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  • Async CTP (C# 5): How to make WCF work with Async CTP

    - by javarg
    If you have recently downloaded the new Async CTP you will notice that WCF uses Async Pattern and Event based Async Pattern in order to expose asynchronous operations. In order to make your service compatible with the new Async/Await Pattern try using an extension method similar to the following: WCF Async/Await Method public static class ServiceExtensions {     public static Task<DateTime> GetDateTimeTaskAsync(this Service1Client client)     {         return Task.Factory.FromAsync<DateTime>(             client.BeginGetDateTime(null, null),             ar => client.EndGetDateTime(ar));     } } The previous code snippet adds an extension method to the GetDateTime method of the Service1Client WCF proxy. Then used it like this (remember to add the extension method’s namespace into scope in order to use it): Code Snippet var client = new Service1Client(); var dt = await client.GetDateTimeTaskAsync(); Replace the proxy’s type and operation name for the one you want to await.

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  • Problem when using ajax for refresh captcha with refresh button [closed]

    - by jowan
    But it doesn't work, I just get my image be vanished and I try METHOD 2, I think it can work but I'm wrong coz i just get display with code of image not new captcha image I am stack and confuse about what method exactly work to refresh my own captcha.. Any wrong in my code or my method can't be used to refresh captcha.. Could anyone tell me how to refresh captcha exactly ? Thanks in Advance JQUERY CODE $('.refresh_captcha').click( function(){ $.ajax({ type: 'POST', url: 'captcha_mk.php', success: function(data){ //$('img').attr('src', data); // METHOD 1 ( I try it and my image is lost ) $('div').html('<img src=' + data); // METHOD 2 ( display code of image not captcha image) } }); });

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  • Disable Ethernet permanently to speed up boot time

    - by Anwar Shah
    I do not use the wired Ethernet Card. It seems to me that, Ubuntu is always trying in boot time to check the network via eth0, Which consumes some times and I guess this may slow down the boot process a bit. My dmesg output is below (partial) 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 1.985592] input: Video Bus as /devices/LNXSYSTM:00/device:00/PNP0A08:00/LNXVIDEO:01/input/input5 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 1.985651] ACPI: Video Device [GFX0] (multi-head: yes rom: no post: no) 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 1.985693] [drm] Initialized i915 1.6.0 20080730 for 0000:00:02.0 on minor 0 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 2.056261] firewire_core: created device fw0: GUID 00023f87af41fd7d, S400 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 3.710435] EXT4-fs (sda9): mounted filesystem with ordered data mode. Opts: (null) A big time here..... 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 13.466642] ADDRCONF(NETDEV_UP): eth0: link is not ready 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.125296] Adding 1050620k swap on /dev/sda6. Priority:-1 extents:1 across:1050620k 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.226952] EXT4-fs (sda9): re-mounted. Opts: (null) 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.335012] snd_hda_intel 0000:00:1b.0: PCI INT A - GSI 22 (level, low) - IRQ 22 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.335091] snd_hda_intel 0000:00:1b.0: irq 45 for MSI/MSI-X 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.335128] snd_hda_intel 0000:00:1b.0: setting latency timer to 64 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.346410] input: Ideapad extra buttons as /devices/platform/ideapad/input/input6 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.428551] input: HDA Intel Headphone as /devices/pci0000:00/0000:00:1b.0/sound/card0/input7 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.436958] cfg80211: Calling CRDA to update world regulatory domain 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.476550] Linux video capture interface: v2.00 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.486385] uvcvideo: Found UVC 1.00 device USB 2.0 Camera (04f2:b008) So, My question is How can I disable the Ethernet card completely, so that kernel will not try to use that?

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  • RIDC Accelerator for Portal

    - by Stefan Krantz
    What is RIDC?Remote IntraDoc Client is a Java enabled API that leverages simple transportation protocols like Socket, HTTP and JAX/WS to execute content service operations in WebCenter Content Server. Each operation by design in the Content Server will execute stateless and return a complete result of the request. Each request object simply specifies the in a Map format (key and value pairs) what service to call and what parameters settings to apply. The result responded with will be built on the same Map format (key and value pairs). The possibilities with RIDC is endless since you can consume any available service (even custom made ones), RIDC can be executed from any Java SE application that has any WebCenter Content Services needs. WebCenter Portal and the example Accelerator RIDC adapter frameworkWebCenter Portal currently integrates and leverages WebCenter Content Services to enable available use cases in the portal today, like Content Presenter and Doc Lib. However the current use cases only covers few of the scenarios that the Content Server has to offer, in addition to the existing use cases it is not rare that the customer requirements requires additional steps and functionality that is provided by WebCenter Content but not part of the use cases from the WebCenter Portal.The good news to this is RIDC, the second good news is that WebCenter Portal already leverages the RIDC and has a connection management framework in place. The million dollar question here is how can I leverage this infrastructure for my custom use cases. Oracle A-Team has during its interactions produced a accelerator adapter framework that will reuse and leverage the existing connections provisioned in the webcenter portal application (works for WebCenter Spaces as well), as well as a very comprehensive design patter to minimize the work involved when exposing functionality. Let me introduce the RIDCCommon framework for accelerating WebCenter Content consumption from WebCenter Portal including Spaces. How do I get started?Through a few easy steps you will be on your way, Extract the zip file RIDCCommon.zip to the WebCenter Portal Application file structure (PortalApp) Open you Portal Application in JDeveloper (PS4/PS5) select to open the project in your application - this will add the project as a member of the application Update the Portal project dependencies to include the new RIDCCommon project Make sure that you WebCenter Content Server connection is marked as primary (a checkbox at the top of the connection properties form) You should by this stage have a similar structure in your JDeveloper Application Project Portal Project PortalWebAssets Project RIDCCommon Since the API is coming with some example operations that has already been exposed as DataControl actions, if you open Data Controls accordion you should see following: How do I implement my own operation? Create a new Java Class in for example com.oracle.ateam.portal.ridc.operation call it (GetDocInfoOperation) Extend the abstract class com.oracle.ateam.portal.ridc.operation.RIDCAbstractOperation and implement the interface com.oracle.ateam.portal.ridc.operation.IRIDCOperation The only method you actually are required to implement is execute(RIDCManager, IdcClient, IdcContext) The best practice to set object references for the operation is through the Constructor, example below public GetDocInfoOperation(String dDocName)By leveraging the constructor you can easily force the implementing class to pass right information, you can also overload the Constructor with more or less parameters as required Implement the execute method, the work you supposed to execute here is creating a new request binder and retrieve a response binder with the information in the request binder.In this case the dDocName for which we want the DocInfo Secondly you have to process the response binder by extracting the information you need from the request and restore this information in a simple POJO Java BeanIn the example below we do this in private void processResult(DataBinder responseData) - the new SearchDataObject is a Member of the GetDocInfoOperation so we can return this from a access method. Since the RIDCCommon API leverage template pattern for the operations you are now required to add a method that will enable access to the result after the execution of the operationIn the example below we added the method public SearchDataObject getDataObject() - this method returns the pre processed SearchDataObject from the execute method  This is it, as you can see on the code below you do not need more than 32 lines of very simple code 1: public class GetDocInfoOperation extends RIDCAbstractOperation implements IRIDCOperation { 2: private static final String DOC_INFO_BY_NAME = "DOC_INFO_BY_NAME"; 3: private String dDocName = null; 4: private SearchDataObject sdo = null; 5: 6: public GetDocInfoOperation(String dDocName) { 7: super(); 8: this.dDocName = dDocName; 9: } 10:   11: public boolean execute(RIDCManager manager, IdcClient client, 12: IdcContext userContext) throws Exception { 13: DataBinder dataBinder = createNewRequestBinder(DOC_INFO_BY_NAME); 14: dataBinder.putLocal(DocumentAttributeDef.NAME.getName(), dDocName); 15: 16: DataBinder responseData = getResponseBinder(dataBinder); 17: processResult(responseData); 18: return true; 19: } 20: 21: private void processResult(DataBinder responseData) { 22: DataResultSet rs = responseData.getResultSet("DOC_INFO"); 23: for(DataObject dobj : rs.getRows()) { 24: this.sdo = new SearchDataObject(dobj); 25: } 26: super.setMessage(responseData.getLocal(ATTR_MESSAGE)); 27: } 28: 29: public SearchDataObject getDataObject() { 30: return this.sdo; 31: } 32: } How do I execute my operation? In the previous section we described how to create a operation, so by now you should be ready to execute the operation Step one either add a method to the class  com.oracle.ateam.portal.datacontrol.ContentServicesDC or a class of your own choiceRemember the RIDCManager is a very light object and can be created where needed Create a method signature look like this public SearchDataObject getDocInfo(String dDocName) throws Exception In the method body - create a new instance of GetDocInfoOperation and meet the constructor requirements by passing the dDocNameGetDocInfoOperation docInfo = new GetDocInfoOperation(dDocName) Execute the operation via the RIDCManager instance rMgr.executeOperation(docInfo) Return the result by accessing it from the executed operationreturn docInfo.getDataObject() 1: private RIDCManager rMgr = null; 2: private String lastOperationMessage = null; 3:   4: public ContentServicesDC() { 5: super(); 6: this.rMgr = new RIDCManager(); 7: } 8: .... 9: public SearchDataObject getDocInfo(String dDocName) throws Exception { 10: GetDocInfoOperation docInfo = new GetDocInfoOperation(dDocName); 11: boolean boolVal = rMgr.executeOperation(docInfo); 12: lastOperationMessage = docInfo.getMessage(); 13: return docInfo.getDataObject(); 14: }   Get the binaries! The enclosed code in a example that can be used as a reference on how to consume and leverage similar use cases, user has to guarantee appropriate quality and support.  Download link: https://blogs.oracle.com/ATEAM_WEBCENTER/resource/stefan.krantz/RIDCCommon.zip RIDC API Referencehttp://docs.oracle.com/cd/E23943_01/apirefs.1111/e17274/toc.htm

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Garbled text in Screen [closed]

