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  • PHP rewrite to included file - is this a valid script?

    - by Poni
    Hi all! I've made this question: http://stackoverflow.com/questions/2921469/php-mutual-exclusion-mutex As said there, I want several sources to send their stats once in a while, and these stats will be showed at the website's main page. My problem is that I want this to be done in an atomic manner, so no update of the stats will overlap another one running in the background. Now, I came up with this solution and I want you PHP experts to judge it. stats.php <?php define("my_counter", 12); ?> index.php <?php include "stats.php"; echo constant("my_counter"); ?> update.php <?php $old_error_reporting = error_reporting(0); include "stats.php"; define("my_stats_template",' <?php define("my_counter", %d); ?> '); $fd = fopen("stats.php", "w+"); if($fd) { if (flock($fd, LOCK_EX)) { $my_counter = 0; try { $my_counter = constant("my_counter"); } catch(Exception $e) { } $my_counter++; $new_stats = sprintf(constant("my_stats_template"), $my_counter); echo "Counter should stand at $my_counter"; fwrite($fd, $new_stats); } flock($fd, LOCK_UN); fclose($fd); } error_reporting($old_error_reporting); ?> Several clients will call the "update.php" file once every 60sec each. The "index.php" is going to use the "stats.php" file all the time as you can see. What's your opinion?

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  • Observer pattern and violation of Single Responsibility Principle

    - by Devil Jin
    I have an applet which repaints itself once the text has changed Design 1: //MyApplet.java public class MyApplet extends Applet implements Listener{ private DynamicText text = null; public void init(){ text = new DynamicText("Welcome"); } public void paint(Graphics g){ g.drawString(text.getText(), 50, 30); } //implement Listener update() method public void update(){ repaint(); } } //DynamicText.java public class DynamicText implements Publisher{ // implements Publisher interface methods //notify listeners whenever text changes } Isn't this a violation of Single Responsibility Principle where my Applet not only acts as Applet but also has to do Listener job. Same way DynamicText class not only generates the dynamic text but updates the registered listeners. Design 2: //MyApplet.java public class MyApplet extends Applet{ private AppletListener appLstnr = null; public void init(){ appLstnr = new AppletListener(this); // applet stuff } } // AppletListener.java public class AppletListener implements Listener{ private Applet applet = null; public AppletListener(Applet applet){ this.applet = applet; } public void update(){ this.applet.repaint(); } } // DynamicText public class DynamicText{ private TextPublisher textPblshr = null; public DynamicText(TextPublisher txtPblshr){ this.textPblshr = txtPblshr; } // call textPblshr.notifyListeners whenever text changes } public class TextPublisher implments Publisher{ // implements publisher interface methods } Q1. Is design 1 a SPR violation? Q2. Is composition a better choice here to remove SPR violation as in design 2.

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  • Protecting critical sections based on a condition in C#

    - by NAADEV
    Hello, I'm dealing with a courious scenario. I'm using EntityFramework to save (insert/update) into a SQL database in a multithreaded environment. The problem is i need to access database to see whether a register with a particular key has been already created in order to set a field value (executing) or it's new to set a different value (pending). Those registers are identified by a unique guid. I've solved this problem by setting a lock since i do know entity will not be present in any other process, in other words, i will not have same guid in different processes and it seems to be working fine. It looks something like that: static readonly object LockableObject = new object(); static void SaveElement(Entity e) { lock(LockableObject) { Entity e2 = Repository.FindByKey(e); if (e2 != null) { Repository.Insert(e2); } else { Repository.Update(e2); } } } But this implies when i have a huge ammount of requests to be saved, they will be queued. I wonder if there is something like that (please, take it just as an idea): static void SaveElement(Entity e) { (using ThisWouldBeAClassToProtectBasedOnACondition protector = new ThisWouldBeAClassToProtectBasedOnACondition(e => e.UniqueId) { Entity e2 = Repository.FindByKey(e); if (e2 != null) { Repository.Insert(e2); } else { Repository.Update(e2); } } } The idea would be having a kind of protection that protected based on a condition so each entity e would have its own lock based on e.UniqueId property. Any idea?

