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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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  • postfix 5.7.1 Relay access denied when sending mail with cron

    - by zensys
    Reluctant to ask because there is so much here about 'postfix relay access denied' but I cannot find my case: I use php (Zend Framework) to send emails outside my network using the Google mail server because I could not send mail outside my server (user: web). However when I sent out an email via cron (user: root, I believe), still using ZF, using the same mail config/credentials, I get the message: '5.7.1 Relay access denied' I guess I need to know one of two things: 1. How can I use the google smtp server from cron 2. What do I need to change in my config to send mail using my own server instead of google Though the answer to 2. is the more structural solution I assume, I am quite happy with an answer to 1. as well because I think Google is better at server maintaince (security/spam) than I am. Below my ZF application.ini mail section, main.cf and master.cf: application.ini: resources.mail.transport.type = smtp resources.mail.transport.auth = login resources.mail.transport.host = "smtp.gmail.com" resources.mail.transport.ssl = tls resources.mail.transport.port = 587 resources.mail.transport.username = [email protected] resources.mail.transport.password = xxxxxxx resources.mail.defaultFrom.email = [email protected] resources.mail.defaultFrom.name = "my company" main.cf: # Debian specific: Specifying a file name will cause the first # line of that file to be used as the name. The Debian default # is /etc/mailname. #myorigin = /etc/mailname smtpd_banner = $myhostname ESMTP $mail_name (Ubuntu) biff = no # appending .domain is the MUA's job. append_dot_mydomain = no # Uncomment the next line to generate "delayed mail" warnings #delay_warning_time = 4h readme_directory = /usr/share/doc/postfix # TLS parameters smtpd_tls_cert_file = /etc/postfix/smtpd.cert smtpd_tls_key_file = /etc/postfix/smtpd.key smtpd_use_tls = yes smtpd_tls_session_cache_database = btree:${data_directory}/smtpd_scache smtp_tls_session_cache_database = btree:${data_directory}/smtp_scache # See /usr/share/doc/postfix/TLS_README.gz in the postfix-doc package for # information on enabling SSL in the smtp client. myhostname = mail.second-start.nl mydomain = second-start.nl alias_maps = hash:/etc/aliases alias_database = hash:/etc/aliases myorigin = /etc/mailname mydestination = relayhost = mynetworks = 127.0.0.0/8 [::ffff:127.0.0.0]/104 [::1]/128 mailbox_command = procmail -a "$EXTENSION" mailbox_size_limit = 0 recipient_delimiter = + inet_interfaces = all html_directory = /usr/share/doc/postfix/html message_size_limit = 30720000 virtual_alias_domains = virtual_alias_maps = proxy:mysql:/etc/postfix/mysql-virtual_forwardings.cf, mysql:/etc/postfix/mysql-virtual_email2email.cf virtual_mailbox_domains = proxy:mysql:/etc/postfix/mysql-virtual_domains.cf virtual_mailbox_maps = proxy:mysql:/etc/postfix/mysql-virtual_mailboxes.cf virtual_mailbox_base = /home/vmail virtual_uid_maps = static:5000 virtual_gid_maps = static:5000 smtpd_sasl_auth_enable = yes broken_sasl_auth_clients = yes smtpd_sasl_authenticated_header = yes # see under Spam smtpd_recipient_restrictions = permit_mynetworks, permit_sasl_authenticated, reject_unauth_destination proxy_read_maps = $local_recipient_maps $mydestination $virtual_alias_maps $virtual_alias_domains $virtual_mailbox_maps $virtual_mailbox_domains $relay_recipient_maps $relay_domains $canonical_maps $sender_canonical_maps $recipient_canonical_maps $relocated_maps $transport_maps $mynetworks $virtual_mailbox_limit_maps virtual_transport = dovecot dovecot_destination_recipient_limit = 1 # Spam disable_vrfy_command = yes smtpd_delay_reject = yes smtpd_helo_required = yes smtpd_helo_restrictions = permit_mynetworks, check_helo_access hash:/etc/postfix/helo_access, reject_non_fqdn_hostname, reject_invalid_hostname, permit smtpd_recipient_restrictions = permit_sasl_authenticated, reject_unauth_destination, reject_invalid_hostname, reject_non_fqdn_sender, reject_non_fqdn_recipient, reject_unknown_sender_domain, reject_unknown_recipient_domain, permit_mynetworks, reject_non_fqdn_hostname, reject_rbl_client