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  • "dm-tool lock" doesn't lock my session

    - by cape1232
    When I use dm-tool to lock the screen for userA, I can log in as userB and then use dm-tool to switch back to userA's session without having to enter a password. Is that the expected behavior? If not, how should I switch from A to B without leaving userA exposed? userA$ dm-tool lock -- Shows Greeter. Login as userB. userB$ dm-tool switch-to-user userA -- Expected this to go to greeter, but it goes right back to userA's session. Do I have something mis-configured, or what?

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  • How pattern lock disbles screen lock in android

    - by CED
    Hi, In android 2.1, if we enable pattern lock, then the screen lock (slide to unlock) is not displayed and if pattern lock is disabled then screen lock is enabled again. Can someone point me out the java file in framework and the function where this happens. I mean when the screen is about to get locked, how does android decide that whether it will display pattern lock or screen lock and if pattern lock, how it prevents the screen lock from getting displayed.

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • How to create a shared lock blocking an intent exclusive lock

    - by FremenFreedom
    As I understand it, a SELECT statement will place a shared lock on the rows that it will return. While that SELECT is running, if an UPDATE statement comes along and needs to grab an intent exclusive lock then that UPDATE statement will need to wait until the SELECT statement releases its shared locks. I am trying to test this SELECT shared lock thing by doing a BEGIN TRAN and then running a SELECT, not COMMITing, and then running an UPDATE in another session on the exact same row. The UPDATE worked fine -- no lock, no wait. So this must not be a valid way to simulate a shared lock blocking an intent exclusive lock? Can you give me a scenario where I can create a lock with a SELECT that would force an UPDATE to wait? I'm working with SQL Server 2000 and 2005 across a linked server: the table is on the 2005 instance, the select is happening on 2000, and the update is executed from 2005. All in SSMS 2005.

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  • Automatic login vs. manual login and screensaver lock

    - by Erik Johansson
    Is there a way to prevent a command from running when I login manually, but having it run when the computer starts up and GDM automatically logs me in. This is the setup: in the Gnome "on start programs" settings I have a command that locks the screen gnome-screensaver-command -l I have automatic login turned on. That means that the screen will be locked when I turn on the computer, but it will also be locked when I manually login from GDM, is there a way to prevent this?

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  • Screen (command-line program) bug?

    - by VioletCrime
    fired up my Minecraft server again after about a year off. My server used to run 11.04, which has since been upgraded to 12.04; I lost my management scripts in the upgrade (thought I'd backed up the user's home directory), but whatever, I enjoy developing stuff like that anyways. However, this time around, I'm running into issues. I start the Minecraft server using a detached screen, however the script is unable to 'stuff' commands into the screen instance until I attach to the screen then detach again? Once I do that, I can stuff anything I want into the server's terminal using the -X option, until I stop/start the server again, then I have to reattach and detach in order to restore functionality? Here's the manager script: #!/bin/bash #Name of the screen housing the server (set with the -S flag at startup) SCREENNAME=minecraft1 #Name of the folder housing the Minecraft world FOLDERNAME=world1 startServer (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Cannot start Minecraft server; it is already running!" else screen -dmS $SCREENNAME java -Xmx1024M -Xms1024M -jar minecraft_server.jar sleep 2 if screen -list | grep "$SCREENNAME" > /dev/null then echo "Minecraft server started; happy mining!" else echo "ERROR: Minecraft server failed to start!" fi fi; } stopServer (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Server is running. Giving a 1-minute warning." screen -S $SCREENNAME -X stuff "/say Shutting down (halt) in one minute." screen -S $SCREENNAME -X stuff $'\015' sleep 45 screen -S $SCREENNAME -X stuff "/say Shutting down (halt) in 15 seconds." screen -S $SCREENNAME -X stuff $'\015' sleep 15 screen -S $SCREENNAME -X stuff "/stop" screen -S $SCREENNAME -X stuff $'\015' else echo "Server is not running; nothing to stop." fi; } stopServerNow (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Server is running. Giving a 5-second warning." screen -S $SCREENNAME -X stuff "/say EMERGENCY SHUTDOWN! 5 seconds to halt." screen -S $SCREENNAME -X stuff $'\015' sleep 5 screen -S $SCREENNAME -X stuff "/stop" screen -S $SCREENNAME -X stuff $'\015' else echo "Server is not running; nothing to stop." fi; } restartServer (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Server is running. Giving a 1-minute warning." screen -S $SCREENNAME -X stuff "/say Shutting down (restart) in one minute." screen -S $SCREENNAME -X stuff $'\015' sleep 45 screen -S $SCREENNAME -X stuff "/say Shutting down (restart) in 15 seconds." screen -S $SCREENNAME -X stuff $'\015' sleep 15 screen -S $SCREENNAME -X stuff "/stop" screen -S $SCREENNAME -X stuff $'\015' sleep 2 startServer else echo "Cannot restart server: it isn't running." fi; } #In order for this function to work, a directory 'backup/$FOLDERNAME' must exist in the same #directory that '$FOLDERNAME' resides backupWorld (){ if screen -list | grep "$SCREENNAME" > /dev/null then echo "Server is running. Giving a 1-minute warning." screen -S $SCREENNAME -X stuff "/say Shutting down (backup) in one minute." screen -S $SCREENNAME -X stuff $'\015' screen -S $SCREENNAME -X stuff "/say Server should be down for no more than a few seconds." screen -S $SCREENNAME -X stuff $'\015' sleep 45 screen -S $SCREENNAME -X stuff "/say Shutting down for backup in 15 seconds." screen -S $SCREENNAME -X stuff $'\015' sleep 15 screen -S $SCREENNAME -X stuff "/stop" screen -S $SCREENNAME -X stuff $'\015' fi sleep 2 if screen -list | grep $SCREENNAME > /dev/null then echo "Server is still running? Error." else cd .. tar -czvf backup0.tar.gz $FOLDERNAME mv backup0.tar.gz backup/$FOLDERNAME cd backup/$FOLDERNAME rm backup10.tar.gz mv backup9.tar.gz backup10.tar.gz mv backup8.tar.gz backup9.tar.gz mv backup7.tar.gz backup8.tar.gz mv backup6.tar.gz backup7.tar.gz mv backup5.tar.gz backup6.tar.gz mv backup4.tar.gz backup5.tar.gz mv backup3.tar.gz backup4.tar.gz mv backup2.tar.gz backup3.tar.gz mv backup1.tar.gz backup2.tar.gz mv backup0.tar.gz backup1.tar.gz cd ../../$FOLDERNAME screen -dmS $SCREENNAME java -Xmx1024M -Xms1024M -jar minecraft_server.jar; sleep 2 if screen -list | grep "$SCREENNAME" > /dev/null then echo "Minecraft server restarted; happy mining!" else echo "ERROR: Minecraft server failed to start!" fi fi; } printCommands (){ echo echo "$0 usage:" echo echo "Start : Starts the server on a detached screen." echo "Stop : Stop the server; includes a 1-minute warning." echo "StopNOW : Stops the server with only a 5-second warning." echo "Restart : Stops the server and starts the server again." echo "Backup : Stops the server (1 min), backs up the world, and restarts." echo "Help : Display this message." } #Forces case-insensitive string comparisons shopt -s nocasematch #Primary 'Switch' if [[ $1 = "start" ]] then startServer elif [[ $1 = "stop" ]] then stopServer elif [[ $1 = "stopnow" ]] then stopServerNow elif [[ $1 = "backup" ]] then backupWorld elif [[ $1 = "restart" ]] then restartServer else printCommands fi

