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  • How to avoid the exception “Substitution controls cannot be used in cached User Controls or cached M

    - by DigiMortal
    Recently I wrote example about using user controls with donut caching. Because cache substitutions are not allowed inside partially cached controls you may get the error Substitution controls cannot be used in cached User Controls or cached Master Pages when breaking this rule. In this posting I will introduce some strategies that help to avoid this error. How Substitution control checks its location? Substitution control uses the following check in its OnPreRender method. protected internal override void OnPreRender(EventArgs e) {     base.OnPreRender(e);     for (Control control = this.Parent; control != null;          control = control.Parent)     {         if (control is BasePartialCachingControl)         {             throw new HttpException(SR.GetString("Substitution_CannotBeInCachedControl"));         }     } } It traverses all the control tree up to top from its parent to find at least one control that is partially cached. If such control is found then exception is thrown. Reusing the functionality If you want to do something by yourself if your control may cause exception mentioned before you can use the same code. I modified the previously shown code to be method that can be easily moved to user controls base class if you have some. If you don’t you can use it in controls where you need this check. protected bool IsInsidePartialCachingControl() {     for (Control control = Parent; control != null;         control = control.Parent)         if (control is BasePartialCachingControl)             return true;       return false; } Now it is up to you how to handle the situation where your control with substitutions is child of some partially cache control. You can add here also some debug level output so you can see exactly what controls in control hierarchy are cached and cause problems.

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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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  • Cron job running successfully suddenly reports script is not found

    - by Ted B
    What might cause cron to suddenly report a file it is supposed to run is "not found," when the file hasn't been touched, and in fact, the entire system hasn't been touched since it last ran successfully? I have a cronjob schedule I define by doing sudo crontab -e In it, I have dozens of cron jobs that run successfully.. I do not have a PATH specified, and I use absolute paths to call all my scheduled scripts, setting the PATH in them as needed. I do not specify a SHELL in the crontab. All scripts identify the shell as their first line. Without me touching the system, a particular job defined in the middle of other jobs will suddenly stop running. To debug this, I added an output redirection to a log file. In that, the output clearly shows the output of the script successfully running time after time for weeks, and then suddenly the following appears: /bin/sh: /home/iupress/bin/sync-email_images: not found /bin/sh: /home/iupress/bin/sync-email_images: not found /bin/sh: /home/iupress/bin/sync-email_images: not found /bin/sh: /home/iupress/bin/sync-email_images: not found /bin/sh: /home/iupress/bin/sync-email_images: not found /bin/sh: /home/iupress/bin/sync-email_images: not found /bin/sh: /home/iupress/bin/sync-email_images: not found /bin/sh: /home/iupress/bin/sync-email_images: not found /bin/sh: /home/iupress/bin/sync-email_images: not found If I do the ls command, copying and pasting that exact path from the error message, it clearly reports the file is still there (no surprise). Yet the log continues to report that file is "not found" until I take action. I can run the script manually and it runs just fine. If I do sudo crontab -e and save the file, the job runs on the next scheduled time, putting its output in the log, no longer reporting the script is "not found". It seems to me the contents of the script trying to be run are irrelevant since cron doesn't even process the file because it is "not found". I have a job scheduled below the one that is encountering this problem that I know is continuing to run, because I have its output mailed to me. So I know cron is running and continues to run at least one other job, even after it suddenly reports this job's script is "not found". All my lines end with a newline. I had no periods in the crontab until I added the redirection to a log file. I have now added a PATH specification, but left the absolute paths in the jobs. Unfortunately, I have no idea if and when this problem will occur. It will likely be weeks from now. By the way, I am running a script to syncronize the clock, and I see the time is exactly what it should be.

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  • Drawing a texture at the end of a trace (crosshair?) UDK

    - by Dave Voyles
    I'm trying to draw a crosshair at the end of my trace. If my crosshair does not hit a pawn or static mesh (ex, just a skybox) then the crosshair stays locked on a certain point at that actor - I want to say its origin. Ex: Run across a pawn, then it turns yellow and stays on that pawn. If it runs across the skybox, then it stays at one point on the box. Weird? How can I get my crosshair to stay consistent? I've included two images for reference, to help illustrate. Note: The wrench is actually my crosshair. The "X" is just a debug crosshair. Ignore that. /// Image 1 /// /// Image 2 /// /*************************************************************************** * Draws the crosshair ***************************************************************************/ function bool CheckCrosshairOnFriendly() { local float CrosshairSize; local vector HitLocation, HitNormal, StartTrace, EndTrace, ScreenPos; local actor HitActor; local MyWeapon W; local Pawn MyPawnOwner; /** Sets the PawnOwner */ MyPawnOwner = Pawn(PlayerOwner.ViewTarget); /** Sets the Weapon */ W = MyWeapon(MyPawnOwner.Weapon); /** If we don't have an owner, then get out of the function */ if ( MyPawnOwner == None ) { return false; } /** If we have a weapon... */ if ( W != None) { /** Values for the trace */ StartTrace = W.InstantFireStartTrace(); EndTrace = StartTrace + W.MaxRange() * vector(PlayerOwner.Rotation); HitActor = MyPawnOwner.Trace(HitLocation, HitNormal, EndTrace, StartTrace, true, vect(0,0,0),, TRACEFLAG_Bullet); DrawDebugLine(StartTrace, EndTrace, 100,100,100,); /** Projection for the crosshair to convert 3d coords into 2d */ ScreenPos = Canvas.Project(HitLocation); /** If we haven't hit any actors... */ if ( Pawn(HitActor) == None ) { HitActor = (HitActor == None) ? None : Pawn(HitActor.Base); } } /** If our trace hits a pawn... */ if ((Pawn(HitActor) == None)) { /** Draws the crosshair for no one - Grey*/ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(100,100,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return false; } /** Draws the crosshair for friendlies - Yellow */ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(255,255,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return true; }

