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  • RPi and Java Embedded GPIO: Java code to blink more LEDs

    - by hinkmond
    Now, it's time to blink the other GPIO ports with the other LEDs connected to them. This is easy using Java Embedded, since the Java programming language is powerful and flexible. Embedded developers are not used to this, since the C programming language is more popular but less easy to develop in. We just need to use a dynamic Java String array to map to the pinouts of the GPIO port names from the previous diagram posted. This way we can address each "channel" with an index into that String array. static String[] GpioChannels = { "0", "1", "4", "17", "21", "22", "10", "9" }; With this new dynamic array, we can streamline the main() of this Java program to activate all the ports. /** * @param args the command line arguments */ public static void main(String[] args) { FileWriter[] commandChannels; try { /*** Init GPIO port for output ***/ // Open file handles to GPIO port unexport and export controls FileWriter unexportFile = new FileWriter("/sys/class/gpio/unexport"); FileWriter exportFile = new FileWriter("/sys/class/gpio/export"); for (String gpioChannel : GpioChannels) { System.out.println(gpioChannel); // Reset the port unexportFile.write(gpioChannel); unexportFile.flush(); // Set the port for use exportFile.write(gpioChannel); exportFile.flush(); // Open file handle to port input/output control FileWriter directionFile = new FileWriter("/sys/class/gpio/gpio" + gpioChannel + "/direction"); // Set port for output directionFile.write(GPIO_OUT); directionFile.flush(); } And, then simply add array code to where we blink the LED to make it blink all the LEDS on and off at once. /*** Send commands to GPIO port ***/ commandChannels = new FileWriter[GpioChannels.length]; for (int channum=0; channum It's easier than falling off a log... or at least easier than C programming. Hinkmond

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  • Exchange 2010 Deployment Notes - ISA 2004 Server Issue

    - by BWCA
    An interesting ISA 2004 tidbit … While we were setting up our Exchange 2010 ActiveSync environment, we encountered a problem where we could not successfully telnet over port 443 from one of our ISA 2004 Servers to our Exchange 2010 Client Access Server Array. When we tried to telnet over port 443 from the ISA Server to the Client Access Server Array name, we would get a “Could not open connection to the host on port 443: Connect failed” error message. Also, when we used portqry over port 443 from the ISA Server to the Client Access Server Array name, we would get a “Error opening socket: 10065” and “No route to host” error messages. It was odd because we did not have any problems with using ping or tracert from the ISA Server to the Client Access Server Array and our firewall firewall policy was allowing 443 traffic to pass through. After some troubleshooting, we were able to telnet and use portqry over port 443 successfully if we stopped the Microsoft Firewall service on the ISA 2004 Server.  So, it was strictly a problem with ISA.  Eventually, we were able to isolate the problem to a ISA 2004 Server System Policy setting as shown below (to modify the System Policy, right-click Firewall Policy and click Edit System Policy). Under the Diagnostics Services – HTTP Connectivity verifiers Configuration Group, you need to enable the configuration group under the General tab to resolve the problem.  After we enabled the setting, we no longer had a problem.

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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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  • SQL Server Transaction Log RAID

    - by Eric Maibach
    We have three SQL Server servers, and each server has a about five or six databases on it. We are in the process of moving these servers to a new SAN and I am working on the best RAID configuration. Currently all of the log files for all of the databases share a RAID array, there is nothing else on this RAID array except for the log files, but all of the databases use this same array for their log files. I have read that it is best to have log files on separate disks. But in our case I am not sure whether it would be best to have one big array with about 8 drives that all the log files are on. Or would it be better to create four two disk arrays and give some of the larger databases their own dedicated disks for their log files?

