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  • Ethernet run tests green but won't connect

    - by Simon Gillbee
    I have a single ethernet run at home that I just added. I have a cable tester that tests for pin/pair crossover or miswired pins. The entire line tests green (all 4 LEDs light up green on the tester) but I can't get any PC to connect through the link. No link light on the ethernet connection. Any simple tests/fixes, or do I rip out the wall sockets and do it again?

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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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  • Troubleshooting latency spikes on ESXi NFS datastores

    - by exo_cw
    I'm experiencing fsync latencies of around five seconds on NFS datastores in ESXi, triggered by certain VMs. I suspect this might be caused by VMs using NCQ/TCQ, as this does not happen with virtual IDE drives. This can be reproduced using fsync-tester (by Ted Ts'o) and ioping. For example using a Grml live system with a 8GB disk: Linux 2.6.33-grml64: root@dynip211 /mnt/sda # ./fsync-tester fsync time: 5.0391 fsync time: 5.0438 fsync time: 5.0300 fsync time: 0.0231 fsync time: 0.0243 fsync time: 5.0382 fsync time: 5.0400 [... goes on like this ...] That is 5 seconds, not milliseconds. This is even creating IO-latencies on a different VM running on the same host and datastore: root@grml /mnt/sda/ioping-0.5 # ./ioping -i 0.3 -p 20 . 4096 bytes from . (reiserfs /dev/sda): request=1 time=7.2 ms 4096 bytes from . (reiserfs /dev/sda): request=2 time=0.9 ms 4096 bytes from . (reiserfs /dev/sda): request=3 time=0.9 ms 4096 bytes from . (reiserfs /dev/sda): request=4 time=0.9 ms 4096 bytes from . (reiserfs /dev/sda): request=5 time=4809.0 ms 4096 bytes from . (reiserfs /dev/sda): request=6 time=1.0 ms 4096 bytes from . (reiserfs /dev/sda): request=7 time=1.2 ms 4096 bytes from . (reiserfs /dev/sda): request=8 time=1.1 ms 4096 bytes from . (reiserfs /dev/sda): request=9 time=1.3 ms 4096 bytes from . (reiserfs /dev/sda): request=10 time=1.2 ms 4096 bytes from . (reiserfs /dev/sda): request=11 time=1.0 ms 4096 bytes from . (reiserfs /dev/sda): request=12 time=4950.0 ms When I move the first VM to local storage it looks perfectly normal: root@dynip211 /mnt/sda # ./fsync-tester fsync time: 0.0191 fsync time: 0.0201 fsync time: 0.0203 fsync time: 0.0206 fsync time: 0.0192 fsync time: 0.0231 fsync time: 0.0201 [... tried that for one hour: no spike ...] Things I've tried that made no difference: Tested several ESXi Builds: 381591, 348481, 260247 Tested on different hardware, different Intel and AMD boxes Tested with different NFS servers, all show the same behavior: OpenIndiana b147 (ZFS sync always or disabled: no difference) OpenIndiana b148 (ZFS sync always or disabled: no difference) Linux 2.6.32 (sync or async: no difference) It makes no difference if the NFS server is on the same machine (as a virtual storage appliance) or on a different host Guest OS tested, showing problems: Windows 7 64 Bit (using CrystalDiskMark, latency spikes happen mostly during preparing phase) Linux 2.6.32 (fsync-tester + ioping) Linux 2.6.38 (fsync-tester + ioping) I could not reproduce this problem on Linux 2.6.18 VMs. Another workaround is to use virtual IDE disks (vs SCSI/SAS), but that is limiting performance and the number of drives per VM. Update 2011-06-30: The latency spikes seem to happen more often if the application writes in multiple small blocks before fsync. For example fsync-tester does this (strace output): pwrite(3, "aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa"..., 1048576, 0) = 1048576 fsync(3) = 0 ioping does this while preparing the file: [lots of pwrites] pwrite(3, "********************************"..., 4096, 1036288) = 4096 pwrite(3, "********************************"..., 4096, 1040384) = 4096 pwrite(3, "********************************"..., 4096, 1044480) = 4096 fsync(3) = 0 The setup phase of ioping almost always hangs, while fsync-tester sometimes works fine. Is someone capable of updating fsync-tester to write multiple small blocks? My C skills suck ;) Update 2011-07-02: This problem does not occur with iSCSI. I tried this with the OpenIndiana COMSTAR iSCSI server. But iSCSI does not give you easy access to the VMDK files so you can move them between hosts with snapshots and rsync. Update 2011-07-06: This is part of a wireshark capture, captured by a third VM on the same vSwitch. This all happens on the same host, no physical network involved. I've started ioping around time 20. There were no packets sent until the five second delay was over: No. Time Source Destination Protocol Info 1082 16.164096 192.168.250.10 192.168.250.20 NFS V3 WRITE Call (Reply In 1085), FH:0x3eb56466 Offset:0 Len:84 FILE_SYNC 1083 16.164112 192.168.250.10 192.168.250.20 NFS V3 WRITE Call (Reply In 1086), FH:0x3eb56f66 Offset:0 Len:84 FILE_SYNC 1084 16.166060 192.168.250.20 192.168.250.10 TCP nfs > iclcnet-locate [ACK] Seq=445 Ack=1057 Win=32806 Len=0 TSV=432016 TSER=769110 1085 16.167678 192.168.250.20 192.168.250.10 NFS V3 WRITE Reply (Call In 1082) Len:84 FILE_SYNC 1086 16.168280 192.168.250.20 192.168.250.10 NFS V3 WRITE Reply (Call In 1083) Len:84 FILE_SYNC 1087 16.168417 192.168.250.10 192.168.250.20 TCP iclcnet-locate > nfs [ACK] Seq=1057 Ack=773 Win=4163 Len=0 TSV=769110 TSER=432016 1088 23.163028 192.168.250.10 192.168.250.20 NFS V3 GETATTR Call (Reply In 1089), FH:0x0bb04963 1089 23.164541 192.168.250.20 192.168.250.10 NFS V3 GETATTR Reply (Call In 1088) Directory mode:0777 uid:0 gid:0 1090 23.274252 192.168.250.10 192.168.250.20 TCP iclcnet-locate > nfs [ACK] Seq=1185 Ack=889 Win=4163 Len=0 TSV=769821 TSER=432716 1091 24.924188 192.168.250.10 192.168.250.20 RPC Continuation 1092 24.924210 192.168.250.10 192.168.250.20 RPC Continuation 1093 24.924216 192.168.250.10 192.168.250.20 RPC Continuation 1094 24.924225 192.168.250.10 192.168.250.20 RPC Continuation 1095 24.924555 192.168.250.20 192.168.250.10 TCP nfs > iclcnet_svinfo [ACK] Seq=6893 Ack=1118613 Win=32625 Len=0 TSV=432892 TSER=769986 1096 24.924626 192.168.250.10 192.168.250.20 RPC Continuation 1097 24.924635 192.168.250.10 192.168.250.20 RPC Continuation 1098 24.924643 192.168.250.10 192.168.250.20 RPC Continuation 1099 24.924649 192.168.250.10 192.168.250.20 RPC Continuation 1100 24.924653 192.168.250.10 192.168.250.20 RPC Continuation 2nd Update 2011-07-06: There seems to be some influence from TCP window sizes. I was not able to reproduce this problem using FreeNAS (based on FreeBSD) as a NFS server. The wireshark captures showed TCP window updates to 29127 bytes in regular intervals. I did not see them with OpenIndiana, which uses larger window sizes by default. I can no longer reproduce this problem if I set the following options in OpenIndiana and restart the NFS server: ndd -set /dev/tcp tcp_recv_hiwat 8192 # default is 128000 ndd -set /dev/tcp tcp_max_buf 1048575 # default is 1048576 But this kills performance: Writing from /dev/zero to a file with dd_rescue goes from 170MB/s to 80MB/s. Update 2011-07-07: I've uploaded this tcpdump capture (can be analyzed with wireshark). In this case 192.168.250.2 is the NFS server (OpenIndiana b148) and 192.168.250.10 is the ESXi host. Things I've tested during this capture: Started "ioping -w 5 -i 0.2 ." at time 30, 5 second hang in setup, completed at time 40. Started "ioping -w 5 -i 0.2 ." at time 60, 5 second hang in setup, completed at time 70. Started "fsync-tester" at time 90, with the following output, stopped at time 120: fsync time: 0.0248 fsync time: 5.0197 fsync time: 5.0287 fsync time: 5.0242 fsync time: 5.0225 fsync time: 0.0209 2nd Update 2011-07-07: Tested another NFS server VM, this time NexentaStor 3.0.5 community edition: Shows the same problems. Update 2011-07-31: I can also reproduce this problem on the new ESXi build 4.1.0.433742.

