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  • How do I send automated e-mails from Drupal using Messaging and Notifications?

    - by Adrian
    I am working on a Notifications plugin, and after starting to write my notes down about how to do this, decided to just post them here. Please feel free to come make modifications and changes. Eventually I hope to post this on the Drupal handbook as well. Thanks. --Adrian Sending automated e-mails from Drupal using Messaging and Notifications To implement a notifications plugin, you must implement the following functions: Use hook_messaging, hook_token_list and hook_token_values to create the messages that will be sent. Use hook_notifications to create the subscription types Add code to fire events (eg in hook_nodeapi) Add all UI elements to allow users to subscribe/unsubscribe Understanding Messaging The Messaging module is used to compose messages that can be delivered using various formats, such as simple mail, HTML mail, Twitter updates, etc. These formats are called "send methods." The backend details do not concern us here; what is important are the following concepts: TOKENS: tokens are provided by the "tokens" module. They allow you to write keywords in square brackets, [like-this], that can be replaced by any arbitrary value. Note: the token groups you create must match the keys you add to the $events-objects[$key] array. MESSAGE KEYS: A key is a part of a message, such as the greetings line. Keys can be different for each send method. For example, a plaintext mail's greeting might be "Hi, [user]," while an HTML greeing might be "Hi, [user]," and Twitter's might just be "[user-firstname]: ". Keys can have any arbitrary name. Keys are very simple and only have a machine-readable name and a user-readable description, the latter of which is only seen by admins. MESSAGE GROUPS: A group is a bunch of keys that often, but not always, might be used together to make up a complete message. For example, a generic group might include keys for a greeting, body, closing and footer. Groups can also be "subclassed" by selecting a "fallback" group that will supply any keys that are missing. Groups are also associated with modules; I'm not sure what these are used for. Understanding Notifications The Notifications module revolves around the following concepts: SUBSCRIPTIONS: Notifications plugins may define one or more types of subscriptions. For example, notifications_content defines subscriptions for: Threads (users are notified whenever a node or its comments change) Content types (users are notified whenever a node of a certain type is created or is changed) Users (users are notified whenever another user is changed) Subscriptions refer to both the user who's subscribed, how often they wish to be notified, the send method (for Messaging) and what's being subscribed to. This last part is defined in two steps. Firstly, a plugin defines several "subscription fields" (through a hook_notifications op of the same name), and secondly, "subscription types" (also an op) defines which fields apply to each type of subscription. For example, notifications_content defines the fields "nid," "author" and "type," and the subscriptions "thread" (nid), "nodetype" (type), "author" (author) and "typeauthor" (type and author), the latter referring to something like "any STORY by JOE." Fields are used to link events to subscriptions; an event must match all fields of a subscription (for all normal subscriptions) to be delivered to the recipient. The $subscriptions object is defined in subsequent sections. Notifications prefers that you don't create these objects yourself, preferring you to call the notifications_get_link() function to create a link that users may click on, but you can also use notifications_save_subscription and notifications_delete_subscription to do it yourself. EVENTS: An event is something that users may be notified about. Plugins create the $event object then call notifications_event($event). This either sends out notifications immediately, queues them to send out later, or both. Events include the type of thing that's changed (eg 'node', 'user'), the ID of the thing that's changed (eg $node-nid, $user-uid) and what's happened to it (eg 'create'). These are, respectively, $event-type, $event-oid (object ID) and $event-action. Warning: notifications_content_nodeapi also adds a $event-node field, referring to the node itself and not just $event-oid = $node-nid. This is not used anywhere in the core notifications module; however, when the $event is passed back to the 'query' op (see below), we assume the node is still present. Events do not refer to the user they will be referred to; instead, Notifications makes the connection between subscriptions and events, using the subscriptions' fields. MATCHING EVENTS TO SUBSCRIPTIONS: An event matches a subscription if it has the same type as the event (eg "node") and if the event matches all the correct fields. This second step is determined by the "query" hook op, which is called with the $event object as a parameter. The query op is responsible for giving Notifications a value for all the fields defined by the plugin. For example, notifications_content defines the 'nid', 'type' and 'author' fields, so its query op looks like this (ignore the case where $event_or_user = 'user' for now): $event_or_user = $arg0; $event_type = $arg1; $event_or_object = $arg2; if ($event_or_user == 'event' && $event_type == 'node' && ($node = $event_or_object->node) || $event_or_user == 'user' && $event_type == 'node' && ($node = $event_or_object)) { $query[]['fields'] = array( 'nid' => $node->nid, 'type' => $node->type, 'author' => $node->uid, ); return $query; After extracting the $node from the $event, we set $query[]['fields'] to a dictionary defining, for this event, all the fields defined by