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  • Getting to grips with the stack in nasm

    - by MarkPearl
    Today I spent a good part of my day getting to grips with the stack and nasm. After looking at my notes on nasm I think this is one area for the course I am doing they could focus more on… So here are some snippets I have put together that have helped me understand a little bit about the stack… Simplest example of the stack You will probably see examples like the following in circulation… these demonstrate the simplest use of the stack… org 0x100 bits 16 jmp main main: push 42h push 43h push 44h mov ah,2h ;set to display characters pop dx    ;get the first value int 21h   ;and display it pop dx    ;get 2nd value int 21h   ;and display it pop dx    ;get 3rd value int 21h   ;and display it int 20h The output from above code would be… DCB Decoupling code using “call” and “ret” This is great, but it oversimplifies what I want to use the stack for… I do not know if this goes against the grain of assembly programmers or not, but I want to write loosely coupled assembly code – and I want to use the stack as a mechanism for passing values into my decoupled code. In nasm we have the call and return instructions, which provides a mechanism for decoupling code, for example the following could be done… org 0x100 bits 16 jmp main ;---------------------------------------- displayChar: mov ah,2h mov dx,41h int 21h ret ;---------------------------------------- main: call displayChar int 20h   This would output the following to the console A So, it would seem that call and ret allow us to jump to segments of our code and then return back to the calling position – a form of segmenting the code into what we would called in higher order languages “functions” or “methods”. The only issue is, in higher order languages there is a way to pass parameters into the functions and return results. Because of the primitive nature of the call and ret instructions, this does not seem to be obvious. We could of course use the registers to pass values into the subroutine and set values coming out, but the problem with this is we… Have a limited number of registers Are threading our code with tight coupling (it would be hard to migrate methods outside of their intended use in a particular program to another one) With that in mind, I turn to the stack to provide a loosely coupled way of calling subroutines… First attempt with the Stack Initially I thought this would be simple… we could use code that looks as follows to achieve what I want… org 0x100 bits 16 jmp main ;---------------------------------------- displayChar: mov ah,2h pop dx int 21h ret ;---------------------------------------- main: push 41h call displayChar int 20h   However running this application does not give the desired result, I want an ‘A’ to be returned, and I am getting something totally different (you will to). Reading up on the call and ret instructions a discovery is made… they are pushing and popping things onto and off the stack as well… When the call instruction is executed, the current value of IP (the address of the instruction to follow) is pushed onto the stack, when ret is called, the last value on the stack is popped off into the IP register. In effect what the above code is doing is as follows with the stack… push 41h push current value of ip pop current value of ip to dx pop 41h to ip This is not what I want, I need to access the 41h that I pushed onto the stack, but the call value (which is necessary) is putting something in my way. So, what to do? Remember we have other registers we can use as well as a thing called indirect addressing… So, after some reading around, I came up with the following approach using indirect addressing… org 0x100 bits 16 jmp main ;---------------------------------------- displayChar: mov bp,sp mov ah,2h mov dx,[bp+2] int 21h ret ;---------------------------------------- main: push 41h call displayChar int 20h In essence, what I have done here is used a trick with the stack pointer… it goes as follows… Push 41 onto the stack Make the call to the function, which will push the IP register onto the stack and then jump to the displayChar label Move the value in the stack point to the bp register (sp currently points at IP register) Move the at the location of bp minus 2 bytes to dx (this is now the value 41h) display it, execute the ret instruction, which pops the ip value off the stack and goes back to the calling point This approach is still very raw, some further reading around shows that I should be pushing the value of bp onto the stack before replacing it with sp, but it is the starting thread to getting loosely coupled subroutines. Let’s see if you get what the following output would be? org 0x100 bits 16 jmp main ;---------------------------------------- displayChar: mov bp,sp mov ah,2h mov dx,[bp+4] int 21h mov dx,[bp+2] int 21h ret ;---------------------------------------- main: push 41h push 42h call displayChar int 20h The output is… AB Where to from here? If by any luck some assembly programmer comes along and see this code and notices that I have made some fundamental flaw in my logic… I would like to know, so please leave a comment… appreciate any feedback!

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  • Undocumented Gmail Search Operator Ferrets Out Large Email Attachments

    - by Jason Fitzpatrick
    If you’re looking for a way to quickly find large email attachments in your Gmail account, this undocumented search operator makes it simple to zero in on the hulking attachments hiding out in your inbox. To use the search operator simply plug in “size:” and some value to narrow your search to only emails that size or larger. In the screenshot above we searched for “size:20000000″ to search for files roughly 20MB or larger (if you want to be extremely precise, a true 20MB search would be “size:20971520″). If you’re looking to clean up your Gmail account this is a nearly zero-effort way to find the biggest space hogs–in our case, we found an email packed with massive PDF files from a 5 year old project that we were more than happy to purge. Finding Large Attachments in Google Mail/Gmail [via gHacks] 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • What I&rsquo;m Up To: November 2012

    - by Brian T. Jackett
    This is a short personal post to let any regular readers know what I’m up to (and why I’ll be in reduced blogging mode for a bit). Writing 2 chapters for a SharePoint 2013 book (more to announce closer to publish date) Doing research, proof of concepts, and testing for above said writing Developing a SharePoint PowerShell diagnostic script to clean up issues found by the Health Analyzer Prepping for teaching SharePoint 2013 content to customers    There are some other community and personal commitments taking up my time (in addition to normal work responsibilities).  Since the number of hours in a day is limited to 24 hours I’m making a late addition to my goals for 2012 for the year of learning and adopting more personal productivity practices.  Before the end of this year I’ll be posting a couple that I’ve already adopted that are working well for me.  Scott Hanselman posted a great video recently that sparked me down this path.  I highly recommend you watch.   “It’s not what you read it’s what you ignore” video – Scott Hanselman http://www.hanselman.com/blog/ItsNotWhatYouReadItsWhatYouIgnoreVideoOfScottHanselmansPersonalProductivityTips.aspx         -Frog Out

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  • Understanding Photography and Color Temperature

    - by Jason Fitzpatrick
    Most digital cameras have the ability to set the “color temperature” based on the condition, but what exactly does that mean? This simple cheat sheet highlights the differences between various lighting situations and what settings you should use. Courtesy of Digital Camera World, the above chart shows where on the scale various color temperatures fall, how the automatic white balance works, and which presets you should use if available. What Is Color Temperature? [via Unpluggd] HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre How To Customize Your Wallpaper with Google Image Searches, RSS Feeds, and More

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  • Big Data – Various Learning Resources – How to Start with Big Data? – Day 20 of 21

