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  • HOw to deny a particular mac address client not to obtain ip/name from dhcp & dns server..

    - by Deepak Narwal
    Hello Friends... I configures DHCP server on my rhel 5.4 machine.Clients are getting ip from this DHCP server.NO problem upto this.. NOw i want that a particular mac address client do not pick ip from this dhcp server.. Same question is with my DNS server. I want that a particular mac address client do not pick name from this dns server.. PLz discuss in little bit details i am very new in this field.I am learning these things.I hope YOu will give detailed explaiantion.. Thanks IN ADvance friends..

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  • wildcard host name bindings for multiple subdomains in multiple sites on IIS7 with a single IP address

    - by orca
    Situation: I have a single windows 2008 server with a single public IP address. I have multiple domains with wildcard A records pointing to the single IP address. I need each domain to be hosted by a different web site. (i.e. www.domain1.com by site domain1site) I need domain1.com to act like www.domain1.com I need each site to be able to have multiple subdomains (i.e. www.domain1.com, abc.domain1.com, xyz.domain1.com) Not relevant yet here it goes, I plan to handle each subdomain by a different application hosted in the same site (i.e. application /xyz in domain1site) However I found out that IIS7 does not support creating web sites with wildcard host name binding and setting it without any subdomain (i.e. domain1.com) does not work, even for www.domain1.com. Is there a simple solution? Does any IIS Extension like Application Request Routing provide such capability?

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  • How should I return different types in a method based on the value of a string in Java?

    - by Siracuse
    I'm new to Java and I have come to having the following problem: I have created several classes which all implement the interface "Parser". I have a JavaParser, PythonParser, CParser and finally a TextParser. I'm trying to write a method so it will take either a File or a String (representing a filename) and return the appropriate parser given the extension of the file. Here is some psuedo-code of what I'm basically attempting to do: public Parser getParser(String filename) { String extension = filename.substring(filename.lastIndexOf(".")); switch(extension) { case "py": return new PythonParser(); case "java": return new JavaParser(); case "c": return new CParser(); default: return new TextParser(); } } In general, is this the right way to handle this situation? Also, how should I handle the fact that Java doesn't allow switching on strings? Should I use the .hashcode() value of the strings? I feel like there is some design pattern or something for handling this but it eludes me. Is this how you would do it?

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  • How to add Remember me function at custom login box ?

    - by morningglory
    In my theme, there's custom page for the login. Login function at functions.php is like this function log_in($username, $password) { $user = parse_user($username); $username = $username; $password = $password; if(isEmptyString($username)) return new WP_Error('username', 'required'); if(isEmptyString($password)) return new WP_Error('password', "required"); if(!wp_check_password( $password, $user->user_pass ) ) return new WP_Error('wrong_password', "wrong"); wp_set_auth_cookie($user->ID, $remember); wp_login($username, $password); redirect_profile(); } function parse_user($info = null, $return = 'object') { if ( is_null( $info ) ) { global $current_user; if ( empty( $current_user->ID ) ) return null; $info = get_userdata( $current_user->ID ); } elseif ( empty( $info ) ) { return null; } if( $return == 'ID' ) { if ( is_object( $info ) ) return $info->ID; if ( is_numeric( $info ) ) return $info; } elseif( $return == 'object' ) { if ( is_object( $info ) && $info->ID) return $info; if ( is_object( $info )) return get_userdata( $info->ID ); if ( is_numeric( $info ) ) return get_userdata( $info ); if ( is_string( $info ) ) return get_userdatabylogin( $info ); } else { return null; } } I want to add remember me checkbox for user to logged in all the time until they logout. How can i add this ? Please kindly help me out. Thank you.

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  • Is email forwarding to the sender's address usually blocked in Mail servers / MTA?

    - by codecowboy
    I've noticed that email forwarding to an address seems not to work if I send an email from the address to which I am forwarding email. This happens for GMail and Fasthosts mail servers. e.g I send an email to [email protected] from [email protected] , [email protected] is set to forward to [email protected] and the email never arrives. I realise this seems logical but it is a potential cause of confusion when testing email functionality in a web application (for me, anyway ;-). I would just like to know if this is standard for all MTA software so I can avoid confusing myself.

