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  • Dual head setup for Ubuntu 10.04.1 and Windows XP Pro with same hardware configuration

    - by mejpark
    I have a Dell OptiPlex 360 workstation at work, with 2 x ATI RV280 [Radeon 9200 PRO] graphics cards installed, which are attached to two identical 19" HII flat panel monitors. I'm using the open source Radeon driver with Ubuntu, and the proprietary drivers with Windows. The good news is that dual head configuration works for both OSes. The bad news is, I have to use a different hardware configuration for each OS to achieve this. Hardware config #1: Dual monitors work for Windows XP Pro like this: First display -> external VGA port Second display -> DVI input on gfx card Hardware config #2: Dual monitors work for Ubuntu 10.04.1 like this: First display -> VGA port on gfx card Second display -> DVI input on gfx card I connected up the displays according to Config #2 and booted up Windows, which resulted in a mirror image on both screens. I was unable to login, as the login box was not visible. I unplugged the VGA lead from gfx card and plugged it into the external VGA port (Config #1) - Windows dual head works again, but the VGA-connected screen is not recognised by Ubuntu and remains in standby mode. Is it possible to configure a dual head setup for Ubuntu using Config #1, or am I missing something? I tried setting up dual monitors using Config #1, this morning which didn't work. By default, there is no xorg.conf file in Ubuntu 10.04.1, so I generated one using: $ sudo X :2 -configure X.Org X Server 1.7.6 Release Date: 2010-03-17 X Protocol Version 11, Revision 0 Build Operating System: Linux 2.6.24-27-server i686 Ubuntu Current Operating System: Linux harrier 2.6.32-24-generic #42-Ubuntu SMP Fri Aug 20 14:24:04 UTC 2010 i686 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-2.6.32-24-generic root=UUID=a34c1931-98d4-4a34-880c-c227a2936c4a ro quiet splash Build Date: 21 July 2010 12:47:34PM xorg-server 2:1.7.6-2ubuntu7.3 (For technical support please see http://www.ubuntu.com/support) Current version of pixman: 0.16.4 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.2.log", Time: Mon Sep 13 10:02:02 2010 List of video drivers: apm ark intel mach64 s3virge trident mga tseng ati nouveau neomagic i740 openchrome voodoo s3 i128 radeon siliconmotion nv ztv vmware v4l chips rendition savage sisusb tdfx geode sis r128 cirrus fbdev vesa (++) Using config file: "/home/michael/xorg.conf.new" (==) Using config directory: "/usr/lib/X11/xorg.conf.d" (II) [KMS] No DRICreatePCIBusID symbol, no kernel modesetting. Xorg detected your mouse at device /dev/input/mice. Please check your config if the mouse is still not operational, as by default Xorg tries to autodetect the protocol. Xorg has configured a multihead system, please check your config. Your xorg.conf file is /home/michael/xorg.conf.new To test the server, run 'X -config /home/michael/xorg.conf.new' ddxSigGiveUp: Closing log $ sudo X -config /home/michael/xorg.conf.new Fatal server error: Server is already active for display 0 If this server is no longer running, remove /tmp/.X0-lock and start again. Please consult the The X.Org Foundation support at http://wiki.x.org for help. ddxSigGiveUp: Closing log I then booted Ubuntu in failsafe mode, dropped into root shell, and executed $ X -config /home/michael/xorg.conf.new again. The screen went blank and turned off, so

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  • Windows XP Video Configuration Issues

    - by Matt
    Recently I had my motherboard burn out on me. Needing the machine for work, I purchased a different motherboard and installed that. Generally a reinstall of windows is good at that point but I am not in a position to do that so I just decided I would live with it for now. When I can log-in, everything works fine, what doesn't is getting to the log-in prompt to begin with. Basically when I first installed the new mobo, every time I rebooted the machine, I would not get the windows login prompt. One of the monitors would receive a signal but the screen would be black. Moving the mouse would not show the cursor and hitting the up arrow key and typing my password and hitting enter (which will normally log you in without mouse) wouldn't change anything. I would then change the monitor configuration around (2 lcd's and a crt) and reboot and at least one of the monitors would work and display the login prompt. I could then go into display properties and turn on the other monitors. However if I rebooted again, I would get the black screen on one monitor again. I would then have to change the configuration again to one not used before and I could re-do the manual setup at that point. I think windows saves the configurations so I had to keep giving it new ones. Needless to say I've been trying to not turn off my machine. Early this week I actually got the prompt to come up without playing musical monitors. Thinking everything was getting better, I found no harm in rebooting to install the latest windows updates. Boy was I wrong. Now no matter what I do I can't get a windows log-in prompt to display. I've tried almost every conceivable combination. The new mobo has onboard video so I set that in the bios (yea bios screen always displays fine, its not until windows boots that there is a problem) to be the primary video. Still no luck. I have two other graphics cards in the machine which I'm using. Tried all kinds of configurations between those and on-board but still get this black screen of death. I read somewhere that deleting the video drivers would reset the configurations. I logged into safe mode (which works on one monitor), and uninstalled the display drivers. Still no luck and when I booted back into safe mode, it wanted to install new hardware and the display adapters weren't there as expected. Anyone have any ideas? A fresh install would be a pain and I might be getting my old board back from RMA soon so not sure I want to go through with that just yet. Only thing I can think of is to continue to try other combinations like physically removing the graphics cards. They are both EVGA 8600 cards and the windows boot screen does display fwiw.

