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  • Is it possible to limit how much CPU a virtual machine can use with VMWare Player?

    - by Raz
    Is it possible to limit how much CPU a virtual machine can use with VMWare Player? I use VMWare to run a Windows XP virtual machine. I want to keep it on in the background all the time. The real computer runs Windows 7 and is sometimes a little bit short of memory. That's why I want to check if I can throttle the VM down to the bare minimum to keep it running in the background constantly without interfering too much.

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  • Restoring a SD card after using it to root a device

    - by Raz
    I recently purchased the Nook Touch reading device. I rooted it using the instructions on nookdevs.com Rooting included using win32diskimager to somehow transfer an .img file onto the card. Rooting is now completed and as far as I can tell, I don't need to keep the files used on the SD card, which has been reduced from a 3.5 GB or so unit to a 75 MB unit. Is there a simple way for me to somehow reformat the SD card to its original state or at least 3.5 GB. I cannot simply format it.

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  • imagick showing script url instead of image

    - by Raz
    Hi, currently i'm trying to use imagick to generate some images without saving them on the server and then outputting to the browser, my method of choice was image magic with the imagick extension for php. I read the documentation, and i'm sure the package is installed on my machine (windows xp, with xampp). the class is installed imagick module enabled imagick module version 2.0.0-alpha imagick classes Imagick, ImagickDraw, ImagickPixel, ImagickPixelIterator ImageMagick version ImageMagick 6.3.3 04/21/07 Q16 http://www.imagemagick.org ImageMagick release date 04/21/07 ImageMagick Number of supported formats: 164 ImageMagick Supported formats A, ART, AVI, AVS, B, BIE, BMP, BMP2, BMP3, C, CACHE, CAPTION, CIN, CIP, CLIP, CLIPBOARD, CMYK, CMYKA, CUR, CUT, DCM, DCX, DFONT, DPS, DPX, EMF, EPDF, EPI, EPS, EPS2, EPS3, EPSF, EPSI, EPT, EPT2, EPT3, FAX, FITS, FRACTAL, FTS, G, G3, GIF, GIF87, GRADIENT, GRAY, HISTOGRAM, HTM, HTML, ICB, ICO, ICON, INFO, JBG, JBIG, JNG, JP2, JPC, JPEG, JPG, JPX, K, LABEL, M, M2V, MAP, MAT, MATTE, MIFF, MNG, MONO, MPC, MPEG, MPG, MSL, MSVG, MTV, MVG, NULL, O, OTB, OTF, PAL, PALM, PAM, PATTERN, PBM, PCD, PCDS, PCL, PCT, PCX, PDB, PDF, PFA, PFB, PGM, PGX, PICON, PICT, PIX, PJPEG, PLASMA, PNG, PNG24, PNG32, PNG8, PNM, PPM, PREVIEW, PS, PS2, PS3, PSD, PTIF, PWP, R, RAS, RGB, RGBA, RGBO, RLA, RLE, SCR, SCT, SFW, SGI, SHTML, STEGANO, SUN, SVG, SVGZ, TEXT, TGA, THUMBNAIL, TIFF, TILE, TIM, TTC, TTF, TXT, UIL, UYVY, VDA, VICAR, VID, VIFF, VST, WBMP, WMF, WMFWIN32, WMZ, WPG, X, XBM, XC, XCF, XPM, XV, XWD, Y, YCbCr, YCbCrA, YUV this is from the phpinfo so i know i have it installed, the thing is when i try to generate an image and save it, it works flawlessly, but when i try to output the image directly, i get the script url as an image $draw = new ImagickDraw(); $draw->setFont('AnkeCalligraph.TTF'); $draw->setFontSize(52); $draw->annotation(110, 110, "Hello World!"); $draw->annotation(50, 220, "Hello World!"); $canvas = new Imagick('./pictures/test_live.PNG'); $canvas->drawImage($draw); $canvas->setImageFormat('png'); header("Content-Type: image/png"); echo $canvas; this is the code used. if i use writeimage, then the file on the server is created with no problems. does anyone have any ideas what i'm doing wrong ?