    - by Prabin Dahal
    The graphical Interface in my system is garbled with some text. At the beginning I thought it was due to java and tomcat that I installed. But after removing java and tomcat, it is still the same. I am using ubuntu server and i have installed xfce desktop environment with oboard softkey I have added my dmesg output to this message. What is the problem here. I am not able to figure it out. Thank you for your help. Prabin [ 0.390936] usbcore: registered new interface driver usbfs [ 0.391006] usbcore: registered new interface driver hub [ 0.391147] usbcore: registered new device driver usb [ 0.391580] PCI: Using ACPI for IRQ routing [ 0.400509] PCI: pci_cache_line_size set to 64 bytes [ 0.400669] reserve RAM buffer: 000000000009ec00 - 000000000009ffff [ 0.400681] reserve RAM buffer: 000000007f597000 - 000000007fffffff [ 0.400699] reserve RAM buffer: 000000007f6f0000 - 000000007fffffff [ 0.401135] NetLabel: Initializing [ 0.401155] NetLabel: domain hash size = 128 [ 0.401168] NetLabel: protocols = UNLABELED CIPSOv4 [ 0.401212] NetLabel: unlabeled traffic allowed by default [ 0.401466] HPET: 3 timers in total, 0 timers will be used for per-cpu timer [ 0.401494] hpet0: at MMIO 0xfed00000, IRQs 2, 8, 0 [ 0.401520] hpet0: 3 comparators, 64-bit 14.318180 MHz counter [ 0.408228] Switching to clocksource hpet [ 0.434341] AppArmor: AppArmor Filesystem Enabled [ 0.434447] pnp: PnP ACPI init [ 0.434531] ACPI: bus type pnp registered [ 0.434784] pnp 00:00: [bus 00-ff] [ 0.434794] pnp 00:00: [io 0x0cf8-0x0cff] [ 0.434804] pnp 00:00: [io 0x0000-0x0cf7 window] [ 0.434813] pnp 00:00: [io 0x0d00-0xffff window] [ 0.434822] pnp 00:00: [mem 0x000a0000-0x000bffff window] [ 0.434831] pnp 00:00: [mem 0x00000000 window] [ 0.434840] pnp 00:00: [mem 0x80000000-0xffffffff window] [ 0.435018] pnp 00:00: Plug and Play ACPI device, IDs PNP0a08 PNP0a03 (active) [ 0.435526] pnp 00:01: [mem 0xe0000000-0xefffffff] [ 0.435537] pnp 00:01: [mem 0x7f700000-0x7f7fffff] [ 0.435545] pnp 00:01: [mem 0x7f800000-0x7fffffff] [ 0.435554] pnp 00:01: [mem 0xfee00000-0xfeefffff] [ 0.435727] system 00:01: [mem 0xe0000000-0xefffffff] has been reserved [ 0.435754] system 00:01: [mem 0x7f700000-0x7f7fffff] has been reserved [ 0.435775] system 00:01: [mem 0x7f800000-0x7fffffff] has been reserved [ 0.435796] system 00:01: [mem 0xfee00000-0xfeefffff] has been reserved [ 0.435818] system 00:01: Plug and Play ACPI device, IDs PNP0c01 (active) [ 0.436233] pnp 00:02: [io 0x0000-0xffffffffffffffff disabled] [ 0.436245] pnp 00:02: [io 0x0000-0xffffffffffffffff disabled] [ 0.436414] system 00:02: Plug and Play ACPI device, IDs PNP0c02 (active) [ 0.436512] pnp 00:03: [io 0x0060] [ 0.436521] pnp 00:03: [io 0x0064] [ 0.436548] pnp 00:03: [irq 1] [ 0.436682] pnp 00:03: Plug and Play ACPI device, IDs PNP0303 PNP030b (active) [ 0.436825] pnp 00:04: [irq 12] [ 0.436958] pnp 00:04: Plug and Play ACPI device, IDs PNP0f03 PNP0f13 (active) [ 0.437835] pnp 00:05: [io 0x03f8-0x03ff] [ 0.437861] pnp 00:05: [irq 4] [ 0.437870] pnp 00:05: [dma 0 disabled] [ 0.438142] pnp 00:05: Plug and Play ACPI device, IDs PNP0501 (active) [ 0.439014] pnp 00:06: [io 0x02f8-0x02ff] [ 0.439036] pnp 00:06: [irq 3] [ 0.439045] pnp 00:06: [dma 0 disabled] [ 0.439297] pnp 00:06: Plug and Play ACPI device, IDs PNP0501 (active) [ 0.439346] pnp 00:07: [io 0x0000-0x000f] [ 0.439355] pnp 00:07: [io 0x0081-0x0083] [ 0.439363] pnp 00:07: [io 0x0087] [ 0.439371] pnp 00:07: [io 0x0089-0x008b] [ 0.439380] pnp 00:07: [io 0x008f] [ 0.439388] pnp 00:07: [io 0x00c0-0x00df] [ 0.439563] system 00:07: Plug and Play ACPI device, IDs PNP0c01 (active) [ 0.439617] pnp 00:08: [io 0x0070-0x0077] [ 0.439639] pnp 00:08: [irq 8] [ 0.439751] pnp 00:08: Plug and Play ACPI device, IDs PNP0b00 (active) [ 0.439788] pnp 00:09: [io 0x0061] [ 0.439893] pnp 00:09: Plug and Play ACPI device, IDs PNP0800 (active) [ 0.439977] pnp 00:0a: [io 0x0010-0x001f] [ 0.439986] pnp 00:0a: [io 0x0022-0x003f] [ 0.439994] pnp 00:0a: [io 0x0044-0x005f] [ 0.440055] pnp 00:0a: [io 0x0063] [ 0.440063] pnp 00:0a: [io 0x0065] [ 0.440071] pnp 00:0a: [io 0x0067-0x006f] [ 0.440079] pnp 00:0a: [io 0x0072-0x007f] [ 0.440086] pnp 00:0a: [io 0x0080] [ 0.440094] pnp 00:0a: [io 0x0084-0x0086] [ 0.440102] pnp 00:0a: [io 0x0088] [ 0.440109] pnp 00:0a: [io 0x008c-0x008e] [ 0.440117] pnp 00:0a: [io 0x0090-0x009f] [ 0.440125] pnp 00:0a: [io 0x00a2-0x00bf] [ 0.440133] pnp 00:0a: [io 0x00e0-0x00ef] [ 0.440141] pnp 00:0a: [io 0x04d0-0x04d1] [ 0.440150] pnp 00:0a: [io 0x0000-0xffffffffffffffff disabled] [ 0.440160] pnp 00:0a: [io 0x0000-0xffffffffffffffff disabled] [ 0.440168] pnp 00:0a: [io 0x03f4] [ 0.440175] pnp 00:0a: [io 0x03f5] [ 0.440183] pnp 00:0a: [io 0x0374] [ 0.440190] pnp 00:0a: [io 0x0375] [ 0.440405] system 00:0a: [io 0x04d0-0x04d1] has been reserved [ 0.440432] system 00:0a: [io 0x03f4] has been reserved [ 0.440451] system 00:0a: [io 0x03f5] has been reserved [ 0.440469] system 00:0a: [io 0x0374] has been reserved [ 0.440488] system 00:0a: [io 0x0375] has been reserved [ 0.440508] system 00:0a: Plug and Play ACPI device, IDs PNP0c02 (active) [ 0.440550] pnp 00:0b: [io 0x00f0-0x00ff] [ 0.440572] pnp 00:0b: [irq 13] [ 0.440691] pnp 00:0b: Plug and Play ACPI device, IDs PNP0c04 (active) [ 0.440770] pnp 00:0c: [io 0x0810] [ 0.440779] pnp 00:0c: [io 0x0800-0x080f] [ 0.440787] pnp 00:0c: [io 0xffff] [ 0.440947] system 00:0c: [io 0x0810] has been reserved [ 0.440970] system 00:0c: [io 0x0800-0x080f] has been reserved [ 0.440989] system 00:0c: [io 0xffff] has been reserved [ 0.441010] system 00:0c: Plug and Play ACPI device, IDs PNP0c02 (active) [ 0.441620] pnp 00:0d: [io 0x0900-0x097f] [ 0.441630] pnp 00:0d: [io 0x09c0-0x09ff] [ 0.441639] pnp 00:0d: [io 0x0400-0x043f] [ 0.441647] pnp 00:0d: [io 0x0480-0x04bf] [ 0.441656] pnp 00:0d: [mem 0xfec00000-0xfec85fff] [ 0.441664] pnp 00:0d: [mem 0xfed1c000-0xfed1ffff] [ 0.441673] pnp 00:0d: [mem 0x000c0000-0x000dffff] [ 0.441689] pnp 00:0d: [mem 0x000e0000-0x000effff] [ 0.441697] pnp 00:0d: [mem 0x000f0000-0x000fffff] [ 0.441706] pnp 00:0d: [mem 0xff800000-0xffffffff] [ 0.441911] system 00:0d: [io 0x0900-0x097f] has been reserved [ 0.441935] system 00:0d: [io 0x09c0-0x09ff] has been reserved [ 0.441955] system 00:0d: [io 0x0400-0x043f] has been reserved [ 0.441975] system 00:0d: [io 0x0480-0x04bf] has been reserved [ 0.441997] system 00:0d: [mem 0xfec00000-0xfec85fff] could not be reserved [ 0.442019] system 00:0d: [mem 0xfed1c000-0xfed1ffff] has been reserved [ 0.442040] system 00:0d: [mem 0x000c0000-0x000dffff] could not be reserved [ 0.442061] system 00:0d: [mem 0x000e0000-0x000effff] could not be reserved [ 0.442082] system 00:0d: [mem 0x000f0000-0x000fffff] could not be reserved [ 0.442103] system 00:0d: [mem 0xff800000-0xffffffff] has been reserved [ 0.442126] system 00:0d: Plug and Play ACPI device, IDs PNP0c01 (active) [ 0.442308] pnp 00:0e: [mem 0xfed00000-0xfed003ff] [ 0.442454] pnp 00:0e: Plug and Play ACPI device, IDs PNP0103 (active) [ 0.442569] pnp 00:0f: [mem 0x7f6f0000-0x7f6fffff] [ 0.442762] system 00:0f: [mem 0x7f6f0000-0x7f6fffff] has been reserved [ 0.442788] system 00:0f: Plug and Play ACPI device, IDs PNP0c01 (active) [ 0.443360] pnp: PnP ACPI: found 16 devices [ 0.443378] ACPI: ACPI bus type pnp unregistered [ 0.443395] PnPBIOS: Disabled by ACPI PNP [ 0.486106] PCI: max bus depth: 3 pci_try_num: 4 [ 0.486189] pci 0000:00:1c.0: PCI bridge to [bus 01-01] [ 0.486217] pci 0000:00:1c.0: bridge window [io 0xe000-0xefff] [ 0.486241] pci 0000:00:1c.0: bridge window [mem 0xd0100000-0xd01fffff] [ 0.486266] pci 0000:00:1c.0: bridge window [mem 0xff700000-0xff7fffff pref] [ 0.486298] pci 0000:03:01.0: PCI bridge to [bus 04-04] [ 0.486319] pci 0000:03:01.0: bridge window [io 0xd000-0xdfff] [ 0.486348] pci 0000:03:01.0: bridge window [mem 0xd0000000-0xd00fffff] [ 0.486374] pci 0000:03:01.0: bridge window [mem 0xff600000-0xff6fffff 64bit pref] [ 0.486406] pci 0000:03:02.0: PCI bridge to [bus 05-05] [ 0.486444] pci 0000:03:03.0: PCI bridge to [bus 06-06] [ 0.486479] pci 0000:02:00.0: PCI bridge to [bus 03-06] [ 0.486499] pci 0000:02:00.0: bridge window [io 0xd000-0xdfff] [ 0.486522] pci 0000:02:00.0: bridge window [mem 0xd0000000-0xd00fffff] [ 0.486545] pci 0000:02:00.0: bridge window [mem 0xff600000-0xff6fffff 64bit pref] [ 0.486575] pci 0000:00:1c.1: PCI bridge to [bus 02-06] [ 0.486593] pci 0000:00:1c.1: bridge window [io 0xd000-0xdfff] [ 0.486615] pci 0000:00:1c.1: bridge window [mem 0xd0000000-0xd00fffff] [ 0.486637] pci 0000:00:1c.1: bridge window [mem 0xff600000-0xff6fffff pref] [ 0.486710] pci 0000:00:1c.