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  • Compiling for T4

    - by Darryl Gove
    I've recently had quite a few queries about compiling for T4 based systems. So it's probably a good time to review what I consider to be the best practices. Always use the latest compiler. Being in the compiler team, this is bound to be something I'd recommend But the serious points are that (a) Every release the tools get better and better, so you are going to be much more effective using the latest release (b) Every release we improve the generated code, so you will see things get better (c) Old releases cannot know about new hardware. Always use optimisation. You should use at least -O to get some amount of optimisation. -xO4 is typically even better as this will add within-file inlining. Always generate debug information, using -g. This allows the tools to attribute information to lines of source. This is particularly important when profiling an application. The default target of -xtarget=generic is often sufficient. This setting is designed to produce a binary that runs well across all supported platforms. If the binary is going to be deployed on only a subset of architectures, then it is possible to produce a binary that only uses the instructions supported on these architectures, which may lead to some performance gains. I've previously discussed which chips support which architectures, and I'd recommend that you take a look at the chart that goes with the discussion. Crossfile optimisation (-xipo) can be very useful - particularly when the hot source code is distributed across multiple source files. If you're allowed to have something as geeky as favourite compiler optimisations, then this is mine! Profile feedback (-xprofile=[collect: | use:]) will help the compiler make the best code layout decisions, and is particularly effective with crossfile optimisations. But what makes this optimisation really useful is that codes that are dominated by branch instructions don't typically improve much with "traditional" compiler optimisation, but often do respond well to being built with profile feedback. The macro flag -fast aims to provide a one-stop "give me a fast application" flag. This usually gives a best performing binary, but with a few caveats. It assumes the build platform is also the deployment platform, it enables floating point optimisations, and it makes some relatively weak assumptions about pointer aliasing. It's worth investigating. SPARC64 processor, T3, and T4 implement floating point multiply accumulate instructions. These can substantially improve floating point performance. To generate them the compiler needs the flag -fma=fused and also needs an architecture that supports the instruction (at least -xarch=sparcfmaf). The most critical advise is that anyone doing performance work should profile their application. I cannot overstate how important it is to look at where the time is going in order to determine what can be done to improve it. I also presented at Oracle OpenWorld on this topic, so it might be helpful to review those slides.

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  • Quickly Copy Movie Files to Individually Named Folders

    - by DigitalGeekery
    Some HTPC media manager applications require movie files to be in stored in separate folders to properly store information such as cover art images and other metadata. Here we look at copying movie files to individual folders. If you already have a large movie collection stored in a single folder, we’ll show you how to quickly move those files into their own individually named folders. File2Folder FIle2folder is a handy portable app that automatically creates and moves movie files into a folder of the same filename. There is no installation needed. Simply download and run the .exe file (link below). Enter the current movie directory, or browse for the folder. File2folder now supports both local and network shares. When you are ready to create the folders and move the files, click Move! You’ll see the move progress displayed in the window. When the process is finished, you’ll have all your movie file in individual folders.   Change your mind? Just click the Undo! button…   …and the move and folder creation process will be undone. If you would like to have the folder monitored for new files, click the Start button. File2folder will process any new files it discovers every 180 seconds. To turn it off, click Stop. This simple little program is a huge timesaver for those looking to organize movie collections for their HTPC. We should also note that this will work with any files, not just videos. Download file2folder Similar Articles Productive Geek Tips Hack: Turn Off Debug Mode in VMWare Workstation 6 BetaAdd Images and Metadata to Windows 7 Media Center Movie LibraryAdd Folders to the Movie Library in Windows 7 Media CenterAutomatically Mount and View ISO files in Windows 7 Media CenterMove the Public Folder in Windows Vista 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 HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good Greate Image Viewing and Management with Zoner Photo Studio Free Windows Media Player Plus! – Cool WMP Enhancer Get Your Team’s World Cup Schedule In Google Calendar Backup Drivers With Driver Magician

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  • Support ARMv7 instruction set in Windows Embedded Compact applications

    - by Valter Minute
    On of the most interesting new features of Windows Embedded Compact 7 is support for the ARMv5, ARMv6 and ARMv7 instruction sets instead of the ARMv4 “generic” support provided by the previous releases. This means that code build for Windows Embedded Compact 7 can leverage features (like the FPU unit for ARMv6 and v7) and instructions of the recent ARM cores and improve their performances. Those improvements are noticeable in graphics, floating point calculation and data processing. The ARMv7 instruction set is supported by the latest Cortex-A8, A9 and A15 processor families. Those processor are currently used in tablets, smartphones, in-car navigation systems and provide a great amount of processing power and a low amount of electric power making them very interesting for portable device but also for any kind of device that requires a rich user interface, processing power, connectivity and has to keep its power consumption low. The bad news is that the compiler provided with Visual Studio 2008 does not provide support for ARMv7, building native applications using just the ARMv4 instruction set. Porting a Visual Studio “Smart Device” native C/C++ project to Platform Builder is not easy and you’ll lack many of the features that the VS2008 application development environment provides. You’ll also need access to the BSP and OSDesign configuration for your device to be able to build and debug your application inside Platform Builder and this may prevent independent software vendors from using the new compiler to improve their applications performances. Adeneo Embedded now provides a whitepaper and a Visual Studio plug-in that allows usage of the new ARMv7 enabled compiler to build applications inside Visual Studio 2008. I worked on the whitepaper and the tools, with the help of my colleagues and now the results can be downloaded from Adeneo Embedded’s website: http://www.adeneo-embedded.com/OS-Technologies/Windows-Embedded (Click on the “WEC7 ARMv7 Whitepaper tab to access the download links, free registration required) A very basic benchmark showed a very good performance improvement in integer and floating-point operations. Obviously your mileage may vary and we can’t promise the same amount of improvement on any application, but with a small effort on your side (even smaller if you use the plug-in) you can try on your own application. ARMv7 support is provided using Platform Builder’s compiler and VS2008 application debugger is not able to debut ARMv7 code, so you may need to put in place some workaround like keeping ARMv4 code for debugging etc.

