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  • My ubuntu with unity not loading after last reboot

    - by Abonec
    I have asus u36sd and after last reboot I can't start up my ubuntu 11.10. Usually I suspend my notebook by closing cover but today I reboot it and it not starting up. Booting flowing by normal till to login screen but if I move mouse cursor after that image immediately switch to console (without any error; only normal loading startup processes) and back to login screen. I can type my password and boot continuing loading but after few moment it again switch back to dark console and switch again to login screen. I can load recovery mode but if I try touch my cursor (by mouse or internal notebook touchpad) it again switch back to console and to login screen. But if I use only keyboard it work fine. Where I can see detailed log information about my problem?

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  • Xubuntu keeps loading on install with usb stick

    - by mattyh88
    I'm trying to install Xubuntu on my computer. I've followed a guide to create a USB bootable drive. I've inserted the USB stick and started the computer. I can see Xubuntu loading and after a minute or 2 it shows me a screen asking me if I'd like to use the live version or if I'd like to install. I choose install. Then on the next screen I select English as language. When I click continue, Xubuntu just keeps loading. It doesn't really freeze as I can still quit and move the cursor. When I clicked quit, I see the live version and all is working just fine. I can browse the internet, etc. What could be wrong?

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  • Loading Texture2D is extremly slow on XBOX360

    - by AvrDragon
    I have ~100 sprites for each level im my XNA game. On windows it takes ~2 seconds to load them all. Unfortunately on XBOX360 it takes ~30-60 seconds. Am i doing something wrong? Essentially the loading code ist just like this: Texture2D sprite1 = levelContent.Load<Texture2D>("images/level_1/my_sprite_1"); ... Texture2D sprite100 = levelContent.Load<Texture2D>("images/level_1/my_sprite_100"); (i use an own content manager for each level to release all level-specific textures at once) Of course i can reduse the ammount of sprites using a spritesheet, but it's extremly painfull for me now. Do i have a better option? And just curious - why is there such huge difference in image loading time?

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  • How to reduce the time it takes to load my web game? [closed]

    - by Danial
    I created a puzzle game with Unity and uploaded it to one server. This works fine, but I bought a new server and uploaded my game to it as well. There, the loading time is much longer. These are the servers: http://pinheadsinteractive.com/Mozzie/ (fast) http://operation-mozzie-free.com/ (slow) The Unity files are exactly the same from one server to the next. My client is dissatisfied with the new, slow loading time. So, how can I reduce the time my Unity game takes to load? Even in some cases they faced the problem that they could not load the game at all. For the the moment, I'm using an iframe on the new sever as a workaround, but the issue still remains unsolved.

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  • Speed up content loading

    - by user1806687
    I am using WinForms Sample downloaded from microsoft website. The problem is, that the model loading time is quite long, using: contentBuilder.Add(ModelPath, ModelName, null, "ModelProcessor"); contentManager.Load<Model>(ModelName); even a simple model, such as a cube with no textures, takes 4+ seconds to load. Now, I am no expert on this, but is there anyway to decrease loading time? EDIT: I've gone thru the code and found out that calling contentBuilder.Build(); ,which comes right after contentBuilder.Add() method takes up most of the time.

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  • why is this rails association loading individually after an eager load?

    - by codeman73
    I'm trying to avoid the N+1 queries problem with eager loading, but it's not working. The associated models are still being loaded individually. Here are the relevant ActiveRecords and their relationships: class Player < ActiveRecord::Base has_one :tableau end Class Tableau < ActiveRecord::Base belongs_to :player has_many :tableau_cards has_many :deck_cards, :through => :tableau_cards end Class TableauCard < ActiveRecord::Base belongs_to :tableau belongs_to :deck_card, :include => :card end class DeckCard < ActiveRecord::Base belongs_to :card has_many :tableaus, :through => :tableau_cards end class Card < ActiveRecord::Base has_many :deck_cards end and the query I'm using is inside this method of Player: def tableau_contains(card_id) self.tableau.tableau_cards = TableauCard.find :all, :include => [ {:deck_card => (:card)}], :conditions => ['tableau_cards.tableau_id = ?', self.tableau.id] contains = false for tableau_card in self.tableau.tableau_cards # my logic here, looking at attributes of the Card model, with # tableau_card.deck_card.card; # individual loads of related Card models related to tableau_card are done here end return contains end Does it have to do with scope? This tableau_contains method is down a few method calls in a larger loop, where I originally tried doing the eager loading because there are several places where these same objects are looped through and examined. Then I eventually tried the code as it is above, with the load just before the loop, and I'm still seeing the individual SELECT queries for Card inside the tableau_cards loop in the log. I can see the eager-loading query with the IN clause just before the tableau_cards loop as well. EDIT: additional info below with the larger, outer loop Here's the larger loop. It is inside an observer on after_save def after_save(pa) @game = Game.find(turn.game_id, :include => :goals) @game.players = Player.find :all, :include => [ {:tableau => (:tableau_cards)}, :player_goals ], :conditions => ['players.game_id =?', @game.id] for player in @game.players player.tableau.tableau_cards = TableauCard.find :all, :include => [ {:deck_card => (:card)}], :conditions => ['tableau_cards.tableau_id = ?', player.tableau.id] if(player.tableau_contains(card)) ... end end end

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  • Multiple render targets and gamma correctness in Direct3D9

    - by Mario
    Let's say in a deferred renderer when building your G-Buffer you're going to render texture color, normals, depth and whatever else to your multiple render targets at once. Now if you want to have a gamma-correct rendering pipeline and you use regular sRGB textures as well as rendertargets, you'll need to apply some conversions along the way, because your filtering, sampling and calculations should happen in linear space, not sRGB space. Of course, you could store linear color in your textures and rendertargets, but this might very well introduce bad precision and banding issues. Reading from sRGB textures is easy: just set SRGBTexture = true; in your texture sampler in your HLSL effect code and the hardware does the conversion sRGB-linear for you. Writing to an sRGB rendertarget is theoretically easy, too: just set SRGBWriteEnable = true; in your effect pass in HLSL and your linear colors will be converted to sRGB space automatically. But how does this work with multiple rendertargets? I only want to do these corrections to the color textures and rendertarget, not to the normals, depth, specularity or whatever else I'll be rendering to my G-Buffer. Ok, so I just don't apply SRGBTexture = true; to my non-color textures, but when using SRGBWriteEnable = true; I'll do a gamma correction to all the values I write out to my rendertargets, no matter what I actually store there. I found some info on gamma over at Microsoft: http://msdn.microsoft.com/en-us/library/windows/desktop/bb173460%28v=vs.85%29.aspx For hardware that supports Multiple Render Targets (Direct3D 9) or Multiple-element Textures (Direct3D 9), only the first render target or element is written. If I understand correctly, SRGBWriteEnable should only be applied to the first rendertarget, but according to my tests it doesn't and is used for all rendertargets instead. Now the only alternative seems to be to handle these corrections manually in my shader and only correct the actual color output, but I'm not totally sure, that this'll not have any negative impact on color correctness. E.g. if the GPU does any blending or filtering or multisampling after the Linear-sRGB conversion... Do I even need gamma correction in this case, if I'm just writing texture color without lighting to my rendertarget? As far as I know, I DO need it because of the texture filtering and mip sampling happening in sRGB space instead, if I don't correct for it. Anyway, it'd be interesting to hear other people's solutions or thoughts about this.

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  • OpenGL position from depth is wrong

    - by CoffeeandCode
    My engine is currently implemented using a deferred rendering technique, and today I decided to change it up a bit. First I was storing 5 textures as so: DEPTH24_STENCIL8 - Depth and stencil RGBA32F - Position RGBA10_A2 - Normals RGBA8 x 2 - Specular & Diffuse I decided to minimize it and reconstruct positions from the depth buffer. Trying to figure out what is wrong with my method currently has not been fun :/ Currently I get this: which changes whenever I move the camera... weird Vertex shader really simple #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment shader Where the fun (and not so fun) stuff happens #version 150 uniform sampler2D depth_tex; uniform sampler2D normal_tex; uniform sampler2D diffuse_tex; uniform sampler2D specular_tex; uniform mat4 inv_proj_mat; uniform vec2 nearz_farz; in vec2 uv_f; ... other uniforms and such ... layout(location = 3) out vec4 PostProcess; vec3 reconstruct_pos(){ float z = texture(depth_tex, uv_f).x; vec4 sPos = vec4(uv_f * 2.0 - 1.0, z, 1.0); sPos = inv_proj_mat * sPos; return (sPos.xyz / sPos.w); } void main(){ vec3 pos = reconstruct_pos(); vec3 normal = texture(normal_tex, uv_f).rgb; vec3 diffuse = texture(diffuse_tex, uv_f).rgb; vec4 specular = texture(specular_tex, uv_f); ... do lighting ... PostProcess = vec4(pos, 1.0); // Just for testing } Rendering code probably nothing wrong here, seeing as though it always worked before this->gbuffer->bind(); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Enable(gl::DEPTH_TEST); gl::Enable(gl::CULL_FACE); ... bind geometry shader and draw models and shiz ... gl::Disable(gl::DEPTH_TEST); gl::Disable(gl::CULL_FACE); gl::Enable(gl::BLEND); ... bind textures and lighting shaders shown above then draw each light ... gl::BindFramebuffer(gl::FRAMEBUFFER, 0); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Disable(gl::BLEND); ... bind screen shaders and draw quad with PostProcess texture ... Rinse_and_repeat(); // not actually a function ;) Why are my positions being output like they are?

