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  • Using a portable USB monitor in Ubuntu 13.04 (AOC e1649Fwu - DisplayLink)

    Having access to a little bit of IT hardware extravaganza isn't that easy here in Mauritius for exactly two reasons - either it is simply not available or it is expensive like nowhere. Well, by chance I came across an advert by a local hardware supplier and their offer of the week caught my attention - a portable USB monitor. Sounds cool, and the specs are okay as well. It's completely driven via USB 2.0, has a light weight, the dimensions would fit into my laptop bag and the resolution of 1366 x 768 pixels is okay for a second screen. Long story, short ending: I called them and only got to understand that they are out of stock - how convenient! Well, as usual I left some contact details and got the regular 'We call you back' answer. Surprisingly, I didn't receive a phone call as promised and after starting to complain via social media networks they finally came back to me with new units available - and *drum-roll* still the same price tag as promoted (and free delivery on top as one of their employees lives in Flic en Flac). Guess, it was a no-brainer to get at least one unit to fool around with. In worst case it might end up as image frame on the shelf or so... The usual suspects... Ubuntu first! Of course, the packing mentions only Windows or Mac OS as supported operating systems and without hesitation at all, I hooked up the device on my main machine running on Ubuntu 13.04. Result: Blackout... Hm, actually not the situation I was looking for but okay can't be too difficult to get this piece of hardware up and running. Following the output of syslogd (or dmesg if you prefer) the device has been recognised successfully but we got stuck in the initialisation phase. Oct 12 08:17:23 iospc2 kernel: [69818.689137] usb 2-4: new high-speed USB device number 5 using ehci-pciOct 12 08:17:23 iospc2 kernel: [69818.800306] usb 2-4: device descriptor read/64, error -32Oct 12 08:17:24 iospc2 kernel: [69819.043620] usb 2-4: New USB device found, idVendor=17e9, idProduct=4107Oct 12 08:17:24 iospc2 kernel: [69819.043630] usb 2-4: New USB device strings: Mfr=1, Product=2, SerialNumber=3Oct 12 08:17:24 iospc2 kernel: [69819.043636] usb 2-4: Product: e1649FwuOct 12 08:17:24 iospc2 kernel: [69819.043642] usb 2-4: Manufacturer: DisplayLinkOct 12 08:17:24 iospc2 kernel: [69819.043647] usb 2-4: SerialNumber: FJBD7HA000778Oct 12 08:17:24 iospc2 kernel: [69819.046073] hid-generic 0003:17E9:4107.0008: hiddev0,hidraw5: USB HID v1.10 Device [DisplayLink e1649Fwu] on usb-0000:00:1d.7-4/input1Oct 12 08:17:24 iospc2 mtp-probe: checking bus 2, device 5: "/sys/devices/pci0000:00/0000:00:1d.7/usb2/2-4"Oct 12 08:17:24 iospc2 mtp-probe: bus: 2, device: 5 was not an MTP deviceOct 12 08:17:30 iospc2 kernel: [69825.411220] [drm] vendor descriptor length:17 data:17 5f 01 00 15 05 00 01 03 00 04Oct 12 08:17:30 iospc2 kernel: [69825.498778] udl 2-4:1.0: fb1: udldrmfb frame buffer deviceOct 12 08:17:30 iospc2 kernel: [69825.498786] [drm] Initialized udl 0.0.1 20120220 on minor 1Oct 12 08:17:30 iospc2 kernel: [69825.498909] usbcore: registered new interface driver udl The device has been recognised as USB device without any question and it is listed properly: # lsusb...Bus 002 Device 005: ID 17e9:4107 DisplayLink ... A quick and dirty research on the net gave me some hints towards the udlfb framebuffer device for USB DisplayLink devices. By default this kernel module is blacklisted $ less /etc/modprobe.d/blacklist-framebuffer.conf | grep udl#blacklist udlblacklist udlfb and it is recommended to load it manually. So, unloading the whole udl stack and giving udlfb a shot: Oct 12 08:22:31 iospc2 kernel: [70126.642809] usbcore: registered new interface driver udlfb But still no reaction on the external display which supposedly should have been on and green. Display okay? Test run on Windows Just to be on the safe side and to exclude any hardware related defects or whatsoever - you never know what happened during delivery. I moved the display to a new position on the opposite side of my laptop, installed the display drivers first in Windows Vista (I know, I know...) as recommended in the manual, and then finally hooked it up on that machine. Tada! Display has been recognised correctly and I have a proper choice between cloning and extending my desktop. Testing whether the display is working properly - using Windows Vista Okay, good to know that there is nothing wrong on the hardware side just software... Back to Ubuntu - Kernel too old Some more research on Google and various hits recommend that the original displaylink driver has been merged into the recent kernel development and one should manually upgrade the kernel image (and both header) packages for Ubuntu. At least kernel 3.9 or higher would be necessary, and so I went out to this URL: http://kernel.ubuntu.com/~kernel-ppa/mainline/ and I downloaded all the good stuff from the v3.9-raring directory. The installation itself is easy going via dpkg: $ sudo dpkg -i linux-image-3.9.0-030900-generic_3.9.0-030900.201304291257_amd64.deb$ sudo dpkg -i linux-headers-3.9.0-030900_3.9.0-030900.201304291257_all.deb$ sudo dpkg -i linux-headers-3.9.0-030900-generic_3.9.0-030900.201304291257_amd64.deb As with any kernel upgrades it is necessary to restart the system in order to use the new one. Said and done: $ uname -r3.9.0-030900-generic And now connecting the external display gives me the following output in /var/log/syslog: Oct 12 17:51:36 iospc2 kernel: [ 2314.984293] usb 2-4: new high-speed USB device number 6 using ehci-pciOct 12 17:51:36 iospc2 kernel: [ 2315.096257] usb 2-4: device descriptor read/64, error -32Oct 12 17:51:36 iospc2 kernel: [ 2315.337105] usb 2-4: New USB device