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  • Antenna Aligner Part 4: Role'ing in the deep

    - by Chris George
    Since last time I've been trying to sort out the general workflow of the app. It's fundamentally not hard, there is a list of transmitters, you select a transmitter and it shows the compass view. Having done quite a bit of ajax/asp.net/html in the past, I immediately started off by creating two divs within my 'page', one for the list, one for the compass. Then using the onClick event in the list, this will switch the display attribute on the divs. This seemed to work, but did lead to some dodgy transitional redrawing artefacts which I was not happy with. So after some Googling I realised I was doing it all wrong! JQuery mobile has the concept of giving an object in html a data-role. By giving a div the attribute data-role="page" it is then treated as a separate page on the mobile device. Within the code, this is referenced like a html anchor in the form #mypage. Using this system, page transitions such as fade or slide are automatically applied which adds to the whole authenticity of the app! Here is a simple example: . <a href="#'compasspage">compass</a> . <div data-role="page" id="compasspage" data-add-back-btn="true"> But I don't want just a static link, I want to dynamically create my list, and get each list elements to switch to the compass page with the right information. So here is the jquery that I used to dynamically inject new <li> rows into the <ul> block. $('ul').append($('<li/>', {    //here appendin `<li>`     'data-role': "list-divider" }).append($('<a/>', {    //here appending `<a>` into `<li>`     'href': '#compasspage',     'data-transition': 'none',     'onclick': 'selectTx(' + i + ')',     'html': buttonHtml }))); $('ul').listview('refresh'); This is called within a for loop so the first 5 appropriate transmitters are used. There are several things of interest to note here. Firstly, I could not find a more elegant way to tell the target page which transmitter I've clicked on, so I have used the onclick event as well as the href attribute. The onclick event fires 'selectTx' which simply sets a global member variable to the specific index number I've clicked on. Yes it's not nice, but it works. Secondly, the data-transition attribute is set to 'none'. I wanted the transition between the pages to be a whooshy slidey effect. However this worked going to the compass page, but returning to the list page gave some undesirable visual artefacts (flickering, redrawing etc.). So I decided to remove the transitions all together, which was a shame. Thirdly, rather than embedding loads of html into the append command, I removed this out into a variable 'buttonHtml'. Doing this really tidied up my code. Until next time!

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  • Question on the implementation of my Entity System

    - by miguel.martin
    I am currently creating an Entity System, in C++, it is almost completed (I have all the code there, I just have to add a few things and test it). The only thing is, I can't figure out how to implement some features. This Entity System is based off a bit from the Artemis framework, however it is different. I'm not sure if I'll be able to type this out the way my head processing it. I'm going to basically ask whether I should do something over something else. Okay, now I'll give a little detail on my Entity System itself. Here are the basic classes that my Entity System uses to actually work: Entity - An Id (and some methods to add/remove/get/etc Components) Component - An empty abstract class ComponentManager - Manages ALL components for ALL entities within a Scene EntitySystem - Processes entities with specific components Aspect - The class that is used to help determine what Components an Entity must contain so a specific EntitySystem can process it EntitySystemManager - Manages all EntitySystems within a Scene EntityManager - Manages entities (i.e. holds all Entities, used to determine whether an Entity has been changed, enables/disables them, etc.) EntityFactory - Creates (and destroys) entities and assigns an ID to them Scene - Contains an EntityManager, EntityFactory, EntitySystemManager and ComponentManager. Has functions to update and initialise the scene. Now in order for an EntitySystem to efficiently know when to check if an Entity is valid for processing (so I can add it to a specific EntitySystem), it must recieve a message from the EntityManager (after a call of activate(Entity& e)). Similarly the EntityManager must know when an Entity is destroyed from the EntityFactory in the Scene, and also the ComponentManager must know when an Entity is created AND destroyed. I do have a Listener/Observer pattern implemented at the moment, but with this pattern I may remove a Listener (which is this case is dependent on the method being called). I mainly have this implemented for specific things related to a game, i.e. Teams, Tagging of entities, etc. So... I was thinking maybe I should call a private method (using friend classes) to send out when an Entity has been activated, deleted, etc. i.e. taken from my EntityFactory void EntityFactory::killEntity(Entity& e) { // if the entity doesn't exsist in the entity manager within the scene if(!getScene()->getEntityManager().doesExsist(e)) { return; // go back to the caller! (should throw an exception or something..) } // tell the ComponentManager and the EntityManager that we killed an Entity getScene()->getComponentManager().doOnEntityWillDie(e); getScene()->getEntityManager().doOnEntityWillDie(e); // notify the listners for(Mouth::iterator i = getMouth().begin(); i != getMouth().end(); ++i) { (*i)->onEntityWillDie(*this, e); } _idPool.addId(e.getId()); // add the ID to the pool delete &e; // delete the entity } As you can see on the lines where I am telling the ComponentManager and the EntityManager that an Entity will die, I am calling a method to make sure it handles it appropriately. Now I realise I could do this without calling it explicitly, with the help of that for loop notifying all listener objects connected to the EntityFactory's Mouth (an object used to tell listeners that there's an event), however is this a good idea (good design, or what)? I've gone over the PROS and CONS, I just can't decide what I want to do. Calling Explicitly: PROS Faster? Since these functions are explicitly called, they can't be "removed" CONS Not flexible Bad design? (friend functions) Calling through Listener objects (i.e. ComponentManager/EntityManager inherits from a EntityFactoryListener) PROS More Flexible? Better Design? CONS Slower? (virtual functions) Listeners can be removed, i.e. may be removed and not get called again during the program, which could cause in a crash. P.S. If you wish to view my current source code, I am hosting it on BitBucket.

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  • AccelerometerInput XNA GameComponent

    - by Michael B. McLaughlin
    Bad accelerometer controls kill otherwise good games. I decided to try to do something about it. So I create an XNA GameComponent called AccelerometerInput. It’s still a beta project but you are welcome to try it, use it, modify it, etc. I’m releasing under the terms of the Microsoft Public License. Important info: First, it only supports tilt-style controls currently. I have not implemented motion-style controls yet (and make no promises as to when I might find time to do so). Second, I commented it heavily so that you can (hopefully) understand what it is doing. Please read the comments and examine the sample game for a usage overview. There are configurable parameters which I encourage you to make use of (both by modifying the default values where your testing shows it to be appropriate and also by implementing a calibration mechanism in your game that lets the user adjust those configurable values based on his or her own circumstances). Third, even with this code, accelerometer controls are still a fairly advanced topic area; you will likely find nothing but disappointment if you simply plunk this into some project without testing it on a device (or preferably on several devices). Fourth, if you do try this code and find that something doesn’t work as expected on your phone, please let me know as I want to improve it and can only do so with your help. Let me know what phone model it is, what you tried doing, what you expected, and what result you had instead. I may or may not be able to incorporate it into the code, but I can let others know at the very least so that they can make appropriate modifications to their games (I’m hopeful that all phones are reasonably similar in their workings and require, at most, a slight calibration change, but I simply don’t know). Fifth, although I’ll do my best to answer any questions you may have about it, I’m very busy with a number of things currently so it might take a little while. Please look through the code and examine the comments and sample game first before asking any questions. It’s likely that the answer is in there. If not, or if you just aren’t really sure, ask away. Sixth, there are differences between a portrait-mode game and a landscape mode game (specifically in the appropriate default tilt adjustment for toward the user/away from the user calculations). This is documented and the default is set for landscape. If you use this for a portrait game, make the appropriate change (look for the TODO: comment in AccelerometerInput.cs). Seventh, no provision whatsoever is made for disabling screen locking. It is up to you to implement that and to take appropriate measures to detect when the user has been idle for too long and timeout the game. That code is very game-specific. If you have questions about such matters, consult the relevant MSDN documentation and, if you still have questions, visit the App Hub forums and ask there. I answer questions there a lot and so I may even stumble across your question and answer it. But that’s a much better forum than the comments section here for questions of that sort so I would appreciate it if you asked idle detection-related questions there (or on some other suitable site that you may be more familiar and comfortable with). Eighth, this is an XNA GameComponent intended for XNA-based games on WP7. A sufficiently knowledgeable Silverlight developer should have no problem adapting it for use in a Silverlight game or app. I may create a Silverlight version at some point myself. Right now I do not have the time, unfortunately. Ok. Without further ado: http://www.bobtacoindustries.com/developers/utils/AccelerometerInput.zip Have a great St. Patrick’s Day!

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  • Schizophrenic Ubuntu 12.10-12.04: Atheros 922 PCI WIFI is disabled in Unity but enabled in terminal - How to getit to work?

