<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-9130859201611042024</id><updated>2024-12-19T11:33:10.759+08:00</updated><category term="linux"/><category term="debian"/><category term="freeware"/><category term="talk"/><category term="python"/><category term="台東"/><category term="food"/><category term="modsecurity"/><category term="system"/><category term="timeline"/><category term="tw"/><category term="twemu"/><category term="垃圾信"/><category term="數學"/><category term="CentOS"/><category term="RHEL"/><category term="asm"/><category term="bike"/><category term="gentoo"/><category term="mcdonalds"/><category term="nasm"/><category term="pigeon"/><category term="rf"/><category term="starcraft"/><category term="tai-tung"/><category term="ubuntu"/><category term="學生"/><category term="排版"/><category term="機車"/><category term="水果"/><category term="美食"/><category term="貓"/><category term="鴿子"/><category term="麥當勞"/><title type='text'>DreamerC&#39;s Backyard - 沒有籬笆的後院</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='https://dreamerc.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default?start-index=26&amp;max-results=25'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>83</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-2207035767019747248</id><published>2018-05-12T19:57:00.002+08:00</published><updated>2019-01-05T14:23:15.558+08:00</updated><title type='text'>Docker 安裝流程</title><content type='html'>&lt;div class=&quot;tr_bq&quot;&gt;
Add default user to sudo group :&lt;/div&gt;
&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
su&lt;br /&gt;
apt -y install sudo&lt;br /&gt;
usermod -a -G sudo &quot;username&quot;&lt;username&gt;&lt;/username&gt;&lt;br /&gt;
logout&lt;br /&gt;
id&lt;/blockquote&gt;
&lt;username&gt;&lt;/username&gt;&lt;br /&gt;
&lt;br /&gt;
Docker Install :&lt;br /&gt;
&lt;br /&gt;
&lt;blockquote&gt;
sudo apt-get install -y \&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp;apt-transport-https \&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp;ca-certificates \&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp;curl \&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp;gnupg2 \&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp;software-properties-common&lt;br /&gt;
&lt;span style=&quot;white-space: pre;&quot;&gt; &lt;/span&gt;curl -fsSL https://download.docker.com/linux/debian/gpg | sudo apt-key add -&lt;br /&gt;
sudo add-apt-repository \&lt;br /&gt;
&lt;span style=&quot;white-space: pre;&quot;&gt; &lt;/span&gt; &quot;deb [arch=amd64] https://download.docker.com/linux/debian \&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp;$(lsb_release -cs) \&lt;br /&gt;
&lt;span style=&quot;white-space: pre;&quot;&gt; &lt;/span&gt; stable&quot;&lt;br /&gt;
sudo apt update -y&lt;br /&gt;
sudo apt install -y docker-ce&lt;br /&gt;
sudo usermod -a -G docker &quot;username&quot;&lt;username&gt;&lt;/username&gt;&lt;/blockquote&gt;
&lt;username&gt;&lt;/username&gt;</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2018/05/docker.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/2207035767019747248'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/2207035767019747248'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2018/05/docker.html' title='Docker 安裝流程'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-6873716907828448361</id><published>2018-04-30T09:53:00.000+08:00</published><updated>2018-04-30T09:53:41.131+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="linux"/><title type='text'>Linux 網路卡問題排錯 - IP</title><content type='html'>在 Linux/Unix 底下有幾個關於 IP 配置指令 :&lt;br /&gt;
&lt;br /&gt;
ifconfig - 一般用於配置 IP , Netmask&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
# ifconfig eth0 192.168.1.1/24&lt;br /&gt;
# ifconfig eth0&lt;br /&gt;
eth0: flags=4163&lt;up&gt; &amp;nbsp;mtu 1500&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; inet 192.168.1.1 &amp;nbsp;netmask 255.255.255.0 &amp;nbsp;broadcast 192.168.1.255&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; ether 00:50:b1:03:a1:00 &amp;nbsp;txqueuelen 1000 &amp;nbsp;(Ethernet)&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; RX packets 321985 &amp;nbsp;bytes 415032409 (395.8 MiB)&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; RX errors 0 &amp;nbsp;dropped 0 &amp;nbsp;overruns 0 &amp;nbsp;frame 0&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; TX packets 185822 &amp;nbsp;bytes 19749935 (18.8 MiB)&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; TX errors 0 &amp;nbsp;dropped 0 overruns 0 &amp;nbsp;carrier 0 &amp;nbsp;collisions 0&lt;/up&gt;&lt;/blockquote&gt;
&lt;div&gt;
route - 調整路由&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
# route&lt;br /&gt;
Kernel IP routing table&lt;br /&gt;
Destination &amp;nbsp; &amp;nbsp; Gateway &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Genmask &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Flags Metric Ref &amp;nbsp; &amp;nbsp;Use Iface&lt;br /&gt;
default &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 192.168.1.254 &amp;nbsp; 0.0.0.0 &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; UG &amp;nbsp; &amp;nbsp;100 &amp;nbsp; &amp;nbsp;0 &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0 eth0&lt;br /&gt;
192.168.1.0 &amp;nbsp; &amp;nbsp; 0.0.0.0 &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 255.255.255.0 &amp;nbsp; U &amp;nbsp; &amp;nbsp; 100 &amp;nbsp; &amp;nbsp;0 &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;0 eth0&lt;/blockquote&gt;
ip - 跟 ip 有關係的都可以透過此指令&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
# ip route show&lt;br /&gt;
default via 192.168.1.1 dev eth0 &amp;nbsp;proto static &amp;nbsp;metric 100&lt;br /&gt;
192.168.1.0/24 dev eth0 &amp;nbsp;proto kernel &amp;nbsp;scope link &amp;nbsp;src 192.168.1.1 &amp;nbsp;metric 100&lt;br /&gt;
# ip neigh show&lt;br /&gt;
192.168.1.254 dev eth0 lladdr&amp;nbsp;00:50:b1:03:a1:01&amp;nbsp;REACHABLE&lt;br /&gt;
# ip link show&lt;br /&gt;
1: lo: &lt;loopback&gt; mtu 65536 qdisc noqueue state UNKNOWN mode DEFAULT group default qlen 1&lt;br /&gt;&amp;nbsp; &amp;nbsp; link/loopback 00:00:00:00:00:00 brd 00:00:00:00:00:00&lt;br /&gt;2: eth0: &lt;broadcast&gt; mtu 1500 qdisc pfifo_fast state UP mode DEFAULT group default qlen 1000&lt;br /&gt;&amp;nbsp; &amp;nbsp; link/ether&amp;nbsp;00:50:b1:03:a1:00&amp;nbsp;brd ff:ff:ff:ff:ff:ff&lt;br /&gt;# ip rule show&lt;br /&gt;0:&lt;span class=&quot;Apple-tab-span&quot; style=&quot;white-space: pre;&quot;&gt; &lt;/span&gt;from all lookup local&lt;br /&gt;32766:&lt;span class=&quot;Apple-tab-span&quot; style=&quot;white-space: pre;&quot;&gt; &lt;/span&gt;from all lookup main&lt;br /&gt;32767:&lt;span class=&quot;Apple-tab-span&quot; style=&quot;white-space: pre;&quot;&gt; &lt;/span&gt;from all lookup default&lt;/broadcast&gt;&lt;/loopback&gt;&lt;/blockquote&gt;
&lt;/div&gt;
</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2018/04/linux-ip.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/6873716907828448361'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/6873716907828448361'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2018/04/linux-ip.html' title='Linux 網路卡問題排錯 - IP'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-2700375501691164191</id><published>2018-04-30T09:44:00.000+08:00</published><updated>2018-04-30T09:44:31.299+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="linux"/><title type='text'>Linux 網路卡問題排錯 - 實體層</title><content type='html'>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...)&lt;br /&gt;
# ethtool enp4s0f2&lt;br /&gt;
Settings for eth0:&lt;br /&gt;
&amp;nbsp;Supported ports: [ TP MII ]&lt;br /&gt;
&amp;nbsp;Supported link modes: &amp;nbsp; 10baseT/Half 10baseT/Full&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;100baseT/Half 100baseT/Full&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;1000baseT/Half 1000baseT/Full&lt;br /&gt;
&amp;nbsp;Supported pause frame use: No&lt;br /&gt;
&amp;nbsp;Supports auto-negotiation: Yes&lt;br /&gt;
&amp;nbsp;Advertised link modes: &amp;nbsp;10baseT/Half 10baseT/Full&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;100baseT/Half 100baseT/Full&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;1000baseT/Half 1000baseT/Full&lt;br /&gt;
&amp;nbsp;Advertised pause frame use: Symmetric Receive-only&lt;br /&gt;
&amp;nbsp;Advertised auto-negotiation: Yes&lt;br /&gt;
&amp;nbsp;Link partner advertised link modes: &amp;nbsp;10baseT/Half 10baseT/Full&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 100baseT/Half 100baseT/Full&lt;br /&gt;
&amp;nbsp;Link partner advertised pause frame use: Symmetric&lt;br /&gt;
&amp;nbsp;Link partner advertised auto-negotiation: Yes&lt;br /&gt;
&amp;nbsp;Speed: 100Mb/s&lt;br /&gt;
&amp;nbsp;Duplex: Full&lt;br /&gt;
&amp;nbsp;Port: MII&lt;br /&gt;
&amp;nbsp;PHYAD: 0&lt;br /&gt;
&amp;nbsp;Transceiver: internal&lt;br /&gt;
&amp;nbsp;Auto-negotiation: on&lt;br /&gt;
&amp;nbsp;Supports Wake-on: pumbg&lt;br /&gt;
&amp;nbsp;Wake-on: g&lt;br /&gt;
&amp;nbsp;Current message level: 0x00000033 (51)&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; drv probe ifdown ifup&lt;br /&gt;
&amp;nbsp;Link detected: yes&lt;br /&gt;
&lt;br /&gt;
mii-tool - 調整傳輸設定(定速, 更改 MAC, 更改允許速度)&lt;br /&gt;
&lt;br /&gt;
# mii-tool -v enp4s0f2&lt;br /&gt;
enp4s0f2: negotiated 1000baseT-HD flow-control, link ok&lt;br /&gt;
&amp;nbsp; product info: vendor 00:07:32, model 17 rev 5&lt;br /&gt;
&amp;nbsp; basic mode:&amp;nbsp; &amp;nbsp;autonegotiation enabled&lt;br /&gt;
&amp;nbsp; basic status: autonegotiation complete, link ok&lt;br /&gt;
&amp;nbsp; capabilities: 1000baseT-HD 1000baseT-FD 100baseTx-FD 100baseTx-HD 10baseT-FD 10baseT-HD&lt;br /&gt;
&amp;nbsp; advertising:&amp;nbsp; 1000baseT-HD 1000baseT-FD 100baseTx-FD 100baseTx-HD 10baseT-FD 10baseT-HD flow-control&lt;br /&gt;
&amp;nbsp; link partner: 1000baseT-HD 1000baseT-FD 100baseTx-FD 100baseTx-HD 10baseT-FD 10baseT-HD</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2018/04/linux.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/2700375501691164191'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/2700375501691164191'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2018/04/linux.html' title='Linux 網路卡問題排錯 - 實體層'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-4918059461478727066</id><published>2016-12-16T00:52:00.000+08:00</published><updated>2016-12-16T00:52:18.974+08:00</updated><title type='text'>2008 to 2016 網管系統的演進</title><content type='html'>大學教科書&amp;nbsp;Computer Networking : A Top-Down Approach , 這本已經出到第六版了 ; 有興趣的可以 Google &quot;computer networking a top-down approach&quot; 應該可以撿到 PDF .&lt;br /&gt;
&lt;br /&gt;
圍繞著幾個主題 :&lt;br /&gt;
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)&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
大致上是如此跟大家報告一下.</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2016/12/2008-to-2016.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/4918059461478727066'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/4918059461478727066'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2016/12/2008-to-2016.html' title='2008 to 2016 網管系統的演進'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-2172903577067086200</id><published>2016-08-19T15:15:00.001+08:00</published><updated>2016-08-19T15:15:38.854+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="linux"/><title type='text'>Linux Ethernet Bonding 配置流程 - 前言2 , 配置極限</title><content type='html'>配置極限的原因有以下幾個 :&lt;br /&gt;