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  • monitoring changes in windows of screen while screen is detached

    - by gojira
    It is possible to monitor windows in screen (I mean the terminal multiplexer called screen) with Ctrl-a M. However, I am only aware of the notification when I am looking at any window. What I want, though, is to somehow also be notified if the screen in question has been detached with Ctrl-a d. I.e., I issue the command to monitor a window in screen, then detach that screen, now I want to get a notification if the monitor detects activity, in some form (a string in the bash I'm using, or an email, or anything). Is this possible, and if yes how?

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  • Rendering another screen on top of main game screen in fullscreen mode

    - by wolf
    my game runs in fullscreen mode and uses active rendering. The graphics are drawn on the fullscreen window in each game loop: public void render() { Window w = screen.getFullScreenWindow(); Graphics2D g = screen.getGraphics(); renderer.render(g, level, w.getWidth(), w.getHeight()); g.dispose(); screen.update(); } This is the screen.update() method: public void update(){ Window w = device.getFullScreenWindow(); if(w != null){ BufferStrategy s = w.getBufferStrategy(); if(!s.contentsLost()){ s.show(); } } } I want to display another screen on my main game screen (menu, inventory etc). Lets say I have a JPanel inventory, which has a grid of inventory cells (manually drawn) and some Swing components like JPopupMenu. So i tried adding that to my window and repainting it in the game loop, which worked okay most of the time... but sometimes the panel wouldn't get displayed. Blindly moving things around in the inventory worked, but it just didn't display. When i alt-tabbed out and back again, it displayed properly. I also tried drawing the rest of the inventory on my full screen window and using a JPanel to display only the buttons and popupmenus. The inventory displayed properly, but the Swing components keep flickering. I'm guessing this is because I don't know how to combine active and passive rendering. public void render() { Graphics2D g = screen.getGraphics(); invManager.render(g); g.dispose(); screen.update(); invPanel.repaint(); } Should i use something else instead of a JPanel? I don't really need active rendering for these screens, but I don't understand why they sometimes just don't display. Or maybe I should just make my own custom components instead of using Swing? I also read somewhere that using multiple panels/frames in a game is bad practice so should I draw everything on one window/frame/panel? If I CAN use JPanels for this, should I add and remove them every time the inventory is toggled? Or just change their visibility?

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  • How to let screen time out on sign in screen

    - by Aren Cambre
    I have Ubuntu 13.10 set up on an older PC. If I am logged in as a user, then the screen timeout and power saving mode works as expected. However, if nobody is logged in, the screen never times out, and the monitor stays on all the time with the login screen. How can I adjust Ubuntu 13.10 so that the login screen also times out after a minute or so? I don't want the monitor's power saving mode to be disabled just because nobody is currently logged in.

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  • HP EliteBook 8440p screen flickers after blank screen (nvidia)

    - by fliegenderfrosch
    When my screen turns blank after 10 min or after locking the screen and I begin using the laptop again, the screen is flickering. It looks as if every second line of pixels is blinking and the flickering is mainly present in the upper part of the screen. I am using Ubuntu 12.04 with the latest binary Nvidia drivers (current-updates). lshw | grep VGA tells me: 01:00.0 VGA compatible controller: NVIDIA Corporation GT218 [NVS 3100M] (rev a2) The problem doesn’t occur after sleeping or on an external display. I used Kubuntu 11.10 before, where the problem didn’t occur either. Is there anything I can do except waiting for new drivers?

