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  • Setup Remote Access in Windows Home Server

    - by Mysticgeek
    One of the many awesome features of Windows Home Server, is the ability to access your server and other computers on your network remotely. Today we show you the steps to enable Remote Access to your home server from anywhere you have an Internet connection. Remote Access in Windows Home Server has a lot of great features like uploading and downloading files from shared folders, accessing files from machines on your network, and controling machines remotely (on supported OS versions). Here we take a look at the basics of setting it up, choosing a domain name, and verifying you can connect remotely. Setup Remote Access in Windows Home Server Open the Windows Home Server Console and click on Settings. Next select Remote Access, it is off by default, just click the button to turn it on. Wait while your router is configured for remote access, when it’s complete click Next. Notice that it will enable UPnP, if you don’t wish to have that enabled, you can manually forward the correct ports. If you have any problems with the router being automatically configured, we’ll be taking a look at a more detailed troubleshooting guide in the future. The router is successfully configured, and we can continue to the next process of configuring our domain name. The Domain Name Setup Wizard will start. Notice you will need a Windows Live ID to set it up –which is typically your hotmail address. If you don’t already have one, you can get one here. Type in your Live ID email address and password and click Next… Agree to the Home Server Privacy Statement and the Live Custom Domains Addendum. If you’re concerned about privacy and want to learn more about the domain addendum, make sure to read about it before agreeing. There is nothing abnormal to point out about either statement, but if this is your first time setting it up, it’s good to review the information.   Now choose a name for the domain. You should select something that is easy to remember and identifies your home server. The name can contain up to 63 characters, numbers, letters, and hyphens…and must begin and end with a letter or number. When you have the name figured out click the Confirm button. Note: You can only register one domain name per Live ID. If the name isn’t already taken, you’ll get a confirmation message indicating it’s god to go. The wizard is complete and you can now access the home server from the URL provided. A few other things to point out after you’ve set it up…under Domain Name click on the Details button… Which pulls up the domain detail information and you can refresh the data to verify everything is working correctly. Or you can click the Configure button and then change or release your current domain name. Under Web site settings, you can change you site page headline to whatever you want it to be. Accessing Home Server Remotely After you’ve gotten everything setup for your home server domain, you can begin to access it when you’re away from home. Simply type in the domain address you created in the previous steps. The start page is rather boring…and to start accessing your data, click the Log On button in the upper right hand corner. Then enter in your home server credentials to gain access to your files, folders, and network computers. You won’t be able to log in with your administrator user account however, to protect security of your network. Once you’re logged in, you’ll be able to access different parts of your home server shares and network computers. Conclusion Now that you have Remote Access setup, you should be able to access and manage your files easily. Being able to access data from your home server remotely is great when you need to get certain files while on the road. The web UI is pretty self explanatory, works best in IE as ActiveX is required, and is smooth and easy to work with. In future articles we’ll be covering a lot more regarding remote access, including more of the available features, troubleshooting connection issues, and enabling access for other users. Similar Articles Productive Geek Tips GMedia Blog: Setting Up a Windows Home ServerHow to Remote Desktop to the Actual Server Console on Windows 2003Use Windows Vista Aero through Remote Desktop ConnectionAccess Your MySQL Server Remotely Over SSHShare Ubuntu Home Directories using Samba TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Penolo Lets You Share Sketches On Twitter Visit Woolyss.com for Old School Games, Music and Videos Add a Custom Title in IE using Spybot or Spyware Blaster When You Need to Hail a Taxi in NYC Live Map of Marine Traffic NoSquint Remembers Site Specific Zoom Levels (Firefox)

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  • The way I think about Diagnostic tools

    - by Daniel Moth
    Every software has issues, or as we like to call them "bugs". That is not a discussion point, just a mere fact. It follows that an important skill for developers is to be able to diagnose issues in their code. Of course we need to advance our tools and techniques so we can prevent bugs getting into the code (e.g. unit testing), but beyond designing great software, diagnosing bugs is an equally important skill. To diagnose issues, the most important assets are good techniques, skill, experience, and maybe talent. What also helps is having good diagnostic tools and what helps further is knowing all the features that they offer and how to use them. The following classification is how I like to think of diagnostics. Note that like with any attempt to bucketize anything, you run into overlapping areas and blurry lines. Nevertheless, I will continue sharing my generalizations ;-) It is important to identify at the outset if you are dealing with a performance or a correctness issue. If you have a performance issue, use a profiler. I hear people saying "I am using the debugger to debug a performance issue", and that is fine, but do know that a dedicated profiler is the tool for that job. Just because you don't need them all the time and typically they cost more plus you are not as familiar with them as you are with the debugger, doesn't mean you shouldn't invest in one and instead try to exclusively use the wrong tool for the job. Visual Studio has a profiler and a concurrency visualizer (for profiling multi-threaded apps). If you have a correctness issue, then you have several options - that's next :-) This is how I think of identifying a correctness issue Do you want a tool to find the issue for you at design time? The compiler is such a tool - it gives you an exact list of errors. Compilers now also offer warnings, which is their way of saying "this may be an error, but I am not smart enough to know for sure". There are also static analysis tools, which go a step further than the compiler in identifying issues in your code, sometimes with the aid of code annotations and other times just by pointing them at your raw source. An example is FxCop and much more in Visual Studio 11 Code Analysis. Do you want a tool to find the issue for you with code execution? Just like static tools, there are also dynamic analysis tools that instead of statically analyzing your code, they analyze what your code does dynamically at runtime. Whether you have to setup some unit tests to invoke your code at runtime, or have to manually run your app (and interact with it) under the tool, or have to use a script to execute your binary under the tool… that varies. The result is still a list of issues for you to address after the analysis is complete or a pause of the execution when the first issue is encountered. If a code path was not taken, no analysis for it will exist, obviously. An example is the GPU Race detection tool that I'll be talking about on the C++ AMP team blog. Another example is the MSR concurrency CHESS tool. Do you want you to find the issue at design time using a tool? Perform a code walkthrough on your own or with colleagues. There are code review tools that go beyond just diffing sources, and they help you with that aspect too. For example, there is a new one in Visual Studio 11 and searching with my favorite search engine yielded this article based on the Developer Preview. Do you want you to find the issue with code execution? Use a debugger - let’s break this down further next. This is how I think of debugging: There is post mortem debugging. That means your code has executed and you did something in order to examine what happened during its execution. This can vary from manual printf and other tracing statements to trace events (e.g. ETW) to taking dumps. In all cases, you are left with some artifact that you examine after the fact (after code execution) to discern what took place hoping it will help you find the bug. Learn how to debug dump files in Visual Studio. There is live debugging. I will elaborate on this in a separate post, but this is where you inspect the state of your program during its execution, and try to find what the problem is. More from me in a separate post on live debugging. There is a hybrid of live plus post-mortem debugging. This is for example what tools like IntelliTrace offer. If you are a tools vendor interested in the diagnostics space, it helps to understand where in the above classification your tool excels, where its primary strength is, so you can market it as such. Then it helps to see which of the other areas above your tool touches on, and how you can make it even better there. Finally, see what areas your tool doesn't help at all with, and evaluate whether it should or continue to stay clear. Even though the classification helps us think about this space, the reality is that the best tools are either extremely excellent in only one of this areas, or more often very good across a number of them. Another approach is to offer a toolset covering all areas, with appropriate integration and hand off points from one to the other. Anyway, with that brain dump out of the way, in follow-up posts I will dive into live debugging, and specifically live debugging in Visual Studio - stay tuned if that interests you. Comments about this post by Daniel Moth welcome at the original blog.

