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  • glCreateShaderObjectARB( GL_FRAGMENT_SHADER_ARB ); crashes !

    - by gutsblow
    Hello there, I have an iMac with ATI Radeon 2600HD which supports Fragment_shader_arb. But whenever I use that function, it crashes the program. Ironically, it works on a windows installation in the same machine without any problems. I'm running OS X 10.6.2; Can anyone please help me out! P.S. Vertex shaders work fine without any problem. Thank you!

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  • count of paths from A[a,b] to A[c,d] without duplicating?

    - by Sorush Rabiee
    I write a sokoban solver for fun and practice, it uses a simple algorithm (something like BFS). now i want to estimate its running time ( O and omega). but i need to know how to calculate count of paths from a vertex to another in a network. each path from a to b is a sequence of edges with no circuit. for example this is a correct path: http://www.imgplace.com/viewimg143/4789/501k.png but this is not: http://www.imgplace.com/viewimg143/6140/202.png

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  • graph algorithms on GPU

    - by scatman
    the current GPU threads are somehow limited (memory limit, limit of data structures, no recursion...). do you think it would be feasible to implement a graph theory problem on GPU. for example vertex cover? dominating set? independent set? max clique?.... is it also feasible to have branch-and-bound algorithms on GPUs? Recursive backtracking?

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  • Variation on Hamiltonian path problems

    - by Robert
    Thinking about if we modify the definition of Hamiltonian path as we need to go through every edge once,but can pass vertex any times,is there still an algorithm available? How should I modify the original Hamiltonian algorithm to account for this?

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  • GLSL: How to get pixel x,y,z world position?

    - by Rookie
    I want to adjust the colors depending on which xyz position they are in the world. I tried this in my fragment shader: vec4 pos = vec4(gl_FragCoord); // get pixel position but it seems that the z-coord is always towards my camera... how do i make the coords independent from my camera position/angle? Edit: if it matters, heres my vertex shader: gl_Position = ftransform(); Edit2: changed title, so i want world coords, not screen coords!

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • What are possible causes of IDirect3DVertexBuffer9::Lock failing?

    - by Suma
    In error reports from some I have quite often seen following behaviour: IDirect3DVertexBuffer9::Lock fails, returned error code is D3DERR_NOTAVAILABLE. Once this happens, quite frequently (but not always) it is followed by CreateTexture or CreateVertexBuffer failing with error D3DERR_OUTOFVIDEOMEMORY. What are possible reasons for vertex buffer lock failure? Could virtual memory address space exhausted, or what?

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  • Linear-time algorithms for sorting vertices in polygon contours

    - by Cheery
    I figured out an algorithm that lets me turn my holed polygons into trapezoids in linear time if I have vertex indices sorted from lowest coordinate to highest. I get simple polygons as contours. They have certain order that might be exploited most of the time. So giving these conditions, is there a near-linear-time algorithm on sorting?

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  • career in Mobile sw/Application Development [closed]