&lt;br /&gt;
1. Hash : 會導致流量分配不均&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
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 .&lt;/blockquote&gt;
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.&lt;br /&gt;
&lt;br /&gt;
2. 介面速度 : 線路品質, 網卡效能與支援&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
請參考 &lt;a href=&quot;http://slideplayer.com/slide/1631536/&quot;&gt;Physical Layer – Transmission Media CS442.&lt;/a&gt;&lt;/blockquote&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
3. 交換機與路由器的支援, 鏈路的整體速度 : 延遲時間&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
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 .&lt;/blockquote&gt;
</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2016/08/linux-ethernet-bonding-2.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/2172903577067086200'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/2172903577067086200'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2016/08/linux-ethernet-bonding-2.html' title='Linux Ethernet Bonding 配置流程 - 前言2 , 配置極限'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-1379780948766489698</id><published>2016-08-05T22:43:00.003+08:00</published><updated>2016-08-05T22:47:38.786+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="debian"/><category scheme="http://www.blogger.com/atom/ns#" term="linux"/><title type='text'>新版 NVIDIA Optimus 啟用方法 (Intel + NVIDIA)</title><content type='html'>&lt;div class=&quot;tr_bq&quot;&gt;
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&lt;/div&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
# apt-get install&amp;nbsp;nvidia-driver&lt;/blockquote&gt;
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 .&lt;br /&gt;
3D 加速的支援也不同.&lt;br /&gt;
&lt;br /&gt;
所以我們還要安裝&amp;nbsp;NVIDIA Optimus support 的軟體&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
# apt-get install&amp;nbsp;bumblebee&amp;nbsp;bumblebee-nvidia&lt;/blockquote&gt;
再把使用者加入 bumblebee 的群組&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
# gpasswd -a &amp;lt;使用者名稱&amp;gt; bumblebee&amp;nbsp;&lt;/blockquote&gt;
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 ,&lt;br /&gt;
可以改善執行效能 , 可以避免遊戲反應遲鈍問題.&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
vblank_mode=0 optirun bash&lt;/blockquote&gt;
啟用前&lt;br /&gt;
&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
$ glxinfo&lt;br /&gt;
name of display: :0.0&lt;br /&gt;
display: :0 &amp;nbsp;screen: 0&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
&lt;span style=&quot;color: red;&quot;&gt;server glx vendor string: SGI&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;color: red;&quot;&gt;server glx version string: 1.4&lt;/span&gt;&lt;br /&gt;
server glx extensions:&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_create_context, GLX_ARB_create_context_profile,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_framebuffer_sRGB, GLX_ARB_multisample,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_fbconfig_packed_float, GLX_EXT_framebuffer_sRGB,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_swap_control&lt;br /&gt;
client glx vendor string: Mesa Project and SGI&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_create_context, GLX_ARB_create_context_profile,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_buffer_age, GLX_EXT_create_context_es2_profile,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_create_context_es_profile, GLX_EXT_fbconfig_packed_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_SGIX_visual_select_group, GLX_SGI_make_current_read,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_SGI_swap_control, GLX_SGI_video_sync&lt;br /&gt;
GLX version: 1.4&lt;br /&gt;
GLX extensions:&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_create_context, GLX_ARB_create_context_profile,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_buffer_age, GLX_EXT_create_context_es2_profile,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_create_context_es_profile, GLX_EXT_fbconfig_packed_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_SGIX_visual_select_group, GLX_SGI_make_current_read,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_SGI_swap_control, GLX_SGI_video_sync&lt;br /&gt;
Extended renderer info (GLX_MESA_query_renderer):&lt;br /&gt;
&lt;span style=&quot;color: red;&quot;&gt;&amp;nbsp; &amp;nbsp; Vendor: Intel Open Source Technology Center (0x8086)&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;color: red;&quot;&gt;&amp;nbsp; &amp;nbsp; Device: Mesa DRI Intel(R) Ivybridge Mobile &amp;nbsp;(0x166)&lt;/span&gt;&lt;br /&gt;
&amp;nbsp; &amp;nbsp; Version: 11.2.2&lt;br /&gt;
&amp;nbsp; &amp;nbsp; Accelerated: yes&lt;br /&gt;
&lt;span style=&quot;color: red;&quot;&gt;&amp;nbsp; &amp;nbsp; Video memory: 1536MB&lt;/span&gt;&lt;br /&gt;
&amp;nbsp; &amp;nbsp; Unified memory: yes&lt;br /&gt;
&amp;nbsp; &amp;nbsp; Preferred profile: core (0x1)&lt;br /&gt;
&amp;nbsp; &amp;nbsp; Max core profile version: 3.3&lt;br /&gt;
&amp;nbsp; &amp;nbsp; Max compat profile version: 3.0&lt;br /&gt;
&amp;nbsp; &amp;nbsp; Max GLES1 profile version: 1.1&lt;br /&gt;
&amp;nbsp; &amp;nbsp; Max GLES[23] profile version: 3.0&lt;br /&gt;
OpenGL vendor string: Intel Open Source Technology Center&lt;br /&gt;
OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile&lt;br /&gt;
OpenGL core profile version string: 3.3 (Core Profile) Mesa 11.2.2&lt;br /&gt;
OpenGL core profile shading language version string: 3.30&lt;br /&gt;
OpenGL core profile context flags: (none)&lt;br /&gt;
OpenGL core profile profile mask: core profile&lt;br /&gt;
OpenGL core profile extensions:&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_3DFX_texture_compression_FXT1, GL_AMD_conservative_depth,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_AMD_draw_buffers_blend, GL_AMD_performance_monitor,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_trinary_minmax,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_viewport_index,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_APPLE_object_purgeable, GL_ARB_ES2_compatibility,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays, GL_ARB_base_instance,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_blend_func_extended, GL_ARB_buffer_storage,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_debug_output,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_derivative_control,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_direct_state_access, GL_ARB_draw_buffers,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_draw_indirect, GL_ARB_draw_instanced,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_get_program_binary, GL_ARB_get_texture_sub_image,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_gpu_shader5, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_instanced_arrays, GL_ARB_internalformat_query,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_pixel_buffer_object, GL_ARB_point_sprite,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_program_interface_query, GL_ARB_provoking_vertex,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_separate_shader_objects, GL_ARB_shader_atomic_counters,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_bit_encoding, GL_ARB_shader_clock,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_draw_parameters, GL_ARB_shader_image_load_store,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_image_size, GL_ARB_shader_objects,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_sync, GL_ARB_tessellation_shader, GL_ARB_texture_barrier,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_buffer_range, GL_ARB_texture_compression_bptc,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map_array,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_float, GL_ARB_texture_gather,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_multisample,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_query_lod, GL_ARB_texture_rectangle, GL_ARB_texture_rg,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_storage,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_shader, GL_ARB_vertex_type_10f_11f_11f_rev,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ATI_blend_equation_separate, GL_ATI_texture_float, GL_EXT_abgr,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_blend_equation_separate, GL_EXT_draw_buffers2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_draw_instanced, GL_EXT_framebuffer_blit,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_framebuffer_sRGB, GL_EXT_packed_depth_stencil, GL_EXT_packed_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_pixel_buffer_object, GL_EXT_polygon_offset_clamp,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_provoking_vertex, GL_EXT_shader_integer_mix,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_shader_samples_identical, GL_EXT_texture_array,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_rgtc,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_compression_s3tc, GL_EXT_texture_filter_anisotropic,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_integer, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_vertex_array_bgra, GL_IBM_multimode_draw_arrays,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_INTEL_performance_query, GL_KHR_context_flush_control, GL_KHR_debug,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_MESA_pack_invert, GL_MESA_texture_signed_rgba,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_conditional_render, GL_NV_depth_clamp, GL_NV_packed_depth_stencil,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_texture_barrier, GL_OES_EGL_image, GL_OES_read_format, GL_S3_s3tc&lt;br /&gt;
OpenGL version string: 3.0 Mesa 11.2.2&lt;br /&gt;
OpenGL shading language version string: 1.30&lt;br /&gt;