    - by Pinal Dave
    In yesterday’s blog post we learned how to become a Data Scientist for Big Data. In this article we will go over various learning resources related to Big Data. In this series we have covered many of the most essential details about Big Data. At the beginning of this series, I have encouraged readers to send me questions. One of the most popular questions is - “I want to learn more about Big Data. Where can I learn it?” This is indeed a great question as there are plenty of resources out to learn about Big Data and it is indeed difficult to select on one resource to learn Big Data. Hence I decided to write here a few of the very important resources which are related to Big Data. Learn from Pluralsight Pluralsight is a global leader in high-quality online training for hardcore developers.  It has fantastic Big Data Courses and I started to learn about Big Data with the help of Pluralsight. Here are few of the courses which are directly related to Big Data. Big Data: The Big Picture Big Data Analytics with Tableau NoSQL: The Big Picture Understanding NoSQL Data Analysis Fundamentals with Tableau I encourage all of you start with this video course as they are fantastic fundamentals to learn Big Data. Learn from Apache Resources at Apache are single point the most authentic learning resources. If you want to learn fundamentals and go deep about every aspect of the Big Data, I believe you must understand various concepts in Apache’s library. I am pretty impressed with the documentation and I am personally referencing it every single day when I work with Big Data. I strongly encourage all of you to bookmark following all the links for authentic big data learning. Haddop - The Apache Hadoop® project develops open-source software for reliable, scalable, distributed computing. Ambari: A web-based tool for provisioning, managing, and monitoring Apache Hadoop clusters which include support for Hadoop HDFS, Hadoop MapReduce, Hive, HCatalog, HBase, ZooKeeper, Oozie, Pig and Sqoop. Ambari also provides a dashboard for viewing cluster health such as heat maps and ability to view MapReduce, Pig and Hive applications visually along with features to diagnose their performance characteristics in a user-friendly manner. Avro: A data serialization system. Cassandra: A scalable multi-master database with no single points of failure. Chukwa: A data collection system for managing large distributed systems. HBase: A scalable, distributed database that supports structured data storage for large tables. Hive: A data warehouse infrastructure that provides data summarization and ad hoc querying. Mahout: A Scalable machine learning and data mining library. Pig: A high-level data-flow language and execution framework for parallel computation. ZooKeeper: A high-performance coordination service for distributed applications. Learn from Vendors One of the biggest issues with about learning Big Data is setting up the environment. Every Big Data vendor has different environment request and there are lots of things require to set up Big Data framework. Many of the users do not start with Big Data as they are afraid about the resources required to set up framework as well as a time commitment. Here Hortonworks have created fantastic learning environment. They have created Sandbox with everything one person needs to learn Big Data and also have provided excellent tutoring along with it. Sandbox comes with a dozen hands-on tutorial that will guide you through the basics of Hadoop as well it contains the Hortonworks Data Platform. I think Hortonworks did a fantastic job building this Sandbox and Tutorial. Though there are plenty of different Big Data Vendors I have decided to list only Hortonworks due to their unique setup. Please leave a comment if there are any other such platform to learn Big Data. I will include them over here as well. Learn from Books There are indeed few good books out there which one can refer to learn Big Data. Here are few good books which I have read. I will update the list as I will learn more. Ethics of Big Data Balancing Risk and Innovation Big Data for Dummies Head First Data Analysis: A Learner’s Guide to Big Numbers, Statistics, and Good Decisions If you search on Amazon there are millions of the books but I think above three books are a great set of books and it will give you great ideas about Big Data. Once you go through above books, you will have a clear idea about what is the next step you should follow in this series. You will be capable enough to make the right decision for yourself. Tomorrow In tomorrow’s blog post we will wrap up this series of Big Data. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Big Data, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • Much Ado About Nothing: Stub Objects

