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  • Informed TDD &ndash; Kata &ldquo;To Roman Numerals&rdquo;

    - by Ralf Westphal
    Originally posted on: http://geekswithblogs.net/theArchitectsNapkin/archive/2014/05/28/informed-tdd-ndash-kata-ldquoto-roman-numeralsrdquo.aspxIn a comment on my article on what I call Informed TDD (ITDD) reader gustav asked how this approach would apply to the kata “To Roman Numerals”. And whether ITDD wasn´t a violation of TDD´s principle of leaving out “advanced topics like mocks”. I like to respond with this article to his questions. There´s more to say than fits into a commentary. Mocks and TDD I don´t see in how far TDD is avoiding or opposed to mocks. TDD and mocks are orthogonal. TDD is about pocess, mocks are about structure and costs. Maybe by moving forward in tiny red+green+refactor steps less need arises for mocks. But then… if the functionality you need to implement requires “expensive” resource access you can´t avoid using mocks. Because you don´t want to constantly run all your tests against the real resource. True, in ITDD mocks seem to be in almost inflationary use. That´s not what you usually see in TDD demonstrations. However, there´s a reason for that as I tried to explain. I don´t use mocks as proxies for “expensive” resource. Rather they are stand-ins for functionality not yet implemented. They allow me to get a test green on a high level of abstraction. That way I can move forward in a top-down fashion. But if you think of mocks as “advanced” or if you don´t want to use a tool like JustMock, then you don´t need to use mocks. You just need to stand the sight of red tests for a little longer ;-) Let me show you what I mean by that by doing a kata. ITDD for “To Roman Numerals” gustav asked for the kata “To Roman Numerals”. I won´t explain the requirements again. You can find descriptions and TDD demonstrations all over the internet, like this one from Corey Haines. Now here is, how I would do this kata differently. 1. Analyse A demonstration of TDD should never skip the analysis phase. It should be made explicit. The requirements should be formalized and acceptance test cases should be compiled. “Formalization” in this case to me means describing the API of the required functionality. “[D]esign a program to work with Roman numerals” like written in this “requirement document” is not enough to start software development. Coding should only begin, if the interface between the “system under development” and its context is clear. If this interface is not readily recognizable from the requirements, it has to be developed first. Exploration of interface alternatives might be in order. It might be necessary to show several interface mock-ups to the customer – even if that´s you fellow developer. Designing the interface is a task of it´s own. It should not be mixed with implementing the required functionality behind the interface. Unfortunately, though, this happens quite often in TDD demonstrations. TDD is used to explore the API and implement it at the same time. To me that´s a violation of the Single Responsibility Principle (SRP) which not only should hold for software functional units but also for tasks or activities. In the case of this kata the API fortunately is obvious. Just one function is needed: string ToRoman(int arabic). And it lives in a class ArabicRomanConversions. Now what about acceptance test cases? There are hardly any stated in the kata descriptions. Roman numerals are explained, but no specific test cases from the point of view of a customer. So I just “invent” some acceptance test cases by picking roman numerals from a wikipedia article. They are supposed to be just “typical examples” without special meaning. Given the acceptance test cases I then try to develop an understanding of the problem domain. I´ll spare you that. The domain is trivial and is explain in almost all kata descriptions. How roman numerals are built is not difficult to understand. What´s more difficult, though, might be to find an efficient solution to convert into them automatically. 2. Solve The usual TDD demonstration skips a solution finding phase. Like the interface exploration it´s mixed in with the implementation. But I don´t think this is how it should be done. I even think this is not how it really works for the people demonstrating TDD. They´re simplifying their true software development process because they want to show a streamlined TDD process. I doubt this is helping anybody. Before you code you better have a plan what to code. This does not mean you have to do “Big Design Up-Front”. It just means: Have a clear picture of the logical solution in your head before you start to build a physical solution (code). Evidently such a solution can only be as good as your understanding of the problem. If that´s limited your solution will be limited, too. Fortunately, in the case of this kata your understanding does not need to be limited. Thus the logical solution does not need to be limited or preliminary or tentative. That does not mean you need to know every line of code in advance. It just means you know the rough structure of your implementation beforehand. Because it should mirror the process described by the logical or conceptual solution. Here´s my solution approach: The arabic “encoding” of numbers represents them as an ordered set of powers of 10. Each digit is a factor to multiply a power of ten with. The “encoding” 123 is the short form for a set like this: {1*10^2, 2*10^1, 3*10^0}. And the number is the sum of the set members. The roman “encoding” is different. There is no base (like 10 for arabic numbers), there are just digits of different value, and they have to be written in descending order. The “encoding” XVI is short for [10, 5, 1]. And the number is still the sum of the members of this list. The roman “encoding” thus is simpler than the arabic. Each “digit” can be taken at face value. No multiplication with a base required. But what about IV which looks like a contradiction to the above rule? It is not – if you accept roman “digits” not to be limited to be single characters only. Usually I, V, X, L, C, D, M are viewed as “digits”, and IV, IX etc. are viewed as nuisances preventing a simple solution. All looks different, though, once IV, IX etc. are taken as “digits”. Then MCMLIV is just a sum: M+CM+L+IV which is 1000+900+50+4. Whereas before it would have been understood as M-C+M+L-I+V – which is more difficult because here some “digits” get subtracted. Here´s the list of roman “digits” with their values: {1, I}, {4, IV}, {5, V}, {9, IX}, {10, X}, {40, XL}, {50, L}, {90, XC}, {100, C}, {400, CD}, {500, D}, {900, CM}, {1000, M} Since I take IV, IX etc. as “digits” translating an arabic number becomes trivial. I just need to find the values of the roman “digits” making up the number, e.g. 1954 is made up of 1000, 900, 50, and 4. I call those “digits” factors. If I move from the highest factor (M=1000) to the lowest (I=1) then translation is a two phase process: Find all the factors Translate the factors found Compile the roman representation Translation is just a look-up. Finding, though, needs some calculation: Find the highest remaining factor fitting in the value Remember and subtract it from the value Repeat with remaining value and remaining factors Please note: This is just an algorithm. It´s not code, even though it might be close. Being so close to code in my solution approach is due to the triviality of the problem. In more realistic examples the conceptual solution would be on a higher level of abstraction. With this solution in hand I finally can do what TDD advocates: find and prioritize test cases. As I can see from the small process description above, there are two aspects to test: Test the translation Test the compilation Test finding the factors Testing the translation primarily means to check if the map of factors and digits is comprehensive. That´s simple, even though it might be tedious. Testing the compilation is trivial. Testing factor finding, though, is a tad more complicated. I can think of several steps: First check, if an arabic number equal to a factor is processed correctly (e.g. 1000=M). Then check if an arabic number consisting of two consecutive factors (e.g. 1900=[M,CM]) is processed correctly. Then check, if a number consisting of the same factor twice is processed correctly (e.g. 2000=[M,M]). Finally check, if an arabic number consisting of non-consecutive factors (e.g. 1400=[M,CD]) is processed correctly. I feel I can start an implementation now. If something becomes more complicated than expected I can slow down and repeat this process. 3. Implement First I write a test for the acceptance test cases. It´s red because there´s no implementation even of the API. That´s in conformance with “TDD lore”, I´d say: Next I implement the API: The acceptance test now is formally correct, but still red of course. This will not change even now that I zoom in. Because my goal is not to most quickly satisfy these tests, but to implement my solution in a stepwise manner. That I do by “faking” it: I just “assume” three functions to represent the transformation process of my solution: My hypothesis is that those three functions in conjunction produce correct results on the API-level. I just have to implement them correctly. That´s what I´m trying now – one by one. I start with a simple “detail function”: Translate(). And I start with all the test cases in the obvious equivalence partition: As you can see I dare to test a private method. Yes. That´s a white box test. But as you´ll see it won´t make my tests brittle. It serves a purpose right here and now: it lets me focus on getting one aspect of my solution right. Here´s the implementation to satisfy the test: It´s as simple as possible. Right how TDD wants me to do it: KISS. Now for the second equivalence partition: translating multiple factors. (It´a pattern: if you need to do something repeatedly separate the tests for doing it once and doing it multiple times.) In this partition I just need a single test case, I guess. Stepping up from a single translation to multiple translations is no rocket science: Usually I would have implemented the final code right away. Splitting it in two steps is just for “educational purposes” here. How small your implementation steps are is a matter of your programming competency. Some “see” the final code right away before their mental eye – others need to work their way towards it. Having two tests I find more important. Now for the next low hanging fruit: compilation. It´s even simpler than translation. A single test is enough, I guess. And normally I would not even have bothered to write that one, because the implementation is so simple. I don´t need to test .NET framework functionality. But again: if it serves the educational purpose… Finally the most complicated part of the solution: finding the factors. There are several equivalence partitions. But still I decide to write just a single test, since the structure of the test data is the same for all partitions: Again, I´m faking the implementation first: I focus on just the first test case. No looping yet. Faking lets me stay on a high level of abstraction. I can write down the implementation of the solution without bothering myself with details of how to actually accomplish the feat. That´s left for a drill down with a test of the fake function: There are two main equivalence partitions, I guess: either the first factor is appropriate or some next. The implementation seems easy. Both test cases are green. (Of course this only works on the premise that there´s always a matching factor. Which is the case since the smallest factor is 1.) And the first of the equivalence partitions on the higher level also is satisfied: Great, I can move on. Now for more than a single factor: Interestingly not just one test becomes green now, but all of them. Great! You might say, then I must have done not the simplest thing possible. And I would reply: I don´t care. I did the most obvious thing. But I also find this loop very simple. Even simpler than a recursion of which I had thought briefly during the problem solving phase. And by the way: Also the acceptance tests went green: Mission accomplished. At least functionality wise. Now I´ve to tidy up things a bit. TDD calls for refactoring. Not uch refactoring is needed, because I wrote the code in top-down fashion. I faked it until I made it. I endured red tests on higher levels while lower levels weren´t perfected yet. But this way I saved myself from refactoring tediousness. At the end, though, some refactoring is required. But maybe in a different way than you would expect. That´s why I rather call it “cleanup”. First I remove duplication. There are two places where factors are defined: in Translate() and in Find_factors(). So I factor the map out into a class constant. Which leads to a small conversion in Find_factors(): And now for the big cleanup: I remove all tests of private methods. They are scaffolding tests to me. They only have temporary value. They are brittle. Only acceptance tests need to remain. However, I carry over the single “digit” tests from Translate() to the acceptance test. I find them valuable to keep, since the other acceptance tests only exercise a subset of all roman “digits”. This then is my final test class: And this is the final production code: Test coverage as reported by NCrunch is 100%: Reflexion Is this the smallest possible code base for this kata? Sure not. You´ll find more concise solutions on the internet. But LOC are of relatively little concern – as long as I can understand the code quickly. So called “elegant” code, however, often is not easy to understand. The same goes for KISS code – especially if left unrefactored, as it is often the case. That´s why I progressed from requirements to final code the way I did. I first understood and solved the problem on a conceptual level. Then I implemented it top down according to my design. I also could have implemented it bottom-up, since I knew some bottom of the solution. That´s the leaves of the functional decomposition tree. Where things became fuzzy, since the design did not cover any more details as with Find_factors(), I repeated the process in the small, so to speak: fake some top level, endure red high level tests, while first solving a simpler problem. Using scaffolding tests (to be thrown away at the end) brought two advantages: Encapsulation of the implementation details was not compromised. Naturally private methods could stay private. I did not need to make them internal or public just to be able to test them. I was able to write focused tests for small aspects of the solution. No need to test everything through the solution root, the API. The bottom line thus for me is: Informed TDD produces cleaner code in a systematic way. It conforms to core principles of programming: Single Responsibility Principle and/or Separation of Concerns. Distinct roles in development – being a researcher, being an engineer, being a craftsman – are represented as different phases. First find what, what there is. Then devise a solution. Then code the solution, manifest the solution in code. Writing tests first is a good practice. But it should not be taken dogmatic. And above all it should not be overloaded with purposes. And finally: moving from top to bottom through a design produces refactored code right away. Clean code thus almost is inevitable – and not left to a refactoring step at the end which is skipped often for different reasons.   PS: Yes, I have done this kata several times. But that has only an impact on the time needed for phases 1 and 2. I won´t skip them because of that. And there are no shortcuts during implementation because of that.

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  • CodePlex Daily Summary for Friday, June 01, 2012

    CodePlex Daily Summary for Friday, June 01, 2012Popular ReleasesASP.Net Client Dependency Framework: v1.5: This release brings you many bug fixes and some new features Install via Nuget:Install-Package ClientDependency Install-Package ClientDependency-Mvc New featuresNew PlaceHolderProvider for webforms which will now let you specify exactly where the CSS and JS is rendered, so you can now separate them Better API support for runtime changes & registration Allows for custom formatting of composite file URLs new config option: pathUrlFormat="{dependencyId}/{version}/{type}" to have full contr...Silverlight 5 Multi-Window Controls: May 2012: This release introduces a new context menu type for desktop apps that can overflow the parent window: http://trelford.com/ContextMenu_SL5_Native.png Code snippet: <TextBlock Text="Right click on me to show the context menu"> <multiwindow:ContextMenuService.ContextMenu> <multiwindow:ContextMenuWindow> <multiwindow:MenuItem Header="Menu Item"/> </multiwindow:ContextMenuWindow> </multiwindow:ContextMenuService.Co...Better Explorer: Better Explorer Beta 1: Finally, the first Beta is here! There were a lot of changes, including: Translations into 10 different languages (the translations are not complete and will be updated soon) Conditional Select new tools for managing archives Folder Tools tab new search bar and Search Tab new image editing tools update function many bug fixes, stability fixes, and memory leak fixes other new features as well! Please check it out and if there are any problems, let us know. :) Also, do not forge...myManga: myManga v1.0.0.3: Will include MangaPanda as a default option. ChangeLog Updating from Previous Version: Extract contents of Release - myManga v1.0.0.3.zip to previous version's folder. Replaces: myManga.exe BakaBox.dll CoreMangaClasses.dll Manga.dll Plugins/MangaReader.manga.dll Plugins/MangaFox.manga.dll Plugins/MangaHere.manga.dll Plugins/MangaPanda.manga.dllPlayer Framework by Microsoft: Player Framework for Windows 8 Metro (Preview 3): Player Framework for HTML/JavaScript and XAML/C# Metro Style Applications. Additional DownloadsIIS Smooth Streaming Client SDK for Windows 8 Microsoft PlayReady Client SDK for Metro Style Apps Release notes:Support for Windows 8 Release Preview (released 5/31/12) Advertising support (VAST, MAST, VPAID, & clips) Miscellaneous improvements and bug fixesConfuser: Confuser 1.8: Changelog: +New UI...again. +New project system, replacing the previous declarative obfuscation and XML configuration. *Improve the protection strength... *Improve the compatibility. Now Confuser can obfuscate itself and even some real-life application like Paint.NET and ILSpy! (of course with some small adjustment)Naked Objects: Naked Objects Release 4.1.0: Corresponds to the packaged version 4.1.0 available via NuGet. Note that the versioning has moved to SemVer (http://semver.org/) This is a bug fix release with no new functionality. Please note that the easiest way to install and run the Naked Objects Framework is via the NuGet package manager: just search the Official NuGet Package Source for 'nakedobjects'. It is only necessary to download the source code (from here) if you wish to modify or re-build the framework yourself. If you do wi...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.54: Fix for issue #18161: pretty-printing CSS @media rule throws an exception due to mismatched Indent/Unindent pair.Silverlight Toolkit: Silverlight 5 Toolkit Source - May 2012: Source code for December 2011 Silverlight 5 Toolkit release.Json.NET: Json.NET 4.5 Release 6: New feature - Added IgnoreDataMemberAttribute support New feature - Added GetResolvedPropertyName to DefaultContractResolver New feature - Added CheckAdditionalContent to JsonSerializer Change - Metro build now always uses late bound reflection Change - JsonTextReader no longer returns no content after consecutive underlying content read failures Fix - Fixed bad JSON in an array with error handling creating an infinite loop Fix - Fixed deserializing objects with a non-default cons...DotNetNuke® Community Edition CMS: 06.02.00: Major Highlights Fixed issue in the Site Settings when single quotes were being treated as escape characters Fixed issue loading the Mobile Premium Data after upgrading from CE to PE Fixed errors logged when updating folder provider settings Fixed the order of the mobile device capabilities in the Site Redirection Management UI The User Profile page was completely rebuilt. We needed User Profiles to have multiple child pages. This would allow for the most flexibility by still f...Thales Simulator Library: Version 0.9.6: The Thales Simulator Library is an implementation of a software emulation of the Thales (formerly Zaxus & Racal) Hardware Security Module cryptographic device. This release fixes a problem with the FK command and a bug in the implementation of PIN block 05 format deconstruction. A new 0.9.6.Binaries file has been posted. This includes executable programs without an installer, including the GUI and console simulators, the key manager and the PVV clashing demo. Please note that you will need ...????: ????2.0.1: 1、?????。WiX Toolset: WiX v3.6 RC: WiX v3.6 RC (3.6.2928.0) provides feature complete Burn with VS11 support. For more information see Rob's blog post about the release: http://robmensching.com/blog/posts/2012/5/28/WiX-v3.6-Release-Candidate-availableJavascript .NET: Javascript .NET v0.7: SetParameter() reverts to its old behaviour of allowing JavaScript code to add new properties to wrapped C# objects. The behavior added briefly in 0.6 (throws an exception) can be had via the new SetParameterOptions.RejectUnknownProperties. TerminateExecution now uses its isolate to terminate the correct context automatically. Added support for converting all C# integral types, decimal and enums to JavaScript numbers. (Previously only the common types were handled properly.) Bug fixe...Phalanger - The PHP Language Compiler for the .NET Framework: 3.0 (May 2012): Fixes: unserialize() of negative float numbers fix pcre possesive quantifiers and character class containing ()[] array deserilization when the array contains a reference to ISerializable parsing lambda function fix round() reimplemented as it is in PHP to avoid .NET rounding errors filesize bypass for FileInfo.Length bug in Mono New features: Time zones reimplemented, uses Windows/Linux databaseSharePoint Euro 2012 - UEFA European Football Predictor: havivi.euro2012.wsp (1.1): New fetures:Admin enable / disable match Hide/Show Euro 2012 SharePoint lists (3 lists) Installing SharePoint Euro 2012 PredictorSharePoint Euro 2012 Predictor has been developed as a SharePoint Sandbox solution to support SharePoint Online (Office 365) Download the solution havivi.euro2012.wsp from the download page: Downloads Upload this solution to your Site Collection via the solutions area. Click on Activate to make the web parts in the solution available for use in the Site C...????SDK for .Net 4.0+(OAuth2.0+??V2?API): ??V2?SDK???: ?????????API?? ???????OAuth2.0?? ????:????????????,??????????“SOURCE CODE”?????????Changeset,http://weibosdk.codeplex.com/SourceControl/list/changesets ???:????????,DEMO??AppKey????????????????,?????AppKey,????AppKey???????????,?????“????>????>????>??????”.Net Code Samples: Code Samples: Code samples (SLNs).LINQ_Koans: LinqKoans v.02: Cleaned up a bitNew ProjectsAntiXSS Experimental: Welcome to AntiXSS Experimental. AntiXSS Experimental contains code for common encoders auto-generated using Microsoft Research's BEK project.atfone: atfoneBango Adobe Air Application Analytics SDK: Bango application analytics is an analytics solution for mobile applications. This SDK provides a framework you can use in your application to add analytics capabilities to your mobile applications. It's developed in Actionscript with Native Extensions to target iOS,Android and the Blackberry Playbook.bbinjest: bbinjestdevMobile.NET Library for Windows Phone 7.1: devMobile.NET Library intends to offer a set of commons and not so commons controls for developing Windows Phone 7.5 applications. It offers classic controls like both pie and column charts for simple scenarios as well as other not so classic controls like SignalAccuracy control for displaying, for instance, the GPS accuracy like WP7 built-in GPRS/3G signal coverage indicator does. It also provide a tag cloud control for displaying item in the way common web based tag clouds usually offer. ...dnnFiddle: dnnFiddle is a DotNetNuke module that aims to make it easier to add rich content to your DotNetNuke website.DotNetNuke Task Manager: Test Project to learn DotNetNuke and CodePlex IntegrationDSIB - TireService: Project for handling Tiresets/Wheels - looking up dimensions, loadindex, speedindex, etc. for wheelsflyabroad: flyabroadhphai: My ProjectIIS File Manager - Editor: IIS File Manager provides ability to upload files faster through HTTP and it requires no extra installation, just one website with windows authentication lets users upload files easily.KeypItSafe Password Vault: KeypItSafe Password Vault Easily and safely store your website passwords on your computer - or go mobile in just a few clicks! What is KeypItSafe? KeypItSafe is a free open source password manager that helps you store and manage all of your passwords securely on your computer or a USB/Removable Media drive. With only a few clicks you can transfer all of your saved passwords to a USB drive and immediately have access to them on virtually any computer. You only have to remember one mas...litwaredk: Sourcecode for the projects on www.litware.dkMVC Pattern Toolkit (Sample): This is a sample MVC pattern toolkit that helps web developers create ASP.NET MVC 2 web applications using advanced tooling and automation, with integrated guidance. This toolkit is provided as a *sample* soley to demonstrate how easy pattern toolkits can be created that provide custom automation and tooling in Visual Studio to speed development. *NOTE*: This pattern toolkit is not intended to demonstrate THE official way to build ASP.NET MVC applications. It is intended to demonstrate ...MyDeveloperCareer: willwymydevelopercarMyPomodoroWatch: My personal Pomodoro watch.NRails: NRailsPayment Gateways: Open source project for integrating payment gateways all over the world into .NET websites and desktop applications. Developers are requested to submit their code and check out the project to start contributing.Preactor Object Model: pom is a Preactor library which provides easy access and manipulation of Preactor data.RgC: RuCSecondPong: blablablaSharp Home: Sharphome is designed to run on Windows and Linux (via the Mono Project) and is designed to be useful in home automation and home security.SharpPTC: SharpPTC is a framebuffer library designed for creating retro games and applications, built on DirectDraw targeting the .NET platform. It provides a simple pixel buffer and methods to ease drawing (line, rectangle, clear etc). SharpPTC also comes with limited keyboard support.simplesocxs: simplesocxsSQL Process Viewer: View all of the processes (that you have security to see) currently running on a SQL database.testtom05312012git02: fdsfdText-To-Speech with Microsoft Translator Service: With this library, you can easily add Text-To-Speech capabilities to your .NET applications. It uses the Microsoft Translator Service to obtain streams of file speaking text in the desired language. At the moment of writing, there are 44 supported languages, including English, Italian, German, French, Spanish, Japanese and Chinese.ultsvn: The description.umbracoCssZenGarden: This is a learning package, It's not supposed to be a best practice for content management, just a fun test to see what a content managed cssZenGarden might be like.Visual Studio Solution Code Format AddIn: 0 people following this project (follow) VS???????? ????????:http://www.cnblogs.com/viter/addin ??Visual Studio 2008?2010,???????????,???????????"version“????。 ????namespace , class , struct , enum , property ,?????????(??????Function)??????Function,????????。 ???????、????。 ????Function????????????xml???,???????BUG,????Function???。 ??? class , struct , enum , property , Function??#region #endregion?????。 ????Property ? Function ???????,?Property????“?????? ”??。 ?????...Viz, Simple 3D Control inspired by Processing.orgVolunteerManager: Its a small app that manages volunteers in a volunteer organization.WebLearningFS: Dokan Based Web Learning File SystemWindowsPhonePusherSLService: Silverlight Pusher for WPhoneWindowsPhonePusherWcfService: for pushing same to wphone tooWPF Encryption: This develop a application for encryption/encode a string or checksum a fileXNAGameFeatures: XNAGameFeatures Project XNAGameFeatures is a XNA 4.0 library which permit to create and manage a XNA game easily. The project is separate in five part : BasicGame library Widget library Shapes library Input library Features library Each part is thinking to offer a easy way to the creation of a game in XNA 4.0

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  • Why should main() be short?

