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  • Optimization in Common Decalaration

    - by Pratik
    Its a 3-tier ASP.NET Website Project In Data Layer there is class "Common Decalaration" in which lot of common things are mentioned. Something this way : public class CommonDeclartion { #region Common Messages public const string RECORD_INSERT_MSG = "Record Inserted Successfully "; public const string RECORD_UPDATE_MSG = "Record Updated Successfully"; public const string RECORD_DELETE_MSG = "Record Deleted Successfully"; public const string ERROR_MSG = "Error Ocuured while Perfoming This Action."; public const string UserID_Incorrect = "Please Enter The Correct User ID."; public const string RECORD_ALREADY_EXIT = "Record Already Exit"; public const string NO_RECORD = "No Record found."; #endregion } Can this be more optimized in terms of : 1.Perfomance 2.Security(if any) 3.Code Readablity or Reusablity I thought of using enum but can't figure that out : enum CommonMessages { RECORD_INSERT_MSG "Record Inserted Successfully.", RECORD_UPDATE_MSG "Record Updated Successfully.", RECORD_DELETE_MSG "Record Deleted Successfully.", ERROR_MSG "Error Ocuured while Perfoming This Action.", UserID_Incorrect "Please Enter The Correct User ID.", RECORD_ALREADY_EXIT "Record Already Exit.", NO_RECORD "No Record found.", } or else should keep them in some collections like dictionary/NameValueCollection or so or i have to keep them in XML in form of key/value pair and reterive from it ? What can be better way keeping in mind 1.Perfomance 2.Security(if any) 3.Code Readablity or Reusablity

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  • Enumeration trouble: redeclared as different kind of symbol

    - by Matt
    Hello all. I am writing a program that is supposed to help me learn about enumeration data types in C++. The current trouble is that the compiler doesn't like my enum usage when trying to use the new data type as I would other data types. I am getting the error "redeclared as different kind of symbol" when compiling my trangleShape function. Take a look at the relevant code. Any insight is appreciated! Thanks! (All functions are their own .cpp files.) header file #ifndef HEADER_H_INCLUDED #define HEADER_H_INCLUDED #include <iostream> #include <iomanip> using namespace std; enum triangleType {noTriangle, scalene, isoceles, equilateral}; //prototypes void extern input(float&, float&, float&); triangleType extern triangleShape(float, float, float); /*void extern output (float, float, float);*/ void extern myLabel(const char *, const char *); #endif // HEADER_H_INCLUDED main function //8.1 main // this progam... #include "header.h" int main() { float sideLength1, sideLength2, sideLength3; char response; do //main loop { input (sideLength1, sideLength2, sideLength3); triangleShape (sideLength1, sideLength2, sideLength3); //output (sideLength1, sideLength2, sideLength3); cout << "\nAny more triangles to analyze? (y,n) "; cin >> response; } while (response == 'Y' || response == 'y'); myLabel ("8.1", "2/11/2011"); return 0; } triangleShape shape # include "header.h" triangleType triangleShape(sideLenght1, sideLength2, sideLength3) { triangleType triangle; return triangle; }

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  • J-Monkey subclass

    - by user2971104
    I'm new in java and J-monkey and I'm trying to make a java game so for the Menu I have made a enum so I can Switch between any of my State but I want to keep the main file shorter so it can be easily to read so I'm making subclass the problem is that when run the game it give me an error that say "Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main] NullPointerException" I think this problem has to be something whit the pipeline Here is the code of my main file: package mygame; import com.jme3.app.SimpleApplication; import com.jme3.font.BitmapText; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector3f; import com.jme3.renderer.RenderManager; import com.jme3.scene.Spatial; import com.jme3.scene.Geometry; import com.jme3.input.*; import com.jme3.input.controls.*; public class Main extends SimpleApplication { //GameStates enum GameState{Logo, Menu, Playing, Option}; GameState gameState = GameState.Logo; //Class Variables Logo logo; public Main() { logo = new Logo(); } public static void main(String[] args) { Main app = new Main(); app.start(); } public static void logo(String[] args) { Logo app = new Logo(); app.start(); } @Override public void simpleInitApp() { //Load flyCam.setMoveSpeed(20); if(gameState == GameState.Logo){ logo.simpleInitApp(); } } @Override public void simpleUpdate(float tpf) { } @Override public void simpleRender(RenderManager rm) { //TODO: add render code //Load if(gameState == GameState.Logo) { } } } And here is my Logo subclass: package mygame; import com.jme3.app.SimpleApplication; import com.jme3.renderer.RenderManager; import com.jme3.scene.Spatial; public class Logo extends SimpleApplication { @Override public void simpleInitApp() { Spatial Logo_Model = assetManager.loadModel("Models/Teapot/Logo.obj"); rootNode.attachChild(Logo_Model); } public void simpleRender(RenderManager rm) { //Load } }

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  • Call HashMap from jsp EL ?

    - by Parhs
    Here is my Entity Class public enum UnitType { HOSPITAL, HEALTHCENTER } public static LinkedHashMap<UnitType, String> unitType = new LinkedHashMap<UnitType, String>() { { put(UnitType.HEALTHCENTER, "???t?? ??e?a?"); put(UnitType.HOSPITAL, "??s???µe??"); } }; @Id @GeneratedValue(strategy = GenerationType.IDENTITY) private Long id; private String name; private String address; @Column(columnDefinition = "TEXT") private String info; @Enumerated(EnumType.STRING) private UnitType type; At my jsp <c:forEach var="unit" items="${requestScope.units}"> <tr> <td>${unit.id}</td> <td>${unit.name}</td> <td>${unit.address}</td> <td>??!?</td> <td><a href="#">?e??ss?te?a</a></td> </tr> </c:forEach> How can i place the text value of the enum at ??!? .. Any idea? Tried some ways but nothing worked..

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  • Java Enumeration of Musical Notes

    - by Crupler
    How would you create an enumeration of the musical notes in Java, with each notes having an octave and then a keyed variable? This is what I have so far... public enum Notes { c, cS, d, dS, e, f, fS, g, gS, a, aS, b; int octave; boolean isPlaying; } So when I access the enums in my code I write something like this... Notes.c.octave = 4; Notes.c.isPlaying = true; Now here is my question: How can I have an isPlaying boolean for each note in each octave? Like so: Notes.c.octave.isPlaying = true; Or would I have to go like: public enum Notes { c1, cS1, d1, dS1, e1, f1, fS1, g1, gS1, a1, aS1, b1 c2, cS2, d2, dS2, e2, f2, fS2, g2, gS2, a2, aS2, b2; etc... boolean isPlaying; } Thank you in advance for taking your time to answer this question!

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  • Is there a design pattern that expresses objects (an their operations) in various states?

    - by darren
    Hi I have a design question about the evolution of an object (and its state) after some sequence of methods complete. I'm having trouble articulating what I mean so I may need to clean up the question based on feedback. Consider an object called Classifier. It has the following methods: void initialise() void populateTrainingSet(TrainingSet t) void pupulateTestingSet(TestingSet t) void train() void test() Result predict(Instance i) My problem is that these methods need to be called in a certain order. Futher, some methods are invalid until a previous method is called, and some methods are invalid after a method has been called. For example, it would be invalid to call predict() before test() was called, and it would be invalid to call train() after test() was called. My approach so far has been to maintain a private enum that represents the current stateof the object: private static enum STATE{ NEW, TRAINED, TESTED, READY}; But this seems a bit cloogy. Is there a design pattern for such a problem type? Maybe something related to the template method.