    - by zewone
    I am trying to get my PCI Wireless Atheros 922 card to work. It is disabled in Unity: both the network utility and the desktop (see screenshot http://www.amisdurailhalanzy.be/Screenshot%20from%202012-10-25%2013:19:54.png) I tried many different advises on many different forums. Installed 12.10 instead of 12.04, enabled all interfaces... etc. I have read about the aht9 driver... The terminal shows no hw or sw lock for the Atheros card, nevertheless, it is still disabled. Nothing worked so far, the card is still disabled. Any help is much appreciated. Here are more tech details: myuser@adri1:~$ sudo lshw -C network *-network:0 DISABLED description: Wireless interface product: AR922X Wireless Network Adapter vendor: Atheros Communications Inc. physical id: 2 bus info: pci@0000:03:02.0 logical name: wlan1 version: 01 serial: 00:18:e7:cd:68:b1 width: 32 bits clock: 66MHz capabilities: pm bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.5.0-17-generic firmware=N/A latency=168 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:18 memory:d8000000-d800ffff *-network:1 description: Ethernet interface product: VT6105/VT6106S [Rhine-III] vendor: VIA Technologies, Inc. physical id: 6 bus info: pci@0000:03:06.0 logical name: eth0 version: 8b serial: 00:11:09:a3:76:4a size: 10Mbit/s capacity: 100Mbit/s width: 32 bits clock: 33MHz capabilities: pm bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=via-rhine driverversion=1.5.0 duplex=half latency=32 link=no maxlatency=8 mingnt=3 multicast=yes port=MII speed=10Mbit/s resources: irq:18 ioport:d300(size=256) memory:d8013000-d80130ff *-network DISABLED description: Wireless interface physical id: 1 bus info: usb@1:8.1 logical name: wlan0 serial: 00:11:09:51:75:36 capabilities: ethernet physical wireless configuration: broadcast=yes driver=rt2500usb driverversion=3.5.0-17-generic firmware=N/A link=no multicast=yes wireless=IEEE 802.11bg myuser@adri1:~$ sudo rfkill list all 0: hci0: Bluetooth Soft blocked: no Hard blocked: no 1: phy1: Wireless LAN Soft blocked: no Hard blocked: yes 2: phy0: Wireless LAN Soft blocked: no Hard blocked: no myuser@adri1:~$ dmesg | grep wlan0 [ 15.114235] IPv6: ADDRCONF(NETDEV_UP): wlan0: link is not ready myuser@adri1:~$ dmesg | egrep 'ath|firm' [ 14.617562] ath: EEPROM regdomain: 0x30 [ 14.617568] ath: EEPROM indicates we should expect a direct regpair map [ 14.617572] ath: Country alpha2 being used: AM [ 14.617575] ath: Regpair used: 0x30 [ 14.637778] ieee80211 phy0: >Selected rate control algorithm 'ath9k_rate_control' [ 14.639410] Registered led device: ath9k-phy0 myuser@adri1:~$ dmesg | grep wlan1 [ 15.119922] IPv6: ADDRCONF(NETDEV_UP): wlan1: link is not ready myuser@adri1:~$ lspci -nn | grep 'Atheros' 03:02.0 Network controller [0280]: Atheros Communications Inc. AR922X Wireless Network Adapter [168c:0029] (rev 01) myuser@adri1:~$ sudo ifconfig eth0 Link encap:Ethernet HWaddr 00:11:09:a3:76:4a inet addr:192.168.2.2 Bcast:192.168.2.255 Mask:255.255.255.0 inet6 addr: fe80::211:9ff:fea3:764a/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:5457 errors:0 dropped:0 overruns:0 frame:0 TX packets:2548 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3425684 (3.4 MB) TX bytes:282192 (282.1 KB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:590 errors:0 dropped:0 overruns:0 frame:0 TX packets:590 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:53729 (53.7 KB) TX bytes:53729 (53.7 KB) myuser@adri1:~$ sudo iwconfig wlan0 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=off Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:on lo no wireless extensions. eth0 no wireless extensions. wlan1 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=0 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:off myuser@adri1:~$ lsmod | grep "ath9k" ath9k 116549 0 mac80211 461161 3 rt2x00usb,rt2x00lib,ath9k ath9k_common 13783 1 ath9k ath9k_hw 376155 2 ath9k,ath9k_common ath 19187 3 ath9k,ath9k_common,ath9k_hw cfg80211 175375 4 rt2x00lib,ath9k,mac80211,ath myuser@adri1:~$ iwlist scan wlan0 Failed to read scan data : Network is down lo Interface doesn't support scanning. eth0 Interface doesn't support scanning. wlan1 Failed to read scan data : Network is down myuser@adri1:~$ lsb_release -d Description: Ubuntu 12.10 myuser@adri1:~$ uname -mr 3.5.0-17-generic i686 ![Schizophrenic Ubuntu](http://www.amisdurailhalanzy.be/Screenshot%20from%202012-10-25%2013:19:54.png) Any help much appreciated... Thanks, Philippe

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  • As a person getting into mobile development, what's the best mobile platform in terms of profitability? [closed]

    - by Kyle Loman
    I realize this question can range very far so would love to hear any and all opinions on this. However, I'll be honest and say that I have been thinking of this in terms of most profitable. I know how this may sound either way but this is one of my main sticking points. I realize that I'm not guaranteed a single cent and success is never guaranteed but I'm going into this with the thought of making something out of it both financially and also for my own interest. I know that iOS gets a lot of attention on this front but Android commands a lot more market share. However, I know there are drawbacks to Android too, whether it's in the actual development process and programming (though I've heard conflicting reports on this, such as how easy/difficult it is for to address screen res in different devices) or the app ecosystem being flooded. But iOS's app ecosystem has been described as too saturated and harder to compete in for that reason. Since Windows Phone has fewer apps than both of those two, that might be the best place to start in order to be closer to the ground floor of the store and be noticed more? Less saturation = better chances of sales or differentiating? Something like the gold rush during the first years of the iOS App Store (not exactly but at least in concept)? Would it be that despite fewer users on the platform, there's more exposure due to less competition so that may translate to better success at sales? Plus, I know MS is in it for the long haul so I'm not too fearful of something like WebOS going away. Obviously RIM isn't very popular nowadays but I read a recent article that says Blackberry actually has the apps that make the most money, any thoughts on that: http://gigaom.com/mobile/which-mobile-oss-apps-make-most-money-surprise-its-blackberry/ Again, this is all I've heard or known about so if there's anything to add or correct here, please do. In addition, this has actually affected my next personal phone upgrade. I'm eligible for a carrier discount now and I've had my eye on the iPhone 5. However, the Lumia 920 is the one I'm holding out for and I'm open to trying an Android but I'm not sure I can wait that long for any new Nexus or even the Razr HD. Even the new Lumia in November is making me antsy, I'm so close to just getting an iPhone 5. But when I say this has affected my phone choice, I'd want to be able to carry the apps I write with me so that I'm able to pull my phone out to show people without having to carry around a second device to do so. So that's why I'd like to make my personal phone match the main platform I'm developing for. Of course, I will likely expand to other platforms if I gain any decent success but the one I target now would serve well as my personal phone I carry around so that I can use it as a marketing tool, in a sense, showing people my apps if the opportunity presents itself. So what's the best mobile platform to choose, and especially in regards to most lucrative? As said previously, this would influence my personal phone choice greatly. Thanks in advance and I hope this isn't taken the wrong way - I understand there are trade-offs and other factors that may balance this out but making some revenue is key among that. For some background, I have done software development and know programming language concepts so I'm not entirely new to it and I do get the notion of being familiar with these things so that I can translate this skill among a variety of languages but I'm currently just having difficulty choosing my first main mobile platform based on the criteria I've outlined above.

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  • Slow wired internet connection on Realtek RTL8168-8111 (Rev 6)

    - by Mark
    I keep on seeing issues people are having with their wireless. I am having an issue with being wired into my router. I installed Ubuntu 11.10 the other day, on my custom PC. The motherboard I have installed on this PC is an ASUS P8H61-M. The issue I am having is with my speed. I have a dual boot, windows 7 and the new Ubuntu. On my Windows install I am getting test speeds from Speakeasy at 17Mbps and actual downloads around 2-3MB/s. With Ubuntu, I am getting test speeds from Speakeasy at 1.14Mbps and actual downloads around 60KB/s. I have disabled IPv6 and am no using GoogleDNS for my DNS, but it hasn't resolved the issue. I have scanned my router (WRT54GS Linksys) to disable IPv6 connections, and I am not seeing any option for that. I cannot figure out why I am getting such sluggish internet connection. Any help to resolve would be great! I performed an iconfig -a with these results: mark@Mark-ASUS:~$ ifconfig -a eth0 Link encap:Ethernet HWaddr f4:6d:04:d1:2c:4e inet addr:192.168.1.103 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::f66d:4ff:fed1:2c4e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:21888 errors:0 dropped:21888 overruns:0 frame:21888 TX packets:21068 errors:0 dropped:90 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:26348337 (26.3 MB) TX bytes:2217140 (2.2 MB) Interrupt:46 Base address:0xc000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:7 errors:0 dropped:0 overruns:0 frame:0 TX packets:7 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:952 (952.0 B) TX bytes:952 (952.0 B) My specs are: mark@Mark-ASUS:~$ sudo lspci -nn 04:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 06) 06:00.0 PCI bridge [0604]: ASMedia Technology Inc. Device [1b21:1080] (rev 01) udev information: KERNEL[11.351405] add /devices/pci0000:00/0000:00:1c.2/0000:04:00.0/net/eth0 (net) UDEV_LOG=3 ACTION=add DEVPATH=/devices/pci0000:00/0000:00:1c.2/0000:04:00.0/net/eth0 SUBSYSTEM=net INTERFACE=eth0 IFINDEX=2 SEQNUM=1542 UDEV [11.363905] add /devices/pci0000:00/0000:00:1c.2/0000:04:00.0/net/eth0 (net) UDEV_LOG=3 ACTION=add DEVPATH=/devices/pci0000:00/0000:00:1c.2/0000:04:00.0/net/eth0 SUBSYSTEM=net INTERFACE=eth0 IFINDEX=2 SEQNUM=1542 ID_VENDOR_FROM_DATABASE=Realtek Semiconductor Co., Ltd. ID_MODEL_FROM_DATABASE=RTL8111/8168B PCI Express Gigabit Ethernet controller ID_BUS=pci ID_VENDOR_ID=0x10ec ID_MODEL_ID=0x8168 ID_MM_CANDIDATE=1 dmesg information: [ 2.855982] r8169 Gigabit Ethernet driver 2.3LK-NAPI loaded [ 2.856366] r8169 0000:04:00.0: eth0: RTL8168b/8111b at 0xffffc9000064c000, f4:6d:04:d1:2c:4e, XID 0c900800 IRQ 46 [ 12.540956] r8169 0000:04:00.0: eth0: link down [ 12.540961] r8169 0000:04:00.0: eth0: link down [ 12.541173] ADDRCONF(NETDEV_UP): eth0: link is not ready I took out a lot of information that did not pertain to eth0, because the previous edits wouldn't save. If I need any more information, let me know. I would love to get this resolved. The other issue I am noticing is sometimes my connection disconnects all together, for about a minute, then it reconnects.