the module. As you can tell from the presence of the $query object, there's way more you can do with this op, but they are not covered here. DIGESTING AND DEDUPING: Understanding the relationship between Messaging and Notifications Usually, the name of a message group doesn't matter, but when being used with Notifications, the names must follow very strict patterns. Firstly, they must start with the name "notifications," and then are followed by either "event" or "digest," depending on whether the message group is being used to represent either a single event or a group of events. For 'events,' the third part of the name is the "type," which we get from Notification's $event-type (eg: notifications_content uses 'node'). The last part of the name is the operation being performed, which comes from Notification's $event-action. For example: notifications-event-node-comment might refer to the message group used when someone comments on a node notifications-event-user-update to a user who's updated their profile Hyphens cannot appear anywhere other than to separate the parts of these words. For 'digest' messages, the third and fourth part of the name come from hook_notification's "event types" callback, specifically this line: $types[] = array( 'type' => 'node', 'action' => 'insert', ... 'digest' => array('node', 'type'), ); $types[] = array( 'type' => 'node', 'action' => 'update', ... 'digest' => array('node', 'nid'), ); In this case, the first event type (node insertion) will be digested with the notifications-digest-node-type message template providing the header and footer, likely saying something like "the following [type] was created." The second event type (node update) will be digested with the notifications-digest-node-nid message template. Data Structure and Callback Reference $event The $event object has the following members: $event-type: The type of event. Must match the type in hook_notification::"event types". {notifications_event} $event-action: The action the event describes. Most events are sorted by [$event-type][$event-action]. {notifications_event}. $event-object[$object_type]: All objects relevant to the event. For example, $event-object['node'] might be the node that the event describes. $object_type can come from the 'event types' hook (see below). The main purpose appears to be to be passed to token_replace_multiple as the second parameter. $event-object[$event-type] is assumed to exist in the short digest processing functions, but this doesn't appear to be used anywhere. Not saved in the database; loaded by hook_notifications::"event load" $event-oid: apparently unused. The id of the primary object relevant to this event (eg the node's nid). $event-module: apparently unused $event-params[$key]: Mainly a place for plugins to save random data. The main module will serialize the contents of this array but does not use it in any way. However, notifications_ui appears to do something weird with it, possibly by using subscriptions' fields as keys into this array. I'm not sure why though. hook_notifications op 'subscription types': returns an array of subscription types provided by the plugin, in the form $key = array(...) with the following members: event_type: this subscription can only match events whose $event-type has this value. Stored in the database as notifications.event_type for every individual subscription. Apparently, this can be overiden in code but I wouldn't try it (see notifications_save_subscription). fields: an unkeyed array of fields that must be matched by an event (in addition to the event_type) for it to match this subscription. Each element of this array must be a key of the array returned by op 'subscription fields' which in turn must be used by op 'query' to actually perform the matching. title: user-readable title for their subscriptions page (eg the 'type' column in user/%uid/notifications/subscriptions) description: a user-readable description. page callback: used to add a supplementary page at user/%uid/notifications/blah. This and the following are used by notifications_ui as a part of hook_menu_alter. Appears to be partially deprecated. user page: user/%uid/notifications/blah. op 'event types': returns an array of event types, with each event type being an array with the following members: type: this will match $event-type action: this will match $event-action digest: an array with two ordered (non-keyed) elements, "type" and "field." 'type' is used as an index into $event-objects. 'field' is also used to group events like so: $event-objects[$type]-$field. For example, 'field' might be 'nid' - if the object is a node, the digest lines will be grouped by node ID. Finally, both are used to find the correct Messaging template; see discussion above. description: used on the admin "Notifications-Events" page name: unused, use Messaging instead line: deprecated, use Messaging instead Other Stuff This is an example of the main query that inserts an event into the queue: INSERT INTO {notifications_queue} (uid, destination, sid, module, eid, send_interval, send_method, cron, created, conditions) SELECT DISTINCT s.uid, s.destination, s.sid, s.module, %d, // event ID s.send_interval, s.send_method, s.cron, %d, // time of the event s.conditions FROM {notifications} s INNER JOIN {notifications_fields} f ON s.sid = f.sid WHERE (s.status = 1) AND (s.event_type = '%s') // subscription type AND (s.send_interval >= 0) AND (s.uid <> %d) AND ( (f.field = '%s' AND f.intval IN (%d)) // everything from 'query' op OR (f.field = '%s' AND f.intval = %d) OR (f.field = '%s' AND f.value = '%s') OR (f.field = '%s' AND f.intval = %d)) GROUP BY s.uid, s.destination, s.sid, s.module, s.send_interval, s.send_method, s.cron, s.conditions HAVING s.conditions = count(f.sid)

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  • read access violation error

