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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Should an object be fully complete before injected as a dependency?

    - by Hans
    This is an extension of this question: http://stackoverflow.com/questions/3027082/understanding-how-to-inject-object-dependencies. Since it is a bit different, I wanted to separate them, to make it, hopefully, easier to answer. Also, this is not a real system, just a simplified example that I thought we'd all be familiar with. TIA. : DB threads: thread_id, thread_name, etc posts: post_id, thread_id, post_name, post_contents, post_date, post_user_id, etc Overview Basically I'm looking at the most maintainable way to load $post_id and have it cascade and load the other things I want to know about and I'm trying to keep the controller skinny. BUT: I'm ending up with too many dependencies to inject I'm passing in initialized but empty objects I want to limit how many parameters I am passing around I could inject $post(-many) into $thread(one<-), but on that page I'm not looking at a thread, I'm looking at a post I could combine/inject them into a new object Detail If I am injecting an object into another, is it best to have it fully created first? I'm trying to limit how many parameters I have to pass in to a page, but I end up with a circle. // 1, empty object injected via constructor $thread = new Thread; $post = new Post($thread); // $thread is just an empty object $post->load($post_id); // I could now do something like $post->get('thread_id') to get everything I want in $post // 2, complete object injected via constructor $thread = new Thread; $thread->load($thread_id); // this page would have to have passed in a $thread_id, too $post = new Post($thread); // thread is a complete object, with the data I need, like thread name $post->load($post_id); // 3, inject $post into $thread, but this makes less sense to me, since I'm looking at a post page, not a thread page $post = new Post(); $post->load($post_id); $thread = new Thread($post); $thread->load(); // would load based on the $post->get('post_id') and combine. Now I have all the data I want, but it's non-intuitive to be heirarchially Thread->Post instead of Post-with-thread-info // Or, I could inject $post into $thread, but if I'm on a post page, // having an object with a top level of Thread instead of // Post-which-contains-thread-info, makes less sense to me. // to go with example 1 class post { public function __construct(&$thread) { $this->thread=$thread; } public function load($id) { // ... here I would load all the post data based on $id // now include the thread data $this->thread->load($this->get('thread_id')); return $this; } } // I don't want to do $thread = new Thread; $post = new Post; $post->load($post_id); $thread->load($post->get('post_id')); Or, I could create a new object and inject both $post and $thread into it, but then I have object with an increasing number of dependencies.

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  • I can't install using Wubi due to permission denied error

