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  • Reasons why AppHub samples won't build?

    - by user13909
    I have an issue off of most downloaded projects where whenever I build it, VS2010 just crashes. I had this issue a while before, and it was widespread, I reinstalled, and it worked fine afterwards. If I create my own XNA project, and copy all of classes and assets over (which I admit, is super fun anyway) things build fine. But if I just download the project from here http://create.msdn.com/en-US/education/catalog/sample/roleplaying_game (RolePlayingGame_4_0_Win_Xbox.zip) and try to build, it automatically stops working, restarts, and reopens the project. If I Debug/Deploy to my Xbox, I do get a sucessful version to the Xbox, but VS2010 still stops and restarts. I've already repaired, and reinstalled again, still having the issue. Can anything think of plausible solutions?

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  • TFS Build errors TF224003, TF215085, TF215076

    - by iamdudley
    Hi, I am using TFS2008 and VS2008. I run nightly builds for about 20 applications using one build agent and the builds are scheduled for either 1am or 2am. Most of the build succeed, however 6 of them fail regularly with similar errors. The errors are either the first two below, or the third one by itself: TF215085: An error occurred while connecting to agent \xxxx\BUILDMACHINE: TF215076: Team Foundation Build on computer BUILDMACHINE (port 9191) is not responding. (Detail Message: The request was aborted: The operation has timed out.) 11/04/2010 2:10:10 AM TF224003: An exception occurred on the build computer BUILDMACHINE: The build (vstfs:///Build/Build/2632) has already completed and cannot be started again.. TF215085: An error occurred while connecting to agent \yyyyy\BA_WKSTFSBUILD: Team Foundation services are not available from server srvtfs. Technical information (for administrator): The operation has timed out It looks to me like some kind of communication error, maybe the port gets over loaded - can this happen? Should I spread the builds out a bit more? In the build definition it says "Queue the build on the default build agent at", so I figured if I scheduled them to start at the same time they would be queued and occur sequentially. Most of the suggestions I've found online for these errors are for all or nothing scenarios where no builds work at all whereas my problem is most build but some consistently do not. Judging by the dates of the last successful builds of these 6 failing builds I believe it is the same 6 failing every night. (I'm editing the build definitions now to keep the failed builds so I can get some more info on the problem) Any help on this would be much appreciated. James.

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  • How can I copy a TFS 2010 Build Definition?

    - by devlife
    Is there any way to copy a build definition? I work in a mainline source control methodology which utilizes many different branches that live for very short periods (ie. a few days to a week). I'd really like to copy a build template and just change the solution to build. Is there any way to do this?

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  • How to Increment Visual Studio build number using C++?

    - by Brock Woolf
    I have a Visual Studio 2008 project that produces a file called: "Game-Release.exe". This was configured under Project Properties - C/C++ - Linker - General: $(OutDir)\$(ProjectName)-Release.exe I would like to take this a bit further by have an incrementing build number so I would have something which says: Game-Release-Build-1002.exe The number on the end should be an incrementing integer. I will be storing the build exe's on subversion so I think i would find this useful (although not necessary). Perhaps there is a built in macro in Visual Studio that could handle this. Quite possibly I was thinking I could have a text file with the build number in it and have the compiler read, use and increment the number in the file each time the project is built. My goal is however to make the process as automated as possible. What is the best way to accomplish this? If you offer an opinion, please also provide the code we can all share. Thnx.

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  • How to automate a build for a Visual FoxPro project?

    - by jpierson
    I'm interested in figuring out how to automate a build from Visual FoxPro similar to how we can build .NET projects from the command line using MSBuild. It seems that it is possible to pass command line arguments to VFP.exe which may include the ability to specify some initial startup prg that runs however it is unclear how well starting up the IDE will work from non-interactive accounts such as the Network Service on Windows which is likely where an automated build would run. Has anybody attempt this before or read about anybody attempting to script a VFP build like this? I would be grateful for any pointers that may lead me to a solution.