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  • Screen Corruption in half the screen only

    - by Guy DAmico
    About 50% of the my NATTY desktop screen is corrupted. Once that happens I can re-boot as many times as I want but the problem continues. If I logout and then into WINDOWS for a day I may be successful and boot UBUNTU with a good screen. The desktop is formatted correctly, there's no pixelation, rather there is a fine grained white crosshatch pattern covering the entire screen. If I open any application the screen corruption worsens eventually to the point I can no longer make out anything. I ran ram memory test w/o any errors. I have no display issues when running WINDOWS 7. Any ideas. My computer is a Dual Boot stock DELL 5150 w/3gig of ram an on board video.

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  • Why lock-free data structures just aren't lock-free enough

    - by Alex.Davies
    Today's post will explore why the current ways to communicate between threads don't scale, and show you a possible way to build scalable parallel programming on top of shared memory. The problem with shared memory Soon, we will have dozens, hundreds and then millions of cores in our computers. It's inevitable, because individual cores just can't get much faster. At some point, that's going to mean that we have to rethink our architecture entirely, as millions of cores can't all access a shared memory space efficiently. But millions of cores are still a long way off, and in the meantime we'll see machines with dozens of cores, struggling with shared memory. Alex's tip: The best way for an application to make use of that increasing parallel power is to use a concurrency model like actors, that deals with synchronisation issues for you. Then, the maintainer of the actors framework can find the most efficient way to coordinate access to shared memory to allow your actors to pass messages to each other efficiently. At the moment, NAct uses the .NET thread pool and a few locks to marshal messages. It works well on dual and quad core machines, but it won't scale to more cores. Every time we use a lock, our core performs an atomic memory operation (eg. CAS) on a cell of memory representing the lock, so it's sure that no other core can possibly have that lock. This is very fast when the lock isn't contended, but we need to notify all the other cores, in case they held the cell of memory in a cache. As the number of cores increases, the total cost of a lock increases linearly. A lot of work has been done on "lock-free" data structures, which avoid locks by using atomic memory operations directly. These give fairly dramatic performance improvements, particularly on systems with a few (2 to 4) cores. The .NET 4 concurrent collections in System.Collections.Concurrent are mostly lock-free. However, lock-free data structures still don't scale indefinitely, because any use of an atomic memory operation still involves every core in the system. A sync-free data structure Some concurrent data structures are possible to write in a completely synchronization-free way, without using any atomic memory operations. One useful example is a single producer, single consumer (SPSC) queue. It's easy to write a sync-free fixed size SPSC queue using a circular buffer*. Slightly trickier is a queue that grows as needed. You can use a linked list to represent the queue, but if you leave the nodes to be garbage collected once you're done with them, the GC will need to involve all the cores in collecting the finished nodes. Instead, I've implemented a proof of concept inspired by this intel article which reuses the nodes by putting them in a second queue to send back to the producer. * In all these cases, you need to use memory barriers correctly, but these are local to a core, so don't have the same scalability problems as atomic memory operations. Performance tests I tried benchmarking my SPSC queue against the .NET ConcurrentQueue, and against a standard Queue protected by locks. In some ways, this isn't a fair comparison, because both of these support multiple producers and multiple consumers, but I'll come to that later. I started on my dual-core laptop, running a simple test that had one thread producing 64 bit integers, and another consuming them, to measure the pure overhead of the queue. So, nothing very interesting here. Both concurrent collections perform better than the lock-based one as expected, but there's not a lot to choose between the ConcurrentQueue and my SPSC queue. I was a little disappointed, but then, the .NET Framework team spent a lot longer optimising it than I did. So I dug out a more powerful machine that Red Gate's DBA tools team had been using for testing. It is a 6 core Intel i7 machine with hyperthreading, adding up to 12 logical cores. Now the results get more interesting. As I increased the number of producer-consumer pairs to 6 (to saturate all 12 logical cores), the locking approach was slow, and got even slower, as you'd expect. What I didn't expect to be so clear was the drop-off in performance of the lock-free ConcurrentQueue. I could see the machine only using about 20% of available CPU cycles when it should have been saturated. My interpretation is that as all the cores used atomic memory operations to safely access the queue, they ended up spending most of the time notifying each other about cache lines that need invalidating. The sync-free approach scaled perfectly, despite still working via shared memory, which after all, should still be a bottleneck. I can't quite believe that the results are so clear, so if you can think of any other effects that might cause them, please comment! Obviously, this benchmark isn't realistic because we're only measuring the overhead of the queue. Any real workload, even on a machine with 12 cores, would dwarf the overhead, and there'd be no point worrying about this effect. But would that be true on a machine with 100 cores? Still to be solved. The trouble is, you can't build many concurrent algorithms using only an SPSC queue to communicate. In particular, I can't see a way to build something as general purpose as actors on top of just SPSC queues. Fundamentally, an actor needs to be able to receive messages from multiple other actors, which seems to need an MPSC queue. I've been thinking about ways to build a sync-free MPSC queue out of multiple SPSC queues and some kind of sign-up mechanism. Hopefully I'll have something to tell you about soon, but leave a comment if you have any ideas.

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  • Purpose of /run/lock/ (empty except for ./whoopsie/)

    - by Aeyoun
    My /run/lock/ directory is empty except for ./whoopsie/. I have understood /run/lock/ as a replacement for /var/lock/ but was surprised to find it entirely empty. Is whoopsie meant as a deterrent from using this directory? I did find other lock files under /run/, though. Most notably in /run/user/<me>/. I would have expect per-users lock files in /run/lock/user/ and not in a separate directory. Hoping for some clarification!

