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  • Dead drive in LVM/XFS configuration

    - by Freddie Witherden
    I had three drives in LVM: a 2 TB drive and two 1 TB drives (added later). One of the 1 TB drives -- I believe the third one -- has died. Spanning all three drives was an XFS partition. Reading: http://www.novell.com/coolsolutions/appnote/19386.html I see that one way of handling this is to replace the dead drive and copy the metadata over. However, I am currently not in possession of a 1 TB drive and can not readily acquire one. Given this, what are my options? There was nothing important on the drives (if there was I would have them in RAID 1) but I would not mind attempting a recovery. Is there a simple way of forcing LVM to go with just two drives and NUL out anything else? (So that fsck can do its thing.)

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  • User account automatically filling up with dead.letter file

    - by jeroen
    I have one user account on a server with about 400 accounts that is filling up automatically. The dead.letter file in the users home directory automatically grows until the account is full (about 10 - 40 Mb per day). The user is using Microsoft Outlook to send and receive mail. What can be causing this and how can I avoid it from happening? Right now I have an emergency cron-job to delete the file but I would like "real" solution. Edit: The server version is Red Hat Enterprise Linux ES release 4 (Nahant Update 4) Edit 2: It seems mainly spam and I see different mailer headings (from php to Outlook Express) and a frequent appearing header is [email protected] Update: I have asked the hosting provider where I use that dedicated server to look into the problem as well, as it's their Control Panel that could be a cause of the problem.

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  • mysql server, open 'dead' connections

    - by Jeff
    my basic question is what kind of impact does this have on the server.. lets say for example, there is an older program in my company that opens connections to a mysql database server at a high rate (everything they do with the application basically opens a server connections) however, this application was not designed in the way to dispose of the connections after they where created.. alot of the time the connections remain open but are never used again, open 'dead' connections i guess you could say. they just remain connected until the server times them out, or until an admin goes in and removes the sleeping connections manually. im guessing this could be responsible for sometimes not able to connect errors etc. that we receive from other systems that try to access the mysql database? (connections limit reached) could this slow down the server as well? curious what all this could exactly cause. thanks!

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  • Dead USB flash drive

    - by Unsliced
    So a friend has come to me with a problem. They have a dead USB thumb drive which no longer responds when plugged into a machine. I've tried it in a Mac and it doesn't even respond, at least on a Windows XP machine it sees that it is there but can't show it in explorer, just that whatever is plugged in has malfunctioned. There is obviously current because the activity light on the drive illuminates. I'm looking for suggestions, please. I have access to Mac or Windows hardware and am happy to experiment (and even to pay if the solution works!) It's a bit late to recommend regular backups, but in the lack of that, what's the next best forensic advice? Edit: I should stress that, if possible, we're trying to rescue the data, after all, thumb drives are basically disposable and hardly worth the bother if there's no emotional or functional reason for wanting to rescue it!

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  • Are binary protocols dead?

    - by Earlz
    It seemed like there use to be way more binary protocols because of the very slow internet speeds of the time (dialup). I've been seeing everything being replaced by HTTP and SOAP/REST/XML. Why is this? Are binary protocols really dead or are they just less popular? Why would they be dead or less popular?

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  • USB drive dead after stopping copying process on Snow Leopard Server

    - by Anriëtte Combrink
    Hi there I was copying to a flash drive from our Snow Leopard server when I stopped the copying process half way through. The device then disappeared from the Desktop. So I unplugged it and plugged it right back in. The device just didn't show up. I unplugged it and plugged it into a Windows XP machine as well as a Windows 7 machine. On both machines, I right clicked "My Computer" and selected "Manage…". On both PC's, the device was located under Removable Storage, but had no size and no drive letter. It shows up in "My Computer", but when I choose "Format…" from the right-click menu (context menu), it says the drive could not be formatted. Can someone please advise me? The flash drives is about 5 mins old and should have no reason to be dead. I really can't loose this drive (I don't need the data on it, I just need it to work again), any help would be appreciated. Thanks in advance.

