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  • Separate php.ini file for each Apache virtual host?

    - by Calvin L
    Is it possible to have a separate php.ini file that overrides the default php.ini file for each virtual host? I'm running Apache/2.2.14, PHP 5.3.2-1. For example I have several vhosts pointing to domains in my /var/www/ directory: /var/www/website1.com /var/www/website2.com What I'd like is to be able to place a custom php.ini file in each directory that would override the default values only for that vhost, but keep the original defaults if the value isn't specified: /var/www/website1.com/htdocs/ /var/www/website1.com/php.ini

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  • How bad is it to use a virtual file system with VMWare? [closed]

    - by user30997
    IT is running a series of VMs that we'd like to see optimized further: if the VMs' are Windows XP, storing their NTFS images out to the virtual disk (ext3) provided by Linux/VMWare, how much of a hit are we taking - as opposed to having a partition of the host hard drive formatted NTFS to eliminate the translation layer and the extra level of operating system IO preparation?

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  • C#: How would you only draw certain ListView Items while in Virtual Mode?

    - by Jonathan Richter
    C#: How would you only draw certain ListView Items while in Virtual Mode? I am trying to create a filter-like feature to use in listview so that if the user selects an imageindex from 0-5, it will loop through the listview items and only make it so that the items in question with the correct image index will be displayed and the other items will be hidden. How would I go upon creating such a routine?

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  • How do I set a single virtual directory of my web app to not inherit web.config?

    - by Ryan
    I have a virtual directory setup in one of my web apps that needs to not inherit the web.config of the main app so it can run on it's own. I am wondering how I can do this because right now when I hit it (mainwebapp.domain.com/virdir) it throws an error saying it can't find some dependencies that are listed in the main apps web.config (shows main app web.config in the error message), this virdir contains it's own little app that needs to just run standalone.

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  • Can I Move a MediaWiki site to a new virtual folder?

    - by Tyler
    I had MediaWiki installed in as the default site on my server using IIS 6 and I created a virtual directory and pointed it to the Wiki folder. The page loads, but all the links are pointing to the original location that is no longer pointing to the Wiki Folder. Info Server Name: tech Path to Wiki: http://tech/wiki/ Example Links Wrong Link - This is the current link displayed http://tech/index.php?title=Main_Page The link should look like this http://tech/wiki/index.php?title=Main_Page All of the links are not showing the /wiki Any ideas?

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  • c++ compile error

    - by Niranjan
    Hi, I am trying to develop abstract design pattern code for one of my project as below.. But, I am not able to compile the code ..giving some compile errors(like "conversion from 'ProductA1 *' to 'ProductA *' exists, but is inaccessible" ).. Can any one please help me out in this... #include "stdafx.h" #include <iostream> using namespace std; class ProductA { public: virtual void Operation1()=0; virtual void Operation2()=0; }; class ProductA1 : ProductA { public: virtual void Operation1() {cout<<"PD ProductA1 Operation1"<<endl; } virtual void Operation2() {cout<<"PD ProductA1 Operation2"<<endl; } }; class ProductA2 : ProductA { public: virtual void Operation1() {cout<<"DT ProductA2 Operation1"<<endl; } virtual void Operation2() {cout<<"DT ProductA2 Operation2"<<endl; } }; //------------------------------------------------------------- class ProductB { public: virtual void Operation3()=0; virtual void Operation4()=0; }; class ProductB1 : ProductB { public: void Operation3() { cout<<"PD ProductB1 Operation3"<<endl; } void Operation4() { cout<<"PD ProductB1 Operation4"<<endl; } }; class ProductB2 : ProductB { public: void Operation3() { cout<<"DT ProductB2 Operation3"<<endl; } void Operation4() { cout<<"DT ProductB2 Operation4"<<endl; } }; //--------------- abstrct factory --------------------------- class Factory { public: virtual ProductA* CreateA () =0; virtual ProductB* CreateB ()=0; }; class Factory1 : Factory { public: ProductA* CreateA () { return new ProductA1(); } ProductB* CreateB () { return new ProductB1(); } }; class Factory2 : Factory { public: ProductA* CreateA () { return new ProductA2(); } ProductB* CreateB () { return new ProductB2(); } }; //--------------------- client -------------------------------- int _tmain(int argc, _TCHAR* argv[]) { Factory* pf = new Factory1(); ProductA *pa = pf->CreateA(); pa->Operation1(); pa->Operation2(); ProductB *pb = pf->CreateB(); pb->Operation3(); pb->Operation4(); return 0; }