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  • Not all TFS Build type files are getting copied

    - by k4k4sh1
    Because I have several builds sharing some assemblies containing common build tasks, I have one TFSBuild.proj for all builds and import different targets depending on the build, like the following: <Project DefaultTargets="DesktopBuild" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5"> <Import Project="Build_1.targets" Condition="'$(BuildDefinition)'=='Build_1'" /> <Import Project="Build_2.targets" Condition="'$(BuildDefinition)'=='Build_2'" /> <Import Project="Build_3.targets" Condition="'$(BuildDefinition)'=='Build_3'" /> </Project> Each target for a particular build has your usual content for a build type file, but in my case, I also reference some tasks inside assemblies checked into the same folder as TFSBuild.proj in source control. I wanted to add folders to contain some test build targets, since my folder was getting a bit full and cluttered. The following illustrates what I mean. $(TFS project)\build\ TFSBuild.proj Build_1.targets ... Assembly1.dll Assembly2.dll ... Folder\ Test_target_1.targets .... When I stated my build, however, I found that Test_target_1.targets and other files in Folder were not being copied to the build directory, while TFSBuild.proj and other files in the root level, as it were, of the build type folder were being copied. This caused my test build to not be able to reference files inside Folder, causing my build to immediately fail. I realize the simplest work-around would be to get rid of Folder and move all of its contents up to the build folder, but I would really like to have Folder if at all possible. Thanks for your help in advance.

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  • How to specify lib folder for JARs when using Android-generated ant build file ?

    - by Eno
    Im using an ant build file that has been generated by android. Our Android application requires a JAR file that lives inside the lib folder of our project, so I need to adjust the classpath that ant is using when it builds stuff. When I run: ant -lib lib debug the project builds just fine, but this should really be inside the build file itself. The build file that android generates references the android_rules.xml so a lot of this stuff is automated. I guess my question, what the best practice here when working with the Android build rules ?

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  • Getting logging.debug() to work on Google App Engine/Python

    - by brainjam
    I'm just getting started on building a Python app for Google App Engine. In the localhost environment I'm trying to send debug info to the GoogleAppEngineLauncher Log Console via logging.debug(), but it isn't showing up. However, anything sent through, say, logging.info() or logging.error() does show up. I've tried a logging.basicConfig(level=logging.DEBUG) before the logging.debug(), but to no avail. What am I missing?

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  • Headless build of eclipse features - PDE Tools or Buckminster?

    - by Max
    I am trying to set up a headless build for a big eclipse feature, containing other features and plugins. As some needed plugins are generated using GMF and EMF, the build workflow must be something like this: SVN Check-out Invoke Generation Run Tests Build all Publish update-site Over the last couple of weeks, i played around with PDE Headless Build and Buckminster. Anyhow i still got problems with both and can't decide on which i should spent my effort. So what would you prefer? What experience you made? Anybody out there who needed to set up a similiar workflow before? Thank you for all answers :)

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  • How do I reference SSIS on a build machine without installing SQL Server 2008 Client Tools?

    - by freshr
    I need to build SSIS packages on a build machine, and do not want the overhead of installing SQL Server Management Studio on this machine. A SQL Server 2008 SDK would be ideal, but I could not find where to download it. The dlls I require are (for example): Microsoft.SQLServer.ManagedDTS Microsoft.SqlServer.PipelineHost Microsoft.SqlServer.DTSPipelineWrap Microsoft.SQLServer.DTSRuntimeWrap I could attempt to copy them to the build machine individually, but I would rather just use an SDK if possible. Where can I get the SDK, or alternatively, what suggestions are there?

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  • How to buld selective Projects within a Solution in TS 2008 in Team Build?

    - by Steve Johnson
    Hi all. I have a solution the source Control (TFS 2008) with multiple projects. Some of the projects are independent of each other. I dont want to build the complete solution instead sometimes we need to build some of the projects. I am a total newbie in Team Build. Please help how i can use the <SolutionToBuild Include="$(BuildProjectFolderPath)/../../Development/Main/Build-Development.sln"> <Targets></Targets> <Properties></Properties> </SolutionToBuild> to select only some of the projects from the solution. Kindly give a detailed answer for me as i am absolutely clueless about it. Thanks

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  • using makefile targets to set build options

    - by leo grrr
    This is either trivial or runs counter to the philosophy of how make should be used, but I'd like to have a command line that reads as "make debug" rather than "make DEBUG=1". I tried creating a phony target called debug that did nothing except set the DEBUG variable, but then there was a difference between "make debug build" and "make build debug"--namely that in one case, the variable got set after the build happened. Is there a way to give certain targets precedence? Thanks for your help.

