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  • Ubuntu 14.04 doesn' t boot after upgrade from 12.04 installed inside Windows 8.1

    - by AdiC
    I have Ubuntu 12.04 installed like an app on windows 8.1 (Ubuntu 12.04 allow to be installed like an app in Windows 8.1 and it can be removed when you don't need it any more from Control Panel). Usually, to chose what os to boot when you start the laptop, you can choose between windows 8.1 and Ubuntu after windows logo appeared at start up and that was ok until I made this upgrade. Now when I try to choose Ubuntu the laptop try to boot it but, after that full colored screen is showed the screen go black and this messages appear: mount: mounting /dev/loop0/ on /root failed : Invalid argument mount: mounting /dev on /root/dev failed: No such file or directory mount: mounting /sys on /root/sys failed: No such file or directory mount: mounting /proc on /root/proc failed: No such file or directory Target filesystem doesn' t have requested /sbin/init No init found. Try passing init = bootarg. BusyBox v1.21.1 (Ubuntu 1:1:21.0-1ubuntu1) built-in shell (ash) Enter 'help' for a list of built-in commands (initramfs) _ I don' t know what to do after this screen appears. Please help !

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  • Command line option to check which filesystem I am using?

    - by j-g-faustus
    Is there a command that will show which file system (ext3, ext4, FAT32, ...) the various partitions and disks are using? Similar to how sudo fdisk -l lists information about disks and partitions? Update Accepted the "mount" answer as mount works without specifying filesystem type (commenting out the relevant entries in fstab, if any): $ sudo mount /dev/sdf1 /mnt/tmp $ mount | grep /mnt/tmp /dev/sdf1 on /mnt/tmp type ext3 (rw) Found another option in ubuntuforums - blkid: # system disk $ sudo blkid /dev/sda1 /dev/sda1: UUID="...." TYPE="ext4" # USB disk: $ sudo blkid /dev/sdf1 /dev/sdf1: LABEL="backup" UUID="..." TYPE="ext3" # mdadm RAID: $ sudo blkid /dev/md0 /dev/md0: LABEL="raid" UUID="..." TYPE="ext4" Thanks for your help!

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  • Computer won't wake from hibernate

    - by Icoo
    So I have a pretty dumb problem...I accidentaly pressed Hibernate while trying to Restart...since then my computer wont boot into Ubuntu anymore (through normal mode or single user mode - rescue mode that is)...all I get is: mount: mounting /dev on /root/dev failed: No such file or directory mount: mounting /sys/ on root/sys failed: No such file or directory mount: mounting /proc on /root/proc failed: No such file or dirctory Target filesystem doesn't have requested /sbin/init. No init found. Try passing init= boot arg. BusyBox v1.15.3 (Ubuntu 1:1.15.3-1ubuntu5) built-in shell (ash) Enter 'help' for a list of built-in commands. (initramfs) Obviously I tried to fire up the Live CD and run fsck (or e2fsck) from there (or just try to do a Check of /dev/sdb1 my partition via gparted - which is basically the same thing). But it doesn't allow me...both gparted and fsck say that the device is busy (I can't even mount it in the LiveCD to rescue data)...umount /dev/sdb1 says its not mounted...any ideas?

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  • Ubuntu 12.04 takes too long to boot

    - by msPeachy
    I've recently encountered the following error message: mount: mounting /dev/disk/by-uuid/3f7f5cd9d-6ea3-4da7-b5ec-**** on /root failed: Invalid argument mount: mounting /sys on /root/sys failed: No such file or directory mount: mounting /dev on /root/dev failed: No such file or directory mount: mounting /sys on /root/sys failed: No such file or directory mount: mounting /proc on /root/proc failed: No such file or directory Target file system doesn't have /sbin/init. No init found. Try passing init= bootarg. Busybox v1.18.5 (Ubuntu 1:1.18.5-1ubuntu4) built-in shell (ash) Enter 'help' for a list of built-in commands. (initramfs) _ I run sudo fsck /dev/sda2 which is the Ubuntu ext4 root partition via LiveCD. It checked and fixed the file system. The next time I boot, Ubuntu started to load with the Ubuntu logo and the dots underneath for several hours (with the mouse pointer active on the screen), I even let the computer on overnight but still it did not successfully boot or got to the login screen in the morning. I booted again with the LiveCD and checked the NTFS partitions with ntfsfix and again the NTFS partitions was checked and fixed successfully. I also edited my fstab and commented out the lines that auto-mounts the NTFS partitions. The next time I boot, it took almost 20 minutes for Ubuntu to get to the login screen, after typing the password it took an additional 10 minutes for Ubuntu to get to the desktop. On the desktop, it take several minutes to open any program, displaying the Dash alone takes 5 minutes! Is there a fix for this without having to reinstall Ubuntu? I don't see or get any errors, Ubuntu is just taking too long to boot and to run programs. Please help!