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  • Automatically generating Regex from set of strings residing in DB C#

    - by Muhammad Adeel Zahid
    Hello Everyone i have about 100,000 strings in database and i want to if there is a way to automatically generate regex pattern from these strings. all of them are alphabetic strings and use set of alphabets from English letters. (X,W,V) is not used for example. is there any function or library that can help me achieve this target in C#. Example Strings are KHTK RAZ given these two strings my target is to generate a regex that allows patterns like (k, kh, kht,khtk, r, ra, raz ) case insensitive of course. i have downloaded and used some C# applications that help in generating regex but that is not useful in my scenario because i want a process in which i sequentially read strings from db and add rules to regex so this regex could be reused later in the application or saved on the disk. i m new to regex patterns and don't know if the thing i m asking is even possible or not. if it is not possible please suggest me some alternate approach. Any help and suggestions are highly appreciated. regards Adeel Zahid

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  • nested if: too many arguments?

    - by FLX
    For some reason this code creates problems: source="/foo/bar/" destination="/home/oni/" if [ -d $source ]; then echo "Source directory exists" if [ -d $destination ]; then echo "Destination directory exists" rsync -raz --delete --ignore-existing --ignore-times --size-only --stats --progress $source $destination chmod -R 0755 $destination else echo "Destination directory does not exists" fi else echo "Source directory does not exists" fi It errors out with: Source directory exists /usr/bin/copyfoo: line 7: [: too many arguments Destination directory does not exists I used nested if statements in bash before without a problem, what simple mistake am I overlooking? Thanks!

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  • Psychonauts crashes right after entering load save door