    - by pramod
    i m planning to do a course on Wireless & mobile computing.The syllabus are given below.Please check & let me know whether its worth to do.How is the job prospects after that.I m a fresher & from electronic Engg.The modules are- *Wireless and Mobile Computing (WiMC) – Modules* C, C++ Programming and Data Structures 100 Hours C Revision C, C++ programming tools on linux(Vi editor, gdb etc.) OOP concepts Programming constructs Functions Access Specifiers Classes and Objects Overloading Inheritance Polymorphism Templates Data Structures in C++ Arrays, stacks, Queues, Linked Lists( Singly, Doubly, Circular) Trees, Threaded trees, AVL Trees Graphs, Sorting (bubble, Quick, Heap , Merge) System Development Methodology 18 Hours Software life cycle and various life cycle models Project Management Software: A Process Various Phases in s/w Development Risk Analysis and Management Software Quality Assurance Introduction to Coding Standards Software Project Management Testing Strategies and Tactics Project Management and Introduction to Risk Management Java Programming 110 Hours Data Types, Operators and Language Constructs Classes and Objects, Inner Classes and Inheritance Inheritance Interface and Package Exceptions Threads Java.lang Java.util Java.awt Java.io Java.applet Java.swing XML, XSL, DTD Java n/w programming Introduction to servlet Mobile and Wireless Technologies 30 Hours Basics of Wireless Technologies Cellular Communication: Single cell systems, multi-cell systems, frequency reuse, analog cellular systems, digital cellular systems GSM standard: Mobile Station, BTS, BSC, MSC, SMS sever, call processing and protocols CDMA standard: spread spectrum technologies, 2.5G and 3G Systems: HSCSD, GPRS, W-CDMA/UMTS,3GPP and international roaming, Multimedia services CDMA based cellular mobile communication systems Wireless Personal Area Networks: Bluetooth, IEEE 802.11a/b/g standards Mobile Handset Device Interfacing: Data Cables, IrDA, Bluetooth, Touch- Screen Interfacing Wireless Security, Telemetry Java Wireless Programming and Applications Development(J2ME) 100 Hours J2ME Architecture The CLDC and the KVM Tools and Development Process Classification of CLDC Target Devices CLDC Collections API CLDC Streams Model MIDlets MIDlet Lifecycle MIDP Programming MIDP Event Architecture High-Level Event Handling Low-Level Event Handling The CLDC Streams Model The CLDC Networking Package The MIDP Implementation Introduction to WAP, WML Script and XHTML Introduction to Multimedia Messaging Services (MMS) Symbian Programming 60 Hours Symbian OS basics Symbian OS services Symbian OS organization GUI approaches ROM building Debugging Hardware abstraction Base porting Symbian OS reference design porting File systems Overview of Symbian OS Development – DevKits, CustKits and SDKs CodeWarrior Tool Application & UI Development Client Server Framework ECOM STDLIB in Symbian iPhone Programming 80 Hours Introducing iPhone core specifications Understanding iPhone input and output Designing web pages for the iPhone Capturing iPhone events Introducing the webkit CSS transforms transitions and animations Using iUI for web apps Using Canvas for web apps Building web apps with Dashcode Writing Dashcode programs Debugging iPhone web pages SDK programming for web developers An introduction to object-oriented programming Introducing the iPhone OS Using Xcode and Interface builder Programming with the SDK Toolkit OS Concepts & Linux Programming 60 Hours Operating System Concepts What is an OS? Processes Scheduling & Synchronization Memory management Virtual Memory and Paging Linux Architecture Programming in Linux Linux Shell Programming Writing Device Drivers Configuring and Building GNU Cross-tool chain Configuring and Compiling Linux Virtual File System Porting Linux on Target Hardware WinCE.NET and Database Technology 80 Hours Execution Process in .NET Environment Language Interoperability Assemblies Need of C# Operators Namespaces & Assemblies Arrays Preprocessors Delegates and Events Boxing and Unboxing Regular Expression Collections Multithreading Programming Memory Management Exceptions Handling Win Forms Working with database ASP .NET Server Controls and client-side scripts ASP .NET Web Server Controls Validation Controls Principles of database management Need of RDBMS etc Client/Server Computing RDBMS Technologies Codd’s Rules Data Models Normalization Techniques ER Diagrams Data Flow Diagrams Database recovery & backup SQL Android Application 80 Hours Introduction of android Why develop for android Android SDK features Creating android activities Fundamental android UI design Intents, adapters, dialogs Android Technique for saving data Data base in Androids Maps, Geocoding, Location based services Toast, using alarms, Instant messaging Using blue tooth Using Telephony Introducing sensor manager Managing network and wi-fi connection Advanced androids development Linux kernel security Implement AIDL Interface. Project 120 Hours

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  • Why is my RAID /dev/md1 showing up as /dev/md126? Is mdadm.conf being ignored?