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 0.486735] pci 0000:00:1c.0: setting latency timer to 64 [ 0.486774] pci 0000:00:1c.1: PCI INT B -> GSI 17 (level, low) -> IRQ 17 [ 0.486796] pci 0000:00:1c.1: setting latency timer to 64 [ 0.486817] pci 0000:02:00.0: setting latency timer to 64 [ 0.486836] pci 0000:03:01.0: setting latency timer to 64 [ 0.486858] pci 0000:03:02.0: setting latency timer to 64 [ 0.486880] pci 0000:03:03.0: setting latency timer to 64 [ 0.486893] pci_bus 0000:00: resource 4 [io 0x0000-0x0cf7] [ 0.486902] pci_bus 0000:00: resource 5 [io 0x0d00-0xffff] [ 0.486912] pci_bus 0000:00: resource 6 [mem 0x000a0000-0x000bffff] [ 0.486922] pci_bus 0000:00: resource 7 [mem 0x80000000-0xffffffff] [ 0.486932] pci_bus 0000:01: resource 0 [io 0xe000-0xefff] [ 0.486941] pci_bus 0000:01: resource 1 [mem 0xd0100000-0xd01fffff] [ 0.486951] pci_bus 0000:01: resource 2 [mem 0xff700000-0xff7fffff pref] [ 0.486961] pci_bus 0000:02: resource 0 [io 0xd000-0xdfff] [ 0.486970] pci_bus 0000:02: resource 1 [mem 0xd0000000-0xd00fffff] [ 0.486980] pci_bus 0000:02: resource 2 [mem 0xff600000-0xff6fffff pref] [ 0.486989] pci_bus 0000:03: resource 0 [io 0xd000-0xdfff] [ 0.486998] pci_bus 0000:03: resource 1 [mem 0xd0000000-0xd00fffff] [ 0.487008] pci_bus 0000:03: resource 2 [mem 0xff600000-0xff6fffff 64bit pref] [ 0.487018] pci_bus 0000:04: resource 0 [io 0xd000-0xdfff] [ 0.487028] pci_bus 0000:04: resource 1 [mem 0xd0000000-0xd00fffff] [ 0.487038] pci_bus 0000:04: resource 2 [mem 0xff600000-0xff6fffff 64bit pref] [ 0.487177] NET: Registered protocol family 2 [ 0.487405] IP route cache hash table entries: 32768 (order: 5, 131072 bytes) [ 0.488397] TCP established hash table entries: 131072 (order: 8, 1048576 bytes) [ 0.489792] TCP bind hash table entries: 65536 (order: 7, 524288 bytes) [ 0.490493] TCP: Hash tables configured (established 131072 bind 65536) [ 0.490525] TCP reno registered [ 0.490551] UDP hash table entries: 512 (order: 2, 16384 bytes) [ 0.490590] UDP-Lite hash table entries: 512 (order: 2, 16384 bytes) [ 0.490898] NET: Registered protocol family 1 [ 0.490970] pci 0000:00:02.0: Boot video device [ 0.491052] pci 0000:00:1d.0: PCI INT A -> GSI 20 (level, low) -> IRQ 20 [ 0.491092] pci 0000:00:1d.0: PCI INT A disabled [ 0.491134] pci 0000:00:1d.1: PCI INT B -> GSI 21 (level, low) -> IRQ 21 [ 0.491174] pci 0000:00:1d.1: PCI INT B disabled [ 0.491220] pci 0000:00:1d.2: PCI INT C -> GSI 22 (level, low) -> IRQ 22 [ 0.491259] pci 0000:00:1d.2: PCI INT C disabled [ 0.491307] pci 0000:00:1d.7: PCI INT D -> GSI 23 (level, low) -> IRQ 23 [ 0.864431] Freeing initrd memory: 13820k freed [ 2.088042] pci 0000:00:1d.7: EHCI: BIOS handoff failed (BIOS bug?) 01010001 [ 2.088207] pci 0000:00:1d.7: PCI INT D disabled [ 2.088267] PCI: CLS 64 bytes, default 64 [ 2.089248] audit: initializing netlink socket (disabled) [ 2.089287] type=2000 audit(1349363630.084:1): initialized [ 2.144783] highmem bounce pool size: 64 pages [ 2.144808] HugeTLB registered 2 MB page size, pre-allocated 0 pages [ 2.160057] VFS: Disk quotas dquot_6.5.2 [ 2.160232] Dquot-cache hash table entries: 1024 (order 0, 4096 bytes) [ 2.161716] fuse init (API version 7.17) [ 2.161995] msgmni has been set to 1713 [ 2.162925] Block layer SCSI generic (bsg) driver version 0.4 loaded (major 253) [ 2.163008] io scheduler noop registered [ 2.163023] io scheduler deadline registered [ 2.163048] io scheduler cfq registered (default) [ 2.163339] pcieport 0000:00:1c.0: setting latency timer to 64 [ 2.163530] pcieport 0000:00:1c.1: setting latency timer to 64 [ 2.163706] pcieport 0000:02:00.0: setting latency timer to 64 [ 2.163873] pcieport 0000:03:01.0: setting latency timer to 64 [ 2.163964] pcieport 0000:03:01.0: irq 40 for MSI/MSI-X [ 2.164193] pcieport 0000:03:02.0: setting latency timer to 64 [ 2.164272] pcieport 0000:03:02.0: irq 41 for MSI/MSI-X [ 2.164453] pcieport 0000:03:03.0: setting latency timer to 64 [ 2.164531] pcieport 0000:03:03.0: irq 42 for MSI/MSI-X [ 2.164783] pcieport 0000:00:1c.0: Signaling PME through PCIe PME interrupt [ 2.164801] pci 0000:01:00.0: Signaling PME through PCIe PME interrupt [ 2.164816] pcie_pme 0000:00:1c.0:pcie01: service driver pcie_pme loaded [ 2.164853] pcieport 0000:00:1c.1: Signaling PME through PCIe PME interrupt [ 2.164867] pcieport 0000:02:00.0: Signaling PME through PCIe PME interrupt [ 2.164880] pcieport 0000:03:01.0: Signaling PME through PCIe PME interrupt [ 2.164892] pci 0000:04:00.0: Signaling PME through PCIe PME interrupt [ 2.164904] pcieport 0000:03:02.0: Signaling PME through PCIe PME interrupt [ 2.164917] pcieport 0000:03:03.0: Signaling PME through PCIe PME interrupt [ 2.164932] pcie_pme 0000:00:1c.1:pcie01: service driver pcie_pme loaded [ 2.164988] pci_hotplug: PCI Hot Plug PCI Core version: 0.5 [ 2.165115] pciehp 0000:00:1c.0:pcie04: HPC vendor_id 8086 device_id 8110 ss_vid 8086 ss_did 8119 [ 2.165177] pciehp 0000:00:1c.0:pcie04: service driver pciehp loaded [ 2.165199] pciehp 0000:00:1c.1:pcie04: HPC vendor_id 8086 device_id 8112 ss_vid 8086 ss_did 8119 [ 2.165260] pciehp 0000:00:1c.1:pcie04: service driver pciehp loaded [ 2.165290] pciehp: PCI Express Hot Plug Controller Driver version: 0.4 [ 2.165488] intel_idle: MWAIT substates: 0x3020220 [ 2.165508] intel_idle: v0.4 model 0x1C [ 2.165513] intel_idle: lapic_timer_reliable_states 0x2 [ 2.165519] Marking TSC unstable due to TSC halts in idle states deeper than C2 [ 2.165779] input: Lid Switch as /devices/LNXSYSTM:00/device:00/PNP0C0D:00/input/input0 [ 2.165855] ACPI: Lid Switch [LID] [ 2.165983] input: Power Button as /devices/LNXSYSTM:00/device:00/PNP0C0C:00/input/input1 [ 2.166005] ACPI: Power Button [PWRB] [ 2.173811] thermal LNXTHERM:00: registered as thermal_zone0 [ 2.173829] ACPI: Thermal Zone [TZ00] (48 C) [ 2.174004] thermal LNXTHERM:01: registered as thermal_zone1 [ 2.174018] ACPI: Thermal Zone [TZ01] (34 C) [ 2.174194] thermal LNXTHERM:02: registered as thermal_zone2 [ 2.174207] ACPI: Thermal Zone [TZ02] (34 C) [ 2.174378] thermal LNXTHERM:03: registered as thermal_zone3 [ 2.174392] ACPI: Thermal Zone [TZ03] (34 C) [ 2.174503] ERST: Table is not found! [ 2.174513] GHES: HEST is not enabled! [ 2.174601] isapnp: Scanning for PnP cards... [ 2.176175] Serial: 8250/16550 driver, 32 ports, IRQ sharing enabled [ 2.196702] serial8250: ttyS0 at I/O 0x3f8 (irq = 4) is a 16550A [ 2.292409] serial8250: ttyS1 at I/O 0x2f8 (irq = 3) is a 16550A [ 2.528909] isapnp: No Plug & Play device found [ 2.588733] 00:05: ttyS0 at I/O 0x3f8 (irq = 4) is a 16550A [ 2.624523] 00:06: ttyS1 at I/O 0x2f8 (irq = 3) is a 16550A [ 2.640702] Linux agpgart interface v0.103 [ 2.645138] brd: module loaded [ 2.647452] loop: module loaded [ 2.648149] pata_acpi 0000:00:1f.1: setting latency timer to 64 [ 2.649238] Fixed MDIO Bus: probed [ 2.649315] tun: Universal TUN/TAP device driver, 1.6 [ 2.649327] tun: (C) 1999-2004 Max Krasnyansky <[email protected]> [ 2.649524] PPP generic driver version 2.4.2 [ 2.649824] ehci_hcd: USB 2.0 'Enhanced' Host Controller (EHCI) Driver [ 2.649884] ehci_hcd 0000:00:1d.7: PCI INT D -> GSI 23 (level, low) -> IRQ 23 [ 2.649937] ehci_hcd 0000:00:1d.7: setting latency timer to 64 [ 2.649946] ehci_hcd 0000:00:1d.7: EHCI Host Controller [ 2.650082] ehci_hcd 0000:00:1d.7: new USB bus registered, assigned bus number 1 [ 2.650148] ehci_hcd 0000:00:1d.7: debug port 1 [ 2.654045] ehci_hcd 0000:00:1d.7: cache line size of 64 is not supported [ 2.654093] ehci_hcd 0000:00:1d.7: irq 23, io mem 0xd02c4000 [ 2.668035] ehci_hcd 0000:00:1d.7: USB 2.0 started, EHCI 1.00 [ 2.668392] hub 1-0:1.0: USB hub found [ 2.668413] hub 1-0:1.0: 8 ports detected [ 2.668618] ohci_hcd: USB 1.1 'Open' Host Controller (OHCI) Driver [ 2.668666] uhci_hcd: USB Universal Host Controller Interface driver [ 2.668726] uhci_hcd 0000:00:1d.0: PCI INT A -> GSI 20 (level, low) -> IRQ 20 [ 2.668751] uhci_hcd 0000:00:1d.0: setting latency timer to 64 [ 2.668759] uhci_hcd 0000:00:1d.0: UHCI Host Controller [ 2.668910] uhci_hcd 0000:00:1d.0: new USB bus registered, assigned bus number 2 [ 2.668981] uhci_hcd 0000:00:1d.0: irq 20, io base 0x0000f040 [ 2.669335] hub 2-0:1.0: USB hub found [ 2.669355] hub 2-0:1.0: 2 ports detected [ 2.669508] uhci_hcd 0000:00:1d.1: PCI INT B -> GSI 21 (level, low) -> IRQ 21 [ 2.669531] uhci_hcd 0000:00:1d.1: setting latency timer to 64 [ 2.669538] uhci_hcd 0000:00:1d.1: UHCI Host Controller [ 2.669675] uhci_hcd 0000:00:1d.1: new USB bus registered, assigned bus number 3 [ 2.669739] uhci_hcd 0000:00:1d.1: irq 21, io base 0x0000f020 [ 2.670099] hub 3-0:1.0: USB hub found [ 2.670118] hub 3-0:1.0: 2 ports detected [ 2.670271] uhci_hcd 0000:00:1d.2: PCI INT C -> GSI 22 (level, low) -> IRQ 22 [ 2.670295] uhci_hcd 0000:00:1d.2: setting latency timer to 64 [ 2.670302] uhci_hcd 0000:00:1d.2: UHCI Host Controller [ 2.670435] uhci_hcd 0000:00:1d.2: new USB bus registered, assigned bus number 4 [ 2.670502] uhci_hcd 0000:00:1d.2: irq 22, io base 0x0000f000 [ 2.670869] hub 4-0:1.0: USB hub found [ 2.670888] hub 4-0:1.0: 2 ports detected [ 2.671186] usbcore: registered new interface driver libusual [ 2.671332] i8042: PNP: PS/2 Controller [PNP0303:PS2K,PNP0f03:PS2M] at 0x60,0x64 irq 1,12 [ 2.673408] serio: i8042 KBD port at 0x60,0x64 irq 1 [ 2.673437] serio: i8042 AUX port at 0x60,0x64 irq 12 [ 2.673844] mousedev: PS/2 mouse device common for all mice [ 2.674272] rtc_cmos 00:08: RTC can wake from S4 [ 2.674482] rtc_cmos 00:08: rtc core: registered rtc_cmos as rtc0 [ 2.674529] rtc0: alarms up to one year, y3k, 242 bytes nvram, hpet irqs [ 2.674691] device-mapper: uevent: version 1.0.3 [ 2.674903] device-mapper: ioctl: 4.22.0-ioctl (2011-10-19) initialised: [email protected] [ 2.675024] EISA: Probing bus 0 at