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  • Problem creating levels using inherited classes/polymorphism

    - by Adam
    I'm trying to write my level classes by having a base class that each level class inherits from...The base class uses pure virtual functions. My base class is only going to be used as a vector that'll have the inherited level classes pushed onto it...This is what my code looks like at the moment, I've tried various things and get the same result (segmentation fault). //level.h class Level { protected: Mix_Music *music; SDL_Surface *background; SDL_Surface *background2; vector<Enemy> enemy; bool loaded; int time; public: Level(); virtual ~Level(); int bgX, bgY; int bg2X, bg2Y; int width, height; virtual void load(); virtual void unload(); virtual void update(); virtual void draw(); }; //level.cpp Level::Level() { bgX = 0; bgY = 0; bg2X = 0; bg2Y = 0; width = 2048; height = 480; loaded = false; time = 0; } Level::~Level() { } //virtual functions are empty... I'm not sure exactly what I'm supposed to include in the inherited class structure, but this is what I have at the moment... //level1.h class Level1: public Level { public: Level1(); ~Level1(); void load(); void unload(); void update(); void draw(); }; //level1.cpp Level1::Level1() { } Level1::~Level1() { enemy.clear(); Mix_FreeMusic(music); SDL_FreeSurface(background); SDL_FreeSurface(background2); music = NULL; background = NULL; background2 = NULL; Mix_CloseAudio(); } void Level1::load() { music = Mix_LoadMUS("music/song1.xm"); background = loadImage("image/background.png"); background2 = loadImage("image/background2.png"); Mix_OpenAudio(48000, MIX_DEFAULT_FORMAT, 2, 4096); Mix_PlayMusic(music, -1); } void Level1::unload() { } //functions have level-specific code in them... Right now for testing purposes, I just have the main loop call Level1 level1; and use the functions, but when I run the game I get a segmentation fault. This is the first time I've tried writing inherited classes, so I know I'm doing something wrong, but I can't seem to figure out what exactly.

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • get-wmiobject sql join in powershell - trying to find physical memory vs. virtual memory of remote s

    - by Willy
    get-wmiobject -query "Select TotalPhysicalMemory from Win32_LogicalMemoryConfiguration" -computer COMPUTERNAME output.csv get-wmiobject -query "Select TotalPageFileSpace from Win32_LogicalMemoryConfiguration" -computer COMPUTERNAME output.csv I am trying to complete this script with an output as such: Computer Physical Memory Virtual Memory server1 4096mb 8000mb server2 2048mb 4000mb

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  • c++ property class structure