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  • Choosing the right language for the job

    - by Ampt
    I'm currently working for a company on the engineering team of about 5-6 people and have been given the job of heading up the redesign of an embedded system tester. We've decided the general requirements and attributes that would be desirable in the system, and now I have to decide on a language to use for the system, or at the very least come up with a list of languages with pros and cons to present to the team. The general idea of the project is that we currently have a tester written in c++, which was never designed to be a tester, but instead has evolved to be such over the course of 3-4 years due to need. Writing tests for a new product requires modifying the 'framework' and writing code that is completely non-human readable or intuitive due to the way the system was originally designed. Now, we've decided that the time to modify this tester for each new product that we want to test has become too high and want to partially re-write the system so that we can program the actual tests in a scripting language that would then use the modified c++ framework on the back end to test the actual systems. The c++ framework would be responsible for doing all the actual work and the scripting language would just integrate with that to tell the framework what to do. Never having programmed in a scripting language (we program embedded systems), I've run into a wall where I have no experience with any of the languages that we could possibly use, but must somehow give pros and cons of each language so that we can choose the best one for the job. Currently my short list of possibilities includes: Python TCL Lua Perl My question is this: How can a person evaluate a language that he/she has never used before? What criteria are good indicators for a languages potential usability on a project? While helpful suggestions for my particular case are appreciated, I feel that this is a good skill to possess and would like to be able to apply this to many different projects if at all possible

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  • Android App crashing on Back Button (performResumeActivity)