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  • Problem updating values in combobox in vb.net

    - by user225269
    I have this code, but I have a problem. When I update but do not really made any changes to the value and press the update button, the data becomes null. And it will seem that I deleted the value. I've taught of a solution, that is to add both combobox1.selectedtext and combobox1.selecteditem to the function. But it doesn't work. combobox1.selecteditem is working when you try to alter the values when you update. But will save a null value when you don't alter the values using the combobox combobox1.selectedtext will save the data into the database even without altering. But will not save the data if you try to alter it. -And I incorporated both of them, but still only one is performing, and I think it is the one that I added first: Dim shikai As New Updater Try shikai.id = TextBox1.Text shikai.fname = TextBox2.Text shikai.mi = TextBox3.Text shikai.lname = TextBox4.Text shikai.ad = TextBox5.Text shikai.contact = TextBox9.Text shikai.year = ComboBox1.SelectedText shikai.section = ComboBox2.SelectedText shikai.gender = ComboBox3.SelectedText shikai.religion = ComboBox4.SelectedText shikai.year = ComboBox1.SelectedItem shikai.section = ComboBox2.SelectedItem shikai.gender = ComboBox3.SelectedItem shikai.religion = ComboBox4.SelectedItem shikai.bday = TextBox6.Text shikai.updates() MsgBox("Successfully updated!") Please help, what would be a simple workaround to solve this problem?

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  • how to merge ecommerce transaction data between two databases

    - by yamspog
    We currently run an ecommerce solution for a leisure and travel company. Everytime we have a release, we must bring the ecommerce site down as we update database schema and the data access code. We are using a custom built ORM where each data entity is responsible for their own CRUD operations. This is accomplished by dynamically generating the SQL based on attributes in the data entity. For example, the data entity for an address would be... [tableName="address"] public class address : dataEntity { [column="address1"] public string address1; [column="city"] public string city; } So, if we add a new column to the database, we must update the schema of the database and also update the data entity. As you can expect, the business people are not too happy about this outage as it puts a crimp in their cash-flow. The operations people are not happy as they have to deal with a high-pressure time when database and applications are upgraded. The programmers are upset as they are constantly getting in trouble for the legacy system that they inherited. Do any of you smart people out there have some suggestions?

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  • designing an ASP.NET MVC partial view - showing user choices within a large set of choices

    - by p.campbell
    Consider a partial view whose job is to render markup for a pizza order. The desire is to reuse this partial view in the Create, Details, and Update views. It will always be passed an IEnumerable<Topping>, and output a multitude of checkboxes. There are lots... maybe 40 in all (yes, that might smell). A-OK so far. Problem The question is around how to include the user's choices on the Details and Update views. From the datastore, we've got a List<ChosenTopping>. The goal is to have each checkbox set to true for each chosen topping. What's the easiest to read, or most maintainable way to achieve this? Potential Solutions Create a ViewModel with the List and List. Write out the checkboxes as per normal. While writing each, check whether the ToppingID exists in the list of ChosenTopping. Create a new ViewModel that's a hybrid of both. Perhaps call it DisplayTopping or similar. It would have property ID, Name and IsUserChosen. The respective controller methods for Create, Update, and Details would have to create this new collection with respect to the user's choices as they see fit. The Create controller method would basically set all to false so that it appears to be a blank slate. The real application isn't pizza, and the organization is a bit different from the fakeshot, but the concept is the same. Is it wise to reuse the control for the 3 different scenarios? How better can you display the list of options + the user's current choices? Would you use jQuery instead to show the user selections? Any other thoughts on the potential smell of splashing up a whole bunch of checkboxes?

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  • WPF data-bound ComboBox only shows first item of ItemsSource list

    - by Mark
    Hi all, I'm sure I'm doing something stupid but for the life of me I can't think of right now. I have a ComboBox that is data-bound to a list of Layout objects. The list is initially empty but things are added over time. When the list is updated by the model the first time, this update reflects properly in the ComboBox. However, subsequent updates never show up in the ComboBox even though I can see that the list itself contains these items. Since the first update works, I know the data-binding is OK - so what am I doing wrong here? Here's the XAML (abridged): <Grid HorizontalAlignment="Stretch"> <ComboBox ItemsSource="{Binding Path=SavedLayouts, diagnostics:PresentationTraceSources.TraceLevel=High}" DisplayMemberPath="Name" SelectedValuePath="Name" SelectedItem="{Binding LoadLayout}" Height="25" Grid.Row="1" Grid.Column="0"></ComboBox> </Grid> And the related part of the model: public IList<Layout> SavedLayouts { get { return _layouts; } } public Layout SaveLayout( String data_ ) { Layout theLayout = new Layout( SaveLayoutName ); _layouts.Add( theLayout ); try { return theLayout; } finally { PropertyChangedEventHandler handler = PropertyChanged; if( handler != null ) { handler( this, new PropertyChangedEventArgs( "SavedLayouts" ) ); } } } And finally, the layout class (abridged): public class Layout { public String Name { get; private set; } } In the output window, I can see the update occurring: System.Windows.Data Warning: 91 : BindingExpression (hash=64564967): Got PropertyChanged event from TickerzModel (hash=43624632) System.Windows.Data Warning: 97 : BindingExpression (hash=64564967): GetValue at level 0 from TickerzModel (hash=43624632) using RuntimePropertyInfo(SavedLayouts): List`1 (hash=16951421 Count=11) System.Windows.Data Warning: 76 : BindingExpression (hash=64564967): TransferValue - got raw value List`1 (hash=16951421 Count=11) System.Windows.Data Warning: 85 : BindingExpression (hash=64564967): TransferValue - using final value List`1 (hash=16951421 Count=11) But I get do not get this 11th item in the ComboBox. Any ideas?