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  • Problem with AssetManager while loading a Model type

    - by user1204548
    Today I've tried the AssetManager for the first time with .g3db files and I'm having some problems. Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: data/data at com.badlogic.gdx.assets.AssetManager.handleTaskError(AssetManager.java:508) at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:342) at com.lostchg.martagdx3d.MartaGame.render(MartaGame.java:78) at com.badlogic.gdx.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: data/data at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:119) at com.badlogic.gdx.assets.AssetLoadingTask.update(AssetLoadingTask.java:89) at com.badlogic.gdx.assets.AssetManager.updateTask(AssetManager.java:445) at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:340) ... 4 more Caused by: com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: data/data at com.badlogic.gdx.utils.async.AsyncResult.get(AsyncResult.java:31) at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:117) ... 7 more Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: data/data at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140) at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:72) at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:41) at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:69) at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:34) at com.badlogic.gdx.utils.async.AsyncExecutor$2.call(AsyncExecutor.java:49) at java.util.concurrent.FutureTask.run(Unknown Source) at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: data\data (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:132) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:586) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:220) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) ... 9 more Why it tries to load that unexisting file? It seems that the AssetManager manages to load my .g3db file at first, because earlier the java console threw some errors related to the textures associated to the 3D scene having to be a power of 2. Relevant code: public void show() { ... assets = new AssetManager(); assets.load("data/levelprueba2.g3db", Model.class); loading = true; ... } private void doneLoading() { Model model = assets.get("data/levelprueba2.g3db", Model.class); for (int i = 0; i < model.nodes.size; i++) { String id = model.nodes.get(i).id; ModelInstance instance = new ModelInstance(model, id); Node node = instance.getNode(id); instance.transform.set(node.globalTransform); node.translation.set(0,0,0); node.scale.set(1,1,1); node.rotation.idt(); instance.calculateTransforms(); instances.add(instance); } loading = false; } public void render(float delta) { super.render(delta); if (loading && assets.update()) doneLoading(); ... } The error points to the line with the assets.update() method. Please, help! Sorry for my bad English and my amateurish doubts.

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  • Not getting desired results with SSAO implementation

    - by user1294203
    After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. You can see there is some weird pattern forming and there is no occlusion shading where there needs to be (i.e. in between the objects and on the ground). The shaders I implemented follow: #VS #version 330 core uniform mat4 invProjMatrix; layout(location = 0) in vec3 in_Position; layout(location = 2) in vec2 in_TexCoord; noperspective out vec2 pass_TexCoord; smooth out vec3 viewRay; void main(void){ pass_TexCoord = in_TexCoord; viewRay = (invProjMatrix * vec4(in_Position, 1.0)).xyz; gl_Position = vec4(in_Position, 1.0); } #FS #version 330 core uniform sampler2D DepthMap; uniform sampler2D NormalMap; uniform sampler2D noise; uniform vec2 projAB; uniform ivec3 noiseScale_kernelSize; uniform vec3 kernel[16]; uniform float RADIUS; uniform mat4 projectionMatrix; noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } mat3 CalcRMatrix(vec3 normal, vec2 texcoord){ ivec2 noiseScale = noiseScale_kernelSize.xy; vec3 rvec = texture(noise, texcoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); return mat3(tangent, bitangent, normal); } void main(void){ vec2 TexCoord = pass_TexCoord; vec3 Position = CalcPosition(); vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); mat3 RotationMatrix = CalcRMatrix(Normal, TexCoord); int kernelSize = noiseScale_kernelSize.z; float occlusion = 0.0; for(int i = 0; i < kernelSize; i++){ // Get sample position vec3 sample = RotationMatrix * kernel[i]; sample = sample * RADIUS + Position; // Project and bias sample position to get its texture coordinates vec4 offset = projectionMatrix * vec4(sample, 1.0); offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; // Get sample depth float sample_depth = texture(DepthMap, offset.xy).r; float linearDepth = projAB.y / (sample_depth - projAB.x); if(abs(Position.z - linearDepth ) < RADIUS){ occlusion += (linearDepth <= sample.z) ? 1.0 : 0.0; } } out_AO = 1.0 - (occlusion / kernelSize); } I draw a full screen quad and pass Depth and Normal textures. Normals are in RGBA16F with the alpha channel reserved for the AO factor in the blur pass. I store depth in a non linear Depth buffer (32F) and recover the linear depth using: float linearDepth = projAB.y / (depth - projAB.x); where projAB.y is calculated as: and projAB.x as: These are derived from the glm::perspective(gluperspective) matrix. z_n and z_f are the near and far clip distance. As described in the link I posted on the top, the method creates samples in a hemisphere with higher distribution close to the center. It then uses random vectors from a texture to rotate the hemisphere randomly around the Z direction and finally orients it along the normal at the given pixel. Since the result is noisy, a blur pass follows the SSAO pass. Anyway, my position reconstruction doesn't seem to be wrong since I also tried doing the same but with the position passed from a texture instead of being reconstructed. I also tried playing with the Radius, noise texture size and number of samples and with different kinds of texture formats, with no luck. For some reason when changing the Radius, nothing changes. Does anyone have any suggestions? What could be going wrong?

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  • Why does the entity framework need an ICollection for lazy loading?

    - by Akk
    I want to write a rich domain class such as public class Product { public IEnumerable<Photo> Photos {get; private set;} public void AddPhoto(){...} public void RemovePhoto(){...} } But the entity framework (V4 code first approach) requires an ICollection type for lazy loading! The above code no longer works as designed since clients can bypass the AddPhoto / RemovePhoto method and directly call the add method on ICollection. This is not good. public class Product { public ICollection<Photo> Photos {get; private set;} //Bad public void AddPhoto(){...} public void RemovePhoto(){...} } It's getting really frustrating trying to implement DDD with the EF4. Why did they choose the ICollection for lazy loading? How can i overcome this? Does NHibernate offer me a better DDD experience?

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  • Ubuntu 12.04 + Raid0 + Windows 7 not loading