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  • Monitor randomly shutting down, computer accepting no input, need to restart to get working

    - by Sebastian Lamerichs
    First off, spec list: OS: Windows 7 Ultimate 64-bit SP1 CPU: i7-4820k @ 3.7GHz (stock) GPU: Two 3GB Radeon HD 7970s @ 1.05GHz Mobo: AsRock X79 Extreme6 HDD: 2TB Seagate Barracuda 7200rpm RAM: 16GB quad-channel Kingston 1600MHz PSU: Antec HCG 900W Monitors: Acer S220HQL 1920x1080 + ViewSonic VA2251 1920x1080. Plugged into different GPUs. My problem is that, on a daily-ish basis, my monitors will turn off and not turn back on. My computer will still be running, GPU/CPU/case fans all still going, but the monitors will not turn back on. Additionally, it seems to cease all network activity. It doesn't seem to log any errors at all. I've verified that this is not a monitor issue, as when I press the num/caps/scroll lock buttons on my keyboard, the lights don't change, so the computer is clearly not accepting input. I have noticed a few other people on the internet with this problem, and some have claimed that it was solved by disabling PCI-Express Link State Power Management, but the issue still occurs for me after this. Whilst my CPU and GPUs both run at 100% 24/7, the temperatures are certainly not at dangerous levels, with the CPU averaging 65°C and the GPUs at 70°C and 78°C average. All components are brand new. I have tried forcing MSI Afterburner to start when Windows starts and to force a constant voltage, as this fixed the issue for a few days for another user, but he reported back saying that it had stopped working properly again, so I'm not putting too much faith in this working. Many people have said to adjust display sleep mode settings, but this will clearly not work, as the keyboard lights would still work if the monitors were the issue. The closest I can get to a log file for this issue is the following Folding@Home logs: 14:45:21:WU01:FS00:0x17:Completed 1120000 out of 2000000 steps (56%) 14:46:43:WU00:FS01:0x17:Completed 480000 out of 2000000 steps (24%) 14:46:49:WU01:FS00:0x17:Completed 1140000 out of 2000000 steps (57%) 14:48:30:WU01:FS00:0x17:Completed 1160000 out of 2000000 steps (58%) 14:49:55:WU01:FS00:0x17:Completed 1180000 out of 2000000 steps (59%) As you can see, the second GPU (FS01) stops computation approximately three and a half minutes before the issue occurs (it should be completing 1% every 80-120 seconds), and the first GPU (FS00) continues for a few minutes more before the logs just end. As far as I can tell, the computer has a network failure at the time the first GPU stops working, the latest IRC message I received from this time was at 14:47:58. That being said, there could have just not been any messages between then and 14:50:00, so I'm going to be connecting a laptop to the same bouncer to double-check if it happens again. The GPUs functioned perfectly well in another computer for a significant period of time, so I'm fairly confident that they aren't the issue, which means that this is being caused by either software or the motherboard, or possibly RAM. I really hope it's software. I heard from a forum board that there was a patch from Microsoft that fixed this problem, but "I've forgot which KB it was or the google search terms I used to find the patch, LOL.", so that's not much help. Haven't seen it mentioned by anyone else on about a dozen threads about this issue either. The computer is plugged in via a surge-protected power board, and I've run several other computers and pieces of hardware through it with no issues, so that is not the cause. I have just set the hard disk to never turn off, although I don't believe that that will solve the issue. Strangely, this has only happened when I'm not at the computer (which is actually a minority of the time). Until today it had only happened when I had not been actively using the computer for 6 hours, but today it happened within 10-30 minutes of me last using the computer actively. I have enabled file logging from MSI Afterburner, so hopefully this will shed some light on the issue, but I'm not too optimistic. I've heard that it could be a motherboard problem, but I figured I should ask around before RMAing it. Any help?

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  • Help me choose a desktop: which of these two should I buy?

