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  • Not enough components to start the RAID array?

    - by urig
    I'm trying to retrieve data from a "Western Digital MyBook World Edition (white light)" NAS device. This is basically an embedded Linux box with a 1TB HDD in it formatted in ext3. It stopped booting one day for no apparent reason. I have extracted the HDD from the NAS device and installed it in a desktop machine running Ubuntu 10.10 in the hope of accessing the files on the drive. Unfortunately, Ubuntu has not been able to mount the drive automatically. Having started up Disk Utility I see the drive as a multi disk device called "Array (Array)" showing Metadata Version 0.90.0. The device state is: "Not Running, not enough components to start". When I click the "Start RAID Array" button I get an error saying: "Not enough components to start the RAID array". Can you please tell me which components are missing and how to install them to get access to the drive's filesystem?

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  • Ubuntu 12.10 installation. Hit or miss Booting

    - by Robert
    I just recently downloaded and installed Ubuntu 12.10. I also completely wiped the laptop. The Ubuntu OS will only boot part of the time but never on the first time. Always, the first start up will automatically go to a purple screen and stay there. At first I waited for 45 minutes and nothing changed. Once I held down the power button to turn it off, I turned it back on to see the Asus screen followed by the grub menu. I can select "Ubuntu" and then there is a white box blinking in the top left corner. Then, it will either keep blinking or transfer to the Ubuntu loading screen(everything works fine if it gets to the loading screen). This has never happened before with prior versions of Ubuntu. Any ideas are helpful. Thanks!

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  • Enemies don't shoot. What is wrong? [closed]

    - by Bryan
    I want that every enemy shoots independently bullets. If an enemy’s bullet left the screen, the enemy can shoot a new bullet. Not earlier. But for the moment, the enemies don't shoot. Not a single bullet. I guess their is something wrong with my Enemy class, but I can't find a bug and I get no error message. What is wrong? public class Map { Texture2D myEnemy, myBullet ; Player Player; List<Enemy> enemieslist = new List<Enemy>(); List<Bullet> bulletslist = new List<Bullet>(); float fNextEnemy = 0.0f; float fEnemyFreq = 3.0f; int fMaxEnemy = 3 ; Vector2 Startposition = new Vector2(200, 200); GraphicsDeviceManager graphicsDevice; public Map(GraphicsDeviceManager device) { graphicsDevice = device; } public void Load(ContentManager content) { myEnemy = content.Load<Texture2D>("enemy"); myBullet = content.Load<Texture2D>("bullet"); Player = new Player(graphicsDevice); Player.Load(content); } public void Update(GameTime gameTime) { Player.Update(gameTime); float delta = (float)gameTime.ElapsedGameTime.TotalSeconds; for(int i = enemieslist.Count - 1; i >= 0; i--) { // Update Enemy Enemy enemy = enemieslist[i]; enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta); // Try to remove an enemy if (enemy.Remove == true) { enemieslist.Remove(enemy); enemy.Remove = false; } } this.fNextEnemy += delta; //New enemy if (fMaxEnemy > 0) { if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3)) { Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f; enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position)); fMaxEnemy -= 1; fNextEnemy -= fEnemyFreq; } } } public void Draw(SpriteBatch batch) { Player.Draw(batch); foreach (Enemy enemies in enemieslist) { enemies.Draw(batch, myEnemy); } foreach (Bullet bullets in bulletslist) { bullets.Draw(batch, myBullet); } } } public class Enemy { List<Bullet> bulletslist = new List<Bullet>(); private float nextShot = 0; private float shotFrequency = 2.0f; Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public bool Shot; public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player) { this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; this.Remove = false; this.Shot = false; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta) { nextShot += delta; for (int i = bulletslist.Count - 1; i >= 0; i--) { // Update Bullet Bullet bullets = bulletslist[i]; bullets.Update(gameTime, graphics, delta); // Try to remove a bullet... Collision, hit, or outside screen. if (bullets.Remove == true) { bulletslist.Remove(bullets); bullets.Remove = false; } } if (nextShot >= shotFrequency) { this.Shot = true; nextShot -= shotFrequency; } // Does the enemy shot? if ((Shot == true) && (bulletslist.Count < 1)) // New bullet { Vector2 bulletDirection = Vector2.Normalize(PlayerPos - this.vPos) * 200f; bulletslist.Add(new Bullet(this.vPos, bulletDirection, PlayerPos)); Shot = false; } if (!Remove) { this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f; this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth + 1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch batch, Texture2D myTexture) { if (!Remove) { batch.Draw(myTexture, this.vPos, Color.White); } } } public class Bullet { Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player) { this.Remove = false; this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta) { if (!Remove) { this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth +1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight +1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch spriteBatch, Texture2D myTexture) { if (!Remove) { spriteBatch.Draw(myTexture, this.vPos, Color.White); } } }

