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  • Apache 2 Symbolic link not allowed or link target not accessible

    - by djechelon
    While the title of this question matches an already asked question, in my case I already set Options +FollowSymLinks. The setup is the following: my hosting setup includes htdocs/ directory that is the default document root for HTTP websites and htdocs-secure that is for HTTPS. They are meant for sites that need a different HTTPS version. In case both share the same files I create a link from htdocs-secure to htdocs by ln -s htdocs htdocs-secure but here comes the problem! Log still says Symbolic link not allowed or link target not accessible: /path/to/htdocs-secure Vhost fragment Header always set Strict-Transport-Security "max-age=500" DocumentRoot /path/to/htdocs-secure <Directory "/path/to/htdocs-secure"> allow from all Options +FollowSymLinks </Directory> I think it's a correct setup. The HTTP version of the site is accessible, so it doesn't look like a permission problem. How to fix this? [Add] other info: I use MPM-itk and I set AssignUserId to the owner/group of both the directories

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  • Suitability of ground fog using layered alpha quads?

    - by Nick Wiggill
    A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite effectively from high up, looking down, and somewhat less effectively when inside the fog and looking toward the horizon (see image below). Alternatively, a shader-heavy approach would instead calculate density as function of view distance into the ground fog substrate, and output the fragment value based on that. Without having to performance-test each approach myself, I would like first to hear others' experiences (not speculation!) on what sort of performance impact the layered alpha texture approach is likely to have. I ask specifically due to the oft-cited impacts of overdraw (not sure how fill-rate bound your average desktop system is). A list of games using this approach, particularly older games, would be immensely useful: if this was viable on pre DX9/OpenGL2 hardware, it is likely to work fine for me. One big question is in regards to this sort of effect: (Image credit goes to Lume of lume.com) Notice how the vertical fog gradation is continuous / smooth. OTOH, using textured quad layers, I can only assume that layers would be mighty obvious when walking through them -- the more sparse they were, the more obvious this would be. This is in contrast to where fog planes are aligned to face the player every frame, where this coarseness would be much less obvious.

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  • Wireless shows up as disabled, how can I get it working?

    - by Lazer
    $ sudo iwconfig lo no wireless extensions. eth0 no wireless extensions. wlan0 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=0 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:off pan0 no wireless extensions. $ This is what pops up when I click the two computers icon What should I do to get Wifi working on this machine? $ sudo ifconfig wlan0 up SIOCSIFFLAGS: No such file or directory $ $ lspci | tail 00:1d.1 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB Controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev 93) 00:1f.0 ISA bridge: Intel Corporation ICH9M LPC Interface Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation ICH9M/M-E SATA AHCI Controller (rev 03) 00:1f.3 SMBus: Intel Corporation 82801I (ICH9 Family) SMBus Controller (rev 03) 01:00.0 VGA compatible controller: ATI Technologies Inc M92 LP [Mobility Radeon HD 4300 Series] 09:00.0 Ethernet controller: Marvell Technology Group Ltd. 88E8040 PCI-E Fast Ethernet Controller (rev 13) 0c:00.0 Network controller: Broadcom Corporation BCM4312 802.11b/g (rev 01) $

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  • Stage3D: Camera pans the whole screen

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } And the camera is send directly to the GPU with: c3d.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, cameraMatrix, true); And these are the shaders: ------Vertex Shader------ m44 op, va0, vc0 mov v0, va1.xy mov v0.z, va0.z ------Fragment Shader------ tex ft0, v0, fs0 <2d,linear,nomip> mov oc, ft1 Here is a example and here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • Wireless shows up as disabled, how can I get it working?