    - by mmorris
    I created a RAID with: sudo mdadm --create --verbose /dev/md1 --level=mirror --raid-devices=2 /dev/sdb1 /dev/sdc1 sudo mdadm --create --verbose /dev/md2 --level=mirror --raid-devices=2 /dev/sdb2 /dev/sdc2 sudo mdadm --detail --scan returns: ARRAY /dev/md1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb Which I appended it to /etc/mdadm/mdadm.conf, see below: # mdadm.conf # # Please refer to mdadm.conf(5) for information about this file. # # by default (built-in), scan all partitions (/proc/partitions) and all # containers for MD superblocks. alternatively, specify devices to scan, using # wildcards if desired. #DEVICE partitions containers # auto-create devices with Debian standard permissions CREATE owner=root group=disk mode=0660 auto=yes # automatically tag new arrays as belonging to the local system HOMEHOST <system> # instruct the monitoring daemon where to send mail alerts MAILADDR root # definitions of existing MD arrays # This file was auto-generated on Mon, 29 Oct 2012 16:06:12 -0500 # by mkconf $Id$ ARRAY /dev/md1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb cat /proc/mdstat returns: Personalities : [raid1] [linear] [multipath] [raid0] [raid6] [raid5] [raid4] [raid10] md2 : active raid1 sdb2[0] sdc2[1] 208629632 blocks super 1.2 [2/2] [UU] md1 : active raid1 sdb1[0] sdc1[1] 767868736 blocks super 1.2 [2/2] [UU] unused devices: <none> ls -la /dev | grep md returns: brw-rw---- 1 root disk 9, 1 Oct 30 11:06 md1 brw-rw---- 1 root disk 9, 2 Oct 30 11:06 md2 So I think all is good and I reboot. After the reboot, /dev/md1 is now /dev/md126 and /dev/md2 is now /dev/md127????? sudo mdadm --detail --scan returns: ARRAY /dev/md/ion:1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md/ion:2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb cat /proc/mdstat returns: Personalities : [raid1] [linear] [multipath] [raid0] [raid6] [raid5] [raid4] [raid10] md126 : active raid1 sdc2[1] sdb2[0] 208629632 blocks super 1.2 [2/2] [UU] md127 : active (auto-read-only) raid1 sdb1[0] sdc1[1] 767868736 blocks super 1.2 [2/2] [UU] unused devices: <none> ls -la /dev | grep md returns: drwxr-xr-x 2 root root 80 Oct 30 11:18 md brw-rw---- 1 root disk 9, 126 Oct 30 11:18 md126 brw-rw---- 1 root disk 9, 127 Oct 30 11:18 md127 All is not lost, I: sudo mdadm --stop /dev/md126 sudo mdadm --stop /dev/md127 sudo mdadm --assemble --verbose /dev/md1 /dev/sdb1 /dev/sdc1 sudo mdadm --assemble --verbose /dev/md2 /dev/sdb2 /dev/sdc2 and verify everything: sudo mdadm --detail --scan returns: ARRAY /dev/md1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb cat /proc/mdstat returns: Personalities : [raid1] [linear] [multipath] [raid0] [raid6] [raid5] [raid4] [raid10] md2 : active raid1 sdb2[0] sdc2[1] 208629632 blocks super 1.2 [2/2] [UU] md1 : active raid1 sdb1[0] sdc1[1] 767868736 blocks super 1.2 [2/2] [UU] unused devices: <none> ls -la /dev | grep md returns: brw-rw---- 1 root disk 9, 1 Oct 30 11:26 md1 brw-rw---- 1 root disk 9, 2 Oct 30 11:26 md2 So once again, I think all is good and I reboot. Again, after the reboot, /dev/md1 is /dev/md126 and /dev/md2 is /dev/md127????? sudo mdadm --detail --scan returns: ARRAY /dev/md/ion:1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md/ion:2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb cat /proc/mdstat returns: Personalities : [raid1] [linear] [multipath] [raid0] [raid6] [raid5] [raid4] [raid10] md126 : active raid1 sdc2[1] sdb2[0] 208629632 blocks super 1.2 [2/2] [UU] md127 : active (auto-read-only) raid1 sdb1[0] sdc1[1] 767868736 blocks super 1.2 [2/2] [UU] unused devices: <none> ls -la /dev | grep md returns: drwxr-xr-x 2 root root 80 Oct 30 11:42 md brw-rw---- 1 root disk 9, 126 Oct 30 11:42 md126 brw-rw---- 1 root disk 9, 127 Oct 30 11:42 md127 What am I missing here?

