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  • Live from ODTUG - Big Data and SQL session #2

    - by Jean-Pierre Dijcks
    Sitting in Dominic Delmolino's session at ODTUG (KScope 12). If the session count at conferences is any indication then we will see more and more people start to deploy MapReduce in the database. And yes, that would be with SQL and PL/SQL first and foremost. Both Dominic and our own Bryn Llewellyn are doing MapReduce in the database presentations.  Since I have seen both, I would advice people to first look through Dominic's session to get a good grasp on what mappers do and what reducers do, then dive into Bryn's for a bunch of PL/SQL example. The thing I like about Dominic's is the last slide (a recursive WITH statement) to do this in SQL... Now I am hoping that next year we will see tools vendors show off how they work with Hadoop and MapReduce (at least talking about the concepts!!).

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  • Printing an invisible NSView

    - by Rodger Wilson
    Initially I created a simple program with a custom NSView. I drew a picture (certificate) and printed it! beautiful! Everything worked great! I them moved my custom NSView to an existing application. My hope was that when a user hit print it would print this certificate. Simple enough. I figured a could have a NSView pointer in my controller code. Then at initialization I would populate the pointer. Then when someone wanted to print the certificate it would print. The problem is that all of my drawing code is in the "drawRect" method. This method doesn't get called because this view is never displayed in a window. I have heart that others use non-visible NSView objects just for printing. What do I need to do. I really don't want to show this view to the screen. Rodger

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  • Is there any way to lock down Photoshop to prevent designers from creating styles that cannot be rendered in CSS?

    - by Hugo Rodger-Brown
    Photoshop is a much more powerful design tool than CSS, and given free reign to design at will, designers will often tweak things like font settings to a degree that cannot be recreated on the web. Is there any way to lock down Photoshop, or perhaps run an equivalent of the Office 2010 "Compatability report" that shows the designer where they have designed something that cannot be rendered on a web page. Something like the old-school "web-safe" colour palette, but for an overall design.

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  • Route traffic from one VPN to a second VPN

    - by Dominic
    I have set up an OpenVPN server on my windows 7 64-bit PC. I also have a subscription to a VPN service. My aim is to be able to connect my android phone to the VPN server on my PC, and then route all traffic through the VPN service. I have a NetGear WPN824 router. I can get it working if I my phone is on my local network. Then I can connect my phone to the VPN server using the local IP address of my PC. In Network Connection in the control panel, I share the connection used by the VPN service with the connection used by the VPN server. Then when I browse the internet on my phone, all traffic goes through the VPN service. Very nice. But if my phone is outside my local network, so I have to connect my phone to the local VPN using my PC's external IP address, then this method doesn't work. If I connect my PC to the VPN service and then try to connect my phone to my own VPN, it just doesn't connect (the initial TLS handshake times out). If I connect my phone to the local VPN first, then this connection is lost as soon as I connect my PC to the VPN service. Does anybody know how I can get this working? Many thanks Dominic

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  • iPhone Open GL ES using FBX - How do I import animations from FBX into iPhone?

    - by Dominic Tancredi
    I've been researching this extensively. We have a game that's 90% complete, using custom game logic in iPhone 4.0. We've been asked to import a 3D model and have it animate when various events happen in the game. I've put together an OpenGL view (based on Eagl and several examples), and used Blender to import the model, as well as Jeff LeMarche's script to export the .h file. After much trial, it worked, and I was able to show a rotating model (unskinned). However, the 3d artist hadn't UV unwrapped the model, so provided me a new model, this one as a Maya file, along with animation in a FBX format, a .obj file, and .tga texture unwrapped. My question is : how can I use FBX inside OpenGL ES inside iPhone to run through animations? And what's the pipeline to get this Maya file into Blender to be able to create a .h file. I've tried the obj2opengl however the model is missing normals (did it have it in the first place?) and the skin isn't applying at all (possibly a code issue, something I think I can fix). I'm trying to use Jeff LeMarche's animation tutorial but can't figure out how to get the model files into a proper .h file for use. Any advice?

