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  • Are there any font rendering libraries for games development that support hinting?

    - by Richard Fabian
    I've used angel code's bitmap font generator quite a bit and though it's very good, I wondered if there would be a way of using the hinting information to provide a better readable result by using hinting to provide differing thickness based on size/pixel coverage. I imagine any solution would have to use the distance field tech presented in the valve paper on smoothing fonts while maintaining or reducing asset size. (http://www.gamedev.net/community/forums/topic.asp?topic_id=494612) but I haven't found any demos of it being used with hinting information turned on or included in the field gradients in any way. Another way of looking at this is whether there are any font bitmap generators that will output mipmaps that still maintain their readability in the face of pixel size. I think the lower mip levels would try to guarantee fill and space where it is necessary to maintain readability/topology over maintaining style/form (the point of hinting). In response to "Is there a reason you can't just render the size you want", the problem lies in the fact that font rasterisers currently don't render in 3D, and hinting information would be important in different amounts due to the pixel density being different along different axes, even differing in importance along the length of a string due to the size reducing over distance. For example, I only want horizontal hinting in a texture that is viewed from the side, and only really want vertical hinting in a font that is viewed from below or above. This isn't meant to be a renderer that tries to render a perfect outline as accurately as possible, as hinting distorts the reality of the font, instead this is meant to be a rendering solution for quite static scenes, but scenes that have 3D transformed and warped text layout. In this case the legibility is important, more important than the accuracy of representation of the polygon shape.

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  • Computer starts, POSTs normal, no video

    - by Annath
    So, I recently tried to start up an old computer of mine. It would not power on, so I replaced the PSU. When I powered it on, all the fans spun up and the POST beeps indicated a normal startup. The problem was there was no video output. Every couple of minutes, I hear the post code again. I think it is restarting after POST, but without video I have no idea why. Does anyone have an idea as to why this is happening, and how to fix it? EDIT: The video card is a PCI-e card. There is no integrated graphics on the motherboard. If I remove the video card, the POST indicates a missing card. When I put it back, it goes back to normal, so I know that it recognizes that the card exists.

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  • Convertion of tiff image in Python script - OCR using tesseract

    - by PYTHON TEAM
    I want to convert a tiff image file to text document. My code perfectly as I expected to convert tiff images with usual font but its not working for french script font . My tiff image file contains text. The font of text is in french script format.I here is my code import Image import subprocess import util import errors tesseract_exe_name = 'tesseract' # Name of executable to be called at command line scratch_image_name = "temp.bmp" # This file must be .bmp or other Tesseract-compatible format scratch_text_name_root = "temp" # Leave out the .txt extension cleanup_scratch_flag = True # Temporary files cleaned up after OCR operation def call_tesseract(input_filename, output_filename): """Calls external tesseract.exe on input file (restrictions on types), outputting output_filename+'txt'""" args = [tesseract_exe_name, input_filename, output_filename] proc = subprocess.Popen(args) retcode = proc.wait() if retcode!=0: errors.check_for_errors() def image_to_string(im, cleanup = cleanup_scratch_flag): """Converts im to file, applies tesseract, and fetches resulting text. If cleanup=True, delete scratch files after operation.""" try: util.image_to_scratch(im, scratch_image_name) call_tesseract(scratch_image_name, scratch_text_name_root) text = util.retrieve_text(scratch_text_name_root) finally: if cleanup: util.perform_cleanup(scratch_image_name, scratch_text_name_root) return text def image_file_to_string(filename, cleanup = cleanup_scratch_flag, graceful_errors=True): If cleanup=True, delete scratch files after operation.""" try: try: call_tesseract(filename, scratch_text_name_root) text = util.retrieve_text(scratch_text_name_root) except errors.Tesser_General_Exception: if graceful_errors: im = Image.open(filename) text = image_to_string(im, cleanup) else: raise finally: if cleanup: util.perform_cleanup(scratch_image_name, scratch_text_name_root) return text if __name__=='__main__': im = Image.open("/home/oomsys/phototest.tif") text = image_to_string(im) print text try: text = image_file_to_string('fnord.tif', graceful_errors=False) except errors.Tesser_General_Exception, value: print "fnord.tif is incompatible filetype. Try graceful_errors=True" print value text = image_file_to_string('fnord.tif', graceful_errors=True) print "fnord.tif contents:", text text = image_file_to_string('fonts_test.png', graceful_errors=True) print text