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  • Give a number to return the approximated value of an Enum?

    - by ElektroStudios
    I have this enumeration: Enum Lame_Bitrate kbps_8 = 8 kbps_16 = 16 kbps_24 = 24 kbps_32 = 32 kbps_40 = 40 kbps_48 = 48 kbps_56 = 56 kbps_64 = 64 kbps_80 = 80 kbps_96 = 96 kbps_112 = 112 kbps_128 = 128 kbps_144 = 144 kbps_160 = 160 kbps_192 = 192 kbps_224 = 224 kbps_256 = 256 kbps_320 = 320 End Enum And I would like to return the approximated value of the Enum given a number. For example, if I have the number 190 then I expect to find the more approximated value in the Enum to return the 192 (kbps_192 value of the Enum), if I have the number 196 then again I expect to return the value 192 (not return the next value 224 because is less approximated). Something like this: Private Sub Test() Dim wma_file As String = "C:\windows media audio file.wma" Dim wma_file_Bitrate As Integer = 172 Dim mp3_bitrate_approximated As Integer mp3_bitrate_approximated = Return_Approximated_Value_Of_Enum(wma_file_Bitrate) End Sub private function Return_Approximated_Value_Of_Enum(byval value as integer) as integer return... enum.find(value).approximated... end function Exist any framework method to find the more approximated number given other number in a Enum? I hope you can understand my question, thank you. PS: I prefer a solution using LINQ extensions if can be.

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  • How to return string from a button click handler?

    - by riad
    I need to return a string from a button method .How can i do that? private string folderPathButton_Click(object sender, EventArgs e) { FolderBrowserDialog folderBrowser = new FolderBrowserDialog(); folderBrowser.ShowDialog(); string folderPath = folderBrowser.SelectedPath; return folderPath; } On that method on button click i get the folder path.Now i need to return it.But this code is not working? Can anybody help me to solve the problem??How can i return the folder path and call it from another method??

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  • How to face observable object containing an observable field

    - by iseek
    Hello, I need a hint concerning MVC and Observer-Pattern. For example a model contains the classes "Address" and "Person". The Address class contains the fields street:String, zipcode:String, location:String. Whereas the Person class contains the fields name:String, firstName:String, address:Address. My approach so far looks something like this: Both, Address and Person are observable. If one of their setters is being called, I validate whether the current value and new value differ. Only in this case an update event is fired. The event contains the source, the name of the changed field, the old and the new value. The class for the view contains text fields to display and edit the information of a person: name, firstname, street, zipcode, location. It knows the Person model and is an subscribed observer for the person. So it gets the update events from the person object. My questions concerns the address field from type Address in the person class, since an address is observable on its own. If the view gets an update event from person when a new address has been set, I can update all of the address related fields in the view. But what if a field of the address changes? Should the view also register for update events from the address? Any hints about common design approaches would be appreciated. Greetings.

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  • CXF code first service, WSDL generation; soap:address changes?

    - by jcalvert
    I have a simple Java interface/implementation I am exposing via CXF. I have a jaxws element in my Spring configuration file like this: <jaxws:endpoint id="managementServiceJaxws" implementor="#managementService" address="/jaxws/ManagementService" > </jaxws:endpoint> It generates the WSDL from my annotated interface and exposes the service. Then when I hit http://myhostname/cxf/jaxws/ManagementService?wsdl I get a lovely WSDL. At the bottom in the wsdl:service element, I'll see <soap:address location="http://myhostname/cxf/jaxws/ManagementService"/> However, some time a day or so later, with no application restart, hitting that same url produces: This causes a number of problems, but what I really want is to fix it. Right now, there's a particular client to the webservice that sets the endpoint to localhost; because it runs on the same machine. Is it possible the wsdl is getting regenerated and cached and then exposing the 'localhost' version? In part I don't know the exact mechanism by which one goes from a ?wsdl request in CXF to the response. It seems almost certain that it's retrieving some cached version, given that it's supposed to be determining the address by asking the servletcontainer (Jetty). For reference I know a stopgap solution is using the hostname on the client and making sure an alias in place so that it goes over the loopback. EDIT: For reference, I confirmed that if I bring my application up and first hit it over localhost, then querying for the wsdl via the hostname shows the address as localhost. Conversely, first hitting it over the hostname causes localhost requests to show the hostname. So obviously something is getting cached here.

