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  • How to tweet automatically when you push a new package to nuget.org

    - by Daniel Cazzulino
    Wouldn’t it be nice if your followers could be notified whenever you publish a new version of a NuGet package? Currently, nuget.org offers no support for this, but with the following tricks, you can get it working without programming. The essential idea is to use the OData feed that nuget.org exposes to build an RSS feed with new items as you publish them, and have IFTTT do the tweeting from it. The tools we’ll use to get this working are: LinqPad: to examine the nuget.org OData feed at https://nuget.org/api/v2  Yahoo Pipes: to tweak the OData feed output so that it looks like a “plain” feed IFTTT: to consume the pipe output and auto-tweet on new items   Exploring NuGet OData Feed with LinqPad In order to build the query that will become your tweets’ source, we will add a new connection in LinqPad by clicking on the “Add Connection” link:...Read full article

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  • newly added files don't sync down

    - by poolie
    I added some files into my Ubuntu One/My Files folder on my desktop machine. I can see them in the U1 web ui. My laptop is connected to the same U1 account, and in the Ubuntu One preference pane I can see it's connected to the account. However, my new files never download. In syncdaemon.log I can see it checking a bunch of other existing files, and then the file ends with many repetitions of 2011-01-04 11:05:42,277 - ubuntuone.SyncDaemon.Main - NOTE - ---- MARK (state: <State: 'READY' (queues WORKING_ON_METADATA connection 'Not User With Network')>; queues: metadata: 1; content: 0; hash: 0, fsm-cache: hit=5086 miss=69) ---- I do have a working network connection. What do I do now?

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  • Workarounds for supporting MVVM in the Silverlight TreeView Control

    - by cibrax
    MVVM (Model-View-ViewModel) is the pattern that you will typically choose for building testable user interfaces either in WPF or Silverlight. This pattern basically relies on the data binding support in those two technologies for mapping an existing model class (the view model) to the different parts of the UI or view. Unfortunately, MVVM was not threated as first citizen for some of controls released out of the box in the Silverlight runtime or the Silverlight toolkit. That means that using data binding for implementing MVVM is not always something trivial and usually requires some customization in the existing controls. In ran into different problems myself trying to fully support data binding in controls like the tree view or the context menu or things like drag & drop.  For that reason, I decided to write this post to show how the tree view control or the tree view items can be customized to support data binding in many of its properties. In first place, you will typically use a tree view for showing hierarchical data so the view model somehow must reflect that hierarchy. An easy way to implement hierarchy in a model is to use a base item element like this one, public abstract class TreeItemModel { public abstract IEnumerable<TreeItemModel> Children; } You can later derive your concrete model classes from that base class. For example, public class CustomerModel { public string FullName { get; set; } public string Address { get; set; } public IEnumerable<OrderModel> Orders { get; set; } }   public class CustomerTreeItemModel : TreeItemModel { public CustomerTreeItemModel(CustomerModel customer) { }   public override IEnumerable<TreeItemModel> Children { get { // Return orders } } } The Children property in the CustomerTreeItem model implementation can return for instance an ObservableCollection<TreeItemModel> with the orders, so the tree view will automatically subscribe to all the changes in the collection. You can bind this model to the tree view control in the UI by using a Hierarchical data template. <e:TreeView x:Name="TreeView" ItemsSource="{Binding Customers}"> <e:TreeView.ItemTemplate> <sdk:HierarchicalDataTemplate ItemsSource="{Binding Children}"> <!-- TEMPLATE --> </sdk:HierarchicalDataTemplate> </e:TreeView.ItemTemplate> </e:TreeView> An interesting behavior with the Children property and the Hierarchical data template is that the Children property is only invoked before the expansion, so you can use lazy load at this point (The tree view control will not expand the whole tree in the first expansion). The problem with using MVVM in this control is that you can not bind properties in model with specific properties of the TreeView item such as IsSelected or IsExpanded. Here is where you need to customize the existing tree view control to support data binding in tree items. public class CustomTreeView : TreeView { public CustomTreeView() { }   protected override DependencyObject GetContainerForItemOverride() { CustomTreeViewItem tvi = new CustomTreeViewItem(); Binding expandedBinding = new Binding("IsExpanded"); expandedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsExpandedProperty, expandedBinding); Binding selectedBinding = new Binding("IsSelected"); selectedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsSelectedProperty, selectedBinding); return tvi; } }   public class CustomTreeViewItem : TreeViewItem { public CustomTreeViewItem() { }   protected override DependencyObject GetContainerForItemOverride() { CustomTreeViewItem tvi = new CustomTreeViewItem(); Binding expandedBinding = new Binding("IsExpanded"); expandedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsExpandedProperty, expandedBinding); Binding selectedBinding = new Binding("IsSelected"); selectedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsSelectedProperty, selectedBinding); return tvi; } } You basically need to derive the TreeView and TreeViewItem controls to manually add a binding for the properties you need. In the example above, I am adding a binding for the “IsExpanded” and “IsSelected” properties in the items. The model for the tree items now needs to be extended to support those properties as well, public abstract class TreeItemModel : INotifyPropertyChanged { bool isExpanded = false; bool isSelected = false;   public abstract IEnumerable<TreeItemModel> Children { get; }   public bool IsExpanded { get { return isExpanded; } set { isExpanded = value; if (PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs("IsExpanded")); } }   public bool IsSelected { get { return isSelected; } set { isSelected = value; if (PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs("IsSelected")); } }   public event PropertyChangedEventHandler PropertyChanged; } However, as soon as you use this custom tree view control, you lose all the automatic styles from the built-in toolkit themes because they are tied to the control type (TreeView in this case).  The only ugly workaround I found so far for this problem is to copy the styles from the Toolkit source code and reuse them in the application.

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  • Geocaching - World wide treasure hunt