    - by user293569
    class Node{ private: string name; Node** adjacent; int adjNum; public: Node(); Node(string, int adj_num); Node(const Node &); bool addAdjacent(const Node &); Node** getAdjacents(); string getName(); ~Node(); }; bool Node::addAdjacent(const Node &anode){ Node** temp; temp= new Node*[adjNum+1]; for(int i=0;i<adjNum+1;i++) temp[i]=adjacent[i]; temp[adjNum]=const_cast<Node *>(&anode); delete[] adjacent; adjacent=new Node*[adjNum+1]; adjacent=temp; delete[] temp; adjNum++; return true; } int main() { Node node1("A",0); Node node2("B",0); node1.getName(); node1.addAdjacent(node2); system("PAUSE"); return 0; } when the program comes to this part: for(int i=0;i<adjNum+1;i++) temp[i]=adjacent[i]; it says Access violation reading location 0xcccccccc. The class must allocate the memory fore adjacent, but I think it didn't how can I solve this problem?

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  • how to Clean up(destructor) a dynamic Array of pointers??

    - by Ahmed Sharara
    Is that Destructor is enough or do I have to iterate to delete the new nodes?? #include "stdafx.h" #include<iostream> using namespace std; struct node{ int row; int col; int value; node* next_in_row; node* next_in_col; }; class MultiLinkedListSparseArray { private: char *logfile; node** rowPtr; node** colPtr; // used in constructor node* find_node(node* out); node* ins_node(node* ins,int col); node* in_node(node* ins,node* z); node* get(node* in,int row,int col); bool exist(node* so,int row,int col); //add anything you need public: MultiLinkedListSparseArray(int rows, int cols); ~MultiLinkedListSparseArray(); void setCell(int row, int col, int value); int getCell(int row, int col); void display(); void log(char *s); void dump(); }; MultiLinkedListSparseArray::MultiLinkedListSparseArray(int rows,int cols){ rowPtr=new node* [rows+1]; colPtr=new node* [cols+1]; for(int n=0;n<=rows;n++) rowPtr[n]=NULL; for(int i=0;i<=cols;i++) colPtr[i]=NULL; } MultiLinkedListSparseArray::~MultiLinkedListSparseArray(){ // is that destructor enough?? cout<<"array is deleted"<<endl; delete [] rowPtr; delete [] colPtr; }

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  • Linked List Inserting strings in alphabetical order

    - by user69514
    I have a linked list where each node contains a string and a count. my insert method needs to inset a new node in alphabetical order based on the string. if there is a node with the same string, then i increment the count. the problem is that my method is not inserting in alphabetical order public Node findIsertionPoint(Node head, Node node){ if( head == null) return null; Node curr = head; while( curr != null){ if( curr.getValue().compareTo(node.getValue()) == 0) return curr; else if( curr.getNext() == null || curr.getNext().getValue().compareTo(node.getValue()) > 0) return curr; else curr = curr.getNext(); } return null; } public void insert(Node node){ Node newNode = node; Node insertPoint = this.findIsertionPoint(this.head, node); if( insertPoint == null) this.head = newNode; else{ if( insertPoint.getValue().compareTo(node.getValue()) == 0) insertPoint.getItem().incrementCount(); else{ newNode.setNext(insertPoint.getNext()); insertPoint.setNext(newNode); } } count++; }

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  • Unable to get defined path in 'source' type on AIX node

    - by haris
    hi all, I am trying to create a set of users on my AIX node and trying to get their authorized_keys which are already hosted on my server with name like, 'myuser_id_dsa.pub'. Currently i am managing 2 nodes (1. SLES 2. AIX). I defined the 'source' file paths in 2 separate contexts in fileserver.conf; [AIX] path myfiles/users/ssh/ allow *.another.mydomain.com [SLES] path myfiles/users/keys/ssh/ allow *.mydomain.com but when I run puppet then it ended successfully on my SLES node but encountered failure on AIX; with following err; /* Could not describe /AIX/myuser_id_rsa.pub: Fileserver module 'AIX' not mounted*/ in my code i have defined the 'source' with $filserver variable as: case $operatingsystem { "AIX": { $fileserver = "AIX" } default: { $fileserver = "SLES" } } file { "${home}/${username}/.ssh/authorized_keys": source = "puppet:///$fileserver/${username}_is_dsa.pub", ... ... } why AIX is not able to get the source path from my fileserver.conf while SLES is running absolutely fine? and how can I do it? I have to run similar configuration across different servers so I can only deal it with case statement. looking forward for your help Thanks

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  • Mysql ndb cluster - node restart.