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  • Polygon is rotating too fast

    - by Manderin87
    I am going to be using a polygon collision detection method to test when objects collide. I am attempting to rotate a polygon to match the sprites rotation. However, the polygon is rotating too fast, much faster than the sprite is. I feel its a timing issue, but the sprite rotates like it is supposed to. Can anyone look at my code and tell me what could be causing this issue? public void rotate(float x0, float y0, double angle) { for(Point point : mPoints) { float x = (float) (x0 + (point.x - x0) * Math.cos(Utilities.toRadians(angle)) - (point.y - y0) * Math.sin(Utilities.toRadians(angle))); float y = (float) (y0 + (point.x - x0) * Math.sin(Utilities.toRadians(angle)) + (point.y - y0) * Math.cos(Utilities.toRadians(angle))); point.x = x; point.y = y; } } This algorithm works when done singly, but once I plug it into the update method the rotation is too fast. The Points used are: P1 608, 368 P2 640, 464 P3 672, 400 Origin x0 is: 640 400 The angle goes from 0 to 360 as the sprite rotates. When the codes executes the triangle looks like a star because its moving so fast. The rotation is done in the sprites update method. The rotation method just increases the sprites degree by .5 when it executes. public void update() { if(isActive()) { rotate(); mBounding.rotate(mPosition.x, mPosition.y, mDegree); } }

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  • Backtrack, Wi-Fi not working

    - by hradecek
    I've installed Backtrack 5R3 KDE, and I realized that my wireless is not working, but wired is working fine. Here's the lshw output: *-network description: Ethernet interface product: RTL8101E/RTL8102E PCI Express Fast Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:02:00.0 logical name: eth0 version: 05 serial: 04:7d:7b:b7:46:f8 size: 100MB/s capacity: 100MB/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 autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full firmware=rtl_nic/rtl8105e-1.fw ip=192.168.2.2 latency=0 link=yes multicast=yes port=MII speed=100MB/s resources: irq:42 ioport:2000(size=256) memory:f0404000-f0404fff memory:f0400000-f0403fff lspci output: 00:00.0 Host bridge: Intel Corporation 2nd Generation Core Processor Family DRAM Controller (rev 09) 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 00:14.0 USB Controller: Intel Corporation Panther Point USB xHCI Host Controller (rev 04) 00:16.0 Communication controller: Intel Corporation Panther Point MEI Controller #1 (rev 04) 00:1a.0 USB Controller: Intel Corporation Panther Point USB Enhanced Host Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation Panther Point High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 1 (rev c4) 00:1c.1 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 2 (rev c4) 00:1d.0 USB Controller: Intel Corporation Panther Point USB Enhanced Host Controller #1 (rev 04) 00:1f.0 ISA bridge: Intel Corporation Panther Point LPC Controller (rev 04) 00:1f.2 SATA controller: Intel Corporation Panther Point 6 port SATA AHCI Controller (rev 04) 00:1f.3 SMBus: Intel Corporation Panther Point SMBus Controller (rev 04) 02:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 05)

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  • Startup applications 14.04

    - by gpalthrow
    I'm trying to mount 3 partitions by default when I log in. I used to do that with the start up applications in 12.04 However there seems to be a nasty bug in 14.04 where false command duplicates are removed (apparently, only the command is taken into account, even if the arguments differ). I tried using one single command instead of 3, putting all the devices in one line (something like /usr/bin/udisks --mount /dev/sdb1; /usr/bin/udisks --mount /dev/sdb2; /usr/bin/udisks --mount /dev/sdb3; ) However it does not seem to work either. What can I do to have 3 partitions mounted by default (with their label) ?!

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  • Economical way to get many harddrives into rack mount?

    - by Industrial
    Hi everyone, Please bear with me as being a bit of a newcomer at 19" rack-mounted equipment. I've thought a fair bit lately about the best way of getting 4x or 6x of 2.5" hard drives into my rack and are right now currently slightly confused about would be the best (economical) solution. After scouting the market, I've found this type of disk array units that offers built in RAID and a lot of drive slots and a truckload of geek cred, but at a price that just isn't going to fit in my budget. I've also found these type of cute adapters that takes two 2.5" drives in one 3.5" slot, but I will obviously need a chassie with a lot of 3.5" spaces in order to make it work. So what is the most economical way to house my harddrives in my rack?

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  • How do I configure Gnome 3 so that it doesn't pop up a dialog for 'open with files' when I mount a drive?

    - by michael
    I am running Gnome 3 on Ubuntu 11.10. In the file manager, when I click a drive under 'Devices', Gnome 3 always pops up a dialog with the choices 'open with files' and 'eject' and then I need to click 'open with files' to get rid of that dialog. Is there a way to configure Gnome 3 not to do that? I am in file manager already, clicking a drive should show the content in the right pane. Why does it still ask me to 'open with files'?