OpenGL context flags: (none)&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_3DFX_texture_compression_FXT1, GL_AMD_conservative_depth,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_AMD_draw_buffers_blend, GL_AMD_performance_monitor,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_trinary_minmax,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_APPLE_object_purgeable, GL_APPLE_packed_pixels,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_APPLE_vertex_array_object, GL_ARB_ES2_compatibility,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_blend_func_extended, GL_ARB_buffer_storage,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_color_buffer_float, GL_ARB_compressed_texture_pixel_storage,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_debug_output,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_derivative_control, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_framebuffer_no_attachments, GL_ARB_framebuffer_object,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_framebuffer_sRGB, GL_ARB_get_program_binary,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_get_texture_sub_image, GL_ARB_half_float_pixel,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_half_float_vertex, GL_ARB_instanced_arrays,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_internalformat_query, GL_ARB_invalidate_subdata,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_program_interface_query, GL_ARB_provoking_vertex,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_separate_shader_objects, GL_ARB_shader_atomic_counters,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_bit_encoding, GL_ARB_shader_clock,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_draw_parameters, GL_ARB_shader_image_load_store,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_image_size, GL_ARB_shader_objects,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_storage_buffer_object, GL_ARB_shader_texture_image_samples,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_texture_lod, GL_ARB_shading_language_100,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shadow, GL_ARB_sync, GL_ARB_texture_barrier,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_border_clamp, GL_ARB_texture_compression,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_env_add, GL_ARB_texture_env_combine,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_float, GL_ARB_texture_gather,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_query_levels, GL_ARB_texture_query_lod,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_storage, GL_ARB_texture_storage_multisample,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_swizzle, GL_ARB_texture_view, GL_ARB_timer_query,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_transform_feedback2, GL_ARB_transform_feedback3,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_transform_feedback_instanced, GL_ARB_transpose_matrix,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_window_pos, GL_ATI_blend_equation_separate, GL_ATI_draw_buffers,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ATI_separate_stencil, GL_ATI_texture_env_combine3,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ATI_texture_float, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_copy_texture, GL_EXT_draw_buffers2, GL_EXT_draw_instanced,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_polygon_offset, GL_EXT_polygon_offset_clamp,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_separate_specular_color, GL_EXT_shader_integer_mix,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_shader_samples_identical, GL_EXT_shadow_funcs,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_subtexture,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture, GL_EXT_texture3D, GL_EXT_texture_array,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_rgtc,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_texture_rectangle,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_INTEL_performance_query, GL_KHR_context_flush_control, GL_KHR_debug,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_MESA_pack_invert, GL_MESA_texture_signed_rgba, GL_MESA_window_pos,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_blend_square, GL_NV_conditional_render, GL_NV_depth_clamp,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_light_max_exponent, GL_NV_packed_depth_stencil,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_texture_env_combine4, GL_NV_texture_rectangle, GL_OES_EGL_image,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_OES_read_format, GL_S3_s3tc, GL_SGIS_generate_mipmap,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays&lt;br /&gt;
OpenGL ES profile version string: OpenGL ES 3.0 Mesa 11.2.2&lt;br /&gt;
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.00&lt;br /&gt;
OpenGL ES profile extensions:&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_APPLE_texture_max_level, GL_EXT_blend_func_extended,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_blend_minmax, GL_EXT_color_buffer_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_discard_framebuffer, GL_EXT_draw_buffers,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_draw_elements_base_vertex, GL_EXT_map_buffer_range,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_multi_draw_arrays, GL_EXT_read_format_bgra,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_separate_shader_objects, GL_EXT_shader_integer_mix,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_compression_dxt1, GL_EXT_texture_filter_anisotropic,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_format_BGRA8888, GL_EXT_texture_rg,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_type_2_10_10_10_REV, GL_EXT_unpack_subimage,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_INTEL_performance_query, GL_KHR_context_flush_control, GL_KHR_debug,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_draw_buffers, GL_NV_fbo_color_attachments, GL_NV_read_buffer,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_read_depth, GL_NV_read_depth_stencil, GL_NV_read_stencil,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_OES_EGL_image, GL_OES_EGL_image_external, GL_OES_EGL_sync,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_OES_compressed_ETC1_RGB8_texture, GL_OES_depth24, GL_OES_depth_texture,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_OES_depth_texture_cube_map, GL_OES_draw_elements_base_vertex,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_OES_element_index_uint, GL_OES_fbo_render_mipmap,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_OES_get_program_binary, GL_OES_mapbuffer, GL_OES_packed_depth_stencil,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_OES_rgb8_rgba8, GL_OES_standard_derivatives, GL_OES_stencil8,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_OES_surfaceless_context, GL_OES_texture_3D, GL_OES_texture_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_OES_texture_float_linear, GL_OES_texture_half_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_OES_texture_half_float_linear, GL_OES_texture_npot,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_OES_vertex_array_object&lt;br /&gt;
&lt;span style=&quot;color: red;&quot;&gt;40 GLX Visuals&lt;/span&gt;&lt;br /&gt;
&amp;nbsp; &amp;nbsp; visual &amp;nbsp;x &amp;nbsp; bf lv rg d st &amp;nbsp;colorbuffer &amp;nbsp;sr ax dp st accumbuffer &amp;nbsp;ms &amp;nbsp;cav&lt;br /&gt;
&amp;nbsp; id dep cl sp &amp;nbsp;sz l &amp;nbsp;ci b ro &amp;nbsp;r &amp;nbsp;g &amp;nbsp;b &amp;nbsp;a F gb bf th cl &amp;nbsp;r &amp;nbsp;g &amp;nbsp;b &amp;nbsp;a ns b eat&lt;br /&gt;
----------------------------------------------------------------------------&lt;br /&gt;
...&lt;br /&gt;
&lt;span style=&quot;color: red;&quot;&gt;64 GLXFBConfigs:&lt;/span&gt;&lt;br /&gt;
&amp;nbsp; &amp;nbsp; visual &amp;nbsp;x &amp;nbsp; bf lv rg d st &amp;nbsp;colorbuffer &amp;nbsp;sr ax dp st accumbuffer &amp;nbsp;ms &amp;nbsp;cav&lt;br /&gt;
&amp;nbsp; id dep cl sp &amp;nbsp;sz l &amp;nbsp;ci b ro &amp;nbsp;r &amp;nbsp;g &amp;nbsp;b &amp;nbsp;a F gb bf th cl &amp;nbsp;r &amp;nbsp;g &amp;nbsp;b &amp;nbsp;a ns b eat&lt;br /&gt;
----------------------------------------------------------------------------&lt;br /&gt;
...&lt;/blockquote&gt;
&lt;br /&gt;
啟用後&lt;br /&gt;
&lt;br /&gt;
&lt;blockquote&gt;
$ glxinfo&lt;br /&gt;
name of display: :0.0&lt;br /&gt;
ATTENTION: default value of option vblank_mode overridden by environment.&lt;br /&gt;
ATTENTION: default value of option vblank_mode overridden by environment.&lt;br /&gt;
display: :0 &amp;nbsp;screen: 0&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
&lt;span style=&quot;color: red;&quot;&gt;server glx vendor string: NVIDIA Corporation&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;color: red;&quot;&gt;server glx version string: 1.4&lt;/span&gt;&lt;br /&gt;
server glx extensions:&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_context_flush_control, GLX_ARB_create_context,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_create_context_profile, GLX_ARB_create_context_robustness,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_fbconfig_float, GLX_ARB_multisample, GLX_EXT_buffer_age,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_framebuffer_sRGB, GLX_EXT_stereo_tree, GLX_EXT_swap_control,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_swap_control_tear, GLX_EXT_texture_from_pixmap,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_NV_copy_image,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_NV_delay_before_swap, GLX_NV_float_buffer,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_NV_multisample_coverage, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_SGI_swap_control, GLX_SGI_video_sync&lt;br /&gt;
client glx vendor string: primus&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_create_context, GLX_ARB_create_context_profile,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_get_proc_address&lt;br /&gt;
GLX version: 1.4&lt;br /&gt;
GLX extensions:&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_create_context, GLX_ARB_create_context_profile,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GLX_ARB_get_proc_address&lt;br /&gt;
&lt;span style=&quot;color: red;&quot;&gt;OpenGL vendor string: NVIDIA Corporation&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;color: red;&quot;&gt;OpenGL renderer string: GeForce GT 720M/PCIe/SSE2&lt;/span&gt;&lt;br /&gt;
OpenGL core profile version string: 4.5.0 NVIDIA 352.79&lt;br /&gt;
OpenGL core profile shading language version string: 4.50 NVIDIA&lt;br /&gt;
OpenGL core profile context flags: (none)&lt;br /&gt;
OpenGL core profile profile mask: core profile&lt;br /&gt;
OpenGL core profile extensions:&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_AMD_multi_draw_indirect, GL_ARB_ES2_compatibility,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_ES3_1_compatibility, GL_ARB_ES3_compatibility,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_blend_func_extended,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clear_texture,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_clip_control, GL_ARB_color_buffer_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_compute_variable_group_size, GL_ARB_conditional_render_inverted,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_cull_distance, GL_ARB_debug_output, GL_ARB_depth_buffer_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_derivative_control,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_direct_state_access, GL_ARB_draw_buffers,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_geometry_shader4, GL_ARB_get_program_binary,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_get_texture_sub_image, GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_indirect_parameters, GL_ARB_instanced_arrays,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_internalformat_query, GL_ARB_internalformat_query2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_program_interface_query, GL_ARB_provoking_vertex,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_seamless_cube_map, GL_ARB_separate_shader_objects,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_image_load_store, GL_ARB_shader_image_size,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_objects, GL_ARB_shader_precision,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shading_language_100, GL_ARB_shading_language_420pack,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shading_language_include, GL_ARB_shading_language_packing,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shadow, GL_ARB_sparse_buffer, GL_ARB_sparse_texture,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_barrier, GL_ARB_texture_border_clamp,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_buffer_range, GL_ARB_texture_compression,