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  • Regular expression

    - by atno
    Hi I have an array that its first element might contains something like [some text, here. That's some text] I'm trying to figure out a pattern to check if such string exists and if not create it but having problem with making the pattern. Here's what I've done so far $pattern = '/^\[*\]$/'; if(preg_match($pattern,$exploded[0])){ $name = array_shift($exploded); }else{ $name = "[Unnamed import] - " .gmdate("His"); } But I always get [Unnamed import] - 032758 even when I'm sure that pattern match

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  • What should be the RegEx if I want to find the text between the phrases " IF (NEW." and " !"?

    - by Parth
    What should be the RegEx if I want to find the text between the phrases " IF (NEW." and " !"? Likewise I am thinking of the pattern as $pattern = '/(?<= IF (NEW.)[^ !]+/'; I am matching it as $input = $row4['ACTION_STATEMENT']; preg_match_all($pattern, $input, $captures); What if I want $captures as an array, in which all values will be stored which will match with above pattern being in between of this pattern?

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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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  • Windows 7 laptop with two active network connections will not perform DNS AAAA lookup under certain conditions

    - by Jeff Loughridge
    My laptop has two network interfaces. The Ethernet interface connects directly to my provider's edge router. It obtains an IPv6 address via SLAAC. I manually set an IPv6 DNS server. The wireless interface connects to a CPE router that doesn't understand IPv6. If the wireless interface is disabled, I can reach the IPv6 Internet with no problems using the Ethernet interface. I run into problems when both interfaces are enabled and the wireless interface get its IPv4 DNS server via DHCP. Let's look at two scenarios. Wireless interface obtains IPv4 DNS server via DHCP - The CPE router (192.168.0.1) sends its address as the DNS server. In this scenario, Windows 7 will not perform AAAA lookups. The browser uses IPv4 transit to reach dual stack web sites. I can't reach IPv6-only web sites using domain names. I can reach IPv6-enabled web sites using IPv6 literals instead of the domain name. Wireless interface is manually configured with OpenDNS DNS server - Windows 7 performs AAAA lookups using IPv6 transit (via the Ethernet). Everything works fine. My dual homed set-up is definitely not standard. Still, the behavior is very strange to me. A valid IPv6 interface exists in my Ethernet interface. Why won't Windows attempt AAAA lookups in scenario #1? I've included the output of ipconfig /all and netstat -rn. C:\Program Files\Console>ipconfig /all Windows IP Configuration Host Name . . . . . . . . . . . . : jake Primary Dns Suffix . . . . . . . : Node Type . . . . . . . . . . . . : Hybrid IP Routing Enabled. . . . . . . . : No WINS Proxy Enabled. . . . . . . . : No DNS Suffix Search List. . . . . . : res.openband.net Wireless LAN adapter Wireless Network Connection 2: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Description . . . . . . . . . . . : Microsoft Virtual WiFi Miniport Adapter Physical Address. . . . . . . . . : C0-CB-38-06-54-F9 