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  • Is this hard disk dead?

    - by Korjavin Ivan
    Not sure, is this right site for this Q, but let me try Last time i have problem with hard disk. Sometimes its do strange sound, and i get it from logs: $dmesg | grep ata4 [29409.945516] ata4.00: exception Emask 0x10 SAct 0xf SErr 0x90202 action 0xe frozen [29409.945529] ata4.00: irq_stat 0x00400000, PHY RDY changed [29409.945538] ata4: SError: { RecovComm Persist PHYRdyChg 10B8B } [29409.945546] ata4.00: failed command: READ FPDMA QUEUED [29409.945562] ata4.00: cmd 60/30:00:56:22:5f/00:00:00:00:00/40 tag 0 ncq 24576 in [29409.945573] ata4.00: status: { DRDY } [29409.945580] ata4.00: failed command: READ FPDMA QUEUED [29409.945594] ata4.00: cmd 60/18:08:8e:22:5f/00:00:00:00:00/40 tag 1 ncq 12288 in [29409.945605] ata4.00: status: { DRDY } [29409.945611] ata4.00: failed command: READ FPDMA QUEUED [29409.945625] ata4.00: cmd 60/08:10:46:02:66/00:00:00:00:00/40 tag 2 ncq 4096 in [29409.945635] ata4.00: status: { DRDY } [29409.945641] ata4.00: failed command: READ FPDMA QUEUED [29409.945656] ata4.00: cmd 60/80:18:ee:04:66/00:00:00:00:00/40 tag 3 ncq 65536 in [29409.945666] ata4.00: status: { DRDY } [29409.945679] ata4: hard resetting link [29413.976083] ata4: softreset failed (device not ready) [29413.976097] ata4: applying SB600 PMP SRST workaround and retrying [29414.148070] ata4: SATA link up 3.0 Gbps (SStatus 123 SControl 300) [29414.184986] ata4.00: SB600 AHCI: limiting to 255 sectors per cmd [29414.243280] ata4.00: SB600 AHCI: limiting to 255 sectors per cmd [29414.243292] ata4.00: configured for UDMA/133 [29414.243324] ata4: EH complete [680674.804563] ata4: exception Emask 0x50 SAct 0x0 SErr 0x90a02 action 0xe frozen [680674.804575] ata4: irq_stat 0x00400000, PHY RDY changed [680674.804584] ata4: SError: { RecovComm Persist HostInt PHYRdyChg 10B8B } [680674.804603] ata4: hard resetting link [680678.840561] ata4: softreset failed (device not ready) Is this ata4 sata hard drive dead? Must i change it ASAP ? Need I specify more info?

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  • Ubuntu - wireless connection works great but wired is totally dead

    - by Dan
    I am running Ubuntu 10.04 on my Acer Aspire One netbook. The wireless connection works great, but the wired is totally dead. When I plug the Ethernet wire, the little led next to the port doesn't blink. If I do ifconfig, this is the output: lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:1659 errors:0 dropped:0 overruns:0 frame:0 TX packets:1659 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:132304 (132.3 KB) TX bytes:132304 (132.3 KB) wlan0 Link encap:Ethernet HWaddr 18:f4:6a:65:48:1f inet addr:192.168.1.7 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::1af4:6aff:fe65:481f/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:94823 errors:0 dropped:0 overruns:0 frame:0 TX packets:81390 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:93028474 (93.0 MB) TX bytes:18002558 (18.0 MB) There is no eth0. Is that normal? In the "Network Connections" GUI there is an entry "Wired connection 1", its "MAC address" field is blank. How can I make the wired connection work?