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  • Anatomy of a .NET Assembly - Signature encodings

    - by Simon Cooper
    If you've just joined this series, I highly recommend you read the previous posts in this series, starting here, or at least these posts, covering the CLR metadata tables. Before we look at custom attribute encoding, we first need to have a brief look at how signatures are encoded in an assembly in general. Signature types There are several types of signatures in an assembly, all of which share a common base representation, and are all stored as binary blobs in the #Blob heap, referenced by an offset from various metadata tables. The types of signatures are: Method definition and method reference signatures. Field signatures Property signatures Method local variables. These are referenced from the StandAloneSig table, which is then referenced by method body headers. Generic type specifications. These represent a particular instantiation of a generic type. Generic method specifications. Similarly, these represent a particular instantiation of a generic method. All these signatures share the same underlying mechanism to represent a type Representing a type All metadata signatures are based around the ELEMENT_TYPE structure. This assigns a number to each 'built-in' type in the framework; for example, Uint16 is 0x07, String is 0x0e, and Object is 0x1c. Byte codes are also used to indicate SzArrays, multi-dimensional arrays, custom types, and generic type and method variables. However, these require some further information. Firstly, custom types (ie not one of the built-in types). These require you to specify the 4-byte TypeDefOrRef coded token after the CLASS (0x12) or VALUETYPE (0x11) element type. This 4-byte value is stored in a compressed format before being written out to disk (for more excruciating details, you can refer to the CLI specification). SzArrays simply have the array item type after the SZARRAY byte (0x1d). Multidimensional arrays follow the ARRAY element type with a series of compressed integers indicating the number of dimensions, and the size and lower bound of each dimension. Generic variables are simply followed by the index of the generic variable they refer to. There are other additions as well, for example, a specific byte value indicates a method parameter passed by reference (BYREF), and other values indicating custom modifiers. Some examples... To demonstrate, here's a few examples and what the resulting blobs in the #Blob heap will look like. Each name in capitals corresponds to a particular byte value in the ELEMENT_TYPE or CALLCONV structure, and coded tokens to custom types are represented by the type name in curly brackets. A simple field: int intField; FIELD I4 A field of an array of a generic type parameter (assuming T is the first generic parameter of the containing type): T[] genArrayField FIELD SZARRAY VAR 0 An instance method signature (note how the number of parameters does not include the return type): instance string MyMethod(MyType, int&, bool[][]); HASTHIS DEFAULT 3 STRING CLASS {MyType} BYREF I4 SZARRAY SZARRAY BOOLEAN A generic type instantiation: MyGenericType<MyType, MyStruct> GENERICINST CLASS {MyGenericType} 2 CLASS {MyType} VALUETYPE {MyStruct} For more complicated examples, in the following C# type declaration: GenericType<T> : GenericBaseType<object[], T, GenericType<T>> { ... } the Extends field of the TypeDef for GenericType will point to a TypeSpec with the following blob: GENERICINST CLASS {GenericBaseType} 3 SZARRAY OBJECT VAR 0 GENERICINST CLASS {GenericType} 1 VAR 0 And a static generic method signature (generic parameters on types are referenced using VAR, generic parameters on methods using MVAR): TResult[] GenericMethod<TInput, TResult>( TInput, System.Converter<TInput, TOutput>); GENERIC 2 2 SZARRAY MVAR 1 MVAR 0 GENERICINST CLASS {System.Converter} 2 MVAR 0 MVAR 1 As you can see, complicated signatures are recursively built up out of quite simple building blocks to represent all the possible variations in a .NET assembly. Now we've looked at the basics of normal method signatures, in my next post I'll look at custom attribute application signatures, and how they are different to normal signatures.