    - by Rutger
    My App consists of 2 Activities at the moment. . the MAIN activity with a Gallery View . a FriendsListActivity with a ListView When the user moves away from the FriendsListActivity with the back button, and returns to the MAIN activity the following error keeps popping up in debug mode. DalvikVM[localhost:8676] Thread [<1 main] (Suspended (exception RuntimeException)) ActivityThread.performResumeActivity(IBinder, boolean) line: 2095 ActivityThread.handleResumeActivity(IBinder, boolean, boolean) line: 2110 BinderProxy(ActivityThread$H).handleMessage(Message) line: 954 ActivityThread$H(Handler).dispatchMessage(Message) line: 99 Looper.loop() line: 123 ActivityThread.main(String[]) line: 3647 Method.invokeNative(Object, Object[], Class, Class[], Class, int, boolean) line: not available [native method] Method.invoke(Object, Object...) line: 507 ZygoteInit$MethodAndArgsCaller.run() line: 839 ZygoteInit.main(String[]) line: 597 NativeStart.main(String[]) line: not available [native method] Thread [<8 Binder Thread #2] (Running) Thread [<7 Binder Thread #1] (Running) With the LogCat 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): FATAL EXCEPTION: main 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): java.lang.RuntimeException: Unable to resume activity {com.package.MAIN/com.package.MAIN.MAIN}: java.lang.NullPointerException 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at android.app.ActivityThread.performResumeActivity(ActivityThread.java:2095) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at android.app.ActivityThread.handleResumeActivity(ActivityThread.java:2110) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:954) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at android.os.Handler.dispatchMessage(Handler.java:99) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at android.os.Looper.loop(Looper.java:123) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at android.app.ActivityThread.main(ActivityThread.java:3647) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at java.lang.reflect.Method.invokeNative(Native Method) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at java.lang.reflect.Method.invoke(Method.java:507) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at dalvik.system.NativeStart.main(Native Method) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): Caused by: java.lang.NullPointerException 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at com.package.MAIN.MAIN.onResume(MAIN.java:91) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at android.app.Instrumentation.callActivityOnResume(Instrumentation.java:1149) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at android.app.Activity.performResume(Activity.java:3833) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): at android.app.ActivityThread.performResumeActivity(ActivityThread.java:2085) 03-13 22:01:10.972: ERROR/AndroidRuntime(1038): ... 10 more Further info in the Variables panel states: this: ActivityThread e: NullPointerException cause: NullPointerException detailMessage: null stackTrace: null r: ActivityThread$ActivityClientRecord activity: MAIN detailMessage after one Eclipse Resume: Unable to resume activity (MAIN) The code from the FriendsListActivity looks like this public class FriendsListActivity extends ListActivity { // =========================================================== // Fields // =========================================================== private ArrayList<Friend> friends = new ArrayList<Friend>(); private FriendsArrayAdapter friendsArrayAdapter; private ListView listView; // =========================================================== // onCreate // =========================================================== @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); setContentView(R.layout.friends_list); registerForContextMenu(getListView()); setButtonNewFriendClickListener(); } public void generateFriendsList() { FriendsService fs = new FriendsService(this); friends = fs.getFriendsList(); listView = (ListView) findViewById(android.R.id.list); friendsArrayAdapter = new FriendsArrayAdapter( this, R.layout.friend_list_item, friends); listView.setAdapter(friendsArrayAdapter); } @Override public void onCreateContextMenu(ContextMenu menu, View v, ContextMenuInfo menuInfo) { super.onCreateContextMenu(menu, v, menuInfo); MenuInflater inflater = getMenuInflater(); inflater.inflate(R.menu.friends_context_menu, menu); } @Override public boolean onContextItemSelected(MenuItem item) { AdapterContextMenuInfo info = (AdapterContextMenuInfo) item.getMenuInfo(); FriendsService fs = new FriendsService(this); Friend f = new Friend(); f = friends.get(info.position); switch (item.getItemId()) { case R.id.edit: Intent i = new Intent(this, FriendEditActivity.class); i.putExtra("userid", f.userId); startActivity(i); return true; case R.id.delete: fs.deleteFriend(f.userId); generateFriendsList(); return true; default: return super.onContextItemSelected(item); } } // =========================================================== // onPause // =========================================================== protected void onPause() { super.onPause(); finish(); } // =========================================================== // onResume // =========================================================== protected void onResume() { super.onResume(); generateFriendsList(); } // =========================================================== // onStop // =========================================================== protected void onStop() { super.onStop(); } // =========================================================== // onDestroy // =========================================================== @Override protected void onDestroy() { super.onDestroy(); } // =========================================================== // Activity methods // =========================================================== private void setButtonNewFriendClickListener() { Button clickButton = (Button)findViewById(R.id.button_add_friend); clickButton.