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  • Code Golf: 1x1 black pixel

    - by Joey Adams
    Recently, I used my favorite image editor to make a 1x1 black pixel (which can come in handy when you want to draw solid boxes in HTML cheaply). Even though I made it a monochrome PNG, it came out to be 120 bytes! I mean, that's kind of steep. 120 bytes. For one pixel. I then converted it to a GIF, which dropped the size down to 43 bytes. Much better, but still... Challenge The shortest image file or program that is or generates a 1x1 black pixel. A submission may be: An image file that represents a 1x1 black pixel. The format chosen must be able to represent larger images than 1x1, and cannot be ad-hoc (that is, it can't be an image format you just made up for code golf). Image files will be ranked by byte count. A program that generates such an image file. Programs will be ranked by character count, as usual in code golf. As long as an answer falls into one of these two categories, anything is fair game.

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  • What's a good way to organize samplers for HLSL?

    - by Rei Miyasaka
    According to MSDN, I can have 4096 samplers per context. That's a lot, considering there's only a handful of common sampler states. That tempts me to initialize an array containing a whole bunch of common sampler states, assign them to every device context I use, and then in the pixel shaders refer to them by index using : register(s[n]) where n is the index in the array. If I want more samplers for whatever reason, I can just add them on after the last slot. Does this work? If not, when should I set the samplers? Should it be done when by the mesh renderer? The texture renderer? Or alongside PSSetShader? Edit: That trick I wrote above doesn't work (at least not yet), as the compiler gives me this error message when I try to use the same register twice: error X4500: overlapping register semantics not yet implemented 's0' So how do people usually organize samplers, then?

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  • How to do reflective collisions with particles hitting background tiles?

    - by Shawn LeBlanc
    In my 2d pixel old-school platformer, I'm looking for methods for bouncing particles off of background tiles. Particles aren't affected by gravity and collisions are "reflective". By that I mean a particle hitting the side of a square tile at 45 degrees should bounce off at 45 degrees as well. We can assume that tiles will always be perfectly square. No slopes or anything. What are efficient methods and algorithms to do this? I'd be implementing this on a Sega Genesis.

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  • How do I multiply pixels on an SDL Surface?

    - by NoobScratcher
    Okay so I'm able to put blank pixels into a surface and also draw gradient pixels rectangles,etc But I don't know how to multiply the pixels on a surface so I was hoping someone could provide me information on this topic. I was thinking you could get the members pixel and then * it by 2 but that didn't provide results I wanted so I'm now thinking that you have to actually get to the position in bytes in one location to the left and one location to the right and then store it in memory and then * that by 2 am I correct or what? If so what is it that allows me to do that and how do I do that?

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  • Hexagonal Grid Coordinates To Pixel Coordinates

    - by CaptnCraig
    I am working with a hexagonal grid. I have chosen to use this coordinate system because it is quite elegant. This question talks about generating the coordinates themselves, and is quite useful. My issue now is in converting these coordinates to and from actual pixel coordinates. I am looking for a simple way to find the center of a hexagon with coordinates x,y,z. Assume (0,0) in pixel coordinates is at (0,0,0) in hex coords, and that each hexagon has an edge of length s. It seems to me like x,y, and z should each move my coordinate a certain distance along an axis, but they are interrelated in an odd way I can't quite wrap my head around it. Bonus points if you can go the other direction and convert any (x,y) point in pixel coordinates to the hex that point belongs in.

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  • How can I mark a pixel in the stencil buffer?

    - by János Turánszki
    I never used the stencil buffer for anything until now, but I want to change this. I have an idea of how it should work: the gpu discards or keeps rasterized pixels before the pixel shader based on the stencil buffer value on the given position and some stencil operation. What I don't know is how would I mark a pixel in the stencil buffer with a specific value. For example I draw my scene and want to mark everything which is drawn with a specific material (this material could be looked up from a texture so ideally I should mark the pixel in the pixel shader), so that later when I do some post processing on my scene I would only do it on the marked pixels. I didn't find anything on the internet besides how to set up a stencil buffer and explaining the different stencil operations. I was expecting to find some System-Value semantics like SV_Depth to write to in the pixel shader (because the stencil buffer shares the same resource with the depth buffer in D3D11), but there is no such thing on MSDN. So how should I do this? If I am misunderstanding something please help me clear that up.