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  • Does VMware ESX Fault Tolerance (FT) support depend on the CPU only?

    - by user71784
    I'm trying to find out whether VMware ESX 4.x Fault Tolerance (FT) is supported on a particular server and VMware's HCL is confusing me. It says that some servers with FT-supported processors (specifically the Xeon 3400 Lynnfield) do not support FT and some with almost identical specs (same chipset for instance) do support FT. Could this be a mistake on the HCL itself? To my understanding FT support is based only on the CPU. Thanks. RC

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • SSH Connection Refused - Debug using Recovery Console

    - by olrehm
    Hey everyone, I have found a ton of questions answered about debugging why one cannot connect via SSH, but they all seem to require that you can still access the system - or say that without that nothing can be done. In my case, I cannot access the system directly, but I do have access to the filesystem using a recovery console. So this is the situation: My provider made some kernel update today and in the process also rebooted my server. For some reason, I cannot connect via SSH anymore, but instead get a ssh: connect to host mydomain.de port 22: Connection refused I do not know whether sshd is just not running, or whether something (e.g. iptables) blocks my ssh connection attempts. I looked at the logfiles, none of the files in /var/log contain any mentioning on ssh, and /var/log/auth.log is empty. Before the kernel update, I could log in just fine and used certificates so that I would not need a password everytime I connect from my local machine. What I tried so far: I looked in /etc/rc*.d/ for a link to the /etc/init.d/ssh script and found none. So I am expecting that sshd is not started properly on boot. Since I cannot run any programs in my system, I cannot use update-rc to change this. I tried to make a link manually using ln -s /etc/init.d/ssh /etc/rc6.d/K09sshd and restarted the server - this did not fix the problem. I do not know wether it is at all possible to do it like this and whether it is correct to create it in rc6.d and whether the K09 is correct. I just copied that from apache. I also tried to change my /etc/iptables.rules file to allow everything: # Generated by iptables-save v1.4.0 on Thu Dec 10 18:05:32 2009 *mangle :PREROUTING ACCEPT [7468813:1758703692] :INPUT ACCEPT [7468810:1758703548] :FORWARD ACCEPT [3:144] :OUTPUT ACCEPT [7935930:3682829426] :POSTROUTING ACCEPT [7935933:3682829570] COMMIT # Completed on Thu Dec 10 18:05:32 2009 # Generated by iptables-save v1.4.0 on Thu Dec 10 18:05:32 2009 *filter :INPUT ACCEPT [7339662:1665166559] :FORWARD ACCEPT [3:144] :OUTPUT ACCEPT [7935930:3682829426] -A INPUT -i lo -j ACCEPT -A INPUT -p tcp -m tcp --dport 25 -j ACCEPT -A INPUT -p tcp -m tcp --dport 993 -j ACCEPT -A INPUT -p tcp -m tcp --dport 22 -j ACCEPT -A INPUT -p tcp -m tcp --dport 143 -j ACCEPT -A INPUT -m conntrack --ctstate RELATED,ESTABLISHED -j ACCEPT -A INPUT -p tcp -m tcp --dport 80 -j ACCEPT -A INPUT -p tcp --dport 8080 -s localhost -j ACCEPT -A INPUT -m limit --limit 5/min -j LOG --log-prefix "iptables denied: " --log-level 7 -A INPUT -j ACCEPT -A FORWARD -j ACCEPT -A OUTPUT -j ACCEPT COMMIT # Completed on Thu Dec 10 18:05:32 2009 # Generated by iptables-save v1.4.0 on Thu Dec 10 18:05:32 2009 *nat :PREROUTING ACCEPT [101662:5379853] :POSTROUTING ACCEPT [393275:25394346] :OUTPUT ACCEPT [393273:25394250] COMMIT # Completed on Thu Dec 10 18:05:32 2009 I am not sure this is done correctly or has any effect at all. I also did not find any mentioning of iptables in any file in /var/log. So what else can I do? Thank you for your help.