found, idVendor=17e9, idProduct=4107Oct 12 17:51:36 iospc2 kernel: [ 2315.337115] usb 2-4: New USB device strings: Mfr=1, Product=2, SerialNumber=3Oct 12 17:51:36 iospc2 kernel: [ 2315.337122] usb 2-4: Product: e1649FwuOct 12 17:51:36 iospc2 kernel: [ 2315.337127] usb 2-4: Manufacturer: DisplayLinkOct 12 17:51:36 iospc2 kernel: [ 2315.337132] usb 2-4: SerialNumber: FJBD7HA000778Oct 12 17:51:36 iospc2 kernel: [ 2315.338292] udlfb: DisplayLink e1649Fwu - serial #FJBD7HA000778Oct 12 17:51:36 iospc2 kernel: [ 2315.338299] udlfb: vid_17e9&pid_4107&rev_0129 driver's dlfb_data struct at ffff880117e59000Oct 12 17:51:36 iospc2 kernel: [ 2315.338303] udlfb: console enable=1Oct 12 17:51:36 iospc2 kernel: [ 2315.338306] udlfb: fb_defio enable=1Oct 12 17:51:36 iospc2 kernel: [ 2315.338309] udlfb: shadow enable=1Oct 12 17:51:36 iospc2 kernel: [ 2315.338468] udlfb: vendor descriptor length:17 data:17 5f 01 0015 05 00 01 03 00 04Oct 12 17:51:36 iospc2 kernel: [ 2315.338473] udlfb: DL chip limited to 1500000 pixel modesOct 12 17:51:36 iospc2 kernel: [ 2315.338565] udlfb: allocated 4 65024 byte urbsOct 12 17:51:36 iospc2 kernel: [ 2315.343592] hid-generic 0003:17E9:4107.0009: hiddev0,hidraw5: USB HID v1.10 Device [DisplayLink e1649Fwu] on usb-0000:00:1d.7-4/input1Oct 12 17:51:36 iospc2 mtp-probe: checking bus 2, device 6: "/sys/devices/pci0000:00/0000:00:1d.7/usb2/2-4"Oct 12 17:51:36 iospc2 mtp-probe: bus: 2, device: 6 was not an MTP deviceOct 12 17:51:36 iospc2 kernel: [ 2315.426583] udlfb: 1366x768 @ 59 Hz valid modeOct 12 17:51:36 iospc2 kernel: [ 2315.426589] udlfb: Reallocating framebuffer. Addresses will change!Oct 12 17:51:36 iospc2 kernel: [ 2315.428338] udlfb: 1366x768 @ 59 Hz valid modeOct 12 17:51:36 iospc2 kernel: [ 2315.428343] udlfb: set_par mode 1366x768Oct 12 17:51:36 iospc2 kernel: [ 2315.430620] udlfb: DisplayLink USB device /dev/fb1 attached. 1366x768 resolution. Using 4104K framebuffer memory Okay, that's looks more promising but still only blackout on the external screen... And yes, due to my previous modifications I swapped the blacklisted kernel modules: $ less /etc/modprobe.d/blacklist-framebuffer.conf | grep udlblacklist udl#blacklist udlfb Silly me! Okay, back to the original situation in which udl is allowed and udlfb blacklisted. Now, the logging looks similar to this and the screen shows those maroon-brown and azure-blue horizontal bars as described on other online resources. Oct 15 21:27:23 iospc2 kernel: [80934.308238] usb 2-4: new high-speed USB device number 5 using ehci-pciOct 15 21:27:23 iospc2 kernel: [80934.420244] usb 2-4: device descriptor read/64, error -32Oct 15 21:27:24 iospc2 kernel: [80934.660822] usb 2-4: New USB device found, idVendor=17e9, idProduct=4107Oct 15 21:27:24 iospc2 kernel: [80934.660832] usb 2-4: New USB device strings: Mfr=1, Product=2, SerialNumber=3Oct 15 21:27:24 iospc2 kernel: [80934.660838] usb 2-4: Product: e1649FwuOct 15 21:27:24 iospc2 kernel: [80934.660844] usb 2-4: Manufacturer: DisplayLinkOct 15 21:27:24 iospc2 kernel: [80934.660850] usb 2-4: SerialNumber: FJBD7HA000778Oct 15 21:27:24 iospc2 kernel: [80934.663391] hid-generic 0003:17E9:4107.0008: hiddev0,hidraw5: USB HID v1.10 Device [DisplayLink e1649Fwu] on usb-0000:00:1d.7-4/input1Oct 15 21:27:24 iospc2 mtp-probe: checking bus 2, device 5: "/sys/devices/pci0000:00/0000:00:1d.7/usb2/2-4"Oct 15 21:27:24 iospc2 mtp-probe: bus: 2, device: 5 was not an MTP deviceOct 15 21:27:25 iospc2 kernel: [80935.742407] [drm] vendor descriptor length:17 data:17 5f 01 00 15 05 00 01 03 00 04Oct 15 21:27:25 iospc2 kernel: [80935.834403] udl 2-4:1.0: fb1: udldrmfb frame buffer deviceOct 15 21:27:25 iospc2 kernel: [80935.834416] [drm] Initialized udl 0.0.1 20120220 on minor 1Oct 15 21:27:25 iospc2 kernel: [80935.836389] usbcore: registered new interface driver udlOct 15 21:27:25 iospc2 kernel: [80936.021458] [drm] write mode info 153 Next, it's time to enable the display for our needs... This can be done either via UI or console, just as you'd prefer it. Adding the external USB display under Linux isn't an issue after all... Settings Manager => Display Personally, I like the console. With the help of xrandr we get the screen identifier first $ xrandrScreen 0: minimum 320 x 200, current 3200 x 1080, maximum 32767 x 32767LVDS1 connected 1280x800+0+0 (normal left inverted right x axis y axis) 331mm x 207mm...DVI-0 connected 1366x768+0+0 (normal left inverted right x axis y axis) 344mm x 193mm   1366x768       60.0*+ and then give it the usual shot with auto-configuration. Let the system decide what's best for your hardware... $ xrandr --output DVI-0 --off$ xrandr --output DVI-0 --auto And there we go... Cloned output of main display: New kernel, new display... The external USB display works out-of-the-box with a Linux kernel > 3.9.0. Despite of a good number of resources it is absolutely not necessary to create a Device or Screen section in one of Xorg.conf files. This information belongs to the past and is not valid on kernel 3.9 or higher. Same hardware but Windows 8 Of course, I wanted to know how the latest incarnation from Redmond would handle the new hardware... Flawless! Most interesting aspect here: I did not use the driver installation medium on purpose. And I was right... not too long afterwards a dialog with the EULA of DisplayLink appeared on the main screen. And after confirmation of same it took some more seconds and the external USB monitor was ready to rumble. Well, and not only that one... but see for yourself. This time Windows 8 was the easiest solution after all. Resume I can highly recommend this type of hardware to anyone asking me. Although, it's dimensions are 15.6" it is actually lighter than my Samsung Galaxy Tab 10.1 and it still fits into my laptop bag without any issues. From now on... no more single screen while developing software on the road!