    - by Douglas
    please someone help me.... (Sorry for my english) Hi, I have a Pc with 2 Hd (1Tb each) on Raid0. I had a Windows 7 64bits working for several months. When I installed the Windows I let a 100Gb partition empty to install Ubuntu someday. I was using Linux on a Virtualbox, but this week I tried to install Ubuntu 12.04 in this 100Gb partition. I used the Ubuntu alternate cd, because the 'normal' cd was giving me trouble with the Raid0. The grub installation always reported a error. After a lot of work I found that I nedded to install grub on partition /dev/mapper/isw_chjbfeec_DougRaid1 (see Bootinfo below). The Windows installation created a 100Mb boot partition, so I needed to install grub in this partition. Now I have the Ubuntu working 100% ok. The problem is, the Windows is not booting! The windows option is present on the grub menu, but when I choose the windows option there is a black screen and after that the grub is reloaded. My Bootinfo is: Boot Info Script 0.61 [1 April 2012] ============================= Boot Info Summary: =============================== => Grub2 (v1.99) is installed in the MBR of /dev/sda and looks at sector 1 of the same hard drive for core.img. core.img is at this location and looks in partition 1 for /boot/grub. => Grub2 (v1.99) is installed in the MBR of /dev/mapper/isw_chjbfeec_DougRaid and looks at sector 1 of the same hard drive for core.img. core.img is at this location and looks in partition 1 for /boot/grub. sda1: __________________________________________________________________________ File system: Boot sector type: Unknown Boot sector info: Mounting failed: mount: unknown filesystem type '' sda2: __________________________________________________________________________ File system: Boot sector type: Unknown Boot sector info: Mounting failed: mount: unknown filesystem type '' mount: unknown filesystem type '' sda3: __________________________________________________________________________ File system: Extended Partition Boot sector type: Unknown Boot sector info: isw_chjbfeec_DougRaid1: ________________________________________________________ File system: ntfs Boot sector type: Grub2 (v1.99) Boot sector info: Grub2 (v1.99) is installed in the boot sector of isw_chjbfeec_DougRaid1 and looks at sector 3841862992 of the same hard drive for core.img. core.img is at this location and looks for (,msdos5)/boot/grub on this drive. No errors found in the Boot Parameter Block. Operating System: Boot files: /grldr /bootmgr /Boot/BCD /grldr isw_chjbfeec_DougRaid2: ________________________________________________________ File system: ntfs Boot sector type: Windows Vista/7: NTFS Boot sector info: No errors found in the Boot Parameter Block. Operating System: Windows 7 Boot files: /Windows/System32/winload.exe isw_chjbfeec_DougRaid3: ________________________________________________________ File system: Extended Partition Boot sector type: - Boot sector info: isw_chjbfeec_DougRaid5: ________________________________________________________ File system: ext4 Boot sector type: - Boot sector info: Operating System: Ubuntu 12.04 LTS Boot files: /boot/grub/grub.cfg /etc/fstab /boot/grub/core.img isw_chjbfeec_DougRaid6: ________________________________________________________ File system: swap Boot sector type: - Boot sector info: ============================ Drive/Partition Info: ============================= Drive: sda _____________________________________________________________________ Partition Boot Start Sector End Sector # of Sectors Id System /dev/sda1 * 2,048 206,847 204,800 7 NTFS / exFAT / HPFS /dev/sda2 206,848 3,686,402,047 3,686,195,200 7 NTFS / exFAT / HPFS /dev/sda3 3,686,402,558 3,907,039,743 220,637,186 5 Extended Invalid MBR Signature found. EBR refers to a location outside the hard drive. /dev/sda2 ends after the last sector of /dev/sda /dev/sda3 ends after the last sector of /dev/sda Drive: isw_chjbfeec_DougRaid _____________________________________________________________________ Disk /dev/mapper/isw_chjbfeec_DougRaid: 2000.4 GB, 2000404348928 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907039744 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes Partition Boot Start Sector End Sector # of Sectors Id System /dev/mapper/isw_chjbfeec_DougRaid1 * 2,048 206,847 204,800 7 NTFS / exFAT / HPFS /dev/mapper/isw_chjbfeec_DougRaid2 206,848 3,686,402,047 3,686,195,200 7 NTFS / exFAT / HPFS /dev/mapper/isw_chjbfeec_DougRaid3 3,686,402,558 3,907,039,743 220,637,186 5 Extended /dev/mapper/isw_chjbfeec_DougRaid5 3,686,402,560 3,881,876,479 195,473,920 83 Linux /dev/mapper/isw_chjbfeec_DougRaid6 3,881,876,992 3,907,039,743 25,162,752 82 Linux swap / Solaris "blkid" output: ________________________________________________________________ Device UUID TYPE LABEL /dev/mapper/isw_chjbfeec_DougRaid1 C89C73D19C73B910 ntfs Reservado pelo Sistema /dev/mapper/isw_chjbfeec_DougRaid2 6830883A3088116C ntfs /dev/mapper/isw_chjbfeec_DougRaid5 bbab868a-ea53-4be3-ba7d-2737fe6cb24c ext4 /dev/mapper/isw_chjbfeec_DougRaid6 7a830a3c-88fb-4cba-80dc-f32e08abfd5b swap /dev/sda isw_raid_member /dev/sdb isw_raid_member /dev/sr0 iso9660 Windows7x86x64SK ========================= "ls -R /dev/mapper/" output: ========================= /dev/mapper: control isw_chjbfeec_DougRaid isw_chjbfeec_DougRaid1 isw_chjbfeec_DougRaid2 isw_chjbfeec_DougRaid3 isw_chjbfeec_DougRaid5 isw_chjbfeec_DougRaid6 ================================ Mount points: ================================= Device Mount_Point Type Options /dev/mapper/isw_chjbfeec_DougRaid5 / ext4 (rw,errors=remount-ro) /dev/sr0 /media/Windows7x86x64SK iso9660 (ro,nosuid,nodev,uid=1000,gid=1000,iocharset=utf8,mode=0400,dmode=0500,uhelper=udisks) ================= isw_chjbfeec_DougRaid1/grldr embedded menu: ================== -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- ================== isw_chjbfeec_DougRaid5/boot/grub/grub.cfg: ================== -------------------------------------------------------------------------------- # # DO NOT EDIT THIS FILE # # It is automatically generated by grub-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then set have_grubenv=true load_env fi set default="0" if [ "${prev_saved_entry}" ]; then set saved_entry="${prev_saved_entry}" save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z "${boot_once}" ]; then saved_entry="${chosen}" save_env saved_entry fi } function recordfail { set recordfail=1 if [ -n "${have_grubenv}" ]; then if [ -z "${boot_once}" ]; then save_env recordfail; fi; fi } function load_video { insmod vbe insmod vga insmod video_bochs insmod video_cirrus } insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c if loadfont /usr/share/grub/unicode.pf2 ; then set gfxmode=auto load_video insmod gfxterm insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c set locale_dir=($root)/boot/grub/locale set lang=en_US insmod gettext fi terminal_output gfxterm if [ "${recordfail}" = 1 ]; then set timeout=-1 else set timeout=10 fi ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/05_debian_theme ### set menu_color_normal=white/black set menu_color_highlight=black/light-gray if background_color 44,0,30; then clear fi ### END /etc/grub.d/05_debian_theme ### ### BEGIN /etc/grub.d/10_linux ### function gfxmode { set gfxpayload="$1" if [ "$1" = "keep" ]; then set vt_handoff=vt.handoff=7 else set vt_handoff= fi } if [ ${recordfail} != 1 ]; then if [ -e ${prefix}/gfxblacklist.txt ]; then if hwmatch ${prefix}/gfxblacklist.txt 3; then if [ ${match} = 0 ]; then set linux_gfx_mode=keep else set linux_gfx_mode=text fi else set linux_gfx_mode=text fi else set linux_gfx_mode=keep fi else set linux_gfx_mode=text fi export linux_gfx_mode if [ "$linux_gfx_mode" != "text" ]; then load_video; fi menuentry 'Ubuntu, with Linux 3.2.0-24-generic-pae' --class ubuntu --class gnu-linux --class gnu --class os { recordfail gfxmode $linux_gfx_mode insmod gzio insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c linux /boot/vmlinuz-3.2.0-24-generic-pae root=UUID=bbab868a-ea53-4be3-ba7d-2737fe6cb24c ro quiet splash $vt_handoff initrd /boot/initrd.img-3.2.0-24-generic-pae } menuentry 'Ubuntu, with Linux 3.2.0-24-generic-pae (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os { recordfail insmod gzio insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c echo 'Loading Linux 3.2.0-24-generic-pae ...' linux /boot/vmlinuz-3.2.0-24-generic-pae root=UUID=bbab868a-ea53-4be3-ba7d-2737fe6cb24c ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.2.0-24-generic-pae } submenu "Previous Linux versions" { menuentry 'Ubuntu, with Linux 3.2.0-23-generic-pae' --class ubuntu --class gnu-linux --class gnu --class os { recordfail gfxmode $linux_gfx_mode insmod gzio insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c linux /boot/vmlinuz-3.2.0-23-generic-pae root=UUID=bbab868a-ea53-4be3-ba7d-2737fe6cb24c ro quiet splash $vt_handoff initrd /boot/initrd.img-3.2.0-23-generic-pae } menuentry 'Ubuntu, with Linux 3.2.0-23-generic-pae (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os { recordfail insmod gzio insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c echo 'Loading Linux 3.2.0-23-generic-pae ...' linux /boot/vmlinuz-3.2.0-23-generic-pae root=UUID=bbab868a-ea53-4be3-ba7d-2737fe6cb24c ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.2.0-23-generic-pae } } ### END /etc/grub.d/10_linux ### ### BEGIN /etc/grub.d/20_linux_xen ### ### END /etc/grub.d/20_linux_xen ### ### BEGIN /etc/grub.d/20_memtest86+ ### menuentry "Memory test (memtest86+)" { insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c linux16 /boot/memtest86+.bin } menuentry "Memory test (memtest86+, serial console 115200)" { insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c linux16 /boot/memtest86+.bin console=ttyS0,115200n8 } ### END /etc/grub.d/20_memtest86+ ### ### BEGIN /etc/grub.d/30_os-prober_proxy ### menuentry "Windows 7 (loader) (on /dev/mapper/isw_chjbfeec_DougRaid1)" --class windows --class os { insmod part_msdos insmod ntfs set root='(sda,msdos1)' search --no-floppy --fs-uuid --set=root C89C73D19C73B910 chainloader +1 } ### END /etc/grub.d/30_os-prober_proxy ### ### BEGIN /etc/grub.d/40_custom ### # This file provides an easy way to add custom menu entries. Simply type the # menu entries you want to add after this comment. Be careful not to change # the 'exec tail' line above. ### END /etc/grub.d/40_custom ### ### BEGIN /etc/grub.d/41_custom ### if [ -f $prefix/custom.cfg ]; then source $prefix/custom.cfg; fi ### END /etc/grub.d/41_custom ### -------------------------------------------------------------------------------- ====================== isw_chjbfeec_DougRaid5/etc/fstab: ======================= -------------------------------------------------------------------------------- # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # <file system> <mount point> <type> <options> <dump> <pass> proc /proc proc nodev,noexec,nosuid 0 0 /dev/mapper/isw_chjbfeec_DougRaid5 / ext4 errors=remount-ro 0 1 /dev/mapper/isw_chjbfeec_DougRaid6 none swap sw 0 0 -------------------------------------------------------------------------------- ========== isw_chjbfeec_DougRaid5: Location of files loaded by Grub: =========== GiB - GB File Fragment(s) = boot/grub/core.img 1 = boot/grub/grub.cfg 1 = boot/initrd.img-3.2.0-23-generic-pae 2 = boot/initrd.img-3.2.0-24-generic-pae 2 = boot/vmlinuz-3.2.0-23-generic-pae 1 = boot/vmlinuz-3.2.0-24-generic-pae 1 = initrd.img 2 = initrd.img.old 2 = vmlinuz 1 = vmlinuz.old 1 ======================== Unknown MBRs/Boot Sectors/etc: ======================== Unknown BootLoader on sda1 Unknown BootLoader on sda2 Unknown BootLoader on sda3 =============================== StdErr Messages: =============================== xz: (stdin): Compressed data is corrupt xz: (stdin): Compressed data is corrupt hexdump: /dev/sda1: No such file or directory hexdump: /dev/sda1: No such file or directory hexdump: /dev/sda2: No such file or directory hexdump: /dev/sda2: No such file or directory hexdump: /dev/sda3: No such file or directory hexdump: /dev/sda3: No such file or directory xz: (stdin): Compressed data is corrupt awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in How we can see the Windows part at grub is: menuentry "Windows 7 (loader) (on /dev/mapper/isw_chjbfeec_DougRaid1)" --class windows --class os { insmod part_msdos insmod ntfs set root='(sda,msdos1)' search --no-floppy --fs-uuid --set=root C89C73D19C73B910 chainloader +1 } I tried a lot of combinations at the line: set root='(sda,msdos1)' , but no success I tried to change uuid to the /dev/mapper/isw_chjbfeec_DougRaid2 uuid, but the grub reports a error. I dont know what to do now. I really need to boot my windows partition. Someone knows what to do? Thanks........

