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  • No root file system - Alternate CD + LVM

    - by Carlos
    I am trying to install 11.10 as dual boot with Windows 7. I have all partitioned well as you can see here: http://www.flickr.com/photos/42897978@N00/7111180385/ I burned the Alternate CD ISO to a CD. Boot from it and followed instructions to Partitioning. There, I configured the LVM partitions as follows: Volume Group ubuntu-vg - Uses Physical Volume /dev/sda7 380GB - Provides Logical Volume home-lv 60GB - Provides Logical Volume root-lv 60GB - Provides Logical Volume swap-lv 6GB That is all I want (note that my /boot is outside of LVM) Then when I say that all is Ok and to write it to disk and continue with the installation, I get the following error. !! Partition Disks No root file system No root file system is defined Please correct this from the partitioning menu. What should I fix and how? I tried issuing the "Revert changes to partitions", but nothing happens. It seems that the LVM configuration has already been written to the CD. HELP!!

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Installation of 11.10 on new drive (no OS)

    - by Jeffrey Vincent
    I have a Dell Dimension 600 XPS Phoenix BIOS version A03, the original HD crashed and burned. Dell didn't send OS disks (was on the original drive and no back up disks), so I am trying to install Ubuntu 11.10 on the new drive. The new drive is a Western Digital 1TB. I formatted the new drive by putting it in an enclosure and formatting it with Windows 7 on my HP system. When I put the cd in the cdrom it boots to the cd with the Advanced user screen (won't boot into the usually Windows GUI). When I try to install (or run from live Cd) I get the same error message. Same with trying the various boot options. The message is: VFS: cannot open root device "(NULL)" or unknown-block(8,1) Please append a correct "root=" boot option: Here are the available partitions: Kernal Panic- not syncing: VFS: Unable to mount rootfs on unknown-block(8,1) and then it lists Trace messages then freezing. Any help or suggestions are appreciated in advance.

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  • Problems after installing Ubuntu 11.10

    - by Andrew Orr
    I'm having trouble with Ubuntu 11.10. It has to do with nomodeset. After I boot into Ubuntu, it goes to a purple screen for about 10 seconds and then goes blank. After that nothing happens. I've read other people's questions about this and I know it has to do with enabling nomodeset. This worked for me when I was using the LiveCD mode, but now Ubuntu is permanently installed as a dual-boot system. Going into recovery mode doesn't work, pressing "e" in the boot loader and writing nomodeset after quiet splash doesn't work either. Holding shift any time it's booting doesn't work. I don't know what to do anymore. I have an HP Pavilion dv6 laptop with an AMD A6-3400M CPU, and my GPU is an AMD Radeon HD 6520G. I've never worked with Linux before so taking me through this step-by-step would be great. Thanks!

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  • Problem with lucid install from ISO.

    - by joon
    Hi, I am trying to install Lucid from an iso (bios doesnt let me boot from USB and dvd drive is busted). I followed the instructions on the bottom of this page: ´The CD image approach´ https://help.ubuntu.com/community/Installation/FromWindows The ubuntu ALTERNATE iso is in my c: root dir. I even tried a fix that used to work in older versions (found on a forum) but that did nothing. What happens: - boot until the boot.ini menu - select install ubuntu - select install ubuntu again, I´m assuming this is grub - do some country settings,.. - harddrive is scanned for ISO image - not found, not even with thorough search...

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  • Kernel Panic Fatal Machine Check

    - by 0x4a6f4672
    I have got a new Samsung Series 7 laptop with dual boot setup for Windows 8 and Ubuntu 12.10. The Ubuntu installation was quite a hassle, but with the help of Boot Repair finally it seemed to work. Or so I thought. Windows 8 starts fine, but if I want to start Ubuntu regularly the following error occurs, quite similar to this one [Hardware Error] CPU 1: Machine Check Exception: 5 Bank 6 [Hardware Error] RIP !inexact! 33 <00007fab2074598a> [Hardware Error] TSC 95b623464c ADDR fe400 MISC 3880000086 .. [similar messages for CPU 2,3 and 0] .. [Hardware Error] Machine Check: Processor context corrupt Kernel panic - not syncing: Fatal Machine Check Rebooting in 30 seconds Kernel panic does not sound good. Then it starts to reboot, and the second boot trial often works. Is it a Kernel or driver problem? The laptop has an Intel Core i7 processor. I already deactivated Hyperthreading in the BIOS, but it does not seem to help :-(

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  • Problem with Ubuntu and UEFI (Problem with any linux OS)

    - by K.T.Sumant
    I have purchased a new Sony Vaio laptop and it is said that the Windows in the recent laptops is installed in the UEFI mode. But all the Linux OS are installed in default in Legacy mode. When I reboot my laptop, Ubuntu is not being detected on boot. Only Windows is detected. To access Ubuntu, whenever I boot the system, I need to: (1) enter the boot menu, (2) change the mode to legacy, and (3) type a bit of scary commands in grub then Ubuntu successfully opens. This is a bit of problem for me. So I wanted to know the solution for this problem. So please kindly look over my problem as soon as possible.