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  • Can't install Catalyst 12.8

    - by Dominic Jordan Hasford
    I can not install fglrx ATI drivers/Catalyst 12.8. I have tried installing AMA Catalyst 12.8 using this guide: http://www.upubuntu.com/2012/08/install-amd-catalyst-128-on-ubuntu.html When I reach the part of installing with sudo sh amd-driver-installer-8.982-x86.x86_64.run , I get the following error: When I run it using the --force option, I get this message: How can I fix these errors and install Catalyst 12.8?

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  • How to open OLE2 file format document

    - by Dominic Jordan Hasford
    I received a file that is .OLE2 format by email and I can't get it open. When I try to open it with Document Viewer (default pfd program ubuntu) it says it can't support it. I searched in the Software Center for OLE2, and it returned a program called RipOle. It says it opens that format, but you have to run it in the terminal and I don't know how. Does any one know how to open OLE2 documents? Or do you know how to work ripole? Thanks in advanced!

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  • How does key-based caching work?

    - by Dominic Santos
    I recently read an article on the 37Signals blog and I'm left wondering how it is that they get the cache key. It's all well and good having a cache key that includes the object's timestamp (this means that when you update the object the cache will be invalidated); but how do you then use the cache key in a template without causing a DB hit for the very object that you are trying to fetch from the cache. Specifically, how does this affect One to Many relations where you are rendering a Post's Comments for example. Example in Django: {% for comment in post.comments.all %} {% cache comment.pk comment.modified %} <p>{{ post.body }}</p> {% endcache %} {% endfor %} Is caching in Rails different to just requests to memcached for example (I know that they convert your cache key to something different). Do they also cache the cache key?

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  • How to align Conky text to centre of desktop?

    - by Dominic Jordan Hasford
    I am working on creating an entire Theme based off of Coldplay's Mylo Xyloto album. This is my first time working with Conky and theme creation. I started off by creating the Conky setup: I would like to how to centre the text in Conky. First to have it placed in the centre of my desktop, and second to have the text centre (think the Centre align button in word). It is supposed to be aligned like the album art: Conky Script http://paste.ubuntu.com/1230966/ End Result using Answer bellow:

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  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • python Velocity control of the player, why doesn't this work?

    - by Dominic Grenier
    I have the following code inside a while True loop: if abs(playerx) < MAXSPEED: if moveLeft: playerx -= 1 if moveRight: playerx += 1 if abs(playery) < MAXSPEED: if moveDown: playery += 1 if moveUp: playery -= 1 if moveLeft == False and abs(playerx) > 0: playerx += 1 if moveRight == False and abs(playerx) > 0: playerx -= 1 if moveUp == False and abs(playery) > 0: playery += 1 if moveDown == False and abs(playery) > 0: playery -= 1 player.x += playerx player.y += playery if player.left < 0 or player.right > 1000: player.x -= playerx if player.top < 0 or player.bottom > 600: player.y -= playery The intended result is that while an arrow key is pressed, playerx or y increments by one at every loop until it reaches MAXSPEED and stays at MAXSPEED. And that when the player stops pressing that arrow key, his speed decreases. Until it reaches 0. To me, this code explicitly says that... But what actually happens is that playerx or y keeps incrementing regardless of MAXSPEED and continues moving even after the player stops pressing the arrow key. I keep rereading but I'm completely baffled by this weird behavior. Any insights? Thanks.

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  • Velocity control of the player, why doesn't this work?

    - by Dominic Grenier
    I have the following code inside a while True loop: if abs(playerx) < MAXSPEED: if moveLeft: playerx -= 1 if moveRight: playerx += 1 if abs(playery) < MAXSPEED: if moveDown: playery += 1 if moveUp: playery -= 1 if moveLeft == False and abs(playerx) > 0: playerx += 1 if moveRight == False and abs(playerx) > 0: playerx -= 1 if moveUp == False and abs(playery) > 0: playery += 1 if moveDown == False and abs(playery) > 0: playery -= 1 player.x += playerx player.y += playery if player.left < 0 or player.right > 1000: player.x -= playerx if player.top < 0 or player.bottom > 600: player.y -= playery The intended result is that while an arrow key is pressed, playerx or playery increments by one at every iteration until it reaches MAXSPEED and stays at MAXSPEED. And that when the player stops pressing that arrow key, his speed decreases until it reaches 0. To me, this code explicitly says that... But what actually happens is that playerx or playery keeps incrementing regardless of MAXSPEED and continues moving even after the player stops pressing the arrow key. I keep rereading but I'm completely baffled by this weird behavior. Any insights? Thanks.