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  • C++ Virtual Methods for Class-Specific Attributes or External Structure

    - by acanaday
    I have a set of classes which are all derived from a common base class. I want to use these classes polymorphically. The interface defines a set of getter methods whose return values are constant across a given derived class, but vary from one derived class to another. e.g.: enum AVal { A_VAL_ONE, A_VAL_TWO, A_VAL_THREE }; enum BVal { B_VAL_ONE, B_VAL_TWO, B_VAL_THREE }; class Base { //... virtual AVal getAVal() const = 0; virtual BVal getBVal() const = 0; //... }; class One : public Base { //... AVal getAVal() const { return A_VAL_ONE }; BVal getBVal() const { return B_VAL_ONE }; //... }; class Two : public Base { //... AVal getAVal() const { return A_VAL_TWO }; BVal getBVal() const { return B_VAL_TWO }; //... }; etc. Is this a common way of doing things? If performance is an important consideration, would I be better off pulling the attributes out into an external structure, e.g.: struct Vals { AVal a_val; VBal b_val; }; storing a Vals* in each instance, and rewriting Base as follows? class Base { //... public: AVal getAVal() const { return _vals->a_val; }; BVal getBVal() const { return _vals->b_val; }; //... private: Vals* _vals; }; Is the extra dereference essentially the same as the vtable lookup? What is the established idiom for this type of situation? Are both of these solutions dumb? Any insights are greatly appreciated

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  • Memory Management with returning char* function

    - by RageD
    Hello all, Today, without much thought, I wrote a simple function return to a char* based on a switch statement of given enum values. This, however, made me wonder how I could release that memory. What I did was something like this: char* func() { char* retval = new char; // Switch blah blah - will always return some value other than NULL since default: return retval; } I apologize if this is a naive question, but what is the best way to release the memory seeing as I cannot delete the memory after the return and, obviously, if I delete it before, I won't have a returned value. What I was thinking as a viable solution was something like this void func(char*& in) { // blah blah switch make it do something } int main() { char* val = new char; func(val); // Do whatever with func (normally func within a data structure with specific enum set so could run multiple times to change output) val = NULL; delete val; val = NULL; return 0; } Would anyone have anymore insight on this and/or explanation on which to use? Regards, Dennis M.

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  • C++ and its type system: How to deal with data with multiple types?

    - by sub
    "Introduction" I'm relatively new to C++. I went through all the basic stuff and managed to build 2-3 simple interpreters for my programming languages. The first thing that gave and still gives me a headache: Implementing the type system of my language in C++ Think of that: Ruby, Python, PHP and Co. have a lot of built-in types which obviously are implemented in C. So what I first tried was to make it possible to give a value in my language three possible types: Int, String and Nil. I came up with this: enum ValueType { Int, String, Nil }; class Value { public: ValueType type; int intVal; string stringVal; }; Yeah, wow, I know. It was extremely slow to pass this class around as the string allocator had to be called all the time. Next time I've tried something similar to this: enum ValueType { Int, String, Nil }; extern string stringTable[255]; class Value { public: ValueType type; int index; }; I would store all strings in stringTable and write their position to index. If the type of Value was Int, I just stored the integer in index, it wouldn't make sense at all using an int index to access another int, or? Anyways, the above gave me a headache too. After some time, accessing the string from the table here, referencing it there and copying it over there grew over my head - I lost control. I had to put the interpreter draft down. Now: Okay, so C and C++ are statically typed. How do the main implementations of the languages mentioned above handle the different types in their programs (fixnums, bignums, nums, strings, arrays, resources,...)? What should I do to get maximum speed with many different available types? How do the solutions compare to my simplified versions above?

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  • Unusual "static" method declaration

    - by Jason
    public class Card { public enum Rank { DEUCE, THREE, FOUR, FIVE, SIX, SEVEN, EIGHT, NINE, TEN, JACK, QUEEN, KING, ACE } public enum Suit { CLUBS, DIAMONDS, HEARTS, SPADES } private final Rank rank; private final Suit suit; private Card(Rank rank, Suit suit) { this.rank = rank; this.suit = suit; } public Rank rank() { return rank; } public Suit suit() { return suit; } public String toString() { return rank + " of " + suit; } private static final List<Card> protoDeck = new ArrayList<Card>(); // Initialize prototype deck **static** { for (Suit suit : Suit.values()) for (Rank rank : Rank.values()) protoDeck.add(new Card(rank, suit)); } public static ArrayList<Card> newDeck() { return new ArrayList<Card>(protoDeck); // Return copy of prototype deck } } I have a quick question. The code block that starts right after the static keyword declaration, what type of method is that ? I haven't ever seen that before. If anyone could enlighten me, that would be greatly appreciated. Thanks.

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  • Bizarre static_cast trick?

    - by Rob
    While perusing the Qt source code I came across this gem: template <class T> inline T qgraphicsitem_cast(const QGraphicsItem *item) { return int(static_cast<T>(0)->Type) == int(QGraphicsItem::Type) || (item && int(static_cast<T>(0)->Type) == item->type()) ? static_cast<T>(item) : 0; } Notice the static_cast<T>(0)->Type? I've been using C++ for many years but have never seen 0 being used in a static_cast before. What is this code doing and is it safe? Background: If you derive from QGraphicsItem you are meant to declare an unique enum value called Type that and implement a virtual function called type that returns it, e.g.: class Item : public QGraphicsItem { public: enum { Type = MAGIC_NUMBER }; int type() const { return Type; } ... }; You can then do this: QGraphicsItem* item = new Item; ... Item* derivedItem = qgraphicsitem_cast<Item*>(item); This will probably help explain what that static_cast is trying to do.

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  • How to add new filters to CAML queries in SharePoint 2007