    - by user9154181
    The Solaris 11 link-editor (ld) contains support for a new type of object that we call a stub object. A stub object is a shared object, built entirely from mapfiles, that supplies the same linking interface as the real object, while containing no code or data. Stub objects cannot be executed — the runtime linker will kill any process that attempts to load one. However, you can link to a stub object as a dependency, allowing the stub to act as a proxy for the real version of the object. You may well wonder if there is a point to producing an object that contains nothing but linking interface. As it turns out, stub objects are very useful for building large bodies of code such as Solaris. In the last year, we've had considerable success in applying them to one of our oldest and thorniest build problems. In this discussion, I will describe how we came to invent these objects, and how we apply them to building Solaris. This posting explains where the idea for stub objects came from, and details our long and twisty journey from hallway idea to standard link-editor feature. I expect that these details are mainly of interest to those who work on Solaris and its makefiles, those who have done so in the past, and those who work with other similar bodies of code. A subsequent posting will omit the history and background details, and instead discuss how to build and use stub objects. If you are mainly interested in what stub objects are, and don't care about the underlying software war stories, I encourage you to skip ahead. The Long Road To Stubs This all started for me with an email discussion in May of 2008, regarding a change request that was filed in 2002, entitled: 4631488 lib/Makefile is too patient: .WAITs should be reduced This CR encapsulates a number of cronic issues with Solaris builds: We build Solaris with a parallel make (dmake) that tries to build as much of the code base in parallel as possible. There is a lot of code to build, and we've long made use of parallelized builds to get the job done quicker. This is even more important in today's world of massively multicore hardware. Solaris contains a large number of executables and shared objects. Executables depend on shared objects, and shared objects can depend on each other. Before you can build an object, you need to ensure that the objects it needs have been built. This implies a need for serialization, which is in direct opposition to the desire to build everying in parallel. To accurately build objects in the right order requires an accurate set of make rules defining the things that depend on each other. This sounds simple, but the reality is quite complex. In practice, having programmers explicitly specify these dependencies is a losing strategy: It's really hard to get right. It's really easy to get it wrong and never know it because things build anyway. Even if you get it right, it won't stay that way, because dependencies between objects can change over time, and make cannot help you detect such drifing. You won't know that you got it wrong until the builds break. That can be a long time after the change that triggered the breakage happened, making it hard to connect the cause and the effect. Usually this happens just before a release, when the pressure is on, its hard to think calmly, and there is no time for deep fixes. As a poor compromise, the libraries in core Solaris were built using a set of grossly incomplete hand written rules, supplemented with a number of dmake .WAIT directives used to group the libraries into sets of non-interacting groups that can be built in parallel because we think they don't depend on each other. From time to time, someone will suggest that we could analyze the built objects themselves to determine their dependencies and then generate make rules based on those relationships. This is possible, but but there are complications that limit the usefulness of that approach: To analyze an object, you have to build it first. This is a classic chicken and egg scenario. You could analyze the results of a previous build, but then you're not necessarily going to get accurate rules for the current code. It should be possible to build the code without having a built workspace available. The analysis will take time, and remember that we're constantly trying to make builds faster, not slower. By definition, such an approach will always be approximate, and therefore only incremantally more accurate than the hand written rules described above. The hand written rules are fast and cheap, while this idea is slow and complex, so we stayed with the hand written approach. Solaris was built that way, essentially forever, because these are genuinely difficult problems that had no easy answer. The makefiles were full of build races in which the right outcomes happened reliably for years until a new machine or a change in build server workload upset the accidental balance of things. After figuring out what had happened, you'd mutter "How did that ever work?", add another incomplete and soon to be inaccurate make dependency rule to the system, and move on. This was not a satisfying solution, as we tend to be perfectionists in the Solaris group, but we didn't have a better answer. It worked well enough, approximately. And so it went for years. We needed a different approach — a new idea to cut the Gordian Knot. In that discussion from May 2008, my fellow linker-alien Rod Evans had the initial spark that lead us to a game changing series of realizations: The link-editor is used to link objects together, but it only uses the ELF metadata in the object, consisting of symbol tables, ELF versioning sections, and similar data. Notably, it does not look at, or understand, the machine code that makes an object useful at runtime. If you had an object that only contained the ELF metadata for a dependency, but not the code or data, the link-editor would find it equally useful for linking, and would never know the difference. Call it a stub object. In the core Solaris OS, we require all objects to be built with a link-editor mapfile that describes all of its publically available functions and data. Could we build a stub object using the mapfile for the real object? It ought to be very fast to build stub objects, as there are no input objects to process. Unlike the real object, stub objects would not actually require any dependencies, and so, all of the stubs for the entire system could be built in parallel. When building the real objects, one could link against the stub objects instead of the real dependencies. This means that all the real objects can be built built in parallel too, without any serialization. We could replace a system that requires perfect makefile rules with a system that requires no ordering rules whatsoever. The results would be considerably more robust. We immediately realized that this idea had potential, but also that there were many details to sort out, lots of work to do, and that perhaps it wouldn't really pan out. As is often the case, it would be necessary to do the work and see how it turned out. Following that conversation, I set about trying to build a stub object. We determined that a faithful stub has to do the following: Present the same set of global symbols, with the same ELF versioning, as the real object. Functions are simple — it suffices to have a symbol of the right type, possibly, but not necessarily, referencing a null function in its text segment. Copy relocations make data more complicated to stub. The possibility of a copy relocation means that when you create a stub, the data symbols must have the actual size of the real data. Any error in this will go uncaught at link time, and will cause tragic failures at runtime that are very hard to diagnose. For reasons too obscure to go into here, involving tentative symbols, it is also important that the data reside in bss, or not, matching its placement in the real object. If the real object has more than one symbol pointing at the same data item, we call these aliased symbols. All data symbols in the stub object must exhibit the same aliasing as the real object. We imagined the stub library feature working as follows: A command line option to ld tells it to produce a stub rather than a real object. In this mode, only mapfiles are examined, and any object or shared libraries on the command line are are ignored. The extra information needed (function or data, size, and bss details) would be added to the mapfile. When building the real object instead of the stub, the extra information for building stubs would be validated against the resulting object to ensure that they match. In exploring these ideas, I immediately run headfirst into the reality of the original mapfile syntax, a subject that I would later write about as The Problem(s) With Solaris SVR4 Link-Editor Mapfiles. The idea of extending that poor language was a non-starter. Until a better mapfile syntax became available, which seemed unlikely in 2008, the solution could not involve extentions to the mapfile syntax. Instead, we cooked up the idea (hack) of augmenting mapfiles with stylized comments that would carry the necessary information. A typical definition might look like: # DATA(i386) __iob 0x3c0 # DATA(amd64,sparcv9) __iob 0xa00 # DATA(sparc) __iob 0x140 iob; A further problem then became clear: If we can't extend the mapfile syntax, then there's no good way to extend ld with an option to produce stub objects, and to validate them against the real objects. The idea of having ld read comments in a mapfile and parse them for content is an unacceptable hack. The entire point of comments is that they are strictly for the human reader, and explicitly ignored by the tool. Taking all of these speed bumps into account, I made a new plan: A perl script reads the mapfiles, generates some small C glue code to produce empty functions and data definitions, compiles and links the stub object from the generated glue code, and then deletes the generated glue code. Another perl script used after both objects have been built, to compare the real and stub objects, using data from elfdump, and validate that they present the same linking interface. By June 2008, I had written the above, and generated a stub object for libc. It was a useful prototype process to go through, and it allowed me to explore the ideas at a deep level. Ultimately though, the result was unsatisfactory as a basis for real product. There were so many issues: The use of stylized comments were fine for a prototype, but not close to professional enough for shipping product. The idea of having to document and support it was a large concern. The ideal solution for stub objects really does involve having the link-editor accept the same arguments used to build the real object, augmented with a single extra command line option. Any other solution, such as our prototype script, will require makefiles to be modified in deeper ways to support building stubs, and so, will raise barriers to converting existing code. A validation script that rederives what the linker knew when it built an object will always be at a disadvantage relative to the actual linker that did the work. A stub object should be identifyable as such. In the prototype, there was no tag or other metadata that would let you know that they weren't real objects. Being able to identify a stub object in this way means that the file command can tell you what it is, and that the runtime linker can refuse to try and run a program that loads one. At that point, we needed to apply this prototype to building Solaris. As you might imagine, the task of modifying all the makefiles in the core Solaris code base in order to do this is a massive task, and not something you'd enter into lightly. The quality of the prototype just wasn't good enough to justify that sort of time commitment, so I tabled the project, putting it on my list of long term things to think about, and moved on to other work. It would sit there for a couple of years. Semi-coincidentally, one of the projects