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • how to give action to the CCArray which contain bubbles(sprites)

    - by prakash s
    I am making bubbles shooter game in cocos2d I have taken one array in that i have inserted number of different color bubbles and i showing on my game scene also , but if give some move action to that array ,it moving down but it displaying all the bubbles at one position and automatically destroying , what is the main reason behind this please help me here is my code: -(void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; //CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"1.png",@"5.png", @"3.png", nil]; for(int i = 0; i < images.count; ++i) { NSString *image = [images objectAtIndex:i]; // generate random number based on size of array (array size is larger than 10) CCSprite*target = [CCSprite spriteWithFile:image]; float offsetFraction = ((float)(i+1))/(images.count+1); //target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); // [[CCActionManager sharedManager ] pauseAllActionsForTarget:target ] ; [self addChild:target]; [movableSprites addObject:target]; //[target runAction:[CCMoveTo actionWithDuration:20.0 position:ccp(0,0)]]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(winSize.width/2,winSize. height/2)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } } after the move at certain position i want to display all the bubbles in centre of my window

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  • Can't re-mount existing RAID10 on Ubuntu

    - by Zoran
    I saw similar questions, but didn't find what solution to my problem. After power-cut, one of RAID10 (4 disks were) appears to be malfunctioning. I make tha array active one, but can not mount it. Always the same error: mount: you must specify the filesystem type So, here is what I have when type mdadm --detail /dev/md0 /dev/md0: Version : 00.90.03 Creation Time : Tue Sep 1 11:00:40 2009 Raid Level : raid10 Array Size : 1465148928 (1397.27 GiB 1500.31 GB) Used Dev Size : 732574464 (698.64 GiB 750.16 GB) Raid Devices : 4 Total Devices : 3 Preferred Minor : 0 Persistence : Superblock is persistent Update Time : Mon Jun 11 09:54:27 2012 State : clean, degraded Active Devices : 3 Working Devices : 3 Failed Devices : 0 Spare Devices : 0 Layout : near=2, far=1 Chunk Size : 64K UUID : 1a02e789:c34377a1:2e29483d:f114274d Events : 0.166 Number Major Minor RaidDevice State 0 8 16 0 active sync /dev/sdb 1 0 0 1 removed 2 8 48 2 active sync /dev/sdd 3 8 64 3 active sync /dev/sde At the /etc/mdadm/mdadm.conf I have by default, scan all partitions (/proc/partitions) for MD superblocks. alternatively, specify devices to scan, using wildcards if desired. DEVICE partitions 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 ARRAY /dev/md0 level=raid10 num-devices=4 UUID=1a02e789:c34377a1:2e29483d:f114274d ARRAY /dev/md1 level=raid1 num-devices=2 UUID=9b592be7:c6a2052f:2e29483d:f114274d This file was auto-generated... So, my question is, how can I mount md0 array (md1 has been mounted without problem) in order to preserve existing data? One more thing, fdisk -l command gives the following result: Disk /dev/sdb: 750.1 GB, 750156374016 bytes 255 heads, 63 sectors/track, 91201 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Disk identifier: 0x660a6799 Device Boot Start End Blocks Id System /dev/sdb1 * 1 88217 708603021 83 Linux /dev/sdb2 88218 91201 23968980 5 Extended /dev/sdb5 88218 91201 23968948+ 82 Linux swap / Solaris Disk /dev/sdc: 750.1 GB, 750156374016 bytes 255 heads, 63 sectors/track, 91201 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Disk identifier: 0x0008f8ae Device Boot Start End Blocks Id System /dev/sdc1 1 88217 708603021 83 Linux /dev/sdc2 88218 91201 23968980 5 Extended /dev/sdc5 88218 91201 23968948+ 82 Linux swap / Solaris Disk /dev/sdd: 750.1 GB, 750156374016 bytes 255 heads, 63 sectors/track, 91201 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Disk identifier: 0x4be1abdb Device Boot Start End Blocks Id System Disk /dev/sde: 750.1 GB, 750156374016 bytes 255 heads, 63 sectors/track, 91201 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Disk identifier: 0xa4d5632e Device Boot Start End Blocks Id System Disk /dev/sdf: 750.1 GB, 750156374016 bytes 255 heads, 63 sectors/track, 91201 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Disk identifier: 0xdacb141c Device Boot Start End Blocks Id System Disk /dev/sdg: 750.1 GB, 750156374016 bytes 255 heads, 63 sectors/track, 91201 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Disk identifier: 0xdacb141c Device Boot Start End Blocks Id System Disk /dev/md1: 750.1 GB, 750156251136 bytes 2 heads, 4 sectors/track, 183143616 cylinders Units = cylinders of 8 * 512 = 4096 bytes Disk identifier: 0xdacb141c Device Boot Start End Blocks Id System Warning: ignoring extra data in partition table 5 Warning: ignoring extra data in partition table 5 Warning: ignoring extra data in partition table 5 Warning: invalid flag 0x7b6e of partition table 5 will be corrected by w(rite) Disk /dev/md0: 1500.3 GB, 1500312502272 bytes 255 heads, 63 sectors/track, 182402 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Disk identifier: 0x660a6799 Device Boot Start End Blocks Id System /dev/md0p1 * 1 88217 708603021 83 Linux /dev/md0p2 88218 91201 23968980 5 Extended /dev/md0p5 ? 121767 155317 269488144 20 Unknown And one more thing. When using mdadm --examine command, here ise result: mdadm -v --examine --scan /dev/sdb /dev/sdc /dev/sdd /dev/sde /dev/sdf /dev/sd ARRAY /dev/md1 level=raid1 num-devices=2 UUID=9b592be7:c6a2052f:2e29483d:f114274d devices=/dev/sdf ARRAY /dev/md0 level=raid10 num-devices=4 UUID=1a02e789:c34377a1:2e29483d:f114274d devices=/dev/sdb,/dev/sdc,/dev/sdd,/dev/sde md0 has 3 devices which are active. Can someone instruct me how to solve this issue? If it is possible, I would like not to removing faulty HDD. Please advise

