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  • Visual SVN host remotely

    - by George
    I am currently using subversion with visual SVN to manage and host my repo across my local subnet. i.e. https://WIN-NU2CCXWBFDF/svn/ How can I configure Visual SVN to host outside of my subnet, i.e. https://www.mysite.com/svn

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  • What is the result of "new int[ 0 ]"? [closed]

    - by ArunSaha
    Possible Duplicates: What does zero-sized array allocation do/mean? C++ new int[0] — will it allocate memory? int * p; p = new int[ 0 ]; What is the expected outcome when new is called for zero number of elements? Is the outcome defined or undefined? Further, is it okay to call delete [] p; on that pointer? What is the intuition/analogy to this situation of pointer to an array of zero elements? Thanks in advance. Regards, Arun

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  • data type trouble in php

    - by user225269
    I don't know why but the data type in this code makes a trouble when the id in the url starts with the number zero like this: http://localhost/exp/update.php?id=03A43 In this case the id is 03A43. And my query looks like this: mysql_select_db("school", $con); $result = mysql_query("SELECT * FROM student WHERE IDNO=".(int)$_GET['id']); ?> There is no problem in the design if the id does not start with the number zero. What might be the proper data type for numbers beginning in zero?

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  • zeroing out memory

    - by robUK
    Hello, gcc 4.4.4 c89 I am just wondering what most c programmers do when they want to zero out memory. For example I have a buffer of 1024 bytes. Sometimes I do this: char buffer[1024] = {0}; Which will zero all bytes. However, should I declare like this and use memset? char buffer[1024]; . . memset(buffer, 0, sizeof(buffer); Is there any real reason you have to zero the memory? What is the worst that can happen by not doing it? Many thanks for any suggestions,

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  • Display continious dates in Pivot Chart

    - by Douglas
    I have a set of data in a pivot table with date times and events. I've made a pivot chart with this data, and grouped the data by day and year, then display a count of events for each day. So, my horizontal axis goes from 19 March 2007 to 11 May 2010, and my vertical axis is numeric, going from zero to 140. For some days, I have zero events. These days don't seem to be shown on the horizontal axis, so 2008 is narrower than 2009. How do I display a count of zero for days with no events? I'd like my horizontal axis to be continuous, so that it does not miss any days, and every month ends up taking up the same amount of horizontal space. (This question is similar to the unanswered question here, but I'd rather not generate a table of all the days in the last x number of years just to get a smooth plot!)

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  • A good Java library for network math

    - by perilandmishap
    I'm looking for a Java library that is geared towards network math and already tested. Nothing particularly fancy, just something to hold ips and subnets, and do things like print a subnet mask or calculate whether an IP is within a given subnet. Should I roll my own, or is there already a robust library for this?

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  • Diving into OpenStack Network Architecture - Part 2 - Basic Use Cases