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  • Uniform not being applied to proper mesh

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • Dynamic Bind9 + DHCP

    - by AcidRod75
    i have been working on setup a server for my internal network, so far i have a working isc-dhcp-server that can upgrade a chrooted BIND9 (on the same machine), i need to add some static entries on the DNS, so users can resolve the websites that resides in our DMZ. What i had tryed all ready was to modify the /etc/bind/named.conf.local with this info: // // Do any local configuration here // // Consider adding the 1918 zones here, if they are not used in your // organization //include "/etc/bind/zones.rfc1918"; key DHCP_UPDATER { algorithm HMAC-MD5.SIG-ALG.REG.INT; secret "MySuperSecretHash"; (this is not the real value BTW) }; zone "quality.internal" IN { type master; file "/var/lib/bind/quality.internal.db"; allow-update { key DHCP_UPDATER; }; }; zone "0.10.10.in-addr.arpa" { type master; file "/var/lib/bind/rev.10.10.0.in-addr.arpa"; allow-update { key DHCP_UPDATER; }; }; logging { channel query.log { file "/var/log/named/query.log"; severity debug 3; }; category queries { query.log; }; }; --- EOF ---- then i added this 2 entries: zone "ourserver.internal" IN { type master; file "/var/lib/bind/ourserver.internal.db"; }; zone "0.16.172.in-addr.arpa" { type master; file "/var/lib/bind/rev.172.16.0.in-addr.arpa"; }; ---- EOF ---- So.. i created the files ourserver.internal.db and rev.172.16.0.in-addr.arpa placed them BOTH in /var/lib/bind/ and changed the permisions so the bind user can access them, restated the service... when i do a NSLOOKUP www.ourserver.internal i get: Server: 127.0.0.1 Address: 127.0.0.1#53 ** server can't find www.ourserver.internal: NXDOMAIN BUT when i do a reverse lookup.... Server: 127.0.0.1 Address: 127.0.0.1#53 5.0.16.172.in-addr.arpa name = www.ourserver.internal I do not understand what's wrong. Some help with this will save me from installing a new DNS server at the DMZ JUST to host internal site names- TY in advance BTW: the server i'm using has Ubuntu Server 11.10 fully patched.

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  • What arguments can I use to "sell" the BDD concept to a team reluctant to adopt it?

    - by S.Robins
    I am a bit of a vocal proponent of the BDD methodology. I've been applying BDD for a couple of years now, and have adopted StoryQ as my framework of choice when developing DotNet applications. Even though I have been unit testing for many years, and had previously shifted to a test-first approach, I've found that I get much more value out of using a BDD framework, because my tests capture the intent of the requirements in relatively clear English within my code, and because my tests can execute multiple assertions without ending the test halfway through - meaning I can see which specific assertions pass/fail at a glance without debugging to prove it. This has really been the tip of the iceberg for me, as I've also noticed that I am able to debug both test and implementation code in a more targeted manner, with the result that my productivity has grown significantly, and that I can more easily determine where a failure occurs if a problem happens to make it all the way to the integration build due to the output that makes its way into the build logs. Further, the StoryQ api has a lovely fluent syntax that is easy to learn and which can be applied in an extraordinary number of ways, requiring no external dependencies in order to use it. So with all of these benefits, you would think it an easy to introduce the concept to the rest of the team. Unfortunately, the other team members are reluctant to even look at StoryQ to evaluate it properly (let alone entertain the idea of applying BDD), and have convinced each other to try and remove a number of StoryQ elements from our own core testing framework, even though they originally supported the use of StoryQ, and that it doesn't impact on any other part of our testing system. Doing so would end up increasing my workload significantly overall and really goes against the grain, as I am convinced through practical experience that it is a better way to work in a test-first manner in our particular working environment, and can only lead to greater improvements in the quality of our software, given I've found it easier to stick with test first using BDD. So the question really comes down to the following: What arguments can I use to really drive the point home that it would be better to use StoryQ, or at the very least apply the BDD methodology? Can you point me to any anecdotal evidence that I can use to support my argument to adopt BDD as our standard method of choice? What counter arguments can you think of that could suggest that my wish to convert the team efforts to BDD might be in error? Yes, I'm happy to be proven wrong provided the argument is a sound one. NOTE: I am not advocating that we rewrite our tests in their entirety, but rather to simply start working in a different manner for all future testing work.

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  • Cheese won't start

    - by Anthony Hohenheim
    I can't start Cheese Webcam Booth. It starts loading and there is a brief moment when the window shows up but then it disappears, like it shuts itself down and it's not in system monitor. My webcam works perfectly in Skype video call. I installed and run Camorama and it gave me an error: Could not connect to video device (/dev/video0) Please check connection When I run the lsusb I get this line for my webcam: Bus 002 Device 002: ID 04f2:b210 Chicony Electronics Co., Ltd And for my graphic card, running lspci: VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) It's not a pressing matter, but it bugs my nerves, if it works on Skype, why does Cheese and other programs refuse to run. As I said, it's not a big deal but any help would be appreciated. Running Cheese in terminal: (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkImage to a GtkToggleButton, but as a GtkBin subclass a GtkToggleButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkImage to a GtkToggleButton, but as a GtkBin subclass a GtkToggleButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkImage to a GtkToggleButton, but as a GtkBin subclass a GtkToggleButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkHBox to a GtkButton, but as a GtkBin subclass a GtkButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkImage to a GtkButton, but as a GtkBin subclass a GtkButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkHBox to a GtkToggleButton, but as a GtkBin subclass a GtkToggleButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkImage to a GtkButton, but as a GtkBin subclass a GtkButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gdk-WARNING **: The program 'cheese' received an X Window System error. This probably reflects a bug in the program. The error was 'BadDrawable (invalid Pixmap or Window parameter)'. (Details: serial 932 error_code 9 request_code 137 minor_code 9) (Note to programmers: normally, X errors are reported asynchronously; that is, you will receive the error a while after causing it. To debug your program, run it with the --sync command line option to change this behavior. You can then get a meaningful backtrace from your debugger if you break on the gdk_x_error() function.)