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  • Depth Map resolution shifting

    - by user3669538
    the problem is with shadow mapping as you can see, actually it works fine but in a certain condition that the Depth Map size must be equal to the size of rendering buffer, I use an infinite directional light so if the window is 800x600 the depth map must be 800x600, and when i change the size of the shadow map to be 900x600 it starts to be shifted and when it's size be 1024x1024 it also shifts till it disappears the GLSL shadow function float calcShadow(sampler2D Dmap, vec4 coor){ vec4 sh = vec4((coor.xyz/coor.w),1); sh.z *= 0.9; return step(sh.z,texture2D(Dmap,sh.xy).r); } here's the result when it's the same size as the window Colored result & Depth Map and here's the shifted result, as you can notice the depth map is exactly as the previous one with the addition of white space to the right. Colored result http://goo.gl/5lYIFV Depth Map http://goo.gl/7320Dd

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  • Application for taking pretty screenshots (like OS X does)

    - by Oli
    I've been building a website for a guy who uses Mac OS X and occasionally he sends me screenshots of bugs. They come out looking like this: This is fairly typical of Mac screenshots. You get the window decorations, the shadow from the window and a white or transparent background (not the desktop wallpaper -- I've checked). Compare this to an Ubuntu window-shot (Alt+Print screen): It's impossible to keep a straight face and say the Ubuntu one anywhere near as elegant. My question is: Is there an application that can do this in Ubuntu? Edit: Follow up: Is there an application that can do this in one move? Shutter is pretty good but running the plugin for every screenshot is pretty tiresome as it doesn't seem to remember my preference (I want south-shadow and that requires selecting south, then clicking refresh, then save) and it's more clicks than I'd like. Is there a simple way of telling shutter I want south-shadow for all screenshots (except entire desktop and area-selection)?

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  • How to install a NVIDIA driver for 11.10

    - by Hurumhei
    I have a Thinkpad T61p with Quadro FX570M. I just installed the Ubuntu 11.10. I have tried to download the driver LINUX DISPLAY DRIVER - X86 version 295.20 from NVIDIA, but I do not manage to install it. If I open System Screens, there is an unknovn screen driver. My installation works fine except, fails on resume with a black and white pattern all over the screen and I have difficulties detecting an external monitor. Please, if you have any clue - help me out.

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  • What can i do if i made a bootable usb stick, but it doesn't work properly?

    - by eff
    Currently i have ubuntu 11.10 as an os and i want ubuntu 12.04 lts. I made a bootable usb stick with the program 'startup disk creator'. Everything went well (i choose the language, and then i choose ' install'), the purple screen with the title 'ubuntu' come up, it started loading too. After a time black screen come up with white letters last sentence was something like: panic occured, switching back to text. I tried it several times, the same thing happens. i tried to click on ' trying ubuntu from usb too, but it didn't work either . Please help me!

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  • Frustrated by the VS2012 'Light' and 'Dark' themes?