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  • Single paging Meta Tag Duplication [duplicate]

    - by Dominic Reigns
    This question already has an answer here: Should paginated content have unique meta tags? 1 answer How to make Google understand about single paging content issue ? A single page has got above 100 paging ? 1-10 of 199 Go to Page 12345678910 ... like this as mentioned above, Do I need to put fresh meta tag on each page ??? Help me out from this issue ?

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  • My father is a doctor. He is insisting on writing a database to store non-critical patient information, with no programming background

    - by Dominic Bou-Samra
    So, my father is currently in the process of "hacking" together a database using FileMaker Pro, a GUI based databasing tool for his small (4 doctor) practice. The database will be used to help ease the burden on reporting from medical machines, streamlining quite a clumsy process. He's got no programming background, and seems to be doing everything in his power to not learn things correctly. He's got duplicate data types, no database-enforced relationships (foreign/primary key constraints) and a dozen other issues. He's doing it all by hand via GUI tool using Youtube videos. My issue is, that whilst I want him to succeed 100%, I don't think it's appropriate for him to be handling these types of decisions. How do I convince him that without some sort of education in these topics, a hacked together solution is a bad idea? He's can be quite stubborn and I think he sees these types of jobs as "childs play" How should I approach this? Is it even that bad an idea - or am I correct in thinking he should hire a proper DBA/developer to handle this so that it doesn't become a maintenance nightmare? NB: I am a developer consultant of 4 years and I've seen my share of painful customer implementations.

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  • Simple project - make a 3D box tumble and fall to the ground [closed]

    - by Dominic Bou-Samra
    Possible Duplicate: Resources to learn programming rigid body simulation Hi guys, I want to try learning rigid-body dynamic simulation. I have done a fluid and cloth simulation before, but never anything rigid. My maths knowledge is limited in that I don't know the notation that well. Are there any good cliff-notes, tutorials, guides on how I would accomplish a simple task like this? I don't want a super complex pdf that's only a little relevant. Thanks.

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • Emacs: Changing the location of auto-save files

    - by Dominic Rodger
    I've currently got: (setq backup-directory-alist `((".*" . ,temporary-file-directory))) (setq auto-save-file-name-transforms `((".*" ,temporary-file-directory t))) in my .emacs, but that doesn't seem to have changed where auto-save files get saved (it has changed where backup files get saved. M-x describe-variable shows that temporary-file-directory is set to /tmp/, but when I edit a file called testing.md and have unsaved changes, I get a file called .#testing.md in the same directory. How can I make that file go somewhere else (e.g. /tmp/)? I've had no luck with these suggestions, so any suggestions welcome! If it helps, I'm on GNU Emacs 23.3.1, running Ubuntu.

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  • Re-ordering child nodes in django-MPTT

    - by Dominic Rodger
    I'm using Ben Firshman's fork of django-MPTT (hat tip to Daniel Roseman for the recommendation). I've got stuck trying to re-order nodes which share a common parent. I've got a list of primary keys, like this: ids = [5, 9, 7, 3] All of these nodes have a parent, say with primary key 1. At present, these nodes are ordered [5, 3, 9, 7], how can I re-order them to [5, 9, 7, 3]? I've tried something like this: last_m = MyModel.get(pk = ids.pop(0)) last_m.move_to(last_m.parent, position='first-child') for id in ids: m = MyModel.get(pk = id) m.move_to(last_m, position='right') Which I'd expect to do what I want, per the docs on move_to, but it doesn't seem to change anything. Sometimes it seems to move the first item in ids to be the first child of its parent, sometimes it doesn't. Am I right in my reading of the docs for move_to that calling move_to on a node n with position=right and a target which is a sibling of n will move n to immediately after the target? It's possible I've screwed up my models table in trying to figure this out, so maybe the code above is actually right. It's also possible there's a much more elegant way of doing this (perhaps one that doesn't involve O(n) selects and O(n) updates). Have I misunderstood something? Bonus question: is there a way of forcing django-MPTT to rebuild lft and rght values for all instances of a given model?