    - by Arafat
    Hi guys! I just setup a mysql cluster on a fairly decent baby (IBM x3650 M3) with 24GB memory, xeon 6core, SAS 6Gbps HDD. Running Debian Lenny 5. 64bits. Ndb version is 7.1.9a. Our database size on MyISAM is around 3.2 GB. Ndb_size estimation is 58GB for ndbengine. A little info about my database is as follows. 150 common tables for global purpose. 130 tables for each clients. So it goes like this, 130 x 115(clients) = 14950 tables. Is it normal or usual to have 14000 tables on one database? The reasons why we did this was, Easy maintenance and per client based customization. Now, the problem is, ndb cluster can only support, 20320 tables. But it can support 5,000,000,000 rows in one table if I'm not wrong. My real head ache is my cluster data node takes less than two minutes to startup with out any data. But as soon as convert my tables into ndb, that too only 2000 tables, data node takes at least 30 to 40 mins to start up. Is it normal? If I convertt all my tables into ndb, will it take even longer? Or let's say if consolidate my 14000 table's data into one, which is 130 tables, will it help? Or is there anything idiotically wrong which I'm doing? I'll attach my config.ini file soon. here's the simple overview of my config Datamemory = 14G Indexmemory = 3GB Maxnooftable = 14000 Maxnoofattributes = 78000 I'm just testing these values with 2000 tables first. Please advise, how to increase the start up speed. Please point out where I'm going wrong. Thanks in advance guys!

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  • Changing Corosync/Heartbeat pair's active node based on MySQL/Galera cluster state

    - by Hace
    Background I'm planning on building a High Availability "cluster" for our Zabbix instance by placing two physical servers in one server room and two in another server room. In each server room one of the physical servers will run Zabbix on RHEL and the other will run Zabbix's MySQL database, also on RHEL. I'd prefer synchronous replication for the MySQL nodes so I'm planning on using Galera in a master-slave configuration. The Zabbix instances on the two Zabbix servers would be controlled by Heartbeat/Corosync (although Red Hat Cluster Suite is also an option...) If the Zabbix server in Server Room A goes down, the one in Server Room B becomes active (and vice versa). Ditto for the MySQL servers/instances. If either of those cases happen, however, the connection between the Zabbix server and the MySQL server becomes significantly slower as ti has to travel over WAN. Question Is it possible to configure the Heartbeat/CoroSync pair to instruct the MySQL/Galera cluster to change the master node to switch to (if available) the one that's in the server room as the active Heartbeat/Corosync -node and (more challengingly) is it possible to do the same in the other direction, i.e have the Galera cluster change the active Heartbeat/CoroSync server to be in the same room as the active MySQL master server in case of a failover in over to avoid unnecessary WAN transfers between the application and its DB? Theories Most likely I can get CoroSync to run something that'd log in to one of the DB nodes to change the MySQL/Galera master but I don't know if it's really possible to do anything similar in the other direction in Galera. Is it possible to define a "service" in CoroSync/Heartbeat so that both the service and its MySQL service would migrate as one if possible. Using the DB server that's behind WAN should still be a better option to DB downtime. Am I just using too many tools to solve a problem that'd be far simpler with something else?

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  • Linux HA cluster w/Xen, Heartbeat, Pacemaker. domU does not failover to secondary node

    - by Kendall
    I am having the followig problem with an OenSuSE + Heartbeat + Pacemaker + Xen HA cluster: when the node a Xen domU is running on is "dead" the Xen domU running on it is not restarted on the second node. The cluster is setup with two nodes, each running OpenSuSE-11.3, Heartbeat 3.0, and Pacemaker 1.0 in CRM mode. For storage I am using a LUN on an iSCSI SAN device; the LUN is formatted with OCFS2 and managed with LVM. The Xen domU has two logical volumes; one for root and the other for swap. I am using IPMI cards for STONITH devices, and a dedicated ethernet link for heartbeat communications. The ha.cf file is as follows: keepalive 1 deadtime 10 warntime 5 udpport 694 ucast eth1 auto_failback off node dhcp-166 node stage use_logd yes crm yes My resources look as follows: shocrm(live)configure# show node $id="5c1aa924-bba4-4f95-a367-6c9a58ac4a38" dhcp-166 node $id="cebc92eb-af24-4833-aaf0-672adf80b58e" stage primitive Xen-Util ocf:heartbeat:Xen \ meta target-role="Started" \ operations $id="Xen-Util-operations" \ op start interval="0" timeout="60" start-delay="0" \ op stop interval="0" timeout="120" \ params xmfile="/etc/xen/vm/xen-util" primitive my-stonith stonith:external/ipmi \ params hostname="dhcp-166" ipaddr="192.168.3.106" userid="ADMIN" passwd="xxx" \ op monitor interval="2m" timeout="60s" primitive my-stonith2 stonith:external/ipmi \ params hostname="stage" ipaddr="192.168.3.105" userid="ADMIN" passwd="xxx" \ op monitor interval="2m" timeout="60s" property $id="cib-bootstrap-options" \ dc-version="1.0.9-89bd754939df5150de7cd76835f98fe90851b677" \ cluster-infrastructure="Heartbeat" The Xen domU config file is as follows: name = "xen-util" bootloader = "/usr/lib/xen/boot/domUloader.py" #bootargs = "xvda1:/vmlinuz-xen,/initrd-xen" bootargs = "--entry=xvda1:/boot/vmlinuz-xen,/boot/initrd-xen" memory = 4096 disk = [ 'phy:vg_xen/xen-util-root,xvda1,w', 'phy:vg_xen/xen-util-swap,xvda2,w', ] root = "/dev/xvda1" vif = [ 'mac=00:16:3e:42:42:06' ] #vfb = [ 'type=vnc,vncunused=0,vnclisten=192.168.3.172' ] extra = "" Say domU "Xen-Util" is running on node "stage"; if "stage" goes down, "Xen-Util" does not restart on node "dhcp-166". It seems to want to try as an "xm list" will show it for a few seconds and if you "xm console xen-util" it will give a message like "copying /boot/kernel.gz from xvda1 to /var/lib/xen/tmp/kernel.a53gs for booting". However, it never gets past that, eventually gives up, and no longer appears in "xm list". Now, when node "stage" comes back online after being power cycled, it detects that "Xen-Util" isn't running, and starts it (on stage). I've tried starting "Xen-Util" on node "dhcp-166" without the cluster running, and it works fine. No problems. So, I know it works in that respect. Any ideas? Thanks!