eisa.0 [ 2.675037] EISA: Cannot allocate resource for mainboard [ 2.675050] Cannot allocate resource for EISA slot 1 [ 2.675061] Cannot allocate resource for EISA slot 2 [ 2.675072] Cannot allocate resource for EISA slot 3 [ 2.675083] Cannot allocate resource for EISA slot 4 [ 2.675094] Cannot allocate resource for EISA slot 5 [ 2.675105] Cannot allocate resource for EISA slot 6 [ 2.675116] Cannot allocate resource for EISA slot 7 [ 2.675127] Cannot allocate resource for EISA slot 8 [ 2.675137] EISA: Detected 0 cards. [ 2.675161] cpufreq-nforce2: No nForce2 chipset. [ 2.675401] cpuidle: using governor ladder [ 2.675786] cpuidle: using governor menu [ 2.675797] EFI Variables Facility v0.08 2004-May-17 [ 2.676429] TCP cubic registered [ 2.676751] NET: Registered protocol family 10 [ 2.678031] NET: Registered protocol family 17 [ 2.678052] Registering the dns_resolver key type [ 2.678107] Using IPI No-Shortcut mode [ 2.678515] PM: Hibernation image not present or could not be loaded. [ 2.678543] registered taskstats version 1 [ 2.701145] Magic number: 0:84:234 [ 2.701312] rtc_cmos 00:08: setting system clock to 2012-10-04 15:13:51 UTC (1349363631) [ 2.702280] BIOS EDD facility v0.16 2004-Jun-25, 0 devices found [ 2.702294] EDD information not available. [ 2.702858] Freeing unused kernel memory: 740k freed [ 2.703630] Write protecting the kernel text: 5816k [ 2.703692] Write protecting the kernel read-only data: 2376k [ 2.703706] NX-protecting the kernel data: 4424k [ 2.751226] udevd[84]: starting version 175 [ 2.980162] usb 1-1: new high-speed USB device number 2 using ehci_hcd [ 3.001394] r8169 Gigabit Ethernet driver 2.3LK-NAPI loaded [ 3.001474] r8169 0000:01:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 3.001554] r8169 0000:01:00.0: setting latency timer to 64 [ 3.001654] r8169 0000:01:00.0: irq 43 for MSI/MSI-X [ 3.004220] r8169 0000:01:00.0: eth0: RTL8168c/8111c at 0xf8416000, 00:18:92:03:10:46, XID 1c4000c0 IRQ 43 [ 3.004254] r8169 0000:01:00.0: eth0: jumbo features [frames: 6128 bytes, tx checksumming: ko] [ 3.004347] r8169 Gigabit Ethernet driver 2.3LK-NAPI loaded [ 3.005085] r8169 0000:04:00.0: PCI INT A -> GSI 18 (level, low) -> IRQ 18 [ 3.005182] r8169 0000:04:00.0: setting latency timer to 64 [ 3.005292] r8169 0000:04:00.0: irq 44 for MSI/MSI-X [ 3.007187] r8169 0000:04:00.0: eth1: RTL8168c/8111c at 0xf8418000, 00:18:92:03:10:47, XID 1c4000c0 IRQ 44 [ 3.007224] r8169 0000:04:00.0: eth1: jumbo features [frames: 6128 bytes, tx checksumming: ko] [ 3.034417] pata_sch 0000:00:1f.1: version 0.2 [ 3.034518] pata_sch 0000:00:1f.1: setting latency timer to 64 [ 3.036698] scsi0 : pata_sch [ 3.039842] scsi1 : pata_sch [ 3.040913] ata1: PATA max UDMA/100 cmd 0x1f0 ctl 0x3f6 bmdma 0xf060 irq 14 [ 3.040940] ata2: PATA max UDMA/100 cmd 0x170 ctl 0x376 bmdma 0xf068 irq 15 [ 3.131850] Initializing USB Mass Storage driver... [ 3.136405] scsi2 : usb-storage 1-1:1.0 [ 3.136642] usbcore: registered new interface driver usb-storage [ 3.136656] USB Mass Storage support registered. [ 3.524465] usb 3-1: new low-speed USB device number 2 using uhci_hcd [ 3.968144] usb 3-2: new full-speed USB device number 3 using uhci_hcd [ 4.137903] scsi 2:0:0:0: Direct-Access TS TS4GUFM-H 1100 PQ: 0 ANSI: 0 CCS [ 4.140067] sd 2:0:0:0: Attached scsi generic sg0 type 0 [ 4.140590] sd 2:0:0:0: [sda] 8028160 512-byte logical blocks: (4.11 GB/3.82 GiB) [ 4.141597] sd 2:0:0:0: [sda] Write Protect is off [ 4.141618] sd 2:0:0:0: [sda] Mode Sense: 43 00 00 00 [ 4.142974] sd 2:0:0:0: [sda] No Caching mode page present [ 4.143000] sd 2:0:0:0: [sda] Assuming drive cache: write through [ 4.145837] sd 2:0:0:0: [sda] No Caching mode page present [ 4.145858] sd 2:0:0:0: [sda] Assuming drive cache: write through [ 4.147931] sda: sda1 sda2 < sda5 > [ 4.150972] sd 2:0:0:0: [sda] No Caching mode page present [ 4.151001] sd 2:0:0:0: [sda] Assuming drive cache: write through [ 4.151023] sd 2:0:0:0: [sda] Attached SCSI disk [ 4.249168] input: HID 046a:004b as /devices/pci0000:00/0000:00:1d.1/usb3/3-1/3-1:1.0/input/input2 [ 4.249579] generic-usb 0003:046A:004B.0001: input,hidraw0: USB HID v1.11 Keyboard [HID 046a:004b] on usb-0000:00:1d.1-1/input0 [ 4.287805] input: HID 046a:004b as /devices/pci0000:00/0000:00:1d.1/usb3/3-1/3-1:1.1/input/input3 [ 4.289235] generic-usb 0003:046A:004B.0002: input,hidraw1: USB HID v1.11 Mouse [HID 046a:004b] on usb-0000:00:1d.1-1/input1 [ 4.297604] input: EloTouchSystems,Inc Elo TouchSystems 2216 AccuTouch\xffffffc2\xffffffae\xffffffae USB Touchmonitor Interface as /devices/pci0000:00/0000:00:1d.1/usb3/3-2/3-2:1.0/input/input4 [ 4.298913] generic-usb 0003:04E7:0050.0003: input,hidraw2: USB HID v1.00 Pointer [EloTouchSystems,Inc Elo TouchSystems 2216 AccuTouch\xffffffc2\xffffffae\xffffffae USB Touchmonitor Interface] on usb-0000:00:1d.1-2/input0 [ 4.299878] usbcore: registered new interface driver usbhid [ 4.299925] usbhid: USB HID core driver [ 4.352639] EXT4-fs (sda1): INFO: recovery required on readonly filesystem [ 4.352661] EXT4-fs (sda1): write access will be enabled during recovery [ 8.519257] EXT4-fs (sda1): recovery complete [ 8.564389] EXT4-fs (sda1): mounted filesystem with ordered data mode. Opts: (null) [ 14.280922] ADDRCONF(NETDEV_UP): eth0: link is not ready [ 14.280944] ADDRCONF(NETDEV_UP): eth1: link is not ready [ 14.310368] udevd[308]: starting version 175 [ 14.353873] Adding 1045500k swap on /dev/sda5. Priority:-1 extents:1 across:1045500k [ 14.428718] lp: driver loaded but no devices found [ 14.521667] EXT4-fs (sda1): re-mounted. Opts: errors=remount-ro [ 15.073459] [drm] Initialized drm 1.1.0 20060810 [ 15.097073] psb_gfx: module is from the staging directory, the quality is unknown, you have been warned. [ 15.180630] gma500 0000:00:02.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 15.180648] gma500 0000:00:02.0: setting latency timer to 64 [ 15.182117] Stolen memory information [ 15.182127] base in RAM: 0x7f800000 [ 15.182134] size: 7932K, calculated by (GTT RAM base) - (Stolen base), seems wrong [ 15.182143] the correct size should be: 8M(dvmt mode=3) [ 15.234889] Set up 1983 stolen pages starting at 0x7f800000, GTT offset 0K [ 15.235126] [drm] SGX core id = 0x01130000 [ 15.235135] [drm] SGX core rev major = 0x01, minor = 0x02 [ 15.235143] [drm] SGX core rev maintenance = 0x01, designer = 0x00 [ 15.268796] [Firmware Bug]: ACPI: No _BQC method, cannot determine initial brightness [ 15.269888] acpi device:04: registered as cooling_device2 [ 15.270568] acpi device:05: registered as cooling_device3 [ 15.270947] input: Video Bus as /devices/LNXSYSTM:00/device:00/PNP0A08:00/LNXVIDEO:00/input/input5 [ 15.271238] ACPI: Video Device [GFX0] (multi-head: yes rom: no post: no) [ 15.271424] [drm] Supports vblank timestamp caching Rev 1 (10.10.2010). [ 15.271434] [drm] No driver support for vblank timestamp query. [ 15.374694] type=1400 audit(1349363644.167:2): apparmor="STATUS" operation="profile_load" name="/sbin/dhclient" pid=435 comm="apparmor_parser" [ 15.385518] type=1400 audit(1349363644.179:3): apparmor="STATUS" operation="profile_load" name="/usr/lib/NetworkManager/nm-dhcp-client.action" pid=435 comm="apparmor_parser" [ 15.386369] type=1400 audit(1349363644.179:4): apparmor="STATUS" operation="profile_load" name="/usr/lib/connman/scripts/dhclient-script" pid=435 comm="apparmor_parser" [ 15.677514] r8169 0000:01:00.0: eth0: link down [ 15.694828] ADDRCONF(NETDEV_UP): eth0: link is not ready [ 16.537490] gma500 0000:00:02.0: allocated 800x480 fb [ 16.558066] fbcon: psbfb (fb0) is primary device [ 16.747122] gma500 0000:00:02.0: BL bug: Reg 00000000 save 00000000 [ 16.775550] Console: switching to colour frame buffer device 100x30 [ 16.781804] fb0: psbfb frame buffer device [ 16.781812] drm: registered panic notifier [ 16.870168] [drm] Initialized gma500 1.0.0 2011-06-06 for 0000:00:02.0 on minor 0 [ 16.871166] snd_hda_intel 0000:00:1b.0: power state changed by ACPI to D0 [ 16.871186] snd_hda_intel 0000:00:1b.0: power state changed by ACPI to D0 [ 16.871207] snd_hda_intel 0000:00:1b.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 16.871284] snd_hda_intel 0000:00:1b.0: setting latency timer to 64 [ 29.338953] r8169 0000:01:00.0: eth0: link up [ 29.339471] ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready [ 31.427223] init: failsafe main process (675) killed by TERM signal [ 31.522411] type=1400 audit(1349363660.316:5): apparmor="STATUS" operation="profile_replace" name="/sbin/dhclient" pid=889 comm="apparmor_parser" [ 31.523956] type=1400 audit(1349363660.316:6): apparmor="STATUS" operation="profile_replace" name="/usr/lib/NetworkManager/nm-dhcp-client.action" pid=889 comm="apparmor_parser" [ 31.524882] type=1400 audit(1349363660.320:7): apparmor="STATUS" operation="profile_replace" name="/usr/lib/connman/scripts/dhclient-script" pid=889 comm="apparmor_parser" [ 31.525940] type=1400 audit(1349363660.320:8): apparmor="STATUS" operation="profile_load" name="/usr/sbin/tcpdump" pid=891 comm="apparmor_parser" [ 34.526445] postgres (1003): /proc/1003/oom_adj is deprecated, please use /proc/1003/oom_score_adj instead. [ 40.144048] eth0: no IPv6 routers present