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  • Need help with Microsoft Access 07 & Reports

    - by Moe
    I'm finding it difficult to get MS reporting working to what I'd like to show. What I'm trying to do is: a) In my database store a URL file (HTTP external file), that is a .jpeg. I'd like to use that URL to call the image on the report sheet. I have tried to use 'Control source' on the data panel, but with no success. Any way I can get Dynamic Images to show up on each database. Also, I have a couple of Relational Databases. One Defines Values: For Example: DefinePets('petID','Name of Pet') The other one links the Main DB with the 'DefinePets' database. Eg: connect('petID','mainID','extraFeild') I'd like my report to Go into the "connect" Table, where the the currently viewed Record Value = mainID, then find petID and return Name of Pet. There is a many to many link between definePets and the main Table. (Therefore connect is joining them up) Or is that too much to ask from a simple package like Access?

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  • Norton Security Suite Symantec Download Manager Error: "Error writing to disk"

    - by Stephen Pace
    My broadband provider (Comcast) decided to switch their 'included with service' security suite from McAfee to Norton Security Suite. Their email directed me to a site that downloaded the Symantec Download Manager (NortonDL.exe) and that went fine. I'm running Windows 7 32-bit and running this application pops up the standard User Account Control message and the software is correctly identified as coming from Symantec. I answer 'yes' to allow the software to install and upon launch immediately get an "Error writing to disk" error. I searched the Internet for this error, but mainly I find Comcast users complaining about the same issue with no resolution other than to call Symantec. I found no one suggesting a successful workaround and it appeared that most of the support calls took up to three hours. I'd like to avoid that if possible. Ideas? To be honest, I'm getting close to bagging this installation and just moving to Microsoft Security Essentials.

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  • What would cause the "gi" module to be missing from python?

    - by Catalin Dumitru
    After some not so clever editing of the default Python version in Ubuntu, from 2.7 to 3.2, I ended up breaking my entire system. After my computer imploded and everything stopped working, I tried to revert back my changes (by linking /usr/bin/python2.7 to /usr/bin/python and changing the default version in /usr/share/python/debian_defaults back to 2.7) but some things are still broken. For example when I type "import gi" in the python interpreter I get the fallowing message : >>> import gi Traceback (most recent call last): File "<stdin>", line 1, in <module> ImportError: No module named gi >>> error which appears with some programs too (eg: gnome tweak tool). I have tried re-installing python both from the software center and from sources, but the same error persists. Python -- version now returns : Python 2.7.2 and also some software packages which depend on python 2.7 are now working (for example the software center), but some things are still broken. Is there anything I can do to completely re-install python 2.7 as the default version?

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  • Camera wont stay behind model after pitch, then rotation

    - by ChocoMan
    I have a camera position behind a model. Currently, if I push the left thumbstick making my model move forward, backward, or strafe, the camera stays with the model. If I push the right thumbstick left or right, the model rotates in those directions fine along with the camera rotating while maintaining its position relatively behind the model. But when I pitch the model up or down, then rotate the model afterwards, the camera moves slightly rotates in a clock-like fashion behind the model. If I do a few rotations of the model and try to pitch the camera, the camera will eventually be looking at the side, then eventually the front of the model while also rotating in a clock-like fashion. My question is, how do I keep the camera to pitch up and down behind the model no matter how much the model has rotated? Here is what I got: // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { // Rotates Camera with model Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(angularSpeed); // Pitches Camera around model Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(angularSpeed); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around with model (only seeing back of model) public void cameraYaw(Vector3 axisYaw, float yaw) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; } // Raise camera above or below model's shoulders public void cameraPitch(Vector3 axisPitch, float pitch) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } // Call in update method public void updateCamera() { cameraYaw(Vector3.Up, Yaw); cameraPitch(Vector3.Right, Pitch); } NOTE: I tried to use addPitch just like addRotation but it didn't work...

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  • Recording Skype Video

    - by Leah Peterson
    I have two problems - When doing a Skype video call, I can't see the other person. Skype says both my input and output are fast/good. I need a good recording program that will save both sides at once in a podcast. I've been playing around with Vodburner, but it seems to be very temperamental. I can't get anything longer than 30 seconds to save and even when if it does save, the file isn't compatible with Windows Live Movie Maker, even when I change the extension to .MP4 or .WMV. I tried to downlowd the format changer http://www.mediacoderhq.com/ that Vodburner suggests, but only got errors. I'm using Windows 7 with 62 GB free.

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  • Apache service hung and incoming requests not accepted

    - by Gnanam
    Hi, My production server is running Apache v2.2.4 with mod_mono v1.2.4 on CentOS release 5.2 (Final). Suddenly, Apache service hung during normal usage time (approx. 1 pm EDT). Traffic is not too high at this time. This is the first time we're noticing this kind of behaviour in our server. I noticed from access log that even subsequent requests are also not received, even though there were incoming requests. I then manually tried to invoke my application call from web browser, it never returned successfully but it was still loading. I found no unusual behaviour/activity in: 1) Apache access_log and error_log 2) No kernel level errors found in /var/log/messages I've no other option but ended up restarting Apache service. Any idea on what would cause Apache to hang and thereby not allowing subsequent incoming requests? How do I debug/diagnose when this happens next time? Experts advice/recommendation on this are highly appreciated.