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  • Starting an Erlang slave node in escript fails when using custom Erlang in Ubuntu 10.4

    - by Adam Lindberg
    I have the following escript: #!/usr/bin/env escript %%! -name [email protected] main(_) -> NodeName = test, Host = '127.0.0.1', Args = "", {ok, _Node} = slave:start_link(Host, NodeName, Args), io:format("Node started successfully!"). When running it on Ubuntu 10.04 I get this: $ ./start_slave Node started successfully! $ I want to install my own Erlang (latest version, debug compiled files for dialyzer etc) since the stock install of Erlang on Ubuntu lacks some features. I put my Erlang binaries inside ~/Applications/bin. Starting Erlang normally works, and starting slave nodes inside an Erlang shell works as well. However, now my escript doesn't work. After about 60 seconds it returns an error: $ ./start_slave escript: exception error: no match of right hand side value {error,timeout} Even if I change the first line to the escript to use my erlang version, it still does not work: #!/home/user/Applications/bin/escript The slave node is started with a call to erlang:open_port/2 which seems to be using sh which in turn does not read my .bashrc file that sets my custom PATH environment variable. The timeout seems to occur when slave:start_link/3 waits for the slave node to respond, which it never does. How can I roll my own installation of Erlang and start slave nodes inside escripts on Ubuntu 10.4?

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  • Deleting a node from linked list in C

    - by LuckySlevin
    My problem is deleting a node from linked list. I have two structs : typedef struct inner_list { int count; char word[100]; inner_list*next; } inner_list; typedef struct outer_list { char word [100]; inner_list * head; int count; outer_list * next; } outer_list; My problem is in deleting a node from outer_list linked list. For example when user entered aaa to delete, delete function should find the node with outer_list->word = aaa and delete this node and reconnect the list again. I tried the below code to do this. but After finding and deleting I'm losing the list. I don't know what's wrong. Please notice that outer_list have also a linked list of inner_list inside. void delnode(outer_list *head,char num[100]) { outer_list *temp, *m; temp=head; while(temp!=NULL) { if(strcmp(temp->word==num)==0) { if(temp==head) { head=temp->next; free(temp); return; } else { m->next=temp->next; free(temp); return; } }else { m=temp; temp= temp->next; } } printf(" ELEMENT %s NOT FOUND ", num); } What are your ideas about this?

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  • Get node parent of defined type using xpath

    - by IordanTanev
    Hi, i will give an example of the problem i have. My XML is like this <roor> <child Name = "child1"> <node> <element1>Value1</element1> <element2>Value2</element2> </node> </child> <child Name = "child2"> <element1>Value1</element1> <element2>Value2</element2> <element3>Value3</element3> </child> </root> I have xpath expression that returns all "element2" nodes. Then i want to for every node of type "element2" to find the node of type "child" that contains it. The problem is that between these two nodes there can be from 1 to n different nodes so i can't just use "..". Is there something like "//" that will look up instead of down Best Regards, Iordan

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • Thread placement policies on NUMA systems - update