sbl.spamhaus.org, reject_rbl_client zen.spamhaus.org, reject_rbl_client cbl.abuseat.org, reject_rbl_client bl.spamcop.net, permit smtpd_error_sleep_time = 1s smtpd_soft_error_limit = 10 smtpd_hard_error_limit = 20 master.cf: # ========================================================================== # service type private unpriv chroot wakeup maxproc command + args # (yes) (yes) (yes) (never) (100) # ========================================================================== smtp inet n - - - - smtpd #smtp inet n - - - 1 postscreen #smtpd pass - - - - - smtpd #dnsblog unix - - - - 0 dnsblog #tlsproxy unix - - - - 0 tlsproxy #submission inet n - - - - smtpd # -o smtpd_tls_security_level=encrypt # -o smtpd_sasl_auth_enable=yes # -o smtpd_client_restrictions=permit_sasl_authenticated,reject # -o milter_macro_daemon_name=ORIGINATING #smtps inet n - - - - smtpd # -o smtpd_tls_wrappermode=yes # -o smtpd_sasl_auth_enable=yes # -o smtpd_client_restrictions=permit_sasl_authenticated,reject # -o milter_macro_daemon_name=ORIGINATING #628 inet n - - - - qmqpd pickup fifo n - - 60 1 pickup cleanup unix n - - - 0 cleanup qmgr fifo n - n 300 1 qmgr #qmgr fifo n - - 300 1 oqmgr tlsmgr unix - - - 1000? 1 tlsmgr rewrite unix - - - - - trivial-rewrite bounce unix - - - - 0 bounce defer unix - - - - 0 bounce trace unix - - - - 0 bounce verify unix - - - - 1 verify flush unix n - - 1000? 0 flush proxymap unix - - n - - proxymap proxywrite unix - - n - 1 proxymap smtp unix - - - - - smtp # When relaying mail as backup MX, disable fallback_relay to avoid MX loops relay unix - - - - - smtp -o smtp_fallback_relay= # -o smtp_helo_timeout=5 -o smtp_connect_timeout=5 showq unix n - - - - showq error unix - - - - - error retry unix - - - - - error discard unix - - - - - discard local unix - n n - - local virtual unix - n n - - virtual lmtp unix - - - - - lmtp anvil unix - - - - 1 anvil scache unix - - - - 1 scache # # ==================================================================== # Interfaces to non-Postfix software. Be sure to examine the manual # pages of the non-Postfix software to find out what options it wants. # # Many of the following services use the Postfix pipe(8) delivery # agent. See the pipe(8) man page for information about ${recipient} # and other message envelope options. # ==================================================================== # # maildrop. See the Postfix MAILDROP_README file for details. # Also specify in main.cf: maildrop_destination_recipient_limit=1 # maildrop unix - n n - - pipe flags=DRhu user=vmail argv=/usr/bin/maildrop -d ${recipient} # # ==================================================================== # # Recent Cyrus versions can use the existing "lmtp" master.cf entry. # # Specify in cyrus.conf: # lmtp cmd="lmtpd -a" listen="localhost:lmtp" proto=tcp4 # # Specify in main.cf one or more of the following: # mailbox_transport = lmtp:inet:localhost # virtual_transport = lmtp:inet:localhost # # ==================================================================== # # Cyrus 2.1.5 (Amos Gouaux) # Also specify in main.cf: cyrus_destination_recipient_limit=1 # #cyrus unix - n n - - pipe # user=cyrus argv=/cyrus/bin/deliver -e -r ${sender} -m ${extension} ${user} # # ==================================================================== # Old example of delivery via Cyrus. # #old-cyrus unix - n n - - pipe # flags=R user=cyrus argv=/cyrus/bin/deliver -e -m ${extension} ${user} # # ==================================================================== # # See the Postfix UUCP_README file for configuration details. # uucp unix - n n - - pipe flags=Fqhu user=uucp argv=uux -r -n -z -a$sender - $nexthop!rmail ($recipient) # # Other external delivery methods. # ifmail unix - n n - - pipe flags=F user=ftn argv=/usr/lib/ifmail/ifmail -r $nexthop ($recipient) bsmtp unix - n n - - pipe flags=Fq. user=bsmtp argv=/usr/lib/bsmtp/bsmtp -t$nexthop -f$sender $recipient scalemail-backend unix - n n - 2 pipe flags=R user=scalemail argv=/usr/lib/scalemail/bin/scalemail-store ${nexthop} ${user} ${extension} mailman unix - n n - - pipe flags=FR user=list argv=/usr/lib/mailman/bin/postfix-to-mailman.py ${nexthop} ${user} dovecot unix - n n - - pipe flags=DRhu user=vmail:vmail argv=/usr/lib/dovecot/deliver -d ${recipient}

