tag:blogger.com,1999:blog-91308592016110420242024-03-06T05:43:45.680+08:00DreamerC's Backyard - 沒有籬笆的後院Unknownnoreply@blogger.comBlogger83125tag:blogger.com,1999:blog-9130859201611042024.post-22070357670197472482018-05-12T19:57:00.002+08:002019-01-05T14:23:15.558+08:00Docker 安裝流程<div class="tr_bq">
Add default user to sudo group :</div>
<br />
<blockquote class="tr_bq">
su<br />
apt -y install sudo<br />
usermod -a -G sudo "username"<username></username><br />
logout<br />
id</blockquote>
<username></username><br />
<br />
Docker Install :<br />
<br />
<blockquote>
sudo apt-get install -y \<br />
apt-transport-https \<br />
ca-certificates \<br />
curl \<br />
gnupg2 \<br />
software-properties-common<br />
<span style="white-space: pre;"> </span>curl -fsSL https://download.docker.com/linux/debian/gpg | sudo apt-key add -<br />
sudo add-apt-repository \<br />
<span style="white-space: pre;"> </span> "deb [arch=amd64] https://download.docker.com/linux/debian \<br />
$(lsb_release -cs) \<br />
<span style="white-space: pre;"> </span> stable"<br />
sudo apt update -y<br />
sudo apt install -y docker-ce<br />
sudo usermod -a -G docker "username"<username></username></blockquote>
<username></username>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-68737169078284483612018-04-30T09:53:00.000+08:002018-04-30T09:53:41.131+08:00Linux 網路卡問題排錯 - IP在 Linux/Unix 底下有幾個關於 IP 配置指令 :<br />
<br />
ifconfig - 一般用於配置 IP , Netmask<br />
<blockquote class="tr_bq">
# ifconfig eth0 192.168.1.1/24<br />
# ifconfig eth0<br />
eth0: flags=4163<up> mtu 1500<br /> inet 192.168.1.1 netmask 255.255.255.0 broadcast 192.168.1.255<br /> ether 00:50:b1:03:a1:00 txqueuelen 1000 (Ethernet)<br /> RX packets 321985 bytes 415032409 (395.8 MiB)<br /> RX errors 0 dropped 0 overruns 0 frame 0<br /> TX packets 185822 bytes 19749935 (18.8 MiB)<br /> TX errors 0 dropped 0 overruns 0 carrier 0 collisions 0</up></blockquote>
<div>
route - 調整路由<br />
<blockquote class="tr_bq">
# route<br />
Kernel IP routing table<br />
Destination Gateway Genmask Flags Metric Ref Use Iface<br />
default 192.168.1.254 0.0.0.0 UG 100 0 0 eth0<br />
192.168.1.0 0.0.0.0 255.255.255.0 U 100 0 0 eth0</blockquote>
ip - 跟 ip 有關係的都可以透過此指令<br />
<blockquote class="tr_bq">
# ip route show<br />
default via 192.168.1.1 dev eth0 proto static metric 100<br />
192.168.1.0/24 dev eth0 proto kernel scope link src 192.168.1.1 metric 100<br />
# ip neigh show<br />
192.168.1.254 dev eth0 lladdr 00:50:b1:03:a1:01 REACHABLE<br />
# ip link show<br />
1: lo: <loopback> mtu 65536 qdisc noqueue state UNKNOWN mode DEFAULT group default qlen 1<br /> link/loopback 00:00:00:00:00:00 brd 00:00:00:00:00:00<br />2: eth0: <broadcast> mtu 1500 qdisc pfifo_fast state UP mode DEFAULT group default qlen 1000<br /> link/ether 00:50:b1:03:a1:00 brd ff:ff:ff:ff:ff:ff<br /># ip rule show<br />0:<span class="Apple-tab-span" style="white-space: pre;"> </span>from all lookup local<br />32766:<span class="Apple-tab-span" style="white-space: pre;"> </span>from all lookup main<br />32767:<span class="Apple-tab-span" style="white-space: pre;"> </span>from all lookup default</broadcast></loopback></blockquote>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-27003755016911641912018-04-30T09:44:00.000+08:002018-04-30T09:44:31.299+08:00Linux 網路卡問題排錯 - 實體層ethtool - 調整傳輸設定(定速, 全雙工/半雙工, 光功率診斷/設定, 無線網路強度診斷...)<br />
# ethtool enp4s0f2<br />
Settings for eth0:<br />
Supported ports: [ TP MII ]<br />
Supported link modes: 10baseT/Half 10baseT/Full<br />
100baseT/Half 100baseT/Full<br />
1000baseT/Half 1000baseT/Full<br />
Supported pause frame use: No<br />
Supports auto-negotiation: Yes<br />
Advertised link modes: 10baseT/Half 10baseT/Full<br />
100baseT/Half 100baseT/Full<br />
1000baseT/Half 1000baseT/Full<br />
Advertised pause frame use: Symmetric Receive-only<br />
Advertised auto-negotiation: Yes<br />
Link partner advertised link modes: 10baseT/Half 10baseT/Full<br />
100baseT/Half 100baseT/Full<br />
Link partner advertised pause frame use: Symmetric<br />
Link partner advertised auto-negotiation: Yes<br />
Speed: 100Mb/s<br />
Duplex: Full<br />
Port: MII<br />
PHYAD: 0<br />
Transceiver: internal<br />
Auto-negotiation: on<br />
Supports Wake-on: pumbg<br />
Wake-on: g<br />
Current message level: 0x00000033 (51)<br />
drv probe ifdown ifup<br />
Link detected: yes<br />
<br />
mii-tool - 調整傳輸設定(定速, 更改 MAC, 更改允許速度)<br />
<br />
# mii-tool -v enp4s0f2<br />
enp4s0f2: negotiated 1000baseT-HD flow-control, link ok<br />
product info: vendor 00:07:32, model 17 rev 5<br />
basic mode: autonegotiation enabled<br />
basic status: autonegotiation complete, link ok<br />
capabilities: 1000baseT-HD 1000baseT-FD 100baseTx-FD 100baseTx-HD 10baseT-FD 10baseT-HD<br />
advertising: 1000baseT-HD 1000baseT-FD 100baseTx-FD 100baseTx-HD 10baseT-FD 10baseT-HD flow-control<br />
link partner: 1000baseT-HD 1000baseT-FD 100baseTx-FD 100baseTx-HD 10baseT-FD 10baseT-HDUnknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-49180594614787270662016-12-16T00:52:00.000+08:002016-12-16T00:52:18.974+08:002008 to 2016 網管系統的演進大學教科書 Computer Networking : A Top-Down Approach , 這本已經出到第六版了 ; 有興趣的可以 Google "computer networking a top-down approach" 應該可以撿到 PDF .<br />
<br />
圍繞著幾個主題 :<br />
1. 自動路徑切換, 通訊協定, 路由變更, 硬體電路備援這三大項, 在不同層面增加系統的可用度(提高服務品質與減低額外費用)<br />
2. 主機系統監測, 可用性, 系統承受容量, 應用程式狀態變動, 即時同步的分析, 讓人可以透過系統從新分配工作.<br />
3. 網路流量轉移, 對於 WAN 頻寬的合併, 自動流量重新分配, 頻寬管控和粒度分析, 而後針對不同行為給予獎勵與限制.<br />
4. 資訊安全的細膩度, 人員日常行為分析和異常判讀, 不明流量的監控與反制, 資料管制與外洩控管.<br />
<br />
大致上是如此跟大家報告一下.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-21729035770670862002016-08-19T15:15:00.001+08:002016-08-19T15:15:38.854+08:00Linux Ethernet Bonding 配置流程 - 前言2 , 配置極限配置極限的原因有以下幾個 :<br />
<br />
1. Hash : 會導致流量分配不均<br />
<blockquote class="tr_bq">
例如傳統 EtherChannel 因為是透過 MAC 進行流量分配, 因此會有單數 MAC 分配到 A 網卡 , 雙數 MAC 分配到 B 網卡的情形 .</blockquote>
解決方法 : 將 Layer3, Layer4 和其他(VLAN ID)的相關的變數納入或是改用輪替模式.<br />
<br />
2. 介面速度 : 線路品質, 網卡效能與支援<br />
<blockquote class="tr_bq">
請參考 <a href="http://slideplayer.com/slide/1631536/">Physical Layer – Transmission Media CS442.</a></blockquote>
物理層依靠的是線路品質, 例如衰減跟干擾降低, 干擾因素愈少重傳的機會就愈少.<br />
設備端收發晶片的敏感度和糾錯率愈高, 愈早能把東西傳出去.<br />
<br />
3. 交換機與路由器的支援, 鏈路的整體速度 : 延遲時間<br />
<blockquote class="tr_bq">
設備會將封包儲存然後轉傳 , 中間經過的時間長短會影響到效率 ; 等級愈高設備交換時間愈短 , 能忍受的封包數目愈高 .</blockquote>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-13797809487664896982016-08-05T22:43:00.003+08:002016-08-05T22:47:38.786+08:00新版 NVIDIA Optimus 啟用方法 (Intel + NVIDIA)<div class="tr_bq">
在傳統的環境底下, 僅會有單一獨立顯卡, 所以我們僅需要執行以下指令就會進行安裝</div>
<blockquote class="tr_bq">
# apt-get install nvidia-driver</blockquote>
安裝之後因為設備特性的不同, 有些會同時有多張不同廠牌顯卡, 如 Intel + NVIDIA .<br />
3D 加速的支援也不同.<br />
<br />
所以我們還要安裝 NVIDIA Optimus support 的軟體<br />
<blockquote class="tr_bq">
# apt-get install bumblebee bumblebee-nvidia</blockquote>
再把使用者加入 bumblebee 的群組<br />
<blockquote class="tr_bq">
# gpasswd -a <使用者名稱> bumblebee </blockquote>
再執行以下指令切換至 NVIDIA , 其中 vblank_mode=0 是關閉 XWindow 的垂直同步 ,<br />
可以改善執行效能 , 可以避免遊戲反應遲鈍問題.<br />
<blockquote class="tr_bq">
vblank_mode=0 optirun bash</blockquote>
啟用前<br />
<br />
<blockquote class="tr_bq">
$ glxinfo<br />
name of display: :0.0<br />
display: :0 screen: 0<br />
direct rendering: Yes<br />
<span style="color: red;">server glx vendor string: SGI</span><br />
<span style="color: red;">server glx version string: 1.4</span><br />
server glx extensions:<br />
GLX_ARB_create_context, GLX_ARB_create_context_profile,<br />
GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,<br />
GLX_ARB_framebuffer_sRGB, GLX_ARB_multisample,<br />
GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile,<br />
GLX_EXT_fbconfig_packed_float, GLX_EXT_framebuffer_sRGB,<br />
GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info,<br />
GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer,<br />
GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig,<br />
GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_swap_control<br />
client glx vendor string: Mesa Project and SGI<br />
client glx version string: 1.4<br />
client glx extensions:<br />
GLX_ARB_create_context, GLX_ARB_create_context_profile,<br />
GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,<br />
GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample,<br />
GLX_EXT_buffer_age, GLX_EXT_create_context_es2_profile,<br />
GLX_EXT_create_context_es_profile, GLX_EXT_fbconfig_packed_float,<br />
GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context,<br />
GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating,<br />
GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer,<br />
GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer,<br />
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,<br />
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,<br />
GLX_SGIX_visual_select_group, GLX_SGI_make_current_read,<br />
GLX_SGI_swap_control, GLX_SGI_video_sync<br />
GLX version: 1.4<br />
GLX extensions:<br />
