Search Results

Search found 28818 results on 1153 pages for 'main loop'.

Page 109/1153 | < Previous Page | 105 106 107 108 109 110 111 112 113 114 115 116  | Next Page >

  • phusion_passenger/plugin.r b:37:in `load': undefined method `dir' for nil:NilClass (NoMethodError)

    - by dohkoos
    gem install passenger # version 3.0.2 run the command 'passenger start' then I got the error: c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passenger/plugin.r b:37:in `load': undefined method `dir' for nil:NilClass (NoMethodError) from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passe nger/plugin.rb:34:in `each' from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passe nger/plugin.rb:34:in `load' from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passe nger/plugin.rb:72:in `initialize' from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passe nger/standalone/start_command.rb:52:in `new' from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passe nger/standalone/start_command.rb:52:in `initialize' from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passe nger/standalone/main.rb:93:in `new' from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passe nger/standalone/main.rb:93:in `run_command' from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passe nger/standalone/main.rb:48:in `each_command' from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passe nger/standalone/main.rb:43:in `each' from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passe nger/standalone/main.rb:43:in `each_command' from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passe nger/standalone/main.rb:91:in `run_command' from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passe nger/standalone/main.rb:62:in `run!' from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/lib/phusion_passe nger/standalone/main.rb:39:in `run!' from c:/Ruby187/lib/ruby/gems/1.8/gems/passenger-3.0.2/bin/passenger:32 from c:/Ruby187/bin/passenger:19:in `load' from c:/Ruby187/bin/passenger:19 Any ideas would be greatly appreciated.

    Read the article

  • How to kill unkillable Python-processes running as root

    - by Andrei
    I am experiencing an annoying problem with sshuttle running it on 10.7.3, MBA with the latest firmware update -- after I stop it (ctrl+c twice), or loose connection, or close the lid, I cannot restore it until I restart the system. The restarting takes notably more time, than it would normally take. I have tried to flush ipfw rules - not helping. Could you advice me how to restore sshuttle connection (without restarting os)? The following processes remain running as root, which I do not know how to kill (tried sudo kill -9 <pid> with no luck): root 14464 python ./main.py python -v -v --firewall 12296 12296 root 14396 python ./main.py python -v -v --firewall 12297 12297 root 14306 python ./main.py python -v -v --firewall 12298 12298 root 3678 python ./main.py python -v -v --firewall 12299 12299 root 2263 python ./main.py python -v -v --firewall 12300 12300 The command I use to run proxy: ./sshuttle --dns -r [email protected] 10.0.0.0/8 -vv The last message I get trying to restore the connection: ... firewall manager: starting transproxy. s: Ready: 1 r=[4] w=[] x=[] s: < channel=0 cmd=PING len=7 s: > channel=0 cmd=PONG len=7 (fullness=554) s: mux wrote: 15/15 s: Waiting: 1 r=[4] w=[] x=[] (fullness=561/0) >> ipfw -q add 12300 check-state ip from any to any >> ipfw -q add 12300 skipto 12301 tcp from any to 127.0.0.0/8 >> ipfw -q add 12300 fwd 127.0.0.1,12300 tcp from any to 10.0.0.0/8 not ipttl 42 keep-state setup >> ipfw -q add 12300 divert 12300 udp from any to 10.0.1.1/32 53 not ipttl 42 >> ipfw -q add 12300 divert 12300 udp from any 12300 to any not ipttl 42 Update: $ ps -ax|grep python 1611 ?? 0:06.49 python ./main.py python -v -v --firewall 12300 12300 48844 ?? 0:00.05 python ./main.py python -v -v --firewall 12299 12299 49538 ttys000 0:00.00 grep python

    Read the article

  • Debian 5.0 (lenny) apt sources fail?

    - by Tronic
    For the past few days, I couldn't update our apt-sources on Debian 5.0 (lenny). I get the following errors. W: Failed to fetch http://ftp.debian.org/debian/dists/lenny/main/binary-amd64/Packages 404 Not Found [IP: 130.89.148.12 80] W: Failed to fetch http://ftp.debian.org/debian/dists/lenny/contrib/binary-amd64/Packages 404 Not Found [IP: 130.89.148.12 80] W: Failed to fetch http://ftp.debian.org/debian/dists/lenny/non-free/binary-amd64/Packages 404 Not Found [IP: 130.89.148.12 80] W: Failed to fetch http://ftp.debian.org/debian/dists/lenny/main/source/Sources 404 Not Found [IP: 130.89.148.12 80] W: Failed to fetch http://ftp.debian.org/debian/dists/lenny/contrib/source/Sources 404 Not Found [IP: 130.89.148.12 80] W: Failed to fetch http://ftp.debian.org/debian/dists/lenny/non-free/source/Sources 404 Not Found [IP: 130.89.148.12 80] How do I fix this problem? Edit: My current sources are: # Debian Lenny deb http://ftp.de.debian.org/debian/ lenny main non-free contrib deb-src http://ftp.de.debian.org/debian/ lenny main non-free contrib # Debian Lenny Non-US deb http://non-us.debian.org/debian-non-US lenny/non-US main contrib non-free deb-src http://non-us.debian.org/debian-non-US lenny/non-US main contrib non-free # Debian Lenny Security deb http://security.debian.org/ lenny/updates main contrib non-free