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  • Eager Loading more than 1 table in LinqtoSql

    - by Michael Freidgeim
    When I've tried in Linq2Sql to load table with 2 child tables, I've noticed, that multiple SQLs are generated. I've found that  it isa known issue, if you try to specify more than one to pre-load it just  picks which one to pre-load and which others to leave deferred (simply ignoring those LoadWith hints)There are more explanations in http://codebetter.com/blogs/david.hayden/archive/2007/08/06/linq-to-sql-query-tuning-appears-to-break-down-in-more-advanced-scenarios.aspxThe reason the relationship in your blog post above is generating multiple queries is that you have two (1:n) relationship (Customers->Orders) and (Orders->OrderDetails). If you just had one (1:n) relationship (Customer->Orders) or (Orders->OrderDetails) LINQ to SQL would optimize and grab it in one query (using a JOIN).  The alternative -to use SQL and POCO classes-see http://stackoverflow.com/questions/238504/linq-to-sql-loading-child-entities-without-using-dataloadoptions?rq=1Fortunately the problem is not applicable to Entity Framework, that we want to use in future development instead of Linq2SqlProduct firstProduct = db.Product.Include("OrderDetail").Include("Supplier").First(); ?

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  • Auto Save and Auto Load Game onto the Device's Storage Concept Question

    - by David Dimalanta
    I'm trying to make a simple app that will test the save and load state. Is it a good idea to make an app that has an auto save and load game feature only every time the newbies open the first app then continues it on the other day? I tried making a sprite that is moving, starting at the center. When I close and re-open the app, the sprite goes back to the center instead of the last coordinate where the sprite land on this part (i.e. at the top). The thing I want to know how the sequence of saving and loading goes like this: I open the app The starting sprite at the center. It displays a coordinate of the sprite plus number of times does the sprite move. I exit the app that automatically saves the game without notice. Finally, when I re-opened it, it automatically loads the game retaining the number of times the sprite move, coordinates, and the sprite's area landed. These steps above are similar, but not the sprite movement test app, to the sequence of saving and loading the game's level and record in Jewel Stackers for the Android app. And, by default, if there is no SD card in any tab or phone that runs on Android, does it automatically save/load onto the internal drive or the APK file itself? Is it also useful to use auto save and auto load feature for protecting and fetching informations (i.e. fastest time, last time where the sprite is located via coordinates, etc.)?

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  • Moodle 2 pages loading up to 2000% faster

    - by TJ
    On average our Moodle 2 pages were loading in 2.8 seconds, now they load in as little as 0.12 seconds, so that’s like 2333.333% faster!What was it I hear you say?Well it was the database connection, or more correctly the database library. I was using FreeTDS http://docs.moodle.org/22/en/Installing_MSSQL_for_PHP, but now I’m using the new Microsoft Drivers 3.0 for PHP for SQL Server http://www.microsoft.com/en-us/download/details.aspx?id=20098. I’m in a Windows Server IT department, and in both our live and development environments, we have Moodle 2.2.3, IIS 7.5, and PHP 5.3.10 running on two Windows Server 2008 R2 servers and using MS Network Load Balancing.Since moving to Moodle 2, the pages have always loaded much more slowly than they did in Moodle 1.9, I’ve been chasing this issue for quite a while. I had previously tried the Microsoft Drivers for PHP for SQL Server 2.0, but my testing showed it was slower than the FreeTDS driver.Then yesterday I found Microsoft had released the new version, Microsoft Drivers 3.0 for PHP for SQL Server, so I thought I’d give it a run, and wow what a difference it made.Pages that were loading in 2.8 seconds, now they load in as little as 0.12 seconds, 2333.333% faster…I have more testing to do, but so far it’s looking good, I have scheduled multi user load testing for early next week (fingers crossed).To make the change all I need to do was,download the driverscopy the relevant files to PHP\ext (for us they were php_pdo_sqlsrv_53_nts.dll and php_sqlsrv_53_nts.dll) install the Microsoft SQL Server 2012 Native Client x64 http://www.microsoft.com/en-us/download/details.aspx?id=29065 add to PHP.ini, extension=php_pdo_sqlsrv_53_nts.dll, extension=php_sqlsrv_53_nts.dllremove form PHP.ini, extension=php_dblib.dllvchange in PHP.ini, mssql.textlimit = 20971520 and mssql.textsize = 20971520change Moodle config.php, $CFG->dbtype = 'sqlsrv'; and 'dbpersist' => Trueand then reboot and test…I've browsed courses, backed up/restored some really large and complicated courses, deleted courses etc. etc. all good.Still more testing to do but, hey this is good start...Hope this helps anyone experiencing the same slowness…

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  • OpenGL ES Loading

    - by kuroutadori
    I want to know what is the norm of loading rendering code. Take a button. When the application is loaded, a texture is loaded which has the image of the button on it. When the button is tapped, it then adds a loader into a queue, which is loaded on render thread. It then loads up an array buffer with vertexes and tex coords when render is called. It then adds to a render tree. Then it renders. the render function looks like this void render() { update(); mBaseRenderer->render(); } update() is when the queue is checked to see if anything needs loading. mBaseRenderer->render() is the render tree. What I am asking then is, should I even have the update() there at all and instead have everything preloaded before it renders? If I can have it loaded when need, for instance when there is tap, then how can it be done (My current code causes an dequeueing buffer error (Unknown error: -75) which I assume is to do with OpenGL ES and the context)?

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  • UpdateProgress with UpdatePanel not showing up in User control when page is loading

    - by Carter
    Is this typical behavior of the UpdateProgress for an ASP.Net UpdatePanel? I have an update panel with the UpdateProgress control inside of a user control window on a page. If I then make the page in the background do some loading and click a button in the user control update panel the UpdateProgress does not show up at all. It's like the UpdatePanels refresh request is not even registered until after the actual page is done doing it's business. It's worth noting that it will show up if nothing is happening in the background. The functionality I want is what you would expect. I want to loader to show up if it has to wait for anything to get it's refresh done when after the button is clicked. I know I can get this functionality if I just use jquery ajax with a static web method, but you can't have static web methods inside of a user control. I could have it in the page but it really doesn't belong there. A full-blown wcf wouldn't really be worth it in this case either. I'm trying to compromise with an UpdatePanel but these things always seem to cause me some kind of trouble. Maybe this is just the way it works? Edit:So I'll clarify a bit what I'm doing. What's happening is I have a page and all it has on it are some tools on the side and a big map. When the page initially loads it takes some time to load the map. Now if while it's loading I open up the tool (a user control) that has the update panel in question in it and click the button on this user control that should refresh the update panel with new data and show the loading sign (in the updateprogress) then the UpdateProgress loading image does not show up. However, the code run by the button click does run after the page is done loading (as expected) and The UpdateProgress will show up if nothing on the page containing the user control is loading. I just want the loader to show up while the page is loading. I thought my problem was that perhaps the map loading is in an update panel and my UpdateProgress was only being associated with the update panel for the user control's update panel. Hence, I would get no loading icon when the map was loading. This is not the case though.