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  • Add leading zeros to this javascript countdown script?

    - by eddjedi
    I am using the following countdown script which works great, but I can't figure out how to add leading zeros to the numbers (eg so it displays 09 instead of 9.) Can anybody help me out please? Here's the current script: function countDown(id, end, cur){ this.container = document.getElementById(id); this.endDate = new Date(end); this.curDate = new Date(cur); var context = this; var formatResults = function(day, hour, minute, second){ var displayString = [ '<div class="stat statBig">',day,'</div>', '<div class="stat statBig">',hour,'</div>', '<div class="stat statBig">',minute,'</div>', '<div class="stat statBig">',second,'</div>' ]; return displayString.join(""); } var update = function(){ context.curDate.setSeconds(context.curDate.getSeconds()+1); var timediff = (context.endDate-context.curDate)/1000; // Check if timer expired: if (timediff<0){ return context.container.innerHTML = formatResults(0,0,0,0); } var oneMinute=60; //minute unit in seconds var oneHour=60*60; //hour unit in seconds var oneDay=60*60*24; //day unit in seconds var dayfield=Math.floor(timediff/oneDay); var hourfield=Math.floor((timediff-dayfield*oneDay)/oneHour); var minutefield=Math.floor((timediff-dayfield*oneDay-hourfield*oneHour)/oneMinute); var secondfield=Math.floor((timediff-dayfield*oneDay-hourfield*oneHour-minutefield*oneMinute)); context.container.innerHTML = formatResults(dayfield, hourfield, minutefield, secondfield); // Call recursively setTimeout(update, 1000); }; // Call the recursive loop update(); }

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  • Deploying a Rails app on an Ubuntu server using Git

    - by NudeCanalTroll
    I'm completely new to Linux, but today I find myself setting up a server (Ubuntu 10.04 LTS lucid) from scratch to host a Rails application. Anyway, I managed to get a Rails app up and running on the server itself, but I had to scrap that because I want to use Git. So I setup a git repository on the server, then pushed all the code from my local machine to the repository. Buuuut, of course Git doesn't actually store the files themselves in the repository -- all the code for my Rails app is now only on my local machine. How am I supposed to tell the server to host that? Right now my solution is to have the server use git to pull the code from its own repository. That's the code I'll host for all the world to see. In order to update the code, I guess I'll have to do something like this: Update the code on my local machine. Do some git adds, git commits, and a git push. On the server, do a git pull to update the code. So my question is, am I doing this the right way? enter code here

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  • question about MySQL transaction and trigger

    - by WilliamLou
    I quickly browsed MySQL manual but didn't find the exact information about my question. Here is my question: if I have a InnoDB table A with two triggers triggered by 'AFTER INSERT ON A' and 'AFTER UPDATE ON A'. More specifically, For example: one trigger is defined as: CREATE TRIGGER test_trigger AFTER INSERT ON A FOR EACH ROW BEGIN INSERT INTO B SELECT * FROM A WHERE A.col1 = NEW.col1 END; You can ignore the query between BEGIN AND END, basically I mean this trigger will insert several rows into table B which is also a InnoDB table. Now, if I started a transaction and then insert many rows, say: 10K rows, into table A. If there is no trigger associated with table A, all these inserts are atomic, that's for sure. Now, if table A is associated with several insert/update triggers which insert/update many rows to table B and/or table C etc.. will all these inserts and/or updates are still all atomic? I think it's still atomic, but it's kind of difficult to test and I can't find any explanations in the Manual. Anyone can confirm this? Thanks a lot!