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  • disks not ready in array causes mdadm to force initramfs shell

    - by RaidPinata
    Okay, this is starting to get pretty frustrating. I've read most of the other answers on this site that have anything to do with this issue but I'm still not getting anywhere. I have a RAID 6 array with 10 devices and 1 spare. The OS is on a completely separate device. At boot only three of the 10 devices in the raid are available, the others become available later in the boot process. Currently, unless I go through initramfs I can't get the system to boot - it just hangs with a blank screen. When I do boot through recovery (initramfs), I get a message asking if I want to assemble the degraded array. If I say no and then exit initramfs the system boots fine and my array is mounted exactly where I intend it to. Here are the pertinent files as near as I can tell. Ask me if you want to see anything else. # mdadm.conf # # Please refer to mdadm.conf(5) for information about this file. # # by default (built-in), scan all partitions (/proc/partitions) and all # containers for MD superblocks. alternatively, specify devices to scan, using # wildcards if desired. #DEVICE partitions containers # auto-create devices with Debian standard permissions # CREATE owner=root group=disk mode=0660 auto=yes # automatically tag new arrays as belonging to the local system HOMEHOST <system> # instruct the monitoring daemon where to send mail alerts MAILADDR root # definitions of existing MD arrays # This file was auto-generated on Tue, 13 Nov 2012 13:50:41 -0700 # by mkconf $Id$ ARRAY /dev/md0 level=raid6 num-devices=10 metadata=1.2 spares=1 name=Craggenmore:data UUID=37eea980:24df7b7a:f11a1226:afaf53ae Here is fstab # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # <file system> <mount point> <type> <options> <dump> <pass> # / was on /dev/sdc2 during installation UUID=3fa1e73f-3d83-4afe-9415-6285d432c133 / ext4 errors=remount-ro 0 1 # swap was on /dev/sdc3 during installation UUID=c4988662-67f3-4069-a16e-db740e054727 none swap sw 0 0 # mount large raid device on /data /dev/md0 /data ext4 defaults,nofail,noatime,nobootwait 0 0 output of cat /proc/mdstat Personalities : [linear] [multipath] [raid0] [raid1] [raid6] [raid5] [raid4] [raid10] md0 : active raid6 sda[0] sdd[10](S) sdl[9] sdk[8] sdj[7] sdi[6] sdh[5] sdg[4] sdf[3] sde[2] sdb[1] 23441080320 blocks super 1.2 level 6, 512k chunk, algorithm 2 [10/10] [UUUUUUUUUU] unused devices: <none> Here is the output of mdadm --detail --scan --verbose ARRAY /dev/md0 level=raid6 num-devices=10 metadata=1.2 spares=1 name=Craggenmore:data UUID=37eea980:24df7b7a:f11a1226:afaf53ae devices=/dev/sda,/dev/sdb,/dev/sde,/dev/sdf,/dev/sdg,/dev/sdh,/dev/sdi,/dev/sdj,/dev/sdk,/dev/sdl,/dev/sdd Please let me know if there is anything else you think might be useful in troubleshooting this... I just can't seem to figure out how to change the boot process so that mdadm waits until the drives are ready to build the array. Everything works just fine if the drives are given enough time to come online. edit: changed title to properly reflect situation

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  • My PC suddenly doesn't detect the primary drive (SSD)

    - by smoth190
    My computer has been working fine for months, and it worked today, but tonight I went to start it up to find that my OCZ Vertex 2 isn't being found. When I turn on my computer, the loading screen gets stuck at "Detecting IDE drives...". After a while, it keeps going and lists the drives it finds. The first one in the list should be my Vertex 2, but it just says "None". The computer proceeds to get stuck on "Loading operating system...", which is understandable because the drive with the OS is "gone". My first thought was drive failure, but every time drives have crashed on me, they're still detected--they just don't work. This drive is an SSD, it's pretty new, and I had no problems beforehand. I find it hard to believe it failed. I'm sure it's possible, but I hope this isn't the case. There has been nothing strange going on at all with my PC, it's been running perfect until now. I was just about to do my monthly dskchk and defrag today. I popped in my Windows 7 Home Premium disk and booted from it. When I launched the repair tool, it didn't list any operating systems (because the drive is 100% missing...). When I've had disks crash before, it still listed the OS, you just couldn't do anything with it. I tried to restore from an image, but I don't have any of those, either. I opened the command console and listed the drivers with wmic logicaldisk get name. Only C: and D: came up. C: was my 1TB storage driver (luckily, all my stuff is here--only the OS is on the SSD!) and D: was the disk driver. So I still had an MIA drive... The SSD didn't come with any driver disks, so I can't install drivers. If there's a way to do this from a CD I can burn with my other PC, please let me know. What the heck do I do? Although only the OS is on my SSD, a new SSD is expensive. I'll probably also have to buy a new copy of Windows (an upgrade would be nice, though...) because I've found it eats my registration key when my PC crashes (and my thousands of dollars of Adobe programs, I'll be on the phone with tech support for a week to get those keys back). And I'll lose my registry, all my settings, all sorts of other stuff that I'll spend weeks restoring. My computer is a pain in the butt to take out and open up, so if I can't fix it, I'll try fiddling with the plug or putting it into a new computer, but not right now. Any help is greatly appreciated! The day when they make crash-less drives will be the day I live without worry.