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_env_add, GL_ARB_texture_env_combine,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_float, GL_ARB_texture_gather,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_query_levels, GL_ARB_texture_query_lod,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_stencil8, GL_ARB_texture_storage,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_transform_feedback_overflow_query, GL_ARB_transpose_matrix,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_program, GL_ARB_vertex_shader,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ATI_texture_float, GL_ATI_texture_mirror_once,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXTX_framebuffer_mixed_formats, GL_EXT_Cg_shader, GL_EXT_abgr,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_depth_bounds_test, GL_EXT_direct_state_access,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_import_sync_object, GL_EXT_multi_draw_arrays,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_polygon_offset_clamp, GL_EXT_provoking_vertex,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_rescale_normal, GL_EXT_secondary_color,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_separate_shader_objects, GL_EXT_separate_specular_color,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_env_add, GL_EXT_texture_env_combine,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_sRGB,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_transform_feedback2, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_vertex_attrib_64bit, GL_EXT_x11_sync_object, GL_IBM_rasterpos_clip,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_IBM_texture_mirrored_repeat, GL_KHR_blend_equation_advanced,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_KHR_context_flush_control, GL_KHR_debug,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_KHR_robust_buffer_access_behavior, GL_KHR_robustness,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_KTX_buffer_region, GL_NVX_conditional_render, GL_NVX_gpu_memory_info,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_ES1_1_compatibility, GL_NV_ES3_1_compatibility,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_bindless_multi_draw_indirect,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_bindless_multi_draw_indirect_count, GL_NV_blend_equation_advanced,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_blend_square, GL_NV_command_list, GL_NV_compute_program5,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_depth_buffer_float, GL_NV_depth_clamp, GL_NV_draw_texture,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_explicit_multisample, GL_NV_fence, GL_NV_float_buffer,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_fog_distance, GL_NV_fragment_program, GL_NV_fragment_program2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_fragment_program_option, GL_NV_framebuffer_multisample_coverage,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_geometry_shader4, GL_NV_gpu_program4, GL_NV_gpu_program4_1,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_gpu_program5, GL_NV_gpu_program5_mem_extended,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, GL_NV_half_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_internalformat_sample_query, GL_NV_light_max_exponent,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_multisample_coverage, GL_NV_multisample_filter_hint,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_occlusion_query, GL_NV_packed_depth_stencil,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_parameter_buffer_object, GL_NV_parameter_buffer_object2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_path_rendering, GL_NV_pixel_data_range, GL_NV_point_sprite,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_primitive_restart, GL_NV_register_combiners,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_register_combiners2, GL_NV_shader_atomic_counters,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_shader_atomic_float, GL_NV_shader_buffer_load,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_shader_storage_buffer_object, GL_NV_shader_thread_group,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_texgen_reflection, GL_NV_texture_barrier,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_transform_feedback2, GL_NV_uniform_buffer_unified_memory,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_vdpau_interop, GL_NV_vertex_array_range, GL_NV_vertex_array_range2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_vertex_attrib_integer_64bit, GL_NV_vertex_buffer_unified_memory,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_NV_vertex_program2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_vertex_program2_option, GL_NV_vertex_program3, GL_S3_s3tc,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_SGIX_shadow, GL_SUN_slice_accum&lt;br /&gt;
OpenGL version string: 4.5.0 NVIDIA 352.79&lt;br /&gt;
OpenGL shading language version string: 4.50 NVIDIA&lt;br /&gt;
OpenGL context flags: (none)&lt;br /&gt;
OpenGL profile mask: (none)&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_AMD_multi_draw_indirect, GL_ARB_ES2_compatibility,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_ES3_1_compatibility, GL_ARB_ES3_compatibility,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_blend_func_extended,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clear_texture,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_clip_control, GL_ARB_color_buffer_float, GL_ARB_compatibility,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_compute_variable_group_size, GL_ARB_conditional_render_inverted,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_cull_distance, GL_ARB_debug_output, GL_ARB_depth_buffer_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_derivative_control,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_direct_state_access, GL_ARB_draw_buffers,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_geometry_shader4, GL_ARB_get_program_binary,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_get_texture_sub_image, GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_indirect_parameters, GL_ARB_instanced_arrays,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_internalformat_query, GL_ARB_internalformat_query2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_program_interface_query, GL_ARB_provoking_vertex,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_seamless_cube_map, GL_ARB_separate_shader_objects,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_image_load_store, GL_ARB_shader_image_size,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_objects, GL_ARB_shader_precision,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shading_language_100, GL_ARB_shading_language_420pack,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shading_language_include, GL_ARB_shading_language_packing,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_shadow, GL_ARB_sparse_buffer, GL_ARB_sparse_texture,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_barrier, GL_ARB_texture_border_clamp,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_buffer_range, GL_ARB_texture_compression,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_env_add, GL_ARB_texture_env_combine,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_float, GL_ARB_texture_gather,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_query_levels, GL_ARB_texture_query_lod,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_stencil8, GL_ARB_texture_storage,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_transform_feedback_overflow_query, GL_ARB_transpose_matrix,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_program, GL_ARB_vertex_shader,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_ATI_texture_float, GL_ATI_texture_mirror_once,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXTX_framebuffer_mixed_formats, GL_EXT_Cg_shader, GL_EXT_abgr,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_depth_bounds_test, GL_EXT_direct_state_access,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_import_sync_object, GL_EXT_multi_draw_arrays,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_polygon_offset_clamp, GL_EXT_provoking_vertex,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_rescale_normal, GL_EXT_secondary_color,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_separate_shader_objects, GL_EXT_separate_specular_color,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_env_add, GL_EXT_texture_env_combine,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_sRGB,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_transform_feedback2, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_EXT_vertex_attrib_64bit, GL_EXT_x11_sync_object, GL_IBM_rasterpos_clip,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_IBM_texture_mirrored_repeat, GL_KHR_blend_equation_advanced,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_KHR_context_flush_control, GL_KHR_debug,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_KHR_robust_buffer_access_behavior, GL_KHR_robustness,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_KTX_buffer_region, GL_NVX_conditional_render, GL_NVX_gpu_memory_info,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_ES1_1_compatibility, GL_NV_ES3_1_compatibility,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_bindless_multi_draw_indirect,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_bindless_multi_draw_indirect_count, GL_NV_blend_equation_advanced,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_blend_square, GL_NV_command_list, GL_NV_compute_program5,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_depth_buffer_float, GL_NV_depth_clamp, GL_NV_draw_texture,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_explicit_multisample, GL_NV_fence, GL_NV_float_buffer,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_fog_distance, GL_NV_fragment_program, GL_NV_fragment_program2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_fragment_program_option, GL_NV_framebuffer_multisample_coverage,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_geometry_shader4, GL_NV_gpu_program4, GL_NV_gpu_program4_1,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_gpu_program5, GL_NV_gpu_program5_mem_extended,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, GL_NV_half_float,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_internalformat_sample_query, GL_NV_light_max_exponent,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_multisample_coverage, GL_NV_multisample_filter_hint,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_occlusion_query, GL_NV_packed_depth_stencil,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_parameter_buffer_object, GL_NV_parameter_buffer_object2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_path_rendering, GL_NV_pixel_data_range, GL_NV_point_sprite,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_primitive_restart, GL_NV_register_combiners,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_register_combiners2, GL_NV_shader_atomic_counters,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_shader_atomic_float, GL_NV_shader_buffer_load,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_shader_storage_buffer_object, GL_NV_shader_thread_group,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_texgen_reflection, GL_NV_texture_barrier,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_transform_feedback2, GL_NV_uniform_buffer_unified_memory,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_vdpau_interop, GL_NV_vertex_array_range, GL_NV_vertex_array_range2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_vertex_attrib_integer_64bit, GL_NV_vertex_buffer_unified_memory,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_NV_vertex_program2,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_NV_vertex_program2_option, GL_NV_vertex_program3, GL_S3_s3tc,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture,&lt;br /&gt;