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  • July, the 31 Days of SQL Server DMO’s – Day 20 (sys.dm_tran_locks)

    - by Tamarick Hill
    The sys.dm_tran_locks DMV is used to return active lock resources on your server. Locking is a mechanism used by SQL Server to protect the integrity of data when you have multiple users that may potentially access the same data at the same time. Let’s run a query against this DMV so we can analyze the results. SELECT * FROM sys.dm_tran_locks As we can see, its a lot of lock information returned from this DMV. I will not go into detail about each of the columns returned, but I will touch on the ones that I feel are the most important. The first column in the output is the resource_type column which tells you the type of lock a particular row represents. It could be a PAGE lock, RID, OBJECT, DATABASE, or several other lock types. The resource_database_id represents the id of the database for a particular lock resource. The resource_lock_partition column represents the ID of a lock partition. When you have a table that is partitioned, locks can be escalated to the partition level before going to a table level lock. The request_mode column gives us information about the type of lock that is being requested. From the screenshots above we see RangeS-S locks which represent a share range lock and IS locks which represent Intent Shared locks. The request_status column displays whether the lock has been granted or whether the lock is waiting to be acquired. The request_session_id  shows the session_id that is requesting the lock. This DMV is the best place to go when you need to identify the exact locks that are being held or pending for individual requests. You might need this information when you are troubleshooting severe blocking or deadlocking problems on your server. For more information on this DMV, please see the below Books Online link: http://msdn.microsoft.com/en-us/library/ms190345.aspx Follow me on Twitter @PrimeTimeDBA

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • The remote host closed the connection. The error code is 0x80070057

    - by Jalpesh P. Vadgama
    While creating a PDF or any file with asp.net pages I was getting following error. Exception Type:System.Web.HttpException The remote host closed the connection. The error code is 0x80072746. at System.Web.Hosting.ISAPIWorkerRequestInProcForIIS6.FlushCore(Byte[] status, Byte[] header, Int32 keepConnected, Int32 totalBodySize, Int32 numBodyFragments, IntPtr[] bodyFragments, Int32[] bodyFragmentLengths, Int32 doneWithSession, Int32 finalStatus, Boolean& async) at System.Web.Hosting.ISAPIWorkerRequest.FlushCachedResponse(Boolean isFinal) at System.Web.Hosting.ISAPIWorkerRequest.FlushResponse(Boolean finalFlush) at System.Web.HttpResponse.Flush(Boolean finalFlush) at System.Web.HttpResponse.Flush() at System.Web.UI.HttpResponseWrapper.System.Web.UI.IHttpResponse.Flush() at System.Web.UI.PageRequestManager.RenderFormCallback(HtmlTextWriter writer, Control containerControl) at System.Web.UI.Control.RenderChildrenInternal(HtmlTextWriter writer, ICollection children) at System.Web.UI.Control.RenderChildren(HtmlTextWriter writer) at System.Web.UI.HtmlControls.HtmlForm.RenderChildren(HtmlTextWriter writer) at System.Web.UI.HtmlControls.HtmlForm.Render(HtmlTextWriter output) at System.Web.UI.Control.RenderControlInternal(HtmlTextWriter writer, ControlAdapter adapter) at System.Web.UI.Control.RenderControl(HtmlTextWriter writer, ControlAdapter adapter) at System.Web.UI.HtmlControls.HtmlForm.RenderControl(HtmlTextWriter writer) at System.Web.UI.HtmlFormWrapper.System.Web.UI.IHtmlForm.RenderControl(HtmlTextWriter writer) at System.Web.UI.PageRequestManager.RenderPageCallback(HtmlTextWriter writer, Control pageControl) at System.Web.UI.Control.RenderChildrenInternal(HtmlTextWriter writer, ICollection children) at System.Web.UI.Control.RenderChildren(HtmlTextWriter writer) at System.Web.UI.Page.Render(HtmlTextWriter writer) at System.Web.UI.Control.RenderControlInternal(HtmlTextWriter writer, ControlAdapter adapter) at System.Web.UI.Control.RenderControl(HtmlTextWriter writer, ControlAdapter adapter) at System.Web.UI.Control.RenderControl(HtmlTextWriter writer) at System.Web.UI.Page.ProcessRequestMain(Boolean includeStagesBeforeAsyncPoint, Boolean includeStagesAfterAsyncPoint) Exception Type:System.Web.HttpException The remote host closed the connection. The error code is 0x80072746. at System.Web.Hosting.ISAPIWorkerRequestInProcForIIS6.FlushCore(Byte[] status, After searching and analyzing I have found that client was disconnected and still I am flushing the response which I am doing for creating PDF files from the stream. To fix this kind of error we can use Response.IsClientConnected property to check whether client is connected or not and then we can flush and end response from client. Here is the sample code to fix that problem. if (Response.IsClientConnected) { Response.Flush(); Response.End(); } That’s it Hope this will help you..Stay tuned for more.. Till that Happy Programming!! Technorati Tags: Exception,ASp.NET