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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • Can lazy loading be considered an example of RAII?

    - by codemonkey
    I have been catching up on my c++ lately, after a couple years of exclusive Objective-C on iOS, and the topic that comes up most on 'new style' c++ is RAII To make sure I understand RAII concept correctly, would you consider Objective-C lazy loading property accessors a type of RAII? For example, check the following access method - (NSArray *)items { if(_items==nil) { _items=[[NSArray alloc] initWithCapacity:10]; } return _items } Would this be considered an example of RAII? If not, can you please explain where I'm mistaken?

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  • How to set up dual quadro cards on RHEL 5.5?

    - by Alex J. Roberts
    I have a RHEL 5 workstation with 2 nvidia Quadro FX4500 cards, with one display attached to each card. After doing a clean install of RHEL 5.5, the second display doesnt work (it worked ok in RHEL 5.2). Neither separate X screens nor Xinerama are working. The kernel version is 2.6.18-194.el5 I've tried nvidia drivers 185.18.36 (the ones that i was using on 5.2) and the latest 260.19.36 and neither works. My xorg.conf is as follows: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 1.0 (buildmeister@builder58) Fri Aug 14 18:34:43 PDT 2009 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" EndSection Section "Files" FontPath "unix/:7100" EndSection Section "ServerFlags" Option "Xinerama" "1" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/input/mice" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from data in "/etc/sysconfig/keyboard" Identifier "Keyboard0" Driver "kbd" Option "XkbLayout" "us" Option "XkbModel" "pc105" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL 3007WFP" HorizSync 49.3 - 98.5 VertRefresh 60.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor1" VendorName "Unknown" ModelName "DELL 3007WFP" HorizSync 49.3 - 98.5 VertRefresh 60.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro FX 4500" BusID "PCI:10:0:0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro FX 4500" BusID "PCI:129:0:0" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection And the Xorg Log: X Window System Version 7.1.1 Release Date: 12 May 2006 X Protocol Version 11, Revision 0, Release 7.1.1 Build Operating System: Linux 2.6.18-164.11.1.el5 x86_64 Red Hat, Inc. Current Operating System: Linux blur.svsdsde 2.6.18-194.el5 #1 SMP Tue Mar 16 21:52:39 EDT 2010 x86_64 Build Date: 06 March 2010 Build ID: xorg-x11-server 1.1.1-48.76.el5 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Module Loader present 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: Fri Feb 18 09:52:08 2011 (==) Using config file: "/etc/X11/xorg.conf" (==) ServerLayout "Layout0" (**) |-->Screen "Screen0" (0) (**) | |-->Monitor "Monitor0" (**) | |-->Device "Device0" (**) |-->Screen "Screen1" (1) (**) | |-->Monitor "Monitor1" (**) | |-->Device "Device1" (**) |-->Input Device "Keyboard0" (**) |-->Input Device "Mouse0" (**) FontPath set to: unix/:7100 (==) RgbPath set to "/usr/share/X11/rgb" (==) ModulePath set to "/usr/lib64/xorg/modules" (**) Option "Xinerama" "1" (**) Xinerama: enabled (==) Max clients allowed: 512, resource mask: 0xfffff (II) Open ACPI successful (/var/run/acpid.socket) (II) Module ABI versions: X.Org ANSI C Emulation: 0.3 X.Org Video Driver: 1.0 X.Org XInput driver : 0.6 X.Org Server Extension : 0.3 X.Org Font Renderer : 0.5 (II) Loader running on linux (II) LoadModule: "bitmap" (II) Loading /usr/lib64/xorg/modules/fonts/libbitmap.so (II) Module bitmap: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 Module class: X.Org Font Renderer ABI class: X.Org Font Renderer, version 0.5 (II) Loading font Bitmap (II) LoadModule: "pcidata" (II) Loading /usr/lib64/xorg/modules/libpcidata.so (II) Module pcidata: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 ABI class: X.Org Video Driver, version 1.0 (++) using VT number 7 (II) PCI: PCI scan (all values are in hex) (II) PCI: 00:00:0: chip 10de,005e card 103c,1500 rev a3 class 05,80,00 hdr 00 (II) PCI: 00:01:0: chip 10de,0051 card 103c,1500 rev a3 class 06,01,00 hdr 80 (II) PCI: 00:01:1: chip 10de,0052 card 103c,1500 rev a2 class 0c,05,00 hdr 80 (II) PCI: 00:02:0: chip 10de,005a card 103c,1500 rev a2 class 0c,03,10 hdr 80 (II) PCI: 00:02:1: chip 10de,005b card 103c,1500 rev a3 class 0c,03,20 hdr 80 (II) PCI: 00:04:0: chip 10de,0059 card 103c,1500 rev a2 class 04,01,00 hdr 00 (II) PCI: 00:06:0: chip 10de,0053 card 103c,1500 rev f2 class 01,01,8a hdr 00 (II) PCI: 00:07:0: chip 10de,0054 card 103c,1500 rev f3 class 01,01,85 hdr 00 (II) PCI: 00:08:0: chip 10de,0055 card 103c,1500 rev f3 class 01,01,85 hdr 00 (II) PCI: 00:09:0: chip 10de,005c card 0000,0000 rev a2 class 06,04,01 hdr 01 (II) PCI: 00:0a:0: chip 10de,0057 card 103c,1500 rev a3 class 06,80,00 hdr 00 (II) PCI: 00:0e:0: chip 10de,005d card 0000,0000 rev a3 class 06,04,00 hdr 01 (II) PCI: 00:18:0: chip 1022,1100 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:18:1: chip 1022,1101 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:18:2: chip 1022,1102 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:18:3: chip 1022,1103 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:19:0: chip 1022,1100 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:19:1: chip 1022,1101 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:19:2: chip 1022,1102 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:19:3: chip 1022,1103 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 05:05:0: chip 104c,8023 card 103c,1500 rev 00 class 0c,00,10 hdr 00 (II) PCI: 0a:00:0: chip 10de,009d card 10de,02af rev a1 class 03,00,00 hdr 00 (II) PCI: End of PCI scan (II) PCI-to-ISA bridge: (II) Bus -1: bridge is at (0:1:0), (0,-1,-1), BCTRL: 0x0008 (VGA_EN is set) (II) Subtractive PCI-to-PCI bridge: (II) Bus 5: bridge is at (0:9:0), (0,5,5), BCTRL: 0x0206 (VGA_EN is cleared) (II) Bus 5 non-prefetchable memory range: [0] -1 0 0xf5000000 - 0xf50fffff (0x100000) MX[B] (II) PCI-to-PCI bridge: (II) Bus 10: bridge is at (0:14:0), (0,10,10), BCTRL: 0x000a (VGA_EN is set) (II) Bus 10 I/O range: [0] -1 0 0x00003000 - 0x00003fff (0x1000) IX[B] (II) Bus 10 non-prefetchable memory range: [0] -1 0 0xf3000000 - 0xf4ffffff (0x2000000) MX[B] (II) Bus 10 prefetchable memory range: [0] -1 0 0xc0000000 - 0xcfffffff (0x10000000) MX[B] (II) Host-to-PCI bridge: (II) Bus 0: bridge is at (0:24:0), (0,0,10), BCTRL: 0x0008 (VGA_EN is set) (II) Bus 0 I/O range: [0] -1 0 0x00000000 - 0x0000ffff (0x10000) IX[B] (II) Bus 0 non-prefetchable memory range: [0] -1 0 0x00000000 - 0xffffffff (0x100000000) MX[B] (II) Bus 0 prefetchable memory range: [0] -1 0 0x00000000 - 0xffffffff (0x100000000) MX[B] (--) PCI:*(10:0:0) nVidia Corporation Quadro FX 4500 rev 161, Mem @ 0xf3000000/24, 0xc0000000/28, 0xf4000000/24, I/O @ 0x3000/7 (II) Addressable bus resource ranges are [0] -1 0 0x00000000 - 0xffffffff (0x100000000) MX[B] [1] -1 0 0x00000000 - 0x0000ffff (0x10000) IX[B] (II) OS-reported resource ranges: [0] -1 0 0x00100000 - 0x3fffffff (0x3ff00000) MX[B]E(B) [1] -1 0 0x000f0000 - 0x000fffff (0x10000) MX[B] [2] -1 0 0x000c0000 - 0x000effff (0x30000) MX[B] [3] -1 0 0x00000000 - 0x0009ffff (0xa0000) MX[B] [4] -1 0 0x0000ffff - 0x0000ffff (0x1) IX[B] [5] -1 0 0x00000000 - 0x000000ff (0x100) IX[B] (II) Active PCI resource ranges: [0] -1 0 0xf5000000 - 0xf5003fff (0x4000) MX[B] [1] -1 0 0xf5004000 - 0xf50047ff (0x800) MX[B] [...snipped... post too long] [28] -1 0 0x0000fb00 - 0x0000fbff (0x100) IX[B] [29] -1 0 0x00003000 - 0x0000307f (0x80) IX[B](B) (II) Active PCI resource ranges after removing overlaps: [0] -1 0 0xf5000000 - 0xf5003fff (0x4000) MX[B] [1] -1 0 0xf5004000 - 0xf50047ff (0x800) MX[B] [...snipped... post too long] [28] -1 0 0x0000fb00 - 0x0000fbff (0x100) IX[B] [29] -1 0 0x00003000 - 0x0000307f (0x80) IX[B](B) (II) OS-reported resource ranges after removing overlaps with PCI: [0] -1 0 0x00100000 - 0x3fffffff (0x3ff00000) MX[B]E(B) [1] -1 0 0x000f0000 - 0x000fffff (0x10000) MX[B] [2] -1 0 0x000c0000 - 0x000effff (0x30000) MX[B] [3] -1 0 