    - by user67974
    Psychonauts crashes right after entering the 'Load Save' door. Here is the terminal output: Shader assembly time: 0.88 seconds Found OpenAL device: 'Simple Directmedia Layer' Found OpenAL device: 'ALSA Software' Found OpenAL device: 'OSS Software' Found OpenAL device: 'PulseAudio Software' Opened OpenAL Device: '(null)' ERROR: CAudioDrv::CAudioDrv->alGenSources reports AL_INVALID_VALUE error. PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfx.isb' to 'WorkResource/Sounds/commonfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonvoice.isb' to 'WorkResource/Sounds/commonvoice.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmusic.isb' to 'WorkResource/Sounds/commonmusic.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmentalfx.isb' to 'WorkResource/Sounds/commonmentalfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmenfxmem.isb' to 'WorkResource/Sounds/commonmenfxmem.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfxmem.isb' to 'WorkResource/Sounds/commonfxmem.isb' GameApp::StartUp InitSoundFiles() completed in 0.15 seconds GameApp::StartUp Load some common textures completed in 0.00 seconds WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb GameApp::StartUp InitEntities() completed in 0.02 seconds PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' GameApp::StartUp m_pSaveLoadInterface->Startup() completed in 0.00 seconds GameApp::StartUp m_UserInterface.Setup() completed in 0.00 seconds STUBBED: multisample at EDisplayOptionsWidget (/home/icculus/projects/psychonauts/Source/game/luatest/Game/UIPCDisplayOptions.cpp:97) STUBBED: VK_* at CheckVirtualKey (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:1443) Game: Engine Running hook startup Game: Engine -> SetupGlobalObjects Game: Engine -> SetupLevelMenu Game: Engine -> InitMath GameApp::StartUp InitLua2() completed in 0.00 seconds GameApp::StartUp SetupLevelMenu() completed in 0.00 seconds STUBBED: do we even use this? at InitSocket (/home/icculus/projects/psychonauts/Source/game/luatest/Game/Gameplaylogger.cpp:210) GameApp::StartUp Post-Install total completed in 0.20 seconds Start Up completed in 1.57 seconds UnixMain: StartUp successful.. Working directory: /opt/psychonauts STUBBED: dispatch SDL events at PCMainHandleAnyWindowsMessages (/home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:56) STUBBED: write me at GetJoystickInput (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:428) STUBBED: write me at GetJoystickActionValue (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:613) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' Prerender subtitle file: workresource\cutScenes\prerendered\dflogo.dfs not found PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' STUBBED: fixed function pipeline? at setColorOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2097) STUBBED: fixed function pipeline? at setColorArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2106) STUBBED: fixed function pipeline? at setColorArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2115) STUBBED: fixed function pipeline? at setAlphaOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2124) STUBBED: fixed function pipeline? at setAlphaArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2133) STUBBED: fixed function pipeline? at setAlphaArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2142) STUBBED: fixed function pipeline? at setProjected (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2223) LOC WARN: Could not open Localization file 'Localization/English/_StringTable.lub' STUBBED: memory status at UpdateMemoryTracking (/home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:4884) WARN: Couldn't resize array to 128; out-of-bounds elements are still in use: Vertex Pool, 188 Loading new level 'STMU' STUBBED: Need multithreaded GL at DisplayLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:83) ========================= Memory post unload level ========================= ========================= LOC WARN: Could not open Localization file 'Localization/English/ST_StringTable.lub' DaveD: Info: Texture pack file contains 137 textures Doing a texture readback for locking! Game: Engine Saved[GLOBAL]: InstaHintFord_HostileRecord = [table] Game: Engine Saved[GLOBAL]: InstaHintFord_HostileOrder = [table] WARN: Redundant packfile read: anims\thought_bubble\bubblefirestarting.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleintothemind.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleinvisibility.jan WARN: Redundant packfile read: anims\thought_bubble\bubblepopperfill.jan WARN: Redundant packfile read: anims\thought_bubble\bubbletelekinesis.jan Initializing level script (if there is one) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/stfx.isb' to 'WorkResource/Sounds/stfx.isb' Game: Engine Reloading goals: Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: bUsedSalts = 0 Game: Engine Saved[GLOBAL]: bSTEntered = 1 Game: Engine Saved[GLOBAL]: memoriesST = 1 Game: Engine Saved[GLOBAL]: PsiBallColor = 'red' Game: Engine Saved[ST]: lastSubLevel = 'STMU' Game: Engine LOADING LEVEL st.STMU Game: Engine Saved[CA]: CALevelState = 1 Game: Engine Cutscene progression: CS Script moving from state nil to state nil, resultant state nil. Time: 0.124746672809124. * Stack Trace 1: (null) (line -1, file '(none)) () 2: SpawnScript (line -1, file 'C) (global) 3: onBeginLevel (line -1, file '(none)) (field) 4: (null) (line -1, file '(none)) () WARN: Cannot call GetDirectoryListing when running from the DVD Game: Engine Raz spawning at DartStart startpoint VM : LevelScript could not find script 'doorrimlight1' * Stack Trace 1: (null) (line -1, file '(none)) () WARN: (none(-1) SetEntityAlpha LevelScript: NULL script object passed Game: Engine Saved[GLOBAL]: bLoadedFromMainMenu = 1 Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: NeedRankIncrement = 0 STUBBED: Need multithreaded GL at HideLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:110) WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb Game: Engine Saved[GLOBAL]: SplineFigmentTVSizex = 4.51434326171875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizey = 46.38104248046875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizez = 47.08810424804688 WARN: (none(-1) SetNewAction LevelScript: no string passed ====================== Asset load progression ====================== Initial: 2.518 MB Vertex, 8.688 MB Texture Level : 3.719 MB Vertex, 22.535 MB Texture Scripts: 3.747 MB Vertex, 22.848 MB Texture ====================== ====================== Memory post level load ====================== ====================== WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb DaveD: Level loaded in 0.14 seconds Anim: anims\objects\tk_arrow_idle.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdn.jan: loaded (1 frames latency) Anim: anims\thought_bubble\shieldloop.jan: loaded (1 frames latency) Anim: anims\dartnew\standready.jan: loaded (1 frames latency) Anim: anims\dartnew\walkmove.jan: loaded (1 frames latency) Anim: anims\janitor\hint_end.jan: loaded (1 frames latency) Anim: anims\thought_bubble\ballstatic.jan: loaded (1 frames latency) Anim: anims\dartnew\actionfall.jan: loaded (1 frames latency) Anim: anims\dartnew\standstill.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_lf_rt.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_up_dn.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdefpose.jan: loaded (1 frames latency) 1: 1 (number) 1: 1 (number) STUBBED: This is probably wrong at GetDt (/home/icculus/projects/psychonauts/Source/CommonLibs/DFUtil/Profiler.cpp:181) STUBBED: set specular highlights at setSpecularEnable (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Renderer.cpp:2035) Anim: anims\dartnew\trnrtcycle.jan: loaded (1 frames latency) Anim: anims\dartnew\run.jan: loaded (1 frames latency) Anim: anims\dartnew\walk.jan: loaded (1 frames latency) Anim: anims\thought_bubble\bubbledoublejump.jan: loaded (1 frames latency) Anim: anims\dartnew\longjump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door1closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\180.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door3closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslide45angle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslideflat.jan: loaded (1 frames latency) Anim: anims\dartnew\trnlfcycle.jan: loaded (1 frames latency) WARN: (none(-1) SetNewAction LevelScript: no string passed Anim: anims\dartnew\mainmenu_jump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1open.jan: loaded (1 frames latency) ERROR: Assert in /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Encountered Error: Psychonauts has encountered an error /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Please contact technical support at http://www.doublefine.com. I am currently using Bumblebee for hybrid graphics, if that helps in any way.

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