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  • MS Access: Permission problems with views

    - by Keith Williams
    "I'll use an Access ADP" I said, "it's only a tiny project and I've got better things to do", I said, "I can build an interface really quickly in Access" I said. </sarcasm> Sorry for the rant, but it's Friday, I have a date in just under two hours, and I'm here late because this just isn't working - so, in despair, I turn to SO for help. Access ADP front-end, linked to a SQL Server 2008 database Using a SQL Server account to log into the database (for testing); this account is a member of the role, "Api"; this role has SELECT, EXECUTE, INSERT, UPDATE, DELETE access to the "Api" schema The "Api" schema is owned by "dbo" All tables have a corresponding view in the Api schema: e.g. dbo.Customer -- Api.Customers The rationale is that users don't have direct table access, but can deal with views as if they were tables I can log into SQL using my test login, and it works fine: no access to the tables, but I can select, insert, update and delete from the Api views. In Access, I see the views, I can open them, but whenever I try to insert or update, I get the following error: The SELECT permission was denied on the object '[Table name which the view is using]', database '[database name]', schema 'dbo' Crazy as it sounds, Access seems to be trying to access the underlying table rather than the view. Any ideas?

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  • Chameleon 2 RC4 with some more kexts

    - by user36912
    My Lan is working when i am booting from Empire EFI boot CD, but its not working when i am booting from Chameleon 2 RC4. How can i add kext from EFI boot CD to Chameleon? so that chameleon also can auto load the kext necessary for LAN to work. Chameleon 2 RC is installed on my Partition.

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  • Laptop Battery Diagnostics Software?

    - by Wesley
    My Compaq CQ50-215CA laptop with Windows 7 Ultimate RC 32-bit recently told me to replace my battery for fear of sudden shutdowns. Is there any good diagnostics software that anyone has used to test for battery condition and max. life? Also what are good practices for keeping maximal battery life? Thanks.

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  • Which class should store the lookup table?

    - by max
    The world contains agents at different locations, with only a single agent at any location. Each agent knows where he's at, but I also need to quickly check if there's an agent at a given location. Hence, I also maintain a map from locations to agents. I have a problem deciding where this map belongs to: class World, class Agent (as a class attribute) or elsewhere. In the following I put the lookup table, agent_locations, in class World. But now agents have to call world.update_agent_location every time they move. This is very annoying; what if I decide later to track other things about the agents, apart from their locations - would I need to add calls back to the world object all across the Agent code? class World: def __init__(self, n_agents): # ... self.agents = {} self.agent_locations = {} for id in range(n_agents): x, y = self.find_location() agent = Agent(self,x,y) self.agents.append(agent) self.agent_locations[x,y] = agent def update_agent_location(self, agent, x, y): del self.agent_locations[agent.x, agent.y] self.agent_locations[x, y] = agent def update(self): # next step in the simulation for agent in self.agents: agent.update() # next step for this agent # ... class Agent: def __init__(self, world, x, y): self.world = world self.x, self.y = x, y def move(self, x1, y1): self.world.update_agent_location(self, x1, y1) self.x, self.y = x1, y1 def update(): # find a good location that is not occupied and move there for x, y in self.valid_locations(): if not self.location_is_good(x, y): continue if self.world.agent_locations[x, y]: # location occupied continue self.move(x, y) I can instead put agent_locations in class Agent as a class attribute. But that only works when I have a single World object. If I later decide to instantiate multiple World objects, the lookup tables would need to be world-specific. I am sure there's a better solution... EDIT: I added a few lines to the code to show how agent_locations is used. Note that it's only used from inside Agent objects, but I don't know if that would remain the case forever.

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  • W3 xHTML Validation Errors on jQuery code!

    - by Chris
    I have some jQuery code that, without it in the document it passes validation fine, but with it in it causes errors. The code in question is here: $.ajax({ type: "GET", url: "data.xml", dataType: "xml", success: function(xml) { //Update error info errors = $(xml).find("Errors").find("*").filter(function () { return $(this).children().length === 0; }); if (errors.length == 0) { statuscontent = "<img src='/web/resources/graphics/accept.png' alt='' /> System OK"; } else { statuscontent = "<img src='/web/resources/graphics/exclamation.png' alt='' /> "+errors.length+" System error"+(errors.length>1?"s":""); } $("#top-bar-systemstatus a").html(statuscontent); //Update timestamp $("#top-bar-timestamp").html($(xml).find("Timestamp").text()); //Update storename $("#top-bar-storename").html("Store: "+$(xml).find("StoreName").text()); } }); There are loads of other jQuery code on the page which all works fine and causes no errors so I cannot quite understand what is wrong with this. The page isn't "live" so cannot provide a link to it unfortunately. The error it lists is document type does not allow element "img" here And the line of code it points to is here: statuscontent = "<img src='/web/resources/graphics/accept.png' alt='' /> System OK"; It also has an issue with the next assignment to statuscontent

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  • no more hitcollision at 1 life

