Windows 기능 설정

가상화 지원 확인

System requirements

WSL 2 backend / Hyper-V backend and Windows Containers

  • Enable the WSL 2 feature on Windows.
  • Hyper-V and Containers Windows features must be enabled.
  • The following H/W prerequisites are required to successfully run WSL 2/Client Hyper-V on Windows 10:
    • 64-bit processor with Second Level Address Translation (SLAT)
    • 4GB system RAM
    • BIOS-level hardware virtualization support must be enabled in the BOIS settings.
  • Download and install the Linux kernel update package.

 

  •  

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커널에 대한 정보

uname -a

OS 버전에 대한 정보

:~$ cat /etc/issue
Ubuntu 20.04.3 LTS \n \l

:~$ cat /etc/*release*
DISTRIB_ID=Ubuntu
DISTRIB_RELEASE=20.04
DISTRIB_CODENAME=focal
DISTRIB_DESCRIPTION="Ubuntu 20.04.3 LTS"
NAME="Ubuntu"
VERSION="20.04.3 LTS (Focal Fossa)"
ID=ubuntu
ID_LIKE=debian
PRETTY_NAME="Ubuntu 20.04.3 LTS"
VERSION_ID="20.04"
HOME_URL="https://www.ubuntu.com/"
SUPPORT_URL="https://help.ubuntu.com/"
BUG_REPORT_URL="https://bugs.launchpad.net/ubuntu/"
PRIVACY_POLICY_URL="https://www.ubuntu.com/legal/terms-and-policies/privacy-policy"
VERSION_CODENAME=focal
UBUNTU_CODENAME=focal

:~$ getconf LONG_BIT
64

:~$ lsb_release -a
No LSB modules are available.
Distributor ID: Ubuntu
Description:    Ubuntu 20.04.3 LTS
Release:        20.04
Codename:       focal

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#include <stdlib.h>
#include <libloaderapi.h>

LPCWSTR GetThisDllPath()
{
    static wchar_t s_wszMyPath[_MAX_PATH] = { 0, };

    if (!s_wszThisPath[0])
    {
        DWORD dwFlags = GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS
                      | GET_MODULE_HANDLE_EX_FLAG_UNCHANGED_REFCOUNT;
        HMODULE hModule;
    
        if (!::GetModuleHandleExW(dwFlags, (LPCWSTR)&GetThisDllPath, &hModule))
        {
            int rv = ::GetLastError();
            fprintf(stderr, "GetModuleHandleEx failed, error = %d\r\n", rv);
            return nullptr;
        }
        if (!::GetModuleFileNameW(hModule, s_wszMyPath, _MAX_PATH))
        {
            int rv = ::GetLastError();
            fprintf(stderr, "GetModuleFileName failed, error = %d\r\n", rv);
            return nullptr;
        }
    }
    
    return s_wszThisPath;
}

#include "pch.h"

wchar_t s_wszMyPath[_MAX_PATH];

BOOL APIENTRY DllMain(
    HMODULE hModule,
    DWORD  ul_reason_for_call,
    LPVOID lpReserved)
{
    switch (ul_reason_for_call)
    {
    case DLL_PROCESS_ATTACH:
        ::GetModuleFileNameW(hModule, s_wszMyPath, _MAX_PATH);
        break;
    case DLL_THREAD_ATTACH:
    case DLL_THREAD_DETACH:
    case DLL_PROCESS_DETACH:
        break;
    }
    return TRUE;
}

HMOUDLE hModule = &__ImageBase;
wchar_t wszMyPath[_MAX_PATH];

::GetModuleFileNameW(hModule, wszMyPath, _MAX_PATH);

 

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원본: http://www.pixelsham.com/2020/08/03/resolution-charts/

 

Resolution Charts

  Resolution – Aspect Ratio 4:03 16:09 16:10 3:02 5:03 5:04 CGA 320 x 200 QVGA 320 x 240 VGA (SD, Standard Definition) 640 x 480 NTSC 720 x 480 WVGA 854 x 450 WVGA 800 x 480 PAL 768 x 576 SVGA…

www.pixelsham.com

Aspect Ratio 4:3 (1.33:1) 16:9 (1.78:1) 16:10 3:2 5:3 5:4
CGA     320 x 200      
QVGA 320 x 240          
VGA(SD) 640 x 480          
NTSC       720 x 480    
WVGA   854 x 450     800 x 480  
PAL 768 x 576          
SVGA 800 x 600          
XGA 1024 x 768          
HD720(720P)   1280 x 720        
WXGA     1280 x 800   1280 x 768  
SXGA           1280 x 1024
SXGA+ 1400 x 1050          
WSXGA     1680 x 1050      
UXGA(2MP) 1600 x 1200          
HD1080(1080P, FHD)   1920 x 1080        
WUXGA     1920 x 1200      
2K   2048 x (any)        
QWXGA   2048 x 1152        
QXGA(3MP) 2048 x 1536          
WQXGA     2560 x 1600      
QHD       2560 x 1440    
QSXGA(5MP)           2560 x 2048
4K UHD   3840 x 2160        
QUXGA+     3840 x 2400      
IMAX 3D 4096 x 3072          
8K UHD   7680 x 4320        
10K HD   10240 x 4320        
16K   15360 x 8640        

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사용자 객체 디버거 표시 속성

    [StructLayout(LayoutKind.Sequential, Pack = 1)]
    [DebuggerDisplay("k4a_quaternion_st: wxyz({w}, {x}, {y}, {z})")]
    public readonly struct k4a_quaternion_st
    {
        public readonly float w;
        public readonly float x;
        public readonly float y;
        public readonly float z;

        public k4a_quaternion_st(float w, float x, float y, float z)
        {
            this.w = w;
            this.x = x;
            this.y = y;
            this.z = z;
        }

        public static implicit operator Quaternion(k4a_quaternion_st q)
        {
            return new Quaternion(q.x, q.y, q.z, q.w);
        }

        public static implicit operator k4a_quaternion_st(Quaternion q)
        {
            return new k4a_quaternion_st(q.W, q.X, q.Y, q.Z);
        }
    }

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