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  • Firefox saving password for a 3-field password form in Firefox

    - by Chris
    I've been requested to find a method of saving passwords on a form that uses three inputs, all set as type="password". It seems that Firefox will only save the password for the first password input. Here's the code foundation, which I simplified. <FORM NAME = "PSWRD" ACTION="index.pgm" Method="POST" TARGET="frame"> <INPUT TYPE="PASSWORD" NAME="PASSWORD1" SIZE="5" MAXLENGTH="5"> <INPUT TYPE="PASSWORD" NAME="PASSWORD2" SIZE="10" MAXLENGTH="10"> <INPUT TYPE="PASSWORD" NAME="PASSWORD3" SIZE="10" MAXLENGTH="10"> <INPUT TYPE="submit" VALUE="ENTER"> </form>

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  • DHCP reply packets do not make it into KVM instance in OpenStack

    - by Lorin Hochstein
    I'm running a KVM instance inside of OpenStack, and it isn't getting an IP address from the DHCP server. Using tcpdump, I can see the request and reply packets on vnet0 of the compute host: # tcpdump -i vnet0 -n port 67 or port 68 tcpdump: WARNING: vnet0: no IPv4 address assigned tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on vnet0, link-type EN10MB (Ethernet), capture size 65535 bytes 19:44:56.176727 IP 0.0.0.0.68 > 255.255.255.255.67: BOOTP/DHCP, Request from fa:16:3e:46:f6:11, length 300 19:44:56.176785 IP 0.0.0.0.68 > 255.255.255.255.67: BOOTP/DHCP, Request from fa:16:3e:46:f6:11, length 300 19:44:56.177315 IP 10.40.0.1.67 > 10.40.0.3.68: BOOTP/DHCP, Reply, length 319 19:45:02.179834 IP 0.0.0.0.68 > 255.255.255.255.67: BOOTP/DHCP, Request from fa:16:3e:46:f6:11, length 300 19:45:02.179904 IP 0.0.0.0.68 > 255.255.255.255.67: BOOTP/DHCP, Request from fa:16:3e:46:f6:11, length 300 19:45:02.180375 IP 10.40.0.1.67 > 10.40.0.3.68: BOOTP/DHCP, Reply, length 319 However, if I do the same thing on eth0 inside the KVM instance, I only see the request packets, not the reply packets. What would prevent the packets from making it from vnet0 of the host to eth0 of the guest? My host is running Ubuntu 12.04 and my guest is running CentOS 6.3. Note that I have added this rule in my iptables, but it doesn't resolve the issue: -A POSTROUTING -p udp -m udp --dport 68 -j CHECKSUM --checksum-fill The instance corresponds to vnet0 and is connected via br100: # brctl show bridge name bridge id STP enabled interfaces br100 8000.54781a8605f2 no eth1 vnet0 vnet1 virbr0 8000.000000000000 yes Here's the full iptables-save: # Generated by iptables-save v1.4.12 on Tue Apr 2 19:47:27 2013 *nat :PREROUTING ACCEPT [8323:2553683] :INPUT ACCEPT [7993:2494942] :OUTPUT ACCEPT [6158:461050] :POSTROUTING ACCEPT [6455:511595] :nova-compute-OUTPUT - [0:0] :nova-compute-POSTROUTING - [0:0] :nova-compute-PREROUTING - [0:0] :nova-compute-float-snat - [0:0] :nova-compute-snat - [0:0] :nova-postrouting-bottom - [0:0] -A PREROUTING -j nova-compute-PREROUTING -A OUTPUT -j nova-compute-OUTPUT -A POSTROUTING -j nova-compute-POSTROUTING -A POSTROUTING -j nova-postrouting-bottom -A POSTROUTING -s 192.168.122.0/24 ! -d 192.168.122.0/24 -p tcp -j MASQUERADE --to-ports 1024-65535 -A POSTROUTING -s 192.168.122.0/24 ! -d 192.168.122.0/24 -p udp -j MASQUERADE --to-ports 1024-65535 -A POSTROUTING -s 192.168.122.0/24 ! -d 192.168.122.0/24 -j MASQUERADE -A nova-compute-snat -j nova-compute-float-snat -A nova-postrouting-bottom -j nova-compute-snat COMMIT # Completed on Tue Apr 2 19:47:27 2013 # Generated by iptables-save v1.4.12 on Tue Apr 2 19:47:27 2013 *mangle :PREROUTING ACCEPT [7969:5385812] :INPUT ACCEPT [7905:5363718] :FORWARD ACCEPT [158:48190] :OUTPUT ACCEPT [6877:8647975] :POSTROUTING ACCEPT [7035:8696165] -A POSTROUTING -o virbr0 -p udp -m udp --dport 68 -j CHECKSUM --checksum-fill -A POSTROUTING -p udp -m udp --dport 68 -j CHECKSUM --checksum-fill COMMIT # Completed on Tue Apr 2 19:47:27 2013 # Generated by iptables-save v1.4.12 on Tue Apr 2 19:47:27 2013 *filter :INPUT ACCEPT [2196774:15856921923] :FORWARD ACCEPT [0:0] :OUTPUT ACCEPT [2447201:1170227646] :nova-compute-FORWARD - [0:0] :nova-compute-INPUT - [0:0] :nova-compute-OUTPUT - [0:0] :nova-compute-inst-19 - [0:0] :nova-compute-inst-20 - [0:0] :nova-compute-local - [0:0] :nova-compute-provider - [0:0] :nova-compute-sg-fallback - [0:0] :nova-filter-top - [0:0] -A INPUT -j nova-compute-INPUT -A INPUT -i virbr0 -p udp -m udp --dport 53 -j ACCEPT -A INPUT -i virbr0 -p tcp -m tcp --dport 53 -j ACCEPT -A INPUT -i virbr0 -p udp -m udp --dport 67 -j ACCEPT -A INPUT -i virbr0 -p tcp -m tcp --dport 67 -j ACCEPT -A FORWARD -j nova-filter-top -A FORWARD -j nova-compute-FORWARD -A FORWARD -d 192.168.122.0/24 -o virbr0 -m state --state RELATED,ESTABLISHED -j ACCEPT -A FORWARD -s 192.168.122.0/24 -i virbr0 -j ACCEPT -A FORWARD -i virbr0 -o virbr0 -j ACCEPT -A FORWARD -o virbr0 -j REJECT --reject-with icmp-port-unreachable -A FORWARD -i virbr0 -j REJECT --reject-with icmp-port-unreachable -A OUTPUT -j nova-filter-top -A OUTPUT -j nova-compute-OUTPUT -A nova-compute-FORWARD -i br100 -j ACCEPT -A nova-compute-FORWARD -o br100 -j ACCEPT -A nova-compute-inst-19 -m state --state INVALID -j DROP -A nova-compute-inst-19 -m state --state RELATED,ESTABLISHED -j ACCEPT -A nova-compute-inst-19 -j nova-compute-provider -A nova-compute-inst-19 -s 10.40.0.1/32 -p udp -m udp --sport 67 --dport 68 -j ACCEPT -A nova-compute-inst-19 -s 10.40.0.0/16 -j ACCEPT -A nova-compute-inst-19 -p tcp -m tcp --dport 22 -j ACCEPT -A nova-compute-inst-19 -p icmp -j ACCEPT -A nova-compute-inst-19 -j nova-compute-sg-fallback -A nova-compute-inst-20 -m state --state INVALID -j DROP -A nova-compute-inst-20 -m state --state RELATED,ESTABLISHED -j ACCEPT -A nova-compute-inst-20 -j nova-compute-provider -A nova-compute-inst-20 -s 10.40.0.1/32 -p udp -m udp --sport 67 --dport 68 -j ACCEPT -A nova-compute-inst-20 -s 10.40.0.0/16 -j ACCEPT -A nova-compute-inst-20 -p tcp -m tcp --dport 22 -j ACCEPT -A nova-compute-inst-20 -p icmp -j ACCEPT -A nova-compute-inst-20 -j nova-compute-sg-fallback -A nova-compute-local -d 10.40.0.3/32 -j nova-compute-inst-19 -A nova-compute-local -d 10.40.0.4/32 -j nova-compute-inst-20 -A nova-compute-sg-fallback -j DROP -A nova-filter-top -j nova-compute-local COMMIT # Completed on Tue Apr 2 19:47:27 2013

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  • Solving Euler Project Problem Number 1 with Microsoft Axum

    - by Jeff Ferguson
    Note: The code below applies to version 0.3 of Microsoft Axum. If you are not using this version of Axum, then your code may differ from that shown here. I have just solved Problem 1 of Project Euler using Microsoft Axum. The problem statement is as follows: If we list all the natural numbers below 10 that are multiples of 3 or 5, we get 3, 5, 6 and 9. The sum of these multiples is 23. Find the sum of all the multiples of 3 or 5 below 1000. My Axum-based solution is as follows: namespace EulerProjectProblem1{ // http://projecteuler.net/index.php?section=problems&id=1 // // If we list all the natural numbers below 10 that are multiples of 3 or 5, we get 3, 5, 6 and 9. // The sum of these multiples is 23. // Find the sum of all the multiples of 3 or 5 below 1000. channel SumOfMultiples { input int Multiple1; input int Multiple2; input int UpperBound; output int Sum; } agent SumOfMultiplesAgent : channel SumOfMultiples { public SumOfMultiplesAgent() { int Multiple1 = receive(PrimaryChannel::Multiple1); int Multiple2 = receive(PrimaryChannel::Multiple2); int UpperBound = receive(PrimaryChannel::UpperBound); int Sum = 0; for(int Index = 1; Index < UpperBound; Index++) { if((Index % Multiple1 == 0) || (Index % Multiple2 == 0)) Sum += Index; } PrimaryChannel::Sum <-- Sum; } } agent MainAgent : channel Microsoft.Axum.Application { public MainAgent() { var SumOfMultiples = SumOfMultiplesAgent.CreateInNewDomain(); SumOfMultiples::Multiple1 <-- 3; SumOfMultiples::Multiple2 <-- 5; SumOfMultiples::UpperBound <-- 1000; var Sum = receive(SumOfMultiples::Sum); System.Console.WriteLine(Sum); System.Console.ReadLine(); PrimaryChannel::ExitCode <-- 0; } }} Let’s take a look at the various parts of the code. I begin by setting up a channel called SumOfMultiples that accepts three inputs and one output. The first two of the three inputs will represent the two possible multiples, which are three and five in this case. The third input will represent the upper bound of the problem scope, which is 1000 in this case. The lone output of the channel represents the sum of all of the matching multiples: channel SumOfMultiples{ input int Multiple1; input int Multiple2; input int UpperBound; output int Sum;} I then set up an agent that uses the channel. The agent, called SumOfMultiplesAgent, received the three inputs from the channel sent to the agent, stores the results in local variables, and performs the for loop that iterates from 1 to the received upper bound. The agent keeps track of the sum in a local variable and stores the sum in the output portion of the channel: agent SumOfMultiplesAgent : channel SumOfMultiples{ public SumOfMultiplesAgent() { int Multiple1 = receive(PrimaryChannel::Multiple1); int Multiple2 = receive(PrimaryChannel::Multiple2); int UpperBound = receive(PrimaryChannel::UpperBound); int Sum = 0; for(int Index = 1; Index < UpperBound; Index++) { if((Index % Multiple1 == 0) || (Index % Multiple2 == 0)) Sum += Index; } PrimaryChannel::Sum <-- Sum; }} The application’s main agent, therefore, simply creates a new SumOfMultiplesAgent in a new domain, prepares the channel with the inputs that we need, and then receives the Sum from the output portion of the channel: agent MainAgent : channel Microsoft.Axum.Application{ public MainAgent() { var SumOfMultiples = SumOfMultiplesAgent.CreateInNewDomain(); SumOfMultiples::Multiple1 <-- 3; SumOfMultiples::Multiple2 <-- 5; SumOfMultiples::UpperBound <-- 1000; var Sum = receive(SumOfMultiples::Sum); System.Console.WriteLine(Sum); System.Console.ReadLine(); PrimaryChannel::ExitCode <-- 0; }} The result of the calculation (which, by the way, is 233,168) is sent to the console using good ol’ Console.WriteLine().