    - by Stargazer712
    I've been programming for over 9 years, and according to the advice of my first programming teacher, I always keep my main() function extremely short. At first I had no idea why. I just obeyed without understanding, much to the delight of my professors. After gaining experience, I realized that if I designed my code correctly, having a short main() function just sortof happened. Writing modularized code and following the single responsibility principle allowed my code to be designed in "bunches", and main() served as nothing more than a catalyst to get the program running. Fast forward to a few weeks ago, I was looking at Python's souce code, and I found the main() function: /* Minimal main program -- everything is loaded from the library */ ... int main(int argc, char **argv) { ... return Py_Main(argc, argv); } Yay python. Short main() function == Good code. Programming teachers were right. Wanting to look deeper, I took a look at Py_Main. In its entirety, it is defined as follows: /* Main program */ int Py_Main(int argc, char **argv) { int c; int sts; char *command = NULL; char *filename = NULL; char *module = NULL; FILE *fp = stdin; char *p; int unbuffered = 0; int skipfirstline = 0; int stdin_is_interactive = 0; int help = 0; int version = 0; int saw_unbuffered_flag = 0; PyCompilerFlags cf; cf.cf_flags = 0; orig_argc = argc; /* For Py_GetArgcArgv() */ orig_argv = argv; #ifdef RISCOS Py_RISCOSWimpFlag = 0; #endif PySys_ResetWarnOptions(); while ((c = _PyOS_GetOpt(argc, argv, PROGRAM_OPTS)) != EOF) { if (c == 'c') { /* -c is the last option; following arguments that look like options are left for the command to interpret. */ command = (char *)malloc(strlen(_PyOS_optarg) + 2); if (command == NULL) Py_FatalError( "not enough memory to copy -c argument"); strcpy(command, _PyOS_optarg); strcat(command, "\n"); break; } if (c == 'm') { /* -m is the last option; following arguments that look like options are left for the module to interpret. */ module = (char *)malloc(strlen(_PyOS_optarg) + 2); if (module == NULL) Py_FatalError( "not enough memory to copy -m argument"); strcpy(module, _PyOS_optarg); break; } switch (c) { case 'b': Py_BytesWarningFlag++; break; case 'd': Py_DebugFlag++; break; case '3': Py_Py3kWarningFlag++; if (!Py_DivisionWarningFlag) Py_DivisionWarningFlag = 1; break; case 'Q': if (strcmp(_PyOS_optarg, "old") == 0) { Py_DivisionWarningFlag = 0; break; } if (strcmp(_PyOS_optarg, "warn") == 0) { Py_DivisionWarningFlag = 1; break; } if (strcmp(_PyOS_optarg, "warnall") == 0) { Py_DivisionWarningFlag = 2; break; } if (strcmp(_PyOS_optarg, "new") == 0) { /* This only affects __main__ */ cf.cf_flags |= CO_FUTURE_DIVISION; /* And this tells the eval loop to treat BINARY_DIVIDE as BINARY_TRUE_DIVIDE */ _Py_QnewFlag = 1; break; } fprintf(stderr, "-Q option should be `-Qold', " "`-Qwarn', `-Qwarnall', or `-Qnew' only\n"); return usage(2, argv[0]); /* NOTREACHED */ case 'i': Py_InspectFlag++; Py_InteractiveFlag++; break; /* case 'J': reserved for Jython */ case 'O': Py_OptimizeFlag++; break; case 'B': Py_DontWriteBytecodeFlag++; break; case 's': Py_NoUserSiteDirectory++; break; case 'S': Py_NoSiteFlag++; break; case 'E': Py_IgnoreEnvironmentFlag++; break; case 't': Py_TabcheckFlag++; break; case 'u': unbuffered++; saw_unbuffered_flag = 1; break; case 'v': Py_VerboseFlag++; break; #ifdef RISCOS case 'w': Py_RISCOSWimpFlag = 1; break; #endif case 'x': skipfirstline = 1; break; /* case 'X': reserved for implementation-specific arguments */ case 'U': Py_UnicodeFlag++; break; case 'h': case '?': help++; break; case 'V': version++; break; case 'W': PySys_AddWarnOption(_PyOS_optarg); break; /* This space reserved for other options */ default: return usage(2, argv[0]); /*NOTREACHED*/ } } if (help) return usage(0, argv[0]); if (version) { fprintf(stderr, "Python %s\n", PY_VERSION); return 0; } if (Py_Py3kWarningFlag && !Py_TabcheckFlag) /* -3 implies -t (but not -tt) */ Py_TabcheckFlag = 1; if (!Py_InspectFlag && (p = Py_GETENV("PYTHONINSPECT")) && *p != '\0') Py_InspectFlag = 1; if (!saw_unbuffered_flag && (p = Py_GETENV("PYTHONUNBUFFERED")) && *p != '\0') unbuffered = 1; if (!Py_NoUserSiteDirectory && (p = Py_GETENV("PYTHONNOUSERSITE")) && *p != '\0') Py_NoUserSiteDirectory = 1; if ((p = Py_GETENV("PYTHONWARNINGS")) && *p != '\0') { char *buf, *warning; buf = (char *)malloc(strlen(p) + 1); if (buf == NULL) Py_FatalError( "not enough memory to copy PYTHONWARNINGS"); strcpy(buf, p); for (warning = strtok(buf, ","); warning != NULL; warning = strtok(NULL, ",")) PySys_AddWarnOption(warning); free(buf); } if (command == NULL && module == NULL && _PyOS_optind < argc && strcmp(argv[_PyOS_optind], "-") != 0) { #ifdef __VMS filename = decc$translate_vms(argv[_PyOS_optind]); if (filename == (char *)0 || filename == (char *)-1) filename = argv[_PyOS_optind]; #else filename = argv[_PyOS_optind]; #endif } stdin_is_interactive = Py_FdIsInteractive(stdin, (char *)0); if (unbuffered) { #if defined(MS_WINDOWS) || defined(__CYGWIN__) _setmode(fileno(stdin), O_BINARY); _setmode(fileno(stdout), O_BINARY); #endif #ifdef HAVE_SETVBUF setvbuf(stdin, (char *)NULL, _IONBF, BUFSIZ); setvbuf(stdout, (char *)NULL, _IONBF, BUFSIZ); setvbuf(stderr, (char *)NULL, _IONBF, BUFSIZ); #else /* !HAVE_SETVBUF */ setbuf(stdin, (char *)NULL); setbuf(stdout, (char *)NULL); setbuf(stderr, (char *)NULL); #endif /* !HAVE_SETVBUF */ } else if (Py_InteractiveFlag) { #ifdef MS_WINDOWS /* Doesn't have to have line-buffered -- use unbuffered */ /* Any set[v]buf(stdin, ...) screws up Tkinter :-( */ setvbuf(stdout, (char *)NULL, _IONBF, BUFSIZ); #else /* !MS_WINDOWS */ #ifdef HAVE_SETVBUF setvbuf(stdin, (char *)NULL, _IOLBF, BUFSIZ); setvbuf(stdout, (char *)NULL, _IOLBF, BUFSIZ); #endif /* HAVE_SETVBUF */ #endif /* !MS_WINDOWS */ /* Leave stderr alone - it should be unbuffered anyway. */ } #ifdef __VMS else { setvbuf (stdout, (char *)NULL, _IOLBF, BUFSIZ); } #endif /* __VMS */ #ifdef __APPLE__ /* On MacOS X, when the Python interpreter is embedded in an application bundle, it gets executed by a bootstrapping script that does os.execve() with an argv[0] that's different from the actual Python executable. This is needed to keep the Finder happy, or rather, to work around Apple's overly strict requirements of the process name. However, we still need a usable sys.executable, so the actual executable path is passed in an environment variable. See Lib/plat-mac/bundlebuiler.py for details about the bootstrap script. */ if ((p = Py_GETENV("PYTHONEXECUTABLE")) && *p != '\0') Py_SetProgramName(p); else Py_SetProgramName(argv[0]); #else Py_SetProgramName(argv[0]); #endif Py_Initialize(); if (Py_VerboseFlag || (command == NULL && filename == NULL && module == NULL && stdin_is_interactive)) { fprintf(stderr, "Python %s on %s\n", Py_GetVersion(), Py_GetPlatform()); if (!Py_NoSiteFlag) fprintf(stderr, "%s\n", COPYRIGHT); } if (command != NULL) { /* Backup _PyOS_optind and force sys.argv[0] = '-c' */ _PyOS_optind--; argv[_PyOS_optind] = "-c"; } if (module != NULL) { /* Backup _PyOS_optind and force sys.argv[0] = '-c' so that PySys_SetArgv correctly sets sys.path[0] to '' rather than looking for a file called "-m". See tracker issue #8202 for details. */ _PyOS_optind--; argv[_PyOS_optind] = "-c"; } PySys_SetArgv(argc-_PyOS_optind, argv+_PyOS_optind); if ((Py_InspectFlag || (command == NULL && filename == NULL && module == NULL)) && isatty(fileno(stdin))) { PyObject *v; v = PyImport_ImportModule("readline"); if (v == NULL) PyErr_Clear(); else Py_DECREF(v); } if (command) { sts = PyRun_SimpleStringFlags(command, &cf) != 0; free(command); } else if (module) { sts = RunModule(module, 1); free(module); } else { if (filename == NULL && stdin_is_interactive) { Py_InspectFlag = 0; /* do exit on SystemExit */ RunStartupFile(&cf); } /* XXX */ sts = -1; /* keep track of whether we've already run __main__ */ if (filename != NULL) { sts = RunMainFromImporter(filename); } if (sts==-1 && filename!=NULL) { if ((fp = fopen(filename, "r")) == NULL) { fprintf(stderr, "%s: can't open file '%s': [Errno %d] %s\n", argv[0], filename, errno, strerror(errno)); return 2; } else if (skipfirstline) { int ch; /* Push back first newline so line numbers remain the same */ while ((ch = getc(fp)) != EOF) { if (ch == '\n') { (void)ungetc(ch, fp); break; } } } { /* XXX: does this work on Win/Win64? (see posix_fstat) */ struct stat sb; if (fstat(fileno(fp), &sb) == 0 && S_ISDIR(sb.st_mode)) { fprintf(stderr, "%s: '%s' is a directory, cannot continue\n", argv[0], filename); fclose(fp); return 1; } } } if (sts==-1) { /* call pending calls like signal handlers (SIGINT) */ if (Py_MakePendingCalls() == -1) { PyErr_Print(); sts = 1; } else { sts = PyRun_AnyFileExFlags( fp, filename == NULL ? "<stdin>" : filename, filename != NULL, &cf) != 0; } } } /* Check this environment variable at the end, to give programs the * opportunity to set it from Python. */ if (!Py_InspectFlag && (p = Py_GETENV("PYTHONINSPECT")) && *p != '\0') { Py_InspectFlag = 1; } if (Py_InspectFlag && stdin_is_interactive && (filename != NULL || command != NULL || module != NULL)) { Py_InspectFlag = 0; /* XXX */ sts = PyRun_AnyFileFlags(stdin, "<stdin>", &cf) != 0; } Py_Finalize(); #ifdef RISCOS if (Py_RISCOSWimpFlag) fprintf(stderr, "\x0cq\x0c"); /* make frontend quit */ #endif #ifdef __INSURE__ /* Insure++ is a memory analysis tool that aids in discovering * memory leaks and other memory problems. On Python exit, the * interned string dictionary is flagged as being in use at exit * (which it is). Under normal circumstances, this is fine because * the memory will be automatically reclaimed by the system. Under * memory debugging, it's a huge source of useless noise, so we * trade off slower shutdown for less distraction in the memory * reports. -baw */ _Py_ReleaseInternedStrings(); #endif /* __INSURE__ */ return sts; } Good God Almighty...it is big enough to sink the Titanic. It seems as though Python did the "Intro to Programming 101" trick and just moved all of main()'s code to a different function called it something very similar to "main". Here's my question: Is this code terribly written, or are there other reasons to have a short main function? As it stands right now, I see absolutely no difference between doing this and just moving the code in Py_Main() back into main(). Am I wrong in thinking this?

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • Fibre channel long distance woes

    - by Marki
    I need a fresh pair of eyes. We're using a 15km fibre optic line across which fibrechannel and 10GbE is multiplexed (passive optical CWDM). For FC we have long distance lasers suitable up to 40km (Skylane SFCxx0404F0D). The multiplexer is limited by the SFPs which can do max. 4Gb fibrechannel. The FC switch is a Brocade 5000 series. The respective wavelengths are 1550,1570,1590 and 1610nm for FC and 1530nm for 10GbE. The problem is the 4GbFC fabrics are almost never clean. Sometimes they are for a while even with a lot of traffic on them. Then they may suddenly start producing errors (RX CRC, RX encoding, RX disparity, ...) even with only marginal traffic on them. I am attaching some error and traffic graphs. Errors are currently in the order of 50-100 errors per 5 minutes when with 1Gb/s traffic. Optics Here is the power output of one port summarized (collected using sfpshow on different switches) SITE-A units=uW (microwatt) SITE-B ********************************************** FAB1 SW1 TX 1234.3 RX 49.1 SW3 1550nm (ko) RX 95.2 TX 1175.6 FAB2 SW2 TX 1422.0 RX 104.6 SW4 1610nm (ok) RX 54.3 TX 1468.4 What I find curious at this point is the asymmetry in the power levels. While SW2 transmits with 1422uW which SW4 receives with 104uW, SW2 only receives the SW4 signal with similar original power only with 54uW. Vice versa for SW1-3. Anyway the SFPs have RX sensitivity down to -18dBm (ca. 20uW) so in any case it should be fine... But nothing is. Some SFPs have been diagnosed as malfunctioning by the manufacturer (the 1550nm ones shown above with "ko"). The 1610nm ones apparently are ok, they have been tested using a traffic generator. The leased line has also been tested more than once. All is within tolerances. I'm awaiting the replacements but for some reason I don't believe it will make things better as the apparently good ones don't produce ZERO errors either. Earlier there was active equipment involved (some kind of 4GFC retimer) before putting the signal on the line. No idea why. That equipment was eliminated because of the problems so we now only have: the long distance laser in the switch, (new) 10m LC-SC monomode cable to the mux (for each fabric), the leased line, the same thing but reversed on the other side of the link. FC switches Here is a port config from the Brocade portcfgshow (it's like that on both sides, obviously) Area Number: 0 Speed Level: 4G Fill Word(On Active) 0(Idle-Idle) Fill Word(Current) 0(Idle-Idle) AL_PA Offset 13: OFF Trunk Port ON Long Distance LS VC Link Init OFF Desired Distance 32 Km Reserved Buffers 70 Locked L_Port OFF Locked G_Port OFF Disabled E_Port OFF Locked E_Port OFF ISL R_RDY Mode OFF RSCN Suppressed OFF Persistent Disable OFF LOS TOV enable OFF NPIV capability ON QOS E_Port OFF Port Auto Disable: OFF Rate Limit OFF EX Port OFF Mirror Port OFF Credit Recovery ON F_Port Buffers OFF Fault Delay: 0(R_A_TOV) NPIV PP Limit: 126 CSCTL mode: OFF Forcing the links to 2GbFC produces no errors, but we bought 4GbFC and we want 4GbFC. I don't know where to look anymore. Any ideas what to try next or how to proceed? If we can't make 4GbFC work reliably I wonder what the people working with 8 or 16 do... I don't assume that "a few errors here and there" are acceptable. Oh and BTW we are in contact with everyone of the manufacturers (FC switch, MUX, SFPs, ...) Except for the SFPs to be changed (some have been changed before) nobody has a clue. Brocade SAN Health says the fabric is ok. MUX, well, it's passive, it's only a prism, nature at it's best. Any shots in the dark? APPENDIX: Answers to your questions @Chopper3: This is the second generation of Brocades exhibiting the problem. Before we had 5000s, now we have 5100s. In the beginning when we still had the active MUX we rented a longdistance laser once to put it into the switch directly in order to make tests for a day, during that day of course it was clean. But as I said, sometimes it's clean just like that. And sometimes it's not. Alternative switches would mean to rebuild the entire SAN with those only to test. Alternative SFPs, well they're hard to come by just like that. @longneck: The line is rented. It's a dark fibre (9um monomode) so there's noone else on it. Sure there are splices. I can't go and look but I have to trust they have been done correctly. As I said the line has been checked and rechecked (using an optical time-domain reflectometer). Obviously you don't have all this equipment yourself because it's way too expensive. @mdpc: What would be the "wrong" type of cable according to you? Up to the switch everything is monomode, yes. The connectors are the correct ones too. Yeah I know there are the green ones where the fibre is cut off at a certain angle etc. But we have the correct ones for all that I know. Progress Report #1 We have had two fabrics (=2x2 switches) with Brocade 5100s with FabricOS 6.4.1 and two fabrics (another 2x4 switches) on FabricOS 7.0.2. On the longdistance ISLs (one in each fabric) it turned out that with FOS 6.4.1 setting it to long distance issues warnings about the VC Init setting and consequently the fill word. But those are only warnings. FOS 7.0.2 requires you to do modifications to VCI and the fillword for long distance links. Setting FOS 6.4.1 to the LS (long-distance static distance) setting with wrong VCI and fillword setting made the whole fabric inoperational (stuck in an SCN loop, use fabriclog -s to see, you don't see it anywhere else, no port error counters or anything increasing). Currently I'm giving the one fabric with the IMHO more correct settings a beating and it seems to do fine, whereas the other one without much traffic still has errors here and there. In short: We have eliminated the active part of the MUX (the FC retimer). We are putting the long distance SFPs into the end equipment themselves. Just to be sure we bought new monomode cables to connect the end equipment to the remaining passive part of the MUX. We are now trying out several long distance configs. It's almost black magic. Everything that happens is mostly empirical, noone seems to have a clue what are the exact reasons to do something. ("We have tried this, and it didn't work, then we tried that and it worked, so we stuck with that." But noone really seems to know why.) I'll keep you updated. Progress Report #2 We got the new lasers for one of the fabrics on warranty. It's ultra clean even on 4GbFC. They're transmitting with roughly 2mW (3dBm) whereas the others are only at 1.5mW (1.5dBm) although that should really be enough. The other fabric (where the lasers are apparently ok) still produces one or two CRCs infrequently. Using sfpshow the SFP producing the actual RX errors shows Status/Ctrl: 0x82 Alarm flags[0,1] = 0x5, 0x40 Warn Flags[0,1] = 0x5, 0x40 Now I'll have to find out what that means. Not sure if it was there before. Well I'll first clear my head with a week of vacation. 8-)

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  • Remove box2d bodies after collision deduction android?

    - by jubin
    Can any one explain me how to destroy box2d body when collide i have tried but my application crashed.First i have checked al collisions then add all the bodies in array who i want to destroy.I am trying to learning this tutorial My all the bodies are falling i want these bodies should destroy when these bodies will collide my actor monkey but when it collide it destroy but my aplication crashed.I have googled and from google i got the application crash reasons we should not destroy body in step funtion but i am removing body in the last of tick method. could any one help me or provide me code aur check my code why i am getting this prblem or how can i destroy box2d bodies. This is my code what i am doing. Please could any one check my code and tell me what is i am doing wrong for removing bodies. The code is for multiple box2d objects falling on my actor monkey it should be destroy when it will fall on the monkey.It is destroing but my application crahes. static class Box2DLayer extends CCLayer { protected static final float PTM_RATIO = 32.0f; protected static final float WALK_FACTOR = 3.0f; protected static final float MAX_WALK_IMPULSE = 0.2f; protected static final float ANIM_SPEED = 0.3f; int isLeft=0; String dir=""; int x =0; float direction; CCColorLayer objectHint; // protected static final float PTM_RATIO = 32.0f; protected World _world; protected static Body spriteBody; CGSize winSize = CCDirector.sharedDirector().winSize(); private static int count = 200; protected static Body monkey_body; private static Body bodies; CCSprite monkey; float animDelay; int animPhase; CCSpriteSheet danceSheet = CCSpriteSheet.spriteSheet("phases.png"); CCSprite _block; List<Body> toDestroy = new ArrayList<Body>(); //CCSpriteSheet _spriteSheet; private static MyContactListener _contactListener = new MyContactListener(); public Box2DLayer() { this.setIsAccelerometerEnabled(true); CCSprite bg = CCSprite.sprite("jungle.png"); addChild(bg,0); bg.setAnchorPoint(0,0); bg.setPosition(0,0); CGSize s = CCDirector.sharedDirector().winSize(); // Use scaled width and height so that our boundaries always match the current screen float scaledWidth = s.width/PTM_RATIO; float scaledHeight = s.height/PTM_RATIO; Vector2 gravity = new Vector2(0.0f, -30.0f); boolean doSleep = false; _world = new World(gravity, doSleep); // Create edges around the entire screen // Define the ground body. BodyDef bxGroundBodyDef = new BodyDef(); bxGroundBodyDef.position.set(0.0f, 0.0f); // The body is also added to the world. Body groundBody = _world.createBody(bxGroundBodyDef); // Register our contact listener // Define the ground box shape. PolygonShape groundBox = new PolygonShape(); Vector2 bottomLeft = new Vector2(0f,0f); Vector2 topLeft = new Vector2(0f,scaledHeight); Vector2 topRight = new Vector2(scaledWidth,scaledHeight); Vector2 bottomRight = new Vector2(scaledWidth,0f); // bottom groundBox.setAsEdge(bottomLeft, bottomRight); groundBody.createFixture(groundBox,0); // top groundBox.setAsEdge(topLeft, topRight); groundBody.createFixture(groundBox,0); // left groundBox.setAsEdge(topLeft, bottomLeft); groundBody.createFixture(groundBox,0); // right groundBox.setAsEdge(topRight, bottomRight); groundBody.createFixture(groundBox,0); CCSprite floorbg = CCSprite.sprite("grassbehind.png"); addChild(floorbg,1); floorbg.setAnchorPoint(0,0); floorbg.setPosition(0,0); CCSprite floorfront = CCSprite.sprite("grassfront.png"); floorfront.setTag(2); this.addBoxBodyForSprite(floorfront); addChild(floorfront,3); floorfront.setAnchorPoint(0,0); floorfront.setPosition(0,0); addChild(danceSheet); //CCSprite monkey = CCSprite.sprite(danceSheet, CGRect.make(0, 0, 48, 73)); //addChild(danceSprite); monkey = CCSprite.sprite("arms_up.png"); monkey.setTag(2); monkey.setPosition(200,100); BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.DynamicBody; spriteBodyDef.bullet=true; spriteBodyDef.position.set(200 / PTM_RATIO, 300 / PTM_RATIO); monkey_body = _world.createBody(spriteBodyDef); monkey_body.setUserData(monkey); PolygonShape spriteShape = new PolygonShape(); spriteShape.setAsBox(monkey.getContentSize().width/PTM_RATIO/2, monkey.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; monkey_body.createFixture(spriteShapeDef); //Vector2 force = new Vector2(10, 10); //monkey_body.applyLinearImpulse(force, spriteBodyDef.position); addChild(monkey,10000); this.schedule(tickCallback); this.schedule(createobjects, 2.0f); objectHint = CCColorLayer.node(ccColor4B.ccc4(255,0,0,128), 200f, 100f); addChild(objectHint, 15000); objectHint.setVisible(false); _world.setContactListener(_contactListener); } private UpdateCallback tickCallback = new UpdateCallback() { public void update(float d) { tick(d); } }; private UpdateCallback createobjects = new UpdateCallback() { public void update(float d) { secondUpdate(d); } }; private void secondUpdate(float dt) { this.addNewSprite(); } public void addBoxBodyForSprite(CCSprite sprite) { BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.StaticBody; //spriteBodyDef.bullet=true; spriteBodyDef.position.set(sprite.getPosition().x / PTM_RATIO, sprite.getPosition().y / PTM_RATIO); spriteBody = _world.createBody(spriteBodyDef); spriteBody.setUserData(sprite); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; PolygonShape spriteShape = new PolygonShape(); spriteShape.set(verts); //spriteShape.setAsBox(sprite.getContentSize().width/PTM_RATIO/2, //sprite.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; spriteShapeDef.isSensor=true; spriteBody.createFixture(spriteShapeDef); } public void addNewSprite() { count=0; Random rand = new Random(); int Number = rand.nextInt(10); switch(Number) { case 0: _block = CCSprite.sprite("banana.png"); break; case 1: _block = CCSprite.sprite("backpack.png");break; case 2: _block = CCSprite.sprite("statue.png");break; case 3: _block = CCSprite.sprite("pineapple.png");break; case 4: _block = CCSprite.sprite("bananabunch.png");break; case 5: _block = CCSprite.sprite("hat.png");break; case 6: _block = CCSprite.sprite("canteen.png");break; case 7: _block = CCSprite.sprite("banana.png");break; case 8: _block = CCSprite.sprite("statue.png");break; case 9: _block = CCSprite.sprite("hat.png");break; } int padding=20; //_block.setPosition(CGPoint.make(100, 100)); // Determine where to spawn the target along the Y axis CGSize winSize = CCDirector.sharedDirector().displaySize(); int minY = (int)(_block.getContentSize().width / 2.0f); int maxY = (int)(winSize.width - _block.getContentSize().width / 2.0f); int rangeY = maxY - minY; int actualY = rand.nextInt(rangeY) + minY; // Create block and add it to the layer float xOffset = padding+_block.getContentSize().width/2+((_block.getContentSize().width+padding)*count); _block.setPosition(CGPoint.make(actualY, 750)); _block.setTag(1); float w = _block.getContentSize().width; objectHint.setVisible(true); objectHint.changeWidth(w); objectHint.setPosition(actualY-w/2, 460); this.addChild(_block,10000); // Create ball body and shape BodyDef ballBodyDef1 = new BodyDef(); ballBodyDef1.type = BodyType.DynamicBody; ballBodyDef1.position.set(actualY/PTM_RATIO, 480/PTM_RATIO); bodies = _world.createBody(ballBodyDef1); bodies.setUserData(_block); PolygonShape circle1 = new PolygonShape(); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; circle1.set(verts); FixtureDef ballShapeDef1 = new FixtureDef(); ballShapeDef1.shape = circle1; ballShapeDef1.density = 10.0f; ballShapeDef1.friction = 0.0f; ballShapeDef1.restitution = 0.1f; bodies.createFixture(ballShapeDef1); count++; //Remove(); } @Override public void ccAccelerometerChanged(float accelX, float accelY, float accelZ) { //Apply the directional impulse /*float impulse = monkey_body.getMass()*accelY*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); monkey_body.applyLinearImpulse(force, monkey_body.getWorldCenter());*/ walk(accelY); //Remove(); } private void walk(float accelY) { // TODO Auto-generated method stub direction = accelY; } private void Remove() { for (Iterator<MyContact> it1 = _contactListener.mContacts.iterator(); it1.hasNext();) { MyContact contact = it1.next(); Body bodyA = contact.fixtureA.getBody(); Body bodyB = contact.fixtureB.getBody(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (bodyA.getUserData() != null && bodyB.getUserData() != null) { CCSprite spriteA = (CCSprite) bodyA.getUserData(); CCSprite spriteB = (CCSprite) bodyB.getUserData(); // Is sprite A a cat and sprite B a car? If so, push the cat // on a list to be destroyed... if (spriteA.getTag() == 1 && spriteB.getTag() == 2) { //Log.v("dsfds", "dsfsd"+bodyA); //_world.destroyBody(bodyA); // removeChild(spriteA, true); toDestroy.add(bodyA); } // Is sprite A a car and sprite B a cat? If so, push the cat // on a list to be destroyed... else if (spriteA.getTag() == 2 && spriteB.getTag() == 1) { //Log.v("dsfds", "dsfsd"+bodyB); toDestroy.add(bodyB); } } } // Loop through all of the box2d bodies we want to destroy... for (Iterator<Body> it1 = toDestroy.iterator(); it1.hasNext();) { Body body = it1.next(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (body.getUserData() != null) { // We know that the user data is a sprite since we set // it that way, so cast it... CCSprite sprite = (CCSprite) body.getUserData(); // Remove the sprite from the scene _world.destroyBody(body); removeChild(sprite, true); } // Destroy the Box2D body as well // _contactListener.mContacts.remove(0); } } public synchronized void tick(float delta) { synchronized (_world) { _world.step(delta, 8, 3); //_world.clearForces(); //addNewSprite(); } CCAnimation danceAnimation = CCAnimation.animation("dance", 1.0f); // Iterate over the bodies in the physics world Iterator<Body> it = _world.getBodies(); while(it.hasNext()) { Body b = it.next(); Object userData = b.getUserData(); if (userData != null && userData instanceof CCSprite) { //Synchronize the Sprites position and rotation with the corresponding body CCSprite sprite = (CCSprite)userData; if(sprite.getTag()==1) { //b.applyLinearImpulse(force, pos); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle())); } else { //Apply the directional impulse float impulse = monkey_body.getMass()*direction*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); b.applyLinearImpulse(force, b.getWorldCenter()); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); animDelay -= 1.0f/60.0f; if(animDelay <= 0) { animDelay = ANIM_SPEED; animPhase++; if(animPhase > 2) { animPhase = 1; } } if(direction < 0 ) { isLeft=1; } else { isLeft=0; } if(isLeft==1) { dir = "left"; } else { dir = "right"; } float standingLimit = (float) 0.1f; float vX = monkey_body.getLinearVelocity().x; if((vX > -standingLimit)&& (vX < standingLimit)) { // Log.v("sasd", "standing"); } else { } } } } Remove(); } } Sorry for my english. Thanks in advance.