    - by Taksh Sharma
    I can't install ubuntu 11.10 inside my windows 7. It shows permission denied while installation. It gave a log file having the following data: 03-29 20:19 DEBUG TaskList: # Running tasklist... 03-29 20:19 DEBUG TaskList: ## Running select_target_dir... 03-29 20:19 INFO WindowsBackend: Installing into D:\ubuntu 03-29 20:19 DEBUG TaskList: ## Finished select_target_dir 03-29 20:19 DEBUG TaskList: ## Running create_dir_structure... 03-29 20:19 DEBUG CommonBackend: Creating dir D:\ubuntu 03-29 20:19 DEBUG CommonBackend: Creating dir D:\ubuntu\disks 03-29 20:19 DEBUG CommonBackend: Creating dir D:\ubuntu\install 03-29 20:19 DEBUG CommonBackend: Creating dir D:\ubuntu\install\boot 03-29 20:19 DEBUG CommonBackend: Creating dir D:\ubuntu\disks\boot 03-29 20:19 DEBUG CommonBackend: Creating dir D:\ubuntu\disks\boot\grub 03-29 20:19 DEBUG CommonBackend: Creating dir D:\ubuntu\install\boot\grub 03-29 20:19 DEBUG TaskList: ## Finished create_dir_structure 03-29 20:19 DEBUG TaskList: ## Running uncompress_target_dir... 03-29 20:19 DEBUG TaskList: ## Finished uncompress_target_dir 03-29 20:19 DEBUG TaskList: ## Running create_uninstaller... 03-29 20:19 DEBUG WindowsBackend: Copying uninstaller E:\wubi.exe -> D:\ubuntu\uninstall-wubi.exe 03-29 20:19 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi UninstallString D:\ubuntu\uninstall-wubi.exe 03-29 20:19 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi InstallationDir D:\ubuntu 03-29 20:19 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi DisplayName Ubuntu 03-29 20:19 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi DisplayIcon D:\ubuntu\Ubuntu.ico 03-29 20:19 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi DisplayVersion 11.10-rev241 03-29 20:19 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi Publisher Ubuntu 03-29 20:19 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi URLInfoAbout http://www.ubuntu.com 03-29 20:19 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi HelpLink http://www.ubuntu.com/support 03-29 20:19 DEBUG TaskList: ## Finished create_uninstaller 03-29 20:19 DEBUG TaskList: ## Running copy_installation_files... 03-29 20:19 DEBUG WindowsBackend: Copying C:\Users\Home\AppData\Local\Temp\pylB911.tmp\data\custom-installation -> D:\ubuntu\install\custom-installation 03-29 20:19 DEBUG WindowsBackend: Copying C:\Users\Home\AppData\Local\Temp\pylB911.tmp\winboot -> D:\ubuntu\winboot 03-29 20:19 DEBUG WindowsBackend: Copying C:\Users\Home\AppData\Local\Temp\pylB911.tmp\data\images\Ubuntu.ico -> D:\ubuntu\Ubuntu.ico 03-29 20:19 DEBUG TaskList: ## Finished copy_installation_files 03-29 20:19 DEBUG TaskList: ## Running get_iso... 03-29 20:19 DEBUG TaskList: New task copy_file 03-29 20:19 DEBUG TaskList: ### Running copy_file... 03-29 20:23 ERROR TaskList: [Errno 13] Permission denied Traceback (most recent call last): File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\common\utils.py", line 202, in copy_file IOError: [Errno 13] Permission denied 03-29 20:23 DEBUG TaskList: # Cancelling tasklist 03-29 20:23 DEBUG TaskList: New task check_iso 03-29 20:23 ERROR root: [Errno 13] Permission denied Traceback (most recent call last): File "\lib\wubi\application.py", line 58, in run File "\lib\wubi\application.py", line 130, in select_task File "\lib\wubi\application.py", line 205, in run_cd_menu File "\lib\wubi\application.py", line 120, in select_task File "\lib\wubi\application.py", line 158, in run_installer File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\common\utils.py", line 202, in copy_file IOError: [Errno 13] Permission denied 03-29 20:23 ERROR TaskList: 'WindowsBackend' object has no attribute 'iso_path' Traceback (most recent call last): File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\common\backend.py", line 579, in get_iso File "\lib\wubi\backends\common\backend.py", line 565, in use_iso AttributeError: 'WindowsBackend' object has no attribute 'iso_path' 03-29 20:23 DEBUG TaskList: # Cancelling tasklist 03-29 20:23 DEBUG TaskList: # Finished tasklist 03-29 20:29 INFO root: === wubi 11.10 rev241 === 03-29 20:29 DEBUG root: Logfile is c:\users\home\appdata\local\temp\wubi-11.10-rev241.log 03-29 20:29 DEBUG root: sys.argv = ['main.pyo', '--exefile="E:\\wubi.exe"'] 03-29 20:29 DEBUG CommonBackend: data_dir=C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\data 03-29 20:29 DEBUG WindowsBackend: 7z=C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\bin\7z.exe 03-29 20:29 DEBUG WindowsBackend: startup_folder=C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Startup 03-29 20:29 DEBUG CommonBackend: Fetching basic info... 03-29 20:29 DEBUG CommonBackend: original_exe=E:\wubi.exe 03-29 20:29 DEBUG CommonBackend: platform=win32 03-29 20:29 DEBUG CommonBackend: osname=nt 03-29 20:29 DEBUG CommonBackend: language=en_IN 03-29 20:29 DEBUG CommonBackend: encoding=cp1252 03-29 20:29 DEBUG WindowsBackend: arch=amd64 03-29 20:29 DEBUG CommonBackend: Parsing isolist=C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\data\isolist.ini 03-29 20:29 DEBUG CommonBackend: Adding distro Xubuntu-i386 03-29 20:29 DEBUG CommonBackend: Adding distro Xubuntu-amd64 03-29 20:29 DEBUG CommonBackend: Adding distro Kubuntu-amd64 03-29 20:29 DEBUG CommonBackend: Adding distro Mythbuntu-i386 03-29 20:29 DEBUG CommonBackend: Adding distro Ubuntu-amd64 03-29 20:29 DEBUG CommonBackend: Adding distro Ubuntu-i386 03-29 20:29 DEBUG CommonBackend: Adding distro Mythbuntu-amd64 03-29 20:29 DEBUG CommonBackend: Adding distro Kubuntu-i386 03-29 20:29 DEBUG WindowsBackend: Fetching host info... 03-29 20:29 DEBUG WindowsBackend: registry_key=Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi 03-29 20:29 DEBUG WindowsBackend: windows version=vista 03-29 20:29 DEBUG WindowsBackend: windows_version2=Windows 7 Home Basic 03-29 20:29 DEBUG WindowsBackend: windows_sp=None 03-29 20:29 DEBUG WindowsBackend: windows_build=7601 03-29 20:29 DEBUG WindowsBackend: gmt=5 03-29 20:29 DEBUG WindowsBackend: country=IN 03-29 20:29 DEBUG WindowsBackend: timezone=Asia/Calcutta 03-29 20:29 DEBUG WindowsBackend: windows_username=Home 03-29 20:29 DEBUG WindowsBackend: user_full_name=Home 03-29 20:29 DEBUG WindowsBackend: user_directory=C:\Users\Home 03-29 20:29 DEBUG WindowsBackend: windows_language_code=1033 03-29 20:29 DEBUG WindowsBackend: windows_language=English 03-29 20:29 DEBUG WindowsBackend: processor_name=Intel(R) Core(TM) i3 CPU M 370 @ 2.40GHz 03-29 20:29 DEBUG WindowsBackend: bootloader=vista 03-29 20:29 DEBUG WindowsBackend: system_drive=Drive(C: hd 61135.1523438 mb free ntfs) 03-29 20:29 DEBUG WindowsBackend: drive=Drive(C: hd 61135.1523438 mb free ntfs) 03-29 20:29 DEBUG WindowsBackend: drive=Drive(D: hd 12742.5507813 mb free ntfs) 03-29 20:29 DEBUG WindowsBackend: drive=Drive(E: cd 0.0 mb free cdfs) 03-29 20:29 DEBUG WindowsBackend: drive=Drive(F: cd 0.0 mb free ) 03-29 20:29 DEBUG WindowsBackend: drive=Drive(G: hd 93.22265625 mb free fat32) 03-29 20:29 DEBUG WindowsBackend: drive=Drive(Q: hd 0.0 mb free ) 03-29 20:29 DEBUG WindowsBackend: uninstaller_path=D:\ubuntu\uninstall-wubi.exe 03-29 20:29 DEBUG WindowsBackend: previous_target_dir=D:\ubuntu 03-29 20:29 DEBUG WindowsBackend: previous_distro_name=Ubuntu 03-29 20:29 DEBUG WindowsBackend: keyboard_id=67699721 03-29 20:29 DEBUG WindowsBackend: keyboard_layout=us 03-29 20:29 DEBUG WindowsBackend: keyboard_variant= 03-29 20:29 DEBUG CommonBackend: python locale=('en_IN', 'cp1252') 03-29 20:29 DEBUG CommonBackend: locale=en_IN 03-29 20:29 DEBUG WindowsBackend: total_memory_mb=3893.859375 03-29 20:29 DEBUG CommonBackend: Searching ISOs on USB devices 03-29 20:29 DEBUG CommonBackend: Searching for local CDs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Ubuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Ubuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Kubuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Kubuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Xubuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Xubuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Mythbuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Mythbuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Ubuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Ubuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Kubuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Kubuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Xubuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Xubuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Mythbuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Mythbuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether E:\ is a valid Ubuntu CD 03-29 20:29 DEBUG Distro: parsing info from str=Ubuntu 11.10 "Oneiric Ocelot" - Release i386 (20111012) 03-29 20:29 DEBUG Distro: parsed info={'name': 'Ubuntu', 'subversion': 'Release', 'version': '11.10', 'build': '20111012', 'codename': 'Oneiric Ocelot', 'arch': 'i386'} 03-29 20:29 INFO Distro: Found a valid CD for Ubuntu: E:\ 03-29 20:29 INFO root: Running the CD menu... 03-29 20:29 DEBUG WindowsFrontend: __init__... 03-29 20:29 DEBUG WindowsFrontend: on_init... 03-29 20:29 INFO WinuiPage: appname=wubi, localedir=C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\translations, languages=['en_IN', 'en'] 03-29 20:29 INFO WinuiPage: appname=wubi, localedir=C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\translations, languages=['en_IN', 'en'] 03-29 20:29 INFO root: CD menu finished 03-29 20:29 INFO root: Already installed, running the uninstaller... 03-29 20:29 INFO root: Running the uninstaller... 03-29 20:29 INFO CommonBackend: This is the uninstaller running 03-29 20:29 INFO WinuiPage: appname=wubi, localedir=C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\translations, languages=['en_IN', 'en'] 03-29 20:29 INFO root: Received settings 03-29 20:29 INFO WinuiPage: appname=wubi, localedir=C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\translations, languages=['en_IN', 'en'] 03-29 20:29 DEBUG TaskList: # Running tasklist... 03-29 20:29 DEBUG TaskList: ## Running Remove bootloader entry... 03-29 20:29 DEBUG WindowsBackend: Could not find bcd id 03-29 20:29 DEBUG WindowsBackend: undo_bootini C: 03-29 20:29 DEBUG WindowsBackend: undo_configsys Drive(C: hd 61135.1523438 mb free ntfs) 03-29 20:29 DEBUG WindowsBackend: undo_bootini D: 03-29 20:29 DEBUG WindowsBackend: undo_configsys Drive(D: hd 12742.5507813 mb free ntfs) 03-29 20:29 DEBUG WindowsBackend: undo_bootini G: 03-29 20:29 DEBUG WindowsBackend: undo_configsys Drive(G: hd 93.22265625 mb free fat32) 03-29 20:29 DEBUG WindowsBackend: undo_bootini Q: 03-29 20:29 DEBUG WindowsBackend: undo_configsys Drive(Q: hd 0.0 mb free ) 03-29 20:29 DEBUG TaskList: ## Finished Remove bootloader entry 03-29 20:29 DEBUG TaskList: ## Running Remove target dir... 03-29 20:29 DEBUG CommonBackend: Deleting D:\ubuntu 03-29 20:29 DEBUG TaskList: ## Finished Remove target dir 03-29 20:29 DEBUG TaskList: ## Running Remove registry key... 03-29 20:29 DEBUG TaskList: ## Finished Remove registry key 03-29 20:29 DEBUG TaskList: # Finished tasklist 03-29 20:29 INFO root: Almost finished uninstalling 03-29 20:29 INFO root: Finished uninstallation 03-29 20:29 DEBUG CommonBackend: Fetching basic info... 03-29 20:29 DEBUG CommonBackend: original_exe=E:\wubi.exe 03-29 20:29 DEBUG CommonBackend: platform=win32 03-29 20:29 DEBUG CommonBackend: osname=nt 03-29 20:29 DEBUG WindowsBackend: arch=amd64 03-29 20:29 DEBUG CommonBackend: Parsing isolist=C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\data\isolist.ini 03-29 20:29 DEBUG CommonBackend: Adding distro Xubuntu-i386 03-29 20:29 DEBUG CommonBackend: Adding distro Xubuntu-amd64 03-29 20:29 DEBUG CommonBackend: Adding distro Kubuntu-amd64 03-29 20:29 DEBUG CommonBackend: Adding distro Mythbuntu-i386 03-29 20:29 DEBUG CommonBackend: Adding distro Ubuntu-amd64 03-29 20:29 DEBUG CommonBackend: Adding distro Ubuntu-i386 03-29 20:29 DEBUG CommonBackend: Adding distro Mythbuntu-amd64 03-29 20:29 DEBUG CommonBackend: Adding distro Kubuntu-i386 03-29 20:29 DEBUG WindowsBackend: Fetching host info... 03-29 20:29 DEBUG WindowsBackend: registry_key=Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi 03-29 20:29 DEBUG WindowsBackend: windows version=vista 03-29 20:29 DEBUG WindowsBackend: windows_version2=Windows 7 Home Basic 03-29 20:29 DEBUG WindowsBackend: windows_sp=None 03-29 20:29 DEBUG WindowsBackend: windows_build=7601 03-29 20:29 DEBUG WindowsBackend: gmt=5 03-29 20:29 DEBUG WindowsBackend: country=IN 03-29 20:29 DEBUG WindowsBackend: timezone=Asia/Calcutta 03-29 20:29 DEBUG WindowsBackend: windows_username=Home 03-29 20:29 DEBUG WindowsBackend: user_full_name=Home 03-29 20:29 DEBUG WindowsBackend: user_directory=C:\Users\Home 03-29 20:29 DEBUG WindowsBackend: windows_language_code=1033 03-29 20:29 DEBUG WindowsBackend: windows_language=English 03-29 20:29 DEBUG WindowsBackend: processor_name=Intel(R) Core(TM) i3 CPU M 370 @ 2.40GHz 03-29 20:29 DEBUG WindowsBackend: bootloader=vista 03-29 20:29 DEBUG WindowsBackend: system_drive=Drive(C: hd 61134.8632813 mb free ntfs) 03-29 20:29 DEBUG WindowsBackend: drive=Drive(C: hd 61134.8632813 mb free ntfs) 03-29 20:29 DEBUG WindowsBackend: drive=Drive(D: hd 12953.140625 mb free ntfs) 03-29 20:29 DEBUG WindowsBackend: drive=Drive(E: cd 0.0 mb free cdfs) 03-29 20:29 DEBUG WindowsBackend: drive=Drive(F: cd 0.0 mb