    - by Dave
    In a prior blog entry I noted that Solaris used a "maximum dispersal" placement policy to assign nascent threads to their initial processors. The general idea is that threads should be placed as far away from each other as possible in the resource topology in order to reduce resource contention between concurrently running threads. This policy assumes that resource contention -- pipelines, memory channel contention, destructive interference in the shared caches, etc -- will likely outweigh (a) any potential communication benefits we might achieve by packing our threads more densely onto a subset of the NUMA nodes, and (b) benefits of NUMA affinity between memory allocated by one thread and accessed by other threads. We want our threads spread widely over the system and not packed together. Conceptually, when placing a new thread, the kernel picks the least loaded node NUMA node (the node with lowest aggregate load average), and then the least loaded core on that node, etc. Furthermore, the kernel places threads onto resources -- sockets, cores, pipelines, etc -- without regard to the thread's process membership. That is, initial placement is process-agnostic. Keep reading, though. This description is incorrect. On Solaris 10 on a SPARC T5440 with 4 x T2+ NUMA nodes, if the system is otherwise unloaded and we launch a process that creates 20 compute-bound concurrent threads, then typically we'll see a perfect balance with 5 threads on each node. We see similar behavior on an 8-node x86 x4800 system, where each node has 8 cores and each core is 2-way hyperthreaded. So far so good; this behavior seems in agreement with the policy I described in the 1st paragraph. I recently tried the same experiment on a 4-node T4-4 running Solaris 11. Both the T5440 and T4-4 are 4-node systems that expose 256 logical thread contexts. To my surprise, all 20 threads were placed onto just one NUMA node while the other 3 nodes remained completely idle. I checked the usual suspects such as processor sets inadvertently left around by colleagues, processors left offline, and power management policies, but the system was configured normally. I then launched multiple concurrent instances of the process, and, interestingly, all the threads from the 1st process landed on one node, all the threads from the 2nd process landed on another node, and so on. This happened even if I interleaved thread creating between the processes, so I was relatively sure the effect didn't related to thread creation time, but rather that placement was a function of process membership. I this point I consulted the Solaris sources and talked with folks in the Solaris group. The new Solaris 11 behavior is intentional. The kernel is no longer using a simple maximum dispersal policy, and thread placement is process membership-aware. Now, even if other nodes are completely unloaded, the kernel will still try to pack new threads onto the home lgroup (socket) of the primordial thread until the load average of that node reaches 50%, after which it will pick the next least loaded node as the process's new favorite node for placement. On the T4-4 we have 64 logical thread contexts (strands) per socket (lgroup), so if we launch 48 concurrent threads we will find 32 placed on one node and 16 on some other node. If we launch 64 threads we'll find 32 and 32. That means we can end up with our threads clustered on a small subset of the nodes in a way that's quite different that what we've seen on Solaris 10. So we have a policy that allows process-aware packing but reverts to spreading threads onto other nodes if a node becomes too saturated. It turns out this policy was enabled in Solaris 10, but certain bugs suppressed the mixed packing/spreading behavior. There are configuration variables in /etc/system that allow us to dial the affinity between nascent threads and their primordial thread up and down: see lgrp_expand_proc_thresh, specifically. In the OpenSolaris source code the key routine is mpo_update_tunables(). This method reads the /etc/system variables and sets up some global variables that will subsequently be used by the dispatcher, which calls lgrp_choose() in lgrp.c to place nascent threads. Lgrp_expand_proc_thresh controls how loaded an lgroup must be before we'll consider homing a process's threads to another lgroup. Tune this value lower to have it spread your process's threads out more. To recap, the 'new' policy is as follows. Threads from the same process are packed onto a subset of the strands of a socket (50% for T-series). Once that socket reaches the 50% threshold the kernel then picks another preferred socket for that process. Threads from unrelated processes are spread across sockets. More precisely, different processes may have different preferred sockets (lgroups). Beware that I've simplified and elided details for the purposes of explication. The truth is in the code. Remarks: It's worth noting that initial thread placement is just that. If there's a gross imbalance between the load on different nodes then the kernel will migrate threads to achieve a better and more even distribution over the set of available nodes. Once a thread runs and gains some affinity for a node, however, it becomes "stickier" under the assumption that the thread has residual cache residency on that node, and that memory allocated by that thread resides on that node given the default "first-touch" page-level NUMA allocation policy. Exactly how the various policies interact and which have precedence under what circumstances could the topic of a future blog entry. The scheduler is work-conserving. The x4800 mentioned above is an interesting system. Each of the 8 sockets houses an Intel 7500-series processor. Each processor has 3 coherent QPI links and the system is arranged as a glueless 8-socket twisted ladder "mobius" topology. Nodes are either 1 or 2 hops distant over the QPI links. As an aside the mapping of logical CPUIDs to physical resources is rather interesting on Solaris/x4800. On SPARC/Solaris the CPUID layout is strictly geographic, with the highest order bits identifying the socket, the next lower bits identifying the core within that socket, following by the pipeline (if present) and finally the logical thread context ("strand") on the core. But on Solaris on the x4800 the CPUID layout is as follows. [6:6] identifies the hyperthread on a core; bits [5:3] identify the socket, or package in Intel terminology; bits [2:0] identify the core within a socket. Such low-level details should be of interest only if you're binding threads -- a bad idea, the kernel typically handles placement best -- or if you're writing NUMA-aware code that's aware of the ambient placement and makes decisions accordingly. Solaris introduced the so-called critical-threads mechanism, which is expressed by putting a thread into the FX scheduling class at priority 60. The critical-threads mechanism applies to placement on cores, not on sockets, however. That is, it's an intra-socket policy, not an inter-socket policy. Solaris 11 introduces the Power Aware Dispatcher (PAD) which packs threads instead of spreading them out in an attempt to be able to keep sockets or cores at lower power levels. Maximum dispersal may be good for performance but is anathema to power management. PAD is off by default, but power management polices constitute yet another confounding factor with respect to scheduling and dispatching. If your threads communicate heavily -- one thread reads cache lines last written by some other thread -- then the new dense packing policy may improve performance by reducing traffic on the coherent interconnect. On the other hand if your threads in your process communicate rarely, then it's possible the new packing policy might result on contention on shared computing resources. Unfortunately there's no simple litmus test that says whether packing or spreading is optimal in a given situation. The answer varies by system load, application, number of threads, and platform hardware characteristics. Currently we don't have the necessary tools and sensoria to decide at runtime, so we're reduced to an empirical approach where we run trials and try to decide on a placement policy. The situation is quite frustrating. Relatedly, it's often hard to determine just the right level of concurrency to optimize throughput. (Understanding constructive vs destructive interference in the shared caches would be a good start. We could augment the lines with a small tag field indicating which strand last installed or accessed a line. Given that, we could augment the CPU with performance counters for misses where a thread evicts a line it installed vs misses where a thread displaces a line installed by some other thread.)