GLX_ARB_create_context, GLX_ARB_create_context_profile,<br />
GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,<br />
GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample,<br />
GLX_EXT_buffer_age, GLX_EXT_create_context_es2_profile,<br />
GLX_EXT_create_context_es_profile, GLX_EXT_fbconfig_packed_float,<br />
GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context,<br />
GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating,<br />
GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer,<br />
GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer,<br />
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,<br />
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,<br />
GLX_SGIX_visual_select_group, GLX_SGI_make_current_read,<br />
GLX_SGI_swap_control, GLX_SGI_video_sync<br />
Extended renderer info (GLX_MESA_query_renderer):<br />
<span style="color: red;"> Vendor: Intel Open Source Technology Center (0x8086)</span><br />
<span style="color: red;"> Device: Mesa DRI Intel(R) Ivybridge Mobile (0x166)</span><br />
Version: 11.2.2<br />
Accelerated: yes<br />
<span style="color: red;"> Video memory: 1536MB</span><br />
Unified memory: yes<br />
Preferred profile: core (0x1)<br />
Max core profile version: 3.3<br />
Max compat profile version: 3.0<br />
Max GLES1 profile version: 1.1<br />
Max GLES[23] profile version: 3.0<br />
OpenGL vendor string: Intel Open Source Technology Center<br />
OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile<br />
OpenGL core profile version string: 3.3 (Core Profile) Mesa 11.2.2<br />
OpenGL core profile shading language version string: 3.30<br />
OpenGL core profile context flags: (none)<br />
OpenGL core profile profile mask: core profile<br />
OpenGL core profile extensions:<br />
GL_3DFX_texture_compression_FXT1, GL_AMD_conservative_depth,<br />
GL_AMD_draw_buffers_blend, GL_AMD_performance_monitor,<br />
GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_trinary_minmax,<br />
GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_viewport_index,<br />
GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5,<br />
GL_APPLE_object_purgeable, GL_ARB_ES2_compatibility,<br />
GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays, GL_ARB_base_instance,<br />
GL_ARB_blend_func_extended, GL_ARB_buffer_storage,<br />
GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control,<br />
GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader,<br />
GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth,<br />
GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_debug_output,<br />
GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_derivative_control,<br />
GL_ARB_direct_state_access, GL_ARB_draw_buffers,<br />
GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex,<br />
GL_ARB_draw_indirect, GL_ARB_draw_instanced,<br />
GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,<br />
GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport,<br />
GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments,<br />
GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,<br />
GL_ARB_get_program_binary, GL_ARB_get_texture_sub_image,<br />
GL_ARB_gpu_shader5, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,<br />
GL_ARB_instanced_arrays, GL_ARB_internalformat_query,<br />
GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment,<br />
GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect,<br />
GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query,<br />
GL_ARB_pixel_buffer_object, GL_ARB_point_sprite,<br />
GL_ARB_program_interface_query, GL_ARB_provoking_vertex,<br />
GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,<br />
GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture,<br />
GL_ARB_separate_shader_objects, GL_ARB_shader_atomic_counters,<br />
GL_ARB_shader_bit_encoding, GL_ARB_shader_clock,<br />
GL_ARB_shader_draw_parameters, GL_ARB_shader_image_load_store,<br />
GL_ARB_shader_image_size, GL_ARB_shader_objects,<br />
GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine,<br />
GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod,<br />
GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing,<br />
GL_ARB_sync, GL_ARB_tessellation_shader, GL_ARB_texture_barrier,<br />
GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32,<br />
GL_ARB_texture_buffer_range, GL_ARB_texture_compression_bptc,<br />
GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map_array,<br />
GL_ARB_texture_float, GL_ARB_texture_gather,<br />
GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_multisample,<br />
GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels,<br />
GL_ARB_texture_query_lod, GL_ARB_texture_rectangle, GL_ARB_texture_rg,<br />
GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_storage,<br />
GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle,<br />
GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2,<br />
GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,<br />
GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,<br />
GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding,<br />
GL_ARB_vertex_shader, GL_ARB_vertex_type_10f_11f_11f_rev,<br />
GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array,<br />
GL_ATI_blend_equation_separate, GL_ATI_texture_float, GL_EXT_abgr,<br />
GL_EXT_blend_equation_separate, GL_EXT_draw_buffers2,<br />
GL_EXT_draw_instanced, GL_EXT_framebuffer_blit,<br />
GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled,<br />
GL_EXT_framebuffer_sRGB, GL_EXT_packed_depth_stencil, GL_EXT_packed_float,<br />
GL_EXT_pixel_buffer_object, GL_EXT_polygon_offset_clamp,<br />
GL_EXT_provoking_vertex, GL_EXT_shader_integer_mix,<br />
GL_EXT_shader_samples_identical, GL_EXT_texture_array,<br />
GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_rgtc,<br />
GL_EXT_texture_compression_s3tc, GL_EXT_texture_filter_anisotropic,<br />
GL_EXT_texture_integer, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode,<br />
GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm,<br />
GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback,<br />
GL_EXT_vertex_array_bgra, GL_IBM_multimode_draw_arrays,<br />
GL_INTEL_performance_query, GL_KHR_context_flush_control, GL_KHR_debug,<br />
GL_MESA_pack_invert, GL_MESA_texture_signed_rgba,<br />
GL_NV_conditional_render, GL_NV_depth_clamp, GL_NV_packed_depth_stencil,<br />
GL_NV_texture_barrier, GL_OES_EGL_image, GL_OES_read_format, GL_S3_s3tc<br />
OpenGL version string: 3.0 Mesa 11.2.2<br />
OpenGL shading language version string: 1.30<br />
OpenGL context flags: (none)<br />
OpenGL extensions:<br />
GL_3DFX_texture_compression_FXT1, GL_AMD_conservative_depth,<br />
GL_AMD_draw_buffers_blend, GL_AMD_performance_monitor,<br />
GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_trinary_minmax,<br />
GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5,<br />
GL_APPLE_object_purgeable, GL_APPLE_packed_pixels,<br />
GL_APPLE_vertex_array_object, GL_ARB_ES2_compatibility,<br />
GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays,<br />
GL_ARB_blend_func_extended, GL_ARB_buffer_storage,<br />
GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control,<br />
GL_ARB_color_buffer_float, GL_ARB_compressed_texture_pixel_storage,<br />
GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth,<br />
GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_debug_output,<br />
GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture,<br />
GL_ARB_derivative_control, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend,<br />
GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,<br />
GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,<br />
GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program,<br />
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,<br />
GL_ARB_framebuffer_no_attachments, GL_ARB_framebuffer_object,<br />
GL_ARB_framebuffer_sRGB, GL_ARB_get_program_binary,<br />
GL_ARB_get_texture_sub_image, GL_ARB_half_float_pixel,<br />
GL_ARB_half_float_vertex, GL_ARB_instanced_arrays,<br />
GL_ARB_internalformat_query, GL_ARB_invalidate_subdata,<br />
GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind,<br />
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,<br />
GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query,<br />
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,<br />
GL_ARB_program_interface_query, GL_ARB_provoking_vertex,<br />
GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,<br />
GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture,<br />
GL_ARB_separate_shader_objects, GL_ARB_shader_atomic_counters,<br />
GL_ARB_shader_bit_encoding, GL_ARB_shader_clock,<br />
GL_ARB_shader_draw_parameters, GL_ARB_shader_image_load_store,<br />
GL_ARB_shader_image_size, GL_ARB_shader_objects,<br />
GL_ARB_shader_storage_buffer_object, GL_ARB_shader_texture_image_samples,<br />
GL_ARB_shader_texture_lod, GL_ARB_shading_language_100,<br />
GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing,<br />
GL_ARB_shadow, GL_ARB_sync, GL_ARB_texture_barrier,<br />
GL_ARB_texture_border_clamp, GL_ARB_texture_compression,<br />
GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc,<br />
GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array,<br />
GL_ARB_texture_env_add, GL_ARB_texture_env_combine,<br />
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,<br />
GL_ARB_texture_float, GL_ARB_texture_gather,<br />
GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat,<br />
GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,<br />
GL_ARB_texture_query_levels, GL_ARB_texture_query_lod,<br />
GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,<br />
GL_ARB_texture_storage, GL_ARB_texture_storage_multisample,<br />
GL_ARB_texture_swizzle, GL_ARB_texture_view, GL_ARB_timer_query,<br />
GL_ARB_transform_feedback2, GL_ARB_transform_feedback3,<br />
GL_ARB_transform_feedback_instanced, GL_ARB_transpose_matrix,<br />
GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,<br />
GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding,<br />
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,<br />
GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,<br />
GL_ARB_window_pos, GL_ATI_blend_equation_separate, GL_ATI_draw_buffers,<br />
GL_ATI_separate_stencil, GL_ATI_texture_env_combine3,<br />
GL_ATI_texture_float, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,<br />
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,<br />
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,<br />
GL_EXT_copy_texture, GL_EXT_draw_buffers2, GL_EXT_draw_instanced,<br />
GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit,<br />
GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled,<br />
GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB,<br />
GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays,<br />
GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,<br />
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,<br />
GL_EXT_polygon_offset, GL_EXT_polygon_offset_clamp,<br />
GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,<br />
GL_EXT_separate_specular_color, GL_EXT_shader_integer_mix,<br />
GL_EXT_shader_samples_identical, GL_EXT_shadow_funcs,<br />
GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_subtexture,<br />
GL_EXT_texture, GL_EXT_texture3D, GL_EXT_texture_array,<br />
GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_rgtc,<br />
GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,<br />
GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add,<br />
GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,<br />
GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer,<br />
GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_texture_rectangle,<br />
GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode,<br />
GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm,<br />
GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback,<br />
GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,<br />
GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip,<br />
GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,<br />
GL_INTEL_performance_query, GL_KHR_context_flush_control, GL_KHR_debug,<br />
GL_MESA_pack_invert, GL_MESA_texture_signed_rgba, GL_MESA_window_pos,<br />
GL_NV_blend_square, GL_NV_conditional_render, GL_NV_depth_clamp,<br />
GL_NV_light_max_exponent, GL_NV_packed_depth_stencil,<br />
GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier,<br />
GL_NV_texture_env_combine4, GL_NV_texture_rectangle, GL_OES_EGL_image,<br />
GL_OES_read_format, GL_S3_s3tc, GL_SGIS_generate_mipmap,<br />
GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp,<br />
GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays<br />
OpenGL ES profile version string: OpenGL ES 3.0 Mesa 11.2.2<br />
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.00<br />
OpenGL ES profile extensions:<br />
GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5,<br />
GL_APPLE_texture_max_level, GL_EXT_blend_func_extended,<br />
GL_EXT_blend_minmax, GL_EXT_color_buffer_float,<br />
GL_EXT_discard_framebuffer, GL_EXT_draw_buffers,<br />
GL_EXT_draw_elements_base_vertex, GL_EXT_map_buffer_range,<br />
GL_EXT_multi_draw_arrays, GL_EXT_read_format_bgra,<br />
GL_EXT_separate_shader_objects, GL_EXT_shader_integer_mix,<br />
GL_EXT_texture_compression_dxt1, GL_EXT_texture_filter_anisotropic,<br />
GL_EXT_texture_format_BGRA8888, GL_EXT_texture_rg,<br />
GL_EXT_texture_type_2_10_10_10_REV, GL_EXT_unpack_subimage,<br />
GL_INTEL_performance_query, GL_KHR_context_flush_control, GL_KHR_debug,<br />
GL_NV_draw_buffers, GL_NV_fbo_color_attachments, GL_NV_read_buffer,<br />
GL_NV_read_depth, GL_NV_read_depth_stencil, GL_NV_read_stencil,<br />
GL_OES_EGL_image, GL_OES_EGL_image_external, GL_OES_EGL_sync,<br />
GL_OES_compressed_ETC1_RGB8_texture, GL_OES_depth24, GL_OES_depth_texture,<br />
GL_OES_depth_texture_cube_map, GL_OES_draw_elements_base_vertex,<br />
GL_OES_element_index_uint, GL_OES_fbo_render_mipmap,<br />
GL_OES_get_program_binary, GL_OES_mapbuffer, GL_OES_packed_depth_stencil,<br />
GL_OES_rgb8_rgba8, GL_OES_standard_derivatives, GL_OES_stencil8,<br />
GL_OES_surfaceless_context, GL_OES_texture_3D, GL_OES_texture_float,<br />
GL_OES_texture_float_linear, GL_OES_texture_half_float,<br />
GL_OES_texture_half_float_linear, GL_OES_texture_npot,<br />
GL_OES_vertex_array_object<br />
<span style="color: red;">40 GLX Visuals</span><br />
visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav<br />
id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat<br />
----------------------------------------------------------------------------<br />
...<br />
<span style="color: red;">64 GLXFBConfigs:</span><br />
visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav<br />
id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat<br />
----------------------------------------------------------------------------<br />
...</blockquote>
<br />
啟用後<br />
<br />
<blockquote>
$ glxinfo<br />
name of display: :0.0<br />
ATTENTION: default value of option vblank_mode overridden by environment.<br />
ATTENTION: default value of option vblank_mode overridden by environment.<br />
display: :0 screen: 0<br />
direct rendering: Yes<br />
<span style="color: red;">server glx vendor string: NVIDIA Corporation</span><br />
<span style="color: red;">server glx version string: 1.4</span><br />
server glx extensions:<br />
GLX_ARB_context_flush_control, GLX_ARB_create_context,<br />
GLX_ARB_create_context_profile, GLX_ARB_create_context_robustness,<br />
GLX_ARB_fbconfig_float, GLX_ARB_multisample, GLX_EXT_buffer_age,<br />
GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile,<br />
GLX_EXT_framebuffer_sRGB, GLX_EXT_stereo_tree, GLX_EXT_swap_control,<br />
GLX_EXT_swap_control_tear, GLX_EXT_texture_from_pixmap,<br />
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_NV_copy_image,<br />
GLX_NV_delay_before_swap, GLX_NV_float_buffer,<br />
GLX_NV_multisample_coverage, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,<br />
GLX_SGI_swap_control, GLX_SGI_video_sync<br />
client glx vendor string: primus<br />
client glx version string: 1.4<br />
client glx extensions:<br />
GLX_ARB_create_context, GLX_ARB_create_context_profile,<br />
GLX_ARB_get_proc_address<br />
GLX version: 1.4<br />
GLX extensions:<br />
GLX_ARB_create_context, GLX_ARB_create_context_profile,<br />
GLX_ARB_get_proc_address<br />
<span style="color: red;">OpenGL vendor string: NVIDIA Corporation</span><br />
<span style="color: red;">OpenGL renderer string: GeForce GT 720M/PCIe/SSE2</span><br />
OpenGL core profile version string: 4.5.0 NVIDIA 352.79<br />
OpenGL core profile shading language version string: 4.50 NVIDIA<br />
OpenGL core profile context flags: (none)<br />
OpenGL core profile profile mask: core profile<br />
OpenGL core profile extensions:<br />
GL_AMD_multi_draw_indirect, GL_ARB_ES2_compatibility,<br />
GL_ARB_ES3_1_compatibility, GL_ARB_ES3_compatibility,<br />
GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_blend_func_extended,<br />
GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clear_texture,<br />
GL_ARB_clip_control, GL_ARB_color_buffer_float,<br />
GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader,<br />
GL_ARB_compute_variable_group_size, GL_ARB_conditional_render_inverted,<br />
GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image,<br />
GL_ARB_cull_distance, GL_ARB_debug_output, GL_ARB_depth_buffer_float,<br />
GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_derivative_control,<br />
GL_ARB_direct_state_access, GL_ARB_draw_buffers,<br />
GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex,<br />
GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts,<br />
GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,<br />
GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport,<br />