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  • orale clients dead wait

    - by Macroideal
    hi all friends I meet a problem yestoday...maybe it's becoz it is april 1st... but it did exist. here i begin clarifying: i have 3 pcs in remote area..2 clients and 1 oracle server.. my app is running seperately in the two clients hourly connecting to the oracles,,my clients worked well be4 April 1th, but suddenly my app in the clients mechines went down...first i did not change any configurations.... i used libsqlora8 to connect the server...I went into a dead loop in the library...I tried sqlplus, but it dead there in my shell terminal, like it meets a infinite loop....no return until i pressed ctrl + c, the reason i guess is "infinite loop" somewhere..... btw, when i used my local pc to connect the server, it worked well...just from this phenomenon, wen can see the is problems lie in the client mechines..and i check the configuration file both in local mechine and client mechines..they are identical have you met a problem like this.... I dont hope it's frank of April 1st

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  • Writing to a D3DFMT_R32F render target clamps to 1

    - by Mike
    I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant evaluator, which is its material index. My shader is simple: I output the position of each vertex, and for each pixel, I cast the material index in float, and assign this value to the Red channel: int ObjectIndex; float4x4 WvpXf : WorldViewProjection< string UIWidget = "None"; >; struct VS_INPUT { float3 Position : POSITION; }; struct VS_OUTPUT { float4 Position : POSITION; }; struct PS_OUTPUT { float4 Color : COLOR0; }; VS_OUTPUT VSMain( const VS_INPUT input ) { VS_OUTPUT output = (VS_OUTPUT)0; output.Position = mul( float4(input.Position, 1), WvpXf ); return output; } PS_OUTPUT PSMain( const VS_OUTPUT input, in float2 vpos : VPOS ) { PS_OUTPUT output = (PS_OUTPUT)0; output.Color.r = float( ObjectIndex ); output.Color.gba = 0.0f; return output; } technique Default { pass P0 { VertexShader = compile vs_3_0 VSMain(); PixelShader = compile ps_3_0 PSMain(); } } The problem I have, is that somehow, the values written in the render target are clamped between 0.0f and 1.0f. I've tried to change the rendertarget format, but I always get clamped values... I don't know what the root of the problem is. For information, I have a depth render target attached to the frame buffer. I disabled the blend in the render state the stencil is disabled Any ideas?

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  • Scanline filling of polygons that share edges and vertices

    - by Belgin
    In this picture (a perspective projection of an icosahedron), the scanline (red) intersects that vertex at the top. In an icosahedron each edge belongs to two triangles. From edge a, only one triangle is visible, the other one is in the back. Same for edge d. Also, in order to determine what color the current pixel should be, each polygon has a flag which can either be 'in' or 'out', depending upon where on the scanline we currently are. Flags are flipped according to the intersection of the scanline with the edges. Now, as we go from a to d (because all edges are intersected with the scanline at that vertex), this happens: the triangle behind triangle 1 and triangle 1 itself are set 'in', then 2 is set in and 1 is 'out', then 3 is set 'in', 2 is 'out' and finally 3 is 'out' and the one behind it is set 'in', which is not the desired behavior because we only need the triangles which are facing us to be set 'in', the rest should be 'out'. How do process the edges in the Active Edge List (a list of edges that are currently intersected by the scanline) so the right polys are set 'in'? Also, I should mention that the edges are unique, which means there exists an array of edges in the data structure of the icosahedron which are pointed to by edge pointers in each of the triangles.