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  • Ubuntu 10.10 Netbook Remix on Asus Eee PC 701 4G - boot process hangs up

    - by Andrew
    I've got an old Eee PC 701 4G with the following specifications: 512 MB RAM 4GB SSD drive SM223AC 8GB SD card extension Screen resolution: 800 x 480 BIOS Revision 1101 (05/16/2008) EC Firmware version: EPC-079 Windows XP SP3 works fine on it, but I decided to switch my OS to Ubuntu. I have downloaded an Ubuntu 10.10 Netbook Remix ISO and wrote it to my FAT32 SD card using Universal-USB-Installer-1.8.3.3, as described on ubuntu.com During standard load from the SD card the boot process hangs up with black screen. If I'll press F6 while preloading Ubuntu, it sucessfully displays the boot menu, selecting language and showing 2 main commands: "Run ubuntu from USB drive" and "Insall Ubuntu". Selecting either of these commands leading to the same result - after some background work the main loading indicator is displayed ("Ubuntu" text with dotted progress bar under it), and it's progressing forever without any effect. Is Ubuntu 10.10 compatible with my Eee PC at all? How to boot it correctly?

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  • Eclipse has multiple issues after JRE-6 (OpenJDK) upgrade

    - by Eusebius
    I'm on 12.04 LTS, and trying to use Eclipse Indigo. This morning Ubuntu made me update the following packages: Preparing to replace icedtea-6-jre-cacao 6b24-1.11.3-1ubuntu0.12.04.1 (using .../icedtea-6-jre-cacao_6b24-1.11.4-1ubuntu0.12.04.1_amd64.deb) ... Unpacking replacement icedtea-6-jre-cacao ... Preparing to replace openjdk-6-jre-lib 6b24-1.11.3-1ubuntu0.12.04.1 (using .../openjdk-6-jre-lib_6b24-1.11.4-1ubuntu0.12.04.1_all.deb) ... Unpacking replacement openjdk-6-jre-lib ... Preparing to replace icedtea-6-jre-jamvm 6b24-1.11.3-1ubuntu0.12.04.1 (using .../icedtea-6-jre-jamvm_6b24-1.11.4-1ubuntu0.12.04.1_amd64.deb) ... Unpacking replacement icedtea-6-jre-jamvm ... Preparing to replace openjdk-6-jre-headless 6b24-1.11.3-1ubuntu0.12.04.1 (using .../openjdk-6-jre-headless_6b24-1.11.4-1ubuntu0.12.04.1_amd64.deb) ... Unpacking replacement openjdk-6-jre-headless ... Preparing to replace openjdk-6-jre 6b24-1.11.3-1ubuntu0.12.04.1 (using .../openjdk-6-jre_6b24-1.11.4-1ubuntu0.12.04.1_amd64.deb) ... Unpacking replacement openjdk-6-jre ... After that (but I cannot swear it is the root cause), I have the following issues in Eclipse: When trying to launch the simplest HelloWorld program (which behaves fine with manual javac/java), I get either nothing or: An internal error occurred during: "Launching HelloWorld". org/eclipse/jdt/debug/core/JDIDebugModel I get an "Error log" tab in the console panel, with an error: Could not create the view: An unexpected exception was thrown. (Follows a consequent NullPointerException stacktrace between sun.util.calendar.ZoneInfoFile.getZoneIDs(ZoneInfoFile.java:785) and org.eclipse.equinox.launcher.Main.main(Main.java:1386)) When trying to access the Installed JREs part of the preferences, I get a popup saying: Unable to create the selected preference page. An error occurred while automatically activating bundle org.eclipse.jdt.debug.ui (162). And the preference tab says An error has occurred when creating this preference page. Until today I had a manually installed Eclipse (one of the official bundles available on their site), I've tried to replace it by the repository version and I get the same errors. What should I do to make Eclipse work again? Another person reports: Same happened to me after updating last night. Already tried reinstalling Eclipse and Java, starting Eclipse with -clean and starting new workspace and new .eclipse dir, but nothing helps.

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  • Ingame menu is not working correctly