    - by Ronen Kofman
      rkofman Normal rkofman 4 138 2014-06-05T03:38:00Z 2014-06-05T05:04:00Z 3 2735 15596 Oracle Corporation 129 36 18295 12.00 Clean Clean false false false false EN-US X-NONE HE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:Arial; mso-bidi-theme-font:minor-bidi; mso-bidi-language:AR-SA;} In the previous post we reviewed several network components including Open vSwitch, Network Namespaces, Linux Bridges and veth pairs. In this post we will take three simple use cases and see how those basic components come together to create a complete SDN solution in OpenStack. With those three use cases we will review almost the entire network setup and see how all the pieces work together. The use cases we will use are: 1.       Create network – what happens when we create network and how can we create multiple isolated networks 2.       Launch a VM – once we have networks we can launch VMs and connect them to networks. 3.       DHCP request from a VM – OpenStack can automatically assign IP addresses to VMs. This is done through local DHCP service controlled by OpenStack Neutron. We will see how this service runs and how does a DHCP request and response look like. In this post we will show connectivity, we will see how packets get from point A to point B. We first focus on how a configured deployment looks like and only later we will discuss how and when the configuration is created. Personally I found it very valuable to see the actual interfaces and how they connect to each other through examples and hands on experiments. After the end game is clear and we know how the connectivity works, in a later post, we will take a step back and explain how Neutron configures the components to be able to provide such connectivity.  We are going to get pretty technical shortly and I recommend trying these examples on your own deployment or using the Oracle OpenStack Tech Preview. Understanding these three use cases thoroughly and how to look at them will be very helpful when trying to debug a deployment in case something does not work. Use case #1: Create Network Create network is a simple operation it can be performed from the GUI or command line. When we create a network in OpenStack the network is only available to the tenant who created it or it could be defined as “shared” and then it can be used by all tenants. A network can have multiple subnets but for this demonstration purpose and for simplicity we will assume that each network has exactly one subnet. Creating a network from the command line will look like this: # neutron net-create net1 Created a new network: +---------------------------+--------------------------------------+ | Field                     | Value                                | +---------------------------+--------------------------------------+ | admin_state_up            | True                                 | | id                        | 5f833617-6179-4797-b7c0-7d420d84040c | | name                      | net1                                 | | provider:network_type     | vlan                                 | | provider:physical_network | default                              | | provider:segmentation_id  | 1000                                 | | shared                    | False                                | | status                    | ACTIVE                               | | subnets                   |                                      | | tenant_id                 | 9796e5145ee546508939cd49ad59d51f     | +---------------------------+--------------------------------------+ Creating a subnet for this network will look like this: # neutron subnet-create net1 10.10.10.0/24 Created a new subnet: +------------------+------------------------------------------------+ | Field            | Value                                          | +------------------+------------------------------------------------+ | allocation_pools | {"start": "10.10.10.2", "end": "10.10.10.254"} | | cidr             | 10.10.10.0/24                                  | | dns_nameservers  |                                                | | enable_dhcp      | True                                           | | gateway_ip       | 10.10.10.1                                     | | host_routes      |                                                | | id               | 2d7a0a58-0674-439a-ad23-d6471aaae9bc           | | ip_version       | 4                                              | | name             |                                                | | network_id       | 5f833617-6179-4797-b7c0-7d420d84040c           | | tenant_id        | 9796e5145ee546508939cd49ad59d51f               | +------------------+------------------------------------------------+ We now have a network and a subnet, on the network topology view this looks like this: Now let’s dive in and see what happened under the hood. Looking at the control node we will discover that a new namespace was created: # ip netns list qdhcp-5f833617-6179-4797-b7c0-7d420d84040c   The name of the namespace is qdhcp-<network id> (see above), let’s look into the namespace and see what’s in it: # ip netns exec qdhcp-5f833617-6179-4797-b7c0-7d420d84040c ip addr 1: lo: <LOOPBACK,UP,LOWER_UP> mtu 65536 qdisc noqueue state UNKNOWN     link/loopback 00:00:00:00:00:00 brd 00:00:00:00:00:00     inet 127.0.0.1/8 scope host lo     inet6 ::1/128 scope host        valid_lft forever preferred_lft forever 12: tap26c9b807-7c: <BROADCAST,UP,LOWER_UP> mtu 1500 qdisc noqueue state UNKNOWN     link/ether fa:16:3e:1d:5c:81 brd ff:ff:ff:ff:ff:ff     inet 10.10.10.3/24 brd 10.10.10.255 scope global tap26c9b807-7c     inet6 fe80::f816:3eff:fe1d:5c81/64 scope link        valid_lft forever preferred_lft forever   We see two interfaces in the namespace, one is the loopback and the other one is an interface called “tap26c9b807-7c”. This interface has the IP address of 10.10.10.3 and it will also serve dhcp requests in a way we will see later. Let’s trace the connectivity of the “tap26c9b807-7c” interface from the namespace.  First stop is OVS, we see that the interface connects to bridge  “br-int” on OVS: # ovs-vsctl show 8a069c7c-ea05-4375-93e2-b9fc9e4b3ca1     Bridge "br-eth2"         Port "br-eth2"             Interface "br-eth2"                 type: internal         Port "eth2"             Interface "eth2"         Port "phy-br-eth2"             Interface "phy-br-eth2"     Bridge br-ex         Port br-ex             Interface br-ex                 type: internal     Bridge br-int         Port "int-br-eth2"             Interface "int-br-eth2"         Port "tap26c9b807-7c"             tag: 1             Interface "tap26c9b807-7c"                 type: internal         Port br-int             Interface br-int                 type: internal     ovs_version: "1.11.0"   In the picture above we have a veth pair which has two ends called “int-br-eth2” and "phy-br-eth2", this veth pair is used to connect two bridge in OVS "br-eth2" and "br-int". In the previous post we explained how to check the veth connectivity using the ethtool command. It shows that the two are indeed a pair: # ethtool -S int-br-eth2 NIC statistics:      peer_ifindex: 10 . .   #ip link . . 10: phy-br-eth2: <BROADCAST,MULTICAST,UP,LOWER_UP> mtu 1500 qdisc pfifo_fast state UP qlen 1000 . . Note that “phy-br-eth2” is connected to a bridge called "br-eth2" and one of this bridge's interfaces is the physical link eth2. This means that the network which we have just created has created a namespace which is connected to the physical interface eth2. eth2 is the “VM network” the physical interface where all the virtual machines connect to where all the VMs are connected. About network isolation: OpenStack supports creation of multiple isolated networks and can use several mechanisms to isolate the networks from one another. The isolation mechanism can be VLANs, VxLANs or GRE tunnels, this is configured as part of the initial setup in our deployment we use VLANs. When using VLAN tagging as an isolation mechanism a VLAN tag is allocated by Neutron from a pre-defined VLAN tags pool and assigned to the newly created network. By provisioning VLAN tags to the networks Neutron allows creation of multiple isolated networks on the same physical link.  The big difference between this and other platforms is that the user does not have to deal with allocating and managing VLANs to networks. The VLAN allocation and provisioning is handled by Neutron which keeps track of the VLAN tags, and responsible for allocating and reclaiming VLAN tags. In the example above net1 has the VLAN tag 1000, this means that whenever a VM is created and connected to this network the packets from that VM will have to be tagged with VLAN tag 1000 to go on this particular network. This is true for namespace as well, if we would like to connect a namespace to a particular network we have to make sure that the packets to and from the namespace are correctly tagged when they reach the VM network. In the example above we see that the namespace interface “tap26c9b807-7c” has vlan tag 1 assigned to it, if we examine OVS we see that it has flows which modify VLAN tag 1 to VLAN tag 1000 when a packet goes to the VM network on eth2 and vice versa. We can see this using the dump-flows command on OVS for packets going to the VM network we see the modification done on br-eth2: #  ovs-ofctl dump-flows br-eth2 NXST_FLOW reply (xid=0x4):  cookie=0x0, duration=18669.401s, table=0, n_packets=857, n_bytes=163350, idle_age=25, priority=4,in_port=2,dl_vlan=1 actions=mod_vlan_vid:1000,NORMAL  cookie=0x0, duration=165108.226s, table=0, n_packets=14, n_bytes=1000, idle_age=5343, hard_age=65534, priority=2,in_port=2 actions=drop  cookie=0x0, duration=165109.813s, table=0, n_packets=1671, n_bytes=213304, idle_age=25, hard_age=65534, priority=1 actions=NORMAL   For packets coming from the interface to the namespace we see the following modification: #  ovs-ofctl dump-flows br-int NXST_FLOW reply (xid=0x4):  cookie=0x0, duration=18690.876s, table=0, n_packets=1610, n_bytes=210752, idle_age=1, priority=3,in_port=1,dl_vlan=1000 actions=mod_vlan_vid:1,NORMAL  cookie=0x0, duration=165130.01s, table=0, n_packets=75, n_bytes=3686, idle_age=4212, hard_age=65534, priority=2,in_port=1 actions=drop  cookie=0x0, duration=165131.96s, table=0, n_packets=863, n_bytes=160727, idle_age=1, hard_age=65534, priority=1 actions=NORMAL   To summarize we can see that when a user creates a network Neutron creates a namespace and this namespace is connected through OVS to the “VM network”. OVS also takes care of tagging the packets from the namespace to the VM network with the correct VLAN tag and knows to modify the VLAN for packets coming from VM network to the namespace. Now let’s see what happens when a VM is launched and how it is connected to the “VM network”. Use case #2: Launch a VM Launching a VM can be done from Horizon or from the command line this is how we do it from Horizon: Attach the network: And Launch Once the virtual machine is up and running we can see the associated IP using the nova list command : # nova list +--------------------------------------+--------------+--------+------------+-------------+-----------------+ | ID                                   | Name         | Status | Task State | Power State | Networks        | +--------------------------------------+--------------+--------+------------+-------------+-----------------+ | 3707ac87-4f5d-4349-b7ed-3a673f55e5e1 | Oracle Linux | ACTIVE | None       | Running     | net1=10.10.10.2 | +--------------------------------------+--------------+--------+------------+-------------+-----------------+ The nova list command shows us that the VM is running and that the IP 10.10.10.2 is assigned to this VM. Let’s trace the connectivity from the VM to VM network on eth2 starting with the VM definition file. The configuration files of the VM including the virtual disk(s), in case of ephemeral storage, are stored on the compute node at/var/lib/nova/instances/<instance-id>/. Looking into the VM definition file ,libvirt.xml,  we see that the VM is connected to an interface called “tap53903a95-82” which is connected to a Linux bridge called “qbr53903a95-82”: <interface type="bridge">       <mac address="fa:16:3e:fe:c7:87"/>       <source bridge="qbr53903a95-82"/>       <target dev="tap53903a95-82"/>     </interface>   Looking at the bridge using the brctl show command we see this: # brctl show bridge name     bridge id               STP enabled     interfaces qbr53903a95-82          8000.7e7f3282b836       no              qvb53903a95-82                                                         tap53903a95-82    The bridge has two interfaces, one connected to the VM (“tap53903a95-82 “) and another one ( “qvb53903a95-82”) connected to “br-int” bridge on OVS: # ovs-vsctl show 83c42f80-77e9-46c8-8560-7697d76de51c     Bridge "br-eth2"         Port "br-eth2"             Interface "br-eth2"                 type: internal         Port "eth2"             Interface "eth2"         Port "phy-br-eth2"             Interface "phy-br-eth2"     Bridge br-int         Port br-int             Interface br-int                 type: internal         Port "int-br-eth2"             Interface "int-br-eth2"         Port "qvo53903a95-82"             tag: 3             Interface "qvo53903a95-82"     ovs_version: "1.11.0"   As we showed earlier “br-int” is connected to “br-eth2” on OVS using the veth pair int-br-eth2,phy-br-eth2 and br-eth2 is connected to the physical interface eth2. The whole flow end to end looks like this: VM è tap53903a95-82 (virtual interface)è qbr53903a95-82 (Linux bridge) è qvb53903a95-82 (interface connected from Linux bridge to OVS bridge br-int) è int-br-eth2 (veth one end) è phy-br-eth2 (veth the other end) è eth2 physical interface. The purpose of the Linux Bridge connecting to the VM is to allow security group enforcement with iptables. Security groups are enforced at the edge point which are the interface of the VM, since iptables nnot be applied to OVS bridges we use Linux bridge to apply them. In the future we hope to see this Linux Bridge going away rules.  VLAN tags: As we discussed in the first use case net1 is using VLAN tag 1000, looking at OVS above we see that qvo41f1ebcf-7c is tagged with VLAN tag 3. The modification from VLAN tag 3 to 1000 as we go to the physical network is done by OVS  as part of the packet flow of br-eth2 in the same way we showed before. To summarize, when a VM is launched it is connected to the VM network through a chain of elements as described here. During the packet from VM to the network and back the VLAN tag is modified. Use case #3: Serving a DHCP request coming from the virtual machine In the previous use cases we have shown that both the namespace called dhcp-<some id> and the VM end up connecting to the physical interface eth2  on their respective nodes, both will tag their packets with VLAN tag 1000.We saw that the namespace has an interface with IP of 10.10.10.3. Since the VM and the namespace are connected to each other and have interfaces on the same subnet they can ping each other, in this picture we see a ping from the VM which was assigned 10.10.10.2 to the namespace: The fact that they are connected and can ping each other can become very handy when something doesn’t work right and we need to isolate the problem. In such case knowing that we should be able to ping from the VM to the namespace and back can be used to trace the disconnect using tcpdump or other monitoring tools. To serve DHCP requests coming from VMs on the network Neutron uses a Linux tool called “dnsmasq”,this is a lightweight DNS and DHCP service you can read more about it here. If we look at the dnsmasq on the control node with the ps command we see this: dnsmasq --no-hosts --no-resolv --strict-order --bind-interfaces --interface=tap26c9b807-7c --except-interface=lo --pid-file=/var/lib/neutron/dhcp/5f833617-6179-4797-b7c0-7d420d84040c/pid --dhcp-hostsfile=/var/lib/neutron/dhcp/5f833617-6179-4797-b7c0-7d420d84040c/host --dhcp-optsfile=/var/lib/neutron/dhcp/5f833617-6179-4797-b7c0-7d420d84040c/opts --leasefile-ro --dhcp-range=tag0,10.10.10.0,static,120s --dhcp-lease-max=256 --conf-file= --domain=openstacklocal The service connects to the tap interface in the namespace (“--interface=tap26c9b807-7c”), If we look at the hosts file we see this: # cat  /var/lib/neutron/dhcp/5f833617-6179-4797-b7c0-7d420d84040c/host fa:16:3e:fe:c7:87,host-10-10-10-2.openstacklocal,10.10.10.2   If you look at the console output above you can see the MAC address fa:16:3e:fe:c7:87 which is the VM MAC. This MAC address is mapped to IP 10.10.10.2 and so when a DHCP request comes with this MAC dnsmasq will return the 10.10.10.2.If we look into the namespace at the time we initiate a DHCP request from the VM (this can be done by simply restarting the network service in the VM) we see the following: # ip netns exec qdhcp-5f833617-6179-4797-b7c0-7d420d84040c tcpdump -n 19:27:12.191280 IP 0.0.0.0.bootpc > 255.255.255.255.bootps: BOOTP/DHCP, Request from fa:16:3e:fe:c7:87, length 310 19:27:12.191666 IP 10.10.10.3.bootps > 10.10.10.2.bootpc: BOOTP/DHCP, Reply, length 325   To summarize, the DHCP service is handled by dnsmasq which is configured by Neutron to listen to the interface in the DHCP namespace. Neutron also configures dnsmasq with the combination of MAC and IP so when a DHCP request comes along it will receive the assigned IP. Summary In this post we relied on the components described in the previous post and saw how network connectivity is achieved using three simple use cases. These use cases gave a good view of the entire network stack and helped understand how an end to end connection is being made between a VM on a compute node and the DHCP namespace on the control node. One conclusion we can draw from what we saw here is that if we launch a VM and it is able to perform a DHCP request and receive a correct IP then there is reason to believe that the network is working as expected. We saw that a packet has to travel through a long list of components before reaching its destination and if it has done so successfully this means that many components are functioning properly. In the next post we will look at some more sophisticated services Neutron supports and see how they work. We will see that while there are some more components involved for the most part the concepts are the same. @RonenKofman