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  • Tape Supplier in Canada

    - by JohnyD
    I'm not sure if it's kosher to ask.. but where can one purchase good quality / well priced backup tapes within Canada, online? I'm asking because my current vendor, DataWrite, has sent me bad tapes for the 3rd time in a row. I have no idea where they get their product but when I put an order in for 20 tapes and 2 cleaning tapes and I have to call them up 4 times over the next 2 weeks, I expect those tapes to work. Well, like I said, this is the 3rd batch that I'm sending back and we've been dealing with them exclusively for well over 5 years so I thought I'd ask the pool of knowledge. I'm currently looking for DAT72 tapes but soon will be looking for LTO-3 and LTO-4. Thank you

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  • How to fix steam issues when playing games

    - by Vyren Media
    So I got call of duty black Ops on my PC (Windows 7, 64bit, 8gig ram, 3.0ghz processor) but when I want to start the game I get this error message. Steam must be running to play this game. I did a quick Google search for what steam was and it turns out its a game software technology for copy protection, patents, game-play and this like that. I don't know how to fix this. I have tried reinstalling over and over but no success at all. Is it like direct X you could just download and install or what...Any ideas will be GREATLY appreciated.

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  • Building LMMS: "Configuring incomplete, errors occurred!"

    - by fridojet
    I tried to build Linux MultiMedia studio from the source of the SourceForge git:// repository under Ubuntu 12.04 LTS 32b: git clone git://lmms.git.sourceforge.net/gitroot/lmms/lmms cd lmms git checkout First I tried to install all the required libraries and then I cmaked. - That's what happened on cmake (errors occurred!): [DIR]lmms/build$ cmake .. -- The C compiler identification is GNU -- The CXX compiler identification is GNU -- Check for working C compiler: /usr/bin/gcc -- Check for working C compiler: /usr/bin/gcc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working CXX compiler: /usr/bin/c++ -- Check for working CXX compiler: /usr/bin/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done PROCESSOR: i686 Machine: i686-linux-gnu -- Target host is 32 bit -- Looking for include files LMMS_HAVE_STDINT_H -- Looking for include files LMMS_HAVE_STDINT_H - found -- Looking for include files LMMS_HAVE_STDBOOL_H -- Looking for include files LMMS_HAVE_STDBOOL_H - found -- Looking for include files LMMS_HAVE_STDLIB_H -- Looking for include files LMMS_HAVE_STDLIB_H - found -- Looking for include files LMMS_HAVE_PTHREAD_H -- Looking for include files LMMS_HAVE_PTHREAD_H - found -- Looking for include files LMMS_HAVE_SEMAPHORE_H -- Looking for include files LMMS_HAVE_SEMAPHORE_H - found -- Looking for include files LMMS_HAVE_UNISTD_H -- Looking for include files LMMS_HAVE_UNISTD_H - found -- Looking for include files LMMS_HAVE_SYS_TYPES_H -- Looking for include files LMMS_HAVE_SYS_TYPES_H - found -- Looking for include files LMMS_HAVE_SYS_IPC_H -- Looking for include files LMMS_HAVE_SYS_IPC_H - found -- Looking for include files LMMS_HAVE_SYS_SHM_H -- Looking for include files LMMS_HAVE_SYS_SHM_H - found -- Looking for include files LMMS_HAVE_SYS_TIME_H -- Looking for include files LMMS_HAVE_SYS_TIME_H - found -- Looking for include files LMMS_HAVE_SYS_WAIT_H -- Looking for include files LMMS_HAVE_SYS_WAIT_H - found -- Looking for include files LMMS_HAVE_SYS_SELECT_H -- Looking for include files LMMS_HAVE_SYS_SELECT_H - found -- Looking for include files LMMS_HAVE_STDARG_H -- Looking for include files LMMS_HAVE_STDARG_H - found -- Looking for include files LMMS_HAVE_SIGNAL_H -- Looking for include files LMMS_HAVE_SIGNAL_H - found -- Looking for include files LMMS_HAVE_SCHED_H -- Looking for include files LMMS_HAVE_SCHED_H - found -- Looking for include files LMMS_HAVE_SYS_SOUNDCARD_H -- Looking for include files LMMS_HAVE_SYS_SOUNDCARD_H - found -- Looking for include files LMMS_HAVE_SOUNDCARD_H -- Looking for include files LMMS_HAVE_SOUNDCARD_H - not found. -- Looking for include files LMMS_HAVE_FCNTL_H -- Looking for include files LMMS_HAVE_FCNTL_H - found -- Looking for include files LMMS_HAVE_SYS_IOCTL_H -- Looking for include files LMMS_HAVE_SYS_IOCTL_H - found -- Looking for include files LMMS_HAVE_CTYPE_H -- Looking for include files LMMS_HAVE_CTYPE_H - found -- Looking for include files LMMS_HAVE_STRING_H -- Looking for include files LMMS_HAVE_STRING_H - found -- Looking for include files LMMS_HAVE_PROCESS_H -- Looking for include files LMMS_HAVE_PROCESS_H - not found. -- Looking for include files LMMS_HAVE_LOCALE_H -- Looking for include files LMMS_HAVE_LOCALE_H - found -- Looking for Q_WS_X11 -- Looking for Q_WS_X11 - found -- Looking for Q_WS_WIN -- Looking for Q_WS_WIN - not found. -- Looking for Q_WS_QWS -- Looking for Q_WS_QWS - not found. -- Looking for Q_WS_MAC -- Looking for Q_WS_MAC - not found. -- Found Qt4: /usr/bin/qmake (found suitable version "4.8.1", required is "4.6.0;COMPONENTS;QtCore;QtGui;QtXml;QtNetwork") -- Found Qt translations in /usr/share/qt4/translations -- checking for module 'sndfile>=1.0.11' -- found sndfile, version 1.0.25 -- Looking for include files CMAKE_HAVE_PTHREAD_H -- Looking for include files CMAKE_HAVE_PTHREAD_H - found -- Looking for pthread_create in pthreads -- Looking for pthread_create in pthreads - not found -- Looking for pthread_create in pthread -- Looking for pthread_create in pthread - found -- Found Threads: TRUE -- Found libzip: /usr/lib/libzip.so -- Found libflac++: /usr/lib/i386-linux-gnu/libFLAC.so;/usr/lib/i386-linux-gnu/libFLAC++.so -- Found STK: /usr/lib/i386-linux-gnu/libstk.so -- checking for module 'portaudio-2.0' -- found portaudio-2.0, version 19 -- Found Portaudio: portaudio;asound;m;pthread -- checking for module 'libpulse' -- found libpulse, version 1.1 -- Found PulseAudio Simple: /usr/lib/i386-linux-gnu/libpulse.so -- Looking for vorbis_bitrate_addblock in vorbis -- Looking for vorbis_bitrate_addblock in vorbis - found -- Found OggVorbis: /usr/lib/i386-linux-gnu/libogg.so;/usr/lib/i386-linux-gnu/libvorbis.so;/usr/lib/i386-linux-gnu/libvorbisfile.so;/usr/lib/i386-linux-gnu/libvorbisenc.so -- Looking for snd_seq_create_simple_port in asound -- Looking for snd_seq_create_simple_port in asound - found -- Found ALSA: /usr/lib/i386-linux-gnu/libasound.so -- Looking for include files LMMS_HAVE_MACHINE_SOUNDCARD_H -- Looking for include files LMMS_HAVE_MACHINE_SOUNDCARD_H - not found. -- Looking for include files LMMS_HAVE_LINUX_AWE_VOICE_H -- Looking for include files LMMS_HAVE_LINUX_AWE_VOICE_H - not found. -- Looking for include files LMMS_HAVE_AWE_VOICE_H -- Looking for include files LMMS_HAVE_AWE_VOICE_H - not found. -- Looking for include files LMMS_HAVE__USR_SRC_SYS_I386_ISA_SOUND_AWE_VOICE_H -- Looking for include files LMMS_HAVE__USR_SRC_SYS_I386_ISA_SOUND_AWE_VOICE_H - not found. -- Looking for include files LMMS_HAVE__USR_SRC_SYS_GNU_I386_ISA_SOUND_AWE_VOICE_H -- Looking for include files LMMS_HAVE__USR_SRC_SYS_GNU_I386_ISA_SOUND_AWE_VOICE_H - not found. -- Looking for C++ include sys/asoundlib.h -- Looking for C++ include sys/asoundlib.h - found -- Looking for C++ include alsa/asoundlib.h -- Looking for C++ include alsa/asoundlib.h - found -- Looking for snd_pcm_resume in asound -- Looking for snd_pcm_resume in asound - found -- checking for module 'jack>=0.77' -- found jack, version 0.121.2 -- checking for module 'fftw3f>=3.0.0' -- package 'fftw3f>=3.0.0' not found CMake Error at /usr/share/cmake-2.8/Modules/FindPkgConfig.cmake:266 (message): A required package was not found Call Stack (most recent call first): /usr/share/cmake-2.8/Modules/FindPkgConfig.cmake:320 (_pkg_check_modules_internal) CMakeLists.txt:309 (PKG_CHECK_MODULES) -- checking for module 'fluidsynth>=1.0.7' -- found fluidsynth, version 1.1.5 -- Looking for include files LMMS_HAVE_LV2CORE -- Looking for include files LMMS_HAVE_LV2CORE - found -- Looking for include files LMMS_HAVE_SLV2_SCALEPOINTS_H -- Looking for include files LMMS_HAVE_SLV2_SCALEPOINTS_H - not found. -- Looking for slv2_world_new in slv2 -- Looking for slv2_world_new in slv2 - found -- Looking for librdf_new_world in rdf -- Looking for librdf_new_world in rdf - found -- Looking for wine_init in wine -- Looking for wine_init in wine - found -- Looking for C++ include windows.h -- Looking for C++ include windows.h - found -- checking for module 'samplerate>=0.1.7' -- package 'samplerate>=0.1.7' not found -- Performing Test HAVE_LRINT -- Performing Test HAVE_LRINT - Success -- Performing Test HAVE_LRINTF -- Performing Test HAVE_LRINTF - Success -- Performing Test CPU_CLIPS_POSITIVE -- Performing Test CPU_CLIPS_POSITIVE - Failed -- Performing Test CPU_CLIPS_NEGATIVE -- Performing Test CPU_CLIPS_NEGATIVE - Success -- Looking for XOpenDisplay in /usr/lib/i386-linux-gnu/libX11.so;/usr/lib/i386-linux-gnu/libXext.so -- Looking for XOpenDisplay in /usr/lib/i386-linux-gnu/libX11.so;/usr/lib/i386-linux-gnu/libXext.so - found -- Looking for gethostbyname -- Looking for gethostbyname - found -- Looking for connect -- Looking for connect - found -- Looking for remove -- Looking for remove - found -- Looking for shmat -- Looking for shmat - found -- Looking for IceConnectionNumber in ICE -- Looking for IceConnectionNumber in ICE - found -- Found X11: /usr/lib/i386-linux-gnu/libX11.so -- Found Freetype: /usr/lib/i386-linux-gnu/libfreetype.so Installation Summary -------------------- * Install Directory : /usr/local * Use system's libsamplerate : Supported audio interfaces -------------------------- * ALSA : OK * JACK : OK * OSS : OK * PortAudio : OK * PulseAudio : OK * SDL : OK Supported MIDI interfaces ------------------------- * ALSA : OK * OSS : OK * WinMM : <not supported on this platform> Supported file formats for project export ----------------------------------------- * WAVE : OK * OGG/VORBIS : OK * FLAC : OK Optional plugins ---------------- * SoundFont2 player : OK * Stk Mallets : OK * VST-instrument hoster : OK * VST-effect hoster : OK * LV2 hoster : OK * CALF LADSPA plugins : OK * CAPS LADSPA plugins : OK * CMT LADSPA plugins : OK * TAP LADSPA plugins : OK * SWH LADSPA plugins : OK * FL .zip import : OK ----------------------------------------------------------------- IMPORTANT: after installing missing packages, remove CMakeCache.txt before running cmake again! ----------------------------------------------------------------- -- Configuring incomplete, errors occurred! Here are some parts the contents of my lmms/build/CMakeCache.txt file: # This is the CMakeCache file. # For build in directory: /home/jk/Downloads/lmms-git/lmms/build # It was generated by CMake: /usr/bin/cmake # You can edit this file to change values found and used by cmake. # If you do not want to change any of the values, simply exit the editor. # If you do want to change a value, simply edit, save, and exit the editor. # The syntax for the file is as follows: # KEY:TYPE=VALUE # KEY is the name of a variable in the cache. # TYPE is a hint to GUI's for the type of VALUE, DO NOT EDIT TYPE!. # VALUE is the current value for the KEY. ######################## # EXTERNAL cache entries ######################## //Path to a file. ALSA_INCLUDES:PATH=/usr/include //Path to a library. ASOUND_LIBRARY:FILEPATH=/usr/lib/i386-linux-gnu/libasound.so //Path to a program. CMAKE_AR:FILEPATH=/usr/bin/ar //Choose the type of build, options are: None(CMAKE_CXX_FLAGS or // CMAKE_C_FLAGS used) Debug Release RelWithDebInfo MinSizeRel. CMAKE_BUILD_TYPE:STRING= //Enable/Disable color output during build. CMAKE_COLOR_MAKEFILE:BOOL=ON //CXX compiler. CMAKE_CXX_COMPILER:FILEPATH=/usr/bin/c++ //Flags used by the compiler during all build types. CMAKE_CXX_FLAGS:STRING= //Flags used by the compiler during debug builds. CMAKE_CXX_FLAGS_DEBUG:STRING=-g //Flags used by the compiler during release minsize builds. CMAKE_CXX_FLAGS_MINSIZEREL:STRING=-Os -DNDEBUG //Flags used by the compiler during release builds (/MD /Ob1 /Oi // /Ot /Oy /Gs will produce slightly less optimized but smaller // files). CMAKE_CXX_FLAGS_RELEASE:STRING=-O3 -DNDEBUG //Flags used by the compiler during Release with Debug Info builds. CMAKE_CXX_FLAGS_RELWITHDEBINFO:STRING=-O2 -g //C compiler. CMAKE_C_COMPILER:FILEPATH=/usr/bin/gcc //Flags used by the compiler during all build types. CMAKE_C_FLAGS:STRING= //Flags used by the compiler during debug builds. CMAKE_C_FLAGS_DEBUG:STRING=-g //Flags used by the compiler during release minsize builds. CMAKE_C_FLAGS_MINSIZEREL:STRING=-Os -DNDEBUG //Flags used by the compiler during release builds (/MD /Ob1 /Oi // /Ot /Oy /Gs will produce slightly less optimized but smaller // files). CMAKE_C_FLAGS_RELEASE:STRING=-O3 -DNDEBUG //Flags used by the compiler during Release with Debug Info builds. CMAKE_C_FLAGS_RELWITHDEBINFO:STRING=-O2 -g //Flags used by the linker. CMAKE_EXE_LINKER_FLAGS:STRING=' ' //Flags used by the linker during debug builds. CMAKE_EXE_LINKER_FLAGS_DEBUG:STRING= //Flags used by the linker during release minsize builds. CMAKE_EXE_LINKER_FLAGS_MINSIZEREL:STRING= //Flags used by the linker during release builds. CMAKE_EXE_LINKER_FLAGS_RELEASE:STRING= //Flags used by the linker during Release with Debug Info builds. CMAKE_EXE_LINKER_FLAGS_RELWITHDEBINFO:STRING= //Enable/Disable output of compile commands during generation. CMAKE_EXPORT_COMPILE_COMMANDS:BOOL=OFF //Install path prefix, prepended onto install directories. CMAKE_INSTALL_PREFIX:PATH=/usr/local //Path to a program. CMAKE_LINKER:FILEPATH=/usr/bin/ld //Path to a program. CMAKE_MAKE_PROGRAM:FILEPATH=/usr/bin/make //Flags used by the linker during the creation of modules. CMAKE_MODULE_LINKER_FLAGS:STRING=' ' //Flags used by the linker during debug builds. CMAKE_MODULE_LINKER_FLAGS_DEBUG:STRING= //Flags used by the linker during release minsize builds. CMAKE_MODULE_LINKER_FLAGS_MINSIZEREL:STRING= //Flags used by the linker during release builds. CMAKE_MODULE_LINKER_FLAGS_RELEASE:STRING= //Flags used by the linker during Release with Debug Info builds. CMAKE_MODULE_LINKER_FLAGS_RELWITHDEBINFO:STRING= ==[...]== That's a list of the contents of my lmms/build folder: [DIR]lmms/build$ dir CMakeCache.txt CPackSourceConfig.cmake lmmsconfig.h plugins CMakeFiles data lmms.rc CPackConfig.cmake include lmmsversion.h My Question: It just tells me that that "errors" occurred, but I can't see any error message. It seems like everything went fine. - So: Any idea what the problem could be? - Thanks.