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { Intent i = new Intent(v.getContext(), FriendNewActivity.class); startActivity(i); } }); } The AndroidManifest looks like this <manifest xmlns:android="http://schemas.android.com/apk/res/android" android:versionCode="1" android:versionName="1.0" package="com.package.mypackage"> <uses-permission android:name="android.permission.CAMERA" /> <uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" /> <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name="com.package.mypackage.mypackage" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name=".FriendsListActivity"></activity> <activity android:name=".FriendEditActivity"></activity> <activity android:name=".FriendNewActivity"></activity> <activity android:name=".TakePictureActivity"></activity> <activity android:name=".FriendsService"></activity> <activity android:name=".MyService"></activity> </application> <uses-sdk android:minSdkVersion="9" /> The MAIN activity looks like this: package com.package.mypackage; import java.util.ArrayList; import com.package.domain.Domain; import com.package.service.MyService; import com.package.viewadapter.myImageAdapter; import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.view.Window; import android.widget.AdapterView; import android.widget.AdapterView.OnItemClickListener; import android.widget.AdapterView.OnItemLongClickListener; import android.widget.Button; import android.widget.Gallery; import android.widget.Toast; public class myActivity extends Activity { // =========================================================== // Fields // =========================================================== private MyImageAdapter myImageAdapter; private ArrayList<Domain> domain = new ArrayList<Domain>(); // =========================================================== // onCreate // =========================================================== @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); setContentView(R.layout.main); /* Set Buttons to listen for any click event. */ setButtonFriendsClickListener(); setButtonCameraClickListener(); setButtonPreferencesClickListener(); } // =========================================================== // onStart // =========================================================== @Override public void onStart() { super.onStart(); /* Find the gallery defined in the main.xml */ Gallery g = (Gallery) findViewById(R.id.gallery); /* Show a Toast message when image is clicked */ g.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> parent, View v, int position, long id) { MyImageAdapter image_ID = new MyImageAdapter(myActivity.this, position, null); if (image_ID.getItemId(position) == 0) { Toast test_toast = Toast.makeText(myActivity.this, "This is the New Image click", Toast.LENGTH_SHORT); test_toast.show(); } else { Toast test_toast = Toast.makeText(myActivity.this, "The clicked image has image number " + image_ID.getItemId(position) + " in the imageadapter.", Toast.LENGTH_SHORT); test_toast.show(); } } }); g.setOnItemLongClickListener(new OnItemLongClickListener() { @Override public boolean onItemLongClick(AdapterView<?> parent, View v, int position, long id) { MyImageAdapter image_ID = new MyImageAdapter(myActivity.this, position, null); Toast test_toast = Toast.makeText(myActivity.this, "The long clicked image has image number " + image_ID.getItemId(position) + " in the imageadapter.", Toast.LENGTH_SHORT); test_toast.show(); return true; } }); } // =========================================================== // onPause // =========================================================== protected void onPause() { super.onPause(); } // =========================================================== // onResume // =========================================================== protected void onResume() { super.onResume(); generateMyGallery(); } // =========================================================== // onStop // =========================================================== protected void onStop() { super.onStop(); } // =========================================================== // onDestroy // Is also called when user changes from horizontal // to vertical orientation and back // =========================================================== @Override protected void onDestroy() { super.onDestroy(); } // =========================================================== // Save and Restore UI states // =========================================================== @Override protected void onRestoreInstanceState(Bundle savedInstanceState) { super.onRestoreInstanceState(savedInstanceState); } protected void onSaveInstanceState(Bundle outState) { super.onSaveInstanceState(outState); } // =========================================================== // Main Activity methods // =========================================================== public void generateMyGallery() { MyService cs = new MyService(this); domain = cs.getDomainList(); // Add the new_image drawable to the ArrayList Domain d = new Domain(); d.photoLocation = "drawable"; d.photoName = "new_image"; d.extra1 = "no_text"; d.extra2 = "no_text"; domain.add(0, d); myImageAdapter = new MyImageAdapter(this, R.layout.text_overlay_image_view, domain); /* Find the gallery defined in the main.xml */ Gallery g = (Gallery) findViewById(R.id.gallery); g.setSpacing(10); /* Apply a new (custom) ImageAdapter to it. */ g.setAdapter(myImageAdapter); g.setSelection(1); } private void setButtonFriendsClickListener() { Button clickButton = (Button)findViewById(R.id.button_friends_list); clickButton.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { setContentView(R.layout.friends_list); Intent myIntent = new Intent(v.getContext(), FriendsListActivity.class); startActivity(myIntent); } }); } private void setButtonCameraClickListener() { Button clickButton = (Button)findViewById(R.id.button_take_picture); clickButton.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { setContentView(R.layout.take_picture); Intent myIntent = new Intent(v.getContext(), TakePictureActivity.class); startActivity(myIntent); } }); } private void setButtonPreferencesClickListener() { Button clickButton = (Button)findViewById(R.id.button_preferences); clickButton.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { Intent myIntent = new Intent(v.getContext(), MyPreferencesActivity.class); startActivity(myIntent); } }); } }; Anyone has an idea why the App crashes. Any help is much appreciated. I did find out that, when I finish() the MAIN activity when I start the FriendListActivity and restart the MAIN activity when closing the FriendListActivity, that the crash does not occur. However, this basically restarts the App and that is not the intention. Thanks all, I got the problem solved. This is what I did. . When moving all gallery related actions to the onCreate, the creash didn't happen anymore. But then after returning to the MAIN activity, the activity wasn't shown. . I then moved all the onCreate (except the super), the generateGallery, and the onStart() to the onResume. Now it works fine!