DHCP Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes Wireless LAN adapter Wireless Network Connection: Connection-specific DNS Suffix . : res.openband.net Description . . . . . . . . . . . : DW1520 Wireless-N WLAN Half-Mini Card Physical Address. . . . . . . . . : C0-CB-38-06-54-F9 DHCP Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes Link-local IPv6 Address . . . . . : fe80::fc39:9293:7d01:4a75%13(Preferred) IPv4 Address. . . . . . . . . . . : 192.168.0.105(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.255.0 Lease Obtained. . . . . . . . . . : Wednesday, July 11, 2012 7:35:21 AM Lease Expires . . . . . . . . . . : Thursday, July 12, 2012 9:49:46 AM Default Gateway . . . . . . . . . : 192.168.0.1 DHCP Server . . . . . . . . . . . : 192.168.0.1 DHCPv6 IAID . . . . . . . . . . . : 364956472 DHCPv6 Client DUID. . . . . . . . : 00-01-00-01-17-80-F8-14-5C-26-0A-03-23-5C DNS Servers . . . . . . . . . . . : 208.67.222.222 NetBIOS over Tcpip. . . . . . . . : Enabled Ethernet adapter Local Area Connection: Connection-specific DNS Suffix . : res.openband.net Description . . . . . . . . . . . : Intel(R) 82577LM Gigabit Network Connection Physical Address. . . . . . . . . : 5C-26-0A-03-23-5C DHCP Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes IPv6 Address. . . . . . . . . . . : 2607:2600:1:850:c0e9:211a:fd05:4e0b(Preferred) Temporary IPv6 Address. . . . . . : 2607:2600:1:850:3d29:1839:62db:c4c1(Preferred) Link-local IPv6 Address . . . . . : fe80::c0e9:211a:fd05:4e0b%12(Preferred) IPv4 Address. . . . . . . . . . . : 10.52.2.51(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.254.0 Lease Obtained. . . . . . . . . . : Monday, July 09, 2012 8:55:07 AM Lease Expires . . . . . . . . . . : Thursday, July 12, 2012 7:30:05 AM Default Gateway . . . . . . . . . : fe80::214:6aff:fe51:7f3f%12 10.52.2.1 DHCP Server . . . . . . . . . . . : 216.40.77.244 DNS Servers . . . . . . . . . . . : 2620:0:ccc::2 2620:0:ccd::2 216.40.77.126 216.40.77.244 NetBIOS over Tcpip. . . . . . . . : Enabled Ethernet adapter VMware Network Adapter VMnet1: Connection-specific DNS Suffix . : Description . . . . . . . . . . . : VMware Virtual Ethernet Adapter for VMnet1 Physical Address. . . . . . . . . : 00-50-56-C0-00-01 DHCP Enabled. . . . . . . . . . . : No Autoconfiguration Enabled . . . . : Yes Link-local IPv6 Address . . . . . : fe80::4c61:495b:229e:281e%14(Preferred) IPv4 Address. . . . . . . . . . . : 192.168.40.1(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : DHCPv6 IAID . . . . . . . . . . . : 469782614 DHCPv6 Client DUID. . . . . . . . : 00-01-00-01-17-80-F8-14-5C-26-0A-03-23-5C DNS Servers . . . . . . . . . . . : fec0:0:0:ffff::1%1 fec0:0:0:ffff::2%1 fec0:0:0:ffff::3%1 NetBIOS over Tcpip. . . . . . . . : Enabled Ethernet adapter VMware Network Adapter VMnet8: Connection-specific DNS Suffix . : Description . . . . . . . . . . . : VMware Virtual Ethernet Adapter for VMnet8 Physical Address. . . . . . . . . : 00-50-56-C0-00-08 DHCP Enabled. . . . . . . . . . . : No Autoconfiguration Enabled . . . . : Yes Link-local IPv6 Address . . . . . : fe80::f996:61eb:8c00:45e6%15(Preferred) IPv4 Address. . . . . . . . . . . : 192.168.17.1(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : DHCPv6 IAID . . . . . . . . . . . : 486559830 DHCPv6 Client DUID. . . . . . . . : 