    - by Johnny
    The ingame menu opens when the player presses Escape during the main game. If the player presses Y in the ingame menu, the game switches to the main menu. Up to here, everything works. But: On the other hand, if the player presses N in the ingame menu, the game should switch back to the main game(should resume the main game). But that doesn't work. The game just rests in the ingame menu if the player presses N. I set a breakpoint in this line of the Ingamemenu class: KeyboardState kbState = Keyboard.GetState(); CurrentSate/currentGameState and LastState/lastGameState have the same state: IngamemenuState. But LastState/lastGameState should not have the same state than CurrentSate/currentGameState. What is wrong? Why is the ingame menu not working correctly? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; IState lastState, currentState; public enum GameStates { IntroState = 0, MenuState = 1, MaingameState = 2, IngamemenuState = 3 } public void ChangeGameState(GameStates newState) { lastGameState = currentGameState; lastState = currentState; switch (newState) { case GameStates.IntroState: currentState = new Intro(this); currentGameState = GameStates.IntroState; break; case GameStates.MenuState: currentState = new Menu(this); currentGameState = GameStates.MenuState; break; case GameStates.MaingameState: currentState = new Maingame(this); currentGameState = GameStates.MaingameState; break; case GameStates.IngamemenuState: currentState = new Ingamemenu(this); currentGameState = GameStates.IngamemenuState; break; } currentState.Load(Content); } public void ChangeCurrentToLastGameState() { currentGameState = lastGameState; currentState = lastState; } public GameStates CurrentState { get { return currentGameState; } set { currentGameState = value; } } public GameStates LastState { get { return lastGameState; } set { lastGameState = value; } } private GameStates currentGameState = GameStates.IntroState; private GameStates lastGameState; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { ChangeGameState(GameStates.IntroState); base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); currentState.Load(Content); } protected override void Update(GameTime gameTime) { currentState.Update(gameTime); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Update(gameTime); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Render(spriteBatch); } currentState.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } public interface IState { void Load(ContentManager content); void Update(GameTime gametime); void Render(SpriteBatch batch); } public class Intro : IState { Texture2D Titelbildschirm; private Game1 game1; public Intro(Game1 game) { game1 = game; } public void Load(ContentManager content) { Titelbildschirm = content.Load<Texture2D>("gruft"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Space)) game1.ChangeGameState(Game1.GameStates.MenuState); } public void Render(SpriteBatch batch) { batch.Draw(Titelbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Menu:IState { Texture2D Choosescreen; private Game1 game1; public Menu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Choosescreen = content.Load<Texture2D>("menubild"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Enter)) game1.ChangeGameState(Game1.GameStates.MaingameState); if (kbState.IsKeyDown(Keys.Escape)) game1.Exit(); } public void Render(SpriteBatch batch) { batch.Draw(Choosescreen, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Maingame : IState { Texture2D Spielbildschirm, axe; Vector2 position = new Vector2(100,100); private Game1 game1; public Maingame(Game1 game) { game1 = game; } public void Load(ContentManager content) { Spielbildschirm = content.Load<Texture2D>("hauszombie"); axe = content.Load<Texture2D>("axxx"); } public void Update(GameTime gametime) { KeyboardState keyboardState = Keyboard.GetState(); float delta = (float)gametime.ElapsedGameTime.TotalSeconds; position.X += 5 * delta; position.Y += 3 * delta; if (keyboardState.IsKeyDown(Keys.Escape)) game1.ChangeGameState(Game1.GameStates.IngamemenuState); } public void Render(SpriteBatch batch) { batch.Draw(Spielbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); batch.Draw(axe, position, Color.White); } } public class Ingamemenu : IState { Texture2D Quitscreen; private Game1 game1; public Ingamemenu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Quitscreen = content.Load<Texture2D>("quit"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Y)) game1.ChangeGameState(Game1.GameStates.MenuState); if (kbState.IsKeyDown(Keys.N)) game1.ChangeCurrentToLastGameState(); } public void Render(SpriteBatch batch) { batch.Draw(Quitscreen, new Rectangle(200, 200, 200, 200), Color.White); } }

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  • Apt-get 403 Forbidden, but accessible in the browser

    - by labarna
    I've noticed that running apt-get update recently has resulted in quite a few ppa's returning "403 Forbidden". In and effort to clean them up I had a look: W: Failed to fetch http://ppa.launchpad.net/gnome3-team/gnome3/ubuntu/dists/raring/main/binary-amd64/Packages 403 Forbidden W: Failed to fetch http://ppa.launchpad.net/gnome3-team/gnome3/ubuntu/dists/raring/main/binary-i386/Packages 403 Forbidden E: Some index files failed to download. They have been ignored, or old ones used instead. The strange things is, if I copy these URLs into my browser I can access the files just fine. Why would apt-get report "403 Forbidden" if they're still accessible? I tried re-adding the ppa through add-apt-repository which downloads the signing key again, and it still reported "403 Forbidden".

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  • SEO one longer page vs. several targeted subpages?