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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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  • MSA20 RAID5 recovery failure due to URE on another disk

    - by Andrey
    I have MSA20 with one disk array on 12 disks and 3 LUNs on it (each raid 5). A few days ago one disk in one of the LUNs was failed and I replaced it. But raid5 recovering failed at 13% and I see in ADU report that one of the disk has "Errors Logged = 5566" and according SCSI specifications it is URE (Sense Code=0x11, Qualifier=0x00). In serial log I also see URE error. It seems that Raid5 can't be rebuilt because of this. So I have a few questions: Is there a way to recover raid5 still? If I leave new disk that was replaced and remove disk with URE, will other LUNs be destroyed or just failed LUN? If all LUNs will fail what is the sense to make each LUN with own raid on one disk group array if 2 failed disk can destroy all? As I understand the preferred way is to create one disk array for one LUN in future and not one array with few LUNs? Thanks.

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  • Thecus N5200, disk has dropped out of RAID5

    - by Anders Ekdahl
    We have a Thecus 5200 NAS here at work with five WD Caviar Black 2TB disks in a RADI5 array. Yesterday, disk 4 dropped out of the array, and in the NAS web interface there's a warning about the RAID array being "degraded". When I go into Storage - Disks, disk 1 and 4 has a warning next to them. When I click on the warnings, this information about the disks are displayed: Tray Number 4 Model WD2001FASS-00W2B Power On Hours 2403 Hours Temperature Celsius 34 Reallocated Sector Count 66 Current Pending Sector 1447 Raw Read Error Rate 61 Seek Error Rate 0 Hardware ECC Recovered N/A Tray Number 1 Model WD2001FASS-00W2B Power On Hours 2403 Hours Temperature Celsius 32 Reallocated Sector Count 0 Current Pending Sector 1465 Raw Read Error Rate 0 Seek Error Rate 0 Hardware ECC Recovered N/A I'm not really an expert on either disks or RAID arrays. Does this indicate that the fourth disk is damaged, and needs to be replaced? And what about disk number one? It has a warning, but it's still in the array. Is it safe to add the fourth disk back into the array as a spare? I can't find any way to add it back as a it were before.