    I'm not quite sure how I came across this topic but actually I find it absolutely interesting, challenging and most of all a great fun for the family and friends. The interesting part is for sure that you can follow other peoples treasures and their preferred locations where a cache might be hidden. Of course, it wont be easy to find a cache after all. Sometimes there are even 'mystery caches' which have either riddles, further instructions or little brain games for you in order to find the actual cache - that's the challenge. And last but not least, those caches are hidden outdoor. A great experience to explore nature either on your own, or your family especially with children, or as a treasure hunting pack with a couple of friends. What is geocaching? It's a high-tech outdoor treasure hunting game that's a great way to explore the world with friends, family or on your own. Participants use GPS-enabled devices to locate hidden containers called geocaches. There are over one million geocaches hidden around the world today, waiting for you to find them. Visit Geocaching.com to search for geocaches near you.(Source: Referral Email of geocaching.com) Checkout the Geocaching 101 for further details and information. They also provide a video channel on YouTube. Which equipment do I need? Any GPS-enabled device is sufficient to go onto the hunt. I'm going to start our geocaching experience equipped with my Samsung Galaxy Tab. Additionally, I installed a geocaching.com client called c:geo that hopefully assists me soon. Combined with a map app like Google Maps and a nice Compass app you should be fully equipped and ready to go. I guess, that even a car navigation system is perfect for that task. Later on, with more experience and demand for technology (or precision) it might be interesting to opt-in for a pure GPS device, like a Garmin or any other brand on the market. {loadposition content_adsense} What is a geocache and what does it contain? In its simplest form, a cache always contains a logbook or logsheet for you to log your find. Larger caches may contain a logbook and any number of items. These items turn the adventure into a true treasure hunt. You never know what the cache owner or visitors to the cache may have left for you to enjoy. Remember, if you take something, leave something of equal or greater value in return. It is recommended that items in a cache be individually packaged in a clear, zipped plastic bag to protect them from the elements. Finding your first geocache Well, first you have to have interest to pick up the challenge. Then you have to check out the Geocache directory on geocaching.com. They have recommendations for beginner's caches but you are free to choose any. Actually, we have a Mystery Cache very close to our base, and I guess that we are going for that one on our first trip. Anyway, there is a very informative guide on the website which should answer all your questions about starting your new outdoor adventure. For sure, it's going to be rewarding. Team up with friends and family Especially as a beginner there might be misunderstandings in handling the GPS coordinates, the compass, or the map, and even finding the container at the documented position isn't easy in the first place. Luckily, there are logbook reports online from other hunters, and most of the time there are even 'spoiler' images available. But also bear in mind, that a geocache might have been removed or is lost due to unconscious people or whatever other reasons. Don't be disappointed in case that you can't find anything... There be nothing anymore. A general recommendation in this case would be to replace the missing container with a new one, and give feedback to the original owner about the state of that particular location. After all, it's about fun and active participation in a world-wide community. Geocaches in Mauritius? Yes, there are currently about 45 geocaches spread all over the island, and even a single in Rodriguez - that's gonna be a tough one. Hopefully, we will get increasing numbers as Geocaching.com allows, no better, even encourages you to hide new containers at your locations of choice. I think this is going to be real fun for us during the upcoming weeks and months. Especially, when we are travelling to other countries and transfer so-called trackable items between geocaches. On my first impression, Geocaching.com seems to be very mature, open and community-oriented. There are literally hundreds of thousands geocache 'hunters' all over the world. And usually finding a container remote from your home is very rewarding. I'll keep you updated in these matters during the next months to come...

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  • GDC 2012: Best practices in developing a web game

    GDC 2012: Best practices in developing a web game (Pre-recorded GDC content) There's a new wave of console/pc/mobile game developers moving to the web looking to take advantage of the massive user base, along side of the powerful social graphs available there. The web as a platform is a very different technology stack than consoles / mobile, and as such, requires different development processes. This talk is targeted towards game developers who are looking to understand more about the development processes for web development including where to host your assets, proper techniques in caching to the persistant file store; dealing with sessions, storing user state, user login, game state storage, social graph integration, localization, audio, rendering, hardware detection and testing / distribution. If you're interested in developing a web game, you need to attend this talk! Speaker: Colt McAnlis From: GoogleDevelopers Views: 5149 131 ratings Time: 01:03:52 More in Science & Technology

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • Why might login failures cause SQL 2005 to dump and ditch?

    - by Byron Sommardahl
    Our SQL 2005 server began timing out and finally stopped responding on Oct 26th. The application logs showed a ton of 17883 events leading up to a reboot. After the reboot everything was fine but we were still scratching our heads. Fast forward 6 days... it happened again. Then again 2 days later. The last night. Today it has happened three times to far. The timeline is fairly predictable when it happens: Trans log backups. Login failure for "user2". Minidump Another minidump for the scheduler Repeated 17883 events. Server fails little by little until it won't accept any requests. Reboot is all that gets us going again (a band-aid) Interesting, though, is that the server box itself doesn't seem to have any problems. CPU usage is normal. Network connectivity is fine. We can remote in and look at logs. Management studio does eventually bog down, though. Today, for the first time, we tried stopping services instead of a reboot. All services stopped on their own except for the SQL Server service. We finally did an "end task" on that one and were able to bring everything back up. It worked fine for about 30 minutes until we started seeing timeouts and 17883's again. This time, probably because we didn't reboot all the way, we saw a bunch of 844 events mixed in with the 17883's. Our entire tech team here is scratching heads... some ideas we're kicking around: MS Cumulative Update hit around the same time as when we first had a problem. Since then, we've rolled it back. Maybe it didn't rollback all the way. The situation looks and feels like an unhandled "stack overflow" (no relation) in that it starts small and compounds over time. Problem with this is that there isn't significant CPU usage. At any rate, we're not ruling SQL 2005 bug out at all. Maybe we added one too many import processes and have reached our limit on this box. (hard to believe). Looking at SQLDUMP0151.log at the time of one of the crashes. There are some "login failures" and then there are two stack dumps. 1st a normal stack dump, 2nd for a scheduler dump. Here's a snippet: (sorry for the lack of line breaks) 2009-11-10 11:59:14.95 spid63 Using 'xpsqlbot.dll' version '2005.90.3042' to execute extended stored procedure 'xp_qv'. This is an informational message only; no user action is required. 2009-11-10 11:59:15.09 spid63 Using 'xplog70.dll' version '2005.90.3042' to execute extended stored procedure 'xp_msver'. This is an informational message only; no user action is required. 2009-11-10 12:02:33.24 Logon Error: 18456, Severity: 14, State: 16. 2009-11-10 12:02:33.24 Logon Login failed for user 'standard_user2'. [CLIENT: 50.36.172.101] 2009-11-10 12:08:21.12 Logon Error: 18456, Severity: 14, State: 16. 2009-11-10 12:08:21.12 Logon Login failed for user 'standard_user2'. [CLIENT: 50.36.172.101] 2009-11-10 12:13:49.38 Logon Error: 18456, Severity: 14, State: 16. 2009-11-10 12:13:49.38 Logon Login failed for user 'standard_user2'. [CLIENT: 50.36.172.101] 2009-11-10 12:15:16.88 Logon Error: 18456, Severity: 14, State: 16. 2009-11-10 12:15:16.88 Logon Login failed for user 'standard_user2'. [CLIENT: 50.36.172.101] 2009-11-10 12:18:24.41 Logon Error: 18456, Severity: 14, State: 16. 2009-11-10 12:18:24.41 Logon Login failed for user 'standard_user2'. [CLIENT: 50.36.172.101] 2009-11-10 12:18:38.88 spid111 Using 'dbghelp.dll' version '4.0.5' 2009-11-10 12:18:39.02 spid111 *Stack Dump being sent to C:\Program Files\Microsoft SQL Server\MSSQL.1\MSSQL\LOG\SQLDump0149.txt 2009-11-10 12:18:39.02 spid111 SqlDumpExceptionHandler: Process 111 generated fatal exception c0000005 EXCEPTION_ACCESS_VIOLATION. SQL Server is terminating this process. 2009-11-10 12:18:39.02 spid111 * ***************************************************************************** 2009-11-10 12:18:39.02 spid111 * 2009-11-10 12:18:39.02 spid111 * BEGIN STACK DUMP: 2009-11-10 12:18:39.02 spid111 * 11/10/09 12:18:39 spid 111 2009-11-10 12:18:39.02 spid111 * 2009-11-10 12:18:39.02 spid111 * 2009-11-10 12:18:39.02 spid111 * Exception Address = 0159D56F Module(sqlservr+0059D56F) 2009-11-10 12:18:39.02 spid111 * Exception Code = c0000005 EXCEPTION_ACCESS_VIOLATION 2009-11-10 12:18:39.02 spid111 * Access Violation occurred writing address 00000000 2009-11-10 12:18:39.02 spid111 * Input Buffer 138 bytes - 2009-11-10 12:18:39.02 spid111 * " N R S C _ P T A 22 00 4e 00 52 00 53 00 43 00 5f 00 50 00 54 00 41 00 2009-11-10 12:18:39.02 spid111 * C _ Q A . d b o . 43 00 5f 00 51 00 41 00 2e 00 64 00 62 00 6f 00 2e 00 2009-11-10 12:18:39.02 spid111 * U s p S e l N e x 55 00 73 00 70 00 53 00 65 00 6c 00 4e 00 65 00 78 00 2009-11-10 12:18:39.02 spid111 * t A c c o u n t 74 00 41 00 63 00 63 00 6f 00 75 00 6e 00 74 00 00 00 2009-11-10 12:18:39.02 spid111 * @ i n t F o r m I 0a 40 00 69 00 6e 00 74 00 46 00 6f 00 72 00 6d 00 49 2009-11-10 12:18:39.02 spid111 * D & 8 @ t x 00 44 00 00 26 04 04 38 00 00 00 09 40 00 74 00 78 00 2009-11-10 12:18:39.02 spid111 * t A l i a s § 74 00 41 00 6c 00 69 00 61 00 73 00 00 a7 0f 00 09 04 2009-11-10 12:18:39.02 spid111 * Ð GQE9732 d0 00 00 07 00 47 51 45 39 37 33 32 2009-11-10 12:18:39.02 spid111 * 2009-11-10 12:18:39.02 spid111 * 2009-11-10 12:18:39.02 spid111 * MODULE BASE END SIZE 2009-11-10 12:18:39.02 spid111 * sqlservr 01000000 02C09FFF 01c0a000 2009-11-10 12:18:39.02 spid111 * ntdll 7C800000 7C8C1FFF 000c2000 2009-11-10 12:18:39.02 spid111 * kernel32 77E40000 77F41FFF 00102000