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  • An issue with tessellation a model with DirectX11

    - by Paul Ske
    I took the hardware tessellation tutorial from Rastertek and implemended texturing instead of color. This is great, so I wanted to implemended the same techique to a model inside my game editor and I noticed it doesn't draw anything. I compared the detailed tessellation from DirectX SDK sample. Inside the shader file - if I replace the HullInputType with PixelInputType it draws. So, I think because when I compiled the shaders inside the program it compiles VertexShader, PixelShader, HullShader then DomainShader. Isn't it suppose to be VertexShader, HullSHader, DomainShader then PixelShader or does it really not matter? I am just curious why wouldn't the model even be drawn when HullInputType but renders fine with PixelInputType. Shader Code: [code] cbuffer ConstantBuffer { float4x4 WVP; float4x4 World; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; Texture2D Texture; Texture2D NormalTexture; SamplerState ss { MinLOD = 5.0f; MipLODBias = 0.0f; }; struct HullOutputType { float3 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct HullInputType { float4 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct VertexInputType { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 normal : NORMAL; float3 tangent : TANGENT; uint uVertexID : SV_VERTEXID; }; struct PixelInputType { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; // texture coordinates float3 normal : NORMAL; float3 tangent : TANGENT; float4 color : COLOR; float3 viewDirection : TEXCOORD1; float4 depthBuffer : TEXTURE0; }; HullInputType VShader(VertexInputType input) { HullInputType output; output.position.w = 1.0f; output.position = mul(input.position,WVP); output.texcoord = input.texcoord; output.normal = input.normal; output.tangent = input.tangent; //output.normal = mul(normal,World); //output.tangent = mul(tangent,World); //output.color = output.color; //output.texcoord = texcoord; // set the texture coordinates, unmodified return output; } ConstantOutputType TexturePatchConstantFunction(InputPatch inputPatch,uint patchID : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("TexturePatchConstantFunction")] HullOutputType HShader(InputPatch patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; // Set the position for this control point as the output position. output.position = patch[pointId].position; // Set the input color as the output color. output.texcoord = patch[pointId].texcoord; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; return output; } [domain("tri")] PixelInputType DShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch patch) { float3 vertexPosition; float2 uvPosition; float4 worldposition; PixelInputType output; // Interpolate world space position with barycentric coordinates float3 vWorldPos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; // Determine the position of the new vertex. vertexPosition = vWorldPos; // Calculate the position of the new vertex against the world, view, and projection matrices. output.position = mul(float4(vertexPosition, 1.0f),WVP); // Send the input color into the pixel shader. output.texcoord = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.normal = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.tangent = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; //output.depthBuffer = output.position; //output.depthBuffer.w = 1.0f; //worldposition = mul(output.position,WVP); //output.viewDirection = cameraDirection.xyz - worldposition.xyz; //output.viewDirection = normalize(output.viewDirection); return output; } [/code] Somethings are commented out but will be in place when fixed. I'm probably not connecting something correctly.

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  • Extending QuickBooks Reporting with the QuickBooks ADO.NET Data Provider

    - by dataintegration
    The ADO.NET Provider for QuickBooks comes with several reports you may request from QuickBooks by default. However, there are many more that are not readily available. The ADO.NET Provider for QuickBooks makes it easy for you to create new reports and customize existing ones. In this article, we will illustrate how to create your own report and retrieve it from the Server Explorer in Visual Studio. For this example we will show how to create an Item Profitability Report. Creating the report script file Step 1: Download the sample reports available here. Extract them to a folder of your choice. Step 2: Make a copy of the ReportGeneralSummary.rsd file and rename it to ItemProfitability.rsd. Then open the file in any text editor. Step 3: Open the installation directory of the ADO.NET Provider for QuickBooks. Under the \db\ folder, locate the ReportJob.rsb file. Open this file in another text editor. Note: Although we are using ReportJob.rsb for this example, other reports may be contained in other Report*.rsb files. We recommend consulting the included help file and first locating the Report stored procedure and ReportType you are looking for. Otherwise, you may open each Report*.rsb file and look under the "reporttype" input for the report you are attempting to create. Step 4: First, let's rename the title of ItemProfitability.rsd. Near the top of the file you will see a title and description. Change the title to match the name of the file. Change the description to anything you like. For example: <rsb:info title="ItemProfitability" description="Executes my custom report."> Just below the Title, there are a number of columns. The Id represents the row number. The RowType represents the type of data returned by QuickBooks. The ColumnValue* columns represent all of the column data returned by QuickBooks. In some instances, we may need to add additional ColumnValue columns. Step 5: To add additional ColumnValue columns, simply copy the last column, paste it directly below, and continue increasing the numerical value at end of the attribute name. For example: <attr name="ColumnValue9" xs:type="string" readonly="true" required="false" desc="Represents a column of data."/> <attr name="ColumnValue10" xs:type="string" readonly="true" required="false" desc="Represents a column of data."/> <attr name="ColumnValue11" xs:type="string" readonly="true" required="false" desc="Represents a column of data."/> <attr name="ColumnValue12" xs:type="string" readonly="true" required="false" desc="Represents a column of data."/> ... Caution: Do not rename the ColumnValue* definitions themselves. They are generalized so that we can understand each type of report returned by QuickBooks. Renaming them to something other than ColumnValue* will cause your columns to return with null values. Step 6: Now let's update the available inputs for the table. From the ReportJob.rsb file, copy all of the input elements into ItemProfitability under the "Psuedo-Column definitions" comment. You will be replacing the existing input elements in ItemProfitability with inputs from ReportJob. When you are done, it should look like this: <!-- Psuedo-Column definitions --> <input name="reporttype" description="The type of the report." value="ITEMESTIMATESVSACTUALS,ITEMPROFITABILITY,JOBESTIMATESVSACTUALSDETAIL,JOBESTIMATESVSACTUALSSUMMARY,JOBPROFITABILITYDETAIL,JOBPROFITABILITYSUMMARY," default="ITEMESTIMATESVSACTUALS" /> <input name="reportperiod" description="Report date range in the format (fromdate:todate), and either value may be omitted for an open ended range (e.g. 2009-12-25:). Supported date format: yyyy-MM-dd." /> <input name="reportdaterangemacro" description="Use a predefined date range." value="ALL,TODAY,THISWEEK,THISWEEKTODATE,THISMONTH,THISMONTHTODATE,THISQUARTER,THISQUARTERTODATE,THISYEAR,THISYEARTODATE,YESTERDAY,LASTWEEK,LASTWEEKTODATE,LASTMONTH,LASTMONTHTODATE,LASTQUARTER,LASTQUARTERTODATE,LASTYEAR,LASTYEARTODATE,NEXTWEEK,NEXTFOURWEEKS,NEXTMONTH,NEXTQUARTER,NEXTYEAR," default="ALL" /> ... Step 7: Now let's update the operationname attribute. This needs to match the same operationname used by ReportJob. After you have copied the correct value from ReportJob.rsb, the operationname in ItemProfitability should look like so: <rsb:set attr="operationname" value="qbReportJob"/> Step 8: There is one more thing we can do to make this a true Item Profitability report. We can remove the reporttype input and hardcode the value. To do this, copy and paste the rsb:set used for operationname. Then rename the attr and value to match the name and value you want to use. For example: <rsb:set attr="operationname" value="qbReportJob"/> <rsb:set attr="reporttype" value="ITEMPROFITABILITY"/> After this you can remove the input for reporttype. Now that you have your own report file, we can move on to displaying the report in the Visual Studio server explorer. Accessing the report through the Data Provider Step 1: Open Visual Studio. In the Server Explorer, configure a new connection with the QuickBooks Data Provider. Step 2: For the Location connection string property, enter the directory where the new report has been saved to. Step 3: The new report should appear as a new view in the Server Explorer. Let's retrieve data from it. Step 4: You can specify any inputs in the WHERE clause. New Report Example Script To help you get started using this new QuickBooks Data Provider report, you will need to download the QuickBooks ADO.NET Data Provider and the fully functional sample script.

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  • Aggregating cache data from OCEP in CQL

    - by Manju James
    There are several use cases where OCEP applications need to join stream data with external data, such as data available in a Coherence cache. OCEP’s streaming language, CQL, supports simple cache-key based joins of stream data with data in Coherence (more complex queries will be supported in a future release). However, there are instances where you may need to aggregate the data in Coherence based on input data from a stream. This blog describes a sample that does just that. For our sample, we will use a simplified credit card fraud detection use case. The input to this sample application is a stream of credit card transaction data. The input stream contains information like the credit card ID, transaction time and transaction amount. The purpose of this application is to detect suspicious transactions and send out a warning event. For the sake of simplicity, we will assume that all transactions with amounts greater than $1000 are suspicious. The transaction history is available in a Coherence distributed cache. For every suspicious transaction detected, a warning event must be sent with maximum amount, total amount and total number of transactions over the past 30 days, as shown in the diagram below. Application Input Stream input to the EPN contains events of type CCTransactionEvent. This input has to be joined with the cache with all credit card transactions. The cache is configured in the EPN as shown below: <wlevs:caching-system id="CohCacheSystem" provider="coherence"/> <wlevs:cache id="CCTransactionsCache" value-type="CCTransactionEvent" key-properties="cardID, transactionTime" caching-system="CohCacheSystem"> </wlevs:cache> Application Output The output that must be produced by the application is a fraud warning event. This event is configured in the spring file as shown below. Source for cardHistory property can be seen here. <wlevs:event-type type-name="FraudWarningEvent"> <wlevs:properties type="tuple"> <wlevs:property name="cardID" type="CHAR"/> <wlevs:property name="transactionTime" type="BIGINT"/> <wlevs:property name="transactionAmount" type="DOUBLE"/> <wlevs:property name="cardHistory" type="OBJECT"/> </wlevs:properties </wlevs:event-type> Cache Data Aggregation using Java Cartridge In the output warning event, cardHistory property contains data from the cache aggregated over the past 30 days. To get this information, we use a java cartridge method. This method uses Coherence’s query API on credit card transactions cache to get the required information. Therefore, the java cartridge method requires a reference to the cache. This may be set up by configuring it in the spring context file as shown below: <bean class="com.oracle.cep.ccfraud.CCTransactionsAggregator"> <property name="cache" ref="CCTransactionsCache"/> </bean> This is used by the java class to set a static property: public void setCache(Map cache) { s_cache = (NamedCache) cache; } The code snippet below shows how the total of all the transaction amounts in the past 30 days is computed. Rest of the information required by CardHistory object is calculated in a similar manner. Complete source of this class can be found here. To find out more information about using Coherence's API to query a cache, please refer Coherence Developer’s Guide. public static CreditHistoryData(String cardID) { … Filter filter = QueryHelper.createFilter("cardID = :cardID and transactionTime :transactionTime", map); CardHistoryData history = new CardHistoryData(); Double sum = (Double) s_cache.aggregate(filter, new DoubleSum("getTransactionAmount")); history.setTotalAmount(sum); … return history; } The java cartridge method is used from CQL as seen below: select cardID, transactionTime, transactionAmount, CCTransactionsAggregator.execute(cardID) as cardHistory from inputChannel where transactionAmount1000 This produces a warning event, with history data, for every credit card transaction over $1000. That is all there is to it. The complete source for the sample application, along with the configuration files, is available here. In the sample, I use a simple java bean to load the cache with initial transaction history data. An input adapter is used to create and send transaction events for the input stream.