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  • Graphical driver 13.10 ATI RV630

    - by Michael Cephalus
    I started updating the distro from 13.04 to 13.10. Then I got my hands on a Radeon HD 2600. I installed the RV630 compatible Catalystdriver from the official webpage. Then xserver crashed everytime I opened a browser or vlc fx. I took notice that there was no driver listed in configuration underneath. michael@statubtunu:~$ lshw -c video WARNING: you should run this program as super-user. *-display UNCLAIMED description: VGA compatible controller product: RV630 PRO [Radeon HD 2600 PRO] vendor: Advanced Micro Devices, Inc. [AMD/ATI] physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 64 bits clock: 33MHz capabilities: vga_controller bus_master cap_list configuration: latency=0 resources: memory:d0000000-dfffffff memory:e0500000-e050ffff ioport:1000(size=256) memory:e0000000-e001ffff i installed additional drivers from jockey and the ubuntu softwarecenter ati-driver. though that only made it to crash xserver completely and when i type: michael@statubtunu:~$ sudo startx X.Org X Server 1.14.3 Release Date: 2013-09-12 X Protocol Version 11, Revision 0 Build Operating System: Linux 3.2.0-37-generic i686 Ubuntu Current Operating System: Linux statubtunu 3.11.0-13-generic #20-Ubuntu SMP Wed Oct 23 17:26:33 UTC 2013 i686 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.11.0-13-generic root=UUID=8fb2e395-0ea2-4f45-ac66-225696b7ce2c ro quiet splash vt.handoff=7 Build Date: 15 October 2013 09:23:29AM xorg-server 2:1.14.3-3ubuntu2 (For technical support please see http://www.ubuntu.com/support) Current version of pixman: 0.30.2 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.0.log", Time: Tue Nov 12 18:50:02 2013 (==) Using system config directory "/usr/share/X11/xorg.conf.d" Initializing built-in extension Generic Event Extension Initializing built-in extension SHAPE Initializing built-in extension MIT-SHM Initializing built-in extension XInputExtension Initializing built-in extension XTEST Initializing built-in extension BIG-REQUESTS Initializing built-in extension SYNC Initializing built-in extension XKEYBOARD Initializing built-in extension XC-MISC Initializing built-in extension SECURITY Initializing built-in extension XINERAMA Initializing built-in extension XFIXES Initializing built-in extension RENDER Initializing built-in extension RANDR Initializing built-in extension COMPOSITE Initializing built-in extension DAMAGE Initializing built-in extension MIT-SCREEN-SAVER Initializing built-in extension DOUBLE-BUFFER Initializing built-in extension RECORD Initializing built-in extension DPMS Initializing built-in extension X-Resource Initializing built-in extension XVideo Initializing built-in extension XVideo-MotionCompensation Initializing built-in extension SELinux Initializing built-in extension XFree86-VidModeExtension Initializing built-in extension XFree86-DGA Initializing built-in extension XFree86-DRI Initializing built-in extension DRI2 Loading extension GLX ERROR: could not insert 'fglrx': No such device (II) [KMS] drm report modesetting isn't supported. (EE) (EE) Backtrace: (EE) 0: /usr/bin/X (xorg_backtrace+0x49) [0xb77780b9] (EE) 1: /usr/bin/X (0xb75d8000+0x1a3e24) [0xb777be24] (EE) 2: (vdso) (__kernel_rt_sigreturn+0x0) [0xb75b540c] (EE) 3: /usr/bin/X (xf86findOption+0x2a) [0xb7681daa] (EE) 4: /usr/bin/X (xf86findOptionValue+0x23) [0xb7681f43] (EE) 5: /usr/bin/X (0xb75d8000+0x7ebfd) [0xb7656bfd] (EE) 6: /usr/bin/X (xf86ProcessOptions+0x37) [0xb7657507] (EE) 7: /usr/lib/xorg/modules/libvbe.so (vbeDoEDID+0xe7) [0xb5eb8647] (EE) 8: /usr/lib/xorg/modules/drivers/vesa_drv.so (0xb5ee7000+0x287c) [0xb5ee987c] (EE) 9: /usr/bin/X (InitOutput+0xb23) [0xb7659c33] (EE) 10: /usr/bin/X (0xb75d8000+0x2a30b) [0xb760230b] (EE) 11: /lib/i386-linux-gnu/libc.so.6 (__libc_start_main+0xf5) [0xb71ba905] (EE) 12: /usr/bin/X (0xb75d8000+0x2a908) [0xb7602908] (EE) (EE) Segmentation fault at address 0x5 (EE) Fatal server error: (EE) Caught signal 11 (Segmentation fault). Server aborting (EE) (EE) Please consult the The X.Org Foundation support at for help. (EE) Please also check the log file at "/var/log/Xorg.0.log" for additional information. (EE) (EE) Server terminated with error (1). Closing log file. This is what comes, but no GUI. Is there any way to deal with this?

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  • Incomplete upgrade 12.04 to 12.10

    - by David
    Everything was running smoothly. Everything had been downloaded from Internet, packages had been installed and a prompt asked for some obsolete programs/files to be removed or kept. After that the computer crashed and and to manually force a shutdown. I turned it on again and surprise I was on 12.10! Still the upgrade was not finished! How can I properly finish that upgrade? Here's the output I got in the command line after following posted instructions: i astrill - Astrill VPN client software i dayjournal - Simple, minimal, digital journal. i gambas2-gb-form - A gambas native form component i gambas2-gb-gtk - The Gambas gtk component i gambas2-gb-gtk-ext - The Gambas extended gtk GUI component i gambas2-gb-gui - The graphical toolkit selector component i gambas2-gb-qt - The Gambas Qt GUI component i gambas2-gb-settings - Gambas utilities class i A gambas2-runtime - The Gambas runtime i google-chrome-stable - The web browser from Google i google-talkplugin - Google Talk Plugin i indicator-keylock - Indicator for Lock Keys i indicator-ubuntuone - Indicator for Ubuntu One synchronization s i A language-pack-kde-zh-hans - KDE translation updates for language Simpl i language-pack-kde-zh-hans-base - KDE translations for language Simplified C i libapt-inst1.4 - deb package format runtime library idA libattica0.3 - a Qt library that implements the Open Coll idA libbabl-0.0-0 - Dynamic, any to any, pixel format conversi idA libboost-filesystem1.46.1 - filesystem operations (portable paths, ite idA libboost-program-options1.46.1 - program options library for C++ idA libboost-python1.46.1 - Boost.Python Library idA libboost-regex1.46.1 - regular expression library for C++ i libboost-serialization1.46.1 - serialization library for C++ idA libboost-signals1.46.1 - managed signals and slots library for C++ idA libboost-system1.46.1 - Operating system (e.g. diagnostics support idA libboost-thread1.46.1 - portable C++ multi-threading i libcamel-1.2-29 - Evolution MIME message handling library i libcmis-0.2-0 - CMIS protocol client library i libcupsdriver1 - Common UNIX Printing System(tm) - Driver l i libdconf0 - simple configuration storage system - runt i libdvdcss2 - Simple foundation for reading DVDs - runti i libebackend-1.2-1 - Utility library for evolution data servers i libecal-1.2-10 - Client library for evolution calendars i libedata-cal-1.2-13 - Backend library for evolution calendars i libedataserver-1.2-15 - Utility library for evolution data servers i libexiv2-11 - EXIF/IPTC metadata manipulation library i libgdu-gtk0 - GTK+ standard dialog library for libgdu i libgdu0 - GObject based Disk Utility Library idA libgegl-0.0-0 - Generic Graphics Library idA libglew1.5 - The OpenGL Extension Wrangler - runtime en i libglew1.6 - OpenGL Extension Wrangler - runtime enviro i libglewmx1.6 - OpenGL Extension Wrangler - runtime enviro i libgnome-bluetooth8 - GNOME Bluetooth tools - support library i libgnomekbd7 - GNOME library to manage keyboard configura idA libgsoap1 - Runtime libraries for gSOAP i libgweather-3-0 - GWeather shared library i libimobiledevice2 - Library for communicating with the iPhone i libkdcraw20 - RAW picture decoding library i libkexiv2-10 - Qt like interface for the libexiv2 library i libkipi8 - library for apps that want to use kipi-plu i libkpathsea5 - TeX Live: path search library for TeX (run i libmagickcore4 - low-level image manipulation library i libmagickwand4 - image manipulation library i libmarblewidget13 - Marble globe widget library idA libmusicbrainz4-3 - Library to access the MusicBrainz.org data i libnepomukdatamanagement4 - Basic Nepomuk data manipulation interface i libnux-2.0-0 - Visual rendering toolkit for real-time app i libnux-2.0-common - Visual rendering toolkit for real-time app i libpoppler19 - PDF rendering library i libqt3-mt - Qt GUI Library (Threaded runtime version), i librhythmbox-core5 - support library for the rhythmbox music pl i libusbmuxd1 - USB multiplexor daemon for iPhone and iPod i libutouch-evemu1 - KernelInput Event Device Emulation Library i libutouch-frame1 - Touch Frame Library i libutouch-geis1 - Gesture engine interface support i libutouch-grail1 - Gesture Recognition And Instantiation Libr idA libx264-120 - x264 video coding library i libyajl1 - Yet Another JSON Library i linux-headers-3.2.0-29 - Header files related to Linux kernel versi i linux-headers-3.2.0-29-generic - Linux kernel headers for version 3.2.0 on i linux-image-3.2.0-29-generic - Linux kernel image for version 3.2.0 on 64 i mplayerthumbs - video thumbnail generator using mplayer i myunity - Unity configurator i A openoffice.org-calc - office productivity suite -- spreadsheet i A openoffice.org-writer - office productivity suite -- word processo i python-brlapi - Python bindings for BrlAPI i python-louis - Python bindings for liblouis i rts-bpp-dkms - rts-bpp driver in DKMS format. i system76-driver - Universal driver for System76 computers. i systemconfigurator - Unified Configuration API for Linux Instal i systemimager-client - Utilities for creating an image and upgrad i systemimager-common - Utilities and libraries common to both the i systemimager-initrd-template-am - SystemImager initrd template for amd64 cli i touchpad-indicator - An indicator for the touchpad i ubuntu-tweak - Ubuntu Tweak i A unity-lens-utilities - Unity Utilities lens i A unity-scope-calculator - Calculator engine i unity-scope-cities - Cities engine i unity-scope-rottentomatoes - Unity Scope Rottentomatoes