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  • Bullet physics debug drawing not working

    - by Krishnabhadra
    Background I am following on from this question, which isn't answered yet. Basically I have a cube and a UVSphere in my scene, with UVSphere on the top of the cube without touching the cube. Both exported from blender. When I run the app The UVSphere does circle around the cube for 3 or 4 times and jump out of the scene. What I actually expect was the sphere to fall on top of the cube. What this question about From the comment to the linked question, I got to know about bullet debug drawing, which helps in debugging by drawing outline of physics bodies which are normally invisible. I did some research on that and came up with the code given below. From whatever I have read, below code should work, but it doesn't. My Code My bullet initialization code. -(void) initializeScene { /*Setup physics world*/ _physicsWorld = [[CC3PhysicsWorld alloc] init]; [_physicsWorld setGravity:0 y:-9.8 z:0]; /*Setting up debug draw*/ MyDebugDraw *draw = new MyDebugDraw; draw->setDebugMode(draw->getDebugMode() | btIDebugDraw::DBG_DrawWireframe ); _physicsWorld._discreteDynamicsWorld->setDebugDrawer(draw); /*Setup camera and lamb*/ ………….. //This simpleCube.pod contains the cube [self addContentFromPODFile: @"simpleCube.pod"]; //This file contains sphere [self addContentFromPODFile: @"SimpleSphere.pod"]; [self createGLBuffers]; CC3MeshNode* cubeNode = (CC3MeshNode*)[self getNodeNamed:@"Cube"]; CC3MeshNode* sphereNode = (CC3MeshNode*)[self getNodeNamed:@"Sphere"]; // both cubeNode and sphereNode are not nil from this point float *cVertexData = (float*)((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertices; int cVertexCount = ((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertexCount; btTriangleMesh* cTriangleMesh = new btTriangleMesh(); int offset = 0; for (int i = 0; i < (cVertexCount / 3); i++) { unsigned int index1 = offset; unsigned int index2 = offset+6; unsigned int index3 = offset+12; cTriangleMesh->addTriangle( btVector3(cVertexData[index1], cVertexData[index1+1], cVertexData[index1+2]), btVector3(cVertexData[index2], cVertexData[index2+1], cVertexData[index2+2]), btVector3(cVertexData[index3], cVertexData[index3+1], cVertexData[index3+2])); offset += 18; } [self releaseRedundantData]; /*Create a triangle mesh from the vertices*/ btBvhTriangleMeshShape* cTriMeshShape = new btBvhTriangleMeshShape(cTriangleMesh,true); btCollisionShape *sphereShape = new btSphereShape(1); gTriMeshObject = [_physicsWorld createPhysicsObjectTrimesh:cubeNode shape:cTriMeshShape mass:0 restitution:1.0 position:cubeNode.location]; sphereObject = [_physicsWorld createPhysicsObject:sphereNode shape:sphereShape mass:1 restitution:0.1 position:sphereNode.location]; sphereObject.rigidBody->setDamping(0.1,0.8); /*Enable debug drawing*/ _physicsWorld._discreteDynamicsWorld->debugDrawWorld(); } And My btIDebugDraw implementation (MyDebugDraw.h) //MyDebugDraw.h class MyDebugDraw: public btIDebugDraw{ int m_debugMode; public: virtual void drawLine(const btVector3& from,const btVector3& to ,const btVector3& color); virtual void drawContactPoint(const btVector3& PointOnB ,const btVector3& normalOnB,btScalar distance ,int lifeTime,const btVector3& color); virtual void reportErrorWarning(const char* warningString); virtual void draw3dText(const btVector3& location ,const char* textString); virtual void setDebugMode(int debugMode); virtual int getDebugMode() const; }; void MyDebugDraw::drawLine(const btVector3& from,const btVector3& to ,const btVector3& color){ LogInfo(@"Works!!"); glPushMatrix(); glColor4f(color.getX(), color.getY(), color.getZ(), 1.0); const GLfloat line[] = { from.getX()*1, from.getY()*1, from.getZ()*1, //point A to.getX()*1, to.getY()*1,to.getZ()*1 //point B }; glVertexPointer( 3, GL_FLOAT, 0, &line ); glPointSize( 5.0f ); glDrawArrays( GL_POINTS, 0, 2 ); glDrawArrays( GL_LINES, 0, 2 ); glPopMatrix(); } void MyDebugDraw::drawContactPoint(const btVector3 &PointOnB ,const btVector3 &normalOnB, btScalar distance ,int lifeTime, const btVector3 &color){ } void MyDebugDraw::reportErrorWarning(const char *warningString){ } void MyDebugDraw::draw3dText(const btVector3 &location , const char *textString){ } void MyDebugDraw::setDebugMode(int debugMode){ } int MyDebugDraw::getDebugMode() const{ return DBG_DrawWireframe; } My Problem The drawLine method is getting called. I can see the cube and sphere in place. Sphere again does some circling around the cube before jumping off. No debug lines are getting drawn.

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  • Atheros Wireless card shows up as two different models?