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  • How to write the path to a Windows shared folders address in terminal?

    - by user206996
    I want to permanently mount a few Windows shared folders. I googled that topic and found a lot of good answers, but with all the solutions I have a little problem: I believe I can't properly give an address of shared folder. I can find it following way: "Network" - "Windows Network" - "WORKGROUP_name" - "Computer_name" - and there is some folder i would like to mount. How can I write the path to the folders in terminal? UPD i can access needed folder throw address in location bar smb://server/ro/, but i try mount it by editing /etc/fstab file (using guide https://wiki.ubuntu.com/MountWindowsSharesPermanently) i get error mount error: could not resolve address for server: Unknown error PS in /etc/fstab : //SERVER/RO /media/server cifs username=user,password=pwd, uid=1000,iocharset=utf8 0 0

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  • Why does Mac OS X auto-mount the (disabled) home folder?

    - by NStal
    I've just bought a MacBook Pro. Now I'm trying to build up a filesystem (just some path) that looks like my Ubuntu server. By doing so, I can reuse a lot of the scripts I've written before. I found that Mac OS X auto mounts home with map auto_home, which prevents me from even making a symbolic link. I managed to solve this problem from the solution here. It mentioned that Time Machine will auto-exclude the home folder. But I'm wondering why, this is confusing.

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  • Can we move shape (Diamond) in C#

    - by Ani
    I want to move a Diamond Shape in the form(for example 2 pixels every 200ms) horizantally. I used the following code in From_Paint Event. private void Form1_Paint(object sender, PaintEventArgs e) { Graphics g = e.Graphics; Point p1 = new Point(5,0); Point p2 = new Point(10, 5); Point p3 = new Point(5, 10); Point p4 = new Point(0, 5); Point[] ps = { p1, p2, p3, p4, p1 }; g.DrawLines(Pens.Black, ps);} I know how to move a picturebox but how to do with shape. Thanks, Ani

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  • ubuntu 10.04: wlan0 No such device

    - by AodhanOL
    I am using a Dell xps l702x and I am using ubuntu 10.04 because I need to use f77 (don't ask) and I wasn't able to get it working on later versions of ubuntu. I cannot use the wifi at all. I have tried to fix it and have had limited success (changed the output from rfkill list all from Hard blocked: yes, to hard blocked: no). Here is the output from rfkill list all aodhan@aodhan-laptop:~$ rfkill list all 0: hci0: Bluetooth Soft blocked: no Hard blocked: no 1: dell-wifi: Wireless LAN Soft blocked: no Hard blocked: no 2: dell-bluetooth: Bluetooth Soft blocked: no Hard blocked: no Here is the output from iwconfig: aodhan@aodhan-laptop:~$ iwconfig lo no wireless extensions. eth0 no wireless extensions. pan0 no wireless extensions. And here is the output from ifconfig -a: aodhan@aodhan-laptop:~$ ifconfig -a eth0 Link encap:Ethernet HWaddr 5c:f9:dd:3d:f2:f7 inet addr:192.168.1.17 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::5ef9:ddff:fe3d:f2f7/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:3417 errors:0 dropped:0 overruns:0 frame:0 TX packets:2894 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3317567 (3.3 MB) TX bytes:505049 (505.0 KB) Interrupt:30 Base address:0x2000 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:12 errors:0 dropped:0 overruns:0 frame:0 TX packets:12 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:720 (720.0 B) TX bytes:720 (720.0 B) pan0 Link encap:Ethernet HWaddr 7e:7e:e8:39:70:af BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) And finally, the output from lspci: 00:00.0 Host bridge: Intel Corporation Device 0104 (rev 09) 00:01.0 PCI bridge: Intel Corporation Sandy Bridge PCI Express Root Port (rev 09) 00:02.0 VGA compatible controller: Intel Corporation Device 0116 (rev 09) 00:16.0 Communication controller: Intel Corporation Cougar Point HECI Controller #1 (rev 04) 00:1a.0 USB Controller: Intel Corporation Cougar Point USB Enhanced Host Controller #2 (rev 05) 00:1b.0 Audio device: Intel Corporation Cougar Point High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 1 (rev b5) 00:1c.1 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 2 (rev b5) 00:1c.3 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 4 (rev b5) 00:1c.4 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 5 (rev b5) 00:1c.5 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 6 (rev b5) 00:1d.0 USB Controller: Intel Corporation Cougar Point USB Enhanced Host Controller #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation Device 1c4b (rev 05) 00:1f.2 SATA controller: Intel Corporation Cougar Point 6 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation Cougar Point SMBus Controller (rev 05) 01:00.0 VGA compatible controller: nVidia Corporation Device 1246 (rev a1) 03:00.0 Network controller: Intel Corporation Device 008a (rev 34) 04:00.0 USB Controller: NEC Corporation Device 0194 (rev 04) 0a:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) Please help me! Thank you in advance. Edit: Further info - this is a dual install with a windows 7 system as the other option. However, I can't access that until tomorrow (I won't have access to the windows 7 disc until then, and grub isn't letting me load it). Therefore, I can't be sure whether it still works on that or not. It used to, though.