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,<br />
GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments,<br />
GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,<br />
GL_ARB_geometry_shader4, GL_ARB_get_program_binary,<br />
GL_ARB_get_texture_sub_image, GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64,<br />
GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging,<br />
GL_ARB_indirect_parameters, GL_ARB_instanced_arrays,<br />
GL_ARB_internalformat_query, GL_ARB_internalformat_query2,<br />
GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment,<br />
GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect,<br />
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,<br />
GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query,<br />
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,<br />
GL_ARB_program_interface_query, GL_ARB_provoking_vertex,<br />
GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior,<br />
GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,<br />
GL_ARB_seamless_cube_map, GL_ARB_separate_shader_objects,<br />
GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding,<br />
GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote,<br />
GL_ARB_shader_image_load_store, GL_ARB_shader_image_size,<br />
GL_ARB_shader_objects, GL_ARB_shader_precision,<br />
GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine,<br />
GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod,<br />
GL_ARB_shading_language_100, GL_ARB_shading_language_420pack,<br />
GL_ARB_shading_language_include, GL_ARB_shading_language_packing,<br />
GL_ARB_shadow, GL_ARB_sparse_buffer, GL_ARB_sparse_texture,<br />
GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader,<br />
GL_ARB_texture_barrier, GL_ARB_texture_border_clamp,<br />
GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32,<br />
GL_ARB_texture_buffer_range, GL_ARB_texture_compression,<br />
GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc,<br />
GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array,<br />
GL_ARB_texture_env_add, GL_ARB_texture_env_combine,<br />
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,<br />
GL_ARB_texture_float, GL_ARB_texture_gather,<br />
GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat,<br />
GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,<br />
GL_ARB_texture_query_levels, GL_ARB_texture_query_lod,<br />
GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,<br />
GL_ARB_texture_stencil8, GL_ARB_texture_storage,<br />
GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle,<br />
GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2,<br />
GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,<br />
GL_ARB_transform_feedback_overflow_query, GL_ARB_transpose_matrix,<br />
GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,<br />
GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit,<br />
GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object,<br />
GL_ARB_vertex_program, GL_ARB_vertex_shader,<br />
GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,<br />
GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers,<br />
GL_ATI_texture_float, GL_ATI_texture_mirror_once,<br />
GL_EXTX_framebuffer_mixed_formats, GL_EXT_Cg_shader, GL_EXT_abgr,<br />
GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color,<br />
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,<br />
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,<br />
GL_EXT_depth_bounds_test, GL_EXT_direct_state_access,<br />
GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements,<br />
GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,<br />
GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object,<br />
GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,<br />
GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4,<br />
GL_EXT_import_sync_object, GL_EXT_multi_draw_arrays,<br />
GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,<br />
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,<br />
GL_EXT_polygon_offset_clamp, GL_EXT_provoking_vertex,<br />
GL_EXT_rescale_normal, GL_EXT_secondary_color,<br />
GL_EXT_separate_shader_objects, GL_EXT_separate_specular_color,<br />
GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix,<br />
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,<br />
GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object,<br />
GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc,<br />
GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc,<br />
GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,<br />
GL_EXT_texture_env_add, GL_EXT_texture_env_combine,<br />
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,<br />
GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias,<br />
GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_sRGB,<br />
GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent,<br />
GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query,<br />
GL_EXT_transform_feedback2, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,<br />
GL_EXT_vertex_attrib_64bit, GL_EXT_x11_sync_object, GL_IBM_rasterpos_clip,<br />
GL_IBM_texture_mirrored_repeat, GL_KHR_blend_equation_advanced,<br />
GL_KHR_context_flush_control, GL_KHR_debug,<br />
GL_KHR_robust_buffer_access_behavior, GL_KHR_robustness,<br />
GL_KTX_buffer_region, GL_NVX_conditional_render, GL_NVX_gpu_memory_info,<br />
GL_NV_ES1_1_compatibility, GL_NV_ES3_1_compatibility,<br />
GL_NV_bindless_multi_draw_indirect,<br />
GL_NV_bindless_multi_draw_indirect_count, GL_NV_blend_equation_advanced,<br />
GL_NV_blend_square, GL_NV_command_list, GL_NV_compute_program5,<br />
GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image,<br />
GL_NV_depth_buffer_float, GL_NV_depth_clamp, GL_NV_draw_texture,<br />
GL_NV_explicit_multisample, GL_NV_fence, GL_NV_float_buffer,<br />
GL_NV_fog_distance, GL_NV_fragment_program, GL_NV_fragment_program2,<br />
GL_NV_fragment_program_option, GL_NV_framebuffer_multisample_coverage,<br />
GL_NV_geometry_shader4, GL_NV_gpu_program4, GL_NV_gpu_program4_1,<br />
GL_NV_gpu_program5, GL_NV_gpu_program5_mem_extended,<br />
GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, GL_NV_half_float,<br />
GL_NV_internalformat_sample_query, GL_NV_light_max_exponent,<br />
GL_NV_multisample_coverage, GL_NV_multisample_filter_hint,<br />
GL_NV_occlusion_query, GL_NV_packed_depth_stencil,<br />
GL_NV_parameter_buffer_object, GL_NV_parameter_buffer_object2,<br />
GL_NV_path_rendering, GL_NV_pixel_data_range, GL_NV_point_sprite,<br />
GL_NV_primitive_restart, GL_NV_register_combiners,<br />
GL_NV_register_combiners2, GL_NV_shader_atomic_counters,<br />
GL_NV_shader_atomic_float, GL_NV_shader_buffer_load,<br />
GL_NV_shader_storage_buffer_object, GL_NV_shader_thread_group,<br />
GL_NV_texgen_reflection, GL_NV_texture_barrier,<br />
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,<br />
GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader,<br />
GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback,<br />
GL_NV_transform_feedback2, GL_NV_uniform_buffer_unified_memory,<br />
GL_NV_vdpau_interop, GL_NV_vertex_array_range, GL_NV_vertex_array_range2,<br />
GL_NV_vertex_attrib_integer_64bit, GL_NV_vertex_buffer_unified_memory,<br />
GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_NV_vertex_program2,<br />
GL_NV_vertex_program2_option, GL_NV_vertex_program3, GL_S3_s3tc,<br />
GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture,<br />
GL_SGIX_shadow, GL_SUN_slice_accum<br />
OpenGL version string: 4.5.0 NVIDIA 352.79<br />
OpenGL shading language version string: 4.50 NVIDIA<br />
OpenGL context flags: (none)<br />
OpenGL profile mask: (none)<br />
OpenGL extensions:<br />
GL_AMD_multi_draw_indirect, GL_ARB_ES2_compatibility,<br />
GL_ARB_ES3_1_compatibility, GL_ARB_ES3_compatibility,<br />
GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_blend_func_extended,<br />
GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clear_texture,<br />
GL_ARB_clip_control, GL_ARB_color_buffer_float, GL_ARB_compatibility,<br />
GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader,<br />
GL_ARB_compute_variable_group_size, GL_ARB_conditional_render_inverted,<br />
GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image,<br />
GL_ARB_cull_distance, GL_ARB_debug_output, GL_ARB_depth_buffer_float,<br />
GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_derivative_control,<br />
GL_ARB_direct_state_access, GL_ARB_draw_buffers,<br />
GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex,<br />
GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts,<br />
GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,<br />
GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport,<br />
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,<br />
GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments,<br />
GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,<br />
GL_ARB_geometry_shader4, GL_ARB_get_program_binary,<br />
GL_ARB_get_texture_sub_image, GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64,<br />
GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging,<br />
GL_ARB_indirect_parameters, GL_ARB_instanced_arrays,<br />
GL_ARB_internalformat_query, GL_ARB_internalformat_query2,<br />
GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment,<br />
GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect,<br />
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,<br />
GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query,<br />
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,<br />
GL_ARB_program_interface_query, GL_ARB_provoking_vertex,<br />
GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior,<br />
GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,<br />
GL_ARB_seamless_cube_map, GL_ARB_separate_shader_objects,<br />
GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding,<br />
GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote,<br />
GL_ARB_shader_image_load_store, GL_ARB_shader_image_size,<br />
GL_ARB_shader_objects, GL_ARB_shader_precision,<br />
GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine,<br />
GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod,<br />
GL_ARB_shading_language_100, GL_ARB_shading_language_420pack,<br />
GL_ARB_shading_language_include, GL_ARB_shading_language_packing,<br />
GL_ARB_shadow, GL_ARB_sparse_buffer, GL_ARB_sparse_texture,<br />
GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader,<br />
GL_ARB_texture_barrier, GL_ARB_texture_border_clamp,<br />
GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32,<br />
GL_ARB_texture_buffer_range, GL_ARB_texture_compression,<br />
GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc,<br />
GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array,<br />
GL_ARB_texture_env_add, GL_ARB_texture_env_combine,<br />
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,<br />
GL_ARB_texture_float, GL_ARB_texture_gather,<br />
GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat,<br />
GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,<br />
GL_ARB_texture_query_levels, GL_ARB_texture_query_lod,<br />
GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,<br />
GL_ARB_texture_stencil8, GL_ARB_texture_storage,<br />
GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle,<br />
GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2,<br />
GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,<br />
GL_ARB_transform_feedback_overflow_query, GL_ARB_transpose_matrix,<br />
GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,<br />
GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit,<br />
GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object,<br />
GL_ARB_vertex_program, GL_ARB_vertex_shader,<br />
GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,<br />
GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers,<br />
GL_ATI_texture_float, GL_ATI_texture_mirror_once,<br />
GL_EXTX_framebuffer_mixed_formats, GL_EXT_Cg_shader, GL_EXT_abgr,<br />
GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color,<br />
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,<br />
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,<br />
GL_EXT_depth_bounds_test, GL_EXT_direct_state_access,<br />
GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements,<br />
GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,<br />
GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object,<br />
GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,<br />
GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4,<br />
GL_EXT_import_sync_object, GL_EXT_multi_draw_arrays,<br />
GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,<br />
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,<br />
GL_EXT_polygon_offset_clamp, GL_EXT_provoking_vertex,<br />
GL_EXT_rescale_normal, GL_EXT_secondary_color,<br />
GL_EXT_separate_shader_objects, GL_EXT_separate_specular_color,<br />
GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix,<br />
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,<br />
GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object,<br />
GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc,<br />
GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc,<br />
GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,<br />
GL_EXT_texture_env_add, GL_EXT_texture_env_combine,<br />
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,<br />
GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias,<br />
GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_sRGB,<br />
GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent,<br />
GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query,<br />
GL_EXT_transform_feedback2, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,<br />
GL_EXT_vertex_attrib_64bit, GL_EXT_x11_sync_object, GL_IBM_rasterpos_clip,<br />
GL_IBM_texture_mirrored_repeat, GL_KHR_blend_equation_advanced,<br />
GL_KHR_context_flush_control, GL_KHR_debug,<br />
GL_KHR_robust_buffer_access_behavior, GL_KHR_robustness,<br />
GL_KTX_buffer_region, GL_NVX_conditional_render, GL_NVX_gpu_memory_info,<br />
GL_NV_ES1_1_compatibility, GL_NV_ES3_1_compatibility,<br />
GL_NV_bindless_multi_draw_indirect,<br />
GL_NV_bindless_multi_draw_indirect_count, GL_NV_blend_equation_advanced,<br />
GL_NV_blend_square, GL_NV_command_list, GL_NV_compute_program5,<br />
GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image,<br />
GL_NV_depth_buffer_float, GL_NV_depth_clamp, GL_NV_draw_texture,<br />
GL_NV_explicit_multisample, GL_NV_fence, GL_NV_float_buffer,<br />
GL_NV_fog_distance, GL_NV_fragment_program, GL_NV_fragment_program2,<br />
GL_NV_fragment_program_option, GL_NV_framebuffer_multisample_coverage,<br />
GL_NV_geometry_shader4, GL_NV_gpu_program4, GL_NV_gpu_program4_1,<br />
GL_NV_gpu_program5, GL_NV_gpu_program5_mem_extended,<br />
GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, GL_NV_half_float,<br />
GL_NV_internalformat_sample_query, GL_NV_light_max_exponent,<br />
GL_NV_multisample_coverage, GL_NV_multisample_filter_hint,<br />
GL_NV_occlusion_query, GL_NV_packed_depth_stencil,<br />
GL_NV_parameter_buffer_object, GL_NV_parameter_buffer_object2,<br />
GL_NV_path_rendering, GL_NV_pixel_data_range, GL_NV_point_sprite,<br />
GL_NV_primitive_restart, GL_NV_register_combiners,<br />
GL_NV_register_combiners2, GL_NV_shader_atomic_counters,<br />
GL_NV_shader_atomic_float, GL_NV_shader_buffer_load,<br />
GL_NV_shader_storage_buffer_object, GL_NV_shader_thread_group,<br />
GL_NV_texgen_reflection, GL_NV_texture_barrier,<br />
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,<br />
GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader,<br />
GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback,<br />
GL_NV_transform_feedback2, GL_NV_uniform_buffer_unified_memory,<br />
GL_NV_vdpau_interop, GL_NV_vertex_array_range, GL_NV_vertex_array_range2,<br />
GL_NV_vertex_attrib_integer_64bit, GL_NV_vertex_buffer_unified_memory,<br />
GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_NV_vertex_program2,<br />
GL_NV_vertex_program2_option, GL_NV_vertex_program3, GL_S3_s3tc,<br />
GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture,<br />
GL_SGIX_shadow, GL_SUN_slice_accum<br />
<span style="color: red;">40 GLX Visuals</span><br />
visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav<br />
id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat<br />
----------------------------------------------------------------------------<br />
...<br />
<span style="color: red;">311 GLXFBConfigs:</span><br />
visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav<br />
id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat<br />
----------------------------------------------------------------------------<br />
...</blockquote>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-13009356340518109612016-08-04T01:40:00.000+08:002016-08-04T01:40:33.571+08:00Linux Ethernet Bonding 配置流程 - 前言 , 模式與Hash<h3>
前言</h3>
何謂 Bonding , 簡單而言就是將兩張以上的網路介面捆綁一起使用 .<br />
根據 <a href="https://www.kernel.org/doc/Documentation/networking/bonding.txt">Linux Ethernet Bonding Driver HOWTO</a> 上的說明, 有以下幾種模式 :<br />
<br />
<ol>
<li>Active-Backup 或稱備援模式 (mode 1), 在此模式下僅有一條連結可以可以使用 , 當其中一條介面異常時 , 會將流量切換至另外一條送出 .</li>
<li>balance-rr 或稱輪替模式 (mode 0), 此模式下每條線路都會送出 , 不過此模式不被大部分的交換機支援 , 多用於非網管型交換機跟 Hub , 部份設備可以使用 EtherChannel .</li>
<li>balance-xor 或稱傳統鏈路聚合模式 (mode 2) , 此模式下會透過 MAC 的 Hash (Source XOR Destination) , 在交換機部份被稱為 EtherChannel (Cisco) , Link AGgregation (Juniper and others) , 不會偵測兩邊是否正常收發 .</li>
<li>Broadcast (mode 3) , 此時會將流量同時從多的介面廣播出去 .</li>
<li>802.3ad , LACP , Dynamic LAG (mode 4) , 動態鏈路聚合模式 , 此模式下會透過 LACPDU 封包偵測 , 使得兩邊交握完成後才會開始傳輸 , 再透過 Hash 將流量導入不同介面 . 用此功能時需注意 , 介面的速率與多工模式需相同 , 上限最多為 8 個介面 .</li>