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • C#/.NET Little Wonders: Interlocked CompareExchange()

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Two posts ago, I discussed the Interlocked Add(), Increment(), and Decrement() methods (here) for adding and subtracting values in a thread-safe, lightweight manner.  Then, last post I talked about the Interlocked Read() and Exchange() methods (here) for safely and efficiently reading and setting 32 or 64 bit values (or references).  This week, we’ll round out the discussion by talking about the Interlocked CompareExchange() method and how it can be put to use to exchange a value if the current value is what you expected it to be. Dirty reads can lead to bad results Many of the uses of Interlocked that we’ve explored so far have centered around either reading, setting, or adding values.  But what happens if you want to do something more complex such as setting a value based on the previous value in some manner? Perhaps you were creating an application that reads a current balance, applies a deposit, and then saves the new modified balance, where of course you’d want that to happen atomically.  If you read the balance, then go to save the new balance and between that time the previous balance has already changed, you’ll have an issue!  Think about it, if we read the current balance as $400, and we are applying a new deposit of $50.75, but meanwhile someone else deposits $200 and sets the total to $600, but then we write a total of $450.75 we’ve lost $200! Now, certainly for int and long values we can use Interlocked.Add() to handles these cases, and it works well for that.  But what if we want to work with doubles, for example?  Let’s say we wanted to add the numbers from 0 to 99,999 in parallel.  We could do this by spawning several parallel tasks to continuously add to a total: 1: double total = 0; 2:  3: Parallel.For(0, 10000, next => 4: { 5: total += next; 6: }); Were this run on one thread using a standard for loop, we’d expect an answer of 4,999,950,000 (the sum of all numbers from 0 to 99,999).  But when we run this in parallel as written above, we’ll likely get something far off.  The result of one of my runs, for example, was 1,281,880,740.  That is way off!  If this were banking software we’d be in big trouble with our clients.  So what happened?  The += operator is not atomic, it will read in the current value, add the result, then store it back into the total.  At any point in all of this another thread could read a “dirty” current total and accidentally “skip” our add.   So, to clean this up, we could use a lock to guarantee concurrency: 1: double total = 0.0; 2: object locker = new object(); 3:  4: Parallel.For(0, count, next => 5: { 6: lock (locker) 7: { 8: total += next; 9: } 10: }); Which will give us the correct result of 4,999,950,000.  One thing to note is that locking can be heavy, especially if the operation being locked over is trivial, or the life of the lock is a high percentage of the work being performed concurrently.  In the case above, the lock consumes pretty much all of the time of each parallel task – and the task being locked on is relatively trivial. Now, let me put in a disclaimer here before we go further: For most uses, lock is more than sufficient for your needs, and is often the simplest solution!    So, if lock is sufficient for most needs, why would we ever consider another solution?  The problem with locking is that it can suspend execution of your thread while it waits for the signal that the lock is free.  Moreover, if the operation being locked over is trivial, the lock can add a very high level of overhead.  This is why things like Interlocked.Increment() perform so well, instead of locking just to perform an increment, we perform the increment with an atomic, lockless method. As with all things performance related, it’s important to profile before jumping to the conclusion that you should optimize everything in your path.  If your profiling shows that locking is causing a high level of waiting in your application, then it’s time to consider lighter alternatives such as Interlocked. CompareExchange() – Exchange existing value if equal some value So let’s look at how we could use CompareExchange() to solve our problem above.  The general syntax of CompareExchange() is: T CompareExchange<T>(ref T location, T newValue, T expectedValue) If the value in location == expectedValue, then newValue is exchanged.  Either way, the value in location (before exchange) is returned. Actually, CompareExchange() is not one method, but a family of overloaded methods that can take int, long, float, double, pointers, or references.  It cannot take other value types (that is, can’t CompareExchange() two DateTime instances directly).  Also keep in mind that the version that takes any reference type (the generic overload) only checks for reference equality, it does not call any overridden Equals(). So how does this help us?  Well, we can grab the current total, and exchange the new value if total hasn’t changed.  This would look like this: 1: // grab the snapshot 2: double current = total; 3:  4: // if the total hasn’t changed since I grabbed the snapshot, then 5: // set it to the new total 6: Interlocked.CompareExchange(ref total, current + next, current); So what the code above says is: if the amount in total (1st arg) is the same as the amount in current (3rd arg), then set total to current + next (2nd arg).  This check and exchange pair is atomic (and thus thread-safe). This works if total is the same as our snapshot in current, but the problem, is what happens if they aren’t the same?  Well, we know that in either case we will get the previous value of total (before the exchange), back as a result.  Thus, we can test this against our snapshot to see if it was the value we expected: 1: // if the value returned is != current, then our snapshot must be out of date 2: // which means we didn't (and shouldn't) apply current + next 3: if (Interlocked.CompareExchange(ref total, current + next, current) != current) 4: { 5: // ooops, total was not equal to our snapshot in current, what should we do??? 6: } So what do we do if we fail?  That’s up to you and the problem you are trying to solve.  It’s possible you would decide to abort the whole transaction, or perhaps do a lightweight spin and try again.  Let’s try that: 1: double current = total; 2:  3: // make first attempt... 4: if (Interlocked.CompareExchange(ref total, current + i, current) != current) 5: { 6: // if we fail, go into a spin wait, spin, and try again until succeed 7: var spinner = new SpinWait(); 8:  9: do 10: { 11: spinner.SpinOnce(); 12: current = total; 13: } 14: while (Interlocked.CompareExchange(ref total, current + i, current) != current); 15: } 16:  This is not trivial code, but it illustrates a possible use of CompareExchange().  What we are doing is first checking to see if we succeed on the first try, and if so great!  If not, we create a SpinWait and then repeat the process of SpinOnce(), grab a fresh snapshot, and repeat until CompareExchnage() succeeds.  You may wonder why not a simple do-while here, and the reason it’s more efficient to only create the SpinWait until we absolutely know we need one, for optimal efficiency. Though not as simple (or maintainable) as a simple lock, this will perform better in many situations.  Comparing an unlocked (and wrong) version, a version using lock, and the Interlocked of the code, we get the following average times for multiple iterations of adding the sum of 100,000 numbers: 1: Unlocked money average time: 2.1 ms 2: Locked money average time: 5.1 ms 3: Interlocked money average time: 3 ms So the Interlocked.CompareExchange(), while heavier to code, came in lighter than the lock, offering a good compromise of safety and performance when we need to reduce contention. CompareExchange() - it’s not just for adding stuff… So that was one simple use of CompareExchange() in the context of adding double values -- which meant we couldn’t have used the simpler Interlocked.Add() -- but it has other uses as well. If you think about it, this really works anytime you want to create something new based on a current value without using a full lock.  For example, you could use it to create a simple lazy instantiation implementation.  In this case, we want to set the lazy instance only if the previous value was null: 1: public static class Lazy<T> where T : class, new() 2: { 3: private static T _instance; 4:  5: public static T Instance 6: { 7: get 8: { 9: // if current is null, we need to create new instance 10: if (_instance == null) 11: { 12: // attempt create, it will only set if previous was null 13: Interlocked.CompareExchange(ref _instance, new T(), (T)null); 14: } 15:  16: return _instance; 17: } 18: } 19: } So, if _instance == null, this will create a new T() and attempt to exchange it with _instance.  If _instance is not null, then it does nothing and we discard the new T() we created. This is a way to create lazy instances of a type where we are more concerned about locking overhead than creating an accidental duplicate which is not used.  In fact, the BCL implementation of Lazy<T> offers a similar thread-safety choice for Publication thread safety, where it will not guarantee only one instance was created, but it will guarantee that all readers get the same instance.  Another possible use would be in concurrent collections.  Let’s say, for example, that you are creating your own brand new super stack that uses a linked list paradigm and is “lock free”.  We could use Interlocked.CompareExchange() to be able to do a lockless Push() which could be more efficient in multi-threaded applications where several threads are pushing and popping on the stack concurrently. Yes, there are already concurrent collections in the BCL (in .NET 4.0 as part of the TPL), but it’s a fun exercise!  So let’s assume we have a node like this: 1: public sealed class Node<T> 2: { 3: // the data for this node 4: public T Data { get; set; } 5:  6: // the link to the next instance 7: internal Node<T> Next { get; set; } 8: } Then, perhaps, our stack’s Push() operation might look something like: 1: public sealed class SuperStack<T> 2: { 3: private volatile T _head; 4:  5: public void Push(T value) 6: { 7: var newNode = new Node<int> { Data = value, Next = _head }; 8:  9: if (Interlocked.CompareExchange(ref _head, newNode, newNode.Next) != newNode.Next) 10: { 11: var spinner = new SpinWait(); 12:  13: do 14: { 15: spinner.SpinOnce(); 16: newNode.Next = _head; 17: } 18: while (Interlocked.CompareExchange(ref _head, newNode, newNode.Next) != newNode.Next); 19: } 20: } 21:  22: // ... 23: } Notice a similar paradigm here as with adding our doubles before.  What we are doing is creating the new Node with the data to push, and with a Next value being the original node referenced by _head.  This will create our stack behavior (LIFO – Last In, First Out).  Now, we have to set _head to now refer to the newNode, but we must first make sure it hasn’t changed! So we check to see if _head has the same value we saved in our snapshot as newNode.Next, and if so, we set _head to newNode.  This is all done atomically, and the result is _head’s original value, as long as the original value was what we assumed it was with newNode.Next, then we are good and we set it without a lock!  If not, we SpinWait and try again. Once again, this is much lighter than locking in highly parallelized code with lots of contention.  If I compare the method above with a similar class using lock, I get the following results for pushing 100,000 items: 1: Locked SuperStack average time: 6 ms 2: Interlocked SuperStack average time: 4.5 ms So, once again, we can get more efficient than a lock, though there is the cost of added code complexity.  Fortunately for you, most of the concurrent collection you’d ever need are already created for you in the System.Collections.Concurrent (here) namespace – for more information, see my Little Wonders – The Concurent Collections Part 1 (here), Part 2 (here), and Part 3 (here). Summary We’ve seen before how the Interlocked class can be used to safely and efficiently add, increment, decrement, read, and exchange values in a multi-threaded environment.  In addition to these, Interlocked CompareExchange() can be used to perform more complex logic without the need of a lock when lock contention is a concern. The added efficiency, though, comes at the cost of more complex code.  As such, the standard lock is often sufficient for most thread-safety needs.  But if profiling indicates you spend a lot of time waiting for locks, or if you just need a lock for something simple such as an increment, decrement, read, exchange, etc., then consider using the Interlocked class’s methods to reduce wait. Technorati Tags: C#,CSharp,.NET,Little Wonders,Interlocked,CompareExchange,threading,concurrency

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • Problems with SAT Collision Detection

    - by DJ AzKai
    I'm doing a project in one of my modules for college in C++ with SFML and I was hoping someone may be able to help me. I'm using a vector of squares and triangles and I am using the SAT collision detection method to see if objects collide and to make the objects respond to the collision appropriately using the MTV(minimum translation vector) Below is my code: //from the main method int main(){ // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML OpenGL"); // Create a clock for measuring time elapsed sf::Clock Clock; srand(time(0)); //prepare OpenGL surface for HSR glClearDepth(1.f); glClearColor(0.3f, 0.3f, 0.3f, 0.f); //background colour glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); //// Setup a perspective projection & Camera position glMatrixMode(GL_PROJECTION); glLoadIdentity(); //set up a 3D Perspective View volume //gluPerspective(90.f, 1.f, 1.f, 300.0f);//fov, aspect, zNear, zFar //set up a orthographic projection same size as window //this mease the vertex coordinates are in pixel space glOrtho(0,800,0,600,0,1); // use pixel coordinates // Finally, display rendered frame on screen vector<BouncingThing*> triangles; for(int i = 0; i < 10; i++) { //instantiate each triangle; triangles.push_back(new BouncingTriangle(Vector2f(rand() % 700, rand() % 500), 3)); } vector<BouncingThing*> boxes; for(int i = 0; i < 10; i++) { //instantiate each box; boxes.push_back(new BouncingBox(Vector2f(rand() % 700, rand() % 500), 4)); } CollisionDetection * b = new CollisionDetection(); // Start game loop while (App.isOpen()) { // Process events sf::Event Event; while (App.pollEvent(Event)) { // Close window : exit if (Event.type == sf::Event::Closed) App.close(); // Escape key : exit if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape)) App.close(); } //Prepare for drawing // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0; i < 10; i++) { triangles[i]->draw(); boxes[i]->draw(); triangles[i]->update(Vector2f(800,600)); boxes[i]->draw(); boxes[i]->update(Vector2f(800,600)); } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(boxes[i]))); } } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(boxes[i]))); } } App.display(); } return EXIT_SUCCESS; } (ignore this line) //from the BouncingThing.cpp BouncingThing::BouncingThing(Vector2f position, int noSides) : pos(position), pi(3.14), radius(3.14), nSides(noSides) { collided = false; if(nSides ==3) { Vector2f vert1 = Vector2f(-12.0f,-12.0f); Vector2f vert2 = Vector2f(0.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); } else if(nSides == 4) { Vector2f vert1 = Vector2f(-12.0f,12.0f); Vector2f vert2 = Vector2f(12.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); Vector2f vert4 = Vector2f(-12.0f, -12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); verts.push_back(vert4); } velocity.x = ((rand() % 5 + 1) / 3) + 1; velocity.y = ((rand() % 5 + 1) / 3 ) +1; } void BouncingThing::update(Vector2f screenSize) { Transform t; t.rotate(0); for(int i=0;i< verts.size(); i++) { verts[i]=t.transformPoint(verts[i]); } if(pos.x >= screenSize.x || pos.x <= 0) { velocity.x *= -1; } if(pos.y >= screenSize.y || pos.y <= 0) { velocity.y *= -1; } if(collided) { //velocity.x *= -1; //velocity.y *= -1; collided = false; } pos += velocity; } void BouncingThing::setCollision(bool x){ collided = x; } void BouncingThing::draw() { glBegin(GL_POLYGON); glColor3f(0,1,0); for(int i = 0; i < verts.size(); i++) { glVertex2f(pos.x + verts[i].x,pos.y + verts[i].y); } glEnd(); } vector<Vector2f> BouncingThing::getNormals() { vector<Vector2f> normalVerts; if(nSides == 3) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); Vector2f ac = Vector2f((verts[2].x + pos.x) - (verts[0].x + pos.x), (verts[2].y + pos.y) - (verts[0].y + pos.y)); ac = flip(ac); ac.x *= -1; normalVerts.push_back(ac); return normalVerts; } if(nSides ==4) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); return normalVerts; } } Vector2f BouncingThing::flip(Vector2f v){ float vyTemp = v.x; float vxTemp = v.y * -1; return Vector2f(vxTemp, vyTemp); } (Ignore this line) CollisionDetection::CollisionDetection() { } vector<float> CollisionDetection::bubbleSort(vector<float> w) { int temp; bool finished = false; while (!finished) { finished = true; for (int i = 0; i < w.size()-1; i++) { if (w[i] > w[i+1]) { temp = w[i]; w[i] = w[i+1]; w[i+1] = temp; finished=false; } } } return w; } class Vector{ public: //static int dp_count; static float dot(sf::Vector2f a,sf::Vector2f b){ //dp_count++; return a.x*b.x+a.y*b.y; } static float length(sf::Vector2f a){ return sqrt(a.x*a.x+a.y*a.y); } static Vector2f add(Vector2f a, Vector2f b) { return Vector2f(a.x + b.y, a.y + b.y); } static sf::Vector2f getNormal(sf::Vector2f a,sf::Vector2f b){ sf::Vector2f n; n=a-b; n/=Vector::length(n);//normalise float x=n.x; n.x=n.y; n.y=-x; return n; } }; bool CollisionDetection::CheckCollision(BouncingThing & x, BouncingThing & y) { vector<Vector2f> xVerts = x.getVerts(); vector<Vector2f> yVerts = y.getVerts(); vector<Vector2f> xNormals = x.getNormals(); vector<Vector2f> yNormals = y.getNormals(); int size; vector<float> xRange; vector<float> yRange; for(int j = 0; j < xNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(xNormals[j], Vector2f(xVerts[i].x, xVerts[i].x))); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(xNormals[j], Vector2f(yVerts[i].x , yVerts[i].y))); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } float x3 = Min(xRange[0], yRange[0]); float y3 = Max(xRange[xRange.size() - 1], yRange[yRange.size() - 1]); float length = Max(x3, y3) - Min(x3, y3); } for(int j = 0; j < yNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(yNormals[j], xVerts[i])); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(yNormals[j], yVerts[i])); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } } return true; } float CollisionDetection::Min(float min, float max) { if(max < min) { min = max; } else return min; } float CollisionDetection::Max(float min, float max) { if(min > max) { max = min; } else return min; } On the screen the objects will freeze for a small amount of time before moving off again. However the problem is is that when this happens there are no collisions actually happening and I would really love to find out where the flaw is in the code. If you need any more information/code please don't hesitate to ask and I'll reply as soon as possible Regards, AzKai

