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  • KVM-Guests can't get past bridge - no internet connection

    - by tmn29a
    I'm running a backported KVM on a Debian Squeeze. ATM the KVM-Guest can't connect to the internet through the bridge I have set up. The guests can reach each other, the host but nothing outside. I can neither ping, nslookup or do anything to a remote address. The guest are configured to have a static IP. When I didn;t have the bridge but a virtual bridge (the KVM-default) the guest could connect fine. After setting up the bridge things broke, so I think the problem lies there. # The loopback network interface auto lo br0 iface lo inet loopback # Bonding Interface auto bond0 iface bond0 inet static address 10.XXX.XXX.84 netmask 255.255.255.192 network 10.XXX.XXX.64 gateway 10.XXX.XXX.65 slaves eth0 eth1 bond_mode active-backup bond_miimon 100 bond_downdelay 200 bond_updelay 200 iface br0 inet static bridge_ports eth0 eth1 address 172.xxx.xxx.65 broadcast 172.xxx.xxx.127 netmask 255.255.255.192 gateway 172.xxx.xxx.65 bridge_stp on bridge_maxwait 0 Thanks in advance for your help !

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  • Django Dying on Shared Hosting Environment (Too Many MySQL Connections)

    - by Tom
    I've had a Django site up and running on HostGator (client requirement), following these instructions, for a few weeks now. I had seen two error emails about pages dying with (1040: Too many MySQL connections) but had never been able to recreate the problem. As of today, the site is completely unresponsive and all pages, even the static files, are dying with that error. Two questions: What can I do to fix this (other than caching more stuff)? Why would static files be dying like that? I can request them directly without a problem, so how are they getting run through Django? The shared hosting setup doesn't allow for a <Location> block, but there's a flag in the rewrite rule that says only requests for files that don't exist in the filesystem should be processed. All of my static files exist on the system, though they are symbolically linked files if it matters.

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  • Cannot Access Web Interface on HP 2510G

    - by Stephen
    I am currently setting up a new infrastructure with HP 2510s as edge switches and an HP E5406 as the main switch. I also have a DHCP and DNS server running on the same network. When i first set up one of my 2510 switches, I gave it a static IP through the console and then went to the web interface to continue my configuration. Later, I realized that I assigned it the wrong IP address, so i went through the web interface and changed the IP address to the correct one. Now, I can't access the web interface. I can telnet to the switch on the new IP address, but the web interface will not load. If I switch from static IP to DHCP, it loads the web interface. Any ideas on what could be causing the web server in the 2510 not to load with the new static IP address?

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  • Apache mod_jk replacing mod_rewrite rules

    - by organicveggie
    We have a slightly complex Apache 2.2 setup in front of a Tomcat 6.0 instance. The main Tomcat webapp is deployed in: /opt/tomcat/webapps/ROOT But we also have static content that we update semi-regularly. We didn't want to force a new build and deploy of the webapp, so that's stored separately in folders like: /opt/tomcat/webapps/css /opt/tomcat/webapps/foo /opt/tomcat/webapps/bar To handle this from Apache, we use mod_rewrite and rules look something like the following: RewriteCond %{REQUEST_FILENAME} -f RewriteRule ^/css/(.*)$ - [L] RewriteCond ROOT/%{REQUEST_FILENAME} -f RewriteRule ^/css/(.*)$ ROOT/$1 [L] RewriteCond %{REQUEST_FILENAME} -f RewriteRule ^(.*)\.(jpg|png|html|js)$ - [L] RewriteCond ROOT/%{REQUEST_FILENAME} -f RewriteRule ^(.*)\.(jpg|png|html|js)$ - [L] RewriteRule ^/(.*)$ http://localhost:8080/$1 [P,L] ProxyPassReverse / http://localhost:8080/ I now think I might want to start using mod_jk and I have two questions: Is it even worth using mod_jk? I don't need load balancing. Is it even possible to handle the cases I outlined where the static content is referenced as "http://www.example.com/css/foo.css", but we don't know if it's located in the Tomcat webapp or in one of the static folders.

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  • String.IsNullOrWhiteSpace

    - by Scott Dorman
    An empty string is different than an unassigned string variable (which is null), and is a string containing no characters between the quotes (""). The .NET Framework provides String.Empty to represent an empty string, and there is no practical difference between ("") and String.Empty. One of the most common string comparisons to perform is to determine if a string variable is equal to an empty string. The fastest and simplest way to determine if a string is empty is to test if the Length property is equal to 0. However, since strings are reference types it is possible for a string variable to be null, which would result in a runtime error when you tried to access the Length property. Since testing to determine if a string is empty is such a common occurrence, the .NET Framework provides the static method String.IsNullOrEmpty method: public static bool IsNullOrEmpty(string value) { if (value != null) { return (value.Length == 0); }   return true; } It is also very common to determine if a string is empty and contains more than just whitespace characters. For example, String.IsNullOrEmpty("   ") would return false, since this string is actually made up of three whitespace characters. In some cases, this may be acceptable, but in many others it is not. TO help simplify testing this scenario, the .NET Framework 4 introduces the String.IsNullOrWhiteSpace method: public static bool IsNullOrWhiteSpace(string value) { if (value != null) { for (int i = 0; i < value.Length; i++) { if (!char.IsWhiteSpace(value[i])) { return false; } } } return true; }   Using either String.IsNullOrEmpty or String.IsNullOrWhiteSpace helps ensure correctness, readability, and consistency, so they should be used in all situations where you need to determine if a string is null, empty, or contains only whitespace characters. Technorati Tags: .NET,C# 4

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  • Web Server Scripting Hack to Maintain State and Keep a Domain Cookieless

    - by jasonspalace
    Hello, I am looking for a solution on a LAMP server to keep a site cookieless such as "example.com", where static content is served from "static.example.com", and with rules in place to rewrite requests for "www.example.com" to "example.com". I am really hoping to avoid setting up a cookieless domain for the static content due to an unanswered SEO concern with regards to CNAMEing to a CDN. Is there a way, (or safe hack), that can be implemented where a second domain such as "www.example2.com" is CNAMEd, aliased, or otherwise used with "example.com" to somehow trick a php application into maintaining state with a cookie dropped on "www.example2.com" therefore keeping all of "example.com" cookieless? If such a solution is feasible, what implications would exists with regards to SSL and cross-browser compatibility other than requiring users to accept cookies from 3rd party domains and possibly needing an additional SSL to keep the cookie secure? Thanks in advance to all.