0x00000000 - 0x0009ffff (0xa0000) MX[B] [4] -1 0 0x0000ffff - 0x0000ffff (0x1) IX[B] [5] -1 0 0x00000000 - 0x000000ff (0x100) IX[B] (II) All system resource ranges: [0] -1 0 0x00100000 - 0x3fffffff (0x3ff00000) MX[B]E(B) [1] -1 0 0x000f0000 - 0x000fffff (0x10000) MX[B] [2] -1 0 0x000c0000 - 0x000effff (0x30000) MX[B] [3] -1 0 0x00000000 - 0x0009ffff (0xa0000) MX[B] [4] -1 0 0xf5000000 - 0xf5003fff (0x4000) MX[B] [5] -1 0 0xf5004000 - 0xf50047ff (0x800) MX[B] [6] -1 0 0xf5104000 - 0xf5104fff (0x1000) MX[B] [7] -1 0 0xf5103000 - 0xf5103fff (0x1000) MX[B] [8] -1 0 0xf5102000 - 0xf5102fff (0x1000) MX[B] [9] -1 0 0xf5101000 - 0xf5101fff (0x1000) MX[B] [10] -1 0 0xfebf0000 - 0xfebf00ff (0x100) MX[B] [11] -1 0 0xf5100000 - 0xf5100fff (0x1000) MX[B] [12] -1 0 0xf4000000 - 0xf4ffffff (0x1000000) MX[B](B) [13] -1 0 0xc0000000 - 0xcfffffff (0x10000000) MX[B](B) [14] -1 0 0xf3000000 - 0xf3ffffff (0x1000000) MX[B](B) [15] -1 0 0x0000ffff - 0x0000ffff (0x1) IX[B] [16] -1 0 0x00000000 - 0x000000ff (0x100) IX[B] [17] -1 0 0x000048f0 - 0x000048f7 (0x8) IX[B] [18] -1 0 0x000048c0 - 0x000048cf (0x10) IX[B] [19] -1 0 0x00004c04 - 0x00004c07 (0x4) IX[B] [20] -1 0 0x000048e8 - 0x000048ef (0x8) IX[B] [21] -1 0 0x00004c00 - 0x00004c03 (0x4) IX[B] [22] -1 0 0x000048e0 - 0x000048e7 (0x8) IX[B] [23] -1 0 0x000048b0 - 0x000048bf (0x10) IX[B] [24] -1 0 0x000048fc - 0x000048ff (0x4) IX[B] [25] -1 0 0x000048d8 - 0x000048df (0x8) IX[B] [26] -1 0 0x000048f8 - 0x000048fb (0x4) IX[B] [27] -1 0 0x000048d0 - 0x000048d7 (0x8) IX[B] [28] -1 0 0x000048a0 - 0x000048af (0x10) IX[B] [29] -1 0 0x00004400 - 0x000044ff (0x100) IX[B] [30] -1 0 0x00004000 - 0x000040ff (0x100) IX[B] [31] -1 0 0x00004840 - 0x0000487f (0x40) IX[B] [32] -1 0 0x00004800 - 0x0000483f (0x40) IX[B] [33] -1 0 0x00004880 - 0x0000489f (0x20) IX[B] [34] -1 0 0x0000fb00 - 0x0000fbff (0x100) IX[B] [35] -1 0 0x00003000 - 0x0000307f (0x80) IX[B](B) (II) LoadModule: "extmod" (II) Loading /usr/lib64/xorg/modules/extensions/libextmod.so (II) Module extmod: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 Module class: X.Org Server Extension ABI class: X.Org Server Extension, version 0.3 (II) Loading extension SHAPE (II) Loading extension MIT-SUNDRY-NONSTANDARD (II) Loading extension BIG-REQUESTS (II) Loading extension SYNC (II) Loading extension MIT-SCREEN-SAVER (II) Loading extension XC-MISC (II) Loading extension XFree86-VidModeExtension (II) Loading extension XFree86-Misc (II) Loading extension XFree86-DGA (II) Loading extension DPMS (II) Loading extension TOG-CUP (II) Loading extension Extended-Visual-Information (II) Loading extension XVideo (II) Loading extension XVideo-MotionCompensation (II) Loading extension X-Resource (II) LoadModule: "dbe" (II) Loading /usr/lib64/xorg/modules/extensions/libdbe.so (II) Module dbe: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 Module class: X.Org Server Extension ABI class: X.Org Server Extension, version 0.3 (II) Loading extension DOUBLE-BUFFER (II) LoadModule: "glx" (II) Loading /usr/lib64/xorg/modules/extensions/libglx.so (II) Module glx: vendor="NVIDIA Corporation" compiled for 4.0.2, module version = 1.0.0 Module class: X.Org Server Extension (II) NVIDIA GLX Module 185.18.36 Fri Aug 14 18:27:24 PDT 2009 (II) Loading extension GLX (II) LoadModule: "freetype" (II) Loading /usr/lib64/xorg/modules/fonts/libfreetype.so (II) Module freetype: vendor="X.Org Foundation & the After X-TT Project" compiled for 7.1.1, module version = 2.1.0 Module class: X.Org Font Renderer ABI class: X.Org Font Renderer, version 0.5 (II) Loading font FreeType (II) LoadModule: "type1" (II) Loading /usr/lib64/xorg/modules/fonts/libtype1.so (II) Module type1: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.2 Module class: X.Org Font Renderer ABI class: X.Org Font Renderer, version 0.5 (II) Loading font Type1 (II) LoadModule: "record" (II) Loading /usr/lib64/xorg/modules/extensions/librecord.so (II) Module record: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.13.0 Module class: X.Org Server Extension ABI class: X.Org Server Extension, version 0.3 (II) Loading extension RECORD (II) LoadModule: "dri" (II) Loading /usr/lib64/xorg/modules/extensions/libdri.so (II) Module dri: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 ABI class: X.Org Server Extension, version 0.3 (II) Loading sub module "drm" (II) LoadModule: "drm" (II) Loading /usr/lib64/xorg/modules/linux/libdrm.so (II) Module drm: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 ABI class: X.Org Server Extension, version 0.3 (II) Loading extension XFree86-DRI (II) LoadModule: "nvidia" (II) Loading /usr/lib64/xorg/modules/drivers/nvidia_drv.so (II) Module nvidia: vendor="NVIDIA Corporation" compiled for 4.0.2, module version = 1.0.0 Module class: X.Org Video Driver (II) LoadModule: "kbd" (II) Loading /usr/lib64/xorg/modules/input/kbd_drv.so (II) Module kbd: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.1.0 Module class: X.Org XInput Driver ABI class: X.Org XInput driver, version 0.6 (II) LoadModule: "mouse" (II) Loading /usr/lib64/xorg/modules/input/mouse_drv.so (II) Module mouse: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.1.1 Module class: X.Org XInput Driver ABI class: X.Org XInput driver, version 0.6 (II) NVIDIA dlloader X Driver 185.18.36 Fri Aug 14 17:51:02 PDT 2009 (II) NVIDIA Unified Driver for all Supported NVIDIA GPUs (II) Primary Device is: PCI 0a:00:0 (--) Chipset NVIDIA GPU found (II) Loading sub module "fb" (II) LoadModule: "fb" (II) Loading /usr/lib64/xorg/modules/libfb.so (II) Module fb: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 ABI class: X.Org ANSI C Emulation, version 0.3 (II) Loading sub module "wfb" (II) LoadModule: "wfb" (II) Loading /usr/lib64/xorg/modules/libwfb.so (II) Module wfb: vendor="NVIDIA Corporation" compiled for 7.1.99.2, module version = 1.0.0 (II) Loading sub module "ramdac" (II) LoadModule: "ramdac" (II) Loading /usr/lib64/xorg/modules/libramdac.so (II) Module ramdac: vendor="X.Org Foundation" compiled for 7.1.1, module version = 0.1.0 ABI class: X.Org Video Driver, version 1.0 (II) resource ranges after xf86ClaimFixedResources() call: [0] -1 0 0x00100000 - 0x3fffffff (0x3ff00000) MX[B]E(B) [1] -1 0 0x000f0000 - 0x000fffff (0x10000) MX[B] [2] -1 0 0x000c0000 - 0x000effff (0x30000) MX[B] [3] -1 0 0x00000000 - 0x0009ffff (0xa0000) MX[B] [4] -1 0 0xf5000000 - 0xf5003fff (0x4000) MX[B] [5] -1 0 0xf5004000 - 0xf50047ff (0x800) MX[B] [6] -1 0 0xf5104000 - 0xf5104fff (0x1000) MX[B] [7] -1 0 0xf5103000 - 0xf5103fff (0x1000) MX[B] [8] -1 0 0xf5102000 - 0xf5102fff (0x1000) MX[B] [9] -1 0 0xf5101000 - 0xf5101fff (0x1000) MX[B] [10] -1 0 0xfebf0000 - 0xfebf00ff (0x100) MX[B] [11] -1 0 0xf5100000 - 0xf5100fff (0x1000) MX[B] [12] -1 0 0xf4000000 - 0xf4ffffff (0x1000000) MX[B](B) [13] -1 0 0xc0000000 - 0xcfffffff (0x10000000) MX[B](B) [14] -1 0 0xf3000000 - 0xf3ffffff (0x1000000) MX[B](B) [15] -1 0 0x0000ffff - 0x0000ffff (0x1) IX[B] [16] -1 0 0x00000000 - 0x000000ff (0x100) IX[B] [17] -1 0 0x000048f0 - 0x000048f7 (0x8) IX[B] [18] -1 0 0x000048c0 - 0x000048cf (0x10) IX[B] [19] -1 0 0x00004c04 - 0x00004c07 (0x4) IX[B] [20] -1 0 0x000048e8 - 0x000048ef (0x8) IX[B] [21] -1 0 0x00004c00 - 0x00004c03 (0x4) IX[B] [22] -1 0 0x000048e0 - 0x000048e7 (0x8) IX[B] [23] -1 0 0x000048b0 - 0x000048bf (0x10) IX[B] [24] -1 0 0x000048fc - 0x000048ff (0x4) IX[B] [25] -1 0 0x000048d8 - 0x000048df (0x8) IX[B] [26] -1 0 0x000048f8 - 0x000048fb (0x4) IX[B] [27] -1 0 0x000048d0 - 0x000048d7 (0x8) IX[B] [28] -1 0 0x000048a0 - 0x000048af (0x10) IX[B] [29] -1 0 0x00004400 - 0x000044ff (0x100) IX[B] [30] -1 0 0x00004000 - 0x000040ff (0x100) IX[B] [31] -1 0 0x00004840 - 0x0000487f (0x40) IX[B] [32] -1 0 0x00004800 - 0x0000483f (0x40) IX[B] [33] -1 0 0x00004880 - 0x0000489f (0x20) IX[B] [34] -1 0 0x0000fb00 - 0x0000fbff (0x100) IX[B] [35] -1 0 0x00003000 - 0x0000307f (0x80) IX[B](B) (II) resource ranges after probing: [0] -1 0 0x00100000 - 0x3fffffff (0x3ff00000) MX[B]E(B) [1] -1 0 0x000f0000 - 0x000fffff (0x10000) MX[B] [2] -1 0 0x000c0000 - 0x000effff (0x30000) MX[B] [3] -1 0 0x00000000 - 0x0009ffff (0xa0000) MX[B] [4] -1 0 0xf5000000 - 0xf5003fff (0x4000) MX[B] [5] -1 0 0xf5004000 - 0xf50047ff (0x800) MX[B] [6] -1 0 0xf5104000 - 0xf5104fff (0x1000) MX[B] [7] -1 0 0xf5103000 - 0xf5103fff (0x1000) MX[B] [8] -1 0 0xf5102000 - 0xf5102fff (0x1000) MX[B] [9] -1 0 0xf5101000 - 0xf5101fff (0x1000) MX[B] [10] -1 0 0xfebf0000 - 0xfebf00ff (0x100) MX[B] [11] -1 0 0xf5100000 - 0xf5100fff (0x1000) MX[B] [12] -1 0 0xf4000000 - 0xf4ffffff (0x1000000) MX[B](B) [13] -1 0 0xc0000000 - 0xcfffffff (0x10000000) MX[B](B) [14] -1 0 0xf3000000 - 0xf3ffffff (0x1000000) MX[B](B) [15] 0 0 0x000a0000 - 0x000affff (0x10000) MS[B] [16] 0 0 0x000b0000 - 0x000b7fff (0x8000) MS[B] [17] 0 0 0x000b8000 - 0x000bffff (0x8000) MS[B] [18] -1 0 0x0000ffff - 0x0000ffff (0x1) IX[B] [19] -1 0 0x00000000 - 0x000000ff (0x100) IX[B] [20] -1 0 0x000048f0 - 0x000048f7 (0x8) IX[B] [21] -1 0 0x000048c0 - 0x000048cf (0x10) IX[B] [22] -1 0 0x00004c04 - 0x00004c07 (0x4) IX[B] [23] -1 0 0x000048e8 - 0x000048ef (0x8) IX[B] [24] -1 0 0x00004c00 - 0x00004c03 (0x4) IX[B] [25] -1 0 0x000048e0 - 0x000048e7 (0x8) IX[B] [26] -1 0 0x000048b0 - 0x000048bf (0x10) IX[B] [27] -1 0 0x000048fc - 0x000048ff (0x4) IX[B] [28] -1 0 0x000048d8 - 0x000048df (0x8) IX[B] [29] -1 0 0x000048f8 - 0x000048fb (0x4) IX[B] [30] -1 0 0x000048d0 - 0x000048d7 (0x8) IX[B] [31] -1 0 0x000048a0 - 0x000048af (0x10) IX[B] [32] -1 0 0x00004400 - 0x000044ff (0x100) IX[B] [33] -1 0 0x00004000 - 0x000040ff (0x100) IX[B] [34] -1 0 0x00004840 - 0x0000487f (0x40) IX[B] [35] -1 0 0x00004800 - 0x0000483f (0x40) IX[B] [36] -1 0 0x00004880 - 0x0000489f (0x20) IX[B] [37] -1 0 0x0000fb00 - 0x0000fbff (0x100) IX[B] [38] -1 0 0x00003000 - 0x0000307f (0x80) IX[B](B) [39] 0 0 0x000003b0 - 0x000003bb (0xc) IS[B] [40] 0 0 0x000003c0 - 0x000003df (0x20) IS[B] (II) Setting vga for screen 0. (**) NVIDIA(0): Depth 24, (--) framebuffer bpp 32 (==) NVIDIA(0): RGB weight 888 (==) NVIDIA(0): Default visual is TrueColor (==) NVIDIA(0): Using gamma correction (1.0, 1.0, 1.0) (**) NVIDIA(0): Option "TwinView" "0" (**) NVIDIA(0): Option "MetaModes" "nvidia-auto-select +0+0" (**) NVIDIA(0): Enabling RENDER acceleration (II) NVIDIA(0): Support for GLX with the Damage and Composite X extensions is (II) NVIDIA(0): enabled. (II) NVIDIA(0): NVIDIA GPU Quadro FX 4500 (G70GL) at PCI:10:0:0 (GPU-0) (--) NVIDIA(0): Memory: 524288 kBytes (--) NVIDIA(0): VideoBIOS: 05.70.02.41.01 (II) NVIDIA(0): Detected PCI Express Link width: 16X (--) NVIDIA(0): Interlaced video modes are supported on this GPU (--) NVIDIA(0): Connected display device(s) on Quadro FX 4500 at PCI:10:0:0: (--) NVIDIA(0): DELL 3007WFP (DFP-0) (--) NVIDIA(0): DELL 3007WFP (DFP-0): 310.0 MHz maximum pixel clock (--) NVIDIA(0): DELL 3007WFP (DFP-0): Internal Dual Link TMDS (II) NVIDIA(0): Assigned Display Device: DFP-0 (II) NVIDIA(0): Validated modes: (II) NVIDIA(0): "nvidia-auto-select+0+0" (II) NVIDIA(0): Virtual screen size determined to be 2560 x 1600 (--) NVIDIA(0): DPI set to (101, 101); computed from "UseEdidDpi" X config (--) NVIDIA(0): option (WW) NVIDIA(0): UBB is incompatible with the Composite extension. Disabling (WW) NVIDIA(0): UBB. (==) NVIDIA(0): Disabling 32-bit ARGB GLX visuals. (--) Depth 24 pixmap format is 32 bpp (II) do I need RAC? No, I don't. (II) resource ranges after preInit: [0] -1 0 0x00100000 - 0x3fffffff (0x3ff00000) MX[B]E(B) [1] -1 0 0x000f0000 - 0x000fffff (0x10000) MX[B] [2] -1 0 0x000c0000 - 0x000effff (0x30000) MX[B] [3] -1 0 0x00000000 - 0x0009ffff (0xa0000) MX[B] [4] -1 0 0xf5000000 - 0xf5003fff (0x4000) MX[B] [5] -1 0 0xf5004000 - 0xf50047ff (0x800) MX[B] [6] -1 0 0xf5104000 - 0xf5104fff (0x1000) MX[B] [7] -1 0 0xf5103000 - 0xf5103fff (0x1000) MX[B] [8] -1 0 0xf5102000 - 0xf5102fff (0x1000) MX[B] [9] -1 0 0xf5101000 - 0xf5101fff (0x1000) MX[B] [10] -1 0 0xfebf0000 - 0xfebf00ff (0x100) MX[B] [11] -1 0 0xf5100000 - 0xf5100fff (0x1000) MX[B] [12] -1 0 0xf4000000 - 0xf4ffffff (0x1000000) MX[B](B) [13] -1 0 0xc0000000 - 0xcfffffff (0x10000000) MX[B](B) [14] -1 0 0xf3000000 - 0xf3ffffff (0x1000000) MX[B](B) [15] 0 0 0x000a0000 - 0x000affff (0x10000) MS[B] [16] 0 0 0x000b0000 - 0x000b7fff (0x8000) MS[B] [17] 0 0 0x000b8000 - 0x000bffff (0x8000) MS[B] [18] -1 0 0x0000ffff - 0x0000ffff (0x1) IX[B] [19] -1 0 0x00000000 - 0x000000ff (0x100) IX[B] [20] -1 0 0x000048f0 - 0x000048f7 (0x8) IX[B] [21] -1 0 0x000048c0 - 0x000048cf (0x10) IX[B] [22] -1 0 0x00004c04 - 0x00004c07 (0x4) IX[B] [23] -1 0 0x000048e8 - 0x000048ef (0x8) IX[B] [24] -1 0 0x00004c00 - 0x00004c03 (0x4) IX[B] [25] -1 0 0x000048e0 - 0x000048e7 (0x8) IX[B] [26] -1 0 0x000048b0 - 0x000048bf (0x10) IX[B] [27] -1 0 0x000048fc - 0x000048ff (0x4) IX[B] [28] -1 0 0x000048d8 - 0x000048df (0x8) IX[B] [29] -1 0 0x000048f8 - 0x000048fb (0x4) IX[B] [30] -1 0 0x000048d0 - 0x000048d7 (0x8) IX[B] [31] -1 0 0x000048a0 - 0x000048af (0x10) IX[B] [32] -1 0 0x00004400 - 0x000044ff (0x100) IX[B] [33] -1 0 0x00004000 - 0x000040ff (0x100) IX[B] [34] -1 0 0x00004840 - 0x0000487f (0x40) IX[B] [35] -1 0 0x00004800 - 0x0000483f (0x40) IX[B] [36] -1 0 0x00004880 - 0x0000489f (0x20) IX[B] [37] -1 0 0x0000fb00 - 0x0000fbff (0x100) IX[B] [38] -1 0 0x00003000 - 0x0000307f (0x80) IX[B](B) [39] 0 0 0x000003b0 - 0x000003bb (0xc) IS[B] [40] 0 0 0x000003c0 - 0x000003df (0x20) IS[B] (II) NVIDIA(GPU-1): NVIDIA GPU Quadro FX 4500 (G70GL) at PCI:129:0:0 (GPU-1) (--) NVIDIA(GPU-1): Memory: 524288 kBytes (--) NVIDIA(GPU-1): VideoBIOS: 05.70.02.41.01 (II) NVIDIA(GPU-1): Detected PCI Express Link width: 16X (--) NVIDIA(GPU-1): Interlaced video modes are supported on this GPU (--) NVIDIA(GPU-1): Connected display device(s) on Quadro FX 4500 at PCI:129:0:0: (--) NVIDIA(GPU-1): DELL 3007WFP (DFP-0) (--) NVIDIA(GPU-1): DELL 3007WFP (DFP-0): 310.0 MHz maximum pixel clock (--) NVIDIA(GPU-1): DELL 3007WFP (DFP-0): Internal Dual Link TMDS (II) NVIDIA(0): Initialized GPU GART. (II) NVIDIA(0): Setting mode "nvidia-auto-select+0+0" (II) Loading extension NV-GLX (II) NVIDIA(0): NVIDIA 3D Acceleration Architecture Initialized (==) NVIDIA(0): Disabling shared memory pixmaps (II) NVIDIA(0): Using the NVIDIA 2D acceleration architecture (==) NVIDIA(0): Backing store disabled (==) NVIDIA(0): Silken mouse enabled (**) Option "dpms" (**) NVIDIA(0): DPMS enabled (II) Loading extension NV-CONTROL (==) RandR enabled (II) Setting vga for screen 0. (II) Initializing built-in extension MIT-SHM (II) Initializing built-in extension XInputExtension (II) Initializing built-in extension XTEST (II) Initializing built-in extension XKEYBOARD (II) Initializing built-in extension XC-APPGROUP (II) Initializing built-in extension SECURITY (II) Initializing built-in extension XINERAMA (II) Initializing built-in extension XFIXES (II) Initializing built-in extension XFree86-Bigfont (II) Initializing built-in extension RENDER (II) Initializing built-in extension RANDR (II) Initializing built-in extension COMPOSITE (II) Initializing built-in extension DAMAGE (II) Initializing built-in extension XEVIE (II) Initializing extension GLX (WW) Disabling Composite since Xinerama is enabled (**) Option "CoreKeyboard" (**) Keyboard0: Core Keyboard (**) Option "Protocol" "standard" (**) Keyboard0: Protocol: standard (**) Option "AutoRepeat" "500 30" (**) Option "XkbRules" "xorg" (**) Keyboard0: XkbRules: "xorg" (**) Option "XkbModel" "pc105" (**) Keyboard0: XkbModel: "pc105" (**) Option "XkbLayout" "us" (**) Keyboard0: XkbLayout: "us" (**) Option "CustomKeycodes" "off" (**) Keyboard0: CustomKeycodes disabled (**) Option "Protocol" "auto" (**) Mouse0: Device: "/dev/input/mice" (**) Mouse0: Protocol: "auto" (**) Option "CorePointer" (**) Mouse0: Core Pointer (**) Option "Device" "/dev/input/mice" (**) Option "Emulate3Buttons" "no" (**) Option "ZAxisMapping" "4 5" (**) Mouse0: ZAxisMapping: buttons 4 and 5 (**) Mouse0: Buttons: 9 (II) XINPUT: Adding extended input device "Mouse0" (type: MOUSE) (II) XINPUT: Adding extended input device "Keyboard0" (type: KEYBOARD) (--) Mouse0: PnP-detected protocol: "ExplorerPS/2" (II) Mouse0: ps2EnableDataReporting: succeeded (II) Open ACPI successful (/var/run/acpid.socket) (II) NVIDIA(0): Setting mode "nvidia-auto-select+0+0" (II) Mouse0: ps2EnableDataReporting: succeeded (the snipped part can be changed if necessary) Any help at all would be appreciated. Cheers, Alex

