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  • FETCH INTO doesn't raise an exception if the set is empty, does it?

    - by Cade Roux
    Here is some actual code I'm trying to debug: BEGIN OPEN bservice (coservice.prod_id); FETCH bservice INTO v_billing_alias_id, v_billing_service_uom_id, v_summary_remarks; CLOSE bservice; v_service_found := 1; -- An empty fetch is expected for some services. EXCEPTION WHEN OTHERS THEN v_service_found := 0; END; When the parametrized cursor bservice(prod_id) is empty, it fetches NULL into the three variables and does not throw an exception. So whoever wrote this code expecting it to throw an exception was wrong, right? The comment seems to imply that and empty fetch is expected and then it sets a flag for later handling, but I think this code cannot possibly have been tested with empty sets either. Obviously, it should use bservice%NOTFOUND or bservice%FOUND or similar.

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  • When empty field comes, removed the row in the Grouped Table view in iPhone?

    - by Pugal Devan
    Hi friends, I have displayed the datas in grouped table view. The data's are displayed in the table view from XML parsing. I have 2 section of the table view, the section one has three rows and section two has two rows. section 1 -> 3 Rows section 2 - > 2 Rows. Now i want to check, if anyone of the string is empty then i should remove the empty cells, so i have faced some problems, if i have removed any empty cell, then it will changed the index number. So how can i check, anyone of the field is empty?, Because some times more number of empty field will come, so that the index position will be change. So please send me any sample code or link for that? How can i achieve this? Sample code, - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { if (section == 0) { if([userEmail isEqualToString:@" "] || [phoneNumber isEqualToString:@" "] || [firstName isEqualToString:@" "]) { return 2; } else { return 3; } } if (section == 1) { if(![gradYear isEqualToString:@" "] || ![graduate isEqualToString:@" "]) { return 1; } else { return 2; } return 0; } Please Help me out!!! Thanks.

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  • How to skip an empty LIKE operator in a multiple LIKE query?

    - by alex
    I notice my query doesn't behave correctly if one of the like variables is empty: SELECT name FROM employee WHERE name LIKE '%a%' AND color LIKE '%A%' AND city LIKE '%b%' AND country LIKE '%B%' AND sport LIKE '%c%' AND hobby LIKE '%C%' Now when a and A are not empty it works but when a, A and c are not empty the c part is not excuted so it seems? How can I fix this?

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  • How to do inline paste from system buffer in Vim?

    - by yetapb
    When pasting from the system buffer in a line like foo( someVal , <cursor is here>, someVal3); If I use "*p I get foo( someVal, , someVal3); <pasted text> If I use "*P I get <pasted text> foo( someVal, , someVal3); but I want foo( someVal, <pasted text>, someVal3 ); How can I get the result I want? edit If there is a newline in the buffer as @amardeep suspects, is there a way I can tell vim to ignore it?

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  • [PHP] What exactly does it mean when $_FILES is empty?

    - by Mike
    I am working on a PHP upload script and when testing my error checks, I attempted to upload a 17MB TIFF file. When I do this the $_FILES array is empty. The script works fine for what I need it to do, which is to upload JPEG files. My solution is to test if $_FILES is empty or not before continuing with the upload script. Can anybody explain why $_FILES is empty when a TIFF is attempted to be uploaded? Is my solution, to check if $_FILES is empty or not, an okay one? Does this have something to do with settings in php.ini?

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  • how do i detect \r\n in a u_char type of buffer?

    - by aDi Adam
    i am trying to construct http content from packet sniffing in C. right now i am able to save all the packets in a file but i want to get rid of the headers in the first packet. they are also being saved as per they are a part of tcp payload. the actual body after the header starts after double "crlf" or \r\n\r\n in http response. how do i detect \r\n so that i can only save the following part of the buffer in the file. the buffer is u_char type. i cant figure out the command or the part i looked on google and other places but i mostly find c# commands, nothing in C.

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • How to get the output of a php script executed by a piped mail?

    - by xun2
    I've configured an email address to pipe (forward) all emails to /path/to/script.php I thought I'll receive the output of the script as an email reply but it doesn't work. How can I get the output of the script and send a reply email with the output as the email content? (*) I know I can use mail() inside the script but I don't have permissions to edit the script, and I can't copy the script because it's being updated from time to time.

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  • Why does newline come before space in the output of hexdump?