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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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  • How to erase a SSD to restore factory performance in Linux?

    - by Andy B
    Due to big performance issues with an mdraid-1 array I'd like to pull down from the array one of the devices (Samsung 840 Pro), erase it to restore factory performance and re-add it to the array. The reason I want to do this to one of the SSDs is because the poor performance seems to be related to one specific SSD out of the two (although they are the same brand, model and firmware ver). But how do I erase a SSD from Linux? I mention that hdparm indicates that both drives are frozen at this time. Maybe because they are part of an md array? Thanks in advance!

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  • Unrealscript splitting a string

    - by burntsugar
    Note, this is repost from stackoverflow - I have only just discovered this site :) I need to split a string in Unrealscript, in the same way that Java's split function works. For instance - return the string "foo" as an array of char. I have tried to use the SplitString function: array SplitString( string Source, optional string Delimiter=",", optional bool bCullEmpty ) Wrapper for splitting a string into an array of strings using a single expression. as found at http://udn.epicgames.com/Three/UnrealScriptFunctions.html but it returns the entire String. simulated function wordDraw() { local String inputString; inputString = "trolls"; local string whatwillitbe; local int b; local int x; local array<String> letterArray; letterArray = SplitString(inputString,, false); for (x = 0; x < letterArray.Length; x++) { whatwillitbe = letterArray[x]; `log('it will be '@whatwillitbe); b = letterarray.Length; `log('letterarray length is '@b); `log('letter number '@x); } } Output is: b returns: 1 whatwillitbe returns: trolls However I would like b to return 6 and whatwillitbe to return each character individually. I have had a few answers proposed, however, I would still like to properly understand how the SplitString function works. For instance, if the Delimiter parameter is optional, what does the function use as a delimiter by default?

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • Sitecore Item Web API and Json.Net Test Drive (Part II –Strongly Typed)

    - by jonel
    In the earlier post I did related to this topic, I have talked about using Json.Net to consume the result of Sitecore Item Web API. In that post, I have used the keyword dynamic to express my intention of consuming the returned json of the API. In this article, I will create some useful classes to write our implementation of consuming the API using strongly-typed. We will start of with the Record class which will hold the top most elements the API will present us. Pretty straight forward class. It has 2 properties to hold the statuscode and the result elements. If you intend to use a different property name in your class from the json property, you can do so by passing a string literal of the json property name to the JsonProperty attribute and name your class property differently. If you look at the earlier post, you will notice that the API returns an array of items that contains all of the Sitecore content item or items and stores them under the result->items array element. To be able to map that array of items, we have to write a collection property and decorate that with the JsonProperty attribute. The JsonItem class is a simple class which will map to the corresponding item property contained in the array. If you notice, these properties are just the basic Sitecore fields. And here’s the main portion of this post that will binds them all together. And here’s the output of this code. In closing, the same result can be achieved using the dynamic keyword or defining classes to map the json propery returned by the Sitecore Item Web API. With a little bit more of coding, you can take advantage of power of strongly-typed solution. Have a good week ahead of you.

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  • Getting Unity 3D working on legacy Nvidia card

    - by user69545
    I installed the latest nVIDIA drivers for my FX5500 card. I understand that the X server version does not officially support this driver or card but was wondering what I can do to get compiz running. I have researched for hours on this issue but cannot come up with an answer for myself. I might be doing all this for nothing but I wanted to at least try. Here is the output of my test: mike@mike-linux-box:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce FX 5500/AGP/SSE2 OpenGL version string: 2.1.2 NVIDIA 173.14.35 Not software rendered: yes Not blacklisted: no 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 So I was wondering what is the "Not Blacklisted" test? Is this the Nouveau Blacklisting? nVIDIA driver did that automatically. Does this need to be removed? Any help would be appreciated. I just want to run compiz effects. Thanks.

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  • Why did my zpool replace never finish and what should I do now?