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  • Fedora error log file

    - by user111196
    I am running a java application using this wrapper service yajsw. The problem it just stopped without any error in its logs file. So I was wondering will there be any system log file which will indicate the cause of it going down? Partial of the log file. Apr 6 00:12:20 localhost kernel: imklog 3.22.1, log source = /proc/kmsg started. Apr 6 00:12:20 localhost rsyslogd: [origin software="rsyslogd" swVersion="3.22.1" x-pid="2234" x-info="http://www.rsyslog.com"] (re)start Apr 6 00:12:20 localhost kernel: Initializing cgroup subsys cpuset Apr 6 00:12:20 localhost kernel: Initializing cgroup subsys cpu Apr 6 00:12:20 localhost kernel: Linux version 2.6.27.41-170.2.117.fc10.x86_64 ([email protected]) (gcc version 4.3.2 20081105 (Red Hat 4.3.2-7) (GCC) ) #1 SMP Thu Dec 10 10:36:29 EST 2009 Apr 6 00:12:20 localhost kernel: Command line: ro root=UUID=722ebf87-437f-4634-9c68-a82d157fa948 rhgb quiet Apr 6 00:12:20 localhost kernel: KERNEL supported cpus: Apr 6 00:12:20 localhost kernel: Intel GenuineIntel Apr 6 00:12:20 localhost kernel: AMD AuthenticAMD Apr 6 00:12:20 localhost kernel: Centaur CentaurHauls Apr 6 00:12:20 localhost kernel: BIOS-provided physical RAM map: Apr 6 00:12:20 localhost kernel: BIOS-e820: 0000000000000000 - 00000000000a0000 (usable) Apr 6 00:12:20 localhost kernel: BIOS-e820: 0000000000100000 - 00000000cfb50000 (usable) Apr 6 00:12:20 localhost kernel: BIOS-e820: 00000000cfb50000 - 00000000cfb66000 (reserved) Apr 6 00:12:20 localhost kernel: BIOS-e820: 00000000cfb66000 - 00000000cfb85c00 (ACPI data) Apr 6 00:12:20 localhost kernel: BIOS-e820: 00000000cfb85c00 - 00000000d0000000 (reserved) Apr 6 00:12:20 localhost kernel: BIOS-e820: 00000000e0000000 - 00000000f0000000 (reserved) Apr 6 00:12:20 localhost kernel: BIOS-e820: 00000000fe000000 - 0000000100000000 (reserved) Apr 6 00:12:20 localhost kernel: BIOS-e820: 0000000100000000 - 0000000330000000 (usable) Apr 6 00:12:20 localhost kernel: DMI 2.5 present. Apr 6 00:12:20 localhost kernel: last_pfn = 0x330000 max_arch_pfn = 0x3ffffffff Apr 6 00:12:20 localhost kernel: x86 PAT enabled: cpu 0, old 0x7040600070406, new 0x7010600070106 Apr 6 00:12:20 localhost kernel: last_pfn = 0xcfb50 max_arch_pfn = 0x3ffffffff Apr 6 00:12:20 localhost kernel: init_memory_mapping Apr 6 00:12:20 localhost kernel: last_map_addr: cfb50000 end: cfb50000 Apr 6 00:12:20 localhost kernel: init_memory_mapping Apr 6 00:12:20 localhost kernel: last_map_addr: 330000000 end: 330000000 Apr 6 00:12:20 localhost kernel: RAMDISK: 37bfc000 - 37fef6c8 Apr 6 00:12:20 localhost kernel: ACPI: RSDP 000F21B0, 0024 (r2 DELL ) Apr 6 00:12:20 localhost kernel: ACPI: XSDT 000F224C, 0084 (r1 DELL PE_SC3 1 DELL 1) Apr 6 00:12:20 localhost kernel: ACPI: FACP CFB83524, 00F4 (r3 DELL PE_SC3 1 DELL 1) Apr 6 00:12:20 localhost kernel: ACPI: DSDT CFB66000, 4974 (r1 DELL PE_SC3 1 INTL 20050624) Apr 6 00:12:20 localhost kernel: ACPI: FACS CFB85C00, 0040 Apr 6 00:12:20 localhost kernel: ACPI: APIC CFB83078, 00B6 (r1 DELL PE_SC3 1 DELL 1) Apr 6 00:12:20 localhost kernel: ACPI: SPCR CFB83130, 0050 (r1 DELL PE_SC3 1 DELL 1) Apr 6 00:12:20 localhost kernel: ACPI: HPET CFB83184, 0038 (r1 DELL PE_SC3 1 DELL 1) Apr 6 00:12:20 localhost kernel: ACPI: MCFG CFB831C0, 003C (r1 DELL PE_SC3 1 DELL 1) Apr 6 00:12:20 localhost kernel: ACPI: WD__ CFB83200, 0134 (r1 DELL PE_SC3 1 DELL 1) Apr 6 00:12:20 localhost kernel: ACPI: SLIC CFB83338, 0176 (r1 DELL PE_SC3 1 DELL 1) Apr 6 00:12:20 localhost kernel: ACPI: ERST CFB6AAF4, 0210 (r1 DELL PE_SC3 1 DELL 1) Apr 6 00:12:20 localhost kernel: ACPI: HEST CFB6AD04, 027C (r1 DELL PE_SC3 1 DELL 1) Apr 6 00:12:20 localhost kernel: ACPI: BERT CFB6A974, 0030 (r1 DELL PE_SC3 1 DELL 1) Apr 6 00:12:20 localhost kernel: ACPI: EINJ CFB6A9A4, 0150 (r1 DELL PE_SC3 1 DELL 1) Apr 6 00:12:20 localhost kernel: ACPI: TCPA CFB834BC, 0064 (r1 DELL PE_SC3 1 DELL 1) Apr 6 00:12:20 localhost kernel: No NUMA configuration found Apr 6 00:12:20 localhost kernel: Faking a node at 0000000000000000-0000000330000000 Apr 6 00:12:20 localhost kernel: Bootmem setup node 0 0000000000000000-0000000330000000 Apr 6 00:12:20 localhost kernel: NODE_DATA [0000000000015000 - 0000000000029fff] Apr 6 00:12:20 localhost kernel: bootmap [000000000002a000 - 000000000008ffff] pages 66 Apr 6 00:12:20 localhost kernel: (7 early reservations) ==> bootmem [0000000000 - 0330000000] Apr 6 00:12:20 localhost kernel: #0 [0000000000 - 0000001000] BIOS data page ==> [0000000000 - 0000001000] Apr 6 00:12:20 localhost kernel: #1 [0000006000 - 0000008000] TRAMPOLINE ==> [0000006000 - 0000008000] Apr 6 00:12:20 localhost kernel: #2 [0000200000 - 0000a310cc] TEXT DATA BSS ==> [0000200000 - 0000a310cc] Apr 6 00:12:20 localhost kernel: #3 [0037bfc000 - 0037fef6c8] RAMDISK ==> [0037bfc000 - 0037fef6c8] Apr 6 00:12:20 localhost kernel: #4 [000009f000 - 0000100000] BIOS reserved ==> [000009f000 - 0000100000] Apr 6 00:12:20 localhost kernel: #5 [0000008000 - 000000c000] PGTABLE ==> [0000008000 - 000000c000] Apr 6 00:12:20 localhost kernel: #6 [000000c000 - 0000015000] PGTABLE ==> [000000c000 - 0000015000] Apr 6 00:12:20 localhost kernel: found SMP MP-table at [ffff8800000fe710] 000fe710 Apr 6 00:12:20 localhost kernel: Zone PFN ranges: Apr 6 00:12:20 localhost kernel: DMA 0x00000000 -> 0x00001000 Apr 6 00:12:20 localhost kernel: DMA32 0x00001000 -> 0x00100000 Apr 6 00:12:20 localhost kernel: Normal 0x00100000 -> 0x00330000 Apr 6 00:12:20 localhost kernel: Movable zone start PFN for each node Apr 6 00:12:20 localhost kernel: early_node_map[3] active PFN ranges Apr 6 00:12:20 localhost kernel: 0: 0x00000000 -> 0x000000a0 Apr 6 00:12:20 localhost kernel: 0: 0x00000100 -> 0x000cfb50 Apr 6 00:12:20 localhost kernel: 0: 0x00100000 -> 0x00330000 Apr 6 00:12:20 localhost kernel: ACPI: PM-Timer IO Port: 0x808 Apr 6 00:12:20 localhost kernel: ACPI: LAPIC (acpi_id[0x01] lapic_id[0x00] enabled) Apr 6 00:12:20 localhost kernel: ACPI: LAPIC (acpi_id[0x02] lapic_id[0x04] enabled) Apr 6 00:12:20 localhost kernel: ACPI: LAPIC (acpi_id[0x03] lapic_id[0x02] enabled) Apr 6 00:12:20 localhost kernel: ACPI: LAPIC (acpi_id[0x04] lapic_id[0x06] enabled) Apr 6 00:12:20 localhost kernel: ACPI: LAPIC (acpi_id[0x05] lapic_id[0x01] enabled) Apr 6 00:12:20 localhost kernel: ACPI: LAPIC (acpi_id[0x06] lapic_id[0x05] enabled) Apr 6 00:12:20 localhost kernel: ACPI: LAPIC (acpi_id[0x07] lapic_id[0x03] enabled) Apr 6 00:12:20 localhost kernel: ACPI: LAPIC (acpi_id[0x08] lapic_id[0x07] enabled) Apr 6 00:12:20 localhost kernel: ACPI: LAPIC_NMI (acpi_id[0xff] high edge lint[0x1]) Apr 6 00:12:20 localhost kernel: ACPI: IOAPIC (id[0x08] address[0xfec00000] gsi_base[0]) Apr 6 00:12:20 localhost kernel: IOAPIC[0]: apic_id 8, version 0, address 0xfec00000, GSI 0-23 Apr 6 00:12:20 localhost kernel: ACPI: IOAPIC (id[0x09] address[0xfec81000] gsi_base[64]) Apr 6 00:12:20 localhost kernel: IOAPIC[1]: apic_id 9, version 0, address 0xfec81000, GSI 64-87 Apr 6 00:12:20 localhost kernel: ACPI: IOAPIC (id[0x0a] address[0xfec84000] gsi_base[160]) Apr 6 00:12:20 localhost kernel: IOAPIC[2]: apic_id 10, version 0, address 0xfec84000, GSI 160-183 Apr 6 00:12:20 localhost kernel: ACPI: IOAPIC (id[0x0b] address[0xfec84800] gsi_base[224]) Apr 6 00:12:20 localhost kernel: IOAPIC[3]: apic_id 11, version 0, address 0xfec84800, GSI 224-247 Apr 6 00:12:20 localhost kernel: ACPI: INT_SRC_OVR (bus 0 bus_irq 0 global_irq 2 dfl dfl) Apr 6 00:12:20 localhost kernel: ACPI: INT_SRC_OVR (bus 0 bus_irq 9 global_irq 9 high level) Apr 6 00:12:20 localhost kernel: Setting APIC routing to flat Apr 6 00:12:20 localhost kernel: ACPI: HPET id: 0x8086a201 base: 0xfed00000 Apr 6 00:12:20 localhost kernel: Using ACPI (MADT) for SMP configuration information Apr 6 00:12:20 localhost kernel: SMP: Allowing 8 CPUs, 0 hotplug CPUs Apr 6 00:12:20 localhost kernel: PM: Registered nosave memory: 00000000000a0000 - 0000000000100000 Apr 6 00:12:20 localhost kernel: PM: Registered nosave memory: 00000000cfb50000 - 00000000cfb66000 Apr 6 00:12:20 localhost kernel: PM: Registered nosave memory: 00000000cfb66000 - 00000000cfb85000 Apr 6 00:12:20 localhost kernel: PM: Registered nosave memory: 00000000cfb85000 - 00000000cfb86000 Apr 6 00:12:20 localhost kernel: PM: Registered nosave memory: 00000000cfb86000 - 00000000d0000000 Apr 6 00:12:20 localhost kernel: PM: Registered nosave memory: 00000000d0000000 - 00000000e0000000 Apr 6 00:12:20 localhost kernel: PM: Registered nosave memory: 00000000e0000000 - 00000000f0000000 Apr 6 00:12:20 localhost kernel: PM: Registered nosave memory: 00000000f0000000 - 00000000fe000000 Apr 6 00:12:20 localhost kernel: PM: Registered nosave memory: 00000000fe000000 - 0000000100000000 Apr 6 00:12:20 localhost kernel: Allocating PCI resources starting at d1000000 (gap: d0000000:10000000) Apr 6 00:12:20 localhost kernel: PERCPU: Allocating 65184 bytes of per cpu data Apr 6 00:12:20 localhost kernel: Built 1 zonelists in Zone order, mobility grouping on. Total pages: 3096524 Apr 6 00:12:20 localhost kernel: Policy zone: Normal Apr 6 00:12:20 localhost kernel: Kernel command line: ro root=UUID=722ebf87-437f-4634-9c68-a82d157fa948 rhgb quiet Apr 6 00:12:20 localhost kernel: Initializing CPU#0 Apr 6 00:12:20 localhost kernel: PID hash table entries: 4096 (order: 12, 32768 bytes) Apr 6 00:12:20 localhost kernel: Extended CMOS year: 2000 Apr 6 00:12:20 localhost kernel: TSC: PIT calibration confirmed by PMTIMER. Apr 6 00:12:20 localhost kernel: TSC: using PMTIMER calibration value Apr 6 00:12:20 localhost kernel: Detected 1994.992 MHz processor. Apr 6 00:12:20 localhost kernel: Console: colour VGA+ 80x25 Apr 6 00:12:20 localhost kernel: console [tty0] enabled Apr 6 00:12:20 localhost kernel: Checking aperture... Apr 6 00:12:20 localhost kernel: No AGP bridge found Apr 6 00:12:20 localhost kernel: PCI-DMA: Using software bounce buffering for IO (SWIOTLB) Apr 6 00:12:20 localhost kernel: Placing software IO TLB between 0x20000000 - 0x24000000 Apr 6 00:12:20 localhost kernel: Memory: 12324244k/13369344k available (3311k kernel code, 253484k reserved, 1844k data, 1296k init) Apr 6 00:12:20 localhost kernel: SLUB: Genslabs=13, HWalign=64, Order=0-3, MinObjects=0, CPUs=8, Nodes=1 Apr 6 00:12:20 localhost kernel: Calibrating delay loop (skipped), value calculated using timer frequency.. 3989.98 BogoMIPS (lpj=1994992) Apr 6 00:12:20 localhost kernel: Security Framework initialized Apr 6 00:12:20 localhost kernel: SELinux: Initializing. Apr 6 00:12:20 localhost kernel: Dentry cache hash table entries: 2097152 (order: 12, 16777216 bytes) Apr 6 00:12:20 localhost kernel: Inode-cache hash table entries: 1048576 (order: 11, 8388608 bytes) Apr 6 00:12:20 localhost kernel: Mount-cache hash table entries: 256 Apr 6 00:12:20 localhost kernel: Initializing cgroup subsys ns Apr 6 00:12:20 localhost kernel: Initializing cgroup subsys cpuacct Apr 6 00:12:20 localhost kernel: Initializing cgroup subsys devices Apr 6 00:12:20 localhost kernel: CPU: L1 I cache: 32K, L1 D cache: 32K Apr 6 00:12:20 localhost kernel: CPU: L2 cache: 4096K Apr 6 00:12:20 localhost kernel: CPU 0/0 -> Node 0 Apr 6 00:12:20 localhost kernel: CPU: Physical Processor ID: 0 Apr 6 00:12:20 localhost kernel: CPU: Processor Core ID: 0 Apr 6 00:12:20 localhost kernel: CPU0: Thermal monitoring enabled (TM1) Apr 6 00:12:20 localhost kernel: using mwait in idle threads. Apr 6 00:12:20 localhost kernel: ACPI: Core revision 20080609 Apr 6 00:12:20 localhost kernel: ..TIMER: vector=0x30 apic1=0 pin1=2 apic2=-1 pin2=-1 Apr 6 00:12:20 localhost kernel: CPU0: Intel(R) Xeon(R) CPU E5335 @ 2.00GHz stepping 07 Apr 6 00:12:20 localhost kernel: Using local APIC timer interrupts. Apr 6 00:12:20 localhost kernel: Detected 20.781 MHz APIC timer. Apr 6 00:12:20 localhost kernel: Booting processor 1/4 ip 6000 Apr 6 00:12:20 localhost kernel: Initializing CPU#1 Apr 6 00:12:20 localhost kernel: Calibrating delay using timer specific routine.. 3990.05 BogoMIPS (lpj=1995026) Apr 6 00:12:20 localhost kernel: CPU: L1 I cache: 32K, L1 D cache: 32K Apr 6 00:12:20 localhost kernel: CPU: L2 cache: 4096K Apr 6 00:12:20 localhost kernel: CPU 1/4 -> Node 0 Apr 6 00:12:20 localhost kernel: CPU: Physical Processor ID: 1 Apr 6 00:12:20 localhost kernel: CPU: Processor Core ID: 0 Apr 6 00:12:20 localhost kernel: CPU1: Thermal monitoring enabled (TM2) Apr 6 00:12:20 localhost kernel: x86 PAT enabled: cpu 1, old 0x7040600070406, new 0x7010600070106 Apr 6 00:12:20 localhost kernel: CPU1: Intel(R) Xeon(R) CPU E5335 @ 2.00GHz stepping 07 Apr 6 00:12:20 localhost kernel: checking TSC synchronization [CPU#0 -> CPU#1]: passed. Apr 6 00:12:20 localhost kernel: Booting processor 2/2 ip 6000 Apr 6 00:12:20 localhost kernel: Initializing CPU#2 Apr 6 00:12:20 localhost kernel: Calibrating delay using timer specific routine.. 3990.05 BogoMIPS (lpj=1995029)

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  • YUM Update Failed - Error in POSTIN scriptlet in rpm package