00-01-00-01-17-80-F8-14-5C-26-0A-03-23-5C DNS Servers . . . . . . . . . . . : fec0:0:0:ffff::1%1 fec0:0:0:ffff::2%1 fec0:0:0:ffff::3%1 NetBIOS over Tcpip. . . . . . . . : Enabled C:\Program Files\Console>netstat -rn =========================================================================== Interface List 17...c0 cb 38 06 54 f9 ......Microsoft Virtual WiFi Miniport Adapter 13...c0 cb 38 06 54 f9 ......DW1520 Wireless-N WLAN Half-Mini Card 12...5c 26 0a 03 23 5c ......Intel(R) 82577LM Gigabit Network Connection 11...5c ac 4c f8 b8 55 ......Bluetooth Device (Personal Area Network) 14...00 50 56 c0 00 01 ......VMware Virtual Ethernet Adapter for VMnet1 15...00 50 56 c0 00 08 ......VMware Virtual Ethernet Adapter for VMnet8 1...........................Software Loopback Interface 1 =========================================================================== IPv4 Route Table =========================================================================== Active Routes: Network Destination Netmask Gateway Interface Metric 0.0.0.0 0.0.0.0 10.52.2.1 10.52.2.51 10 0.0.0.0 0.0.0.0 192.168.0.1 192.168.0.105 100 10.52.2.0 255.255.254.0 On-link 10.52.2.51 261 10.52.2.51 255.255.255.255 On-link 10.52.2.51 261 10.52.3.255 255.255.255.255 On-link 10.52.2.51 261 127.0.0.0 255.0.0.0 On-link 127.0.0.1 306 127.0.0.1 255.255.255.255 On-link 127.0.0.1 306 127.255.255.255 255.255.255.255 On-link 127.0.0.1 306 192.168.0.0 255.255.255.0 On-link 192.168.0.105 306 192.168.0.105 255.255.255.255 On-link 192.168.0.105 306 192.168.0.255 255.255.255.255 On-link 192.168.0.105 306 192.168.17.0 255.255.255.0 On-link 192.168.17.1 276 192.168.17.1 255.255.255.255 On-link 192.168.17.1 276 192.168.17.255 255.255.255.255 On-link 192.168.17.1 276 192.168.40.0 255.255.255.0 On-link 192.168.40.1 276 192.168.40.1 255.255.255.255 On-link 192.168.40.1 276 192.168.40.255 255.255.255.255 On-link 192.168.40.1 276 224.0.0.0 240.0.0.0 On-link 127.0.0.1 306 224.0.0.0 240.0.0.0 On-link 10.52.2.51 261 224.0.0.0 240.0.0.0 On-link 192.168.0.105 306 224.0.0.0 240.0.0.0 On-link 192.168.40.1 276 224.0.0.0 240.0.0.0 On-link 192.168.17.1 276 255.255.255.255 255.255.255.255 On-link 127.0.0.1 306 255.255.255.255 255.255.255.255 On-link 10.52.2.51 261 255.255.255.255 255.255.255.255 On-link 192.168.0.105 306 255.255.255.255 255.255.255.255 On-link 192.168.40.1 276 255.255.255.255 255.255.255.255 On-link 192.168.17.1 276 =========================================================================== Persistent Routes: None IPv6 Route Table =========================================================================== Active Routes: If Metric Network Destination Gateway 12 261 ::/0 fe80::214:6aff:fe51:7f3f 1 306 ::1/128 On-link 12 13 2607:2600:1:850::/64 On-link 12 261 2607:2600:1:850:3d29:1839:62db:c4c1/128 On-link 12 261 2607:2600:1:850:c0e9:211a:fd05:4e0b/128 On-link 12 261 fe80::/64 On-link 13 281 fe80::/64 On-link 14 276 fe80::/64 On-link 15 276 fe80::/64 On-link 14 276 fe80::4c61:495b:229e:281e/128 On-link 12 261 fe80::c0e9:211a:fd05:4e0b/128 On-link 15 276 fe80::f996:61eb:8c00:45e6/128 On-link 13 281 fe80::fc39:9293:7d01:4a75/128 On-link 1 306 ff00::/8 On-link 12 261 ff00::/8 On-link 13 281 ff00::/8 On-link 14 276 ff00::/8 On-link 15 276 ff00::/8 On-link =========================================================================== Persistent Routes: None