    - by ihaynes
    Like me you may be have been frustrated by the lack of colour in VS2012. The flat look, reminicent of the early 'Gem' OS is bad enough, but when the only choices are a washed out white look or the deadly all-black look, it's not an easy product to work with.Fortunately MS themselves seem to have quietly taken notice of this, or at least one of their developers has, and a 'Color Theme Editor' extension has been released. This comes with some much better colour schemes (I'm using the blue one, which is fairly close to VS2010) and also allows you to create and edit themes youself.This extension doesn't come up when you search 'Extensions and Updates' but can be found at http://tinyurl.com/6rhkdejWith this, using VS2012 finally becomes a pleasurable experience.

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  • measuring uncertainty in matlabs svmclassify

    - by Mark
    I'm doing contextual object recognition and I need a prior for my observations. e.g. this space was labeled "dog", what's the probability that it was labeled correctly? Do you know if matlabs svmclassify has an argument to return this level of certainty with it's classification? If not, matlabs svm has the following structures in it: SVM = SupportVectors: [11x124 single] Alpha: [11x1 double] Bias: 0.0915 KernelFunction: @linear_kernel KernelFunctionArgs: {} GroupNames: {11x1 cell} SupportVectorIndices: [11x1 double] ScaleData: [1x1 struct] FigureHandles: [] Can you think of any ways to compute a good measure of uncertainty from these? (Which support vector to use?) Papers/articles explaining uncertainty in SVMs welcome. More in depth explanations of matlabs SVM are also welcome. If you can't do it this way, can you think of any other libraries with SVMs that have this measure of uncertainty?

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  • finding out about things already being done

    - by asel
    hi, i just wanted to know how to do a search of things already being done if you are writing a research paper... is the google only place? if not please suggest me places or ways of finding out about the existing literature on some topic that is related to my publication paper... in general now i have to list all (if not most) papers that did the similar things for what i have done... but not for case x. thanks...

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  • IOS SDK : first advices for beginners

    - by VdesmedT
    I too often answer the same kind of questions regarding basic topics like memory management, UITableView, Interface Orientation, MVC, etc... I understand very well that everyone starting with that SDK is too exited about getting its hand on it but a few reading would save them hours of debugging and the frustration that come along with the feeling that "We miss something here". I'd like experience users to share the few small articles, white papers, docs, book chapters that helps other save their time and avoid frustration. My first vote would be for : IOS Memory Management Guide View Controller Programming Guide Table View Guide And as a General recommendation, read the Overview section that come along with every class documention in the reference library, they contains most of what you need to know to avoid big traps !

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  • OpenGL: Drawing to a texture

    - by Danran
    Well im just a bit stuck wondering how to draw an item to a texture. Specifically, i'm using; glDrawArrays(GL_LINE_STRIP, indices[0], indices.size()); Because what i'm drawing via the above function updates every-frame, i'm just totally not sure how to go about drawing what i have to a texture. Any help is greatly appreciated! Edit: Well unfortunately my graphics card doesn't support FrameBuffer Objects :/. So i've been trying to get the copy contents from backbuffer method working. Here's what i currently have; http://pastebin.com/dJpPt6Pd And sadly all i get is a white square. Its probably something stupid that i'm doing wrong. Just unsure what it could be?

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  • Are volatile data members trivially copyable?

    - by Lightness Races in Orbit
    Whilst writing this answer I realised that I'm not as confident about my conclusions as I usually would ensure before hitting Post Your Answer. I can find a couple of reasonably convincing citations for the argument that the trivial-copyability of volatile data members is either implementation defined or flat-out false: https://groups.google.com/forum/?fromgroups=#!topic/comp.std.c++/5cWxmw71ktI http://gcc.gnu.org/bugzilla/show_bug.cgi?id=48118 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3159.html#496 But I haven't been able to back this up in the standard1 itself. Particularly "worrying" is that there's no sign of the proposed wording change from that n3159 issues list in the actual standard's final wording. So, what gives? Are volatile data members trivially copyable, or not? 1   C++11

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  • How can I keep straight alpha during rendering particles?