    - by ??????? ???????????
    Printing these characters in the "Canonical" format gives the output that I expect, while the default format throws me off. $ echo " " |hexdump # Reversed? 0000000 0a20 0000002 $ echo -n " " |hexdump # Ok, fair enough. 0000000 0020 $ echo " " |hexdump -C # Canonical 00000000 20 0a | .| 00000002 With a different string, such as "123" the output is even more confusing: $ echo "123" |hexdump 0000000 3231 0a33 0000004 The output here does not seem "reversed", but rather shuffled. Would anyone care to explain (briefly) what is going on here?

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  • How can I both pipe and display output in Windows' command line?

    - by Bob
    I have a process I need to run within a batch file. This process produces some output. I need to both display this output to the screen and send (pipe) it to another program. The bash method uses tee: echo 'ee' | tee /dev/tty | foo Is there an equivalent for Windows? I am happy to use PowerShell if necessary. There are tee ports for Windows, but there does not appear to be an equivalent for /dev/tty, which complicates matters. The specific use-case here: I have a program (launch4j) that I need to run, displaying output to the user. At the same time, I need to be able to detect success or failure in the script. Unfortunately, this program does not set an exit code, and I cannot force it to do so. My current workaround involves piping to find, to search the output (launch4j config.xml | find "Successfully created") - however, that swallows the output I need to display. Therefore, I need some way to both display to the screen and send the ouput to a command - and this command should be able to set ERRORLEVEL (it cannot run asynchronously).

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  • Difference between tcp recv buffer and tcp receive window size?

    - by pradeepchhetri
    The command shows the tcp receive buffer size in bytes. $ cat /proc/sys/net/ipv4/tcp_rmem 4096 87380 4001344 where the three values signifies the min, default and max values respectively. Then I tried to find the tcp window size using tcpdump command. $ sudo tcpdump -n -i eth0 'tcp[tcpflags] & (tcp-syn|tcp-ack) == tcp-syn and port 80 and host google.com' tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth0, link-type EN10MB (Ethernet), capture size 65535 bytes 16:15:41.465037 IP 172.16.31.141.51614 > 74.125.236.73.80: Flags [S], seq 3661804272, win 14600, options [mss 1460,sackOK,TS val 4452053 ecr 0,nop,wscale 6], length 0 I got the window size to be 14600 which is 10 times the size of MSS. Can anyone please tell me the relationship between the two.

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  • SQL server could not connect: Lacked Sufficient Buffer Space...

    - by chumad
    I recently moved my app to a new server - the app is written in c# against the 3.5 framework. The hardware is faster but the OS is the same (Win Server 2003). No new software is running. On the prior hardware the app would run for months with no problems. Now, in this new install, I get the following error after about 3 days, and the only way to fix it is to reboot: A network-related or instance-specific error occurred while establishing a connection to SQL Server. The server was not found or was not accessible. Verify that the instance name is correct and that SQL Server is configured to allow remote connections. (provider: TCP Provider, error: 0 - An operation on a socket could not be performed because the system lacked sufficient buffer space or because a queue was full.) I have yet to find a service I can even shut down to make it work. Anyone had this before and know a solution?

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  • Problem on getting the vendor id and product id of a usb device