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  • How do you decide site availability requirements?

    - by Nathan Long
    I work on a web application to file a specific kind of county taxes. Our company wants our state to mandate that counties must accept electronic filings (as opposed to paper) from any system that meets some sensible requirements for uptime, security, data validation, etc. (Yes, this would help us as a business, but it would also force county governments to be more efficient.) We're creating a draft of those requirements to be reviewed and tweaked with the state. One of the sections is "availability." We want to specify something reasonably high, but not so high that any unexpected problem will get us (or a competitor) penalized. How do we decide what's reasonable for availability requirements?

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  • Event Logging in LINQ C# .NET

    The first thing you'll want to do before using this code is to create a table in your database called TableHistory: CREATE TABLE [dbo].[TableHistory] (     [TableHistoryID] [int] IDENTITY NOT NULL ,     [TableName] [varchar] (50) NOT NULL ,     [Key1] [varchar] (50) NOT NULL ,     [Key2] [varchar] (50) NULL ,     [Key3] [varchar] (50) NULL ,     [Key4] [varchar] (50) NULL ,     [Key5] [varchar] (50) NULL ,     [Key6] [varchar] (50)NULL ,     [ActionType] [varchar] (50) NULL ,     [Property] [varchar] (50) NULL ,     [OldValue] [varchar] (8000) NULL ,     [NewValue] [varchar] (8000) NULL ,     [ActionUserName] [varchar] (50) NOT NULL ,     [ActionDateTime] [datetime] NOT NULL ) Once you have created the table, you'll need to add it to your custom LINQ class (which I will refer to as DboDataContext), thus creating the TableHistory class. Then, you'll need to add the History.cs file to your project. You'll also want to add the following code to your project to get the system date: public partial class DboDataContext{ [Function(Name = "GetDate", IsComposable = true)] public DateTime GetSystemDate() { MethodInfo mi = MethodBase.GetCurrentMethod() as MethodInfo; return (DateTime)this.ExecuteMethodCall(this, mi, new object[] { }).ReturnValue; }}private static Dictionary<type,> _cachedIL = new Dictionary<type,>();public static T CloneObjectWithIL<t>(T myObject){ Delegate myExec = null; if (!_cachedIL.TryGetValue(typeof(T), out myExec)) { // Create ILGenerator DynamicMethod dymMethod = new DynamicMethod("DoClone", typeof(T), new Type[] { typeof(T) }, true); ConstructorInfo cInfo = myObject.GetType().GetConstructor(new Type[] { }); ILGenerator generator = dymMethod.GetILGenerator(); LocalBuilder lbf = generator.DeclareLocal(typeof(T)); //lbf.SetLocalSymInfo("_temp"); generator.Emit(OpCodes.Newobj, cInfo); generator.Emit(OpCodes.Stloc_0); foreach (FieldInfo field in myObject.GetType().GetFields( System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic)) { // Load the new object on the eval stack... (currently 1 item on eval stack) generator.Emit(OpCodes.Ldloc_0); // Load initial object (parameter) (currently 2 items on eval stack) generator.Emit(OpCodes.Ldarg_0); // Replace value by field value (still currently 2 items on eval stack) generator.Emit(OpCodes.Ldfld, field); // Store the value of the top on the eval stack into // the object underneath that value on the value stack. // (0 items on eval stack) generator.Emit(OpCodes.Stfld, field); } // Load new constructed obj on eval stack -> 1 item on stack generator.Emit(OpCodes.Ldloc_0); // Return constructed object. --> 0 items on stack generator.Emit(OpCodes.Ret); myExec = dymMethod.CreateDelegate(typeof(Func<t,>)); _cachedIL.Add(typeof(T), myExec); } return ((Func<t,>)myExec)(myObject);}I got both of the above methods off of the net somewhere (maybe even from CodeProject), but it's been long enough that I can't recall where I got them.Explanation of the History ClassThe History class records changes by creating a TableHistory record, inserting the values for the primary key for the table being modified into the Key1, Key2, ..., Key6 columns (if you have more than 6 values that make up a primary key on any table, you'll want to modify this), setting the type of change being made in the ActionType column (INSERT, UPDATE, or DELETE), old value and new value if it happens to be an update action, and the date and Windows identity of the user who made the change.Let's examine what happens when a call is made to the RecordLinqInsert method:public static void RecordLinqInsert(DboDataContext dbo, IIdentity user, object obj){ TableHistory hist = NewHistoryRecord(obj); hist.ActionType = "INSERT"; hist.ActionUserName = user.Name; hist.ActionDateTime = dbo.GetSystemDate(); dbo.TableHistories.InsertOnSubmit(hist);}private static TableHistory NewHistoryRecord(object obj){ TableHistory hist = new TableHistory(); Type type = obj.GetType(); PropertyInfo[] keys; if (historyRecordExceptions.ContainsKey(type)) { keys = historyRecordExceptions[type].ToArray(); } else { keys = type.GetProperties().Where(o => AttrIsPrimaryKey(o)).ToArray(); } if (keys.Length > KeyMax) throw new HistoryException("object has more than " + KeyMax.ToString() + " keys."); for (int i = 1; i <= keys.Length; i++) { typeof(TableHistory) .GetProperty("Key" + i.ToString()) .SetValue(hist, keys[i - 1].GetValue(obj, null).ToString(), null); } hist.TableName = type.Name; return hist;}protected static bool AttrIsPrimaryKey(PropertyInfo pi){ var attrs = from attr in pi.GetCustomAttributes(typeof(ColumnAttribute), true) where ((ColumnAttribute)attr).IsPrimaryKey select attr; if (attrs != null && attrs.Count() > 0) return true; else return false;}RecordLinqInsert takes as input a data context which it will use to write to the database, the user, and the LINQ object to be recorded (a single object, for instance, a Customer or Order object if you're using AdventureWorks). It then calls the NewHistoryRecord method, which uses LINQ to Objects in conjunction with the AttrIsPrimaryKey method to pull all the primary key properties, set the Key1-KeyN properties of the TableHistory object, and return the new TableHistory object. The code would be called in an application, like so: Continue span.fullpost {display:none;}