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  • fdisk shows overlapping partitions

    - by Campa
    At every boot to start Ubuntu, a partition gets re-mounted more than 1 times, sometimes causing very long boots. Example below: > dmesg ... [ 21.472020] EXT4-fs (sda5): re-mounted. Opts: errors=remount-ro ... [ 42.021537] EXT4-fs (sda5): re-mounted. Opts: errors=remount-ro,commit=0 ... I suspect there is a problem of overlapping partitions here, regarding sda4 and sda5: > sudo fdisk -l Device Boot Start End Blocks Id System /dev/sda1 63 610469 305203+ de Dell Utility /dev/sda2 612352 32069631 15728640 7 HPFS/NTFS/exFAT /dev/sda3 * 32069632 238979788 103455078+ 7 HPFS/NTFS/exFAT /dev/sda4 238983166 625141759 193079297 5 Extended /dev/sda5 238983168 612630527 186823680 83 Linux /dev/sda6 612632576 625141759 6254592 82 Linux swap / Solaris Further details: > more /etc/fstab ... # <file system> <mount point> <type> <options> <dump> <pass> proc /proc proc nodev,noexec,nosuid 0 0 # / was on /dev/sda6 during installation UUID=b33be99b-5c9e-449e-ad48-be608aeff001 / ext4 errors=remount-ro 0 1 # swap was on /dev/sda7 during installation UUID=7c9071cc-b77b-40da-9f80-6b8a9a220cb1 none swap sw and > mount /dev/sda5 on / type ext4 (rw,errors=remount-ro,commit=0) proc on /proc type proc (rw,noexec,nosuid,nodev) sysfs on /sys type sysfs (rw,noexec,nosuid,nodev) fusectl on /sys/fs/fuse/connections type fusectl (rw) none on /sys/kernel/debug type debugfs (rw) none on /sys/kernel/security type securityfs (rw) udev on /dev type devtmpfs (rw,mode=0755) devpts on /dev/pts type devpts (rw,noexec,nosuid,gid=5,mode=0620) tmpfs on /run type tmpfs (rw,noexec,nosuid,size=10%,mode=0755) none on /run/lock type tmpfs (rw,noexec,nosuid,nodev,size=5242880) none on /run/shm type tmpfs (rw,nosuid,nodev) binfmt_misc on /proc/sys/fs/binfmt_misc type binfmt_misc (rw,noexec,nosuid,nodev) gvfs-fuse-daemon on /home/piero/.gvfs type fuse.gvfs-fuse-daemon (rw,nosuid,nodev,user=piero) I am Running Ubuntu Oneiric + LXDE on Dell Studio XPS machine 64-bit, dual booting with Windows 7. A months ago, I resized the Ubuntu partition and maybe I messed up something by doing that. Do you have any idea, why this long booting is happening?

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  • Unintentional run-in with C# thread concurrency

    - by geekrutherford
    For the first time today we began conducting load testing on a ASP.NET application already in production. Obviously you would normally want to load test prior to releasing to a production environment, but that isn't the point here.   We ran a test which simulated 5 users hitting the application doing the same actions simultaneously. The first few pages visited seemed fine and then things just hung for a while before the test failed. While the test was running I was viewing the performance counters on the server noting that the CPU was consistently pegged at 100% until the testing tool gave up.   Fortunately the application logs all exceptions including those unhandled to the database (thanks to log4net). I checked the log and low and behold the error was:   System.ArgumentException: An item with the same key has already been added. (The rest of the stack trace intentionally omitted)   Since the code was running with debug on the line number where the exception occured was also provided. I began inspecting the code and almost immediately it hit me, the section of code responsible for the exception is trying to initialize a static class. My next question was how is this code being hit multiple times when I have a rudimentary check already in place to prevent this kind of thing (i.e. a check on a public variable of the static class before entering the initializing routine). The answer...the check fails because the value is not set before other threads have already made it through.   Not being one who consistently works with threading I wasn't quite sure how to handle this problem. Fortunately a co-worker recalled having to lock a section of code in the past but couldn't recall exactly how. After a quick search on Google the solution is as follows:   Object objLock = new Object(); lock(objLock) { //logic requiring lock }   The lock statement takes an object and tells the .NET runtime that the current thread has exclusive access while the code within brackets is executing. Once the code completes, the lock is released for another thread to utilize.   In my case, I only need to execute the inner code once to initialize my static class. So within the brackets I have a check on a public variable to prevent it from being initialized again.

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  • Frame rate on one of two machines running same code seems to be capped at 60 for no reason

    - by dennmat
    ISSUE I recently moved a project from my laptop to my desktop(machine info below). On my laptop the exact same code displays the fps(and ms/f) correctly. On my desktop it does not. What I mean by this is on the laptop it will display 300 fps(for example) where on my desktop it will show only up to 60. If I add 100 objects to the game on the laptop I'll see my frame rate drop accordingly; the same test on the desktop results in no change and the frames stay at 60. It takes a lot(~300) entities before I'll see a frame drop on the desktop, then it will descend. It seems as though its "theoretical" frames would be 400 or 500 but will never actually get to that and only do 60 until there's too much to handle at 60. This 60 frame cap is coming from no where. I'm not doing any frame limiting myself. It seems like something external is limiting my loop iterations on the desktop, but for the last couple days I've been scratching my head trying to figure out how to debug this. SETUPS Desktop: Visual Studio Express 2012 Windows 7 Ultimate 64-bit Laptop: Visual Studio Express 2010 Windows 7 Ultimate 64-bit The libraries(allegro, box2d) are the same versions on both setups. CODE Main Loop: while(!abort) { frameTime = al_get_time(); if (frameTime - lastTime >= 1.0) { lastFps = fps/(frameTime - lastTime); lastTime = frameTime; avgMspf = cumMspf/fps; cumMspf = 0.0; fps = 0; } /** DRAWING/UPDATE CODE **/ fps++; cumMspf += al_get_time() - frameTime; } Note: There is no blocking code in the loop at any point. Where I'm at My understanding of al_get_time() is that it can return different resolutions depending on the system. However the resolution is never worse than seconds, and the double is represented as [seconds].[finer-resolution] and seeing as I'm only checking for a whole second al_get_time() shouldn't be responsible. My project settings and compiler options are the same. And I promise its the same code on both machines. My googling really didn't help me much, and although technically it's not that big of a deal. I'd really like to figure this out or perhaps have it explained, whichever comes first. Even just an idea of how to go about figuring out possible causes, because I'm out of ideas. Any help at all is greatly appreciated.

