation of the same. If you would like to read more about this topic, have a look at the links below which we used as inspiration for this blog article. 7 Deadly Skype Interview Sins is fun to read and to gives you some good advice to keep in mind. ·         http://www.inc.com/guides/201103/4-tips-for-conducting-a-job-interview-using-skype.html ·         http://blog.simplyhired.com/2012/05/5-tips-to-a-great-skype-interview.html ·         http://www.cnn.com/2011/LIVING/07/11/skype.interview.tips.cb/index.html http://www.ehow.com/how_5648281_prepare-skype-interview.html

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  • Numerically stable(ish) method of getting Y-intercept of mouse position?

    - by Fraser
    I'm trying to unproject the mouse position to get the position on the X-Z plane of a ray cast from the mouse. The camera is fully controllable by the user. Right now, the algorithm I'm using is... Unproject the mouse into the camera to get the ray: Vector3 p1 = Vector3.Unproject(new Vector3(x, y, 0), 0, 0, width, height, nearPlane, farPlane, viewProj; Vector3 p2 = Vector3.Unproject(new Vector3(x, y, 1), 0, 0, width, height, nearPlane, farPlane, viewProj); Vector3 dir = p2 - p1; dir.Normalize(); Ray ray = Ray(p1, dir); Then get the Y-intercept by using algebra: float t = -ray.Position.Y / ray.Direction.Y; Vector3 p = ray.Position + t * ray.Direction; The problem is that the projected position is "jumpy". As I make small adjustments to the mouse position, the projected point moves in strange ways. For example, if I move the mouse one pixel up, it will sometimes move the projected position down, but when I move it a second pixel, the project position will jump back to the mouse's location. The projected location is always close to where it should be, but it does not smoothly follow a moving mouse. The problem intensifies as I zoom the camera out. I believe the problem is caused by numeric instability. I can make minor improvements to this by doing some computations at double precision, and possibly abusing the fact that floating point calculations are done at 80-bit precision on x86, however before I start micro-optimizing this and getting deep into how the CLR handles floating point, I was wondering if there's an algorithmic change I can do to improve this? EDIT: A little snooping around in .NET Reflector on SlimDX.dll: public static Vector3 Unproject(Vector3 vector, float x, float y, float width, float height, float minZ, float maxZ, Matrix worldViewProjection) { Vector3 coordinate = new Vector3(); Matrix result = new Matrix(); Matrix.Invert(ref worldViewProjection, out result); coordinate.X = (float) ((((vector.X - x) / ((double) width)) * 2.0) - 1.0); coordinate.Y = (float) -((((vector.Y - y) / ((double) height)) * 2.0) - 1.0); coordinate.Z = (vector.Z - minZ) / (maxZ - minZ); TransformCoordinate(ref coordinate, ref result, out coordinate); return coordinate; } // ... public static void TransformCoordinate(ref Vector3 coordinate, ref Matrix transformation, out Vector3 result) { Vector3 vector; Vector4 vector2 = new Vector4 { X = (((coordinate.Y * transformation.M21) + (coordinate.X * transformation.M11)) + (coordinate.Z * transformation.M31)) + transformation.M41, Y = (((coordinate.Y * transformation.M22) + (coordinate.X * transformation.M12)) + (coordinate.Z * transformation.M32)) + transformation.M42, Z = (((coordinate.Y * transformation.M23) + (coordinate.X * transformation.M13)) + (coordinate.Z * transformation.M33)) + transformation.M43 }; float num = (float) (1.0 / ((((transformation.M24 * coordinate.Y) + (transformation.M14 * coordinate.X)) + (coordinate.Z * transformation.M34)) + transformation.M44)); vector2.W = num; vector.X = vector2.X * num; vector.Y = vector2.Y * num; vector.Z = vector2.Z * num; result = vector; } ...which seems to be a pretty standard method of unprojecting a point from a projection matrix, however this serves to introduce another point of possible instability. Still, I'd like to stick with the SlimDX Unproject routine rather than writing my own unless it's really necessary.