    - by Lazer
    $ sudo iwconfig lo no wireless extensions. eth0 no wireless extensions. wlan0 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=0 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:off pan0 no wireless extensions. $ This is what pops up when I click the two computers icon What should I do to get Wifi working on this machine? $ sudo ifconfig wlan0 up SIOCSIFFLAGS: No such file or directory $ $ lspci | tail 00:1d.1 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB Controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev 93) 00:1f.0 ISA bridge: Intel Corporation ICH9M LPC Interface Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation ICH9M/M-E SATA AHCI Controller (rev 03) 00:1f.3 SMBus: Intel Corporation 82801I (ICH9 Family) SMBus Controller (rev 03) 01:00.0 VGA compatible controller: ATI Technologies Inc M92 LP [Mobility Radeon HD 4300 Series] 09:00.0 Ethernet controller: Marvell Technology Group Ltd. 88E8040 PCI-E Fast Ethernet Controller (rev 13) 0c:00.0 Network controller: Broadcom Corporation BCM4312 802.11b/g (rev 01) $

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  • Pluscom MAC address shows up but "wireless unavailable"

    - by Luigi
    I've got a pluscom pci card plugged into my desktop and although the mac address shows up in network manager, it says "Wireless unavailable". I'm using Ubuntu 12.10 Gnome Shell Remix... edgar@edgarQuantal:~$ iwconfig eth0 no wireless extensions. lo no wireless extensions. wlan0 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=0 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off edgar@edgarQuantal:~$ ifconfig eth0 Link encap:Ethernet HWaddr 6c:f0:49:02:1f:b8 inet addr:192.168.0.7 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::6ef0:49ff:fe02:1fb8/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:1425 errors:0 dropped:0 overruns:0 frame:0 TX packets:1393 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:995753 (995.7 KB) TX bytes:134079 (134.0 KB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:363 errors:0 dropped:0 overruns:0 frame:0 TX packets:363 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:40828 (40.8 KB) TX bytes:40828 (40.8 KB) It looks the same as the problem as here, seems quite complicated: http://ubuntuforums.org/showthread.php?t=1993226 Tried downloading the driver but i get this: "Unpacking firmware-ralink (from .../firmware-ralink_0.36_all.deb) ... dpkg: error processing /home/edgar/Downloads/firmware-ralink_0.36_all.deb (--install): trying to overwrite '/lib/firmware/rt2870.bin', which is also in package linux-firmware 1.95"

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  • GlassFish Server 3.1.2.2 Maven Coordinates

    - by arungupta
    GlassFish Server 3.1.2.2 was released a few weeks ago. This micro release fixed a couple of important bugfixes - one in JAX-WS (JAX-WS-1059) and another one related to JK listener with Apache + mod_ajp_proxy (GLASSFISH-18446). This release is already integrated in NetBeans 7.2 and you can download separately from here. Maven coordinates for this build are now also described on the download page. The following fragment in your pom.xml will allow you to invoke embedded-glassfish:run, embedded-glassfish:deploy, and other similar commands. <dependency>    <groupId>org.glassfish.embedded</groupId>     <artifactId>maven-embedded-glassfish-plugin</artifactId>     <version>3.1.2.2</version> </dependency> GlassFish Embedded Server Guide provide more details about setup etc. Similarly full platform or Web profile implementation of GlassFish can be included as a single JAR using <dependency>    <groupId>org.glassfish.main.extras</groupId>    <artifactId>glassfish-embedded-web</artifactId>    <version>3.1.2.2</version></dependency> Of course, you need to replace "glassfish-embedded-web" with "glassfish-embedded-all" to get complete platform.  The download page provide more details different bundles and complete maven coordinates. Or you can get started with the simple zip bundle as well.

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  • Ubuntu and bumblebee and intel problem

    - by LnxSlck
    I have a brain teaser that i can't solve. When 12.04 (64bits) came out, i did a fresh install and then installed bumblebee with: sudo add-apt-repository ppa:bumblebee/stable sudo apt-get install bumblebee bumblebee-nvidia And Ubuntu recognized (System Settings - Details) Intel Card for primary card, and i could launch applications with optirun. I have: 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: NVIDIA Corporation GF119 [GeForce GT 520MX] (rev ff) Now, a few days back, i did the exact same thing, installed from the same DVD everything the same, installed bumblebee the same way. Nvidia with Optirun works fine, but Ubuntu doesn't have 3D effects: root@deathstar:~# optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 520MX/PCIe/SSE2 OpenGL version string: 4.2.0 NVIDIA 295.40 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no I never did anything to install Intel drivers (except installing mesa-utils), before bumblebee got everything working, but now i can't get Ubuntu to get Unity with 3D. Can someone help me please get Unity 3d working? Your help will be much appreciated

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  • GLSL, is it possible to offsetting vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others.