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  • Subversion and project management web based super tool. Like Team Foundation Server but not TFS.

    - by Rob Stevenson-Leggett
    Hi, We're currently looking at an IT upgrade and I'm after recommendations for a tool which can do some or all of the following. SVN management (authz, web viewer, commit log, diff) Create template projects (1 click e.g. create me a microsite with this name in svn and give these people access) Reporting on code churn, time spent on tasks on a per project basis User story management Basically like Team Foundation Server but that integrates with SVN properly (reason for this - we have a wide range of skill sets and not everyone can use a TFS client). Is there a combination of Trac plugins + something that can create trac instances (a la Dreamhost's admin panel) that can acheive this. On a side note, does anyone have any experience of version controlling designery type files - e.g. PSDs, Illustrator files. Any advice at all appreciated. Cheers, Rob

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  • Super Cam iphone app how do they make it possible?

    - by Silent
    there is an iphone app called supercam and you can get it through the app store free. This app features a way to connect your webcam or dv cam that is connected on the internet, you could set up the ip address and enter the data on the app and it will connect to your online camera. the thing is that they have the video stream and it looks like they embedded the video in a uiview or webview at the bottom they have buttons to choose from all the cameras you have set up. so this is different from other video streaming apps because it does not play the video from the full screen mode (MPMediaPlayer API) would there be any tutorials about this or somehow take reverse engineer this?

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  • How to define generic super type for static factory method?