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  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

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  • HLSL 5 interpolation issues

    - by metredigm
    I'm having issues with the depth components of my shadowmapping shaders. The shadow map rendering shader is fine, and works very well. The world rendering shader is more problematic. The only value which seems to definitely be off is the pixel's position from the light's perspective, which I pass in parallel to the position. struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; The reason that I used the semantic 'TEXCOORD2' on the light's pixel position is because I believe that the problem lies with Direct3D's interpolation of values between shaders, and I started trying random semantics and also forcing linear and noperspective interpolations. In the world rendering shader, I observed in the pixel shader that the Z value of light_pos was always extremely close to, but less than the W value. This resulted in a depth result of 0.999 or similar for every pixel. Here is the vertex shader code : struct Vertex { float3 position : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; cbuffer Camera : register (b0) { matrix world; matrix view; matrix projection; }; cbuffer Light : register (b1) { matrix light_world; matrix light_view; matrix light_projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), world); output.position = mul(output.position, view); output.position = mul(output.position, projection); output.world_pos = mul(float4(input.position, 1.0f), world); output.world_pos = mul(output.world_pos, light_view); output.world_pos = mul(output.world_pos, light_projection); output.texcoord = input.texcoord; output.normal = input.normal; return output; } I suspect interpolation to be the culprit, as I used the camera matrices in place of the light matrices in the vertex shader, and had the same problem. The problem is evident as both of the same vectors were passed to a pixel from the VS, but only one of them showed a change in the PS. I have already thoroughly debugged the matrices' validity, the cbuffers' validity, and the multiplicative validity. I'm very stumped and have been trying to solve this for quite some time. Misc info : The light projection matrix and the camera projection matrix are the same, generated from D3DXMatrixPerspectiveFovLH(), with an FOV of 60.0f * 3.141f / 180.0f, a near clipping plane of 0.1f, and a far clipping plane of 1000.0f. Any ideas on what is happening? (This is a repost from my question on Stack Overflow)

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  • Finding out why Dell Controler is Degraded

    - by Kyle Brandt
    I installed open manage on a couple of my PE 2950s for snmp monitoring of the RAID. All the checks seem to come back okay except for controllerState: [root@aMachine ~]# snmpwalk -v 2c -c bestNotToPostPasswords myMachine -m +StorageManagement-MIB controllerstate StorageManagement-MIB::controllerState.1 = INTEGER: degraded(6) Other checks seems to indicate the battery, LD, and physicals disks are all good unless I missing something. Can anyone tell if I am missing something or neglecting something import in my RAID monitoring/understanding? I get degraded for both these servers I have set up. A walk of the