    - by geermc4
    Hi I've been fighting these wireless drivers for a few days and just recently i noticed that the model the Wireless controller appears in lspci is different sometimes. This is the data i have after installing Ubuntu Server 64 bit ~# lspci -k .... 04:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) Subsystem: AzureWave Device 1d89 Kernel driver in use: ath9k Kernel modules: ath9k ran some updates, restarted, all was good, all though it did say that linux-headers-server linux-image-server linux-server where beeing kept back. After that i installed ubuntu-desktop (aptitude install ubuntu-desktop --without-recommends) restarted and not only is the wireless not working anymore, but the hardware is listed as a different card ~# lspci -k .... 04:00.0 Ethernet controller: Atheros Communications Inc. AR5008 Wireless Network Adapter (rev 01) has no available drivers for it, still i tried to modprobe ath9k, they show up in lsmod as loaded, but still iw list shows nothing. this is what it looked like before the ubuntu-desktop instalation Wiphy phy0 Band 1: Capabilities: 0x11ce HT20/HT40 SM Power Save disabled RX HT40 SGI TX STBC RX STBC 1-stream Max AMSDU length: 3839 bytes DSSS/CCK HT40 Maximum RX AMPDU length 65535 bytes (exponent: 0x003) Minimum RX AMPDU time spacing: 8 usec (0x06) HT TX/RX MCS rate indexes supported: 0-7 Frequencies: * 2412 MHz [1] (14.0 dBm) * 2417 MHz [2] (15.0 dBm) * 2422 MHz [3] (15.0 dBm) * 2427 MHz [4] (15.0 dBm) * 2432 MHz [5] (15.0 dBm) * 2437 MHz [6] (15.0 dBm) * 2442 MHz [7] (15.0 dBm) * 2447 MHz [8] (15.0 dBm) * 2452 MHz [9] (15.0 dBm) * 2457 MHz [10] (15.0 dBm) * 2462 MHz [11] (15.0 dBm) * 2467 MHz [12] (15.0 dBm) (passive scanning) * 2472 MHz [13] (14.0 dBm) (passive scanning) * 2484 MHz [14] (17.0 dBm) (passive scanning) Bitrates (non-HT): * 1.0 Mbps * 2.0 Mbps (short preamble supported) * 5.5 Mbps (short preamble supported) * 11.0 Mbps (short preamble supported) * 6.0 Mbps * 9.0 Mbps * 12.0 Mbps * 18.0 Mbps * 24.0 Mbps * 36.0 Mbps * 48.0 Mbps * 54.0 Mbps max # scan SSIDs: 4 max scan IEs length: 2257 bytes Coverage class: 0 (up to 0m) Supported Ciphers: * WEP40 (00-0f-ac:1) * WEP104 (00-0f-ac:5) * TKIP (00-0f-ac:2) * CCMP (00-0f-ac:4) * CMAC (00-0f-ac:6) Available Antennas: TX 0x1 RX 0x3 Configured Antennas: TX 0x1 RX 0x3 Supported interface modes: * IBSS * managed * AP * AP/VLAN * WDS * monitor * mesh point * P2P-client * P2P-GO software interface modes (can always be added): * AP/VLAN * monitor interface combinations are not supported Supported commands: * new_interface * set_interface * new_key * new_beacon * new_station * new_mpath * set_mesh_params * set_bss * authenticate * associate * deauthenticate * disassociate * join_ibss * join_mesh * remain_on_channel * set_tx_bitrate_mask * action * frame_wait_cancel * set_wiphy_netns * set_channel * set_wds_peer * connect * disconnect Supported TX frame types: * IBSS: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * managed: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * AP: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * AP/VLAN: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * mesh point: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * P2P-client: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * P2P-GO: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 Supported RX frame types: * IBSS: 0x00d0 * managed: 0x0040 0x00d0 * AP: 0x0000 0x0020 0x0040 0x00a0 0x00b0 0x00c0 0x00d0 * AP/VLAN: 0x0000 0x0020 0x0040 0x00a0 0x00b0 0x00c0 0x00d0 * mesh point: 0x00b0 0x00c0 0x00d0 * P2P-client: 0x0040 0x00d0 * P2P-GO: 0x0000 0x0020 0x0040 0x00a0 0x00b0 0x00c0 0x00d0 Device supports RSN-IBSS. What's with the hardware change? If it has 2, how can i make the AR9285 always load and disable AR5008, or, is it the same and it's just showing it different? :| Oh and I've tried this on Ubuntu 10.04 server, xubuntu 12.04, ubuntu 12.04 desktop and server. Thanks in advanced. -- Here's some more info, i have it setup in 2 hard drives, 1 works and the other one i'm using to figure it out The one that works... # lshw -class network *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:03:00.0 logical name: eth0 version: 06 serial: 54:04:a6:a3:3b:96 size: 1Gbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full firmware=rtl_nic/rtl8168e-2.fw ip=192.168.2.147 latency=0 link=yes multicast=yes port=MII speed=1Gbit/s resources: irq:43 ioport:e000(size=256) memory:d0004000-d0004fff memory:d0000000-d0003fff *-network description: Wireless interface product: AR9285 Wireless Network Adapter (PCI-Express) vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:04:00.0 logical name: wlan0 version: 01 serial: 74:2f:68:4a:26:73 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.2.0-18-generic-pae firmware=N/A latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:18 memory:fea00000-fea0ffff Here's where it doesn't # lshw -class network *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:03:00.0 logical name: eth0 version: 06 serial: 54:04:a6:a3:3b:96 size: 1Gbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full firmware=rtl_nic/rtl8168e-2.fw ip=192.168.2.160 latency=0 link=yes multicast=yes port=MII speed=1Gbit/s resources: irq:43 ioport:e000(size=256) memory:d0004000-d0004fff memory:d0000000-d0003fff *-network UNCLAIMED description: Ethernet controller product: AR5008 Wireless Network Adapter vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:04:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: latency=0 resources: memory:fea00000-fea0ffff Update I've noticed that if i blacklist the ath9k and ath9k_common modules lspci gives me the AR9285, but then I need to modprobe ath9k for it to work, does this make any sense? If so, why?

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  • Level of detail algorithm not functioning correctly

    - by Darestium
    I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The terrain does not subdivide in the correct locations properly, it almost seems as if there is a ghost camera next to me, and the quads subdivide based on the position of this "ghost camera". Here is a video of the broken program: http://www.youtube.com/watch?v=NF_pHeMOju8 The best example of the problem occurs around 0:36. For detail limiting, I am going for a chunked LOD approach, which subdivides the terrain based on how far you are away from it. I use a "depth table" to determine how many subdivisions should take place. void PQuad::construct_depth_table(float distance) { tree[0] = -1; for (int i = 1; i < MAX_DEPTH; i++) { tree[i] = distance; distance /= 2.0f; } } The chuncked LOD relies on the child/parent structure of quads, the depth is determined by a constant e.g: if the constant is 6, there are six levels of detail. The quads which should be drawn go through a distance test from the player to the centre of the quad. void PQuad::get_recursive(glm::vec3 player_pos, std::vector<PQuad*>& out_children) { for (size_t i = 0; i < children.size(); i++) { children[i].get_recursive(player_pos, out_children); } if (this->should_draw(player_pos) || this->depth == 0) { out_children.emplace_back(this); } } bool PQuad::should_draw(glm::vec3 player_position) { float distance = distance3(player_position, centre); if (distance < tree[depth]) { return true; } return false; } The root quad has four children which could be visualized like the following: [] [] [] [] Where each [] is a child. Each child has the same amount of children up until the detail limit, the quads which have are 6 iterations deep are leaf nodes, these nodes have no children. Each node has a corresponding Mesh, each Mesh structure has 16x16 Quad-shapes, each Mesh's Quad-shapes halves in size each detail level deeper - creating more detail. void PQuad::construct_children() { // Calculate the position of the Quad based on the parent's location calculate_position(); if (depth < (int)MAX_DEPTH) { children.reserve((int)NUM_OF_CHILDREN); for (int i = 0; i < (int)NUM_OF_CHILDREN; i++) { children.emplace_back(PQuad(this->face_direction, this->radius)); PQuad *child = &children.back(); child->set_depth(depth + 1); child->set_child_index(i); child->set_parent(this); child->construct_children(); } } else { leaf = true; } } The following function creates the vertices for each quad, I feel that it may play a role in the problem - I just can't determine what is causing the problem. void PQuad::construct_vertices(std::vector<glm::vec3> *vertices, std::vector<Color3> *colors) { vertices->reserve(quad_width * quad_height); for (int y = 0; y < quad_height; y++) { for (int x = 0; x < quad_width; x++) { switch (face_direction) { case YIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, quad_height - 1.0f, -(position.y + y * element_width))); break; case YDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, 0.0f, -(position.y + y * element_width))); break; case XIncreasing: vertices->emplace_back(glm::vec3(quad_width - 1.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case XDecreasing: vertices->emplace_back(glm::vec3(0.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case ZIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, 0.0f)); break; case ZDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, -(quad_width - 1.0f))); break; } // Position the bottom, right, front vertex of the cube from being (0,0,0) to (-16, -16, 16) (*vertices)[vertices->size() - 1] -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); colors->emplace_back(Color3(255.0f, 255.0f, 255.0f, false)); } } switch (face_direction) { case YIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, quad_height - 1.0f, -(position.y + quad_height / 2.0f)); break; case YDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, 0.0f, -(position.y + quad_height / 2.0f)); break; case XIncreasing: this->centre = glm::vec3(quad_width - 1.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case XDecreasing: this->centre = glm::vec3(0.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case ZIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, 0.0f); break; case ZDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, -(quad_height - 1.0f)); break; } this->centre -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); } Any help in discovering what is causing this "subdivding in the wrong place" would be greatly appreciated.