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  • Teamviewer: cannot control monitor 1, but can control monitor 2

    - by DaveT
    I'm using the web client of Teamviewer from my work computer trying to control my home computer. I have 2 monitors on the remote desktop, but for some reason only have control on the second monitor. When I switch to the main monitor (monitor 1), I cannot do anything and cannot even move the cursor. But I have no issues when I switch over to the second monitor (monitor 2). I used to have no issues with either, but in the past couple of months this has been causing me issues. Anyone have a suggestion? Thanks!! Also... Here is the log from the Teamviewer session. Showing me switching back and forth between the monitors. (just in case this will help). I had to remove the links in order to post the log since I don't have enough reputation points, but they were just teamviewer login weblinks. =============================================================================== 21.08 16:00:41,176: Version: 9.0.15099 21.08 16:00:41,177: Sandbox: remote 21.08 16:00:41,177: SysLanguage: en 21.08 16:00:41,177: VarLanguage: en 21.08 16:00:41,177: Flash Player: PlugIn (WIN 14,0,0,179) 21.08 16:00:41,178: UseLanguage: en 21.08 16:00:41,178: UseLanguage: en 21.08 16:00:41,182: TeamViewer hasPassword: true 21.08 16:00:41,418: ExternalConnect id=910035824 21.08 16:00:41,419: CT connect 910035824 masterURL: , sandbox = remote 21.08 16:00:41,425: MC.requestRoute(910035824) 21.08 16:00:41,426: MC.sendMasterCommand text=F=RequestRoute2&ID1=777&Client=TV& ID2=910035824&SA_AccountID=26641022&SA_PasswordMD5HashBase64Encoded=& SA_SessionSecret=f7H6Z7SYfX5ahQ7SJq/r/K20PBYg9fOZhp+DKLhf5ts=&SA_SessionID=1558929948& V=9.0.15099&OS=Flash 21.08 16:00:41,426: MC wait for ping completion 21.08 16:00:42,064: PS.socket event: [Event type="connect" bubbles=false cancelable=false eventPhase=2] 21.08 16:00:42,182: PingThread: TCP-Ping ok 21.08 16:00:42,183: MC.socket mode = TCP, MasterURL: 21.08 16:00:42,183: MC.connect: 21.08 16:00:43,058: PS.socket event: [Event type="connect" bubbles=false cancelable=false eventPhase=2] 21.08 16:00:43,058: MC.connectHandler: [Event type="connect" bubbles=false cancelable=false eventPhase=2] 21.08 16:00:43,236: MC.requestRouteResponse: [email protected]_10800_128000_762319420_910035824_10000__1_0_16778176_128000_16778176: 128000;2147483647:1280000;4:640000_786297_786297 21.08 16:00:43,239: CT init socket: TCP 21.08 16:00:43,513: PS.socket event: [Event type="connect" bubbles=false cancelable=false eventPhase=2] 21.08 16:00:43,514: CT.connectHandler: [Event type="connect" bubbles=false cancelable=false eventPhase=2] 21.08 16:00:43,519: Browser name: Netscape 21.08 16:00:43,936: CMD_IDENTIFY id=910035824 ver=2.41 21.08 16:00:44,666: CMD_CONFIRMENCRYPTION: encryption confirmed 21.08 16:00:44,667: Started resendrequest timer 21.08 16:00:45,063: Remote Version: TV 009.000 21.08 16:00:45,501: start classic authentication 21.08 16:00:45,502: Login::SendRequestToConsole(): url= 21.08 16:00:45,828: start srp authentication 21.08 16:00:46,983: checkFirstPacket ok, m_LastReceivedPacketID =4 21.08 16:00:47,148: Login::SendRequestToConsole(): url= 21.08 16:00:47,478: start srp authentication 21.08 16:00:48,210: Login::SendRequestToConsole(): url= 21.08 16:00:48,485: checkFirstPacket ok, m_LastReceivedPacketID =7 21.08 16:00:48,780: TVCmdAuthenticate_Authenticated: 1 21.08 16:00:49,321: Connected to 910035824, name=NEWMAN, os=14, version=9.0.31064 21.08 16:00:49,329: ConnectionAccessSettings: RemoteControl: AllowedFileTransfer: AllowedControlRemoteTV: AllowedSwitchSides: DeniedAllowDisableRemoteInput: AllowedAllowVPN: AllowedAllowPartnerViewDesktop: Allowed 21.08 16:00:52,195: unexpected TVCommand.CommandType == 56 21.08 16:00:52,231: CW received display params: 1680x1050x8 monitors: 2 (active:0) 21.08 16:00:52,301: Caching active, version=2 21.08 16:03:47,158: CW received display params: 1680x1050x8 monitors: 2 (active:1) 21.08 16:04:24,447: CW received display params: 1680x1050x8 monitors: 2 (active:0) 21.08 16:04:40,609: CW received display params: 3360x1050x8 monitors: 2 (active:-1) 21.08 16:04:59,802: CW received display params: 1680x1050x8 monitors: 2 (active:1) 21.08 16:04:59,933: CW received display params: 1680x1050x8 monitors: 2 (active:1) 21.08 16:05:58,419: CW received display params: 1680x1050x8 monitors: 2 (active:0) 21.08 16:06:36,824: CW received display params: 1680x1050x8 monitors: 2 (active:1) 21.08 16:07:07,232: CW received display params: 1680x1050x8 monitors: 2 (active:0)

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  • Framework 4 Features: Support for Timed Jobs