    - by uruit
      Normal 0 21 false false false ES-UY X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} One flexibility SharePoint has is CAML (Collaborative Application Markup Language). CAML it’s a markup language like html that allows developers to do queries against SharePoint lists, it’s syntax is very easy to understand and it allows to add logical conditions like Where, Contains, And, Or, etc, just like a SQL Query. For one of our projects we have the need to do a filter on SharePoint views, the problem here is that the view it’s a list containing a CAML Query with the filters the view may have, so in order to filter the view that’s already been filtered before, we need to append our filters to the existing CAML Query. That’s not a trivial task because the where statement in a CAML Query it’s like this: <Where>   <And>     <Filter1 />     <Filter2 />   </And> </Where> If we want to add a new logical operator, like an OR it’s not just as simple as to append the OR expression like the following example: <Where>   <And>     <Filter1 />     <Filter2 />   </And>   <Or>     <Filter3 />   </Or> </Where> But instead the correct query would be: <Where>   <Or>     <And>       <Filter1 />       <Filter2 />     </And>     <Filter3 />   </Or> </Where> Notice that the <Filter# /> tags are for explanation purpose only. In order to solve this problem we created a simple component, it has a method that receives the current query (could be an empty query also) and appends the expression you want to that query. Example: string currentQuery = @“ <Where>    <And>     <Contains><FieldRef Name='Title' /><Value Type='Text'>A</Value></Contains>     <Contains><FieldRef Name='Title' /><Value Type='Text'>B</Value></Contains>   </And> </Where>”; currentQuery = CAMLQueryBuilder.AppendQuery(     currentQuery,     “<Contains><FieldRef Name='Title' /><Value Type='Text'>C</Value></Contains>”,     CAMLQueryBuilder.Operators.Or); The fist parameter this function receives it’s the actual query, the second it’s the filter you want to add, and the third it’s the logical operator, so basically in this query we want all the items that the title contains: the character A and B or the ones that contains the character C. The result query is: <Where>   <Or>      <And>       <Contains><FieldRef Name='Title' /><Value Type='Text'>A</Value></Contains>       <Contains><FieldRef Name='Title' /><Value Type='Text'>B</Value></Contains>     </And>     <Contains><FieldRef Name='Title' /><Value Type='Text'>C</Value></Contains>   </Or> </Where>             The code:   First of all we have an enumerator inside the CAMLQueryBuilder class that has the two possible Options And, Or. public enum Operators { And, Or }   Then we have the main method that’s the one that performs the append of the filters. public static string AppendQuery(string containerQuery, string logicalExpression, Operators logicalOperator){   In this method the first we do is create a new XmlDocument and wrap the current query (that may be empty) with a “<Query></Query>” tag, because the query that comes with the view doesn’t have a root element and the XmlDocument must be a well formatted xml.   XmlDocument queryDoc = new XmlDocument(); queryDoc.LoadXml("<Query>" + containerQuery + "</Query>");   The next step is to create a new XmlDocument containing the logical expression that has the filter needed.   XmlDocument logicalExpressionDoc = new XmlDocument(); logicalExpressionDoc.LoadXml("<root>" + logicalExpression + "</root>"); In these next four lines we extract the expression from the recently created XmlDocument and create an XmlElement.                  XmlElement expressionElTemp = (XmlElement)logicalExpressionDoc.SelectSingleNode("/root/*"); XmlElement expressionEl = queryDoc.CreateElement(expressionElTemp.Name); expressionEl.InnerXml = expressionElTemp.InnerXml;   Below are the main steps in the component logic. The first “if” checks if the actual query doesn’t contains a “Where” clause. In case there’s no “Where” we add it and append the expression.   In case that there’s already a “Where” clause, we get the entire statement that’s inside the “Where” and reorder the query removing and appending elements to form the correct query, that will finally filter the list.   XmlElement whereEl; if (!containerQuery.Contains("Where")) { queryDoc.FirstChild.AppendChild(queryDoc.CreateElement("Where")); queryDoc.SelectSingleNode("/Query/Where").AppendChild(expressionEl); } else { whereEl = (XmlElement)queryDoc.SelectSingleNode("/Query/Where"); if (!containerQuery.Contains("<And>") &&                 !containerQuery.Contains("<Or>"))        {              XmlElement operatorEl = queryDoc.CreateElement(GetName(logicalOperator)); XmlElement existingExpression = (XmlElement)whereEl.SelectSingleNode("/Query/Where/*"); whereEl.RemoveChild(existingExpression);                 operatorEl.AppendChild(existingExpression);               operatorEl.AppendChild(expressionEl);                 whereEl.AppendChild(operatorEl);        }        else        {              XmlElement operatorEl = queryDoc.CreateElement(GetName(logicalOperator)); XmlElement existingOperator = (XmlElement)whereEl.SelectSingleNode("/Query/Where/*");                 whereEl.RemoveChild(existingOperator);               operatorEl.AppendChild(existingOperator);               operatorEl.AppendChild(expressionEl);                 whereEl.AppendChild(operatorEl);         }  }  return queryDoc.FirstChild.InnerXml }     Finally the GetName method converts the Enum option to his string equivalent.   private static string GetName(Operators logicalOperator) {       return Enum.GetName(typeof(Operators), logicalOperator); }        This component helped our team a lot using SharePoint 2007 and modifying the queries, but now in SharePoint 2010; that wouldn’t be needed because of the incorporation of LINQ to SharePoint. This new feature enables the developers to do typed queries against SharePoint lists without the need of writing any CAML code.   Normal 0 21 false false false ES-UY X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;} Post written by Sebastian Rodriguez - Portals and Collaboration Solutions @ UruIT  

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  • How to add new filters to CAML queries in SharePoint 2007

    - by uruit
    Normal 0 21 false false false ES-UY X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} One flexibility SharePoint has is CAML (Collaborative Application Markup Language). CAML it’s a markup language like html that allows developers to do queries against SharePoint lists, it’s syntax is very easy to understand and it allows to add logical conditions like Where, Contains, And, Or, etc, just like a SQL Query. For one of our projects we have the need to do a filter on SharePoint views, the problem here is that the view it’s a list containing a CAML Query with the filters the view may have, so in order to filter the view that’s already been filtered before, we need to append our filters to the existing CAML Query. That’s not a trivial task because the where statement in a CAML Query it’s like this: <Where>   <And>     <Filter1 />     <Filter2 />   </And> </Where> If we want to add a new logical operator, like an OR it’s not just as simple as to append the OR expression like the following example: <Where>   <And>     <Filter1 />     <Filter2 />   </And>   <Or>     <Filter3 />   </Or> </Where> But instead the correct query would be: <Where>   <Or>     <And>       <Filter1 />       <Filter2 />     </And>     <Filter3 />   </Or> </Where> Notice that the <Filter# /> tags are for explanation purpose only. In order to solve this problem we created a simple component, it has a method that receives the current query (could be an empty query also) and appends the expression you want to that query. Example: string currentQuery = @“ <Where>    <And>     <Contains><FieldRef Name='Title' /><Value Type='Text'>A</Value></Contains>     <Contains><FieldRef Name='Title' /><Value Type='Text'>B</Value></Contains>   </And> </Where>”; currentQuery = CAMLQueryBuilder.AppendQuery(     currentQuery,     “<Contains><FieldRef Name='Title' /><Value Type='Text'>C</Value></Contains>”,     CAMLQueryBuilder.Operators.Or); The fist parameter this function receives it’s the actual query, the second it’s the filter you want to add, and the third it’s the logical operator, so basically in this query we want all the items that the title contains: the character A and B or the ones that contains the character C. The result query is: <Where>   <Or>      <And>       <Contains><FieldRef Name='Title' /><Value Type='Text'>A</Value></Contains>       <Contains><FieldRef Name='Title' /><Value Type='Text'>B</Value></Contains>     </And>     <Contains><FieldRef Name='Title' /><Value Type='Text'>C</Value></Contains>   </Or> </Where>     The code:   First of all we have an enumerator inside the CAMLQueryBuilder class that has the two possible Options And, Or. public enum Operators { And, Or }   Then we have the main method that’s the one that performs the append of the filters. public static string AppendQuery(string containerQuery, string logicalExpression, Operators logicalOperator){   In this method the first we do is create a new XmlDocument and wrap the current query (that may be empty) with a “<Query></Query>” tag, because the query that comes with the view doesn’t have a root element and the XmlDocument must be a well formatted xml.   XmlDocument queryDoc = new XmlDocument(); queryDoc.LoadXml("<Query>" + containerQuery + "</Query>");   The next step is to create a new XmlDocument containing the logical expression that has the filter needed.   XmlDocument logicalExpressionDoc = new XmlDocument(); logicalExpressionDoc.LoadXml("<root>" + logicalExpression + "</root>"); In these next four lines we extract the expression from the recently created XmlDocument and create an XmlElement.                  XmlElement expressionElTemp = (XmlElement)logicalExpressionDoc.SelectSingleNode("/root/*"); XmlElement expressionEl = queryDoc.CreateElement(expressionElTemp.Name); expressionEl.InnerXml = expressionElTemp.InnerXml;   Below are the main steps in the component logic. The first “if” checks if the actual query doesn’t contains a “Where” clause. In case there’s no “Where” we add it and append the expression.   In case that there’s already a “Where” clause, we get the entire statement that’s inside the “Where” and reorder the query removing and appending elements to form the correct query, that will finally filter the list.   XmlElement whereEl; if (!containerQuery.Contains("Where")) { queryDoc.FirstChild.AppendChild(queryDoc.CreateElement("Where")); queryDoc.SelectSingleNode("/Query/Where").AppendChild(expressionEl); } else { whereEl = (XmlElement)queryDoc.SelectSingleNode("/Query/Where"); if (!containerQuery.Contains("<And>") &&                 !containerQuery.Contains("<Or>"))        {              XmlElement operatorEl = queryDoc.CreateElement(GetName(logicalOperator)); XmlElement existingExpression = (XmlElement)whereEl.SelectSingleNode("/Query/Where/*"); whereEl.RemoveChild(existingExpression);                 operatorEl.AppendChild(existingExpression);               operatorEl.AppendChild(expressionEl);                 whereEl.AppendChild(operatorEl);        }        else        {              XmlElement operatorEl = queryDoc.CreateElement(GetName(logicalOperator)); XmlElement existingOperator = (XmlElement)whereEl.SelectSingleNode("/Query/Where/*");                 whereEl.RemoveChild(existingOperator);               operatorEl.AppendChild(existingOperator);               operatorEl.AppendChild(expressionEl);                 whereEl.AppendChild(operatorEl);         }  }  return queryDoc.FirstChild.InnerXml }     Finally the GetName method converts the Enum option to his string equivalent.   private static string GetName(Operators logicalOperator) {       return Enum.GetName(typeof(Operators), logicalOperator); }        Normal 0 21 false false false ES-UY X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Normal 0 21 false false false ES-UY X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} This component helped our team a lot using SharePoint 2007 and modifying the queries, but now in SharePoint 2010; that wouldn’t be needed because of the incorporation of LINQ to SharePoint. This new feature enables the developers to do typed queries against SharePoint lists without the need of writing any CAML code.  But there is still much development to the 2007 version, so I hope this information is useful for other members.  Post Normal 0 21 false false false ES-UY X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;} written by Sebastian Rodriguez - Portals and Collaboration Solutions @ UruIT