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  • Understanding the static keyword

    - by user985482
    I have some experience in developing with Java, Javascript and PHP. I am reading Microsoft Visual C# 2010 Step by Step which I feel it is a very good book on introducing you to the C# language. I seem to be having problems in understanding the static keyword. From what I understand this far if a class is declared static all methods and variable have to be static. The main method always is a static method so in the class that the main method exists all variables and methods are declared static if you have to call them in the main method. Also I have noticed that in order to call a static method from another class you do not need to create an object of that you can use the class name. What are the advantages of declaring static variables and methods? When should I declare static variable and methods?

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  • Ruby on Rails - Belongs_to and Active Admin not creating foreign ID

    - by Milo
    I have the following setup: class Category < ActiveRecord::Base has_many :products end class Product < ActiveRecord::Base belongs_to :category has_attached_file :photo, :styles => { :medium => "300x300>", :thumb => "200x200>" } validates_attachment_content_type :photo, :content_type => /\Aimage\/.*\Z/ end ActiveAdmin.register Product do permit_params :title, :price, :slideshow, :photo, :category form do |f| f.inputs "Product Details" do f.input :title f.input :category f.input :price f.input :slideshow f.input :photo, :required => false, :as => :file end f.actions end show do |ad| attributes_table do row :title row :category row :photo do image_tag(ad.photo.url(:medium)) end end end index do column :id column :title column :category column :price do |product| number_to_currency product.price end actions end class ProductController < ApplicationController def create @product = Product.create(params[:id]) end end Every time I make a product item in activeadmin the category comes up empty. It wont populate the column category_id for the product. It just leaves it empty. What am I doing wrong?

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  • Saving game data to server [on hold]

    - by Eugene Lim
    What's the best method to save the player's data to the server? Method to store the game saves Which one of the following method should I use ? Using a database structure(e.g.. mySQL) to store the game data as blobs? Using the server hard disk to store the saved game data as binary data files? Method to send saved game data to server What method should I use ? socketIO web socket a web-based scripting language to receive the game data as binary? for example, a php script to handle binary data and save it to file Meta-data I read that some games store saved game meta-data in database structures. What kind of meta data is useful to store?

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  • XNA extending an existing Content type

    - by Maarten
    We are doing a game in XNA that reacts to music. We need to do some offline processing of the music data and therefore we need a custom type containing the Song and some additional data: // Project AudioGameLibrary namespace AudioGameLibrary { public class GameTrack { public Song Song; public string Extra; } } We've added a Content Pipeline extension: // Project GameTrackProcessor namespace GameTrackProcessor { [ContentSerializerRuntimeType("AudioGameLibrary.GameTrack, AudioGameLibrary")] public class GameTrackContent { public SongContent SongContent; public string Extra; } [ContentProcessor(DisplayName = "GameTrack Processor")] public class GameTrackProcessor : ContentProcessor<AudioContent, GameTrackContent> { public GameTrackProcessor(){} public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context), Extra = "Some extra data" // Here we can do our processing on 'input' }; } } } Both the Library and the Pipeline extension are added to the Game Solution and references are also added. When trying to use this extension to load "gametrack.mp3" we run into problems however: // Project AudioGame protected override void LoadContent() { AudioGameLibrary.GameTrack gameTrack = Content.Load<AudioGameLibrary.GameTrack>("gametrack"); MediaPlayer.Play(gameTrack.Song); } The error message: Error loading "gametrack". File contains Microsoft.Xna.Framework.Media.Song but trying to load as AudioGameLibrary.GameTrack. AudioGame contains references to both AudioGameLibrary and GameTrackProcessor. Are we maybe missing other references? EDIT Selecting the correct content processor helped, it loads the audio file correctly. However, when I try to process some data, e.g: public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { int count = input.Data.Count; // With this commented out it works fine return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context) }; } It crashes with the following error: Managed Debugging Assistant 'PInvokeStackImbalance' has detected a problem in 'C:\Users\Maarten\Documents\Visual Studio 2010\Projects\AudioGame\DebugPipeline\bin\Debug\DebugPipeline.exe'. Additional Information: A call to PInvoke function 'Microsoft.Xna.Framework.Content.Pipeline!Microsoft.Xna.Framework.Content.Pipeline.UnsafeNativeMethods+AudioHelper::OpenAudioFile' has unbalanced the stack. This is likely because the managed PInvoke signature does not match the unmanaged target signature. Check that the calling convention and parameters of the PInvoke signature match the target unmanaged signature. Information from logger right before crash: Using "BuildContent" task from assembly "Microsoft.Xna.Framework.Content.Pipel ine, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553". Task "BuildContent" Building gametrack.mp3 -> bin\x86\Debug\Content\gametrack.xnb Rebuilding because asset is new Importing gametrack.mp3 with Microsoft.Xna.Framework.Content.Pipeline.Mp3Imp orter Im experiencing exactly this: http://forums.create.msdn.com/forums/t/75996.aspx

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  • MikroTik ipv6 Tunnel

    - by MikeSmitty
    I've got a MikroTik router set up with the latest stable OS on it, and I just set up an ipv6 tunnel with Hurricane Electric, but I'm having an odd issue with it. I can't ping anything until I first ping the tunnel endpoint on HE's side. After that I can ping any ipv6 address fine, but give it a little time (say, maybe 30 sec) and I can't ping any ipv6 addresses again. Whenever it stops allowing ping to go through I notice the counter on my firewall rule that drops invalid connections goes up. this is my ipv6 firewall config: add action=accept chain=input comment="" connection-state=established \ disabled=no in-interface=sit1 add action=accept chain=input comment="" connection-state=related disabled=no \ in-interface=sit1 add action=accept chain=input comment="" disabled=no in-interface=bridge \ src-address=ipv6_address_here/64 add action=drop chain=input comment="" connection-state=invalid disabled=no \ in-interface=sit1 add action=drop chain=input comment="" disabled=no in-interface=sit1 Any ideas on what it could be?

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  • Unit Testing Framework for XQuery

    - by Knut Vatsendvik
    This posting provides a unit testing framework for XQuery using Oracle Service Bus. It allows you to write a test case to run your XQuery transformations in an automated fashion. When the test case is run, the framework returns any differences found in the response. The complete code sample with install instructions can be downloaded from here. Writing a Unit Test You start a new Test Case by creating a Proxy Service from Workshop that comes with Oracle Service Bus. In the General Configuration page select Service Type to be Messaging Service           In the Message Type Configuration page link both the Request & Response Message Type to the TestCase element of the UnitTest.xsd schema                 The TestCase element consists of the following child elements The ID and optional Name element is simply used for reference. The Transformation element is the XQuery resource to be executed. The Input elements represents the input to run the XQuery with. The Output element represents the expected output. These XML documents are “also” represented as an XQuery resource where the XQuery function takes no arguments and returns the XML document. Why not pass the test data with the TestCase? Passing an XML structure in another XML structure is not very easy or at least not very human readable. Therefore it was chosen to represent the test data as an loadable resource in the OSB. However you are free to go ahead with another approach on this if wanted. The XMLDiff elements represents any differences found. A sample on input is shown here. Modeling the Message Flow Then the next step is to model the message flow of the Proxy Service. In the Request Pipeline create a stage node that loads the test case input data.      For this, specify a dynamic XQuery expression that evaluates at runtime to the name of a pre-registered XQuery resource. The expression is of course set by the input data from the test case.           Add a Run stage node. Assign the result of the XQuery, that is to be run, to a context variable. Define a mapping for each of the input variables added in previous stage.     Add a Compare stage. Like with the input data, load the expected output data. Do a compare using XMLDiff XQuery provided where the first argument is the loaded output test data, and the second argument the result from the Run stage. Any differences found is replaced back into the test case XMLDiff element. In case of any unexpected failure while processing, add an Error Handler to the Pipeline to capture the fault. To pass back the result add the following Insert action In the Response Pipeline. A sample on output is shown here.

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  • Drawing graphics in Java game

    - by wolf
    I am quite new to game development, so here is a question (maybe a stupid one): In my sidescroller i have a bunch of different graphics objects that i need to draw (player, background tiles, creatures, projectiles etc). Most tutorials i've read so far show that each object has its own draw method, which is then called from some other method. What if I had one method that does all the drawing? Lets say i keep all my objects in an array or queue (or multiple arrays) and then go through each of them, get an image and draw it. So basically would it be better (and why) to have each object have its own draw method or one method that does all the drawing? Or does it matter at all? I feel like the second option is more comfortable, because then all the stuff to do with drawing would be in one place...

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  • How to create a PeopleCode Application Package/Application Class using PeopleTools Tables

    - by Andreea Vaduva
    This article describes how - in PeopleCode (Release PeopleTools 8.50) - to enable a grid without enabling each static column, using a dynamic Application Class. The goal is to disable the following grid with three columns “Effort Date”, ”Effort Amount” and “Charge Back” , when the Check Box “Finished with task” is selected , without referencing each static column; this PeopleCode could be used dynamically with any grid. If the check box “Finished with task” is cleared, the content of the grid columns is editable (and the buttons “+” and “-“ are available): So, you create an Application Package “CLASS_EXTENSIONS” that contains an Application Class “EWK_ROWSET”. This Application Class is defined with Class extends “ Rowset” and you add two news properties “Enabled” and “Visible”: After creating this Application Class, you use it in two PeopleCode Events : Rowinit and FieldChange : This code is very ‘simple’, you write only one command : ” &ERS2.Enabled = False” → and the entire grid is “Enabled”… and you can use this code with any Grid! So, the complete PeopleCode to create the Application Package is (with explanation in [….]) : ******Package CLASS_EXTENSIONS : [Name of the Package: CLASS_EXTENSIONS] --Beginning of the declaration part------------------------------------------------------------------------------ class EWK_ROWSET extends Rowset; [Definition Class EWK_ROWSET as a subclass of Class Rowset] method EWK_ROWSET(&RS As Rowset); [Constructor is the Method with the same name of the Class] property boolean Visible get set; property boolean Enabled get set; [Definition of the property “Enabled” in read/write] private [Before the word “private”, all the declarations are publics] method SetDisplay(&DisplaySW As boolean, &PropName As string, &ChildSW As boolean); instance boolean &EnSW; instance boolean &VisSW; instance Rowset &NextChildRS; instance Row &NextRow; instance Record &NextRec; instance Field &NextFld; instance integer &RowCnt, &RecCnt, &FldCnt, &ChildRSCnt; instance integer &i, &j, &k; instance CLASS_EXTENSIONS:EWK_ROWSET &ERSChild; [For recursion] Constant &VisibleProperty = "VISIBLE"; Constant &EnabledProperty = "ENABLED"; end-class; --End of the declaration part------------------------------------------------------------------------------ method EWK_ROWSET [The Constructor] /+ &RS as Rowset +/ %Super = &RS; end-method; get Enabled /+ Returns Boolean +/; Return &EnSW; end-get; set Enabled /+ &NewValue as Boolean +/; &EnSW = &NewValue; %This.InsertEnabled=&EnSW; %This.DeleteEnabled=&EnSW; %This.SetDisplay(&EnSW, &EnabledProperty, False); [This method is called when you set this property] end-set; get Visible /+ Returns Boolean +/; Return &VisSW; end-get; set Visible /+ &NewValue as Boolean +/; &VisSW = &NewValue; %This.SetDisplay(&VisSW, &VisibleProperty, False); end-set; method SetDisplay [The most important PeopleCode Method] /+ &DisplaySW as Boolean, +/ /+ &PropName as String, +/ /+ &ChildSW as Boolean +/ [Not used in our example] &RowCnt = %This.ActiveRowCount; &NextRow = %This.GetRow(1); [To know the structure of a line ] &RecCnt = &NextRow.RecordCount; For &i = 1 To &RowCnt [Loop for each Line] &NextRow = %This.GetRow(&i); For &j = 1 To &RecCnt [Loop for each Record] &NextRec = &NextRow.GetRecord(&j); &FldCnt = &NextRec.FieldCount; For &k = 1 To &FldCnt [Loop for each Field/Record] &NextFld = &NextRec.GetField(&k); Evaluate Upper(&PropName) When = &VisibleProperty &NextFld.Visible = &DisplaySW; Break; When = &EnabledProperty; &NextFld.Enabled = &DisplaySW; [Enable each Field/Record] Break; When-Other Error "Invalid display property; Must be either VISIBLE or ENABLED" End-Evaluate; End-For; End-For; If &ChildSW = True Then [If recursion] &ChildRSCnt = &NextRow.ChildCount; For &j = 1 To &ChildRSCnt [Loop for each Rowset child] &NextChildRS = &NextRow.GetRowset(&j); &ERSChild = create CLASS_EXTENSIONS:EWK_ROWSET(&NextChildRS); &ERSChild.SetDisplay(&DisplaySW, &PropName, &ChildSW); [For each Rowset child, call Method SetDisplay with the same parameters used with the Rowset parent] End-For; End-If; End-For; end-method; ******End of the Package CLASS_EXTENSIONS:[Name of the Package: CLASS_EXTENSIONS] About the Author: Pascal Thaler joined Oracle University in 2005 where he is a Senior Instructor. His area of expertise is Oracle Peoplesoft Technology and he delivers the following courses: For Developers: PeopleTools Overview, PeopleTools I &II, Batch Application Engine, Language Oriented Object PeopleCode, Administration Security For Administrators : Server Administration & Installation, Database Upgrade & Data Management Tools For Interface Users: Integration Broker (Web Service)

