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BlackHatKings: cryptographic speculation and investment
Posted by: MervinROX
Post time: June 13, 2019 at 22:44.

oracle – ORA-00742: Log reading detects write loss in sequence 42 of thread 1, block 78120

Thanking in advance, I am asking for help to solve a problem starting the Oracle database.
The database was working properly before rebooting, but after rebooting, it could not boot properly.
To solve this problem, I tried:

sqlplus / as sysdba
SQL> start force
ORACLE instance has started.

Total system global area 2147482944 bytes
Fixed size 9137472 bytes
Variable size 520093696 bytes
Database buffers 1610612736 bytes
Restore buffers 7639040 bytes
Mounted database.
ORA-01113: file 1 requires media recovery.
ORA-01110: Data file 1: /u02/oradata/CDB1/system01.dbf'


SQL> retrieve the data file & # 39; /u02/oradata/CDB1/system01.dbf'
ORA-00283: Recovery session canceled due to errors
ORA-00742: Log Reading Detects Lost Write in Block 421 of Thread 1 Sequence 1
ORA-00312: Journal 1 online journal 1: /u02/oradata/CDB1/redo01.log'

What steps can I take to make my database work properly?

Operating System: Oracle Linux 7.6, DBMS: Oracle DB 19c

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Amazon DoFollow Backlink DA94 PA 42 for $ 45

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Amazon is one of the largest websites in the world, and it is now possible to get a dofollow backlink.
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This will contain a long and short description of the site. As far as anchor text is concerned, only bare anchors are accepted, that is, I can only put the URL of the website. However, the content of the page for which you want to create the link will be treated in detail on the page. The URL will be dofollow.
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Should I improve the speed by scraping / modifying a Samsung Galaxy Player 4.2 YP-GI1 player?

I have an old Samsung Galaxy Player 4.2 YP-GI1 that hangs out and I'd like to use it as a media player or as a remote control. However, even after a factory reset, the device or the user interface reacts like a slug. There are some bloatware on it, some of which apparently can not be disabled.
Rooting and throwing something like the Ethereal ROM on it (as shown here: https://forum.xda-developers.com/showthread.php?t=1720457) will it dramatically improve its performance?

I ask because I tried SuperOneClick and it does not work. I guess it's not worth the time and effort needed if I can not expect a better performance. What are your thoughts?

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c # – How to access a texture inside a Vertex Shader. SharpDX 4.2

This is a continuation of the question found here:

vertex manipulation in shader instanced hlsl SHARPDX 4.2

Now that I've been able to change the vertex positions in a vertex shader via vertex links, I need to be able to undo unnecessary triangles / vertexes in the scene. To do this, I had several options:

Option 1: Create a ByteMap and send the data via a constant buffer inside a geometry shader. The ByteMap would not be composed of the same ByteMap that I send via the vertexShader. This would again consist of 0s and 1s, but each vertex WITHOUT the end of a block would be canceled in a Geometry shader, if that is even possible. I've tried this option and it failed because I do not know how to correctly send the byteMap through a constant buffer.

Option 2: Create a Texture1D and access Texture1D from VertexShader, then transfer the code into a Geometry shaometry if it works. I am currently trying this iteration but I am failing and I need help.

Here is what I've had so far:

THIS CODE CREATES TEXTURE1D with BYTEMAP.

                                                                                int totalWidth = SC_Globals.tinyChunkWidth * SC_Globals.tinyChunkHightight * SC_Globals.tinyChunkDepth * SC_Globals.numberFInstancesPerObjectInWidth * SC_Globals.numberO

Texture1DDescription desc = new Texture1DDescription ();
desc.Width = totalWidth;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = Format.B8G8R8A8_UNorm;
desc.Usage = ResourceUsage.Default;
desc.BindFlags = BindFlags.ShaderResource;
desc.CpuAccessFlags = CpuAccessFlags.None;
desc.OptionFlags = ResourceOptionFlags.None;

int[] byteMap = chunkdat.arrayOfSomeMap.SelectMany (a => a) .ToArray ();
byte[] arrayOfBytes = new byte[byteMap.Length];

for (int i = 0; i <byteMap.Length; i ++)
{
arrayOfBytes[i] = (byte) byteMap[i];
}

int rowPitch = 4 * desc.Width;
DataStream dataStream = new DataStream (rowPitch, true, true);
dataStream.WriteRange (arrayOfBytes, 0, arrayOfBytes.Length);
DataBox data = new DataBox (dataStream.DataPointer, rowPitch, rowPitch);

DataBox[] arrayOfBoxes = new DataBox[1];
arrayOfBoxes[0] = data;

Texture1D mapTexture = new Texture1D (device, description, arrayOfBoxes);

textureView = new ShaderResourceView (device, mapTexture);

Inside the Vertex Shader, I use this:

        int x = input.indexPos.x;
int y = input.indexPos.y;
int z = input.indexPos.z;

int currentIndex = x + (tinyChunkWidth * (y + (tinyChunkHeight * z)));

int mainX = input.instancePosition1.x% 4;
int mainY = input.instancePosition1.y% 4;
int mainZ = input.instancePosition1.z% 4;

int indexMain = mainX + mapWidth * (mainY + mapHeight * mainZ);
int indexTotal = (indexMain * 64) + (currentIndex);

float colordata = mapTexture[indexTotal]; // does not work
float colordata = mapTexture.Load (indexTotal); // does not work
  

I do not know why I can not get colorData from the texture inside the VertexShader. Can someone help?