    Read the article

  • web service - client classes

    - by Noona
    The web service that I implemented is up and running, when I try to run the client I get the following error with regard to the classes that were generated using wsimport, Caused by: java.security.PrivilegedActionException: com.sun.xml.internal.bind.v2.runtime.IllegalAnnotationsException: 4 counts of IllegalAnnotationExceptions Two classes have the same XML type name "{http://server.agency.hw2/}userJoined". Use @XmlType.name and @XmlType.namespace to assign different names to them. this problem is related to the following location: at hw2.chat.backend.main.generatedfromserver.UserJoined at public javax.xml.bind.JAXBElement hw2.chat.backend.main.generatedfromserver.ObjectFactory.createUserJoined(hw2.chat.backend.main.generatedfromserver.UserJoined) at hw2.chat.backend.main.generatedfromserver.ObjectFactory this problem is related to the following location: at ChatCompany.BackendChatServer.hw2.chat.backend.main.generatedfromserver.UserJoined Two classes have the same XML type name "{http://server.agency.hw2/}userJoinedResponse". Use @XmlType.name and @XmlType.namespace to assign different names to them. this problem is related to the following location: at hw2.chat.backend.main.generatedfromserver.UserJoinedResponse at public javax.xml.bind.JAXBElement hw2.chat.backend.main.generatedfromserver.ObjectFactory.createUserJoinedResponse(hw2.chat.backend.main.generatedfromserver.UserJoinedResponse) But I can't figure out what exactly is meant by the error. I am assuming I need to change something in annotations in this class as pointed out by the compiler: @XmlAccessorType(XmlAccessType.FIELD) @XmlType(name = "userJoinedResponse") public class UserJoinedResponse { } could someone please point out why there's a name collision and what annotations I need to change? thanks

    Read the article

  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

    Read the article

  • What is stopping postfix from delivering mail to the local transport agent?

    - by Dark Star1
    I have the following settings ( as grabbed from my postconf -n output) 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 content_filter = smtp-amavis:[127.0.0.1]:10024 inet_interfaces = all mailbox_command = procmail -a "$EXTENSION" mailbox_size_limit = 0 maximal_backoff_time = 8000s maximal_queue_lifetime = 7d minimal_backoff_time = 1000s mydestination = $mydomain, localhost.$mydomain, localhost myhostname = //redacted mynetworks = 127.0.0.0/8 [::ffff:127.0.0.0]/104 [::1]/128 myorigin = /etc/mailname readme_directory = no recipient_delimiter = + relayhost = smtp_helo_timeout = 60s smtp_tls_session_cache_database = btree:${data_directory}/smtp_scache smtpd_banner = $myhostname ESMTP $mail_name (Ubuntu) smtpd_hard_error_limit = 12 smtpd_recipient_limit = 10 smtpd_sasl_auth_enable = yes smtpd_sasl_authenticated_header = yes smtpd_sasl_local_domain = smtpd_sasl_path = private/auth smtpd_sasl_security_options = noanonymous smtpd_sasl_type = dovecot smtpd_soft_error_limit = 3 smtpd_tls_cert_file = /etc/ssl/certs/ssl-cert-snakeoil.pem smtpd_tls_key_file = /etc/ssl/private/ssl-cert-snakeoil.key smtpd_tls_session_cache_database = btree:${data_directory}/smtpd_scache smtpd_use_tls = yes unknown_local_recipient_reject_code = 450 virtual_alias_maps = mysql:/etc/postfix/mysql_virtual_alias_maps.cf, mysql:/etc/postfix/mysql_virtual_alias_domainaliases_maps.cf virtual_gid_maps = static:8 virtual_mailbox_base = /var/vmail virtual_mailbox_domains = mysql:/etc/postfix/mysql_virtual_domains_maps.cf virtual_mailbox_maps = mysql:/etc/postfix/mysql_virtual_mailbox_maps.cf, mysql:/etc/postfix/mysql_virtual_mailbox_domainaliases_maps.cf virtual_transport = virtual virtual_uid_maps = static:5000 postconf: warning: /etc/postfix/main.cf: unused parameter: virtual_overquota_bounce=yes postconf: warning: /etc/postfix/main.cf: unused parameter: virtual_mailbox_limit_maps=mysql:/etc/postfix/mysql_virtual_mailbox_limit_maps.cf postconf: warning: /etc/postfix/main.cf: unused parameter: virtual_maildir_limit_message=Sorry, the your maildir has overdrawn your diskspace quota, please free up some of spaces of your mailbox try again. postconf: warning: /etc/postfix/main.cf: unused parameter: virtual_create_maildirsize=yes postconf: warning: /etc/postfix/main.cf: unused parameter: virtual_mailbox_extended=yes postconf: warning: /etc/postfix/main.cf: unused parameter: virtual_mailbox_limit_override=yes postconf: warning: /etc/postfix/main.cf: unused parameter: smtpd_relay_restrictions=reject_unauth_pipelining, permit_mynetworks, permit_sasl_authenticated, reject_non_fqdn_recipient, reject_unauth_destination, check_policy_service inet:127.0.0.1:10023, permit I am nwe to mail server configurations but as I understand it from this message: status=deferred (mail transport unavailable) It means it can't deliver to the LDA. I am using postifx 2.9.6 on ubuntu 12.04 with dovecot 2.0.19