    - by new
    Hi... my application comes and prints this "\?\usb#vid_04f2&pid_0111#5&1ba5a77f&0&2#{a5dcbf1 0-6530-11d2-901f-00c04fb951ed}" again it goes to while loop .... here it gets breaked in the else statement... Qt Code: if (GetLastError() == ERROR_INSUFFICIENT_BUFFER) { // Change the buffer size. if (buffer) LocalFree(buffer); buffer = (LPTSTR)LocalAlloc(LPTR,buffersize); } else { qDebug ()<<"Here it quits the application"; // Insert error handling here. break; } Any ideas in this.... full source code comes here static GUID GUID_DEVINTERFACE_USB_DEVICE = { 0xA5DCBF10L, 0x6530, 0x11D2, { 0x90, 0x1F, 0x00, 0xC0, 0x4F, 0xB9, 0x51, 0xED } }; HANDLE hInfo = SetupDiGetClassDevs(&GUID_DEVINTERFACE_USB_DEVICE,NULL,NULL, DIGCF_PRESENT | DIGCF_INTERFACEDEVICE); if ( hInfo == INVALID_HANDLE_VALUE ) { qDebug ()<<"invalid"; } else { qDebug ()<<"valid handle"; SP_DEVINFO_DATA DeviceInfoData; DeviceInfoData.cbSize = sizeof(SP_DEVINFO_DATA); SP_INTERFACE_DEVICE_DATA Interface_Info; Interface_Info.cbSize = sizeof(Interface_Info); BYTE Buf[1024]; DWORD i; DWORD InterfaceNumber= 0; PSP_DEVICE_INTERFACE_DETAIL_DATA pspdidd = (PSP_DEVICE_INTERFACE_DETAIL_DATA) Buf; for (i=0;SetupDiEnumDeviceInfo(hInfo,i,&DeviceInfoData);i++) { DWORD DataT; LPTSTR buffer = NULL; DWORD buffersize = 0; while (!SetupDiGetDeviceRegistryProperty( hInfo, &DeviceInfoData,SPDRP_DEVICEDESC, &DataT,(PBYTE)buffer,buffersize, &buffersize)) { if (GetLastError() == ERROR_INSUFFICIENT_BUFFER) { // Change the buffer size. if (buffer) LocalFree(buffer); buffer = (LPTSTR)LocalAlloc(LPTR,buffersize); } else { // Insert error handling here. break; } qDebug ()<<(TEXT("Device Number %i is: %s\n"),i, buffer); if (buffer) LocalFree(buffer); if ( GetLastError() != NO_ERROR && GetLastError() != ERROR_NO_MORE_ITEMS ) { // Insert error handling here. qDebug ()<<"return false"; } InterfaceNumber = 0; // this just returns the first one, you can iterate on this if (SetupDiEnumDeviceInterfaces(hInfo, NULL, &GUID_DEVINTERFACE_USB_DEVICE, InterfaceNumber, &Interface_Info)) { printf("Got interface"); DWORD needed; pspdidd->cbSize = sizeof(*pspdidd); SP_DEVICE_INTERFACE_DETAIL_DATA *pDetData = NULL; DWORD dwDetDataSize = sizeof (SP_DEVICE_INTERFACE_DETAIL_DATA) + 256; pDetData = (SP_DEVICE_INTERFACE_DETAIL_DATA*) malloc (dwDetDataSize); pDetData->cbSize = sizeof (SP_DEVICE_INTERFACE_DETAIL_DATA); SetupDiGetDeviceInterfaceDetail(hInfo,&Interface_Info, pDetData,dwDetDataSize, NULL,&DeviceInfoData); qDebug ()<<pDetData->DevicePath; qDebug ()<<QString::fromWCharArray(pDetData->DevicePath); free(pDetData); } else { printf("\nNo interface"); //ErrorExit((LPTSTR) "SetupDiEnumDeviceInterfaces"); if ( GetLastError() == ERROR_NO_MORE_ITEMS) printf(", since there are no more items found."); else printf(", unknown reason."); } // Cleanup SetupDiDestroyDeviceInfoList(hInfo); } } }

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  • Groovy Grails, How do you stream or buffer a large file in a Controller's response?

    - by Julian Noye
    Hi Guys I have a controller that makes a connection to a url to retrieve a csv file. I am able to send the file in the response using the following code, this works fine. def fileURL = "www.mysite.com/input.csv" def thisUrl = new URL(fileURL); def connection = thisUrl.openConnection(); def output = connection.content.text; response.setHeader "Content-disposition", "attachment; filename=${'output.csv'}" response.contentType = 'text/csv' response.outputStream << output response.outputStream.flush() However I don't think this method is inappropriate for a large file, as the whole file is loaded into the controllers memory. I want to be able to read the file chunk by chunk and write the file to the response chunk by chunk. Any ideas?

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  • Can't configure frame relay T1 on Cisco 1760