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  • Surface Review from Canadian Guy Who Didn&rsquo;t Go To Build

    - by D'Arcy Lussier
    I didn’t go to Build last week, opted to stay home and go trick-or-treating with my daughters instead. I had many friends that did go however, and I was able to catch up with James Chambers last night to hear about the conference and play with his Surface RT and Nokia 920 WP8 devices. I’ve been using Windows 8 for a while now, so I’m not going to comment on OS features – lots of posts out there on that already. Let me instead comment on the hardware itself. Size and Weight The size of the tablet was awesome. The Windows 8 tablet I’m using to reference this against is the one from Build 2011 (Samsung model) we received as well as my iPad. The Surface RT was taller and slightly heavier than the iPad, but smaller and lighter than the Samsung Win 8 tablet. I still don’t prefer the default wide-screen format, but the Surface RT is much more usable even when holding it by the long edge than the Samsung. Build Quality No issues with the build quality, it seemed very solid. But…y’know, people have been going on about how the Surface RT materials are so much better than the plastic feeling models Samsung and others put out. I didn’t really notice *that* much difference in that regard with the Surface RT. Interesting feature I didn’t expect – the Windows button on the device is touch-sensitive, not a mechanical one. I didn’t try video or anything, so I can’t comment on the media experience. The kickstand is a great feature, and the way the Surface RT connects to the combo case/keyboard touchcover is very slick while being incredibly simple. What About That Touch Cover Keyboard? So first, kudos to Microsoft on the touch cover! This thing was insanely responsive (including the trackpad) and really delivered on the thinness I was expecting. With that said, and remember this is with very limited use, I would probably go with the Type Cover instead of the Touch Cover. The difference is buttons. The Touch Cover doesn’t actually have “buttons” on the keyboard – hence why its a “touch” cover. You tap on a key to type it. James tells me after a while you get used to it and you can type very fast. For me, I just prefer the tactile feeling of a button being pressed/depressed. But still – typing on the touch case worked very well. Would I Buy One? So after playing with it, did I cry out in envy and rage that I wasn’t able to get one of these machines? Did I curse my decision to collect Halloween candy with my kids instead of being at Build getting hardware? Well – no. Even with the keyboard, the Surface RT is not a business laptop replacement device. While Office does come included, you can’t install any other applications outside of Windows Store Apps. This might be limiting depending on what other applications you need to have available on your computer. Surface RT is a great personal computing device, as long as you’re not already invested in a competing ecosystem. I’ve heard people make statements that they’re going to replace all the iPads in their homes with Surface tablets. In my home, that’s not feasible – my wife and daughters have amassed quite a collection of games via iTunes. We also buy all our music via iTunes as well, so even with the XBox streaming music service now available we’re still tied quite tightly to iTunes. So who is the Surface RT for? In my mind, if you’re looking for a solid, compact device that provides basic business functionality (read: email) or if you have someone that needs a very simple to use computer for email, web browsing, etc., then Surface RT is a great option. For me, I’m waiting on the Samsung Ativ Smart PC Pro and am curious to see what changes the Surface Pro will come with.