I tacked after that was to create a new mapfile syntax for the Solaris link-editor. We had wanted to do something about the old mapfile syntax for many years. Others before me had done some paper designs, and a great deal of thought had already gone into the features it should, and should not have, but for various reasons things had never moved beyond the idea stage. When I joined Sun in late 2005, I got involved in reviewing those things and thinking about the problem. Now in 2008, fresh from relearning for the Nth time why the old mapfile syntax was a huge impediment to linker progress, it seemed like the right time to tackle the mapfile issue. Paving the way for proper stub object support was not the driving force behind that effort, but I certainly had them in mind as I moved forward. The new mapfile syntax, which we call version 2, integrated into Nevada build snv_135 in in February 2010: 6916788 ld version 2 mapfile syntax PSARC/2009/688 Human readable and extensible ld mapfile syntax In order to prove that the new mapfile syntax was adequate for general purpose use, I had also done an overhaul of the ON consolidation to convert all mapfiles to use the new syntax, and put checks in place that would ensure that no use of the old syntax would creep back in. That work went back into snv_144 in June 2010: 6916796 OSnet mapfiles should use version 2 link-editor syntax That was a big putback, modifying 517 files, adding 18 new files, and removing 110 old ones. I would have done this putback anyway, as the work was already done, and the benefits of human readable syntax are obvious. However, among the justifications listed in CR 6916796 was this We anticipate adding additional features to the new mapfile language that will be applicable to ON, and which will require all sharable object mapfiles to use the new syntax. I never explained what those additional features were, and no one asked. It was premature to say so, but this was a reference to stub objects. By that point, I had already put together a working prototype link-editor with the necessary support for stub objects. I was pleased to find that building stubs was indeed very fast. On my desktop system (Ultra 24), an amd64 stub for libc can can be built in a fraction of a second: % ptime ld -64 -z stub -o stubs/libc.so.1 -G -hlibc.so.1 \ -ztext -zdefs -Bdirect ... real 0.019708910 user 0.010101680 sys 0.008528431 In order to go from prototype to integrated link-editor feature, I knew that I would need to prove that stub objects were valuable. And to do that, I knew that I'd have to switch the Solaris ON consolidation to use stub objects and evaluate the outcome. And in order to do that experiment, ON would first need to be converted to version 2 mapfiles. Sub-mission accomplished. Normally when you design a new feature, you can devise reasonably small tests to show it works, and then deploy it incrementally, letting it prove its value as it goes. The entire point of stub objects however was to demonstrate that they could be successfully applied to an extremely large and complex code base, and specifically to solve the Solaris build issues detailed above. There was no way to finesse the matter — in order to move ahead, I would have to successfully use stub objects to build the entire ON consolidation and demonstrate their value. In software, the need to boil the ocean can often be a warning sign that things are trending in the wrong direction. Conversely, sometimes progress demands that you build something large and new all at once. A big win, or a big loss — sometimes all you can do is try it and see what happens. And so, I spent some time staring at ON makefiles trying to get a handle on how things work, and how they'd have to change. It's a big and messy world, full of complex interactions, unspecified dependencies, special cases, and knowledge of arcane makefile features... ...and so, I backed away, put it down for a few months and did other work... ...until the fall, when I felt like it was time to stop thinking and pondering (some would say stalling) and get on with it. Without stubs, the following gives a simplified high level view of how Solaris is built: An initially empty directory known as the proto, and referenced via the ROOT makefile macro is established to receive the files that make up the Solaris distribution. A top level setup rule creates the proto area, and performs operations needed to initialize the workspace so that the main build operations can be launched, such as copying needed header files into the proto area. Parallel builds are launched to build the kernel (usr/src/uts), libraries (usr/src/lib), and commands. The install makefile target builds each item and delivers a copy to the proto area. All libraries and executables link against the objects previously installed in the proto, implying the need to synchronize the order in which things are built. Subsequent passes run lint, and do packaging. Given this structure, the additions to use stub objects are: A new second proto area is established, known as the stub proto and referenced via the STUBROOT makefile macro. The stub proto has the same structure as the real proto, but is used to hold stub objects. All files in the real proto are delivered as part of the Solaris product. In contrast, the stub proto is used to build the product, and then thrown away. A new target is added to library Makefiles called stub. This rule builds the stub objects. The ld command is designed so that you can build a stub object using the same ld command line you'd use to build the real object, with the addition of a single -z stub option. This means that the makefile rules for building the stub objects are very similar to those used to build the real objects, and many existing makefile definitions can be shared between them. A new target is added to the Makefiles called stubinstall which delivers the stub objects built by the stub rule into the stub proto. These rules reuse much of existing plumbing used by the existing install rule. The setup rule runs stubinstall over the entire lib subtree as part of its initialization. All libraries and executables link against the objects in the stub proto rather than the main proto, and can therefore be built in parallel without any synchronization. There was no small way to try this that would yield meaningful results. I would have to take a leap of faith and edit approximately 1850 makefiles and 300 mapfiles first, trusting that it would all work out. Once the editing was done, I'd type make and see what happened. This took about 6 weeks to do, and there were many dark days when I'd question the entire project, or struggle to understand some of the many twisted and complex situations I'd uncover in the makefiles. I even found a couple of new issues that required changes to the new stub object related code I'd added to ld. With a substantial amount of encouragement and help from some key people in the Solaris group, I eventually got the editing done and stub objects for the entire workspace built. I found that my desktop system could build all the stub objects in the workspace in roughly a minute. This was great news, as it meant that use of the feature is effectively free — no one was likely to notice or care about the cost of building them. After another week of typing make, fixing whatever failed, and doing it again, I succeeded in getting a complete build! The next step was to remove all of the make rules and .WAIT statements dedicated to controlling the order in which libraries under usr/src/lib are built. This came together pretty quickly, and after a few more speed bumps, I had a workspace that built cleanly and looked like something you might actually be able to integrate someday. This was a significant milestone, but there was still much left to do. I turned to doing full nightly builds. Every type of build (open, closed, OpenSolaris, export, domestic) had to be tried. Each type failed in a new and unique way, requiring some thinking and rework. As things came together, I became aware of things that could have been done better, simpler, or cleaner, and those things also required some rethinking, the seeking of wisdom from others, and some rework. After another couple of weeks, it was in close to final form. My focus turned towards the end game and integration. This was a huge workspace, and needed to go back soon, before changes in the gate would made merging increasingly difficult. At this point, I knew that the stub objects had greatly simplified the makefile logic and uncovered a number of race conditions, some of which had been there for years. I assumed that the builds were faster too, so I did some builds intended to quantify the speedup in build time that resulted from this approach. It had never occurred to me that there might not be one. And so, I was very surprised to find that the wall clock build times for a stock ON workspace were essentially identical to the times for my stub library enabled version! This is why it is important to always measure, and not just to assume. One can tell from first principles, based on all those removed dependency rules in the library makefile, that the stub object version of ON gives dmake considerably more opportunities to overlap library construction. Some hypothesis were proposed, and shot down: Could we have disabled dmakes parallel feature? No, a quick check showed things being build in parallel. It was suggested that we might be I/O bound, and so, the threads would be mostly idle. That's a plausible explanation, but system stats didn't really support it. Plus, the timing between the stub and non-stub cases were just too suspiciously identical. Are our machines already handling as much parallelism as they are capable of, and unable to exploit these additional opportunities? Once again, we didn't see the evidence to back this up. Eventually, a more plausible and obvious reason emerged: We build the libraries and commands (usr/src/lib, usr/src/cmd) in parallel with the kernel (usr/src/uts). The kernel is the long leg in that race, and so, wall clock measurements of build time are essentially showing how long it takes to build uts. Although it would have been nice to post a huge speedup immediately, we can take solace in knowing that stub objects simplify the makefiles and reduce the possibility of race conditions. The next step in reducing build time should be to find ways to reduce or overlap the uts part of the builds. When that leg of the build becomes shorter, then the increased parallelism in the libs and commands will pay additional dividends. Until then, we'll just have to settle for simpler and more robust. And so, I integrated the link-editor support for creating stub objects into snv_153 (November 2010) with 6993877 ld should produce stub objects PSARC/2010/397 ELF Stub Objects followed by the work to convert the ON consolidation in snv_161 (February 2011) with 7009826 OSnet should use stub objects 4631488 lib/Makefile is too patient: .WAITs should be reduced This was a huge putback, with 2108 modified files, 8 new files, and 2 removed files. Due to the size, I was allowed a window after snv_160 closed in which to do the putback. It went pretty smoothly for something this big, a few more preexisting race conditions would be discovered and addressed over the next few weeks, and things have been quiet since then. Conclusions and Looking Forward Solaris has been built with stub objects since February. The fact that developers no longer specify the order in which libraries are built has been a big success, and we've eliminated an entire class of build error. That's not to say that there are no build races left in the ON makefiles, but we've taken a substantial bite out of the problem while generally simplifying and improving things. The introduction of a stub proto area has also opened some interesting new possibilities for other build improvements. As this article has become quite long, and as those uses do not involve stub objects, I will defer that discussion to a future article.