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • socket operation on nonsocket or bad file descriptor

    - by Magn3s1um
    I'm writing a pthread server which takes requests from clients and sends them back a bunch of .ppm files. Everything seems to go well, but sometimes when I have just 1 client connected, when trying to read from the file descriptor (for the file), it says Bad file Descriptor. This doesn't make sense, since my int fd isn't -1, and the file most certainly exists. Other times, I get this "Socket operation on nonsocket" error. This is weird because other times, it doesn't give me this error and everything works fine. When trying to connect multiple clients, for some reason, it will only send correctly to one, and then the other client gets the bad file descriptor or "nonsocket" error, even though both threads are processing the same messages and do the same routines. Anyone have an idea why? Here's the code that is giving me that error: while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); The messages for both threads are the same, being of the form ./path/imageXX.ppm where XX is the number that should go to the client. The file size of each image is 58368 bytes. Sometimes, this code hangs on the read, and stops execution. I don't know this would be either, because the file descriptor comes back as valid. Thanks in advanced. Edit: Here's some sample output: Sending to client a: ./support/images/sw90.ppm This is fd 4 Error: : Socket operation on non-socket Sending to client a: ./support/images/sw91.ppm This is fd 4 Error: : Socket operation on non-socket Sending ./support/images/sw92.ppm This is fd 4 I am hhere2 Error: : Socket operation on non-socket My dispatcher has defeated evil Sample with 2 clients (client b was serviced first) Sending to client b: ./support/images/sw87.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw88.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw89.ppm This is fd 6 Error: : Success This is fd 6 Error: : Bad file descriptor Sending to client a: ./support/images/sw85.ppm This is fd 6 Error: As you can see, who ever is serviced first in this instance can open the files, but not the 2nd person. Edit2: Full code. Sorry, its pretty long and terribly formatted. #include <netinet/in.h> #include <netinet/in.h> #include <netdb.h> #include <arpa/inet.h> #include <sys/types.h> #include <sys/socket.h> #include <errno.h> #include <stdio.h> #include <unistd.h> #include <pthread.h> #include <stdlib.h> #include <string.h> #include <sys/types.h> #include <sys/stat.h> #include <fcntl.h> #include "ring.h" /* Version 1 Here is what is implemented so far: The threads are created from the arguments specified (number of threads that is) The server will lock and update variables based on how many clients are in the system and such. The socket that is opened when a new client connects, must be passed to the threads. To do this, we need some sort of global array. I did this by specifying an int client and main_pool_busy, and two pointers poolsockets and nonpoolsockets. My thinking on this was that when a new client enters the system, the server thread increments the variable client. When a thread is finished with this client (after it sends it the data), the thread will decrement client and close the socket. HTTP servers act this way sometimes (they terminate the socket as soon as one transmission is sent). *Note down at bottom After the server portion increments the client counter, we must open up a new socket (denoted by new_sd) and get this value to the appropriate thread. To do this, I created global array poolsockets, which will hold all the socket descriptors for our pooled threads. The server portion gets the new socket descriptor, and places the value in the first spot of the array that has a 0. We only place a value in this array IF: 1. The variable main_pool_busy < worknum (If we have more clients in the system than in our pool, it doesn't mean we should always create a new thread. At the end of this, the server signals on the condition variable clientin that a new client has arrived. In our pooled thread, we then must walk this array and check the array until we hit our first non-zero value. This is the socket we will give to that thread. The thread then changes the array to have a zero here. What if our all threads in our pool our busy? If this is the case, then we will know it because our threads in this pool will increment main_pool_busy by one when they are working on a request and decrement it when they are done. If main_pool_busy >= worknum, then we must dynamically create a new thread. Then, we must realloc the size of our nonpoolsockets array by 1 int. We then add the new socket descriptor to our pool. Here's what we need to figure out: NOTE* Each worker should generate 100 messages which specify the worker thread ID, client socket descriptor and a copy of the client message. Additionally, each message should include a message number, starting from 0 and incrementing for each subsequent message sent to the same client. I don't know how to keep track of how many messages were to the same client. Maybe we shouldn't close the socket descriptor, but rather keep an array of structs for each socket that includes how many messages they have been sent. Then, the server adds the struct, the threads remove it, then the threads add it back once they've serviced one request (unless the count is 100). ------------------------------------------------------------- CHANGES Version 1 ---------- NONE: this is the first version. */ #define MAXSLOTS 30 #define dis_m 15 //problems with dis_m ==1 //Function prototypes void inc_clients(); void init_mutex_stuff(pthread_t*, pthread_t*); void *threadpool(void *); void server(int); void add_to_socket_pool(int); void inc_busy(); void dec_busy(); void *dispatcher(); void create_message(long, int, int, char *, char *); void init_ring(); void add_to_ring(char *, char *, int, int, int); int socket_from_string(char *); void add_to_head(char *); void add_to_tail(char *); struct message * reorder(struct message *, struct message *, int); int get_threadid(char *); void delete_socket_messages(int); struct message * merge(struct message *, struct message *, int); int get_request(char *, char *, char*); ///////////////////// //Global mutexes and condition variables pthread_mutex_t startservice; pthread_mutex_t numclients; pthread_mutex_t pool_sockets; pthread_mutex_t nonpool_sockets; pthread_mutex_t m_pool_busy; pthread_mutex_t slots; pthread_mutex_t numm; pthread_mutex_t circ; pthread_cond_t clientin; pthread_cond_t m; /////////////////////////////////////// //Global variables int clients; int main_pool_busy; int * poolsockets, nonpoolsockets; int worknum; struct ring mqueue; /////////////////////////////////////// int main(int argc, char ** argv){ //error handling if not enough arguments to program if(argc != 3){ printf("Not enough arguments to server: ./server portnum NumThreadsinPool\n"); _exit(-1); } //Convert arguments from strings to integer values int port = atoi(argv[1]); worknum = atoi(argv[2]); //Start server portion server(port); } /////////////////////////////////////////////////////////////////////////////////////////////// //The listen server thread///////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////// void server(int port){ int sd, new_sd; struct sockaddr_in name, cli_name; int sock_opt_val = 1; int cli_len; pthread_t threads[worknum]; //create our pthread id array pthread_t dis[1]; //create our dispatcher array (necessary to create thread) init_mutex_stuff(threads, dis); //initialize mutexes and stuff //Server setup /////////////////////////////////////////////////////// if ((sd = socket (AF_INET, SOCK_STREAM, 0)) < 0) { perror("(servConn): socket() error"); _exit (-1); } if (setsockopt (sd, SOL_SOCKET, SO_REUSEADDR, (char *) &sock_opt_val, sizeof(sock_opt_val)) < 0) { perror ("(servConn): Failed to set SO_REUSEADDR on INET socket"); _exit (-1); } name.sin_family = AF_INET; name.sin_port = htons (port); name.sin_addr.s_addr = htonl(INADDR_ANY); if (bind (sd, (struct sockaddr *)&name, sizeof(name)) < 0) { perror ("(servConn): bind() error"); _exit (-1); } listen (sd, 5); //End of server Setup ////////////////////////////////////////////////// for (;;) { cli_len = sizeof (cli_name); new_sd = accept (sd, (struct sockaddr *) &cli_name, &cli_len); printf ("Assigning new socket descriptor: %d\n", new_sd); inc_clients(); //New client has come in, increment clients add_to_socket_pool(new_sd); //Add client to the pool of sockets if (new_sd < 0) { perror ("(servConn): accept() error"); _exit (-1); } } pthread_exit(NULL); //Quit } //Adds the new socket to the array designated for pthreads in the pool void add_to_socket_pool(int socket){ pthread_mutex_lock(&m_pool_busy); //Lock so that we can check main_pool_busy int i; //If not all our main pool is busy, then allocate to one of them if(main_pool_busy < worknum){ pthread_mutex_unlock(&m_pool_busy); //unlock busy, we no longer need to hold it pthread_mutex_lock(&pool_sockets); //Lock the socket pool array so that we can edit it without worry for(i = 0; i < worknum; i++){ //Find a poolsocket that is -1; then we should put the real socket there. This value will be changed back to -1 when the thread grabs the sockfd if(poolsockets[i] == -1){ poolsockets[i] = socket; pthread_mutex_unlock(&pool_sockets); //unlock our pool array, we don't need it anymore inc_busy(); //Incrememnt busy (locks the mutex itself) pthread_cond_signal(&clientin); //Signal first thread waiting on a client that a client needs to be serviced break; } } } else{ //Dynamic thread creation goes here pthread_mutex_unlock(&m_pool_busy); } } //Increments the client number. If client number goes over worknum, we must dynamically create new pthreads void