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  • 12.04 Black screen with blinking cursor

    - by Junaid
    I have read this post My computer boots to a black screen, what options do I have to fix it? UBUNTU 12.04 works well with livecd but fails to start after complete installation, black screen with a blinking cursor. I tried holding shift key and edit grub options but holding shift did not do anything. I give up, any suggestion. I have built in intel graphics card and an nvidia card in PCI. I have tried by removing nvidia card as well. All I see is a black screen with a blinking cursor. My system is Dell optiplex GX260 with 1GB ram and 2.4 GHz P4 processor

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  • Change the Default Number of Rows of Tiles on the Windows 8 UI (Metro) Screen

    - by Lori Kaufman
    By default, Windows 8 automatically sets the number of rows of tiles to fit your screen, depending on your monitor size and resolution. However, you can tell Windows 8 to display a certain number of rows of tiles at all times, despite the screen resolution. To do this, we will make a change to the registry. If you are not already on the Desktop, click the Desktop tile on the Start screen. NOTE: Before making changes to the registry, be sure you back it up. We also recommend creating a restore point you can use to restore your system if something goes wrong. HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Ubuntu black screen and icons messed up 12.04

    - by user69869
    I had a successful install when i updated from 11.10 but when i actually went to start it it hanged and the purple screen for a few seconds then flickered my boot screen then showed the desktop i cant interact its black i can see the icons marked out but no images they are just gray wireless doesnt connect it seems that it messed up all the drivers. i tried to stat the old version i had its the same exept i can interact most window close buttons are missing and most of the time it doesnt know what screen im on. any ideas on what i can do? oh and recovery mode shows alot of errors and doesnt do much i ran it for the old version and it just goes through failing and gives an error beep. Thanks in advance any advice is appreciated (note windows still works fine on this system... unfortunately ;D )

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  • Black & White screen after resuming from Suspend [Ubuntu 12.04]

    - by Rakatash
    I recently thought of giving Linux a try with Ubuntu 12.04. So far I managed to figure out how to troubleshoot and fix some of my older issues. But i wasnt able to find a problem similar to mine. The issue is, whenever my laptop starts up after suspend, the screen stays black for a short while. then after that comes a black and white 8-bit kinda screen with nothing else. I am not sure if it's an issue with the graphic card or not. because I am able to write my login password and proceed normally if i wait till this screen shows up...after that everything is displayed normally. is there a fix for this?

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  • Screen is very dim on an Acer Aspire 6920Z

    - by Justin
    I've been trying to figure this out for a week now, my laptops screen is on and working but you cannot see whats on the screen without shining a flashlight at it. I'm using a spare monitor by the VGA port right now to be able to use this laptop, which is kinda a pain. Been reading around a bit about this problem and it seems to be a common-ish problem it seems. I've tried to change the brightness which doesn't help whats so ever. It just happen one day after I turned off the laptop for the night. The screen flashes on for a bit at start up, then goes completely dim. Anyone with this problem and find a fix? You can search up this computers spec by the name/model in the title if you need hardware info. I never had this problem with the old Ubuntu 10.04.

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  • monitor screen dead.....not even shows bios screen

    - by megatronous
    Re: /host/ubuntu/disks/root.disk does not exist :( ALERT! /host/ubuntu/disks/root.siak does not exist. Dropping to a shell! BusyBox v1.15.3 (Ubuntu 1:1.15.3-1ubuntu5) built-in shell (ash) (initramfs) alll thought the above problem was solved my issue now is..when i booted my pc again after this solving this to solve the above problem i had pressed e in the grub menu then corrected the partition then after starting i did sudo grub-update then i made some automatic update updates then in next reboot......my screen had gone blank .... and i am not even able to see bios screen....in the start ...the monitior just stays blank..................i have even tried disconnectiong my hard disk but still not able to get the display......solution required ....urgently.....

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  • Unity completely broken after upgrade to 12.10?