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  • VMware Player 4.04 on Ubuntu 12.04 will not compile

    - by stephen mew
    I installed VMware-Player-4.0.4-744019.i386.bundle onto Ubuntu 11.10. This worked fine. I then upgraded to Ubuntu 12.04 The upgrade appeared to be successful. I then tried to start VMware Player and I got a popup "VMware Kernel Module Updater" I accept the process (click Install) The updater process runs, the output of which is; Stopping VMWare Services [green tick] Virtual Machine Monitor [RED exclamation mark] Virtual Network Device [green tick] VMware Blocking Filesystem [green tick] Virtual Machine Communication Interface [green tick] VMCI Sockets Error popup; Unable to start services See log file /tmp/vmware-root/modconfig-11912.log" Looking in the log file It seems that these are the complaints. 2012-07-11T15:35:19.829Z| vthread-3| I120: Failed to find /lib/modules/preferred/build/include/linux/version.h 2012-07-11T15:35:19.829Z| vthread-3| I120: Failed version test: /lib/modules/preferred/build/include/linux/version.h 2012-07-11T15:35:49.683Z| vthread-3| I120: Failed to compile module vmnet! I tried the patch for 4.0.3 and it did not work. Can anyone point me in the right direction here ? log file; 2012-07-11T15:35:18.618Z| vthread-3| I120: Log for VMware Workstation pid=11912 version=8.0.4 build=build-744019 option=Release 2012-07-11T15:35:18.618Z| vthread-3| I120: The process is 32-bit. 2012-07-11T15:35:18.618Z| vthread-3| I120: Host codepage=UTF-8 encoding=UTF-8 2012-07-11T15:35:18.618Z| vthread-3| I120: Host is Linux 3.2.0-26-generic Ubuntu 12.04 LTS 2012-07-11T15:35:18.616Z| vthread-3| I120: Msg_Reset: 2012-07-11T15:35:18.616Z| vthread-3| I120: [msg.dictionary.load.openFailed] Cannot open file "/usr/lib/vmware/settings": No such file or directory. 2012-07-11T15:35:18.616Z| vthread-3| I120: ---------------------------------------- 2012-07-11T15:35:18.616Z| vthread-3| I120: PREF Optional preferences file not found at /usr/lib/vmware/settings. Using default values. 2012-07-11T15:35:18.617Z| vthread-3| I120: Msg_Reset: 2012-07-11T15:35:18.617Z| vthread-3| I120: [msg.dictionary.load.openFailed] Cannot open file "/root/.vmware/config": No such file or directory. 2012-07-11T15:35:18.617Z| vthread-3| I120: ---------------------------------------- 2012-07-11T15:35:18.617Z| vthread-3| I120: PREF Optional preferences file not found at /root/.vmware/config. Using default values. 2012-07-11T15:35:18.617Z| vthread-3| I120: Msg_Reset: 2012-07-11T15:35:18.617Z| vthread-3| I120: [msg.dictionary.load.openFailed] Cannot open file "/root/.vmware/preferences": No such file or directory. 2012-07-11T15:35:18.617Z| vthread-3| I120: ---------------------------------------- 2012-07-11T15:35:18.617Z| vthread-3| I120: PREF Failed to load user preferences. 2012-07-11T15:35:18.618Z| vthread-3| W110: Logging to /tmp/vmware-root/modconfig-11912.log 2012-07-11T15:35:19.054Z| vthread-3| I120: modconf query interface initialized 2012-07-11T15:35:19.056Z| vthread-3| I120: modconf library initialized 2012-07-11T15:35:19.158Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.168Z| vthread-3| I120: Validating path /lib/modules/preferred/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.168Z| vthread-3| I120: Failed to find /lib/modules/preferred/build/include/linux/version.h 2012-07-11T15:35:19.168Z| vthread-3| I120: Failed version test: /lib/modules/preferred/build/include/linux/version.h not found. 2012-07-11T15:35:19.168Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.175Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.201Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.291Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:19.292Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.296Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.326Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.417Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:19.480Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.489Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.498Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.507Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.517Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.566Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.575Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.584Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.593Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.602Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.606Z| vthread-3| I120: Validating path /lib/modules/preferred/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.606Z| vthread-3| I120: Failed to find /lib/modules/preferred/build/include/linux/version.h 2012-07-11T15:35:19.606Z| vthread-3| I120: Failed version test: /lib/modules/preferred/build/include/linux/version.h not found. 2012-07-11T15:35:19.606Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.611Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.635Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.741Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:19.787Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.796Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.805Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.814Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.824Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.829Z| vthread-3| I120: Validating path /lib/modules/preferred/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.829Z| vthread-3| I120: Failed to find /lib/modules/preferred/build/include/linux/version.h 2012-07-11T15:35:19.829Z| vthread-3| I120: Failed version test: /lib/modules/preferred/build/include/linux/version.h not found. 