entire storage management tree for on of them: StorageManagement-MIB::softwareVersion.0 = STRING: "3.2.0" StorageManagement-MIB::globalStatus.0 = INTEGER: warning(2) StorageManagement-MIB::softwareManufacturer.0 = STRING: "Dell Inc." StorageManagement-MIB::softwareProduct.0 = STRING: "Server Administrator (Storage Management)" StorageManagement-MIB::softwareDescription.0 = STRING: "Configuration and monitoring of disk storage devices." StorageManagement-MIB::displayName.0 = STRING: "Server Administrator (Storage Management)" StorageManagement-MIB::description.0 = STRING: "Configuration and monitoring of disk storage devices." StorageManagement-MIB::agentVendor.0 = STRING: "Dell Inc." StorageManagement-MIB::agentTimeStamp.0 = INTEGER: 1273842310 StorageManagement-MIB::agentGetTimeout.0 = INTEGER: 5 StorageManagement-MIB::agentModifiers.0 = INTEGER: 0 StorageManagement-MIB::agentRefreshRate.0 = INTEGER: 300 StorageManagement-MIB::agentMibVersion.0 = STRING: "3.2" StorageManagement-MIB::agentManagementSoftwareURLName.0 = "" StorageManagement-MIB::agentGlobalSystemStatus.0 = INTEGER: nonCritical(4) StorageManagement-MIB::agentLastGlobalSystemStatus.0 = INTEGER: ok(3) StorageManagement-MIB::agentSmartThermalShutdown.0 = INTEGER: notApplicable(3) StorageManagement-MIB::controllerNumber.1 = INTEGER: 1 StorageManagement-MIB::controllerName.1 = STRING: "PERC 5/i Integrated" StorageManagement-MIB::controllerVendor.1 = STRING: "DELL" StorageManagement-MIB::controllerType.1 = INTEGER: sas(6) StorageManagement-MIB::controllerState.1 = INTEGER: degraded(6) StorageManagement-MIB::controllerRebuildRateInPercent.1 = INTEGER: 30 StorageManagement-MIB::controllerFWVersion.1 = STRING: "5.0.2-0003" StorageManagement-MIB::controllerCacheSizeInMB.1 = INTEGER: 256 StorageManagement-MIB::controllerCacheSizeInBytes.1 = INTEGER: 0 StorageManagement-MIB::controllerPhysicalDeviceCount.1 = INTEGER: 5 StorageManagement-MIB::controllerLogicalDeviceCount.1 = INTEGER: 1 StorageManagement-MIB::controllerRollUpStatus.1 = INTEGER: nonCritical(4) StorageManagement-MIB::controllerComponentStatus.1 = INTEGER: nonCritical(4) StorageManagement-MIB::controllerNexusID.1 = STRING: "\\0" StorageManagement-MIB::controllerAlarmState.1 = INTEGER: disabled(2) StorageManagement-MIB::controllerDriverVersion.1 = STRING: "00.00.03.05 " StorageManagement-MIB::controllerPCISlot.1 = STRING: "embedded" StorageManagement-MIB::controllerClusterMode.1 = INTEGER: notApplicable(99) StorageManagement-MIB::controllerMinFWVersion.1 = STRING: "5.2.1-0067" StorageManagement-MIB::controllerMinDriverVersion.1 = STRING: "00.00.03.21" StorageManagement-MIB::controllerChannelCount.1 = INTEGER: 2 StorageManagement-MIB::controllerReconstructRate.1 = INTEGER: 30 StorageManagement-MIB::controllerPatrolReadRate.1 = INTEGER: 30 StorageManagement-MIB::controllerBGIRate.1 = INTEGER: 30 StorageManagement-MIB::controllerCheckConsistencyRate.1 = INTEGER: 30 StorageManagement-MIB::controllerPatrolReadMode.1 = INTEGER: automatic(1) StorageManagement-MIB::controllerPatrolReadState.1 = INTEGER: stopped(1) StorageManagement-MIB::controllerPatrolReadIterations.1 = INTEGER: 162 StorageManagement-MIB::controllerEntry.57.1 = INTEGER: 99 StorageManagement-MIB::controllerEntry.58.1 = INTEGER: 99 StorageManagement-MIB::channelNumber.1 = INTEGER: 1 StorageManagement-MIB::channelNumber.2 = INTEGER: 2 StorageManagement-MIB::channelName.1 = STRING: "Connector 0" StorageManagement-MIB::channelName.2 = STRING: "Connector 1" StorageManagement-MIB::channelState.1 = INTEGER: ready(1) StorageManagement-MIB::channelState.2 = INTEGER: ready(1) StorageManagement-MIB::channelRollUpStatus.1 = INTEGER: ok(3) StorageManagement-MIB::channelRollUpStatus.2 = INTEGER: ok(3) StorageManagement-MIB::channelComponentStatus.1 = INTEGER: ok(3) StorageManagement-MIB::channelComponentStatus.2 = INTEGER: ok(3) StorageManagement-MIB::channelNexusID.1 = STRING: "\\0\\0" StorageManagement-MIB::channelNexusID.2 = STRING: "\\0\\1" StorageManagement-MIB::channelBusType.1 = INTEGER: sas(8) StorageManagement-MIB::channelBusType.2 = INTEGER: sas(8) StorageManagement-MIB::enclosureNumber.1 = INTEGER: 1 StorageManagement-MIB::enclosureName.1 = STRING: "Backplane" StorageManagement-MIB::enclosureVendor.1 = STRING: "DELL" StorageManagement-MIB::enclosureState.1 = INTEGER: ready(1) StorageManagement-MIB::enclosureProductID.1 = STRING: "BACKPLANE " StorageManagement-MIB::enclosureType.1 = INTEGER: internal(1) StorageManagement-MIB::enclosureChannelNumber.1 = INTEGER: 0 StorageManagement-MIB::enclosureRollUpStatus.1 = INTEGER: ok(3) StorageManagement-MIB::enclosureComponentStatus.1 = INTEGER: ok(3) StorageManagement-MIB::enclosureNexusID.1 = STRING: "\\0\\0\\0" StorageManagement-MIB::enclosureFirmwareVersion.1 = STRING: "1.00" StorageManagement-MIB::enclosureSASAddress.1 = STRING: "50019090B4C67200" StorageManagement-MIB::arrayDiskNumber.1 = INTEGER: 1 StorageManagement-MIB::arrayDiskNumber.2 = INTEGER: 2 StorageManagement-MIB::arrayDiskNumber.3 = INTEGER: 3 StorageManagement-MIB::arrayDiskNumber.4 = INTEGER: 4 StorageManagement-MIB::arrayDiskName.1 = STRING: "Physical Disk 0:0:0" StorageManagement-MIB::arrayDiskName.2 = STRING: "Physical Disk 0:0:1" StorageManagement-MIB::arrayDiskName.3 = STRING: "Physical Disk 0:0:2" StorageManagement-MIB::arrayDiskName.4 = STRING: "Physical Disk 0:0:3" StorageManagement-MIB::arrayDiskVendor.1 = STRING: "DELL " StorageManagement-MIB::arrayDiskVendor.2 = STRING: "DELL " StorageManagement-MIB::arrayDiskVendor.3 = STRING: "DELL " StorageManagement-MIB::arrayDiskVendor.4 = STRING: "DELL " StorageManagement-MIB::arrayDiskState.1 = INTEGER: online(3) StorageManagement-MIB::arrayDiskState.2 = INTEGER: online(3) StorageManagement-MIB::arrayDiskState.3 = INTEGER: online(3) StorageManagement-MIB::arrayDiskState.4 = INTEGER: online(3) StorageManagement-MIB::arrayDiskProductID.1 = STRING: "ST3146755SS " StorageManagement-MIB::arrayDiskProductID.2 = STRING: "ST3146755SS " StorageManagement-MIB::arrayDiskProductID.3 = STRING: "ST3146755SS " StorageManagement-MIB::arrayDiskProductID.4 = STRING: "ST3146755SS " StorageManagement-MIB::arrayDiskSerialNo.1 = STRING: "3LN0LRL0 " StorageManagement-MIB::arrayDiskSerialNo.2 = STRING: "3LN0JYJS " StorageManagement-MIB::arrayDiskSerialNo.3 = STRING: "3LN0LR0V " StorageManagement-MIB::arrayDiskSerialNo.4 = STRING: "3LN0JH97 " StorageManagement-MIB::arrayDiskRevision.1 = STRING: "T106" StorageManagement-MIB::arrayDiskRevision.2 = STRING: "T106" StorageManagement-MIB::arrayDiskRevision.3 = STRING: "T106" StorageManagement-MIB::arrayDiskRevision.4 = STRING: "T106" StorageManagement-MIB::arrayDiskEnclosureID.1 = STRING: "0" StorageManagement-MIB::arrayDiskEnclosureID.2 = STRING: "0" StorageManagement-MIB::arrayDiskEnclosureID.3 = STRING: "0" StorageManagement-MIB::arrayDiskEnclosureID.4 = STRING: "0" StorageManagement-MIB::arrayDiskChannel.1 = INTEGER: 0 StorageManagement-MIB::arrayDiskChannel.2 = INTEGER: 0 StorageManagement-MIB::arrayDiskChannel.3 = INTEGER: 0 StorageManagement-MIB::arrayDiskChannel.4 = INTEGER: 0 StorageManagement-MIB::arrayDiskLengthInMB.1 = INTEGER: 139392 StorageManagement-MIB::arrayDiskLengthInMB.2 = INTEGER: 139392 StorageManagement-MIB::arrayDiskLengthInMB.3 = INTEGER: 139392 StorageManagement-MIB::arrayDiskLengthInMB.4 = INTEGER: 139392 StorageManagement-MIB::arrayDiskLengthInBytes.1 = INTEGER: 0 StorageManagement-MIB::arrayDiskLengthInBytes.2 = INTEGER: 0 StorageManagement-MIB::arrayDiskLengthInBytes.3 = INTEGER: 0 StorageManagement-MIB::arrayDiskLengthInBytes.4 = INTEGER: 0 StorageManagement-MIB::arrayDiskLargestContiguousFreeSpaceInMB.1 = INTEGER: 0 StorageManagement-MIB::arrayDiskLargestContiguousFreeSpaceInMB.2 = INTEGER: 0 StorageManagement-MIB::arrayDiskLargestContiguousFreeSpaceInMB.3 = INTEGER: 0 StorageManagement-MIB::arrayDiskLargestContiguousFreeSpaceInMB.4 = INTEGER: 0 StorageManagement-MIB::arrayDiskLargestContiguousFreeSpaceInBytes.1 = INTEGER: 0 StorageManagement-MIB::arrayDiskLargestContiguousFreeSpaceInBytes.2 = INTEGER: 0 StorageManagement-MIB::arrayDiskLargestContiguousFreeSpaceInBytes.3 = INTEGER: 0 StorageManagement-MIB::arrayDiskLargestContiguousFreeSpaceInBytes.4 = INTEGER: 0 StorageManagement-MIB::arrayDiskTargetID.1 = INTEGER: 0 StorageManagement-MIB::arrayDiskTargetID.2 = INTEGER: 1 StorageManagement-MIB::arrayDiskTargetID.3 = INTEGER: 2 StorageManagement-MIB::arrayDiskTargetID.4 = INTEGER: 3 StorageManagement-MIB::arrayDiskLunID.1 = INTEGER: 0 StorageManagement-MIB::arrayDiskLunID.2 = INTEGER: 0 StorageManagement-MIB::arrayDiskLunID.3 = INTEGER: 0 StorageManagement-MIB::arrayDiskLunID.4 = INTEGER: 0 StorageManagement-MIB::arrayDiskUsedSpaceInMB.1 = INTEGER: 139392 StorageManagement-MIB::arrayDiskUsedSpaceInMB.2 = INTEGER: 139392 StorageManagement-MIB::arrayDiskUsedSpaceInMB.3 = INTEGER: 139392 StorageManagement-MIB::arrayDiskUsedSpaceInMB.4 = INTEGER: 139392 StorageManagement-MIB::arrayDiskUsedSpaceInBytes.1 = INTEGER: 0 StorageManagement-MIB::arrayDiskUsedSpaceInBytes.2 = INTEGER: 0 StorageManagement-MIB::arrayDiskUsedSpaceInBytes.3 = INTEGER: 0 StorageManagement-MIB::arrayDiskUsedSpaceInBytes.4 = INTEGER: 0 StorageManagement-MIB::arrayDiskFreeSpaceInMB.1 = INTEGER: 0 StorageManagement-MIB::arrayDiskFreeSpaceInMB.2 = INTEGER: 0 StorageManagement-MIB::arrayDiskFreeSpaceInMB.3 = INTEGER: 0 StorageManagement-MIB::arrayDiskFreeSpaceInMB.4 = INTEGER: 0 StorageManagement-MIB::arrayDiskFreeSpaceInBytes.1 = INTEGER: 0 StorageManagement-MIB::arrayDiskFreeSpaceInBytes.2 = INTEGER: 0 StorageManagement-MIB::arrayDiskFreeSpaceInBytes.3 = INTEGER: 0 StorageManagement-MIB::arrayDiskFreeSpaceInBytes.4 = INTEGER: 0 StorageManagement-MIB::arrayDiskBusType.1 = INTEGER: sas(8) StorageManagement-MIB::arrayDiskBusType.2 = INTEGER: sas(8) StorageManagement-MIB::arrayDiskBusType.3 = INTEGER: sas(8) StorageManagement-MIB::arrayDiskBusType.4 = INTEGER: sas(8) StorageManagement-MIB::arrayDiskSpareState.1 = INTEGER: notASpare(5) StorageManagement-MIB::arrayDiskSpareState.2 = INTEGER: notASpare(5) StorageManagement-MIB::arrayDiskSpareState.3 = INTEGER: notASpare(5) StorageManagement-MIB::arrayDiskSpareState.4 = INTEGER: notASpare(5) StorageManagement-MIB::arrayDiskRollUpStatus.1 = INTEGER: ok(3) StorageManagement-MIB::arrayDiskRollUpStatus.2 = INTEGER: ok(3) StorageManagement-MIB::arrayDiskRollUpStatus.3 = INTEGER: ok(3) StorageManagement-MIB::arrayDiskRollUpStatus.4 = INTEGER: ok(3) StorageManagement-MIB::arrayDiskComponentStatus.1 = INTEGER: ok(3) StorageManagement-MIB::arrayDiskComponentStatus.2 = INTEGER: ok(3) StorageManagement-MIB::arrayDiskComponentStatus.3 = INTEGER: ok(3) StorageManagement-MIB::arrayDiskComponentStatus.4 = INTEGER: ok(3) StorageManagement-MIB::arrayDiskNexusID.1 = STRING: "\\0\\0\\0\\0" StorageManagement-MIB::arrayDiskNexusID.2 = STRING: "\\0\\0\\0\\1" StorageManagement-MIB::arrayDiskNexusID.3 = STRING: "\\0\\0\\0\\2" StorageManagement-MIB::arrayDiskNexusID.4 = STRING: "\\0\\0\\0\\3" StorageManagement-MIB::arrayDiskPartNumber.1 = STRING: "SG0DR2381253172FLRL0A00 " StorageManagement-MIB::arrayDiskPartNumber.2 = STRING: "SG0DR2381253172FJYJSA00 " StorageManagement-MIB::arrayDiskPartNumber.3 = STRING: "SG0DR2381253172FLR0VA00 " StorageManagement-MIB::arrayDiskPartNumber.4 = STRING: "SG0DR2381253172FJH97A00 " StorageManagement-MIB::arrayDiskSASAddress.1 = STRING: "5000C50002380201" StorageManagement-MIB::arrayDiskSASAddress.2 = STRING: "5000C50002385B89" StorageManagement-MIB::arrayDiskSASAddress.3 = STRING: "5000C50002385AA9" StorageManagement-MIB::arrayDiskSASAddress.4 = STRING: "5000C500023841E1" StorageManagement-MIB::arrayDiskSmartAlertIndication.1 = INTEGER: no(1) StorageManagement-MIB::arrayDiskSmartAlertIndication.2 = INTEGER: no(1) StorageManagement-MIB::arrayDiskSmartAlertIndication.3 = INTEGER: no(1) StorageManagement-MIB::arrayDiskSmartAlertIndication.4 = INTEGER: no(1) StorageManagement-MIB::arrayDiskManufactureDay.1 = STRING: "07" StorageManagement-MIB::arrayDiskManufactureDay.2 = STRING: "07" StorageManagement-MIB::arrayDiskManufactureDay.3 = STRING: "07" StorageManagement-MIB::arrayDiskManufactureDay.4 = STRING: "07" StorageManagement-MIB::arrayDiskManufactureWeek.1 = STRING: "07" StorageManagement-MIB::arrayDiskManufactureWeek.2 = STRING: "07" StorageManagement-MIB::arrayDiskManufactureWeek.3 = STRING: "07" StorageManagement-MIB::arrayDiskManufactureWeek.4 = STRING: "07" StorageManagement-MIB::arrayDiskManufactureYear.1 = STRING: "2005" StorageManagement-MIB::arrayDiskManufactureYear.2 = STRING: "2005" StorageManagement-MIB::arrayDiskManufactureYear.3 = STRING: "2005" StorageManagement-MIB::arrayDiskManufactureYear.4 = STRING: "2005" StorageManagement-MIB::arrayDiskMediaType.1 = INTEGER: hdd(2) StorageManagement-MIB::arrayDiskMediaType.2 = INTEGER: hdd(2) StorageManagement-MIB::arrayDiskMediaType.3 = INTEGER: hdd(2) StorageManagement-MIB::arrayDiskMediaType.4 = INTEGER: hdd(2) StorageManagement-MIB::arrayDiskEntry.36.1 = INTEGER: 1 StorageManagement-MIB::arrayDiskEntry.36.2 = INTEGER: 1 StorageManagement-MIB::arrayDiskEntry.36.3 = INTEGER: 1 StorageManagement-MIB::arrayDiskEntry.36.4 = INTEGER: 1 StorageManagement-MIB::arrayDiskEntry.40.1 = INTEGER: 0 StorageManagement-MIB::arrayDiskEntry.40.2 = INTEGER: 0 StorageManagement-MIB::arrayDiskEntry.40.3 = INTEGER: 0 StorageManagement-MIB::arrayDiskEntry.40.4 = INTEGER: 0 StorageManagement-MIB::arrayDiskEntry.41.1 = INTEGER: 0 StorageManagement-MIB::arrayDiskEntry.41.2 = INTEGER: 0 StorageManagement-MIB::arrayDiskEntry.41.3 = INTEGER: 0 StorageManagement-MIB::arrayDiskEntry.41.4 = INTEGER: 0 StorageManagement-MIB::arrayDiskEnclosureConnectionNumber.1 = INTEGER: 1 StorageManagement-MIB::arrayDiskEnclosureConnectionNumber.2 = INTEGER: 2 StorageManagement-MIB::arrayDiskEnclosureConnectionNumber.3 = INTEGER: 3 StorageManagement-MIB::arrayDiskEnclosureConnectionNumber.4 = INTEGER: 4 StorageManagement-MIB::arrayDiskEnclosureConnectionArrayDiskName.1 = STRING: "Physical Disk 0:0:0" StorageManagement-MIB::arrayDiskEnclosureConnectionArrayDiskName.2 = STRING: "Physical Disk 0:0:1" StorageManagement-MIB::arrayDiskEnclosureConnectionArrayDiskName.3 = STRING: "Physical Disk 0:0:2" StorageManagement-MIB::arrayDiskEnclosureConnectionArrayDiskName.4 = STRING: "Physical Disk 0:0:3" StorageManagement-MIB::arrayDiskEnclosureConnectionArrayDiskNumber.1 = INTEGER: 1 StorageManagement-MIB::arrayDiskEnclosureConnectionArrayDiskNumber.2 = INTEGER: 2 StorageManagement-MIB::arrayDiskEnclosureConnectionArrayDiskNumber.3 = INTEGER: 3 StorageManagement-MIB::arrayDiskEnclosureConnectionArrayDiskNumber.4 = INTEGER: 4 StorageManagement-MIB::arrayDiskEnclosureConnectionEnclosureName.1 = STRING: "Backplane" StorageManagement-MIB::arrayDiskEnclosureConnectionEnclosureName.2 = STRING: "Backplane" StorageManagement-MIB::arrayDiskEnclosureConnectionEnclosureName.3 = STRING: "Backplane" StorageManagement-MIB::arrayDiskEnclosureConnectionEnclosureName.4 = STRING: "Backplane" StorageManagement-MIB::arrayDiskEnclosureConnectionEnclosureNumber.1 = INTEGER: 1 StorageManagement-MIB::arrayDiskEnclosureConnectionEnclosureNumber.2 = INTEGER: 1 StorageManagement-MIB::arrayDiskEnclosureConnectionEnclosureNumber.3 = INTEGER: 1 StorageManagement-MIB::arrayDiskEnclosureConnectionEnclosureNumber.4 = INTEGER: 1 StorageManagement-MIB::arrayDiskEnclosureConnectionControllerName.1 = STRING: "PERC 5/i Integrated" StorageManagement-MIB::arrayDiskEnclosureConnectionControllerName.2 = STRING: "PERC 5/i Integrated" StorageManagement-MIB::arrayDiskEnclosureConnectionControllerName.3 = STRING: "PERC 5/i Integrated" StorageManagement-MIB::arrayDiskEnclosureConnectionControllerName.4 = STRING: "PERC 5/i Integrated" StorageManagement-MIB::arrayDiskEnclosureConnectionControllerNumber.1 = INTEGER: 1 StorageManagement-MIB::arrayDiskEnclosureConnectionControllerNumber.2 = INTEGER: 1 StorageManagement-MIB::arrayDiskEnclosureConnectionControllerNumber.3 = INTEGER: 1 StorageManagement-MIB::arrayDiskEnclosureConnectionControllerNumber.4 = INTEGER: 1 StorageManagement-MIB::batteryNumber.1 = INTEGER: 1 StorageManagement-MIB::batteryName.1 = STRING: "Battery 0" StorageManagement-MIB::batteryVendor.1 = STRING: "DELL" StorageManagement-MIB::batteryState.1 = INTEGER: ready(1) StorageManagement-MIB::batteryRollUpStatus.1 = INTEGER: ok(3) StorageManagement-MIB::batteryComponentStatus.1 = INTEGER: ok(3) StorageManagement-MIB::batteryNexusID.1 = STRING: "\\0\\0" StorageManagement-MIB::batteryPredictedCapacity.1 = INTEGER: ready(2) StorageManagement-MIB::batteryNextLearnTime.1 = INTEGER: 21 StorageManagement-MIB::batteryLearnState.1 = INTEGER: idle(16) StorageManagement-MIB::batteryEntry.13.1 = INTEGER: 0 StorageManagement-MIB::batteryMaxLearnDelay.1 = INTEGER: 168 