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • How to create multiboot flash drive

    - by Nrew
    I've found a guide here: http://www.pendrivelinux.com/boot-multiple-iso-from-usb-multiboot-usb/ And found this menu.lst in my flash drive, which seems to be the one that I'm seeing when I boot using my flash drive: # This Menu Created by Lance http://www.pendrivelinux.com # Ongoing Suggested Menu Entries and the Suggestor are noted! default 0 timeout 30 color NORMAL HIGHLIGHT HELPTEXT HEADING splashimage=(hd0,0)/splash.xpm.gz foreground=FFFFFF background=0066FF title Memtest86+ find --set-root /memtest86+-4.00.iso map --mem /memtest86+-4.00.iso (hd32) map --hook root (hd32) chainloader (hd32) # Suggested by madprofessor title Boot Clonezilla root (hd0,0) kernel /clonezilla/live/vmlinuz live-media-path=clonezilla/live bootfrom=/dev/sd boot=live union=aufs noprompt ocs_live_run="ocs-live-general" ocs_live_extra_param="" ocs_live_keymap="" ocs_live_batch="no" ocs_lang="" vga=791 ip=frommedia initrd /clonezilla/live/initrd.img title Parted Magic 4.9 (Partition Tools) find --set-root /pmagic-4.9.iso map /pmagic-4.9.iso (hd32) map --hook root (hd32) chainloader (hd32) # Suggested by Deb title Partition Wizard 4.2 (Partition Tools) find --set-root /pwhe42.iso map /pwhe42.iso (hd32) map --hook root (hd32) chainloader (hd32) title Balder DOS image (FreeDOS) map --unsafe-boot /balder10.img (fd0) map --hook chainloader --force (fd0)+1 rootnoverify (fd0) # Suggested by Szymon Silski title Linux Mint 8 find --set-root /LinuxMint-8.iso map /LinuxMint-8.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/mint.seed boot=casper persistent iso-scan/filename=/LinuxMint-8.iso splash initrd /casper/initrd.lz title Ubuntu 10.04 find --set-root /ubuntu-10.04-desktop-i386.iso map /ubuntu-10.04-desktop-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/ubuntu.seed boot=casper persistent iso-scan/filename=/ubuntu-10.04-desktop-i386.iso splash initrd /casper/initrd.lz title Xubuntu 10.04 (XFCE Desktop) find --set-root /xubuntu-10.04-desktop-i386.iso map /xubuntu-10.04-desktop-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/xubuntu.seed boot=casper persistent iso-scan/filename=/xubuntu-10.04-desktop-i386.iso splash initrd /casper/initrd.lz title Kubuntu 10.04 (KDE Desktop) find --set-root /kubuntu-10.04-desktop-i386.iso map /kubuntu-10.04-desktop-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/kubuntu.seed boot=casper persistent iso-scan/filename=/kubuntu-10.04-desktop-i386.iso splash initrd /casper/initrd.lz # Suggested by Ambriel title Lubuntu 10.04 (LXDE Lightweight Desktop) find --set-root /lubuntu-10.04.iso map /lubuntu-10.04.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/lubuntu.seed boot=casper persistent iso-scan/filename=/lubuntu-10.04.iso splash initrd /casper/initrd.lz title Ubuntu 10.04 Netbook Remix (NetBook Distro) find --set-root /ubuntu-10.04-netbook-i386.iso map /ubuntu-10.04-netbook-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/netbook-remix.seed boot=casper persistent iso-scan/filename=/ubuntu-10.04-netbook-i386.iso splash initrd /casper/initrd.lz title Ubuntu 10.04 Server Edition Installer (32 bit Installer Only) find --set-root /ubuntu-10.04-server-i386.iso map /ubuntu-10.04-server-i386.iso (0xff) map --hook root (0xff) kernel /install/vmlinuz file=/cdrom/preseed/ubuntu-server.seed boot=install iso-scan/filename=/ubuntu-10.04-server-i386.iso splash initrd /install/initrd.gz title Ubuntu 9.10 find --set-root /ubuntu-9.10-desktop-i386.iso map /ubuntu-9.10-desktop-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/ubuntu.seed boot=casper persistent iso-scan/filename=/ubuntu-9.10-desktop-i386.iso splash initrd /casper/initrd.lz title Xubuntu 9.10 find --set-root /xubuntu-9.10-desktop-i386.iso map /xubuntu-9.10-desktop-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/xubuntu.seed boot=casper persistent iso-scan/filename=/xubuntu-9.10-desktop-i386.iso splash initrd /casper/initrd.lz title Kubuntu 9.10 find --set-root /kubuntu-9.10-desktop-i386.iso map /kubuntu-9.10-desktop-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/kubuntu.seed boot=casper persistent iso-scan/filename=/kubuntu-9.10-desktop-i386.iso splash initrd /casper/initrd.lz # Ubuntu Server and Netbook Remix suggested by Wojciech Holek title Ubuntu 9.10 Server Edition Installer (Installer Only) find --set-root /ubuntu-9.10-server-i386.iso map /ubuntu-9.10-server-i386.iso (0xff) map --hook root (0xff) kernel /install/vmlinuz file=/cdrom/preseed/ubuntu-server.seed boot=install iso-scan/filename=/ubuntu-9.10-server-i386.iso splash initrd /install/initrd.gz title Ubuntu 9.10 Netbook Remix (NetBook Distro) find --set-root /ubuntu-9.10-netbook-remix-i386.iso map /ubuntu-9.10-netbook-remix-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/netbook-remix.seed boot=casper persistent iso-scan/filename=/ubuntu-9.10-netbook-remix-i386.iso splash initrd /casper/initrd.lz title Ubuntu 9.10 Rescue Remix (Recovery Tools) find --set-root /ubuntu-rescue-remix-9-10-revision1.iso map /ubuntu-rescue-remix-9-10-revision1.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/ubuntu.seed boot=casper iso-scan/filename=/ubuntu-rescue-remix-9-10-revision1.iso splash initrd /casper/initrd.lz title DSL 4.4.10 find --set-root /dsl-4.4.10-initrd.iso map --mem /dsl-4.4.10-initrd.iso (hd32) map --hook root (hd32) chainloader (hd32) title AVG Rescue CD (Anti-Virus + Anti-Spyware) find --set-root /avg_arl_en_90_100114.iso map /avg_arl_en_90_100114.iso (hd32) map --hook chainloader (hd32) title Ultimate Boot CD 4.11 find --set-root /ubcd411.iso map /ubcd411.iso (hd32) map --hook chainloader (hd32) title OphCrack XP 2.3.1 (XP Password Cracker) find --set-root /ophcrack-xp-livecd-2.3.1.iso map /ophcrack-xp-livecd-2.3.1.iso (0xff) map --hook root (0xff) kernel /boot/bzImage rw root=/dev/null vga=normal lang=C kmap=us screen=1024x768x16 autologin initrd /boot/rootfs.gz title OphCrack Vista 2.3.1 (Vista Password Cracker) find --set-root /ophcrack-vista-livecd-2.3.1.iso map /ophcrack-vista-livecd-2.3.1.iso (0xff) map --hook root (0xff) kernel /boot/bzImage rw root=/dev/null vga=normal lang=C kmap=us screen=1024x768x16 autologin initrd /boot/rootfs.gz # Suggested by Greg Steer title Offline NT Password & Registy Editor find --set-root /cd080802.iso map /cd080802.iso (hd32) map --hook chainloader (hd32) title SliTaz 2.0 find --set-root /slitaz-2.0.iso map --mem /slitaz-2.0.iso (hd32) map --hook chainloader (hd32) title Riplinux 9.3 find --set-root /RIPLinuX-9.3.iso map --heads=0 --sectors-per-track=0 /RIPLinuX-9.3.iso (0xff) || map --heads=0 --sectors-per-track=0 --mem /RIPLinuX-9.3.iso (0xff) map --hook chainloader (0xff) # Suggested by Sunny title YlmF (Windows Like OS) find --set-root /YlmF_OS_EN_v1.0.iso map /YlmF_OS_EN_v1.0.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/ubuntu.seed boot=casper persistent iso-scan/filename=/YlmF_OS_EN_v1.0.iso splash initrd /casper/initrd.lz # Suggested by Martin Andersson title DBAN 1.0.7 (Drive Nuker) find --set-root /dban-1.0.7_i386.iso map --mem /dban-1.0.7_i386.iso (hd32) map --hook root (hd32) chainloader (hd32) # Suggested by Robin McGough title xPUD 0.9.2 (NetBook Distro) find --set-root --ignore-floppies --ignore-cd /xpud-0.9.2.iso map --heads=0 --sectors-per-track=0 /xpud-0.9.2.iso (hd32) map --hook chainloader (hd32) title Puppy 4.3.1 find --set-root /puppy/pup-431.sfs kernel /puppy/vmlinuz initrd /puppy/initrd.gz # Suggested by Relst title Run a Linux OS from the Internet kernel /gpxe.lkrn I also put some .iso files for os installers (Windows xp sp2 and Ubuntu 10.04) But they didn't show up in the list when I booted Do I need to: extract the .iso files and put in in their respective folders? Add the os that I added on the menu.lst? How do I add the iso image(os) in the menu.lst? Before adding the .iso files I first made a folder named Windows xp sp2 then placed the .iso files in there. Please help, I think I need to add the folder name or the file name on the menu.lst but I don't know how