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  • PHP Aspect Oriented Design

    - by Devin Dixon
    This is a continuation of this Code Review question. What was taken away from that post, and other aspect oriented design is it is hard to debug. To counter that, I implemented the ability to turn tracing of the design patterns on. Turning trace on works like: //This can be added anywhere in the code Run::setAdapterTrace(true); Run::setFilterTrace(true); Run::setObserverTrace(true); //Execute the functon echo Run::goForARun(8); In the actual log with the trace turned on, it outputs like so: adapter 2012-02-12 21:46:19 {"type":"closure","object":"static","call_class":"\/public_html\/examples\/design\/ClosureDesigns.php","class":"Run","method":"goForARun","call_method":"goForARun","trace":"Run::goForARun","start_line":68,"end_line":70} filter 2012-02-12 22:05:15 {"type":"closure","event":"return","object":"static","class":"run_filter","method":"\/home\/prodigyview\/public_html\/examples\/design\/ClosureDesigns.php","trace":"Run::goForARun","start_line":51,"end_line":58} observer 2012-02-12 22:05:15 {"type":"closure","object":"static","class":"run_observer","method":"\/home\/prodigyview\/public_html\/public\/examples\/design\/ClosureDesigns.php","trace":"Run::goForARun","start_line":61,"end_line":63} When the information is broken down, the data translates to: Called by an adapter or filter or observer The function called was a closure The location of the closure Class:method the adapter was implemented on The Trace of where the method was called from Start Line and End Line The code has been proven to work in production environments and features various examples of to implement, so the proof of concept is there. It is not DI and accomplishes things that DI cannot. I wouldn't call the code boilerplate but I would call it bloated. In summary, the weaknesses are bloated code and a learning curve in exchange for aspect oriented functionality. Beyond the normal fear of something new and different, what are other weakness in this implementation of aspect oriented design, if any? PS: More examples of AOP here: https://github.com/ProdigyView/ProdigyView/tree/master/examples/design

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  • Movement and Collision with AABB