    - by Anthony Shorten
    One of the new features of the Oracle Utilities Application Framework V4 is the ability for the batch framework to support Timed Batch. Traditionally batch is associated with set processing in the background in a fixed time frame. For example, billing customers. Over the last few versions their has been functionality required by the products required a more monitoring style batch process. The monitor is a batch process that looks for specific business events based upon record status or other pieces of data. For example, the framework contains a fact monitor (F1-FCTRN) that can be configured to look for specific status's or other conditions. The batch process then uses the instructions on the object to determine what to do. To support monitor style processing, you need to run the process regularly a number of times a day (for example, every ten minutes). Traditional batch could support this but it was not as optimal as expected (if you are a site using the old Workflow subsystem, you understand what I mean). The Batch framework was extended to add additional facilities to support times (and continuous batch which is another new feature for another blog entry). The new facilities include: The batch control now defines the job as Timed or Not Timed. Non-Timed batch are traditional batch jobs. The timer interval (the interval between executions) can be specified The timer can be made active or inactive. Only active timers are executed. Setting the Timer Active to inactive will stop the job at the next time interval. Setting the Timer Active to Active will start the execution of the timed job. You can specify the credentials, language to view the messages and an email address to send the a summary of the execution to. The email address is optional and requires an email server to be specified in the relevant feature configuration. You can specify the thread limits and commit intervals to be sued for the multiple executions. Once a timer job is defined it will be executed automatically by the Business Application Server process if the DEFAULT threadpool is active. This threadpool can be started using the online batch daemon (for non-production) or externally using the threadpoolworker utility. At that time any batch process with the Timer Active set to Active and Batch Control Type of Timed will begin executing. As Timed jobs are executed automatically then they do not appear in any external schedule or are managed by an external scheduler (except via the DEFAULT threadpool itself of course). Now, if the job has no work to do as the timer interval is being reached then that instance of the job is stopped and the next instance started at the timer interval. If there is still work to complete when the interval interval is reached, the instance will continue processing till the work is complete, then the instance will be stopped and the next instance scheduled for the next timer interval. One of the key ways of optimizing this processing is to set the timer interval correctly for the expected workload. This is an interesting new feature of the batch framework and we anticipate it will come in handy for specific business situations with the monitor processes.

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  • Why is my RAID /dev/md1 showing up as /dev/md126? Is mdadm.conf being ignored?

    - by mmorris
    I created a RAID with: sudo mdadm --create --verbose /dev/md1 --level=mirror --raid-devices=2 /dev/sdb1 /dev/sdc1 sudo mdadm --create --verbose /dev/md2 --level=mirror --raid-devices=2 /dev/sdb2 /dev/sdc2 sudo mdadm --detail --scan returns: ARRAY /dev/md1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb Which I appended it to /etc/mdadm/mdadm.conf, see below: # mdadm.conf # # Please refer to mdadm.conf(5) for information about this file. # # by default (built-in), scan all partitions (/proc/partitions) and all # containers for MD superblocks. alternatively, specify devices to scan, using # wildcards if desired. #DEVICE partitions containers # auto-create devices with Debian standard permissions CREATE owner=root group=disk mode=0660 auto=yes # automatically tag new arrays as belonging to the local system HOMEHOST <system> # instruct the monitoring daemon where to send mail alerts MAILADDR root # definitions of existing MD arrays # This file was auto-generated on Mon, 29 Oct 2012 16:06:12 -0500 # by mkconf $Id$ ARRAY /dev/md1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb cat /proc/mdstat returns: Personalities : [raid1] [linear] [multipath] [raid0] [raid6] [raid5] [raid4] [raid10] md2 : active raid1 sdb2[0] sdc2[1] 208629632 blocks super 1.2 [2/2] [UU] md1 : active raid1 sdb1[0] sdc1[1] 767868736 blocks super 1.2 [2/2] [UU] unused devices: <none> ls -la /dev | grep md returns: brw-rw---- 1 root disk 9, 1 Oct 30 11:06 md1 brw-rw---- 1 root disk 9, 2 Oct 30 11:06 md2 So I think all is good and I reboot. After the reboot, /dev/md1 is now /dev/md126 and /dev/md2 is now /dev/md127????? sudo mdadm --detail --scan returns: ARRAY /dev/md/ion:1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md/ion:2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb cat /proc/mdstat returns: Personalities : [raid1] [linear] [multipath] [raid0] [raid6] [raid5] [raid4] [raid10] md126 : active raid1 sdc2[1] sdb2[0] 208629632 blocks super 1.2 [2/2] [UU] md127 : active (auto-read-only) raid1 sdb1[0] sdc1[1] 767868736 blocks super 1.2 [2/2] [UU] unused devices: <none> ls -la /dev | grep md returns: drwxr-xr-x 2 root root 80 Oct 30 11:18 md brw-rw---- 1 root disk 9, 126 Oct 30 11:18 md126 brw-rw---- 1 root disk 9, 127 Oct 30 11:18 md127 All is not lost, I: sudo mdadm --stop /dev/md126 sudo mdadm --stop /dev/md127 sudo mdadm --assemble --verbose /dev/md1 /dev/sdb1 /dev/sdc1 sudo mdadm --assemble --verbose /dev/md2 /dev/sdb2 /dev/sdc2 and verify everything: sudo mdadm --detail --scan returns: ARRAY /dev/md1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb cat /proc/mdstat returns: Personalities : [raid1] [linear] [multipath] [raid0] [raid6] [raid5] [raid4] [raid10] md2 : active raid1 sdb2[0] sdc2[1] 208629632 blocks super 1.2 [2/2] [UU] md1 : active raid1 sdb1[0] sdc1[1] 767868736 blocks super 1.2 [2/2] [UU] unused devices: <none> ls -la /dev | grep md returns: brw-rw---- 1 root disk 9, 1 Oct 30 11:26 md1 brw-rw---- 1 root disk 9, 2 Oct 30 11:26 md2 So once again, I think all is good and I reboot. Again, after the reboot, /dev/md1 is /dev/md126 and /dev/md2 is /dev/md127????? sudo mdadm --detail --scan returns: ARRAY /dev/md/ion:1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md/ion:2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb cat /proc/mdstat returns: Personalities : [raid1] [linear] [multipath] [raid0] [raid6] [raid5] [raid4] [raid10] md126 : active raid1 sdc2[1] sdb2[0] 208629632 blocks super 1.2 [2/2] [UU] md127 : active (auto-read-only) raid1 sdb1[0] sdc1[1] 767868736 blocks super 1.2 [2/2] [UU] unused devices: <none> ls -la /dev | grep md returns: drwxr-xr-x 2 root root 80 Oct 30 11:42 md brw-rw---- 1 root disk 9, 126 Oct 30 11:42 md126 brw-rw---- 1 root disk 9, 127 Oct 30 11:42 md127 What am I missing here?