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  • C#/.NET &ndash; Finding an Item&rsquo;s Index in IEnumerable&lt;T&gt;

    - by James Michael Hare
    Sorry for the long blogging hiatus.  First it was, of course, the holidays hustle and bustle, then my brother and his wife gave birth to their son, so I’ve been away from my blogging for two weeks. Background: Finding an item’s index in List<T> is easy… Many times in our day to day programming activities, we want to find the index of an item in a collection.  Now, if we have a List<T> and we’re looking for the item itself this is trivial: 1: // assume have a list of ints: 2: var list = new List<int> { 1, 13, 42, 64, 121, 77, 5, 99, 132 }; 3:  4: // can find the exact item using IndexOf() 5: var pos = list.IndexOf(64); This will return the position of the item if it’s found, or –1 if not.  It’s easy to see how this works for primitive types where equality is well defined.  For complex types, however, it will attempt to compare them using EqualityComparer<T>.Default which, in a nutshell, relies on the object’s Equals() method. So what if we want to search for a condition instead of equality?  That’s also easy in a List<T> with the FindIndex() method: 1: // assume have a list of ints: 2: var list = new List<int> { 1, 13, 42, 64, 121, 77, 5, 99, 132 }; 3:  4: // finds index of first even number or -1 if not found. 5: var pos = list.FindIndex(i => i % 2 == 0);   Problem: Finding an item’s index in IEnumerable<T> is not so easy... This is all well and good for lists, but what if we want to do the same thing for IEnumerable<T>?  A collection of IEnumerable<T> has no indexing, so there’s no direct method to find an item’s index.  LINQ, as powerful as it is, gives us many tools to get us this information, but not in one step.  As with almost any problem involving collections, there are several ways to accomplish the same goal.  And once again as with almost any problem involving collections, the choice of the solution somewhat depends on the situation. So let’s look at a few possible alternatives.  I’m going to express each of these as extension methods for simplicity and consistency. Solution: The TakeWhile() and Count() combo One of the things you can do is to perform a TakeWhile() on the list as long as your find condition is not true, and then do a Count() of the items it took.  The only downside to this method is that if the item is not in the list, the index will be the full Count() of items, and not –1.  So if you don’t know the size of the list beforehand, this can be confusing. 1: // a collection of extra extension methods off IEnumerable<T> 2: public static class EnumerableExtensions 3: { 4: // Finds an item in the collection, similar to List<T>.FindIndex() 5: public static int FindIndex<T>(this IEnumerable<T> list, Predicate<T> finder) 6: { 7: // note if item not found, result is length and not -1! 8: return list.TakeWhile(i => !finder(i)).Count(); 9: } 10: } Personally, I don’t like switching the paradigm of not found away from –1, so this is one of my least favorites.  Solution: Select with index Many people don’t realize that there is an alternative form of the LINQ Select() method that will provide you an index of the item being selected: 1: list.Select( (item,index) => do something here with the item and/or index... ) This can come in handy, but must be treated with care.  This is because the index provided is only as pertains to the result of previous operations (if any).  For example: 1: // assume have a list of ints: 2: var list = new List<int> { 1, 13, 42, 64, 121, 77, 5, 99, 132 }; 3:  4: // you'd hope this would give you the indexes of the even numbers 5: // which would be 2, 3, 8, but in reality it gives you 0, 1, 2 6: list.Where(item => item % 2 == 0).Select((item,index) => index); The reason the example gives you the collection { 0, 1, 2 } is because the where clause passes over any items that are odd, and therefore only the even items are given to the select and only they are given indexes. Conversely, we can’t select the index and then test the item in a Where() clause, because then the Where() clause would be operating on the index and not the item! So, what we have to do is to select the item and index and put them together in an anonymous type.  It looks ugly, but it works: 1: // extensions defined on IEnumerable<T> 2: public static class EnumerableExtensions 3: { 4: // finds an item in a collection, similar to List<T>.FindIndex() 5: public static int FindIndex<T>(this IEnumerable<T> list, Predicate<T> finder) 6: { 7: // if you don't name the anonymous properties they are the variable names 8: return list.Select((item, index) => new { item, index }) 9: .Where(p => finder(p.item)) 10: .Select(p => p.index + 1) 11: .FirstOrDefault() - 1; 12: } 13: }     So let’s look at this, because i know it’s convoluted: First Select() joins the items and their indexes into an anonymous type. Where() filters that list to only the ones matching the predicate. Second Select() picks the index of the matches and adds 1 – this is to distinguish between not found and first item. FirstOrDefault() returns the first item found from the previous clauses or default (zero) if not found. Subtract one so that not found (zero) will be –1, and first item (one) will be zero. The bad thing is, this is ugly as hell and creates anonymous objects for each item tested until it finds the match.  This concerns me a bit but we’ll defer judgment until compare the relative performances below. Solution: Convert ToList() and use FindIndex() This solution is easy enough.  We know any IEnumerable<T> can be converted to List<T> using the LINQ extension method ToList(), so we can easily convert the collection to a list and then just use the FindIndex() method baked into List<T>. 1: // a collection of extension methods for IEnumerable<T> 2: public static class EnumerableExtensions 3: { 4: // find the index of an item in the collection similar to List<T>.FindIndex() 5: public static int FindIndex<T>(this IEnumerable<T> list, Predicate<T> finder) 6: { 7: return list.ToList().FindIndex(finder); 8: } 9: } This solution is simplicity itself!  It is very concise and elegant and you need not worry about anyone misinterpreting what it’s trying to do (as opposed to the more convoluted LINQ methods above). But the main thing I’m concerned about here is the performance hit to allocate the List<T> in the ToList() call, but once again we’ll explore that in a second. Solution: Roll your own FindIndex() for IEnumerable<T> Of course, you can always roll your own FindIndex() method for IEnumerable<T>.  It would be a very simple for loop which scans for the item and counts as it goes.  There’s many ways to do this, but one such way might look like: 1: // extension methods for IEnumerable<T> 2: public static class EnumerableExtensions 3: { 4: // Finds an item matching a predicate in the enumeration, much like List<T>.FindIndex() 5: public static int FindIndex<T>(this IEnumerable<T> list, Predicate<T> finder) 6: { 7: int index = 0; 8: foreach (var item in list) 9: { 10: if (finder(item)) 11: { 12: return index; 13: } 14:  15: index++; 16: } 17:  18: return -1; 19: } 20: } Well, it’s not quite simplicity, and those less familiar with LINQ may prefer it since it doesn’t include all of the lambdas and behind the scenes iterators that come with deferred execution.  But does having this long, blown out method really gain us much in performance? Comparison of Proposed Solutions So we’ve now seen four solutions, let’s analyze their collective performance.  I took each of the four methods described above and run them over 100,000 iterations of lists of size 10, 100, 1000, and 10000 and here’s the performance results.  Then I looked for targets at the begining of the list (best case), middle of the list (the average case) and not in the list (worst case as must scan all of the list). Each of the times below is the average time in milliseconds for one execution as computer over the 100,000 iterations: Searches Matching First Item (Best Case)   10 100 1000 10000 TakeWhile 0.0003 0.0003 0.0003 0.0003 Select 0.0005 0.0005 0.0005 0.0005 ToList 0.0002 0.0003 0.0013 0.0121 Manual 0.0001 0.0001 0.0001 0.0001   Searches Matching Middle Item (Average Case)   10 100 1000 10000 TakeWhile 0.0004 0.0020 0.0191 0.1889 Select 0.0008 0.0042 0.0387 0.3802 ToList 0.0002 0.0007 0.0057 0.0562 Manual 0.0002 0.0013 0.0129 0.1255   Searches Where Not Found (Worst Case)   10 100 1000 10000 TakeWhile 0.0006 0.0039 0.0381 0.3770 Select 0.0012 0.0081 0.0758 0.7583 ToList 0.0002 0.0012 0.0100 0.0996 Manual 0.0003 0.0026 0.0253 0.2514   Notice something interesting here, you’d think the “roll your own” loop would be the most efficient, but it only wins when the item is first (or very close to it) regardless of list size.  In almost all other cases though and in particular the average case and worst case, the ToList()/FindIndex() combo wins for performance, even though it is creating some temporary memory to hold the List<T>.  If you examine the algorithm, the reason why is most likely because once it’s in a ToList() form, internally FindIndex() scans the internal array which is much more efficient to iterate over.  Thus, it takes a one time performance hit (not including any GC impact) to create the List<T> but after that the performance is much better. Summary If you’re concerned about too many throw-away objects, you can always roll your own FindIndex() method, but for sheer simplicity and overall performance, using the ToList()/FindIndex() combo performs best on nearly all list sizes in the average and worst cases.    Technorati Tags: C#,.NET,Litte Wonders,BlackRabbitCoder,Software,LINQ,List