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  • Adding a row to a ListView that displays "Loading" while information is downloaded. Like in the Market.

    - by user577139
    I've tried, but have had no luck trying to find this answer elsewhere. I want to add a row to the bottom of my listview that displays "Loading..." and maybe a spinning progress indicator. My program already loads additional information into the listview once the user scrolls to the bottom. But I want the user to be able to see that the program is indeed loading something. Example: If you go to the android marketplace and scroll to the bottom of one of the lists, the last row will say "Loading...". Then once the data is loaded, that bar is replaced with the first item of the new data. Sorry, it's a little hard to describe. I am NOT trying to add a footer to the bottom of the list view. I want it to be an actual item in the listview.

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  • Make a WPF circular progress indicator / loading animation

    how to make a WPF circular progress indicator that resembles Silverlights loading animation  read moreBy Michael DetrasDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • SSIS Design Pattern: Loading Variable-Length Rows

    - by andyleonard
    Introduction I encounter flat file sources with variable-length rows on occassion. Here, I supply one SSIS Design Pattern for loading them. What's a Variable-Length Row Flat File? Great question - let's start with a definition. A variable-length row flat file is a text source of some flavor - comma-separated values (CSV), tab-delimited file (TDF), or even fixed-length, positional-, or ordinal-based (where the location of the data on the row defines its field). The major difference between a "normal"...(read more)

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