    - by NlightNFotis
    I am facing a very frustrating issue with my computer right now. I successfully upgraded to Ubuntu 12.10 this afternoon, but after the upgrade, the graphical user interface seems completely broken. To be more specific, I can not get the Unity bar to appear on the right. I have tried many things, including (but not limited to) purging and then reinstalling the fglrx drivers, apt-get install --reinstall ubuntu-desktop, apt-get install --reinstall unity, tried to remove the Xorg and Compiz configurations, checked to see if the Ubuntu Unity wall was enabled (it was) in ccsm, all to no avail. Could someone help me troubleshoot and essentially fix this issue? NOTE: This is the output when I try to enable unity via a terminal: compiz (core) - Info: Loading plugin: core compiz (core) - Info: Starting plugin: core unity-panel-service: no process found compiz (core) - Info: Loading plugin: reset compiz (core) - Error: Failed to load plugin: reset compiz (core) - Info: Loading plugin: ccp compiz (core) - Info: Starting plugin: ccp compizconfig - Info: Backend : gsettings compizconfig - Info: Integration : true compizconfig - Info: Profile : unity compiz (core) - Info: Loading plugin: composite compiz (core) - Info: Starting plugin: composite compiz (core) - Info: Loading plugin: opengl X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 153 (GLX) Minor opcode of failed request: 19 (X_GLXQueryServerString) Serial number of failed request: 22 Current serial number in output stream: 22 compiz (core) - Info: Unity is not supported by your hardware. Enabling software rendering instead (slow). compiz (core) - Info: Starting plugin: opengl Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 compiz (core) - Error: Plugin initScreen failed: opengl compiz (core) - Error: Failed to start plugin: opengl compiz (core) - Info: Unloading plugin: opengl compiz (core) - Info: Loading plugin: decor compiz (core) - Info: Starting plugin: decor compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 compiz (core) - Info: Loading plugin: imgpng compiz (core) - Info: Starting plugin: imgpng compiz (core) - Info: Loading plugin: vpswitch compiz (core) - Info: Starting plugin: vpswitch compiz (core) - Info: Loading plugin: resize compiz (core) - Info: Starting plugin: resize Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 compiz (core) - Info: Loading plugin: compiztoolbox compiz (core) - Info: Starting plugin: compiztoolbox compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Info: Loading plugin: move compiz (core) - Info: Starting plugin: move compiz (core) - Info: Loading plugin: gnomecompat compiz (core) - Info: Starting plugin: gnomecompat compiz (core) - Info: Loading plugin: mousepoll compiz (core) - Info: Starting plugin: mousepoll compiz (core) - Info: Loading plugin: wall compiz (core) - Info: Starting plugin: wall compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: wall compiz (core) - Error: Failed to start plugin: wall compiz (core) - Info: Unloading plugin: wall compiz (core) - Info: Loading plugin: regex compiz (core) - Info: Starting plugin: regex compiz (core) - Info: Loading plugin: snap compiz (core) - Info: Starting plugin: snap compiz (core) - Info: Loading plugin: unitymtgrabhandles compiz (core) - Info: Starting plugin: unitymtgrabhandles compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: unitymtgrabhandles compiz (core) - Error: Failed to start plugin: unitymtgrabhandles compiz (core) - Info: Unloading plugin: unitymtgrabhandles compiz (core) - Info: Loading plugin: place compiz (core) - Info: Starting plugin: place compiz (core) - Info: Loading plugin: grid compiz (core) - Info: Starting plugin: grid Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 compiz (core) - Info: Loading plugin: animation compiz (core) - Info: Starting plugin: animation compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: animation compiz (core) - Error: Failed to start plugin: animation compiz (core) - Info: Unloading plugin: animation compiz (core) - Info: Loading plugin: fade compiz (core) - Info: Starting plugin: fade compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: fade compiz (core) - Error: Failed to start plugin: fade compiz (core) - Info: Unloading plugin: fade compiz (core) - Info: Loading plugin: session compiz (core) - Info: Starting plugin: session compiz (core) - Info: Loading plugin: expo compiz (core) - Info: Starting plugin: expo compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: expo compiz (core) - Error: Failed to start plugin: expo compiz (core) - Info: Unloading plugin: expo compiz (core) - Info: Loading plugin: ezoom compiz (core) - Info: Starting plugin: ezoom compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: ezoom compiz (core) - Error: Failed to start plugin: ezoom compiz (core) - Info: Unloading plugin: ezoom compiz (core) - Info: Loading plugin: workarounds compiz (core) - Info: Starting plugin: workarounds compiz (core) - Error: Plugin 'opengl' not loaded. Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 compiz (core) - Info: Loading plugin: scale compiz (core) - Info: Starting plugin: scale compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: scale compiz (core) - Error: Failed to start plugin: scale compiz (core) - Info: Unloading plugin: scale Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Segmentation fault (core dumped)

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  • Acer Aspire blank screen

    - by Gerep
    I'm using Ubuntu 11.04 Natty and when I installed it I had a problem with blank screen on startup and found a solution but I have the same problem when it is inactive and goes blank screen, it won't come back, so I have to restart. Any ideas? Thanks in advance for any help. This is what solved my first problem: When you start editing the /etc/rc.local and add before exit 0: setpci -s 00:02.0 F4.B=00 Edit /etc/default/grub, edit the line GRUB_CMDLINE_LINUX_DEFAULT: GRUB_CMDLINE_LINUX_DEFAULT = "quiet splash acpi_osi = Linux" Update grub with: sudo update-grub2

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  • Know More About Oracle Row Lock