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  • Weird Ubuntu Desktop Boot Partition On External Hard Drive

    - by Magnitus
    I have a Thinkpad with Windows 7. Last time I installed an Ubuntu/Windows dual boot, Windows was never same after and regularly got corrupted so this time, I installed Ubuntu on a separate external hard drive. I took a 500 GB external hard drive and used Windows to shrink the partition on it to 400 GB, freeing 100 GB to install Ubuntu. Then I modified the booting priority of my computer to boot from the external hard drive if present. Then, I installed Ubuntu desktop on the external hard drive using a DVD, picked the most simplistic partitioning scheme I could get away with (didn't go auto as it didn't include the external hard drive as a choice) and voilà. Fast forward some time and I'm trying to refresh my understanding of Linux partitions to install a bunch of servers, so I'm looking at the current partitioning scheme on my external hard drive and find the boot partition puzzling... sda is my integrated hard drive with Windows 7. sdb is my Ubuntu desktop external hard drive. Running parted on sdb, I get this: (parted) print Model: WD My Passport 0740 (scsi) Disk /dev/sdb: 500GB Sector size (logical/physical): 512B/512B Partition Table: msdos Number Start End Size Type File system Flags 1 1049kB 393GB 393GB primary ntfs boot 2 393GB 500GB 107GB extended 5 393GB 425GB 32.8GB logical linux-swap(v1) 6 425GB 500GB 74.6GB logical ext4 At this point, I'm wondering why the ntfs partition is flagged as "boot" and not my ext4 partition which is the partition that contains / (and by extension, /boot since it's not on its own separate partition). Looking at mtab only confirms what I already know: eric@eric-ThinkPad-W530:~$ sudo cat /etc/mtab /dev/sdb6 / ext4 rw,errors=remount-ro 0 0 proc /proc proc rw,noexec,nosuid,nodev 0 0 sysfs /sys sysfs rw,noexec,nosuid,nodev 0 0 none /sys/fs/cgroup tmpfs rw 0 0 none /sys/fs/fuse/connections fusectl rw 0 0 none /sys/kernel/debug debugfs rw 0 0 none /sys/kernel/security securityfs rw 0 0 udev /dev devtmpfs rw,mode=0755 0 0 devpts /dev/pts devpts rw,noexec,nosuid,gid=5,mode=0620 0 0 tmpfs /run tmpfs rw,noexec,nosuid,size=10%,mode=0755 0 0 none /run/lock tmpfs rw,noexec,nosuid,nodev,size=5242880 0 0 none /run/shm tmpfs rw,nosuid,nodev 0 0 none /run/user tmpfs rw,noexec,nosuid,nodev,size=104857600,mode=0755 0 0 none /sys/fs/pstore pstore rw 0 0 systemd /sys/fs/cgroup/systemd cgroup rw,noexec,nosuid,nodev,none,name=systemd 0 0 gvfsd-fuse /run/user/1000/gvfs fuse.gvfsd-fuse rw,nosuid,nodev,user=eric 0 0 /dev/sdb1 /media/eric/My\040Passport fuseblk rw,nosuid,nodev,allow_other,default_permissions,blksize=4096 0 0 My lack of understanding concerning this is not vital to anything (this is only my development desktop partition), but somehow annoys me. Any insight that could shed some light on this would be welcome.

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  • Really weird GL Behaviour, uniform not "hitting" proper mesh? LibGdx

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • Is it reasonable to insist on reproducing every defect before diagnosing and fixing it?

    - by amphibient
    I work for a software product company. We have large enterprise customers who implement our product and we provide support to them. For example, if there is a defect, we provide patches, etc. In other words, It is a fairly typical setup. Recently, a ticket was issued and assigned to me regarding an exception that a customer found in a log file and that has to do with concurrent database access in a clustered implementation of our product. So the specific configuration of this customer may well be critical in the occurrence of this bug. All we got from the customer was their log file. The approach I proposed to my team was to attempt to reproduce the bug in a similar configuration setup as that of the customer and get a comparable log. However, they disagree with my approach saying that I should not need to reproduce the bug (as that is overly time-consuming and will require simulating a server cluster on VMs) and that I should simply "follow the code" to see where the thread- and/or transaction-unsafe code is and put the change working off of a simple local development, which is not a cluster implementation like the environment from which the occurrence of the bug originates. To me, working out of an abstract blueprint (program code) rather than a concrete, tangible, visible manifestation (runtime reproduction) seems like a difficult working environment (for a person of normal cognitive abilities and attention span), so I wanted to ask a general question: Is it reasonable to insist on reproducing every defect and debug it before diagnosing and fixing it? Or: If I am a senior developer, should I be able to read (multithreaded) code and create a mental picture of what it does in all use case scenarios rather than require to run the application, test different use case scenarios hands on, and step through the code line by line? Or am I a poor developer for demanding that kind of work environment? Is debugging for sissies? In my opinion, any fix submitted in response to an incident ticket should be tested in an environment simulated to be as close to the original environment as possible. How else can you know that it will really remedy the issue? It is like releasing a new model of a vehicle without crash testing it with a dummy to demonstrate that the air bags indeed work. Last but not least, if you agree with me: How should I talk with my team to convince them that my approach is reasonable, conservative and more bulletproof?

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  • IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?

    - by WilHall
    Earlier, I posted a question asking how to swap fixtures on the fly in a 2D side-scroller using Farseer Physics Engine. The ultimate goal being that the player's physical body changes when the player is in different states (I.e. standing, walking, jumping, etc). After reading this answer, I changed my approach to the following: Create a physical body for each state when the player is loaded Save those bodies and their corresponding states in parallel lists Swap those physical bodies out when the player state changes (which causes an exception, see below) The following is my function to change states and swap physical bodies: new protected void SetState(object nState) { //If mBody == null, the player is being loaded for the first time if (mBody == null) { mBody = mBodies[mStates.IndexOf(nState)]; mBody.Enabled = true; } else { //Get the body for the given state Body nBody = mBodies[mStates.IndexOf(nState)]; //Enable the new body nBody.Enabled = true; //Disable the current body mBody.Enabled = false; //Copy the current body's attributes to the new one nBody.SetTransform(mBody.Position, mBody.Rotation); nBody.LinearVelocity = mBody.LinearVelocity; nBody.AngularVelocity = mBody.AngularVelocity; mBody = nBody; } base.SetState(nState); } Using the above method causes an IndexOutOfRangeException when calling World.Step: mWorld.Step(Math.Min((float)nGameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); I found that the problem is related to changing the .Enabled setting on a body. I tried the above function without setting .Enabled, and there was no error thrown. Turning on the debug views, I saw that the bodies were updating positions/rotations/etc properly when the state was changes, but since they were all enabled, they were just colliding wildly with each other. Does Enabling/Disabling a body remove it from the world's body list, which then causes the error because the list is shorter than expected? Update: For such a straightforward issue, I feel this question has not received enough attention. Has anyone else experienced this? Would anyone try a quick test case? I know this issue can be sidestepped - I.e. by not disabling a body during the simulation - but it seems strange that this issue would exist in the first place, especially when I see no mention of it in the documentation for farseer or box2d. I can't find any cases of the issue online where things are more or less kosher, like in my case. Any leads on this would be helpful.