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  • How to perform regular expression based replacements on files with MSBuild

    - by Daniel Cazzulino
    And without a custom DLL with a task, too . The example at the bottom of the MSDN page on MSBuild Inline Tasks already provides pretty much all you need for that with a TokenReplace task that receives a file path, a token and a replacement and uses string.Replace with that. Similar in spirit but way more useful in its implementation is the RegexTransform in NuGet’s Build.tasks. It’s much better not only because it supports full regular expressions, but also because it receives items, which makes it very amenable to batching (applying the transforms to multiple items). You can read about how to use it for updating assemblies with a version number, for example. I recently had a need to also supply RegexOptions to the task so I extended the metadata and a little bit of the inline task so that it can parse the optional flags. So when using the task, I can pass the flags as item metadata as follows:...Read full article

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  • Microsoft Desktop Player is a Valuable Tool for IT Pro’s

    - by Mysticgeek
    If you are an IT Professional, a new education tool introduced by Microsoft is the MS Desktop Player. Today we take a look at what it has to offer, from Webcasts, White Papers, Training Videos, and more. Microsoft Desktop Player You can run the player from the website (shown here) or download the application for use on your local machine (link below). It allows you to easily access MS training and information in a central interface. To get the Desktop version, download the .msi file from the site… And run through the installer…   When you first start out, enter in if you’re an IT Pro, Developer and your role. Then you can decide on the resources you’re looking for such as Exchange Server, SharePoint, Windows 7, Security…etc. Here is an example of checking out a Podcast on Office 2007 setup and configuration from TechNet radio. Under Settings you can customize your search results and local resources. This helps you narrow down pertinent information for your needs. If you find something you really like, hover the pointer over the screen and you can add it to your library, share it, send feedback, and check for additional resources. If you don’t need items in your library they can be easily deleted. Under the News tab you get previews of Microsoft news items, clicking on it will open the full article in a separate browser. While you’re watching a presentation you can show or hide the details related to it. Conclusion Microsoft Desktop Player is currently in Beta, but has a lot of cool features to offer for your learning needs. You can easily find Podcasts, Webcasts, and more without having to browse all over the place. In our experience we didn’t notice any bugs, and what it offers so far works well. If you’re a geek who’s constantly browsing TechNet and other Microsoft learning sites, this helps keep everything consolidated in one app.  Download Microsoft Desktop Player Similar Articles Productive Geek Tips Fixing When Windows Media Player Library Won’t Let You Add FilesBuilt-in Quick Launch Hotkeys in Windows VistaNew Vista Syntax for Opening Control Panel Items from the Command-lineHow to Get Virtual Desktops on Windows XPWindows 7 Welcome Screen Taking Forever? Here’s the Fix (Maybe) TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 Zoofs, find the most popular tweeted YouTube videos Video preview of new Windows Live Essentials 21 Cursor Packs for XP, Vista & 7 Map the Stars with Stellarium Use ILovePDF To Split and Merge PDF Files TimeToMeet is a Simple Online Meeting Planning Tool

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  • Unable install cmake and ccmake?

    - by user159618
    So the thing is I'm trying to install Cmake and cmake-curses-gui. I have updated the system with apt-get-update. sudo apt-get install cmake Reading package lists... Done Building dependency tree Reading state information... Done Package cmake is not available, but is referred to by another package. This may mean that the package is missing, has been obsoleted, or is only available from another source E: Package 'cmake' has no installation candidate sudo apt-get install cmake-curses-gui Reading package lists... Done Building dependency tree Reading state information... Done E: Unable to locate package cmake-curses-gui That's strange. Can anyone give some pointers? Pastbin sources.list :- http://pastebin.com/DufycYfZ

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  • How to recognize special function keys on keyboard

    - by NikolaiDante
    I have a Microsoft Digital Media 3000 Keyboard. None of the function keys or other special keys seem to do anything, what do I need to do to get them working (at the very least f2, as not having a shortcut to rename a file is driving me mad) If I run xev and press f2 I get the following output in the terminal: KeyPress event, serial 36, synthetic NO, window 0x4800001, root 0x15d, subw 0x0, time 42858728, (674,456), root:(1034,588), state 0x10, keycode 139 (keysym 0xff65, Undo), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyRelease event, serial 36, synthetic NO, window 0x4800001, root 0x15d, subw 0x0, time 42858912, (674,456), root:(1034,588), state 0x10, keycode 139 (keysym 0xff65, Undo), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False

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  • JQuery and the multiple date selector