<li>balance-tlb (mode 5) , 將對外流量透過不同的 MAC 和介面送出 , 而進來的介面宣告為其中一固定介面 , 用於保障資料送出 .</li>
<li>balance-alb (mode 6) , 透過 MAC 與 ARP 的複寫將進出流量導至不同介面.</li>
</ol>
<div>
Hash (xmit_hash_policy) 的方法有以下幾種 :</div>
<div>
<ol>
<li>Layer2 : Source MAC XOR Destination MAC XOR Packet type ID slave number</li>
<li>Layer2+3 : 做完 Layer2 Hash 之後再 XOR Source IP XOR Destination IP</li>
<li>Layer3+4 : Source Port OR Destination Port , 再 XOR Source IP XOR Destination IP</li>
<li>Encap2+3 & Encap3+4 : 類似之前兩種但是提供給有額外封裝使用.</li>
</ol>
<div>
早期 2.6.3 僅支援 Layer2 Hash , 但要到 3.2.2 以後版本才能提供 layer2+3 .</div>
</div>
<div>
LACP 則建議要到 3.4 以後版本再使用, 在之前有 RX Drop 的 Bug .</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-85316538816014050402016-07-30T20:17:00.000+08:002016-08-03T21:54:07.648+08:00Install Starcraft 2 , Lecacy of the void on Debian LinuxRequirement :<br />
Enable 3D and ATI/nVidia Driver in XWindow<br />
<br />
1. Check the WineHQ > Starcraft 2<br />
<a href="https://appdb.winehq.org/objectManager.php?sClass=version&iId=20882">https://appdb.winehq.org/objectManager.php?sClass=version&iId=20882</a><br />
<br />
2. Install Wine and Winetricks<br />
Debian/Ubuntu : apt-get install winetricks wine-development<br />
<br />
3. Run Winetricks and Install Visual C++ Redistributable Package 2015<br />
Debian/Ubuntu : winetricks vcrun2015<br />
<br />
4. Bypass Bug<br />
Debian/Ubuntu : winecfg-development<br />
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh45NReZvgMdPWhD8UBQ8ZFHz42nLTkjkbzboFxPKa34-gIrbkX_xdmhJ_S-IgpE3z9dDlfQmQ4GeY4HmSAJS4vWAiYxDYJ23zVRNj5_C4SgMNk71vim-gXLWOr6O_O0SkKGDdq-D1mDaU/s1600/winecfg1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh45NReZvgMdPWhD8UBQ8ZFHz42nLTkjkbzboFxPKa34-gIrbkX_xdmhJ_S-IgpE3z9dDlfQmQ4GeY4HmSAJS4vWAiYxDYJ23zVRNj5_C4SgMNk71vim-gXLWOr6O_O0SkKGDdq-D1mDaU/s320/winecfg1.png" width="298" /></a></div>
<div style="text-align: center;">
Select Windows XP Mode</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjBKCXyR5V9v_qq5hguu465XP3fuFwm2TFA9p-Zwq3epmJ5qAf1Zm6Eg_w2GvmrCwoFWSqDQahy6zPAjAW3-NMtO9VC6iS8QaMQ6qlaGypgMYjS3rfA5gz-DeqhrtHp5HkicXFYLS6AAo/s1600/winecfg2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjBKCXyR5V9v_qq5hguu465XP3fuFwm2TFA9p-Zwq3epmJ5qAf1Zm6Eg_w2GvmrCwoFWSqDQahy6zPAjAW3-NMtO9VC6iS8QaMQ6qlaGypgMYjS3rfA5gz-DeqhrtHp5HkicXFYLS6AAo/s320/winecfg2.png" width="298" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
Add <b>api-ms-win-crt-runtime-l1-1-0</b></div>
Add <b>api-ms-win-crt-stdio-l1-1-0</b><br />
Add <b>ucrtbase</b><br />
Add <b>vcruntime140</b><br />
<div>
<br /></div>
5. Download Battle.net<br />
<a href="https://www.battle.net/download/getInstallerForGame?os=win&locale=enUS&version=LIVE&gameProgram=BATTLENET_APP">https://www.battle.net/download/getInstallerForGame?os=win&locale=enUS&version=LIVE&gameProgram=BATTLENET_APP</a><br />
<br />
6. Install Battle.net , 20160730<br />
Debian/Ubuntu : wine-development Battle.net-Setup.exe<br />
<br />
MD5:<br />
b322e19e0de5b1f2b04fad1d59c0cdfc Battle.net-Setup.exe<br />
SHA-512<br />
656642f959ebd9048c6369c8ede00dd90ce044c95ff04ad3197a13682d1d0720b20212cdff23c128448d15a011903ba41948f75cbcdf35b86f3f8b18e1071a7d Battle.net-Setup.exe<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-85080241714525951342015-01-02T15:09:00.002+08:002015-01-02T15:13:16.565+08:00台製 X510M 臨時天線架設心得<h3>
X510M 基本資訊</h3>
<div>
接收中頻 : 145 and 435 MHz</div>
<div>
發射中頻 : 145 and 435 MHz</div>
<div>
感度 : 8.3 dB (145) and 11.7 dB (435)</div>
<div>
全長 : 5.2 m</div>
<div>
重量 : 2 kg</div>
<div>
最大輸入功率 : 200 w</div>
<div>
最大架設風速 : 40 m/s</div>
<div>
接頭 : M 頭母</div>
<div>
天線型式 : 5/8 波長 3(145) and 8(435) 加感線圈</div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://pa0fri.home.xs4all.nl/Ant/X510N/Diamond%20X510N%20modification.htm"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQMnUMzwfnu-af1S2r0Jp7JPPmYRDejbT2UE5lzHA7xlWFpezwh8AXPpIjAcwq9Av5MkD2wdJ2XoFtmoXUphH9nEvqzpEWnfMV8r0C3-XigmITTwt48mlhhFfBGwWUYw0oWcWEF_wwtP4/s1600/%E6%93%B7%E5%8F%96%E9%81%B8%E5%8F%96%E5%8D%80%E5%9F%9F_001.png" height="332" width="400" /></a></div>
<div>
<br /></div>
<h3>
準備工具</h3>
<h4>
必要</h4>
<div>
鋁/鐵(PVC包覆)/銅(PVC包覆)管, 直徑 2 cm 以上 : 長度照環境需求, 固定用中柱.</div>
<div>
十字螺絲起子</div>
<div>
6吋活動板手</div>
<div>
信號線 M 頭</div>
<div>
電氣膠帶</div>
<h4>
選用</h4>
<div>
天線架或角鐵+膨脹螺絲</div>
<div>
<br /></div>
<h3>
架設地點選擇</h3>
<div>
可以參考 <a href="http://www.cplus.org/rmw/english1.html">Radio Mobile WEB Site</a> , 以下是我的計算結果 144.64M Hz</div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFm7lQzsvRyXKOs_EMnOpCmysHi1WDGoC_eK3Px34XWwxa1JF66qarGVr0dvdpsdcO5hIBdUxOoYvg01ubQRTZNL167Aya_zGp3beeeUISSjQG3Bk8L7p2J4X6sNAmR_KScJMhsX1ho-o/s1600/2014-12-29+22:49:32+%E7%9A%84%E8%9E%A2%E5%B9%95%E6%93%B7%E5%9C%96.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFm7lQzsvRyXKOs_EMnOpCmysHi1WDGoC_eK3Px34XWwxa1JF66qarGVr0dvdpsdcO5hIBdUxOoYvg01ubQRTZNL167Aya_zGp3beeeUISSjQG3Bk8L7p2J4X6sNAmR_KScJMhsX1ho-o/s1600/2014-12-29+22:49:32+%E7%9A%84%E8%9E%A2%E5%B9%95%E6%93%B7%E5%9C%96.png" height="280" width="400" /></a></div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<br /></div>
<h4>
架設完工照片</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-SFFmnpz9liScQ6FTZRvIgmr0KraCTFoBOXT-N_ggzI5atcgojbx8uXqLjkmhhrgsK8XWd7tq2zFpIBQpcIv7E3naei8dTa-TYEGOucXpC-ORveyNp5cbxDtfjRrtB9U_6cfvbPdxeF0/s1600/10849779_10152682519172917_2953625791294205097_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-SFFmnpz9liScQ6FTZRvIgmr0KraCTFoBOXT-N_ggzI5atcgojbx8uXqLjkmhhrgsK8XWd7tq2zFpIBQpcIv7E3naei8dTa-TYEGOucXpC-ORveyNp5cbxDtfjRrtB9U_6cfvbPdxeF0/s1600/10849779_10152682519172917_2953625791294205097_n.jpg" height="400" width="300" /></a></div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
注意事項</h3>
<div>
<br /></div>
<div>
<ol>
<li>高壓電線附近因為感應, 不得架設</li>
<li>陰天或雨天會有雷擊, 不得架設</li>
<li>固定內部銅管時請勿用力鎖, 會造成銅管變形難拆</li>
<li>接地措施為必備, 避免產生靜電火花</li>
<li>防風防雷為必備措施</li>
</ol>
</div>
<div>
<br /></div>
<h3>
參考文件</h3>
<div>
<ol>
<li><a href="http://pa0fri.home.xs4all.nl/Ant/X510N/Diamond%20X510N%20modification.htm">http://pa0fri.home.xs4all.nl/Ant/X510N/Diamond%20X510N%20modification.htm</a> DIAMOND X510N MODIFICATION</li>
<li><a href="https://f8dfo.files.wordpress.com/2013/01/notice-x510n-diamond.pdf">https://f8dfo.files.wordpress.com/2013/01/notice-x510n-diamond.pdf</a> </li>
</ol>
</div>
<div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-56420127977415718572014-03-01T20:24:00.001+08:002014-03-01T20:25:39.333+08:00Troubleshooting the Networking.檢查流程<br />
<div>
Q1. 未知系統 IP / Netmask 與 Gateway</div>
<div>
A1. 使用 tcpdump 或 wireshark 截取 broadcast 與 multicast 封包 ,</div>
<div>
分析 IP Address 與 Netmask , 之後使用 broadcast ping 尋找 Gateway. </div>
<div>
<br /></div>
<div>
範例 :</div>
<div>
#tcpdump -i eth0</div>
<div>
10:00:00 arp who-has <span style="background-color: yellow;">192.168.1.2</span> tell 192.168.1.1</div>
<div>
10:00:01 arp reply <span style="background-color: yellow;">192.168.1.2 is-at 00:00:00:00:00:02</span></div>
<div>
#ifconfig eth0 192.168.1.3/24</div>
<div>
#ping -b 192.168.1.255</div>
<div>
<br /></div>
<div>
可定位空 IP , netmask , gateway .</div>
<div>
<br /></div>
<div>
Q2. 路由不確定</div>
<div>
A2. 使用 route add 和 ping 測 internet ip</div>
<div>
<br /></div>
<div>
範例 :</div>
<div>
#route add default gw 192.168.1.1</div>
<div>
#ping 8.8.8.8</div>
<div>
#route del default gw 192.168.1.1</div>
<div>
#route add default gw 192.168.1.2</div>
<div>
#ping 8.8.8.8</div>
<div>
<br /></div>
<div>
Q3. 可出但無法進來</div>
<div>
A3. 檢查 Router 或 Firewall 之 NAT 和保護規則.</div>
<div>
<br /></div>
<div>
Q4. 其他不明原因</div>
<div>
A4. 檢查網路卡是否啟用 , ARP Table 是否有收到 , <span style="background-color: yellow;">保存測試流程並將資訊傳送給管理人員</span>.<br />
<br />
範例 :<br />
#ifconfig -a<br />
#arp -a<br />
#ping 8.8.8.8<br />
#ping www.google.com</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-8589089848727377142014-02-13T23:05:00.002+08:002014-02-13T23:05:45.691+08:00CentOS and RHEL go "yum install" with DVD images1. Locate your DVD root directory .<br />
ex. /media/CentOS* , /media/RHEL*<br />
<br />
2. Create a symbolic link to /media/dvd_image<br />
ln -s /media/CentOS /media/dvd_image<br />
<br />
3. Edit /etc/yum.conf.d/dvd.repo , adding the following<br />
<br />
<pre style="font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;">[dvd]
name=dvd
baseurl=file:///media/dvd_image/Server
enabled=1
gpgcheck=0</pre>
<pre style="font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;">
</pre>
<pre style="font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;">4. Update yum database</pre>
<pre style="font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;">
</pre>
<pre style="font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;">yum update</pre>
<pre style="font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;">
</pre>
<pre style="font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;">5. Install packages needed</pre>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-70716243292992626282013-12-14T16:07:00.000+08:002013-12-14T16:07:02.914+08:00Avoiding Frustration for Adminsitrators<h3>