    - by Travis
    We're working on a site and have come to a choice between one long (not too excessive) main page and several subpages. The subpages would have custom metas/titles/h2 tags and the content that corresponds to them. The main page would have all the content and many more inbound links (pagerank) and with longer content encompassing the content we'd put on the shorter pages. Which would be better for seo and traffic in general? Both schemes are very usable to the user although we are a little concerned with duplicate content (the page's header/footer and other elements remain the same)

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  • question about 12.10 32 bit syslinux 4.06 EDD 2012-10-23 usb direct boot

    - by logan
    alright so guys i am trying to do a direct boot for Ubuntu 12.10 (as stated in the topic) i have been trying to do a direct boot for about ten minutes now. so i have to do a direct boot because my original OS has a corrupted kernel (i am trying to fix a friends laptop) Toshiba satellite C655D-S5518 anyway getting back to the main point when i put the usb in everything starts up fine it loads the usb then it goes to this screen saying "SYSLINUX 4.06 EDD 2012-10-23 Copyright (C) 1994-2012 H. Peter Anvin et al." also getting a blinking line (as if i could put something in however when i try to type it does not show up so im guessing its telling me it is loading) However i am not getting a corrupted file or any kind of file error so im guessing my main question is, is this normal? and if so how long does it take for this to be done and what are the steps proceeding this? sorry guys if this is a dumb question i am new to the Ubuntu party haha thanks Logan.

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  • CSS variable height columns [migrated]

    - by Rob
    I have created a website, www.unionfamilies.com. I have a header, a main section consisting of two columns, and a footer. Currently, I have specified heights for header, main, footer, etc. I would like to make the site so the header stays on top, the columns adjust to match the height of the longest column, and the footer stays at the bottom. Can someone help me with this? I am new to CSS, so please be patient. Thank you.

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  • Global keyboard states

    - by Petr Abdulin
    I have following idea about processing keyboard input. We capture input in "main" Game class like this: protected override void Update(GameTime gameTime) { this.CurrentKeyboardState = Keyboard.GetState(); // main :Game class logic here base.Update(gameTime); this.PreviousKeyboardState = this.CurrentKeyboardState; } then, reuse keyboard states (which have internal scope) in all other game components. The reasons behind this are 1) minimize keyboard processing load, and 2) reduce "pollution" of all other classes with similar keyboard state variables. Since I'm quite a noob in both game and XNA development, I would like to know if all of this sounds reasonable.

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  • Java or Python for internet application?

    - by jpartogi
    In choosing a technology for internet applications where the number of users may scale over time, which one should we consider: Java or Python? What are the considerations in choosing one and not the other? If speed and scalability is our main criteria, which one should we use? We have looked around and it seems that there are more websites that use Python [i.e : Quora, digg, reddit, bitbucket and disqus] than Java. Based on that, can we say that Python is more suitable for internet applications where speed and scalability is the main criteria? However we have browsed around and found some comments saying that Java is actually faster than Python. Thank you for your insights.

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  • Root filesystem check fails after power failure during installation

    - by Oo Nwoye
    During the "install" phase of the upgrade there was a power failure. After when starting up again the following errors are reported: init: udevtrigger main process (420) terminated with status 1 init: udevtrigger post-stop process (428) terminated with status 1 init: udevmonitor main process (419) killed by TERM signal The disk drive for / is not ready yet or not present Continue to wait; or press S to skip mounting or M for manual recovery Pressing M gives me the following message: Root filesystem check failed. A maintenance shell will now be started. CONTROL-D will terminate this shell and reboot the system.

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  • Efficient way to sort large set of numbers

    - by 7Aces
    I have to sort a set of 100000 integers as a part of a programming Q. The time limit is pretty restrictive, so I have to use the most time-efficient approach possible. My current code - #include<cstdio> #include<algorithm> using namespace std; int main() { int n,d[100000],i; for(i=0;i<n;++i) { scanf("%d",&d[i]); } sort(d,d+n); .... } Would this approach be more efiicient? int main() { int n,d[100000],i; for(i=0;i<n;++i) { scanf("%d",&d[i]); sort(d,d+i+1); } .... } What is the most efficient way to sort a large dataset? Note - Not homework...

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  • Error while upgrading

    - by arun
    When i have select to install updates from the update manager it says: Failed to fetch http://us.archive.ubuntu.com/ubuntu/pool/main/l/linux/linux-image-3.0.0-13-generic_3.0.0-13.22_i386.deb Size mismatch I have tried several times and through terminal too but the size mismatch repeats itself there too. What is this size mismatch error ? Please Help ? tried sudo apt-get update and the sudo apt-get upgrade but the again error comes:: Failed to fetch http://us.archive.ubuntu.com/ubuntu/pool/main/x/xserver-xorg-video-intel/xserver-xorg-video-intel_2.15.901-1ubuntu2.1_i386.deb Size mismatch E: Unable to fetch some archives, maybe run apt-get update or try with --fix-missing?