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  • Using Stub Objects

    - by user9154181
    Having told the long and winding tale of where stub objects came from and how we use them to build Solaris, I'd like to focus now on the the nuts and bolts of building and using them. The following new features were added to the Solaris link-editor (ld) to support the production and use of stub objects: -z stub This new command line option informs ld that it is to build a stub object rather than a normal object. In this mode, it accepts the same command line arguments as usual, but will quietly ignore any objects and sharable object dependencies. STUB_OBJECT Mapfile Directive In order to build a stub version of an object, its mapfile must specify the STUB_OBJECT directive. When producing a non-stub object, the presence of STUB_OBJECT causes the link-editor to perform extra validation to ensure that the stub and non-stub objects will be compatible. ASSERT Mapfile Directive All data symbols exported from the object must have an ASSERT symbol directive in the mapfile that declares them as data and supplies the size, binding, bss attributes, and symbol aliasing details. When building the stub objects, the information in these ASSERT directives is used to create the data symbols. When building the real object, these ASSERT directives will ensure that the real object matches the linking interface presented by the stub. Although ASSERT was added to the link-editor in order to support stub objects, they are a general purpose feature that can be used independently of stub objects. For instance you might choose to use an ASSERT directive if you have a symbol that must have a specific address in order for the object to operate properly and you want to automatically ensure that this will always be the case. The material presented here is derived from a document I originally wrote during the development effort, which had the dual goals of providing supplemental materials for the stub object PSARC case, and as a set of edits that were eventually applied to the Oracle Solaris Linker and Libraries Manual (LLM). The Solaris 11 LLM contains this information in a more polished form. Stub Objects A stub object is a shared object, built entirely from mapfiles, that supplies the same linking interface as the real object, while containing no code or data. Stub objects cannot be used at runtime. However, an application can be built against a stub object, where the stub object provides the real object name to be used at runtime, and then use the real object at runtime. When building a stub object, the link-editor ignores any object or library files specified on the command line, and these files need not exist in order to build a stub. Since the compilation step can be omitted, and because the link-editor has relatively little work to do, stub objects can be built very quickly. Stub objects can be used to solve a variety of build problems: Speed Modern machines, using a version of make with the ability to parallelize operations, are capable of compiling and linking many objects simultaneously, and doing so offers significant speedups. However, it is typical that a given object will depend on other objects, and that there will be a core set of objects that nearly everything else depends on. It is necessary to impose an ordering that builds each object before any other object that requires it. This ordering creates bottlenecks that reduce the amount of parallelization that is possible and limits the overall speed at which the code can be built. Complexity/Correctness In a large body of code, there can be a large number of dependencies between the various objects. The makefiles or other build descriptions for these objects can become very complex and difficult to understand or maintain. The dependencies can change as the system evolves. This can cause a given set of makefiles to become slightly incorrect over time, leading to race conditions and mysterious rare build failures. Dependency Cycles It might be desirable to organize code as cooperating shared objects, each of which draw on the resources provided by the other. Such cycles cannot be supported in an environment where objects must be built before the objects that use them, even though the runtime linker is fully capable of loading and using such objects if they could be built. Stub shared objects offer an alternative method for building code that sidesteps the above issues. Stub objects can be quickly built for all the shared objects produced by the build. Then, all the real shared objects and executables can be built in parallel, in any order, using the stub objects to stand in for the real objects at link-time. Afterwards, the executables and real shared objects are kept, and the stub shared objects are discarded. Stub objects are built from a mapfile, which must satisfy the following requirements. The mapfile must specify the STUB_OBJECT directive. This directive informs the link-editor that the object can be built as a stub object, and as such causes the link-editor to perform validation and sanity checking intended to guarantee that an object and its stub will always provide identical linking interfaces. All function and data symbols that make up the external interface to the object must be explicitly listed in the mapfile. The mapfile must use symbol scope reduction ('*'), to remove any symbols not explicitly listed from the external interface. All global data exported from the object must have an ASSERT symbol attribute in the mapfile to specify the symbol type, size, and bss attributes. In the case where there are multiple symbols that reference the same data, the ASSERT for one of these symbols must specify the TYPE and SIZE attributes, while the others must use the ALIAS attribute to reference this primary symbol. Given such a mapfile, the stub and real versions of the shared object can be built using the same command line for each, adding the '-z stub' option to the link for the stub object, and omiting the option from the link for the real object. To demonstrate these ideas, the following code implements a shared object named idx5, which exports data from a 5 element array of integers, with each element initialized to contain its zero-based array index. This data is available as a global array, via an alternative alias data symbol with weak binding, and via a functional interface. % cat idx5.c int _idx5[5] = { 0, 1, 2, 3, 4 }; #pragma weak idx5 = _idx5 int idx5_func(int index) { if ((index 4)) return (-1); return (_idx5[index]); } A mapfile is required to describe the interface provided by this shared object. % cat mapfile $mapfile_version 2 STUB_OBJECT; SYMBOL_SCOPE { _idx5 { ASSERT { TYPE=data; SIZE=4[5] }; }; idx5 { ASSERT { BINDING=weak; ALIAS=_idx5 }; }; idx5_func; local: *; }; The following main program is used to print all the index values available from the idx5 shared object. % cat main.c #include <stdio.h> extern int _idx5[5], idx5[5], idx5_func(int); int main(int argc, char **argv) { int i; for (i = 0; i The following commands create a stub version of this shared object in a subdirectory named stublib. elfdump is used to verify that the resulting object is a stub. The command used to build the stub differs from that of the real object only in the addition of the -z stub option, and the use of a different output file name. This demonstrates the ease with which stub generation can be added to an existing makefile. % cc -Kpic -G -M mapfile -h libidx5.so.1 idx5.c -o stublib/libidx5.so.1 -zstub % ln -s libidx5.so.1 stublib/libidx5.so % elfdump -d stublib/libidx5.so | grep STUB [11] FLAGS_1 0x4000000 [ STUB ] The main program can now be built, using the stub object to stand in for the real shared object, and setting a runpath that will find the real object at runtime. However, as we have not yet built the real object, this program cannot yet be run. Attempts to cause the system to load the stub object are rejected, as the runtime linker knows that stub objects lack the actual code and data found in the real object, and cannot execute. % cc main.c -L stublib -R '$ORIGIN/lib' -lidx5 -lc % ./a.out ld.so.1: a.out: fatal: libidx5.so.1: open failed: No such file or directory Killed % LD_PRELOAD=stublib/libidx5.so.1 ./a.out ld.so.1: a.out: fatal: stublib/libidx5.so.1: stub shared object cannot be used at runtime Killed We build the real object using the same command as we used to build the stub, omitting the -z stub option, and writing the results to a different file. % cc -Kpic -G -M mapfile -h libidx5.so.1 idx5.c -o lib/libidx5.so.1 Once the real object has been built in the lib subdirectory, the program can be run. % ./a.out [0] 0 0 0 [1] 1 1 1 [2] 2 2 2 [3] 3 3 3 [4] 4 4 4 Mapfile Changes The version 2 mapfile syntax was extended in a number of places to accommodate stub objects. Conditional Input The version 2 mapfile syntax has the ability conditionalize mapfile input using the $if control directive. As you might imagine, these directives are used frequently with ASSERT directives for data, because a given data symbol will frequently have a different size in 32 or 64-bit code, or on differing hardware such as x86 versus sparc. The link-editor maintains an internal table of names that can be used in the logical expressions evaluated by $if and $elif. At startup, this table is initialized with items that describe the class of object (_ELF32 or _ELF64) and the type of the target machine (_sparc or _x86). We found that there were a small number of cases in the Solaris code base in which we needed to know what kind of object we were producing, so we added the following new predefined items in order to address that need: NameMeaning ...... _ET_DYNshared object _ET_EXECexecutable object _ET_RELrelocatable object ...... STUB_OBJECT Directive The new STUB_OBJECT directive informs the link-editor that the object described by the mapfile can be built as a stub object. STUB_OBJECT; A stub shared object is built entirely from the information in the mapfiles supplied on the command line. When the -z stub option is specified to build a stub object, the presence of the STUB_OBJECT directive in a mapfile is required, and the link-editor uses the information in symbol ASSERT attributes to create global symbols that match those of the real object. When the real object is built, the presence of STUB_OBJECT causes the link-editor to verify that the mapfiles accurately describe the real object interface, and that a stub object built from them will provide the same linking interface as the real object it represents. All function and data symbols that make up the external interface to the object must be explicitly listed in the mapfile. The mapfile must use symbol scope reduction ('*'), to remove any symbols not explicitly listed from the external interface. All global data in the object is required to have an ASSERT attribute that specifies the symbol type and size. If the ASSERT BIND attribute is not present, the link-editor provides a default assertion that the symbol must be GLOBAL. If the ASSERT SH_ATTR attribute is not present, or does not specify that the section is one of BITS or NOBITS, the link-editor provides a default assertion that the associated section is BITS. All data symbols that describe the same address and size are required to have ASSERT ALIAS attributes specified in the mapfile. If aliased symbols are discovered that do not have an ASSERT ALIAS specified, the link fails and no object is produced. These rules ensure that the mapfiles contain a description of the real shared object's linking interface that is sufficient to produce a stub object with a completely compatible linking interface. SYMBOL_SCOPE/SYMBOL_VERSION ASSERT Attribute The SYMBOL_SCOPE and SYMBOL_VERSION mapfile directives were extended with a symbol attribute named ASSERT. The syntax for the ASSERT attribute is as follows: ASSERT { ALIAS = symbol_name; BINDING = symbol_binding; TYPE = symbol_type; SH_ATTR = section_attributes; SIZE = size_value; SIZE = size_value[count]; }; The ASSERT attribute is used to specify the expected characteristics of the symbol. The link-editor compares the symbol characteristics that result from the link to those given by ASSERT attributes. If the real and asserted attributes do not agree, a fatal error is issued and the output object is not created. In normal use, the link editor evaluates the ASSERT attribute when present, but does not require them, or provide default values for them. The presence of the STUB_OBJECT directive in a mapfile alters the interpretation of ASSERT to require them under some circumstances, and to supply default assertions if explicit ones are not present. See the definition of the STUB_OBJECT Directive for the details. When the -z stub command line option is specified to build a stub object, the information provided by ASSERT attributes is used to define the attributes of the global symbols provided by the object. ASSERT accepts the following: ALIAS Name of a previously defined symbol that this symbol is an alias for. An alias symbol has the same type, value, and size as the main symbol. The ALIAS attribute is mutually exclusive to the TYPE, SIZE, and SH_ATTR attributes, and cannot be used with them. When ALIAS is specified, the type, size, and section attributes are obtained from the alias symbol. BIND Specifies an ELF symbol binding, which can be any of the STB_ constants defined in <sys/elf.h>, with the STB_ prefix removed (e.g. GLOBAL, WEAK). TYPE Specifies an ELF symbol type, which can be any of the STT_ constants defined in <sys/elf.h>, with the STT_ prefix removed (e.g. OBJECT, COMMON, FUNC). In addition, for compatibility with other mapfile usage, FUNCTION and DATA can be specified, for STT_FUNC and STT_OBJECT, respectively. TYPE is mutually exclusive to ALIAS, and cannot be used in conjunction with it. SH_ATTR Specifies attributes of the section associated with the symbol. The section_attributes that can be specified are given in the following table: Section AttributeMeaning BITSSection is not of type SHT_NOBITS NOBITSSection is of type SHT_NOBITS SH_ATTR is mutually exclusive to ALIAS, and cannot be used in conjunction with it. SIZE Specifies the expected symbol size. SIZE is mutually exclusive to ALIAS, and cannot be used in conjunction with it. The syntax for the size_value argument is as described in the discussion of the SIZE attribute below. SIZE The SIZE symbol attribute existed before support for stub objects was introduced. It is used to set the size attribute of a given symbol. This attribute results in the creation of a symbol definition. Prior to the introduction of the ASSERT SIZE attribute, the value of a SIZE attribute was always numeric. While attempting to apply ASSERT SIZE to the objects in the Solaris ON consolidation, I found that many data symbols have a size based on the natural machine wordsize for the class of object being produced. Variables declared as long, or as a pointer, will be 4 bytes in size in a 32-bit object, and 8 bytes in a 64-bit object. Initially, I employed the conditional $if directive to handle these cases as follows: $if _ELF32 foo { ASSERT { TYPE=data; SIZE=4 } }; bar { ASSERT { TYPE=data; SIZE=20 } }; $elif _ELF64 foo { ASSERT { TYPE=data; SIZE=8 } }; bar { ASSERT { TYPE=data; SIZE=40 } }; $else $error UNKNOWN ELFCLASS $endif I found that the situation occurs frequently enough that this is cumbersome. To simplify this case, I introduced the idea of the addrsize symbolic name, and of a repeat count, which together make it simple to specify machine word scalar or array symbols. Both the SIZE, and ASSERT SIZE attributes support this syntax: The size_value argument can be a numeric value, or it can be the symbolic name addrsize. addrsize represents the size of a machine word capable of holding a memory address. The link-editor substitutes the value 4 for addrsize when building 32-bit objects, and the value 8 when building 64-bit objects. addrsize is useful for representing the size of pointer variables and C variables of type long, as it automatically adjusts for 32 and 64-bit objects without requiring the use of conditional input. The size_value argument can be optionally suffixed with a count value, enclosed in square brackets. If count is present, size_value and count are multiplied together to obtain the final size value. Using this feature, the example above can be written more naturally as: foo { ASSERT { TYPE=data; SIZE=addrsize } }; bar { ASSERT { TYPE=data; SIZE=addrsize[5] } }; Exported Global Data Is Still A Bad Idea As you can see, the additional plumbing added to the Solaris link-editor to support stub objects is minimal. Furthermore, about 90% of that plumbing is dedicated to handling global data. We have long advised against global data exported from shared objects. There are many ways in which global data does not fit well with dynamic linking. Stub objects simply provide one more reason to avoid this practice. It is always better to export all data via a functional interface. You should always hide your data, and make it available to your users via a function that they can call to acquire the address of the data item. However, If you do have to support global data for a stub, perhaps because you are working with an already existing object, it is still easilily done, as shown above. Oracle does not like us to discuss hypothetical new features that don't exist in shipping product, so I'll end this section with a speculation. It might be possible to do more in this area to ease the difficulty of dealing with objects that have global data that the users of the library don't need. Perhaps someday... Conclusions It is easy to create stub objects for most objects. If your library only exports function symbols, all you have to do to build a faithful stub object is to add STUB_OBJECT; and then to use the same link command you're currently using, with the addition of the -z stub option. Happy Stubbing!