    - by Liu Maclean(???)
    ??????Oracle??????????row lock,??ORACLE????????????????????,row lock???????????????????????????????,??Server Process?pin????block buffer????????? ????????,?process A ??update???????? Z?????????, ???????rollback???commit;??Process B??????DML??, ???????rowid???? Z???, ???????????process A????????ITL???,????????cleanout??,????????row???????????commit, ???????Process B????”enq: TX – row lock contention”??????? ????Process B????????????? ?????????Process A???????row,??Process B???????”enq: TX – row lock contention”???? ????????  ????????: SESSION A: SQL> select * from v$version; BANNER ---------------------------------------------------------------- Oracle Database 10g Enterprise Edition Release 10.2.0.5.0 - 64bi PL/SQL Release 10.2.0.5.0 - Production CORE    10.2.0.5.0      Production TNS for Linux: Version 10.2.0.5.0 - Production NLSRTL Version 10.2.0.5.0 - Production SQL> select * from global_name; GLOBAL_NAME -------------------------------------------------------------------------------- www.oracledatabase12g.com SQL> create table maclean_lock(t1 int); Table created. SQL> insert into maclean_lock values (1); 1 row created. SQL> commit; Commit complete. SQL> select dbms_rowid.rowid_block_number(rowid),dbms_rowid.rowid_relative_fno(rowid) from maclean_lock; DBMS_ROWID.ROWID_BLOCK_NUMBER(ROWID) DBMS_ROWID.ROWID_RELATIVE_FNO(ROWID) ------------------------------------ ------------------------------------                                67642                                    1 SQL>  select distinct sid from v$mystat;        SID ----------        142 SQL> select pid,spid from v$process where addr = ( select paddr from v$session where sid=(select distinct sid from v$mystat));        PID SPID ---------- ------------         17 15636 ??SESSION A ????savepoint ,?update ?????????         SQL>  savepoint NONLOCK; Savepoint created. SQL> select * From v$Lock where sid=142; no rows selected SQL> set linesize 140 pagesize 1400 SQL>  update maclean_lock set t1=t1+2; 1 row updated. SQL> select * From v$Lock where sid=142; ADDR             KADDR                   SID TY        ID1        ID2      LMODE    REQUEST      CTIME      BLOCK ---------------- ---------------- ---------- -- ---------- ---------- ---------- ---------- ---------- ---------- 0000000091FC69F0 0000000091FC6A18        142 TM      55829          0          3          0          6          0 00000000914B4008 00000000914B4040        142 TX     393232        609          6          0          6          0         SQL> select dump(3,16) from dual; DUMP(3,16) -------------------------------------------------------------------------------- Typ=2 Len=2: c1,4 ALTER SYSTEM DUMP DATAFILE 1 BLOCK 67642;  Object id on Block? Y  seg/obj: 0xda16  csc: 0x00.234718  itc: 2  flg: O  typ: 1 - DATA      fsl: 0  fnx: 0x0 ver: 0x01  Itl           Xid                  Uba         Flag  Lck        Scn/Fsc 0x01   0x000a.00f.000001e0  0x00800075.02a6.29  C---    0  scn 0x0000.00234711 0x02   0x0007.018.000001fe  0x0080065c.017a.02  ----    1  fsc 0x0000.00000000 data_block_dump,data header at 0x81d185c =============== tsiz: 0x1fa0 hsiz: 0x14 pbl: 0x081d185c bdba: 0x0041083a      76543210 flag=-------- ntab=1 nrow=1 frre=-1 fsbo=0x14 fseo=0x1f9a avsp=0x1f83 tosp=0x1f83 0xe:pti[0]      nrow=1  offs=0 0x12:pri[0]     offs=0x1f9a block_row_dump: tab 0, row 0, @0x1f9a tl: 6 fb: --H-FL-- lb: 0x2  cc: 1 col  0: [ 2]  c1 04 end_of_block_dump ?? BLOCK DUMP ???? ??????XID=0x0007.018.000001fe ?transaction?? lb:0x1 ??SESSION B ,?????UPDATE?? ???enq: TX - row lock contention ?? SQL> select distinct sid from v$mystat;        SID ----------        140 SQL> select pid,spid from v$process where addr = ( select paddr from v$session where sid=(select distinct sid from v$mystat));        PID SPID ---------- ------------         24 15652 SQL> alter system set "_trace_events"='10000-10999:255:24'; System altered.         SQL> update maclean_lock set t1=t1+2; select * From v$Lock where sid=142 or sid=140 order by sid; SESSION C: SQL> select * From v$Lock where sid=142 or sid=140 order by sid; ADDR             KADDR                   SID TY        ID1        ID2      LMODE    REQUEST      CTIME      BLOCK ---------------- ---------------- ---------- -- ---------- ---------- ---------- ---------- ---------- ---------- 0000000091FC6B10 0000000091FC6B38        140 TM      55829          0          3          0         84          0 00000000924F4A58 00000000924F4A78        140 TX     458776        510          0          6         84          0 00000000914B51E8 00000000914B5220        142 TX     458776        510          6          0        312          1 0000000091FC69F0 0000000091FC6A18        142 TM      55829          0          3          0        312          0 ???? SESSION B SID=140 ?SESSION A ?TX ENQUEUE ?X mode?REQUEST SQL> oradebug dump systemstate 266; Statement processed. SESSION B waiter's enqueue lock       SO: 0x924f4a58, type: 5, owner: 0x92bb8dc8, flag: INIT/-/-/0x00       (enqueue) TX-00070018-000001FE    DID: 0001-0018-00000022       lv: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  res_flag: 0x6       req: X, lock_flag: 0x0, lock: 0x924f4a78, res: 0x925617c0       own: 0x92b76be0, sess: 0x92b76be0, proc: 0x92a737a0, prv: 0x925617e0 TX-00070018-000001FE=> TX 458776 510 SESSION A owner's enqueue lock       SO: 0x914b51e8, type: 40, owner: 0x92b796d0, flag: INIT/-/-/0x00       (trans) flg = 0x1e03, flg2 = 0xc0000, prx = 0x0, ros = 2147483647 bsn = 0xed5 bndsn = 0xee7 spn = 0xef7       efd = 3       file:xct.c lineno:1179       DID: 0001-0011-000000C2       parent xid: 0x0000.000.00000000       env: (scn: 0x0000.00234718  xid: 0x0007.018.000001fe  uba: 0x0080065c.017a.02  statement num=0  parent xid: xid: 0x0000.000.00000000  scn: 0x00 00.00234718 0sch: scn: 0x0000.00000000)       cev: (spc = 7818  arsp = 914e8310  ubk tsn: 1 rdba: 0x0080065c  useg tsn: 1 rdba: 0x00800069             hwm uba: 0x0080065c.017a.02  col uba: 0x00000000.0000.00             num bl: 1 bk list: 0x91435070)             cr opc: 0x0 spc: 7818 uba: 0x0080065c.017a.02       (enqueue) TX-00070018-000001FE    DID: 0001-0011-000000C2       lv: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  res_flag: 0x6       mode: X, lock_flag: 0x0, lock: 0x914b5220, res: 0x925617c0       own: 0x92b796d0, sess: 0x92b796d0, proc: 0x92a6ffd8, prv: 0x925617d0        xga: 0x8b7c6d40, heap: UGA       Trans IMU st: 2 Pool index 65535, Redo pool 0x914b58d0, Undo pool 0x914b59b8       Redo pool range [0x86de640 0x86de640 0x86e0e40]       Undo pool range [0x86dbe40 0x86dbe40 0x86de640]         ----------------------------------------         SO: 0x91435070, type: 39, owner: 0x914b51e8, flag: -/-/-/0x00         (List of Blocks) next index = 1         index   itli   buffer hint   rdba       savepoint         -----------------------------------------------------------             0      2   0x647f1fc8    0x41083a     0xee7 ?SESSION A? ROLLBACK ?savepoint: SQL> rollback to NONLOCK; Rollback complete. ????savepoint ??update??????? ??UPDATE???????? ROLLBACK: SQL> select * From v$Lock where sid=142 or sid=140; ADDR             KADDR                   SID TY        ID1        ID2      LMODE    REQUEST      CTIME      BLOCK ---------------- ---------------- ---------- -- ---------- ---------- ---------- ---------- ---------- ---------- 00000000924F4A58 00000000924F4A78        140 TX     458776        510          0          6        822          0 0000000091FC6B10 0000000091FC6B38        140 TM      55829          0          3          0        822          0 00000000914B51E8 00000000914B5220        142 TX     458776        510          6          0       1050          1 ???? SESSION A 142 ???SAVEPOINT ???????TM LOCK ????? ROLLBACK TO SAVEPOINT?????SESSION???TX LOCK!!!! ??????SESSION 142???TX ID1=458776 ID2=510, ????ROLLBACK TO SAVEPOINT?????????ABORT TRANSACTION ?? SESSION B  SID=140??  SESSION A ?? , ?????????SESSION B? update???HANG?? ?????????CACHE?????:  Object id on Block? Y  seg/obj: 0xda16  csc: 0x00.2347b7  itc: 2  flg: O  typ: 1 - DATA      fsl: 0  fnx: 0x0 ver: 0x01  Itl           Xid                  Uba         Flag  Lck        Scn/Fsc 0x01   0x000a.00f.000001e0  0x00800075.02a6.29  C---    0  scn 0x0000.00234711 0x02   0x0000.000.00000000  0x00000000.0000.00  ----    0  fsc 0x0000.00000000 data_block_dump,data header at 0x745d85c =============== tsiz: 0x1fa0 hsiz: 0x14 pbl: 0x0745d85c bdba: 0x0041083a      76543210 flag=-------- ntab=1 nrow=1 frre=-1 fsbo=0x14 fseo=0x1f9a avsp=0x1f83 tosp=0x1f83 0xe:pti[0]      nrow=1  offs=0 0x12:pri[0]     offs=0x1f9a block_row_dump: tab 0, row 0, @0x1f9a tl: 6 fb: --H-FL-- lb: 0x0  cc: 1 col  0: [ 2]  c1 02 end_of_block_dump ???? ITL=0x02? ?????????,col  0: [ 2]  c1 02 ????????? ?????????SESSION D ,??????row lock?? ?UPDATE???????? SESSION D: SQL> update maclean_lock set t1=t1+2; 1 row updated. SQL> rollback; Rollback complete. ??SESSION B ??????????? ?????ORACLE????????, ??????????? TX lock?? row lock , ????????2??? row lock?????????, ?TX lock????????ENQUEUE LOCK???? ?????????PROCESS K?DML???????????????????????,??????????TX LOCK, ????PROCESS Z?????????????????????????ROW LOCK????????, ???????OLTP?????????????????????? ??ROW LOCK?Release ??????TX?ENQUEUE LOCK,?????????Process J ????????????, Process K??????????? ,Process K?????????,???row piece?lb??0x0 ,?????ITL, Process Z???ITL???????Process J????XID,?????Process J?????TX lock, PROCESS K ???TX resource?Enqueue Waiter Linked List?????X mode(exclusive)?enqueue lock? ???Process J??TX lock?,Process J?????TX resource?Enqueue Waiter Linked List ???Process K??????,??POST?????Process K? TX lock??????, ???????row lock???????,????????? ?????????? ?????: SESSION A ???PID =17 ?????????????????? SESSION B ???PID =24 ??????? "_trace_events"='10000-10999:255:24';  KST trace ??????? Server Process??? SESSION A PID=17  ?? acqure?SX mode???TM Lock ,?? ????Transaction?????UNDO SEGMENT 7,???XID 7.24.510, ?acquire ?X mode? TX-00070018-000001fe ? ?????? 