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  • Collision Detection Game Design and Architecture

    - by Chompas
    I've reading some articles about collision detection. My question here is about ideas on the design for it. Baically I have a C++ game that has a main loop with entities with an update method. Based on keyboard input, these characters updates their positions. My question is not about how to detect collisions, it's about getting ideas in which is the best way to implement this. The game has a main character but also enemies that have to collide between them, so I'm not sure where to make all the iterations for checking collisions and if the right way is to check everything against everything. Thanks in advance.

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  • When I update, It says I should check my internet and it says I should I should use apt-cdrom but I can't get onto it

    - by Joey
    W:Failed to fetch cdrom://Ubuntu 12.10 _Quantal Quetzal_ - Release amd64 (20121017.5)/dists/quantal/main/binary-amd64/Packages Please use apt-cdrom to make this CD-ROM recognized by APT. apt-get update cannot be used to add new CD-ROMs , W:Failed to fetch cdrom://Ubuntu 12.10 _Quantal Quetzal_ - Release amd64 (20121017.5)/dists/quantal/restricted/binary-amd64/Packages Please use apt-cdrom to make this CD-ROM recognized by APT. apt-get update cannot be used to add new CD-ROMs , W:Failed to fetch cdrom://Ubuntu 12.10 _Quantal Quetzal_ - Release amd64 (20121017.5)/dists/quantal/main/binary-i386/Packages Please use apt-cdrom to make this CD-ROM recognized by APT. apt-get update cannot be used to add new CD-ROMs , W:Failed to fetch cdrom://Ubuntu 12.10 _Quantal Quetzal_ - Release amd64 (20121017.5)/dists/quantal/restricted/binary-i386/Packages Please use apt-cdrom to make this CD-ROM recognized by APT. apt-get update cannot be used to add new CD-ROMs , E:Some index files failed to download. They have been ignored, or old ones used instead.

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  • Postfix and tmpfs for /var/spool

    - by Rob Fisher
    My main disk is an SSD so in order to preserve its lifetime by reducing writes I followed some advice and made /var/spool a ram disk by adding this line to /etc/fstab: tmpfs /var/spool tmpfs defaults,noatime,mode=1777 0 0 Later I configured postfix because I have a RAID array on my system and mdadm wants to send me email if the RAID array fails which sounds like a fine idea. Email sending worked fine until I rebooted, at which point: postfix: fatal: open /etc/postfix-out/main.cf: No such file or directory The fix for this is apparently: mkdir /var/spool/postfix postfix check Then I found I also had to do: mkfifo /var/spool/postfix/public/pickup service postfix restart Now sending emails works fine...until the next reboot. So: what is the most correct way to recreate the contents of /var/spool/postfix automatically at boot time if it does not exist? I am using Ubuntu Server 12.04.

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  • playonlinux is unable to find 32bits / 64bits OpenGL library

    - by footy
    When I open a fresh instalation of playonlinux, it gives 2 dialog box as mentioned in title: playonlinux is unable to find 32bits OpenGL library playonlinux is unable to find 64bits OpenGL library I am using Ubuntu 12.04 (and new to it) and would like to know how to solve this problem EDIT TERMINAL OUTPUT ~$ playonlinux [main] Message: PlayOnLinux (4.1.8) is starting [clean_tmp] Message: Cleaning temp directory Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". [Check_OpenGL] Warning: Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". [Check_OpenGL] Warning: [main] Message: Filesystem is compatible [install_plugins] Message: Checking plugin: Capture... [maj_check] Message: Web version : 1349866727 [maj_check] Message: Current local version : 1349563245 [maj_check] Message: Updating list [install_plugins] Message: Checking plugin: ScreenCap... [install_plugins] Message: Checking plugin: PlayOnLinux Vault... /usr/share/playonlinux/bash/startup_after_server: line 38: [: : integer expression expected /usr/share/playonlinux/bash/startup_after_server: line 38: [: : integer expression expected [POL_Config_Write] Message: Config write: LAST_TIMESTAMP 1349866727

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  • When to roll your own game engine?

    - by Joey Green
    I've been a software developer for 5 years now and wanting to get into iOS game development. I've played around with the iOS SDK for about 2 years now, attending cocoaheads meetings and feel I have a good grasp on objective-c/cocoa and even c/c++. I have a game idea and know that I will use Box2D but I'm wondering if I should use cocos2D or not. The main reasons are: I may want to do things graphics wise that aren't available in cocos2d. If I roll my own game engine I'll have more control. Of course the main reason for using a already existing game engine is the time it saves and it makes the hard stuff easier, but for someone who has the technical chops to roll his own does it make sense?