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  • DPM - Monitoring is green, Protection has error and Latest rec point is old. How do I interpret that?

    - by LosManos
    How do I read the DPM info in this case? Monitoring says Failed but Protection shows Ok while having a Latest recovery point from last year. Under Monitoring tab I have Failed for Source | Computer | Protection group | Start time Computer\System Protection | MyServerName | Recovery point | 2014-06-09 19:00:00 which shows me that something happened last night. But under Protection tab everything is green. Here I have Protection group member | | Protection status Protection group ..name.. Computer: MyServerName Computer\System protection Bare metal recovery OK ... Latest recovery point: 2013-12-12 06:32:54 My guess is that backup failed last night once, but succeeded later. It then found out that there hasn't been any change since sometime last year and leave it be and flags Ok.

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  • how to mount partitions from USB drives in Windows using Delphi?

    - by user569556
    Hi. I'm a Delphi programmer. I want to mount all partitions from USB drives in Windows (XP). The OS is doing this automatically but there are situations when such a program is useful. I know how to find if a drive is on USB or not. My code so far is: type STORAGE_QUERY_TYPE = (PropertyStandardQuery = 0, PropertyExistsQuery, PropertyMaskQuery, PropertyQueryMaxDefined); TStorageQueryType = STORAGE_QUERY_TYPE; STORAGE_PROPERTY_ID = (StorageDeviceProperty = 0, StorageAdapterProperty); TStoragePropertyID = STORAGE_PROPERTY_ID; STORAGE_PROPERTY_QUERY = packed record PropertyId: STORAGE_PROPERTY_ID; QueryType: STORAGE_QUERY_TYPE; AdditionalParameters: array[0..9] of AnsiChar; end; TStoragePropertyQuery = STORAGE_PROPERTY_QUERY; STORAGE_BUS_TYPE = (BusTypeUnknown = 0, BusTypeScsi, BusTypeAtapi, BusTypeAta, BusType1394, BusTypeSsa, BusTypeFibre, BusTypeUsb, BusTypeRAID, BusTypeiScsi, BusTypeSas, BusTypeSata, BusTypeMaxReserved = $7F); TStorageBusType = STORAGE_BUS_TYPE; STORAGE_DEVICE_DESCRIPTOR = packed record Version: DWORD; Size: DWORD; DeviceType: Byte; DeviceTypeModifier: Byte; RemovableMedia: Boolean; CommandQueueing: Boolean; VendorIdOffset: DWORD; ProductIdOffset: DWORD; ProductRevisionOffset: DWORD; SerialNumberOffset: DWORD; BusType: STORAGE_BUS_TYPE; RawPropertiesLength: DWORD; RawDeviceProperties: array[0..0] of AnsiChar; end; TStorageDeviceDescriptor = STORAGE_DEVICE_DESCRIPTOR; const IOCTL_STORAGE_QUERY_PROPERTY = $002D1400; var i: Integer; H: THandle; USBDrives: array of Byte; Query: TStoragePropertyQuery; dwBytesReturned: DWORD; Buffer: array[0..1023] of Byte; sdd: TStorageDeviceDescriptor absolute Buffer; begin SetLength(UsbDrives, 0); SetErrorMode(SEM_FAILCRITICALERRORS); for i := 0 to 99 do begin H := CreateFile(PChar('\\.\PhysicalDrive' + IntToStr(i)), 0, FILE_SHARE_READ or FILE_SHARE_WRITE, nil, OPEN_EXISTING, 0, 0); if H <> INVALID_HANDLE_VALUE then begin try dwBytesReturned := 0; FillChar(Query, SizeOf(Query), 0); FillChar(Buffer, SizeOf(Buffer), 0); sdd.Size := SizeOf(Buffer); Query.PropertyId := StorageDeviceProperty; Query.QueryType := PropertyStandardQuery; if DeviceIoControl(H, IOCTL_STORAGE_QUERY_PROPERTY, @Query, SizeOf(Query), @Buffer, SizeOf(Buffer), dwBytesReturned, nil) then if sdd.BusType = BusTypeUsb then begin SetLength(USBDrives, Length(USBDrives) + 1); UsbDrives[High(USBDrives)] := Byte(i); end; finally CloseHandle(H); end; end; end; for i := 0 to High(USBDrives) do begin // end; end. But I don't know how to access partitions on each drive and mounts them. Can you please help me? I searched before I asked and I couldn't find a working code. But if I did not properly then I'm sorry and please show me that topic. Best regards, John

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  • Why is my machine unable to mount my SMB drives ("CIFS VFS: Error connecting to socket. Aborting operation", return code -115)?