    - by user1449547
    So I finally got my implementation of lives fixed, and it works. Now however when I collide with a ghost when I am at 1 life, nothing happens. I can fall to my death enough times for a game over. from what i can tell the problem is that hit collision is not longer working, because it does not detect a hit, I do not fall. the question is why? update if i kill myself fast enough it works, but if i play for like 30 seconds, it stops the hit collision detection on my ghosts. platforms and springs still work. public class World { public interface WorldListener { public void jump(); public void highJump(); public void hit(); public void coin(); public void dying(); } public static final float WORLD_WIDTH = 10; public static final float WORLD_HEIGHT = 15 * 20; public static final int WORLD_STATE_RUNNING = 0; public static final int WORLD_STATE_NEXT_LEVEL = 1; public static final int WORLD_STATE_GAME_OVER = 2; public static final Vector2 gravity = new Vector2(0, -12); public Hero hero; public final List<Platform> platforms; public final List<Spring> springs; public final List<Ghost> ghosts; public final List<Coin> coins; public Castle castle; public final WorldListener listener; public final Random rand; public float heightSoFar; public int score; public int state; public int lives=3; public World(WorldListener listener) { this.hero = new Hero(5, 1); this.platforms = new ArrayList<Platform>(); this.springs = new ArrayList<Spring>(); this.ghosts = new ArrayList<Ghost>(); this.coins = new ArrayList<Coin>(); this.listener = listener; rand = new Random(); generateLevel(); this.heightSoFar = 0; this.score = 0; this.state = WORLD_STATE_RUNNING; } private void generateLevel() { float y = Platform.PLATFORM_HEIGHT / 2; float maxJumpHeight = Hero.hero_JUMP_VELOCITY * Hero.hero_JUMP_VELOCITY / (2 * -gravity.y); while (y < WORLD_HEIGHT - WORLD_WIDTH / 2) { int type = rand.nextFloat() > 0.8f ? Platform.PLATFORM_TYPE_MOVING : Platform.PLATFORM_TYPE_STATIC; float x = rand.nextFloat() * (WORLD_WIDTH - Platform.PLATFORM_WIDTH) + Platform.PLATFORM_WIDTH / 2; Platform platform = new Platform(type, x, y); platforms.add(platform); if (rand.nextFloat() > 0.9f && type != Platform.PLATFORM_TYPE_MOVING) { Spring spring = new Spring(platform.position.x, platform.position.y + Platform.PLATFORM_HEIGHT / 2 + Spring.SPRING_HEIGHT / 2); springs.add(spring); } if (rand.nextFloat() > 0.7f) { Ghost ghost = new Ghost(platform.position.x + rand.nextFloat(), platform.position.y + Ghost.GHOST_HEIGHT + rand.nextFloat() * 3); ghosts.add(ghost); } if (rand.nextFloat() > 0.6f) { Coin coin = new Coin(platform.position.x + rand.nextFloat(), platform.position.y + Coin.COIN_HEIGHT + rand.nextFloat() * 3); coins.add(coin); } y += (maxJumpHeight - 0.5f); y -= rand.nextFloat() * (maxJumpHeight / 3); } castle = new Castle(WORLD_WIDTH / 2, y); } public void update(float deltaTime, float accelX) { updatehero(deltaTime, accelX); updatePlatforms(deltaTime); updateGhosts(deltaTime); updateCoins(deltaTime); if (hero.state != Hero.hero_STATE_HIT) checkCollisions(); checkGameOver(); checkFall(); } private void updatehero(float deltaTime, float accelX) { if (hero.state != Hero.hero_STATE_HIT && hero.position.y <= 0.5f) hero.hitPlatform(); if (hero.state != Hero.hero_STATE_HIT) hero.velocity.x = -accelX / 10 * Hero.hero_MOVE_VELOCITY; hero.update(deltaTime); heightSoFar = Math.max(hero.position.y, heightSoFar); } private void updatePlatforms(float deltaTime) { int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); platform.update(deltaTime); if (platform.state == Platform.PLATFORM_STATE_PULVERIZING && platform.stateTime > Platform.PLATFORM_PULVERIZE_TIME) { platforms.remove(platform); len = platforms.size(); } } } private void updateGhosts(float deltaTime) { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); ghost.update(deltaTime); if (ghost.state == Ghost.GHOST_STATE_DYING && ghost.stateTime > Ghost.GHOST_DYING_TIME) { ghosts.remove(ghost); len = ghosts.size(); } } } private void updateCoins(float deltaTime) { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); coin.update(deltaTime); } } private void checkCollisions() { checkPlatformCollisions(); checkGhostCollisions(); checkItemCollisions(); checkCastleCollisions(); } private void checkPlatformCollisions() { if (hero.velocity.y > 0) return; int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); if (hero.position.y > platform.position.y) { if (OverlapTester .overlapRectangles(hero.bounds, platform.bounds)) { hero.hitPlatform(); listener.jump(); if (rand.nextFloat() > 0.5f) { platform.pulverize(); } break; } } } } private void checkGhostCollisions() { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); if (hero.position.y < ghost.position.y) { if (OverlapTester.overlapRectangles(ghost.bounds, hero.bounds)){ hero.hitGhost(); listener.hit(); } break; } else { if(hero.position.y > ghost.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, ghost.bounds)){ hero.hitGhostJump(); listener.jump(); ghost.dying(); score += Ghost.GHOST_SCORE; } break; } } } } private void checkItemCollisions() { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); if (OverlapTester.overlapRectangles(hero.bounds, coin.bounds)) { coins.remove(coin); len = coins.size(); listener.coin(); score += Coin.COIN_SCORE; } } if (hero.velocity.y > 0) return; len = springs.size(); for (int i = 0; i < len; i++) { Spring spring = springs.get(i); if (hero.position.y > spring.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, spring.bounds)) { hero.hitSpring(); listener.highJump(); } } } } private void checkCastleCollisions() { if (OverlapTester.overlapRectangles(castle.bounds, hero.bounds)) { state = WORLD_STATE_NEXT_LEVEL; } } private void checkFall() { if (heightSoFar - 7.5f > hero.position.y) { --lives; hero.hitSpring(); listener.highJump(); } } private void checkGameOver() { if (lives<=0) { state = WORLD_STATE_GAME_OVER; } } }