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  • Mac OS ? Assembly Language Esoteria

    - by veryfoolish
    I've been playing around with assembly and object files in general on Mac OS ? and was wondering if somebody could provide some edification. Specifically, I'm wondering what the extra code GCC generates when compiling the C file in the following example does. I have a toy C program so I can comprehend the assembly output. int main() { int a = 5; int b = 5; int c = a + b; } Running this through gcc -S creates the following assembly: .text .globl _main _main: LFB2: pushq %rbp LCFI0: movq %rsp, %rbp LCFI1: movl $5, -4(%rbp) movl $5, -8(%rbp) movl -8(%rbp), %eax addl -4(%rbp), %eax movl %eax, -12(%rbp) leave ret LFE2: .section __TEXT,__eh_frame,coalesced,no_toc+strip_static_syms+live_support EH_frame1: .set L$set$0,LECIE1-LSCIE1 .long L$set$0 LSCIE1: .long 0x0 .byte 0x1 .ascii "zR\0" .byte 0x1 .byte 0x78 .byte 0x10 .byte 0x1 .byte 0x10 .byte 0xc .byte 0x7 .byte 0x8 .byte 0x90 .byte 0x1 .align 3 LECIE1: .globl _main.eh _main.eh: LSFDE1: .set L$set$1,LEFDE1-LASFDE1 .long L$set$1 LASFDE1: .long LASFDE1-EH_frame1 .quad LFB2-. .set L$set$2,LFE2-LFB2 .quad L$set$2 .byte 0x0 .byte 0x4 .set L$set$3,LCFI0-LFB2 .long L$set$3 .byte 0xe .byte 0x10 .byte 0x86 .byte 0x2 .byte 0x4 .set L$set$4,LCFI1-LCFI0 .long L$set$4 .byte 0xd .byte 0x6 .align 3 LEFDE1: .subsections_via_symbols The LCFI1 section seems to contain the actual logic for the program, but I'm not sure what the misc. other stuff is for... also, is there any scheme these labels are following? I'm sorry this is such a vague question. I'd appreciate anything, including being pointed to a resource where I can find out more about this. Thanks!

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  • How to use qcow2 disk image in Linux?