    - by downbeat
    I have a machine running Precise (12.04 x64), and I cannot mount my SMB drives (I have 3, we'll call them public, private and download). It used to work (a week or two ago) and I didn't touch fstab! The machine hosting the shares is a commercial NAS, and I'm not seeing anything that would indicate it's an issue with the NAS. I have an older machine which I updated to Precise at the same time (both fresh installed, not dist-upgrade), so should have a very similar configuration. It is not having any problems. I am not having problems on windows machines/partitions either, only one of my Precise machines. The two machines are using identical entries in fstab and identical /etc/samba/smb.conf files. I don't think I've ever changed smb.conf (has never mattered before). My fstab entries all basically look like this: //10.1.1.111/public /media/public cifs credentials=/home/downbeat/.credentials,iocharset=utf8,uid=downbeat,gid=downbeat,file_mode=0644,dir_mode=0755 0 0 Here's the dmesg output on boot: [ 51.162198] CIFS VFS: Error connecting to socket. Aborting operation [ 51.162369] CIFS VFS: cifs_mount failed w/return code = -115 [ 51.194106] CIFS VFS: Error connecting to socket. Aborting operation [ 51.194250] CIFS VFS: cifs_mount failed w/return code = -115 [ 51.198120] CIFS VFS: Error connecting to socket. Aborting operation [ 51.198243] CIFS VFS: cifs_mount failed w/return code = -115 There are no other errors I see in the dmesg output. Originally when I ran 'testparm -s', the output contained these lines ERROR: lock directory /var/run/samba does not exist ERROR: pid directory /var/run/samba does not exist Here's the samba related programs I have installed: $ dpkg --list|grep -i samba ii libpam-winbind 2:3.6.3-2ubuntu2.3 Samba nameservice and authentication integration plugins ii libwbclient0 2:3.6.3-2ubuntu2.3 Samba winbind client library ii nautilus-share 0.7.3-1ubuntu2 Nautilus extension to share folder using Samba ii python-smbc 1.0.13-0ubuntu1 Python bindings for Samba clients (libsmbclient) ii samba-common 2:3.6.3-2ubuntu2.3 common files used by both the Samba server and client ii samba-common-bin 2:3.6.3-2ubuntu2.3 common files used by both the Samba server and client ii winbind 2:3.6.3-2ubuntu2.3 Samba nameservice integration server $ dpkg --list|grep -i smb ii dmidecode 2.11-4 SMBIOS/DMI table decoder ii libsmbclient 2:3.6.3-2ubuntu2.3 shared library for communication with SMB/CIFS servers ii python-smbc 1.0.13-0ubuntu1 Python bindings for Samba clients (libsmbclient) ii smbclient 2:3.6.3-2ubuntu2.3 command-line SMB/CIFS clients for Unix ii smbfs 2:5.1-1ubuntu1 Common Internet File System utilities - compatibility package $ dpkg --list|grep -i cifs ii cifs-utils 2:5.1-1ubuntu1 Common Internet File System utilities ii libsmbclient 2:3.6.3-2ubuntu2.3 shared library for communication with SMB/CIFS servers ii smbclient 2:3.6.3-2ubuntu2.3 command-line SMB/CIFS clients for Unix I originally noticed that my other machine had "libpam-winbind" and "nautilus-share" installed and the machine with the issue did not. Installing those two packages solved my errors with 'testparm -s', but did not fix my issue. Finally, I tried to purge and reinstall these packages smbclient smbfs cifs-utils samba-common samba-common-bin Still no luck. Again, it used to work; now it doesn't. Very similarly configured machine works (but some packages are out of date on the working machine). The NAS has only one interface/IP address, nmblookup works to find it's IP from it's hostname (from the machine with the issue) and it responds to a ping. Please any help would be great. I've been searching on AskUbuntu, SuperUser, ubuntuforums and plain old search engines for a week now and it's driving me crazy!