    - by Jeremy Giberson
    I'm having a little difficulty figuring out the following scenarios. http://i.stack.imgur.com/8lM6i.png In scenario A, the moving entity has fallen to (and slightly into the floor). The current position represents the projected position that will occur if I apply the acceleration & velocity as usual without worrying about collision. The Next position, represents the corrected projection position after collision check. The resulting end position is the falling entity now rests ON the floor--that is, in a consistent state of collision by sharing it's bottom X axis with the floor's top X axis. My current update loop looks like the following: // figure out forces & accelerations and project an objects next position // check collision occurrence from current position -> projected position // if a collision occurs, adjust projection position Which seems to be working for the scenario of my object falling to the floor. However, the situation becomes sticky when trying to figure out scenario's B & C. In scenario B, I'm attempt to move along the floor on the X axis (player is pressing right direction button) additionally, gravity is pulling the object into the floor. The problem is, when the object attempts to move the collision detection code is going to recognize that the object is already colliding with the floor to begin with, and auto correct any movement back to where it was before. In scenario C, I'm attempting to jump off the floor. Again, because the object is already in a constant collision with the floor, when the collision routine checks to make sure moving from current position to projected position doesn't result in a collision, it will fail because at the beginning of the motion, the object is already colliding. How do you allow movement along the edge of an object? How do you allow movement away from an object you are already colliding with. Extra Info My collision routine is based on AABB sweeping test from an old gamasutra article, http://www.gamasutra.com/view/feature/3383/simple_intersection_tests_for_games.php?page=3 My bounding box implementation is based on top left/bottom right instead of midpoint/extents, so my min/max functions are adjusted. Otherwise, here is my bounding box class with collision routines: public class BoundingBox { public XYZ topLeft; public XYZ bottomRight; public BoundingBox(float x, float y, float z, float w, float h, float d) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = x; topLeft.y = y; topLeft.z = z; bottomRight.x = x+w; bottomRight.y = y+h; bottomRight.z = z+d; } public BoundingBox(XYZ position, XYZ dimensions, boolean centered) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = position.x; topLeft.y = position.y; topLeft.z = position.z; bottomRight.x = position.x + (centered ? dimensions.x/2 : dimensions.x); bottomRight.y = position.y + (centered ? dimensions.y/2 : dimensions.y); bottomRight.z = position.z + (centered ? dimensions.z/2 : dimensions.z); } /** * Check if a point lies inside a bounding box * @param box * @param point * @return */ public static boolean isPointInside(BoundingBox box, XYZ point) { if(box.topLeft.x <= point.x && point.x <= box.bottomRight.x && box.topLeft.y <= point.y && point.y <= box.bottomRight.y && box.topLeft.z <= point.z && point.z <= box.bottomRight.z) return true; return false; } /** * Check for overlap between two bounding boxes using separating axis theorem * if two boxes are separated on any axis, they cannot be overlapping * @param a * @param b * @return */ public static boolean isOverlapping(BoundingBox a, BoundingBox b) { XYZ dxyz = new XYZ(b.topLeft.x - a.topLeft.x, b.topLeft.y - a.topLeft.y, b.topLeft.z - a.topLeft.z); // if b - a is positive, a is first on the axis and we should use its extent // if b -a is negative, b is first on the axis and we should use its extent // check for x axis separation if ((dxyz.x >= 0 && a.bottomRight.x-a.topLeft.x < dxyz.x) // negative scale, reverse extent sum, flip equality ||(dxyz.x < 0 && b.topLeft.x-b.bottomRight.x > dxyz.x)) return false; // check for y axis separation if ((dxyz.y >= 0 && a.bottomRight.y-a.topLeft.y < dxyz.y) // negative scale, reverse extent sum, flip equality ||(dxyz.y < 0 && b.topLeft.y-b.bottomRight.y > dxyz.y)) return false; // check for z axis separation if ((dxyz.z >= 0 && a.bottomRight.z-a.topLeft.z < dxyz.z) // negative scale, reverse extent sum, flip equality ||(dxyz.z < 0 && b.topLeft.z-b.bottomRight.z > dxyz.z)) return false; // not separated on any axis, overlapping return true; } public static boolean isContactEdge(int xyzAxis, BoundingBox a, BoundingBox b) { switch(xyzAxis) { case XYZ.XCOORD: if(a.topLeft.x == b.bottomRight.x || a.bottomRight.x == b.topLeft.x) return true; return false; case XYZ.YCOORD: if(a.topLeft.y == b.bottomRight.y || a.bottomRight.y == b.topLeft.y) return true; return false; case XYZ.ZCOORD: if(a.topLeft.z == b.bottomRight.z || a.bottomRight.z == b.topLeft.z) return true; return false; } return false; } /** * Sweep test min extent value * @param box * @param xyzCoord * @return */ public static float min(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.topLeft.x; case XYZ.YCOORD: return box.topLeft.y; case XYZ.ZCOORD: return box.topLeft.z; default: return 0f; } } /** * Sweep test max extent value * @param box * @param xyzCoord * @return */ public static float max(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.bottomRight.x; case XYZ.YCOORD: return box.bottomRight.y; case XYZ.ZCOORD: return box.bottomRight.z; default: return 0f; } } /** * Test if bounding box A will overlap bounding box B at any point * when box A moves from position 0 to position 1 and box B moves from position 0 to position 1 * Note, sweep test assumes bounding boxes A and B's dimensions do not change * * @param a0 box a starting position * @param a1 box a ending position * @param b0 box b starting position * @param b1 box b ending position * @param aCollisionOut xyz of box a's position when/if a collision occurs * @param bCollisionOut xyz of box b's position when/if a collision occurs * @return */ public static boolean sweepTest(BoundingBox a0, BoundingBox a1, BoundingBox b0, BoundingBox b1, XYZ aCollisionOut, XYZ bCollisionOut) { // solve in reference to A XYZ va = new XYZ(a1.topLeft.x-a0.topLeft.x, a1.topLeft.y-a0.topLeft.y, a1.topLeft.z-a0.topLeft.z); XYZ vb = new XYZ(b1.topLeft.x-b0.topLeft.x, b1.topLeft.y-b0.topLeft.y, b1.topLeft.z-b0.topLeft.z); XYZ v = new XYZ(vb.x-va.x, vb.y-va.y, vb.z-va.z); // check for initial overlap if(BoundingBox.isOverlapping(a0, b0)) { // java pass by ref/value gotcha, have to modify value can't reassign it aCollisionOut.x = a0.topLeft.x; aCollisionOut.y = a0.topLeft.y; aCollisionOut.z = a0.topLeft.z; bCollisionOut.x = b0.topLeft.x; bCollisionOut.y = b0.topLeft.y; bCollisionOut.z = b0.topLeft.z; return true; } // overlap min/maxs XYZ u0 = new XYZ(); XYZ u1 = new XYZ(1,1,1); float t0, t1; // iterate axis and find overlaps times (x=0, y=1, z=2) for(int i = 0; i < 3; i++) { float aMax = max(a0, i); float aMin = min(a0, i); float bMax = max(b0, i); float bMin = min(b0, i); float vi = XYZ.getCoord(v, i); if(aMax < bMax && vi < 0) XYZ.setCoord(u0, i, (aMax-bMin)/vi); else if(bMax < aMin && vi > 0) XYZ.setCoord(u0, i, (aMin-bMax)/vi); if(bMax > aMin && vi < 0) XYZ.setCoord(u1, i, (aMin-bMax)/vi); else if(aMax > bMin && vi > 0) XYZ.setCoord(u1, i, (aMax-bMin)/vi); } // get times of collision t0 = Math.max(u0.x, Math.max(u0.y, u0.z)); t1 = Math.min(u1.x, Math.min(u1.y, u1.z)); // collision only occurs if t0 < t1 if(t0 <= t1 && t0 != 0) // not t0 because we already tested it! { // t0 is the normalized time of the collision // then the position of the bounding boxes would // be their original position + velocity*time aCollisionOut.x = a0.topLeft.x + va.x*t0; aCollisionOut.y = a0.topLeft.y + va.y*t0; aCollisionOut.z = a0.topLeft.z + va.z*t0; bCollisionOut.x = b0.topLeft.x + vb.x*t0; bCollisionOut.y = b0.topLeft.y + vb.y*t0; bCollisionOut.z = b0.topLeft.z + vb.z*t0; return true; } else return false; } }

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  • Unit testing statically typed functional code

    - by back2dos
    I wanted to ask you people, in which cases it makes sense to unit test statically typed functional code, as written in haskell, scala, ocaml, nemerle, f# or haXe (the last is what I am really interested in, but I wanted to tap into the knowledge of the bigger communities). I ask this because from my understanding: One aspect of unit tests is to have the specs in runnable form. However when employing a declarative style, that directly maps the formalized specs to language semantics, is it even actually possible to express the specs in runnable form in a separate way, that adds value? The more obvious aspect of unit tests is to track down errors that cannot be revealed through static analysis. Given that type safe functional code is a good tool to code extremely close to what your static analyzer understands. However a simple mistake like using x instead of y (both being coordinates) in your code cannot be covered. However such a mistake could also arise while writing the test code, so I am not sure whether its worth the effort. Unit tests do introduce redundancy, which means that when requirements change, the code implementing them and the tests covering this code must both be changed. This overhead of course is about constant, so one could argue, that it doesn't really matter. In fact, in languages like Ruby it really doesn't compared to the benefits, but given how statically typed functional programming covers a lot of the ground unit tests are intended for, it feels like it's a constant overhead one can simply reduce without penalty. From this I'd deduce that unit tests are somewhat obsolete in this programming style. Of course such a claim can only lead to religious wars, so let me boil this down to a simple question: When you use such a programming style, to which extents do you use unit tests and why (what quality is it you hope to gain for your code)? Or the other way round: do you have criteria by which you can qualify a unit of statically typed functional code as covered by the static analyzer and hence needs no unit test coverage?