    - by Tiffany Walker
    Running "yum update" and it gets to installing and then breaks. Not sure what the problem is. Google shows nothing. Error in POSTIN scriptlet in rpm package gtk2-2.18.9-10.el6.x86_64 error: error creating temporary file /var/tmp/rpm-tmp.NB84HC: Invalid argument error: Couldn't create temporary file for %post(gtk2-2.18.9-10.el6.x86_64): Invalid argument Updating : e2fsprogs-libs-1.41.12-12.el6.x86_64 44/378 Traceback (most recent call last): File "/usr/lib/python2.6/site-packages/yum/rpmtrans.py", line 387, in callback self._instCloseFile( bytes, total, h ) File "/usr/lib/python2.6/site-packages/yum/rpmtrans.py", line 463, in _instCloseFile self.base.history.trans_data_pid_end(pid, state) File "/usr/lib/python2.6/site-packages/yum/history.py", line 858, in trans_data_pid_end """, ('TRUE', self._tid, pid, state)) File "/usr/lib/python2.6/site-packages/yum/sqlutils.py", line 168, in executeSQLQmark return cursor.execute(query, params) sqlite3.OperationalError: unable to open database file error: python callback <bound method RPMTransaction.callback of <yum.rpmtrans.RPMTransaction instance at 0x45c2290>> failed, aborting! With a check all: yum check Loaded plugins: fastestmirror, rhnplugin, security MySQL-client-5.5.27-1.cp.1132.x86_64 is obsoleted by MySQL-client-5.5.27-1.cp.1132.x86_64 MySQL-server-5.5.27-1.cp.1132.x86_64 is obsoleted by MySQL-server-5.5.27-1.cp.1132.x86_64 abrt-libs-2.0.8-6.el6.x86_64 is a duplicate with abrt-libs-2.0.4-14.el6.centos.x86_64 audit-libs-2.2-2.el6.x86_64 is a duplicate with audit-libs-2.1.3-3.el6.x86_64 bandmin-1.6.1-5.noarch has missing requires of perl(bandmin.conf) bandmin-1.6.1-5.noarch has missing requires of perl(bmversion.pl) bandmin-1.6.1-5.noarch has missing requires of perl(services.conf) 32:bind-libs-9.8.2-0.10.rc1.el6_3.3.x86_64 is a duplicate with 32:bind-libs-9.7.3-8.P3.el6_2.2.x86_64 cagefs-safebin-3.6-6.el6.cloudlinux.x86_64 is a duplicate with cagefs-safebin-3.5-1.el6.cloudlinux.x86_64 chkconfig-1.3.49.3-2.el6.x86_64 is a duplicate with chkconfig-1.3.49.3-1.el6_2.x86_64 cloudlinux-release-6-6.3.0.x86_64 is a duplicate with cloudlinux-release-6-6.2.2.x86_64 coreutils-8.4-19.el6.x86_64 is a duplicate with coreutils-8.4-16.el6.x86_64 coreutils-libs-8.4-19.el6.x86_64 is a duplicate with coreutils-libs-8.4-16.el6.x86_64 1:cups-libs-1.4.2-48.el6_3.1.x86_64 is a duplicate with 1:cups-libs-1.4.2-44.el6_2.3.x86_64 1:dbus-libs-1.2.24-7.el6_3.x86_64 is a duplicate with 1:dbus-libs-1.2.24-5.el6_1.x86_64 12:dhcp-common-4.1.1-31.P1.el6_3.1.x86_64 is a duplicate with 12:dhcp-common-4.1.1-25.P1.el6_2.1.x86_64 e2fsprogs-libs-1.41.12-12.el6.x86_64 is a duplicate with e2fsprogs-libs-1.41.12-11.el6.x86_64 exim-4.80-0.x86_64 has missing requires of perl(SafeFile) expat-2.0.1-11.el6_2.x86_64 is a duplicate with expat-2.0.1-9.1.el6.x86_64 frontpage-2002-SR1.2.i386 has missing requires of libexpat.so.0 gawk-3.1.7-10.el6.x86_64 is a duplicate with gawk-3.1.7-9.el6.x86_64 glib2-2.22.5-7.el6.x86_64 is a duplicate with glib2-2.22.5-6.el6.x86_64 glibc-2.12-1.80.el6_3.5.x86_64 is a duplicate with glibc-2.12-1.47.el6_2.12.x86_64 glibc-common-2.12-1.80.el6_3.5.x86_64 is a duplicate with glibc-common-2.12-1.47.el6_2.12.x86_64 gtk2-2.18.9-10.el6.x86_64 is a duplicate with gtk2-2.18.9-6.el6.centos.x86_64 kernel-firmware-2.6.32-320.4.1.lve1.1.4.el6.noarch is obsoleted by kernel-firmware-2.6.32-320.4.1.lve1.1.4.el6.noarch kernel-firmware-2.6.32-320.4.1.lve1.1.4.el6.noarch is obsoleted by kernel-firmware-2.6.32-379.5.1.lve1.1.9.6.1.el6.noarch kernel-firmware-2.6.32-379.5.1.lve1.1.9.6.1.el6.noarch is a duplicate with kernel-firmware-2.6.32-320.4.1.lve1.1.4.el6.noarch kernel-firmware-2.6.32-379.5.1.lve1.1.9.6.1.el6.noarch is obsoleted by kernel-firmware-2.6.32-320.4.1.lve1.1.4.el6.noarch kernel-firmware-2.6.32-379.5.1.lve1.1.9.6.1.el6.noarch is obsoleted by kernel-firmware-2.6.32-379.5.1.lve1.1.9.6.1.el6.noarch kernel-headers-2.6.32-379.5.1.lve1.1.9.6.1.el6.x86_64 is a duplicate with kernel-headers-2.6.32-320.4.1.lve1.1.4.el6.x86_64 keyutils-libs-1.4-4.el6.x86_64 is a duplicate with keyutils-libs-1.4-3.el6.x86_64 krb5-libs-1.9-33.el6_3.3.x86_64 is a duplicate with krb5-libs-1.9-22.el6_2.1.x86_64 libblkid-2.17.2-12.7.el6.x86_64 is a duplicate with libblkid-2.17.2-12.4.el6.x86_64 libcom_err-1.41.12-12.el6.x86_64 is a duplicate with libcom_err-1.41.12-11.el6.x86_64 libgcc-4.4.6-4.el6.x86_64 is a duplicate with libgcc-4.4.6-3.el6.x86_64 libselinux-2.0.94-5.3.el6.x86_64 is a duplicate with libselinux-2.0.94-5.2.el6.x86_64 libstdc++-4.4.6-4.el6.x86_64 is a duplicate with libstdc++-4.4.6-3.el6.x86_64 libtiff-3.9.4-6.el6_3.x86_64 is a duplicate with libtiff-3.9.4-5.el6_2.x86_64 libudev-147-2.42.el6.x86_64 is a duplicate with libudev-147-2.40.el6.x86_64 libuuid-2.17.2-12.7.el6.x86_64 is a duplicate with libuuid-2.17.2-12.4.el6.x86_64 libxml2-2.7.6-8.el6_3.3.x86_64 is a duplicate with libxml2-2.7.6-4.el6_2.4.x86_64 nspr-4.9.1-2.el6_3.x86_64 is a duplicate with nspr-4.8.9-3.el6_2.x86_64 nss-util-3.13.5-1.el6_3.x86_64 is a duplicate with nss-util-3.13.1-3.el6_2.x86_64 openssl-1.0.0-25.el6_3.1.x86_64 is a duplicate with openssl-1.0.0-20.el6_2.5.x86_64 python-2.6.6-29.el6_3.3.x86_64 is a duplicate with python-2.6.6-29.el6.x86_64 python-libs-2.6.6-29.el6_3.3.x86_64 is a duplicate with python-libs-2.6.6-29.el6.x86_64 readline-6.0-4.el6.x86_64 is a duplicate with readline-6.0-3.el6.x86_64 sed-4.2.1-10.el6.x86_64 is a duplicate with sed-4.2.1-7.el6.x86_64 tzdata-2012c-3.el6.noarch is a duplicate with tzdata-2012c-1.el6.noarch xmlrpc-c-1.16.24-1209.1840.el6.x86_64 is a duplicate with xmlrpc-c-1.16.24-1200.1840.el6_1.4.x86_64 xmlrpc-c-client-1.16.24-1209.1840.el6.x86_64 is a duplicate with xmlrpc-c-client-1.16.24-1200.1840.el6_1.4.x86_64 Error: check all Tried: #rm /var/lib/rpm/__db* #rpm --rebuilddb #yum clean all Tried also running yum-complete-transaction still won't finish the update. ls -ld /var/tmp/ drwxrwxrwt. 20 root root 12288 Oct 3 18:44 /var/tmp/ df -h /var/tmp/ Filesystem Size Used Avail Use% Mounted on /tmp 3.9G 1.2G 2.6G 32% /var/tmp Latest errors: Error: Protected multilib versions: libgcc-4.4.6-4.el6.i686 != libgcc-4.4.6-3.el6.x86_64 Error: Protected multilib versions: glibc-2.12-1.80.el6_3.5.i686 != glibc-2.12-1.47.el6_2.12.x86_64 EDITED: yum repolist Loaded plugins: fastestmirror, rhnplugin, security Loading mirror speeds from cached hostfile * cloudlinux-x86_64-server-6: cl.banahosting.com repo id repo name status cloudlinux-x86_64-server-6 CloudLinux Server 6 x86_64 10,948+725 repolist: 10,948 [~]# package-cleanup --dupes Loaded plugins: fastestmirror, rhnplugin xmlrpc-c-client-1.16.24-1209.1840.el6.x86_64 xmlrpc-c-client-1.16.24-1200.1840.el6_1.4.x86_64 bind-libs-9.7.3-8.P3.el6_2.2.x86_64 bind-libs-9.8.2-0.10.rc1.el6_3.3.x86_64 libblkid-2.17.2-12.4.el6.x86_64 libblkid-2.17.2-12.7.el6.x86_64 libtiff-3.9.4-5.el6_2.x86_64 libtiff-3.9.4-6.el6_3.x86_64 audit-libs-2.1.3-3.el6.x86_64 audit-libs-2.2-2.el6.x86_64 libstdc++-4.4.6-3.el6.x86_64 libstdc++-4.4.6-4.el6.x86_64 sed-4.2.1-10.el6.x86_64 sed-4.2.1-7.el6.x86_64 python-libs-2.6.6-29.el6_3.3.x86_64 python-libs-2.6.6-29.el6.x86_64 coreutils-libs-8.4-16.el6.x86_64 coreutils-libs-8.4-19.el6.x86_64 libudev-147-2.40.el6.x86_64 libudev-147-2.42.el6.x86_64 chkconfig-1.3.49.3-2.el6.x86_64 chkconfig-1.3.49.3-1.el6_2.x86_64 keyutils-libs-1.4-4.el6.x86_64 keyutils-libs-1.4-3.el6.x86_64 glibc-2.12-1.47.el6_2.12.x86_64 glibc-2.12-1.80.el6_3.5.x86_64 tzdata-2012c-3.el6.noarch tzdata-2012c-1.el6.noarch coreutils-8.4-19.el6.x86_64 coreutils-8.4-16.el6.x86_64 dbus-libs-1.2.24-7.el6_3.x86_64 dbus-libs-1.2.24-5.el6_1.x86_64 libxml2-2.7.6-4.el6_2.4.x86_64 libxml2-2.7.6-8.el6_3.3.x86_64 abrt-libs-2.0.8-6.el6.x86_64 abrt-libs-2.0.4-14.el6.centos.x86_64 expat-2.0.1-9.1.el6.x86_64 expat-2.0.1-11.el6_2.x86_64 python-2.6.6-29.el6.x86_64 python-2.6.6-29.el6_3.3.x86_64 gtk2-2.18.9-6.el6.centos.x86_64 gtk2-2.18.9-10.el6.x86_64 libcom_err-1.41.12-12.el6.x86_64 libcom_err-1.41.12-11.el6.x86_64 gawk-3.1.7-10.el6.x86_64 gawk-3.1.7-9.el6.x86_64 readline-6.0-4.el6.x86_64 readline-6.0-3.el6.x86_64 glibc-common-2.12-1.80.el6_3.5.x86_64 glibc-common-2.12-1.47.el6_2.12.x86_64 libselinux-2.0.94-5.2.el6.x86_64 libselinux-2.0.94-5.3.el6.x86_64 cups-libs-1.4.2-48.el6_3.1.x86_64 cups-libs-1.4.2-44.el6_2.3.x86_64 nspr-4.9.1-2.el6_3.x86_64 nspr-4.8.9-3.el6_2.x86_64 cagefs-safebin-3.5-1.el6.cloudlinux.x86_64 cagefs-safebin-3.6-6.el6.cloudlinux.x86_64 libuuid-2.17.2-12.4.el6.x86_64 libuuid-2.17.2-12.7.el6.x86_64 xmlrpc-c-1.16.24-1209.1840.el6.x86_64 xmlrpc-c-1.16.24-1200.1840.el6_1.4.x86_64 openssl-1.0.0-20.el6_2.5.x86_64 openssl-1.0.0-25.el6_3.1.x86_64 dhcp-common-4.1.1-25.P1.el6_2.1.x86_64 dhcp-common-4.1.1-31.P1.el6_3.1.x86_64 krb5-libs-1.9-33.el6_3.3.x86_64 krb5-libs-1.9-22.el6_2.1.x86_64 nss-util-3.13.5-1.el6_3.x86_64 nss-util-3.13.1-3.el6_2.x86_64 cloudlinux-release-6-6.2.2.x86_64 cloudlinux-release-6-6.3.0.x86_64 e2fsprogs-libs-1.41.12-11.el6.x86_64 e2fsprogs-libs-1.41.12-12.el6.x86_64 glib2-2.22.5-6.el6.x86_64 glib2-2.22.5-7.el6.x86_64 UPDATE 2 I removed all the dupes and then did update and got this: Updating : sudo-1.7.4p5-13.el6_3.x86_64 79/361 Error in POSTIN scriptlet in rpm package sudo-1.7.4p5-13.el6_3.x86_64 warning: /etc/sudoers created as /etc/sudoers.rpmnew error: error creating temporary file /var/tmp/rpm-tmp.hjTOqJ: Invalid argument error: Couldn't create temporary file for %post(sudo-1.7.4p5-13.el6_3.x86_64): Invalid argument Updating : pcre-7.8-6.el6.x86_64 80/361 Traceback (most recent call last): File "/usr/lib/python2.6/site-packages/yum/rpmtrans.py", line 399, in callback self._instCloseFile( bytes, total, h ) File "/usr/lib/python2.6/site-packages/yum/rpmtrans.py", line 475, in _instCloseFile self.base.history.trans_data_pid_end(pid, state) File "/usr/lib/python2.6/site-packages/yum/history.py", line 858, in trans_data_pid_end """, ('TRUE', self._tid, pid, state)) File "/usr/lib/python2.6/site-packages/yum/sqlutils.py", line 168, in executeSQLQmark return cursor.execute(query, params) sqlite3.OperationalError: unable to open database file error: python callback <bound method RPMTransaction.callback of <yum.rpmtrans.RPMTransaction instance at 0x5c7cfc8>> failed, aborting! - [~]# lsattr /var/tmp/ -------------e- /var/tmp/cache_5b07945563e03aec1c44917886fd99a6 -------------e- /var/tmp/sess_6edfafda1a191f6986bd020ed945eea0 -------------e- /var/tmp/sess_1b837feecdd4c9e6aa6ecd81d41fda75 -------------e- /var/tmp/sess_70bec5f392b4f5f75ac444f5c82db2dc -------------e- /var/tmp/sess_24cd226ba0a370a6d3838a37745b2e15 -------------e- /var/tmp/nginx_proxy -------------e- /var/tmp/sess_19fb1dd060e42c9de8786ef34d7fcf6e -------------e- /var/tmp/sess_b4ac777076c5122a6e27d776de0a2fcb -------------e- /var/tmp/sess_5077441775ef8d07a2185e8fd48a4aa8 -------------e- /var/tmp/cache_4e71d930fe8250e222ae4d1dc39646ff -------------e- /var/tmp/sess_eb6eb29b38b55b85303c3137611f0a2faa15c21d -------------e- /var/tmp/sess_81e7e8d93b395f2c8d7e3fe12cc59e56 -------------e- /var/tmp/sess_05c7f305bdbf9a4c7af251d33ac59766 -------------e- /var/tmp/sess_0ad9369063a37b6b399688a835d69ed2 -------------e- /var/tmp/cache_c780deda617678faeea8f8a34395ac27 -------------e- /var/tmp/sess_9773332e3c99ee18dca0b05e8f02a41e -------------e- /var/tmp/sess_1d9b02b068ea81a3975599ddc12bcfb1 -------------e- /var/tmp/sess_1ffeff444123e924834dc5e80d07571e -------------e- /var/tmp/sess_aa56725471c84d9a06745c56dc499db7 -------------e- /var/tmp/sess_51e19964d7e1a164c63f4c72fa43475c33debbc0 -------------e- /var/tmp/sess_a83c7a05bb189a465b8813ff9e566aa8f9124079 -------------e- /var/tmp/sess_2f506ba5b77c61107871e8cf80393cdb -------------e- /var/tmp/sess_7bfe1578605b259ec5e4fd2200df4cd0 -------------e- /var/tmp/sess_f6e47011789d8d48d56dd78a398d98d5719414a7 -------------e- /var/tmp/sess_b7c43a90a8b8d8f02b0fffca77796ce5 -------------e- /var/tmp/sess_6c3e7103453ad4daba815bd96a903785 -------------e- /var/tmp/sess_86f32a22507d8410b3f0fc7d71a135d5 -------------e- /var/tmp/sess_aaf72d3e8cfb2f27ffdff61323f97e7553855a05 -------------e- /var/tmp/sess_5de4488e2ee03ac0f99ab9494573ccb1 -------------e- /var/tmp/sess_716d97bba4abdb38704a9e4212f6fddc -------------e- /var/tmp/sess_534908a9510a32eda13a5dc95ac022cc -------------e- /var/tmp/sess_626a58203d93427c79621ea4fec0906d -------------e- /var/tmp/sess_827ca92d10d3797f2c187c41764a7036 -------------e- /var/tmp/sess_6282962d77f7bead20e785fbdb9a3d8f -------------e- /var/tmp/cache_b012c8a729fc54a296a700ed92930a0e -------------e- /var/tmp/sess_631e5ba769773da056108d3fbd143963 -------------e- /var/tmp/cache_30bb7f1333ba5f96a229c91a3385d8b5 -------------e- /var/tmp/sess_93e085706b29c3e4e3593bfe39b1079e -------------e- /var/tmp/sess_abd78bd6c285d681c90de8c617747ab3 -------------e- /var/tmp/sess_e144544ed925569018e6607b05f43f253f75e2aa -------------e- /var/tmp/sess_5d3d036c772847a4508d3e100b173d84 -------------e- /var/tmp/sess_f35243d1f40bd8d9ce08940fafc00d93 -------------e- /var/tmp/sess_761c3ffa811b959638ed0b266741eaa4 -------------e- /var/tmp/mm.sem.sNdxjf -------------e- /var/tmp/sess_006d45dbd807291f7bffbd1db3707ed6 -------------e- /var/tmp/cache_2d0162aac9f87c1978ac644923a5e2fe -------------e- /var/tmp/sess_22c534418c380b72d105935b59713dd1 -------------e- /var/tmp/sess_94f72ef408567a15f6287c518e93898e -------------e- /var/tmp/cache_6fe03c83bb87489f3921db1c974dfc0e -------------e- /var/tmp/sess_48bbfa2a2a8793a62c7fd6a389a2763e -------------e- /var/tmp/mm.sem.ERERMV -------------e- /var/tmp/sess_20aba82c03a69b2dc6af66c499c38ee67e27368f -------------e- /var/tmp/sess_f94fe0589a79c934815ef359bcb0a16c7080d937 -------------e- /var/tmp/sess_460390801eb004593b4dee83779f414e -------------e- /var/tmp/spamd-52811-init -------------e- /var/tmp/cache_6427fdb235d59b0b2fbd105bf23d2e87 -------------e- /var/tmp/cache_4ce12d8350d7c0361dc1bf15d552a2d8 -------------e- /var/tmp/sess_039fec2a643340f118b6355e4c836ae8 -------------e- /var/tmp/sess_fa46fa80b26e6cf3d9c7de942d5dbcff -------------e- /var/tmp/cache_664858e614367812148716536e22d030 -------------e- /var/tmp/sess_4c8d4c44fbd828dc17415ce6aa213115 -------------e- /var/tmp/sess_d231a6c0e5dd4d7bacbf9de3d8bb298f -------------e- /var/tmp/sess_a82f8a088a8e37d375f6a9fede4a54d2 -------------e- /var/tmp/sess_604697227ae5359e5783dc9407845338 -------------e- /var/tmp/sess_5b4e623536640abe671b40563d03817d -------------e- /var/tmp/sess_2aba0aff64f3c18f22e0b79d591259e2 -------------e- /var/tmp/sess_bfd52a2d2d80880f8e26ad460739a0494f0d1e9e -------------e- /var/tmp/sess_ba9f3e3a7c7111930d6b801aaa833b46 -------------e- /var/tmp/sess_5cc8c5b620015a465359359a0805fbdd -------------e- /var/tmp/sess_84945c41d604b4653a1bf45d83a1917c -------------e- /var/tmp/sess_5f52569b27430780c07d25cfb8177e5c1ef647f0 -------------e- /var/tmp/sess_45896aef9e77f16be1b3e94b3edb2599 -------------e- /var/tmp/sess_5a67d0ef8f826a2f103b429c8464bdd5f75d6218 -------------e- /var/tmp/sess_1fce98bb32e5b34c79fd5a313de32980 -------------e- /var/tmp/sess_f7ea772ff3fbb1eb2ad8712dd2c49ed8 -------------e- /var/tmp/sess_a9dc16bc5c1eb2768bb2600f0d102fde -------------e- /var/tmp/mm.sem.3zwRTu -------------e- /var/tmp/sess_e2cad140703338a4b8c9254ec6b0a1a2 -------------e- /var/tmp/sess_e7c8e85daf9c5424aecb83e066decf31 -------------e- /var/tmp/sess_800f878fa944370f42e76057e7c033e19520bd41 -------------e- /var/tmp/sess_4fdae64eb18599521ace18679795568b -------------e- /var/tmp/sess_958fb886b97de2e767b059376c4724b5 -------------e- /var/tmp/sess_3c832a31f17744a8bb3c59dde02e561aefbc2e48 -------------e- /var/tmp/sess_6d9d7bf04f34e0d82b101f882196a905 -------------e- /var/tmp/sess_7231c75ae4fad2ca5fbcb6de430a7b13 -------------e- /var/tmp/sess_2eadffa2285def9673ce784395d272d8 -------------e- /var/tmp/cache_2ff353b664d8028df967f807ac18593a -------------e- /var/tmp/sess_4138a267f1f5e3ad93c1d64547c63134ae7c0db3 -------------e- /var/tmp/sess_64cd9fa0d6af8e8041aafffbe3db986a -------------e- /var/tmp/tmpg3ycIG -------------e- /var/tmp/cache_b633ac8283d6de8e39d81160d63fc8cd -------------e- /var/tmp/sess_2cee03cf5eafd3ef55d8efa1b0390436 -------------e- /var/tmp/sess_608066c609e28621f2a29ac04a3a6441 -------------e- /var/tmp/sess_46dfb35cf8266699ba9304e5d8c6869d -------------e- /var/tmp/sess_fb202a0ed54cee8832c5f6e0ca7fc1b3 -------------e- /var/tmp/sess_8fe3c5fd8cdda02855e5f9b5a1ea85a4 -------------e- /var/tmp/sess_941376d5cb51e0ba73f9a27ee259c159 -------------e- /var/tmp/sess_4fa17b1eac1d18341d20d0d8d4991ceb -------------e- /var/tmp/cache_de647c956ca6a1b75744ad194aceaa82 -------------e- /var/tmp/mm.sem.Ugu7Be -------------e- /var/tmp/sess_656e8a50759d5b36b963e7eb85e0bb0d -------------e- /var/tmp/sess_983f77b607bbffa1748d6c49557381e9 -------------e- /var/tmp/sess_632860d092e5e374da522ed2f88e83ce -------------e- /var/tmp/sess_030f900b81cc2a4ad095d53ef3ee0791 -------------e- /var/tmp/yum.log -------------e- /var/tmp/cache_810174993c6a2c0efe2edbe4c39a4a81 -------------e- /var/tmp/sess_29e2c781643434e81d189fc41f47fd34 -------------e- /var/tmp/tmpE12ahd -------------e- /var/tmp/sess_935da512fb077e04610266748b3b77f3 - cat /etc/fstab /tmp as: loop,rw,noexec,nosuid,nodev

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  • Unable to connect java webservie to android

    - by nag prakash
    This is my android activity. Please help me out. I will send the project completely if you can drop your mail id. package prakash.ws.connectsql; import org.ksoap2.SoapEnvelope; import org.ksoap2.serialization.SoapObject; import org.ksoap2.serialization.SoapPrimitive; import org.ksoap2.serialization.SoapSerializationEnvelope; import org.ksoap2.transport.AndroidHttpTransport; import android.os.Bundle; import android.app.Activity; import android.widget.EditText; import android.widget.TextView; public class MainActivity extends Activity { private static final String Soap_Action="http://testws.ws.prakash/testws"; private static final String Method_Name="testws"; private static final String Name_Space="http://testws.ws.prakash/"; private static final String URI="http://localhost:8045/testws/services/Testws?wsdl"; EditText ET; TextView Tv; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); // Packeting the request SoapObject request=new SoapObject(Name_Space,Method_Name); // pass the parameters to the method.If it has one request.addProperty("name", ET.getText().toString()); //passing the entire request to the envelope SoapSerializationEnvelope soapEnvelope=new SoapSerializationEnvelope(SoapEnvelope.VER11); soapEnvelope.setOutputSoapObject(request); //transporting envelope AndroidHttpTransport aht=new AndroidHttpTransport(URI); try{ aht.call(Soap_Action, soapEnvelope); @SuppressWarnings("deprecation") SoapPrimitive resultString=(SoapPrimitive) soapEnvelope.getResult(); Tv.setText(resultString.toString()); }catch(Exception e) { Tv.setText("error"); } } } This XML file does not appear to have any style information associated with it. The document tree is shown below. <wsdl:definitions xmlns:wsdl="http://schemas.xmlsoap.org/wsdl/" xmlns:ns1="http://org.apache.axis2/xsd" xmlns:ns="http://testws.ws.prakash" xmlns:wsaw="http://www.w3.org/2006/05/addressing/wsdl" xmlns:http="http://schemas.xmlsoap.org/wsdl/http/" xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:mime="http://schemas.xmlsoap.org/wsdl/mime/" xmlns:soap="http://schemas.xmlsoap.org/wsdl/soap/" xmlns:soap12="http://schemas.xmlsoap.org/wsdl/soap12/" targetNamespace="http://testws.ws.prakash"> <wsdl:documentation>Please Type your service description here</wsdl:documentation> <wsdl:types> <xs:schema attributeFormDefault="qualified" elementFormDefault="qualified" targetNamespace="http://testws.ws.prakash"> <xs:element name="testws"> <xs:complexType> <xs:sequence> <xs:element minOccurs="0" name="name" nillable="true" type="xs:string"/> </xs:sequence> </xs:complexType> </xs:element> <xs:element name="testwsResponse"> <xs:complexType> <xs:sequence> <xs:element minOccurs="0" name="return" nillable="true" type="xs:string"/> </xs:sequence> </xs:complexType> </xs:element> </xs:schema> </wsdl:types> <wsdl:message name="testwsRequest"> <wsdl:part name="parameters" element="ns:testws"/> </wsdl:message> <wsdl:message name="testwsResponse"> <wsdl:part name="parameters" element="ns:testwsResponse"/> </wsdl:message> <wsdl:portType name="TestwsPortType"> <wsdl:operation name="testws"> <wsdl:input message="ns:testwsRequest" wsaw:Action="urn:testws"/> <wsdl:output message="ns:testwsResponse" wsaw:Action="urn:testwsResponse"/> </wsdl:operation> </wsdl:portType> <wsdl:binding name="TestwsSoap11Binding" type="ns:TestwsPortType"> <soap:binding transport="http://schemas.xmlsoap.org/soap/http" style="document"/> <wsdl:operation name="testws"> <soap:operation soapAction="urn:testws" style="document"/> <wsdl:input> <soap:body use="literal"/> </wsdl:input> <wsdl:output> <soap:body use="literal"/> </wsdl:output> </wsdl:operation> </wsdl:binding> <wsdl:binding name="TestwsSoap12Binding" type="ns:TestwsPortType"> <soap12:binding transport="http://schemas.xmlsoap.org/soap/http" style="document"/> <wsdl:operation name="testws"> <soap12:operation soapAction="urn:testws" style="document"/> <wsdl:input> <soap12:body use="literal"/> </wsdl:input> <wsdl:output> <soap12:body use="literal"/> </wsdl:output> </wsdl:operation> </wsdl:binding> <wsdl:binding name="TestwsHttpBinding" type="ns:TestwsPortType"> <http:binding verb="POST"/> <wsdl:operation name="testws"> <http:operation location="testws"/> <wsdl:input> <mime:content type="text/xml" part="parameters"/> </wsdl:input> <wsdl:output> <mime:content type="text/xml" part="parameters"/> </wsdl:output> </wsdl:operation> </wsdl:binding> <wsdl:service name="Testws"> <wsdl:port name="TestwsHttpSoap11Endpoint" binding="ns:TestwsSoap11Binding"> <soap:address location="http://localhost:8045/testws/services/Testws.TestwsHttpSoap11Endpoint/"/> </wsdl:port> <wsdl:port name="TestwsHttpSoap12Endpoint" binding="ns:TestwsSoap12Binding"> <soap12:address location="http://localhost:8045/testws/services/Testws.TestwsHttpSoap12Endpoint/"/> </wsdl:port> <wsdl:port name="TestwsHttpEndpoint" binding="ns:TestwsHttpBinding"> <http:address location="http://localhost:8045/testws/services/Testws.TestwsHttpEndpoint/"/> </wsdl:port> </wsdl:service> </wsdl:definitions> this web service is running fine in the server. Manifest File I have added the internet Permission. Now this is the error in the logcat. 07-04 21:31:00.757: E/dalvikvm(375): Could not find class 'org.ksoap2.serialization.SoapObject', referenced from method prakash.ws.connectsql.MainActivity.onCreate 07-04 21:31:00.757: W/dalvikvm(375): VFY: unable to resolve new-instance 481 (Lorg/ksoap2/serialization/SoapObject;) in Lprakash/ws/connectsql/MainActivity; 07-04 21:31:00.757: D/dalvikvm(375): VFY: replacing opcode 0x22 at 0x0008 07-04 21:31:00.757: D/dalvikvm(375): VFY: dead code 0x000a-004e in Lprakash/ws/connectsql/MainActivity;.onCreate (Landroid/os/Bundle;)V 07-04 21:31:00.937: D/AndroidRuntime(375): Shutting down VM 07-04 21:31:00.937: W/dalvikvm(375): threadid=1: thread exiting with uncaught exception (group=0x40015560) 07-04 21:31:00.957: E/AndroidRuntime(375): FATAL EXCEPTION: main 07-04 21:31:00.957: E/AndroidRuntime(375): java.lang.NoClassDefFoundError: org.ksoap2.serialization.SoapObject 07-04 21:31:00.957: E/AndroidRuntime(375): at prakash.ws.connectsql.MainActivity.onCreate(MainActivity.java:30) 07-04 21:31:00.957: E/AndroidRuntime(375): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1047) 07-04 21:31:00.957: E/AndroidRuntime(375): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1611) 07-04 21:31:00.957: E/AndroidRuntime(375): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663) 07-04 21:31:00.957: E/AndroidRuntime(375): at android.app.ActivityThread.access$1500(ActivityThread.java:117) 07-04 21:31:00.957: E/AndroidRuntime(375): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931) 07-04 21:31:00.957: E/AndroidRuntime(375): at android.os.Handler.dispatchMessage(Handler.java:99) 07-04 21:31:00.957: E/AndroidRuntime(375): at android.os.Looper.loop(Looper.java:123) 07-04 21:31:00.957: E/AndroidRuntime(375): at android.app.ActivityThread.main(ActivityThread.java:3683) 07-04 21:31:00.957: E/AndroidRuntime(375): at java.lang.reflect.Method.invokeNative(Native Method) 07-04 21:31:00.957: E/AndroidRuntime(375): at java.lang.reflect.Method.invoke(Method.java:507) 07-04 21:31:00.957: E/AndroidRuntime(375): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839) 07-04 21:31:00.957: E/AndroidRuntime(375): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597) 07-04 21:31:00.957: E/AndroidRuntime(375): at dalvik.system.NativeStart.main(Native Method) 07-04 21:31:05.307: I/Process(375): Sending signal. PID: 375 SIG: 9

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  • Cisco SR520w FE - WAN Port Stops Working