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  • Collision detection via adjacent tiles - sprite too big

    - by BlackMamba
    I have managed to create a collision detection system for my tile-based jump'n'run game (written in C++/SFML), where I check on each update what values the surrounding tiles of the player contain and then I let the player move accordingly (i. e. move left when there is an obstacle on the right side). This works fine when the player sprite is not too big: Given a tile size of 5x5 pixels, my solution worked quite fine with a spritesize of 3x4 and 5x5 pixels. My problem is that I actually need the player to be quite gigantic (34x70 pixels given the same tilesize). When I try this, there seems to be an invisible, notably smaller boundingbox where the player collides with obstacles, the player also seems to shake strongly. Here some images to explain what I mean: Works: http://tinypic.com/r/207lvfr/8 Doesn't work: http://tinypic.com/r/2yuk02q/8 Another example of non-functioning: http://tinypic.com/r/kexbwl/8 (the player isn't falling, he stays there in the corner) My code for getting the surrounding tiles looks like this (I removed some parts to make it better readable): std::vector<std::map<std::string, int> > Game::getSurroundingTiles(sf::Vector2f position) { // converting the pixel coordinates to tilemap coordinates sf::Vector2u pPos(static_cast<int>(position.x/tileSize.x), static_cast<int>(position.y/tileSize.y)); std::vector<std::map<std::string, int> > surroundingTiles; for(int i = 0; i < 9; ++i) { // calculating the relative position of the surrounding tile(s) int c = i % 3; int r = static_cast<int>(i/3); // we subtract 1 to place the player in the middle of the 3x3 grid sf::Vector2u tilePos(pPos.x + (c - 1), pPos.y + (r - 1)); // this tells us what kind of block this tile is int tGid = levelMap[tilePos.y][tilePos.x]; // converts the coords from tile to world coords sf::Vector2u tileRect(tilePos.x*5, tilePos.y*5); // storing all the information std::map<std::string, int> tileDict; tileDict.insert(std::make_pair("gid", tGid)); tileDict.insert(std::make_pair("x", tileRect.x)); tileDict.insert(std::make_pair("y", tileRect.y)); // adding the stored information to our vector surroundingTiles.push_back(tileDict); } // I organise the map so that it is arranged like the following: /* * 4 | 1 | 5 * -- -- -- * 2 | / | 3 * -- -- -- * 6 | 0 | 7 * */ return surroundingTiles; } I then check in a loop through the surrounding tiles, if there is a 1 as gid (indicates obstacle) and then check for intersections with that adjacent tile. The problem I just can't overcome is that I think that I need to store the values of all the adjacent tiles and then check for them. How? And may there be a better solution? Any help is appreciated. P.S.: My implementation derives from this blog entry, I mostly just translated it from Objective-C/Cocos2d.

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  • Ti Launchpad

    - by raysmithequip
    Just thought I would get a couple of notes up here for reference to anyone that is interested...it is now Feb 2011 and I have not been posting here enough to remember this blog. Back in Nov 2010 I ordered the Ti launchpad msp430, it is a little target board kit replete with a mini USB cable, two very inexpensive programmable mcu's and a couple of pin headers with a couple of led's on board, a spi connector some on board jumpers and two programmable micro switches....all for less than $5.00...INCLUDING SHIPPING!!....not bad when the ardruino's are running around 20.00 for the target board, atmega328 and cable off of eBay...I wont even mention the microchip pic right now.  Naw, for $5.00 the Ti launchpad kit is about the cheapest fun around...if-uns your a geek that is... Well, the launchpad was backordered for almost two months, came like Xmas eve in fact...I had almost forgotten it!! And really, it was way late and not my idea of an Xmas present for myself.  That would of been the web expressions 4 I bought a few weeks back.  With all the holidays, I did not even look at it till last week, in fact I passed the wrapped board around at my local ham club meeting during points of personal privilege....some oh's and ahhs but mostly duhs...I actually ordered it to avoid downloading the huge code compressor studio 4 (CCS) that was supposed to be included on the cd.  No cd.  I had already downloaded IAR  another programming IDE for these little micro bugs. In my spare time I toyed with IAR and the launchpad board but after about two days of playing delete the driver with windows I decided to just download CCS 4, the code limited version, and give that a shot......CCS 4, is a good rewrite from the earlier versions, it is based on Eclipse as an IDE and includes the drivers for the msp430 target board I received in the kit.  Once installed I quickly configured the debugger for the target chip which was already plugged into the dip socket at the factory, msp430G2131 from he drop down list and clicked ok...I was in!! The CCS4 is full of bells and whistles compared to the IAR, which I would of preferred for the simplicity.  But the code compressor studio really does have it all!!..the code limited version is free, and of all things will give you java script editor box.  The whole layout in debugger mode reminds me of any modern programmer IDE...I mean sure give me Tex anytime but you simply must admire all the boxes and options included in the GUI.  It was a simple matter to check the assembly code in the flash and ram memory that came preloaded for the launchpad kit.  Assembly.  I am right now looking for my old assembly textbooks...sure I remember how to use mov and add etc but a couple of the commands are a little more than vague anymore.  Still, these little mcu's are about 50 cents each and might just work in a couple of projects I have lined up for the near future.  I may document the code here.  Luckily, I plan to write the code in c++ for the main project but if it has to be assembly, no prob.  For reference, the program that came already on the 2131 in the kit was a temperature indicator that alternately flashed red and green leds and changed the intensity of either depending on whether the temp was rising or falling...neat.  Neat enough that it might be worthwhile banging out a little GUI in windows 7 to test the new user device system calls, maybe put a temp gauge widget up on the desktop...just to keep from getting bored.  If you see some assembly code on this blog, you know I was doing something with one of the many mcu's out there.....thats all for now, more to follow...a bit later, of course.

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  • Organization &amp; Architecture UNISA Studies &ndash; Chap 6

    - by MarkPearl
    Learning Outcomes Discuss the physical characteristics of magnetic disks Describe how data is organized and accessed on a magnetic disk Discuss the parameters that play a role in the performance of magnetic disks Describe different optical memory devices Magnetic Disk The way data is stored on and retried from magnetic disks Data is recorded on and later retrieved form the disk via a conducting coil named the head (in many systems there are two heads) The writ mechanism exploits the fact that electricity flowing through a coil produces a magnetic field. Electric pulses are sent to the write head, and the resulting magnetic patterns are recorded on the surface below with different patterns for positive and negative currents The physical characteristics of a magnetic disk   Summarize from book   The factors that play a role in the performance of a disk Seek time – the time it takes to position the head at the track Rotational delay / latency – the time it takes for the beginning of the sector to reach the head Access time – the sum of the seek time and rotational delay Transfer time – the time it takes to transfer data RAID The rate of improvement in secondary storage performance has been considerably less than the rate for processors and main memory. Thus secondary storage has become a bit of a bottleneck. RAID works on the concept that if one disk can be pushed so far, additional gains in performance are to be had by using multiple parallel components. Points to note about RAID… RAID is a set of physical disk drives viewed by the operating system as a single logical drive Data is distributed across the physical drives of an array in a scheme known as striping Redundant disk capacity is used to store parity information, which guarantees data recoverability in case of a disk failure (not supported by RAID 0 or RAID 1) Interesting to note that the increase in the number of drives, increases the probability of failure. To compensate for this decreased reliability RAID makes use of stored parity information that enables the recovery of data lost due to a disk failure.   The RAID scheme consists of 7 levels…   Category Level Description Disks Required Data Availability Large I/O Data Transfer Capacity Small I/O Request Rate Striping 0 Non Redundant N Lower than single disk Very high Very high for both read and write Mirroring 1 Mirrored 2N Higher than RAID 2 – 5 but lower than RAID 6 Higher than single disk Up to twice that of a signle disk for read Parallel Access 2 Redundant via Hamming Code N + m Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Parallel Access 3 Bit interleaved parity N + 1 Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Independent Access 4 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, significantly lower than single disk for write Similar to RAID 0 for read, significantly lower than single disk for write Independent Access 5 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, lower than single disk for write Similar to RAID 0 for read, generally  lower than single disk for write Independent Access 6 Block interleaved parity N + 2 Highest of all listed alternatives Similar to RAID 0 for read; lower than RAID 5 for write Similar to RAID 0 for read, significantly lower than RAID 5  for write   Read page 215 – 221 for detailed explanation on RAID levels Optical Memory There are a variety of optical-disk systems available. Read through the table on page 222 – 223 Some of the devices include… CD CD-ROM CD-R CD-RW DVD DVD-R DVD-RW Blue-Ray DVD Magnetic Tape Most modern systems use serial recording – data is lade out as a sequence of bits along each track. The typical recording used in serial is referred to as serpentine recording. In this technique when data is being recorded, the first set of bits is recorded along the whole length of the tape. When the end of the tape is reached the heads are repostioned to record a new track, and the tape is again recorded on its whole length, this time in the opposite direction. That process continued back and forth until the tape is full. To increase speed, the read-write head is capable of reading and writing a number of adjacent tracks simultaneously. Data is still recorded serially along individual tracks, but blocks in sequence are stored on adjacent tracks as suggested. A tape drive is a sequential access device. Magnetic tape was the first kind of secondary memory. It is still widely used as the lowest-cost, slowest speed member of the memory hierarchy.