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  • C# 5 Async, Part 2: Asynchrony Today

    - by Reed
    The .NET Framework has always supported asynchronous operations.  However, different mechanisms for supporting exist throughout the framework.  While there are at least three separate asynchronous patterns used through the framework, only the latest is directly usable with the new Visual Studio Async CTP.  Before delving into details on the new features, I will talk about existing asynchronous code, and demonstrate how to adapt it for use with the new pattern. The first asynchronous pattern used in the .NET framework was the Asynchronous Programming Model (APM).  This pattern was based around callbacks.  A method is used to start the operation.  It typically is named as BeginSomeOperation.  This method is passed a callback defined as an AsyncCallback, and returns an object that implements IAsyncResult.  Later, the IAsyncResult is used in a call to a method named EndSomeOperation, which blocks until completion and returns the value normally directly returned from the synchronous version of the operation.  Often, the EndSomeOperation call would be called from the callback function passed, which allows you to write code that never blocks. While this pattern works perfectly to prevent blocking, it can make quite confusing code, and be difficult to implement.  For example, the sample code provided for FileStream’s BeginRead/EndRead methods is not simple to understand.  In addition, implementing your own asynchronous methods requires creating an entire class just to implement the IAsyncResult. Given the complexity of the APM, other options have been introduced in later versions of the framework.  The next major pattern introduced was the Event-based Asynchronous Pattern (EAP).  This provides a simpler pattern for asynchronous operations.  It works by providing a method typically named SomeOperationAsync, which signals its completion via an event typically named SomeOperationCompleted. The EAP provides a simpler model for asynchronous programming.  It is much easier to understand and use, and far simpler to implement.  Instead of requiring a custom class and callbacks, the standard event mechanism in C# is used directly.  For example, the WebClient class uses this extensively.  A method is used, such as DownloadDataAsync, and the results are returned via the DownloadDataCompleted event. While the EAP is far simpler to understand and use than the APM, it is still not ideal.  By separating your code into method calls and event handlers, the logic of your program gets more complex.  It also typically loses the ability to block until the result is received, which is often useful.  Blocking often requires writing the code to block by hand, which is error prone and adds complexity. As a result, .NET 4 introduced a third major pattern for asynchronous programming.  The Task<T> class introduced a new, simpler concept for asynchrony.  Task and Task<T> effectively represent an operation that will complete at some point in the future.  This is a perfect model for thinking about asynchronous code, and is the preferred model for all new code going forward.  Task and Task<T> provide all of the advantages of both the APM and the EAP models – you have the ability to block on results (via Task.Wait() or Task<T>.Result), and you can stay completely asynchronous via the use of Task Continuations.  In addition, the Task class provides a new model for task composition and error and cancelation handling.  This is a far superior option to the previous asynchronous patterns. The Visual Studio Async CTP extends the Task based asynchronous model, allowing it to be used in a much simpler manner.  However, it requires the use of Task and Task<T> for all operations.