    - by Sammy
    I just want the more powerful of the two: Choice 1: http://www.bestbuy.com/site/Gateway+-+Desktop+with+AMD+Phenom%26%23153%3B+II+Quad-Core+Processor/9698936.p?id=1218153428687&skuId=9698936 Choice 2: /site/HP+-+Pavilion+Desktop+with+AMD+Phenom%26%23153%3B+II+Quad-Core+Processor/9694506.p?id=1218150609828&skuId=9694506 I can't post more than one hyperlink since I am a new user, so please add bestbuy domain name before choice 2. The latter choice is a bit more expensive but not by much so I don't care about that. As for what I intend to use my machine for, just regular web surfing, light gaming, web development related work, etc. But that doesn't really matter, of these two I just want to know which is the better more powerful system and which you would buy if you were in my position.

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  • Mac OS ? Assembly Language Esoteria

    - by veryfoolish
    I've been playing around with assembly and object files in general on Mac OS ? and was wondering if somebody could provide some edification. Specifically, I'm wondering what the extra code GCC generates when compiling the C file in the following example does. I have a toy C program so I can comprehend the assembly output. int main() { int a = 5; int b = 5; int c = a + b; } Running this through gcc -S creates the following assembly: .text .globl _main _main: LFB2: pushq %rbp LCFI0: movq %rsp, %rbp LCFI1: movl $5, -4(%rbp) movl $5, -8(%rbp) movl -8(%rbp), %eax addl -4(%rbp), %eax movl %eax, -12(%rbp) leave ret LFE2: .section __TEXT,__eh_frame,coalesced,no_toc+strip_static_syms+live_support EH_frame1: .set L$set$0,LECIE1-LSCIE1 .long L$set$0 LSCIE1: .long 0x0 .byte 0x1 .ascii "zR\0" .byte 0x1 .byte 0x78 .byte 0x10 .byte 0x1 .byte 0x10 .byte 0xc .byte 0x7 .byte 0x8 .byte 0x90 .byte 0x1 .align 3 LECIE1: .globl _main.eh _main.eh: LSFDE1: .set L$set$1,LEFDE1-LASFDE1 .long L$set$1 LASFDE1: .long LASFDE1-EH_frame1 .quad LFB2-. .set L$set$2,LFE2-LFB2 .quad L$set$2 .byte 0x0 .byte 0x4 .set L$set$3,LCFI0-LFB2 .long L$set$3 .byte 0xe .byte 0x10 .byte 0x86 .byte 0x2 .byte 0x4 .set L$set$4,LCFI1-LCFI0 .long L$set$4 .byte 0xd .byte 0x6 .align 3 LEFDE1: .subsections_via_symbols The LCFI1 section seems to contain the actual logic for the program, but I'm not sure what the misc. other stuff is for... also, is there any scheme these labels are following? I'm sorry this is such a vague question. I'd appreciate anything, including being pointed to a resource where I can find out more about this. Thanks!

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  • How to watch 3D on Acer "3D Ready" projector?

    - by glenneroo
    We have here a Acer P1200 DLP projector which is "3D Ready" (using the BrilliantColor™ DarkChip™ 3) and documentation was not included in the packaging. We don't have a Blu-ray player and have no intention of purchasing one in the near future so I'm looking for a way to view encoded or streamed content. My question is: How is it possible to watch 3D content? What extra hardware/software will I need? EDIT: Found this information in the user manual: DLP 3D function: Choose while using DLP 3D glasses, quad buffer (NVIDIA/ATI…) graphic card and HQFS format file or DVD with corresponding SW player. 3D Sync L/R: If you see a discrete or overlapping image while wearing DLP 3D glasses, you may need to execute "Invert" to get best match of left/ right image sequence to get the correct image (for DLP 3D). ...but I'm still at a loss. What is a quad buffer graphics card?

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  • How can I make OpenGL textures scale without becoming blurry?

    - by adorablepuppy
    I'm using OpenGL through LWJGL. I have a 16x16 textured quad rendering at 16x16. When I change it's scale amount, the quad grows, then becomes blurrier as it gets larger. How can I make it scale without becoming blurry, like in Minecraft. Here is the code inside my RenderableEntity object: public void render(){ Color.white.bind(); this.spriteSheet.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(this.x, this.y); GL11.glTexCoord2f(1,0); GL11.glVertex2f(getDrawingWidth(), this.y); GL11.glTexCoord2f(1,1); GL11.glVertex2f(getDrawingWidth(), getDrawingHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(this.x, getDrawingHeight()); GL11.glEnd(); } And here is code from my initGL method in my game class GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(0.46f,0.46f,0.90f,1.0f); GL11.glViewport(0,0,width,height); GL11.glOrtho(0,width,height,0,1,-1); And here is the code that does the actual drawing public void start(){ initGL(800,600); init(); while(true){ GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); for(int i=0;i<entities.size();i++){ ((RenderableEntity)entities.get(i)).render(); } Display.update(); Display.sync(100); if(Display.isCloseRequested()){ Display.destroy(); System.exit(0); } } }

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  • Mac OS ? Assembly Language Esoteria