    - by Esko
    If this has already been asked, please link and close this one. I'm currently prototyping a design for a simplified API of a certain another API that's a lot more complex (and potentially dangerous) to use. Considering the related somewhat complex object creation I decided to use static factory methods to simplify the API and I currently have the following which works as expected: public class Glue<T> { private List<Type<T>> types; private Glue() { types = new ArrayList<Type<T>>(); } private static class Type<T> { private T value; /* some other properties, omitted for simplicity */ public Type(T value) { this.value = value; } } public static <T> Glue<T> glueFactory(String name, T first, T second) { Glue<T> g = new Glue<T>(); Type<T> firstType = new Glue.Type<T>(first); Type<T> secondType = new Glue.Type<T>(second); g.types.add(firstType); g.types.add(secondType); /* omitted complex stuff */ return g; } } As said, this works as intended. When the API user (=another developer) types Glue<Horse> strongGlue = Glue.glueFactory("2HP", new Horse(), new Horse()); he gets exactly what he wanted. What I'm missing is that how do I enforce that Horse - or whatever is put into the factory method - always implements both Serializable and Comparable? Simply adding them to factory method's signature using <T extends Comparable<T> & Serializable> doesn't necessarily enforce this rule in all cases, only when this simplified API is used. That's why I'd like to add them to the class' definition and then modify the factory method accordingly. PS: No horses (and definitely no ponies!) were harmed in writing of this question.

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  • Get class of caller's method (via inspect) in Python; or: super(Class,self).method() replacement wit

    - by Slava Vishnyakov
    Is it possible to get reference to class B in this example? class A(object): pass class B(A): def test(self): test2() class C(B): pass import inspect def test2(): frame = inspect.currentframe().f_back cls = frame.[?something here?] # cls here should == B (class) c = C() c.test() Basically, C is child of B, B is child of A. Then we create c of type C. Then the call to c.test() actually calls B.test() (via inheritance), which calls to test2(). test2() can get the parent frame frame; code reference to method via frame.f_code; self via frame.f_locals['self']; but type(frame.f_locals['self']) is C (of course), but not B, where method is defined. Any way to get B?

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  • Is it safe to unset PHP super-globals if this behavior is documented?

    - by Stephen
    I'm building a PHP framework, and in it I have a request object that parses the url as well as the $_GET, $_POST and $_FILE superglobals. I want to encourage safe web habits, so I'm protecting the data against SQL injection, etc. In order to ensure users of this framework are accessing the safe, clean data through the request object, I plan to use unset($_GET, $_POST, $_REQUEST); after parsing those variables. I will document this in the method comments, and explain in the framework documentation that this is happening. My question is: Would this be desirable behavior? What are the potential pitfalls that I have not foreseen?

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  • Clojure: I have many sorted maps and want to reduce in order all there values a super maps of keys -> vector

    - by Alex Foreman
    I have seen this but can't work out how to apply it (no pun intended) to my situation. I have a sorted list of maps like this: (note there can be more than two keys in the map) ({name1 3, name2 7}, {name1 35, name2 7}, {name1 0, name2 3}) What I am after is this data structure afterwards: ({:name1 [3,35,0]}, {:name2 [7,7,3]}) Ive been struggling with this for a while and cant seem to get anywhere near. Caveats: The data must stay sorted and I have N keywords not just two.

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  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

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  • Here i m sending my code for presentmodelViewController