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  • Using Shader causes triangle to disappear

    - by invisal
    The following is my rendering code. Private Sub GameRender() GL.Clear(ClearBufferMask.ColorBufferBit + ClearBufferMask.DepthBufferBit) GL.ClearColor(Color.SkyBlue) GL.UseProgram(theProgram) GL.EnableClientState(ArrayCap.VertexArray) GL.EnableClientState(ArrayCap.ColorArray) GL.BindBuffer(BufferTarget.ArrayBuffer, vertexPositionID) GL.DrawArrays(BeginMode.Triangles, 0, 3) GL.DisableClientState(ArrayCap.ColorArray) GL.DisableClientState(ArrayCap.VertexArray) GlControl1.SwapBuffers() End Sub This is screenshot without GL.UseProgram(theProgram) This is screenshot with GL.UseProgram(theProgram) Here are my shader code that I picked from online tutorial. Vertex Shader #version 330 layout(location = 0) in vec4 position; void main() { gl_Position = position; } Fragment Shader #version 330 out vec4 outputColor; void main() { outputColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); } These are my shader creation code. '' Initialize Shader Dim shaderList(1) As Integer shaderList(0) = CreateShader(ShaderType.VertexShader, strVertexShader) shaderList(1) = CreateShader(ShaderType.FragmentShader, strFragShader) theProgram = CreateProgram(shaderList) GL.DeleteShader(shaderList(0)) GL.DeleteShader(shaderList(1)) Here are my helper functions Private Function CreateShader(ByVal shaderType As ShaderType, ByVal code As String) Dim shader As Integer = GL.CreateShader(shaderType) GL.ShaderSource(shader, code) GL.CompileShader(shader) Dim status As Integer GL.GetShader(shader, ShaderParameter.CompileStatus, status) If status = False Then MsgBox(GL.GetShaderInfoLog(shader)) End If Return shader End Function Private Function CreateProgram(ByVal shaderList() As Integer) As Integer Dim program As Integer = GL.CreateProgram() For i As Integer = 0 To shaderList.Length - 1 GL.AttachShader(program, shaderList(i)) Next GL.LinkProgram(program) Dim status As Integer GL.GetProgram(program, ProgramParameter.LinkStatus, status) If status = False Then MsgBox(GL.GetProgramInfoLog(program)) End If For i As Integer = 0 To shaderList.Length - 1 GL.DetachShader(program, shaderList(i)) Next Return program End Function

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  • Custom Session Management using HashTable

    - by kaleidoscope
    ASP.NET session state lets you associate a server-side string or object dictionary containing state data with a particular HTTP client session. A session is defined as a series of requests issued by the same client within a certain period of time, and is managed by associating a session ID with each unique client. The ID is supplied by the client on each request, either in a cookie or as a special fragment of the request URL. The session data is stored on the server side in one of the supported session state stores, which include in-process memory, SQL Server™ database, and the ASP.NET State Server service. The latter two modes enable session state to be shared among multiple Web servers on a Web farm and do not require server affinity. Implement Custom session Handler you need to follow following process : 1. Create class library which will inherit from  SessionStateStoreProviderBase abstract Class. 2. Implement all abstract Method in your base class. 3.Change Mode of session to “Custom” in web.config file and provide Provider as your Namespace with classname. <sessionState mode=”Custom” customProvider=”Namespace.classname”> <Providers> <add name=”Name” type=”Namespace.classname”> </sessionstate> For more Details Please refer following links :   http://msdn.microsoft.com/en-us/magazine/cc163730.aspx http://msdn.microsoft.com/en-us/library/system.web.sessionstate.sessionstatestoreproviderbase.aspx - Chandraprakash, S Technorati Tags: Chandraprakash,Session state Managment

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  • Can't enable wireless lan on Fujitsu Siemens A1665G with Ubuntu 11.10 installed