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  • How to configure multiple iSCSI Portal Groups on a EqualLogic PS6100?

    - by kce
    I am working on a migration from a VMware vSphere environment to a Hyper-V Cluster utilizing Windows Server 2012 R2. The setup is pretty small, an EqualLogic PS6100e and two Dell PowerConnect 5424 switches and handful of R710s and R620s. The SAN was configured as a non-RFC1918 network that is not assigned to our organization and since I am working on building a new virtualization environment I figured that this would be an appropriate time to do a subnet migration. I configured a separate VLAN and subnet on the switches and the two previously unused NICs on the PS6100's controllers. At this time I only have a single Hyper-V host cabled in but I can successfully ping the PS6100 from the host. From the PS6100 I can ping each of the four NICs that currently on the storage network. I cannot connect the Microsoft iSCSI Initiator to the Target. I have successfully added the Target Portals (the IP addresses of PS6100 NICs) and the Targets are discovered but listed as inactive. If I try to Connect to them I get the following error, "Log onto Target - Connection Failed" and ISCSIPrt 1 and 70 events are recorded in the Event Log. I have verified that access control to the volume is not the problem by temporarily disabling it. I suspect the problem is with the Portal Group IP address which is still listed as Group Address of old subnet (I know, I know I might be committing the sin of the X/Y problem but everything else looks good): RFC3720 has this to say about Network Portal and Portal Groups: Network Portal: The Network Portal is a component of a Network Entity that has a TCP/IP network address and that may be used by an iSCSI Node within that Network Entity for the connection(s) within one of its iSCSI sessions. A Network Portal in an initiator is identified by its IP address. A Network Portal in a target is identified by its IP address and its listening TCP port. Portal Groups: iSCSI supports multiple connections within the same session; some implementations will have the ability to combine connections in a session across multiple Network Portals. A Portal Group defines a set of Network Portals within an iSCSI Network Entity that collectively supports the capability of coordinating a session with connections spanning these portals. Not all Network Portals within a Portal Group need participate in every session connected through that Portal Group. One or more Portal Groups may provide access to an iSCSI Node. Each Network Portal, as utilized by a given iSCSI Node, belongs to exactly one portal group within that node. The EqualLogic Group Manager documentation has this to say about the Group IP Address: You use the group IP address as the iSCSI discovery address when connecting initiators to iSCSI targets in the group. If you modify the group IP address, you might need to change your initiator configuration to use the new discovery address Changing the group IP address disconnects any iSCSI connections to the group and any administrators logged in to the group through the group IP address. Which sounds equivalent to me (I am following up with support to confirm). I think a reasonable explanation at this point is that the Initiator can't complete the connection to the Target because the Group IP Address / Network Portal is on a different subnet. I really want to avoid a cutover and would prefer to run both subnets side-by-side until I can install and configure each Hyper-V host. Question/s: Is my assessment at all reasonable? Is it possible to configure multiple Group IP Addresses on the EqualLogic PS6100? I don't want to just change it as it will disconnect the remaining ESXi hosts. Am I just Doing It Wrong(TM)?