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  • Tips on ensuring Model Quality

    - by [email protected]
    Given enough data that represents well the domain and models that reflect exactly the decision being optimized, models usually provide good predictions that ensure lift. Nevertheless, sometimes the modeling situation is less than ideal. In this blog entry we explore the problems found in a few such situations and how to avoid them.1 - The Model does not reflect the problem you are trying to solveFor example, you may be trying to solve the problem: "What product should I recommend to this customer" but your model learns on the problem: "Given that a customer has acquired our products, what is the likelihood for each product". In this case the model you built may be too far of a proxy for the problem you are really trying to solve. What you could do in this case is try to build a model based on the result from recommendations of products to customers. If there is not enough data from actual recommendations, you could use a hybrid approach in which you would use the [bad] proxy model until the recommendation model converges.2 - Data is not predictive enoughIf the inputs are not correlated with the output then the models may be unable to provide good predictions. For example, if the input is the phase of the moon and the weather and the output is what car did the customer buy, there may be no correlations found. In this case you should see a low quality model.The solution in this case is to include more relevant inputs.3 - Not enough cases seenIf the data learned does not include enough cases, at least 200 positive examples for each output, then the quality of recommendations may be low. The obvious solution is to include more data records. If this is not possible, then it may be possible to build a model based on the characteristics of the output choices rather than the choices themselves. For example, instead of using products as output, use the product category, price and brand name, and then combine these models.4 - Output leaking into input giving the false impression of good quality modelsIf the input data in the training includes values that have changed or are available only because the output happened, then you will find some strong correlations between the input and the output, but these strong correlations do not reflect the data that you will have available at decision (prediction) time. For example, if you are building a model to predict whether a web site visitor will succeed in registering, and the input includes the variable DaysSinceRegistration, and you learn when this variable has already been set, you will probably see a big correlation between having a Zero (or one) in this variable and the fact that registration was successful.The solution is to remove these variables from the input or make sure they reflect the value as of the time of decision and not after the result is known. 

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  • Tweaking Remote Control (In-Kernel LIRC)

    - by Geoff
    I've recently rebuilt my MythTV box using Mythbuntu 12.04, to take advantage of newer hardware (Ivy Bridge). On my previous build I used lirc to manage the remote, i.e. the mapping of key codes - keypresses - application keys; it was quite a journey to learn it all, and I ended up fairly comfortable with how it all worked. What I have: I have a cheap Chinavasion remote and USB dongle, which I've found several articles on; these largely revolve around working with XBMC (interesting, but I don't think directly applicable) and also around getting a Harmony remote to work (it's a Chinavasion CVSB-983 - very useful, since I needed this to get my Harmony 900 working). Mythbuntu 12.04 64-bit MythTV 0.25 (likely irrelevant) How it is right now When I plug this in, it 'just works'. Which is great, except that Ubuntu uses it natively, and prevents some of the button presses from getting through to Myth. For example, I can send a button from the remote that equates to Ctrl-Alt-A (which I assume Ubuntu isn't interested in), and then trap that in Mythfrontend, but the remote's Play button is caught by Ubuntu (which displays a large circle with a line though it, as there's no media player loaded). I understand that this is because lirc is merged into the kernel now, and I like that. What I've done so far: Found the device using lsusb: $ lsusb Bus 001 Device 004: ID 073a:2230 Chaplet Systems, Inc. infrared dongle for remote Found the event device number: $ cat /proc/bus/input/devices I: Bus=0003 Vendor=073a Product=2230 Version=0110 N: Name="HID 073a:2230" P: Phys=usb-0000:00:1a.0-1.2/input0 S: Sysfs=/devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.2/1-1.2:1.0/input/input5 U: Uniq= H: Handlers=sysrq kbd mouse1 event5 js0 B: PROP=0 B: EV=10001f B: KEY=4c37fff072ff32d bf54445600000000 ffffffffff 30c100b17c007 ffa67bfad951dfff febeffdfffefffff fffffffffffffffe B: REL=343 B: ABS=100030000 B: MSC=10 Tested the input with evtest (I pressed Play): $ sudo evtest /dev/input/event5 Input driver version is 1.0.1 Input device ID: bus 0x3 vendor 0x73a product 0x2230 version 0x110 Input device name: "HID 073a:2230" Supported events: Event type 0 (EV_SYN) Event type 1 (EV_KEY) Event code 1 (KEY_ESC) Event code 2 (KEY_1) Event code 3 (KEY_2) Event code 4 (KEY_3) Event code 5 (KEY_4) Event code 6 (KEY_5) Event code 7 (KEY_6) <------------snipped lots of 'Event code' lines------------> Testing ... (interrupt to exit) Event: time 1336435683.230656, -------------- SYN_REPORT ------------ Event: time 1336435683.246648, type 4 (EV_MSC), code 4 (MSC_SCAN), value c00cd Event: time 1336435683.246652, type 1 (EV_KEY), code 164 (KEY_PLAYPAUSE), value 0 Event: time 1336435683.246655, -------------- SYN_REPORT ------------ Tested showkey, again for the Play key: $ sudo showkey -s kb mode was RAW [ if you are trying this under X, it might not work since the X server is also reading /dev/console ] press any key (program terminates 10s after last keypress)... 0xe0 0x22 0xe0 0xa2 What I want: I'd like a way to scan the incoming button presses, if the above method isn't correct. I'd like to either remap each button press to something that Ubuntu/Unity will ignore, or even better pass the keypress directly to Myth (I suspect this later is only possible with lirc, but I could be wrong). I would really like to do this with the in-kernel drivers, i.e. without explicitly loading lirc; if that's the way the world is going, I'd rather find a way to map the current behaviour to what I want, rather than forcing the 'old' arrangement of loading lirc outside the kernel. Learning something new is also worthwhile! My guess: I'm assuming that this will require using setkeycodes, but have had trouble finding enough information to configure this. Any help greatly appreciated!

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  • SQL SERVER – Recover the Accidentally Renamed Table

    - by pinaldave
    I have no answer to following question. I saw a desperate email marked as urgent delivered in my mailbox. “I accidentally renamed table in my SSMS. I was scrolling very fast and I made mistakes. It was either because I double clicked or clicked on F2 (shortcut key for renaming). However, I have made the mistake and now I have no idea how to fix this. I am in big trouble. Help me get my original tablename.” I have seen many similar scenarios in my life and they give me a very good opportunity to preach wisdom but when the house is burning, we cannot talk about how we should have conserved the water earlier. The goal at that point is to put off the fire as fast as we can. I decided to answer this email with my best knowledge. If you have renamed the table, I think you pretty much is out of luck. Here are few things which you can do which can give you idea about what your tablename can be if you are lucky. Method 1: (Not Recommended but try your luck) Check your naming convention of your system. I have often seen that many organizations name their index as IX_TableName_Colms or name their keys as FK_TableName1_TableName2_Cols. If your organization is following the same you can get the name from your table, you may refer your keys. Again, note that this is quite possible that your tablename was already renamed and your keys were not updated. This can easily lead you to select incorrect name. I think follow this if you are confident or move to the next method. Method 2: (Not Recommended but try your luck) This method is also based on your orgs naming convention. If you use the name of the table in any columnname (some organizations use tablename in their incremental identity column name), you can get that name from there. Method 3: (Not Recommended but try your luck) If you know where your table was used in your stored procedures, you can script your stored procedure and find the name of the table back. Method 4: (Try your luck) All the best organizations first create a data model of the schema and there is good chance that this table is used there, you should take your chances and refer original document. If your organization is good at managing docs or source code, you will get the name of the table back for sure. Method 5: (It WORKS but try on a development server) There is no sure way to get you the name of the table which you accidentally renamed however, there is one way which will work for sure. You need to take your latest full backup and restore it on your development server (remember not on production or where you have renamed this column). Now restore latest differential file of the full backup. Now restore all the log files one by one making sure that you are restoring before the point of time of you renamed the tablename. Now go to explore and this will give you the name of the table which you have renamed. If you are confident that the same table existed with the same name when the last full backup was made, you do not have to go to all the steps. You can just get the name of the table directly from last backup’s restore. Read the article about Backup Timeline. Wisdom: How can I miss to preach wisdom when I get the opportunity to do so? Here are a few points to remember. Use a different account to explore production environment. Do not use the same account which have all the rights and permissions all the time. Use the account which has read only permissions if there are no modification required. Use policy based management to prevent changes which are accidental. If there was policy of valid names, the accidental change of the table was not possible unless it was intentional delibarate changes. Have a proper auditing of the system in place. You can use DDL triggers but be careful with its usage (get it reviewed properly first). (Add your suggestion here) I guess Method 5 will work all the time (using point in time restore). Everything else is chance of luck and if you are lucky are bad – you will get further incorrect name. Now go back and read the first line of this blog. Out of five method four methods are just lucky guesses. The method 5 will work but again it is a lengthy process if the size of the database is huge or if you do not have full backup. Did I miss anything obvious? Please leave a comment and I will publish your answer with due credit. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Puzzle, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Amnesia doesn't start due to audio problems

    - by james
    I have a problem with amnesia game. After Intro and clicking continue button few times, when game is supposed to start it crashes. Here is console output: ALSA lib pcm_dmix.c:1018:(snd_pcm_dmix_open) unable to open slave ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.rear ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.center_lfe ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.side ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib pcm_dmix.c:957:(snd_pcm_dmix_open) The dmix plugin supports only playback stream ALSA lib pcm_dmix.c:1018:(snd_pcm_dmix_open) unable to open slave Cannot connect to server socket err = No such file or directory Cannot connect to server socket jack server is not running or cannot be started I should mention I have integrated both graphic and sound card.

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  • How to write reusable code in node.js

    - by lortabac
    I am trying to understand how to design node.js applications, but it seems there is something I can't grasp about asynchronous programming. Let's say my application needs to access a database. In a synchronous environment I would implement a data access class with a read() method, returning an associative array. In node.js, because code is executed asynchronously, this method can't return a value, so, after execution, it will have to "do" something as a side effect. It will then contain some code which does something else than just reading data. Let's suppose I want to call this method multiple times, each time with a different success callback. Since the callback is included in the method itself, I can't find a clean way to do this without either duplicating the method or specifying all possible callbacks in a long switch statement. What is the proper way to handle this problem? Am I approaching it the wrong way?

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