    - by aman-gupta
    Hi Please help me out i want to switch to first view from third view directly here is my code:-where i m using presentModelViewcontroller // // ExperimentAppDelegate.h // Experiment // // Created by Aman on 4/20/10. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import <UIKit/UIKit.h> @class ExperimentViewController; @class SecondView; @class ThirdView; BOOL parentScreenNo; @interface ExperimentAppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; ExperimentViewController *viewController; SecondView *ptrSecond; ThirdView *ptrThird; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet ExperimentViewController *viewController; @property (nonatomic, retain) IBOutlet SecondView *ptrSecond; @property (nonatomic, retain) IBOutlet ThirdView *ptrThird; @end ///////////////////////////////////// // // ExperimentAppDelegate.m // Experiment // // Created by Aman on 4/20/10. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import "ExperimentAppDelegate.h" #import "ExperimentViewController.h" @implementation ExperimentAppDelegate @synthesize window; @synthesize viewController,ptrThird,ptrSecond; - (void)applicationDidFinishLaunching:(UIApplication *)application { parentScreenNo = NO; // Override point for customization after app launch [window addSubview:viewController.view]; [window makeKeyAndVisible]; } - (void)dealloc { [viewController release]; [window release]; [super dealloc]; } @end ///////////////////////////////////////// // // ExperimentViewController.h // Experiment // // Created by Aman on 4/20/10. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import <UIKit/UIKit.h> @interface ExperimentViewController : UIViewController { } -(IBAction)second:(id)sender; @end /////////////////////////////// // // ExperimentViewController.m // Experiment // // Created by Aman on 4/20/10. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import "ExperimentViewController.h" #import "ExperimentAppDelegate.h" @implementation ExperimentViewController /* // The designated initializer. Override to perform setup that is required before the view is loaded. - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Custom initialization } return self; } */ -(IBAction)second:(id)sender { ExperimentAppDelegate *app = (ExperimentAppDelegate *)[[UIApplication sharedApplication]delegate]; [self presentModalViewController:app.ptrSecond animated:YES]; } /* // Implement loadView to create a view hierarchy programmatically, without using a nib. - (void)loadView { } */ /* // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; } */ /* // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } */ - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [super dealloc]; } @end ///////////////////////////////// // // SecondView.h // Experiment // // Created by Aman on 4/20/10. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import <UIKit/UIKit.h> @interface SecondView : UIViewController { } -(IBAction)third:(id)sender; -(void)down; @end //////////////////////////////////////////// // // SecondView.m // Experiment // // Created by Aman on 4/20/10. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "SecondView.h" #import "ExperimentAppDelegate.h" @implementation SecondView /* // The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad. - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Custom initialization } return self; } */ // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; } -(void)viewWillAppear:(BOOL)animated { if(parentScreenNo == YES) { [self performSelector:@selector(down) withObject:nil]; } [super viewWillAppear:YES]; } -(IBAction)third:(id)sender { ExperimentAppDelegate *app = (ExperimentAppDelegate *)[[UIApplication sharedApplication]delegate]; [self presentModalViewController:app.ptrThird animated:YES]; } -(void)down { [self dismissModalViewControllerAnimated:YES]; } /* // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } */ - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [super dealloc]; } @end ////////////////////////////////// // // ThirdView.h // Experiment // // Created by Aman on 4/20/10. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import <UIKit/UIKit.h> @interface ThirdView : UIViewController { } -(IBAction)back:(id)sender; @end ////////////////////////////////// // // ThirdView.m // Experiment // // Created by Aman on 4/20/10. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "ThirdView.h" #import "ExperimentAppDelegate.h" @implementation ThirdView /* // The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad. - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Custom initialization } return self; } */ /* // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; } */ -(IBAction)back:(id)sender { [self dismissModalViewControllerAnimated:YES]; parentScreenNo = YES; } /* // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } */ - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [super dealloc]; } @end Above is my code for calling other view please tell how i can call my first view by using dismismodelViewController from third screen Please help me out

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  • HTTP Basic Auth Protected Services using Web Service Data Control

    - by vishal.s.jain(at)oracle.com
    With Oracle JDeveloper 11g (11.1.1.4.0) one can now create Web Service Data Control for services which are protected with HTTP Basic Authentication.So when you provide such a service to the Data Control Wizard, a dialog pops up prompting you to entry the authentication details:After you give the details, you can proceed with the creation of Data Control.Once the Data Control is created, you can use the WSDC Tester to quickly test the service.In this case, since the service is protected, we need to first edit the connection to provide username details:Enter the authentication details against username and password. Once done, select DataControl.dcx and using the context menu, select 'Run'. This will bring up the Tester.On the Tester, select the Service Node and using context menu pick 'Operations'. This will bring up the methods which you can test:Now you can pick a method, provide the input parameters and hit execute to see the results.

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  • Subclassing to avoid line length

    - by Super User
    The standard line length of code is 80 characters per line. This is accepted and followed by the most of programmers. I working on a state machine of a character and is necessary for me follow this too. I have four classes who pass this limit. I can subclass each class in two more and then avoid the line length limit. class Stand class Walk class Punch class Crouch The new classes would be StandLeft, StandRight and so on. Stand, Walk, Punch and Crouch would be then abstract classes. The question if there is a limit for the long of the hierarchies tree or this is depends of the case.

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  • Is my concept in open source license correct?

    - by tester
    I would like to justify whether my concept in the open source license is correct, as you know that, misunderstanding the terms may lead to a serious law sue. Thank you. The main difference among the open source license is whether the license is copyleft. Copyleft license means allow the others to reproduce, modify and distribute the products but the released product is bound by the same licensing restriction. That means they have to use the same license for the modified version. Also, the copyleft license require all the released modified version to be free software. On the other hand, if any others create derived work incorporating non-copyleft licensed code, they can choose any license for the code. The serveral kinds of license and comparsion GPL is a restrictive license. Software requires to released as GPL license if that integrate or is modified from the other GPL license software . The library used in developing GPL license software are also restricted to GPL and LGPL , proprietary software are not allowed to employ (or complied with) in any part of the GPL application. LGPL is similar to GPL , but was more permissive with regarding allow the using of other non-GPL software. BSD is relatively simple license, it allow developer to do anything on the original source code . The license holder do not hold any legal responsibilities for their released product. Apache license is evolved from the BSD license. The legal terms are improved and are written by legal professionals in a more modern way. It covers comprehensive intellectual property ownership and liability issues. Also, are there any popular license beside these? Thank you

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  • How bad is it to have two methods with the same name but different signatures in two classes?