    - by David Carter
    Overview I recently needed to build a web page that would allow a user to capture some information and most importantly select multiple dates. This functionality was core to the application and hence had to be easy and quick to do. This is a public facing website so it had to be intuitive and very responsive. On the face of it it didn't seem too hard, I know enough juery to know what it is capable of and I was pretty sure that there would be some plugins that would help speed things along the way. I'm using ASP.Net MVC for this project as I really like the control that it gives you over the generated html and javascript. After years of Web Forms development it makes me feel like a web developer again and puts a smile on my face, that can only be a good thing!   The Calendar The first item that I needed on this page was a calender and I wanted the ability to: have the calendar be always visible select/deselect multiple dates at the same time bind to the select/deselect event so that I could update a seperate listing of the selected dates allow the user to move to another month and still have the calender remember any dates in the previous month I was hoping that there was a jQuery plugin that would meet my requirements and luckily there was! The jQuery datepicker does everything I want and there is quite a bit of documentation on how to use it. It makes use of a javascript date library date.js which I had not come across before but has a number of very useful date utilities that I have used elsewhere in the project. As you can see from the image there still needs to be some styling done! But there will be plenty of time for that later. The calendar clearly shows which dates the user has selected in red and i also make use of an unordered list to show the the selected dates so the user can always clearly see what has been selected even if they move to another month on the calendar. The javascript code that is responsible for listening to events on the calendar and synchronising the list look as follows: <script type="text/javascript">     $(function () {         $('.datepicker').datePicker({ inline: true, selectMultiple: true })         .bind(             'dateSelected',             function (e, selectedDate, $td, state) {                                 var dateInMillisecs = selectedDate.valueOf();                 if (state) { //adding a date                     var newDate = new Date(selectedDate);                     //insert the new item into the correct place in the list                     var listitems = $('#dateList').children('li').get();                     var liToAdd = "<li id='" + dateInMillisecs + "' >" + newDate.toString('ddd dd MMM yyyy') + "</li>";                     var targetIndex = -1;                     for (var i = 0; i < listitems.length; i++) {                         if (dateInMillisecs <= listitems[i].id) {                             targetIndex = i;                             break;                         }                     }                     if (targetIndex < 0) {                         $('#dateList').append(liToAdd);                     }                     else {                         $($('#dateList').children("li")[targetIndex]).before(liToAdd);                     }                 }                 else {//removing a date                     $('ul #' + dateInMillisecs).remove();                 }             }         )     }); When a date is selected on the calendar a function is called with a number of parameters passed to it. The ones I am particularly interested in are selectedDate and state. State tells me whether the user has selected or deselected the date passed in the selectedDate parameter. The <ul> that I am using to show the date has an id of dateList and this is what I will be adding and removing <li> items from. To make things a little more logical for the user I decided that the date should be sorted in chronological order, this means that each time a new date is selected it need to be placed in the correct position in the list. One way to do this would be just to append a new <li> to the list and then sort the whole list. However the approach I took was to get an array of all the items in the list var listitems = ('#dateList').children('li').get(); and then check the value of each item in the array against my new date and as soon as I found the case where the new date was less than the current item remember that position in the list as this is where I would insert it later. To make this work easily I decided to store a numeric representation of each date in the list in the id attribute of each <li> element. Fortunately javascript natively stores dates as the number of milliseconds since 1 Jan 1970. var dateInMillisecs = selectedDate.valueOf(); Please note that this is the value of the date in UTC! I always like to store dates in UTC as I learnt a long time ago that it saves a lot of refactoring at a later date... When I convert the dates back to their original back on the server I will need the UTC offset that was used when calculating the dates, this and how to actually serialise the dates and get them posted back will be the subject of another post.

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  • Using The Windows Server AppFabric Cache with ASP.NET

    Did you know that you can use the AppFabric Cache with ASP.NET?  AppFabric Cache provides an ASP.NET session state provider.  There are a number of reasons that you would want to consider using the AppFabric Cache instead of other caching technologies, including the built in ASP.NET caching. The AppFabric Cache provides a number of benefits to ASP.NET programmers.  When web applications need to maintain state, especially across a Web Farm, or needs to maintain objects across restarts...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Customer Support Spotlight: Clemson University

    - by cwarticki
    I've begun a Customer Support Spotlight series that highlights our wonderful customers and Oracle loyalists.  A week ago I visited Clemson University.  As I travel to visit and educate our customers, I provide many useful tips/tricks and support best practices (as found on my blog and twitter). Most of all, I always discover an Oracle gem who deserves recognition for their hard work and advocacy. Meet George Manley.  George is a Storage Engineer who has worked in Clemson's Data Center all through college, partially in the Hardware Architecture group and partially in the Storage group. George and the rest of the Storage Team work with most all of the storage technologies that they have here at Clemson. This includes a wide array of different vendors' disk arrays, with the most of them being Oracle/Sun 2540's.  He also works with SAM/QFS, ACSLS, and our SL8500 Tape Libraries (all three Oracle/Sun products). (pictured L to R, Matt Schoger (Oracle), Mark Flores (Oracle) and George Manley) George was kind enough to take us for a data center tour.  It was amazing.  I rarely get to see the inside of data centers, and this one was massive. Clemson Computing and Information Technology’s physical resources include the main data center located in the Information Technology Center at the Innovation Campus and Technology Park. The core of Clemson’s computing infrastructure, the data center has 21,000 sq ft of raised floor and is powered by a 14MW substation. The ITC power capacity is 4.5MW.  The data center is the home of both enterprise and HPC systems, and is staffed by CCIT staff on a 24 hour basis from a state of the art network operations center within the ITC. A smaller business continuance data center is located on the main campus.  The data center serves a wide variety of purposes including HPC (supercomputing) resources which are shared with other Universities throughout the state, the state's medicaid processing system, and nearly all other needs for Clemson University. Yes, that's no typo (14,256 cores and 37TB of memory!!! Thanks for the tour George and thank you very much for your time.  The tour was fantastic. I enjoyed getting to know your team and I look forward to many successes from Clemson using Oracle products. -Chris WartickiGlobal Customer Management

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  • Driver error when using multiple shaders

    - by Jinxi
    I'm using 3 different shaders: a tessellation shader to use the tessellation feature of DirectX11 :) a regular shader to show how it would look without tessellation and a text shader to display debug-info such as FPS, model count etc. All of these shaders are initialized at the beginning. Using the keyboard, I can switch between the tessellation shader and regular shader to render the scene. Additionally, I also want to be able toggle the display of debug-info using the text shader. Since implementing the tessellation shader the text shader doesn't work anymore. When I activate the DebugText (rendered using the text-shader) my screens go black for a while, and Windows displays the following message: Display Driver stopped responding and has recovered This happens with either of the two shaders used to render the scene. Additionally: I can start the application using the regular shader to render the scene and then switch to the tessellation shader. If I try to switch back to the regular shader I get the same error as with the text shader. What am I doing wrong when switching between shaders? What am I doing wrong when displaying text at the same time? What file can I post to help you help me? :) thx P.S. I already checked if my keyinputs interrupt at the wrong time (during render or so..), but that seems to be ok Testing Procedure Regular Shader without text shader Add text shader to Regular Shader by keyinput (works now, I built the text shader back to only vertex and pixel shader) (somthing with the z buffer is stil wrong...) Remove text shader, then change shader to Tessellation Shader by key input Then if I add the Text Shader or switch back to the Regular Shader Switching/Render Shader Here the code snipet from the Renderer.cpp where I choose the Shader according to the boolean "m_useTessellationShader": if(m_useTessellationShader) { // Render the model using the tesselation shader ecResult = m_ShaderManager->renderTessellationShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), worldMatrix, viewMatrix, projectionMatrix, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), (D3DXVECTOR3)m_Camera->getPosition(), TESSELLATION_AMOUNT); } else { // todo: loaded model depends on distance to camera // Render the model using the light shader. ecResult = m_ShaderManager->renderShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), lod_level, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), worldMatrix, viewMatrix, projectionMatrix); } And here the code snipet from the Mesh.cpp where I choose the Typology according to the boolean "useTessellationShader": // RenderBuffers is called from the Render function. The purpose of this function is to set the vertex buffer and index buffer as active on the input assembler in the GPU. Once the GPU has an active vertex buffer it can then use the shader to render that buffer. void Mesh::renderBuffers(ID3D11DeviceContext* deviceContext, bool useTessellationShader) { unsigned int stride; unsigned int offset; // Set vertex buffer stride and offset. stride = sizeof(VertexType); offset = 0; // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); // Check which Shader is used to set the appropriate Topology // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles. if(useTessellationShader) { deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST); }else{ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); } return; } RenderShader Could there be a problem using sometimes only vertex and pixel shader and after switching using vertex, hull, domain and pixel shader? Here a little overview of my architecture: TextClass: uses font.vs and font.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); RegularShader: uses vertex.vs and pixel.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); TessellationShader: uses tessellation.vs, tessellation.hs, tessellation.ds, tessellation.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-HSSetShader(m_hullShader, NULL, 0); deviceContext-DSSetShader(m_domainShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); ClearState I'd like to switch between 2 shaders and it seems they have different context parameters, right? In clearstate methode it says it resets following params to NULL: I found following in my Direct3D Class: depth-stencil state - m_deviceContext-OMSetDepthStencilState rasterizer state - m_deviceContext-RSSetState(m_rasterState); blend state - m_device-CreateBlendState viewports - m_deviceContext-RSSetViewports(1, &viewport); I found following in every Shader Class: input/output resource slots - deviceContext-PSSetShaderResources shaders - deviceContext-VSSetShader to - deviceContext-PSSetShader input layouts - device-CreateInputLayout sampler state - device-CreateSamplerState These two I didn't understand, where can I find them? predications - ? scissor rectangles - ? Do I need to store them all localy so I can switch between them, because it doesn't feel right to reinitialize the Direct3d and the Shaders by every switch (key input)?!