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  • How to start gnome-shell?

    - by Tim
    I successfully installed GNOME 3 and GNOME Shell from the Launchpad PPA on my fully updated Natty test system. However, nothing I tried could get it to actually run. If I selected it in the startup options, I got a plain light blue screen with absolutely nothing on it. If I tried to start it using gnome-shell --replace, I got: gnome-shell --replace & [2] 3251 tim@nattytest:/usr/lib$ Traceback (most recent call last): File "/usr/bin/gnome-shell", line 705, in <module> normal_exit = run_shell() File "/usr/bin/gnome-shell", line 293, in run_shell if shell is None: UnboundLocalError: local variable 'shell' referenced before assignment /usr/bin/compiz (core) - Error: Screen 0 on display ":0.0" already has a window manager; try using the --replace option to replace the current window manager. [2]+ Exit 1 gnome-shell --replace I also tried preceding that with metacity --replace, as suggested at ubuntuforums.com. But, I got the same failure. I also linked /usr/lib/libmozjs.so to /usr/lib/xulrunner-2.0b12/libmozjs.so, which did not help either. No matter what I try, I get the same error messages.

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  • What is the best answer for: "my Internet is not working"?

    - by Maciek Sawicki
    Hi, I look for work in IT Support. One of interview questions is: what would you first say if user call You and tell my Internet is not working? I think about it a lot and still don't know what is correct answerer nor what answer my future employer expects. My choice would be something like: What part of Internet? (but more polite). For example I could ask for opening web page that works on my PC. Please give only serious answers. If You want BOFH or "The website is down" style answers I can create separate question for that.

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  • What is the best answer for: "my Internet is not working"?

    - by Maciek Sawicki
    Hi, I look for work in IT Support. One of interview questions is: what would you first say if user call You and tell my Internet is not working? I think about it a lot and still don't know what is correct answerer nor what answer my future employer expects. My choice would be something like: What part of Internet? (but more polite). For example I could ask for opening web page that works on my PC. Please give only serious answers. If You want BOFH or "The website is down" style answers I can create separate question for that.

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  • Why did cherokee-admin-launcher crash?

    - by DarenW
    I'm trying out the Cherokee http server on a seemingly fine machine. Following simple set-up instructions, I tried running cherokee-admin-launcher but it printed error messages and hung up. Ctrl-C did not kill it; I had to kill -9 it from another xterm. OTOH, cherokee-admin ran fine (or at least got a lot further). What is the problem with python and cherokee-admin-launcher, and how to fix it? [root@iron rc.d]# cherokee-admin-launcher Checking TCP port 9090 availability.. OK Launching: LD_LIBRARY_PATH=/usr/lib /usr/sbin/cherokee-admin Exception in thread Thread-1: Traceback (most recent call last): File "/usr/lib/python2.7/threading.py", line 530, in __bootstrap_inner self.run() File "/usr/bin/cherokee-admin-launcher", line 209, in run return self._run_guts() File "/usr/bin/cherokee-admin-launcher", line 217, in _run_guts env=self.environ, close_fds=True) File "/usr/lib/python2.7/subprocess.py", line 672, in __init__ errread, errwrite) File "/usr/lib/python2.7/subprocess.py", line 1202, in _execute_child raise child_exception OSError: [Errno 2] No such file or directory ^C ^C

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  • How to start gnome-shell?

    - by Tim
    I successfully installed the gnome 3 gnome-shell from the launchpad ppa on my fully updated Natty test system. However, nothing I tried could get it to actually run. If I selected it in the startup options, I got a plain light blue screen with absolutely nothing on it. If I tried to start it using "gnome-shell --replace", I got: gnome-shell --replace & [2] 3251 tim@nattytest:/usr/lib$ Traceback (most recent call last): File "/usr/bin/gnome-shell", line 705, in normal_exit = run_shell() File "/usr/bin/gnome-shell", line 293, in run_shell if shell is None: UnboundLocalError: local variable 'shell' referenced before assignment /usr/bin/compiz (core) - Error: Screen 0 on display ":0.0" already has a window manager; try using the --replace option to replace the current window manager. [2]+ Exit 1 gnome-shell --replace I also tried preceding that with metacity --replace, as suggested at ubuntuforums.com. But, I got the same failure. I also linked /usr/lib/libmozjs.so to /usr/lib/xulrunner-2.0b12/libmozjs.so, which did not help either. No matter what I try, I get the same error messages. Thanks.

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  • SQLBeat Podcast – Episode 4 – Mark Rasmussen on Machine Guns,Jelly Fish and SQL Storage Engine

    - by SQLBeat
    In this this 4th SQLBeat Podcast I talk with fellow Dane Mark Rasmussen on SQL, machine guns and jelly fish fights; apparently they are common in our homeland. Who am I kidding, I am not Danish, but I try to be in this podcast. Also, we exchange knowledge on SQL Server storage engine particulars as well as some other “internals” like password hashes and contained databases. And then it just gets weird and awesome. There is lots of background noise from people who did not realize we were recording. And I call them out and make fun of them as they deserve; well just one person who is well known in these parts. I also learn the correct (almost) pronunciation of “fjord”. Seriously, a word with an “F” followed by a “J”. And there are always the hippies and hipsters to discuss. Should be fun.

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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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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  • How would you refactor nested IF Statements?

    - by saunderl
    I was cruising around the programming blogosphere when I happened upon this post about GOTO's: http://giuliozambon.blogspot.com/2010/12/programmers-tabu.html Here the writer talks about how "one must come to the conclusion that there are situations where GOTOs make for more readable and more maintainable code" and then goes on to show an example similar to this: if (Check#1) { CodeBlock#1 if (Check#2) { CodeBlock#2 if (Check#3) { CodeBlock#3 if (Check#4) { CodeBlock#4 if (Check#5) { CodeBlock#5 if (Check#6) { CodeBlock#6 if (Check#7) { CodeBlock#7 } else { rest - of - the - program } } } } } } } The writer then proposes that using GOTO's would make this code much easier to read and maintain. I personally can think of at least 3 different ways to flatten it out and make this code more readable without resorting to flow-breaking GOTO's. Here are my two favorites. 1 - Nested Small Functions. Take each if and its code block and turn it into a function. If the boolean check fails, just return. If it passes, then call the next function in the chain. (Boy, that sounds a lot like recursion, could you do it in a single loop with function pointers?) 2 - Sentinal Variable. To me this is the easyest. Just use a blnContinueProcessing variable and check to see if it is still true in your if check. Then if the check fails, set the variable to false. How many different ways can this type of coding problem be refactored to reduce nesting and increase maintainability?

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  • Oscillating Sprite Movement in XNA

    - by Nick Van Hoogenstyn
    I'm working on a 2d game and am looking to make a sprite move horizontally across the screen in XNA while oscillating vertically (basically I want the movement to look like a sin wave). Currently for movement I'm using two vectors, one for speed and one for direction. My update function for sprites just contains this: Position += direction * speed * (float)t.ElapsedGameTime.TotalSeconds; How could I utilize this setup to create the desired movement? I'm assuming I'd call Math.Sin or Math.Cos, but I'm unsure of where to start to make this sort of thing happened. My attempt looked like this: public override void Update(GameTime t) { double msElapsed = t.TotalGameTime.Milliseconds; mDirection.Y = (float)Math.Sin(msElapsed); if (mDirection.Y >= 0) mSpeed.Y = moveSpeed; else mSpeed.Y = -moveSpeed; base.Update(t, mSpeed, mDirection); } moveSpeed is just some constant positive integer. With this, the sprite simply just continuously moves downward until it's off screen. Can anyone give me some info on what I'm doing wrong here? I've never tried something like this so if I'm doing things completely wrong, let me know!