2012-07-11T15:35:19.829Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.834Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.857Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.945Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:25.503Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:25.514Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:25.523Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:25.533Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:25.542Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:26.338Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:26.338Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:26.343Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:26.368Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:26.455Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:26.455Z| vthread-3| I120: Building module vmmon. 2012-07-11T15:35:26.455Z| vthread-3| I120: Extracting the sources of the vmmon module. 2012-07-11T15:35:26.484Z| vthread-3| I120: Building module with command: /usr/bin/make -j -C /tmp/vmware-root/modules/vmmon-only auto-build SUPPORT_SMP=1 HEADER_DIR=/lib/modules/3.2.0-26-generic/build/include CC=/usr/bin/gcc GREP=/usr/bin/make IS_GCC_3=no VMCCVER=4.6 2012-07-11T15:35:35.469Z| vthread-3| I120: Installing module vmmon from /tmp/vmware-root/modules/vmmon.o to /lib/modules/3.2.0-26-generic/misc. 2012-07-11T15:35:35.470Z| vthread-3| I120: Registering file: /usr/lib/vmware-installer/2.0/vmware-installer --register-file vmware-vmx regular /lib/modules/3.2.0-26-generic/misc/vmmon.ko 2012-07-11T15:35:39.713Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:39.713Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:39.719Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:39.753Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:39.845Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:39.845Z| vthread-3| I120: Building module vmnet. 2012-07-11T15:35:39.846Z| vthread-3| I120: Extracting the sources of the vmnet module. 2012-07-11T15:35:39.913Z| vthread-3| I120: Building module with command: /usr/bin/make -j -C /tmp/vmware-root/modules/vmnet-only auto-build SUPPORT_SMP=1 HEADER_DIR=/lib/modules/3.2.0-26-generic/build/include CC=/usr/bin/gcc GREP=/usr/bin/make IS_GCC_3=no VMCCVER=4.6 2012-07-11T15:35:49.683Z| vthread-3| I120: Failed to compile module vmnet! 2012-07-11T15:35:49.704Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:49.705Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:49.729Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:49.874Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:49.961Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:49.961Z| vthread-3| I120: Building module vmblock. 2012-07-11T15:35:49.961Z| vthread-3| I120: Extracting the sources of the vmblock module. 2012-07-11T15:35:50.159Z| vthread-3| I120: Building module with command: /usr/bin/make -j -C /tmp/vmware-root/modules/vmblock-only auto-build SUPPORT_SMP=1 HEADER_DIR=/lib/modules/3.2.0-26-generic/build/include CC=/usr/bin/gcc GREP=/usr/bin/make IS_GCC_3=no VMCCVER=4.6 2012-07-11T15:35:59.283Z| vthread-3| I120: Installing module vmblock from /tmp/vmware-root/modules/vmblock.o to /lib/modules/3.2.0-26-generic/misc. 2012-07-11T15:35:59.284Z| vthread-3| I120: Registering file: /usr/lib/vmware-installer/2.0/vmware-installer --register-file vmware-vmx regular /lib/modules/3.2.0-26-generic/misc/vmblock.ko 2012-07-11T15:36:04.318Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:36:04.319Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:36:04.324Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:36:04.344Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:36:04.427Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:36:04.427Z| vthread-3| I120: Building module vmci. 2012-07-11T15:36:04.428Z| vthread-3| I120: Extracting the sources of the vmci module. 2012-07-11T15:36:04.456Z| vthread-3| I120: Building module with command: /usr/bin/make -j -C /tmp/vmware-root/modules/vmci-only auto-build SUPPORT_SMP=1 HEADER_DIR=/lib/modules/3.2.0-26-generic/build/include CC=/usr/bin/gcc GREP=/usr/bin/make IS_GCC_3=no VMCCVER=4.6 2012-07-11T15:36:15.728Z| vthread-3| I120: Installing module vmci from /tmp/vmware-root/modules/vmci.o to /lib/modules/3.2.0-26-generic/misc. 2012-07-11T15:36:15.730Z| vthread-3| I120: Registering file: /usr/lib/vmware-installer/2.0/vmware-installer --register-file vmware-vmx regular /lib/modules/3.2.0-26-generic/misc/vmci.ko 2012-07-11T15:36:20.349Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:36:20.350Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:36:20.355Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:36:20.378Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:36:20.464Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:36:20.464Z| vthread-3| I120: Building module vmci. 2012-07-11T15:36:20.464Z| vthread-3| I120: Extracting the sources of the vmci module. 2012-07-11T15:36:20.514Z| vthread-3| I120: Building module with command: /usr/bin/make -j -C /tmp/vmware-root/modules/vmci-only auto-build SUPPORT_SMP=1 HEADER_DIR=/lib/modules/3.2.0-26-generic/build/include CC=/usr/bin/gcc GREP=/usr/bin/make IS_GCC_3=no VMCCVER=4.6 2012-07-11T15:36:22.732Z| vthread-3| I120: Building module vsock. 2012-07-11T15:36:22.732Z| vthread-3| I120: Extracting the sources of the vsock module. 2012-07-11T15:36:22.783Z| vthread-3| I120: Building module with command: /usr/bin/make -j -C /tmp/vmware-root/modules/vsock-only auto-build SUPPORT_SMP=1 HEADER_DIR=/lib/modules/3.2.0-26-generic/build/include CC=/usr/bin/gcc GREP=/usr/bin/make IS_GCC_3=no VMCCVER=4.6 2012-07-11T15:36:33.825Z| vthread-3| I120: Installing module vsock from /tmp/vmware-root/modules/vsock.o to /lib/modules/3.2.0-26-generic/misc. 2012-07-11T15:36:33.826Z| vthread-3| I120: Registering file: /usr/lib/vmware-installer/2.0/vmware-installer --register-file vmware-vmx regular /lib/modules/3.2.0-26-generic/misc/vsock.ko