    - by sonar
    For the past few days I've been trying to configure a data T1 via a Frame Relay. Now I've been pretty unsuccessful at it, and it's been a while, since I've done this so please bare with me. The ISP provided me the following information: 1. IP address 2. Gateway address 3. Encapsulation Frame Relay 4. DLCI 100 5. BZ8 ESF (I think the bz8 was supposed to be b8zs) 6. Time Slot (1 al 24). And what I have configured up until now is the following: interface Serial0/0 ip address <ip address> 255.255.255.252 encapsulation frame-relay service-module t1 timeslots 1-24 frame-relay interface-dlci 100 sh service-module s0/0 (outputs): Module type is T1/fractional Hardware revision is 0.128, Software revision is 0.2, Image checksum is 0x73D70058, Protocol revision is 0.1 Receiver has no alarms. Framing is **ESF**, Line Code is **B8ZS**, Current clock source is line, Fraction has **24 timeslots** (64 Kbits/sec each), Net bandwidth is 1536 Kbits/sec. Last module self-test (done at startup): Passed Last clearing of alarm counters 00:17:17 loss of signal : 0, loss of frame : 0, AIS alarm : 0, Remote alarm : 2, last occurred 00:10:10 Module access errors : 0, Total Data (last 1 15 minute intervals): 0 Line Code Violations, 0 Path Code Violations 0 Slip Secs, 0 Fr Loss Secs, 0 Line Err Secs, 0 Degraded Mins 0 Errored Secs, 0 Bursty Err Secs, 0 Severely Err Secs, 0 Unavail Secs Data in current interval (138 seconds elapsed): 0 Line Code Violations, 0 Path Code Violations 0 Slip Secs, 0 Fr Loss Secs, 0 Line Err Secs, 0 Degraded Mins 0 Errored Secs, 0 Bursty Err Secs, 0 Severely Err Secs, 0 Unavail Secs sh int: FastEthernet0/0 is up, line protocol is up Hardware is PQUICC_FEC, address is 000d.6516.e5aa (bia 000d.6516.e5aa) Internet address is 10.0.0.1/24 MTU 1500 bytes, BW 100000 Kbit, DLY 100 usec, reliability 255/255, txload 1/255, rxload 1/255 Encapsulation ARPA, loopback not set Keepalive set (10 sec) Full-duplex, 100Mb/s, 100BaseTX/FX ARP type: ARPA, ARP Timeout 04:00:00 Last input 00:20:00, output 00:00:00, output hang never Last clearing of "show interface" counters never Input queue: 0/75/0/0 (size/max/drops/flushes); Total output drops: 0 Queueing strategy: fifo Output queue: 0/40 (size/max) 5 minute input rate 0 bits/sec, 0 packets/sec 5 minute output rate 0 bits/sec, 0 packets/sec 0 packets input, 0 bytes Received 0 broadcasts, 0 runts, 0 giants, 0 throttles 0 input errors, 0 CRC, 0 frame, 0 overrun, 0 ignored 0 watchdog 0 input packets with dribble condition detected 191 packets output, 20676 bytes, 0 underruns 0 output errors, 0 collisions, 1 interface resets 0 babbles, 0 late collision, 0 deferred 0 lost carrier, 0 no carrier 0 output buffer failures, 0 output buffers swapped out Serial0/0 is up, line protocol is down Hardware is PQUICC with Fractional T1 CSU/DSU MTU 1500 bytes, BW 1536 Kbit, DLY 20000 usec, reliability 255/255, txload 1/255, rxload 1/255 Encapsulation FRAME-RELAY, loopback not set Keepalive set (10 sec) LMI enq sent 157, LMI stat recvd 0, LMI upd recvd 0, DTE LMI down LMI enq recvd 23, LMI stat sent 0, LMI upd sent 0 LMI DLCI 1023 LMI type is CISCO frame relay DTE FR SVC disabled, LAPF state down Broadcast queue 0/64, broadcasts sent/dropped 2/0, interface broadcasts 0 Last input 00:24:51, output 00:00:05, output hang never Last clearing of "show interface" counters 00:27:20 Input queue: 0/75/0/0 (size/max/drops/flushes); Total output drops: 0 Queueing strategy: weighted fair Output queue: 0/1000/64/0 (size/max total/threshold/drops) Conversations 0/1/256 (active/max active/max total) Reserved Conversations 0/0 (allocated/max allocated) Available Bandwidth 1152 kilobits/sec 5 minute input rate 0 bits/sec, 0 packets/sec 5 minute output rate 0 bits/sec, 0 packets/sec 23 packets input, 302 bytes, 0 no buffer Received 0 broadcasts, 0 runts, 0 giants, 0 throttles 1725 input errors, 595 CRC, 1099 frame, 0 overrun, 0 ignored, 30 abort 246 packets output, 3974 bytes, 0 underruns 0 output errors, 0 collisions, 48 interface resets 0 output buffer failures, 0 output buffers swapped out 4 carrier transitions DCD=up DSR=up DTR=up RTS=up CTS=up Serial0/0.1 is down, line protocol is down Hardware is PQUICC with Fractional T1 CSU/DSU MTU 1500 bytes, BW 1536 Kbit, DLY 20000 usec, reliability 255/255, txload 1/255, rxload 1/255 Encapsulation FRAME-RELAY Last clearing of "show interface" counters never Serial0/0.100 is down, line protocol is down Hardware is PQUICC with Fractional T1 CSU/DSU Internet address is <ip address>/30 MTU 1500 bytes, BW 1536 Kbit, DLY 20000 usec, reliability 255/255, txload 1/255, rxload 1/255 Encapsulation FRAME-RELAY Last clearing of "show interface" counters never And everything seems to be accounted for to me, but apparently I'm missing something. My issue is that I'm stuck on interface up, line protocol down, so the T1 doesn't go up. Any ideas? Thank you,