free ) 03-29 20:29 DEBUG WindowsBackend: drive=Drive(G: hd 93.22265625 mb free fat32) 03-29 20:29 DEBUG WindowsBackend: drive=Drive(Q: hd 0.0 mb free ) 03-29 20:29 DEBUG WindowsBackend: uninstaller_path=None 03-29 20:29 DEBUG WindowsBackend: previous_target_dir=None 03-29 20:29 DEBUG WindowsBackend: previous_distro_name=None 03-29 20:29 DEBUG WindowsBackend: keyboard_id=67699721 03-29 20:29 DEBUG WindowsBackend: keyboard_layout=us 03-29 20:29 DEBUG WindowsBackend: keyboard_variant= 03-29 20:29 DEBUG WindowsBackend: total_memory_mb=3893.859375 03-29 20:29 DEBUG CommonBackend: Searching ISOs on USB devices 03-29 20:29 DEBUG CommonBackend: Searching for local CDs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Ubuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Ubuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Kubuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Kubuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Xubuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Xubuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Mythbuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether C:\Users\Home\AppData\Local\Temp\pyl3487.tmp is a valid Mythbuntu CD 03-29 20:29 DEBUG Distro: does not contain C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Ubuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Ubuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Kubuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Kubuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Xubuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Xubuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Mythbuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether D:\ is a valid Mythbuntu CD 03-29 20:29 DEBUG Distro: does not contain D:\casper\filesystem.squashfs 03-29 20:29 DEBUG Distro: checking whether E:\ is a valid Ubuntu CD 03-29 20:29 INFO Distro: Found a valid CD for Ubuntu: E:\ 03-29 20:29 INFO root: Running the installer... 03-29 20:29 INFO WinuiPage: appname=wubi, localedir=C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\translations, languages=['en_IN', 'en'] 03-29 20:29 INFO WinuiPage: appname=wubi, localedir=C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\translations, languages=['en_IN', 'en'] 03-29 20:30 DEBUG WinuiInstallationPage: target_drive=C:, installation_size=8000MB, distro_name=Ubuntu, language=en_US, locale=en_US.UTF-8, username=taksh 03-29 20:30 INFO root: Received settings 03-29 20:30 INFO WinuiPage: appname=wubi, localedir=C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\translations, languages=['en_US', 'en'] 03-29 20:30 DEBUG TaskList: # Running tasklist... 03-29 20:30 DEBUG TaskList: ## Running select_target_dir... 03-29 20:30 INFO WindowsBackend: Installing into C:\ubuntu 03-29 20:30 DEBUG TaskList: ## Finished select_target_dir 03-29 20:30 DEBUG TaskList: ## Running create_dir_structure... 03-29 20:30 DEBUG CommonBackend: Creating dir C:\ubuntu 03-29 20:30 DEBUG CommonBackend: Creating dir C:\ubuntu\disks 03-29 20:30 DEBUG CommonBackend: Creating dir C:\ubuntu\install 03-29 20:30 DEBUG CommonBackend: Creating dir C:\ubuntu\install\boot 03-29 20:30 DEBUG CommonBackend: Creating dir C:\ubuntu\disks\boot 03-29 20:30 DEBUG CommonBackend: Creating dir C:\ubuntu\disks\boot\grub 03-29 20:30 DEBUG CommonBackend: Creating dir C:\ubuntu\install\boot\grub 03-29 20:30 DEBUG TaskList: ## Finished create_dir_structure 03-29 20:30 DEBUG TaskList: ## Running uncompress_target_dir... 03-29 20:30 DEBUG TaskList: ## Finished uncompress_target_dir 03-29 20:30 DEBUG TaskList: ## Running create_uninstaller... 03-29 20:30 DEBUG WindowsBackend: Copying uninstaller E:\wubi.exe -> C:\ubuntu\uninstall-wubi.exe 03-29 20:30 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi UninstallString C:\ubuntu\uninstall-wubi.exe 03-29 20:30 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi InstallationDir C:\ubuntu 03-29 20:30 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi DisplayName Ubuntu 03-29 20:30 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi DisplayIcon C:\ubuntu\Ubuntu.ico 03-29 20:30 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi DisplayVersion 11.10-rev241 03-29 20:30 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi Publisher Ubuntu 03-29 20:30 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi URLInfoAbout http://www.ubuntu.com 03-29 20:30 DEBUG registry: Setting registry key -2147483646 Software\Microsoft\Windows\CurrentVersion\Uninstall\Wubi HelpLink http://www.ubuntu.com/support 03-29 20:30 DEBUG TaskList: ## Finished create_uninstaller 03-29 20:30 DEBUG TaskList: ## Running copy_installation_files... 03-29 20:30 DEBUG WindowsBackend: Copying C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\data\custom-installation -> C:\ubuntu\install\custom-installation 03-29 20:30 DEBUG WindowsBackend: Copying C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\winboot -> C:\ubuntu\winboot 03-29 20:30 DEBUG WindowsBackend: Copying C:\Users\Home\AppData\Local\Temp\pyl3487.tmp\data\images\Ubuntu.ico -> C:\ubuntu\Ubuntu.ico 03-29 20:30 DEBUG TaskList: ## Finished copy_installation_files 03-29 20:30 DEBUG TaskList: ## Running get_iso... 03-29 20:30 DEBUG TaskList: New task copy_file 03-29 20:30 DEBUG TaskList: ### Running copy_file... 03-29 20:34 ERROR TaskList: [Errno 13] Permission denied Traceback (most recent call last): File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\common\utils.py", line 202, in copy_file IOError: [Errno 13] Permission denied 03-29 20:34 DEBUG TaskList: # Cancelling tasklist 03-29 20:34 DEBUG TaskList: New task check_iso 03-29 20:34 ERROR root: [Errno 13] Permission denied Traceback (most recent call last): File "\lib\wubi\application.py", line 58, in run File "\lib\wubi\application.py", line 130, in select_task File "\lib\wubi\application.py", line 205, in run_cd_menu File "\lib\wubi\application.py", line 120, in select_task File "\lib\wubi\application.py", line 158, in run_installer File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\common\utils.py", line 202, in copy_file IOError: [Errno 13] Permission denied 03-29 20:34 ERROR TaskList: 'WindowsBackend' object has no attribute 'iso_path' Traceback (most recent call last): File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\common\backend.py", line 579, in get_iso File "\lib\wubi\backends\common\backend.py", line 565, in use_iso AttributeError: 'WindowsBackend' object has no attribute 'iso_path' 03-29 20:34 DEBUG TaskList: # Cancelling tasklist 03-29 20:34 DEBUG TaskList: # Finished tasklist I have no idea what's the problem is. I'm a kind of newbie. I'm using win7 64bit, and installing as an administrator. Please help me out!