    - by Theo
    I saw my old Notebook yesterday and wanted to make that work again. On Windows XP the wireless worked still fine. Then I installed new Ubuntu 11.10 32bit and I'm sadly not able to make the wireless enabled. [I replaced Win XP entirely] lspci lists following network: 08:0a.0 Network controller: Broadcom Corporation BCM4318 [AirForce One 54g] 802.11g Wireless LAN Controller (rev 02) So after recommendation from this link I installed the b43 firmware module. iwconfig prints the following: wlan0 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associatd Tx-Power=off Retry long limit:7 RTS thr:off Fragment thr:off Power Management: off As you can see, my wireless lan adapter is not turned on. sudo iwconfig wlan0 txpower auto Doesn't change anything. Then I tried to make it work with rfkill. rfkill list 0: phy0: Wirless LAN Soft blocked: no Hard blocked: yes sudo rfkill unblock all rfkill list 0: phy0: Wireless LAN Soft blocked: no Hard blocked: yes remains the same. The question is now, how I could enable the hard blocked wireless LAN. There is no hardware switch for wlan integrated. However there is a button to change the state. I always thought this would be software sided, but it seems to make some hardware changes as well... The wireless LED is also not blinking (as it did on windows xp) I reset bios and searched for some settings in there, but it has only a few options and nothing to do with wireless settings, nothing works here.. At last I tried to install the acer hotkeys but I was not able to manage that. I installed the acerhkgui package, but in initializing progress, it was not able to compile acer hotkeys for my machine. There was a message that asm/linkage.h was not found while compiling. Do you have any ideas what I could do to make this hard blocked stuff disabled and my wireless card work? PS: I also tried sudo rm /dev/rfkill and a reboot to reinit that stuff... No success :(

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  • Implementing Light Volume Front Faces

    - by cubrman
    I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that I failed to understand. It in fact is one of the most interesting ones, as it explains how to implement transparency with this approach: Typically when rendering light volumes in deferred rendering, only surfaces that intersect the light volume are marked and lit. This is generally accomplished by a “shadow volume like” technique of rendering back faces – incrementing stencil where depth is greater than – then rendering front faces and only accepting when depth is less than and stencil is not zero. By only rendering front faces where depth is less than, all future lookups by fragments in the forward rendering pass will get all possible lights that could hit the fragment. Can anyone explain how exactly you need to render only front faces? Another question is why do you need the front faces at all? Why can't we simply render all the lights and store the ones that overlap at this pixel in a texture? Does this approach serves as a cut-off plane to discard lights blocked by opaque geometry?

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  • nvidia segfault crashes XServer (12.04 fresh install)

    - by Sébastien GILLES
    I am on a fresh install of 12.04, and my video card is a Quadro FX 570, which appears to be supported (see output of unity_support_test below). But my Xserver crashes randomly and causes my session to just shutdown and bring me back to the logging screen. This happens several times per hour. After checking syslog it that a segfault in the nvidia driver is the cause of the problem: Jun 13 11:14:17 lima kernel: [86569.828982] Xorg[17940]: segfault at ffebeb69 ip b4c8f7aa sp bf8076dc error 4 in nvidia_drv.so[b47a7000+706000] Jun 13 11:14:36 lima gnome-session[18119]: Gdk-WARNING: gnome-session: Fatal IO error 11 (Ressource temporairement non disponible) on X server :3.#012 The funny thing is that as I was reporting this bug, my xserver crashed again (!) and this time I got another error message: Jun 13 11:29:39 lima kernel: [87491.106441] NVRM: Xid (0000:02:00): 6, PE0001 Jun 13 11:29:39 lima gnome-session[26493]: Gdk-WARNING: gnome-session: Fatal IO error 11 (Ressource temporairement non disponible) on X server :4.#012 Any idea as to what can be the problem given that i am on a fresh install with a supported video card ? Sébastien == Output of unity_support_test $ /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: Quadro FX 570/PCIe/SSE2 OpenGL version string: 3.3.0 NVIDIA 295.40 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes

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  • Micro sound breaks/interrupts on Windows 7

    - by cand
    Hello all, I've been experiencing strange behavior recently. When listening to mp3 or watching movie or whatever that uses sound, I get micro breaks in sound. It's like it hangs or cuts a fragment for about 0.5s. When I start OS, it's ok, but as time passes it gets worse, to the extent that music is unlistenable being interrupted every 2 seconds. I haven't found any relevance between this behavior and hardware usage, I don't think it's directly related to HDD (or it might be but with significant delay). I have updated soundcard drivers and it didn't help a lot. My system is Windows 7, computer is simple HP laptop, nx7300-Ru374ES with WD Caviar Scorpio Blue hard drive inside and integrated soundcard on it (I can check the model later if it's important). Did anybody encounter such problem ? Maybe it's a common thing on Windows 7 or someone knows how to solve it? Thanks in advance.