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  • video streaming infrastructure advice

    - by Alchemical
    We would like to set-up a live video-chat web site and are looking for basic recomendations for software and hardware set-up. Most streams will be broadcast live from a single person with a web cam, etc., and viewed by typically 1-10 people, although there could be up to 100+ viewers on the high side. Audio and video do not have to be super-high quality, but do need to be "good enough". The main point is to convey the basic info in the video (and audio). If occasionally the frame-rate drops low and then goes back to normal fairly soon, we could live with that. Budget is an issue, so we are in general looking for a lower cost solution that will give us most of what we need in temers of performance and quality. We are looking at Peer1 for co-lo. The rest of our web site will be .Net / Windows platform. We are open to looking at any platform for the best streaming solution, although our technical expertise is currently more on the Windows side.

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  • How do i find out what's preventing delete requests from working in iis7.5 and iis8?

    - by Simon
    Our site has an MVC Rest API. Recently, both the live servers and my development machine stopped accepting DELETE requests, instead returning a 501 Not Implemented response. On my development machine, which is Windows 7 running IIS7.5, the solution was to add these lines to our Web.config, under system.webServer / handlers: <remove name="ExtensionlessUrlHandler-Integrated-4.0" /> ... <add name="ExtensionlessUrlHandler-Integrated-4.0" path="*." verb="GET,HEAD,POST,DEBUG,PUT,DELETE" type="System.Web.Handlers.TransferRequestHandler" resourceType="Unspecified" requireAccess="Script" preCondition="integratedMode,runtimeVersionv4.0" /> However, this didn't work on any of our live servers; not on Sever 2008 + IIS7.5 and not on Server 2012 + IIS8. There are no verbs set up in Request Filtering, and WebDAV is not installed on any of our live servers. The error page gives no further information, and nothing gets recorded in the logs. How do I find out what's preventing DELETE requests from working in iis7.5 and iis8?

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  • How do I setup unison to sync a folder one way

    - by Rob
    I have a 1tb NAS that has a 1tb usb external hard attached I have prepared the file system on the usb disk and mounted it I want to 100% sync my data from my nas to the usb disk - but I want it to be incremental and only have the NAS as the 'master' - eg if a file changes on the usb external hard drive I want it to ignore this change as its not the live version (not that I think the files will change on the usb disk but im paranoid the live could get overwritten) Also if a file gets deleted on live I want to retain the deleted file on the usb disk Can unison sync one-way and achive the above for me? if so with simply unison sorce/ target/ Work? Thanks Rob

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  • How to boot from a flash drive OS using VirtualBox?

    - by kokbira
    I have two flash drive, one with Slax installed and another for Android x86 Live installed, but they do not boot in my laptop (in my work they boot perfectly). I can boot from some live CDs/DVDs or its ISO files using VirtualBox, but I cannot do it for live flash drives - I put the flash drives and start a VirtualBox without any virtual HD, but VirtualBox does not recognize them as boot options, as it does for CDs/DVDs. Any ideas? Any alternatives if VirtualBox does not support it? Edit1: I'm using Windows (Windows 7) but I would like to know how to do it in Linux (Ubuntu, for example) too.

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  • How to get Atheros ar242x wireless adapter working under Debian Linux?

    - by Mark
    Does anybody know how to get the Atheros ar242x wireless adapter working under Debian Linux (5.0.2 and/or 5.0.3)? My Debian live CDs and install CDs both don't like this card at all. Curisouly, it seems to work on other, Debian-based, Linuxes. Is this a free/non-free Driver issue? I know Debian gets mardy about that. Although for what it's worth, the Live CD doesn't seem to detect my wired LAN connection either... Specifically this is on a Samsung R610 laptop (some version of which seem to have an intel wireless adapter - this one definitely doesn't!) I've tried all sorts of things but obviously on a live CD installing software is limited. I've also tinkerering with network config files and kernel modules etc but to no avail.