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  • how to minimize application downtime when updating database and application ORM

    - by yamspog
    We currently run an ecommerce solution for a leisure and travel company. Everytime we have a release, we must bring the ecommerce site down as we update database schema and the data access code. We are using a custom built ORM where each data entity is responsible for their own CRUD operations. This is accomplished by dynamically generating the SQL based on attributes in the data entity. For example, the data entity for an address would be... [tableName="address"] public class address : dataEntity { [column="address1"] public string address1; [column="city"] public string city; } So, if we add a new column to the database, we must update the schema of the database and also update the data entity. As you can expect, the business people are not too happy about this outage as it puts a crimp in their cash-flow. The operations people are not happy as they have to deal with a high-pressure time when database and applications are upgraded. The programmers are upset as they are constantly getting in trouble for the legacy system that they inherited. Do any of you smart people out there have some suggestions?

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  • How do I keep users from spoofing data through a form?

    - by Jonathan
    I have a site which has been running for some time now that uses a great deal of user input to build the site. Naturally there are dozens of forms on the site. When building the site, I often used hidden form fields to pass data back to the server so that I know which record to update. an example might be: <input type="hidden" name="id" value="132" /> <input type="text" name="total_price" value="15.02" /> When the form is submitted, these values get passed to the server and I update the records based on the data passed (i.e. the price of record 132 would get changed to 15.02). I recently found out that you can change the attributes and values via something as simple as firebug. So...I open firebug and change the id value to "155" and the price value to "0.00" and then submit the form. Viola! I view product number 155 on the site and it now says that it's $0.00. This concerns me. How can I know which record to update without either a query string (easily modified) or a hidden input element passing the id to the server? And if there's no better way (I've seen literally thousands of websites that pass the data this way), then how would I make it so that if a user changes these values, the data on the server side is not executed (or something similar to solve the issue)? I've thought about encrypting the id and then decrypting it on the other side, but that still doesn't protect me from someone changing it and just happening to get something that matches another id in the database. I've also thought about cookies, but I've heard that those can be manipulated as well. Any ideas? This seems like a HUGE security risk to me.

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  • Trying to grok Linux quotas, where is the data stored?