    Read the article

  • parallelizing code using openmp

    - by anubhav
    Hi, The function below contains nested for loops. There are 3 of them. I have given the whole function below for easy understanding. I want to parallelize the code in the innermost for loop as it takes maximum CPU time. Then i can think about outer 2 for loops. I can see dependencies and internal inline functions in the innermost for loop . Can the innermost for loop be rewritten to enable parallelization using openmp pragmas. Please tell how. I am writing just the loop which i am interested in first and then the full function where this loop exists for referance. Interested in parallelizing the loop mentioned below. //* LOOP WHICH I WANT TO PARALLELIZE *// for (y = 0; y < 4; y++) { refptr = PelYline_11 (ref_pic, abs_y++, abs_x, img_height, img_width); LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; } The full function where this loop exists is below for referance. /*! *********************************************************************** * \brief * Setup the fast search for an macroblock *********************************************************************** */ void SetupFastFullPelSearch (short ref, int list) // <-- reference frame parameter, list0 or 1 { short pmv[2]; pel_t orig_blocks[256], *orgptr=orig_blocks, *refptr, *tem; // created pointer tem int offset_x, offset_y, x, y, range_partly_outside, ref_x, ref_y, pos, abs_x, abs_y, bindex, blky; int LineSadBlk0, LineSadBlk1, LineSadBlk2, LineSadBlk3; int max_width, max_height; int img_width, img_height; StorablePicture *ref_picture; pel_t *ref_pic; int** block_sad = BlockSAD[list][ref][7]; int search_range = max_search_range[list][ref]; int max_pos = (2*search_range+1) * (2*search_range+1); int list_offset = ((img->MbaffFrameFlag)&&(img->mb_data[img->current_mb_nr].mb_field))? img->current_mb_nr%2 ? 4 : 2 : 0; int apply_weights = ( (active_pps->weighted_pred_flag && (img->type == P_SLICE || img->type == SP_SLICE)) || (active_pps->weighted_bipred_idc && (img->type == B_SLICE))); ref_picture = listX[list+list_offset][ref]; //===== Use weighted Reference for ME ==== if (apply_weights && input->UseWeightedReferenceME) ref_pic = ref_picture->imgY_11_w; else ref_pic = ref_picture->imgY_11; max_width = ref_picture->size_x - 17; max_height = ref_picture->size_y - 17; img_width = ref_picture->size_x; img_height = ref_picture->size_y; //===== get search center: predictor of 16x16 block ===== SetMotionVectorPredictor (pmv, enc_picture->ref_idx, enc_picture->mv, ref, list, 0, 0, 16, 16); search_center_x[list][ref] = pmv[0] / 4; search_center_y[list][ref] = pmv[1] / 4; if (!input->rdopt) { //--- correct center so that (0,0) vector is inside --- search_center_x[list][ref] = max(-search_range, min(search_range, search_center_x[list][ref])); search_center_y[list][ref] = max(-search_range, min(search_range, search_center_y[list][ref])); } search_center_x[list][ref] += img->opix_x; search_center_y[list][ref] += img->opix_y; offset_x = search_center_x[list][ref]; offset_y = search_center_y[list][ref]; //===== copy original block for fast access ===== for (y = img->opix_y; y < img->opix_y+16; y++) for (x = img->opix_x; x < img->opix_x+16; x++) *orgptr++ = imgY_org [y][x]; //===== check if whole search range is inside image ===== if (offset_x >= search_range && offset_x <= max_width - search_range && offset_y >= search_range && offset_y <= max_height - search_range ) { range_partly_outside = 0; PelYline_11 = FastLine16Y_11; } else { range_partly_outside = 1; } //===== determine position of (0,0)-vector ===== if (!input->rdopt) { ref_x = img->opix_x - offset_x; ref_y = img->opix_y - offset_y; for (pos = 0; pos < max_pos; pos++) { if (ref_x == spiral_search_x[pos] && ref_y == spiral_search_y[pos]) { pos_00[list][ref] = pos; break; } } } //===== loop over search range (spiral search): get blockwise SAD ===== **// =====THIS IS THE PART WHERE NESTED FOR STARTS=====** for (pos = 0; pos < max_pos; pos++) // OUTERMOST FOR LOOP { abs_y = offset_y + spiral_search_y[pos]; abs_x = offset_x + spiral_search_x[pos]; if (range_partly_outside) { if (abs_y >= 0 && abs_y <= max_height && abs_x >= 0 && abs_x <= max_width ) { PelYline_11 = FastLine16Y_11; } else { PelYline_11 = UMVLine16Y_11; } } orgptr = orig_blocks; bindex = 0; for (blky = 0; blky < 4; blky++) // SECOND FOR LOOP { LineSadBlk0 = LineSadBlk1 = LineSadBlk2 = LineSadBlk3 = 0; for (y = 0; y < 4; y++) //INNERMOST FOR LOOP WHICH I WANT TO PARALLELIZE { refptr = PelYline_11 (ref_pic, abs_y++, abs_x, img_height, img_width); LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; } block_sad[bindex++][pos] = LineSadBlk0; block_sad[bindex++][pos] = LineSadBlk1; block_sad[bindex++][pos] = LineSadBlk2; block_sad[bindex++][pos] = LineSadBlk3; } } //===== combine SAD's for larger block types ===== SetupLargerBlocks (list, ref, max_pos); //===== set flag marking that search setup have been done ===== search_setup_done[list][ref] = 1; } #endif // _FAST_FULL_ME_

    Read the article

  • What is the difference between connection and read timeout for sockets?

    - by corgrath
    3 questions: 1) What is the difference between connection and read timeout for sockets? 2) What does connection timeout set to "infinity" mean? In what situation can it remain in an infinitive loop? and what can trigger that the infinity-loop dies? 3) What does read timeout set to "infinity" mean? In what situation can it remain in an infinitive loop? and what can trigger that the infinity-loop dies?