    - by Josh
    I have a ZFS zpool with two disks in a mirror configuration, da0 and da1. da1 failed, and so I replaced it with da2 using zpool replace BearCow da1 da2 This ran for a few hours, during which zpool status showed that the array was being resilvered. When that finished, zpool status showed that the resilver was completed, but the array was still degraded... I tried a zpool scrub and a zpool clear, but the array still shows as degraded: [root@chef] ~# zpool status BearCow pool: BearCow state: DEGRADED scrub: scrub completed after 0h20m with 0 errors on Tue Oct 9 16:13:27 2012 config: NAME STATE READ WRITE CKSUM BearCow DEGRADED 0 0 0 mirror DEGRADED 0 0 0 da0 ONLINE 0 0 0 replacing DEGRADED 0 0 0 da1 OFFLINE 0 0 0 da2 ONLINE 0 0 0 errors: No known data errors I can't zpool replace BearCow da1 da2 anymore because da2 is already a member of BearCow... This is FreeBSD (FreeNAS) running ZFS pool version 15. How do I get my array to show as healthy again?

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  • Raid1 with active and spare partition

    - by Daniel Baron
    I am having the following problem with a RAID1 software raid partition on my Ubuntu system (10.04 LTS, 2.6.32-24-server in case it matters). One of my disks (sdb5) reported I/O errors and was therefore marked faulty in the array. The array was then degraded with one active device. Hence, I replaced the harddisk, cloned the partition table and added all new partitions to my raid arrays. After syncing all partitions ended up fine, having 2 active devices - except one of them. The partition which reported the faulty disk before, however, did not include the new partition as an active device but as a spare disk: md3 : active raid1 sdb5[2] sda5[1] 4881344 blocks [2/1] [_U] A detailed look reveals: root@server:~# mdadm --detail /dev/md3 [...] Number Major Minor RaidDevice State 2 8 21 0 spare rebuilding /dev/sdb5 1 8 5 1 active sync /dev/sda5 So here is the question: How do I tell my raid to turn the spare disk into an active one? And why has it been added as a spare device? Recreating or reassembling the array is not an option, because it is my root partition. And I can not find any hints to that subject in the Software Raid HOWTO. Any help would be appreciated. Current Solution I found a solution to my problem, but I am not sure that this is the actual way to do it. Having a closer look at my raid I found that sdb5 was always listed as a spare device: mdadm --examine /dev/sdb5 [...] Number Major Minor RaidDevice State this 2 8 21 2 spare /dev/sdb5 0 0 0 0 0 removed 1 1 8 5 1 active sync /dev/sda5 2 2 8 21 2 spare /dev/sdb5 so readding the device sdb5 to the array md3 always ended up in adding the device as a spare. Finally I just recreated the array mdadm --create /dev/md3 --level=1 -n2 -x0 /dev/sda5 /dev/sdb5 which worked. But the question remains open for me: Is there a better way to manipulate the summaries in the superblock and to tell the array to turn sdb5 from a spare disk to an active disk? I am still curious for an answer.

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  • Algorithmic problem - quickly finding all #'s where value %x is some given value

    - by Steve B.
    Problem I'm trying to solve, apologies in advance for the length: Given a large number of stored records, each with a unique (String) field S. I'd like to be able to find through an indexed query all records where Hash(S) % N == K for any arbitrary N, K (e.g. given a million strings, find all strings where HashCode(s) % 17 = 5. Is there some way of memoizing this so that we can quickly answer any question of this form without doing the % on every value? The motivation for this is a system of N distributed nodes, where each record has to be assigned to at least one node. The nodes are numbered 0 - (K-1) , and each node has to load up all of the records that match it's number: If we have 3 nodes Node 0 loads all records where Hash % 3 ==0 Node 1 loads all records where Hash % 3 ==1 Node 2 loads all records where Hash % 3 ==2 adding a 4th node, obviously all the assignments have to be recomputed - Node 0 loads all records where Hash % 4 ==0 ... etc I'd like to easily find these records through an indexed query without having to compute the mod individually. The best I've been able to come up with so far: If we take the prime factors of N (p1 * p2 * ... ) if N % M == I then p % M == I % p for all of N's prime factors e.g. 10 nodes : N % 10 == 6 then N % 2 = 0 == 6 %2 N % 5 = 1 == 6 %5 so storing an array of the "%" of N for the first "reasonable" number of primes for my data set should be helpful. For example in the above example we store the hash and the primes HASH PRIMES (array of %2, %3, %5, %7, ... ]) 16 [0 1 1 2 .. ] so looking for N%10 == 6 is equivalent to looking for all values where array[1]==1 and array[2] == 1. However, this breaks at the first prime larger than the highest number I'm storing in the factor table. Is there a better way?

