GPU Compute unavailable in wsl2 in new build? - windows

I’m in the windows insider program to utilize the gpu-compute features that were implemented last summer. Things have worked great. However, after updating to the most recent build, nvidia-smi no longer works. I get an error saying “your operating system doesn’t allow it”
https://blogs.windows.com/windows-insider/2021/04/07/announcing-windows-10-insider-preview-build-21354/
This is the release doc. I’m unsure whether my error is a result of the last bullet point in the known issues section, or if my driver has somehow been corrupted, or if something needs to be toggled back on in windows.

Correct, it not working in this build (21354).
If you have already updated you can try to rollback to the last build. Go to Settings -> Update&Security -> Recovery and select "Go back to the previous version of Windows 10".

Known issue. Should be resolved in next build. The issue can be tracked here:
https://github.com/microsoft/WSL/issues/6773
Update: It has been resolved as of build 21359

Related

corrupting golang file when saving in visual studio code

When I save a golang file in visual studio code, it ends up being corrupted -- characters are removed, not in any pattern I have discerned. This has occurred at various times in the past, but has just now recurred. For details, see my bug report, "corrupting file when saving in visual studio code #49465"1.
In the meantime, what I can do until it's fixed? Perhaps I could return to an older version of gopls, but I don't know how to do that.
Any suggestions welcome. I'm stuck until I can successfully save and run my go programs.
Thanks!
Please try running the following command
GO111MODULE=on go get golang.org/x/tools/gopls#master golang.org/x/tools#master
or
GO111MODULE=on go get golang.org/x/tools/gopls#v0.3.2-pre1
In order to make progress on my project, I've downloaded the prior version of go. At least on Windows, the downgrade installs like any upgrade, including offering to remove the existing version.
And I backed up gopls to its previous version using the facilities of VS Code:
ctrl+shift+X to access extensions
right-click on Go
select Install Another Version
wait...wait...wait...
when the list of versions finally appears, select the one you want (I went back a month)
So, the underlying problem still exists, but I'm back in business. I hope these instructions can help someone else battling with the disappearing character bug.

Xcode 6.4 crashes in Swift breakpoint

In one project I'm using I can't set breakpoints in Swift code, Xcode always crashes when reaching one of them, doesn't matter if it's a "manual" or an exception breakpoint.
In other projects everything works as expected, only for one project Xcode 6.4 (6E35b) always crashes.
I tried cleaning, deleting derived data, resetting simulator, restarting Xcode/Mac - nothing helped at all.
Anyone else experiencing this problem and hopefully knows what helps?
EDIT
Seems only to be the case on one machine (Xcode 6.4, 10.10.5), but not on the other (Xcode 6.4, El Capitan). But as I mentioned in the comments, reinstalling Xcode didn't help, are there some other preferences I could reset/delete?
EDIT2
Here's the Xcode crash log file:
https://dl.dropboxusercontent.com/u/119600/Xcode_2015-08-12-074655_Stefans-iMac.crash
I would try uninstalling and reinstalling Xcode to see if it helps... I've heard of successes with this technique for similar issues.
Just delete the entire Xcode.app from /Applications, and reinstall from the .dmg. If you're not certain of the binaries and have time / bandwidth, consider re-downloading the .dmg.
If that doesn't work, try the following source control tricks (substitute "your favorite revision control" for "git"):
Try purging all objects not in source code control
Another approach: Check out the app again into a fresh repository (this will get even the files that may have been committed but ignored later).
If not under source code control, grab a .gitignore from here and add it to git, then check out into another directory (this will leave everything but source, interface builder, project files and resources/assets behind).
I'd suggest moving the breakpoint code to another location (such as making a function call and breaking either before or inside the function). However, if all Swift code has this problem, that may not work.
Finally, after making an interim commit (to roll back to), try it in Xcode 7 beta. Bit of a hassle because you have to upgrade to Swift 2.0, but if you keep the deployment target the same no iOS target changes are needed.
If this really is a burden and/or it's a small project, you could try creating a new project and migrating the files and storyboard over, but likely this is too much effort.
Either way, since you note it's pretty much all breakpoints in Swift code, file a bug with Apple's bug reporter. They really need to hear about issues such as this, since you don't seem to be alone in having this issue.
EDIT: Where are others seeing this issue?
Maybe we can see commonality -- since this is only reported in Swift projects (so far). A colleague has seen this problem with breakpoints (as well as stepping through code) in Xcode 6.4 on 10.10.4. (I've seen Xcode 6.4 crashes in the past as well).
I see OS version 10.10.5 mentioned as a target where this happens (#swalkner); is this a beta? If OS 10.10.4/5 is the only place we see this, it might be significant. If it's a project/OS interaction, it might be tricky to reproduce / fix, but I'd encourage everyone to submit detailed bug reports to Apple (maybe even link this post).
Some points to note if you're seeing this:
Operating System Version
Hardware
Target: Simulator vs. Hardware; iOS vs WatchKit app.
Target SDK version(s)
Swift only? Or on an Objective-C only project? Mixed?
Only one project, or several?
It's a longshot, but let me know if it's working:
uncheck the "Always show Dissasembly" check
Debug > Debug Workflow > Always Show Disassembly
In older versions of Xcode (<6.1):
Product > Debug Workflow > Show Disassembly When Debugging
I've just spent the past few hours trying to solve exactly the same issue.
I thought at first, it had started due to installing Xcode 7 on the same machine as Xcode 6.4. The problem certainly coincided.
However, due to having version control, I could look and see what files had changed since opening the project with Xcode 7.
The images.xcassets file had changed. Reverting this file back has stopped Xcode from crashing each time it hit a breakpoint.
I'm not sure whether this helps at all, but definitely look at images.xcassets and if needs be, delete it, recreate it and ensure it's setup 100%. It certainly fixed my issue.