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  • Atmospheric Scattering

    - by Lawrence Kok
    I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: http://img253.imageshack.us/g/scattering01.png/ I've downloaded sample code of O`Neil from: http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html. Made minor adjustments to the shader 'SkyFromAtmosphere' that would allow it to run in AMD RenderMonkey. In the images it is see-able a form of banding occurs, getting an blueish tone. However it is only applied to one half of the sphere, the other half is completely black. Also the banding appears to occur at Zenith instead of Horizon, and for a reason I managed to get pac-man shape. I would appreciate it if somebody could show me what I'm doing wrong. Vertex Shader: uniform mat4 matView; uniform vec4 view_position; uniform vec3 v3LightPos; const int nSamples = 3; const float fSamples = 3.0; const vec3 Wavelength = vec3(0.650,0.570,0.475); const vec3 v3InvWavelength = 1.0f / vec3( Wavelength.x * Wavelength.x * Wavelength.x * Wavelength.x, Wavelength.y * Wavelength.y * Wavelength.y * Wavelength.y, Wavelength.z * Wavelength.z * Wavelength.z * Wavelength.z); const float fInnerRadius = 10; const float fOuterRadius = fInnerRadius * 1.025; const float fInnerRadius2 = fInnerRadius * fInnerRadius; const float fOuterRadius2 = fOuterRadius * fOuterRadius; const float fScale = 1.0 / (fOuterRadius - fInnerRadius); const float fScaleDepth = 0.25; const float fScaleOverScaleDepth = fScale / fScaleDepth; const vec3 v3CameraPos = vec3(0.0, fInnerRadius * 1.015, 0.0); const float fCameraHeight = length(v3CameraPos); const float fCameraHeight2 = fCameraHeight * fCameraHeight; const float fm_ESun = 150.0; const float fm_Kr = 0.0025; const float fm_Km = 0.0010; const float fKrESun = fm_Kr * fm_ESun; const float fKmESun = fm_Km * fm_ESun; const float fKr4PI = fm_Kr * 4 * 3.141592653; const float fKm4PI = fm_Km * 4 * 3.141592653; varying vec3 v3Direction; varying vec4 c0, c1; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main( void ) { // Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere) vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Pos = normalize(gl_Vertex.xyz) * fOuterRadius; vec3 v3Ray = v3CameraPos - v3Pos; float fFar = length(v3Ray); v3Ray = normalize(v3Ray); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(normalize(v3LightPos), v3SamplePoint) / fHeight; float fCameraAngle = dot(normalize(v3Ray), v3SamplePoint) / fHeight; float fScatter = (-fStartOffset + fDepth*( scale(fLightAngle) - scale(fCameraAngle)))/* 0.25f*/; vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader vec4 newPos = vec4( (gl_Vertex.xyz + view_position.xyz), 1.0); gl_Position = gl_ModelViewProjectionMatrix * vec4(newPos.xyz, 1.0); gl_Position.z = gl_Position.w * 0.99999; c1 = vec4(v3FrontColor * fKmESun, 1.0); c0 = vec4(v3FrontColor * (v3InvWavelength * fKrESun), 1.0); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: uniform vec3 v3LightPos; varying vec3 v3Direction; varying vec4 c0; varying vec4 c1; const float g =-0.90f; const float g2 = g * g; const float Exposure =2; void main(void){ float fCos = dot(normalize(v3LightPos), v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); gl_FragColor = c0 + fMiePhase * c1; gl_FragColor.a = 1.0; }