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  • OpenVPN not connecting

    - by LandArch
    There have been a number of post similar to this, but none seem to satisfy my need. Plus I am a Ubuntu newbie. I followed this tutorial to completely set up OpenVPN on Ubuntu 12.04 server. Here is my server.conf file ################################################# # Sample OpenVPN 2.0 config file for # # multi-client server. # # # # This file is for the server side # # of a many-clients <-> one-server # # OpenVPN configuration. # # # # OpenVPN also supports # # single-machine <-> single-machine # # configurations (See the Examples page # # on the web site for more info). # # # # This config should work on Windows # # or Linux/BSD systems. Remember on # # Windows to quote pathnames and use # # double backslashes, e.g.: # # "C:\\Program Files\\OpenVPN\\config\\foo.key" # # # # Comments are preceded with '#' or ';' # ################################################# # Which local IP address should OpenVPN # listen on? (optional) local 192.168.13.8 # Which TCP/UDP port should OpenVPN listen on? # If you want to run multiple OpenVPN instances # on the same machine, use a different port # number for each one. You will need to # open up this port on your firewall. port 1194 # TCP or UDP server? proto tcp ;proto udp # "dev tun" will create a routed IP tunnel, # "dev tap" will create an ethernet tunnel. # Use "dev tap0" if you are ethernet bridging # and have precreated a tap0 virtual interface # and bridged it with your ethernet interface. # If you want to control access policies # over the VPN, you must create firewall # rules for the the TUN/TAP interface. # On non-Windows systems, you can give # an explicit unit number, such as tun0. # On Windows, use "dev-node" for this. # On most systems, the VPN will not function # unless you partially or fully disable # the firewall for the TUN/TAP interface. dev tap0 up "/etc/openvpn/up.sh br0" down "/etc/openvpn/down.sh br0" ;dev tun # Windows needs the TAP-Win32 adapter name # from the Network Connections panel if you # have more than one. On XP SP2 or higher, # you may need to selectively disable the # Windows firewall for the TAP adapter. # Non-Windows systems usually don't need this. ;dev-node MyTap # SSL/TLS root certificate (ca), certificate # (cert), and private key (key). Each client # and the server must have their own cert and # key file. The server and all clients will # use the same ca file. # # See the "easy-rsa" directory for a series # of scripts for generating RSA certificates # and private keys. Remember to use # a unique Common Name for the server # and each of the client certificates. # # Any X509 key management system can be used. # OpenVPN can also use a PKCS #12 formatted key file # (see "pkcs12" directive in man page). ca "/etc/openvpn/ca.crt" cert "/etc/openvpn/server.crt" key "/etc/openvpn/server.key" # This file should be kept secret # Diffie hellman parameters. # Generate your own with: # openssl dhparam -out dh1024.pem 1024 # Substitute 2048 for 1024 if you are using # 2048 bit keys. dh dh1024.pem # Configure server mode and supply a VPN subnet # for OpenVPN to draw client addresses from. # The server will take 10.8.0.1 for itself, # the rest will be made available to clients. # Each client will be able to reach the server # on 10.8.0.1. Comment this line out if you are # ethernet bridging. See the man page for more info. ;server 10.8.0.0 255.255.255.0 # Maintain a record of client <-> virtual IP address # associations in this file. If OpenVPN goes down or # is restarted, reconnecting clients can be assigned # the same virtual IP address from the pool that was # previously assigned. ifconfig-pool-persist ipp.txt # Configure server mode for ethernet bridging. # You must first use your OS's bridging capability # to bridge the TAP interface with the ethernet # NIC interface. Then you must manually set the # IP/netmask on the bridge interface, here we # assume 10.8.0.4/255.255.255.0. Finally we # must set aside an IP range in this subnet # (start=10.8.0.50 end=10.8.0.100) to allocate # to connecting clients. Leave this line commented # out unless you are ethernet bridging. server-bridge 192.168.13.101 255.255.255.0 192.168.13.105 192.168.13.200 # Configure server mode for ethernet bridging # using a DHCP-proxy, where clients talk # to the OpenVPN server-side DHCP server # to receive their IP address allocation # and DNS server addresses. You must first use # your OS's bridging capability to bridge the TAP # interface with the ethernet NIC interface. # Note: this mode only works on clients (such as # Windows), where the client-side TAP adapter is # bound to a DHCP client. ;server-bridge # Push routes to the client to allow it # to reach other private subnets behind # the server. Remember that these # private subnets will also need # to know to route the OpenVPN client # address pool (10.8.0.0/255.255.255.0) # back to the OpenVPN server. push "route 192.168.13.1 255.255.255.0" push "dhcp-option DNS 192.168.13.201" push "dhcp-option DOMAIN blahblah.dyndns-wiki.com" ;push "route 192.168.20.0 255.255.255.0" # To assign specific IP addresses to specific # clients or if a connecting client has a private # subnet behind it that should also have VPN access, # use the subdirectory "ccd" for client-specific # configuration files (see man page for more info). # EXAMPLE: Suppose the client # having the certificate common name "Thelonious" # also has a small subnet behind his connecting # machine, such as 192.168.40.128/255.255.255.248. # First, uncomment out these lines: ;client-config-dir ccd ;route 192.168.40.128 255.255.255.248 # Then create a file ccd/Thelonious with this line: # iroute 192.168.40.128 255.255.255.248 # This will allow Thelonious' private subnet to # access the VPN. This example will only work # if you are routing, not bridging, i.e. you are # using "dev tun" and "server" directives. # EXAMPLE: Suppose you want to give # Thelonious a fixed VPN IP address of 10.9.0.1. # First uncomment out these lines: ;client-config-dir ccd ;route 10.9.0.0 255.255.255.252 # Then add this line to ccd/Thelonious: # ifconfig-push 10.9.0.1 10.9.0.2 # Suppose that you want to enable different # firewall access policies for different groups # of clients. There are two methods: # (1) Run multiple OpenVPN daemons, one for each # group, and firewall the TUN/TAP interface # for each group/daemon appropriately. # (2) (Advanced) Create a script to dynamically # modify the firewall in response to access # from different clients. See man # page for more info on learn-address script. ;learn-address ./script # If enabled, this directive will configure # all clients to redirect their default # network gateway through the VPN, causing # all IP traffic such as web browsing and # and DNS lookups to go through the VPN # (The OpenVPN server machine may need to NAT # or bridge the TUN/TAP interface to the internet # in order for this to work properly). ;push "redirect-gateway def1 bypass-dhcp" # Certain Windows-specific network settings # can be pushed to clients, such as DNS # or WINS server addresses. CAVEAT: # http://openvpn.net/faq.html#dhcpcaveats # The addresses below refer to the public # DNS servers provided by opendns.com. ;push "dhcp-option DNS 208.67.222.222" ;push "dhcp-option DNS 208.67.220.220" # Uncomment this directive to allow different # clients to be able to "see" each other. # By default, clients will only see the server. # To force clients to only see the server, you # will also need to appropriately firewall the # server's TUN/TAP interface. ;client-to-client # Uncomment this directive if multiple clients # might connect with the same certificate/key # files or common names. This is recommended # only for testing purposes. For production use, # each client should have its own certificate/key # pair. # # IF YOU HAVE NOT GENERATED INDIVIDUAL # CERTIFICATE/KEY PAIRS FOR EACH CLIENT, # EACH HAVING ITS OWN UNIQUE "COMMON NAME", # UNCOMMENT THIS LINE OUT. ;duplicate-cn # The keepalive directive causes ping-like # messages to be sent back and forth over # the link so that each side knows when # the other side has gone down. # Ping every 10 seconds, assume that remote # peer is down if no ping received during # a 120 second time period. keepalive 10 120 # For extra security beyond that provided # by SSL/TLS, create an "HMAC firewall" # to help block DoS attacks and UDP port flooding. # # Generate with: # openvpn --genkey --secret ta.key # # The server and each client must have # a copy of this key. # The second parameter should be '0' # on the server and '1' on the clients. ;tls-auth ta.key 0 # This file is secret # Select a cryptographic cipher. # This config item must be copied to # the client config file as well. ;cipher BF-CBC # Blowfish (default) ;cipher AES-128-CBC # AES ;cipher DES-EDE3-CBC # Triple-DES # Enable compression on the VPN link. # If you enable it here, you must also # enable it in the client config file. comp-lzo # The maximum number of concurrently connected # clients we want to allow. ;max-clients 100 # It's a good idea to reduce the OpenVPN # daemon's privileges after initialization. # # You can uncomment this out on # non-Windows systems. user nobody group nogroup # The persist options will try to avoid # accessing certain resources on restart # that may no longer be accessible because # of the privilege downgrade. persist-key persist-tun # Output a short status file showing # current connections, truncated # and rewritten every minute. status openvpn-status.log # By default, log messages will go to the syslog (or # on Windows, if running as a service, they will go to # the "\Program Files\OpenVPN\log" directory). # Use log or log-append to override this default. # "log" will truncate the log file on OpenVPN startup, # while "log-append" will append to it. Use one # or the other (but not both). ;log openvpn.log ;log-append openvpn.log # Set the appropriate level of log # file verbosity. # # 0 is silent, except for fatal errors # 4 is reasonable for general usage # 5 and 6 can help to debug connection problems # 9 is extremely verbose verb 3 # Silence repeating messages. At most 20 # sequential messages of the same message # category will be output to the log. ;mute 20 I am using Windows 7 as the Client and set that up accordingly using the OpenVPN GUI. That conf file is as follows: ############################################## # Sample client-side OpenVPN 2.0 config file # # for connecting to multi-client server. # # # # This configuration can be used by multiple # # clients, however each client should have # # its own cert and key files. # # # # On Windows, you might want to rename this # # file so it has a .ovpn extension # ############################################## # Specify that we are a client and that we # will be pulling certain config file directives # from the server. client # Use the same setting as you are using on # the server. # On most systems, the VPN will not function # unless you partially or fully disable # the firewall for the TUN/TAP interface. dev tap0 up "/etc/openvpn/up.sh br0" down "/etc/openvpn/down.sh br0" ;dev tun # Windows needs the TAP-Win32 adapter name # from the Network Connections panel # if you have more than one. On XP SP2, # you may need to disable the firewall # for the TAP adapter. ;dev-node MyTap # Are we connecting to a TCP or # UDP server? Use the same setting as # on the server. proto tcp ;proto udp # The hostname/IP and port of the server. # You can have multiple remote entries # to load balance between the servers. blahblah.dyndns-wiki.com 1194 ;remote my-server-2 1194 # Choose a random host from the remote # list for load-balancing. Otherwise # try hosts in the order specified. ;remote-random # Keep trying indefinitely to resolve the # host name of the OpenVPN server. Very useful # on machines which are not permanently connected # to the internet such as laptops. resolv-retry infinite # Most clients don't need to bind to # a specific local port number. nobind # Downgrade privileges after initialization (non-Windows only) user nobody group nobody # Try to preserve some state across restarts. persist-key persist-tun # If you are connecting through an # HTTP proxy to reach the actual OpenVPN # server, put the proxy server/IP and # port number here. See the man page # if your proxy server requires # authentication. ;http-proxy-retry # retry on connection failures ;http-proxy [proxy server] [proxy port #] # Wireless networks often produce a lot # of duplicate packets. Set this flag # to silence duplicate packet warnings. ;mute-replay-warnings # SSL/TLS parms. # See the server config file for more # description. It's best to use # a separate .crt/.key file pair # for each client. A single ca # file can be used for all clients. ca "C:\\Program Files\OpenVPN\config\\ca.crt" cert "C:\\Program Files\OpenVPN\config\\ChadMWade-THINK.crt" key "C:\\Program Files\OpenVPN\config\\ChadMWade-THINK.key" # Verify server certificate by checking # that the certicate has the nsCertType # field set to "server". This is an # important precaution to protect against # a potential attack discussed here: # http://openvpn.net/howto.html#mitm # # To use this feature, you will need to generate # your server certificates with the nsCertType # field set to "server". The build-key-server # script in the easy-rsa folder will do this. ns-cert-type server # If a tls-auth key is used on the server # then every client must also have the key. ;tls-auth ta.key 1 # Select a cryptographic cipher. # If the cipher option is used on the server # then you must also specify it here. ;cipher x # Enable compression on the VPN link. # Don't enable this unless it is also # enabled in the server config file. comp-lzo # Set log file verbosity. verb 3 # Silence repeating messages ;mute 20 Not sure whats left to do.