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  • Visual Web Developer 2010 Express, automated testing, and SVN

    - by Mr. Jefferson
    We have an HTML designer who is not a developer but needs to modify .aspx files from our ASP.NET 2.0 projects from time to time in order to get CSS to work properly with them. Currently, this involves giving her the .aspx page by itself, which she opens and edits via Visual Studio 2008 (her computer used to be a developer's). I'm considering getting her set up with Visual Web Developer 2010 Express and Subversion access so she can be more independent, but I wanted to make sure VS Express will work properly with what we do. So: Does VWD 2010 Express support automated tests? If no to the above, what happens when it opens a solution file that includes a test project, modifies it, and saves it? Are there any potential snags with setting up AnkhSVN with VWD 2010 Express?

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  • I cannot rename files in bulk using ubuntu's rename feature

    - by user254174
    I cannot rename files in bulk using ubuntu's rename feature. The files are on a NTFS partition. I want to rename files that look like this: whatever pic george.jpg tacoma narrows bridge.jpg green bottle.jpg to: filename (1) filename (2) filename (3) And I cannot do this at all. I don't want to use the command line either. So I can permanently erase files after I have encrypted them without exposing their contents to people who use a file recovery tool. I also don't want a method that takes days or months to rename the file. That is, rename one file at a time. So if I have hundreds of files to rename, this won't be a option. I want to give a each file the same name and numbered in order like shown above. Pyrenamer is not an option for me, unless you can find how to do that in PyRenamer.

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  • What does "enterprise" means in relation to software architecture?

    - by SkonJeet
    I see the term "enterprise" being thrown around software developers and programmers a lot and used loosely it seems. en·ter·prise/'ent?r?priz/ Noun: A project or undertaking, typically one that is difficult or requires effort. Initiative and resourcefulness. Can someone please clarify what this term actually encompasses? "At an enterprise level", "enterprise scale"? There are even "enterprise editions" of things. What exactly does it mean? It obviously doesn't make sense judging by the above definition so more specifically to software what does one mean when using the word enterprise? EDIT: To add a spin on this - how does this term then fit into phrases such as Enterprise Framework Model? What does data access and data context have to do with company-wide descriptions?

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  • Square Reader Modified to Record Off Old Reel-to-Reel Tape [Video]

    - by Jason Fitzpatrick
    The Square Reader is a tiny magnetic credit card reader that has taken the mobile payment industry by storm. This clever hack dumps the credit card reading in favor of snagging the audio from old music reels. Evan Long was curious about whether the through-the-headphones interface of the Square Reader could be used to read audio data off old magnetic recordings. With a very small modification (he had to bend a metal tab inside the reader to allow the audio tape to slide through more easily) he was able to listen to and record audio off old reels. Watch the video above to see it in action or hit up the link below to read more about his project. iPod Meets Reel [via Make] HTG Explains: What Is Windows RT and What Does It Mean To Me? HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux Hack Your Kindle for Easy Font Customization

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  • Write your Tests in RSpec with IronRuby