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  • Python threading question (Working with a method that blocks forever)

    - by Nix
    I am trying to wrap a thread around some receiving logic in python. Basically we have an app, that will have a thread in the background polling for messages, the problem I ran into is that piece that actually pulls the messages waits forever for a message. Making it impossible to terminate... I ended up wrapping the pull in another thread, but I wanted to make sure there wasn't a better way to do it. Original code: class Manager: def __init__(self): receiver = MessageReceiver() receiver.start() #do other stuff... class MessageReceiver(Thread): receiver = Receiver() def __init__(self): Thread.__init__(self) def run(self): #stop is a flag that i use to stop the thread... while(not stopped ): #can never stop because pull below blocks message = receiver.pull() print "Message" + message What I refectored to: class Manager: def __init__(self): receiver = MessageReceiver() receiver.start() class MessageReceiver(Thread): receiver = Receiver() def __init__(self): Thread.__init__(self) def run(self): pullThread = PullThread(self.receiver) pullThread.start() #stop is a flag that i use to stop the thread... while(not stopped and pullThread.last_message ==None): pass message = pullThread.last_message print "Message" + message class PullThread(Thread): last_message = None def __init__(self, receiver): Thread.__init(self, target=get_message, args=(receiver)) def get_message(self, receiver): self.last_message = None self.last_message = receiver.pull() return self.last_message I know the obvious locking issues exist, but is this the appropriate way to control a receive thread that waits forever for a message? One thing I did notice was this thing eats 100% cpu while waiting for a message... **If you need to see the stopping logic please let me know and I will post.