    - by sauparna
    I have a large qcow2 formatted disk image, which I use as storage. Often I need to move data to and from this disk image. I mount the disk using the qemu-nbd tool as follows: modprobe nbd max_part=63 qemu-nbd -c /dev/nbd0 /host/disk100G.img mount /dev/nbd0p1 /home/rup/disk But disk access fails every now and then in the midst of some I/O operation with an "Input/output error". At that point I have to manually unmount the disk and re-mount it so that I can run the program again: qemu-nbd -d /dev/nbd0 umount joborkhaki/ What could be the reason for this? Is there a better tool that I can use to maintain a qcow2 disk image?

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  • Nexenta/OpenSolaris filer kernel panic/crash

    - by ewwhite
    I've an x4540 Sun storage server running NexentaStor Enterprise. It's serving NFS over 10GbE CX4 for several VMWare vSphere hosts. There are 30 virtual machines running. For the past few weeks, I've had random crashes spaced 10-14 days apart. This system used to open OpenSolaris and was stable in that arrangement. The crashes trigger the automated system recovery feature on the hardware, forcing a hard system reset. Here's the output from mdb debugger: panic[cpu5]/thread=ffffff003fefbc60: Deadlock: cycle in blocking chain ffffff003fefb570 genunix:turnstile_block+795 () ffffff003fefb5d0 unix:mutex_vector_enter+261 () ffffff003fefb630 zfs:dbuf_find+5d () ffffff003fefb6c0 zfs:dbuf_hold_impl+59 () ffffff003fefb700 zfs:dbuf_hold+2e () ffffff003fefb780 zfs:dmu_buf_hold+8e () ffffff003fefb820 zfs:zap_lockdir+6d () ffffff003fefb8b0 zfs:zap_update+5b () ffffff003fefb930 zfs:zap_increment+9b () ffffff003fefb9b0 zfs:zap_increment_int+68 () ffffff003fefba10 zfs:do_userquota_update+8a () ffffff003fefba70 zfs:dmu_objset_do_userquota_updates+de () ffffff003fefbaf0 zfs:dsl_pool_sync+112 () ffffff003fefbba0 zfs:spa_sync+37b () ffffff003fefbc40 zfs:txg_sync_thread+247 () ffffff003fefbc50 unix:thread_start+8 () Any ideas what this means?

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  • Can you disable UNC paths in Windows?

    - by Evan
    We are trying to lock down a Terminal Server, and want to remove a commercial package's ability to accept UNC file paths, ie. paths in the app can then only be entered using the windows drive letters. Is there any way to do this in Windows? Can we disallow UNC paths for just the app? Can we disallow UNC paths for the entire Terminal Server session? The intention is to allow the application to only write to certain directories (as mapped in the Terminal Server session). The aim is to prevent the output of files to directories that the users have access to, but are not mapped in the Terminal Server session.

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  • SSH broken after hostname change on EC2-hosted Ubuntu

    - by dimadima
    I changed my instance's hostname using the hostname utility and then set it in /etc/hostname so that the new name survives reboot. My main motivation was for differentiating between instances at the prompt using the \h format in PS1. EDIT I also changed permissions on my home directory. I made my home directory group writeable. END EDIT Now I can no longer SSH into the machine. The short of it is the error Permission denied (publickey). Running ssh -v, the more verbose output is: debug1: Authentications that can continue: publickey debug1: Next authentication method: publickey debug1: Offering RSA public key: /Users/dmitry/.ssh/id_rsa debug1: Authentications that can continue: publickey debug1: Trying private key: /Users/dmitry/.ssh/ec2key.pem debug1: read PEM private key done: type RSA debug1: Authentications that can continue: publickey debug1: No more authentication methods to try. Permission denied (publickey). Should I have done something after changing the hostname? Now I can't get into the instance! :(

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  • WinXP How to Tunnel LPT over USB

    - by Michael Pruitt
    I have a windows program that accesses a device connected to a LPT (1-3) 25 pin port. The communication is bidirectional, and I suspected the control lines are also accessed directly. I would like to migrate the device to a machine that does not have a LPT port. I saw the dos2usb software, but that takes the output (from a DOS program) and 'prints' it formatted for a specific printer. I need a raw LPT connection, and a cable that provides access to all the control signals. I do have a USB to 36-pin Centronics that may have the extra signals. I use it with a vinyl cutter that doesn't like most of the USB dongles. It comes up as USB001. Would adding and sharing a generic printer, then mapping LPT1 to the share get me closer? Would that work for a parallel port scanner? My preferred solution is a USB cable with a driver that will map it to LPT1, LPT2, or LPT3.