    - by kazimanzurrashid
    [Note: This is not a continuation of my previous post, treat it as an experiment out in the wild. ] Lets consider the following class, a fictitious Fund Transfer Service: public class FundTransferService : IFundTransferService { private readonly ICurrencyConvertionService currencyConvertionService; public FundTransferService(ICurrencyConvertionService currencyConvertionService) { this.currencyConvertionService = currencyConvertionService; } public void Transfer(Account fromAccount, Account toAccount, decimal amount) { decimal convertionRate = currencyConvertionService.GetConvertionRate(fromAccount.Currency, toAccount.Currency); decimal convertedAmount = convertionRate * amount; fromAccount.Withdraw(amount); toAccount.Deposit(convertedAmount); } } public class Account { public Account(string currency, decimal balance) { Currency = currency; Balance = balance; } public string Currency { get; private set; } public decimal Balance { get; private set; } public void Deposit(decimal amount) { Balance += amount; } public void Withdraw(decimal amount) { Balance -= amount; } } We can write the spec with MSpec + Moq like the following: public class When_fund_is_transferred { const decimal ConvertionRate = 1.029m; const decimal TransferAmount = 10.0m; const decimal InitialBalance = 100.0m; static Account fromAccount; static Account toAccount; static FundTransferService fundTransferService; Establish context = () => { fromAccount = new Account("USD", InitialBalance); toAccount = new Account("CAD", InitialBalance); var currencyConvertionService = new Moq.Mock<ICurrencyConvertionService>(); currencyConvertionService.Setup(ccv => ccv.GetConvertionRate(Moq.It.IsAny<string>(), Moq.It.IsAny<string>())).Returns(ConvertionRate); fundTransferService = new FundTransferService(currencyConvertionService.Object); }; Because of = () => { fundTransferService.Transfer(fromAccount, toAccount, TransferAmount); }; It should_decrease_from_account_balance = () => { fromAccount.Balance.ShouldBeLessThan(InitialBalance); }; It should_increase_to_account_balance = () => { toAccount.Balance.ShouldBeGreaterThan(InitialBalance); }; } and if you run the spec it will give you a nice little output like the following: When fund is transferred » should decrease from account balance » should increase to account balance 2 passed, 0 failed, 0 skipped, took 1.14 seconds (MSpec). Now, lets see how we can write exact spec in RSpec. require File.dirname(__FILE__) + "/../FundTransfer/bin/Debug/FundTransfer" require "spec" require "caricature" describe "When fund is transferred" do Convertion_Rate = 1.029 Transfer_Amount = 10.0 Initial_Balance = 100.0 before(:all) do @from_account = FundTransfer::Account.new("USD", Initial_Balance) @to_account = FundTransfer::Account.new("CAD", Initial_Balance) currency_convertion_service = Caricature::Isolation.for(FundTransfer::ICurrencyConvertionService) currency_convertion_service.when_receiving(:get_convertion_rate).with(:any, :any).return(Convertion_Rate) fund_transfer_service = FundTransfer::FundTransferService.new(currency_convertion_service) fund_transfer_service.transfer(@from_account, @to_account, Transfer_Amount) end it "should decrease from account balance" do @from_account.balance.should be < Initial_Balance end it "should increase to account balance" do @to_account.balance.should be > Initial_Balance end end I think the above code is self explanatory, treat the require(line 1- 4) statements as the add reference of our visual studio projects, we are adding all the required libraries with this statement. Next, the describe which is a RSpec keyword. The before does exactly the same as NUnit's Setup or MsTest’s TestInitialize attribute, but in the above we are using before(:all) which acts as ClassInitialize of MsTest, that means it will be executed only once before all the test methods. In the before(:all) we are first instantiating the from and to accounts, it is same as creating with the full name (including namespace)  like fromAccount = new FundTransfer.Account(.., ..), next, we are creating a mock object of ICurrencyConvertionService, check that for creating the mock we are not using the Moq like the MSpec version. This is somewhat an interesting issue of IronRuby or maybe the DLR, it seems that it is not possible to use the lambda expression that most of the mocking tools uses in arrange phase in Iron Ruby, like: currencyConvertionService.Setup(ccv => ccv.GetConvertionRate(Moq.It.IsAny<string>(), Moq.It.IsAny<string>())).Returns(ConvertionRate); But the good news is, there is already an excellent mocking tool called Caricature written completely in IronRuby which we can use to mock the .NET classes. May be all the mocking tool providers should give some thought to add the support for the DLR, so that we can use the tool that we are already familiar with. I think the rest of the code is too simple, so I am skipping the explanation. Now, the last thing, how we are going to run it with RSpec, lets first install the required gems. Open you command prompt and type the following: igem sources -a http://gems.github.com This will add the GitHub as gem source. Next type: igem install uuidtools caricature rspec and at last we have to create a batch file so that we can execute it in the Notepad++, create a batch like in the IronRuby bin directory like my previous post and put the following in that batch file: @echo off cls call spec %1 --format specdoc pause Next, add a run menu and shortcut in the Notepad++ like my previous post. Now when we run it it will show the following output: When fund is transferred - should decrease from account balance - should increase to account balance Finished in 0.332042 seconds 2 examples, 0 failures Press any key to continue . . . You will complete code of this post in the bottom. That's it for today. Download: RSpecIntegration.zip

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  • Is flash game development not considered 'proper' game development?

    - by humbleBee
    I've come across this a couple of times. That flash game development is not 'proper' game development when compared to XNA or even Unity. Mentioned here: Need guidelines for studying Game Development Also here in some comments : Where to start with game development? This judgement also befalls java, according to some. Is it because in flash its so easy to draw graphics and to import and add on to the stage any element we want and also because flash needs a 'container program' to run and others don't? But flash is by far way easier to 'distribute' than any other of those mentioned above. Maybe except for iphone or android games.

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  • Pac-Man Hiding Spot Makes High Scores a Snap

    - by Jason Fitzpatrick
    This interesting bug (feature?) in the original Pac-Man game makes it easy to hide from the ghosts, ensuring a long-lived and well-fed Pac-Man. Check out the video above to see the black hole you can park Pac-Man in to avoid assault by the ghosts. There’s two big caveats with this trick: first, it only works in the original game (spin offs and modern adaptations won’t necessarily have it but the original machine and MAME implementations of it will). Second, it doesn’t work if the ghosts see you park yourself there; you need to slip into the spot our of their direct line of sight. Still craving more Pac-Man goodness? Check out these cheat maps that map out all the patterns you need to follow to sneak through every level unmolested by ghosts. [via Neatorama] How To Be Your Own Personal Clone Army (With a Little Photoshop) How To Properly Scan a Photograph (And Get An Even Better Image) The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume

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  • Zelda Adventure is an Epic Legend of Zelda Minecraft Game

    - by Jason Fitzpatrick
    What do you get when you combine a passion for The Legend of Zelda and Minecraft? A playable Zelda epic built entirely within Minecraft. Minecraft enthusiast Gary520 has invested some serious time into an amazing rendition of the Legend of Zelda universe done entirely in Minecraft. Zelda Adventure combines elements from across the Legend of Zelda games including characters, weapons, quests, and more. Watch the trailer above to see it in action. Currently the game is not in public release but you can grab a beta release with the first five dungeons on the Minecraft forums here (the Minecraft site seems to be down for maintenance, if anyone has a mirror to the file throw a link in the comments section). Zelda Adventure Trailer [YouTube via Wired] What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • The Lord of the Rings Project Charts Middle Earth by the Numbers

    - by Jason Fitzpatrick
    How many characters from the Lord of the Rings series can you name? 923? That’s the number of entries in the LOTR Project–a collection of data that links family trees, timelines, and statistical curiosities about Middle Earth. In addition to families trees and the above chart mapping out the shift in lifespans over the ages of Middle Earth, you’ll find charts mapping out age distributions, the race and gender composition of Middle Earth, populations, time and distance traveled by the Hobbits in pursuit of their quest, and so more. The site is a veritable almanac of trivia about the Lord of the Rings and related books and media. Hit up the link below to explore the facts and figures of Middle Earth. LOTR Project [via Flowing Data] How Hackers Can Disguise Malicious Programs With Fake File Extensions Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer

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  • What package do I need to install to develop plugins for gedit?