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  • Context migration in CUDA.NET

    - by Vyacheslav
    I'm currently using CUDA.NET library by GASS. I need to initialize cuda arrays (actually cublas vectors, but it doesn't matters) in one CPU thread and use them in other CPU thread. But CUDA context which holding all initialized arrays and loaded functions, can be attached to only one CPU thread. There is mechanism called context migration API to detach context from one thread and attach it to another. But i don't how to properly use it in CUDA.NET. I tried something like this: class Program { private static float[] vector1, vector2; private static CUDA cuda; private static CUBLAS cublas; private static CUdeviceptr ptr; static void Main(string[] args) { cuda = new CUDA(false); cublas = new CUBLAS(cuda); cuda.Init(); cuda.CreateContext(0); AllocateVectors(); cuda.DetachContext(); CUcontext context = cuda.PopCurrentContext(); GetVectorFromDeviceAsync(context); } private static void AllocateVectors() { vector1 = new float[]{1f, 2f, 3f, 4f, 5f}; ptr = cublas.Allocate(vector1.Length, sizeof (float)); cublas.SetVector(vector1, ptr); vector2 = new float[5]; } private static void GetVectorFromDevice(object objContext) { CUcontext localContext = (CUcontext) objContext; cuda.PushCurrentContext(localContext); cuda.AttachContext(localContext); //change vector somehow vector1[0] = -1; //copy changed vector to device cublas.SetVector(vector1, ptr); cublas.GetVector(ptr, vector2); CUDADriver.cuCtxPopCurrent(ref localContext); } private static void GetVectorFromDeviceAsync(CUcontext cUcontext) { Thread thread = new Thread(GetVectorFromDevice); thread.IsBackground = false; thread.Start(cUcontext); } } But execution fails on attempt to copy changed vector to device because context is not attached? Any ideas how i can get it work?

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  • Async.Parallel or Array.Parallel.Map ?

    - by gurteen2
    Hello- I'm trying to implement a pattern I read from Don Syme's blog (http://blogs.msdn.com/dsyme/archive/2010/01/09/async-and-parallel-design-patterns-in-f-parallelizing-cpu-and-i-o-computations.aspx) which suggests that there are opportunities for massive performance improvements from leveraging asynchronous I/O. I am currently trying to take a piece of code that "works" one way, using Array.Parallel.Map, and see if I can somehow achieve the same result using Async.Parallel, but I really don't understand Async.Parallel, and cannot get anything to work. I have a piece of code (simplified below to illustrate the point) that successfully retrieves an array of data for one cusip. (A price series, for example) let getStockData cusip = let D = DataProvider() let arr = D.GetPriceSeries(cusip) return arr let data = Array.Parallel.map (fun x -> getStockData x) stockCusips So this approach contructs an array of arrays, by making a connection over the internet to my data vendor for each stock (which could be as many as 3000) and returns me an array of arrays (1 per stock, with a price series for each one). I admittedly don't understand what goes on underneath Array.Parallel.map, but am wondering if this is a scenario where there are resources wasted under the hood, and it actually could be faster using asynchronous I/O? So to test this out, I have attempted to make this function using asyncs, and I think that the function below follows the pattern in Don Syme's article using the URLs, but it won't compile with "let!". let getStockDataAsync cusip = async { let D = DataProvider() let! arr = D.GetData(cusip) return arr } The error I get is: This expression was expected to have type Async<'a but here has type obj It compiles fine with "let" instead of "let!", but I had thought the whole point was that you need the exclamation point in order for the command to run without blocking a thread. So the first question really is, what's wrong with my syntax above, in getStockDataAsync, and then at a higher level, can anyone offer some additional insight about asychronous I/O and whether the scenario I have presented would benefit from it, making it potentially much, much faster than Array.Parallel.map? Thanks so much.