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  • Fixing Robocopy for SQL Server Jobs

    - by Most Valuable Yak (Rob Volk)
    Robocopy is one of, if not the, best life-saving/greatest-thing-since-sliced-bread command line utilities ever to come from Microsoft.  If you're not using it already, what are you waiting for? Of course, being a Microsoft product, it's not exactly perfect. ;)  Specifically, it sets the ERRORLEVEL to a non-zero value even if the copy is successful.  This causes a problem in SQL Server job steps, since non-zero ERRORLEVELs report as failed. You can work around this by having your SQL job go to the next step on failure, but then you can't determine if there was a genuine error.  Plus you still see annoying red X's in your job history.  One way I've found to avoid this is to use a batch file that runs Robocopy, and I add some commands after it (in red): robocopy d:\backups \\BackupServer\BackupFolder *.bak rem suppress successful robocopy exit statuses, only report genuine errors (bitmask 16 and 8 settings)set/A errlev="%ERRORLEVEL% & 24" rem exit batch file with errorlevel so SQL job can succeed or fail appropriatelyexit/B %errlev% (The REM statements are simply comments and don't need to be included in the batch file) The SET command lets you use expressions when you use the /A switch.  So I set an environment variable "errlev" to a bitwise AND with the ERRORLEVEL value. Robocopy's exit codes use a bitmap/bitmask to specify its exit status.  The bits for 1, 2, and 4 do not indicate any kind of failure, but 8 and 16 do.  So by adding 16 + 8 to get 24, and doing a bitwise AND, I suppress any of the other bits that might be set, and allow either or both of the error bits to pass. The next step is to use the EXIT command with the /B switch to set a new ERRORLEVEL value, using the "errlev" variable.  This will now return zero (unless Robocopy had real errors) and allow your SQL job step to report success. This technique should also work for other command-line utilities.  The only issues I've found is that it requires the commands to be part of a batch file, so if you use Robocopy directly in your SQL job step you'd need to place it in a batch.  If you also have multiple Robocopy calls, you'll need to place the SET/A command ONLY after the last one.  You'd therefore lose any errors from previous calls, unless you use multiple "errlev" variables and AND them together. (I'll leave this as an exercise for the reader) The SET/A syntax also permits other kinds of expressions to be calculated.  You can get a full list by running "SET /?" on a command prompt.

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  • Replacing “if”s with your own number system

    - by Michael Williamson
    During our second code retreat at Red Gate, the restriction for one of the sessions was disallowing the use of if statements. That includes other constructs that have the same effect, such as switch statements or loops that will only be executed zero or one times. The idea is to encourage use of polymorphism instead, and see just how far it can be used to get rid of “if”s. The main place where people struggled to get rid of numbers from their implementation of Conway’s Game of Life was the piece of code that decides whether a cell is live or dead in the next generation. For instance, for a cell that’s currently live, the code might look something like this: if (numberOfNeighbours == 2 || numberOfNeighbours == 3) { return CellState.LIVE; } else { return CellState.DEAD; } The problem is that we need to change behaviour depending on the number of neighbours each cell has, but polymorphism only allows us to switch behaviour based on the type of a value. It follows that the solution is to make different numbers have different types: public interface IConwayNumber { IConwayNumber Increment(); CellState LiveCellNextGeneration(); } public class Zero : IConwayNumber { public IConwayNumber Increment() { return new One(); } public CellState LiveCellNextGeneration() { return CellState.DEAD; } } public class One : IConwayNumber { public IConwayNumber Increment() { return new Two(); } public CellState LiveCellNextGeneration() { return CellState.LIVE; } } public class Two : IConwayNumber { public IConwayNumber Increment() { return new ThreeOrMore(); } public CellState LiveCellNextGeneration() { return CellState.LIVE; } } public class ThreeOrMore : IConwayNumber { public IConwayNumber Increment() { return this; } public CellState LiveCellNextGeneration() { return CellState.DEAD; } } In the code that counts the number of neighbours, we use our new number system by starting with Zero and incrementing when we find a neighbour. To choose the next state of the cell, rather than inspecting the number of neighbours, we ask the number of neighbours for the next state directly: return numberOfNeighbours.LiveCellNextGeneration(); And now we have no “if”s! If C# had double-dispatch, or if we used the visitor pattern, we could move the logic for choosing the next cell out of the number classes, which might feel a bit more natural. I suspect that reimplementing the natural numbers is still going to feel about the same amount of crazy though.