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  • Reconstructing the disk order in RAID 6 with 7 disks

    - by rkotulla
    a little background to this question first: I am running a RAID-6 within a QNAP TS869L external RAID/NAS system. I started with 5 disks of 3 TB each back in the day, and later added another 2 disks of 3TB to the RAID. The QNAP internals handled the growing and re-syncing etc, and everything seemd to be perfectly fine. About 2 weeks ago, I had one of the disks (disk #5, disk #2 has gone bad in the mean time) fail, and somehow (I have no idea why), also disks 1 and 2 got kicked out of the array. I replaced disk #5, but the RAID didn't start working again. After some calls to QNAP technical support, they re-created the array (using mdadm --create --force --assume-clean ...), but the resulting array couldn't find a filesystem, and I was kindly referred to contact a data recovery company that I can't afford. After some digging through old log files, resetting the disk to factory default, etc, I found a few errors that were made during this re-create - I wish I still had some of the original metadata, but unfortunately i don't (I definitely learned that lesson). I'm currently at the point where I know the correct chunk-size (64K), metadata-version (1.0; factory default was 0.9, but from what I read 0.9 doesn't handle disks over 2 TB, mine are 3 TB), and I now find the ext4 filesystem that should be on the disks. Only variable left to determine is the right disk order! I started using the description found in answer #4 of "Recover RAID 5 data after created new array instead of re-using" but am a little confused on what the order should be for a proper RAID-6. RAID-5 is pretty well documented in a number of places, but RAID-6 much less so. Also, does the layout, i.e. distribution of parity and data chunks across the disks, change after the growing of the array from 5 to 7 disks, or does the re-sync re-organize them in such a way a native 7-disk RAID-6 would have been? Thanks some more mdadm output that might be helpful: mdadm version: [~] # mdadm --version mdadm - v2.6.3 - 20th August 2007 mdadm details from one of the disks in the array: [~] # mdadm --examine /dev/sda3 /dev/sda3: Magic : a92b4efc Version : 1.0 Feature Map : 0x0 Array UUID : 1c1614a5:e3be2fbb:4af01271:947fe3aa Name : 0 Creation Time : Tue Jun 10 10:27:58 2014 Raid Level : raid6 Raid Devices : 7 Used Dev Size : 5857395112 (2793.02 GiB 2998.99 GB) Array Size : 29286975360 (13965.12 GiB 14994.93 GB) Used Size : 5857395072 (2793.02 GiB 2998.99 GB) Super Offset : 5857395368 sectors State : clean Device UUID : 7c572d8f:20c12727:7e88c888:c2c357af Update Time : Tue Jun 10 13:01:06 2014 Checksum : d275c82d - correct Events : 7036 Chunk Size : 64K Array Slot : 0 (0, 1, failed, 3, failed, 5, 6) Array State : Uu_u_uu 2 failed mdadm details for the array in the current disk-order (based on my best guess reconstructed from old log-files) [~] # mdadm --detail /dev/md0 /dev/md0: Version : 01.00.03 Creation Time : Tue Jun 10 10:27:58 2014 Raid Level : raid6 Array Size : 14643487680 (13965.12 GiB 14994.93 GB) Used Dev Size : 2928697536 (2793.02 GiB 2998.99 GB) Raid Devices : 7 Total Devices : 5 Preferred Minor : 0 Persistence : Superblock is persistent Update Time : Tue Jun 10 13:01:06 2014 State : clean, degraded Active Devices : 5 Working Devices : 5 Failed Devices : 0 Spare Devices : 0 Chunk Size : 64K Name : 0 UUID : 1c1614a5:e3be2fbb:4af01271:947fe3aa Events : 7036 Number Major Minor RaidDevice State 0 8 3 0 active sync /dev/sda3 1 8 19 1 active sync /dev/sdb3 2 0 0 2 removed 3 8 51 3 active sync /dev/sdd3 4 0 0 4 removed 5 8 99 5 active sync /dev/sdg3 6 8 83 6 active sync /dev/sdf3 output from /proc/mdstat (md8, md9, and md13 are internally used RAIDs holding swap, etc; the one I'm after is md0) [~] # more /proc/mdstat Personalities : [linear] [raid0] [raid1] [raid10] [raid6] [raid5] [raid4] [multipath] md0 : active raid6 sdf3[6] sdg3[5] sdd3[3] sdb3[1] sda3[0] 14643487680 blocks super 1.0 level 6, 64k chunk, algorithm 2 [7/5] [UU_U_UU] md8 : active raid1 sdg2[2](S) sdf2[3](S) sdd2[4](S) sdc2[5](S) sdb2[6](S) sda2[1] sde2[0] 530048 blocks [2/2] [UU] md13 : active raid1 sdg4[3] sdf4[4] sde4[5] sdd4[6] sdc4[2] sdb4[1] sda4[0] 458880 blocks [8/7] [UUUUUUU_] bitmap: 21/57 pages [84KB], 4KB chunk md9 : active raid1 sdg1[6] sdf1[5] sde1[4] sdd1[3] sdc1[2] sda1[0] sdb1[1] 530048 blocks [8/7] [UUUUUUU_] bitmap: 37/65 pages [148KB], 4KB chunk unused devices: <none>