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  • Java: How to Make a Player Class in a Tile-Based RPG

    - by A.K.
    So I've been following a JavaHub tutorial that basically uses a pixel engine similar to MiniCraft. I've attempted to make a Player Class as such, and I'm basically making a mock Pokemon game for learning's sake: package pokemon.entity; import java.awt.Rectangle; import pokemon.gfx.Screen; import pokemon.levelgen.Tile; import pokemon.entity.SpritesManage;; public class Player { int x, y; int vx, vy; public Rectangle AshRec; public Sprite AshSprite; Screen screen; Sprite[][] AshSheet; public Player() { AshSprite = SpritesManage.AshSheet[1][0]; AshRec = new Rectangle(0, 0, 16, 16); x = 0; y = 0; vx = 1; vy = 1; screen.renderSprite(0, 0, AshSprite); } public void update() { move(); checkCollision(); } private void checkCollision() { } private void move() { AshRec.x += vx; AshRec.y += vy; } public void render(Screen screen, int x, int y) { screen.renderSprite(x, y, AshSprite); } } I guess what I really want to do is have the Player centered in the screen and have the sprite drawn based on an Input Handler. I'm just stumped as to how to sync these together.

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  • How to alter image pixels of a wild life bird?

    - by NoobScratcher
    Hello so I was hoping someone knew how to move or change color and position actual image pixels and could explain and show the code to do so. I know how to write pixels on a surface or screen-surface usigned int *ptr = static_cast <unsigned int *> (screen-pixels); int offset = y * (screen->pitch / sizeof(unsigned int)); ptr[offset + x] = color; But I don't know how to alter or manipulate a image pixel of a png image my thoughts on this was How do I get the values and locations of pixels and what do I have to write to make it happen? Then how do I actually change the values or locations of those gotten pixels and how do I make that happen? any ideas tip suggestions are also welcome! int main(int argc , char *argv[]) { SDL_Surface *Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE); SDL_Surface *Image; Image = IMG_Load("image.png"); bool done = false; SDL_Event event; while(!done) { SDL_FillRect(Screen,NULL,(0,0,0)); SDL_BlitSurface(Image,NULL,Screen,NULL); while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; break; } } SDL_Flip(Screen); } return 0; }

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  • Picking a suitable resolution for a modern low-res game?

    - by MrKatSwordfish
    I'm working on a 2D game project right now (using SFML+OpenGL and C++) and I'm trying to figure out how to go about choosing a resolution. I want my game to have a pixel resolution that is around that of classic '16bit' era consoles like the Super Nintendo or Neo Geo. However, I'd also like to have my game fit the 16:9 aspect ratio that most modern PC monitors use. Finally I'd like to be able to include an option for running full screen. I know that I could create my own low-res 16:9 resolution that is more-or-less around the size of SNES or NeoGeo games. However, the problem seems to be that doing so would leave me with a non-standard resolution that my monitor would not be able to support in fullscreen mode. For example, if i divide the common 16:9 resolution 1920x1080 by 4, I would get a 16:9 resolution that is relatively close to the resolution used by 16bit era games; 480x270. That would be fine in a windowed mode, but I don't think that it would be supported in fullscreen mode. How can I choose a resolution that suits my needs? Can I use something like 480x270? If so, how would I go about getting fullscreen mode to work with such a non-standard resolution? (I'm guessing OpenGL/SFML might have a way of up-scaling...but..)

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  • What is the standard way of using Q15 values?

    - by Alex
    To process 8-bit pixels, to do things like gamma correction without losing information, we normally upsample the values, work in 16 bits or whatever, and then downsample them to 8 bits. Now, this is a somewhat new area for me, so please excuse incorrect terminology etc. For my needs I have chosen to work in "non-standard" Q15, where I only use the upper half of the range (0.0-1.0), and 0x8000 represents 1.0 instead of -1.0. This makes it much easier to calculate things in C. But I ran into a problem with SSSE3. It has the PMULHRSW instruction which multiplies Q15 numbers, but it uses the "standard" range of Q15 is [-1,1-2?¹5], so multplying (my) 0x8000 (1.0) by 0x4000 (0.5) gives 0xC000 (-0.5), because it thinks 0x8000 is -1. This is quite annoying. What am I doing wrong? Should I keep my pixel values in the 0000-7FFF range? This kind of defeats the purpose of it being a fixed-point format. Is there a way around this? Maybe some trick? Is there some kind of definitive treatise on Q15 which discusses all this?