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  • Sliding collision response

    - by dbostream
    I have been reading plenty of tutorials about sliding collision responses yet I am not able to implement it properly in my project. What I want to do is make a puck slide along the rounded corner boards of a hockey rink. In my latest attempt the puck does slide along the boards but there are some strange velocity behaviors. First of all the puck slows down a lot pretty much right away and then it slides for awhile and stops before exiting the corner. Even if I double the speed I get a similar behavior and the puck does not make it out of the corner. I used some ideas from this document http://www.peroxide.dk/papers/collision/collision.pdf. This is what I have: Update method called from the game loop when it is time to update the puck (I removed some irrelevant parts). I use two states (current, previous) which are used to interpolate the position during rendering. public override void Update(double fixedTimeStep) { /* Acceleration is set to 0 for now. */ Acceleration.Zero(); PreviousState = CurrentState; _collisionRecursionDepth = 0; CurrentState.Position = SlidingCollision(CurrentState.Position, CurrentState.Velocity * fixedTimeStep + 0.5 * Acceleration * fixedTimeStep * fixedTimeStep); /* Should not this be affected by a sliding collision? and not only the position. */ CurrentState.Velocity = CurrentState.Velocity + Acceleration * fixedTimeStep; Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private Vector2 SlidingCollision(Vector2 position, Vector2 velocity) { if(_collisionRecursionDepth > 5) return position; bool collisionFound = false; Vector2 futurePosition = position + velocity; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ if(!collisionFound) return futurePosition; /* If no collision was detected it is safe to move to the future position. */ /* It is not exactly the intersection point, but slightly before. */ Vector2 newPosition = intersectionPoint; /* oldVelocity is set to the distance from the newPosition(intersection point) to the position it had moved to had it not collided. */ Vector2 oldVelocity = futurePosition - newPosition; /* Project the distance left to move along the intersection normal. */ Vector2 newVelocity = oldVelocity - intersectionPointNormal * oldVelocity.DotProduct(intersectionPointNormal); if(newVelocity.LengthSq() < 0.001) return newPosition; /* If almost no speed, no need to continue. */ _collisionRecursionDepth++; return SlidingCollision(newPosition, newVelocity); } What am I doing wrong with the velocity? I have been staring at this for very long so I have gone blind. I have tried different values of recursion depth but it does not seem to make it better. Let me know if you need more information. I appreciate any help. EDIT: A combination of Patrick Hughes' and teodron's answers solved the velocity problem (I think), thanks a lot! This is the new code: I decided to use a separate recursion method now too since I don't want to recalculate the acceleration in each recursion. public override void Update(double fixedTimeStep) { Acceleration.Zero();// = CalculateAcceleration(fixedTimeStep); PreviousState = new MovingEntityState(CurrentState.Position, CurrentState.Velocity); CurrentState = SlidingCollision(CurrentState, fixedTimeStep); Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private MovingEntityState SlidingCollision(MovingEntityState state, double timeStep) { bool collisionFound = false; /* Calculate the next position given no detected collision. */ Vector2 futurePosition = state.Position + state.Velocity * timeStep; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ /* If no collision was detected it is safe to move to the future position. */ if (!collisionFound) return new MovingEntityState(futurePosition, state.Velocity); /* Set new position to the intersection point (slightly before). */ Vector2 newPosition = intersectionPoint; /* Project the new velocity along the intersection normal. */ Vector2 newVelocity = state.Velocity - 1.90 * intersectionPointNormal * state.Velocity.DotProduct(intersectionPointNormal); /* Calculate the time of collision. */ double timeOfCollision = Math.Sqrt((newPosition - state.Position).LengthSq() / (futurePosition - state.Position).LengthSq()); /* Calculate new time step, remaining time of full step after the collision * current time step. */ double newTimeStep = timeStep * (1 - timeOfCollision); return SlidingCollision(new MovingEntityState(newPosition, newVelocity), newTimeStep); } Even though the code above seems to slide the puck correctly please have a look at it. I have a few questions, if I don't multiply by 1.90 in the newVelocity calculation it doesn't work (I get a stack overflow when the puck enters the corner because the timeStep decreases very slowly - a collision is found early in every recursion), why is that? what does 1.90 really do and why 1.90? Also I have a new problem, the puck does not move parallell to the short side after exiting the curve; to be more exact it moves outside the rink (I am not checking for any collisions with the short side at the moment). When I perform the collision detection I first check that the puck is in the correct quadrant. For example bottom-right corner is quadrant four i.e. circleCenter.X < puck.X && circleCenter.Y puck.Y is this a problem? or should the short side of the rink be the one to make the puck go parallell to it and not the last collision in the corner? EDIT2: This is the code I use for collision detection, maybe it has something to do with the fact that I can't make the puck slide (-1.0) but only reflect (-2.0): /* Point is the current position (not the predicted one) and quadrant is 4 for the bottom-right corner for example. */ if (GeometryHelper.PointInCircleQuadrant(circleCenter, circleRadius, state.Position, quadrant)) { /* The line is: from = state.Position, to = futurePosition. So a collision is detected when from is inside the circle and to is outside. */ if (GeometryHelper.LineCircleIntersection2d(state.Position, futurePosition, circleCenter, circleRadius, intersectionPoint, quadrant)) { collisionFound = true; /* Set the intersection point to slightly before the real intersection point (I read somewhere this was good to do because of floting point precision, not sure exactly how much though). */ intersectionPoint = intersectionPoint - Vector2.NormalizeRet(state.Velocity) * 0.001; /* Normal at the intersection point. */ intersectionPointNormal = Vector2.NormalizeRet(circleCenter - intersectionPoint) } } When I set the intersection point, if I for example use 0.1 instead of 0.001 the puck travels further before it gets stuck, but for all values I have tried (including 0 - the real intersection point) it gets stuck somewhere (but I necessarily not get a stack overflow). Can something in this part be the cause of my problem? I can see why I get the stack overflow when using -1.0 when calculating the new velocity vector; but not how to solve it. I traced the time steps used in the recursion (initial time step is always 1/60 ~ 0.01666): Recursion depth Time step next recursive call [Start recursion, time step ~ 0.016666] 0 0,000985806527246773 [No collision, stop recursion] [Start recursion, time step ~ 0.016666] 0 0,0149596704364629 1 0,0144883449376379 2 0,0143155612984837 3 0,014224925727213 4 0,0141673917461608 5 0,0141265435314026 6 0,0140953966184117 7 0,0140704653746625 ...and so on. As you can see the collision is detected early in every recursive call which means the next time step decreases very slowly thus the recursion depth gets very big - stack overflow.