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  • Yii: Multi-language website - best practices.

    - by michal
    Hi, I find Yii great framework, and the example website created with yiic shell is a good point to start... however it doesn't cover the topic of multi-language websites, unfortunately. The docs covers the topic of translating short messages, but not keeping the multi-lingual content ... I'm about to start working on a website which needs to be in at least two languages, and I'm wondering what is the best way to keep content for that ... The problem is that the content is mixed extensively with common elements (like embedded video files). I need to avoid duplicating those commons ... so far I used to have an array of arrays containing texts (usually no more than 1-2 short paragraphs), then the view file was just rendering the text from an array. Now I'd like to avoid keeping it in arrays (which requires some attention when putting double quotations " " and is inconvenient in general...). So, what is the best way to keep those short paragraphs? Should I keep them in DB like (id | msg_id | language | content ) and then select them by msg_id & language? That still requires me to create some msg_id's and embed them into view file ... Is there any recommended paradigm for which Yii has some solutions? Thanks, m.

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  • Submitting a multidimensional array via POST with php

    - by Fireflight
    I have a php form that has a known number of columns (ex. top diameter, bottom diameter, fabric, colour, quantity), but has an unknown number of rows, as users can add rows as they need. I've discovered how to take each of the fields(columns) and place them into an array of their own. <input name="topdiameter['+current+']" type="text" id="topdiameter'+current+'" size="5" /> <input name="bottomdiameter['+current+']" type="text" id="bottomdiameter'+current+'" size="5" /> So what I end up with in the HTML is: <tr> <td><input name="topdiameter[0]" type="text" id="topdiameter0" size="5" /></td> <td><input name="bottomdiameter[0]" type="text" id="bottomdiameter0" size="5" /></td> </tr> <tr> <td><input name="topdiameter[1]" type="text" id="topdiameter0" size="5" /></td> <td><input name="bottomdiameter[1]" type="text" id="bottomdiameter0" size="5" /></td> </tr> ...and so on. What I would like to do now is take all the rows and columns put them into a multidimensional array and email the contents of that to the client (preferably in a nicely formatted table). I haven't been able to really comprehend how to combine all those inputs and selects into a nice array. At this point, I'm going to have to try to use several 1D arrays, although I have the idea that using a single 2D array would be a better practice than using several 1D arrays.

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  • adjacency list creation , out of Memory error

    - by p1
    Hello , I am trying to create an adjacency list to store a graph.The implementation works fine while storing 100,000 records. However,when I tried to store around 1million records I ran into OutofMemory Error : Exception in thread "main" java.lang.OutOfMemoryError: Java heap space at java.util.Arrays.copyOfRange(Arrays.java:3209) at java.lang.String.(String.java:215) at java.io.BufferedReader.readLine(BufferedReader.java:331) at java.io.BufferedReader.readLine(BufferedReader.java:362) at liarliar.main(liarliar.java:39) Following is my implementation HashMap<String,ArrayList<String>> adj = new HashMap<String,ArrayList<String>>(num); while ((str = in.readLine()) != null) { StringTokenizer Tok = new StringTokenizer(str); name = (String) Tok.nextElement(); cnt = Integer.valueOf(Tok.nextToken()); ArrayList<String> templist = new ArrayList<String>(cnt); while(cnt>0) { templist.add(in.readLine()); cnt--; } adj.put(name,templist); } //done creating a adjacency list I am wondering, if there is any better way to implement the adjacency list. Also, I know number of nodes right in the begining and , in the future I flatten the list as I visit nodes. Any suggestions ? Thanks

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