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  • Scaling sprite velocity / co-ordinatesin Android

    - by user22241
    I'm trying to find the answer to a question that I've had for a long time, but am having trouble finding it! I hope someone can help :-) I'm trying to find information on how to scale sprite velocity / movement / co-ordinates. What I mean by this is how do I get a sprite to move at the same speed relative to the screen size / DPI so that it takes the same amount of real-time to get from one side of the screen to the other? All of the posts pertaining to sprite scaling that I can find on the various forums relate to the size of the sprite, but this part of it I'm OK with so far, it's just that when I move a sprite, it kind of gets there at different speed depending on the dpi / resolution of the device. I hope I'm making sense. This is the code I have so far, instead of using explicit amounts, like 1, I'm using something like the following: platSpeedFloat= (1 * (dpi/160)); //Use '1' so on an MDPI screen, the sprite will move by 1 physical pixel Then basically what I'm doing is something like this: (all varialble previously declared) platSpeedSave+=platSpeedFloat; //Add the platSpeedFloat value to the current platSpeedSave value platSpeed=(int) platSpeedSave; //Cast to int so it can be checked in the following statement if (platSpeed==platSpeedSave) //Check the casted int value to float value stored previoiusly {floorY=floorY-platSpeed; //If they match then change the Y value platSpeedSave=0;} //Reset Would be grateful if someone could assists - hope I'm making sense. The above doesn't seems to work the sprite moves 'faster' on lower DPI screens. Thanks

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  • jQTouch flicker on iPad with pixel doubling

    - by websfear
    I'm using jQTouch on an iPhone application and one of our requirements is to make this work in the iPad with pixel doubling. I believe there's a bug/issue with jQTouch on the iPad (running within an app UIWebView, but pixel doubled) that causes the screen to flicker during transitions. Pretty much every transition has a stutter/flicker on it. Has anyone else experienced this? I also started seeing this flicker on some Android devices as well.

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  • How to load image in correct pixel depth

    - by extropy
    I have a bunch of monochrome (1bpp) PNG images I want to load, and pass to pdfSharp. Using Image.FromFile loads images fine, but it alawys uses 32BPP, regardless of the pixel depth of the file. That results in very large PDF files generated. Is there a way to load images in their native pixel depth?

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  • Pixels - A cry for some insight

    - by CarrotFile
    I'm pretty new to web developing and I'd love some clarification. Although reading more than one book on the topic, I cannot seem to wrap my head around the pixel concept. I encounter problems with this issue when trying to use CSS and pixel units for design that fits different screen sizes. To my understanding a pixel is the most basic unit used by a monitor in order to compose an image on the screen. So if me resolution is 800 by 600, everything on my screen is rendered using those 800*600 basic building blocks. If I were to enlarge my screen resolution, 3 things would accrue: A. The basic image building block(the pixel) would shrink in size B. The pixels would move close together C. Well, more pixels would now be available All these combined lead to a sharper(depending on the viewing distance) and more detail enabling image. Well so far so good. Here is were I start getting lost: To my knowledge a pixel is not a physical, real object. Monitors are not embedded with a few thousand pixels. I am drawn to this conclusion because anyone can change his screen's resolution, making a pixel on his screen bigger or smaller, and adding or subtracting the amount of total pixels on screen. Adding to that, I have herd that different monitors have different pixel densities. For example Apple's retina monitors. Taking all of the above as my knowledge base, These are my questions: If a pixel has no real world constant size, what does comparing different pixel densities matter? Each screen company can define it's own pixel concept and declare the higher density. What does a bigger pixel density mean? Say we take two screens with the same physical dimensions, but with a different pixel density, am I to assert that the main difference would be the larger density screen being able to display a higher max resolution? Or am I to assert that given the same resolution on both monitors, the higher density one would display a sharper, smaller image? If a pixel is not a fixed size within one monitor, is it a fixed size between the same resolution on two different monitors? For example, would two different monitors, set to the same resolution, be comprised of same size, same quantity pixels? I'd love some help (:

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