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  • Linux Mint something wrong with my .bashrc

    - by user2309862
    The path of my .basrc file is /home/vamsi/.bashrc It is weird that my file has nothing but the path I set. I think I am using a file at the wrong location or that I have lost my .bashrc file as none of the environment variables set here seem to work. #ANDROID_DEV ANDROID_HOME=/opt/android-sdk-linux export ANDROID_HOME PATH= $PATH:$ANDROID_SDK_HOME/tools export PATH PATH=$PATH:$ANDROID_HOME/platform-tools export PATH PATH=$PATH:$ANDROID_HOME/build-tools export PATH #MAVEN-PATH M2_HOME=/opt/apache-maven-3.1.0 export M2_HOME M2=$PATH:$M2_HOME/bin export M2 I was prompted to install maven2 in order to use mvn, but the android command cannot be found. Could you please help me find a solution to this issue. EDIT: Meanwhile,I tried this: export PATH=${PATH}:/opt/android-sdk-linux/platform-tools export PATH=${PATH}:/opt/android-sdk-linux/tools Now,the output of $PATH echoes: bash: /usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/opt/android-sdk-linux/platform-tools:/opt/android-sdk-linux/build-tools: No such file or directory

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  • OS X Snow Leopard stops processing clicks from Wacom Intuous2

    - by antiver
    I'm using a Wacom Intuos2 graphics tablet in OS X Snow Leopard 10.6.2, which works great, 80% of the time. Every 20 minutes or so, OS X to just start ignoring input from the pen. More specifically, only the pen tip is ignored - the side buttons on the pen still work. Putting the Mac to sleep and waking it back up restores functionality to the pen tip. This is using both of the latest Wacom drivers claiming compatibility with Snow Leopard: versions 6.1.2-5 (Nov 25, 2009) and 6.1.3-3 (Jan 21, 2010). I have no experience with this tablet with other version of OS X / drivers. The tablet works 100% in Windows, which leads to blame either OS X or the OS X drivers.

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  • DHCP Client Can't Find DHCP Server

    - by leeman24
    I currently have 3 machines: CentOS (router) eth1 - 18.0.168.1 eth2 - 145.165.34.1 Windows Server 2008 (server) 18.0.168.2 DHCP scope - 145.165.34.10 - 145.165.34.20 Windows 7 (client) Supposed to use DHCP I can't get my Windows 7 client to get an address from the Windows Server 2008 DHCP server. Every network interface can ping each other (ex. 18.0.168.2 can ping 18.0.168.1 & 145.165.34.1 and the other way around). My Linux machine acting as the router has default IP tables. Other than this command which may or may not be right: iptables -I INPUT -p udp -d 18.0.168.2 --dport 67:68 -j ACCEPT I have also tried it after I flushed the IP tables. I was looking at the dhcrelay command but it seems CentOS doesn't have it and I am not even sure how to use it.

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  • Can't bind spawn-fcgi to address