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  • What's wrong with my ext4 partition?

    - by bumbling fool
    What is wrong with this picture? Top is output from "df -h", bottom is gparted. I suspect I'm missing a lot of free space. No problems other than that (yet). Can somebody suggest the best (non-destructive) way to correct this? sudo dumpe2fs -h /dev/sda3: (source http://pastebin.com/nAvrdT4E) Filesystem volume name: <none> Last mounted on: / Filesystem UUID: 9f6eff64-60d7-4eec-81d5-1e8acd818b38 Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal ext_attr resize_inode dir_index filetype needs_recovery extent flex_bg sparse_super large_file huge_file uninit_bg dir_nlink extra_isize Filesystem flags: signed_directory_hash Default mount options: (none) Filesystem state: clean Errors behavior: Continue Filesystem OS type: Linux Inode count: 1602496 Block count: 6406144 Reserved block count: 320306 Free blocks: 4842284 Free inodes: 1361222 First block: 0 Block size: 4096 Fragment size: 4096 Reserved GDT blocks: 1022 Blocks per group: 32768 Fragments per group: 32768 Inodes per group: 8176 Inode blocks per group: 511 RAID stride: 32692 Flex block group size: 16 Filesystem created: Sun Nov 8 18:18:13 2009 Last mount time: Tue Mar 1 01:04:27 2011 Last write time: Mon Feb 28 04:27:34 2011 Mount count: 16 Maximum mount count: 28 Last checked: Thu Feb 24 06:23:39 2011 Check interval: 15552000 (6 months) Next check after: Tue Aug 23 07:23:39 2011 Lifetime writes: 227 GB Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 256 Required extra isize: 28 Desired extra isize: 28 Journal inode: 8 First orphan inode: 268015 Default directory hash: half_md4 Directory Hash Seed: cc101517-e617-482b-a883-a72919419c84 Journal backup: inode blocks Journal features: journal_incompat_revoke Journal size: 128M Journal length: 32768 Journal sequence: 0x001d3000 Journal start: 7787 fdisk and parted output per requests: http://pastebin.com/EGVH7Ken

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  • Why is my root filesystem always scanned at boot?

    - by luri
    I always have a pause at boot saying my filesystems are being checked (with a "press C to cancel" note, too). Actually (seeing boot.log) I think it's the / fs, which is located at /dev/sdb5 Several questions altoghether, here (hope this does not break any rule): Is this normal? Can I (or even should I) prevent this anyhow? According to boot.log (below) the fs does not seem to be 'clean', or, at least, it's in an state or condition that makes fsck always can it for errors for a while (just a few seconds). How can I fix it? Edit: This is my boot.log: fsck desde util-linux-ng 2.17.2 udevd[515]: can not read '/etc/udev/rules.d/z80_user.rules' /dev/sdb5: 249045/32841728 ficheros (0.3% no contiguos), 20488485/131338752 bloques init: ureadahead-other main process (1111) terminated with status 4 init: ureadahead-other main process (1116) terminated with status 4 Password: * Starting AppArmor profiles [160G Skipping profile in /etc/apparmor.d/disable: usr.bin.firefox [154G[ OK ] * Setting sensors limits [160G [154G[ OK ] And this is dumpe2fs results for the filesystem being checked (well, the relevant part of the log): Filesystem volume name: <none> Last mounted on: / Filesystem UUID: 42509bf9-f3e6-460a-8947-ec0f5c1fbcc8 Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal ext_attr resize_inode dir_index filetype needs_recovery extent flex_bg sparse_super large_file huge_file uninit_bg dir_nlink extra_isize Filesystem flags: signed_directory_hash Default mount options: (none) Filesystem state: clean Errors behavior: Continue Filesystem OS type: Linux Inode count: 32841728 Block count: 131338752 Reserved block count: 6566937 Free blocks: 110850356 Free inodes: 32592701 First block: 0 Block size: 4096 Fragment size: 4096 Reserved GDT blocks: 992 Blocks per group: 32768 Fragments per group: 32768 Inodes per group: 8192 Inode blocks per group: 512 Flex block group size: 16 Filesystem created: Fri Dec 10 19:44:15 2010 Last mount time: Mon Feb 14 17:00:02 2011 Last write time: Mon Feb 14 16:59:45 2011 Mount count: 1 Maximum mount count: 33 Last checked: Mon Feb 14 16:59:45 2011 Check interval: 15552000 (6 months) Next check after: Sat Aug 13 17:59:45 2011 Lifetime writes: 331 GB Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 256 Required extra isize: 28 Desired extra isize: 28 Journal inode: 8 First orphan inode: 28049496 Default directory hash: half_md4 Directory Hash Seed: d3d24459-514b-4413-b840-e970b766095b Journal backup: inode blocks Journal features: journal_incompat_revoke Tamaño de fichero de transacciones: 128M Journal length: 32768 Journal sequence: 0x0005e0c4 Journal start: 1 This is the relevant (at least I think this is the fs being checked) line in fstab: #Entry for /dev/sdb5 : UUID=42509bf9-f3e6-460a-8947-ec0f5c1fbcc8 / ext4 errors=remount-ro 0 1