00070018-000001fe ???? 7- 24 - 510? XID ? 781F4B8A:007A569C    17   142 10704  83 ksqgtl: acquire TM-0000da15-00000000 mode=SX flags=GLOBAL|XACT why="contention" 781F4B92:007A569D    17   142 10704  19 ksqgtl: SUCCESS 781F4BB3:007A569E    17   142 10812   2 0x000000000041083A 0x0000000000000000 0x0000000000234717 781F4BBA:007A569F    17   142 10812   3 0x0000000000000000 0x0000000000000000 0x0000000000000000 781F4BC0:007A56A0    17   142 10812   4 0x0000000000000000 0x0000000000000000 0x0000000000000000 781F4BD3:007A56A1    17   142 10812   5 0x000000000041083A 0x0000000000000000 0x0000000000000000 781F4BFE:007A56A2    17   142 10811   1 0x000000000041083A 0x0000000000000000 0x0000000000234711 0x0000000000000002 781F4C06:007A56A3    17   142 10811   2 0x000000000041083A 0x0000000000000000 0x0000000000234718 0x00007FA074EDA560 781F4C26:007A56A4    17   142 10813   1 ktubnd: Bind usn 7 nax 1 nbx 0 lng 0 par 0 781F4C43:007A56A5    17   142 10813   2 ktubnd: Txn Bound xid: 7.24.510 781F4C4A:007A56A6    17   142 10704  83 ksqgtl: acquire TX-00070018-000001fe mode=X flags=GLOBAL|XACT why="contention" 781F4C51:007A56A7    17   142 10704  19 ksqgtl: SUCCESS ?????????? ???????? 781F4CBF:007A56A8    17   142 10005   1 KSL WAIT BEG [SQL*Net message to client] 1650815232/0x62657100 1/0x1 0/0x0 781F4CCC:007A56A9    17   142 10005   2 KSL WAIT END [SQL*Net message to client] 1650815232/0x62657100 1/0x1 0/0x0 time=13 781F4CDE:007A56AA    17   142 10005   1 KSL WAIT BEG [SQL*Net message from client] 1650815232/0x62657100 1/0x1 0/0x0 786BD85D:007A57E0    17   142 10005   2 KSL WAIT END [SQL*Net message from client] 1650815232/0x62657100 1/0x1 0/0x0 time=5016447 786BD966:007A57E1    17   142 10005   1 KSL WAIT BEG [SQL*Net message to client] 1650815232/0x62657100 1/0x1 0/0x0 786BD96E:007A57E2    17   142 10005   2 KSL WAIT END [SQL*Net message to client] 1650815232/0x62657100 1/0x1 0/0x0 time=8 SESSION B ???PID =24  ,??????? SX mode? TM lock,??row lock? acquire X mode?TX-00070018-000001fe ksqgtl: acquire TM-0000da15-00000000 mode=SX flags=GLOBAL|XACT why="contention" ksqgtl: SUCCESS 0x000000000041083A 0x0000000000000000 0x00000000002354F8 0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000 0x000000000041083A 0x0000000000000000 0x00000000002354F8 0x0000000000000001 0x000000000041083A 0x0000000000000000 0x00000000002354F8 0x0000000008A63780 0x0000000000000001 0x0000000000800861 0x0000000000000241 0x0000000000000001 0x000000000041083A 0x0000000000000001 0x0000000000000001 0x000000000041083A 0x0000000000000000 0x00000000002354F9 0x0000000000000002 ksqgtl: acquire TX-00070018-000001fe mode=X flags=GLOBAL|LONG why="row lock contention" C4048EBD:007F52B6    24   140 10005   2 KSL WAIT END [enq: TX - row lock contention] 1415053318/0x54580006 458776/0x70018 510/0x1fe time=2929879 C4048ED4:007F52B7    24   140 10005   1 KSL WAIT BEG [enq: TX - row lock contention] 1415053318/0x54580006 458776/0x70018 510/0x1fe C43146CA:007F535E    24   140 10005   2 KSL WAIT END [enq: TX - row lock contention] 1415053318/0x54580006 458776/0x70018 510/0x1fe time=2930676 ????????? ,PID=24 ??????ksqcmi???????? deadlock C43146D9:007F535F    24   140 10704 134 ksqcmi: performing local deadlock detection on TX-00070018-000001fe C43146F8:007F5360    24   140 10704 150 ksqcmi: deadlock not detected on TX-00070018-000001fe ?? ??? PID 17 ??ROLLBACK ???? ,????????: PID 17 ROLLBACK; D7A495BB:007F9D3E    17   142 10005   4 KSL POST SENT postee=24 loc='ksqrcl' id1=0 id2=0 name=   type=0 D7A495D8:007F9D3F    17   142 10444  12 ABORT TRANSACTION - xid: 0x0007.018.000001fe ??  PID 17 ??? TX resource?Enqueue Waiter linked List ???PID 24???,????KSL POST SENT ?? PID 24, ???ksqrcl???ENQUEUE LOCK ?PID 24??????KSL POST (KSL POST RCVD poster=17), ?ksqgtl???? TX-00070018-000001fe ?? ksqrcl??, ??PID 24???????? TX lock?USN ,??????? USN 3 XID 3.11.582 ,???acquire TX-0003000b-00000246 D7A49616:007F9D41    24   140 10005   3 KSL POST RCVD poster=17 loc='ksqrcl' id1=0 id2=0 name=   type=0 fac#=0 facpost=1 D7A4961C:007F9D42    24   140 10704  19 ksqgtl: SUCCESS D7A4967D:007F9D43    24   140 10704 117 ksqrcl: release TX-00070018-000001fe mode=X D7A496A5:007F9D44    24   140 10813   1 ktubnd: Bind usn 3 nax 1 nbx 0 lng 0 par 0 D7A496C2:007F9D45    24   140 10813   2 ktubnd: Txn Bound xid: 3.11.582 D7A496C7:007F9D46    24   140 10704  83 ksqgtl: acquire TX-0003000b-00000246 mode=X flags=GLOBAL|XACT why="contention" D7A496E4:007F9D47    24   140 10704  19 ksqgtl: SUCCESS ROW LOCK?Release ??????TX?ENQUEUE LOCK,?????????Process J ????????????, Process K??????????? ,Process K?????????,???row piece?lb??0×0 ,?????ITL,Process Z???ITL???????Process J????XID,?????Process J?????TX lock,PROCESS K ???TX resource?Enqueue Waiter Linked List?????X mode(exclusive)?enqueue lock? ???Process J??TX lock?,Process J?????TX resource?Enqueue Waiter Linked List ???Process K??????,??POST?????Process K? TX lock??????,???????row lock???????,?????????

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