StorageManagement-MIB::batteryConnectionNumber.1 = INTEGER: 1 StorageManagement-MIB::batteryConnectionBatteryName.1 = STRING: "Battery 0" StorageManagement-MIB::batteryConnectionBatteryNumber.1 = INTEGER: 1 StorageManagement-MIB::batteryConnectionControllerName.1 = STRING: "PERC 5/i Integrated" StorageManagement-MIB::batteryConnectionControllerNumber.1 = INTEGER: 1 StorageManagement-MIB::virtualDiskNumber.1 = INTEGER: 1 StorageManagement-MIB::virtualDiskName.1 = STRING: "Virtual Disk 0" StorageManagement-MIB::virtualDiskDeviceName.1 = STRING: "/dev/sda" StorageManagement-MIB::virtualDiskState.1 = INTEGER: ready(1) StorageManagement-MIB::virtualDiskLengthInMB.1 = INTEGER: 278784 StorageManagement-MIB::virtualDiskLengthInBytes.1 = INTEGER: 0 StorageManagement-MIB::virtualDiskWritePolicy.1 = INTEGER: writeBack(3) StorageManagement-MIB::virtualDiskReadPolicy.1 = INTEGER: noReadAhead(5) StorageManagement-MIB::virtualDiskCachePolicy.1 = INTEGER: not-applicable(99) StorageManagement-MIB::virtualDiskLayout.1 = INTEGER: raid-10(10) StorageManagement-MIB::virtualDiskCurStripeSizeInMB.1 = INTEGER: 0 StorageManagement-MIB::virtualDiskCurStripeSizeInBytes.1 = INTEGER: 65536 StorageManagement-MIB::virtualDiskTargetID.1 = INTEGER: 0 StorageManagement-MIB::virtualDiskRollUpStatus.1 = INTEGER: ok(3) StorageManagement-MIB::virtualDiskComponentStatus.1 = INTEGER: ok(3) StorageManagement-MIB::virtualDiskNexusID.1 = STRING: "\\0\\0" StorageManagement-MIB::virtualDiskArrayDiskType.1 = INTEGER: sas(1) StorageManagement-MIB::virtualDiskEntry.23.1 = INTEGER: 2 StorageManagement-MIB::virtualDiskEntry.24.1 = INTEGER: 0 StorageManagement-MIB::arrayDiskLogicalConnectionNumber.1 = INTEGER: 1 StorageManagement-MIB::arrayDiskLogicalConnectionNumber.2 = INTEGER: 2 StorageManagement-MIB::arrayDiskLogicalConnectionNumber.3 = INTEGER: 3 StorageManagement-MIB::arrayDiskLogicalConnectionNumber.4 = INTEGER: 4 StorageManagement-MIB::arrayDiskLogicalConnectionArrayDiskName.1 = STRING: "Physical Disk 0:0:0" StorageManagement-MIB::arrayDiskLogicalConnectionArrayDiskName.2 = STRING: "Physical Disk 0:0:1" StorageManagement-MIB::arrayDiskLogicalConnectionArrayDiskName.3 = STRING: "Physical Disk 0:0:2" StorageManagement-MIB::arrayDiskLogicalConnectionArrayDiskName.4 = STRING: "Physical Disk 0:0:3" StorageManagement-MIB::arrayDiskLogicalConnectionArrayDiskNumber.1 = INTEGER: 1 StorageManagement-MIB::arrayDiskLogicalConnectionArrayDiskNumber.2 = INTEGER: 2 StorageManagement-MIB::arrayDiskLogicalConnectionArrayDiskNumber.3 = INTEGER: 3 StorageManagement-MIB::arrayDiskLogicalConnectionArrayDiskNumber.4 = INTEGER: 4 StorageManagement-MIB::arrayDiskLogicalConnectionVirtualDiskName.1 = STRING: "Virtual Disk 0" StorageManagement-MIB::arrayDiskLogicalConnectionVirtualDiskName.2 = STRING: "Virtual Disk 0" StorageManagement-MIB::arrayDiskLogicalConnectionVirtualDiskName.3 = STRING: "Virtual Disk 0" StorageManagement-MIB::arrayDiskLogicalConnectionVirtualDiskName.4 = STRING: "Virtual Disk 0" StorageManagement-MIB::arrayDiskLogicalConnectionVirtualDiskNumber.1 = INTEGER: 1 StorageManagement-MIB::arrayDiskLogicalConnectionVirtualDiskNumber.2 = INTEGER: 1 StorageManagement-MIB::arrayDiskLogicalConnectionVirtualDiskNumber.3 = INTEGER: 1 StorageManagement-MIB::arrayDiskLogicalConnectionVirtualDiskNumber.4 = INTEGER: 1

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