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  • SSL on local sub-domain and sub-sub-domain

    - by Eduard Luca
    I have both local.domain.com and lmarket.local.domain.com pointing to my localhost from etc/hosts. The problem is that I am using XAMPP on Windows 7, and have 2 SSL VirtualHosts in my apache config, but no matter which one I access, I am taken to local.domain.com. On non-HTTPS requests all works fine, and the vhosts are basically the same. Here is the relevant part of my vhosts: <VirtualHost local.domain.com:443> DocumentRoot "C:/xampp/htdocs/local" ServerName local.domain.com ServerAdmin webmaster@localhost ErrorLog "logs/error.log" <IfModule log_config_module> CustomLog "logs/access.log" combined </IfModule> SSLEngine on SSLCipherSuite ALL:!ADH:!EXPORT56:RC4+RSA:+HIGH:+MEDIUM:+LOW:+SSLv2:+EXP:+eNULL SSLCertificateFile "conf/ssl.crt/server.crt" SSLCertificateKeyFile "conf/ssl.key/server.key" <FilesMatch "\.(cgi|shtml|pl|asp|php)$"> SSLOptions +StdEnvVars </FilesMatch> <Directory "C:/xampp/cgi-bin"> SSLOptions +StdEnvVars </Directory> BrowserMatch ".*MSIE.*" nokeepalive ssl-unclean-shutdown downgrade-1.0 force-response-1.0 CustomLog "logs/ssl_request.log" "%t %h %{SSL_PROTOCOL}x %{SSL_CIPHER}x \"%r\" %b" </VirtualHost> <VirtualHost lmarket.local.domain.com:443> DocumentRoot "C:/xampp/htdocs/lmarket.local" ServerName lmarket.local.domain.com ServerAdmin webmaster@localhost ErrorLog "logs/error.log" <IfModule log_config_module> CustomLog "logs/access.log" combined </IfModule> SSLEngine on SSLCipherSuite ALL:!ADH:!EXPORT56:RC4+RSA:+HIGH:+MEDIUM:+LOW:+SSLv2:+EXP:+eNULL SSLCertificateFile "conf/ssl.crt/server.crt" SSLCertificateKeyFile "conf/ssl.key/server.key" <FilesMatch "\.(cgi|shtml|pl|asp|php)$"> SSLOptions +StdEnvVars </FilesMatch> <Directory "C:/xampp/cgi-bin"> SSLOptions +StdEnvVars </Directory> BrowserMatch ".*MSIE.*" nokeepalive ssl-unclean-shutdown downgrade-1.0 force-response-1.0 CustomLog "logs/ssl_request.log" "%t %h %{SSL_PROTOCOL}x %{SSL_CIPHER}x \"%r\" %b" </VirtualHost> If I invert these blocks, then the opposite happens: local.domain.com goes to lmarket.local.domain.com. Any help would be appreciated.

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  • Re-configure Office 2007 installation unattended: Advertised components --> Local

    - by abstrask
    On our Citrix farm, I just found out that some sub-components are "Installed on 1st Use" (Advertised), which does play well on terminal servers. Not only that, but you also get a rather non-descriptive error message, when a document tried to use a component, which is "Installed on 1st Use" (described on Plan to deploy Office 2010 in a Remote Desktop Services environment): Microsoft Office cannot run this add-in. An error occurred and this feature is no longer functioning correctly. Please contact your system administrator. I have ~50 Citrix servers where I need to change the installation state of all Advertised components to Local, so I created an XML file like this: <?xml version="1.0" encoding="utf-8"?> <Configuration Product="ProPlus"> <Display Level="none" CompletionNotice="no" SuppressModal="yes" AcceptEula="yes" /> <Logging Type="standard" Path="C:\InstallLogs" Template="MS Office 2007 Install on 1st Use(*).log" /> <Option Id="AccessWizards" State="Local" /> <Option Id="DeveloperWizards" State="Local" /> <Setting Id="Reboot" Value="NEVER" /> </Configuration> I run it with a command like this (using the appropriate paths): "[..]\setup.exe" /config ProPlus /config "[..]\Install1stUse-to-Forced.xml" According to the log file, the syntax appears to be accepted and the config file parsed: Parsing command line. Config XML file specified: [..]\Install1stUse-to-Forced.xml Modify requested for product: PROPLUS Parsing config.xml at: [..]\Install1stUse-to-Forced.xml Preferred product specified in config.xml to be: PROPLUS But the "Final Option Tree" still reads: Final Option Tree: AlwaysInstalled:local Gimme_OnDemandData:local ProductFiles:local VSCommonPIAHidden:local dummy_MSCOMCTL_PIA:local dummy_Office_PIA:local ACCESSFiles:local ... AccessWizards:advertised DeveloperWizards:advertised ... And the components remain "Advertised". Just to see if the installation state is overridden in another XML file, I ran: findstr /l /s /i "AccessWizards" *.xml Against both my installation source and "%ProgramFiles%\Common Files\Microsoft Shared\OFFICE12\Office Setup Controller", but just found DefaultState to be "Local". What am I doing wrong? Thanks!

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  • How do I configure proxy settings for LOCAL SYSTEM?

    - by Rasmus Faber
    If I edit Proxy Settings through the Control Panel, the settings are stored in HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Internet Settings\ProxyEnable and ...\ProxyServer. These settings are of course not used when running as a service under LOCAL SYSTEM. So I tried setting ProxyEnable and ProxyServer under HKEY_USERS\S-1-5-18\... (as well as HKEY_USERS\.DEFAULT\... and all the other users on the system), but that does not work. How do I set the proxy settings for the LOCAL SYSTEM user?