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  • What Every Developer Should Know About MSI Components

    - by Alois Kraus
    Hopefully nothing. But if you have to do more than simple XCopy deployment and you need to support updates, upgrades and perhaps side by side scenarios there is no way around MSI. You can create Msi files with a Visual Studio Setup project which is severely limited or you can use the Windows Installer Toolset. I cannot talk about WIX with my German colleagues because WIX has a very special meaning. It is funny to always use the long name when I talk about deployment possibilities. Alternatively you can buy commercial tools which help you to author Msi files but I am not sure how good they are. Given enough pain with existing solutions you can also learn the MSI Apis and create your own packaging solution. If I were you I would use either a commercial visual tool when you do easy deployments or use the free Windows Installer Toolset. Once you know the WIX schema you can create well formed wix xml files easily with any editor. Then you can “compile” from the wxs files your Msi package. Recently I had the “pleasure” to get my hands dirty with C++ (again) and the MSI technology. Installation is a complex topic but after several month of digging into arcane MSI issues I can safely say that there should exist an easier way to install and update files as today. I am not alone with this statement as John Robbins (creator of the cool tool Paraffin) states: “.. It's a brittle and scary API in Windows …”. To help other people struggling with installation issues I present you the advice I (and others) found useful and what will happen if you ignore this advice. What is a MSI file? A MSI file is basically a database with tables which reference each other to control how your un/installation should work. The basic idea is that you declare via these tables what you want to install and MSI controls the how to get your stuff onto or off your machine. Your “stuff” consists usually of files, registry keys, shortcuts and environment variables. Therefore the most important tables are File, Registry, Environment and Shortcut table which define what will be un/installed. The key to master MSI is that every resource (file, registry key ,…) is associated with a MSI component. The actual payload consists of compressed files in the CAB format which can either be embedded into the MSI file or reside beside the MSI file or in a subdirectory below it. To examine MSI files you need Orca a free MSI editor provided by MS. There is also another free editor called Super Orca which does support diffs between MSI and it does not lock the MSI files. But since Orca comes with a shell extension I tend to use only Orca because it is so easy to right click on a MSI file and open it with this tool. How Do I Install It? Double click it. This does work for fresh installations as well as major upgrades. Updates need to be installed via the command line via msiexec /i <msi> REINSTALL=ALL REINSTALLMODE=vomus   This tells the installer to reinstall all already installed features (new features will NOT be installed). The reinstallmode letters do force an overwrite of the old cached package in the %WINDIR%\Installer folder. All files, shortcuts and registry keys are redeployed if they are missing or need to be replaced with a newer version. When things did go really wrong and you want to overwrite everything unconditionally use REINSTALLMODE=vamus. How To Enable MSI Logs? You can download a MSI from Microsoft which installs some registry keys to enable full MSI logging. The log files can be found in your %TEMP% folder and are called MSIxxxx.log. Alternatively you can add to your msiexec command line the option msiexec …. /l*vx <LogFileName> Personally I find it rather strange that * does not mean full logging. To really get all logs I need to add v and x which is documented in the msiexec help but I still find this behavior unintuitive. What are MSI components? The whole MSI logic is bound to the concept of MSI components. Nearly every msi table has a Component column which binds an installable resource to a component. Below are the screenshots of the FeatureComponents and Component table of an example MSI. The Feature table defines basically the feature hierarchy.  To find out what belongs to a feature you need to look at the FeatureComponents table where for each feature the components are listed which will be installed when a feature is installed. The MSI components are defined in the  Component table. This table has as first column the component name and as second column the component id which is a GUID. All resources you want to install belong to a MSI component. Therefore nearly all MSI tables have a Component_ column which contains the component name. If you look e.g. a the File table you see that every file belongs to a component which is true for all other tables which install resources. The component table is the glue between all other tables which contain the resources you want to install. So far so easy. Why is MSI then so complex? Most MSI problems arise from the fact that you did violate a MSI component rule in one or the other way. When you install a feature the reference count for all components belonging to this feature will increase by one. If your component is installed by more than one feature it will get a higher refcount. When you uninstall a feature its refcount will drop by one. Interesting things happen if the component reference count reaches zero: Then all associated resources will be deleted. That looks like a reasonable thing and it is. What it makes complex are the strange component rules you have to follow. Below are some important component rules from the Tao of the Windows Installer … Rule 16: Follow Component Rules Components are a very important part of the Installer technology. They are the means whereby the Installer manages the resources that make up your application. The SDK provides the following guidelines for creating components in your package: Never create two components that install a resource under the same name and target location. If a resource must be duplicated in multiple components, change its name or target location in each component. This rule should be applied across applications, products, product versions, and companies. Two components must not have the same key path file. This is a consequence of the previous rule. The key path value points to a particular file or folder belonging to the component that the installer uses to detect the component. If two components had the same key path file, the installer would be unable to distinguish which component is installed. Two components however may share a key path folder. Do not create a version of a component that is incompatible with all previous versions of the component. This rule should be applied across applications, products, product versions, and companies. Do not create components containing resources that will need to be installed into more than one directory on the user’s system. The installer installs all of the resources in a component into the same directory. It is not possible to install some resources into subdirectories. Do not include more than one COM server per component. If a component contains a COM server, this must be the key path for the component. Do not specify more than one file per component as a target for the Start menu or a Desktop shortcut. … And these rules do not even talk about component ids, update packages and upgrades which you need to understand as well. Lets suppose you install two MSIs (MSI1 and MSI2) which have the same ComponentId but different component names. Both do install the same file. What will happen when you uninstall MSI2?   Hm the file should stay there. But the component names are different. Yes and yes. But MSI uses not use the component name as key for the refcount. Instead the ComponentId column of the Component table which contains a GUID is used as identifier under which the refcount is stored. The components Comp1 and Comp2 are identical from the MSI perspective. After the installation of both MSIs the Component with the Id {100000….} has a refcount of two. After uninstallation of one MSI there is still a refcount of one which drops to zero just as expected when we uninstall the last msi. Then the file which was the same for both MSIs is deleted. You should remember that MSI keeps a refcount across MSIs for components with the same component id. MSI does manage components not the resources you did install. The resources associated with a component are then and only then deleted when the refcount of the component reaches zero.   The dependencies between features, components and resources can be described as relations. m,k are numbers >= 1, n can be 0. Inside a MSI the following relations are valid Feature    1  –> n Components Component    1 –> m Features Component      1  –>  k Resources These relations express that one feature can install several components and features can share components between them. Every (meaningful) component will install at least one resource which means that its name (primary key to stay in database speak) does occur in some other table in the Component column as value which installs some resource. Lets make it clear with an example. We want to install with the feature MainFeature some files a registry key and a shortcut. We can then create components Comp1..3 which are referenced by the resources defined in the corresponding tables.   Feature Component Registry File Shortcuts MainFeature Comp1 RegistryKey1     MainFeature Comp2   File.txt   MainFeature Comp3   File2.txt Shortcut to File2.txt   It is illegal that the same resource is part of more than one component since this would break the refcount mechanism. Lets illustrate this:            Feature ComponentId Resource Reference Count Feature1 {1000-…} File1.txt 1 Feature2 {2000-….} File1.txt 1 The installation part works well but what happens when you uninstall Feature2? Component {20000…} gets a refcount of zero where MSI deletes all resources belonging to this component. In this case File1.txt will be deleted. But Feature1 still has another component {10000…} with a refcount of one which means that the file was deleted too early. You just have ruined your installation. To fix it you then need to click on the Repair button under Add/Remove Programs to let MSI reinstall any missing registry keys, files or shortcuts. The vigilant reader might has noticed that there is more in the Component table. Beside its name and GUID it has also an installation directory, attributes and a KeyPath. The KeyPath is a reference to a file or registry key which is used to detect if the component is already installed. This becomes important when you repair or uninstall a component. To find out if the component is already installed MSI checks if the registry key or file referenced by the KeyPath property does exist. When it does not exist it assumes that it was either already uninstalled (can lead to problems during uninstall) or that it is already installed and all is fine. Why is this detail so important? Lets put all files into one component. The KeyPath should be then one of the files of your component to check if it was installed or not. When your installation becomes corrupt because a file was deleted you cannot repair it with the Repair button under Add/Remove Programs because MSI checks the component integrity via the Resource referenced by its KeyPath. As long as you did not delete the KeyPath file MSI thinks all resources with your component are installed and never executes any repair action. You get even more trouble when you try to remove files during an upgrade (you cannot remove files during an update) from your super component which contains all files. The only way out and therefore best practice is to assign for every resource you want to install an extra component. This ensures painless updatability and repairs and you have much less effort to remove specific files during an upgrade. In effect you get this best practice relation Feature 1  –> n Components Component   1  –>  1 Resources MSI Component Rules Rule 1 – One component per resource Every resource you want to install (file, registry key, value, environment value, shortcut, directory, …) must get its own component which does never change between versions as long as the install location is the same. Penalty If you add more than one resources to a component you will break the repair capability of MSI because the KeyPath is used to check if the component needs repair. MSI ComponentId Files MSI 1.0 {1000} File1-5 MSI 2.0 {2000} File2-5 You want to remove File1 in version 2.0 of your MSI. Since you want to keep the other files you create a new component and add them there. MSI will delete all files if the component refcount of {1000} drops to zero. The files you want to keep are added to the new component {2000}. Ok that does work if your upgrade does uninstall the old MSI first. This will cause the refcount of all previously installed components to reach zero which means that all files present in version 1.0 are deleted. But there is a faster way to perform your upgrade by first installing your new MSI and then remove the old one.  If you choose this upgrade path then you will loose File1-5 after your upgrade and not only File1 as intended by your new component design.   Rule 2 – Only add, never remove resources from a component If you did follow rule 1 you will not need Rule 2. You can add in a patch more resources to one component. That is ok. But you can never remove anything from it. There are tricky ways around that but I do not want to encourage bad component design. Penalty Lets assume you have 2 MSI files which install under the same component one file   MSI1 MSI2 {1000} - ComponentId {1000} – ComponentId File1.txt File2.txt   When you install and uninstall both MSIs you will end up with an installation where either File1 or File2 will be left. Why? It seems that MSI does not store the resources associated with each component in its internal database. Instead Windows will simply query the MSI that is currently uninstalled for all resources belonging to this component. Since it will find only one file and not two it will only uninstall one file. That is the main reason why you never can remove resources from a component!   Rule 3 Never Remove A Component From an Update MSI. This is the same as if you change the GUID of a component by accident for your new update package. The resulting update package will not contain all components from the previously installed package. Penalty When you remove a component from a feature MSI will set the feature state during update to Advertised and log a warning message into its log file when you did enable MSI logging. SELMGR: ComponentId '{2DCEA1BA-3E27-E222-484C-D0D66AEA4F62}' is registered to feature 'xxxxxxx, but is not present in the Component table.  Removal of components from a feature is not supported! MSI (c) (24:44) [07:53:13:436]: SELMGR: Removal of a component from a feature is not supported Advertised means that MSI treats all components of this feature as not installed. As a consequence during uninstall nothing will be removed since it is not installed! This is not only bad because uninstall does no longer work but this feature will also not get the required patches. All other features which have followed component versioning rules for update packages will be updated but the one faulty feature will not. This results in very hard to find bugs why an update was only partially successful. Things got better with Windows Installer 4.5 but you cannot rely on that nobody will use an older installer. It is a good idea to add to your update msiexec call MSIENFORCEUPGRADECOMPONENTRULES=1 which will abort the installation if you did violate this rule.