    - by veryfoolish
    I've been playing around with assembly and object files in general on Mac OS ? and was wondering if somebody could provide some edification. Specifically, I'm wondering what the extra code GCC generates when compiling the C file in the following example does. I have a toy C program so I can comprehend the assembly output. int main() { int a = 5; int b = 5; int c = a + b; } Running this through gcc -S creates the following assembly: .text .globl _main _main: LFB2: pushq %rbp LCFI0: movq %rsp, %rbp LCFI1: movl $5, -4(%rbp) movl $5, -8(%rbp) movl -8(%rbp), %eax addl -4(%rbp), %eax movl %eax, -12(%rbp) leave ret LFE2: .section __TEXT,__eh_frame,coalesced,no_toc+strip_static_syms+live_support EH_frame1: .set L$set$0,LECIE1-LSCIE1 .long L$set$0 LSCIE1: .long 0x0 .byte 0x1 .ascii "zR\0" .byte 0x1 .byte 0x78 .byte 0x10 .byte 0x1 .byte 0x10 .byte 0xc .byte 0x7 .byte 0x8 .byte 0x90 .byte 0x1 .align 3 LECIE1: .globl _main.eh _main.eh: LSFDE1: .set L$set$1,LEFDE1-LASFDE1 .long L$set$1 LASFDE1: .long LASFDE1-EH_frame1 .quad LFB2-. .set L$set$2,LFE2-LFB2 .quad L$set$2 .byte 0x0 .byte 0x4 .set L$set$3,LCFI0-LFB2 .long L$set$3 .byte 0xe .byte 0x10 .byte 0x86 .byte 0x2 .byte 0x4 .set L$set$4,LCFI1-LCFI0 .long L$set$4 .byte 0xd .byte 0x6 .align 3 LEFDE1: .subsections_via_symbols The LCFI1 section seems to contain the actual logic for the program, but I'm not sure what the misc. other stuff is for... also, is there any scheme these labels are following? I'm sorry this is such a vague question. I'd appreciate anything, including being pointed to a resource where I can find out more about this. Thanks!

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  • Dual-headed graphics card choice: DVI & VGA with 512MB _or_ DVI & DVI with 256MB

    - by TimH
    Which would you choose? Some more detail: I can choose between: A dual-headed card with both heads DVI but only 256MB of memory A dual-headed card with one VGA and one DVI, with 512MB of memory. Both monitors are 1600x1200 I'll be doing mostly business app development on the computer. No gameplay or advanced graphics work. It's running Win7 and is a quad-core i5. I'm thinking of going with 256MB one, just so both displays are DVI and I don't have to shift between sharp & blurry when I look from one screen to the other. But I'm not sure if the additional RAM would be a huge boon for some reason (Win7 GPU acceleration, for example? But with a quad-core, who cares?).

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  • C# XNA: Effecient mesh building algorithm for voxel based terrain ("top" outside layer only, non-destructible)

    - by Tim Hatch
    To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad faces per scene with ease? If generated meshes per chunk is the way to go, what kind of algorithm might I want to use based on only EVER needing the outer layer rendered? I'm using 3D Perlin Noise for terrain generation (for overhangs/caves/etc). The layout is fantastic, but even for around 20k visible faces, it's quite slow using instancing (whether it's one big draw call or multiple smaller chunks). I've simplified it to the point of removing non-visible cubes and only having the top faces of my cube-like terrain be rendered, but with 20k quad instances, it's still pretty sluggish (30fps on my machine). My goal is for the world to be made using quite small cubes. Where multiple games (IE: Minecraft) have the player 1x1 cube in width/length and 2 high, I'm shooting for 6x6 width/length and 9 high. With a lot of advantages as far as gameplay goes, it also means I could quite easily have a single scene with millions of truly visible quads. So, I have been trying to look into changing my method from instancing to mesh generation on a chunk by chunk basis. Do video cards handle this type of processing better than separate quads/cubes through instancing? What kind of existing algorithms should I be looking into? I've seen references to marching cubes a few times now, but I haven't spent much time investigating it since I don't know if it's the better route for my situation or not. I'm also starting to doubt my need of using 3D Perlin noise for terrain generation since I won't want the kind of depth it would seem best at. I just like the idea of overhangs and occasional cave-like structures, but could find no better 'surface only' algorithms to cover that. If anyone has any better suggestions there, feel free to throw them at me too. Thanks, Mythics

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  • Geometry Shader: distortions

    - by Christophe Lionet
    This is a cross-question from Stack Overflow, I thought it would be more appropriate here. There is a lot of code I could be posting. To avoid overloading the page with code, I will post any part of the code if requested. I am working from the ParticleGS DirectX10 sample, to build a geometry shader based particle system in DirectX 11. Using the sample code, and changing it to my liking, I am able to draw a single quad (which is essentially one particle constantly recreating itself). However, I noticed a problem which was similar to one I once had: the rendered shape is distorted. Here is a video showcasing what is happening. http://youtu.be/6NY_hxjMfwY Now, I used to have this issue when using several effects together, when I realised that I needed to explicitely set the geometry shader to null for the other effects. I solved this problem, as you can see in the video, as the rest of the scene is drawing properly. Note that some sides are being culled somehow, although I turned off culling in my main render state. The texturing is fine too, the texture draws with appropriate proportions relative to the quad. I really don't see what I could be doing wrong here... what would cause the geometry shader to behave in such a way? Again, I will post any piece code you will request.