    - by Mike Hanley
    I have setup a Cisco SR520W and everything appears to be working. After about 1-2 days, it looks like the WAN port stops forwarding traffic to the Internet gateway IP of the device. If I unplug and then plug in the network cable connecting the WAN port of the SR520W to my Comcast Cable Modem, traffic startings flowing again. Also, if I restart the SR520W, the traffic will flow again. Any ideas? Here is the running config: Current configuration : 10559 bytes ! version 12.4 no service pad no service timestamps debug uptime service timestamps log datetime msec no service password-encryption ! hostname hostname.mydomain.com ! boot-start-marker boot-end-marker ! logging message-counter syslog no logging rate-limit enable secret 5 <removed> ! aaa new-model ! ! aaa authentication login default local aaa authorization exec default local ! ! aaa session-id common clock timezone PST -8 clock summer-time PDT recurring ! crypto pki trustpoint TP-self-signed-334750407 enrollment selfsigned subject-name cn=IOS-Self-Signed-Certificate-334750407 revocation-check none rsakeypair TP-self-signed-334750407 ! ! crypto pki certificate chain TP-self-signed-334750407 certificate self-signed 01 <removed> quit dot11 syslog ! dot11 ssid <removed> vlan 75 authentication open authentication key-management wpa guest-mode wpa-psk ascii 0 <removed> ! ip source-route ! ! ip dhcp excluded-address 172.16.0.1 172.16.0.10 ! ip dhcp pool inside import all network 172.16.0.0 255.240.0.0 default-router 172.16.0.1 dns-server 10.0.0.15 10.0.0.12 domain-name mydomain.com ! ! ip cef ip domain name mydomain.com ip name-server 68.87.76.178 ip name-server 66.240.48.9 ip port-map user-ezvpn-remote port udp 10000 ip ips notify SDEE ip ips name sdm_ips_rule ! ip ips signature-category category all retired true category ios_ips basic retired false ! ip inspect log drop-pkt no ipv6 cef ! multilink bundle-name authenticated parameter-map type inspect z1-z2-pmap audit-trail on password encryption aes ! ! username admin privilege 15 secret 5 <removed> ! crypto key pubkey-chain rsa named-key realm-cisco.pub key-string <removed> quit ! ! ! ! ! ! crypto ipsec client ezvpn EZVPN_REMOTE_CONNECTION_1 connect auto group EZVPN_GROUP_1 key <removed> mode client peer 64.1.208.90 virtual-interface 1 username admin password <removed> xauth userid mode local ! ! archive log config logging enable logging size 600 hidekeys ! ! ! class-map type inspect match-any SDM_AH match access-group name SDM_AH class-map type inspect match-any SDM-Voice-permit match protocol sip class-map type inspect match-any SDM_ESP match access-group name SDM_ESP class-map type inspect match-any SDM_EASY_VPN_REMOTE_TRAFFIC match protocol isakmp match protocol ipsec-msft match class-map SDM_AH match class-map SDM_ESP match protocol user-ezvpn-remote class-map type inspect match-all SDM_EASY_VPN_REMOTE_PT match class-map SDM_EASY_VPN_REMOTE_TRAFFIC match access-group 101 class-map type inspect match-any Easy_VPN_Remote_VT match access-group 102 class-map type inspect match-any sdm-cls-icmp-access match protocol icmp match protocol tcp match protocol udp class-map type inspect match-any sdm-cls-insp-traffic match protocol cuseeme match protocol dns match protocol ftp match protocol h323 match protocol https match protocol icmp match protocol imap match protocol pop3 match protocol netshow match protocol shell match protocol realmedia match protocol rtsp match protocol smtp extended match protocol sql-net match protocol streamworks match protocol tftp match protocol vdolive match protocol tcp match protocol udp class-map type inspect match-any L4-inspect-class match protocol icmp class-map type inspect match-all sdm-invalid-src match access-group 100 class-map type inspect match-all dhcp_out_self match access-group name dhcp-resp-permit class-map type inspect match-all dhcp_self_out match access-group name dhcp-req-permit class-map type inspect match-all sdm-protocol-http match protocol http ! ! policy-map type inspect sdm-permit-icmpreply class type inspect dhcp_self_out pass class type inspect sdm-cls-icmp-access inspect class class-default pass policy-map type inspect sdm-permit_VT class type inspect Easy_VPN_Remote_VT pass class class-default drop policy-map type inspect sdm-inspect class type inspect SDM-Voice-permit pass class type inspect sdm-cls-insp-traffic inspect class type inspect sdm-invalid-src drop log class type inspect sdm-protocol-http inspect z1-z2-pmap class class-default pass policy-map type inspect sdm-inspect-voip-in class type inspect SDM-Voice-permit pass class class-default drop policy-map type inspect sdm-permit class type inspect SDM_EASY_VPN_REMOTE_PT pass class type inspect dhcp_out_self pass class class-default drop ! zone security ezvpn-zone zone security out-zone zone security in-zone zone-pair security sdm-zp-in-ezvpn1 source in-zone destination ezvpn-zone service-policy type inspect sdm-permit_VT zone-pair security sdm-zp-out-ezpn1 source out-zone destination ezvpn-zone service-policy type inspect sdm-permit_VT zone-pair security sdm-zp-ezvpn-out1 source ezvpn-zone destination out-zone service-policy type inspect sdm-permit_VT zone-pair security sdm-zp-self-out source self destination out-zone service-policy type inspect sdm-permit-icmpreply zone-pair security sdm-zp-out-in source out-zone destination in-zone service-policy type inspect sdm-inspect-voip-in zone-pair security sdm-zp-ezvpn-in1 source ezvpn-zone destination in-zone service-policy type inspect sdm-permit_VT zone-pair security sdm-zp-out-self source out-zone destination self service-policy type inspect sdm-permit zone-pair security sdm-zp-in-out source in-zone destination out-zone service-policy type inspect sdm-inspect ! bridge irb ! ! interface FastEthernet0 switchport access vlan 75 ! interface FastEthernet1 switchport access vlan 75 ! interface FastEthernet2 switchport access vlan 75 ! interface FastEthernet3 switchport access vlan 75 ! interface FastEthernet4 description $FW_OUTSIDE$ ip address 75.149.48.76 255.255.255.240 ip nat outside ip ips sdm_ips_rule out ip virtual-reassembly zone-member security out-zone duplex auto speed auto crypto ipsec client ezvpn EZVPN_REMOTE_CONNECTION_1 ! interface Virtual-Template1 type tunnel no ip address ip virtual-reassembly zone-member security ezvpn-zone tunnel mode ipsec ipv4 ! interface Dot11Radio0 no ip address ! encryption vlan 75 mode ciphers aes-ccm ! ssid <removed> ! speed basic-1.0 basic-2.0 basic-5.5 6.0 9.0 basic-11.0 12.0 18.0 24.0 36.0 48.0 54.0 station-role root ! interface Dot11Radio0.75 encapsulation dot1Q 75 native ip virtual-reassembly bridge-group 75 bridge-group 75 subscriber-loop-control bridge-group 75 spanning-disabled bridge-group 75 block-unknown-source no bridge-group 75 source-learning no bridge-group 75 unicast-flooding ! interface Vlan1 no ip address ip virtual-reassembly bridge-group 1 ! interface Vlan75 no ip address ip virtual-reassembly bridge-group 75 bridge-group 75 spanning-disabled ! interface BVI1 no ip address ip nat inside ip virtual-reassembly ! interface BVI75 description $FW_INSIDE$ ip address 172.16.0.1 255.240.0.0 ip nat inside ip ips sdm_ips_rule in ip virtual-reassembly zone-member security in-zone crypto ipsec client ezvpn EZVPN_REMOTE_CONNECTION_1 inside ! ip forward-protocol nd ip route 0.0.0.0 0.0.0.0 75.149.48.78 2 ! ip http server ip http authentication local ip http secure-server ip http timeout-policy idle 60 life 86400 requests 10000 ip nat inside source list 1 interface FastEthernet4 overload ! ip access-list extended SDM_AH remark SDM_ACL Category=1 permit ahp any any ip access-list extended SDM_ESP remark SDM_ACL Category=1 permit esp any any ip access-list extended dhcp-req-permit remark SDM_ACL Category=1 permit udp any eq bootpc any eq bootps ip access-list extended dhcp-resp-permit remark SDM_ACL Category=1 permit udp any eq bootps any eq bootpc ! access-list 1 remark SDM_ACL Category=2 access-list 1 permit 172.16.0.0 0.15.255.255 access-list 100 remark SDM_ACL Category=128 access-list 100 permit ip host 255.255.255.255 any access-list 100 permit ip 127.0.0.0 0.255.255.255 any access-list 100 permit ip 75.149.48.64 0.0.0.15 any access-list 101 remark SDM_ACL Category=128 access-list 101 permit ip host 64.1.208.90 any access-list 102 remark SDM_ACL Category=1 access-list 102 permit ip any any ! ! ! ! snmp-server community <removed> RO ! control-plane ! bridge 1 protocol ieee bridge 1 route ip bridge 75 route ip banner login ^CSR520 Base Config - MFG 1.0 ^C ! line con 0 no modem enable line aux 0 line vty 0 4 transport input telnet ssh ! scheduler max-task-time 5000 end I also ran some diagnostics when the WAN port stopped working: 1. show interface fa4 FastEthernet4 is up, line protocol is up Hardware is PQUICC_FEC, address is 0026.99c5.b434 (bia 0026.99c5.b434) Description: $FW_OUTSIDE$ Internet address is 75.149.48.76/28 MTU 1500 bytes, BW 100000 Kbit/sec, DLY 100 usec, reliability 255/255, txload 1/255, rxload 1/255 Encapsulation ARPA, loopback not set Keepalive set (10 sec) Full-duplex, 100Mb/s, 100BaseTX/FX ARP type: ARPA, ARP Timeout 04:00:00 Last input 01:08:15, output 00:00:00, output hang never Last clearing of "show interface" counters never Input queue: 0/75/23/0 (size/max/drops/flushes); Total output drops: 0 Queueing strategy: fifo Output queue: 0/40 (size/max) 5 minute input rate 0 bits/sec, 0 packets/sec 5 minute output rate 1000 bits/sec, 0 packets/sec 336446 packets input, 455403158 bytes Received 23 broadcasts, 0 runts, 0 giants, 37 throttles 41 input errors, 0 CRC, 0 frame, 0 overrun, 41 ignored 0 watchdog 0 input packets with dribble condition detected 172529 packets output, 23580132 bytes, 0 underruns 0 output errors, 0 collisions, 2 interface resets 0 unknown protocol drops 0 babbles, 0 late collision, 0 deferred 0 lost carrier, 0 no carrier 0 output buffer failures, 0 output buffers swapped out 2. show ip route Gateway of last resort is 75.149.48.78 to network 0.0.0.0 C 192.168.75.0/24 is directly connected, BVI75 64.0.0.0/32 is subnetted, 1 subnets S 64.1.208.90 [1/0] via 75.149.48.78 S 192.168.10.0/24 is directly connected, BVI75 75.0.0.0/28 is subnetted, 1 subnets C 75.149.48.64 is directly connected, FastEthernet4 S* 0.0.0.0/0 [2/0] via 75.149.48.78 3. show ip arp Protocol Address Age (min) Hardware Addr Type Interface Internet 75.149.48.65 69 001e.2a39.7b08 ARPA FastEthernet4 Internet 75.149.48.76 - 0026.99c5.b434 ARPA FastEthernet4 Internet 75.149.48.78 93 0022.2d6c.ae36 ARPA FastEthernet4 Internet 192.168.75.1 - 0027.0d58.f5f0 ARPA BVI75 Internet 192.168.75.12 50 7c6d.62c7.8c0a ARPA BVI75 Internet 192.168.75.13 0 001b.6301.1227 ARPA BVI75 4. sh ip cef Prefix Next Hop Interface 0.0.0.0/0 75.149.48.78 FastEthernet4 0.0.0.0/8 drop 0.0.0.0/32 receive 64.1.208.90/32 75.149.48.78 FastEthernet4 75.149.48.64/28 attached FastEthernet4 75.149.48.64/32 receive FastEthernet4 75.149.48.65/32 attached FastEthernet4 75.149.48.76/32 receive FastEthernet4 75.149.48.78/32 attached FastEthernet4 75.149.48.79/32 receive FastEthernet4 127.0.0.0/8 drop 192.168.10.0/24 attached BVI75 192.168.75.0/24 attached BVI75 192.168.75.0/32 receive BVI75 192.168.75.1/32 receive BVI75 192.168.75.12/32 attached BVI75 192.168.75.13/32 attached BVI75 192.168.75.255/32 receive BVI75 224.0.0.0/4 drop 224.0.0.0/24 receive 240.0.0.0/4 drop 255.255.255.255/32 receive Thanks in advance, -Mike

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  • Bacula & Multiple Tape Devices, and so on

    - by Tom O'Connor
    Bacula won't make use of 2 tape devices simultaneously. (Search for #-#-# for the TL;DR) A little background, perhaps. In the process of trying to get a decent working backup solution (backing up 20TB ain't cheap, or easy) at $dayjob, we bought a bunch of things to make it work. Firstly, there's a Spectra Logic T50e autochanger, 40 slots of LTO5 goodness, and that robot's got a pair of IBM HH5 Ultrium LTO5 drives, connected via FibreChannel Arbitrated Loop to our backup server. There's the backup server.. A Dell R715 with 2x 16 core AMD 62xx CPUs, and 32GB of RAM. Yummy. That server's got 2 Emulex FCe-12000E cards, and an Intel X520-SR dual port 10GE NIC. We were also sold Commvault Backup (non-NDMP). Here's where it gets really complicated. Spectra Logic and Commvault both sent respective engineers, who set up the library and the software. Commvault was running fine, in so far as the controller was working fine. The Dell server has Ubuntu 12.04 server, and runs the MediaAgent for CommVault, and mounts our BlueArc NAS as NFS to a few mountpoints, like /home, and some stuff in /mnt. When backing up from the NFS mountpoints, we were seeing ~= 290GB/hr throughput. That's CRAP, considering we've got 20-odd TB to get through, in a <48 hour backup window. The rated maximum on the BlueArc is 700MB/s (2460GB/hr), the rated maximum write speed on the tape devices is 140MB/s, per drive, so that's 492GB/hr (or double it, for the total throughput). So, the next step was to benchmark NFS performance with IOzone, and it turns out that we get epic write performance (across 20 threads), and it's like 1.5-2.5TB/hr write, but read performance is fecking hopeless. I couldn't ever get higher than 343GB/hr maximum. So let's assume that the 343GB/hr is a theoretical maximum for read performance on the NAS, then we should in theory be able to get that performance out of a) CommVault, and b) any other backup agent. Not the case. Commvault seems to only ever give me 200-250GB/hr throughput, and out of experimentation, I installed Bacula to see what the state of play there is. If, for example, Bacula gave consistently better performance and speeds than Commvault, then we'd be able to say "**$.$ Refunds Plz $.$**" #-#-# Alas, I found a different problem with Bacula. Commvault seems pretty happy to read from one part of the mountpoint with one thread, and stream that to a Tape device, whilst reading from some other directory with the other thread, and writing to the 2nd drive in the autochanger. I can't for the life of me get Bacula to mount and write to two tape drives simultaneously. Things I've tried: Setting Maximum Concurrent Jobs = 20 in the Director, File and Storage Daemons Setting Prefer Mounted Volumes = no in the Job Definition Setting multiple devices in the Autochanger resource. Documentation seems to be very single-drive centric, and we feel a little like we've strapped a rocket to a hamster, with this one. The majority of example Bacula configurations are for DDS4 drives, manual tape swapping, and FreeBSD or IRIX systems. I should probably add that I'm not too bothered if this isn't possible, but I'd be surprised. I basically want to use Bacula as proof to stick it to the software vendors that they're overpriced ;) I read somewhere that @KyleBrandt has done something similar with a modern Tape solution.. Configuration Files: *bacula-dir.conf* # # Default Bacula Director Configuration file Director { # define myself Name = backuphost-1-dir DIRport = 9101 # where we listen for UA connections QueryFile = "/etc/bacula/scripts/query.sql" WorkingDirectory = "/var/lib/bacula" PidDirectory = "/var/run/bacula" Maximum Concurrent Jobs = 20 Password = "yourekiddingright" # Console password Messages = Daemon DirAddress = 0.0.0.0 #DirAddress = 127.0.0.1 } JobDefs { Name = "DefaultFileJob" Type = Backup Level = Incremental Client = backuphost-1-fd FileSet = "Full Set" Schedule = "WeeklyCycle" Storage = File Messages = Standard Pool = File Priority = 10 Write Bootstrap = "/var/lib/bacula/%c.bsr" } JobDefs { Name = "DefaultTapeJob" Type = Backup Level = Incremental Client = backuphost-1-fd FileSet = "Full Set" Schedule = "WeeklyCycle" Storage = "SpectraLogic" Messages = Standard Pool = AllTapes Priority = 10 Write Bootstrap = "/var/lib/bacula/%c.bsr" Prefer Mounted Volumes = no } # # Define the main nightly save backup job # By default, this job will back up to disk in /nonexistant/path/to/file/archive/dir Job { Name = "BackupClient1" JobDefs = "DefaultFileJob" } Job { Name = "BackupThisVolume" JobDefs = "DefaultTapeJob" FileSet = "SpecialVolume" } #Job { # Name = "BackupClient2" # Client = backuphost-12-fd # JobDefs = "DefaultJob" #} # Backup the catalog database (after the nightly save) Job { Name = "BackupCatalog" JobDefs = "DefaultFileJob" Level = Full FileSet="Catalog" Schedule = "WeeklyCycleAfterBackup" # This creates an ASCII copy of the catalog # Arguments to make_catalog_backup.pl are: # make_catalog_backup.pl <catalog-name> RunBeforeJob = "/etc/bacula/scripts/make_catalog_backup.pl MyCatalog" # This deletes the copy of the catalog RunAfterJob = "/etc/bacula/scripts/delete_catalog_backup" Write Bootstrap = "/var/lib/bacula/%n.bsr" Priority = 11 # run after main backup } # # Standard Restore template, to be changed by Console program # Only one such job is needed for all Jobs/Clients/Storage ... # Job { Name = "RestoreFiles" Type = Restore Client=backuphost-1-fd FileSet="Full Set" Storage = File Pool = Default Messages = Standard Where = /srv/bacula/restore } FileSet { Name = "SpecialVolume" Include { Options { signature = MD5 } File = /mnt/SpecialVolume } Exclude { File = /var/lib/bacula File = /nonexistant/path/to/file/archive/dir File = /proc File = /tmp File = /.journal File = /.fsck } } # List of files to be backed up FileSet { Name = "Full Set" Include { Options { signature = MD5 } File = /usr/sbin } Exclude { File = /var/lib/bacula File = /nonexistant/path/to/file/archive/dir File = /proc File = /tmp File = /.journal File = /.fsck } } Schedule { Name = "WeeklyCycle" Run = Full 1st sun at 23:05 Run = Differential 2nd-5th sun at 23:05 Run = Incremental mon-sat at 23:05 } # This schedule does the catalog. It starts after the WeeklyCycle Schedule { Name = "WeeklyCycleAfterBackup" Run = Full sun-sat at 23:10 } # This is the backup of the catalog FileSet { Name = "Catalog" Include { Options { signature = MD5 } File = "/var/lib/bacula/bacula.sql" } } # Client (File Services) to backup Client { Name = backuphost-1-fd Address = localhost FDPort = 9102 Catalog = MyCatalog Password = "surelyyourejoking" # password for FileDaemon File Retention = 30 days # 30 days Job Retention = 6 months # six months AutoPrune = yes # Prune expired Jobs/Files } # # Second Client (File Services) to backup # You should change Name, Address, and Password before using # #Client { # Name = backuphost-12-fd # Address = localhost2 # FDPort = 9102 # Catalog = MyCatalog # Password = "i'mnotjokinganddontcallmeshirley" # password for FileDaemon 2 # File Retention = 30 days # 30 days # Job Retention = 6 months # six months # AutoPrune = yes # Prune expired Jobs/Files #} # Definition of file storage device Storage { Name = File # Do not use "localhost" here Address = localhost # N.B. Use a fully qualified name here SDPort = 9103 Password = "lalalalala" Device = FileStorage Media Type = File } Storage { Name = "SpectraLogic" Address = localhost SDPort = 9103 Password = "linkedinmakethebestpasswords" Device = Drive-1 Device = Drive-2 Media Type = LTO5 Autochanger = yes } # Generic catalog service Catalog { Name = MyCatalog # Uncomment the following line if you want the dbi driver # dbdriver = "dbi:sqlite3"; dbaddress = 127.0.0.1; dbport = dbname = "bacula"; DB Address = ""; dbuser = "bacula"; dbpassword = "bbmaster63" } # Reasonable message delivery -- send most everything to email address # and to the console Messages { Name = Standard mailcommand = "/usr/lib/bacula/bsmtp -h localhost -f \"\(Bacula\) \<%r\>\" -s \"Bacula: %t %e of %c %l\" %r" operatorcommand = "/usr/lib/bacula/bsmtp -h localhost -f \"\(Bacula\) \<%r\>\" -s \"Bacula: Intervention needed for %j\" %r" mail = root@localhost = all, !skipped operator = root@localhost = mount console = all, !skipped, !saved # # WARNING! the following will create a file that you must cycle from # time to time as it will grow indefinitely. However, it will # also keep all your messages if they scroll off the console. # append = "/var/lib/bacula/log" = all, !skipped catalog = all } # # Message delivery for daemon messages (no job). Messages { Name = Daemon mailcommand = "/usr/lib/bacula/bsmtp -h localhost -f \"\(Bacula\) \<%r\>\" -s \"Bacula daemon message\" %r" mail = root@localhost = all, !skipped console = all, !skipped, !saved append = "/var/lib/bacula/log" = all, !skipped } # Default pool definition Pool { Name = Default Pool Type = Backup Recycle = yes # Bacula can automatically recycle Volumes AutoPrune = yes # Prune expired volumes Volume Retention = 365 days # one year } # File Pool definition Pool { Name = File Pool Type = Backup Recycle = yes # Bacula can automatically recycle Volumes AutoPrune = yes # Prune expired volumes Volume Retention = 365 days # one year Maximum Volume Bytes = 50G # Limit Volume size to something reasonable Maximum Volumes = 100 # Limit number of Volumes in Pool } Pool { Name = AllTapes Pool Type = Backup Recycle = yes AutoPrune = yes # Prune expired volumes Volume Retention = 31 days # one Moth } # Scratch pool definition Pool { Name = Scratch Pool Type = Backup } # # Restricted console used by tray-monitor to get the status of the director # Console { Name = backuphost-1-mon Password = "LastFMalsostorePasswordsLikeThis" CommandACL = status, .status } bacula-sd.conf # # Default Bacula Storage Daemon Configuration file # Storage { # definition of myself Name = backuphost-1-sd SDPort = 9103 # Director's port WorkingDirectory = "/var/lib/bacula" Pid Directory = "/var/run/bacula" Maximum Concurrent Jobs = 20 SDAddress = 0.0.0.0 # SDAddress = 127.0.0.1 } # # List Directors who are permitted to contact Storage daemon # Director { Name = backuphost-1-dir Password = "passwordslinplaintext" } # # Restricted Director, used by tray-monitor to get the # status of the storage daemon # Director { Name = backuphost-1-mon Password = "totalinsecurityabound" Monitor = yes } Device { Name = FileStorage Media Type = File Archive Device = /srv/bacula/archive LabelMedia = yes; # lets Bacula label unlabeled media Random Access = Yes; AutomaticMount = yes; # when device opened, read it RemovableMedia = no; AlwaysOpen = no; } Autochanger { Name = SpectraLogic Device = Drive-1 Device = Drive-2 Changer Command = "/etc/bacula/scripts/mtx-changer %c %o %S %a %d" Changer Device = /dev/sg4 } Device { Name = Drive-1 Drive Index = 0 Archive Device = /dev/nst0 Changer Device = /dev/sg4 Media Type = LTO5 AutoChanger = yes RemovableMedia = yes; AutomaticMount = yes; AlwaysOpen = yes; RandomAccess = no; LabelMedia = yes } Device { Name = Drive-2 Drive Index = 1 Archive Device = /dev/nst1 Changer Device = /dev/sg4 Media Type = LTO5 AutoChanger = yes RemovableMedia = yes; AutomaticMount = yes; AlwaysOpen = yes; RandomAccess = no; LabelMedia = yes } # # Send all messages to the Director, # mount messages also are sent to the email address # Messages { Name = Standard director = backuphost-1-dir = all } bacula-fd.conf # # Default Bacula File Daemon Configuration file # # # List Directors who are permitted to contact this File daemon # Director { Name = backuphost-1-dir Password = "hahahahahaha" } # # Restricted Director, used by tray-monitor to get the # status of the file daemon # Director { Name = backuphost-1-mon Password = "hohohohohho" Monitor = yes } # # "Global" File daemon configuration specifications # FileDaemon { # this is me Name = backuphost-1-fd FDport = 9102 # where we listen for the director WorkingDirectory = /var/lib/bacula Pid Directory = /var/run/bacula Maximum Concurrent Jobs = 20 #FDAddress = 127.0.0.1 FDAddress = 0.0.0.0 } # Send all messages except skipped files back to Director Messages { Name = Standard director = backuphost-1-dir = all, !skipped, !restored }

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  • How to Upload a file from client to server using OFBIZ?