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  • XNA Screen Manager problem with transitions

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

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  • Undocumented Gmail Search Operator Ferrets Out Large Email Attachments

    - by Jason Fitzpatrick
    If you’re looking for a way to quickly find large email attachments in your Gmail account, this undocumented search operator makes it simple to zero in on the hulking attachments hiding out in your inbox. To use the search operator simply plug in “size:” and some value to narrow your search to only emails that size or larger. In the screenshot above we searched for “size:20000000″ to search for files roughly 20MB or larger (if you want to be extremely precise, a true 20MB search would be “size:20971520″). If you’re looking to clean up your Gmail account this is a nearly zero-effort way to find the biggest space hogs–in our case, we found an email packed with massive PDF files from a 5 year old project that we were more than happy to purge. Finding Large Attachments in Google Mail/Gmail [via gHacks] 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • SQL SERVER – SSMS: Database Consistency History Report

    - by Pinal Dave
    Doctor and Database The last place I like to visit is always a hospital. With the monsoon season starting, intermittent rains, it has become sort of a routine to get a cycle of fever every other year (seriously I hate it). So when I visit my doctor, it is always interesting in the way he quizzes me. The routine question of – “How many days have you had this?”, “Is there any pattern?”, “Did you drench in rain?”, “Do you have any other symptom?” and so on. The idea here is that the doctor wants to find any anomaly or a pattern that will guide him to a viral or bacterial type. Most of the time they get it based on experience and sometimes after a battery of tests. So if there is consistent behavior to your problem, there is always a solution out. SQL Server has its way to find if the server data / files are in consistent state using the DBCC commands. Back to SQL Server In real life, Database consistency check is one of the critical operations a DBA generally doesn’t give much priority. Many readers of my blogs have asked many times, how do we know if the database is consistent? How do I read output of DBCC CHECKDB and find if everything is right or not? My common answer to all of them is – look at the bottom of checkdb (or checktable) output and look for below line. CHECKDB found 0 allocation errors and 0 consistency errors in database ‘DatabaseName’. Above is a “good sign” because we are seeing zero allocation and zero consistency error. If you are seeing non-zero errors then there is some problem with the database. Sample output is shown as below: CHECKDB found 0 allocation errors and 2 consistency errors in database ‘DatabaseName’. repair_allow_data_loss is the minimum repair level for the errors found by DBCC CHECKDB (DatabaseName). If we see non-zero error then most of the time (not always) we get repair options depending on the level of corruption. There is risk involved with above option (repair_allow_data_loss), that is – we would lose the data. Sometimes the option would be repair_rebuild which is little safer. Though these options are available, it is important to find the root cause to the problem. In standard report, there is a report which can show the history of checkdb executed for the selected database. Since this is a database level report, we need to right click on database, click Reports, click Standard Reports and then choose “Database Consistency History” report. The information in this report is picked from default trace. If default trace is disabled or there is no checkdb run or information is not there in default trace (because it’s rolled over), we would get report like below. As we can see report says it very clearly: Currently, no execution history of CHECKDB is available or default trace is not enabled. To demonstrate, I have caused corruption in one of the database and did below steps. Run CheckDB so that errors are reported. Fix the corruption by losing the data using repair option Run CheckDB again to check if corruption is cleared. After that I have launched the report and below is what we would see. If you are lazy like me and don’t want to run the report manually for each database then below query would be handy to provide same report for all database. This query is runs behind the scenes by the report. All I have done is remove the filter for database name (at the last – highlighted). DECLARE @curr_tracefilename VARCHAR(500); DECLARE @base_tracefilename VARCHAR(500); DECLARE @indx INT; SELECT @curr_tracefilename = path FROM sys.traces WHERE is_default = 1; SET @curr_tracefilename = REVERSE(@curr_tracefilename); SELECT @indx  = PATINDEX('%\%', @curr_tracefilename) ; SET @curr_tracefilename = REVERSE(@curr_tracefilename); SET @base_tracefilename = LEFT( @curr_tracefilename,LEN(@curr_tracefilename) - @indx) + '\log.trc'; SELECT  SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),36, PATINDEX('%executed%',TEXTData)-36) AS command ,       LoginName ,       StartTime ,       CONVERT(INT,SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%found%',TEXTData) +6,PATINDEX('%errors %',TEXTData)-PATINDEX('%found%',TEXTData)-6)) AS errors ,       CONVERT(INT,SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%repaired%',TEXTData) +9,PATINDEX('%errors.%',TEXTData)-PATINDEX('%repaired%',TEXTData)-9)) repaired ,       SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%time:%',TEXTData)+6,PATINDEX('%hours%',TEXTData)-PATINDEX('%time:%',TEXTData)-6)+':'+SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%hours%',TEXTData) +6,PATINDEX('%minutes%',TEXTData)-PATINDEX('%hours%',TEXTData)-6)+':'+SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%minutes%',TEXTData) +8,PATINDEX('%seconds.%',TEXTData)-PATINDEX('%minutes%',TEXTData)-8) AS time FROM::fn_trace_gettable( @base_tracefilename, DEFAULT) WHERE EventClass = 22 AND SUBSTRING(TEXTData,36,12) = 'DBCC CHECKDB' -- AND DatabaseName = @DatabaseName; Don’t get worried about the logic above. All it is doing is reading the trace files, parsing below entry and getting out information for underlined words. DBCC CHECKDB (CorruptedDatabase) executed by sa found 2 errors and repaired 0 errors. Elapsed time: 0 hours 0 minutes 0 seconds.  Internal database snapshot has split point LSN = 00000029:00000030:0001 and first LSN = 00000029:00000020:0001. Hopefully now onwards you would run checkdb and understand the importance of it. As responsible DBAs I am sure you are already doing it, let me know how often do you actually run them on you production environment? Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL Tagged: SQL Reports