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  • Storing and Finding Art Assets

    - by ashes999
    I've started down a line of art asset development that will allow me to (hopefully) reuse and improve assets for several games. But how do I go about storing and finding them? Let's say for example I decide to focus on RPGs for ~2 years. I would create items, monsters, etc. and store them somewhere. How would I categorize them and make them easier to search later on? Is the best solution "use directories with broad categories like landscape/items/monsters/etc.?"

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  • Display folder sizes in file manager

    - by wim
    In nautilus (or nemo) file manager, the "Size" column shows the filesize for files and the number of items contained in a folder for subdirectories: Number of items is not that important for me, it would be more useful if I could make this column show the total size contained under the directory. I had an extension on windows called foldersize which shows what I mean: I think it involved a service which ran in the background monitoring filesystem modifications in order to make sure the column was kept up to date. I am interested to know if there is any similar extension to nautilus, I would also be open to switching to another file manager to get this functionality. I am aware of the Disk Usage Analyser in Ubuntu, but what I'm looking for is a solution with file manager integration.

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  • What Problems Are Better Solved By SOAP Over REST?

    In the battle for web service supremacy SOAP and REST have been battling for years. In my personal opinion this debate should have never existed. Yes, both forms can be used to create an interactive web service, but each form of a service was developed independent of each other to solve two different yet similar problems. Based my research and experience I would have to say that REST should be the preferred web service methodology and SOAP should only be used in specific situations. Note, I did not say that I was against SOAP, and in fact I actually like to use SOAP when it is needed. Criteria for using SOAP: Does the service need a guaranteed level of reliability and security? Did the provider and consumer of the service agreed on a standardized data exchange format? Does the service need data context and state management? If you answer yes to any of these questions, then you may want to consider SOAP as the format for the web service. Another way to look at the relationship between REST and SOAP is to look at the medical field.  For most things a general doctor or you family health care provider can acceptably treat most conditions from the case of a common cold to a broken bone. A general doctor more aligns with REST in my opinion because for most service requirements REST fulfills a projects needs, but what happens if you need more of an advanced examination, you would go to a specialist. A specialist would already have experience dealing with specific issues that you are experiencing giving them specific context to how best treat you going forward. SOAP acts more like a specialist doctor giving that they understand the context of an issue and can treat it based on the state of other patients they have already treated. An example of where I would use SOAP over REST in real life would be a single sign-on application. I n these cases I need to check validate a username and password for authentication and authorization of a web page request. This service would need to maintain state while it authenticated a user and while it validated access to a web page on a subsequent request. This service must process every request for access and not allow caching to ensure that every request is processed and the appropriate users are allowed to view selected web pages. References: Rozlog, M. (2010). REST and SOAP: When Should I Use Each (or Both)? Retrieved 11 20, 2011, from Infoq.com: http://www.infoq.com/articles/rest-soap-when-to-use-each

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  • It is possible to hibernate an LXC container?

    - by Jo-Erlend Schinstad
    I know about lxc-freeze and lxc-unfreeze, but as I understand it, these simply pauses the container, similar to sending SIGSTOP and SIGCONT to a process. If I reboot the host, then the containers will cease to exist, right? I would really like a way to save state to persistent storage so that I could resume them at some later time, even the host is rebooted or something like that. I can achieve exactly what I want using VirtualBox by using the "Save machine state" mechanism, but if I could do it with LXC, it would be completely awesome.

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  • What are current Biggest Challenges faced by Ecommerce Applications ?

    - by Rachel
    I am in the process to start Product Development for E-commerce and Online Retail domain but before starting I would like to know what are the biggest challenges faced by current state of Art E-Commerce Application ? Also I have not experience building e-commerce products and so what things should I keep in mind before developing one ? Is there are books, articles, blogs outside which I should refer to gain some knowledge before starting out ? Update: What are you thoughts on the recommendation engines for ecommerce applications ? What challenges we have with current state of recommendations engines for ecommerce web application and how can we overcome them ?

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  • Wireless Problem on Acer Aspire 5610z