    - by Wes
    I'm using Ubuntu 12.04 with python 2.7.3 and PyGObject and I'd like to develop plugins for Gedit in python. I found a simple looking tutorial for this sort of thing here. According to the tutorial, I need the Gedit module to interact with the plugin interface: from gi.repository import GObject, Gedit I keep getting an import error when trying to import the Gedit module. So, my question is: what package do I need to install to get this module? I've tried: gedit-dev , gedit-plugins Edit: Here is the full traceback for the above statement: ERROR:root:Could not find any typelib for Gedit Traceback (most recent call last): File "<stdin>", line 1, in <module> ImportError: cannot import name Gedit

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  • Torchlight II Drops Today; New Classes and Miles of Atmospheric Dungeon Crawling Await

    - by Jason Fitzpatrick
    Torchlight II, sequel to the extremely popular Torchlight action-RPG, is available for sale today. With four new classes and a massively expanded world, you’ll have plenty to explore. The new release features extra classes, extra companion creatures, in-game weather systems, and of course: updated graphics and a massively expanded game universe. Trumping all these additions, however, is LAN/internet co-op multiplayer–by far the feature most requested and anticipated by Torchlight fans. Check out the trailer video above to take a peak at the game, read more about it at the Torchlight II site, and then hit up the link below to grab a copy on Steam–you can pre-order it any time but it won’t be officially available for download until 2PM EST, today. Torchlight II is Windows-only, $19.99 for a single copy or $59.99 for a friend 4-pack (which includes a copy of Torchlight I). Torchlight II How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Download the Windows 8 Logo and Icons to Use on Your Favorite Computer

    - by Asian Angel
    Do you like how the icons from Windows 8 look and want to use them on a different system? Then you are in luck! The good folks over at 7 Tutorials have pulled out nineteen icons from Windows 8 and packaged them into a downloadable set. Note: White icons not shown above. Download the Windows 8 Logo & Other Windows 8 Icons [7 Tutorials] Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • Roll Your Own Hologram with DIY Holography Kit

    - by Jason Fitzpatrick
    If you’re looking for a DIY project with a 1980s theme, this create-your-own hologram kit is your ticket to 3D greatness. Over at Make magazine they’ve put together a tutorial for creating your own holograms using the DIY holographic kit featured in the Maker Shed–Make’s storefront for DIYers. The kit is $99; certainly not pocket change but on par with other holography kits on the market and even a bit generous with the inclusion of 20 sheets of holographic film. Check out the video above to see how easy it is to capture small objects on the film and create your own holograms. How-To: Holography [Make] How to See What Web Sites Your Computer is Secretly Connecting To HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast!

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  • how to properly credit authors of MIT license program

    - by kon psych
    Although I have found similar questions on this site they were not what I was looking for. I have modified the source code of an MIT licensed project, and I have added new classes to it as well. Please correct me if I am wrong, but I think that it is legal to add my copyright notice above the license and remove the other one. But how should I attribute the contribution of the previous authors? Should I use a separate file? There are also some html files with no license or copyright notice in them which I also modified. Do I have to handle them differently? My question is different than this question in that I have also modified some of the files of the project I am extending.

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  • Creating Rich View Components in ASP.NET MVC

    - by kazimanzurrashid
    One of the nice thing of our Telerik Extensions for ASP.NET MVC is, it gives you an excellent extensible platform to create rich view components. In this post, I will show you a tiny but very powerful ListView Component. Those who are familiar with the Webforms ListView component already knows that it has the support to define different parts of the component, we will have the same kind of support in our view component. Before showing you the markup, let me show you the screenshots first, lets say you want to show the customers of Northwind database as a pagable business card style (Yes the example is inspired from our RadControls Suite) And here is the markup of the above view component. <h2>Customers</h2> <% Html.Telerik() .ListView(Model) .Name("customers") .PrefixUrlParameters(false) .BeginLayout(pager => {%> <table border="0" cellpadding="3" cellspacing="1"> <tfoot> <tr> <td colspan="3" class="t-footer"> <% pager.Render(); %> </td> </tr> </tfoot> <tbody> <tr> <%}) .BeginGroup(() => {%> <td> <%}) .Item(item => {%> <fieldset style="border:1px solid #e0e0e0"> <legend><strong>Company Name</strong>:<%= Html.Encode(item.DataItem.CompanyName) %></legend> <div> <div style="float:left;width:120px"> <img alt="<%= item.DataItem.CustomerID %>" src="<%= Url.Content("~/Content/Images/Customers/" + item.DataItem.CustomerID + ".jpg") %>"/> </div> <div style="float:right"> <ul style="list-style:none none;padding:10px;margin:0"> <li> <strong>Contact Name:</strong> <%= Html.Encode(item.DataItem.ContactName) %> </li> <li> <strong>Title:</strong> <%= Html.Encode(item.DataItem.ContactTitle) %> </li> <li> <strong>City:</strong> <%= Html.Encode(item.DataItem.City)%> </li> <li> <strong>Country:</strong> <%= Html.Encode(item.DataItem.Country)%> </li> <li> <strong>Phone:</strong> <%= Html.Encode(item.DataItem.Phone)%> </li> <li> <div style="float:right"> <%= Html.ActionLink("Edit", "Edit", new { id = item.DataItem.CustomerID }) %> <%= Html.ActionLink("Delete", "Delete", new { id = item.DataItem.CustomerID })%> </div> </li> </ul> </div> </div> </fieldset> <%}) .EmptyItem(() =>{%> <fieldset style="border:1px solid #e0e0e0"> <legend>Empty</legend> </fieldset> <%}) .EndGroup(() => {%> </td> <%}) .EndLayout(pager => {%> </tr> </tbody> </table> <%}) .GroupItemCount(3) .PageSize(6) .Pager<NumericPager>(pager => pager.ShowFirstLast()) .Render(); %> As you can see that you have the complete control on the final angel brackets and like the webform’s version you also can define the templates. You can also use this component to show Master/Detail data, for example the customers and its order like the following: I am attaching the complete source code along with the above examples for your review, what do you think, how about creating some component with our extensions? Download: MvcListView.zip

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  • Mario Warfare: Live Action Adventures in the Mushroom Kingdom

    - by Jason Fitzpatrick
    What if the tale of the Mario Bros. and their exploits was told in the form of an action flick? Mario Warfare explores the gritty side of the battle for the Mushroom Kingdom. In the above video we’re treated to a trailer-style peek at a work-in progress film. While there is no set release date, we have our fingers crossed that it’s completed sooner rather than later–a film this awesome demands to be seen. [via Geekosystem] How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • Create Device Reccieve SMS Parse To Text ( SMS Gateway )

    - by Chris Okyen
    I want to use a server as a device to run a script to parse a SMS text in the following way. I. The person types in a specific and special cell phone number (Similar to Facebook’s 32556 number used to post on your wall) II. The user types a text message. III. The user sends the text message. IV. The message is sent to some kind of Device (the server) or SMS Gateway and receives it. V. The thing described above that the message is sent to then parse the test message. I understand that these three question will mix Programming and Server Stuff and could reside here or at DBA.SE How would I make such a cell phone number (described in step I) that would be sent to the Device? How do I create the device that then would receive it? Finally, how do I Parse the text message?

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  • Web Application Tasks Estimation

    - by Ali
    I know the answer depends on the exact project and its requirements but i am asking on the avarage % of the total time goes into the tasks of the web application development statistically from your own experiance. While developing a web application (database driven) How much % of time does each of the following activities usually takes: -- database creation & all related stored procedures -- server side development -- client side development -- layout settings and designing I know there are lots of great web application developers around here and each one of you have done fair amount of web development and as a result there could be an almost fixed percentage of time going to each of the above activities of web developments for standard projects Update : I am not expecting someone to tell me number of hours i am asking about the average percentage of time that goes on each of the activities as per your experience i.e. server side dev 50%, client side development 20% ,,,,, I repeat there will be lots of cases that differs from the standard depending on the exact requirments of each web application project but here i am asking about Avarage for standard (no special requirment) web project

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