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  • C++ OpenGL wireframe cube rendering blank

    - by caleb.breckon
    I'm just trying to draw a bunch of lines that make up a "cube". I can't for the life of me figure out why this is producing a black screen. The debugger does not break at any point. I'm sure it's a problem with my pointers, as I'm only decent at them in regular c++ and in OpenGL it gets even worse. const char* vertexSource = "#version 150\n" "in vec3 position;" "void main() {" " gl_Position = vec4(position, 1.0);" "}"; const char* fragmentSource = "#version 150\n" "out vec4 outColor;" "void main() {" " outColor = vec4(1.0, 1.0, 1.0, 1.0);" "}"; int main() { initializeGLFW(); // Initialize GLEW glewExperimental = GL_TRUE; glewInit(); // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers( 1, &vbo ); float vertices[] = { 1.0f, 1.0f, 1.0f, // Vertex 0 (X, Y, Z) -1.0f, 1.0f, 1.0f, // Vertex 1 (X, Y, Z) -1.0f, -1.0f, 1.0f, // Vertex 2 (X, Y, Z) 1.0f, -1.0f, 1.0f, // Vertex 3 (X, Y, Z) 1.0f, 1.0f, -1.0f, // Vertex 4 (X, Y, Z) -1.0f, 1.0f, -1.0f, // Vertex 5 (X, Y, Z) -1.0f, -1.0f, -1.0f, // Vertex 6 (X, Y, Z) 1.0f, -1.0f, -1.0f // Vertex 7 (X, Y, Z) }; GLuint indices[] = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 }; glBindBuffer( GL_ARRAY_BUFFER, vbo ); glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW ); //glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vbo); //glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( indices ), indices, GL_STATIC_DRAW ); // Create and compile the vertex shader GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER ); glShaderSource( vertexShader, 1, &vertexSource, NULL ); glCompileShader( vertexShader ); // Create and compile the fragment shader GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); glShaderSource( fragmentShader, 1, &fragmentSource, NULL ); glCompileShader( fragmentShader ); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader( shaderProgram, vertexShader ); glAttachShader( shaderProgram, fragmentShader ); glBindFragDataLocation( shaderProgram, 0, "outColor" ); glLinkProgram (shaderProgram); glUseProgram( shaderProgram); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation( shaderProgram, "position" ); glEnableVertexAttribArray( posAttrib ); glVertexAttribPointer( posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0 ); // Main loop while(glfwGetWindowParam(GLFW_OPENED)) { // Clear the screen to black glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT ); // Draw lines from 2 vertices glDrawElements(GL_LINES, sizeof(indices), GL_UNSIGNED_INT, indices ); // Swap buffers glfwSwapBuffers(); } // Clean up glDeleteProgram( shaderProgram ); glDeleteShader( fragmentShader ); glDeleteShader( vertexShader ); //glDeleteBuffers( 1, &ebo ); glDeleteBuffers( 1, &vbo ); glDeleteVertexArrays( 1, &vao ); glfwTerminate(); exit( EXIT_SUCCESS ); }

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  • Elo system behaves oddly in program I've created

    - by adc
    Alright, so I'm looking to build a small program (C# and XAML) that, essentially, does this: Generate array of players. Each player has a current rating and a true rating. I set current rating to 1200 as a starting point right now; I've also tried setting it to true rating and the average of the two. True rating is what their skill level actually is. Their true rating is calculated based on percentages from the current League of Legends rating system; generating an array of 970 thousand generates results very similar to the data from here: (removed due to URL limit - but trust me, the results are very similar). This array is of length specified by the user. If need be, sort the array from smallest to largest. Play X number of games, again specified by the user. This is done by taking the array of players (which is sorted by Current Rating after being created) and running through it in groups of 10. The first five are on team one, the second five are on team two. It then takes the True Rating of these players and calculates an expected chance to win using the Elo system. It generates a random double and compares it to the expected chance to win; if the number is lower, team one wins - otherwise team two wins. I then update the rating of the players via, again, the Elo system - giving the winning team a score of 1 and the losing team a score of 0. I use a K value of 36 (but have tried 12, 24, and even higher ones) and an F value of 400. After going through the entire loop of players (which I have conveniently forced to be a multiple of ten), it sorts the array - again via current rating. This, if my understanding of the Elo system is correct, runs properly. However, it doesn't seem to work. I have a running test telling me how many players of the full array are within 100 current rating of their true rating. I would expect some portion of the population to be outside this range (as probability is not always going to go in their favor), but a full 40-45% of the population is outside of this range. I also have it outputting the maximum difference between true and current rating - and I have never seen this drop below 500! It hovers between 550-600, occasionally going over or under. I'm at a loss as to what to change - I've fiddled with the K and F values, where I start all the players, etc. but nothing changes the fact that eventually a good 40% of the population is outside the range. And it isn't that I have it playing too few games - it's now run through over 60 thousand games and the problem never disappears or really fluctuates. The full C# code, including everything except the XAML file and the Player class (pastebin is being very slow and I can only post two links, so I can't link to the XAML file): http://pastebin.com/rFcZRL84 The Player class: http://pastebin.com/4cJTdTRu I guess my question is did I do anything wrong? Is there a problem with the way I implemented the system, or is it just that Riot uses a significantly modified Elo system? I don't think it's the latter, as that still wouldn't explain the massive true and current rating differences to me, however.

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  • At the Java DEMOgrounds - Oracle Java ME Embedded Enables the “Internet of Things”

    - by Janice J. Heiss
    I caught up with Oracle’s Robert Barnes, Senior Director, Java Product Management, who was demonstrating a new product from Oracle’s Java Platform, Micro Edition (Java ME) product portfolio, Oracle Java ME Embedded 3.2, a complete client Java runtime optimized for microcontrollers and other resource-constrained devices. Oracle’s Java ME Embedded 3.2 is a Java ME runtime based on CLDC 1.1 (JSR-139) and IMP-NG (JSR-228).“What we are showing here is the Java ME Embedded 3.2 that we announced last week,” explained Barnes. “It’s the start of the 'Internet of Things,’ in which you have very very small devices that are on the edge of the network where the sensors sit. You often have a middle area called a gateway or a concentrator which is fairly middle to higher performance. On the back end you have a very high performance server. What this is showing is Java spanning all the way from the server side right down towards the type of chip that you will get at the sensor side as the network.” Barnes explained that he had two different demos running.The first, called the Solar Panel System Demo, measures the brightness of the light.  “This,” said Barnes, “is a light source demo with a Cortex M3 controlling the motor, on the end of which is a sensor which is measuring the brightness of the lamp. This is recording the data of the brightness of the lamp and as we move the lamp out of the way, we should be able using the server to turn the sensor towards the lamp so the brightness reading will go higher. This sends the message back to the server and we can look at the web server sitting on the PC underneath the desk. We can actually see the data being passed back effectively through a back office type of function within a utility environment.” The second demo, the Smart Grid Response Demo, Barnes explained, “has the same board and processor and is still using Java ME embedded with a different app on top. This is a demand response demo. What we are seeing within the managing environment is that people want to track the pricing signals of the electricity. If it’s particularly expensive at any point in time, they may turn something off. This demo sets the price of the electricity as though this is coming from the back of the server sending pricing signals to my home.” The demo had a lamp and a fan and it was tracking the price of electricity. “If I set the price of the electricity to go over 5 cents, then the device will turn off,” explained Barnes. “I can go into my settings and, in this case, change the price to 50 cents and we can wait a minus and the lamp will go off. When I change the pricing signal so that it is lower, the lamp will come back on. The key point is that the Java software we have running is the same across all the different devices; it’s a way to build applications across multiple devices using the same software. This is important because it fixes peak loading on the network and can stops blackouts.” This demo brought me back to a prior decade when Sun Microsystems first promoted  Jini technology, a version of Java that would put everything on the network and give us the smart home. Your home would be automated to tell you when you were out of milk, when to change your light bulbs, etc. You would have access to the web and the network throughout your home.It’s interesting to see how technology moves over time – from the smart home to the Internet of Things.

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  • Sd card bigger than 2gb is not recognized in ubuntu 12.04