inc_clients(){ pthread_mutex_lock(&numclients); clients++; pthread_mutex_unlock(&numclients); } //Increments busy void inc_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy++; pthread_mutex_unlock(&m_pool_busy); } //Initialize all of our mutexes at the beginning and create our pthreads void init_mutex_stuff(pthread_t * threads, pthread_t * dis){ pthread_mutex_init(&startservice, NULL); pthread_mutex_init(&numclients, NULL); pthread_mutex_init(&pool_sockets, NULL); pthread_mutex_init(&nonpool_sockets, NULL); pthread_mutex_init(&m_pool_busy, NULL); pthread_mutex_init(&circ, NULL); pthread_cond_init (&clientin, NULL); main_pool_busy = 0; poolsockets = malloc(sizeof(int)*worknum); int threadreturn; //error checking variables long i = 0; //Loop and create pthreads for(i; i < worknum; i++){ threadreturn = pthread_create(&threads[i], NULL, threadpool, (void *) i); poolsockets[i] = -1; if(threadreturn){ perror("Thread pool created unsuccessfully"); _exit(-1); } } pthread_create(&dis[0], NULL, dispatcher, NULL); } ////////////////////////////////////////////////////////////////////////////////////////// /////////Main pool routines ///////////////////////////////////////////////////////////////////////////////////////// void dec_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy--; pthread_mutex_unlock(&m_pool_busy); } void dec_clients(){ pthread_mutex_lock(&numclients); clients--; pthread_mutex_unlock(&numclients); } //This is what our threadpool pthreads will be running. void *threadpool(void * threadid){ long id = (long) threadid; //Id of this thread int i; int socket; int counter = 0; //Try and gain access to the next client that comes in and wait until server signals that a client as arrived while(1){ pthread_mutex_lock(&startservice); //lock start service (required for cond wait) pthread_cond_wait(&clientin, &startservice); //wait for signal from server that client exists pthread_mutex_unlock(&startservice); //unlock mutex. pthread_mutex_lock(&pool_sockets); //Lock the pool socket so we can get the socket fd unhindered/interrupted for(i = 0; i < worknum; i++){ if(poolsockets[i] != -1){ socket = poolsockets[i]; poolsockets[i] = -1; pthread_mutex_unlock(&pool_sockets); } } printf("Thread #%d is past getting the socket\n", id); int incoming = 1; while(counter < 100 && incoming != 0){ char buffer[512]; bzero(buffer,512); int startcounter = 0; incoming = read(socket, buffer, 512); if(buffer[0] != 0){ //client ID:priority:request:arguments char id[100]; long prior; char request[100]; char arg1[100]; char message[100]; char arg2[100]; char * point; point = strtok(buffer, ":"); strcpy(id, point); point = strtok(NULL, ":"); prior = atoi(point); point = strtok(NULL, ":"); strcpy(request, point); point = strtok(NULL, ":"); strcpy(arg1, point); point = strtok(NULL, ":"); if(point != NULL){ strcpy(arg2, point); } int fd; if(strcmp(request, "start_movie") == 0){ int count = 1; while(count <= 100){ char temp[10]; snprintf(temp, 50, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s to %s\n", message, id); count++; add_to_ring(message, id, prior, counter, socket); //Adds our created message to the ring counter++; } printf("I'm out of the loop\n"); } else if(strcmp(request, "seek_movie") == 0){ int count = atoi(arg2); while(count <= 100){ char temp[10]; snprintf(temp, 10, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s\n", message); count++; } } //create_message(id, socket, counter, buffer, message); //Creates our message from the input from the client. Stores it in buffer } else{ delete_socket_messages(socket); break; } } counter = 0; close(socket);//Zero out counter again } dec_clients(); //client serviced, decrement clients dec_busy(); //thread finished, decrement busy } //Creates a message void create_message(long threadid, int socket, int counter, char * buffer, char * message){ snprintf(message, strlen(buffer)+15, "%d:%d:%d:%s", threadid, socket, counter, buffer); } //Gets the socket from the message string (maybe I should just pass in the socket to another method) int socket_from_string(char * message){ char * substr1 = strstr(message, ":"); char * substr2 = substr1; substr2++; int occurance = strcspn(substr2, ":"); char sock[10]; strncpy(sock, substr2, occurance); return atoi(sock); } //Adds message to our ring buffer's head void add_to_head(char * message){ printf("Adding to head of ring\n"); mqueue.head->message = malloc(strlen(message)+1); //Allocate space for message strcpy(mqueue.head->message, message); //copy bytes into allocated space } //Adds our message to our ring buffer's tail void add_to_tail(char * message){ printf("Adding to tail of ring\n"); mqueue.tail->message = malloc(strlen(message)+1); //allocate space for message strcpy(mqueue.tail->message, message); //copy bytes into allocated space mqueue.tail->next = malloc(sizeof(struct message)); //allocate space for the next message struct } //Adds a message to our ring void add_to_ring(char * message, char * id, int prior, int mnum, int socket){ //printf("This is message %s:" , message); pthread_mutex_lock(&circ); //Lock the ring buffer pthread_mutex_lock(&numm); //Lock the message count (will need this to make sure we can't fill the buffer over the max slots) if(mqueue.head->message == NULL){ add_to_head(message); //Adds it to head mqueue.head->socket = socket; //Set message socket mqueue.head->priority = prior; //Set its priority (thread id) mqueue.head->mnum = mnum; //Set its message number (used for sorting) mqueue.head->id = malloc(sizeof(id)); strcpy(mqueue.head->id, id); } else if(mqueue.tail->message == NULL){ //This is the problem for dis_m 1 I'm pretty sure add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } else{ mqueue.tail->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.tail->next; add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } mqueue.mcount++; pthread_mutex_unlock(&circ); if(mqueue.mcount >= dis_m){ pthread_mutex_unlock(&numm); pthread_cond_signal(&m); } else{ pthread_mutex_unlock(&numm); } printf("out of add to ring\n"); fflush(stdout); } ////////////////////////////////// //Dispatcher routines ///////////////////////////////// void *dispatcher(){ init_ring(); while(1){ pthread_mutex_lock(&slots); pthread_cond_wait(&m, &slots); pthread_mutex_lock(&numm); pthread_mutex_lock(&circ); printf("Dispatcher to the rescue!\n"); mqueue.head = reorder(mqueue.head, mqueue.tail, mqueue.mcount); //printf("This is the head %s\n", mqueue.head->message); //printf("This is the tail %s\n", mqueue.head->message); fflush(stdout); struct message * pointer = mqueue.head; int count = 0; while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); printf("My dispatcher has defeated evil\n"); } } void init_ring(){ mqueue.head = malloc(sizeof(struct message)); mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.mcount = 0; } struct message * reorder(struct message * begin, struct message * end, int num){ //printf("I am reordering for size %d\n", num); fflush(stdout); int i; if(num == 1){ //printf("Begin: %s\n", begin->message); begin->next = NULL; return begin; } else{ struct message * left = begin; struct message * right; int middle = num/2; for(i = 1; i < middle; i++){ left = left->next; } right = left -> next; left -> next = NULL; //printf("Begin: %s\nLeft: %s\nright: %s\nend:%s\n", begin->message, left->message, right->message, end->message); left = reorder(begin, left, middle); if(num%2 != 0){ right = reorder(right, end, middle+1); } else{ right = reorder(right, end, middle); } return merge(left, right, num); } } struct message * merge(struct message * left, struct message * right, int num){ //printf("I am merginging! left: %s %d, right: %s %dnum: %d\n", left->message,left->priority, right->message, right->priority, num); struct message * start, * point; int lenL= 0; int lenR = 0; int flagL = 0; int flagR = 0; int count = 0; int middle1 = num/2; int middle2; if(num%2 != 0){ middle2 = middle1+1; } else{ middle2 = middle1; } while(lenL < middle1 && lenR < middle2){ count++; //printf("In here for count %d\n", count); if(lenL == 0 && lenR == 0){ if(left->priority < right->priority){ start = left; //Set the start point point = left; //set our enum; left = left->next; //move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else if(left->priority > right->priority){ start = right; point = right; right = right->next; point->next = NULL; lenR++; } else{ if(left->mnum < right->mnum){ ////printf("This is where we are\n"); start = left; //Set the start point point = left; //set our enum; left = left->next; //move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else{ start = right; point = right; right = right->next; point->next = NULL; lenR++; } } } else{ if(left->priority < right->priority){ point->next = left; left = left->next; //move the left pointer point = point->next; point->next = NULL; //Set the next node to NULL lenL++; } else if(left->priority > right->priority){ point->next = right; right = right->next; point = point->next; point->next = NULL; lenR++; } else{ if(left->mnum < right->mnum){ point->next = left; //set our enum; left = left->next; point = point->next;//move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else{ point->next = right; right = right->next; point = point->next; point->next = NULL; lenR++; } } } if(lenL == middle1){ flagL = 1; break; } if(lenR == middle2){ flagR = 1; break; } } if(flagL == 1){ point->next = right; point = point->next; for(lenR; lenR< middle2-1; lenR++){ point = point->next; } point->next = NULL; mqueue.tail = point; } else{ point->next = left; point = point->next; for(lenL; lenL< middle1-1; lenL++){ point = point->next; } point->next = NULL; mqueue.tail = point; } //printf("This is the start %s\n", start->message); //printf("This is mqueue.tail %s\n", mqueue.tail->message); return start; } void delete_socket_messages(int a){ }