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  • Mandelbrot set not displaying properly

    - by brainydexter
    I am trying to render mandelbrot set using glsl. I'm not sure why its not rendering the correct shape. Does the mandelbrot calculation require values to be within a range for the (x,y) [ or (real, imag) ] ? Here is a screenshot: I render a quad as follows: float w2 = 6; float h2 = 5; glBegin(GL_QUADS); glVertex3f(-w2, h2, 0.0); glVertex3f(-w2, -h2, 0.0); glVertex3f(w2, -h2, 0.0); glVertex3f(w2, h2, 0.0); glEnd(); My vertex shader: varying vec3 Position; void main(void) { Position = gl_Vertex.xyz; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } My fragment shader (where all the meat is): uniform float MAXITERATIONS; varying vec3 Position; void main (void) { float zoom = 1.0; float centerX = 0.0; float centerY = 0.0; float real = Position.x * zoom + centerX; float imag = Position.y * zoom + centerY; float r2 = 0.0; float iter; for(iter = 0.0; iter < MAXITERATIONS && r2 < 4.0; ++iter) { float tempreal = real; real = (tempreal * tempreal) + (imag * imag); imag = 2.0 * real * imag; r2 = (real * real) + (imag * imag); } vec3 color; if(r2 < 4.0) color = vec3(1.0); else color = vec3( iter / MAXITERATIONS ); gl_FragColor = vec4(color, 1.0); }

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  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

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  • Why is wireless slow with Atheros AR9285?

    - by Luke
    I know there are many posts like this, however none of the fixes I have found have worked. I had the issue on 11.04, and after having no luck fixing it decided to try 12.04 however this has not fixed the problem. I'm using a Lenovo IdeaPad, the network card is a Atheros Communications AR9285. edit add outputs: sudo iwconfig lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:"NETGEAR-PLOW" Mode:Managed Frequency:2.437 GHz Access Point: E0:91:F5:7D:1B:BA Bit Rate=65 Mb/s Tx-Power=15 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:on Link Quality=66/70 Signal level=-44 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:77 Invalid misc:63 Missed beacon:0 eth0 no wireless extensions. lspci -nnk | grep -iA2 net 06:00.0 Network controller [0280]: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) [168c:002b] (rev 01) Subsystem: Lenovo Device [17aa:30a1] Kernel driver in use: ath9k -- 07:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller [10ec:8136] (rev 02) Subsystem: Lenovo Device [17aa:392e] Kernel driver in use: r8169 Thanks

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  • Unity 3D doesn't work on ubuntu 12.04 LTS in virtual box hosted by Windows 7 64bit

    - by Mario
    Can't google out the solution through some time so I'm asking here. I have installed Linux Ubuntu 12.04 LTS in virtual box hosted by Windows 7 64bit Simple my 3D stopped working after some kernel headers update<<< few months ago. Just like that. I don't member which version was it. In meantime there was 2 or 3 new releases of VirtualBox which I have installed. Every time I am updating VirtualBox Guest Additions to the newest version. My 3D in Ubuntu still doesn't work. root@pjadmin-VirtualBox:~# /usr/lib/nux/unity_support_test -p OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no My graphics card in PC is ATI 6850. Please help.