    Read the article

  • Demangling typeclass functions in GHC profiler output

    - by Paul Kuliniewicz
    When profiling a Haskell program written in GHC, the names of typeclass functions are mangled in the .prof file to distinguish one instance's implementations of them from another. How can I demangle these names to find out which type's instance it is? For example, suppose I have the following program, where types Fast and Slow both implement Show: import Data.List (foldl') sum' = foldl' (+) 0 data Fast = Fast instance Show Fast where show _ = show $ sum' [1 .. 10] data Slow = Slow instance Show Slow where show _ = show $ sum' [1 .. 100000000] main = putStrLn (show Fast ++ show Slow) I compile with -prof -auto-all -caf-all and run with +RTS -p. In the .prof file that gets generated, I see that the top cost centers are: COST CENTRE MODULE %time %alloc show_an9 Main 71.0 83.3 sum' Main 29.0 16.7 And in the tree, I likewise see (omitting irrelevant lines): individual inherited COST CENTRE MODULE no. entries %time %alloc %time %alloc main Main 232 1 0.0 0.0 100.0 100.0 show_an9 Main 235 1 71.0 83.3 100.0 100.0 sum' Main 236 0 29.0 16.7 29.0 16.7 show_anx Main 233 1 0.0 0.0 0.0 0.0 How do I figure out that show_an9 is Slow's implementation of show and not Fast's?

    Read the article

  • Using SiteMesh with RequestDispatcher's forward()

    - by Rob Hruska
    I'm attempting to integrate SiteMesh into a legacy application using Tomcat 5 as my a container. I have a main.jsp that I'm decorating with a simple decorator. In decorators.xml, I've just got one decorator defined: <decorators defaultdir="/decorators"> <decorator name="layout-main" page="layout-main.jsp"> <pattern>/jsp/main.jsp</pattern> </decorator> </decorators> This decorator works if I manually go to http://example.com/my-webapp/jsp/main.jsp. However, there are a few places where a servlet, instead of doing a redirect to a jsp, does a forward: getServletContext().getRequestDispatcher("/jsp/main.jsp").forward(request, response); This means that the URL remains at something like http://example.com/my-webapp/servlet/MyServlet instead of the jsp file and is therefore not being decorated, I presume since it doesn't match the pattern in decorators.xml. I can't do a <pattern>/*</pattern> because there are other jsps that do not need to be decorated by layout-main.jsp. I can't do a <pattern>/servlet/MyServlet*</pattern> because MyServlet may forward to main.jsp sometimes and perhaps error.jsp at other times. Is there a way to work around this without expansive changes to how the servlets work? Since it's a legacy app I don't have as much freedom to change things, so I'm hoping for something configuration-wise that will fix this. SiteMesh's documentation really isn't that great. I've been working mostly off the example application that comes with the distribution. I really like SiteMesh, and am hoping I can get it to work in this case.

    Read the article

  • Host Primary Domain from a subfolder

    - by TandemAdam
    I am having a problem making a sub directory act as the public_html for my main domain, and getting a solution that works with that domains sub directories too. My hosting allows me to host multiple sites, which are all working great. I have set up a subfolder under my ~/public_html/ directory called /domains/, where I create a folder for each separate website. e.g. public_html domains websiteone websitetwo websitethree ... This keeps my sites nice and tidy. The only issue was getting my "main domain" to fit into this system. It seems my main domain, is somehow tied to my account (or to Apache, or something), so I can't change the "document root" of this domain. I can define the document roots for any other domains ("Addon Domains") that I add in cPanel no problem. But the main domain is different. I was told to edit the .htaccess file, to redirect the main domain to a subdirectory. This seemed to work great, and my site works fine on it's home/index page. The problem I'm having is that if I try to navigate my browser to say the images folder (just for example) of my main site, like this: www.yourmaindomain.com/images/ then it seems to ignore the redirect and shows the entire server directory in the url, like this: www.yourmaindomain.com/domains/yourmaindomain/images/ It still actually shows the correct "Index of /images" page, and show the list of all my images. Here is an example of my .htaccess file that I am using: RewriteEngine on RewriteCond %{HTTP_HOST} ^(www.)?yourmaindomain.com$ RewriteCond %{REQUEST_URI} !^/domains/yourmaindomain/ RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule ^(.*)$ /domains/yourmaindomain/$1 RewriteCond %{HTTP_HOST} ^(www.)?yourmaindomain.com$ RewriteRule ^(/)?$ domains/yourmaindomain/index.html [L] Does this htaccess file look correct? I just need to make it so my main domain behaves like an addon domain, and it's subdirectories adhere to the redirect rules.

    Read the article

  • How can I upgradge from Ubuntu Intrepid Ibex 8.10 to Jaunty 9.04 when old-releases no longer has the necessary packages?

    - by tommy chheng
    I changed my sources.list to: deb http://old-releases.ubuntu.com/ubuntu/ intrepid main restricted universe multiverse deb http://old-releases.ubuntu.com/ubuntu/ intrepid-updates main restricted universe multiverse deb http://old-releases.ubuntu.com/ubuntu/ intrepid-security main restricted universe multiverse I tried installing sudo apt-get install update-manager-core but i get this error: 1 upgraded, 3 newly installed, 0 to remove and 40 not upgraded. Need to get 2506kB/2555kB of archives. After this operation, 4346kB of additional disk space will be used. Do you want to continue [Y/n]? Y Err http://old-releases.ubuntu.com intrepid-updates/main update-manager-core 1:0.93.34 404 Not Found Err http://old-releases.ubuntu.com intrepid-security/main dpkg 1.14.20ubuntu6.3 404 Not Found Failed to fetch http://old-releases.ubuntu.com/ubuntu/pool/main/d/dpkg/dpkg_1.14.20ubuntu6.3_amd64.deb 404 Not Found Failed to fetch http://old-releases.ubuntu.com/ubuntu/pool/main/u/update-manager/update-manager-core_0.93.34_amd64.deb 404 Not Found E: Unable to fetch some archives, maybe run apt-get update or try with --fix-missing? Running apt-get update or --fix-missing returns the same errors. How can I successfully upgrade from Intrepid Ibex to Jaunty 9.04?