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  • How can I run Ubuntu if it's not on my main drive?

    - by Stephen
    I have a 120GB SSD and a 750GB HDD in my computer. My SSD has Windows 7 installed and my HDD has Windows 8 installed. When I boot my computer normally, I boot it to my SSD. I went through the installation process, putting Ubuntu on a separate partition on my HDD. When I restarted my computer, it didn't give me an option to boot to Ubuntu. If it helps, I believe I used ext4 and only set it to '/'. If I want to make Ubuntu bootable from my computer, how would I go about doing that?

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  • How can i modify my Grub 1.99 configurations to install a new kernel?

    - by abhi
    I have configured kernel 3.2.x and made some changes in the kernel. I have compiled it and have the compiled image of the kernel with me. The problem i am facing is as in how to modify the boot loader Grub 1.99 in my case, so that i can boot through the new kernel i have compiled. I looked on net for any tutorials but all of them talked about older versions of Grub ? Can someone please give some info or point me towards some resource ? Currently i have compiled my new custom kernel image and have copied it to /boot.

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  • Why does update-grub not find ubuntu 11.10?

    - by Klaynos
    I've recently installed ubuntu onto my laptop. With the intention of dual booting with windows 7. On installation Grub wasn't loading, the computer continued to boot straight into windows. I loaded a live cd, mounted the installed ubuntu partion (sda6) as /mnt/ and windows boot partition as /mnt/boot Following the second option here: http://ubuntuguide.net/how-to-restore-grub-2-after-reinstalling-windows-xpvistawin7 Through its entirety, so creating a new grub.cfg file. chroot /mnt update-grub Did not find ubuntu, just windows 7 and the windows recovery partition. Thinking this might be a weird quirk that as I was in ubuntu (all be it a live cd) it might not list ubuntu I restarted. Grub loaded but ubuntu was nowhere to be seen. How can I add ubuntu with Grub2? I could have fixed this myself in old grub but I'm pretty much in the dark here. Thanks

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  • Does the Ubuntu mini.iso work with EFI?

    - by jean388
    I have to install Ubuntu 11.10 from the AMD64 mini.iso on a system with UEFI BIOS motherboard. I have configured a virtual machine in VirtualBox for making a test install before I setup the real system. In VirtualBox I have enabled EFI. When the virtual machine is powered on and boot mini.iso the Grub commandline is shown. If I try to boot the normal Ubuntu CD it works fine and I get the normal boot options "Install Ubuntu" etc. Does Ubuntu mini.iso not work with EFI?

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  • error: you need to load kernel first

    - by Angelos318
    I made a clean install on my Sony Vaio laptop, of Ubuntu 11.10 and when the installation was ready, it prompted to remove the usb I was installing the distro from, and press enter to reboot. After this reboot the first thing I got was the following error: error: couldn't read file error: you need to load the kernel first Press any key to continue.. After that it throws me back to the Grub select screen: Ubuntu, with linux 3.0.0-14-generic-pae recovery mode previous linux versions (none since I made a clean install) memory test If i choose the first option it shows only a black screen and never loads anything. If i reboot the same thing happens. Could I repair this using boot-repair? Is there any other way? Note: I know nothing about linux code so i am a total noob on this one Update: boot-repair did not help Grub.cfg here: http://pastebin.com/GKLuDuhM Boot Info Script: http://pastebin.com/indARkKJ

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  • mail server crash

    - by waxx
    i have a mail server running ubuntu 12.04. my server has a main 200gb hdd as the /, and other scsi hdd. as far as i recall, i used the 5 scsi harddrives for different mount points.. 1 hard drive is /swap, 1 hard drive is /usr ...the other is /boot, i cant recall the other 2.. just yesterday, my /usr drive died... and it wont let me boot into the server.. ive tried to skip mounting the /usr with the S option when i go to recovery drive, but the server still wont boot up. i need help badly because the server needs to be up and running ASAP. thank you for all the help.