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  • Strange Phantom Local Disks appearing in my drive list...

    - by Paul
    Win7 Home Prem 32 bit I seem to have several phantom Local Disks mapped to different letters, they are of 0 bytes in size? Strangely they do not show up when i view my drives through windows explorer but if i open an application such as ACDSee Pro or MS Word and then go to open a file i can see all these Local Disks mapped to different letters. This means when i plug in my external hard disk it ends up mapped to letter R instead of its usual G which messes up any programs i have pointing to it by default. How did they get there and more importantly how do i get rid of them please??

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  • Efficiency concerning thread granularity

    - by MaelmDev
    Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing with single-instruction-multiple-data (SIMD) tasks. Let's use line-of-sight detection as an example. Each AI actor must be able to detect objects of interest around them and mark them. There are three basic ways to go about this with multithreading: Don't use threading at all. Create a thread for each actor. Create a thread for each actor-object combination. Option 1 is obviously going to be the least efficient method. However, choosing between the next two options is more difficult. Only using one thread per actor is still running through every object in series instead of in parallel. However, are CPU's able to create and join threads in the granularity posed in Option 3 efficiently? It seems like that many calls to the OS could be really slow, and varying enormously between different hardware.

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  • Using ConcurrentQueue for thread-safe Performance Bookkeeping.

    - by Strenium
    Just a small tidbit that's sprung up today. I had to book-keep and emit diagnostics for the average thread performance in a highly-threaded code over a period of last X number of calls and no more. Need of the day: a thread-safe, self-managing stats container. Since .NET 4.0 introduced new thread-safe 'Collections.Concurrent' objects and I've been using them frequently - the one in particular seemed like a good fit for storing each threads' performance data - ConcurrentQueue. But I wanted to store only the most recent X# of calls and since the ConcurrentQueue currently does not support size constraint I had to come up with my own generic version which attempts to restrict usage to numeric types only: unfortunately there is no IArithmetic-like interface which constrains to only numeric types – so the constraints here here aren't as elegant as they could be. (Note the use of the Average() method, of course you can use others as well as make your own).   FIFO FixedSizedConcurrentQueue using System;using System.Collections.Concurrent;using System.Linq; namespace xxxxx.Data.Infrastructure{    [Serializable]    public class FixedSizedConcurrentQueue<T> where T : struct, IConvertible, IComparable<T>    {        private FixedSizedConcurrentQueue() { }         public FixedSizedConcurrentQueue(ConcurrentQueue<T> queue)        {            _queue = queue;        }         ConcurrentQueue<T> _queue = new ConcurrentQueue<T>();         public int Size { get { return _queue.Count; } }        public double Average { get { return _queue.Average(arg => Convert.ToInt32(arg)); } }         public int Limit { get; set; }        public void Enqueue(T obj)        {            _queue.Enqueue(obj);            lock (this)            {                T @out;                while (_queue.Count > Limit) _queue.TryDequeue(out @out);            }        }    } }   The usage case is straight-forward, in this case I’m using a FIFO queue of maximum size of 200 to store doubles to which I simply Enqueue() the calculated rates: Usage var RateQueue = new FixedSizedConcurrentQueue<double>(new ConcurrentQueue<double>()) { Limit = 200 }; /* greater size == longer history */   That’s about it. Happy coding!

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  • Modelling boost::Lockable with semaphore rather than mutex (previously titled: Unlocking a mutex fr

    - by dan
    I'm using the C++ boost::thread library, which in my case means I'm using pthreads. Officially, a mutex must be unlocked from the same thread which locks it, and I want the effect of being able to lock in one thread and then unlock in another. There are many ways to accomplish this. One possibility would be to write a new mutex class which allows this behavior. For example: class inter_thread_mutex{ bool locked; boost::mutex mx; boost::condition_variable cv; public: void lock(){ boost::unique_lock<boost::mutex> lck(mx); while(locked) cv.wait(lck); locked=true; } void unlock(){ { boost::lock_guard<boost::mutex> lck(mx); if(!locked) error(); locked=false; } cv.notify_one(); } // bool try_lock(); void error(); etc. } I should point out that the above code doesn't guarantee FIFO access, since if one thread calls lock() while another calls unlock(), this first thread may acquire the lock ahead of other threads which are waiting. (Come to think of it, the boost::thread documentation doesn't appear to make any explicit scheduling guarantees for either mutexes or condition variables). But let's just ignore that (and any other bugs) for now. My question is, if I decide to go this route, would I be able to use such a mutex as a model for the boost Lockable concept. For example, would anything go wrong if I use a boost::unique_lock< inter_thread_mutex for RAII-style access, and then pass this lock to boost::condition_variable_any.wait(), etc. On one hand I don't see why not. On the other hand, "I don't see why not" is usually a very bad way of determining whether something will work. The reason I ask is that if it turns out that I have to write wrapper classes for RAII locks and condition variables and whatever else, then I'd rather just find some other way to achieve the same effect. EDIT: The kind of behavior I want is basically as follows. I have an object, and it needs to be locked whenever it is modified. I want to lock the object from one thread, and do some work on it. Then I want to keep the object locked while I tell another worker thread to complete the work. So the first thread can go on and do something else while the worker thread finishes up. When the worker thread gets done, it unlocks the mutex. And I want the transition to be seemless so nobody else can get the mutex lock in between when thread 1 starts the work and thread 2 completes it. Something like inter_thread_mutex seems like it would work, and it would also allow the program to interact with it as if it were an ordinary mutex. So it seems like a clean solution. If there's a better solution, I'd be happy to hear that also. EDIT AGAIN: The reason I need locks to begin with is that there are multiple master threads, and the locks are there to prevent them from accessing shared objects concurrently in invalid ways. So the code already uses loop-level lock-free sequencing of operations at the master thread level. Also, in the original implementation, there were no worker threads, and the mutexes were ordinary kosher mutexes. The inter_thread_thingy came up as an optimization, primarily to improve response time. In many cases, it was sufficient to guarantee that the "first part" of operation A, occurs before the "first part" of operation B. As a dumb example, say I punch object 1 and give it a black eye. Then I tell object 1 to change it's internal structure to reflect all the tissue damage. I don't want to wait around for the tissue damage before I move on to punch object 2. However, I do want the tissue damage to occur as part of the same operation; for example, in the interim, I don't want any other thread to reconfigure the object in such a way that would make tissue damage an invalid operation. (yes, this example is imperfect in many ways, and no I'm not working on a game) So we made the change to a model where ownership of an object can be passed to a worker thread to complete an operation, and it actually works quite nicely; each master thread is able to get a lot more operations done because it doesn't need to wait for them all to complete. And, since the event sequencing at the master thread level is still loop-based, it is easy to write high-level master-thread operations, as they can be based on the assumption that an operation is complete when the corresponding function call returns. Finally, I thought it would be nice to use inter_thread mutex/semaphore thingies using RAII with boost locks to encapsulate the necessary synchronization that is required to make the whole thing work.