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • Adding visible "Markers" to represent Geopoints to a MapView using ItemizedOverlay in Android

    - by LordSnoutimus
    Hello, I am building an application which stores GPS locations in a SQLite database and then outputs the data onto a MapView using an Overlay by drawing a red line between the points. I want to be able to show graphical markers (images) for each of these points as well as the red line. My code is as follows: public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { populate(); points.addElement(point); } //public void setProjection(Projection projection) { // this.projection = projection; // } public void draw(Canvas canvas, MapView view, boolean shadow) { populate(); int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } } What would be the easiest way to implement adding markers for each GeoPoint? Thanks

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  • Ray-box Intersection Theory

    - by Myx
    Hello: I wish to determine the intersection point between a ray and a box. The box is defined by its min 3D coordinate and max 3D coordinate and the ray is defined by its origin and the direction to which it points. Currently, I am forming a plane for each face of the box and I'm intersecting the ray with the plane. If the ray intersects the plane, then I check whether or not the intersection point is actually on the surface of the box. If so, I check whether it is the closest intersection for this ray and I return the closest intersection. The way I check whether the plane-intersection point is on the box surface itself is through a function bool PointOnBoxFace(R3Point point, R3Point corner1, R3Point corner2) { double min_x = min(corner1.X(), corner2.X()); double max_x = max(corner1.X(), corner2.X()); double min_y = min(corner1.Y(), corner2.Y()); double max_y = max(corner1.Y(), corner2.Y()); double min_z = min(corner1.Z(), corner2.Z()); double max_z = max(corner1.Z(), corner2.Z()); if(point.X() >= min_x && point.X() <= max_x && point.Y() >= min_y && point.Y() <= max_y && point.Z() >= min_z && point.Z() <= max_z) return true; return false; } where corner1 is one corner of the rectangle for that box face and corner2 is the opposite corner. My implementation works most of the time but sometimes it gives me the wrong intersection. I was wondering if the way I'm checking whether the intersection point is on the box is correct or if I should use some other algorithm. Thanks.

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  • Linq to find pair of points with longest length?

    - by Chris
    I have the following code: foreach (Tuple<Point, Point> pair in pointsCollection) { var points = new List<Point>() { pair.Value1, pair.Value2 }; } Within this foreach, I would like to be able to determine which pair of points has the most significant length between the coordinates for each point within the pair. So, let's say that points are made up of the following pairs: (1) var points = new List<Point>() { new Point(0,100), new Point(100,100) }; (2) var points = new List<Point>() { new Point(150,100), new Point(200,100) }; So I have two sets of pairs, mentioned above. They both will plot a horizontal line. I am interested in knowing what the best approach would be to find the pair of points that have the greatest distance between, them, whether it is vertically or horizontally. In the two examples above, the first pair of points has a difference of 100 between the X coordinate, so that would be the point with the most significant difference. But if I have a collection of pairs of points, where some points will plot a vertical line, some points will plot a horizontal line, what would be the best approach for retrieving the pair from the set of points whose difference, again vertically or horizontally, is the greatest among all of the points in the collection? Thanks! Chris

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  • IIS 6 forces AppRoot/Starting Point to upper case when Virtual Directory is imported from a file