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  • bootloader install failed

    - by user211860
    I have lenovo u510 with windows 8. This ultrabook has 24GB SSD and I tried to install Ubuntu 12.04.3 in it. I changed bios from UEFI to legacy and I used a LiveDVD. I created a 17GB partition when I was in windows from this SSD and I tried both manualy or with the "install alongside" but was allways without success because bootloader install failed and was unable to install GRUB. I tried also to use the "recommended repair" from Boot-Repair but it says that my laptop can only with UEFI boot. I changed it but the same thing happens my laptop boot in windows 8.

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  • Why does installing Grub2 give an "ISO9660: filesystem destruction..." warning?

    - by Ettore
    I have installed Ubuntu 12.04 on my computer, but at the end of the installation it gave me an error and it didn't install grub2. Now I'm trying to install it using the live cd: This is my sudo fdisk -l: Disk /dev/sda: 500.1 GB, 500107862016 bytes 255 heads, 63 sectors/track, 60801 cylinders, total 976773168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x6af447e6 Device Boot Start End Blocks Id System /dev/sda1 * 2048 781459455 390728704 7 HPFS/NTFS/exFAT /dev/sda2 781459456 789272575 3906560 82 Linux swap / Solaris /dev/sda3 789272576 976773119 93750272 83 Linux After mounting and chroot the linux partiton, I give grub-install /dev/sda command, and I get: /usr/sbin/grub-setup: error: hd0 appears to contain a iso9660 filesystem which isn't known to reserve space for DOS-style boot. Installing GRUB there could result in FILESYSTEM DESTRUCTION if valuable data is overwritten by grub-setup (--skip-fs-probe disables this check, use at your own risk). (same error even with grub-install --recheck /dev/sda) What can I do? I also tried boot-repair, but I get this error: http://paste.ubuntu.com/1069353/

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  • A real noob question

    - by Jaymz
    I have a Hp mini netbook that has been wiped clean, there is nothing other than the bios on it, it has no DVD and I don't have an external DVD. I can change the boot order to boot from a usb device. I have downloaded ubuntu-12.04.1-desktop-i386 I have one of these http://www.kikatek.com/P100600/34609-IOMEGA-250gb-Select-Portable-HDD-2-5-USB?source=froogle currently formatted to NTFS but I can format to exFAT I have tried Linuxlive USB creator, all that managed to do was dual boot the desktop pc that I'm working off, and when booting on the wiped clean netbook, just left me with a black screen with a blinking cursor I have also tried Unetbootin, this managed to change my 'My Computer' icon to Install Ubuntu (C:) and now again, my desktop pc dual boots with the Wubi software, the Unetbootin, wouldn't let me select my external drive to write to Please I'm a complete idiot, i need a super idiots guide to doing this Regards Jaymz

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  • How to add a command permanently to grub2

    - by tomodachi
    I have a fairly special setup, using Linux on a MacBook Laptop. to switch off my secondary graphics card in it I'm required to add these lines to my grub outb 0x728 1 outb 0x710 2 outb 0x740 2 outb 0x750 0 I do this by pressing 'e' for my selected grub menu option and adding the lines one by one . then finally booting . But as we know it's not permanent. I cant really figure out where i need to add it for grub to always append it to my Linux boot options. It's doesn't seem to belong in /etc/default/grub since here i can add stuff to the kernel boot line Honestly i'm afraid to fiddle to much with grub on my computer since getting it to triple boot Linux/Mac/Windows was a very delicate and timely matter. Does anyone have any idea of where to add it?

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  • Ubuntu 12.04 very slow on samsung netbook

    - by vallllll
    I have a samsung netbook n150 1Gb Ram (Intel graphic card), 1,66GHz Intel Atom processor. It was working great with the ubuntu 10.04 netbook edition, really fast boot very eficient but I have updated to 12.04 (the netbook edition doesn't exist anymore) and now the system is so slow: slow boot, sometimes it doesn't even boot properly, strange screen light on and off behaviour, when you click on an icon takes for ever to open the app even the terminal it takes like more than 10s! It seems that this new distro was made for a far more powerful systems than this netbook. I am considering to revert back to 10.04 or choose another linux distro but is there anythhing i can do to fix these problems? Any body else had similar problems. Thanks in advance

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  • System checks for disk drive error every time it boots

    - by Starx
    When my disk space for the ubuntu installation partition was getting low, from a live cd, I used gparted to increase its volume capacity, but deleting another partition and merging it to the ubuntu partition. Since then onwards, I am receiving disk checking for errors at boot screen for my partitions, always. What seem to be causing this and how to fix it? Update Here is my boot.log if it provides few insight fsck from util-linux 2.19.1 fsck from util-linux 2.19.1 /dev/sda1 was not cleanly unmounted, check forced. ubuntu: clean, 501325/1310720 files, 2958455/5242880 blocks /dev/sda1: 241/51272 files (3.3% non-contiguous), 73541/102400 blocks mountall: fsck /boot [358] terminated with status 1 Skipping profile in /etc/apparmor.d/disable: usr.bin.firefox ... /dev/sda1 is a separate grub partition for my dual OS's

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  • Can I set Ubuntu 12.10 to automatically reboot to Windows once only?