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  • What is the evidence that an API has exceeded its orthogonality in the context of types?

    - by hawkeye
    Wikipedia defines software orthogonality as: orthogonality in a programming language means that a relatively small set of primitive constructs can be combined in a relatively small number of ways to build the control and data structures of the language. The term is most-frequently used regarding assembly instruction sets, as orthogonal instruction set. Jason Coffin has defined software orthogonality as Highly cohesive components that are loosely coupled to each other produce an orthogonal system. C.Ross has defined software orthogonality as: the property that means "Changing A does not change B". An example of an orthogonal system would be a radio, where changing the station does not change the volume and vice-versa. Now there is a hypothesis published in the the ACM Queue by Tim Bray - that some have called the Bánffy Bray Type System Criteria - which he summarises as: Static typings attractiveness is a direct function (and dynamic typings an inverse function) of API surface size. Dynamic typings attractiveness is a direct function (and static typings an inverse function) of unit testing workability. Now Stuart Halloway has reformulated Banfy Bray as: the more your APIs exceed orthogonality, the better you will like static typing My question is: What is the evidence that an API has exceeded its orthogonality in the context of types? Clarification Tim Bray introduces the idea of orthogonality and APIs. Where you have one API and it is mainly dealing with Strings (ie a web server serving requests and responses), then a uni-typed language (python, ruby) is 'aligned' to that API - because the the type system of these languages isn't sophisticated, but it doesn't matter since you're dealing with Strings anyway. He then moves on to Android programming, which has a whole bunch of sensor APIs, which are all 'different' to the web server API that he was working on previously. Because you're not just dealing with Strings, but with different types, the API is non-orthogonal. Tim's point is that there is a empirical relationship between your 'liking' of types and the API you're programming against. (ie a subjective point is actually objective depending on your context).

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  • Keeping Aspect Screen Ration While Stays in Center

    - by David Dimalanta
    I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded: When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded: Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this: Here is my code using the suggested screen aspect ratio code: Class' Field // Ingredients Needed for Screen Aspect Ratio private static final int VIRTUAL_WIDTH = 720; private static final int VIRTUAL_HEIGHT = 1280; private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT); private Camera Mother_Camera; private Rectangle Viewport; render() // Camera updating... Mother_Camera.update(); Mother_Camera.apply(Gdx.gl10); // Reseting viewport... Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height); // Clear previous frame. Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); show() Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height? *see http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/#comment-317