&amp;nbsp; &amp;nbsp; GL_SGIX_shadow, GL_SUN_slice_accum&lt;br /&gt;
&lt;span style=&quot;color: red;&quot;&gt;40 GLX Visuals&lt;/span&gt;&lt;br /&gt;
&amp;nbsp; &amp;nbsp; visual &amp;nbsp;x &amp;nbsp; bf lv rg d st &amp;nbsp;colorbuffer &amp;nbsp;sr ax dp st accumbuffer &amp;nbsp;ms &amp;nbsp;cav&lt;br /&gt;
&amp;nbsp; id dep cl sp &amp;nbsp;sz l &amp;nbsp;ci b ro &amp;nbsp;r &amp;nbsp;g &amp;nbsp;b &amp;nbsp;a F gb bf th cl &amp;nbsp;r &amp;nbsp;g &amp;nbsp;b &amp;nbsp;a ns b eat&lt;br /&gt;
----------------------------------------------------------------------------&lt;br /&gt;
...&lt;br /&gt;
&lt;span style=&quot;color: red;&quot;&gt;311 GLXFBConfigs:&lt;/span&gt;&lt;br /&gt;
&amp;nbsp; &amp;nbsp; visual &amp;nbsp;x &amp;nbsp; bf lv rg d st &amp;nbsp;colorbuffer &amp;nbsp;sr ax dp st accumbuffer &amp;nbsp;ms &amp;nbsp;cav&lt;br /&gt;
&amp;nbsp; id dep cl sp &amp;nbsp;sz l &amp;nbsp;ci b ro &amp;nbsp;r &amp;nbsp;g &amp;nbsp;b &amp;nbsp;a F gb bf th cl &amp;nbsp;r &amp;nbsp;g &amp;nbsp;b &amp;nbsp;a ns b eat&lt;br /&gt;
----------------------------------------------------------------------------&lt;br /&gt;
...&lt;/blockquote&gt;
</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2016/08/nvidia-optimus-intel-nvidia.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/1379780948766489698'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/1379780948766489698'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2016/08/nvidia-optimus-intel-nvidia.html' title='新版 NVIDIA Optimus 啟用方法 (Intel + NVIDIA)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-1300935634051810961</id><published>2016-08-04T01:40:00.000+08:00</published><updated>2016-08-04T01:40:33.571+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="linux"/><title type='text'>Linux Ethernet Bonding 配置流程 - 前言 , 模式與Hash</title><content type='html'>&lt;h3&gt;
前言&lt;/h3&gt;
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 .&lt;br /&gt;
根據&amp;nbsp;&lt;a href=&quot;https://www.kernel.org/doc/Documentation/networking/bonding.txt&quot;&gt;Linux Ethernet Bonding Driver HOWTO&lt;/a&gt;&amp;nbsp;上的說明, 有以下幾種模式 :&lt;br /&gt;
&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;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 .&lt;/li&gt;
&lt;li&gt;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 .&lt;/li&gt;
&lt;li&gt;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 .&lt;/li&gt;
&lt;li&gt;Broadcast (mode 3) , 此時會將流量同時從多的介面廣播出去 .&lt;/li&gt;
&lt;li&gt;802.3ad , LACP , Dynamic LAG (mode 4) , 動態鏈路聚合模式 ,&amp;nbsp;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&amp;nbsp;Hash 將流量導入不同介面 .&amp;nbsp;用此功能時需注意 ,&amp;nbsp;介面的速率與多工模式需相同 , 上限最多為 8 個介面 .&lt;/li&gt;
&lt;li&gt;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 .&lt;/li&gt;
&lt;li&gt;balance-alb (mode 6) , 透過 MAC 與 ARP 的複寫將進出流量導至不同介面.&lt;/li&gt;
&lt;/ol&gt;
&lt;div&gt;
Hash (xmit_hash_policy) 的方法有以下幾種 :&lt;/div&gt;
&lt;div&gt;
&lt;ol&gt;
&lt;li&gt;Layer2 : Source MAC XOR Destination MAC XOR Packet type ID slave number&lt;/li&gt;
&lt;li&gt;Layer2+3 : 做完 Layer2 Hash 之後再 XOR Source IP XOR Destination IP&lt;/li&gt;
&lt;li&gt;Layer3+4 : Source Port OR Destination Port , 再 XOR&amp;nbsp;Source IP XOR Destination IP&lt;/li&gt;
&lt;li&gt;Encap2+3 &amp;amp;&amp;nbsp;Encap3+4&amp;nbsp;: 類似之前兩種但是提供給有額外封裝使用.&lt;/li&gt;
&lt;/ol&gt;
&lt;div&gt;
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 .&lt;/div&gt;
&lt;/div&gt;
&lt;div&gt;
LACP 則建議要到 3.4 以後版本再使用, 在之前有 RX Drop 的 Bug .&lt;/div&gt;
</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2016/08/linux-ethernet-bonding-hash.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/1300935634051810961'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/1300935634051810961'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2016/08/linux-ethernet-bonding-hash.html' title='Linux Ethernet Bonding 配置流程 - 前言 , 模式與Hash'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-8531653881601405040</id><published>2016-07-30T20:17:00.000+08:00</published><updated>2016-08-03T21:54:07.648+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="debian"/><category scheme="http://www.blogger.com/atom/ns#" term="linux"/><category scheme="http://www.blogger.com/atom/ns#" term="starcraft"/><title type='text'>Install Starcraft 2 , Lecacy of the void on Debian Linux</title><content type='html'>Requirement :&lt;br /&gt;
Enable 3D and ATI/nVidia Driver in XWindow&lt;br /&gt;
&lt;br /&gt;
1. Check the WineHQ &amp;gt; Starcraft 2&lt;br /&gt;
&lt;a href=&quot;https://appdb.winehq.org/objectManager.php?sClass=version&amp;amp;iId=20882&quot;&gt;https://appdb.winehq.org/objectManager.php?sClass=version&amp;amp;iId=20882&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
2. Install Wine and Winetricks&lt;br /&gt;
Debian/Ubuntu : apt-get install winetricks wine-development&lt;br /&gt;
&lt;br /&gt;
3. Run Winetricks and Install Visual C++ Redistributable Package 2015&lt;br /&gt;
Debian/Ubuntu : winetricks vcrun2015&lt;br /&gt;
&lt;br /&gt;
4. Bypass Bug&lt;br /&gt;
Debian/Ubuntu : winecfg-development&lt;br /&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh45NReZvgMdPWhD8UBQ8ZFHz42nLTkjkbzboFxPKa34-gIrbkX_xdmhJ_S-IgpE3z9dDlfQmQ4GeY4HmSAJS4vWAiYxDYJ23zVRNj5_C4SgMNk71vim-gXLWOr6O_O0SkKGDdq-D1mDaU/s1600/winecfg1.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh45NReZvgMdPWhD8UBQ8ZFHz42nLTkjkbzboFxPKa34-gIrbkX_xdmhJ_S-IgpE3z9dDlfQmQ4GeY4HmSAJS4vWAiYxDYJ23zVRNj5_C4SgMNk71vim-gXLWOr6O_O0SkKGDdq-D1mDaU/s320/winecfg1.png&quot; width=&quot;298&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
Select Windows XP Mode&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjBKCXyR5V9v_qq5hguu465XP3fuFwm2TFA9p-Zwq3epmJ5qAf1Zm6Eg_w2GvmrCwoFWSqDQahy6zPAjAW3-NMtO9VC6iS8QaMQ6qlaGypgMYjS3rfA5gz-DeqhrtHp5HkicXFYLS6AAo/s1600/winecfg2.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjBKCXyR5V9v_qq5hguu465XP3fuFwm2TFA9p-Zwq3epmJ5qAf1Zm6Eg_w2GvmrCwoFWSqDQahy6zPAjAW3-NMtO9VC6iS8QaMQ6qlaGypgMYjS3rfA5gz-DeqhrtHp5HkicXFYLS6AAo/s320/winecfg2.png&quot; width=&quot;298&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
Add&amp;nbsp;&lt;b&gt;api-ms-win-crt-runtime-l1-1-0&lt;/b&gt;&lt;/div&gt;
Add&amp;nbsp;&lt;b&gt;api-ms-win-crt-stdio-l1-1-0&lt;/b&gt;&lt;br /&gt;
Add&amp;nbsp;&lt;b&gt;ucrtbase&lt;/b&gt;&lt;br /&gt;
Add&amp;nbsp;&lt;b&gt;vcruntime140&lt;/b&gt;&lt;br /&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
5. Download Battle.net&lt;br /&gt;
&lt;a href=&quot;https://www.battle.net/download/getInstallerForGame?os=win&amp;amp;locale=enUS&amp;amp;version=LIVE&amp;amp;gameProgram=BATTLENET_APP&quot;&gt;https://www.battle.net/download/getInstallerForGame?os=win&amp;amp;locale=enUS&amp;amp;version=LIVE&amp;amp;gameProgram=BATTLENET_APP&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
6. Install Battle.net , 20160730&lt;br /&gt;
Debian/Ubuntu : wine-development&amp;nbsp;Battle.net-Setup.exe&lt;br /&gt;
&lt;br /&gt;
MD5:&lt;br /&gt;
b322e19e0de5b1f2b04fad1d59c0cdfc &amp;nbsp;Battle.net-Setup.exe&lt;br /&gt;
SHA-512&lt;br /&gt;
656642f959ebd9048c6369c8ede00dd90ce044c95ff04ad3197a13682d1d0720b20212cdff23c128448d15a011903ba41948f75cbcdf35b86f3f8b18e1071a7d &amp;nbsp;Battle.net-Setup.exe&lt;br /&gt;
&lt;br /&gt;</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2016/07/install-starcraft-2-lecacy-of-void-on.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/8531653881601405040'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/8531653881601405040'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2016/07/install-starcraft-2-lecacy-of-void-on.html' title='Install Starcraft 2 , Lecacy of the void on Debian Linux'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh45NReZvgMdPWhD8UBQ8ZFHz42nLTkjkbzboFxPKa34-gIrbkX_xdmhJ_S-IgpE3z9dDlfQmQ4GeY4HmSAJS4vWAiYxDYJ23zVRNj5_C4SgMNk71vim-gXLWOr6O_O0SkKGDdq-D1mDaU/s72-c/winecfg1.png" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-8508024171452595134</id><published>2015-01-02T15:09:00.002+08:00</published><updated>2015-01-02T15:13:16.565+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="rf"/><title type='text'>台製 X510M 臨時天線架設心得</title><content type='html'>&lt;h3&gt;
X510M 基本資訊&lt;/h3&gt;
&lt;div&gt;
接收中頻 : 145 and 435 MHz&lt;/div&gt;
&lt;div&gt;
發射中頻 : 145 and 435 MHz&lt;/div&gt;
&lt;div&gt;
感度 : 8.3 dB (145) and 11.7 dB (435)&lt;/div&gt;
&lt;div&gt;
全長 : 5.2 m&lt;/div&gt;
&lt;div&gt;
重量 : 2 kg&lt;/div&gt;
&lt;div&gt;
最大輸入功率 : 200 w&lt;/div&gt;
&lt;div&gt;
最大架設風速 : 40 m/s&lt;/div&gt;
&lt;div&gt;
接頭 : M 頭母&lt;/div&gt;
&lt;div&gt;
天線型式 : 5/8 波長 3(145) and 8(435) 加感線圈&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;http://pa0fri.home.xs4all.nl/Ant/X510N/Diamond%20X510N%20modification.htm&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;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&quot; height=&quot;332&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h3&gt;
準備工具&lt;/h3&gt;
&lt;h4&gt;
必要&lt;/h4&gt;
&lt;div&gt;
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.&lt;/div&gt;
&lt;div&gt;
十字螺絲起子&lt;/div&gt;
&lt;div&gt;
6吋活動板手&lt;/div&gt;
&lt;div&gt;
信號線 M 頭&lt;/div&gt;
&lt;div&gt;
電氣膠帶&lt;/div&gt;
&lt;h4&gt;
選用&lt;/h4&gt;
&lt;div&gt;
天線架或角鐵+膨脹螺絲&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h3&gt;
架設地點選擇&lt;/h3&gt;
&lt;div&gt;
可以參考 &lt;a href=&quot;http://www.cplus.org/rmw/english1.html&quot;&gt;Radio Mobile WEB Site&lt;/a&gt;&amp;nbsp;, 以下是我的計算結果 144.64M Hz&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;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&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;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&quot; height=&quot;280&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h4&gt;
架設完工照片&lt;/h4&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-SFFmnpz9liScQ6FTZRvIgmr0KraCTFoBOXT-N_ggzI5atcgojbx8uXqLjkmhhrgsK8XWd7tq2zFpIBQpcIv7E3naei8dTa-TYEGOucXpC-ORveyNp5cbxDtfjRrtB9U_6cfvbPdxeF0/s1600/10849779_10152682519172917_2953625791294205097_n.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-SFFmnpz9liScQ6FTZRvIgmr0KraCTFoBOXT-N_ggzI5atcgojbx8uXqLjkmhhrgsK8XWd7tq2zFpIBQpcIv7E3naei8dTa-TYEGOucXpC-ORveyNp5cbxDtfjRrtB9U_6cfvbPdxeF0/s1600/10849779_10152682519172917_2953625791294205097_n.jpg&quot; height=&quot;400&quot; width=&quot;300&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h3&gt;
注意事項&lt;/h3&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
&lt;ol&gt;
&lt;li&gt;高壓電線附近因為感應, 不得架設&lt;/li&gt;
&lt;li&gt;陰天或雨天會有雷擊, 不得架設&lt;/li&gt;
&lt;li&gt;固定內部銅管時請勿用力鎖, 會造成銅管變形難拆&lt;/li&gt;
&lt;li&gt;接地措施為必備, 避免產生靜電火花&lt;/li&gt;
&lt;li&gt;防風防雷為必備措施&lt;/li&gt;
&lt;/ol&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h3&gt;
參考文件&lt;/h3&gt;
&lt;div&gt;
&lt;ol&gt;