避免挫折感 - 基於事實</h3>
當問題發生的時候, 有哪些事情被動作, 哪些東西相關於系統這是非常重要的.<br />
<br />
一般人發生問題的處理流程如下 :<br />
<br />
1. 使用廣為人知解決方法 : 重置<br />
2. 尋求第二線技術支援<br />
3. 尋求第三線技術支援<br />
4. 退貨或要求追加<br />
5. 改用其他設備<br />
<br />
一部份人發生問題的處理流程如下 :<br />
<br />
1. 使用廣為人知解決方法 : 重置<br />
2. 收集相關資訊, 尋求第二線技術支援<br />
3. 重現問題, 尋求第三線技術支援<br />
4. 退貨或要求追加<br />
5. 改用其他設備<br />
<br />
少部份人發生問題的處理流程如下 :<br />
<br />
1. 收集當下相關資訊, 檢查可控制部份異動<br />
2. 改用其他可行之解決備案<br />
3. 重現問題, 尋求第二線技術支援<br />
4. 面對設備缺陷, 尋求改進方法, 退貨或要求追加<br />
5. 改用其他設備<br />
<br />
外星人發生問題的處理流程如下 :<br />
<br />
1. 檢查軟硬體發生當下資訊, 確認問題發生原因和緊急修復方法<br />
2. 更改軟硬體設計修正錯誤<br />
<br />
神發生問題的處理流程如下 :<br />
<br />
1. This is the future, not a bug.<br />
<br />
<h3>
避免挫折感 - 開個玩笑然後繼續進步</h3>
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/kESWOrBHdAk?feature=player_embedded' frameborder='0'></iframe></div>
<br />
會選擇以上影片有幾個含意 :<br />
<br />
1. 在計劃和應急管理內有緊急修復方法, 或是說逃生方法 ;<br />
<br />
很多單位沒有所謂的<b>餘裕度</b>的規劃, 變成頭痛醫頭、腳痛醫腳的現象 ;<br />
<br />
當然很多人說沒遇過就不用管那 0.1 % 機率, 或是那小小的進步.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div style="text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/N0zhdMwD2Z8?feature=player_embedded' frameborder='0'></iframe></div>
<br />
<br />
2. 講笑話可以釋放腦袋麻掉的狀況, 尤其在緊急狀況時, <br />
<br />
我們很在意失去, 但得到東西後一下子就在心中化作泡沫破掉.<br />
<br />
<h3>
避免挫折感 - 除專業化</h3>
<div>
技術的成熟度基於能廣泛被使用, 而需要特定設備、工具、環境才能達成,</div>
<div>
<br /></div>
<div>
代表該技術之不成熟; 若該技術成熟, 便可於該基石再發展;</div>
<div>
<br /></div>
<div>
而且可以避免困死人員在特定業務上, 能再彈性使用人員.</div>
<h3>
避免挫折感 - 為人而做</h3>
<div>
大量製造的工業革命已經兩百年了, 現在產業所生產 9 成均所謂的<b>奢侈品</b>,</div>
<div>
<br /></div>
<div>
有很強的針對性; 而看得到的進步會吸引顧客, 看不到的進步會改善效率.</div>
<div>
<br /></div>
<div>
但不要忘記改善人們的生活才是最終目的.</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-60209747775771595132013-10-08T23:57:00.000+08:002013-10-08T23:57:51.300+08:00安全的八大環節1. 透明 - 每個細節均可被檢視<br />
2. 紀錄 - 細節均有被用手或儀器存下來<br />
3. 重現 - 凡是發生過就會再發生<br />
4. 時間 - 最大的消耗成本<br />
5. 物體 - 定義影響安全的因素<br />
6. 回復 - 描述流程可逆不可逆性<br />
7. 分割 - 將複雜問題分割成多個次級問題<br />
8. 再生 - 強化以上前者Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-54937189317133109322013-10-05T01:26:00.000+08:002013-10-08T23:23:19.077+08:00The Fates and Monkeys , 菲特颱風來了<div style="text-align: center;">
原始版<br />
<br /></div>
<div style="text-align: center;">
過去者(fate)🙈(U+1F648), 不可見, 可耳聞口述</div>
<div style="text-align: center;">
現在者(happening)🙉(U+1F649), 不可聞, 可眼見口述</div>
<div style="text-align: center;">
未來者(debt)🙊(U+1F64A), 不可言, 可耳聞眼見</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcyReynXbVPRuqSVVQFbPQGS0m_iryFgO2SDJst3-sFDzFLrovfb8KCdifYCkHGuqxFYjJefHjmdBRLOeenZISD7rR1VfcZHT6CtYxK-fiUvAJw8-BuF1buLCcGuoZd5thALz35Ju5hLU/s1600/NikkoNoEvil4902.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="154" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcyReynXbVPRuqSVVQFbPQGS0m_iryFgO2SDJst3-sFDzFLrovfb8KCdifYCkHGuqxFYjJefHjmdBRLOeenZISD7rR1VfcZHT6CtYxK-fiUvAJw8-BuF1buLCcGuoZd5thALz35Ju5hLU/s320/NikkoNoEvil4902.jpg" width="320" /></a></div>
<br />
<div style="text-align: center;">
以上是字型測試, 如果正常應該看到有三隻猴子🙈<span style="background-color: white; font-family: undefined, sans-serif; font-size: 19px; line-height: 19.1875px;">🙉</span><span style="background-color: white; font-family: undefined, sans-serif; font-size: 19px; line-height: 19.1875px;">🙊</span>在上面.</div>
<br />
<div style="text-align: center;">
正常版</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjg5RCq-yb51dvInHczbS_AWxjFU1SfO3n6RWIKBBviCqdKDa7O3I4U3ZY0xB0zW-bI1eAR8D4zw1ssYGlAaXc0ewtEvV9vNyd4wYTMsi8Bq8ovtK42BOQoaSfCU4rV-aNHsUSyTyxAGk/s1600/%E8%9E%A2%E5%B9%95%E6%93%B7%E5%9C%96%E5%AD%98%E7%82%BA+2013-10-08+23:20:58.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjg5RCq-yb51dvInHczbS_AWxjFU1SfO3n6RWIKBBviCqdKDa7O3I4U3ZY0xB0zW-bI1eAR8D4zw1ssYGlAaXc0ewtEvV9vNyd4wYTMsi8Bq8ovtK42BOQoaSfCU4rV-aNHsUSyTyxAGk/s1600/%E8%9E%A2%E5%B9%95%E6%93%B7%E5%9C%96%E5%AD%98%E7%82%BA+2013-10-08+23:20:58.png" /></a></div>
<div style="text-align: center;">
<br /></div>
<br />
如果失敗的話請安裝 ttf-ancient-fonts<br />
<br />
Debian/Ubuntu :<br />
<blockquote class="tr_bq">
$sudo apt-get install ttf-ancient-fonts</blockquote>
Windows :<br />
<blockquote class="tr_bq">
到 <a href="http://users.teilar.gr/~g1951d/">http://users.teilar.gr/~g1951d/</a> 下載所有的 odf 和 ttf 檔並解壓縮到 \Windows\Fonts 目錄底下</blockquote>
詳細操作可以參考 <a href="https://webfont.arphic.com/index/wf_install_about.jsp">https://webfont.arphic.com/index/wf_install_about.jsp</a><br />
<br />
Ref : <a href="http://en.wikipedia.org/wiki/Three_wise_monkeys">http://en.wikipedia.org/wiki/Three_wise_monkeys</a>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-23604792236483794492013-10-04T01:20:00.004+08:002013-10-04T01:20:43.508+08:00區分電腦底下硬體<span style="font-size: x-large;">PCI</span> 底下有 <u>Vendor ID</u> , 最有名的應該是 8086 的 Intel<br />
<br />
<u>Device ID</u> 用於區分裝置晶片組<br />
<br />
Windows 底下到裝置管理員尋找<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuue3Wafycp6kR7H6DT-WXGEj-9I5qhosqJKidN7lhMdCMl0k8S8PHtgN6bLXC2tcDPCVsE7h_qpn1eyA7UnJj6Hr2pXvLEDEqHIsuEmak6GD_vJ5gbQv5kpONEOaBgeHiMzQYegKs_54/s1600/%25E8%259E%25A2%25E5%25B9%2595%25E6%2593%25B7%25E5%259C%2596%25E5%25AD%2598%25E7%2582%25BA+2013-10-04+00%253A57%253A48.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuue3Wafycp6kR7H6DT-WXGEj-9I5qhosqJKidN7lhMdCMl0k8S8PHtgN6bLXC2tcDPCVsE7h_qpn1eyA7UnJj6Hr2pXvLEDEqHIsuEmak6GD_vJ5gbQv5kpONEOaBgeHiMzQYegKs_54/s1600/%25E8%259E%25A2%25E5%25B9%2595%25E6%2593%25B7%25E5%259C%2596%25E5%25AD%2598%25E7%2582%25BA+2013-10-04+00%253A57%253A48.png" /></a></div>
<br />
<br />
Linux 底下就執行<br />
<blockquote class="tr_bq">
<blockquote class="tr_bq">
$ lspci -nn 00:00.0 Host bridge [0600]: Intel Corporation Mobile PM965/GM965/GL960 Memory Controller Hub [8086:2a00] (rev 03)</blockquote>
<blockquote class="tr_bq">
...</blockquote>
</blockquote>
<span style="font-size: x-large;">USB</span> 也有 Vendor ID (VID) 和 Product ID (PID)<br />
<br />
Windows 也是在同一個地方可以找到<br />
<br />
Linux 底下就執行<br />
<blockquote class="tr_bq">
<blockquote class="tr_bq">
$ lsusb </blockquote>
<blockquote class="tr_bq">
Bus 007 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub </blockquote>
</blockquote>
<blockquote class="tr_bq">
<blockquote class="tr_bq">
...</blockquote>
</blockquote>
<br />
所以對設備支援不清楚的話可以到以下網站<br />
<br />
<ul style="background-color: white; font-family: undefined, sans-serif; list-style-type: square;">
<li><span style="background-color: transparent;"><a href="http://www.microsoft.com/en-us/windows/compatibility/CompatCenter/Home?Language=en-US">Windows WHQL 檢查</a></span></li>
<li>Linux硬體相容性檢查<ul style="list-style-type: square;">
<li><a class="external text" href="http://kmuto.jp/debian/hcl/" rel="nofollow" style="background-color: transparent; padding: 0px !important; text-decoration: inherit !important;">Debian GNU/Linux device driver check page</a>, 在終端機模式下鍵入 lspci 然後將資料貼到該網頁可以得知是否支援</li>
<li><a class="external text" href="http://www.ubuntuhcl.org/" rel="nofollow" style="background-color: transparent; padding: 0px !important; text-decoration: inherit !important;">Ubuntu Linux Hardware Compatibility List</a>, debian 找不到的可以到 ubuntu 找找看</li>
<li><a class="external text" href="https://hardware.redhat.com/" rel="nofollow" style="background-color: transparent; padding: 0px !important; text-decoration: inherit !important;">Red Hat - Certified Hardware</a>, 通過 Red Hat 認證的硬體</li>
<li><a class="external text" href="http://www.linux-laptop.net/" rel="nofollow" style="background-color: transparent; padding: 0px !important; text-decoration: inherit !important;">Linux on Laptops</a>, 筆記本電腦的支援</li>
<li><a class="external text" href="http://www.openprinting.org/printer_list.cgi" rel="nofollow" style="background-color: transparent; padding: 0px !important; text-decoration: inherit !important;">OpenPrinting database - Printer Listings</a>, 印表機的支援</li>
</ul>
</li>
</ul>
或使用 <b>VEN 8086 DEV 2415</b> , <b>VID 1D6B PID 0002</b> 這類的搜尋來尋找驅動程式<br />
<br />
也可以到該設備官網尋找Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-70108392738083437462013-10-03T01:12:00.000+08:002013-10-03T01:12:00.514+08:00HomePlug AV 1.0 工具 - Faifa家裡如果有電力線網路的裝置, 在 Windows 介面底下會有 GUI 工具去偵測與分析, 在 Linux 底下同時也有工具使用, 使用方法如下 :<br />
<br />
安裝 Faifa 軟體<br />
<br />
Debian/Ubuntu :<br />
<blockquote class="tr_bq">
$sudo apt-get install faifa</blockquote>
RHEL/CentOS :<br />
<blockquote class="tr_bq">
$sudo yum install faifa</blockquote>
OpenWRT :<br />
<blockquote class="tr_bq">
#opkg install faifa</blockquote>
使用方法如下<br />
<blockquote class="tr_bq">
faifa -i <網路設備介面> -m</blockquote>
會看到以下畫面<br />
<blockquote class="tr_bq">
# faifa -i eth0.2 -m</blockquote>
<blockquote class="tr_bq">
Faifa for HomePlug AV (SVN revision 99)</blockquote>
<blockquote class="tr_bq">
Started receive thread</blockquote>
<blockquote class="tr_bq">
Supported HomePlug AV frames</blockquote>
<blockquote class="tr_bq">
<br /></blockquote>
<blockquote class="tr_bq">
type description</blockquote>
<blockquote class="tr_bq">
------ -----------</blockquote>
<blockquote class="tr_bq">