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  • which flash 3d particle engine generate such xml file

    - by Huang F. Lei
    I found some particle config files like below one, but I don't know which flash 3d particle engine use them, they are different from away3d's which use 'root' as root element of xml. <effect pos="0 0 0"> <property cache="1" lifetime="10000"/> <mesh blendmode="add"> <path> <frame y="100" durtime="1000" x="0" z="0"/> </path> <scale> <frame y="0.2000000001" durtime="300" x="2.2" z="2.2"/> <frame y="0.4" durtime="300" x="2.7" z="2.7"/> </scale> </mesh> <vibrate delayTime="100" amplitude="10" durationTime="750" intension="50"/> <quad billboard="false" > </quad> <particle global="false" pos=""> <scale> <frame y="1" durtime="0" x="1" z="1"/> <frame y="1" durtime="2000" x="1.5" z="1.5"/> </scale> </particle> </effect>

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  • GLSL billboard move center of rotation

    - by Jacob Kofoed
    I have successfully set up a billboard shader that works, it can take in a quad and rotate it so it always points toward the screen. I am using this vertex-shader: void main(){ vec4 tmpPos = (MVP * bufferMatrix * vec4(0.0, 0.0, 0.0, 1.0)) + (MV * vec4( vertexPosition.x * 1.0 * bufferMatrix[0][0], vertexPosition.y * 1.0 * bufferMatrix[1][1], vertexPosition.z * 1.0 * bufferMatrix[2][2], 0.0) ); UV = UVOffset + vertexUV * UVScale; gl_Position = tmpPos; BufferMatrix is the model-matrix, it is an attribute to support Instance-drawing. The problem is best explained through pictures: This is the start position of the camera: And this is the position, looking in from 45 degree to the right: Obviously, as each character is it's own quad, the shader rotates each one around their own center towards the camera. What I in fact want is for them to rotate around a shared center, how would I do this? What I have been trying to do this far is: mat4 translation = mat4(1.0); translation = glm::translate(translation, vec3(pos)*1.f * 2.f); translation = glm::scale(translation, vec3(scale, 1.f)); translation = glm::translate(translation, vec3(anchorPoint - pos) / vec3(scale, 1.f)); Where the translation is the bufferMatrix sent to the shader. What I am trying to do is offset the center, but this might not be possible with a single matrix..? I am interested in a solution that doesn't require CPU calculations each frame, but rather set it up once and then let the shader do the billboard rotation. I realize there's many different solutions, like merging all the quads together, but I would first like to know if the approach with offsetting the center is possible. If it all seems a bit confusing, it's because I'm a little confused myself.

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  • Is it possible to put an 8000 series socket-F Opteron into a dual-socket motherboard?

    - by René Kåbis
    Exactly what it says on the Tin. I have a dual-socket, socket-F motherboard in which I am looking to put two high-end quad-core Opterons, but the 2000 series are nearly double the price of the 8000 series on eBay. Can I just drop in a pair of 8000 series processors and be done with it, or are there processor-critical motherboard features that would be present on a quad(+)-socket motherboard that don’t exist on a dual-socket motherboard? Please elaborate or link to resources that can explain this further, as I am not adverse to research (and I am interested in the technical issues involved) I am probably using the wrong search terms, as Google failed to return anything within the first few dozen results.

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  • VirtualBox 3.2 is released! A Red Letter Day?