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  • django-mptt fields showing up twice, breaking SQL

    - by Dominic Rodger
    I'm using django-mptt to manage a simple CMS, with a model called Page, which looks like this (most presumably irrelevant fields removed): class Page(mptt.Model, BaseModel): title = models.CharField(max_length = 20) slug = AutoSlugField(populate_from = 'title') contents = models.TextField() parent = models.ForeignKey('self', null=True, blank=True, related_name='children', help_text = u'The page this page lives under.') removed fields are called attachments, headline_image, nav_override, and published All works fine using SQLite, but when I use MySQL and try and add a Page using the admin (or using ModelForms and the save() method), I get this: ProgrammingError at /admin/mycms/page/add/ (1110, "Column 'level' specified twice") where the SQL generated is: 'INSERT INTO `kaleo_page` (`title`, `slug`, `contents`, `nav_override`, `parent_id`, `published`, `headline_image_id`, `lft`, `rght`, `tree_id`, `level`, `lft`, `rght`, `tree_id`, `level`) VALUES (%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)' for some reason I'm getting the django-mptt fields (lft, rght, tree_id and level) twice. It works in SQLite presumably because SQLite is more forgiving about what it accepts than MySQL. get_all_field_names() also shows them twice: >>> Page._meta.get_all_field_names() ['attachments', 'children', 'contents', 'headline_image', 'id', 'level', 'lft', 'nav_override', 'parent', 'published', 'rght', 'slug', 'title', 'tree_id'] Which is presumably why the SQL is bad. What could I have done that would result in those fields appearing twice in get_all_field_names()?

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  • Processing file uploads before object is saved

    - by Dominic Rodger
    I've got a model like this: class Talk(BaseModel): title = models.CharField(max_length=200) mp3 = models.FileField(upload_to = u'talks/', max_length=200) seconds = models.IntegerField(blank = True, null = True) I want to validate before saving that the uploaded file is an MP3, like this: def is_mp3(path_to_file): from mutagen.mp3 import MP3 audio = MP3(path_to_file) return not audio.info.sketchy Once I'm sure I've got an MP3, I want to save the length of the talk in the seconds attribute, like this: audio = MP3(path_to_file) self.seconds = audio.info.length The problem is, before saving, the uploaded file doesn't have a path (see this ticket, closed as wontfix), so I can't process the MP3. I'd like to raise a nice validation error so that ModelForms can display a helpful error ("You idiot, you didn't upload an MP3" or something). Any idea how I can go about accessing the file before it's saved? p.s. If anyone knows a better way of validating files are MP3s I'm all ears - I also want to be able to mess around with ID3 data (set the artist, album, title and probably album art, so I need it to be processable by mutagen).

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  • Sticky Footers that move down when dynamic content gets loaded

    - by Dominic Rodger
    I've been using this snippet of jQuery to get a sticky footer: if($(document.body).height() < $(window).height()){ $("#footer").css({position: "absolute",top:($(window).scrollTop()+$(window).height()-$("#footer").height())+"px", width: "100%"}); } $(window).scroll(positionFooter).resize(positionFooter); However, that breaks when I've got expandable/collapsible divs lying around where the original content was less high than the window, since it is then stuck to the bottom of the window, rather than the bottom of the document. Is there a way of fixing this, or a better way of doing it? Please bear in mind that I don't have much control over the HTML, since I need to do this in Django's admin interface, which doesn't allow much injection of HTML in the places you might want to to accomplish this sort of thing (i.e. this answer and this answer don't work for me).

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  • Image inside a button not positioned correctly in Firefox

    - by Dominic Rodger
    I have the following markup: <p class="managebox"> <button value="Add page"> <img src="page_add.png" alt="Add more content" /> Add Page </button> </p> And the following CSS: p.managebox { position: relative; } p.managebox button { display: block; padding: 5px 7px 4px 30px; position: relative; } p.managebox button img { position: absolute; left: 7px; } In IE 8 I get this: In Chrome 4.0 I get this: In Firefox 3.6 I get this: Does anyone know what I'm doing wrong? One thing I've just realised that may be relevant - if I use an a instead of button, it works fine.

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  • How does Sentry aggregate errors?