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  • What is the standard term for my role?

    - by sigil
    I'm doing work that involves writing code and managing developers in a "special projects" division of a large company. I'd like to define my role better and figure out if there's an industry standard term for what I do, so that it will be easier for me to research best practices and work on a career path What I do all day: A macro that connects an Excel sheet to an Access database is acting funny; I get called in to figure out what's happening and debug it. Someone needs data extracted from a bunch of files on Sharepoint. I figure out a client-side solution because I'm not authorized to do anything server-side and getting IT to do anything would take several months and need a business case. A manager wants a new data entry tool for their team. I interview the manager and team members to work out the functional requirements, then design/develop/test the application. Someone needs a VBA script to crunch some data for their presentation that's due in two hours. I drop everything I'm doing to hack out a quick script and run the analysis, without much in the way of testing. A developer has been hired to build a database for one of the teams, since I'm working on too many different things and don't have time to take this project on in the timeframe required. I direct his work and push him to meet certain deadlines, interview stakeholders to get more info that will help him figure out how to build the necessary forms, and modify the functional requirements of the database to fit in the timeframe. Someone wants to load a set of data into a GIS system and set up an ongoing refresh and reporting of this data set. I facilitate the conversation between the GIS developers and the owners of this data set, and design a demo application as proof of concept. It's kind of an "all-purpose programming and IT management" position, but it's not officially IT because the company has an actual IT department with a rigorously defined system of submitting requests, developing code, and managing projects. What I do, I guess, is more of a handyman job, where stuff falls to me because I'm the geekiest one in the room. Is there a standard term in the software world for what I do?

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  • SSTP client disconnects shortly after successfully connected to VPN

    - by Eran Betzalel
    I'm successfully authenticating and connecting to a SSTP VPN (on windows 2008) from my windows 7 machine, but for some reason, the connection is disconnected about a 1-2 seconds after it's established. I've done the following: Defined a SSTP VPN on my windows server 2008. Defined the same machine as CA. Issued the needed certificates and published them on the client. I'm currently testing this VPN inside my LAN so all the needed ports are opened. Here are the event log entries when trying to connect: Error Log (Client): The user HOME\User dialed a connection named Home VPN which has terminated. The reason code returned on termination is 829. Error Log (Server-VPN): The user HOME\User connected on port VPN0-0 on 7/27/2012 at 1:57 AM and disconnected on 7/27/2012 at 1:57 AM. The user was active for 0 minutes 0 seconds. 312 bytes were sent and 4528 bytes were received. The reason for disconnecting was user request. What would be the issue? How can I resolve or debug it? UPDATE: I've found an event log (Log=System, Source=RasSstp) message on the windows 7 machine that tries to connect to the VPN: The SSTP-based VPN connection to the remote access server was terminated because of a security check failure. Security settings on the remote access server do not match settings on this computer. Contact the system administrator of the remote access server and relay the following information: SHA1 Certificate Hash: 065D681...520375552F SHA256 Certificate Hash: 18DED363...EEEE28CFD00

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  • ssh key error - Permission denied (publickey,gssapi-keyex,gssapi-with-mic)

    - by user1963938
    Amazon Ec2 :: Redhat 6. 64 Bit I'm trying to follow the socks5 guidelines (http://www.catonmat.net/blog/linux-socks5-proxy/ ) to open a socks on one of our servers but unfortunately I got suck at step 1 . ssh -N -D 0.0.0.0:1080 localhost I get error Permission denied (publickey,gssapi-keyex,gssapi-with-mic). How do I fix it ? More debug info ssh -v -f -N -D 0.0.0.0:1080 localhost OpenSSH_5.3p1, OpenSSL 1.0.0-fips 29 Mar 2010 debug1: Reading configuration data /etc/ssh/ssh_config debug1: Applying options for * debug1: Connecting to localhost [127.0.0.1] port 22. debug1: Connection established. debug1: permanently_set_uid: 0/0 debug1: identity file /root/.ssh/identity type -1 debug1: identity file /root/.ssh/id_rsa type -1 debug1: identity file /root/.ssh/id_dsa type -1 debug1: Remote protocol version 2.0, remote software version OpenSSH_5.3 debug1: match: OpenSSH_5.3 pat OpenSSH* debug1: Enabling compatibility mode for protocol 2.0 debug1: Local version string SSH-2.0-OpenSSH_5.3 debug1: SSH2_MSG_KEXINIT sent debug1: SSH2_MSG_KEXINIT received debug1: kex: server->client aes128-ctr hmac-md5 none debug1: kex: client->server aes128-ctr hmac-md5 none debug1: SSH2_MSG_KEX_DH_GEX_REQUEST(1024<1024<8192) sent debug1: expecting SSH2_MSG_KEX_DH_GEX_GROUP debug1: SSH2_MSG_KEX_DH_GEX_INIT sent debug1: expecting SSH2_MSG_KEX_DH_GEX_REPLY debug1: Host 'localhost' is known and matches the RSA host key. debug1: Found key in /root/.ssh/known_hosts:1 debug1: ssh_rsa_verify: signature correct debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug1: SSH2_MSG_NEWKEYS received debug1: SSH2_MSG_SERVICE_REQUEST sent debug1: SSH2_MSG_SERVICE_ACCEPT received debug1: Authentications that can continue: publickey,gssapi-keyex,gssapi-with-mic debug1: Next authentication method: gssapi-keyex debug1: No valid Key exchange context debug1: Next authentication method: gssapi-with-mic debug1: Unspecified GSS failure. Minor code may provide more information Credentials cache file '/tmp/krb5cc_0' not found debug1: Unspecified GSS failure. Minor code may provide more information Credentials cache file '/tmp/krb5cc_0' not found debug1: Unspecified GSS failure. Minor code may provide more information debug1: Unspecified GSS failure. Minor code may provide more information debug1: Next authentication method: publickey debug1: Trying private key: /root/.ssh/identity debug1: Trying private key: /root/.ssh/id_rsa debug1: Trying private key: /root/.ssh/id_dsa debug1: No more authentication methods to try. Permission denied (publickey,gssapi-keyex,gssapi-with-mic).