    - by SIVAKUMAR.J
    Hi all, Im new to ofbiz.So is my question is have any mistake forgive me for my mistakes.Im new to ofbiz so i did not know some terminologies in ofbiz.Sometimes my question is not clear because of lack of knowledge in ofbiz.So try to understand my question and give me a good solution with respect to my level.Because some solutions are in very high level cannot able to understand for me.So please give the solution with good examples. My problem is i created a project inside the ofbiz/hot-deploy folder namely "productionmgntSystem".Inside the folder "ofbiz\hot-deploy\productionmgntSystem\webapp\productionmgntSystem" i created a .ftl file namely "app_details_1.ftl" .The following are the coding of this file <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <title>Insert title here</title> <script TYPE="TEXT/JAVASCRIPT" language=""JAVASCRIPT"> function uploadFile() { //alert("Before calling upload.jsp"); window.location='<@ofbizUrl>testing_service1</@ofbizUrl>' } </script> </head> <!-- <form action="<@ofbizUrl>testing_service1</@ofbizUrl>" enctype="multipart/form-data" name="app_details_frm"> --> <form action="<@ofbizUrl>logout1</@ofbizUrl>" enctype="multipart/form-data" name="app_details_frm"> <center style="height: 299px; "> <table border="0" style="height: 177px; width: 788px"> <tr style="height: 115px; "> <td style="width: 103px; "> <td style="width: 413px; "><h1>APPLICATION DETAILS</h1> <td style="width: 55px; "> </tr> <tr> <td style="width: 125px; ">Application name : </td> <td> <input name="app_name_txt" id="txt_1" value=" " /> </td> </tr> <tr> <td style="width: 125px; ">Excell sheet &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;: </td> <td> <input type="file" name="filename"/> </td> </tr> <tr> <td> <!-- <input type="button" name="logout1_cmd" value="Logout" onclick="logout1()"/> --> <input type="submit" name="logout_cmd" value="logout"/> </td> <td> <!-- <input type="submit" name="upload_cmd" value="Submit" /> --> <input type="button" name="upload1_cmd" value="Upload" onclick="uploadFile()"/> </td> </tr> </table> </center> </form> </html> the following coding is present in the file "ofbiz\hot-deploy\productionmgntSystem\webapp\productionmgntSystem\WEB-INF\controller.xml" ...... ....... ........ <request-map uri="testing_service1"> <security https="true" auth="true"/> <event type="java" path="org.ofbiz.productionmgntSystem.web_app_req.WebServices1" invoke="testingService"/> <response name="ok" type="view" value="ok_view"/> <response name="exception" type="view" value="exception_view"/> </request-map> .......... ............ .......... <view-map name="ok_view" type="ftl" page="ok_view.ftl"/> <view-map name="exception_view" type="ftl" page="exception_view.ftl"/> ................ ............. ............. The following are the coding present in the file "ofbiz\hot-deploy\productionmgntSystem\src\org\ofbiz\productionmgntSystem\web_app_req\WebServices1.java" package org.ofbiz.productionmgntSystem.web_app_req; import javax.servlet.http.HttpServletRequest; import javax.servlet.http.HttpServletResponse; import java.io.DataInputStream; import java.io.FileOutputStream; import java.io.IOException; public class WebServices1 { public static String testingService(HttpServletRequest request, HttpServletResponse response) { //int i=0; String result="ok"; System.out.println("\n\n\t*************************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response)- Start"); String contentType=request.getContentType(); System.out.println("\n\n\t*************************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response)- contentType : "+contentType); String str=new String(); // response.setContentType("text/html"); //PrintWriter writer; if ((contentType != null) && (contentType.indexOf("multipart/form-data") >= 0)) { System.out.println("\n\n\t**********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) after if (contentType != null)"); try { // writer=response.getWriter(); System.out.println("\n\n\t**********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - try Start"); DataInputStream in = new DataInputStream(request.getInputStream()); int formDataLength = request.getContentLength(); byte dataBytes[] = new byte[formDataLength]; int byteRead = 0; int totalBytesRead = 0; //this loop converting the uploaded file into byte code while (totalBytesRead < formDataLength) { byteRead = in.read(dataBytes, totalBytesRead,formDataLength); totalBytesRead += byteRead; } String file = new String(dataBytes); //for saving the file name String saveFile = file.substring(file.indexOf("filename=\"") + 10); saveFile = saveFile.substring(0, saveFile.indexOf("\n")); saveFile = saveFile.substring(saveFile.lastIndexOf("\\")+ 1,saveFile.indexOf("\"")); int lastIndex = contentType.lastIndexOf("="); String boundary = contentType.substring(lastIndex + 1,contentType.length()); int pos; //extracting the index of file pos = file.indexOf("filename=\""); pos = file.indexOf("\n", pos) + 1; pos = file.indexOf("\n", pos) + 1; pos = file.indexOf("\n", pos) + 1; int boundaryLocation = file.indexOf(boundary, pos) - 4; int startPos = ((file.substring(0, pos)).getBytes()).length; int endPos = ((file.substring(0, boundaryLocation)).getBytes()).length; //creating a new file with the same name and writing the content in new file FileOutputStream fileOut = new FileOutputStream("/"+saveFile); fileOut.write(dataBytes, startPos, (endPos - startPos)); fileOut.flush(); fileOut.close(); System.out.println("\n\n\t**********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - try End"); } catch(IOException ioe) { System.out.println("\n\n\t*********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - Catch IOException"); //ioe.printStackTrace(); return("exception"); } catch(Exception ex) { System.out.println("\n\n\t*********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - Catch Exception"); return("exception"); } } else { System.out.println("\n\n\t********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) else part"); result="exception"; } System.out.println("\n\n\t*************************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response)- End"); return(result); } } I want to upload a file to the server.The file is get from user "<input type="file"..> tag in the "app_details_1.ftl" file & it is updated into the server by using the method "testingService(HttpServletRequest request, HttpServletResponse response)" in the class "WebServices1".But the file is not uploaded. Give me a good solution for uploading a file to the server. Thanks & Regards, Sivakumar.J

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  • Command does not execute in crontab while command itself works just fine

    - by fuzzybee
    I have this script from Colin Johnson on Github - https://github.com/colinbjohnson/aws-missing-tools/tree/master/ec2-automate-backup It seems great. I have modified it to send email to myself every time an EBS snapshot is created or deleted. The following works like a charm ec2-automate-backup.sh -v "vol-myvolumeid" -k 3 However, it does not execute at all as part of my crontab (I didn't receive any emails) #some command that got commented out */5 * * * * ec2-automate-backup.sh -v "vol-fb2fbcdf" -k 3; * * * * * date /root/logs/crontab.log; */5 * * * * date /root/logs/crontab2.log Please note that the 2nd and 3rd execute just fines as I can see the date and time in log files. What could I have missed here? The full ec2-automate-backup.sh is as follows: #!/bin/bash - # Author: Colin Johnson / [email protected] # Date: 2012-09-24 # Version 0.1 # License Type: GNU GENERAL PUBLIC LICENSE, Version 3 # #confirms that executables required for succesful script execution are available prerequisite_check() { for prerequisite in basename ec2-create-snapshot ec2-create-tags ec2-describe-snapshots ec2-delete-snapshot date do #use of "hash" chosen as it is a shell builtin and will add programs to hash table, possibly speeding execution. Use of type also considered - open to suggestions. hash $prerequisite &> /dev/null if [[ $? == 1 ]] #has exits with exit status of 70, executable was not found then echo "In order to use `basename $0`, the executable \"$prerequisite\" must be installed." 1>&2 | mailx -s "Error happened 0" [email protected] ; exit 70 fi done } #get_EBS_List gets a list of available EBS instances depending upon the selection_method of EBS selection that is provided by user input get_EBS_List() { case $selection_method in volumeid) if [[ -z $volumeid ]] then echo "The selection method \"volumeid\" (which is $app_name's default selection_method of operation or requested by using the -s volumeid parameter) requires a volumeid (-v volumeid) for operation. Correct usage is as follows: \"-v vol-6d6a0527\",\"-s volumeid -v vol-6d6a0527\" or \"-v \"vol-6d6a0527 vol-636a0112\"\" if multiple volumes are to be selected." 1>&2 | mailx -s "Error happened 1" [email protected] ; exit 64 fi ebs_selection_string="$volumeid" ;; tag) if [[ -z $tag ]] then echo "The selected selection_method \"tag\" (-s tag) requires a valid tag (-t key=value) for operation. Correct usage is as follows: \"-s tag -t backup=true\" or \"-s tag -t Name=my_tag.\"" 1>&2 | mailx -s "Error happened 2" [email protected] ; exit 64 fi ebs_selection_string="--filter tag:$tag" ;; *) echo "If you specify a selection_method (-s selection_method) for selecting EBS volumes you must select either \"volumeid\" (-s volumeid) or \"tag\" (-s tag)." 1>&2 | mailx -s "Error happened 3" [email protected] ; exit 64 ;; esac #creates a list of all ebs volumes that match the selection string from above ebs_backup_list_complete=`ec2-describe-volumes --show-empty-fields --region $region $ebs_selection_string 2>&1` #takes the output of the previous command ebs_backup_list_result=`echo $?` if [[ $ebs_backup_list_result -gt 0 ]] then echo -e "An error occured when running ec2-describe-volumes. The error returned is below:\n$ebs_backup_list_complete" 1>&2 | mailx -s "Error happened 4" [email protected] ; exit 70 fi ebs_backup_list=`echo "$ebs_backup_list_complete" | grep ^VOLUME | cut -f 2` #code to right will output list of EBS volumes to be backed up: echo -e "Now outputting ebs_backup_list:\n$ebs_backup_list" } create_EBS_Snapshot_Tags() { #snapshot tags holds all tags that need to be applied to a given snapshot - by aggregating tags we ensure that ec2-create-tags is called only onece snapshot_tags="" #if $name_tag_create is true then append ec2ab_${ebs_selected}_$date_current to the variable $snapshot_tags if $name_tag_create then ec2_snapshot_resource_id=`echo "$ec2_create_snapshot_result" | cut -f 2` snapshot_tags="$snapshot_tags --tag Name=ec2ab_${ebs_selected}_$date_current" fi #if $purge_after_days is true, then append $purge_after_date to the variable $snapshot_tags if [[ -n $purge_after_days ]] then snapshot_tags="$snapshot_tags --tag PurgeAfter=$purge_after_date --tag PurgeAllow=true" fi #if $snapshot_tags is not zero length then set the tag on the snapshot using ec2-create-tags if [[ -n $snapshot_tags ]] then echo "Tagging Snapshot $ec2_snapshot_resource_id with the following Tags:" ec2-create-tags $ec2_snapshot_resource_id --region $region $snapshot_tags #echo "Snapshot tags successfully created" | mailx -s "Snapshot tags successfully created" [email protected] fi } date_command_get() { #finds full path to date binary date_binary_full_path=`which date` #command below is used to determine if date binary is gnu, macosx or other date_binary_file_result=`file -b $date_binary_full_path` case $date_binary_file_result in "Mach-O 64-bit executable x86_64") date_binary="macosx" ;; "ELF 64-bit LSB executable, x86-64, version 1 (SYSV)"*) date_binary="gnu" ;; *) date_binary="unknown" ;; esac #based on the installed date binary the case statement below will determine the method to use to determine "purge_after_days" in the future case $date_binary in gnu) date_command="date -d +${purge_after_days}days -u +%Y-%m-%d" ;; macosx) date_command="date -v+${purge_after_days}d -u +%Y-%m-%d" ;; unknown) date_command="date -d +${purge_after_days}days -u +%Y-%m-%d" ;; *) date_command="date -d +${purge_after_days}days -u +%Y-%m-%d" ;; esac } purge_EBS_Snapshots() { #snapshot_tag_list is a string that contains all snapshots with either the key PurgeAllow or PurgeAfter set snapshot_tag_list=`ec2-describe-tags --show-empty-fields --region $region --filter resource-type=snapshot --filter key=PurgeAllow,PurgeAfter` #snapshot_purge_allowed is a list of all snapshot_ids with PurgeAllow=true snapshot_purge_allowed=`echo "$snapshot_tag_list" | grep .*PurgeAllow'\t'true | cut -f 3` for snapshot_id_evaluated in $snapshot_purge_allowed do #gets the "PurgeAfter" date which is in UTC with YYYY-MM-DD format (or %Y-%m-%d) purge_after_date=`echo "$snapshot_tag_list" | grep .*$snapshot_id_evaluated'\t'PurgeAfter.* | cut -f 5` #if purge_after_date is not set then we have a problem. Need to alter user. if [[ -z $purge_after_date ]] #Alerts user to the fact that a Snapshot was found with PurgeAllow=true but with no PurgeAfter date. then echo "A Snapshot with the Snapshot ID $snapshot_id_evaluated has the tag \"PurgeAllow=true\" but does not have a \"PurgeAfter=YYYY-MM-DD\" date. $app_name is unable to determine if $snapshot_id_evaluated should be purged." 1>&2 | mailx -s "Error happened 5" [email protected] else #convert both the date_current and purge_after_date into epoch time to allow for comparison date_current_epoch=`date -j -f "%Y-%m-%d" "$date_current" "+%s"` purge_after_date_epoch=`date -j -f "%Y-%m-%d" "$purge_after_date" "+%s"` #perform compparison - if $purge_after_date_epoch is a lower number than $date_current_epoch than the PurgeAfter date is earlier than the current date - and the snapshot can be safely removed if [[ $purge_after_date_epoch < $date_current_epoch ]] then echo "The snapshot \"$snapshot_id_evaluated\" with the Purge After date of $purge_after_date will be deleted." ec2-delete-snapshot --region $region $snapshot_id_evaluated echo "Old snapshots successfully deleted for $volumeid" | mailx -s "Old snapshots successfully deleted for $volumeid" [email protected] fi fi done } #calls prerequisitecheck function to ensure that all executables required for script execution are available prerequisite_check app_name=`basename $0` #sets defaults selection_method="volumeid" region="ap-southeast-1" #date_binary allows a user to set the "date" binary that is installed on their system and, therefore, the options that will be given to the date binary to perform date calculations date_binary="" #sets the "Name" tag set for a snapshot to false - using "Name" requires that ec2-create-tags be called in addition to ec2-create-snapshot name_tag_create=false #sets the Purge Snapshot feature to false - this feature will eventually allow the removal of snapshots that have a "PurgeAfter" tag that is earlier than current date purge_snapshots=false #handles options processing while getopts :s:r:v:t:k:pn opt do case $opt in s) selection_method="$OPTARG";; r) region="$OPTARG";; v) volumeid="$OPTARG";; t) tag="$OPTARG";; k) purge_after_days="$OPTARG";; n) name_tag_create=true;; p) purge_snapshots=true;; *) echo "Error with Options Input. Cause of failure is most likely that an unsupported parameter was passed or a parameter was passed without a corresponding option." 1>&2 ; exit 64;; esac done #sets date variable date_current=`date -u +%Y-%m-%d` #sets the PurgeAfter tag to the number of days that a snapshot should be retained if [[ -n $purge_after_days ]] then #if the date_binary is not set, call the date_command_get function if [[ -z $date_binary ]] then date_command_get fi purge_after_date=`$date_command` echo "Snapshots taken by $app_name will be eligible for purging after the following date: $purge_after_date." fi #get_EBS_List gets a list of EBS instances for which a snapshot is desired. The list of EBS instances depends upon the selection_method that is provided by user input get_EBS_List #the loop below is called once for each volume in $ebs_backup_list - the currently selected EBS volume is passed in as "ebs_selected" for ebs_selected in $ebs_backup_list do ec2_snapshot_description="ec2ab_${ebs_selected}_$date_current" ec2_create_snapshot_result=`ec2-create-snapshot --region $region -d $ec2_snapshot_description $ebs_selected 2>&1` if [[ $? != 0 ]] then echo -e "An error occured when running ec2-create-snapshot. The error returned is below:\n$ec2_create_snapshot_result" 1>&2 ; exit 70 else ec2_snapshot_resource_id=`echo "$ec2_create_snapshot_result" | cut -f 2` echo "Snapshots successfully created for volume $volumeid" | mailx -s "Snapshots successfully created for $volumeid" [email protected] fi create_EBS_Snapshot_Tags done #if purge_snapshots is true, then run purge_EBS_Snapshots function if $purge_snapshots then echo "Snapshot Purging is Starting Now." purge_EBS_Snapshots fi cron log Oct 23 10:24:01 ip-10-130-153-227 CROND[28214]: (root) CMD (root (ec2-automate-backup.sh -v "vol-fb2fbcdf" -k 3;)) Oct 23 10:24:01 ip-10-130-153-227 CROND[28215]: (root) CMD (date >> /root/logs/crontab.log;) Oct 23 10:25:01 ip-10-130-153-227 CROND[28228]: (root) CMD (date >> /root/logs/crontab.log;) Oct 23 10:25:01 ip-10-130-153-227 CROND[28229]: (root) CMD (date >> /root/logs/crontab2.log) Oct 23 10:26:01 ip-10-130-153-227 CROND[28239]: (root) CMD (date >> /root/logs/crontab.log;) Oct 23 10:27:01 ip-10-130-153-227 CROND[28247]: (root) CMD (root (ec2-automate-backup.sh -v "vol-fb2fbcdf" -k 3;)) Oct 23 10:27:01 ip-10-130-153-227 CROND[28248]: (root) CMD (date >> /root/logs/crontab.log;) Oct 23 10:28:01 ip-10-130-153-227 CROND[28263]: (root) CMD (date >> /root/logs/crontab.log;) Oct 23 10:29:01 ip-10-130-153-227 CROND[28275]: (root) CMD (date >> /root/logs/crontab.log;) Oct 23 10:30:01 ip-10-130-153-227 CROND[28292]: (root) CMD (root (ec2-automate-backup.sh -v "vol-fb2fbcdf" -k 3;)) Oct 23 10:30:01 ip-10-130-153-227 CROND[28293]: (root) CMD (date >> /root/logs/crontab.log;) Oct 23 10:30:01 ip-10-130-153-227 CROND[28294]: (root) CMD (date >> /root/logs/crontab2.log) Oct 23 10:31:01 ip-10-130-153-227 CROND[28312]: (root) CMD (date >> /root/logs/crontab.log;) Oct 23 10:32:01 ip-10-130-153-227 CROND[28319]: (root) CMD (date >> /root/logs/crontab.log;) Oct 23 10:33:01 ip-10-130-153-227 CROND[28325]: (root) CMD (date >> /root/logs/crontab.log;) Oct 23 10:33:01 ip-10-130-153-227 CROND[28324]: (root) CMD (root (ec2-automate-backup.sh -v "vol-fb2fbcdf" -k 3;)) Oct 23 10:34:01 ip-10-130-153-227 CROND[28345]: (root) CMD (date >> /root/logs/crontab.log;) Oct 23 10:35:01 ip-10-130-153-227 CROND[28362]: (root) CMD (date >> /root/logs/crontab.log;) Oct 23 10:35:01 ip-10-130-153-227 CROND[28363]: (root) CMD (date >> /root/logs/crontab2.log) Mails to root From [email protected] Tue Oct 23 06:00:01 2012 Return-Path: <[email protected]> Date: Tue, 23 Oct 2012 06:00:01 GMT From: [email protected] (Cron Daemon) To: [email protected] Subject: Cron <root@ip-10-130-153-227> root ec2-automate-backup.sh -v "vol-fb2fbcdf" -k 3 Content-Type: text/plain; charset=UTF-8 Auto-Submitted: auto-generated X-Cron-Env: <SHELL=/bin/sh> X-Cron-Env: <HOME=/root> X-Cron-Env: <PATH=/usr/bin:/bin> X-Cron-Env: <LOGNAME=root> X-Cron-Env: <USER=root> Status: R /bin/sh: root: command not found

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  • Unusually high dentry cache usage