&lt;li&gt;&lt;a href=&quot;http://pa0fri.home.xs4all.nl/Ant/X510N/Diamond%20X510N%20modification.htm&quot;&gt;http://pa0fri.home.xs4all.nl/Ant/X510N/Diamond%20X510N%20modification.htm&lt;/a&gt;&amp;nbsp;DIAMOND X510N MODIFICATION&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://f8dfo.files.wordpress.com/2013/01/notice-x510n-diamond.pdf&quot;&gt;https://f8dfo.files.wordpress.com/2013/01/notice-x510n-diamond.pdf&lt;/a&gt;&amp;nbsp;&amp;nbsp;&lt;/li&gt;
&lt;/ol&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;/div&gt;
</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2015/01/x510m.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/8508024171452595134'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/8508024171452595134'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2015/01/x510m.html' title='台製 X510M 臨時天線架設心得'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQMnUMzwfnu-af1S2r0Jp7JPPmYRDejbT2UE5lzHA7xlWFpezwh8AXPpIjAcwq9Av5MkD2wdJ2XoFtmoXUphH9nEvqzpEWnfMV8r0C3-XigmITTwt48mlhhFfBGwWUYw0oWcWEF_wwtP4/s72-c/%E6%93%B7%E5%8F%96%E9%81%B8%E5%8F%96%E5%8D%80%E5%9F%9F_001.png" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-5642012797741571857</id><published>2014-03-01T20:24:00.001+08:00</published><updated>2014-03-01T20:25:39.333+08:00</updated><title type='text'>Troubleshooting the Networking.</title><content type='html'>檢查流程&lt;br /&gt;
&lt;div&gt;
Q1. 未知系統 IP / Netmask 與 Gateway&lt;/div&gt;
&lt;div&gt;
A1. 使用 tcpdump 或 wireshark 截取 broadcast 與 multicast 封包 ,&lt;/div&gt;
&lt;div&gt;
分析 IP Address 與 Netmask , 之後使用 broadcast ping 尋找 Gateway.&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
範例 :&lt;/div&gt;
&lt;div&gt;
#tcpdump -i eth0&lt;/div&gt;
&lt;div&gt;
10:00:00 arp who-has &lt;span style=&quot;background-color: yellow;&quot;&gt;192.168.1.2&lt;/span&gt; tell 192.168.1.1&lt;/div&gt;
&lt;div&gt;
10:00:01 arp reply &lt;span style=&quot;background-color: yellow;&quot;&gt;192.168.1.2 is-at 00:00:00:00:00:02&lt;/span&gt;&lt;/div&gt;
&lt;div&gt;
#ifconfig eth0 192.168.1.3/24&lt;/div&gt;
&lt;div&gt;
#ping -b 192.168.1.255&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
可定位空 IP , netmask , gateway .&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
Q2. 路由不確定&lt;/div&gt;
&lt;div&gt;
A2. 使用 route add 和 ping 測 internet ip&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
範例 :&lt;/div&gt;
&lt;div&gt;
#route add default gw 192.168.1.1&lt;/div&gt;
&lt;div&gt;
#ping 8.8.8.8&lt;/div&gt;
&lt;div&gt;
#route del default gw 192.168.1.1&lt;/div&gt;
&lt;div&gt;
#route add default gw 192.168.1.2&lt;/div&gt;
&lt;div&gt;
#ping 8.8.8.8&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
Q3. 可出但無法進來&lt;/div&gt;
&lt;div&gt;
A3. 檢查 Router 或 Firewall 之 NAT 和保護規則.&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
Q4. 其他不明原因&lt;/div&gt;
&lt;div&gt;
A4. 檢查網路卡是否啟用 , ARP Table 是否有收到 , &lt;span style=&quot;background-color: yellow;&quot;&gt;保存測試流程並將資訊傳送給管理人員&lt;/span&gt;.&lt;br /&gt;
&lt;br /&gt;
範例 :&lt;br /&gt;
#ifconfig -a&lt;br /&gt;
#arp -a&lt;br /&gt;
#ping 8.8.8.8&lt;br /&gt;
#ping www.google.com&lt;/div&gt;
</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2014/03/troubleshooting-networking.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/5642012797741571857'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/5642012797741571857'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2014/03/troubleshooting-networking.html' title='Troubleshooting the Networking.'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-858908984872737714</id><published>2014-02-13T23:05:00.002+08:00</published><updated>2014-02-13T23:05:45.691+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="CentOS"/><category scheme="http://www.blogger.com/atom/ns#" term="linux"/><category scheme="http://www.blogger.com/atom/ns#" term="RHEL"/><title type='text'>CentOS and RHEL go &quot;yum install&quot; with DVD images</title><content type='html'>1. Locate your DVD root directory .&lt;br /&gt;
ex. /media/CentOS* , /media/RHEL*&lt;br /&gt;
&lt;br /&gt;
2. Create a symbolic link to /media/dvd_image&lt;br /&gt;
ln -s /media/CentOS /media/dvd_image&lt;br /&gt;
&lt;br /&gt;
3. Edit /etc/yum.conf.d/dvd.repo , adding the following&lt;br /&gt;
&lt;br /&gt;
&lt;pre style=&quot;font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;&quot;&gt;[dvd]
name=dvd
baseurl=file:///media/dvd_image/Server
enabled=1
gpgcheck=0&lt;/pre&gt;
&lt;pre style=&quot;font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;&quot;&gt;
&lt;/pre&gt;
&lt;pre style=&quot;font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;&quot;&gt;4. Update yum database&lt;/pre&gt;
&lt;pre style=&quot;font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;&quot;&gt;
&lt;/pre&gt;
&lt;pre style=&quot;font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;&quot;&gt;yum update&lt;/pre&gt;
&lt;pre style=&quot;font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;&quot;&gt;
&lt;/pre&gt;
&lt;pre style=&quot;font-family: undefined, sans-serif !important; white-space: pre-wrap; word-wrap: break-word;&quot;&gt;5. Install packages needed&lt;/pre&gt;
</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2014/02/centos-and-rhel-go-yum-install-with-dvd.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/858908984872737714'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/858908984872737714'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2014/02/centos-and-rhel-go-yum-install-with-dvd.html' title='CentOS and RHEL go &quot;yum install&quot; with DVD images'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-7071624329299262628</id><published>2013-12-14T16:07:00.000+08:00</published><updated>2013-12-14T16:07:02.914+08:00</updated><title type='text'>Avoiding Frustration for Adminsitrators</title><content type='html'>&lt;h3&gt;
避免挫折感 - 基於事實&lt;/h3&gt;
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.&lt;br /&gt;
&lt;br /&gt;
一般人發生問題的處理流程如下 :&lt;br /&gt;
&lt;br /&gt;
1. 使用廣為人知解決方法 : 重置&lt;br /&gt;
2. 尋求第二線技術支援&lt;br /&gt;
3. 尋求第三線技術支援&lt;br /&gt;
4. 退貨或要求追加&lt;br /&gt;
5. 改用其他設備&lt;br /&gt;
&lt;br /&gt;
一部份人發生問題的處理流程如下 :&lt;br /&gt;
&lt;br /&gt;
1.&amp;nbsp;使用廣為人知解決方法 : 重置&lt;br /&gt;
2. 收集相關資訊, 尋求第二線技術支援&lt;br /&gt;
3. 重現問題, 尋求第三線技術支援&lt;br /&gt;
4. 退貨或要求追加&lt;br /&gt;
5.&amp;nbsp;改用其他設備&lt;br /&gt;
&lt;br /&gt;
少部份人發生問題的處理流程如下 :&lt;br /&gt;
&lt;br /&gt;
1. 收集當下相關資訊, 檢查可控制部份異動&lt;br /&gt;
2. 改用其他可行之解決備案&lt;br /&gt;
3. 重現問題, 尋求第二線技術支援&lt;br /&gt;
4. 面對設備缺陷, 尋求改進方法, 退貨或要求追加&lt;br /&gt;
5. 改用其他設備&lt;br /&gt;
&lt;br /&gt;
外星人發生問題的處理流程如下 :&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
2. 更改軟硬體設計修正錯誤&lt;br /&gt;
&lt;br /&gt;
神發生問題的處理流程如下 :&lt;br /&gt;
&lt;br /&gt;
1. This is the future, not a bug.&lt;br /&gt;
&lt;br /&gt;
&lt;h3&gt;
避免挫折感 - 開個玩笑然後繼續進步&lt;/h3&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/kESWOrBHdAk?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;br /&gt;
會選擇以上影片有幾個含意 :&lt;br /&gt;
&lt;br /&gt;
1. 在計劃和應急管理內有緊急修復方法, 或是說逃生方法 ;&lt;br /&gt;
&lt;br /&gt;
很多單位沒有所謂的&lt;b&gt;餘裕度&lt;/b&gt;的規劃, 變成頭痛醫頭、腳痛醫腳的現象 ;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/N0zhdMwD2Z8?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
2. 講笑話可以釋放腦袋麻掉的狀況, 尤其在緊急狀況時, &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;h3&gt;
避免挫折感 - 除專業化&lt;/h3&gt;
&lt;div&gt;
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,&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
代表該技術之不成熟; 若該技術成熟, 便可於該基石再發展;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
而且可以避免困死人員在特定業務上, 能再彈性使用人員.&lt;/div&gt;
&lt;h3&gt;
避免挫折感 - 為人而做&lt;/h3&gt;
&lt;div&gt;
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&lt;b&gt;奢侈品&lt;/b&gt;,&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
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.&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
但不要忘記改善人們的生活才是最終目的.&lt;/div&gt;
</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2013/12/avoiding-frustration-for-adminsitrators.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/7071624329299262628'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/7071624329299262628'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2013/12/avoiding-frustration-for-adminsitrators.html' title='Avoiding Frustration for Adminsitrators'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-6020974777577159513</id><published>2013-10-08T23:57:00.000+08:00</published><updated>2013-10-08T23:57:51.300+08:00</updated><title type='text'>安全的八大環節</title><content type='html'>1. 透明 - 每個細節均可被檢視&lt;br /&gt;
2. 紀錄 - 細節均有被用手或儀器存下來&lt;br /&gt;
3. 重現 - 凡是發生過就會再發生&lt;br /&gt;
4. 時間 - 最大的消耗成本&lt;br /&gt;
5. 物體 - 定義影響安全的因素&lt;br /&gt;
6. 回復 - 描述流程可逆不可逆性&lt;br /&gt;
7. 分割 - 將複雜問題分割成多個次級問題&lt;br /&gt;
8. 再生 - 強化以上前者</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2013/10/blog-post_8.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/6020974777577159513'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/6020974777577159513'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2013/10/blog-post_8.html' title='安全的八大環節'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-5493718931713310932</id><published>2013-10-05T01:26:00.000+08:00</published><updated>2013-10-08T23:23:19.077+08:00</updated><title type='text'>The Fates and Monkeys , 菲特颱風來了</title><content type='html'>&lt;div style=&quot;text-align: center;&quot;&gt;
原始版&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
過去者(fate)🙈(U+1F648), 不可見, 可耳聞口述&lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
現在者(happening)🙉(U+1F649), 不可聞, 可眼見口述&lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
未來者(debt)🙊(U+1F64A), 不可言, 可耳聞眼見&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcyReynXbVPRuqSVVQFbPQGS0m_iryFgO2SDJst3-sFDzFLrovfb8KCdifYCkHGuqxFYjJefHjmdBRLOeenZISD7rR1VfcZHT6CtYxK-fiUvAJw8-BuF1buLCcGuoZd5thALz35Ju5hLU/s1600/NikkoNoEvil4902.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;154&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcyReynXbVPRuqSVVQFbPQGS0m_iryFgO2SDJst3-sFDzFLrovfb8KCdifYCkHGuqxFYjJefHjmdBRLOeenZISD7rR1VfcZHT6CtYxK-fiUvAJw8-BuF1buLCcGuoZd5thALz35Ju5hLU/s320/NikkoNoEvil4902.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
以上是字型測試, 如果正常應該看到有三隻猴子🙈&lt;span style=&quot;background-color: white; font-family: undefined, sans-serif; font-size: 19px; line-height: 19.1875px;&quot;&gt;🙉&lt;/span&gt;&lt;span style=&quot;background-color: white; font-family: undefined, sans-serif; font-size: 19px; line-height: 19.1875px;&quot;&gt;🙊&lt;/span&gt;在上面.&lt;/div&gt;
&lt;br /&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
正常版&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;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&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;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&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;br /&gt;
如果失敗的話請安裝&amp;nbsp;ttf-ancient-fonts&lt;br /&gt;
&lt;br /&gt;
Debian/Ubuntu :&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
$sudo apt-get install&amp;nbsp;ttf-ancient-fonts&lt;/blockquote&gt;
Windows :&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
到&amp;nbsp;&lt;a href=&quot;http://users.teilar.gr/~g1951d/&quot;&gt;http://users.teilar.gr/~g1951d/&lt;/a&gt;&amp;nbsp;下載所有的 odf 和 ttf 檔並解壓縮到 \Windows\Fonts 目錄底下&lt;/blockquote&gt;