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  • Beat detection, weird detection

    - by Quincy
    I made this soundanalyzer class to detect beats in songs : // put it on pastebin for the big size, will put it here if people rather want that. pastebin.com/8PdgZPP3 but for some reason its only detecting beats from 637 sec to around 641(sec) and I have no idea why. I know the beats are being inserted from multiple bands since I am finding duplicates and it seems as its assigning a beat to each instant energy value in between those values. Its modeled after this : http://www.flipcode.com/misc/BeatDetectionAlgorithms.pdf So why won't the beats properly register ?

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  • How to find which w3wp.exe to attach when debugging your SharePiont2010 project

    - by ybbest
    When debugging SharePoint2010 project, you need to attach w3wp.exe process, however there are often quite a few of them and it is very hard to figure out which one to attach. Today, I will show you how to find out which process to attach using a tool called process explorer. 1. Download the process explorer and run it after you download it. 2. Find the w3wp.exe processes under wininit.exe right-click the columns header and click Select Columns. 3. Include Command Line under Process Image. 4. Now you can see your IIS site name next to w3wp.exe, in my case I’d like to attach the “SharePoint – BenDev80″.You can see the PID of the process is 2920. 5. From the above process you know the process ID you’d like to attach is 2920, you can then go ahead to attach the process from Visual Studio.

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • Debugging OpenOffice crashes

    - by JD Long
    This is partly an OpenOffice question and partly a Ubuntu question. I'm running OpenOffice 3.2.0 and Ubuntu 10.04. I get frequent crashes of OO, especially the Calc app, although I get crashes in the word processor as well. They are very abrupt and accompanies by no warning or error message. I'm just typing away and then the app is gone. Sometimes I even end up thinking I'm typing in OO and discover that OO has crashed and I'm typing in whatever application was under OO. However, I can't reproduce these crashes on demand. They seem random. I can open the same file and do the same exact thing but it does not crash. In Ubuntu how do I trace, track, or diagnose these types of crashes? Is there software I can invoke to help diagnose? Can I start OO from a command prompt with debugging of some sort enabled? Note: if someone could add the tag OpenOffice, I would appreciate it

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  • How to avoid “The web server process that was being debugged has been terminated by IIS”

    - by ybbest
    Problem: When debugging asp.net by attaching w3wp.exe process, you often will see encounter the following error message, the web server process that was being debugged has been terminated by IIS. Analysis: This caused Internet Information Services (IIS) to assume that the worker process had stopped responding. Therefore, IIS terminated the worker process. Solution: 1. Open IIS manager. 2.Click application Pools>>select the application pool associated with the site>>and click Advanced Settings 3. Click Advanced Settings of the application pool and set the Ping Enabled property from True to False. Now, reattach the process from Visual Studio, you should not get the error message. References: msdn

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