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  • Is encoding needed in this decryption?

    - by Lijo
    I have a Encryption – Decryption scenario as shown below. //[Clear text ID string as input] -- [(ASCII GetByte) + Encoding] -- [Encrption as byte array] -- [Database column is in VarBinary] -- [Pass byte[] as VarBinary parameter to SP for comparison] //[ID stored as VarBinary in Database] -- [Read as byte array] -- [(Decrypt as byte array) + Encoding + (ASCII Get String)] -- Show as string in the UI My question is in the decryption scenario. After decryption I get a byte array. I am doing an encoding (IBM037) after that. Is it correct? Is there something wrong in the flow shown above? private static byte[] GetEncryptedID(string id) { Interface_Request input = new Interface_Request(); input.RequestText = Encodeto64(id); input.RequestType = Encryption; ProgramInterface inputRequest = new ProgramInterface(); inputRequest.Test_Trial_Request = input; using (KTestService operation = new KTestService()) { return ((operation.KTrialOperation(inputRequest)).Test_Trial_Response.ResponseText); } } private static string GetDecryptedID(byte[] id) { Interface_Request input = new Interface_Request(); input.RequestText = id; input.RequestType = Decryption; ProgramInterface request = new ProgramInterface(); request.Test_Trial_Request = input; using (KTestService operationD = new KTestService()) { ProgramInterface1 response = operationD.KI014Operation(request); byte[] decryptedValue = response.ICSF_AES_Response.ResponseText; Encoding sourceByteFormat = Encoding.GetEncoding("IBM037"); Encoding destinationByteFormat = Encoding.ASCII; //Convert from one byte format to other (IBM to ASCII) byte[] ibmEncodedBytes = Encoding.Convert(sourceByteFormat, destinationByteFormat,decryptedValue); return System.Text.ASCIIEncoding.ASCII.GetString(ibmEncodedBytes); } } private static byte[] EncodeTo64(string toEncode) { byte[] dataInBytes = System.Text.ASCIIEncoding.ASCII.GetBytes(toEncode); Encoding destinationByteFormat = Encoding.GetEncoding("IBM037"); Encoding sourceByteFormat = Encoding.ASCII; //Convert from one byte format to other (ASCII to IBM) byte[] asciiBytes = Encoding.Convert(sourceByteFormat, destinationByteFormat, dataInBytes); return asciiBytes; }

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  • What is the disadvantage of using abstract class as a database connectivity in zend framework 2 instead of service locator

    - by arslaan ejaz
    If I use database by creating adapter with drivers, initialize it in some abstract class and extend that abstract class to required model. Then use simple query statement. Like this: namespace My-Model\Model\DB; abstract class MysqliDB { protected $adapter; public function __construct(){ $this->adapter = new \Zend\Db\Adapter\Adapter(array( 'driver' => 'Mysqli', 'database' => 'my-database', 'username' => 'root', 'password' => '' )); } } And use abstract class of database like this in my models: class States extends DB\MysqliDB{ public function __construct(){ parent::__construct(); } protected $states = array(); public function select_all_states(){ $data = $this->adapter->query('select * from states'); foreach ($data->execute() as $row){ $this->states[] = $row; } return $this->states; } } I am new to zend framework, before i have experience of working in YII and Codeigniter. I like the object oriented in zend so i want to use it like this. And don't want to use it through service locater something like this: public function getServiceConfig(){ return array( 'factories' => array( 'addserver-mysqli' => new Model\MyAdapterFactory('addserver-mysqli'), 'loginDB' => function ($sm){ $adapter = $sm->get('addserver-mysqli'); return new LoginDB($adapter); } ) ); } In module. Am i Ok with this approach?