0x0014 Central Coordination Discover List Request</blockquote>
<blockquote class="tr_bq">
0x6020 Get Bridge Infos Request</blockquote>
<blockquote class="tr_bq">
0x6038 Get Network Infos Request</blockquote>
<blockquote class="tr_bq">
0x6048 Get Network Stats Request</blockquote>
<blockquote class="tr_bq">
0xA000 Get Device/SW Version Request</blockquote>
<blockquote class="tr_bq">
0xA004 Write MAC Memory Request</blockquote>
<blockquote class="tr_bq">
0xA008 Read MAC Memory Request</blockquote>
<blockquote class="tr_bq">
0xA00C Start MAC Request</blockquote>
<blockquote class="tr_bq">
0xA01C Reset Device Request</blockquote>
<blockquote class="tr_bq">
0xA020 Write Module Data Request</blockquote>
<blockquote class="tr_bq">
0xA024 Read Module Data Request</blockquote>
<blockquote class="tr_bq">
0xA02C Get Watchdog Report Request</blockquote>
<blockquote class="tr_bq">
0xA030 Get Link Statistics Request</blockquote>
<blockquote class="tr_bq">
0xA034 Sniffer Mode Request</blockquote>
<blockquote class="tr_bq">
0xA038 Network Info Request (Vendor-Specific)</blockquote>
<blockquote class="tr_bq">
0xA040 Check Points Request</blockquote>
<blockquote class="tr_bq">
0xA048 Loopback Request</blockquote>
<blockquote class="tr_bq">
0xA04C Loopback Status Request</blockquote>
<blockquote class="tr_bq">
0xA050 Set Encryption Key Request</blockquote>
<blockquote class="tr_bq">
0xA054 Get Manufacturing String Request</blockquote>
<blockquote class="tr_bq">
0xA058 Read Configuration Block Request</blockquote>
<blockquote class="tr_bq">
0xA068 Get Device Attributes Request</blockquote>
<blockquote class="tr_bq">
0xA06C Get Ethernet PHY Settings Request</blockquote>
<blockquote class="tr_bq">
0xA070 Get Tone Map Caracteristics Request</blockquote>
<blockquote class="tr_bq">
<br /></blockquote>
<blockquote class="tr_bq">
Supported HomePlug 1.0 frames</blockquote>
<blockquote class="tr_bq">
<br /></blockquote>
<blockquote class="tr_bq">
type description</blockquote>
<blockquote class="tr_bq">
------ -----------</blockquote>
<blockquote class="tr_bq">
0x0000 Channel Estimation Request</blockquote>
<blockquote class="tr_bq">
0x0004 Set Network Encryption Key Request</blockquote>
<blockquote class="tr_bq">
0x0007 Parameters and Statistics Request</blockquote>
<blockquote class="tr_bq">
0x0019 Set Local parameters Request</blockquote>
<blockquote class="tr_bq">
0x001D Set Local Overrides Request</blockquote>
<blockquote class="tr_bq">
<br /></blockquote>
<blockquote class="tr_bq">
Choose the frame type (Ctrl-C to exit): 0x</blockquote>
<blockquote class="tr_bq">
</blockquote>
因為 Powerline 設備是共用同一組實體線路, 所以如果同頻段的話會有干擾, 所以一般店家不建議混插設備, 很容易造成設備無法正確傳送資料.<br />
<blockquote class="tr_bq">
</blockquote>
<blockquote class="tr_bq">
</blockquote>
<blockquote class="tr_bq">
</blockquote>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-46105943499350146572013-09-25T22:48:00.002+08:002013-09-25T22:48:50.791+08:00Filter Model<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrBNIRiIfRFyDwF7BGCR2hTaB8E_S5w0Xpbl3OmuuXTEeX9Pzyx5FB5sKLGKUSsPC64k_L9Vu2P37jwz7b_TuZjjPlZwhpUaSUKa4RE9NVtRdWVBwEOlVAf_dFmN-6eRN2W-Ut92HOZkI/s1600/path2999-8.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrBNIRiIfRFyDwF7BGCR2hTaB8E_S5w0Xpbl3OmuuXTEeX9Pzyx5FB5sKLGKUSsPC64k_L9Vu2P37jwz7b_TuZjjPlZwhpUaSUKa4RE9NVtRdWVBwEOlVAf_dFmN-6eRN2W-Ut92HOZkI/s1600/path2999-8.png" /></a></div>
過濾模型的優缺點<br />
1.適合分析有明顯大小差異<br />
2.多近似於或為流體<br />
3.需有重力或是特定力量施於<br />
4.需有環境差異<br />
5.模型邊界需堅固<br />
6.數量需達到一定程度<br />
7.不適合特殊流體Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-86219257664370975992013-08-20T13:31:00.002+08:002013-08-20T13:31:30.358+08:00Crossover 50% discountFrom <a href="http://linuxtoy.org/archives/codeweavers-crossover-chinese-official-online-with-sale-activity.html">http://linuxtoy.org/archives/codeweavers-crossover-chinese-official-online-with-sale-activity.html</a><br />
<br />
<span style="font-family: undefined, sans-serif; font-size: 14px; line-height: 19.3125px;">2013 年 9 月 20 日之前購買 CrossOver , 輸入以下代碼 </span><span style="font-family: undefined, sans-serif;"><span style="font-size: 14px; line-height: 19.3125px;"><span style="color: red;">LUChina </span>, 就會有五折優惠 , 還有其他抽獎措施.</span></span>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-35167073262720195342013-03-13T23:15:00.001+08:002013-03-13T23:15:56.519+08:00新自然輸入法和新酷音最後一版的比較<br />
以下是無修正輸入<br />
<br />
A. 新酷音<br />
新酷音跟自然輸入法打起來哪一個比較順手<br />
比比看就知道<br />
<br />
詞庫數量新酷音剩<br />
不選字打字新酷音剩<br />
吃葡萄不吐葡萄皮<br />
倒吃葡萄土布出葡萄皮<br />
<br />
B. 新自然輸入法<br />
新褲音和自然輸入法打起來哪一個比較順手<br />
比比看就知道<br />
<br />
詞庫數量新褲音盛<br />
詞庫數量自然輸入法勝<br />
不選字打自新庫殷盛<br />
不選自打字自然輸入法勝<br />
<br />
吃葡萄不土葡萄皮<br />
到吃葡萄土不出葡萄皮<br />
<div>
<br /></div>
<div>
新酷音免 Facebook 連結 + E-mail 綁死...</div>
<div>
同時永久免費 :)</div>
<div>
<br /></div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-54886142044876258902011-06-03T00:03:00.002+08:002011-06-03T00:08:16.528+08:00修 Flash 會爆音的 bug關鍵字 : flash , 爆音 , 銳利聲 , Debian , Ubuntu , 64 位元<br />參考 : http://forums.debian.net/viewtopic.php?f=6&t=64174<br /><br />1. 抓 binary patch<br /><a href="http://bugs.debian.org/cgi-bin/bugreport.cgi?msg=15;filename=memcpy-10.3.162.29.bsdiff;att=2;bug=620901">http://bugs.debian.org/cgi-bin/bugreport.cgi?msg=15;filename=memcpy-10.3.162.29.bsdiff;att=2;bug=620901<br /></a><br />2. apt-get install <code>bsdiff<br /><br />3.</code><code>bspatch </code><code>/usr/lib/flashplugin-nonfree/</code><code>libflashplayer.so </code><code>/usr/lib/flashplugin-nonfree/</code><code>libflashplayer.so2 memcpy-10.3.162.29.bsdiff<br /><br />4. mv </code><code>/usr/lib/flashplugin-nonfree/</code><code>libflashplayer.so </code><code>/usr/lib/flashplugin-nonfree/</code><code>libflashplayer.so.old && mv </code><code>/usr/lib/flashplugin-nonfree/</code><code>libflashplayer.so2 </code><code>/usr/lib/flashplugin-nonfree/</code><code>libflashplayer.so<br /><br />5. 重開瀏覽器</code><code></code>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-65375075885595156012011-02-15T19:58:00.003+08:002011-02-15T20:10:07.145+08:00Facebook 與 Windows Live Messenger (MSN) 隱私權設定<blockquote><span style="font-weight: bold;">MSN</span><br />取自 http://hippopus-diary.blogspot.com/2010/08/windows-live-messengermsn.html<br /><br />1.登入windows live網頁<br />2.選擇 個人檔案-->隱私設定-->進階<br />3.點一下 個人檔案及搜尋 項目下的 基本資訊, 會出現三個子項目<br /> "自我介紹", "教育", "朋友清單"<br />4.設定能看到朋友清單的人為"僅自己"<br /></blockquote><span style="font-weight: bold;"></span><blockquote><span style="font-weight: bold;">Facebook</span> http://www.facebook.com/settings/?tab=privacy<br />1.將所有隱私權調到僅限朋友<br />2.設定你的隱私分享權限 > 應用程式、遊戲和網站 , 把不必要全拿掉<br />3.設定你的隱私分享權限 > 黑名單 , 不玩的應用程式進黑名單</blockquote>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-22787523923566248602011-02-15T19:56:00.001+08:002011-02-15T19:57:35.579+08:00google 網上論壇垃圾信解決方法解決方法<br />1. 登入 http://groups.google.com<br />2. 管理我的會員資格 > 邀請函授權設定 > 不允許群組管理員直接將我新增到他們的群組中<br /><br />剛剛殺了幾個垃圾信群組<br />這個功能大概<br />1/18 and 1/23 前後被亂用 , 剛剛看過的結果Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-69318596115203319352010-12-26T12:42:00.003+08:002010-12-26T12:54:44.288+08:00撐硬碟這個是讓有點壞,又不會太壞的硬碟可以再撐一陣子的方法。<br />此方法適用於 Debian 類的系統 (Ubuntu/Mint/...fsck -fcyv /dev/sd[a-z]<br /><blockquote>reboot<br />sudo apt-get install debsums<br />sudo debsums_init<br />sudo debsums -q<br /># 剩下的根據 debsums 報告產生的損壞套件,進行 apt-get reinstall<br /></blockquote>如果是 Red Hat , 可以使用<br /><blockquote>rpm -Va<br /></blockquote>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-17337868929907197572010-09-04T23:13:00.002+08:002010-12-19T18:13:10.725+08:00echofon 壞掉解決方法裝回舊版 1.9.6.4<br /><br />https://addons.mozilla.org/zh-TW/firefox/addon/5081/eula/88620<br /><br />記得別更新...<br /><br />更新: 1.9.7.3 運作正常...Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-9130859201611042024.post-35248620792298520052010-09-03T22:10:00.001+08:002010-09-03T22:13:41.571+08:00fix dpkg invalid character warning正常是不會碰到... 以下情形<br /><blockquote>warning, in file '/var/lib/dpkg/available' near line 88620 package 'virtualbox-3.1':<br />error in Version string '3.1.6-59338_Debian_lenny': invalid character in revision number<br />warning, in file '/var/lib/dpkg/available' near line 88642 package 'virtualbox-3.0':<br />error in Version string '3.0.12-54655_Debian_lenny': invalid character in revision number<br />warning, in file '/var/lib/dpkg/available' near line 91648 package 'virtualbox-2.2':<br />error in Version string '2.2.4-47978_Debian_lenny': invalid character in revision number<br />warning, in file '/var/lib/dpkg/available' near line 91759 package 'virtualbox-2.0':<br />error in Version string '2.0.6-39765_Debian_lenny': invalid character in revision number<br />warning, in file '/var/lib/dpkg/available' near line 91780 package 'virtualbox-2.1':<br />error in Version string '2.1.4-42893_Debian_lenny': invalid character in revision number<br /></blockquote><br />so<br />只要下 sudo dpkg --clear-avail<br />就解決該問題了...<br />but 看起來可能硬碟有點問題了Unknownnoreply@blogger.com0