    - by Without me Its just Aweso
    I have a c++ project being developed in QT. The problem I'm running in to is I am wanting to have a single base class that all my property classes inherit from so that I can store them all together. Right now I have: class AbstractProperty { public: AbstractProperty(QString propertyName); virtual QString toString() const = 0; virtual QString getName() = 0; virtual void fromString(QString str) = 0; virtual int toInteger() = 0; virtual bool operator==(const AbstractProperty &rightHand) = 0; virtual bool operator!=(const AbstractProperty &rightHand) = 0; virtual bool operator<(const AbstractProperty &rightHand) = 0; virtual bool operator>(const AbstractProperty &rightHand) = 0; virtual bool operator>=(const AbstractProperty &rightHand) = 0; virtual bool operator<=(const AbstractProperty &rightHand) = 0; protected: QString name; }; then I am implementing classes such as PropertyFloat and PropertyString and providing implementation for the comparator operators based on the assumption that only strings are being compared with strings and so on. However the problem with this is there would be no compiletime error thrown if i did if(propertyfloat a < propertystring b) however my implementation of the operators for each derived class relies on them both being the same derived class. So my problem is I cant figure out how to implement a property structure so that I can have them all inherit from some base type but code like what I have above would throw a compile time error. Any ideas on how this can be done? For those familiar with QT I tried using also a implementation with QVariant however QVariant doesn't have operators < and defined in itself only in some of its derived classes so it didn't work out. What my end goal is, is to be able to generically refer to properties. I have an element class that holds a hashmap of properties with string 'name' as key and the AbstractProperty as value. I want to be able to generically operate on the properties. i.e. if I want to get the max and min values of a property given its string name I have methods that are completely generic that will pull out the associated AbstactProperty from each element and find the max/min no matter what the type is. so properties although initially declared as PropertyFloat/PropertyString they will be held generically.

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  • in Virtual C# 2010 express what is the most reliable way to detect windows OS Architecture (x86,x64)

    - by NightsEvil
    hi i am using Virtual C# 2010 express and i need the most reliable way (on button click) and in .NET 2.0 framework to detect if windows is currently x86 or x64 in a message box.. up till now i have been using this code but i need to know if there is a more accurate way? string target = @"C:\Windows\SysWow64"; { if (Directory.Exists(target)) { MessageBox.Show("x64"); } else { MessageBox.Show("x86"); }

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  • What's the best way to run a Linux virtual server in Windows 7?

    - by Leonid Shevtsov
    I need a virtual server for web development, it'll host Apache+Postgres+Ruby+something else. What's the most effective software to run such a server? (ie with least virtualization overhead) Is there a way to run Linux as as service? I use VirtualBox at the moment, but it's inconvenient in some ways, such as it needs an emulator window open which also captures keyboard input when alttabbed into. (Also, coLinux hangs at boot on my machine, so it's probably not an option)

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  • Possible to change where Android Virtual Devices are saved?

    - by primehunter326
    I've set up the Android SDK and Eclipse on my machine running Windows XP and AVDs (Android Virtual Devices) are saved to "Documents and Settings\user\.android" by default. Is there any way to change this behavior? I have all of the other components saved in a directory on a separate partition and would like everything to be consolidated. Obviously not a huge deal but does anyone here know a workaround for this?

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  • Storing non-content data in Orchard

    - by Bertrand Le Roy
    A CMS like Orchard is, by definition, designed to store content. What differentiates content from other kinds of data is rather subtle. The way I would describe it is by saying that if you would put each instance of a kind of data on its own web page, if it would make sense to add comments to it, or tags, or ratings, then it is content and you can store it in Orchard using all the convenient composition options that it offers. Otherwise, it probably isn't and you can store it using somewhat simpler means that I will now describe. In one of the modules I wrote, Vandelay.ThemePicker, there is some configuration data for the module. That data is not content by the definition I gave above. Let's look at how this data is stored and queried. The configuration data in question is a set of records, each of which has a number of properties: public class SettingsRecord { public virtual int Id { get; set;} public virtual string RuleType { get; set; } public virtual string Name { get; set; } public virtual string Criterion { get; set; } public virtual string Theme { get; set; } public virtual int Priority { get; set; } public virtual string Zone { get; set; } public virtual string Position { get; set; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Each property has to be virtual for nHibernate to handle it (it creates derived classed that are instrumented in all kinds of ways). We also have an Id property. The way these records will be stored in the database is described from a migration: public int Create() { SchemaBuilder.CreateTable("SettingsRecord", table => table .Column<int>("Id", column => column.PrimaryKey().Identity()) .Column<string>("RuleType", column => column.NotNull().WithDefault("")) .Column<string>("Name", column => column.NotNull().WithDefault("")) .Column<string>("Criterion", column => column.NotNull().WithDefault("")) .Column<string>("Theme", column => column.NotNull().WithDefault("")) .Column<int>("Priority", column => column.NotNull().WithDefault(10)) .Column<string>("Zone", column => column.NotNull().WithDefault("")) .Column<string>("Position", column => column.NotNull().WithDefault("")) ); return 1; } When we enable the feature, the migration will run, which will create the table in the database. Once we've done that, all we have to do in order to use the data is inject an IRepository<SettingsRecord>, which is what I'm doing from the set of helpers I put under the SettingsService class: private readonly IRepository<SettingsRecord> _repository; private readonly ISignals _signals; private readonly ICacheManager _cacheManager; public SettingsService( IRepository<SettingsRecord> repository, ISignals signals, ICacheManager cacheManager) { _repository = repository; _signals = signals; _cacheManager = cacheManager; } The repository has a Table property, which implements IQueryable<SettingsRecord> (enabling all kind of Linq queries) as well as methods such as Delete and Create. Here's for example how I'm getting all the records in the table: _repository.Table.ToList() And here's how I'm deleting a record: _repository.Delete(_repository.Get(r => r.Id == id)); And here's how I'm creating one: _repository.Create(new SettingsRecord { Name = name, RuleType = ruleType, Criterion = criterion, Theme = theme, Priority = priority, Zone = zone, Position = position }); In summary, you create a record class, a migration, and you're in business and can just manipulate the data through the repository that the framework is exposing. You even get ambient transactions from the work context.