    - by dex1
    When I insert a card up to 2gb it is immediately seen by the system but if try it with bigger one it's not seen. I presume the issue is not due to the card reader itself as it reads all cards under windows 7 but due to linux driver. I could see some people having similar issues but no solution. Any help appreciated. GParted doesnt see cards bigger than 2gb. After insertion small card ubuntu@ubuntu:~$ dmesg [10169.384481] mmc0: new SD card at address a95c [10169.384870] mmcblk0: mmc0:a95c SD016 14.0 MiB [10169.386715] mmcblk0: p1 everything worked fine then I removed the small one and put 8gb, waited for 2min [10295.736422] mmc0: card a95c removed [10362.448383] sdhci: Switching to 1.8V signalling voltage failed, retrying with S18R set to 0 [10372.480076] mmc0: Timeout waiting for hardware interrupt. [10382.496146] mmc0: Timeout waiting for hardware interrupt. [10392.512149] mmc0: Timeout waiting for hardware interrupt. [10402.528145] mmc0: Timeout waiting for hardware interrupt. [10402.529267] mmc0: error -110 whilst initialising SD card [10402.748807] sdhci: Switching to 1.8V signalling voltage failed, retrying with S18R set to 0 [10412.768063] mmc0: Timeout waiting for hardware interrupt. [10422.784051] mmc0: Timeout waiting for hardware interrupt. [10432.800076] mmc0: Timeout waiting for hardware interrupt. [10442.816067] mmc0: Timeout waiting for hardware interrupt. [10442.817165] mmc0: error -110 whilst initialising SD card [10443.040805] sdhci: Switching to 1.8V signalling voltage failed, retrying with S18R set to 0 [10453.056145] mmc0: Timeout waiting for hardware interrupt. [10463.072139] mmc0: Timeout waiting for hardware interrupt. [10473.088050] mmc0: Timeout waiting for hardware interrupt. [10483.104046] mmc0: Timeout waiting for hardware interrupt. [10483.104107] mmc0: error -110 whilst initialising SD card [10483.328960] sdhci: Switching to 1.8V signalling voltage failed, retrying with S18R set to 0 [10493.344144] mmc0: Timeout waiting for hardware interrupt. ubuntu@ubuntu:~$ lspci 00:00.0 Host bridge: Intel Corporation Mobile PM965/GM965/GL960 Memory Controller Hub (rev 03) 00:02.0 VGA compatible controller: Intel Corporation Mobile GM965/GL960 Integrated Graphics Controller (primary) (rev 03) 00:02.1 Display controller: Intel Corporation Mobile GM965/GL960 Integrated Graphics Controller (secondary) (rev 03) 00:1a.0 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #5 (rev 03) 00:1a.7 USB controller: Intel Corporation 82801H (ICH8 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801H (ICH8 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 1 (rev 03) 00:1c.3 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 4 (rev 03) 00:1c.4 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 5 (rev 03) 00:1c.5 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 6 (rev 03) 00:1d.0 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB controller: Intel Corporation 82801H (ICH8 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev f3) 00:1f.0 ISA bridge: Intel Corporation 82801HM (ICH8M) LPC Interface Controller (rev 03) 00:1f.1 IDE interface: Intel Corporation 82801HM/HEM (ICH8M/ICH8M-E) IDE Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation 82801HM/HEM (ICH8M/ICH8M-E) SATA Controller [AHCI mode] (rev 03) 00:1f.3 SMBus: Intel Corporation 82801H (ICH8 Family) SMBus Controller (rev 03) 07:00.0 Ethernet controller: Marvell Technology Group Ltd. 88E8072 PCI-E Gigabit Ethernet Controller (rev 16) 0a:01.0 FireWire (IEEE 1394): O2 Micro, Inc. Firewire (IEEE 1394) (rev 02) 0a:01.2 SD Host controller: O2 Micro, Inc. Integrated MMC/SD Controller (rev 02) 0a:01.3 Mass storage controller: O2 Micro, Inc. Integrated MS/xD Controller (rev 01) Same cards, same machine (same reader) only different OS(win7) work flawlessly. Some interesting reading I came across but is Chinese for me http://www.mail-archive.com/[email protected]/msg14598.html and another bit http://article.gmane.org/gmane.linux.kernel.mmc/11973/match=sd+card+not+recognized

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  • Backup SQL Database Federation

    - by Herve Roggero
    One of the amazing features of Windows Azure SQL Database is the ability to create federations in order to scale your cloud databases. However until now, there were very few options available to backup federated databases. In this post I will show you how Enzo Cloud Backup can help you backup, and restore your federated database easily. You can restore federated databases in SQL Database, or even on SQL Server (as regular databases). Generally speaking, you will need to perform the following steps to backup and restore the federations of a SQL Database: Backup the federation root Backup the federation members Restore the federation root Restore the federation members These actions can be automated using: the built-in scheduler of Enzo Cloud Backup, the command-line utilities, or the .NET Cloud Backup API provided, giving you complete control on how you want to perform your backup and restore operations. Backing up federations Let’s look at the tool to backup federations. You can explore your existing federations by using the Enzo Cloud Backup application as shown below. As you can see, the federation root and the various federations available are shown in separate tabs for convenience. You would first need to backup the federation root (unless you intend to restore the federation member on a local SQL Server database and you don’t need what’s in the federation root). The steps are similar than those to backup a federation member, so let’s proceed to backing up a federation member. You can click on a specific federation member to view the database details by clicking at the tab that contains your federation member. You can see the size currently consumed and a summary of its content at the bottom of the screen. If you right-click on a specific range, you can choose to backup the federation member. This brings up a window with the details of the federation member already filled out for you, including the value of the member that is used to select the federation member. Notice that the list of Federations includes “Federation Root”, which is what you need to select to backup the federation root (you can also do that directly from the root database tab).  Once you provide at least one backup destination, you can begin the backup operation.  From this window, you can also schedule this operation as a job and perform this operation entirely in the cloud. You can also “filter” the connection, so that only the specific member value is backed up (this will backup all the global tables, and only the records for which the distribution value is the one specified). You can repeat this operation for every federation member in your federation. Restoring Federations Once backed up, you can restore your federations easily. Select the backup device using the tool, then select Restore. The following window will appear. From here you can create a new root database. You can also view the backup properties, showing you exactly which federations will be created. Under the Federations tab, you can select how the federations will be created. I chose to recreate the federations and let the tool perform all the SPLIT operations necessary to recreate the same number of federation members. Other options include to create the first federation member only, or not to create the federation members at all. Once the root database has been restored and the federation members have been created, you can restore the federation members you previously backed up. The screen below shows you how to restore a backup of a federation member into a specific federation member (the details of the federation member are provided to make it easier to identify). Conclusion This post gave you an overview on how to backup and restore federation roots and federation members. The backup operations can be setup once, then scheduled daily.

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  • 11.10 desktop alerts (volume change and terminal bell) stopped working but all other audio still works

    - by FlabbergastedPickle
    All, My sound works just fine in 11.10 64-bit install on HP dm1-4050 Sandy Bridge notebook (e.g. audio works in Banshee, flash, games, browser, Thunderbird email notification, etc.), but the core desktop notifications (e.g. pressing a tab in a terminal where there is more than one option should trigger a terminal bell, or changing volume using volume keys should be accompanied with the supporting "quack" that the volume app makes) do not work. I've intentionally disabled login sound as explained here on ask ubuntu but even enabling it back makes no difference. These notifications did work before just fine and I am not sure when did the actually stop working but it must've been fairly recently. Only things I did were trying to install some ppa edge xorg drivers for my intel card (a separate issue) but also reverted them all with ppa-purge once I discovered they did not improve anything. Other thing I did was check volume settings with alsamixer and did alsactl store for the soundcard after I did some experimenting with volume settings for PCM (on my laptop PCM at 100% crackles so I had to lower it and make pulseaudio ignore its setting as per ask ubuntu's page). That said, neither of these should have any bearing on the said notifications since the volume is up and they clearly work everywhere else but the core desktop events. The system ready drum sound when Ubuntu boots and user reaches the login screen also does not work. The guest login behaves exactly same as mine. Audio works (including the login sound since I've not disabled it for the guest account), but no quacks when changing the volume or terminal bell sounds... I've tried copying ubuntu sounds to /usr/share/sounds/ as suggested on ask ubuntu and that did not work. I also tried using dconf-editor to check sound theme settings and tried both freedesktop (which is what it was set to) and ubuntu, as suggested on ask ubuntu. This did not work either. I tried purging the ~/.pulse folder and the /tmp/*pulse* entries, rebooting and restarting pulseaudio with -D flag. While audio came back on and behaved just fine in all aspects (e.g. one can adjust volume levels, play music, games, in-browser sound stuff, and other app alerts) except for the system ready drum sound (at the login screen), and any system event (terminal bell and volume change quack sound). It is interesting that the quack sound works inside system settings-sound when adjusting levels there, but it does not when volume is changed via top bar's volume settings... I do recall that at one point yesterday when I was restarting pulseaudio the quacks that accompany volume change did start working but I have no idea what caused that. This was also when I first realized those alerts were not working. After rebooting it was again gone. I did compile my own 3.0.14-rt31 kernel a little while ago as instructed on one of the wiki's for the 11.10 rt kernel. Everything works as before except for the said sound alerts. I am not sure if this began happening since I started using the rt kernel though and yesterday's momentary ability to hear those quacks while changing the volume make me believe that the kernel is not one responsible for this problem. One more thing I can think of is that I used alsoft-conf tool to configure buffering on the OpenAL (due to TA Spring's choppy audio) and changed in there default audio device to ALSA. I also tried reverting it to Pulseaudio as the only allowed output but the bottom part of the Backend tab always reverts to ALSA even when I select Pulseaudio. The pulseaudio does remain as the only active choice on top. This, however, once again does not make any sense in terms of preventing desktop audio alerts when everything else including OpenAL games plays sound just fine... So, there you have it, as verbose as I could make it :-). I tried all I could find on this issue and had no luck so far... Any ideas?