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  • How to Return A File and a strongly Typed data at the same time?

    - by chobo2
    Hi I am using asp.net mvc 1.0 and I want to return a XML file but I also want to return a strongly typed data back so I can update some fields. Like the XML file will contain users who failed to be inserted into the database. So I want that to appear as a dialog save box what asp.net mvc return file() would do. However I also want to return on the page like values like how many users failed to be added, how many users where added, etc. So I want to use scafolding with the class file I want to pass it along. If this was a view I could pass it along as an object model but I don't see a parameter for that in File(). I also don't want to save the xml file onto the harddrive I want to do it through memory. So have a link that would display on the page to download the file and show the the data I want would not be desired.

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  • In Java, how do I set a return type if an exception occurs?

    - by beagleguy
    hey all, I'm new to Java and was wondering if I define a method to return a database object like import java.sql.*; public class DbConn { public Connection getConn() { Connection conn; try { Class.forName("com.mysql.jdbc.Driver").newInstance(); if(System.getenv("MY_ENVIRONMENT") == "development") { String hostname = "localhost"; String username = "root"; String password = "root"; } conn = DriverManager.getConnection("jdbc:mysql:///mydb", username, password); return conn; } catch(Exception e) { throw new Exception(e.getMessage()); } } } if the connection fails when I try to create it what should I return? eclipse is telling me I have to return a Connection object but if it fails I'm not sure what to do. thanks!

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  • In an If-Else Statement for a method return, should an Else be explicitly stated if it can instead b

    - by ccomet
    I have a method that checks certain things and returns a Boolean based on those checks. It involves a single branching If section that checks about 5 conditions in sequence. If any of those conditions return true, then the method will return true;. If none of the conditions return true, then the method will return false;. Since the code after the If section will only run if none of the conditions are true, then that code is logically identical to including an actual Else statement. So is it a better idea to actually write in the Else statement for this kind of situation?

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  • how to raise warning if return value is disregarded - gcc or static code check?

    - by Drakosha
    I'd like to see all the places in my code (C++) which disregard return value of a function. How can I do it - with gcc or static code analysis tool? Bad code example: int f(int z) { return z + (z*2) + z/3 + z*z + 23; } int main() { int i = 7; f(i); ///// <<----- here I disregard the return value return 1; } Update: it should work even if the function and its use are in different files free static check tool

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  • Windows 2008 server and Redhat with only 1 ip address, can windows route the traffic?

    - by paulcap1
    I have a two home server VMs set up. Windows 2008 server on port 80 and Centos/Redhat on port 8080. Both have separate godaddy domain name A name records pointing to them. But I cant point both domain to the same IP I only have 1 wan ip address at home. So one of my domain is forward to my IP:8080. My question: Is it possible for my windows server to redirect a certain domain name to my Linux server on port 8080? So i Have mysite1.com going to windows and mysite2.com also going to the windows server but windows would redirect mysite2.com traffic to the linux ip address:8080. I want to access both sites at my work and my work firewall is strict and will not allow domain forwarding from godaddy.

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  • How to return a const QString reference in case of failure?

    - by moala
    Hi, consider the following code: const QString& MyClass::getID(int index) const { if (i < myArraySize && myArray[i]) { return myArray[i]->id; // id is a QString } else { return my_global_empty_qstring; // is a global empty QString } } How can I avoid to have an empty QString without changing the return type of the method? (It seems that returning an empty QString allocated on the stack is a bad idea) Thanks.