Neovim builds failing on OS X 10.10.2

I should mention that I originally posted this as an issue on Neovim's tracker, but it hasn't been getting a ton of traction there lately and I'm beginning to suspect that it's more an issue with my setup rather than Neovim itself.
Essentially, I had stopped building neovim nightlies for a few months. Having heard that it's getting integrated terminal support I decided to rebuild using the latest source, only to get a persistent, odd error. No matter what my build settings are, it always boils down to make hitting an error when it has to compile a file called loop.so. I hadn't noticed this issue with any other software I try to build, but I suspect it could be an issue with my environment.
Does anyone here know what this file's role is, and why the compilation could be failing at that point?
You might need to install the full Xcode app and not just the command line. This fixed the issue for me.
The issue turned out to be a bad typedef in a libuv header, object.h.

Cannot update Tango Core - "Package file was not signed correctly"

Got my Tango tablet last night and tried to get it going by installing required packages. Updating "Project Tango Core" app failed. Here's the error I get:
Anybody else seen this and know how to fix it?
Here's some info that may be required:
Looking at the build number that you have pictured above, this is an old OS build. In order to fix this issue you need to perform an update on the system software (Settings->About Tablet->System Updates).
Once you have updated to the latest software version, currently Cantor, this issue should resolve itself.
Edit : If your tablet does not see the update you may need to perform a factory data reset (Settings->Backup and Reset->Factory Data Reset).
Cheers,
Chase

Making Android NDK apps with NativeActivity?

I know that in a normal NDK build, the C++ libraries are built and packed into an apk file. But how can I automate this in Eclipse? I have tried following http://mhandroid.wordpress.com/2011/01/23/using-eclipse-for-android-cc-development/ to run the native-activity sample that came with the NDK, and it ended up not working. Even after I got past most of the reference errors via including, nothing happens when I run it as an Android Application (with a Motorola phone plugged in).
I have looked around quite a bit about this and am still stuck, so I'm open to suggestions at this point. Thanks!
(Please keep in mind that I'm using MinGW/MSys on Windows 7, mostly for running scripts with bash)
I've just decided to go with an Ubuntu VM and use that, and with some tweaking it seems to be working the way it should. I used a combination of http://mhandroid.wordpress.com/2011/01/23/using-eclipse-for-android-cc-development/ and http://developer.android.com/sdk/ndk/overview.html#native-activity to get everything set up. Also a very important note, go to C/C++ General -> Code Analysis -> Launching in your Eclipse project settings and disable both of those options for any native activities you make. I'm not sure if there's a good way to set the libs and includes up for it to work, but currently live bug checking screws things up in the NDK, and I can currently build successfully without it. Plus it'll still mark errors in red after a failed build, so you shouldn't be completely in the middle of nowhere when finding errors.

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