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  • Taming Hopping Windows

    - by Roman Schindlauer
    At first glance, hopping windows seem fairly innocuous and obvious. They organize events into windows with a simple periodic definition: the windows have some duration d (e.g. a window covers 5 second time intervals), an interval or period p (e.g. a new window starts every 2 seconds) and an alignment a (e.g. one of those windows starts at 12:00 PM on March 15, 2012 UTC). var wins = xs     .HoppingWindow(TimeSpan.FromSeconds(5),                    TimeSpan.FromSeconds(2),                    new DateTime(2012, 3, 15, 12, 0, 0, DateTimeKind.Utc)); Logically, there is a window with start time a + np and end time a + np + d for every integer n. That’s a lot of windows. So why doesn’t the following query (always) blow up? var query = wins.Select(win => win.Count()); A few users have asked why StreamInsight doesn’t produce output for empty windows. Primarily it’s because there is an infinite number of empty windows! (Actually, StreamInsight uses DateTimeOffset.MaxValue to approximate “the end of time” and DateTimeOffset.MinValue to approximate “the beginning of time”, so the number of windows is lower in practice.) That was the good news. Now the bad news. Events also have duration. Consider the following simple input: var xs = this.Application                 .DefineEnumerable(() => new[]                     { EdgeEvent.CreateStart(DateTimeOffset.UtcNow, 0) })                 .ToStreamable(AdvanceTimeSettings.IncreasingStartTime); Because the event has no explicit end edge, it lasts until the end of time. So there are lots of non-empty windows if we apply a hopping window to that single event! For this reason, we need to be careful with hopping window queries in StreamInsight. Or we can switch to a custom implementation of hopping windows that doesn’t suffer from this shortcoming. The alternate window implementation produces output only when the input changes. We start by breaking up the timeline into non-overlapping intervals assigned to each window. In figure 1, six hopping windows (“Windows”) are assigned to six intervals (“Assignments”) in the timeline. Next we take input events (“Events”) and alter their lifetimes (“Altered Events”) so that they cover the intervals of the windows they intersect. In figure 1, you can see that the first event e1 intersects windows w1 and w2 so it is adjusted to cover assignments a1 and a2. Finally, we can use snapshot windows (“Snapshots”) to produce output for the hopping windows. Notice however that instead of having six windows generating output, we have only four. The first and second snapshots correspond to the first and second hopping windows. The remaining snapshots however cover two hopping windows each! While in this example we saved only two events, the savings can be more significant when the ratio of event duration to window duration is higher. Figure 1: Timeline The implementation of this strategy is straightforward. We need to set the start times of events to the start time of the interval assigned to the earliest window including the start time. Similarly, we need to modify the end times of events to the end time of the interval assigned to the latest window including the end time. The following snap-to-boundary function that rounds a timestamp value t down to the nearest value t' <= t such that t' is a + np for some integer n will be useful. For convenience, we will represent both DateTime and TimeSpan values using long ticks: static long SnapToBoundary(long t, long a, long p) {     return t - ((t - a) % p) - (t > a ? 0L : p); } How do we find the earliest window including the start time for an event? It’s the window following the last window that does not include the start time assuming that there are no gaps in the windows (i.e. duration < interval), and limitation of this solution. To find the end time of that antecedent window, we need to know the alignment of window ends: long e = a + (d % p); Using the window end alignment, we are finally ready to describe the start time selector: static long AdjustStartTime(long t, long e, long p) {     return SnapToBoundary(t, e, p) + p; } To find the latest window including the end time for an event, we look for the last window start time (non-inclusive): public static long AdjustEndTime(long t, long a, long d, long p) {     return SnapToBoundary(t - 1, a, p) + p + d; } Bringing it together, we can define the translation from events to ‘altered events’ as in Figure 1: public static IQStreamable<T> SnapToWindowIntervals<T>(IQStreamable<T> source, TimeSpan duration, TimeSpan interval, DateTime alignment) {     if (source == null) throw new ArgumentNullException("source");     // reason about DateTime and TimeSpan in ticks     long d = Math.Min(DateTime.MaxValue.Ticks, duration.Ticks);     long p = Math.Min(DateTime.MaxValue.Ticks, Math.Abs(interval.Ticks));     // set alignment to earliest possible window     var a = alignment.ToUniversalTime().Ticks % p;     // verify constraints of this solution     if (d <= 0L) { throw new ArgumentOutOfRangeException("duration"); }     if (p == 0L || p > d) { throw new ArgumentOutOfRangeException("interval"); }     // find the alignment of window ends     long e = a + (d % p);     return source.AlterEventLifetime(         evt => ToDateTime(AdjustStartTime(evt.StartTime.ToUniversalTime().Ticks, e, p)),         evt => ToDateTime(AdjustEndTime(evt.EndTime.ToUniversalTime().Ticks, a, d, p)) -             ToDateTime(AdjustStartTime(evt.StartTime.ToUniversalTime().Ticks, e, p))); } public static DateTime ToDateTime(long ticks) {     // just snap to min or max value rather than under/overflowing     return ticks < DateTime.MinValue.Ticks         ? new DateTime(DateTime.MinValue.Ticks, DateTimeKind.Utc)         : ticks > DateTime.MaxValue.Ticks         ? new DateTime(DateTime.MaxValue.Ticks, DateTimeKind.Utc)         : new DateTime(ticks, DateTimeKind.Utc); } Finally, we can describe our custom hopping window operator: public static IQWindowedStreamable<T> HoppingWindow2<T>(     IQStreamable<T> source,     TimeSpan duration,     TimeSpan interval,     DateTime alignment) {     if (source == null) { throw new ArgumentNullException("source"); }     return SnapToWindowIntervals(source, duration, interval, alignment).SnapshotWindow(); } By switching from HoppingWindow to HoppingWindow2 in the following example, the query returns quickly rather than gobbling resources and ultimately failing! public void Main() {     var start = new DateTimeOffset(new DateTime(2012, 6, 28), TimeSpan.Zero);     var duration = TimeSpan.FromSeconds(5);     var interval = TimeSpan.FromSeconds(2);     var alignment = new DateTime(2012, 3, 15, 12, 0, 0, DateTimeKind.Utc);     var events = this.Application.DefineEnumerable(() => new[]     {         EdgeEvent.CreateStart(start.AddSeconds(0), "e0"),         EdgeEvent.CreateStart(start.AddSeconds(1), "e1"),         EdgeEvent.CreateEnd(start.AddSeconds(1), start.AddSeconds(2), "e1"),         EdgeEvent.CreateStart(start.AddSeconds(3), "e2"),         EdgeEvent.CreateStart(start.AddSeconds(9), "e3"),         EdgeEvent.CreateEnd(start.AddSeconds(3), start.AddSeconds(10), "e2"),         EdgeEvent.CreateEnd(start.AddSeconds(9), start.AddSeconds(10), "e3"),     }).ToStreamable(AdvanceTimeSettings.IncreasingStartTime);     var adjustedEvents = SnapToWindowIntervals(events, duration, interval, alignment);     var query = from win in HoppingWindow2(events, duration, interval, alignment)                 select win.Count();     DisplayResults(adjustedEvents, "Adjusted Events");     DisplayResults(query, "Query"); } As you can see, instead of producing a massive number of windows for the open start edge e0, a single window is emitted from 12:00:15 AM until the end of time: Adjusted Events StartTime EndTime Payload 6/28/2012 12:00:01 AM 12/31/9999 11:59:59 PM e0 6/28/2012 12:00:03 AM 6/28/2012 12:00:07 AM e1 6/28/2012 12:00:05 AM 6/28/2012 12:00:15 AM e2 6/28/2012 12:00:11 AM 6/28/2012 12:00:15 AM e3 Query StartTime EndTime Payload 6/28/2012 12:00:01 AM 6/28/2012 12:00:03 AM 1 6/28/2012 12:00:03 AM 6/28/2012 12:00:05 AM 2 6/28/2012 12:00:05 AM 6/28/2012 12:00:07 AM 3 6/28/2012 12:00:07 AM 6/28/2012 12:00:11 AM 2 6/28/2012 12:00:11 AM 6/28/2012 12:00:15 AM 3 6/28/2012 12:00:15 AM 12/31/9999 11:59:59 PM 1 Regards, The StreamInsight Team

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  • Looking for some OO design advice

    - by Andrew Stephens
    I'm developing an app that will be used to open and close valves in an industrial environment, and was thinking of something simple like this:- public static void ValveController { public static void OpenValve(string valveName) { // Implementation to open the valve } public static void CloseValve(string valveName) { // Implementation to close the valve } } (The implementation would write a few bytes of data to the serial port to control the valve - an "address" derived from the valve name, and either a "1" or "0" to open or close the valve). Another dev asked whether we should instead create a separate class for each physical valve, of which there are dozens. I agree it would be nicer to write code like PlasmaValve.Open() rather than ValveController.OpenValve("plasma"), but is this overkill? Also, I was wondering how best to tackle the design with a couple of hypothetical future requirements in mind:- We are asked to support a new type of valve requiring different values to open and close it (not 0 and 1). We are asked to support a valve that can be set to any position from 0-100, rather than simply "open" or "closed". Normally I would use inheritance for this kind of thing, but I've recently started to get my head around "composition over inheritance" and wonder if there is a slicker solution to be had using composition?

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  • How to configure cookieless virtual host in Apache2?