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  • JQuery treeview - add node(s) in middle of tree

    - by Chris
    Hi all, I'm just getting started with JQuery and the treeview plugin so this should be a relatively easy question: The example code for adding branches to the tree: var newnodes = $("<li><span class='folder'>New Sublist</span><ul>" + "<li><span class='file'>Item1</span></li>" + "<li><span class='file'>Item2</span></li></ul></li>").appendTo("#browser"); $("#browser").treeview({ add: branches }); Works fine for me, but adds the new branch at the end of the tree - instead what I want is to be able to select a specific node and add to that branch. I've managed to get the node being added by using the id of the particular node instead of the whole treeview in - appendTo("nodeID") However I can't get the tree to render correctly, either with: $("nodeID").treeview({ add: branches }); or $("browser").treeview({ add: branches }); or calling it on both without arguments. Cheers in advance

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  • how to read value of an xml node (single) using linq to xml

    - by Wondering
    Hi All, I have a xml structure similar to below one: <test> <test1>test1 value</test1> </test> Now I am reading the value of node using below LINQ to xml code. var test = from t in doc.Descendants("test") select t.Element("test1").Value; Console.WriteLine("print single node value"); Console.WriteLine(test); above code works fine, but here I have one single node, but to retrive value I am using foreach loop, which I dont think is good..any better way of doing the same thing without a foreach loop Thanks.

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  • get the expanding node in a treeview

    - by Iulian
    I have a treeview control that functions like a folder browser. Because loading the entire folder structer from disk is taking a lot of time i'm trying to load only one level at a time. So i have a function that adds nodes for all the folders in the current node. I thought that the best method would be to run it on the BeforeExpand event of the treeview. UpdateTreeView(TreeView.SelectedNode); is not working because clicking the + sign to expand is not selecting the node also. So how to find the node that is expanding.

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  • Checking a checkbox node programmatically with jsTree

    - by Raj
    In a tree built with jsTree, I have the text within the <a> tag sitting in a variable. I would like to check that node. How can I do so? I am currently finding that node, using jQuery, and altering its class. However, this does not repair the parent node by making the parent undetermined in its class. I tried doing $('.colors').jstree("checkbox_repair"), but that didn't seem to do anything. It would be great if someone could actually answer both those questions, since they are related to the same problem. Here is a jsFiddle, illustrating the issue-- http://jsfiddle.net/thapar/5XAjU/

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  • How to get a reference to node in DOM tree in Google Chrome debugger console

    - by .yahoo.co.jpaqwsykcj3aulh3h1k0cy6nzs3isj
    In the Google Chrome debugger, I often want to get a reference to a node in the DOM tree. I can click the "magnifying glass" button and then click the desired element in the browser window to select the corresponding node in the DOM tree displayed in the debugger. But how can I get a reference to that node in the console? If the element has an id, document.getElementById works, but if there is no id, is there a better alternative to XPath or manual traversal of the DOM tree using children? In case XPath is the best way, is there a better way than doing something like this: var evaluator = new XPathEvaluator(); var result = evaluator.evaluate("//div", document.documentElement, null, XPathResult.FIRST_ORDERED_NODE_TYPE, null); which is a pain to type out each time.