    Read the article

  • Serving images from another hostname vs Apache overload for the rewrites

    - by luison
    We are trying to improve further the speed of some sites with older HTML in order as well to obtain better SEO results. We have now applied some minify measures, combined html, css etc. We use a small virtualized infrastructure and we've always wanted to use a light + standar http server configuration so the first one can serve images and static contents vs the other one php, rewrites, etc. We can easily do that now with a VM using the same files and conf of vhosts (bind mounts) on apache but with hardly any modules loaded. This means the light httpd will have smaller fingerprint that would allow us to serve more and quicker, have more minSpareServer running, etc. So, as browsers benefit from loading static content from different hostnames as well, we've thought about building a rewrite rule on our main server (main.com) to "redirect" all images and css *.jpg, *.gif, *.css etc to the same at say cdn.main.com thus the browser being able to have more connections. The question is, assuming we have a very complex rewrite ruleset already (we manually manipulate many old URLs for SEO) will it be worth? I mean will the additional load of main's apache to have to redirect main.com/image.jpg (I understand we'll have to do a 301) to cdn.main.com/image.jpg + then cdn.main.com having to serve it, be larger than the gain we would be archiving on the browser? Could the excess of 301s of all images on a page be penalized by google? How do large companies work this out, does the original code already include images linked from the cdn with absolute paths?

    Read the article

  • Java RMI Proxy issue

    - by Antony Lewis
    i am getting this error : java.lang.ClassCastException: $Proxy0 cannot be cast to rmi.engine.Call at Main.main(Main.java:39) my abstract and call class both extend remote. call: public class Call extends UnicastRemoteObject implements rmi.engine.Abstract { public Call() throws Exception { super(Store.PORT, new RClient(), new RServer()); } public String getHello() { System.out.println("CONN"); return "HEY"; } } abstract: public interface Abstract extends Remote { String getHello() throws RemoteException; } this is my main: public static void main(String[] args) { if (args.length == 0) { try { System.out.println("We are slave "); InetAddress ip = InetAddress.getLocalHost(); Registry rr = LocateRegistry.getRegistry(ip.getHostAddress(), Store.PORT, new RClient()); Object ss = rr.lookup("FILLER"); System.out.println(ss.getClass().getCanonicalName()); System.out.println(((Call)ss).getHello()); } catch (Exception e) { e.printStackTrace(); } } else { if (args[0].equals("master")) { // Start Master try { RMIServer.start(); } catch (Exception e) { e.printStackTrace(); } } Netbeans says the problem is on line 39 which is System.out.println(((Call)ss).getHello()); the output looks like this: run: We are slave Connecting 10.0.0.212:5225 $Proxy0 java.lang.ClassCastException: $Proxy0 cannot be cast to rmi.engine.Call at Main.main(Main.java:39) BUILD SUCCESSFUL (total time: 1 second) i am running a master in cmd listening on port 5225.

    Read the article

  • Child Activity in Android

    - by Martin Marinov
    So I have two Activities. The main is called Main, and the child one is called Child. When a button is clicked in the main activity it triggers the following piece of code: Intent i = new Intent(Main.this, Child.class); Main.this.startActivity(i); That opens the Child activity. As soon as I call finish() or press the back button within the child activity instead of going back to the main one, the app just closes. Can you give me a hint where the problem might be :( P.S. By trial and error I found out that if edit AndroidManifest.xml and add android:theme="@android:style/Theme.Dialog" within the declaration of Child the back button and calling finish() behaves as expected: closes the child activity and brings the main into focus. The problem is that when I start typing in an EditText the screen starts flickering (rather bizzare). So I can't use it as a dialog. My main activity uses the camera, so that might be making problems. Although when the child activity is started, the onPause event is fired and it stops the camera until onResume is called.

    Read the article

  • BIND: forward 1st level zone

    - by raven
    First of all: sorry for the language, English is not my primary language. I have star-like DNS structure with many filials (more that 2): ^ | v filialNS_1.filial_1.city.local <---- ns.main.city.local <---- filialNS_2.filial_2.city.local ^ | v ns.mail.city.local is slave of all filials zones filialNS_1 is master of filial_1.city.local filialNS_2 is master of filial_2.city.local filialNS_N is master of filial_N.city.local I want to: serve DNS queries for xxx.filial_N.city.local with filialNS_N.filial_N.city.local forward all queries for xxx.xxx.xxx.local from filialNS_N to ns.main.city.local forward other queries to our provider's DNS on filial (or google-public-dns or anything else) FILIAL CONFIG named.conf zone "filial_1.city.local" { type master; file "/etc/namedb/dynamic/filial_1.city.local"; allow-update { key DHCP_UPDATER; }; allow-transfer { <ns.main.city.local IP address> }; }; zone "2.76.10.in-addr.arpa" { type master; file "/etc/namedb/dynamic/2.76.10.in-addr.arpa"; allow-update { key DHCP_UPDATER; }; allow-transfer { <ns.main.city.local IP address> }; }; zone "local." { type forward; forward only; forwarders { <ns.main.city.local IP address> }; }; nslookup server.filial_1.city.local - works fine nslookup server.main.city.local Server: 127.0.0.1 Address: 127.0.0.1#53 ** server can't find server.main.city.local: NXDOMAIN Where am I going wrong?