    - by xzyfer
    We run over a hundred web applications (growing daily) on a LAMP stack using Apache2 on Ubuntu 10.04. We've would like all requests to static content to be cookieless. We host applications on many different domains, a majority of which as SaSS applications. Many of the domains host instances of the applications on sub domains, ie. myapp.example.com, myapp2.example.com myapp.otherexample.com etc.. At the moment all static content is server relative to the (sub)domain requesting it. As far as I understand the process, I would need to setup a new domain, eg. staticexample.com. In this case is special configuration in the virtual host for this domain required to ensure no cookies are served? Also, would it be possible to instead use static.example.com? In this case what configurations would I need in my virtual host for this subdomain to ensure no cookies are served?

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  • Proxmox 31 + KVM routing + IP subnet + csf

    - by KeyJey
    We have proxmox 3.1 server in netzner with routuing network and IP subnet block. We want to implement csf firewall without interfering the traffic of the KVM VMs, what would be the easiest way? We readed that we should add this lines to /etc/csf/csfpost.sh: iptables -A FORWARD -d 144.76.223.155 -j ACCEPT iptables -A FORWARD -d 144.76.223.156 -j ACCEPT iptables -A FORWARD -d 144.76.223.157 -j ACCEPT iptables -A FORWARD -d 144.76.223.158 -j ACCEPT iptables -A FORWARD -d 144.76.223.159 -j ACCEPT iptables -A FORWARD -d 144.99.183.323 -j ACCEPT But when we enable csf the ping breaks, this is the network config (IPs are modified): auto lo iface lo inet loopback # device: eth0 auto eth0 iface eth0 inet static address 144.76.166.100 netmask 255.255.255.255 pointopoint 144.76.183.97 gateway 144.76.183.97 # for single IPs auto vmbr0 iface vmbr0 inet static address 144.76.166.100 netmask 255.255.255.255 bridge_ports none bridge_stp off bridge_fd 0 up ip route add 144.99.183.323/32 dev vmbr0 # for a subnet auto vmbr1 iface vmbr1 inet static address 144.76.166.100 netmask 255.255.255.248 bridge_ports none bridge_stp off bridge_fd 0 Thanks in advanced ! :)

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  • Keeping Aspect Screen Ratio While Stays in Center

    - by David Dimalanta
    I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded: When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded: Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this: Here is my code using the suggested screen aspect ratio code: Class' Field // Ingredients Needed for Screen Aspect Ratio private static final int VIRTUAL_WIDTH = 720; private static final int VIRTUAL_HEIGHT = 1280; private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT); private Camera Mother_Camera; private Rectangle Viewport; render() // Camera updating... Mother_Camera.update(); Mother_Camera.apply(Gdx.gl10); // Reseting viewport... Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height); // Clear previous frame. Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); show() Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height? *see http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/#comment-317

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  • Enumerable Interleave Extension Method

    - by João Angelo
    A recent stackoverflow question, which I didn’t bookmark and now I’m unable to find, inspired me to implement an extension method for Enumerable that allows to insert a constant element between each pair of elements in a sequence. Kind of what String.Join does for strings, but maintaining an enumerable as the return value. Having done the single element part I got a bit carried away and ended up expanding it adding overloads to support interleaving elements of another sequence and support for a predicate to control when interleaving takes place. I have to confess that I did this for fun and now I can’t think of any real usage scenario, nonetheless, it may prove useful for someone. First a simple example: var target = new string[] { "(", ")", "(", ")" }; var result = target.Interleave(".", (f, s) => f == "("); // Prints: (.)(.) Console.WriteLine(String.Join(string.Empty, result)); And now the untested but documented implementation: using System; using System.Collections; using System.Collections.Generic; using System.Linq; public static class EnumerableExtensions { /// <summary> /// Iterates infinitely over a constant element. /// </summary> /// <typeparam name="T"> /// The type of element in the sequence. /// </typeparam> private class InfiniteSequence<T> : IEnumerable<T>, IEnumerator<T> { public InfiniteSequence(T element) { this.Element = element; } public T Element { get; private set; } public IEnumerator<T> GetEnumerator() { return this; } IEnumerator IEnumerable.GetEnumerator() { return this; } T IEnumerator<T>.Current { get { return this.Element; } } void IDisposable.Dispose() { } object IEnumerator.Current { get { return this.Element; } } bool IEnumerator.MoveNext() { return true; } void IEnumerator.Reset() { } } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence. /// </summary> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="element"> /// The element used to perform the interleave operation. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="element"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, T element) { if (target == null) throw new ArgumentNullException("target"); if (element == null) throw new ArgumentNullException("element"); return InterleaveInternal(target, new InfiniteSequence<T>(element), (f, s) => true); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence. /// </summary> /// <remarks> /// The interleave operation is interrupted as soon as the <paramref name="target"/> sequence is exhausted; If the number of <paramref name="elements"/> to be interleaved are not enough to completely interleave the <paramref name="target"/> sequence then the remainder of the sequence is returned without being interleaved. /// </remarks> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="elements"> /// The elements used to perform the interleave operation. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="elements"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, IEnumerable<T> elements) { if (target == null) throw new ArgumentNullException("target"); if (elements == null) throw new ArgumentNullException("elements"); return InterleaveInternal(target, elements, (f, s) => true); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence that satisfy <paramref name="predicate"/>. /// </summary> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="element"> /// The element used to perform the interleave operation. /// </param> /// <param name="predicate"> /// A predicate used to assert if interleaving should occur between two target elements. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> or <paramref name="predicate"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="element"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, T element, Func<T, T, bool> predicate) { if (target == null) throw new ArgumentNullException("target"); if (element == null) throw new ArgumentNullException("element"); if (predicate == null) throw new ArgumentNullException("predicate"); return InterleaveInternal(target, new InfiniteSequence<T>(element), predicate); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence that satisfy <paramref name="predicate"/>. /// </summary> /// <remarks> /// The interleave operation is interrupted as soon as the <paramref name="target"/> sequence is exhausted; If the number of <paramref name="elements"/> to be interleaved are not enough to completely interleave the <paramref name="target"/> sequence then the remainder of the sequence is returned without being interleaved. /// </remarks> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="elements"> /// The elements used to perform the interleave operation. /// </param> /// <param name="predicate"> /// A predicate used to assert if interleaving should occur between two target elements. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> or <paramref name="predicate"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="elements"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, IEnumerable<T> elements, Func<T, T, bool> predicate) { if (target == null) throw new ArgumentNullException("target"); if (elements == null) throw new ArgumentNullException("elements"); if (predicate == null) throw new ArgumentNullException("predicate"); return InterleaveInternal(target, elements, predicate); } private static IEnumerable<T> InterleaveInternal<T>( this IEnumerable<T> target, IEnumerable<T> elements, Func<T, T, bool> predicate) { var targetEnumerator = target.GetEnumerator(); if (targetEnumerator.MoveNext()) { var elementsEnumerator = elements.GetEnumerator(); while (true) { T first = targetEnumerator.Current; yield return first; if (!targetEnumerator.MoveNext()) yield break; T second = targetEnumerator.Current; bool interleave = true && predicate(first, second) && elementsEnumerator.MoveNext(); if (interleave) yield return elementsEnumerator.Current; } } } }