    - by Fat Bloke
    Big news today! A new release of VirtualBox packed full of innovation and improvements. Over the next few weeks we'll take a closer look at some of these new features in a lot more depth, but today we'll whet your appetite with the headline descriptions. To start with, we should point out that this is the first Oracle-branded version which makes today a real Red-letter day ;-)  Oracle VM VirtualBox 3.2 Version 3.2 moves VirtualBox forward in 3 main areas ( handily, all beginning with "P" ) : performance, power and supported guest operating system platforms.  Let's take a look: Performance New Latest Intel hardware support - Harnessing the latest in chip-level support for virtualization, VirtualBox 3.2 supports new Intel Core i5 and i7 processor and Intel Xeon processor 5600 Series support for Unrestricted Guest Execution bringing faster boot times for everything from Windows to Solaris guests; New Large Page support - Reducing the size and overhead of key system resources, Large Page support delivers increased performance by enabling faster lookups and shorter table creation times. New In-hypervisor Networking - Significant optimization of the networking subsystem has reduced context switching between guests and host, increasing network throughput by up to 25%. New New Storage I/O subsystem - VirtualBox 3.2 offers a completely re-worked virtual disk subsystem which utilizes asynchronous I/O to achieve high-performance whilst maintaining high data integrity; New Remote Video Acceleration - The unique built-in VirtualBox Remote Display Protocol (VRDP), which is primarily used in virtual desktop infrastructure deployments, has been enhanced to deliver video acceleration. This delivers a rich user experience coupled with reduced computational expense, which is vital when servers are running hundreds of virtual machines; Power New Page Fusion - Traditional Page Sharing techniques have suffered from long and expensive cache construction as pages are scrutinized as candidates for de-duplication. Taking a smarter approach, VirtualBox Page Fusion uses intelligence in the guest virtual machine to determine much more rapidly and accurately those pages which can be eliminated thereby increasing the capacity or vm density of the system; New Memory Ballooning- Ballooning provides another method to increase vm density by allowing the memory of one guest to be recouped and made available to others; New Multiple Virtual Monitors - VirtualBox 3.2 now supports multi-headed virtual machines with up to 8 virtual monitors attached to a guest. Each virtual monitor can be a host window, or be mapped to the hosts physical monitors; New Hot-plug CPU's - Modern operating systems such Windows Server 2008 x64 Data Center Edition or the latest Linux server platforms allow CPUs to be dynamically inserted into a system to provide incremental computing power while the system is running. Version 3.2 introduces support for Hot-plug vCPUs, allowing VirtualBox virtual machines to be given more power, with zero-downtime of the guest; New Virtual SAS Controller - VirtualBox 3.2 now offers a virtual SAS controller, enabling it to run the most demanding of high-end guests; New Online Snapshot Merging - Snapshots are powerful but can eat up disk space and need to be pruned from time to time. Historically, machines have needed to be turned off to delete or merge snapshots but with VirtualBox 3.2 this operation can be done whilst the machines are running. This allows sophisticated system management with minimal interruption of operations; New OVF Enhancements - VirtualBox has supported the OVF standard for virtual machine portability for some time. Now with 3.2, VirtualBox specific configuration data is also stored in the standard allowing richer virtual machine definitions without compromising portability; New Guest Automation - The Guest Automation APIs allow host-based logic to drive operations in the guest; Platforms New USB Keyboard and Mouse - Support more guests that require USB input devices; New Oracle Enterprise Linux 5.5 - Support for the latest version of Oracle's flagship Linux platform; New Ubuntu 10.04 ("Lucid Lynx") - Support for both the desktop and server version of the popular Ubuntu Linux distribution; And as a man once said, "just one more thing" ... New Mac OS X (experimental) - On Apple hardware only, support for creating virtual machines run Mac OS X. All in all this is a pretty powerful release packed full of innovation and speedups. So what are you waiting for?  -FB 

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  • Dual monitor not working completely in 12.10 after upgrade

    - by Mark Baldridge
    At 12.04, dual monitors worked perfectly. After upgrading to 12.10, the primary monitor works, the second monitor only partly works. I am sure there is some difference between the releases that I have missed setting properly. System settings - Displays show both correctly as Acer 22" monitors at 1680x1050 (16:10). An icon on monitor 2 is present, but elongated; almost an artifact, since other icons on the primary screen are absent, but this one icon is there on th second monitor. Selecting the icons on both screens exist. Painting is weird on monitor 2. Launcher exists and works on both screens, but even with sticky edges off, the cursor stops at the left edge of monitor 2. Clicking on text editor on screen 2 launcer will launch gedit there. If I drag it, it leaves a trail of after images like repaint is failing. If I drive the cursor on the launcher, the help tags like "LibreOffice Writer" appear, but stay on screen unless I drag the active gedit window over them. Then part of the help bubbles are overwritten, leaving behind after images of the gedit window on screen. What is really fascinating is that the System settings - Displays is now ignoring monitor selection, after allowing it earlier. Just before this, the help popup which said "Select a monitor to change its properties; drag to rearrange its placement" actually let me do that. Maybe a trick of where I grab the edge of the monitor in the Displays setting. I just found a working handle. When I drag monitor 1 to the right of monitor 2, "Apply" and confirm, both monitors work normally (although the right monitor lets the cursor slide off the right edge onto the left edge of monitor 1 - which sounds correct). Painting of windows does not leave an after image. However, success is only temporary. The setting survives the reboot, but painting on the left monitor, now monitor 2, now replicates the issues from before. The after image of the gedit window and the small window for "Are you sure you want to close all programs and restart the computer?" are still on monitor 2 (on the left now), even though they are not real windows, nor do they have processes behind them. Curiously, in Displays, the "green" monitor on the left in the display window is matched by the right monitor color in the monitor upper left corner. Probably makes sense as the one on the right is now monitor 1. If I repeat the "drag the left monitor to the right of the right monitor on the "Displays" window, things are oriented properly, with no display artifacts as I drag windows around either screen. Also the description bubbles that pop up are overwritten on both screens, so none of those artifacts either. This goodness does not survive a reboot, however. Have not tried logging out and back in. All of this after positing that the motherboard VGA and HDMI ports could have been the issue. So, I installed an e-GeForce 7600 GT Dual DVI (I know the web thinks it is not DVI, but VGA, but the connectors are DVI). No change to the weird behavior. The good parts continue to work, the weirdness also works, and swapping monitor positions seems to cure the issue. So, is there a setting I have missed? Given "swapping" monitor 1 and 2 on the System Settings... - Displays makes it work, just not across boot, I suspect so.