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  • procdump on w3wp.exe: Only part of a ReadProcessMemory or WriteProcessMemory request was completed

    - by JakeS
    I'm having a problem with an IIS application that occasionally spikes up in CPU usage, and am trying to use procdump to get a memory dump for examination. I'm running "procdump.exe -64 -mA 9999" where 9999 is the pid of the process. But every time I do it, I get an error: Only part of a ReadProcessMemory or WriteProcessMemory request was completed. Doing this also recycles the apppool, relieving the CPU spike, so I can't keep trying until I get it right. Does anyone know what is going wrong? EDIT WITH MORE INFO: So far I've failed to generate a debug dump no matter what tool I try. All of them seem to generate the same sort of error. This is 2008 R2 Datacenter running IIS7 with a 64-bit asp.net web site. My best guess is that something is getting blocked, causing some requests to remain open in IIS and gradually using up resources. If I monitor the worker process using the IIS Manager and view all requests, throughout the day I'll start to see some requests that "stick" and run forever. Some of these are for static files. Some are for aspx pages. I cannot see any "common" reason for them. Every once in a while the app pool starts taking up 100% CPU and the only remedy is to kill it.

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  • Fetching e-mails into Redmine via IMAP

    - by Danilo Bargen
    I'm trying to fetch e-mails into Redmine via IMAP. The e-mails I'm generating look like this: FooBar Ltd 123456 http://example.com/Foobar-Ltd-123456.html Project: backend Tracker: Dataerror Beschreibung: This is the description =========================== CLIENT_IP: 192.168.1.215 HTTP_USER_AGENT: mozilla/asdfjköl I try to fetch them into Redmine via this command: rake -f /var/www/projects/redmine/Rakefile redmine:email:receive_imap \ RAILS_ENV="production" host=example.com port=993 ssl=true username=redmine \ password=1234 project=myproject tracker=other \ allow_override=project,tracker,category,priority \ move_on_success=read move_on_failure=failed But the e-mails get moved into the failed folder. I had this setup running some time ago with a different e-mail generator but pretty much the same template, and I can't figure out why it's not working. The permissions seem to be OK too. In order to further debug this issue, I need some logfiles. Are there any logfiles written by this command? Or are there any other suggestions to solve this issue? My environment: danilo@jabba:/var/www/projects/redmine$ RAILS_ENV=production script/about About your application's environment Ruby version 1.8.7 (i486-linux) RubyGems version 1.3.5 Rack version 1.0 Rails version 2.3.5 Active Record version 2.3.5 Active Resource version 2.3.5 Action Mailer version 2.3.5 Active Support version 2.3.5 Application root /var/www/projects/redmine Environment production Database adapter mysql Database schema version 20100819172912

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  • DriveImage XML fails with a Windows Volume Shadow Service Error

    - by Ssvarc
    I'm trying to image a SATA laptop hard drive, using DriveImageXML, that is attached to my computer via a USB adapter. I'm running Win7 Ultimate 64 bit. DriveXML is returning: Could not initialize Windows Volume Shadow Service (VSS). ERROR C:\Program Files (x86)\Runtime Software\Drivelmage XML\vss64.exe failed to start. ERROR TIMEOUT Make sure VSSVC.EXE is running in your task manager. Click Help for more information. VSSVC.EXE is running in Task Manager, as is VSS64.exe. Looking at the FAQ on the Runtime webpage this turned up: Please verify in Settings-Control Panel-Administrative Tools-Services that the following services are enabled: MS Software Shadow Copy Provider Volume Shadow Copy Also make sure you are able to stop and start these services. Possible reasons for VSS failures: For VSS to work, at least one volume in your computer must be NTFS. If you use only FAT drives, VSS will not function. The required NTFS volume does not need to be identical with the volume you want to image. You should make sure that VSSVC.EXE is running in your task manager. If the problems persist, registering "oleaut.dll" and "oleaut32.dll" using "regsvr32" might help. Both of those services are running and can be started and stopped without issue. Using "regsvr32" to register ""oleaut32.dll" returns successful, but "oleaut.dll" returns: The module "oleaut.dll" failed to load. Make sure the binary is stored at the specified path or debug it to check for problems with the binary or dependent .DLL files. The specified module could not be found. Some other information that might be relevant. Browsing to the drive is successful, but accessing certain folders returns an "access" error. Windows runs a permissions adder that adds the current user profile to the NFTS permissions. Could this be the cause of the issue? DriveImage XML is running as Administrator. Thoughts?

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  • yum update works but yum --security update fails to work in Fedora 12