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  • Bullet Physic: Transform body after adding

    - by Mathias Hölzl
    I would like to transform a rigidbody after adding it to the btDiscreteDynamicsWorld. When I use the CF_KINEMATIC_OBJECT flag I am able to transform it but it's static (no collision response/gravity). When I don't use the CF_KINEMATIC_OBJECT flag the transform doesn't gets applied. So how to I transform non-static objects in bullet? DemoCode: btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1)); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(1.f); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) colShape->calculateLocalInertia(mass,localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); body->setCollisionFlags(body->getCollisionFlags()|btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(body); startTransform.setOrigin(SCALING*btVector3( btScalar(0), btScalar(20), btScalar(0) )); body->getMotionState()->setWorldTransform(startTransform);

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  • First Minecraft mod not working: make a new sword

    - by yamikoWebs
    I am making my first mod and cannot see what is wrong with it. I am using MCP and Modloader. For my first mod I was going to make swords. I started with making a new EnumToolMaterials WOOD(0, 59, 2.0F, 0, 15), STONE(1, 131, 4.0F, 1, 5), IRON(2, 250, 6.0F, 2, 14), LAPIS(3, 750, 7.0F, 2, 14), OBSIDIAN(3, 1000, 7.5F, 3, 12), EMERALD(3, 1561, 8.0F, 3, 10),//diamond GREEN(3, 2000, 9.0F, 4, 10),//emerald GOLD(0, 200, 12.0F, 0, 22); then here is the mod class public class _Mod_Yamiko extends BaseMod{ /* mod itemts */ public static final Item swordLapis = (new ItemSword(600, EnumToolMaterial.LAPIS)).setItemName("swordLapis"); public static final Item swordObsidian = (new ItemSword(601, EnumToolMaterial.OBSIDIAN)).setItemName("swordObsidian"); public static final Item swordGreen = (new ItemSword(602, EnumToolMaterial.GREEN)).setItemName("swordGreen"); public void load(){ //set images swordLapis.iconIndex = ModLoader.addOverride("/gui/items.png","/gui/swordLapis.png"); ModLoader.addName(swordLapis, "Lapis Sword"); //craft ModLoader.addRecipe(new ItemStack(_Mod_Yamiko.swordLapis, 1), new Object[]{ " X ", " X ", " Y ", 'X', Block.dirt, 'Y', Item.stick }); } public String getVersion(){ return "0.1"; } } Then I made a 16×16 .png image. I am not sure where to save it so I recompiled and reobfuscated, took the mod files and put it in my local Minecraft install, added the image where it be should be. No problems when playing but I cannot make the new sword.

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  • Calculating collision force with AfterCollision/NormalImpulse is unreliable when IgnoreCCD = false?

    - by Michael
    I'm using Farseer Physics Engine 3.3.1 in a very simple XNA 4 test game. (Note: I'm also tagging this Box2D, because Farseer is a direct port of Box2D and I will happily accept Box2D answers that solve this problem.) In this game, I'm creating two bodies. The first body is created using BodyFactory.CreateCircle and BodyType.Dynamic. This body can be moved around using the keyboard (which sets Body.LinearVelocity). The second body is created using BodyFactory.CreateRectangle and BodyType.Static. This body is static and never moves. Then I'm using this code to calculate the force of collision when the two bodies collide: staticBody.FixtureList[0].AfterCollision += new AfterCollisionEventHandler(AfterCollision); protected void AfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact) { float maxImpulse = 0f; for (int i = 0; i < contact.Manifold.PointCount; i++) maxImpulse = Math.Max(maxImpulse, contact.Manifold.Points[i].NormalImpulse); // maxImpulse should contain the force of the collision } This code works great if both of these bodies are set to IgnoreCCD=true. I can calculate the force of collision between them 100% reliably. Perfect. But here's the problem: If I set the bodies to IgnoreCCD=false, that code becomes wildly unpredictable. AfterCollision is called reliably, but for some reason the NormalImpulse is 0 about 75% of the time, so only about one in four collisions is registered. Worse still, the NormalImpulse seems to be zero for completely random reasons. The dynamic body can collide with the static body 10 times in a row in virtually exactly the same way, and only 2 or 3 of the hits will register with a NormalImpulse greater than zero. Setting IgnoreCCD=true on both bodies instantly solves the problem, but then I lose continuous physics detection. Why is this happening and how can I fix it? Here's a link to a simple XNA 4 solution that demonstrates this problem in action: http://www.mediafire.com/?a1w242q9sna54j4

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  • Pattern for a class that does only one thing

    - by Heinzi
    Let's say I have a procedure that does stuff: void doStuff(initalParams) { ... } Now I discover that "doing stuff" is quite a compex operation. The procedure becomes large, I split it up into multiple smaller procedures and soon I realize that having some kind of state would be useful while doing stuff, so that I need to pass less parameters between the small procedures. So, I factor it out into its own class: class StuffDoer { private someInternalState; public Start(initalParams) { ... } // some private helper procedures here ... } And then I call it like this: new StuffDoer().Start(initialParams); or like this: new StuffDoer(initialParams).Start(); And this is what feels wrong. When using the .NET or Java API, I always never call new SomeApiClass().Start(...);, which makes me suspect that I'm doing it wrong. Sure, I could make StuffDoer's constructor private and add a static helper method: public static DoStuff(initalParams) { new StuffDoer().Start(initialParams); } But then I'd have a class whose external interface consists of only one static method, which also feels weird. Hence my question: Is there a well-established pattern for this type of classes that have only one entry point and have no "externally recognizable" state, i.e., instance state is only required during execution of that one entry point?