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  • Access logs show someone "GET"ing a random ip, why does this return 200?

    - by Wilduck
    I have a small linux box set up with Apache as a way to teach myself Apache. I've set up port forwarding on my router so it's accessible from the outside world, and I've gotten a few strange requests for pages that don't exist from an ip address in China. Looking at my access_log shows that most of these return 404 errors, which I'm guessing is a good thing. However, there is one request that looks like this: 58.218.204.110 - - [25/Dec/2010:19:05:25 -600] "GET http://173.201.161.57/ HTTP/1.1" 200 3895 I'm curious what this request means... That ip address is unconnected to my server as far as I know, and visiting it simply tells me information about my uid. So, my questions are: How is it that this request is showing up in my access_log, why is it returning 200, and is this a bad thing (do I need to set up more security)?

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  • Multiple SSL domains on the same IP address and same port?

    - by John
    This is a Canonical Question about Hosting multiple SSL websites on the same IP. I was under the impression that each SSL Certificate required it's own unique IP Address/Port combination. But the answer to a previous question I posted is at odds with this claim. Using information from that Question, I was able to get multiple SSL certificates to work on the same IP address and on port 443. I am very confused as to why this works given the assumption above and reinforced by others that each SSL domain website on the same server requires its own IP/Port. I am suspicious that I did something wrong. Can multiple SSL Certificates be used this way?

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  • C++: getting the address of the start of an std::vector ?

    - by shoosh
    Sometimes it is useful to use the starting address of an std::vector and temporarily treat that address as the address of a regularly allocated buffer. For instance replace this: char* buf = new char[size]; fillTheBuffer(buf, size); useTheBuffer(buf, size); delete[] buf; With This: vector<char> buf(size); fillTheBuffer(&buf[0], size); useTheBuffer(&buf[0], size); The advantage of this is of course that the buffer is deallocated automatically and I don't have to worry about the delete[]. The problem I'm having with this is when size == 0. In that case the first version works ok. An empty buffer is "allocated" and the subsequent functions do nothing size they get size == 0. The second version however fails if size == 0 since calling buf[0] may rightly contain an assertion that 0 < size. So is there an alternative to the idiom &buf[0] that returns the address of the start of the vector even if the vector is empty? I've also considered using buf.begin() but according to the standard it isn't even guaranteed to return a pointer.

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  • Where and why JVM checks that the return type of entry method main(String args[]) is void and not an

    - by akjain
    I will try to answer both, please correct me if I am wrong: Where: If a static method is being called using Classname.method() or using reflection then it doesn’t matter even if you change the return type of the calling method, the same method will still be called. So JVM probably checks this in one of the native methods of jvm.cpp methodHandle m (THREAD, init_klass-find_method(vmSymbols::object_initializer_name(), vmSymbols::void_method_signature())); if (m.is_null()) { ------ THROW_MSG_0 ……….. Why: Although it’s of useless to return a value from main, as java does not do anything with it but if we try to change the return type of main to int for example, JVM throws public static int main(String[] args) { return 1; } java.lang.NoSuchMethodError: main Exception in thread "main" So may be Java mandates the use of same signature for entry method main() to maintain a symmetry in all Java programs written.

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  • I just learned about C++ functions; can I use if statements on function return values?

    - by Sagistic
    What I am confused on is about the isNumPalindrome() function. It returns a boolean value of either true or false. How am I suppose to use that so I can display if it's a palindrome or not. For ex. if (isNumPalindrome == true) cout << "Your number is a palindrome"; else cout << "your number is not a palindrome."; #include "stdafx.h" int _tmain(int argc, _TCHAR* argv[]) { return 0; } #include <iostream> #include <cmath> using namespace std; int askNumber(); bool isNumPalindrome(); int num, pwr; int main() { askNumber(); return 0; } bool isNumPalindrome() { int pwr = 0; if (num < 10) return true; else { while (num / static_cast<int>(pow(10.0, pwr)) >=10) pwr++; while (num >=10) { int tenTopwr = static_cast<int>(pow(10.0, pwr)); if ((num / tenTopwr) != (num% 10)) return false; else { num = num % tenTopwr; num = num / 10; pwr = pwr-2; } } return true; } } int askNumber() { cout << "Enter an integer in order to determine if it is a palindrome: " ; cin >> num; cout << endl; if(isNumPalindrome(num)) { cout << "It is a palindrome." ; cout << endl; } else { cout << "It is not a palindrome." ; cout << endl; } return num; }