    - by April
    Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have unpremultiplied alpha channel.When I try to get the rgb value back,I got strange result.Some area went lighter and even totally white.I mainly focus on additive and blend mode,that is: ADDITIVE: srcAlpha VS 1 BLEND: srcAlpha VS 1-srcAlpha I tried a technique called premultiplied alpha.This technique just got you the right rgb value,its all you need on screen.As for alpha value,it worked well with BLEND mode,but not ADDITIVE mode.As you can see in parameters,BLEND mode always controlled its value within 1.While ADDITIVE mode cannot guarantee. I want proper alpha,but it just got too big or too small consider to rgb.Now what can I do?Any help will be great thankful. PS:If you don't understand what I am trying to do,there is a commercial software called "Particle Illusion".You can create various particles and then save the scene to texture,where you can choose to remove background of particles. Now,I changed the title.For some software like maya or AE,what I want is called [straight alpha].

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  • Can I make Launcher icons dark/dim unless app is running (then in color)?

    - by Greg
    To improve visibility of what Launcher-Applications I have running (instead of relying solely on that small right-facing triangle), is it possible to make Launcher-icons default to a black&white/dark/dim state? And then when a launcher-icon is clicked (or the super+# shortcut used) that icon would gain color and backlight signifying the app is running? If the Launcher icon's app is not running, it is dimmed out. If the icon's app is running, it is showing in color and backlit. I'd prefer an "inhouse" solution as opposed to having to install additional software, but I'm interested in hearing all options for if this is possible.

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  • Assigning a colour to imorted obj. files that are being used as default material

    - by Salino
    I am having a problem with assigning a colour to the different meshes that I have on one object. The technique that I have used is the first approach on this site. Is it possible to export a simulation (animation) from Blender to Unity? So what I would like to do is the following. I have about 107 meshes that are different frames from my shape key animation of my blender model. What I would like to have is that the first mesh will be bright green and up to the 40th mesh the colour turns to be white /greyish... the best would be if I could assign every mesh by hand a colour, however they are all default materials. And if I assign the object a colour, the whole "animation" is going to be in that colour

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  • Sept. Chicago IT Architects Group Recap

    - by Tim Murphy
    Thank you to everyone who came out for last night’s presentation.  Hopefully we will have a little better turnout next month when we are back on our regular night.  I will post out the topic and the registration as soon as we get confirmation. For those interested in last night’s presentation you can find the slides here.  I am also planning on making a white paper post here with the full presentation content. See you next month. del.icio.us Tags: Chicago Information Technology Architects Group,Smartphones,Enterprise,Development

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  • Trust metrics and related algorithms

    - by Nick Gerakines
    I'm trying to learn more about trust metrics (including related algorithms) and how user voting, ranking and rating systems can be wired to stiffle abuse. I've read abstract articles and papers describing trust metrics but haven't seen any actual implementations. My goal is to create a system that allows users to vote on other users and the content of other users and with those votes and related meta-data, determine if those votes can be applied to a users level or popularity. Have you used or seen some sort of trust system within a social graph? How did it work and what were its areas of strength and weaknesses?

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  • New release of Oracle Process Accelerators (11.1.1.6.2

    - by JuergenKress
    Press release delivers Industry-focused solutions including Incident Reporting (Public Sector) and Loan Origination (Financial Services). lSO updated Travel Request Management (TRM), Document Routing and Approval (DRA), and Internal Service Requests (ISR). All BPM material is available at our SOA Community Workspace (SOA Community membership required): Presentation | Data Sheet | White paper Download Process Accelerators and Collateral - OTN SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: bpm,process accelerators,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • Fog with Blend in OpenGL