    - by Xeoncross
    Following some nice instructions I am almost through setting up PHP to run on nginx. However, every time I try to start spawn-fcgi I get an error message demo@desktop:/usr/bin$ sudo /etc/init.d/php-fastcgi start spawn-fcgi: bind failed: Cannot assign requested address My /etc/init.d/php-fastcgi startup script is: #!/bin/bash PHP_SCRIPT=/usr/bin/php-fastcgi FASTCGI_USER=demo RETVAL=0 case "$1" in start) su - $FASTCGI_USER -c $PHP_SCRIPT RETVAL=$? ;; stop) killall -9 php5-cgi RETVAL=$? ;; restart) killall -9 php5-cgi su - $FASTCGI_USER -c $PHP_SCRIPT RETVAL=$? ;; *) echo "Usage: php-fastcgi {start|stop|restart}" exit 1 ;; esac exit $RETVAL console output which loads /usr/bin/php-fastcgi #!/bin/sh /usr/bin/spawn-fcgi -a 127.0.0.1 -p 9000 -C 6 -u demo -f /usr/bin/php5-cgi One thing to note is that I am running the PHP cgi as the user "demo" which is my account.

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  • Connection problem between redmine and svn

    - by WombaT
    I have server controlled by Debian 6.0. I installed and configured redmine some time ago, and now configured svn server. Now i'm trying to configure redmine to be able to view svn repository. URL is: https://192.168.11.78/svn/bee Connection is not working, log show this error: Error parsing svn output: #<REXML::ParseException: No close tag for /lists/list> Google says that its common error, and its possible to fix it by permamently accept of server certificate so i did it and nothing. Still dont work. Later, i added [global] store-plaintext-passwords = no in file .subversion/servers I did this (and cert accept) for both root and www-data users. Nothing helped, still got error in redmine The entry or revision was not found in the repository. What else i can do with it?

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  • Best way to replicate / mirror 100s of databases in SQL 2005

    - by mrwayne
    Hi, I currently host around 400-500 SQL 2005 databases of varying sizes (1-10 gig) each. I am aware of most of the different methods available and the general pros/cons of mirroring, log shipping, replication and clustering, but i am not aware of how well they tend to perform when its employed at the size i have specified (400-500 unique databases). Does anyone have any good advice on what is likely the best method for having the ability to fail over to another server with this sort of setup? Fail over does not need to be immediate, i'm just looking for something better than taking backups every day and moving them to storage. I'm preferably looking for something that would also makes it easy to manage the databases in bulk (as opposed to one at a time). Thanks for your input!

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  • Ext3 partition doesn't mount on Snow Leopard using MacFUSE

    - by Fez
    I'm dual-booting OS X and Ubuntu on a Macbook 4,1. I'm trying to mount my Linux partition in OS X. I installed MacFUSE 2.0.3,2 and fuse-ext2-0.0.7 on Snow Leopard 10.6.5. I created the directory /Volumes/Ubuntu and tried to mount the disk there using the command: fuse-ext2 /dev/disk0s4 /Volumes/Ubuntu/ This is the output I get: fuse-ext2: version:'0.0.7', fuse_version:'27' [main (../../fuse-ext2/fuse-ext2.c:324)] fuse-ext2: enter [do_probe (../../fuse-ext2/do_probe.c:30)] fuse-ext2: Error while trying to open /dev/disk0s4 (rc=13) [do_probe (../../fuse-ext2/do_probe.c:34)] fuse-ext2: Probe failed [main (../../fuse-ext2/fuse-ext2.c:340)] Any clue what's going wrong? Thanks!

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  • Shutdown in background - PHP

    - by William
    I'm trying to shutdown an Ubuntu machine from PHP and am running into an issue if I want to delay the shutdown. The PHP line I'm using is: exec("sudo shutdown -h +5 &", $output); Where 5 is however many minutes in the future I want to shutdown. My problem is that this won't background and Apache hangs until either the machine is shutdown or someone else cancels the shutdown. shell_exec() has the same result. Is there another way to do this that will return immediately?

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  • Apache hanging with MaxClients is reached

    - by Ash White
    My Apache 2.2 (preform MPM) is hanging when MaxClients is reached, rather than queueing up requests and serving them when child processes become free. When this happens, the web server is totally unresponsive until it is manually restarted. The server stack is Ubuntu 8, MySQL 5, PHP 5. Hardware is Dual Xeons (2.8) with 2GB of RAM. It serves 30,000 - 50,000 pageviews per day. Static images, CSS, and JS are offloaded to a separate server and PHP is cached using eAccelerator. The HTML output of many pages is cached to the filesystem. Relevant Apache directives: KeepAlive On MaxKeepAliveRequests 50 KeepAliveTimeout 2 StartServers 2 MaxClients 150 MinSpareThreads 25 MaxSpareThreads 75 ThreadsPerChild 25 MaxRequestsPerChild 2000

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  • Throughput tool with decent graphing.