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  • C# DirectSound - Capture buffers not continuous

    - by Wizche
    Hi, I'm trying to capture raw data from my line-in using DirectSound. My problem is that, from a buffer to another the data are just inconsistent, if for example I capture a sine I see a jump from my last buffer and the new one. To detected this I use a graph widget to draw the first 500 elements of the last buffer and the 500 elements from the new one: Snapshot I initialized my buffer this way: format = new WaveFormat { SamplesPerSecond = 44100, BitsPerSample = (short)bitpersample, Channels = (short)channels, FormatTag = WaveFormatTag.Pcm }; format.BlockAlign = (short)(format.Channels * (format.BitsPerSample / 8)); format.AverageBytesPerSecond = format.SamplesPerSecond * format.BlockAlign; _dwNotifySize = Math.Max(4096, format.AverageBytesPerSecond / 8); _dwNotifySize -= _dwNotifySize % format.BlockAlign; _dwCaptureBufferSize = NUM_BUFFERS * _dwNotifySize; // my capture buffer _dwOutputBufferSize = NUM_BUFFERS * _dwNotifySize / channels; // my output buffer I set my notifications one at half the buffer and one at the end: _resetEvent = new AutoResetEvent(false); _notify = new Notify(_dwCapBuffer); bpn1 = new BufferPositionNotify(); bpn1.Offset = ((_dwCapBuffer.Caps.BufferBytes) / 2) - 1; bpn1.EventNotifyHandle = _resetEvent.SafeWaitHandle.DangerousGetHandle(); bpn2 = new BufferPositionNotify(); bpn2.Offset = (_dwCapBuffer.Caps.BufferBytes) - 1; bpn2.EventNotifyHandle = _resetEvent.SafeWaitHandle.DangerousGetHandle(); _notify.SetNotificationPositions(new BufferPositionNotify[] { bpn1, bpn2 }); observer.updateSamplerStatus("Events listener initialization complete!\r\n"); And here is how I process the events. /* Process thread */ private void eventReceived() { int offset = 0; _dwCaptureThread = new Thread((ThreadStart)delegate { _dwCapBuffer.Start(true); while (isReady) { _resetEvent.WaitOne(); // Notification received /* Read the captured buffer */ Array read = _dwCapBuffer.Read(offset, typeof(short), LockFlag.None, _dwOutputBufferSize - 1); observer.updateTextPacket("Buffer: " + count.ToString() + " # " + read.GetValue(read.Length - 1).ToString() + " # " + read.GetValue(0).ToString() + "\r\n"); /* Print last/new part of the buffer to the debug graph */ short[] graphData = new short[1001]; Array.Copy(read, graphData, 1000); db.SetBufferDebug(graphData, 500); observer.updateGraph(db.getBufferDebug()); offset = (offset + _dwOutputBufferSize) % _dwCaptureBufferSize; /* Out buffer not used */ /*_dwDevBuffer.Write(0, read, LockFlag.EntireBuffer); _dwDevBuffer.SetCurrentPosition(0); _dwDevBuffer.Play(0, BufferPlayFlags.Default);*/ } _dwCapBuffer.Stop(); }); _dwCaptureThread.Start(); } Any advise? I'm sure I'm failing somewhere in the event processing, but I cant find where. I had developed the same application using the WaveIn API and it worked well. Thanks a lot...

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  • Is `xargs -t` output stderr or stdout, and can you control it?

    - by Roy Rico
    say i have a directory with hi.txt and blah.txt and i execute the following command on a linux-ish command line ls *.* | xargs -t -i{} echo {} the output you will see is echo blah.txt blah.txt echo hi.txt hi.txt i'd like to redirect the stderr output (say 'echo blah.txt' fails...), leaving only the output from the xargs -t command written to std out, but it looks as if it's stderr as well. ls *.* | xargs -t -i{} echo {} 2> /dev/null Is there a way to control it, to make it output to stdout?