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  • SQL SERVER – Free Online Training on .net and SQL

    - by pinaldave
    I around 10 Free Online Training Codes available of .NET and SQL Training from Pluralsight. I am willing to give it to someone who wants learn technology this weekend. You just have to go to my Facebook page and leave a comment explaining in one line – what course will you learn during weekend. I will send all this codes to 10 winners whom I will randomly select using Facebook. Meanwhile do you know how can you generate Zero without using any numbers in T-SQL. My friend Madhivanan has done that and I find it very interesting.Run following T-SQL code – ‘SELECT $’. He has written many other tricks how to generate zero also on his blog. On another note – I have published my answer for question about SELECT * vs SELECT COUNT(*) here. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: About Me, Best Practices, Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Contracting rate for Android development

    - by Robottinosino
    I am a developer, maybe I have a project to work on, not sure how much to "charge" for my work.... Help me find the price? Looking for an contracting rate interval, expressed in EUR, to offer for an Android development gig. Location: Europe, off-site (telecommuting) Environment: Android + HTTP back-end Length of project: 1 month Rate currency: EUR Rate measure: daily or hourly Other skills required: UI design, basic J2EE, web services Client profile: medium business (100+ employees) Previous published apps: 1, on G-Play Design work: partially already done, data flow is established, data models to be built Required graphics/multimedia elements: provided by the client Source control: remove over SSH Team size: one person in development, others (unknown) for marketing, copy, etc. Risk factor: medium Client reputation: modest but established Potential for continued work: absent (for now) Internationalisation/localisation: no Native code (C/C++,...): none, only Android SDK, pure Java Working culture: (based on initial discussion) - high pressure Other projects in the pipe: zero Opportunity to learn from the project or build new skills: 5% Negotiating experience: good Cost of accessories: (licenses, device to debug on) zero If I need to be more precise, please just say how and I will be.

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  • Want to Patch your Red Hat Linux Kernel Without Rebooting?

    - by Lenz Grimmer
    Patched Tube by Morten Liebach (CC BY 2.0) Are you running Red Hat Enterprise Linux? Take back your weekend and say goodbye to lengthy maintenance windows for kernel updates! With Ksplice, you can install kernel updates while the system is running. Stay secure and compliant without the hassle. To give you a taste of one of the many features that are included in Oracle Linux Premier Support, we now offer a free 30-day Ksplice trial for RHEL systems. Give it a try and bring your Linux kernel up to date without rebooting (not even once to install it)! For more information on this exciting technology, read Wim's OTN article on using Oracle Ksplice to update Oracle Linux systems without rebooting. Watch Waseem Daher (one of the Ksplice founders) telling you more about Ksplice zero downtime updates in this screencast "Zero Downtime OS Updates with Ksplice" - Lenz

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • The Calmest IT Guy in the World

    - by Markus Weber
    Unplanned outages and downtime still result not only in major productivity losses, but also major financial losses. Along the same lines, if zero planned downtime and zero data loss are key to your IT environment and your business requirements, planning for those becomes very important, all while balancing between performance, high availability, and cost. Oracle Database High Availability technologies will help you achieve these mission-critical goals, and are reflected in Oracle's best practices offerings of the Maximum Availability Architecture, or MAA. We created three neat, short videos showcasing some typical use cases, and highlighting three important components (amongst many more) of MAA: Oracle Real Application Clusters (RAC) Oracle Active Data Guard Oracle Flashback Technologies Make sure to watch those videos here, and learn about challenges, and solutions, around High Availability database environments from a recent Independent Oracle Users Group (IOUG) survey. 

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  • Card deck and sparse matrix interview questions

    - by MrDatabase
    I just had a technical phone screen w/ a start-up. Here's the technical questions I was asked ... and my answers. What do think of these answers? Feel free to post better answers :-) Question 1: how would you represent a standard 52 card deck in (basically any language)? How would you shuffle the deck? Answer: use an array containing a "Card" struct or class. Each instance of card has some unique identifier... either it's position in the array or a unique integer member variable in the range [0, 51]. Shuffle the cards by traversing the array once from index zero to index 51. Randomly swap ith card with "another card" (I didn't remember how this shuffle algorithm works exactly). Watch out for using the same probability for each card... that's a gotcha in this algorithm. I mentioned the algorithm is from Programming Pearls. Question 2: how to represent a large sparse matrix? the matrix can be very large... like 1000x1000... but only a relatively small number (~20) of the entries are non-zero. Answer: condense the array into a list of the non-zero entries. for a given entry (i,j) in the array... "map" (i,j) to a single integer k... then use k as a key into a dictionary or hashtable. For the 1000x1000 sparse array map (i,j) to k using something like f(i, j) = i + j * 1001. 1001 is just one plus the maximum of all i and j. I didn't recall exactly how this mapping worked... but the interviewer got the idea (I think). Are these good answers? I'm wondering because after I finished the second question the interviewer said the dreaded "well that's all the questions I have for now." Cheers!

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  • viable part-time career in IT/programming?

    - by Rider
    Hi, I'd like to ask for some career advice from you people. Is there a viable job/career that can be done in programming/IT for the long term? Right now, I am thinking about website (PHP?) developer path. My background: I have a degree in computer science and have been a programmer/system analyst for almost 10 years. Lately I took a big break from programming and studied for a B.arch. degree (yes architecture), only to discover that architecture offers zero (0) jobs where I'm from, for 3 years already (and no, I am not going to move and the grass in not greener in other places). I have never been particularly interested in programming, in fact I was bored by it. But I was always quite good at both programming and system analysis, and very valued by practically all my employers. On the other hand, I have never been valued or offered a good job in any other field (although I can do many things, like design, architecture, translations, documentation, teaching, etc etc.) I guess the human component has been always more important for me in programming jobs - I value all the good people I worked with, but not projects. However, I have about zero skills or desire to be a project manager. I also have close to zero skills for selling myself. I like it best when I can do "my thing", have my niche, have an ownership of some project. Right now my career perspective is to do part time programming and to part time teach yoga. I have already started the yoga teaching part. Do you think that part time programming is viable? And what niche works best for that? I have considered web development, QA, or software development in a company like I did before. However, my fear is that when you do programming part-time, you get the most boring coding work, only to see your colleagues move to more interesting projects and up their respective career ladders. I also fear that part-timers are not especially needed either. And, since I don't share much enthusiasm at programming, I'd rather not be around young programmers boiling with geeky enthusiasm about coding, but rather QA mindset with people from different backgrounds and life paths might work better for me. Thanks for any advice, --Rider

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  • Are nullable types preferable to magic numbers?

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    I have been having a little bit of a debate with a coworker lately. We are specifically using C#, but this could apply to any language with nullable types. Say for example you have a value that represents a maximum. However, this maximum value is optional. I argue that a nullable number would be preferable. My coworker favors the use of zero, citing precedent. Granted, things like network sockets have often used zero to represent an unlimited timeout. If I were to write code dealing with sockets today, I would personally use a nullable value, since I feel it would better represent the fact that there is NO timeout. Which representation is better? Both require a condition checking for the value meaning "none", but I believe that a nullable type conveys the intent a little bit better.

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  • PageRank is the Best Indicator of Competition Strength For a Keyword in SEO - New Verifiable Theory

    The major argument against PageRank in SEO is that pages with zero PageRank can be in the top positions even for highly competitive keywords. However, we are left with requiring an explanation as to why "PageRank is Google's view of the importance of this page." It becomes apparent that either Google is misleading us or we have all been misinterpreting Google's statement. From extensive evaluation of the top Google search engine results pages for hundreds of keywords, the author observed that those high positioned web pages with PageRanks of zero have a home page with higher PageRanks, usually three or more.

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