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  • How to select certain child node in TreeView, C#

    - by Caslav
    I am having a problem with selecting a certain child node. What I want to achieve: I you have this treeview for example (one parent with two child nodes): Parent -Child with a value 5 -Child with a value 2. I want to add these two values and assign them to Parent node: Parent result 7 -Child 5 -Child 2. Of course, a bigger treeview would have several parents and lots of children and they will all add up to one root node. How can I do this?? pls help. thx, Caslav

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  • OCL constraints intended prevent node creation in an GMF generated editor only makes it invisible

    - by TheMorph
    Hello, I am working on editors created with GMF and struggling with OCL right now. Is there a possibilty to prevent a node to be created if an OCL statement in the mapping evaluates to false? If tried adding an OCL statement to a node and all it does is making the node not visible in the editor, but it is created. There is also an OCL statement in the ecore file, but this way it is only evaluated when there should be something done with the created model. I does not prevent a user to construct an invalid model but this is what I intend to prevent. Thanks in advance, Morph

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  • XSL: Get variable data without exslt:node-set

    - by Louis W
    Using native XSL lib in PHP. Is it possible to get a node value inside a variable without having to call it through exslt:node-set every time.... it long and ugly. <xsl:variable name="mydata"> <foo>1</foo> <bar>2</bar> </xsl:variable> <!-- How currently being done --> <xsl:value-of select="exslt:node-set($mydata)/foo" /> <!-- I want to be able to do this --> <xsl:value-of select="$mydata/foo" />

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  • How to use OCL constraints to prevent node creation in an GMF generated editor

    - by TheMorph
    Hello, I am working on editors created with GMF and struggling with OCL right now. Is there a possibilty to prevent a node to be created if an OCL statement in the mapping evaluates to false? If tried adding an OCL statement to a node and all it does is making the node not visible in the editor, but it is created. There is also an OCL statement in the ecore file, but this way it is only evaluated when there should be something done with the created model. I does not prevent a user to construct an invalid model but this is what I intend to prevent. Thanks in advance, Morph

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  • Best way to bind node collection to itemscontrol in Silverilght

    - by mrtrombone
    I have a Silverlight project where the main objects are just a bunch of nodes that are joined to each other. A parent node can have many children. I want to be able to bind the nodes to an itemscontrol or similar and so was wondering how to best structure the parent child relationship. Is it OK to create a flat top level list of all nodes (List allNodes) and add each node to that, binding the list to the itemscontrol, then on top of that add each node to it's parent's 'childnodes' list to establish the structure - or am I doing some kind of ugly doubling up? Just hoping there is some kind of best practice or pattern I can latch on to Thanks

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  • Virtual String Tree - Display subnode when parent node is hidden

    - by daemon_x
    Is there a way to show subnode if the parent node is hidden in the Virtual String Tree ? I have some tasks in the tree structure and I wish to display only tasks which belongs to the current user as the list, but from all levels. What I've done is the function to display a list, which hides tree buttons, tree lines, sets the fixed indent and enable toShowHiddenNodes option. Then in this function I iterate through the whole tree (all levels) and hide nodes which doesn't belong to the current user IsVisible[Node] := False and show those which belongs him IsVisible[Node] := True, but the subnodes which should be displayed are invisible when their parent is hidden. VT.TreeOptions.PaintOptions - toShowButtons - toShowTreeLines + toFixedIndent + toShowHiddenNodes

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  • openconnect on ubuntu 14.04LTS I get "XML response has no "auth" node"

    - by Jas
    I run openconnect to connect to juniper as following $ openconnect --version OpenConnect version v5.02 Using GnuTLS. Features present: PKCS#11, TOTP software token, DTLS (using OpenSSL) sudo openconnect -v -u=myuser --no-xmlpost --no-proxy https://myserver Got HTTP response: HTTP/1.1 200 OK Content-Type: text/html; charset=utf-8 Date: Mon, 25 Aug 2014 07:24:03 GMT x-frame-options: SAMEORIGIN Pragma: no-cache Cache-Control: no-store Expires: -1 Transfer-Encoding: chunked HTTP body chunked (-2) XML response has no "auth" node Failed to obtain WebVPN cookie can anyone help please?

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