    - by MhdAljobory
    I want to add fog in my scene which contain transparent textures made by Blend , when i enable the fog the transparent textures appear white From a distance but when i disable it the textures appear well. What is the solution to the problem of whiteness? Fog Code: GLfloat fogColor[4]= {0.5f, 0.5f, 0.5f, 1.0f}; glClearColor(0.5f,0.5f,0.5f,1.0f); glFogi(GL_FOG_MODE, GL_LINEAR); glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, 0.35f); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, 1.0f); glFogf(GL_FOG_END, 1000.0f); glEnable(GL_FOG); Screenshot

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  • Flashing screen hovering over menubar on left side

    - by iwekb
    Just installed Ubuntu 10.10 netbook version on an older Dell Laptop (no other operating system installed). When hovering with mouse over menu bar, the full screen changes to default coloured back ground shortly and then back to normal (as after start-up) again. And that each time the mouse is over any of the (default) icons on the menu bar. I am not able to select any icon. No left or right click works on icons or anywhere on the menubar apart from the left top small icon, white Ubuntu logo, and the right top small icons for WiFi, sound, mail, shut-down etc. Those icons work. I tried re-installation again and all patches are downloaded. Same problem. Problem is that I can't enter commands either to reduce e.g. the swappiness (if that would be of any help). Can somebody help me that encountered similar problem or knows a resolution?

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  • How do I make a dialog box? [on hold]

    - by bill
    By dialog box I mean when player talks to someone, a box shows up with text on it. I haven't found much about this topic online, so I created a basic dialog box: //in dialog box i have only two methods public void createBox(int x, int y, int width, int height, String txt) { this.x = x; this.y = y; this.width = width; this.height = height; this.txt = txt; } //draw dialog box public void draw(Graphics2D g) { if (txt != null) { g.setColor(Color.red); g.drawRect(x,y,width,height); g.setColor(Color.black); g.fillRect(x, y, width, height); g.setColor(Color.white); g.drawString(txt, x + 10, y + 10); } } I wanted to now can I make this better?

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  • Is this CPU usage normal for Xorg?

    - by Samuaz
    I checked System Monitor to see if the frequency of my CPU increases without doing anything and saw that xorg is always using 10-40% of the CPU even if it's not doing much of anything on the desktop or simply surfing the Internet. Is this normal? If not, how can I fix it? I have: a Macbook white 4,1 Core2 Duo running at 2.10 GHz GPU Intel GMA X3100 4GB of RAM Ubuntu 11.04 I am running Unity and I do not have many effects enabled. I have only activated Compiz animations, scale, desktop, some shadows...

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  • Multiply mode in SpriteBatch

    - by ashes999
    I have a "lighting" texture (black background with white or colours for lights) that I want to draw as a multiplcation operation. SpriteBatch.Begin can specify BlendState.Additive, but there's no BlendState.Multiplicative. I also tried the solution in this answer, but it didn't work -- even when I (incorrectly?) changed the code to work with XNA 4 style ColorDestinationBlend, I ended up with the final solution being inverted (black area where the light is, everything else is visible). I initially thought of a shader, but I couldn't get shaders to work with MonoGame, so I'm falling back to SpriteBatch.

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  • Vectors with Circles Physics -java

    - by Joe Hearty
    This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want them to have collision detection and push in the opposite direction using vectors but i don't know how to apply that to my scenario could someone help? public void drawballs(Graphics g){ g.setColor (Color.white); //displays circles for(int i = 0; i<xlocationofcircles.length-1; i++){ g.fillOval( (int) xlocationofcircles[i], (int) (ylocationofcircles[i]) ,16 ,16 ); ylocationofcircles[i]+=.2; //gravity if(ylocationofcircles[i] > 550) //stops gravity at bottom of screen ylocationofcircles[i]-=.2; //Check distance between circles(i think..) float distance =(xlocationofcircles[i+1]-xlocationofcircles[i]) + (ylocationofcircles[i+1]-xlocationofcircles[i]) ; if( Math.sqrt(distance) <16)

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