    Read the article

  • J-Monkey subclass

    - by user2971104
    I'm new in java and J-monkey and I'm trying to make a java game so for the Menu I have made a enum so I can Switch between any of my State but I want to keep the main file shorter so it can be easily to read so I'm making subclass the problem is that when run the game it give me an error that say "Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main] NullPointerException" I think this problem has to be something whit the pipeline Here is the code of my main file: package mygame; import com.jme3.app.SimpleApplication; import com.jme3.font.BitmapText; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector3f; import com.jme3.renderer.RenderManager; import com.jme3.scene.Spatial; import com.jme3.scene.Geometry; import com.jme3.input.*; import com.jme3.input.controls.*; public class Main extends SimpleApplication { //GameStates enum GameState{Logo, Menu, Playing, Option}; GameState gameState = GameState.Logo; //Class Variables Logo logo; public Main() { logo = new Logo(); } public static void main(String[] args) { Main app = new Main(); app.start(); } public static void logo(String[] args) { Logo app = new Logo(); app.start(); } @Override public void simpleInitApp() { //Load flyCam.setMoveSpeed(20); if(gameState == GameState.Logo){ logo.simpleInitApp(); } } @Override public void simpleUpdate(float tpf) { } @Override public void simpleRender(RenderManager rm) { //TODO: add render code //Load if(gameState == GameState.Logo) { } } } And here is my Logo subclass: package mygame; import com.jme3.app.SimpleApplication; import com.jme3.renderer.RenderManager; import com.jme3.scene.Spatial; public class Logo extends SimpleApplication { @Override public void simpleInitApp() { Spatial Logo_Model = assetManager.loadModel("Models/Teapot/Logo.obj"); rootNode.attachChild(Logo_Model); } public void simpleRender(RenderManager rm) { //Load } }

    Read the article

  • Logback: Logging with two loggers

    - by gammay
    I would like to use slf4j+logback for two purposes in my application - log and audit. For logging, I log the normal way: static final Logger logger = LoggerFactory.getLogger(Main.class); logger.debug("-> main()"); For Audit, I create a special named logger and log to it: static final Logger logger = LoggerFactory.getLogger("AUDIT_LOGGER"); Object[] params = { new Integer(1) /* TenantID */, new Integer(10) /* UserID */, msg}; logger.info("{}|{}|{}", params); logback configuration: <logger name="AUDIT_LOGGER" level="info"> <appender name="STDOUT" class="ch.qos.logback.core.ConsoleAppender"> <encoder> <pattern>%d{HH:mm:ss.SSS}|%msg%n </pattern> </encoder> </appender> </logger> <root level="all"> <appender name="STDOUT" class="ch.qos.logback.core.ConsoleAppender"> <encoder> <pattern>%d{HH:mm:ss.SSS} [%thread] %-5level %logger{36} - %msg%n </pattern> </encoder> </appender> </root> Problem: Messages logged through audit logger appear twice - once under the AUDIT_LOGGER and once under the root logger. 14:41:57.975 [main] DEBUG com.gammay.example.Main - - main() 14:41:57.978|1|10|welcome to main 14:41:57.978 [main] INFO AUDIT_LOGGER - 1|10|welcome to main How can I make sure audit messages appear only once under the audit logger?

    Read the article

  • Android :WindowManager$BadTockenException on Spinner Click

    - by Miya
    Hi, I have a spinner in my home.class. When I click on the spinner, the process is stopped showing exception that WindowManager$BadTockenException is caught. I am calling this home.class from main.class which extends ActivityGroup. If I am simply run only the home.class, the spinner is showing all items. But the problem is only with calling home.class from main.class. The following are my code. Please tell me why this is happened. main.class public class main extends ActivityGroup { public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Intent intent=new Intent(this,home.class); View view=getLocalActivityManager().startActivity("1", intent.addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP)).getDecorView(); setContentView(view); } } home.class String[] country={"Please selects","US","INDIA","UK"}; Spinner s2 = (Spinner) findViewById(R.id.spinnerCountry); ArrayAdapter<CharSequence> adapterCountry=new ArrayAdapter(this,android.R.layout.simple_spinner_item,country); adapterCountry.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); s2.setAdapter(adapterCountry); s2.setOnItemSelectedListener(new OnItemSelectedListener() { public void onItemSelected( AdapterView<?> parent, View view, int position, long id) { countryName=country[position]; } public void onNothingSelected(AdapterView<?> parent) { countryName=country[0]; } }); Stack Thread [<1 main] (Suspended (exception WindowManager$BadTokenException)) AlertDialog(Dialog).show() line: 245 AlertDialog$Builder.show() line: 802 Spinner.performClick() line: 260 View$PerformClick.run() line: 9080 ViewRoot(Handler).handleCallback(Message) line: 587 ViewRoot(Handler).dispatchMessage(Message) line: 92 Looper.loop() line: 123 ActivityThread.main(String[]) line: 3647 Method.invokeNative(Object, Object[], Class, Class[], Class, int, boolean) line: not available [native method] Method.invoke(Object, Object...) line: 507 ZygoteInit$MethodAndArgsCaller.run() line: 839 ZygoteInit.main(String[]) line: 597 NativeStart.main(String[]) line: not available [native method] Thank You....

    Read the article

  • .htaccess with addondomain and https ssl

    - by admon
    I have main domain and addon domain. Question. 1)When surfing to: ftp.addondomain.com or mail.addondomain.com For some reason it goes to the main domain. (normally this should not be problem but i still want completely separation) Do you know the syntax to redirect in the .htaccess file this: (.*).addondomain.com - addondomain.com and where do i put the code? in the addondomain .htaccess or in the main domain attaccess I.E any_words.addondomain.com should be forwarded to the addondomain.com so these: dsdhf.addondomain.com ftp.addondomain.com mail.addondomain.com ... all will be forwarded to: addondomain.com (i.e without the prefix). 2)Same question for https:// Main domain has SSL addon domain does not have ssl. For some reason when surfing to: https:// addondomain.com you get to: http:// maindomain.com (the address bar shows https:// addondomain.com but the site pages - the page you see is the page of the main domain) I would like that if user surfs to https:// addondomain.com then (since there is no ssl for the addon domain) then user will get to: http:// addondomain.com Or alternatively user will get error message. I do not want him to be redirected to the main domain. Please if you can, write me what to add to the .htaccess and i will add it. Please also let me know where to write the code. I.E in the addondomain .htaccess or in the main domain attaccess Thanks.