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  • 12.10 unable to install or even run from Live CD with nVidia GTX 580

    - by user99056
    I've used Ubuntu in the past (set up as web server, etc over in Iraq), so I'm not a 100% Linux Noob, however, I'm running into a brick wall here. I've got a machine I built when I got back to the US earlier this year, running Windows 7 Ultimate on it, and I've now got some free time and would like to transition over to Ubuntu full time. I've searched around in the forums, and there seems to be an issue with the nVidia graphics cards, so I've tried going to the EVGA site to see if I could find a new BIOS update for it and had no luck, so I'm back searching the forums here again and decided to just go ahead and post my question. My apologies if this is covered in another post and I was just unable to find it. I've found a few 'similar' posts, but nothing as bad as my issue. With the history aside, here is the actual detailed issue: I purchased a new SSD (Intel 520 SSD), arrived today, and I disconnect my old Windows 7 SSD. I had pre downloaded the ubuntu-12.10-desktop-amd64 earlier today and burned it to DVD. Upon inserting the Live CD into the computer and booting up, everything was fine up to the 'Run From Live CD' or 'Install Ubuntu Now' buttons. As I was sure I wanted to go ahead and make the switch, I selected the 'Install Now' from the right hand side. CD Spins up, black window pops up, and then the errors started: date/time GPU Lockup date/time Failed to idle channel 1 date/time PFIFO - playlist update failed date/time Failed to idle channel 2 date/time PFIFO - playlist update failed Thinking it might correct itself, I let it run and it would swap over to a GUI Screen that was locked up with major blurring/etc, then back to the command line with the errors. Eventually it said something along the lines of 'unknown status' and switched back to the GUI and froze. So, that's when I tried to see if I could find a BIOS upgrade for the nVidia GTX580 cards, and had no luck. So I thought, why not try to just run it from the Live CD and see if I can at least get a look at it, maybe if I could get it running try to do some sort of install from there and fix the driver issue. I rebooted, brought up the Live CD, and this time chose the left option / run from the CD. It brought me all the way in to the desktop, I saw my drives, the other icons, could move the mouse, etc for about 30 seconds and then it locked up completely. I've tried this a couple of times and get the same results every time. Hardware: Intel i7-3930K CPU @ 3.2GHz (12 CPUs) / MSI MS-7760 Motherboard / 32GB RAM / 2 x EVGA (nVidia) GeForce GTX 580 (4GB Ram each) So the question is: Is there any way to install 12.10 if you can't even get the Live CD to run (for more than 30 seconds)? My current hardware configuration is both of the GTX 580 cards have an SLI jumper on them, and I have 2 monitors on each card. (Ubuntu info obviously only shows on the main monitor from the failed installation and the attempt at running the Live CD). Perhaps opening the machine back up and removing the SLI Jumper and removing the other 3 monitors (so it only would have 1 video card with one monitor on it) would actually allow me to get 12.10 installed, then I could work on an nVidia Video Driver fix for the GTX 580, and then possibly hook up the other video card and monitors? Or is this something that they are currently aware of and may update with a future release in the next few days/weeks? Any thoughts or suggestions would be greatly appreciated, as I can't even try to fix the issue (assuming it is the nVidia drivers) if I can't even get it to install at all.

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  • Progress Bar design patterns?