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  • What is my miniport's service name?

    - by Ian Boyd
    i am trying to query the physical sector size of my drive using fsutil: C:\Windows\system32>fsutil fsinfo ntfsinfo c: NTFS Volume Serial Number : 0x78cc11b2cc116c1e Version : 3.1 Number Sectors : 0x000000003a382fff Total Clusters : 0x00000000074705ff Free Clusters : 0x00000000022fc29b Total Reserved : 0x00000000000007d0 Bytes Per Sector : 512 Bytes Per Physical Sector : <Not Supported> Bytes Per Cluster : 4096 Bytes Per FileRecord Segment : 1024 Clusters Per FileRecord Segment : 0 Mft Valid Data Length : 0x00000000305c0000 Mft Start Lcn : 0x00000000000c0000 Mft2 Start Lcn : 0x0000000003a382ff Mft Zone Start : 0x0000000006951940 Mft Zone End : 0x0000000006951c80 RM Identifier: 19B22CBE-570D-19DE-9C72-CD758F800DDC You can see that the Bytes Per Physical Sector value is Not Supported: Bytes Per Physical Sector : <Not Supported> In KB Article Microsoft support policy for 4K sector hard drives in Windows, Microsoft says: If fsutil.exe continues to display "Bytes Per Physical Sector : " after you apply the latest storage driver and the required hotfixes, make sure that the following registry path exists: HKLM\CurrentControlSet\Services\<miniport’s service name>\Parameters\Device\ Name: EnableQueryAccessAlignment Type: REG_DWORD Value: 1: Enable The only thing i don't know is what my Miniport's service name is. What is my miniport's service name. i know that my SATA drives are in AHCI mode, and AHCI uses the msahci driver service: Is that my miniport service? "MSAHCI"? See also Hitachi - Advanced Format Technology Brief RMPrepUSB - Advanced Format (4K sector) hard disks Microsoft support policy for 4K sector hard drives in Windows OSR Online - Advance Disk Format support in Storport Virtual Mniport diver Default cluster size for NTFS, FAT, and exFAT Wikipedia - Advanced Format

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  • How do I upgrade django on ubuntu 9.04?