    - by Hugo Rodger-Brown
    I am using Sentry (in a django project), and I'd like to know how I can get the errors to aggregate properly. I am logging certain user actions as errors, so there is no underlying system exception, and am using the culprit attribute to set a friendly error name. The message is templated, and contains a common message ("User 'x' was unable to perform action because 'y'"), but is never exactly the same (different users, different conditions). Sentry clearly uses some set of attributes under the hood to determine whether to aggregate errors as the same exception, but despite having looked through the code, I can't work out how. Can anyone short-cut my having to dig further into the code and tell me what properties I need to set in order to manage aggregation as I would like? [UPDATE 1: event grouping] This line appears in sentry.models.Group: class Group(MessageBase): """ Aggregated message which summarizes a set of Events. """ ... class Meta: unique_together = (('project', 'logger', 'culprit', 'checksum'),) ... Which makes sense - project, logger and culprit I am setting at the moment - the problem is checksum. I will investigate further, however 'checksum' suggests that binary equivalence, which is never going to work - it must be possible to group instances of the same exception, with differenct attributes? [UPDATE 2: event checksums] The event checksum comes from the sentry.manager.get_checksum_from_event method: def get_checksum_from_event(event): for interface in event.interfaces.itervalues(): result = interface.get_hash() if result: hash = hashlib.md5() for r in result: hash.update(to_string(r)) return hash.hexdigest() return hashlib.md5(to_string(event.message)).hexdigest() Next stop - where do the event interfaces come from? [UPDATE 3: event interfaces] I have worked out that interfaces refer to the standard mechanism for describing data passed into sentry events, and that I am using the standard sentry.interfaces.Message and sentry.interfaces.User interfaces. Both of these will contain different data depending on the exception instance - and so a checksum will never match. Is there any way that I can exclude these from the checksum calculation? (Or at least the User interface value, as that has to be different - the Message interface value I could standardise.) [UPDATE 4: solution] Here are the two get_hash functions for the Message and User interfaces respectively: # sentry.interfaces.Message def get_hash(self): return [self.message] # sentry.interfaces.User def get_hash(self): return [] Looking at these two, only the Message.get_hash interface will return a value that is picked up by the get_checksum_for_event method, and so this is the one that will be returned (hashed etc.) The net effect of this is that the the checksum is evaluated on the message alone - which in theory means that I can standardise the message and keep the user definition unique. I've answered my own question here, but hopefully my investigation is of use to others having the same problem. (As an aside, I've also submitted a pull request against the Sentry documentation as part of this ;-)) (Note to anyone using / extending Sentry with custom interfaces - if you want to avoid your interface being use to group exceptions, return an empty list.)

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  • Reading file data during form's clean method

    - by Dominic Rodger
    So, I'm working on implementing the answer to my previous question. Here's my model: class Talk(models.Model): title = models.CharField(max_length=200) mp3 = models.FileField(upload_to = u'talks/', max_length=200) Here's my form: class TalkForm(forms.ModelForm): def clean(self): super(TalkForm, self).clean() cleaned_data = self.cleaned_data if u'mp3' in self.files: from mutagen.mp3 import MP3 if hasattr(self.files['mp3'], 'temporary_file_path'): audio = MP3(self.files['mp3'].temporary_file_path()) else: # What goes here? audio = None # setting to None for now ... return cleaned_data class Meta: model = Talk Mutagen needs file-like objects - the first case (where the uploaded file is larger than the size of file handled in memory) works fine, but I don't know how to handle InMemoryUploadedFile that I get otherwise. I've tried: # TypeError (coercing to Unicode: need string or buffer, InMemoryUploadedFile found) audio = MP3(self.files['mp3']) # TypeError (coercing to Unicode: need string or buffer, cStringIO.StringO found) audio = MP3(self.files['mp3'].file) # Hangs seemingly indefinitely audio = MP3(self.files['mp3'].file.read()) Is there something wrong with mutagen, or am I doing it wrong?