    - by shoosh
    The application I'm writing performs a length algorithm which usually takes a few minutes to finish. During this time I'd like to show the user a progress bar which indicates how much of the algorithm is done as precisely as possible. The algorithm is divided into several steps, each with its own typical timing. For instance- initialization (500 milli-sec) reading inputs (5 sec) step 1 (30 sec) step 2 (3 minutes) writing outputs (7 sec) shutting down (10 milli-sec) Each step can report its progress quite easily by setting the range its working on, say [0 to 150] and then reporting the value it completed in its main loop. What I currently have set up is a scheme of nested progress monitors which form a sort of implicit tree of progress reporting. All progress monitors inherit from an interface IProgressMonitor: class IProgressMonitor { public: void setRange(int from, int to) = 0; void setValue(int v) = 0; }; The root of the tree is the ProgressMonitor which is connected to the actual GUI interface: class GUIBarProgressMonitor : public IProgressMonitor { GUIBarProgressMonitor(ProgressBarWidget *); }; Any other node in the tree are monitors which take control of a piece of the parent progress: class SubProgressMonitor : public IProgressMonitor { SubProgressMonitor(IProgressMonitor *parent, int parentFrom, int parentLength) ... }; A SubProgressMonitor takes control of the range [parentFrom, parentFrom+parentLength] of its parent. With this scheme I am able to statically divide the top level progress according to the expected relative portion of each step in the global timing. Each step can then be further subdivided into pieces etc' The main disadvantage of this is that the division is static and it gets painful to make changes according to variables which are discovered at run time. So the question: are there any known design patterns for progress monitoring which solve this issue?

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  • How to handle Win+Shift+LEft/Right on Win7 with custom WM_GETMINMAXINFO logic?

    - by Steven Robbins
    I have a custom windows implementation in a WPF app that hooks WM_GETMINMAXINFO as follows: private void MaximiseWithTaskbar(System.IntPtr hwnd, System.IntPtr lParam) { MINMAXINFO mmi = (MINMAXINFO)Marshal.PtrToStructure(lParam, typeof(MINMAXINFO)); System.IntPtr monitor = MonitorFromWindow(hwnd, MONITOR_DEFAULTTONEAREST); if (monitor != System.IntPtr.Zero) { MONITORINFO monitorInfo = new MONITORINFO(); GetMonitorInfo(monitor, monitorInfo); RECT rcWorkArea = monitorInfo.rcWork; RECT rcMonitorArea = monitorInfo.rcMonitor; mmi.ptMaxPosition.x = Math.Abs(rcWorkArea.left - rcMonitorArea.left); mmi.ptMaxPosition.y = Math.Abs(rcWorkArea.top - rcMonitorArea.top); mmi.ptMaxSize.x = Math.Abs(rcWorkArea.right - rcWorkArea.left); mmi.ptMaxSize.y = Math.Abs(rcWorkArea.bottom - rcWorkArea.top); mmi.ptMinTrackSize.x = Convert.ToInt16(this.MinWidth * (desktopDpiX / 96)); mmi.ptMinTrackSize.y = Convert.ToInt16(this.MinHeight * (desktopDpiY / 96)); } Marshal.StructureToPtr(mmi, lParam, true); } It all works a treat and it allows me to have a borderless window maximized without having it sit on to of the task bar, which is great, but it really doesn't like being moved between monitors with the new Win7 keyboard shortcuts. Whenever the app is moved with Win+Shift+Left/Right the WM_GETMINMAXINFO message is received, as I'd expect, but MonitorFromWindow(hwnd, MONITOR_DEFAULTTONEAREST) returns the monitor the application has just been moved FROM, rather than the monitor it is moving TO, so if the monitors are of differing resolutions the window end up the wrong size. I'm not sure if there's something else I can call, other then MonitorFromWindow, or whether there's a "moving monitors" message I can hook prior to WM_GETMINMAXINFO. I'm assuming there is a way to do it because "normal" windows work just fine.

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • VMWare player grabbing mouse focus

    - by Bryan Rowe
    I am using the newest VMWare player on a Windows 7 machine. When I have the player open on one of my two monitors I get some weird behavior. For instance, if the player is open on monitor 2, and I minimize firefox on monitor 1, my mouse will instantly switch to the monitor 2 and be centered within the VMWare player window. This happens when I minimize any window after having been working in my VM. I hope there is a setting or tweak that I am not aware of that can remedy this. EDIT: Through more testing I have found that this only occurs when the VMWare player is full screen on either of my two monitors. Also, I found people having the exact same issue at: http://communities.vmware.com/message/1244913

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  • Dual Monitor difficulties (VirtualBox ubuntu host) - rdesktop sessions mirror

    - by rukus5
    I am running ubuntu 9.10 host with a Windows guest and need to extend my guest windows desktop into the second monitor (otherwise I will have to convert to a dual boot situation because this is a work furnished computer, please HELP!!) Current Situation: Windows Guest Running with VRDP enabled and successfully connecting. Guest Additions running and VBox set to 2 monitors and I see two monitors in display settings. connecting via 2 different rdesktop sessions mirrors the display. even though display settings of Guest Windows is set to extend desktop. is there a rdesktop option to signify to the VBox it is the second display? I need the second connection be the second display. any ideas?

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