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  • Empty APN list on your Android phone? Restart the phone to fix it

    - by Gopinath
    Today I tried to connect to internet on my Google Galaxy Nexus running on 4.2.2 using Cellular Data connection and it failed. Tried reaching customer care representative to figure out why data connection is not working, but the robots (Interactive Voice Response systems) never allowed me to reach a human. After digging through the settings I found empty list of APN (Access Point Names) is the reason for not able to connect to internet. Not sure what caused APN list to vanish but I tried to create a new one that matches with the settings required for AT & T mobile. To my surprise I found that the newly created APN is also not shown in the APN list. Well there is something wrong with the phone – my APN’s are not shown as well as the newly created one is also not displayed. A simple Google search on this problem shown many forum discussions list and the solution to resolve the issue is to restart the phone. As soon as I restarted my phone the APN list is automatically populated and I’m able to connect to internet on my mobile.

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  • How to fix Sketchup in Wine when tool starts, but displays empty workspace?

    - by Chaos_99
    I've installed wine 1.6 and winetricks in an Linux Mint 15 system, then downloaded the latest Sketchup2013 'Make' Windows-Installer and installed through wine. I've prepared the wine environment with starting as WINEARCH=win32, installed corefonts and ie8 and enabled the override for the 'riched20' libraries. (I've no idea what the last bit does, but it was advised in some guides.) I've also tried without these steps. Only the win32 seems to make a difference, as the installer will complain about not finding SP2 otherwise. Sketchup is installed successfully and starts, but displays an empty viewport. The program is responsive and everything works, it's just that you can't see anything. I don't get any OpenGL error and the registry entries seem fine, according to the OpenGL issue workarounds floating around the net. I still think it has something to do with OpenGL not working properly, maybe not in the wine environment, but in the linux system? I'm running on a Lenovo W520 with Nvida/Intel hybrid cards, but only the NVida card is active and the properitary nvidia (319) drivers are installed. GLXGears runs fine, but clamps at 2x the refresh rate. glxinfo outputs direct rendering: Yes server glx vendor string: NVIDIA Corporation server glx version string: 1.4 I'm willing to try any linux or wine OpenGL tests to narrow down the problem, if you can offer any advise on what to use.

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  • Some Async Socket Code - Help with Garbage Collection?

    - by divinci
    Hi all, I think this question is really about my understanding of Garbage collection and variable references. But I will go ahead and throw out some code for you to look at. // Please note do not use this code for async sockets, just to highlight my question // SocketTransport // This is a simple wrapper class that is used as the 'state' object // when performing Async Socket Reads/Writes public class SocketTransport { public Socket Socket; public byte[] Buffer; public SocketTransport(Socket socket, byte[] buffer) { this.Socket = socket; this.Buffer = buffer; } } // Entry point - creates a SocketTransport, then passes it as the state // object when Asyncly reading from the socket. public void ReadOne(Socket socket) { SocketTransport socketTransport_One = new SocketTransport(socket, new byte[10]); socketTransport_One.Socket.BeginRecieve ( socketTransport_One.Buffer, // Buffer to store data 0, // Buffer offset 10, // Read Length SocketFlags.None // SocketFlags new AsyncCallback(OnReadOne), // Callback when BeginRead completes socketTransport_One // 'state' object to pass to Callback. ); } public void OnReadOne(IAsyncResult ar) { SocketTransport socketTransport_One = ar.asyncState as SocketTransport; ProcessReadOneBuffer(socketTransport_One.Buffer); // Do processing // New Read // Create another! SocketTransport (what happens to first one?) SocketTransport socketTransport_Two = new SocketTransport(socket, new byte[10]); socketTransport_Two.Socket.BeginRecieve ( socketTransport_One.Buffer, 0, 10, SocketFlags.None new AsyncCallback(OnReadTwo), socketTransport_Two ); } public void OnReadTwo(IAsyncResult ar) { SocketTransport socketTransport_Two = ar.asyncState as SocketTransport; .............. So my question is: The first SocketTransport to be created (socketTransport_One) has a strong reference to a Socket object (lets call is ~SocketA~). Once the async read is completed, a new SocketTransport object is created (socketTransport_Two) also with a strong reference to ~SocketA~. Q1. Will socketTransport_One be collected by the garbage collector when method OnReadOne exits? Even though it still contains a strong reference to ~SocketA~ Thanks all!