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  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

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  • ArchBeat Link-o-Rama for 2012-06-29

    - by Bob Rhubart
    Backward-compatible vs. forward-compatible: a tale of two clouds | William Vambenepe "There is the Cloud that provides value by requiring as few changes as possible. And there is the Cloud that provides value by raising the abstraction and operation level," says William Vambenepe. "The backward-compatible Cloud versus the forward-compatible Cloud." Vambenepe was a panelist on the recent ArchBeat podcast Public, Private, and Hybrid Clouds. Andrejus Baranovskis's Blog: ADF 11g PS5 Application with Customized BPM Worklist Task Flow (MDS Seeded Customization) Oracle ACE Director Andrejus Baranovskis investigates "how you can customize a standard BPM Task Flow through MDS Seeded customization." Oracle OpenWorld 2012 Music Festival If, after a day spent in sessions at Oracle Openworld, you want nothing more than to head back to your hotel for a quiet evening spent responding to email, please ignore the rest of this message. Because every night from Sept 30 to Oct 4 the streets of San Francisco will pulsate with music from a vast array of bands representing more musical styles than a single human brain an comprehend. It's the first ever Oracle Music Festival, baby, 7:00pm to 1:00am every night. Are those emails that important...? Resource Kit: Oracle Exadata - includes demos, videos, product datasheets, and technical white papers. This free resource kit includes several customer case study videos, two 3D product demos, several product datasheets, and three technical architecture white papers. Registration is required for the who don't already have a free Oracle.com membership account. Some execs contemplate making 'Bring Your Own Device' mandatory | ZDNet "Companies and agencies are recognizing that individual employees are doing a better job of handling and managing their devices than their harried and overworked IT departments – who need to focus on bigger priorities, such as analytics and cloud," says ZDNet SOA blogger Joe McKendrick. Podcast Show Notes: Public, Private, and Hybrid Clouds All three parts of this discussion are now available. Featuring a panel of leading Oracle cloud computing experts, including Dr. James Baty, Mark T. Nelson, Ajay Srivastava, and William Vambenepe, the discussion covers an overview of the various flavors of cloud computing, the importance of standards, Why cloud computing is a paradigm shift—and why it isn't, and advice on what architects need to know to take advantage of the cloud. And for those who prefer reading to listening, a complete transcript is also available. Amazon AMIs and Oracle VM templates (Cloud Migrations) Cloud migration expert Tom Laszewski shares an objective comparison of these two resources. IOUC : Blogs : Read the latest news on the global user group community - June 2012! The June 2012 edition of "Are You a Member Yet?"—the quarterly newsletter about Oracle user group communities around the world. Webcast: Introducing Identity Management 11g R2 - July 19 Date: Thursday, July 19, 2012 Time: 10am PT / 1pm ET Please join Oracle and customer executives for the launch of Oracle Identity Management 11g R2, the breakthrough technology that dramatically expands the reach of identity management to cloud and mobile environments. Thought for the Day "The most important single aspect of software development is to be clear about what you are trying to build." — Bjarne Stroustrup Source: SoftwareQuotes.com

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  • The Raspberry Pi JavaFX In-Car System (Part 3)

    - by speakjava
    Ras Pi car pt3 Having established communication between a laptop and the ELM327 it's now time to bring in the Raspberry Pi. One of the nice things about the Raspberry Pi is the simplicity of it's power supply.  All we need is 5V at about 700mA, which in a car is as simple as using a USB cigarette lighter adapter (which is handily rated at 1A).  My car has two cigarette lighter sockets (despite being specified with the non-smoking package and therefore no actual cigarette lighter): one in the centre console and one in the rear load area.  This was convenient as my idea is to mount the Raspberry Pi in the back to minimise the disruption to the very clean design of the Audi interior. The first task was to get the Raspberry Pi to communicate using Wi-Fi with the ELM 327.  Initially I tried a cheap Wi-Fi dongle from Amazon, but I could not get this working with my home Wi-Fi network since it just would not handle the WPA security no matter what I did.  I upgraded to a Wi Pi from Farnell and this works very well. The ELM327 uses Ad-Hoc networking, which is point to point communication.  Rather than using a wireless router each connecting device has its own assigned IP address (which needs to be on the same subnet) and uses the same ESSID.  The settings of the ELM327 are fixed to an IP address of 192.168.0.10 and useing the ESSID, "Wifi327".  To configure Raspbian Linux to use these settings we need to modify the /etc/network/interfaces file.  After some searching of the web and a few false starts here's the settings I came up with: auto lo eth0 wlan0 iface lo inet loopback iface eth0 inet static     address 10.0.0.13     gateway 10.0.0.254     netmask 255.255.255.0 iface wlan0 inet static     address 192.168.0.1     netmask 255.255.255.0     wireless-essid Wifi327     wireless-mode ad-ho0 After rebooting, iwconfig wlan0 reported that the Wi-Fi settings were correct.  However, ifconfig showed no assigned IP address.  If I configured the IP address manually using ifconfig wlan0 192.168.0.1 netmask 255.255.255.0 then everything was fine and I was able to happily ping the IP address of the ELM327.  I tried numerous variations on the interfaces file, but nothing I did would get me an IP address on wlan0 when the machine booted.  Eventually I decided that this was a pointless thing to spend more time on and so I put a script in /etc/init.d and registered it with update-rc.d.  All the script does (currently) is execute the ifconfig line and now, having installed the telnet package I am able to telnet to the ELM327 via the Raspberry Pi.  Not nice, but it works. Here's a picture of the Raspberry Pi in the car for testing In the next part we'll look at running the Java code on the Raspberry Pi to collect data from the car systems.

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  • Wireless cycling between connected and disconnected

    - by Tony Kilgore
    My friend has a Acer Aspire 5733Z-4851 it keeps disconnecting and connecting to his wifi but his hard wire will run just fine. Any suggestions? All the codes: lspci: 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 02) 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 02) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 05) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 05) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 05) 00:1d.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a5) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 05) 00:1f.6 Signal processing controller: Intel Corporation 5 Series/3400 Series Chipset Thermal Subsystem (rev 05) 01:00.0 Ethernet controller: Broadcom Corporation NetLink BCM57780 Gigabit Ethernet PCIe (rev 01) 02:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) ff:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 02) ff:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 02) ff:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 02) ff:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 02) ff:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 02) ff:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 02) lsmod: Module Size Used by snd_seq_dummy 12798 0 rfcomm 46619 0 bnep 18140 2 bluetooth 209199 10 rfcomm,bnep parport_pc 32688 0 ppdev 17073 0 lp 17759 0 parport 46345 3 parport_pc,ppdev,lp binfmt_misc 17500 1 ums_realtek 17949 0 snd_hda_codec_realtek 77876 1 uas 17844 0 coretemp 13400 0 snd_hda_intel 33491 4 snd_hda_codec 134212 2 snd_hda_codec_realtek,snd_hda_intel snd_hwdep 13602 1 snd_hda_codec snd_pcm 96580 2 snd_hda_intel,snd_hda_codec snd_seq_midi 13324 0 snd_rawmidi 30512 1 snd_seq_midi uvcvideo 76749 0 videobuf2_core 32851 1 uvcvideo videodev 120309 2 uvcvideo,videobuf2_core videobuf2_vmalloc 12860 1 uvcvideo videobuf2_memops 13368 1 videobuf2_vmalloc snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61521 3 snd_seq_dummy,snd_seq_midi,snd_seq_midi_event snd_timer 29425 2 snd_pcm,snd_seq arc4 12529 2 snd_seq_device 14497 4 snd_seq_dummy,snd_seq_midi,snd_rawmidi,snd_seq psmouse 95552 0 ath9k 131308 0 tg3 148780 0 snd 78734 17 snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device microcode 22803 0 mac80211 539908 1 ath9k ath9k_common 14055 1 ath9k ath9k_hw 395218 2 ath9k,ath9k_common ath 23827 3 ath9k,ath9k_common,ath9k_hw i915 520629 3 soundcore 15047 1 snd serio_raw 13215 0 cfg80211 206566 3 ath9k,mac80211,ath snd_page_alloc 18484 2 snd_hda_intel,snd_pcm intel_ips 18049 0 lpc_ich 17061 0 drm_kms_helper 46784 1 i915 drm 275528 4 i915,drm_kms_helper mei 40690 0 i2c_algo_bit 13413 1 i915 joydev 17457 0 acer_wmi 32453 0 sparse_keymap 13890 1 acer_wmi mxm_wmi 12979 0 mac_hid 13205 0 wmi 19070 2 acer_wmi,mxm_wmi video 19335 2 i915,acer_wmi usb_storage 48838 1 ums_realtek sudo lshw -C network: *-network description: Ethernet interface product: NetLink BCM57780 Gigabit Ethernet PCIe vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:01:00.0 logical name: eth0 version: 01 serial: b8:70:f4:9a:35:b6 size: 10Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=tg3 driverversion=3.123 duplex=half firmware=sb latency=0 link=no multicast=yes port=MII speed=10Mbit/s resources: irq:44 memory:d3400000-d340ffff[/QUOTE][QUOTE]*-network description: Wireless interface product: AR9285 Wireless Network Adapter (PCI-Express) vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:02:00.0 logical name: wlan0 version: 01 serial: 68:a3:c4:eb:60:7d width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.5.0-19-generic firmware=N/A ip=192.168.0.168 latency=0 link=yes multicast=yes wireless=IEEE 802.11bgn resources: irq:17 memory:d2400000-d240ffff)

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  • Musings on the launch of SQL Monitor

    - by Phil Factor
    For several years, I was responsible for the smooth running of a large number of enterprise database servers. We ran a network monitoring tool that was primitive by today’s standards but which performed the useful function of polling every system, including all the Servers in my charge. It ran a configurable script for each service that you needed to monitor that was merely required to return one of a number of integer values. These integer values represented the pain level of the service, from 10 (“hurtin’ real bad”) to 1 (“Things is great”). Not only could you program the visual appearance of each server on the network diagram according to the value of the integer, but you could even opt to run a sound file. Very soon, we had a large TFT Screen, high on the wall of the server room, with every server represented by an icon, and a speaker next to it that would give out a series of grunts, groans, snores, shrieks and funeral marches, depending on the problem. One glance at the display, and you could dive in with iSQL/QA/SSMS and check what was going on with your favourite diagnostic tools. If you saw a server icon burst into flames on the screen or droop like a jelly, you dropped your mug of coffee to do it.  It was real fun, but I remember it more for the huge difference it made to have that real-time visibility into how your servers are performing. The management soon stopped making jokes about the real reason we wanted the TFT screen. (It rendered DVDs beautifully they said; particularly flesh-tints). If you are instantly alerted when things start to go wrong, then there was a good chance you could fix it before being alerted to the problem by the users of the system.  There is a world of difference between this sort of tool, one that gives whoever is ‘on watch’ in the server room the first warning of a potential problem on one of any number of servers, and the breed of tool that attempts to provide some sort of prosthetic DBA Brain. I like to get the early warning, to get the right information to help to diagnose a problem: No auto-fix, but just the information. I prefer to leave the task of ascertaining the exact cause of a problem to my own routines, custom code, intuition and forensic instincts. A simulated aircraft cockpit doesn’t do anything for me, especially before I know where I should be flying.  Time has moved on, and that TFT screen is now, with SQL Monitor, an iPad or any other mobile or static device that can support a browser. Rather than trying to reproduce the conceptual topology of the servers, it lists them in their groups so as to give a display that scales with the increasing number of databases you monitor.  It gives the history of the major events and trends for the servers. It gives the icons and colours that you can spot out of the corner of your eye, but goes on to give you just enough information in drill-down to give you a much clearer idea of where to look with your DBA tools and routines. It doesn't swamp you with information.  Whereas a few server and database-level problems are pretty easily fixed, others depend on judgement and experience to sort out.  Although the idea of an application that automates the bulk of a DBA’s skills is attractive to many, I can’t see it happening soon. SQL Server’s complexity increases faster than the panaceas can be created. In the meantime, I believe that the best way of helping  DBAs  is to make the monitoring process as simple and effective as possible,  and provide the right sort of detail and ‘evidence’ to allow them to decide on the fix. In the end, it is still down to the skill of the DBA.