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  • Why is it possible to have an interface without a return type in PHP?

    - by streetparade
    Why is it possible to create an interface without specifying a return type? Why doesn't this make this interface unusable? This makes it more Clear: Interface run { public function getInteger(); } class MyString implements run { public function myNumber() { } public function getInteger() { return "Not a number"; } } In Java every Interface has a return type like Integer, String or Void I know that PHP is unfortunately a loosely typed Language but isn't there a Solution to that Problem? Is it possible to define an Interface with a return type like Integer?

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  • Should I use "return;" after a header()?

    - by Scarface
    Quick question, I noticed that on some of my header directors I was getting some lag while the header processed. Is using return standard after using headers? Also if you use a header on pages you don't want directly accessed, such as processing pages will return; stop that processing even if the page is not directly accessed? IF return is a good idea would it be better to use exit()?

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • What is the right tool to detect VMT or heap corruption in Delphi ?

    - by Roland Bengtsson
    I'm a member in a team that use Delphi 2007 for a larger application and we suspect heap corruption because sometimes there are strange bugs that have no other explanation. I believe that the Rangechecking option for the compiler is only for arrays. I want a tool that give an exception or log when there is a write on a memory address that is not allocated by the application. Regards EDIT: The error is of type: Error: Access violation at address 00404E78 in module 'BoatLogisticsAMCAttracsServer.exe'. Read of address FFFFFFDD EDIT2: Thanks for all suggestions. Unfortunately I think that the solution is deeper than that. We use a patched version of Bold for Delphi as we own the source. Probably there are some errors introduced in the Bold framwork. Yes we have a log with callstacks that are handled by JCL and also trace messages. So a callstack with the exception can lock like this: 20091210 16:02:29 (2356) [EXCEPTION] Raised EBold: Failed to derive ServerSession.mayDropSession: Boolean OCL expression: not active and not idle and timeout and (ApplicationKernel.allinstances->first.CurrentSession <> self) Error: Access violation at address 00404E78 in module 'BoatLogisticsAMCAttracsServer.exe'. Read of address FFFFFFDD. At Location BoldSystem.TBoldMember.CalculateDerivedMemberWithExpression (BoldSystem.pas:4016) Inner Exception Raised EBold: Failed to derive ServerSession.mayDropSession: Boolean OCL expression: not active and not idle and timeout and (ApplicationKernel.allinstances->first.CurrentSession <> self) Error: Access violation at address 00404E78 in module 'BoatLogisticsAMCAttracsServer.exe'. Read of address FFFFFFDD. At Location BoldSystem.TBoldMember.CalculateDerivedMemberWithExpression (BoldSystem.pas:4016) Inner Exception Call Stack: [00] System.TObject.InheritsFrom (sys\system.pas:9237) Call Stack: [00] BoldSystem.TBoldMember.CalculateDerivedMemberWithExpression (BoldSystem.pas:4016) [01] BoldSystem.TBoldMember.DeriveMember (BoldSystem.pas:3846) [02] BoldSystem.TBoldMemberDeriver.DoDeriveAndSubscribe (BoldSystem.pas:7491) [03] BoldDeriver.TBoldAbstractDeriver.DeriveAndSubscribe (BoldDeriver.pas:180) [04] BoldDeriver.TBoldAbstractDeriver.SetDeriverState (BoldDeriver.pas:262) [05] BoldDeriver.TBoldAbstractDeriver.Derive (BoldDeriver.pas:117) [06] BoldDeriver.TBoldAbstractDeriver.EnsureCurrent (BoldDeriver.pas:196) [07] BoldSystem.TBoldMember.EnsureContentsCurrent (BoldSystem.pas:4245) [08] BoldSystem.TBoldAttribute.EnsureNotNull (BoldSystem.pas:4813) [09] BoldAttributes.TBABoolean.GetAsBoolean (BoldAttributes.pas:3069) [10] BusinessClasses.TLogonSession._GetMayDropSession (code\BusinessClasses.pas:31854) [11] DMAttracsTimers.TAttracsTimerDataModule.RemoveDanglingLogonSessions (code\DMAttracsTimers.pas:237) [12] DMAttracsTimers.TAttracsTimerDataModule.UpdateServerTimeOnTimerTrig (code\DMAttracsTimers.pas:482) [13] DMAttracsTimers.TAttracsTimerDataModule.TimerKernelWork (code\DMAttracsTimers.pas:551) [14] DMAttracsTimers.TAttracsTimerDataModule.AttracsTimerTimer (code\DMAttracsTimers.pas:600) [15] ExtCtrls.TTimer.Timer (ExtCtrls.pas:2281) [16] Classes.StdWndProc (common\Classes.pas:11583) The inner exception part is the callstack at the moment an exception is reraised. EDIT3: The theory right now is that the Virtual Memory Table (VMT) is somehow broken. When this happen there is no indication of it. Only when a method is called an exception is raised (ALWAYS on address FFFFFFDD, -35 decimal) but then it is too late. You don't know the real cause for the error. Any hint of how to catch a bug like this is really appreciated!!! We have tried with SafeMM, but the problem is that the memory consumption is too high even when the 3 GB flag is used. So now I try to give a bounty to the SO community :) EDIT4: One hint is that according the log there is often (or even always) another exception before this. It can be for example optimistic locking in the database. We have tried to raise exceptions by force but in test environment it just works fine. EDIT5: Story continues... I did a search on the logs for the last 30 days now. The result: "Read of address FFFFFFDB" 0 "Read of address FFFFFFDC" 24 "Read of address FFFFFFDD" 270 "Read of address FFFFFFDE" 22 "Read of address FFFFFFDF" 7 "Read of address FFFFFFE0" 20 "Read of address FFFFFFE1" 0 So the current theory is that an enum (there is a lots in Bold) overwrite a pointer. I got 5 hits with different address above. It could mean that the enum holds 5 values where the second one is most used. If there is an exception a rollback should occur for the database and Boldobjects should be destroyed. Maybe there is a chance that not everything is destroyed and a enum still can write to an address location. If this is true maybe it is possible to search the code by a regexpr for an enum with 5 values ? EDIT6: To summarize, no there is no solution to the problem yet. I realize that I may mislead you a bit with the callstack. Yes there are a timer in that but there are other callstacks without a timer. Sorry for that. But there are 2 common factors. An exception with Read of address FFFFFFxx. Top of callstack is System.TObject.InheritsFrom (sys\system.pas:9237) This convince me that VilleK best describe the problem. I'm also convinced that the problem is somewhere in the Bold framework. But the BIG question is, how can problems like this be solved ? It is not enough to have an Assert like VilleK suggest as the damage has already happened and the callstack is gone at that moment. So to describe my view of what may cause the error: Somewhere a pointer is assigned a bad value 1, but it can be also 0, 2, 3 etc. An object is assigned to that pointer. There is method call in the objects baseclass. This cause method TObject.InheritsForm to be called and an exception appear on address FFFFFFDD. Those 3 events can be together in the code but they may also be used much later. I think this is true for the last method call. EDIT7: We work closely with the the author of Bold Jan Norden and he recently found a bug in the OCL-evaluator in Bold framework. When this was fixed these kinds of exceptions decreased a lot but they still occasionally come. But it is a big relief that this is almost solved.

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