    - by Lorin Hochstein
    I've got Django 1.0.2 installed on Ubuntu 9.04. I'd like to upgrade Django, because I have an app that needs Django 1.1 or greater. I tried using pip to do the upgrade, but got the following: $ sudo pip install Django==1.1 Downloading/unpacking Django==1.1 Downloading Django-1.1.tar.gz (5.6Mb): 5.6Mb downloaded Running setup.py egg_info for package Django Installing collected packages: Django Found existing installation: Django 1.0.2-final Not uninstalling Django at /var/lib/python-support/python2.6, outside environment /usr Running setup.py install for Django changing mode of build/scripts-2.6/django-admin.py from 644 to 755 changing mode of /usr/local/bin/django-admin.py to 755 Successfully installed Django It seems like it worked, but it refuses to remove the original Django 1.02, and sure enough: $ pip freeze | grep -i django Django==1.0.2-final django-debug-toolbar==0.8.3 django-sphinx==2.2.3 $ /usr/local/bin/django-admin.py --version 1.0.2 final The problem, apparently, is that pip won't uninstall files outside of /usr. I'd like to remove the existing Django files manually, but I have no idea how to do that, because I'm unfamiliar with how Python packages are laid out in Ubuntu. It looks pretty complicated. The site-packages directory is: $ python -c "from distutils.sysconfig import get_python_lib; print get_python_lib()" /usr/lib/python2.6/dist-packages However, that's not where the django files live: $ ls -ld /usr/lib/python2.6/dist-packages/[Dd]jango* ls: cannot access /usr/lib/python2.6/dist-packages/[Dd]jango*: No such file or directory There's a /var/lib/python-support/python2.6/django directory, and the __init__.py file in that directory points to /usr/share/python-support/python-django/django/__init__.py. Clearly, pip is able to figure out where the files live. Is there any way to retrieve the list of files associated with the django package so I can just delete them manually?

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  • Hyper-V Server 2012 with Zambezi AMD FX-Series - Hardware assisted virtualization not present

    - by Vazgen
    I'm trying to set up VDI across Windows Server 2012 VMs running on Hyper-V 2012. The wizard's compatibility check for the Virtualization Host server failed with "Hardware-assisted virtualization is not present on the server". I'm running an FX-8120 CPU and have the ASUS M5A97 motherboard. I know I'm supposed to enable No-Execute (Hyper-V Hardware Considerations) but I cannot find that or any other synonyms of it in my motherboards UEFI BIOS (NX, XD, EVP, XN... nothing). I found this: PAE/NX/SSE2 Support Requirement Guide for Windows 8 which in short says "Windows 8 and Windows Server 2012 requires that systems must have processors that support NX, and NX must be turned on for important security safeguards to function effectively and avoid potential security vulnerabilities." this leads me to believe NX is on by default if I was able to get this far and install Hyper-V 2012 and Windows Server 2012.. Also I tried to disable AVX in cmd with "bcdedit /set xsavedisable 1". Did not resolve My processor is Zambezi FX-8120 and also supports RVI/SLAT/other synonym: processor: Newegg Processor FX-8120 support proof: AMD Processors with Rapid Virtualization Indexing Required to Run Hyper-V in Windows 8 What's going on here? I bought this CPU specifically after I had the same problems with an older AMD Athelon II and made sure to buy one with AMD-V and RVI. Thank you

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  • OS X: Finder error -36 when using SMB shares on a Samba server bound to AD

    - by Frenchie
    We're looking at deploying SMB homes on Debian (5.0.3) for our mac clients rather than purchasing four new Xserves. We've got our test servers built and functioning properly. Windows clients behave perfectly, but we've run into an issue with OS X (10.6.x and 10.5.x). We're going this route instead of Windows file servers due to a whole bunch of other issues that arise when going that way. Specifically, when mounting a SMB share with unix extensions switched on and the remote server bound to AD, the finder cannot save files on the share, instead touching the file and then bombing out with a -36 IO error, folder creation is fine. Copying files in the terminal behaves fine and the problem seems to be limited to the finder. The issue arises (I think) as the remote UID/GID is passed across when using unix extensions. OS X uses its own winbind idmap (odsam) to work out the effective UID/GID from AD users and groups whilst we're using a rid map on the server. Consequently, there is a mismatch in ownership which the finder chooses to honour. How OS X appears to handle this is to use the remote uid and gid at the file permission level (see below) and then set an OS X acl granting the local uid/gid to have the appropriate permissions on the file. I think the finder touches the file (which the kernel allows because of the ACL) and then checks the filesystem perms and drops out with the IO error. On a Client fc-003353-d:homes2 root# ls -led test/ drwx------+ 2 135978 100513 16384 Feb 3 15:14 test/ 0: user:jfrench allow list,add_file,search,delete,add_subdirectory,delete_child,readattr,writeattr,readextattr,writeextattr,readsecurity,writesecurity,chown,file_inherit,directory_inherit 1: group:ARTS\domain users allow 2: group:everyone allow 3: group:owner allow list,add_file,search,delete,add_subdirectory,delete_child,readattr,writeattr,readextattr,writeextattr,readsecurity,writesecurity,chown,file_inherit,directory_inherit,only_inherit 4: group:group allow list,add_file,search,delete,add_subdirectory,delete_child,readattr,writeattr,readextattr,writeextattr,readsecurity,writesecurity,chown,file_inherit,directory_inherit,only_inherit 5: group:everyone allow list,add_file,search,delete,add_subdirectory,delete_child,readattr,writeattr,readextattr,writeextattr,readsecurity,writesecurity,chown,file_inherit,directory_inherit,only_inherit We've tried the following without any luck: Setting the Linux side file owner to match the OS X GID/UID Adding ACLs on the linux filesystem which grant the OS X GID/UID perms Disabling extended attributes Setting steams=no in /etc/nsmb.conf on the client We're currently running a workaround which is to just turn off unix extensions which forces the macs to just mount the share as the local user with u=rwx perms. This works for most things but is causing a few apps that expect certain perms to break in subtle ways. Worst case scenario is that we'll continue running in this way but we would like to have the unix extensions on. Regards. Relevant SMB config below: [global] workgroup = ARTS realm = *snip* security = ADS password server = *snip* unix extensions = yes panic action = /usr/share/panic-action %d idmap backend = rid:ARTS=100000-10000000 idmap uid = 100000-10000000 idmap gid = 100000-10000000 winbind enum users = Yes winbind enum groups = Yes veto files = /lost+found/aquota.*/ hide files = /desktop.ini/$RECYCLE.BIN/.*/AppData/Library/ ea support = yes store dos attributes = yes map system = no map archive = no map readonly = no

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  • Automatically check for Security Updates on CentOS or Scientific Linux?

    - by Stefan Lasiewski
    We have machines running RedHat-based distros such as CentOS or Scientific Linux. We want the systems to automatically notify us if there are any known vulnerabilities to the installed packages. FreeBSD does this with the ports-mgmt/portaudit port. RedHat provides yum-plugin-security, which can check for vulnerabilities by their Bugzilla ID, CVE ID or advisory ID. In addition, Fedora recently started to support yum-plugin-security. I believe this was added in Fedora 16. Scientific Linux 6 did not support yum-plugin-security as of late 2011. It does ship with /etc/cron.daily/yum-autoupdate, which updates RPMs daily. I don't think this handles Security Updates only, however. CentOS does not support yum-plugin-security. I monitor the CentOS and Scientific Linux mailinglists for updates, but this is tedious and I want something which can be automated. For those of us who maintain CentOS and SL systems, are there any tools which can: Automatically (Progamatically, via cron) inform us if there are known vulnerabilities with my current RPMs. Optionally, automatically install the minimum upgrade required to address a security vulnerability, which would probably be yum update-minimal --security on the commandline? I have considered using yum-plugin-changelog to print out the changelog for each package, and then parse the output for certain strings. Are there any tools which do this already?