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  • How can I provide an ASP.NET Forms Authentication UX while using Active Directory Role and Authentic

    - by Nate Bross
    Is it possible to use this Role Provider AspNetWindowsTokenRoleProvider with ASP.NET FORMS Authentication (via this MembershipProvider System.Web.Security.ActiveDirectoryMembershipProvider)? It seems to only work with <authentication mode="Windows">, is it possible to use it with FORMS? background -- The objective here is to provide an ASP.NET Forms UX while using Active Directory as the back-end authentication system. If there is another, easy way to do this using built-in technologies, that's great and I'd like to hear about that as well.

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  • Using Active Directory and Open ID to authenticate a Play Framework based application.

    - by Nick Jones
    I have an application I am building using the Play Framework. I would like this application to authenticate users using Open ID and Active Directory. Is this possible? Please excuse my ignorance as I am not a J2EE expert but come from a deep knowledge of the .Net framework and some experience writing Java applications. Any guidance would be much appreciated. Thanks in advance.

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  • By passing active x object while sending request to url?

    - by Burak Dede
    Hi i am trying to login site with request, using username and password , i can succesfully login the user than i want to parse some html and send it to database ,what it return is activex object that i can not do anything(by the way i am using java to do that) ,in order to bypasss the active x object what is your solution? 1-First come to my mind i can write c# application that using internex explorer dll than login user, it parse html and send it to database than i can use data in database

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  • I get 2014 Cannot execute queries while other unbuffered queries are active when doing exec with PDO

    - by Itay Moav
    I am doing a PDO::exec command on multiple updates: $MyPdo->setAttribute(PDO::MYSQL_ATTR_USE_BUFFERED_QUERY,true); $MyPdo->exec("update t1 set f1=1;update t2 set f1=2"); I am doing it inside a transaction, and I keep getting: SQLSTATE[HY000]: General error: 2014 Cannot execute queries while other unbuffered queries are active. Consider using PDOStatement::fetchAll(). Alternatively, if your code is only ever going to run against mysql, you may enable query buffering by setting the PDO::MYSQL_ATTR_USE_BUFFERED_QUERY attribute. those are the only query/ies

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  • Design pattern for Fat Client - Thin Client to use Common code?

    - by kurozakura
    Windows-based client application and web-client application(consuming the same code which windows-client uses) what is the preferable pattern for this scenario? Is it ok to have the code in the common place where both the projects and refer it as dll i.e one which is a windows app and other which is going consume the same code which windows client will be exposing.

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  • Recursive multiline sed - remove beginning of file until pattern match.

    - by yaya3
    I have nested subdirectories containing html files. For each of these html files I want to delete from the top of the file until the pattern <div id="left- This is my attempt from osx's terminal: find . -name "*.html" -exec sed "s/.*?<div id=\"left-col/<div id=\"left-col/g" '{}' \; I get a lot of html output in the termainal, but no files contain the substitution or are written Thanks

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