詳細操作可以參考&amp;nbsp;&lt;a href=&quot;https://webfont.arphic.com/index/wf_install_about.jsp&quot;&gt;https://webfont.arphic.com/index/wf_install_about.jsp&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Ref :&amp;nbsp;&lt;a href=&quot;http://en.wikipedia.org/wiki/Three_wise_monkeys&quot;&gt;http://en.wikipedia.org/wiki/Three_wise_monkeys&lt;/a&gt;</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2013/10/the-fates-and-monkeys.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/5493718931713310932'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/5493718931713310932'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2013/10/the-fates-and-monkeys.html' title='The Fates and Monkeys , 菲特颱風來了'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcyReynXbVPRuqSVVQFbPQGS0m_iryFgO2SDJst3-sFDzFLrovfb8KCdifYCkHGuqxFYjJefHjmdBRLOeenZISD7rR1VfcZHT6CtYxK-fiUvAJw8-BuF1buLCcGuoZd5thALz35Ju5hLU/s72-c/NikkoNoEvil4902.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-2360479223648379449</id><published>2013-10-04T01:20:00.004+08:00</published><updated>2013-10-04T01:20:43.508+08:00</updated><title type='text'>區分電腦底下硬體</title><content type='html'>&lt;span style=&quot;font-size: x-large;&quot;&gt;PCI&lt;/span&gt; 底下有 &lt;u&gt;Vendor ID&lt;/u&gt; , 最有名的應該是 8086 的 Intel&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;Device ID&lt;/u&gt; 用於區分裝置晶片組&lt;br /&gt;
&lt;br /&gt;
Windows 底下到裝置管理員尋找&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;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&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em; text-align: center;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;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&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
Linux 底下就執行&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
$ lspci -nn &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 00:00.0 Host bridge [0600]: Intel Corporation Mobile PM965/GM965/GL960 Memory Controller Hub [8086:2a00] (rev 03)&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
...&lt;/blockquote&gt;
&lt;/blockquote&gt;
&lt;span style=&quot;font-size: x-large;&quot;&gt;USB&lt;/span&gt; 也有 Vendor ID (VID) 和 Product ID (PID)&lt;br /&gt;
&lt;br /&gt;
Windows 也是在同一個地方可以找到&lt;br /&gt;
&lt;br /&gt;
Linux 底下就執行&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
$ lsusb &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
Bus 007 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub&amp;nbsp;&lt;/blockquote&gt;
&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
...&lt;/blockquote&gt;
&lt;/blockquote&gt;
&lt;br /&gt;
所以對設備支援不清楚的話可以到以下網站&lt;br /&gt;
&lt;br /&gt;
&lt;ul style=&quot;background-color: white; font-family: undefined, sans-serif; list-style-type: square;&quot;&gt;
&lt;li&gt;&lt;span style=&quot;background-color: transparent;&quot;&gt;&lt;a href=&quot;http://www.microsoft.com/en-us/windows/compatibility/CompatCenter/Home?Language=en-US&quot;&gt;Windows WHQL 檢查&lt;/a&gt;&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;Linux硬體相容性檢查&lt;ul style=&quot;list-style-type: square;&quot;&gt;
&lt;li&gt;&lt;a class=&quot;external text&quot; href=&quot;http://kmuto.jp/debian/hcl/&quot; rel=&quot;nofollow&quot; style=&quot;background-color: transparent; padding: 0px !important; text-decoration: inherit !important;&quot;&gt;Debian GNU/Linux device driver check page&lt;/a&gt;, 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&lt;/li&gt;
&lt;li&gt;&lt;a class=&quot;external text&quot; href=&quot;http://www.ubuntuhcl.org/&quot; rel=&quot;nofollow&quot; style=&quot;background-color: transparent; padding: 0px !important; text-decoration: inherit !important;&quot;&gt;Ubuntu Linux Hardware Compatibility List&lt;/a&gt;, debian 找不到的可以到 ubuntu 找找看&lt;/li&gt;
&lt;li&gt;&lt;a class=&quot;external text&quot; href=&quot;https://hardware.redhat.com/&quot; rel=&quot;nofollow&quot; style=&quot;background-color: transparent; padding: 0px !important; text-decoration: inherit !important;&quot;&gt;Red Hat - Certified Hardware&lt;/a&gt;, 通過 Red Hat 認證的硬體&lt;/li&gt;
&lt;li&gt;&lt;a class=&quot;external text&quot; href=&quot;http://www.linux-laptop.net/&quot; rel=&quot;nofollow&quot; style=&quot;background-color: transparent; padding: 0px !important; text-decoration: inherit !important;&quot;&gt;Linux on Laptops&lt;/a&gt;, 筆記本電腦的支援&lt;/li&gt;
&lt;li&gt;&lt;a class=&quot;external text&quot; href=&quot;http://www.openprinting.org/printer_list.cgi&quot; rel=&quot;nofollow&quot; style=&quot;background-color: transparent; padding: 0px !important; text-decoration: inherit !important;&quot;&gt;OpenPrinting database - Printer Listings&lt;/a&gt;, 印表機的支援&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
或使用 &lt;b&gt;VEN 8086 DEV 2415&lt;/b&gt; , &lt;b&gt;VID 1D6B PID 0002&lt;/b&gt; 這類的搜尋來尋找驅動程式&lt;br /&gt;
&lt;br /&gt;
也可以到該設備官網尋找</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2013/10/blog-post.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/2360479223648379449'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/2360479223648379449'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2013/10/blog-post.html' title='區分電腦底下硬體'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuue3Wafycp6kR7H6DT-WXGEj-9I5qhosqJKidN7lhMdCMl0k8S8PHtgN6bLXC2tcDPCVsE7h_qpn1eyA7UnJj6Hr2pXvLEDEqHIsuEmak6GD_vJ5gbQv5kpONEOaBgeHiMzQYegKs_54/s72-c/%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" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-7010839273808343746</id><published>2013-10-03T01:12:00.000+08:00</published><updated>2013-10-03T01:12:00.514+08:00</updated><title type='text'>HomePlug AV 1.0 工具 - Faifa</title><content type='html'>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 :&lt;br /&gt;
&lt;br /&gt;
安裝 Faifa 軟體&lt;br /&gt;
&lt;br /&gt;
Debian/Ubuntu :&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
$sudo apt-get install faifa&lt;/blockquote&gt;
RHEL/CentOS :&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
$sudo yum install faifa&lt;/blockquote&gt;
OpenWRT :&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
#opkg install faifa&lt;/blockquote&gt;
使用方法如下&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
faifa -i &amp;lt;網路設備介面&amp;gt; -m&lt;/blockquote&gt;
會看到以下畫面&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
# faifa &amp;nbsp;-i eth0.2 -m&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
Faifa for HomePlug AV (SVN revision 99)&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
Started receive thread&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
Supported HomePlug AV frames&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
&lt;br /&gt;&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
type &amp;nbsp; description&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
------ -----------&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0x0014 Central Coordination Discover List Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0x6020 Get Bridge Infos Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0x6038 Get Network Infos Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0x6048 Get Network Stats Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA000 Get Device/SW Version Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA004 Write MAC Memory Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA008 Read MAC Memory Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA00C Start MAC Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA01C Reset Device Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA020 Write Module Data Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA024 Read Module Data Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA02C Get Watchdog Report Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA030 Get Link Statistics Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA034 Sniffer Mode Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA038 Network Info Request (Vendor-Specific)&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA040 Check Points Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA048 Loopback Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA04C Loopback Status Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA050 Set Encryption Key Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA054 Get Manufacturing String Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA058 Read Configuration Block Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA068 Get Device Attributes Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA06C Get Ethernet PHY Settings Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0xA070 Get Tone Map Caracteristics Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
&lt;br /&gt;&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
Supported HomePlug 1.0 frames&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
&lt;br /&gt;&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
type &amp;nbsp; description&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
------ -----------&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0x0000 Channel Estimation Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0x0004 Set Network Encryption Key Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0x0007 Parameters and Statistics Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0x0019 Set Local parameters Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
0x001D Set Local Overrides Request&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
&lt;br /&gt;&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
Choose the frame type (Ctrl-C to exit): 0x&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
&amp;nbsp;&lt;/blockquote&gt;
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.&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
&amp;nbsp;&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
&amp;nbsp;&lt;/blockquote&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
&amp;nbsp;&lt;/blockquote&gt;
</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2013/10/homeplug-av-10-faifa.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/7010839273808343746'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/7010839273808343746'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2013/10/homeplug-av-10-faifa.html' title='HomePlug AV 1.0 工具 - Faifa'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-4610594349935014657</id><published>2013-09-25T22:48:00.002+08:00</published><updated>2013-09-25T22:48:50.791+08:00</updated><title type='text'>Filter Model</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrBNIRiIfRFyDwF7BGCR2hTaB8E_S5w0Xpbl3OmuuXTEeX9Pzyx5FB5sKLGKUSsPC64k_L9Vu2P37jwz7b_TuZjjPlZwhpUaSUKa4RE9NVtRdWVBwEOlVAf_dFmN-6eRN2W-Ut92HOZkI/s1600/path2999-8.png&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrBNIRiIfRFyDwF7BGCR2hTaB8E_S5w0Xpbl3OmuuXTEeX9Pzyx5FB5sKLGKUSsPC64k_L9Vu2P37jwz7b_TuZjjPlZwhpUaSUKa4RE9NVtRdWVBwEOlVAf_dFmN-6eRN2W-Ut92HOZkI/s1600/path2999-8.png&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
過濾模型的優缺點&lt;br /&gt;
1.適合分析有明顯大小差異&lt;br /&gt;
2.多近似於或為流體&lt;br /&gt;
3.需有重力或是特定力量施於&lt;br /&gt;
4.需有環境差異&lt;br /&gt;
5.模型邊界需堅固&lt;br /&gt;
6.數量需達到一定程度&lt;br /&gt;