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  • Can't send mail from Windows Phone (Postfix server)

    - by Dominic Williams
    Some background: I have a Dovecot/Postfix setup to handle email for a few domains. We have imap and smtp setup on various devices (Macs, iPhones, PCs, etc) and it works no problem. I've recently bought a Windows Phone and I'm trying to setup the mail account on there. I've got the imap part working great but for some reason it won't send mail. mail.log with debug_peer_list I've put this on pastebin because its quite long: http://pastebin.com/KdvMDxTL dovecot.log with verbose_ssl Apr 14 22:43:50 imap-login: Warning: SSL: where=0x10, ret=1: before/accept initialization [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2001, ret=1: before/accept initialization [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2001, ret=1: SSLv3 read client hello A [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2001, ret=1: SSLv3 write server hello A [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2001, ret=1: SSLv3 write certificate A [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2001, ret=1: SSLv3 write server done A [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2001, ret=1: SSLv3 flush data [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2002, ret=-1: SSLv3 read client certificate A [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2002, ret=-1: SSLv3 read client certificate A [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2001, ret=1: SSLv3 read client key exchange A [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2001, ret=1: SSLv3 read finished A [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2001, ret=1: SSLv3 write change cipher spec A [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2001, ret=1: SSLv3 write finished A [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2001, ret=1: SSLv3 flush data [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x20, ret=1: SSL negotiation finished successfully [109.151.23.129] Apr 14 22:43:50 imap-login: Warning: SSL: where=0x2002, ret=1: SSL negotiation finished successfully [109.151.23.129] Apr 14 22:43:51 imap-login: Info: Login: user=<pixelfolio>, method=PLAIN, rip=109.151.23.129, lip=94.23.254.175, mpid=24390, TLS Apr 14 22:43:53 imap(pixelfolio): Info: Disconnected: Logged out bytes=9/331 Apr 14 22:43:53 imap-login: Warning: SSL alert: where=0x4008, ret=256: warning close notify [109.151.23.129] postconf -n alias_database = hash:/etc/aliases alias_maps = hash:/etc/aliases append_dot_mydomain = no biff = no broken_sasl_auth_clients = yes config_directory = /etc/postfix debug_peer_list = 109.151.23.129 inet_interfaces = all mailbox_command = procmail -a "$EXTENSION" mailbox_size_limit = 0 message_size_limit = 50240000 milter_default_action = accept milter_protocol = 2 mydestination = ks383809.kimsufi.com, localhost.kimsufi.com, localhost myhostname = ks383809.kimsufi.com mynetworks = 127.0.0.0/8 [::ffff:127.0.0.0]/104 [::1]/128 myorigin = /etc/mailname non_smtpd_milters = inet:127.0.0.1:8891,inet:localhost:8892 readme_directory = no recipient_delimiter = + smtp_tls_session_cache_database = btree:${data_directory}/smtp_scache smtpd_banner = $myhostname ESMTP $mail_name (Ubuntu) smtpd_milters = inet:127.0.0.1:8891,inet:localhost:8892 smtpd_recipient_restrictions = permit_mynetworks permit_sasl_authenticated reject_unauth_destination smtpd_sasl_auth_enable = yes smtpd_sasl_path = private/auth smtpd_sasl_type = dovecot smtpd_tls_cert_file = /etc/ssl/certs/ssl-cert-snakeoil.pem smtpd_tls_key_file = /etc/ssl/private/ssl-cert-snakeoil.key smtpd_tls_session_cache_database = btree:${data_directory}/smtpd_scache smtpd_use_tls = yes virtual_alias_domains = domz.co.uk ruck.in vjgary.co.uk scriptees.co.uk pixelfolio.co.uk filmtees.co.uk nbsbar.co.uk virtual_alias_maps = hash:/etc/postfix/alias_maps doveconf -n # 2.0.13: /etc/dovecot/dovecot.conf # OS: Linux 2.6.38.2-grsec-xxxx-grs-ipv6-64 x86_64 Ubuntu 11.10 auth_mechanisms = plain login log_path = /var/log/dovecot.log mail_location = mbox:~/mail/:INBOX=/var/mail/%u passdb { driver = pam } protocols = imap service auth { unix_listener /var/spool/postfix/private/auth { group = postfix mode = 0660 user = postfix } } ssl_cert = </etc/ssl/certs/dovecot.pem ssl_key = </etc/ssl/private/dovecot.pem userdb { driver = passwd } verbose_ssl = yes Any suggestions or help greatly appreciated. I've been pulling my hair out with this for hours! EDIT This seems to be my exact problem, but I already have broken_sasl set to yes and the 'login' auth mechanism added? http://forums.gentoo.org/viewtopic-t-898610-start-0.html

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