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  • Radeon 9200 Driver?

    - by usuhh86
    I've been using Linux for a while, but haven't really done more than installed programs. I have Ubuntu 12.04 with an ATI Radeon 9200 graphics card. Ubuntu didn't recognize it during the install. All I want is a driver. Preferably the proprietary driver, but I'll settle for an open-source one if I need to. I went to the AMD support website, and whenever I click on the download link for "ATI Proprietary Linux x86 Display Driver 8.28.8" I get redirected to the main AMD website. I tried this on Firefox, Chrome, even booted up my netbook and tried it on IE9. Does anybody have a download link? And if not, a link to download an open-source alternative? Any help will be greatly appreciated. I'm pretty much still a newbie at this. OpenGL vendor string: Tungsten Graphics, Inc. OpenGL renderer string: Mesa DRI R200 (RV280 5961) x86/MMX/SSE2 TCL DRI2 OpenGL version string: 1.3 Mesa 8.0.2 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: no GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: no Unity 3D supported: no

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  • Laggy Graphics After Upgrade to Ubuntu 13.10

    - by John bracciano
    I noticed some issues concerning the graphics after I upgraded from Ubuntu 13.04 to 13.10. More specifically: Dash tends to be more "laggy" than it used to be. When I switch desktops you can clearly see the screen going frame by frame. Menu bar is also "laggy". When I open GIMP, the menu bar is useless after a while - it takes seconds to refresh. The problems seem to appear after some seconds of use. When I boot the system everything works fine, until some more graphics-intensive program starts (Firefox, GIMP, etc). /usr/lib/nux/unity_support_test -p reports: OpenGL vendor string: Intel Open Source Technology Center OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile OpenGL version string: 3.0 Mesa 9.2.1 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes I use an Asus Zenbook UX31A with: Intel® Core i5 Ivy Bridge Integrated Intel® HD Graphics 4000 Intel® HM76 Express Chipset Thank you in advance for any answer!

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  • OpenGL ES rotate texture

    - by 0xSina
    I just got started with OpenGL ES... I have a fragment: const char * sFragment = _STRINGIFY( varying highp vec2 coordinate; precision mediump float; uniform vec4 maskC; uniform float threshold; uniform sampler2D videoframe; uniform sampler2D videosprite; uniform vec4 mask; uniform vec4 maskB; uniform int recording; vec3 normalize(vec3 color, float meanr) { return color*vec3(0.75 + meanr, 1., 1. - meanr); } void main() { float d; float dB; float dC; float meanr; float meanrB; float meanrC; float minD; vec4 pixelColor; vec4 spriteColor; pixelColor = texture2D(videoframe, coordinate); spriteColor = texture2D(videosprite, coordinate); meanr = (pixelColor.r + mask.r)/8.; meanrB = (pixelColor.r + maskB.r)/8.; meanrC = (pixelColor.r + maskC.r)/8.; d = distance(normalize(pixelColor.rgb, meanr), normalize(mask.rgb, meanr)); dB = distance(normalize(pixelColor.rgb, meanrB), normalize(maskB.rgb, meanrB)); dC = distance(normalize(pixelColor.rgb, meanrC), normalize(maskC.rgb, meanrC)); minD = min(d, dB); minD = min(minD, dC); gl_FragColor = spriteColor; if (minD > threshold) { gl_FragColor = pixelColor; } } Now, depending on wether recording is 0 or 1, I want to rotate uniform sampler2D videosprite 180 degrees (reflection in x-axis, flip vertically). How can I do that? I found the function glRotatef(), but how do i specify that I want to rotate video sprite and not videoframe? Thanks

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  • Set Error-Pages for all Applications in Tomcat

    - by phisch
    I'm trying to set up custom error pages in tomcat 6, because I don't want the default ones to show up. My error pages are static html, no jsp or anything dynamic. I know how to do this through the web.xml in each application but I'd prefere to setup the error pages only once for the entire server. I tried to add the following fragment to the global web.xml (in conf), but no matter what I add under location, it does not show. <error-page> <error-code>404</error-code> <location>/404.html</location> </error-page> What do I need to do to gobally define custom error pages? Thanks!

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