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  • Fix invalid objects and components - BEFORE you upgrade!

    - by Mike Dietrich
    We are currently running a Tech Challange Workshop with 25 Oracle consultants and support folks from all over EMEA. We call it Tech Challange because we seperate these experts having between 5 and 20 years of Oracle experience into 5 groups - and each group has to complete their special challange such as moving a database from 10.2 to Exadata V2 or upgrading from single instance 10.2 to Real Application Clusters 11.2 with the new Grid Infrastructure. Actually we start this training with a bit presentation pieces about upgrades, Real Application Testing and Golden Gate. And one topic I always point out: Keep your database tidy before the upgrade!!! Clean up all invalid objects - especially in SYS and SYSTEM user schema BEFORE you upgrade. Use utlrp.sql to recompile invalid objects. Use Note:753041.1 to diagnose and fix invalid components. Do this always BEFORE you start the upgrade. Even if it may take some time. Otherwise your upgrade could fails or significant parts of the database packages could be invalid after the upgrade as well. I just came across this today as one group had ~240 invalid objects in the database - and due to the fact that the original system was still there could proof that the objects had been invalid before. Good job, BUT ... :-)

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  • rsync to windows (cygwin)

    - by abergmeier
    We have a windows file storage (don't ask) and now I want to rsync with the machine from Windows, Mac and Linux. So I installed freeSSHd (login shell is set to C:/cygwin64/bin/sh.exe), set up certificates and testing from Linux the test.dat has 0 bytes: ssh myuser@winmachinename "C:/cygwin64/bin/true.exe" > test.dat Even double checking with actual output works fine: ssh myuser@winmachinename "C:/cygwin64/bin/ls.exe" > test.dat Now, when I call rsync: rsync --progress -avz -e ssh myuser@winmachinename:/c/Users ~/test it fails with: protocol version mismatch -- is your shell clean? (see the rsync man page for an explanation) rsync error: protocol incompatibility (code 2) at compat.c(174) [Receiver=3.1.0] As far as reading the docs, this should not happen, when the first test is successful!? I am by now out of ideas - any recommendations how to debug this? EDIT: | OS | rsync version | |:--------------|:------------------------------------------| | Windows | rsync version 3.0.9 protocol version 30 | | Linux | rsync version 3.1.0 protocol version 31 |

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  • How best to handle ID3D11InputLayout in rendering code?

    - by JohnB
    I'm looking for an elegant way to handle input layouts in my directx11 code. The problem I have that I have an Effect class and a Element class. The effect class encapsulates shaders and similar settings, and the Element class contains something that can be drawn (3d model, lanscape etc) My drawing code sets the device shaders etc using the effect specified and then calls the draw function of the Element to draw the actual geometry contained in it. The problem is this - I need to create an D3D11InputLayout somewhere. This really belongs in the Element class as it's no business of the rest of the system how that element chooses to represent it's vertex layout. But in order to create the object the API requires the vertex shader bytecode for the vertex shader that will be used to draw the object. In directx9 it was easy, there was no dependency so my element could contain it's own input layout structures and set them without the effect being involved. But the Element shouldn't really have to know anything about the effect that it's being drawn with, that's just render settings, and the Element is there to provide geometry. So I don't really know where to store and how to select the InputLayout for each draw call. I mean, I've made something work but it seems very ugly. This makes me thing I've either missed something obvious, or else my design of having all the render settings in an Effect, the Geometry in an Element, and a 3rd party that draws it all is just flawed. Just wondering how anyone else handles their input layouts in directx11 in a elegant way?

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  • add presence for a remote user to a legacy telephone system?

    - by niko
    we have a small call center that uses an old nortel phone system with analog lines. one of our sales people works from home so her calls do not go through the phone system. this creates a problem at time as the receptionist does not know if she is on the phone or not. we can easily get around this by using instant messenger status but i wanted to ask if there is another way that we can do it so that calls can also be forwarded to her when she is not on the phone. i realize that we can do this with a voip system but we're not planning on upgrading to voip until next year. does anyone know if there is an inexpensive way to add this capability today?

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  • How to Handle frame rates and synchronizing screen repaints

    - by David Kroukamp
    I would first off say sorry if the title is worded incorrectly. Okay now let me give the scenario I'm creating a 2 player fighting game, An average battle will include a Map (moving/still) and 2 characters (which are rendered by redrawing a varying amount of sprites one after the other). Now at the moment I have a single game loop limiting me to a set number of frames per second (using Java): Timer timer = new Timer(0, new AbstractAction() { @Override public void actionPerformed(ActionEvent e) { long beginTime; //The time when the cycle begun long timeDiff; //The time it took for the cycle to execute int sleepTime; //ms to sleep (< 0 if we're behind) int fps = 1000 / 40; beginTime = System.nanoTime() / 1000000; //execute loop to update check collisions and draw gameLoop(); //Calculate how long did the cycle take timeDiff = System.nanoTime() / 1000000 - beginTime; //Calculate sleep time sleepTime = fps - (int) (timeDiff); if (sleepTime > 0) {//If sleepTime > 0 we're OK ((Timer)e.getSource()).setDelay(sleepTime); } } }); timer.start(); in gameLoop() characters are drawn to the screen ( a character holds an array of images which consists of their current sprites) every gameLoop() call will change the characters current sprite to the next and loop if the end is reached. But as you can imagine if a sprite is only 3 images in length than calling gameLoop() 40 times will cause the characters movement to be drawn 40/3=13 times. This causes a few minor anomilies in the sprited for some charcters So my question is how would I go about delivering a set amount of frames per second in when I have 2 characters on screen with varying amount of sprites?

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