    Read the article

  • What is the fastest (to access) struct-like object in Python?

    - by DNS
    I'm optimizing some code whose main bottleneck is running through and accessing a very large list of struct-like objects. Currently I'm using namedtuples, for readability. But some quick benchmarking using 'timeit' shows that this is really the wrong way to go where performance is a factor: Named tuple with a, b, c: >>> timeit("z = a.c", "from __main__ import a") 0.38655471766332994 Class using __slots__, with a, b, c: >>> timeit("z = b.c", "from __main__ import b") 0.14527461047146062 Dictionary with keys a, b, c: >>> timeit("z = c['c']", "from __main__ import c") 0.11588272541098377 Tuple with three values, using a constant key: >>> timeit("z = d[2]", "from __main__ import d") 0.11106188992948773 List with three values, using a constant key: >>> timeit("z = e[2]", "from __main__ import e") 0.086038238242508669 Tuple with three values, using a local key: >>> timeit("z = d[key]", "from __main__ import d, key") 0.11187358437882722 List with three values, using a local key: >>> timeit("z = e[key]", "from __main__ import e, key") 0.088604143037173344 First of all, is there anything about these little timeit tests that would render them invalid? I ran each several times, to make sure no random system event had thrown them off, and the results were almost identical. It would appear that dictionaries offer the best balance between performance and readability, with classes coming in second. This is unfortunate, since, for my purposes, I also need the object to be sequence-like; hence my choice of namedtuple. Lists are substantially faster, but constant keys are unmaintainable; I'd have to create a bunch of index-constants, i.e. KEY_1 = 1, KEY_2 = 2, etc. which is also not ideal. Am I stuck with these choices, or is there an alternative that I've missed?

    Read the article

  • Unable to run JAR file (created in Eclipse)

    - by Trist
    I hate starting a post with this but I'm new to Java... I've followed this tutorial to create a socket server (mines in Eclipse). I can run the server within Eclipse, all is well. But when I try to export the project I can't figure out how to run it. I keep getting this error (it varies depending on how I run it) Exception in thread "main" java.lang.NoClassDefFoundError: xsocketserver/Main Caused by: java.lang.ClassNotFoundException: xsocketserver.Main at java.net.URLClassLoader$1.run(URLClassLoader.java:200) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:188) at java.lang.ClassLoader.loadClass(ClassLoader.java:315) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:330) at java.lang.ClassLoader.loadClass(ClassLoader.java:250) at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:398) I've read this problem relates to class paths being set. I've tried the following: java -cp libs/xSocket-2.8.12.jar xsocketserver.Main java -jar xSocketServer.jar java -classpath xSocketServer:xSocketServer/libs/xSocket-2.8.12.jar xsocketserver.Main plus many others. The file structure within the JAR is as follows: xSocketServer.jar -> xsocketserver -> Main.class -> xSocketDataHandler.class -> META-INF -> MANIFEST.MF -> libs -> xSocket-2.8.12.jar Incidentally I've tried adding my own manifest file which contains the Class-Path but when I check it it always reads: Manifest-Version: 1.0 Main-Class: xsocketserver.Main I'm guessing this is a common problem based on the number of hits I've seen in Google but I can't fathom what I'm doing wrong. Wrong Export settings maybe??

    Read the article

  • C#: Does an IDisposable in a Halted Iterator Dispose?