Thank you,
neufkorn

EDIT:
It does not work either:
https://stackoverflow.com/questions/8514695/can-you-look-sample-a-texture-in-a-vertex-shader

These examples on the Microsoft website do not work either:
https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx-graphics-hlsl-to-samplelevel

I code in SharpDX 4.2 but I try to get answers from everywhere. I've tried tex2Dlod and it does not work either. tex1Dlod either.
https://forum.unity.com/threads/how-to-sample-a-texture-in-vertex-shader.513816/

Aperture – How to create a bokeh or macro on an E-M10 Mark II with a black EZ lens from 14 to 42 mm

So I got the E-M10 Mark II with a black EZ f3.5-5.6 EZ lens of 14 to 42 mm.

I do not know much about photography, well, in fact, almost nothing and I'm wondering about the following –

Is it possible to create beautiful bokeh and macro photos with this configuration?
I have tried to take many pictures (mostly on auto) but I have never had any bokeh and unfortunately it has never been able to properly focus on the items wholesale. plan. Even the macro does not fit, it just refuses to focus on close objects. I do not know why, I got much better results with my old iPhone 6.
I am very disappointed to have spent $ 600 and I still use my iPhone.

is it just misconfigured or do I have to do a "magic trick" to get bokeh and macros from this lens and this camera?

If it is possible, how can I do it? Sorry I am complete noob

Thank you

c # – manipulation of vertex in shader instanced hlsl SHARPDX 4.2

I'm using the same vertex shader and pixel shader for my instances. I send a ONE FLAT array containing all the instantiated block bytes that make up the terrain of the Minecraft cube. My goal is to make a phone call … nothing works. I am able to use an entry element that has the vertex-specific index stored in memory so that all vertex instances share the same index. It should be very easy after that to extract the 0 or 1 byte inside the array of flat blocks that contains all the data.

It should work. The indexes of the vertices are perfect. The indexes of instanced pieces are perfect …

What is the h *** not working? There is the impression that something is wrong in the matrix, because the bytes of songs are randomly restored on the screen of my computer. All I see is wrong. I filled all my structures to send to the shader and correctly filled the InputElements … ??? I've tried sending a dice array instead … Each matrix M11 through M44 contains the byte index and I send it as a table to the shader and BAM … nothing always works … doing it on the processor would be completely fine as I have already done a thousand times. I've been a hermit in front of my computer for days / weeks / months coding a dumb pitch and this would be my best for now. But it does not work.

Whether you are a hermit like me or not, help me please. TO ALL HERMITS encodings or not of this world. Please help

enter the description of the image here

add MatrixBuffer: register (b0)
{
float4x4 world;
view float4x4;
float4x4 proj;
};

cbuffer inData: register (b1)
{
int chunkMap[4096];
}

struct VertexInputType
{
position float4: POSITION;
float4 indexPos: POSITION1;
float4 instancePosition1: INSTANCEPOSITION1;
};

struct PixelInputType
{
position float4: SV_POSITION;
float4 color: COLOR;
};

float planeSize = 1;

static int mapWidth = 4;
static int mapHeight = 4;
static int mapDepth = 4;

static int tinyChunkWidth = 4;
static int tinyChunkHeight = 4;
static int tinyChunkDepth = 4;

IsTransparent bool (int xMain, int yMain, int zMain, x int, int y, int z)
{
int indexMain = xMain + mapWidth * (yMain + mapHeight * zMain);
int indexSec = x + tinyChunkWidth * (y + tinyChunkHeight * z);

if ((x <0) || (y <0) || (z < 0) || (x >= tinyChunkWidth) || (y> = tinyChunkHeight) || (z> = tinyChunkDepth)) returns true;
{
return chunkMap[(indexMain * 64) + indexSec] == 0;
}
}
PixelInputType TextureVertexShader (VertexInputType input)
{
PixelInputType output;

input.position.w = 1.0f;

int xMain = 0;
int yMain = 0;
int zMain = 0;



xMain = round (fmod ((input.instancePosition1.x * 10), mapWidth * tinyChunkWidth));
yMain = round (fmod ((input.instancePosition1.y * 10), mapHeight * tinyChunkHeight));
zMain = round (fmod ((input.instancePosition1.z * 10), mapDepth * tinyChunkDepth));

xMain = round (xMain / mapWidth);
yMain = round (yMain / mapHeight);
zMain = round (zMain / mapDepth);


int x = input.indexPos.x;
int y = input.indexPos.y;
int z = input.indexPos.z;

int indexMain = xMain + mapWidth * (yMain + mapHeight * zMain);

int indexSec = x + tinyChunkWidth * (y + tinyChunkHeight * z);

int currentByte = chunkMap[(indexMain * 64) + indexSec];

input.position.x + = input.instancePosition1.x;
input.position.y + = input.instancePosition1.y;
input.position.z + = input.instancePosition1.z;

output.position = mul (input.position, world);
output.position = mul (output.position, view);
output.position = mul (output.position, proj);

if (currentByte == 1)
{
output color = float4 (0,1,0,1);
return the exit;
}
other
{

output color = float4 (0,0,1,1);
return the exit;
}
}

Who said I was a coding hermit? Shut up.

This is my current result. And it does not make sense and I do not understand why …

enter the description of the image here

Seriously. What is going on. I'm sending a simple array to the GPU. Whatever padding I put, it should not really matter because there is only one element in the buffer structure. Is the GPU pipeline causing problems? Is it because the GPU randomly places data in the table, which makes no sense if it is? It is IMPOSSIBLE that the problem comes from my index of each vertex because I configure them BEFORE starting rendering, they are configured as a Vector4 input element with x, y, where z is the index position of the byte.

Or what I try is impossible? This should not be unless it is related to some great things the GPU does when instantiating objects. Or I'm just blind and I do not know what the f *** im coding.