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  • Beware of const members

    - by nmarun
    I happened to learn a new thing about const today and how one needs to be careful with its usage. Let’s say I have a third-party assembly ‘ConstVsReadonlyLib’ with a class named ConstSideEffect.cs: 1: public class ConstSideEffect 2: { 3: public static readonly int StartValue = 10; 4: public const int EndValue = 20; 5: } In my project, I reference the above assembly as follows: 1: static void Main(string[] args) 2: { 3: for (int i = ConstSideEffect.StartValue; i < ConstSideEffect.EndValue; i++) 4: { 5: Console.WriteLine(i); 6: } 7: Console.ReadLine(); 8: } You’ll see values 10 through 19 as expected. Now, let’s say I receive a new version of the ConstVsReadonlyLib. 1: public class ConstSideEffect 2: { 3: public static readonly int StartValue = 5; 4: public const int EndValue = 30; 5: } If I just drop this new assembly in the bin folder and run the application, without rebuilding my console application, my thinking was that the output would be from 5 to 29. Of course I was wrong… if not you’d not be reading this blog. The actual output is from 5 through 19. The reason is due to the behavior of const and readonly members. To begin with, const is the compile-time constant and readonly is a runtime constant. Next, when you compile the code, a compile-time constant member is replaced with the value of the constant in the code. But, the IL generated when you reference a read-only constant, references the readonly variable, not its value. So, the IL version of the Main method, after compilation actually looks something like: 1: static void Main(string[] args) 2: { 3: for (int i = ConstSideEffect.StartValue; i < 20; i++) 4: { 5: Console.WriteLine(i); 6: } 7: Console.ReadLine(); 8: } I’m no expert with this IL thingi, but when I look at the disassembled code of the exe file (using IL Disassembler), I see the following: I see our readonly member still being referenced by the variable name (ConstVsReadonlyLib.ConstSideEffect::StartValue) in line 0001. Then there’s the Console.WriteLine in line 000b and finally, see the value of 20 in line 0017. This, I’m pretty sure is our const member being replaced by its value which marks the upper bound of the ‘for’ loop. Now you know why the output was from 5 through 19. This definitely is a side-effect of having const members and one needs to be aware of it. While we’re here, I’d like to add a few other points about const and readonly members: const is slightly faster, but is less flexible readonly cannot be declared within a method scope const can be used only on primitive types (numbers and strings) Just wanted to share this before going to bed!

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  • How do I fix SweetHome3d?

    - by GOOD_GUY
    This is what I get in Terminal. I hope this helps. If not, let me know what I need to provide. Thanks sweethome3d [warning] /usr/bin/sweethome3d: Unable to locate /usr/lib/jvm/java-6-sun/jre/lib/javaws.jar in /usr/share/java Exception in thread "main" java.lang.ExceptionInInitializerError at com.eteks.sweethome3d.j3d.Component3DManager$RenderingErrorListenerManager.setRenderingErrorObserver(Unknown Source) at com.eteks.sweethome3d.j3d.Component3DManager.setRenderingErrorObserver(Unknown Source) at com.eteks.sweethome3d.SweetHome3D.addComponent3DRenderingErrorObserver(Unknown Source) at com.eteks.sweethome3d.SweetHome3D.init(Unknown Source) at com.eteks.sweethome3d.SweetHome3D.main(Unknown Source) Caused by: java.awt.HeadlessException at javax.media.j3d.VirtualUniverse.<clinit>(VirtualUniverse.java:294) ... 5 more

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  • Setting up CLASSPATH and ant in Ubuntu

    - by Dzung Nguyen
    I just started to learn Java using Thinking in Java book, and have some troubles using ant. I'm using Ubuntu 12.04, and have openjdk 7 java installed. I also setup the CLASSPATH to be the code folder When I run ant in code folder, this is the output: Exception in thread "main" java.lang.RuntimeException: JDK 1.4.1 or higher is required to run the examples in this book. [CheckVersion] at com.bruceeckel.tools.CheckVersion.main(Unknown Source) However when I run java -version, this is the output: java version "1.6.0_27" OpenJDK Runtime Environment (IcedTea6 1.12.5) (6b27-1.12.5-0ubuntu0.12.04.1) OpenJDK 64-Bit Server VM (build 20.0-b12, mixed mode) How to setup ant and classpath correctly?

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  • Multiple domains and product categories but one company?

    - by Brad
    Hi Guys, My company is expanding online, and we are wondering the best way to go about our eCommerce strategy. We sell a wide range of products of a single material, lets use ceramics as an example. The current competition in our niche online is medium level. We currently have one site selling all our range: ceramicstuff.com However I have just found that ceramickitchenware.com, ceramicbowls.com, etc are currently unregistered, despite quite decent traffic search volume around those keywords monthly. What do you guys think about registering these domains to increase traffic? Would I put a standalone sites on those domains, or do I point them to my main domain? Or do I use them a "micro" sites to offer information, and then link to buy at my main domain, etc? Summary: I'm looking to employ "spammy" type SEO tricks, multiple domains, etc but the key point is I will be generating REAL content, and offering a REAL QUALITY product. How to proceed? Thanks!