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  • BizTalk: Instance Subscription: Details

    - by Leonid Ganeline
    It has interesting behavior and it is not always what we are waiting for. An orchestration can be enlisted with many subscriptions. In other word it can have several Receive shapes. Usually the first Receive uses the Activation subscription but other Receives create the Instance subscriptions. [See “Publish and Subscribe Architecture” in MSDN] Here is a sample process. This orchestration has two receives. It is a typical Sequential Convoy. [See "BizTalk Server 2004 Convoy Deep Dive" in MSDN by Stephen W. Thomas]. Let's experiment started.   There are three typical scenarios. First scenario: everything is OK Activation subscription for the Sample message is created when the orchestration the SampleProcess is enlisted. The Instance subscription is created only when the SampleProcess orchestration instance is started and it is removed when the orchestration instance is ended. So far so good, the Message_2 was delivered exactly in this time interval and was consumed. Second scenario: no consumers Three Sample_2 messages were delivered. One was delivered before the SampleProcess was started and before the instance subscription was created. Second message was delivered in the correct time interval. The third one was delivered after the SampleProcess orchestration was ended and the instance subscription was removed. Note: ·         It was not the first Sample_2 was consumed. It was first in the queue but in was not waiting, it was suspended when it was delivered to the Message Box and didn’t have any subscribers at this moment. The first and the last Sample_2 messages were Suspended (Nonresumable) in the Message Box. For each of this message we have got two (!) service instances associated with this suspended message. One service instance has the ServiceClass of Messaging, and we can see its Error Description:   The second service instance has the ServiceClass of RoutingFailureReport, and we can see its Error Description:   Third scenario: something goes wrong Two Sample_2 messages were delivered. Both were delivered in the same interval when the SampleProcess orchestration was working and the instance subscription was created and was working too. First Sample_2 was consumed. The second Sample_2 has the subscription but the subscriber, the SampleProcess orchestration, will not consume it. After the SampleProcess orchestration is ended (And only after! I will discuss this in the next article.), it is suspended (Nonresumable). In this time only one service instance associated with this kind of scenario is suspended. This service instance has the ServiceClass of Orchestration, and we can see its Error Description: In the Message tab we will see the Sample_2 message in the Suspended (Resumable) status. Note: ·         This behavior looks ambiguous. We see here the orchestration consumes the extra message(s) and gets suspended together with those extra messages. These messages are not consumed in term of “processed by orchestration”. But they are consumed in term of the “delivered to the subscriber”. The receive shape in the orchestration is not received these extra messages. But these messages are routed to the orchestration.     Unified Sequential convoy  Now one more scenario. It is the unified sequential convoy. That means the activation subscription is for the same message type as it for the instance subscription. The Sample_2 message is now the Sample message. For simplicity the SampleProcess orchestration consumes only two Sample messages. Usually the orchestration consumes a lot of messages inside loop, but now it is only two of them. First message starts the orchestration, the second message goes inside this orchestration. Then the next pair of messages follows, and so on. But if the input messages follow in shorter intervals we have got the problem. We lost messages in unpredictable manner. Note: ·         Maybe the better behavior would be if the orchestration removes the instance subscription after the message is consumed, not in the end on the orchestration. Right now it is a “feature” of the BizTalk subscription mechanism.

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  • How to define template directives (from an API perspective)?

    - by Ralph
    Preface I'm writing a template language (don't bother trying to talk me out of it), and in it, there are two kinds of user-extensible nodes. TemplateTags and TemplateDirectives. A TemplateTag closely relates to an HTML tag -- it might look something like div(class="green") { "content" } And it'll be rendered as <div class="green">content</div> i.e., it takes a bunch of attributes, plus some content, and spits out some HTML. TemplateDirectives are a little more complicated. They can be things like for loops, ifs, includes, and other such things. They look a lot like a TemplateTag, but they need to be processed differently. For example, @for($i in $items) { div(class="green") { $i } } Would loop over $items and output the content with the variable $i substituted in each time. So.... I'm trying to decide on a way to define these directives now. Template Tags The TemplateTags are pretty easy to write. They look something like this: [TemplateTag] static string div(string content = null, object attrs = null) { return HtmlTag("div", content, attrs); } Where content gets the stuff between the curly braces (pre-rendered if there are variables in it and such), and attrs is either a Dictionary<string,object> of attributes, or an anonymous type used like a dictionary. It just returns the HTML which gets plunked into its place. Simple! You can write tags in basically 1 line. Template Directives The way I've defined them now looks like this: [TemplateDirective] static string @for(string @params, string content) { var tokens = Regex.Split(@params, @"\sin\s").Select(s => s.Trim()).ToArray(); string itemName = tokens[0].Substring(1); string enumName = tokens[1].Substring(1); var enumerable = data[enumName] as IEnumerable; var sb = new StringBuilder(); var template = new Template(content); foreach (var item in enumerable) { var templateVars = new Dictionary<string, object>(data) { { itemName, item } }; sb.Append(template.Render(templateVars)); } return sb.ToString(); } (Working example). Basically, the stuff between the ( and ) is not split into arguments automatically (like the template tags do), and the content isn't pre-rendered either. The reason it isn't pre-rendered is because you might want to add or remove some template variables or something first. In this case, we add the $i variable to the template variables, var templateVars = new Dictionary<string, object>(data) { { itemName, item } }; And then render the content manually, sb.Append(template.Render(templateVars)); Question I'm wondering if this is the best approach to defining custom Template Directives. I want to make it as easy as possible. What if the user doesn't know how to render templates, or doesn't know that he's supposed to? Maybe I should pass in a Template instance pre-filled with the content instead? Or maybe only let him tamper w/ the template variables, and then automatically render the content at the end? OTOH, for things like "if" if the condition fails, then the template wouldn't need to be rendered at all. So there's a lot of flexibility I need to allow in here. Thoughts?

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  • Asynchrony in C# 5 (Part I)

    - by javarg
    I’ve been playing around with the new Async CTP preview available for download from Microsoft. It’s amazing how language trends are influencing the evolution of Microsoft’s developing platform. Much effort is being done at language level today than previous versions of .NET. In these post series I’ll review some major features contained in this release: Asynchronous functions TPL Dataflow Task based asynchronous Pattern Part I: Asynchronous Functions This is a mean of expressing asynchronous operations. This kind of functions must return void or Task/Task<> (functions returning void let us implement Fire & Forget asynchronous operations). The two new keywords introduced are async and await. async: marks a function as asynchronous, indicating that some part of its execution may take place some time later (after the method call has returned). Thus, all async functions must include some kind of asynchronous operations. This keyword on its own does not make a function asynchronous thought, its nature depends on its implementation. await: allows us to define operations inside a function that will be awaited for continuation (more on this later). Async function sample: Async/Await Sample async void ShowDateTimeAsync() {     while (true)     {         var client = new ServiceReference1.Service1Client();         var dt = await client.GetDateTimeTaskAsync();         Console.WriteLine("Current DateTime is: {0}", dt);         await TaskEx.Delay(1000);     } } The previous sample is a typical usage scenario for these new features. Suppose we query some external Web Service to get data (in this case the current DateTime) and we do so at regular intervals in order to refresh user’s UI. Note the async and await functions working together. The ShowDateTimeAsync method indicate its asynchronous nature to the caller using the keyword async (that it may complete after returning control to its caller). The await keyword indicates the flow control of the method will continue executing asynchronously after client.GetDateTimeTaskAsync returns. The latter is the most important thing to understand about the behavior of this method and how this actually works. The flow control of the method will be reconstructed after any asynchronous operation completes (specified with the keyword await). This reconstruction of flow control is the real magic behind the scene and it is done by C#/VB compilers. Note how we didn’t use any of the regular existing async patterns and we’ve defined the method very much like a synchronous one. Now, compare the following code snippet  in contrast to the previuous async/await: Traditional UI Async void ComplicatedShowDateTime() {     var client = new ServiceReference1.Service1Client();     client.GetDateTimeCompleted += (s, e) =>     {         Console.WriteLine("Current DateTime is: {0}", e.Result);         client.GetDateTimeAsync();     };     client.GetDateTimeAsync(); } The previous implementation is somehow similar to the first shown, but more complicated. Note how the while loop is implemented as a chained callback to the same method (client.GetDateTimeAsync) inside the event handler (please, do not do this in your own application, this is just an example).  How it works? Using an state workflow (or jump table actually), the compiler expands our code and create the necessary steps to execute it, resuming pending operations after any asynchronous one. The intention of the new Async/Await pattern is to let us think and code as we normally do when designing and algorithm. It also allows us to preserve the logical flow control of the program (without using any tricky coding patterns to accomplish this). The compiler will then create the necessary workflow to execute operations as the happen in time.

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