    - by bobo
    I had already installed the yum-security before. And I was going to do an update by entering the following command: [root@localhost /]# yum update Loaded plugins: presto, priorities, refresh-packagekit, security Skipping security plugin, no data Setting up Update Process Resolving Dependencies Skipping security plugin, no data --> Running transaction check ---> Package eject.i686 0:2.1.5-17.fc12 set to be updated ---> Package glibc.i686 0:2.11.1-4 set to be updated ---> Package glibc-common.i686 0:2.11.1-4 set to be updated ---> Package glibc-devel.i686 0:2.11.1-4 set to be updated ---> Package glibc-headers.i686 0:2.11.1-4 set to be updated ---> Package gnome-themes.noarch 0:2.28.1-3.fc12 set to be updated ---> Package gtk2.i686 0:2.18.9-3.fc12 set to be updated ---> Package gtk2-immodule-xim.i686 0:2.18.9-3.fc12 set to be updated ---> Package kernel-PAE.i686 0:2.6.32.11-99.fc12 set to be installed ---> Package kernel-PAE-devel.i686 0:2.6.32.11-99.fc12 set to be installed ---> Package kernel-PAEdebug-devel.i686 0:2.6.32.11-99.fc12 set to be installed ---> Package kernel-debug-devel.i686 0:2.6.32.11-99.fc12 set to be installed ---> Package kernel-devel.i686 0:2.6.32.11-99.fc12 set to be installed ---> Package kernel-firmware.noarch 0:2.6.32.11-99.fc12 set to be updated ---> Package kernel-headers.i686 0:2.6.32.11-99.fc12 set to be updated ---> Package libnetfilter_conntrack.i686 0:0.0.101-1.fc12 set to be updated ---> Package media-player-info.noarch 0:5-1.fc12 set to be updated ---> Package nscd.i686 0:2.11.1-4 set to be updated ---> Package perf.noarch 0:2.6.32.11-99.fc12 set to be updated ---> Package rhythmbox.i686 0:0.12.6-5.fc12 set to be updated ---> Package sysvinit-tools.i686 0:2.87-3.dsf.fc12 set to be updated --> Finished Dependency Resolution --> Running transaction check ---> Package kernel-PAE.i686 0:2.6.31.12-174.2.3.fc12 set to be erased --> Finished Dependency Resolution Dependencies Resolved ================================================================================ Package Arch Version Repository Size ================================================================================ Installing: kernel-PAE i686 2.6.32.11-99.fc12 updates 20 M kernel-PAE-devel i686 2.6.32.11-99.fc12 updates 6.2 M kernel-PAEdebug-devel i686 2.6.32.11-99.fc12 updates 6.2 M kernel-debug-devel i686 2.6.32.11-99.fc12 updates 6.2 M kernel-devel i686 2.6.32.11-99.fc12 updates 6.1 M Updating: eject i686 2.1.5-17.fc12 updates 49 k glibc i686 2.11.1-4 updates 4.2 M glibc-common i686 2.11.1-4 updates 14 M glibc-devel i686 2.11.1-4 updates 953 k glibc-headers i686 2.11.1-4 updates 590 k gnome-themes noarch 2.28.1-3.fc12 updates 1.5 M gtk2 i686 2.18.9-3.fc12 updates 3.2 M gtk2-immodule-xim i686 2.18.9-3.fc12 updates 60 k kernel-firmware noarch 2.6.32.11-99.fc12 updates 968 k kernel-headers i686 2.6.32.11-99.fc12 updates 749 k libnetfilter_conntrack i686 0.0.101-1.fc12 updates 37 k media-player-info noarch 5-1.fc12 updates 32 k nscd i686 2.11.1-4 updates 189 k perf noarch 2.6.32.11-99.fc12 updates 79 k rhythmbox i686 0.12.6-5.fc12 updates 4.0 M sysvinit-tools i686 2.87-3.dsf.fc12 updates 58 k Removing: kernel-PAE i686 2.6.31.12-174.2.3.fc12 @updates 72 M Transaction Summary ================================================================================ Install 5 Package(s) Upgrade 16 Package(s) Remove 1 Package(s) Reinstall 0 Package(s) Downgrade 0 Package(s) Total download size: 75 M Is this ok [y/N]: But then I changed my mind, I decided to do a security-only update instead of a full update, so I entered the following command: [root@localhost /]# yum --security update Loaded plugins: presto, priorities, refresh-packagekit, security Setting up Update Process Resolving Dependencies Limiting packages to security relevant ones http://download.fedoraproject.org/pub/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://ftp.cuhk.edu.hk/pub/linux/fedora/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://ftp.cuhk.edu.hk/pub/linux/fedora/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://ftp.cuhk.edu.hk/pub/linux/fedora/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://ftp.riken.jp/Linux/fedora/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://ftp.riken.jp/Linux/fedora/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://mirror.cse.iitk.ac.in/fedora/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://mirror.cse.iitk.ac.in/fedora/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://mirrors.isu.net.sa/pub/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://mirrors.isu.net.sa/pub/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. ftp://ftp.chu.edu.tw/linux/Fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz: [Errno -1] Metadata file does not match checksum Trying other mirror. http://mirror.yandex.ru/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://mirror.yandex.ru/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://linus.iyte.edu.tr/linux/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://linus.iyte.edu.tr/linux/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://ftp.jaist.ac.jp/pub/Linux/Fedora/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://ftp.jaist.ac.jp/pub/Linux/Fedora/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://ftp.kddilabs.jp/Linux/packages/fedora/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://srv2.ftp.ne.jp/Linux/packages/fedora/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://www.ftp.ne.jp/Linux/distributions/fedora/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://srv2.ftp.ne.jp/Linux/distributions/fedora/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://ftp.rhd.ru/pub/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://ftp.rhd.ru/pub/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://mirrors.163.com/fedora/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://mirrors.163.com/fedora/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://mirror.nus.edu.sg/fedora/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://mirror.nus.edu.sg/fedora/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://ftp.yz.yamagata-u.ac.jp/pub/linux/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://ftp.yz.yamagata-u.ac.jp/pub/linux/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://ftp.linux.org.tr/fedora/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://ftp.linux.org.tr/fedora/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://mirrors.cytanet.com.cy/linux/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://mirrors.cytanet.com.cy/linux/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://fedoramirror.hnsdc.com/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://fedoramirror.hnsdc.com/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://ftp.twaren.net/Linux/Fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://c147.twaren.net/pub/Linux/Fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://ftp.mirror.tw/pub/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://ftp.mirror.tw/pub/fedora/linux/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://ftp.cs.pu.edu.tw/Linux/Fedora/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://ftp.cs.pu.edu.tw/Linux/Fedora/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. http://ubuntu.cn99.com/fedora/updates/12/i386/repodata/updateinfo.xml.gz: [Errno 14] HTTP Error 416 : http://ubuntu.cn99.com/fedora/updates/12/i386/repodata/updateinfo.xml.gz Trying other mirror. Error: failure: repodata/updateinfo.xml.gz from updates: [Errno 256] No more mirrors to try. You could try using --skip-broken to work around the problem ^C[root@localhost /]# As it can be seen in the output, when I run the yum --security update command, it did show the Limiting packages to security relevant ones message so it's aware of the option. But I don't know why it keeps reporting the http error 416. I searched in google and found the following description of the error but it doesn't seem to help much. HTTP ERROR 416 - Requested Range Not Satisfiable A 416 status code indicates that the server was unable to fulfill the request. This may be, for example, because the client asked for the 800th-900th bytes of a document, but the document was only 200 bytes long. It suggests me to use the --skip-broken option, I tried and the output is the same. I already tested many times, it just doesn't work when the --security option is used. What could be the possible cause for this problem?

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