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  • How to setup a hyper-v domain with internet access

    - by fynnbob
    First off let me say that I'm not a network admin or server guy, I know very little about that stuff. What I'm trying to do is setup a virtualized domain using hyper-V. Here is the configuration: Physical Server: 4Mb RAM Windows Server 2008 R2 running Hyper-V Virtual Environment: One Domain Controller running Windows Server 2008 R2 One Client running Windows Server 2008 R2 I have been successful in setting up a virtual domain controller and adding a virtual client to that domain controller but I'm stuck at trying to give the virtual Environment Internet access. I can give the client VM Internet access if I remove them from the virtual domain but once I add them back to the virtual domain, Internet access is gone. I've read articles describing many different ways this can be done (using RRAS with NAT, using a wireless connection, etc...) but all of those articles only cover a small piece of the setup and also seem to be geared towards people who know there way around networking and servers which I don't. I'd like to know more but my thing is software development and I have my hands full trying to keep up with everything in that realm. I simply want to setup a virtual domain with Internet access for testing. Can anyone point me to any "for Dummy's" type information on how to setup this type of environment or can anyone provide this kind of step-by-step help. Any help would be very much appreciated.

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  • error with swiftmailer

    - by user1298805
    I'm trying to add a contact form to my website. In localhost it worked fine, now moving on Tiscali server I'm getting this error: Warning: is_writable() [function.is-writable]: open_basedir restriction in effect. File(/tmp) is not within the allowed path(s): (/var/www/virtual/mydomain.it/:/usr/share/php/:/var/www/ispcp/gui/tools/filemanager/) in /var/www/virtual/mydomain.it/htdocs/prova-intro/Swift-4.1.6/lib/preferences.php on line 15` Fatal error: Uncaught exception Swift_TransportException' with message 'Expected response code 220 but got code "554", with message "554 santino.mail.tiscali.it ESMTP server not available from your IP "' in /var/www/virtual/mydomain.it/htdocs/prova-intro/Swift-4.1.6/lib/classes/Swift/Transport/AbstractSmtpTransport.php:422 Stack trace: #0 /var/www/virtual/mydomain.it/htdocs/prova-intro/Swift-4.1.6/lib/classes/Swift/Transport/AbstractSmtpTransport.php(315):` Swift_Transport_AbstractSmtpTransport->_assertResponseCode('554 santino.mai...', Array) #1 /var/www/virtual/mydomain.it/htdocs/prova-intro/Swift-4.1.6/lib/classes/Swift/Transport/AbstractSmtpTransport.php(123): Swift_Transport_AbstractSmtpTransport->_readGreeting() #2 /var/www/virtual/mydomain.it/htdocs/prova-intro/Swift-4.1.6/lib/classes/Swift/Mailer.php(79): Swift_Transport_AbstractSmtpTransport->start() #3 /var/www/virtual/mydomain.it/htdocs/prova-intro/mail_SwiftMailer.php(129): Swift_Mailer->send(Object(Swift_Message) in /var/www/virtual/mydomain.it/htdocs/prova-intro/Swift-4.1.6/lib/classes/Swift/Transport/AbstractSmtpTransport.php on line 422` Parameter I'm using: define('HOST_SMTP', 'smtp.mydomain.it'); define('PORT_SMTP', 465); define('SECUTITY_SMTP', ssl); define('EMAIL_SMTP', '[email protected]'); define('PASSWORD_SMTP', 'xxxxxxx'); define('EMAIL_DESTINATARIO', $_POST['destinatario']); define('MAX_DIM_FILE', 1048576); // 1mb