    - by Ugur Can Yalaki
    I installed ubuntu 12.04 on my machine, but I can't get wireless connection to work. My computer is Acer Aspire 5610z. I found that some other people that have same computer, face the same problem. Here is some information about it: ****** info trace ****** * uname -a * Linux ucy-Aspire-5610Z 3.8.0-32-generic #47~precise1-Ubuntu SMP Wed Oct 2 16:22:28 UTC 2013 i686 i686 i386 GNU/Linux * lsb_release * Distributor ID: Ubuntu Description: Ubuntu 12.04.3 LTS Release: 12.04 Codename: precise * lspci * 05:00.0 Network controller [0280]: Broadcom Corporation BCM4311 802.11b/g WLAN [14e4:4311] (rev 01) Subsystem: AMBIT Microsystem Corp. Device [1468:0422] Kernel driver in use: b43-pci-bridge 06:01.0 Ethernet controller [0200]: Broadcom Corporation BCM4401-B0 100Base-TX [14e4:170c] (rev 02) Subsystem: Acer Incorporated [ALI] Device [1025:0090] Kernel driver in use: b44 * lsusb * Bus 001 Device 004: ID 04e8:6863 Samsung Electronics Co., Ltd Bus 001 Device 002: ID 5986:0100 Acer, Inc Orbicam Bus 002 Device 002: ID 046d:c52f Logitech, Inc. Wireless Mouse M305 Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub * PCMCIA Card Info * PRODID_1="" PRODID_2="" PRODID_3="" PRODID_4="" MANFID=0000,0000 FUNCID=255 * iwconfig * * rfkill * 0: acer-wireless: Wireless LAN Soft blocked: no Hard blocked: no * lsmod * ssb_hcd 12781 0 ssb 51554 2 ssb_hcd,b44 * nm-tool * NetworkManager Tool State: connected (global) Device: usb0 [Wired connection 2] ------------------------------------------- Type: Wired Driver: rndis_host State: connected Default: yes HW Address: Capabilities: Carrier Detect: yes Wired Properties Carrier: on IPv4 Settings: Address: 192.168.42.7 Prefix: 24 (255.255.255.0) Gateway: 192.168.42.129 DNS: 192.168.42.129 IPv6 Settings: Address: ::a05d:a1ff:fea4:1738 Prefix: 64 Gateway: fe80::504d:76ff:fe86:db04 Address: fe80::a05d:a1ff:fea4:1738 Prefix: 64 Gateway: fe80::504d:76ff:fe86:db04 DNS: fe80::504d:76ff:fe86:db04 Device: eth2 ----------------------------------------------------------------- Type: Wired Driver: b44 State: unavailable Default: no HW Address: Capabilities: Carrier Detect: yes Wired Properties Carrier: off * NetworkManager.state * [main] NetworkingEnabled=true WirelessEnabled=true WWANEnabled=true WimaxEnabled=true * NetworkManager.conf * [main] plugins=ifupdown,keyfile dns=dnsmasq [ifupdown] managed=false * interfaces * auto lo iface lo inet loopback * iwlist * * resolv.conf * nameserver 127.0.0.1 * blacklist * [/etc/modprobe.d/blacklist-ath_pci.conf] blacklist ath_pci [/etc/modprobe.d/blacklist-bcm43.conf] blacklist b43 blacklist b43legacy blacklist ssb blacklist bcm43xx blacklist brcm80211 blacklist brcmfmac blacklist brcmsmac blacklist bcma [/etc/modprobe.d/blacklist.conf] blacklist evbug blacklist usbmouse blacklist usbkbd blacklist eepro100 blacklist de4x5 blacklist eth1394 blacklist snd_intel8x0m blacklist snd_aw2 blacklist i2c_i801 blacklist prism54 blacklist bcm43xx blacklist garmin_gps blacklist asus_acpi blacklist snd_pcsp blacklist pcspkr blacklist amd76x_edac * modinfo * filename: /lib/modules/3.8.0-32-generic/kernel/drivers/usb/host/ssb-hcd.ko license: GPL description: Common USB driver for SSB Bus author: Hauke Mehrtens srcversion: E127A51EDC8F44D2C2A8F15 alias: ssb:v4243id0819rev* alias: ssb:v4243id0817rev* alias: ssb:v4243id0808rev* depends: ssb intree: Y vermagic: 3.8.0-32-generic SMP mod_unload modversions 686 filename: /lib/modules/3.8.0-32-generic/kernel/drivers/ssb/ssb.ko license: GPL description: Sonics Silicon Backplane driver srcversion: 14621F6EC014F731244437C alias: pci:v000014E4d00004350sv*sd*bc*sc*i* alias: pci:v000014E4d0000432Csv*sd*bc*sc*i* alias: pci:v000014E4d0000432Bsv*sd*bc*sc*i* alias: pci:v000014E4d00004329sv*sd*bc*sc*i* alias: pci:v000014E4d00004328sv*sd*bc*sc*i* alias: pci:v000014E4d00004325sv*sd*bc*sc*i* alias: pci:v000014E4d00004324sv*sd*bc*sc*i* alias: pci:v000014E4d0000A8D6sv*sd*bc*sc*i* alias: pci:v000014E4d00004322sv*sd*bc*sc*i* alias: pci:v000014E4d00004321sv*sd*bc*sc*i* alias: pci:v000014E4d00004320sv*sd*bc*sc*i* alias: pci:v000014E4d00004319sv*sd*bc*sc*i* alias: pci:v000014A4d00004318sv*sd*bc*sc*i* alias: pci:v000014E4d00004318sv*sd*bc*sc*i* alias: pci:v000014E4d00004315sv*sd*bc*sc*i* alias: pci:v000014E4d00004312sv*sd*bc*sc*i* alias: pci:v000014E4d00004311sv*sd*bc*sc*i* alias: pci:v000014E4d00004307sv*sd*bc*sc*i* alias: pci:v000014E4d00004306sv*sd*bc*sc*i* alias: pci:v000014E4d00004301sv*sd*bc*sc*i* depends: intree: Y vermagic: 3.8.0-32-generic SMP mod_unload modversions 686 * udev rules * PCI device 0x14e4:/sys/devices/pci0000:00/0000:00:1e.0/0000:06:01.0/ssb1:0 (b44) SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="eth*", NAME="eth0" PCI device 0x14e4:/sys/devices/pci0000:00/0000:00:1e.0/0000:06:01.0/ssb2:0 (b44) SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="eth*", NAME="eth1" PCI device 0x14e4:/sys/devices/pci0000:00/0000:00:1e.0/0000:06:01.0/ssb3:0 (b44) SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="eth*", NAME="eth2" * dmesg * [ 2.385241] ssb: Found chip with id 0x4311, rev 0x01 and package 0x00 [ 2.385256] ssb: Core 0 found: ChipCommon (cc 0x800, rev 0x11, vendor 0x4243) [ 2.385266] ssb: Core 1 found: IEEE 802.11 (cc 0x812, rev 0x0A, vendor 0x4243) [ 2.385276] ssb: Core 2 found: USB 1.1 Host (cc 0x817, rev 0x03, vendor 0x4243) [ 2.385286] ssb: Core 3 found: PCI-E (cc 0x820, rev 0x01, vendor 0x4243) [ 2.448147] ssb: Sonics Silicon Backplane found on PCI device 0000:05:00.0 [ 2.468112] ssb: Found chip with id 0x4401, rev 0x02 and package 0x00 [ 2.468124] ssb: Core 0 found: Fast Ethernet (cc 0x806, rev 0x07, vendor 0x4243) [ 2.468132] ssb: Core 1 found: V90 (cc 0x807, rev 0x03, vendor 0x4243) [ 2.468140] ssb: Core 2 found: PCI (cc 0x804, rev 0x0A, vendor 0x4243) [ 2.508230] ssb: Sonics Silicon Backplane found on PCI device 0000:06:01.0 [ 2.528620] b44 ssb1:0 eth0: Broadcom 44xx/47xx 10/100 PCI ethernet driver ******** done ******** Thank you already for your help.

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  • Canon Mx772 printer recognized, drivers loaded...but all print jobs "Held"

    - by user212169
    BRAND NEW to Ubuntu but loving it so far. I have a Canon MX772 wireless printing running on my network and am able to print fine from a PC and Mac. Using the printers IP, Ubuntu was able to find it and I accepted all of the "recommended" items (it found a Canon MX770 driver). Everything seems to load fine...but the test page does not print, nor does any print commands make it to the printer. If I open the print dialogue jobs are shown as "held" and when I look at the jobs attributes, I see "Job printer state message=cannot specify model number" and then a few lines down "job state reasons=aborted by system". If I try to "resume" it immediately goes back to "held". I can successfully ping the IP of the printer. Would be very appreciative of other ideas...printing is the last check in the box before I am all set up. Thanks!

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