7.不適合特殊流體</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2013/09/filter-model.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/4610594349935014657'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/4610594349935014657'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2013/09/filter-model.html' title='Filter Model'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrBNIRiIfRFyDwF7BGCR2hTaB8E_S5w0Xpbl3OmuuXTEeX9Pzyx5FB5sKLGKUSsPC64k_L9Vu2P37jwz7b_TuZjjPlZwhpUaSUKa4RE9NVtRdWVBwEOlVAf_dFmN-6eRN2W-Ut92HOZkI/s72-c/path2999-8.png" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-8621925766437097599</id><published>2013-08-20T13:31:00.002+08:00</published><updated>2013-08-20T13:31:30.358+08:00</updated><title type='text'>Crossover 50% discount</title><content type='html'>From&amp;nbsp;&lt;a href=&quot;http://linuxtoy.org/archives/codeweavers-crossover-chinese-official-online-with-sale-activity.html&quot;&gt;http://linuxtoy.org/archives/codeweavers-crossover-chinese-official-online-with-sale-activity.html&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span style=&quot;font-family: undefined, sans-serif; font-size: 14px; line-height: 19.3125px;&quot;&gt;2013 年 9 月 20 日之前購買 CrossOver , 輸入以下代碼&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;font-family: undefined, sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 14px; line-height: 19.3125px;&quot;&gt;&lt;span style=&quot;color: red;&quot;&gt;LUChina &lt;/span&gt;, 就會有五折優惠 , 還有其他抽獎措施.&lt;/span&gt;&lt;/span&gt;</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2013/08/crossover-50-discount.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/8621925766437097599'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/8621925766437097599'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2013/08/crossover-50-discount.html' title='Crossover 50% discount'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-3516707326272019534</id><published>2013-03-13T23:15:00.001+08:00</published><updated>2013-03-13T23:15:56.519+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="freeware"/><title type='text'>新自然輸入法和新酷音最後一版的比較</title><content type='html'>&lt;br /&gt;
以下是無修正輸入&lt;br /&gt;
&lt;br /&gt;
A. 新酷音&lt;br /&gt;
新酷音跟自然輸入法打起來哪一個比較順手&lt;br /&gt;
比比看就知道&lt;br /&gt;
&lt;br /&gt;
詞庫數量新酷音剩&lt;br /&gt;
不選字打字新酷音剩&lt;br /&gt;
吃葡萄不吐葡萄皮&lt;br /&gt;
倒吃葡萄土布出葡萄皮&lt;br /&gt;
&lt;br /&gt;
B. 新自然輸入法&lt;br /&gt;
新褲音和自然輸入法打起來哪一個比較順手&lt;br /&gt;
比比看就知道&lt;br /&gt;
&lt;br /&gt;
詞庫數量新褲音盛&lt;br /&gt;
詞庫數量自然輸入法勝&lt;br /&gt;
不選字打自新庫殷盛&lt;br /&gt;
不選自打字自然輸入法勝&lt;br /&gt;
&lt;br /&gt;
吃葡萄不土葡萄皮&lt;br /&gt;
到吃葡萄土不出葡萄皮&lt;br /&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
新酷音免 Facebook 連結 + E-mail 綁死...&lt;/div&gt;
&lt;div&gt;
同時永久免費 :)&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2013/03/blog-post.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/3516707326272019534'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/3516707326272019534'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2013/03/blog-post.html' title='新自然輸入法和新酷音最後一版的比較'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-5488614204487625890</id><published>2011-06-03T00:03:00.002+08:00</published><updated>2011-06-03T00:08:16.528+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="debian"/><category scheme="http://www.blogger.com/atom/ns#" term="linux"/><title type='text'>修 Flash 會爆音的 bug</title><content type='html'>關鍵字 : flash , 爆音 , 銳利聲 , Debian , Ubuntu , 64 位元&lt;br /&gt;參考 : http://forums.debian.net/viewtopic.php?f=6&amp;amp;t=64174&lt;br /&gt;&lt;br /&gt;1. 抓 binary patch&lt;br /&gt;&lt;a href=&quot;http://bugs.debian.org/cgi-bin/bugreport.cgi?msg=15;filename=memcpy-10.3.162.29.bsdiff;att=2;bug=620901&quot;&gt;http://bugs.debian.org/cgi-bin/bugreport.cgi?msg=15;filename=memcpy-10.3.162.29.bsdiff;att=2;bug=620901&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;2. apt-get install &lt;code&gt;bsdiff&lt;br /&gt;&lt;br /&gt;3.&lt;/code&gt;&lt;code&gt;bspatch &lt;/code&gt;&lt;code&gt;/usr/lib/flashplugin-nonfree/&lt;/code&gt;&lt;code&gt;libflashplayer.so &lt;/code&gt;&lt;code&gt;/usr/lib/flashplugin-nonfree/&lt;/code&gt;&lt;code&gt;libflashplayer.so2 memcpy-10.3.162.29.bsdiff&lt;br /&gt;&lt;br /&gt;4. mv &lt;/code&gt;&lt;code&gt;/usr/lib/flashplugin-nonfree/&lt;/code&gt;&lt;code&gt;libflashplayer.so &lt;/code&gt;&lt;code&gt;/usr/lib/flashplugin-nonfree/&lt;/code&gt;&lt;code&gt;libflashplayer.so.old &amp;amp;&amp;amp; mv &lt;/code&gt;&lt;code&gt;/usr/lib/flashplugin-nonfree/&lt;/code&gt;&lt;code&gt;libflashplayer.so2 &lt;/code&gt;&lt;code&gt;/usr/lib/flashplugin-nonfree/&lt;/code&gt;&lt;code&gt;libflashplayer.so&lt;br /&gt;&lt;br /&gt;5. 重開瀏覽器&lt;/code&gt;&lt;code&gt;&lt;/code&gt;</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2011/06/flash-bug.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/5488614204487625890'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/5488614204487625890'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2011/06/flash-bug.html' title='修 Flash 會爆音的 bug'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-6537507588559515601</id><published>2011-02-15T19:58:00.003+08:00</published><updated>2011-02-15T20:10:07.145+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="垃圾信"/><title type='text'>Facebook 與 Windows Live Messenger (MSN) 隱私權設定</title><content type='html'>&lt;blockquote&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;MSN&lt;/span&gt;&lt;br /&gt;取自 http://hippopus-diary.blogspot.com/2010/08/windows-live-messengermsn.html&lt;br /&gt;&lt;br /&gt;1.登入windows live網頁&lt;br /&gt;2.選擇 個人檔案--&gt;隱私設定--&gt;進階&lt;br /&gt;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&lt;br /&gt;          &quot;自我介紹&quot;, &quot;教育&quot;, &quot;朋友清單&quot;&lt;br /&gt;4.設定能看到朋友清單的人為&quot;僅自己&quot;&lt;br /&gt;&lt;/blockquote&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;&lt;/span&gt;&lt;blockquote&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Facebook&lt;/span&gt; http://www.facebook.com/settings/?tab=privacy&lt;br /&gt;1.將所有隱私權調到僅限朋友&lt;br /&gt;2.設定你的隱私分享權限 &gt; 應用程式、遊戲和網站 , 把不必要全拿掉&lt;br /&gt;3.設定你的隱私分享權限 &gt; 黑名單 , 不玩的應用程式進黑名單&lt;/blockquote&gt;</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2011/02/facebook-windows-live-messenger-msn.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/6537507588559515601'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/6537507588559515601'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2011/02/facebook-windows-live-messenger-msn.html' title='Facebook 與 Windows Live Messenger (MSN) 隱私權設定'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-2278752392356624860</id><published>2011-02-15T19:56:00.001+08:00</published><updated>2011-02-15T19:57:35.579+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="垃圾信"/><title type='text'>google 網上論壇垃圾信解決方法</title><content type='html'>解決方法&lt;br /&gt;1. 登入 http://groups.google.com&lt;br /&gt;2. 管理我的會員資格 &gt; 邀請函授權設定 &gt; 不允許群組管理員直接將我新增到他們的群組中&lt;br /&gt;&lt;br /&gt;剛剛殺了幾個垃圾信群組&lt;br /&gt;這個功能大概&lt;br /&gt;1/18 and 1/23 前後被亂用 , 剛剛看過的結果</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2011/02/google.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/2278752392356624860'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/2278752392356624860'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2011/02/google.html' title='google 網上論壇垃圾信解決方法'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-6931859611520331935</id><published>2010-12-26T12:42:00.003+08:00</published><updated>2010-12-26T12:54:44.288+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="debian"/><category scheme="http://www.blogger.com/atom/ns#" term="linux"/><title type='text'>撐硬碟</title><content type='html'>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。&lt;br /&gt;此方法適用於 Debian 類的系統 (Ubuntu/Mint/...fsck -fcyv /dev/sd[a-z]&lt;br /&gt;&lt;blockquote&gt;reboot&lt;br /&gt;sudo apt-get install debsums&lt;br /&gt;sudo debsums_init&lt;br /&gt;sudo debsums -q&lt;br /&gt;# 剩下的根據 debsums 報告產生的損壞套件，進行 apt-get reinstall&lt;br /&gt;&lt;/blockquote&gt;如果是 Red Hat , 可以使用&lt;br /&gt;&lt;blockquote&gt;rpm -Va&lt;br /&gt;&lt;/blockquote&gt;</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2010/12/blog-post.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/6931859611520331935'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/6931859611520331935'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2010/12/blog-post.html' title='撐硬碟'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-1733786892990719757</id><published>2010-09-04T23:13:00.002+08:00</published><updated>2010-12-19T18:13:10.725+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="debian"/><category scheme="http://www.blogger.com/atom/ns#" term="linux"/><title type='text'>echofon 壞掉解決方法</title><content type='html'>裝回舊版 1.9.6.4&lt;br /&gt;&lt;br /&gt;https://addons.mozilla.org/zh-TW/firefox/addon/5081/eula/88620&lt;br /&gt;&lt;br /&gt;記得別更新...&lt;br /&gt;&lt;br /&gt;更新： 1.9.7.3 運作正常...</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2010/09/echofon.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/1733786892990719757'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/1733786892990719757'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2010/09/echofon.html' title='echofon 壞掉解決方法'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9130859201611042024.post-3524862079229852005</id><published>2010-09-03T22:10:00.001+08:00</published><updated>2010-09-03T22:13:41.571+08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="debian"/><category scheme="http://www.blogger.com/atom/ns#" term="freeware"/><category scheme="http://www.blogger.com/atom/ns#" term="linux"/><title type='text'>fix dpkg invalid character warning</title><content type='html'>正常是不會碰到... 以下情形&lt;br /&gt;&lt;blockquote&gt;warning, in file &#39;/var/lib/dpkg/available&#39; near line 88620 package &#39;virtualbox-3.1&#39;:&lt;br /&gt;error in Version string &#39;3.1.6-59338_Debian_lenny&#39;: invalid character in revision number&lt;br /&gt;warning, in file &#39;/var/lib/dpkg/available&#39; near line 88642 package &#39;virtualbox-3.0&#39;:&lt;br /&gt;error in Version string &#39;3.0.12-54655_Debian_lenny&#39;: invalid character in revision number&lt;br /&gt;warning, in file &#39;/var/lib/dpkg/available&#39; near line 91648 package &#39;virtualbox-2.2&#39;:&lt;br /&gt;error in Version string &#39;2.2.4-47978_Debian_lenny&#39;: invalid character in revision number&lt;br /&gt;warning, in file &#39;/var/lib/dpkg/available&#39; near line 91759 package &#39;virtualbox-2.0&#39;:&lt;br /&gt;error in Version string &#39;2.0.6-39765_Debian_lenny&#39;: invalid character in revision number&lt;br /&gt;warning, in file &#39;/var/lib/dpkg/available&#39; near line 91780 package &#39;virtualbox-2.1&#39;:&lt;br /&gt;error in Version string &#39;2.1.4-42893_Debian_lenny&#39;: invalid character in revision number&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;so&lt;br /&gt;只要下 sudo dpkg --clear-avail&lt;br /&gt;就解決該問題了...&lt;br /&gt;but 看起來可能硬碟有點問題了</content><link rel='replies' type='text/html' href='https://dreamerc.blogspot.com/2010/09/fix-dpkg-invalid-character-warning.html#comment-form' title='0 個意見'/><link rel='edit' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/3524862079229852005'/><link rel='self' type='application/atom+xml' href='https://www.blogger.com/feeds/9130859201611042024/posts/default/3524862079229852005'/><link rel='alternate' type='text/html' href='https://dreamerc.blogspot.com/2010/09/fix-dpkg-invalid-character-warning.html' title='fix dpkg invalid character warning'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>