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  • How to serialize a protected property in wcf

    - by Denis Rosca
    Hello everyone, I have to classes (Person and Address) that i need to send via wcf, the classes look like this: public class PersoanaFizica :IExtensibleDataObject { [DataMember] private Guid _id; [DataMember(Name = "Id")] protected virtual Guid Id { get { return _id; } set { _id = value; } } private ExtensionDataObject _extensionData; public virtual ExtensionDataObject ExtensionData { get { return _extensionData; } set { _extensionData = value; } } private string _firstName; [Searchable(PropertyName="FirstName")] [DataMember] public virtual string FirstName { get { return this._firstName; } set { this._firstName = value; } } private string _lastName; [Searchable(PropertyName="LastName")] [DataMember] public virtual string LastName { get { return this._lastName; } set { this. _lastName = value; } } private Address _address; [Searchable(PropertyName="Address")] [DataMember] public virtual Address Address { get { return this._address; } set { this._address = value; } } } public class Address : IExtensibleDataObject { [DataMember] private Guid _id; [DataMember] public virtual Guid Id { get { return _id; } set { _id = value; } } private ExtensionDataObject _extensionData; public virtual ExtensionDataObject ExtensionData { get { return _extensionData; } set { _extensionData = value; } } private string _country; [Searchable(PropertyName="Country")] [DataMember] public virtual string Country { get { return this._country; } set { this._country = value; } } // and some other properties related to the address } The problem is that when i try to send them via wcf, the client recieves the Id properties set to 00000-0000-00000-00000 or smth like this. Any idea why this is happening? And how to serialize the proper values? Thanks,Denis.

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  • Why are my Fluent NHibernate SubClass Mappings generating redundant columns?

    - by Brook
    I'm using Fluent NHibernate 1.x build 694, built against NH 3.0 I have the following entities public abstract class Card { public virtual int Id { get; set; } public virtual string Name { get; set; } public virtual string Description { get; set; } public virtual Product Product { get; set; } public virtual Sprint Sprint { get; set; } } public class Story:Card { public virtual double Points { get; set; } public virtual int Priority { get; set; } public virtual IList<Task> Tasks { get; set; } } And the following mappings public class CardMap:ClassMap<Card> { public CardMap() { Id(c => c.Id) .Index("Card_Id"); Map(c => c.Name) .Length(50) .Not.Nullable(); Map(c => c.Description) .Length(1024) .Not.Nullable(); References(c=>c.Product) .Not.Nullable(); References(c=>c.Sprint) .Nullable(); } } public class StoryMap : SubclassMap<Story> { public StoryMap() { Map(s => s.Points); Map(s => s.Priority); HasMany(s => s.Tasks); } } When I generate my Schema, the tables are created as follows Card --------- Id Name Description Product_id Sprint_id Story ------------ Card_id Points Priority Product_id Sprint_id What I would have expected would have been to see the columns Product_id and Sprint_id ONLY in the Card table, not the Story table. What am I doing wrong or misunderstanding?

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