    - by Cory J
    I've been looking through some of the tools available for measuring network throughput, namely iperf, bwping, ttcp, etc. I am planning on doing throughput tests over a long period of time, so what I really need is good graphing output, preferably rrd graphs. The Jperf frontend for iperf will generate a graph, and bmon has a nice command-line graph, but these simply count seconds since the test was started. I am trying to measure trends in throughput over times of the day, so a graph with times and days is necessary. So a way to get iperf to log to RRDs would be best, if this isn't possible could someone point me toward another solution?

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  • Dell R510 vs R710

    - by AX1
    Hello, the Dell R510 and R710 can both hold regular configurations (e.g. X5650, 24 GB RAM, etc.) and these usually come out to about the same price. Is there a particular reason why one would choose the R510 over the R710 or vice versa? There really appears a lack of differentiating factors. The only 'major' factor I found, which doesn't apply to me though, is that the R510 can hold up to 12 3.5in HDDs while the R710 (which is slightly more expensive) can only hold up to 6 3.5in HDDs. Maybe you guys have some input and bought either of these machines (or both) to shed some light on other differences and why someone should choose one over the other as the pricing is pretty much the same with my configuration. Thanks!

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  • Ignoring Robots - Or Better Yet, Counting Them Separately

    - by [email protected]
    It is quite common to have web sessions that are undesirable from the point of view of analytics. For example, when there are either internal or external robots that check the site's health, index it or just extract information from it. These robotic session do not behave like humans and if their volume is high enough they can sway the statistics and models.One easy way to deal with these sessions is to define a partitioning variable for all the models that is a flag indicating whether the session is "Normal" or "Robot". Then all the reports and the predictions can use the "Normal" partition, while the counts and statistics for Robots are still available.In order for this to work, though, it is necessary to have two conditions:1. It is possible to identify the Robotic sessions.2. No learning happens before the identification of the session as a robot.The first point is obvious, but the second may require some explanation. While the default in RTD is to learn at the end of the session, it is possible to learn in any entry point. This is a setting for each model. There are various reasons to learn in a specific entry point, for example if there is a desire to capture exactly and precisely the data in the session at the time the event happened as opposed to including changes to the end of the session.In any case, if RTD has already learned on the session before the identification of a robot was done there is no way to retract this learning.Identifying the robotic sessions can be done through the use of rules and heuristics. For example we may use some of the following:Maintain a list of known robotic IPs or domainsDetect very long sessions, lasting more than a few hours or visiting more than 500 pagesDetect "robotic" behaviors like a methodic click on all the link of every pageDetect a session with 10 pages clicked at exactly 20 second intervalsDetect extensive non-linear navigationNow, an interesting experiment would be to use the flag above as an output of a model to see if there are more subtle characteristics of robots such that a model can be used to detect robots, even if they fall through the cracks of rules and heuristics.In any case, the basic and simple technique of partitioning the models by the type of session is simple to implement and provides a lot of advantages.

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  • Belkin Flip KVM keyboard skip problems

    - by Craig
    I have just bought a Belkin Flip 2 port KVM. Functionally it is almost there except I have a keyboard sticking problem. So if I type the word 'Hello' it will often (about 25% of the time) output 'Hellooooooooooooooooooooo'. If I plug the keyboard directly into the USB on the computer I don't have this problem, only when plugged into the KVM. I feel like it is a USB speed problem. Followup It appears I have the same problem with the mouse, it will jump from one side of the screen to the other as I move it. The mouse is annoying but half as much as the keyboard.

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