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  • Working with a string as an array of characters

    - by Malfunction
    I'm having some trouble with a string represented as an array of characters. What I'd like to do, as I would do in java, is the following: while (i < chars.length) { char ch = chars[i]; if ((WORD_CHARS.indexOf(ch) >= 0) == punctuation) { String token = buffer.toString(); if (token.length() > 0) { parts.add(token); } buffer = new StringBuffer(); } buffer.append(ch); i++; } What I'm doing is something like this: while(i < strlen(chars)) { char ch = chars[i]; if(([WORD_CHARS rangeOfString:ch] >= 0) == punctuation) { NSString *token = buffer.toString(); if([token length] > 0) { [parts addObject:token]; } buffer = [NSMutableString string]; } [buffer append(ch)]; i++; } I'm not sure how I'm supposed to convert String token = buffer.toString(); to objective c, where buffer is an NSMutableString. Also, how do I check this if condition in objective c? if ((WORD_CHARS.indexOf(ch) >= 0) == punctuation) WORD_CHARS is an NSString. I'm also having trouble with appending ch to buffer. Any help is greatly appreciated.

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  • Samba smbtree No output; failed to retrieve share list

    - by TomKat
    I'm using Ubuntu 12.10 on two machines, one laptop & one desktop. Faced the same problem when I used 12.04. When I try connecting to the other machine using 'Connect to Server', I give the correct user & workgroup details, but the system displays 'failed to retrieve server list' I've tried editing /etc/samba/smb.conf file to: name resolve order = lmhosts host wins bcast I also added the other machine to /etc/hosts But, nothing worked. The output of smbtree is naveen@tomkat:~$ smbtree Enter naveen's password: naveen@tomkat:~$ Used sources to solve problem myself: "Failed to retrieve share list from server" error when browsing a share with Nautilus http://ubuntuforums.org/showthread.php?t=1114038 All help will be appreciated. Thanks. UPDATE: After 'purging' samba and all its components (incl all config files), and reinstall, sharing workes in one direction (from Laptop to Desktop) but when I attempt to use the Desktop as server, same problem is still faced. UPDATE 2 dpkg -l|grep samba output: naveen@tomkat:~$ sudo dpkg -l|grep samba [sudo] password for naveen: ii libcrypt-smbhash-perl 0.12-3 all generate LM/NT hash of a password for samba ii samba 2:3.6.6-3ubuntu5 i386 SMB/CIFS file, print, and login server for Unix ii samba-common 2:3.6.6-3ubuntu5 all common files used by both the Samba server and client ii samba-common-bin 2:3.6.6-3ubuntu5 i386 common files used by both the Samba server and client

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  • In 'apt-cache depends' output, what is the meaning of Suggests, Recommends, |, <>?

    - by fred.bear
    I've checked the man/info page, but there is no reference to some aspects of the output fomat of apt-cache depends The man/info page tried to be helpful (in an obtuse manner); quote: "For the specific meaning of the remainder of the output it is best to consult the apt source code" Now in fairness to the info page, that quote was in regards to the 'showpkg' option which it had reasonably explained, but my option had no such explanation... I understand that Linux info comes from many sources (not just man/info pages), and I don't particularly want to rummage through the source (altough somtimes I do), so here is an example of what I'd like to know the meaning of. # I can assume what these mean, but... # What does | mean? (probably means 'or'???) # What does <pkg> and the following indentations mean? # At the end, the interaction(?) of Suggest and Recommends puzzles me. $ apt-cache depends solr-common solr-common Depends: debconf |Depends: openjdk-6-jre-headless |Depends: <java5-runtime-headless> default-jre-headless gcj-4.4-jre-headless gcj-jre-headless gij-4.3 openjdk-6-jre-headless Depends: <java6-runtime-headless> default-jre-headless openjdk-6-jre-headless Depends: libcommons-codec-java Depends: libcommons-csv-java Depends: libcommons-fileupload-java Depends: libcommons-httpclient-java Depends: libcommons-io-java Depends: libjaxp1.3-java Depends: libjetty-java Depends: liblucene2-java Depends: libservlet2.5-java Depends: libslf4j-java Depends: libxml-commons-external-java Suggests: libmysql-java |Recommends: solr-tomcat Recommends: solr-jetty

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