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  • Using a Predicate as a key to a Dictionary

    - by Tom Hines
    I really love Linq and Lambda Expressions in C#.  I also love certain community forums and programming websites like DaniWeb. A user on DaniWeb posted a question about comparing the results of a game that is like poker (5-card stud), but is played with dice. The question stemmed around determining what was the winning hand.  I looked at the question and issued some comments and suggestions toward a potential answer, but I thought it was a neat homework exercise. [A little explanation] I eventually realized not only could I compare the results of the hands (by name) with a certain construct – I could also compare the values of the individual dice with the same construct. That piece of code eventually became a Dictionary with the KEY as a Predicate<int> and the Value a Func<T> that returns a string from the another structure that contains the mapping of an ENUM to a string.  In one instance, that string is the name of the hand and in another instance, it is a string (CSV) representation of of the digits in the hand. An added benefit is that the digits re returned in the order they would be for a proper poker hand.  For instance the hand 1,2,5,3,1 would be returned as ONE_PAIR (1,1,5,3,2). [Getting to the point] 1: using System; 2: using System.Collections.Generic; 3:   4: namespace DicePoker 5: { 6: using KVP_E2S = KeyValuePair<CDicePoker.E_DICE_POKER_HAND_VAL, string>; 7: public partial class CDicePoker 8: { 9: /// <summary> 10: /// Magical construction to determine the winner of given hand Key/Value. 11: /// </summary> 12: private static Dictionary<Predicate<int>, Func<List<KVP_E2S>, string>> 13: map_prd2fn = new Dictionary<Predicate<int>, Func<List<KVP_E2S>, string>> 14: { 15: {new Predicate<int>(i => i.Equals(0)), PlayerTie},//first tie 16:   17: {new Predicate<int>(i => i > 0), 18: (m => string.Format("Player One wins\n1={0}({1})\n2={2}({3})", 19: m[0].Key, m[0].Value, m[1].Key, m[1].Value))}, 20:   21: {new Predicate<int>(i => i < 0), 22: (m => string.Format("Player Two wins\n2={2}({3})\n1={0}({1})", 23: m[0].Key, m[0].Value, m[1].Key, m[1].Value))}, 24:   25: {new Predicate<int>(i => i.Equals(0)), 26: (m => string.Format("Tie({0}) \n1={1}\n2={2}", 27: m[0].Key, m[0].Value, m[1].Value))} 28: }; 29: } 30: } When this is called, the code calls the Invoke method of the predicate to return a bool.  The first on matching true will have its value invoked. 1: private static Func<DICE_HAND, E_DICE_POKER_HAND_VAL> GetHandEval = dh => 2: map_dph2fn[map_dph2fn.Keys.Where(enm2fn => enm2fn(dh)).First()]; After coming up with this process, I realized (with a little modification) it could be called to evaluate the individual values in the dice hand in the event of a tie. 1: private static Func<List<KVP_E2S>, string> PlayerTie = lst_kvp => 2: map_prd2fn.Skip(1) 3: .Where(x => x.Key.Invoke(RenderDigits(dhPlayerOne).CompareTo(RenderDigits(dhPlayerTwo)))) 4: .Select(s => s.Value) 5: .First().Invoke(lst_kvp); After that, I realized I could now create a program completely without “if” statements or “for” loops! 1: static void Main(string[] args) 2: { 3: Dictionary<Predicate<int>, Action<Action<string>>> main = new Dictionary<Predicate<int>, Action<Action<string>>> 4: { 5: {(i => i.Equals(0)), PlayGame}, 6: {(i => true), Usage} 7: }; 8:   9: main[main.Keys.Where(m => m.Invoke(args.Length)).First()].Invoke(Display); 10: } …and there you have it. :) ZIPPED Project

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  • font showing up as squares during installation

    - by EmileBeaulieu
    I am very new to linux, just so you know. I chose ubuntu as my first linux distro. I created a boot flash drive and installed it on to my little netbook. It works fine, and I'm having fun playing around with it. Now I wanted to install it on my main computer, however after inserting the flash drive and rebooting, and after the initial startup screen, the first screen that comes up has ALL the text showing up as little squares! If I remember correctly from when I installed it on the netbook, it's asking me what language I want on this screen. Why would this happen on my main computer and not on the little netbook, when I used the exact same flash drive and installation? I have a screenshot, but since I'm new here, it won't let me post it.

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