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  • Why does my VertexDeclaration apparently not contain Position0?

    - by Phil
    I'm trying to get my code from calling each individual draw call down to using at least a VertexBuffer, and preferably an indexBuffer, but now that I'm attempting to test my code, I'm getting the error: The current vertex declaration does not include all the elements required by the current vertex shader. Position0 is missing. Which makes absolutely no sense to me, as my VertexDeclaration is: public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0), new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0) ); Which clearly contains the information. I am attempting to draw with the following lines: VertexBuffer vb = new VertexBuffer(GraphicsDevice, VertexPositionColorNormal.VertexDeclaration, c.VertexList.Count, BufferUsage.WriteOnly); IndexBuffer ib = new IndexBuffer(GraphicsDevice, typeof(int), c.IndexList.Count, BufferUsage.WriteOnly); vb.SetData<VertexPositionColorNormal>(c.VertexList.ToArray()); ib.SetData<int>(c.IndexList.ToArray()); GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vb.VertexCount, 0, c.IndexList.Count/3); Where c is a Chunk class containing an 8x8x8 array of boxes. Full code is available at https://github.com/mrbaggins/Box/tree/ProperMeshing/box/box. Relevant locations are Chunk.cs (Contains the VertexDeclaration) and Game1.cs (Draw() is in Lines 230-250). Not much else of relevance to this problem anywhere else. Note that large commented sections are from old version of drawing.

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  • Low Graphics and laggy screen after update to 13.10 from 13.04

    - by Wh0RU
    After updating from 13.04 to 13.10 many of 3D unity stuff has stopped working, I am suing Samsung Series 3 (NP350V5X) Laptop which has Switchable Intel and AMD Radeon HD 7670M GFX. xserver-xorg-video-ati does works but NO 3D support and graphics are very low. [I am currently using this] fglrx & fglrx-updates shows blank screen after Login. Intel Graphic Install doesn't work either (dependency error) Output of $ sudo lshw -c video *-display description: VGA compatible controller product: Thames [Radeon HD 7500M/7600M Series] vendor: Advanced Micro Devices, Inc. [AMD/ATI] physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 64 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=radeon latency=0 resources: irq:45 memory:e0000000-efffffff memory:c0120000-c013ffff ioport:3000(size=256) memory:c0100000-c011ffff *-display description: VGA compatible controller product: 3rd Gen Core processor Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:46 memory:bfc00000-bfffffff memory:d0000000-dfffffff ioport:4000(size=64) Similarly $ /usr/lib/nux/unity_support_test -p OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 3.3, 256 bits) OpenGL version string: 2.1 Mesa 9.2.1 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 Shows no 3D support. Can anyone please guide how to make things working again.

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  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

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  • Unity on Ubuntu 11.10 - The Dash Home button brings up the panel, but is empty

    - by David M. Coe
    The dash home button brings up a panel that is greyed out, but it is totally empty. It seems to be the very same issue as this: Dash home button brings up blank window which is unanswered. /usr/lib/nux/unity_support_test -p returns OpenGL vendor string: X.Org R300 Project OpenGL renderer string: Gallium 0.4 on ATI RV370 OpenGL version string: 2.1 Mesa 7.11 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've tried a unity --reset but that doesn't seem to work. Unity seems to reset, but I get the following warning over and over: cs space validation failed unity What should I do next to try and fix this? Edit: Attempted fixes: I've refomatted, did not work. I've done apt-get remove unity then apt-get update then apt-get install unity, did not work. I've switched to Unity 2d and this seems to work. How can I get regualar Unity working or atleast find the error?

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