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  • usb device in dual mode on gentoo linux

    - by Idlecool
    i am having a flip flop usb modem which has two modes 1 usb mass storage mode: root@devbox:/media/F872F0FD72F0C184/Users/idlecool/Downloads# lsusb Bus 006 Device 003: ID 19d2:fff5 ONDA Communication S.p.A. 2 usbserial mode: root@devbox:/media/F872F0FD72F0C184/Users/idlecool/Downloads# lsusb Bus 006 Device 003: ID 19d2:fffe ONDA Communication S.p.A. by default whenever i plug the modem to the usb port.. the linux machine recognize it as a usb mass storage device.. how can i make it load as usbserial device i have been using a package usb_modeswitch in the past on ubuntu 10.04 but i cannt install the same package on gentoo live cd.. even udev is not installed on live cd.. how to change the product-id of the usb device on gentoo live disc without udev.

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  • How can I restrict SSH access when the source IP is dynamic

    - by Supratik
    Hi I want to protect SSH access to our live web server from all IP's except our office static IP. There are some employees who connects to this live server from their dynamic IP's. So, it is not always possible for me to change in the iptables rule in live server whenever the dynamic IP of the employee changes. I tried to put them in office VPN and allowed only SSH access from office IP but the office connection is slow in compared to our employee's private internet connection, moreover it adds an extra overhead to our office network. Is there any way I can solve this problem ?

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  • nmap reports host up when it isn't

    - by martianway
    On an Ubuntu VM I ran: sudo nmap -sP 192.168.0.* This returned: Starting Nmap 5.00 ( http://nmap.org ) at 2010-12-28 22:46 PST Host 192.168.0.0 is up (0.00064s latency). Host 192.168.0.1 is up (0.00078s latency). Host 192.168.0.2 is up (0.00011s latency). . . . Host 192.168.0.254 is up (0.00068s latency). Host 192.168.0.255 is up (0.00066s latency). The problem is I only have 4 live machines on 192.168.0.* so why did nmap report every ip in the subnet has a live host? The ip address of the Ubuntu machine is 192.168.28.131 From this VM I can ping the live systems on my internal subnet 192.168.0.* and get the expected response. And if I ping a machine that doesn't exist I can get no response as expected.

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  • Ubuntu 6.06 Boot problem

    - by nijikunai
    I tried to boot my pc using ubuntu 6.06 in the live cd mode but it refuses to boot. It throws the error Uncompressing Linux.. ok, booting from kernel [ 54.168828] ACPI Unable to load the System Descriptor Tables The live cd works perfectly okay in other computers. Out of curiosity, I also tried to boot using Slax live cd, It too threw some errors incomplete literal tree invalid compressed format (err=1) UDF-fs: No partition found (1) XFS: bade magic number XFS: SB validate failed Kernel panic - not syncing: VFS: Unable to mount root fs on unknown-block(1,0) The slax errors are a bit worrying to me. Thanks for the help in advance!

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  • Does Google Tv (NSZ-GS7) work with HTPC?

    - by Mark Trinh
    I was wondering if my Google Tv will seamlessly work with my HTPC. I'm running Windows Media Center using a InfiniTv quad tuner with a cable card. I'm able to connect my GTV with my HTPC and be able to see the GTV interface overlaid on top of media center. Unfortunately, I'm not really able to use the Tv/Movies App to look at live shows and change the channel. I have the Video device setup as Media Center PC, but then the Live Tv App doesn't work. If I change to my tv service provider (Verizon FIOS), the Live Tv App works, but then it won't be able to change the channel.

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  • MVP Summit 2011 summary and thoughts: The &ldquo;I hope I don&rsquo;t cross a line and lose my MVP status&rdquo; post

    - by George Clingerman
    I've been wanting to write this post summarizing my thoughts about the MVP summit but have been dragging my feet since it's a very difficult one to write. However seeing Andy (http://forums.create.msdn.com/forums/t/77625.aspx) and Catalin (http://www.catalinzima.com/2011/03/mvp-summit-2011/) and Chris (http://geekswithblogs.net/cwilliams/archive/2011/03/07/144229.aspx) post about it has encouraged me to finally take the plunge. I'm going to have to write carefully though because I'm going to be dancing around a ton of NDA mine fields as well as having to walk the tight-rope of not sending the wrong message or having people read too much into what I'm saying. I want to note that most of what I'm about to say is just based on my observations, they're not thoughts that Microsoft has asked me to pass along and they're not things I heard Microsoft say. It's just me sharing what I think after going to the MVP summit. Let's start off with a short imaginary question and answer session.     Has the App Hub forums and XBLIG management been rather poor by Microsoft? Yes.     Do I think we're going to see changes to that overnight? No.     Will it continue to look bad from the outside? Somewhat. Confusing right? Well that's kind of how things are right now. Lots of confusion. XNA is doing AWESOME. Like, really, really awesome. As a result of that awesomeness, XNA is on three major platforms: Xbox 360, WP7 and PC. This means that internally Microsoft is really excited and invested in the technology. That's fantastic for XNA and really should show you the future the framework has. It's here to stay. So why are Xbox LIVE Indie Game developers feeling so much pain? The ironic thing is that pain is being caused by the success of XNA. When XNA was just a small thing, there was more freedom and more focus. It was just us and them. We were an only child. Now our family has grown and everyone has and wants some time with XNA. This gets XNA pulled in all directions and as it moves onto new platforms, it plays catch up trying to get those platforms up to speed to where Xbox LIVE Indie Games has grown. Forums, documentation, educational content. They all need to be there because Xbox LIVE Indie Games has all of that and more. Along with the catch up in features/documentation/awesomeness there's the catch up that the people on the team have to play. New platforms and new areas of development mean new players and those new guys don't have the history of being around from the beginning. This leads to a lack of understanding at times just how important some things are because they seem so small and insignificant (Rich Text defaulting for new forum profiles would be one things that jumps to mind). If you're not aware that the forums have become more than just a basic Q&A, if you're not aware that they're a central hub to a very active community, then you don't understand why that small change should be prioritized over something else. New people have to get caught up and figure out how to make a framework and central forum site work for everyone it's now serving. So yeah, a lot of our pain this last year has been simply that XNA is doing well and XBLIG is doing well so the focus was shifted to catch other things up. It hurts when a parent seems to not have any time for you and they're spending some much time with your new baby brother. Growing pains. All families and in our case our product family experience it to some degree. I think as WP7 matures we'll see the team figuring out how to give everyone the right amount of attention. While we're talking about some of our growing pains, it is also important to note (although not really an excuse) that the Xbox LIVE Arcade developers complain about many of the same things that we do. If you paid attention to talks and information coming out of GDC 2011, most of the the XBLA guys were saying things that sounded eerily similar to what the XBLIG developers are saying (Scott Nichols from GayGamer.net noticed http://twitter.com/#!/NaviFairyGG/status/43540379206811650). Does this mean we should just accept the status quo since we're being treated exactly the same? No way. However it DOES show that the way we're being treated is no indication of the stability and future of the platform, it's just Microsoft dropping the communication ball on two playing fields. We're not alone and we're not even being treated worse. Not great, but also in a weird way a very good sign. Now on to a few tidbits I think I CAN share from the summit (I'm really crossing my fingers I'm not stepping over some NDA line I shouldn't be). First, I discovered that the XBLIG user base is bigger than I personally had originally estimated. I won't give the exact numbers (although we did beg Microsoft to release some of these numbers so maybe someday?) but it was much larger than my original guestimates and I was pleasantly surprised. Maybe some of you guys had the right number when you were guessing, but I know that mine was much too low. And even MORE importantly the number of users/shoppers is growing at a steady pace as well. Our market is growing! That was fantastic news and really something that I had to share. On to the community manager discussion. It was mentioned. I was mentioned. I blushed. Nothing more to report there than the blush in my cheeks was a light crimson color. If I ever see a job description posted for that position I have a resume waiting in the wings. I can't deny that I think that would be my dream job... ...so after I finished blushing, the MVPs did make it very, very clear that the communication has to improve. Community manager or not the single biggest pain point with the Xbox LIVE Indie Game community has been a lack of communication. I have seen dramatic improvement in the team responding to MVPs and I'm even seeing more communication from them on the forums so I'm hoping that's a long term change. I really think they understood the issue, the problem remains how to open that communication channel in a way that was sustainable. I think they'll get it figured out and hopefully that's sooner rather than later. During the summit, you may have seen me tweeting about how I was "that guy" (http://twitter.com/#!/clingermangw/status/42740432471470081). You also may have noticed that Andy and Catalin both mentioned me in their summit write ups. I may have come on a bit strong while I was there...went a little out of character for myself. I've been agitated for a while with the way things have been and I've been listening to you guys and hearing you guys be agitated. I'm also watching some really awesome indie game developers looking elsewhere and leaving the platform. Some of them we might not have been able to keep even with changes, but others are only leaving because of perceptions and lack of communication from Microsoft. And that pisses me off. And I let Microsoft know that I was pissed off. You made your list and I took that list and verbalized it. I verbalized the hell out of it. [It was actually mentioned that I'm a lot nicer on the forums and in email than I am in person...I felt bad about that, but I couldn't stay silent]. Hopefully it did something guys, I really did try hard to get the message across. Along with my agitation, I also brought some pride. I mentioned several things in person to the team that I was particularly proud of. From people in the community that are doing an awesome job, to the re-launch of XboxIndies that was going on that week and even gamers like Steven Hurdle (http://writingsofmassdeduction.com/) who have purchased one XBLIG every day for over 100 days now. The community is freaking rocking it and I made sure to highlight that. So in conclusion, I'd just like to say hang in there (you know, like that picture of the cat). If you've been worried about investing in Xbox LIVE Indie Games because you think it's on shaky ground. It's not. Dream Build Play being about the Xbox 360 should have helped a little to point that out. The team is really scrambling around trying to figure things out and make improvements all around. There’s quite a few new gals and guys and it's going to take them time to catch up and there are a lot of constantly shifting priorities. We all have one toy, one team and we're fighting for time with it. It's also time for the community to continue spreading our wings and going out on our own more often. The Indie Game Winter Uprising was a fantastic example of that. We took things into our own hands and it got noticed and Microsoft got behind it. They do every time we stand up and do something (look at how many Microsoft employees tweeted, wrote about the re-launch of XboxIndies.com or the support I've gotten from them for my weekly XNA Notes). XNA is here to stay, it's time for us to stop being scared of that and figure out how to make our own games the successes they should be. There's definitely a list of things that need to be fixed, things that should be improved and I think we should definitely keep vocal about that with Microsoft. Keep it short, focused and prioritized. There's also a lot of things we can do ourselves while we're waiting on them to fix and change things. Lots of ways we can compensate for particular weaknesses in the channel. The kind of stuff that we can step up and do ourselves. Do it on our own, you know, the way Indies always do. And I'm really looking forward to watching us do just that.