    - by CarpeNoctem
    So all the tutorials and documentation for the Linux quota system has left me confused. For each filesystem with quotas enabled/on where is the actual quota information stored? Is it filesystem metadata or is it in a file? Say user foo creates a new file on /home. How does the kernel determine whether user foo is below their hard limit? Does the kernel have to tally up quota information on that filesystem each time or is it in the superblock or somewhere else? As far as I understand, the kernel consults the aquota.user file for the actual rules, but where is the current quota usage data stored? Can this be viewed with any tools outside repquota and the like? TIA!! Update: Thanks for the help. I had already read that mini-HOWTO. I am pretty clear on the usage of the user space tools. What I was unclear on is whether the usage data was ALSO in the file that stored per-user limits and you answered this with a yes. From what I can tell, rc.sysinit runs quotacheck and quotaon on startup. The quotacheck program analyzes the filesystem, updates the aquota.* files. It then makes use of quota.h and the quotactl() syscall to inform the kernel of quota info. From this point forward the kernel hashes that information and increments/decrements quota stats as changes occur. Upon shutdown, the init.d/halt script runs the quotaoff command RIGHT before the filesystems are unmounted. The quotaoff command does not appear to update the aquota.* files with the information the kernel has in memory. I say this because the {a,c,m}times for the aquota.user file are only updated upon a reboot of the system or by manual running the quotacheck command. It appears - as far as I can tell - that the kernel just drops it's up-to-date usage data on the floor at shutdown. This information is never used to update the aquota.* files. They are updated during startup by quotacheck(rc.sysinit). Seems silly to me since that updated info had already been collected by the kernel. So...in conclusion I am still not entirely clear on the methods. ;)

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  • Why do Scala maps have poor performance relative to Java?

    - by Mike Hanafey
    I am working on a Scala app that consumes large amounts of CPU time, so performance matters. The prototype of the system was written in Python, and performance was unacceptable. The application does a lot with inserting and manipulating data in maps. Rex Kerr's Thyme was used to look at the performance of updating and retrieving data from maps. Basically "n" random Ints were stored in maps, and retrieved from the maps, with the time relative to java.util.HashMap used as a reference. The full results for a range of "n" are here. Sample (n=100,000) performance relative to java, smaller is worse: Update Read Mutable 16.06% 76.51% Immutable 31.30% 20.68% I do not understand why the scala immutable map beats the scala mutable map in update performance. Using the sizeHint on the mutable map does not help (it appears to be ignored in the tested implementation, 2.10.3). Even more surprisingly the immutable read performance is worse than the mutable read performance, more significantly so with larger maps. The update performance of the scala mutable map is surprisingly bad, relative to both scala immutable and plain Java. What is the explanation?

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  • Installing windows xp from a removable storage

    - by objectiveME
    Hello,i want to install windows xp from my flash disk but upon running DISKPART and LIST PART my flash disk is not being listed.I soon find out its not supported on another forum.I tried unet bootin but i dont want to go that route.I have learn't that i can make my flash disk appear a hard drive but i am not sure since i have never done this before. I am following this tutorial: http://www.intowindows.com/how-to-install-windows-7-rc-on-acer-aspire-one-netbook/ If i present a usb stick as a hard drive,will i be able to install xp now?.

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  • Incorrect syntax inserting data into table

    - by SelectDistinct
    I am having some trouble with my update() method. The idea is that the user Provides a recipe name, ingredients, instructions and then selects an image using Filestream. Once the user clicks 'Add Recipe' this will call the update method, however as things stand I am getting an error which is mentioning the contents of the text box: Here is the update() method code: private void updatedata() { // filesteam object to read the image // full length of image to a byte array try { // try to see if the image has a valid path if (imagename != "") { FileStream fs; fs = new FileStream(@imagename, FileMode.Open, FileAccess.Read); // a byte array to read the image byte[] picbyte = new byte[fs.Length]; fs.Read(picbyte, 0, System.Convert.ToInt32(fs.Length)); fs.Close(); //open the database using odp.net and insert the lines string connstr = @"Server=mypcname\SQLEXPRESS;Database=RecipeOrganiser;Trusted_Connection=True"; SqlConnection conn = new SqlConnection(connstr); conn.Open(); string query; query = "insert into Recipes(RecipeName,RecipeImage,RecipeIngredients,RecipeInstructions) values (" + textBox1.Text + "," + " @pic" + "," + textBox2.Text + "," + textBox3.Text + ")"; SqlParameter picparameter = new SqlParameter(); picparameter.SqlDbType = SqlDbType.Image; picparameter.ParameterName = "pic"; picparameter.Value = picbyte; SqlCommand cmd = new SqlCommand(query, conn); cmd.Parameters.Add(picparameter); cmd.ExecuteNonQuery(); MessageBox.Show("Image successfully saved"); cmd.Dispose(); conn.Close(); conn.Dispose(); Connection(); } } catch (Exception ex) { MessageBox.Show(ex.Message); } } Can anyone see where I have gone wrong with the insert into Recipes query or suggest an alternative approach to this part of the code?

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