    - by user276464
    I have searched the web for this and couldn't find anything (well one remotely relevant post), so here I am. We have multiple ASP.NET apps in IIS 6 using Forms Authentication with dedicated path for each app. Since path is case sensitive it must match URL's path section exactly. However, because of an incorrect casing in IIS 6 Metabase for AppRoot (or Starting Point in IIS UI) bowser doesn't send Form cookie to the server whenever URL is previously resolved on the server and sent to client in incorrect case. Example: App URL = "https://Test.net/Application1" Cookie path = /Application1 Metabase AppRoot = /LM/W3SVC/1393818691/ROOT/APPLICATIONPATH1 Resolved URL = "https://Test.net/APPLICATIONPATH1" Now to the root cause... We create virtual directories on test server manually in a specific case (matches Path for each application). We then export virtual directory using UI to an XML file, which is then imported to another server (let's say production), at which point IIS decides to uppercase AppRoot element of the metabase. Can anyone shed some light on this? Is there a setting on IIS I am not aware of? I am trying to avoid manual edit of metabase after the import. Is that a bug?

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  • Need help figuring out scala compiler errors.

    - by klactose
    Hello all, I have been working on a project in scala, but I am getting some error messages that I don't quite understand. The classes that I am working with are relatively simple. For example: abstract class Shape case class Point(x: Int, y: Int) extends Shape case class Polygon(points: Point*) extends Shape Now suppose that I create a Polygon: val poly = new Polygon(new Point(2,5), new Point(7,0), new Point(3,1)) Then if I attempt to determine the location and size of the smallest possible rectangle that could contain the polygon, I get various errors that I don't quite understand. Below are snippets of different attempts and the corresponding error messages that they produce. val upperLeftX = poly.points.reduceLeft(Math.min(_.x, _.x)) Gives the error: "missing parameter type for expanded function ((x$1) = x$1.x)" val upperLeftX = poly.points.reduceLeft((a: Point, b: Point) => (Math.min(a.x, b.x))) Gives this error: "type mismatch; found : (Point, Point) = Int required: (Any, Point) = Any" I am very confused about both of these error messages. If anyone could explain more clearly what I am doing incorrectly, I would really appreciate it. Yes, I see that the second error says that I need type "Any" but I don't understand exactly how to implement a change that would work as I need it. Obviously simply changing "a: Point" to "a: Any" is not a viable solution, so what am I missing?

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  • Designing a class in such a way that it doesn't become a "God object"

    - by devoured elysium
    I'm designing an application that will allow me to draw some functions on a graphic. Each function will be drawn from a set of points that I will pass to this graphic class. There are different kinds of points, all inheriting from a MyPoint class. For some kind of points it will be just printing them on the screen as they are, others can be ignored, others added, so there is some kind of logic associated to them that can get complex. How to actually draw the graphic is not the main issue here. What bothers me is how to make the code logic such that this GraphicMaker class doesn't become the so called God-Object. It would be easy to make something like this: class GraphicMaker { ArrayList<Point> points = new ArrayList<Point>(); public void AddPoint(Point point) { points.add(point); } public void DoDrawing() { foreach (Point point in points) { if (point is PointA) { //some logic here else if (point is PointXYZ) { //...etc } } } } How would you do something like this? I have a feeling the correct way would be to put the drawing logic on each Point object (so each child class from Point would know how to draw itself) but two problems arise: There will be kinds of points that need to know all the other points that exist in the GraphicObject class to know how to draw themselves. I can make a lot of the methods/properties from the Graphic class public, so that all the points have a reference to the Graphic class and can make all their logic as they want, but isn't that a big price to pay for not wanting to have a God class?

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  • Go - Using a map for its set properties with user defined types

    - by Seth Hoenig
    I'm trying to use the built-in map type as a set for a type of my own (Point, in this case). The problem is, when I assign a Point to the map, and then later create a new, but equal point and use it as a key, the map behaves as though that key is not in the map. Is this not possible to do? // maptest.go package main import "fmt" func main() { set := make(map[*Point]bool) printSet(set) set[NewPoint(0, 0)] = true printSet(set) set[NewPoint(0, 2)] = true printSet(set) _, ok := set[NewPoint(3, 3)] // not in map if !ok { fmt.Print("correct error code for non existent element\n") } else { fmt.Print("incorrect error code for non existent element\n") } c, ok := set[NewPoint(0, 2)] // another one just like it already in map if ok { fmt.Print("correct error code for existent element\n") // should get this } else { fmt.Print("incorrect error code for existent element\n") // get this } fmt.Printf("c: %t\n", c) } func printSet(stuff map[*Point]bool) { fmt.Print("Set:\n") for k, v := range stuff { fmt.Printf("%s: %t\n", k, v) } } type Point struct { row int col int } func NewPoint(r, c int) *Point { return &Point{r, c} } func (p *Point) String() string { return fmt.Sprintf("{%d, %d}", p.row, p.col) } func (p *Point) Eq(o *Point) bool { return p.row == o.row && p.col == o.col }

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