    - by Super User
    I have a design problem related to a public interface, the names of methods, and the understanding of my API and code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class has one public method named collision, and the second has one private method called _collision. The two methods differs in argument type and number. As an example let's say that _collision checks if the object is colliding with another object with certain conditions l, r, t, b (collide on the left side, right side, etc) and returns true or false. The public collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think it's better to avoid overloading the design with different names for methods that do almost the same thing, but in distinct contexts and classes. Is this clear enough to the reader or I should change the method's name?

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  • How bad it's have two methods with the same name but differents signatures in two classes?

    - by Super User
    I have a design problem relationated with the public interface, the names of methods and the understanding of my API and my code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class have one public method named collision and the second have one private method called _collision. The two methods differs in arguments type and number. In the API _m method is private. For the example let's say that the _collision method checks if the object is colliding with another_ object with certain conditions l, r, t, b (for example, collide the left side, the right side, etc) and returns true or false according to the case. The collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think is better avoid overload the design with different names for methods who do almost the same think, but in distinct contexts and classes. This is clear enough to the reader or I should change the method's name?

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  • booting into 12.04 results in a purple sceen for just a second.

    - by Super Nathan
    I have a vanilla Ubuntu install running on an Ivy-Bridge ultrabook that is using Intel 4000 graphics. I have enabled autologin via a line in the lightdm config file. My boot is very fast, however, it is ugly. The screen will be black, all solid purple for a second, then Plymouth for a second, then desktop. I would really like to figure out what the solid purple is and how to remove it. I would like to either have a different color (black) or skipped entirely.

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  • Dependency injection: Scoping by region (Guice, Spring, Whatever)

    - by Itay
    Here's a simplified version of my needs. I have a program where every B object has its own C and D object, injected through Guice. In addition an A object is injected into every C and D objects. What I want: that for each B object, its C and D objects will be injected with the same A object. Specifically, I want the output of the program (below) to be: Created C0 with [A0] Created D0 with [A0] Created B0 with [C0, D0] Created C1 with [A1] Created D1 with [A1] Created B1 with [C1, D1] Where it currently produces the following output: Created C0 with [A0] Created D0 with [A1] <-- Should be A0 Created B0 with [C0, D0] Created C1 with [A2] <-- Should be A1 Created D1 with [A3] <-- Should be A1 Created B1 with [C1, D1] I am expecting DI containers to allow this kind of customization but so far I had no luck in finding a solution. Below is my Guice-based code, but a Spring-based (or other DI containers-based) solution is welcome. import java.util.Arrays; import com.google.inject.*; public class Main { public static class Super { private static Map<Class<?>,Integer> map = new HashMap<Class<?>,Integer>(); private Integer value; public Super(Object... args) { value = map.get(getClass()); value = value == null ? 0 : ++value; map.put(getClass(), value); if(args.length > 0) System.out.println("Created " + this + " with " + Arrays.toString(args)); } @Override public final String toString() { return "" + getClass().getSimpleName().charAt(0) + value; } } public interface A { } public static class AImpl extends Super implements A { } public interface B { } public static class BImpl extends Super implements B { @Inject public BImpl(C c, D d) { super(c,d); } } public interface C { } public static class CImpl extends Super implements C { @Inject public CImpl(A a) { super(a); } } public interface D { } public static class DImpl extends Super implements D { @Inject public DImpl(A a) { super(a); } } public static class MyModule extends AbstractModule { @Override protected void configure() { bind(A.class).to(AImpl.class); bind(B.class).to(BImpl.class); bind(C.class).to(CImpl.class); bind(D.class).to(DImpl.class); } } public static void main(String[] args) { Injector inj = Guice.createInjector(new MyModule()); inj.getInstance(B.class); inj.getInstance(B.class); } }

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  • Replace xml tag with regex

    - by Kai
    How can I replace a certain part in a xml file with a definied string? <tag1></tag2> <tag2></tag2> ...etc <soundcard num=0> <name>test123</name> </soundcard> <soundcard num=1> <name>test123</name> </soundcard> <soundcard num=2> <name>test123</name> </soundcard> <tag5></tag5> replace all soundcard parts that the result looks like that: <tag1></tag2> <tag2></tag2> ...etc {0} <tag5></tag5> I'm using c# .net 3.5 and I thougt of a regex solution

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