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  • Persistent Storage in Windows Phone 7

    - by Richard Jones
    Mark Arteaga – fellow MVP just helped me with this,  thought I’d share. Windows Phone 7 SilverLight supports persistent storage, which is a great way of saving settings betweens runs of your application. However I couldn’t get it to work. If you do this to create a persistant storage instance -    private IsolatedStorageSettings userSettings = IsolatedStorageSettings.ApplicationSettings; To retrieve settings do the following - string xx = userSettings[“SomeValue”].ToString();   Hiowever the bit that got me was how to save settings, you have todo this - userSettings.Add("Hello", DateTime.Now.ToShortTimeString());           userSettings.Save(); // <- This is the bit that got me   Hope this helps others

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  • Microsoft Cuts Windows Azure Compute and Storage Pricing

    The savings begin with Microsoft's Windows Azure Storage Pay-As-You-Go service, which now costs $0.125 per GB as opposed to $0.14 per GB, a savings of 12 percent. Microsoft also slashed the pricing for Windows Azure Storage's 6 Month Plans as much as 14 percent across all tiers. Lastly, compute customers can now enjoy Windows Azure Extra Small Compute pricing of $0.02 per hour instead of $0.04 per hour, a savings of 50 percent. To exhibit the cost advantages offered by Windows Azure, Microsoft noted in a blog post that a 24x7 Extra Small Compute instance with a 100MB SQL Azure database can b...

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  • Storage and BackUp Strategies

    - by Chandra Vennapoosa
    Many of us are familiar with backing up our data.  While it sounds pretty simple, the fact is that most of the computer users do not backup their data. Some of the excuses which they often make involve how long it takes, how slow it is, or how many DVDs or disks they need. However, once disaster strikes, the loss that you will suffer by not having your data backed up can be very severe. Topics Introduction What is an Online Back Up? Online Back Up Strategies Implementing Disaster Avoidance Implementation and Storage Security Issues to Consider Reader complete article : Storage and BackUp Strategies

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  • Help me with CDMA usb modem (How to change storage mode to modem mode)

    - by user98698
    My modem isn't in the device list of usb_modeswitch.... so I cannot automatically use the modem on the ubuntu.... I found the way to change the modem from usb storage mode to modem mode and I can use my modem. But I forgot the instructions. I don't know the modem's name. It's chinese modem. But here is vendor/product id ....05 Qualcomm, Inc. Mass Storage Device and I think the target vendor/product id is ..... 05. So help me to change. I don't want to replace modem. pls. Sorry for my english....

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  • FREE Windows Azure Platform Compute and Storage through the Cloud Essentials Pack for Partners

    - by Eric Nelson
    It can be difficult to find something to look forward to in January – but this year it was a little easier as a) I got lots of great Xbox 360 games and b) the Windows Azure Platform element of the Cloud Essentials Pack for Microsoft Partner Network partners went live. I have previously explained what the Cloud Essentials Pack is and how you can access – but at the time I couldn’t share the details of the Windows Azure Platform element. The Windows Azure Platform element is now available. It gives you each month, for FREE: Windows Azure: 750 hours of extra small compute instance 25 hours of small compute instance 3GB of storage and 250,000 storage transactions SQL Azure: 1 SQL Azure Web Edition database (5GB) Windows Azure AppFabric: App Fabric with 100,000 Access Control transactions and 2 Service Bus connections Plus: Data Transfer:  3GB in and 6GB out (More details of the offer) To activate this offer You need to: Sign your company up to Microsoft Platform Ready (NB: there are other routes to get this benefit – but I know about MPR) Read about Microsoft Platform Ready Visit http://www.microsoftcloudpartner.com/ and sign up.

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