    - by James Michael Hare
    If that sounds confusing, let me give you an example. Let's say you expose a method to read a database of products, and instead of returning a List<Product> you return an IEnumerable<Product> in iterator form (yield return). This accomplishes several good things: The IDataReader is not passed out of the Data Access Layer which prevents abstraction leak and resource leak potentials. You don't need to construct a full List<Product> in memory (which could be very big) if you just want to forward iterate once. If you only want to consume up to a certain point in the list, you won't incur the database cost of looking up the other items. This could give us an example like: 1: // a sample data access object class to do standard CRUD operations. 2: public class ProductDao 3: { 4: private DbProviderFactory _factory = SqlClientFactory.Instance 5:  6: // a method that would retrieve all available products 7: public IEnumerable<Product> GetAvailableProducts() 8: { 9: // must create the connection 10: using (var con = _factory.CreateConnection()) 11: { 12: con.ConnectionString = _productsConnectionString; 13: con.Open(); 14:  15: // create the command 16: using (var cmd = _factory.CreateCommand()) 17: { 18: cmd.Connection = con; 19: cmd.CommandText = _getAllProductsStoredProc; 20: cmd.CommandType = CommandType.StoredProcedure; 21:  22: // get a reader and pass back all results 23: using (var reader = cmd.ExecuteReader()) 24: { 25: while(reader.Read()) 26: { 27: yield return new Product 28: { 29: Name = reader["product_name"].ToString(), 30: ... 31: }; 32: } 33: } 34: } 35: } 36: } 37: } The database details themselves are irrelevant. I will say, though, that I'm a big fan of using the System.Data.Common classes instead of your provider specific counterparts directly (SqlCommand, OracleCommand, etc). This lets you mock your data sources easily in unit testing and also allows you to swap out your provider in one line of code. In fact, one of the shared components I'm most proud of implementing was our group's DatabaseUtility library that simplifies all the database access above into one line of code in a thread-safe and provider-neutral way. I went with my own flavor instead of the EL due to the fact I didn't want to force internal company consumers to use the EL if they didn't want to, and it made it easy to allow them to mock their database for unit testing by providing a MockCommand, MockConnection, etc that followed the System.Data.Common model. One of these days I'll blog on that if anyone's interested. Regardless, you often have situations like the above where you are consuming and iterating through a resource that must be closed once you are finished iterating. For the reasons stated above, I didn't want to return IDataReader (that would force them to remember to Dispose it), and I didn't want to return List<Product> (that would force them to hold all products in memory) -- but the first time I wrote this, I was worried. What if you never consume the last item and exit the loop? Are the reader, command, and connection all disposed correctly? Of course, I was 99.999999% sure the creators of C# had already thought of this and taken care of it, but inspection in Reflector was difficult due to the nature of the state machines yield return generates, so I decided to try a quick example program to verify whether or not Dispose() will be called when an iterator is broken from outside the iterator itself -- i.e. before the iterator reports there are no more items. So I wrote a quick Sequencer class with a Dispose() method and an iterator for it. Yes, it is COMPLETELY contrived: 1: // A disposable sequence of int -- yes this is completely contrived... 2: internal class Sequencer : IDisposable 3: { 4: private int _i = 0; 5: private readonly object _mutex = new object(); 6:  7: // Constructs an int sequence. 8: public Sequencer(int start) 9: { 10: _i = start; 11: } 12:  13: // Gets the next integer 14: public int GetNext() 15: { 16: lock (_mutex) 17: { 18: return _i++; 19: } 20: } 21:  22: // Dispose the sequence of integers. 23: public void Dispose() 24: { 25: // force output immediately (flush the buffer) 26: Console.WriteLine("Disposed with last sequence number of {0}!", _i); 27: Console.Out.Flush(); 28: } 29: } And then I created a generator (infinite-loop iterator) that did the using block for auto-Disposal: 1: // simply defines an extension method off of an int to start a sequence 2: public static class SequencerExtensions 3: { 4: // generates an infinite sequence starting at the specified number 5: public static IEnumerable<int> GetSequence(this int starter) 6: { 7: // note the using here, will call Dispose() when block terminated. 8: using (var seq = new Sequencer(starter)) 9: { 10: // infinite loop on this generator, means must be bounded by caller! 11: while(true) 12: { 13: yield return seq.GetNext(); 14: } 15: } 16: } 17: } This is really the same conundrum as the database problem originally posed. Here we are using iteration (yield return) over a large collection (infinite sequence of integers). If we cut the sequence short by breaking iteration, will that using block exit and hence, Dispose be called? Well, let's see: 1: // The test program class 2: public class IteratorTest 3: { 4: // The main test method. 5: public static void Main() 6: { 7: Console.WriteLine("Going to consume 10 of infinite items"); 8: Console.Out.Flush(); 9:  10: foreach(var i in 0.GetSequence()) 11: { 12: // could use TakeWhile, but wanted to output right at break... 13: if(i >= 10) 14: { 15: Console.WriteLine("Breaking now!"); 16: Console.Out.Flush(); 17: break; 18: } 19:  20: Console.WriteLine(i); 21: Console.Out.Flush(); 22: } 23:  24: Console.WriteLine("Done with loop."); 25: Console.Out.Flush(); 26: } 27: } So, what do we see? Do we see the "Disposed" message from our dispose, or did the Dispose get skipped because from an "eyeball" perspective we should be locked in that infinite generator loop? Here's the results: 1: Going to consume 10 of infinite items 2: 0 3: 1 4: 2 5: 3 6: 4 7: 5 8: 6 9: 7 10: 8 11: 9 12: Breaking now! 13: Disposed with last sequence number of 11! 14: Done with loop. Yes indeed, when we break the loop, the state machine that C# generates for yield iterate exits the iteration through the using blocks and auto-disposes the IDisposable correctly. I must admit, though, the first time I wrote one, I began to wonder and that led to this test. If you've never seen iterators before (I wrote a previous entry here) the infinite loop may throw you, but you have to keep in mind it is not a linear piece of code, that every time you hit a "yield return" it cedes control back to the state machine generated for the iterator. And this state machine, I'm happy to say, is smart enough to clean up the using blocks correctly. I suspected those wily guys and gals at Microsoft engineered it well, and I wasn't disappointed. But, I've been bitten by assumptions before, so it's good to test and see. Yes, maybe you knew it would or figured it would, but isn't it nice to know? And as those campy 80s G.I. Joe cartoon public service reminders always taught us, "Knowing is half the battle...". Technorati Tags: C#,.NET

    Read the article

  • VPN, Tunneling to hide 'real IP' through my proxy server while showing the client IP on 'real' server side

    - by mickula
    I would like to hide my 'main server' behind the load balancer, call it 'proxy server' Although I use some closed-source software on 'main server' and it needs the client IP address to operate well. When I'm setting up some VPN connection, in that software it displays the IP address of my 'proxy server'. Is there any option to set up such tunneling or vpn to: not reveal IP of 'main server' show the IP of 'client' in 'application' on 'main server' I will be grateful for all your replies and ideas.

    Read the article

  • Exchange not delivering the mail

    - by wolfvilleian
    I'm having an issue where my Exchange Edge Transport server receives mail (found in logs) and then it vanishes, never ending up in the users mailbox, I have a edge subscription setup between it and the main Exchange server, how can I go about tracing the message to figure out what is broken? I also have found records of the message in the logs on the main Exchange server. Thanks a ton for any help Edit: If I change port 25 on my main router to point to the main exchange server as opposed to the Edge Transport, email comes through fine form external domains and delivered in the correct mailbox

    Read the article

< Previous Page | 105 106 107 108 109 110 111 112 113 114 115 116  | Next Page >