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  • Catch up with ‘In Touch’ on-demand

    - by rituchhibber
    We had another fantastic live broadcast of the ‘In Touch’ PartnerCast last week which covered a range of topics, updates and answered your questions live on air. The cast started with host David Callaghan, Senior Vice President EMEA Alliances and Channels, updating us on the Rebate programme and focussed on the benefits this system offers. We were then introduced to Will O’Brien, VP Alliances & Channels, UK & Ireland, and Markus Reischl, Senior Director and Sales Leader EMEA Strategic Alliances who discussed the headlines from Oracle OpenWorld from their point of view. Monia Bosetti sent in a video report discussing LMS and how this affects SI’s, which sparked studio conversation betweeen the guests and got you talking at your desks too! David also had the chance to talk with Platinmun Partner Uptime Technology, who shared their best practice and exmaples of working with Oracle to achieve great results. The studio team ended the cast answering your questions live, which had some interesting results! Like the sound of this cast? You can watch on-demand here: Make sure you keep up to date with the ‘In Touch’ series by visiting the website here.

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  • Silverlight Cream for November 21, 2011 -- #1171

    - by Dave Campbell
    In this Issue: Colin Eberhardt, Sumit Dutta, Morten Nielsen, Jesse Liberty, Jeff Blankenburg(-2-), Brian Noyes, and Tony Champion. Above the Fold: Silverlight: "PV Basics : Client-side Collections" Tony Champion WP7: "Pushpin Clustering with the Windows Phone 7 Bing Map control" Colin Eberhardt Shoutouts: Michael Palermo's latest Desert Mountain Developers is up Michael Washington's latest Visual Studio #LightSwitch Daily is up From SilverlightCream.com: Pushpin Clustering with the Windows Phone 7 Bing Map control Colin Eberhardt is back discussing Pushpins for a BingMaps app on WP7 and provides a utility class that clusters pushpins, allowing you to render 1000s of pins on an app ... all the explanation and all the code Part 22 - Windows Phone 7 - Tile Push Notification Part 22 in Sumit Dutta's WP7 series is about Tile Push Notification... nice tutorial with all the code listed Correctly displaying your current location Morten Nielsen demonstrates formatting the information from the GPS on your WP7 into something intelligible and useful Spiking the Pomodoro Timer Jesse Liberty put up a quick and dirty version of a Pomodoro timer for WP7.1 to explore the technical challenges of the Full Stack Phase 2 he's cranking up 31 Days of Mango | Day #11: Network Jeff Blankenburg's Number 10 in his 31 Days quest of WP7.1 is about the NetworkInformation namespace which gives you all sorts of info on the user's device network connection availability, type, etc. 31 Days of Mango | Day #11: Live Tiles Jeff Blankenburg takes off on Live Tiles for Day 11... big topic for a 1 day post, but he takes off on it... updating and Live Tiles too Working with Prism 4 Part 2: MVVM Basics and Commands Brian Noyes has part 2 of his Prism/MVVM series up at SilverlightShow... very nice tutorial on the basics of getting a view and viewmodel up, and setting up an ICommand to launch an Edit View... plus the code to peruse. PV Basics : Client-side Collections Tony Champion is startig a series on Silverlight 5 and Pivot Viewer... First up is some basics in dealing with the control in SL5 and talking about Client-side Collections... great informative tutorial and all the code Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Visual WebGui launches a CompanionKit for enhanced developers experience

    - by Webgui
    Visual WebGui launched a new major live demo of the platform's concepts, features and controls and the code behind them. The new Developer CompanionKit is a hige leap forward in the developer experience by allowing developers a hands-on exploration of Visual WebGui which should provide better understanding of the system and the ability to utilize the great advantages of Visual WebGui in order to develop better performing rich web applications. The CompanionKit is available online at companionkit.visualwebgui.com/main.wgx We invite you to Explore Visual WebGui via the new CompanionKit and to watch the CompanionKit Intro video. Below is a screenshot taken from the live CompanionKit which allows developers to see how applying an alternate style to the appearance of a DataGridView is done and how it looks running live and its code (C# or VB.NET). You can access the different Controls (within the Controls section) from the left navigation bar or perform a free text search which shows the relevant results from all the sections - additional sections such as a Concept section are expected to be added in the near future.   In addition, the New Developer CompanionKit which was built with Visual WebGui showcases the enhanced UI design capabilities of building more engaing, modern Web 2.0 applications. The CompanionKit will also be available for download in the next few days as part of the media for 6.4 beta 2 SDK (.NET 2.0 or .NET 3.5) under "Help and Documentation".