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  • Why is my own e-mail address not listed in the To field?

    - by Sammy
    I have received a suspicious e-mail. I am not affiliated with the company mentioned in the e-mail body, or the signer. However, I have been using the app they mention in the e-mail. They are inviting me to a Beta test. But the e-mail is not by the original author of the app. But I'm thinking they might have hired an external company to do this version of the app. There is a link to a TestFlight page. So I'm not sure what to make of this. Now this is what mainly arose my attention. From: Anders Bergman <[email protected]> To: Bon Support Cc: Subject: Test av nya BBK för Android This is how it shows up in Outlook 2010. The "To" field is addressed to "Bon Support" and when I double-click on that I see [email protected]. I can assure you that none of these are my e-mail addresses. So where the heck is my own e-mail address? How could I have received this if it was addressed to someone else? If not spammers and skimmers and other criminals, who else is using this practice and why? And how can I tell now to what e-mail account I received this? I have more than one account set up in Outlook.

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  • package issue with ubuntu 10.10 and passenger requirements

    - by user368937
    I'm trying to get Passenger working with Ubuntu 10.10 and I'm running into a problem. It seems that the passenger installer is not recognizing the virtual package. I'm getting this error: Code: passenger-install-apache2-module ... * OpenSSL support for Ruby... not found ... And then it says, run this: * To install OpenSSL support for Ruby: Please run apt-get install libopenssl-ruby as root. When I run the above command, it refers to the libruby package: sudo apt-get install libopenssl-ruby Reading package lists... Done Building dependency tree Reading state information... Done Note, selecting 'libruby' instead of 'libopenssl-ruby' libruby is already the newest version. 0 upgraded, 0 newly installed, 0 to remove and 43 not upgraded. When I look at the details for libruby, it says it provides libopenssl-ruby: Code: Provides: libbigdecimal-ruby, libcurses-ruby, libdbm-ruby, libdl-ruby, libdrb-ruby, liberb-ruby, libgdbm-ruby, libiconv-ruby, libopenssl-ruby, libpty-ruby, libracc-runtime-ruby, libreadline-ruby, librexml-ruby, libsdbm-ruby, libstrscan-ruby, libsyslog-ruby, libtest-unit-ruby, libwebrick-ruby, libxmlrpc-ruby, libyaml-ruby, libzlib-ruby And when I rerun the passenger installer, it gives the same error: Code: passenger-install-apache2-module ... * OpenSSL support for Ruby... not found ... Let me know if you need more info. How do I fix this?

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  • OS X Client & Ubuntu Server - Best way for client to access files on server?

    - by Camsoft
    I've got a local development web server running Ubuntu. I also have an iMac running OS X 10.6 which I use a client and is my development machine. I'm currently have Samba server installed on my Ubuntu server. I have shares setup for all the website directories. I then use my Mac and Coda to edit the files via their shares. This generally works really well but I noticed that my Mac was writing loads of resource fork ._filename files everywhere. I found out the following about the files: These files are created on volumes that don't natively support full HFS file characteristics (e.g. ufs volumes, Windows fileshares, etc). When a Mac file is copied to such a volume, its data fork is stored under the file's regular name, and the additional HFS information (resource fork, type & creator codes, etc) is stored in a second file (in AppleDouble format), with a name that starts with "._". (These files are, of course, invisible as far as OS-X is concerned, but not to other OS's; this can sometimes be annoying...) Does anyone know of a way of sharing files between a Mac client and a Linux server that is most compantable between the two operation systems? Ideally it needs to support the HFS filesystem so that the resource forks are not created and it also needs to support the permissions between server and client.

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  • Picking a linux compatible motherboard

    - by Chris
    Last time I bought a new computer (I build them myself) I got a motherboard that had really poor linux support for a long time. Specifically the audio. I had to wait months before the kernel supported the on board audio chipset. That is exactly the situation I'm trying to avoid this time around. I have some specific questions about "server motherboards" actually. I looked at a few models of server motherboards by intel, and some random models on newegg. I wasn't able to see much of a difference from regular desktop motherboard other than most had two sockets, and support for much more ram. These boards seem more popular with Linux users. Why? AMD and Intel both have server CPUs as well. Some question, what's the difference? To make this question more concrete, I was looking at this this motherboard. The main questions about it that I can't answer are: Can I get a motherboard without on board raid and audio? I wanted to get a hardware raid controller and a PCI audio card. I thought a server motherboard would be cheaper and not have these "extras", since who wants an audio card on a server? Where can I found out about Linux support for the components on this board? "Intel ICH10R", "Realtek ALC889", "Marvell 88E8056" I'm buying this computer to work as a Linux desktop for a lot of compiling, coding and audio/video work, but I don't want to rule out the possibility of installing windows and playing some games at one point. (even if the last game I got has been sitting in its box unopened for almost a year). Is it a good idea to buy a "server motherboard" and play games on it, or are desktop boards better value for this? The ultimate solution for me would be a motherboard that had GPL divers for onboard LAN, a single CPU socket, lots of PCI express and PCI. USB 3.0, and no fancy hard disk controllers since I'll be getting a separate one.

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  • iconv supports too few encoding

    - by schemacs
    iconv -l outputs too few encodings on CentOS 6.5: $ iconv -l 10646-1:1993, 10646-1:1993/UCS4, ANSI_X3.4-1968, ANSI_X3.4-1986, ANSI_X3.4, ASCII, CP367, CSASCII, CSUCS4, IBM367, ISO-10646, ISO-10646/UCS2, ISO-10646/UCS4, ISO-10646/UTF-8, ISO-10646/UTF8, ISO-IR-6, ISO-IR-193, ISO646-US, ISO_646.IRV:1991, OSF00010020, OSF00010100, OSF00010101, OSF00010102, OSF00010104, OSF00010105, OSF00010106, OSF05010001, UCS-2, UCS-2BE, UCS-2LE, UCS-4, UCS-4BE, UCS-4LE, UCS2, UCS4, UNICODEBIG, UNICODELITTLE, US-ASCII, US, UTF-8, UTF8, WCHAR_T But on my Ubuntu the list seems much longer, here is different: CentOS6.5: $ php -a php > echo iconv('utf8', 'gbk', 'abc'); PHP Notice: iconv(): Wrong charset, conversion from `utf8' to `gbk' is not allowed in php shell code on line 1 php > quit $ php -i|grep iconv iconv iconv support => enabled iconv implementation => glibc iconv library version => 2.12 iconv.input_encoding => ISO-8859-1 => ISO-8859-1 iconv.internal_encoding => ISO-8859-1 => ISO-8859-1 iconv.output_encoding => ISO-8859-1 => ISO-8859-1 Ubuntu 14.04: $ php -a Interactive mode enabled php > echo iconv('utf8', 'gbk', "abc\n"); abc php > quit $ php -i|grep iconv iconv iconv support => enabled iconv implementation => glibc iconv library version => 2.19 iconv.input_encoding => ISO-8859-1 => ISO-8859-1 iconv.internal_encoding => ISO-8859-1 => ISO-8859-1 iconv.output_encoding => ISO-8859-1 => ISO-8859-1 But I don't want to recompile glibc(this will be huge mount of work), any idea on how to ad new encoding support?

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