    - by Bill Tetzeli
    Is there some way when I'm in Ubuntu 12.10 that I can set it to reboot automatically to Windows just once, so that when I'm in Windows I can reboot and it will automatically boot back into Ubuntu? I need this because often when I travel I access my home computer for email and other personal info that I don't want to travel with or leave to the tender mercies of the "cloud". On rare occasions, I need to temporarily boot into Windows 7 to do something Windows-specific, but then I want to be able to boot back into Ubuntu because that's where most of my computing takes place. Any ideas? Thanks in advance! Bill

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  • Ubuntu 12.10 install freezes at configuring hardware

    - by Max Keener
    I'm installing Ubuntu 12.10 (64 bit) from a bootable USB stick. At first I had trouble with a black screen after selecting 'install ubuntu'. I added nomodeset and xforcevesa to the options to fix that problem. Now when installing, it hangs at 'Configuring Hardware', specifically at ubuntu ubiquity: update-initramfs: Generating /boot/initrd.img-3.5.0-17-generic Specs: Asus UX32a DB51 Intel Core i5 3317U 1.7 GHz 4GB DDR3 RAM intel hd 4000 graphics 500 GB harddrive with 25 GB sandisk ssd I'm trying to install Ubuntu by itself right now on the SSD. I made custom partitions (100 mb EFI boot partition, 4GB swap space, 20GB ext4 mounted on '/') I've tried re-downloading the ubuntu iso and creating a new boot image on my flash drive and it results in the same problem. Thanks in advance for the help!

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  • Installed Ubuntu using WUBI due to lack of CD Drive

    - by Chantelle
    I have installed 12.04 via WUBI because my computer does not have a CD Drive. Is there any way that I can delete Windows 7 from my computer and use the whole HD for Ubuntu? I ask this question because for one reason or another I cannot boot from a boot-able USB stick (either in Windows or Ubuntu, however the USB port works because I am able to use my cell phone's tethering plan using all the USB ports to connect to the Internet). Edit: Just found out the problem. Eee PC Model 1018p's do not boot from any format other than FAT and FAT16 and not FAT32.

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  • Logitech Wireless Keyboard & mouse not working aftesr upgrade to 12.04?

    - by deerjay99
    I upgraded my Dell Dimension 9200C to 12.04 Precise Pangolin with no issues, I ran it fine for a night but when I went back in a couple days later my Logitech Wireless Keyboard K350 and M510 mouse weren't active when booted. I can boot into an older version from the main the boot screen the mouse and keyboard work, but the network stack is gone. It says the networking manager on this version is not compatible. I'm scratching my head, it isn't the mouse and keyboard, they work fine on my dual boot, and they load fine in Knoppix. They did work fine on 12.04 for 1 night. Open to suggestions before I re-install completely.

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  • Windows not recognizing its system drive after installing Ubuntu 11.10 alongside with windows 7. What to do?

    - by user53322
    After installing Ubuntu 11.10, it boots perfectly. But when I select Windows 7 from the GRUB menu, it restarts after showing the boot logo. I tried to repair the boot loader but the process failed. Then I decide to repair with system recovery disc. There I realize the system is unable to find any existing system. Then I boot into ubuntu and here I can see all the existing drive (with all content). All drives are still NTFS file system (I have 4 drive: 3 are NTFS another 1 is ext4). Tried to repair with gparted partition tool, but came with no luck. Also tried to reinstall windows but installer don't show any available drive. What to do? (something to do with Ubuntu?)

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  • Acer sound card

    - by Rob Brugh
    Hi I have an acer aspire on a recent upgrade somehow it loaded dummy output into upper memory so every time I boot up I have to manually load my sound card. using sudo /sbin/alsa reload then alsamixer and f6 to change to my proper sound card. How do I go about making that my default sound card loading on boot every time. sometimes the message comes up cannot find alsamixer, if that happens I have to run the following command sudo /sbin/alsa force-reload and then alsamixer. That works only on current session I would like to get that so it boots without coming up with dummy output. anyone out there know what the command is to make that load to boot section?

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