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  • UPK Professional Customer Success Story: Medtronic

    - by [email protected]
    In case you missed the live event, be sure to listen to last week's UPK Customer iSeminar featuring Medtronic. This was the first iSeminar in our quarterly series to showcase UPK Professional (UPK and Knowledge Pathways). Donna Miller and Staci Gilbert gave viewers an inside look at samples of Medtronic's content as they shared their experiences, methodology and best practices for use of the solution. Here are some highlights of the call: • Medtronic initially purchased UPK Professional to support a multi-year, global SAP rollout for 9,000 end users located in 24 countries. • As time went on, they expanded their use of UPK Professional to include several of their other enterprise applications: PeopleSoft, Siebel CRM, Hyperion Financial Management, a number of SAP bolt-ons, Documentum, TrackWise, and many others. • In combination with their Saba LMS, UPK Professional has allowed Medtronic to create, deploy, track and certify consistent end user training for critical transactions and processes across their organization worldwide - essential for a company in a heavily regulated industry. • For key pieces of content or certain end user populations, some Medtronic business units localize/translate the global UPK content. Staci demonstrated examples of their SAP content which has been translated into Japanese. • In the live SAP environment, end users rely on UPK's context sensitive in-application performance support. Medtronic has found this to be very helpful post go-live, giving just-in-time support so end users are confident in a new system or when performing tasks they don't often touch (at quarter or year end). UPK also serves as Medtronic's internal Google. • Medtronic has realized savings on many fronts: reduction in support calls due to in-application performance support, elimination of their training clients, and speedier training (1.5 days rather than 5-7 days) of temporary workers by moving from ILT to a blended solution that includes UPK simulations for eLearning. Thanks again to Donna and Staci for an exceptional presentation. They offered so many great examples for anyone who's looking for ways to get more out of UPK or interested in learning about UPK Professional: Knowledge Pathways. - Karen Rihs, Oracle UPK Outbound Product Management

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  • Membership e Authentication no ASP.NET 4.5

    - by renatohaddad
    Vejam que boa notícia. Para quem desenvolve em asp.net e usa autenticação com membership terá uma grande novidade na hora de autenticar. Na versão 4.5 poderemos autenticar o usuário usando a rede social, ou seja, o login poderá ser feito usando os serviços do Google, Yahoo, Facebook, Twitter e Windows Live. Isto tudo será possível pq teremos novos providers OAuth e OpenID para authentication.1.No site "developer website for Windows Live, Facebook, or Twitter", crie uma app e registre uma chave (key=minhaChave) com o valor "curso asp.net 4.5".2. No seu site altere o arquivo _AppStart.cshtml e crie o código do provider do Facebook:OAuthWebSecurity.RegisterOAuthClient(     BuiltInOAuthClient.Facebook, consumerKey: "", minhaChave: "");3. No arquivo ~/Account/Login.cshtml descomente o bloco do fieldset para habilitar o provider.<fieldset>     <legend>Log in using another service</legend>     <input type="submit" name="provider" id="facebook"value="Facebook"         title="Log in using your Facebook account." />     <input type="submit" name="provider" id="twitter" value="Twitter"         title="Log in using your Twitter account." />     <input type="submit" name="provider" id="windowsLive"         value="WindowsLive"         title="Log in using your Windows Live account." /> </fieldset>4. Por fim, no arquivo ~/Account/AssociateServiceAccount.cshtml descomente o bloco do fieldset e pronto, na autenticação serão exibidos todos os providers.

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  • How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk

    - by The Geek
    We’ve covered loads of different anti-virus, Linux, and other boot disks that help you repair or recover your system, but why limit yourself to just one? Here’s how to combine your favorite repair disks together to create the ultimate repair toolkit for broken Windows systems—all on a single flash drive. The ones we’ve covered already? Here’s a quick list of all the ways you can recover your system with a rescue disk: How to Use the Avira Rescue CD to Clean Your Infected PC How to Use the BitDefender Rescue CD to Clean Your Infected PC How to Use the Kaspersky Rescue Disk to Clean Your Infected PC Change or Reset Windows Password from a Ubuntu Live CD The 10 Cleverest Ways to Use Linux to Fix Your Windows PC Change Your Forgotten Windows Password with the Linux System Rescue CD Use Ubuntu Live CD to Backup Files from Your Dead Windows Computer If you need to clean up an infected system, we’d absolutely recommend the BitDefender CD, since it’s auto-updating. Best bet? Create your ultimate boot disk with as many of the different utilities as your flash drive can hold Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC Luigi Installs Any OS on Google’s Cr-48 Notebook DIY iPad Stylus Offers Pen-Based Interaction on the Cheap Serene Blue Ubuntu Wallpaper for Your Desktop Enjoy Old School Style Video Game Fun with Chicken Invaders Hide the Twitter “Litter” in Twitter’s Sidebar Area (Chrome and Iron) Public Domain Day: Reflections on Copyright and the Importance of Public Domain

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  • HP ProBook 4720s UEFI boot only manually into 12.04

    - by HainjeDAF
    I'm trying to get UEFI boot on my ProBook 4720s. Because I swapped the HDD for a SSD I had a blank canvas to start. The 12.04 Live DVD refuses to boot into UEFI, as do Alternate and desktop CD's. However, when I make a 16Gb flashdrive into a live FS using the bootdisk tool in ubuntu, I can boot from USB, manually into UEFI mode. It even sidesteps to DVD as medium when I boot from USB with 12.04 Live DVD present. I installed a GPT partitiontable with part 1, label EFI, fs FAT32, flag BOOT, mounts at /boot/efi part 2, label Linux-ROOT, fs ext4, no flags, mounts at / part 3, label Linux-SWAP, fs swap, no flags, mounts as swap So far, My system refuses to boot from harddrive by itself. I have to select "Boot from EFI file" and manually browse to (HD0,GPT1)\EFI\ubuntu\grubx64.efi any other option ends in "no system disk, please insert boot disk" I tried installing BURG, but that merely enforces non-efi boot. I tried most of the solutions I could find, but one says \EFI\grub\grub.cfg next says \EFI\ubuntu\ubuntu,cfg I'm confused and getting frustrated. How do I correctly install Ubuntu 12.04 in UEFI mode on this machine???

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