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  • Creating a Sandboxed Instance

    - by Ricardo Peres
    In .NET 4.0 the policy APIs have changed a bit. Here's how you can create a sandboxed instance of a type, which must inherit from MarshalByRefObject: static T CreateRestrictedType<T>(SecurityZone zone, params Assembly [] fullTrustAssemblies) where T : MarshalByRefObject, new() { return(CreateRestrictedType<T>(zone, fullTrustAssemblies, new IPermission [0]); } static T CreateRestrictedType<T>(SecurityZone zone, params IPermission [] additionalPermissions) where T : MarshalByRefObject, new() { return(CreateRestrictedType<T>(zone, new Assembly [0], additionalPermissions); } static T CreateRestrictedType<T>(SecurityZone zone, Assembly [] fullTrustAssemblies, IPermission [] additionalPermissions) where T : MarshalByRefObject, new() { Evidence evidence = new Evidence(); evidence.AddHostEvidence(new Zone(zone)); PermissionSet evidencePermissionSet = SecurityManager.GetStandardSandbox(evidence); foreach (IPermission permission in additionalPermissions ?? new IPermission[ 0 ]) { evidencePermissionSet.AddPermission(permission); } StrongName [] strongNames = (fullTrustAssemblies ?? new Assembly[0]).Select(a = a.Evidence.GetHostEvidence<StrongName>()).ToArray(); AppDomainSetup adSetup = new AppDomainSetup(); adSetup.ApplicationBase = Path.GetDirectoryName(typeof(T).Assembly.Location); AppDomain newDomain = AppDomain.CreateDomain("Sandbox", evidence, adSetup, evidencePermissionSet, strongNames); ObjectHandle handle = Activator.CreateInstanceFrom(newDomain, typeof(T).Assembly.ManifestModule.FullyQualifiedName, typeof(T).FullName); return (handle.Unwrap() as T); } SyntaxHighlighter.config.clipboardSwf = 'http://alexgorbatchev.com/pub/sh/2.0.320/scripts/clipboard.swf'; SyntaxHighlighter.brushes.CSharp.aliases = ['c#', 'c-sharp', 'csharp']; SyntaxHighlighter.all();

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  • IP assignment in a /28 block

    - by mks
    Need help on setting up firewall router. My config is as below: Public static network ID: x.x.x.48/28 gateway: x.x.x.49 available IP for the hosts: x.x.x.52 to 62 gw_eth0 <-- fw_eth0 - fw_eth1 <-- dmz_switch Four servers are connected on dmz_switch (say s1, s2, s3, s4) all have to use public static IP address from the above block. Any recommendation on IP assignment and route setup? Do I need to subnet the above block further or simply use /32 netmask and point-to-point static routes in the above setup?

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  • Shared to Dedicated or Amazon CloudFront to improve performances and keep secured?

    - by user978548
    I have a Wordpress which currently takes about 1.8s to 2.5s for the home page to completely load in my country. The page weight is about 700Ko (static content included). In order to increase performances, I'm considering two solutions: Switching to a dedicated host. Using amazon s3 cloudfront to serve static contents. My current shared hosting have servers in a neighboring country but not exactly in mine, and both amazon and the dedicated hosting have some, so that's already an advantage. So considering all that, I still have three questions remaining: Currently having a low traffic (100 unique visitors/days, but growing) will it make a huge difference between my shared hosting and a dedicated server ? Knowing that I already use a cookie-less domain to deliver static contents (but using a redirection to the same server), would using amazon s3 make a real difference ? Talking about the cons of dedicated vs amazon s3, if I choose for the dedicated server something like Ubuntu server and do daily package updates and have only port 80 open, would it be sufficient in terms of security (in comparison with my current shared hosting which manage everything for me) ?

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  • C# 4.0 Optional/Named Parameters Beginner&rsquo;s Tutorial

    - by mbcrump
    One of the interesting features of C# 4.0 is for both named and optional arguments.  They are often very useful together, but are quite actually two different things.  Optional arguments gives us the ability to omit arguments to method invocations. Named arguments allows us to specify the arguments by name instead of by position.  Code using the named parameters are often more readable than code relying on argument position.  These features were long overdue, especially in regards to COM interop. Below, I have included some examples to help you understand them more in depth. Please remember to target the .NET 4 Framework when trying these samples. Code Snippet using System;   namespace ConsoleApplication3 {     class Program     {         static void Main(string[] args)         {               //C# 4.0 Optional/Named Parameters Tutorial               Foo();                              //Prints to the console | Return Nothing 0             Foo("Print Something");             //Prints to the console | Print Something 0             Foo("Print Something", 1);          //Prints to the console | Print Something 1             Foo(x: "Print Something", i: 5);    //Prints to the console | Print Something 5             Foo(i: 5, x: "Print Something");    //Prints to the console | Print Something 5             Foo("Print Something", i: 5);       //Prints to the console | Print Something 5             Foo2(i3: 77);                       //Prints to the console | 77         //  Foo(x:"Print Something", 5);        //Positional parameters must come before named arguments. This will error out.             Console.Read();         }           static void Foo(string x = "Return Nothing", int i = 0)         {             Console.WriteLine(x + " " + i + Environment.NewLine);         }           static void Foo2(int i = 1, int i2 = 2, int i3 = 3, int i4 = 4)         {             Console.WriteLine(i3);         }     } }

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