    - by Wolfgang Stengel
    Problem A CentOS machine with kernel 2.6.32 and 128 GB physical RAM ran into trouble a few days ago. The responsible system administrator tells me that the PHP-FPM application was not responding to requests in a timely manner anymore due to swapping, and having seen in free that almost no memory was left, he chose to reboot the machine. I know that free memory can be a confusing concept on Linux and a reboot perhaps was the wrong thing to do. However, the mentioned administrator blames the PHP application (which I am responsible for) and refuses to investigate further. What I could find out on my own is this: Before the restart, the free memory (incl. buffers and cache) was only a couple of hundred MB. Before the restart, /proc/meminfo reported a Slab memory usage of around 90 GB (yes, GB). After the restart, the free memory was 119 GB, going down to around 100 GB within an hour, as the PHP-FPM workers (about 600 of them) were coming back to life, each of them showing between 30 and 40 MB in the RES column in top (which has been this way for months and is perfectly reasonable given the nature of the PHP application). There is nothing else in the process list that consumes an unusual or noteworthy amount of RAM. After the restart, Slab memory was around 300 MB If have been monitoring the system ever since, and most notably the Slab memory is increasing in a straight line with a rate of about 5 GB per day. Free memory as reported by free and /proc/meminfo decreases at the same rate. Slab is currently at 46 GB. According to slabtop most of it is used for dentry entries: Free memory: free -m total used free shared buffers cached Mem: 129048 76435 52612 0 144 7675 -/+ buffers/cache: 68615 60432 Swap: 8191 0 8191 Meminfo: cat /proc/meminfo MemTotal: 132145324 kB MemFree: 53620068 kB Buffers: 147760 kB Cached: 8239072 kB SwapCached: 0 kB Active: 20300940 kB Inactive: 6512716 kB Active(anon): 18408460 kB Inactive(anon): 24736 kB Active(file): 1892480 kB Inactive(file): 6487980 kB Unevictable: 8608 kB Mlocked: 8608 kB SwapTotal: 8388600 kB SwapFree: 8388600 kB Dirty: 11416 kB Writeback: 0 kB AnonPages: 18436224 kB Mapped: 94536 kB Shmem: 6364 kB Slab: 46240380 kB SReclaimable: 44561644 kB SUnreclaim: 1678736 kB KernelStack: 9336 kB PageTables: 457516 kB NFS_Unstable: 0 kB Bounce: 0 kB WritebackTmp: 0 kB CommitLimit: 72364108 kB Committed_AS: 22305444 kB VmallocTotal: 34359738367 kB VmallocUsed: 480164 kB VmallocChunk: 34290830848 kB HardwareCorrupted: 0 kB AnonHugePages: 12216320 kB HugePages_Total: 2048 HugePages_Free: 2048 HugePages_Rsvd: 0 HugePages_Surp: 0 Hugepagesize: 2048 kB DirectMap4k: 5604 kB DirectMap2M: 2078720 kB DirectMap1G: 132120576 kB Slabtop: slabtop --once Active / Total Objects (% used) : 225920064 / 226193412 (99.9%) Active / Total Slabs (% used) : 11556364 / 11556415 (100.0%) Active / Total Caches (% used) : 110 / 194 (56.7%) Active / Total Size (% used) : 43278793.73K / 43315465.42K (99.9%) Minimum / Average / Maximum Object : 0.02K / 0.19K / 4096.00K OBJS ACTIVE USE OBJ SIZE SLABS OBJ/SLAB CACHE SIZE NAME 221416340 221416039 3% 0.19K 11070817 20 44283268K dentry 1123443 1122739 99% 0.41K 124827 9 499308K fuse_request 1122320 1122180 99% 0.75K 224464 5 897856K fuse_inode 761539 754272 99% 0.20K 40081 19 160324K vm_area_struct 437858 223259 50% 0.10K 11834 37 47336K buffer_head 353353 347519 98% 0.05K 4589 77 18356K anon_vma_chain 325090 324190 99% 0.06K 5510 59 22040K size-64 146272 145422 99% 0.03K 1306 112 5224K size-32 137625 137614 99% 1.02K 45875 3 183500K nfs_inode_cache 128800 118407 91% 0.04K 1400 92 5600K anon_vma 59101 46853 79% 0.55K 8443 7 33772K radix_tree_node 52620 52009 98% 0.12K 1754 30 7016K size-128 19359 19253 99% 0.14K 717 27 2868K sysfs_dir_cache 10240 7746 75% 0.19K 512 20 2048K filp VFS cache pressure: cat /proc/sys/vm/vfs_cache_pressure 125 Swappiness: cat /proc/sys/vm/swappiness 0 I know that unused memory is wasted memory, so this should not necessarily be a bad thing (especially given that 44 GB are shown as SReclaimable). However, apparently the machine experienced problems nonetheless, and I'm afraid the same will happen again in a few days when Slab surpasses 90 GB. Questions I have these questions: Am I correct in thinking that the Slab memory is always physical RAM, and the number is already subtracted from the MemFree value? Is such a high number of dentry entries normal? The PHP application has access to around 1.5 M files, however most of them are archives and not being accessed at all for regular web traffic. What could be an explanation for the fact that the number of cached inodes is much lower than the number of cached dentries, should they not be related somehow? If the system runs into memory trouble, should the kernel not free some of the dentries automatically? What could be a reason that this does not happen? Is there any way to "look into" the dentry cache to see what all this memory is (i.e. what are the paths that are being cached)? Perhaps this points to some kind of memory leak, symlink loop, or indeed to something the PHP application is doing wrong. The PHP application code as well as all asset files are mounted via GlusterFS network file system, could that have something to do with it? Please keep in mind that I can not investigate as root, only as a regular user, and that the administrator refuses to help. He won't even run the typical echo 2 > /proc/sys/vm/drop_caches test to see if the Slab memory is indeed reclaimable. Any insights into what could be going on and how I can investigate any further would be greatly appreciated. Updates Some further diagnostic information: Mounts: cat /proc/self/mounts rootfs / rootfs rw 0 0 proc /proc proc rw,relatime 0 0 sysfs /sys sysfs rw,relatime 0 0 devtmpfs /dev devtmpfs rw,relatime,size=66063000k,nr_inodes=16515750,mode=755 0 0 devpts /dev/pts devpts rw,relatime,gid=5,mode=620,ptmxmode=000 0 0 tmpfs /dev/shm tmpfs rw,relatime 0 0 /dev/mapper/sysvg-lv_root / ext4 rw,relatime,barrier=1,data=ordered 0 0 /proc/bus/usb /proc/bus/usb usbfs rw,relatime 0 0 /dev/sda1 /boot ext4 rw,relatime,barrier=1,data=ordered 0 0 tmpfs /phptmp tmpfs rw,noatime,size=1048576k,nr_inodes=15728640,mode=777 0 0 tmpfs /wsdltmp tmpfs rw,noatime,size=1048576k,nr_inodes=15728640,mode=777 0 0 none /proc/sys/fs/binfmt_misc binfmt_misc rw,relatime 0 0 cgroup /cgroup/cpuset cgroup rw,relatime,cpuset 0 0 cgroup /cgroup/cpu cgroup rw,relatime,cpu 0 0 cgroup /cgroup/cpuacct cgroup rw,relatime,cpuacct 0 0 cgroup /cgroup/memory cgroup rw,relatime,memory 0 0 cgroup /cgroup/devices cgroup rw,relatime,devices 0 0 cgroup /cgroup/freezer cgroup rw,relatime,freezer 0 0 cgroup /cgroup/net_cls cgroup rw,relatime,net_cls 0 0 cgroup /cgroup/blkio cgroup rw,relatime,blkio 0 0 /etc/glusterfs/glusterfs-www.vol /var/www fuse.glusterfs rw,relatime,user_id=0,group_id=0,default_permissions,allow_other,max_read=131072 0 0 /etc/glusterfs/glusterfs-upload.vol /var/upload fuse.glusterfs rw,relatime,user_id=0,group_id=0,default_permissions,allow_other,max_read=131072 0 0 sunrpc /var/lib/nfs/rpc_pipefs rpc_pipefs rw,relatime 0 0 172.17.39.78:/www /data/www nfs rw,relatime,vers=3,rsize=65536,wsize=65536,namlen=255,hard,proto=tcp,port=38467,timeo=600,retrans=2,sec=sys,mountaddr=172.17.39.78,mountvers=3,mountport=38465,mountproto=tcp,local_lock=none,addr=172.17.39.78 0 0 Mount info: cat /proc/self/mountinfo 16 21 0:3 / /proc rw,relatime - proc proc rw 17 21 0:0 / /sys rw,relatime - sysfs sysfs rw 18 21 0:5 / /dev rw,relatime - devtmpfs devtmpfs rw,size=66063000k,nr_inodes=16515750,mode=755 19 18 0:11 / /dev/pts rw,relatime - devpts devpts rw,gid=5,mode=620,ptmxmode=000 20 18 0:16 / /dev/shm rw,relatime - tmpfs tmpfs rw 21 1 253:1 / / rw,relatime - ext4 /dev/mapper/sysvg-lv_root rw,barrier=1,data=ordered 22 16 0:15 / /proc/bus/usb rw,relatime - usbfs /proc/bus/usb rw 23 21 8:1 / /boot rw,relatime - ext4 /dev/sda1 rw,barrier=1,data=ordered 24 21 0:17 / /phptmp rw,noatime - tmpfs tmpfs rw,size=1048576k,nr_inodes=15728640,mode=777 25 21 0:18 / /wsdltmp rw,noatime - tmpfs tmpfs rw,size=1048576k,nr_inodes=15728640,mode=777 26 16 0:19 / /proc/sys/fs/binfmt_misc rw,relatime - binfmt_misc none rw 27 21 0:20 / /cgroup/cpuset rw,relatime - cgroup cgroup rw,cpuset 28 21 0:21 / /cgroup/cpu rw,relatime - cgroup cgroup rw,cpu 29 21 0:22 / /cgroup/cpuacct rw,relatime - cgroup cgroup rw,cpuacct 30 21 0:23 / /cgroup/memory rw,relatime - cgroup cgroup rw,memory 31 21 0:24 / /cgroup/devices rw,relatime - cgroup cgroup rw,devices 32 21 0:25 / /cgroup/freezer rw,relatime - cgroup cgroup rw,freezer 33 21 0:26 / /cgroup/net_cls rw,relatime - cgroup cgroup rw,net_cls 34 21 0:27 / /cgroup/blkio rw,relatime - cgroup cgroup rw,blkio 35 21 0:28 / /var/www rw,relatime - fuse.glusterfs /etc/glusterfs/glusterfs-www.vol rw,user_id=0,group_id=0,default_permissions,allow_other,max_read=131072 36 21 0:29 / /var/upload rw,relatime - fuse.glusterfs /etc/glusterfs/glusterfs-upload.vol rw,user_id=0,group_id=0,default_permissions,allow_other,max_read=131072 37 21 0:30 / /var/lib/nfs/rpc_pipefs rw,relatime - rpc_pipefs sunrpc rw 39 21 0:31 / /data/www rw,relatime - nfs 172.17.39.78:/www rw,vers=3,rsize=65536,wsize=65536,namlen=255,hard,proto=tcp,port=38467,timeo=600,retrans=2,sec=sys,mountaddr=172.17.39.78,mountvers=3,mountport=38465,mountproto=tcp,local_lock=none,addr=172.17.39.78 GlusterFS config: cat /etc/glusterfs/glusterfs-www.vol volume remote1 type protocol/client option transport-type tcp option remote-host 172.17.39.71 option ping-timeout 10 option transport.socket.nodelay on # undocumented option for speed # http://gluster.org/pipermail/gluster-users/2009-September/003158.html option remote-subvolume /data/www end-volume volume remote2 type protocol/client option transport-type tcp option remote-host 172.17.39.72 option ping-timeout 10 option transport.socket.nodelay on # undocumented option for speed # http://gluster.org/pipermail/gluster-users/2009-September/003158.html option remote-subvolume /data/www end-volume volume remote3 type protocol/client option transport-type tcp option remote-host 172.17.39.73 option ping-timeout 10 option transport.socket.nodelay on # undocumented option for speed # http://gluster.org/pipermail/gluster-users/2009-September/003158.html option remote-subvolume /data/www end-volume volume remote4 type protocol/client option transport-type tcp option remote-host 172.17.39.74 option ping-timeout 10 option transport.socket.nodelay on # undocumented option for speed # http://gluster.org/pipermail/gluster-users/2009-September/003158.html option remote-subvolume /data/www end-volume volume replicate1 type cluster/replicate option lookup-unhashed off # off will reduce cpu usage, and network option local-volume-name 'hostname' subvolumes remote1 remote2 end-volume volume replicate2 type cluster/replicate option lookup-unhashed off # off will reduce cpu usage, and network option local-volume-name 'hostname' subvolumes remote3 remote4 end-volume volume distribute type cluster/distribute subvolumes replicate1 replicate2 end-volume volume iocache type performance/io-cache option cache-size 8192MB # default is 32MB subvolumes distribute end-volume volume writeback type performance/write-behind option cache-size 1024MB option window-size 1MB subvolumes iocache end-volume ### Add io-threads for parallel requisitions volume iothreads type performance/io-threads option thread-count 64 # default is 16 subvolumes writeback end-volume volume ra type performance/read-ahead option page-size 2MB option page-count 16 option force-atime-update no subvolumes iothreads end-volume

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  • Android programming. Application stopped unexpectedly.

    - by user277704
    I've just created a prototype of interface for my android app and tried to run it. Unfortunately I get an error that my app has stopped unexpectedly (my reputation doesn't allow me to post images so follow my links): screenshot of error message This is layout mode of editing. Everything looks as I want so there shouldn't be errors: mobileka.freehostia.com/3.png (I can post only one hyperlink...) This is my main.xml code: <code> <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="top" android:background="@drawable/back" > <TextView android:id="@+id/score" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text = "@string/scoreT" android:textColor="@string/scoreColor" android:gravity = "left" android:typeface="serif" android:textStyle="bold|italic" android:textSize="16sp" android:paddingLeft = "10px" android:paddingTop="4px"/ <TextView android:id = "@+id/scoreTxt" android:layout_toRightOf="@+id/score" android:textSize="16sp" android:paddingTop = "5px" android:paddingLeft="4px" android:typeface="serif" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text=" 0" android:textColor="@string/scoreTextColor" android:gravity = "left"/> <TextView android:id = "@+id/scoreSeparator" android:layout_toRightOf="@+id/scoreTxt" android:textSize="16sp" android:paddingTop = "3px" android:paddingLeft="4px" android:typeface="serif" android:textStyle="bold" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="|" android:textColor="@string/scoreColor" android:gravity = "left"/> <TextView android:id = "@+id/timerTxt" android:layout_alignParentRight="true" android:textSize="16sp" android:paddingRight="10px" android:paddingTop="4px" android:typeface="serif" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textColor="@string/scoreTextColor" android:gravity = "right" android:text="00:00" /> <TextView android:id = "@+id/timer" android:layout_toLeftOf="@+id/timerTxt" android:textColor="@string/scoreColor" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textSize="16sp" android:padding = "3px" android:typeface="serif" android:textStyle="bold|italic" android:text="@string/timerT" android:gravity = "left"/> <TextView android:id = "@+id/timerSeparator" android:layout_toLeftOf="@+id/timer" android:textSize="16sp" android:paddingTop = "3px" android:paddingLeft="4px" android:typeface="serif" android:textStyle="bold" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="|" android:textColor="@string/scoreColor" android:gravity = "left"/> <ImageButton android:id="@+id/buttonOne" android:layout_below="@+id/score" android:layout_marginTop="40px" android:layout_marginLeft="14px" android:layout_width="wrap_content" android:layout_height="wrap_content" android:clickable="true" android:src="@drawable/inactive"/> <ImageButton android:id="@+id/buttonTwo" android:layout_toRightOf="@+id/buttonOne" android:layout_marginTop="63px" android:layout_marginLeft="10px" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/inactive" /> <ImageButton android:id="@+id/buttonThree" android:layout_toRightOf="@+id/buttonTwo" android:layout_marginTop="63px" android:layout_marginLeft="10px" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/inactive" /> <ImageButton android:id="@+id/buttonFour" android:layout_toRightOf="@+id/buttonThree" android:layout_marginTop="63px" android:layout_marginLeft="10px" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/inactive" /> <ImageButton android:id="@+id/buttonFive" android:layout_below="@+id/buttonOne" android:layout_marginTop="40px" android:layout_marginLeft="14px" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/inactive" /> <ImageButton android:id="@+id/buttonSix" android:layout_toRightOf="@+id/buttonFive" android:layout_marginTop="164px" android:layout_marginLeft="10px" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/inactive" /> <ImageButton android:id="@+id/buttonSeven" android:layout_toRightOf="@+id/buttonSix" android:layout_marginTop="164px" android:layout_marginLeft="10px" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/inactive" /> <ImageButton android:id="@+id/buttonEight" android:layout_toRightOf="@+id/buttonSeven" android:layout_marginTop="164px" android:layout_marginLeft="10px" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/inactive" /> <ImageButton android:id="@+id/buttonNine" android:layout_below="@+id/buttonEight" android:layout_marginTop="40px" android:layout_marginLeft="14px" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/inactive" /> <ImageButton android:id="@+id/buttonTen" android:layout_toRightOf="@+id/buttonNine" android:layout_marginTop="264px" android:layout_marginLeft="10px" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/inactive" /> <ImageButton android:id="@+id/buttonEleven" android:layout_toRightOf="@+id/buttonTen" android:layout_marginTop="264px" android:layout_marginLeft="10px" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/inactive" /> <ImageButton android:id="@+id/buttonTwelve" android:layout_toRightOf="@+id/buttonEleven" android:layout_marginTop="264px" android:layout_marginLeft="10px" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/inactive" /> And this is my logcat errors (p.s. line #12 is the first TextView in main.xml): 03-26 22:59:31.670: WARN/dalvikvm(185): threadid=3: thread exiting with uncaught exception (group=0x4001b188) 03-26 22:59:31.727: ERROR/AndroidRuntime(185): Uncaught handler: thread main exiting due to uncaught exception 03-26 22:59:31.784: ERROR/AndroidRuntime(185): java.lang.RuntimeException: Unable to start activity ComponentInfo{kz.androidmarket.www.randomtest1/kz.androidmarket.www.randomtest1.randomTest1}: android.view.InflateException: Binary XML file line #12: Error inflating class 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2496) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2512) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.app.ActivityThread.access$2200(ActivityThread.java:119) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1863) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.os.Handler.dispatchMessage(Handler.java:99) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.os.Looper.loop(Looper.java:123) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.app.ActivityThread.main(ActivityThread.java:4363) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at java.lang.reflect.Method.invokeNative(Native Method) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at java.lang.reflect.Method.invoke(Method.java:521) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at dalvik.system.NativeStart.main(Native Method) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): Caused by: android.view.InflateException: Binary XML file line #12: Error inflating class 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.view.LayoutInflater.createView(LayoutInflater.java:513) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at com.android.internal.policy.impl.PhoneLayoutInflater.onCreateView(PhoneLayoutInflater.java:56) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:563) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.view.LayoutInflater.rInflate(LayoutInflater.java:618) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.view.LayoutInflater.inflate(LayoutInflater.java:407) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.view.LayoutInflater.inflate(LayoutInflater.java:320) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.view.LayoutInflater.inflate(LayoutInflater.java:276) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at com.android.internal.policy.impl.PhoneWindow.setContentView(PhoneWindow.java:198) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.app.Activity.setContentView(Activity.java:1622) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at kz.androidmarket.www.randomtest1.randomTest1.onCreate(randomTest1.java:11) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1047) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2459) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): ... 11 more 03-26 22:59:31.784: ERROR/AndroidRuntime(185): Caused by: java.lang.reflect.InvocationTargetException 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.widget.TextView.(TextView.java:320) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at java.lang.reflect.Constructor.constructNative(Native Method) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at java.lang.reflect.Constructor.newInstance(Constructor.java:446) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.view.LayoutInflater.createView(LayoutInflater.java:500) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): ... 22 more 03-26 22:59:31.784: ERROR/AndroidRuntime(185): Caused by: android.content.res.Resources$NotFoundException: File #ffff9900 from drawable resource ID #0x7f040002: .xml extension required 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.content.res.Resources.loadColorStateList(Resources.java:1820) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.content.res.TypedArray.getColorStateList(TypedArray.java:289) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): at android.widget.TextView.(TextView.java:627) 03-26 22:59:31.784: ERROR/AndroidRuntime(185): ... 26 more Could anybody help me?

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  • Compare images after canny edge detection in OpenCV (C++)

    - by typoknig
    Hi all, I am working on an OpenCV project and I need to compare some images after canny has been applied to both of them. Before the canny was applied I had the gray scale images populating a histogram and then I compared the histograms, but when canny is added to the images the histogram does not populate. I have read that a canny image can populate a histogram, but have not found a way to make it happen. I do not necessairly need to keep using the histograms, I just want to know the best way to compare two canny images. SSCCE below for you to chew on. I have poached and patched about 75% of this code from books and various sites on the internet, so props to those guys... // SLC (Histogram).cpp : Defines the entry point for the console application. #include "stdafx.h" #include <cxcore.h> #include <cv.h> #include <cvaux.h> #include <highgui.h> #include <stdio.h> #include <sstream> #include <iostream> using namespace std; IplImage* image1= 0; IplImage* imgHistogram1 = 0; IplImage* gray1= 0; CvHistogram* hist1; int main(){ CvCapture* capture = cvCaptureFromCAM(0); if(!cvQueryFrame(capture)){ cout<<"Video capture failed, please check the camera."<<endl; } else{ cout<<"Video camera capture successful!"<<endl; }; CvSize sz = cvGetSize(cvQueryFrame(capture)); IplImage* image = cvCreateImage(sz, 8, 3); IplImage* imgHistogram = 0; IplImage* gray = 0; CvHistogram* hist; cvNamedWindow("Image Source",1); cvNamedWindow("gray", 1); cvNamedWindow("Histogram",1); cvNamedWindow("BG", 1); cvNamedWindow("FG", 1); cvNamedWindow("Canny",1); cvNamedWindow("Canny1", 1); image1 = cvLoadImage("image bin/use this image.jpg");// an image has to load here or the program will not run //size of the histogram -1D histogram int bins1 = 256; int hsize1[] = {bins1}; //max and min value of the histogram float max_value1 = 0, min_value1 = 0; //value and normalized value float value1; int normalized1; //ranges - grayscale 0 to 256 float xranges1[] = { 0, 256 }; float* ranges1[] = { xranges1 }; //create an 8 bit single channel image to hold a //grayscale version of the original picture gray1 = cvCreateImage( cvGetSize(image1), 8, 1 ); cvCvtColor( image1, gray1, CV_BGR2GRAY ); IplImage* canny1 = cvCreateImage(cvGetSize(gray1), 8, 1 ); cvCanny( gray1, canny1, 55, 175, 3 ); //Create 3 windows to show the results cvNamedWindow("original1",1); cvNamedWindow("gray1",1); cvNamedWindow("histogram1",1); //planes to obtain the histogram, in this case just one IplImage* planes1[] = { canny1 }; //get the histogram and some info about it hist1 = cvCreateHist( 1, hsize1, CV_HIST_ARRAY, ranges1,1); cvCalcHist( planes1, hist1, 0, NULL); cvGetMinMaxHistValue( hist1, &min_value1, &max_value1); printf("min: %f, max: %f\n", min_value1, max_value1); //create an 8 bits single channel image to hold the histogram //paint it white imgHistogram1 = cvCreateImage(cvSize(bins1, 50),8,1); cvRectangle(imgHistogram1, cvPoint(0,0), cvPoint(256,50), CV_RGB(255,255,255),-1); //draw the histogram :P for(int i=0; i < bins1; i++){ value1 = cvQueryHistValue_1D( hist1, i); normalized1 = cvRound(value1*50/max_value1); cvLine(imgHistogram1,cvPoint(i,50), cvPoint(i,50-normalized1), CV_RGB(0,0,0)); } //show the image results cvShowImage( "original1", image1 ); cvShowImage( "gray1", gray1 ); cvShowImage( "histogram1", imgHistogram1 ); cvShowImage( "Canny1", canny1); CvBGStatModel* bg_model = cvCreateFGDStatModel( image ); for(;;){ image = cvQueryFrame(capture); cvUpdateBGStatModel( image, bg_model ); //Size of the histogram -1D histogram int bins = 256; int hsize[] = {bins}; //Max and min value of the histogram float max_value = 0, min_value = 0; //Value and normalized value float value; int normalized; //Ranges - grayscale 0 to 256 float xranges[] = {0, 256}; float* ranges[] = {xranges}; //Create an 8 bit single channel image to hold a grayscale version of the original picture gray = cvCreateImage(cvGetSize(image), 8, 1); cvCvtColor(image, gray, CV_BGR2GRAY); IplImage* canny = cvCreateImage(cvGetSize(gray), 8, 1 ); cvCanny( gray, canny, 55, 175, 3 );//55, 175, 3 with direct light //Planes to obtain the histogram, in this case just one IplImage* planes[] = {canny}; //Get the histogram and some info about it hist = cvCreateHist(1, hsize, CV_HIST_ARRAY, ranges,1); cvCalcHist(planes, hist, 0, NULL); cvGetMinMaxHistValue(hist, &min_value, &max_value); //printf("Minimum Histogram Value: %f, Maximum Histogram Value: %f\n", min_value, max_value); //Create an 8 bits single channel image to hold the histogram and paint it white imgHistogram = cvCreateImage(cvSize(bins, 50),8,3); cvRectangle(imgHistogram, cvPoint(0,0), cvPoint(256,50), CV_RGB(255,255,255),-1); //Draw the histogram for(int i=0; i < bins; i++){ value = cvQueryHistValue_1D(hist, i); normalized = cvRound(value*50/max_value); cvLine(imgHistogram,cvPoint(i,50), cvPoint(i,50-normalized), CV_RGB(0,0,0)); } double correlation = cvCompareHist (hist1, hist, CV_COMP_CORREL); double chisquare = cvCompareHist (hist1, hist, CV_COMP_CHISQR); double intersection = cvCompareHist (hist1, hist, CV_COMP_INTERSECT); double bhattacharyya = cvCompareHist (hist1, hist, CV_COMP_BHATTACHARYYA); double difference = (1 - correlation) + chisquare + (1 - intersection) + bhattacharyya; printf("correlation: %f\n", correlation); printf("chi-square: %f\n", chisquare); printf("intersection: %f\n", intersection); printf("bhattacharyya: %f\n", bhattacharyya); printf("difference: %f\n", difference); cvShowImage("Image Source", image); cvShowImage("gray", gray); cvShowImage("Histogram", imgHistogram); cvShowImage( "Canny", canny); cvShowImage("BG", bg_model->background); cvShowImage("FG", bg_model->foreground); //Page 19 paragraph 3 of "Learning OpenCV" tells us why we DO NOT use "cvReleaseImage(&image)" in this section cvReleaseImage(&imgHistogram); cvReleaseImage(&gray); cvReleaseHist(&hist); cvReleaseImage(&canny); char c = cvWaitKey(10); //if ASCII key 27 (esc) is pressed then loop breaks if(c==27) break; } cvReleaseBGStatModel( &bg_model ); cvReleaseImage(&image); cvReleaseCapture(&capture); cvDestroyAllWindows(); }

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  • Upload File to Windows Azure Blob in Chunks through ASP.NET MVC, JavaScript and HTML5

    - by Shaun
    Originally posted on: http://geekswithblogs.net/shaunxu/archive/2013/07/01/upload-file-to-windows-azure-blob-in-chunks-through-asp.net.aspxMany people are using Windows Azure Blob Storage to store their data in the cloud. Blob storage provides 99.9% availability with easy-to-use API through .NET SDK and HTTP REST. For example, we can store JavaScript files, images, documents in blob storage when we are building an ASP.NET web application on a Web Role in Windows Azure. Or we can store our VHD files in blob and mount it as a hard drive in our cloud service. If you are familiar with Windows Azure, you should know that there are two kinds of blob: page blob and block blob. The page blob is optimized for random read and write, which is very useful when you need to store VHD files. The block blob is optimized for sequential/chunk read and write, which has more common usage. Since we can upload block blob in blocks through BlockBlob.PutBlock, and them commit them as a whole blob with invoking the BlockBlob.PutBlockList, it is very powerful to upload large files, as we can upload blocks in parallel, and provide pause-resume feature. There are many documents, articles and blog posts described on how to upload a block blob. Most of them are focus on the server side, which means when you had received a big file, stream or binaries, how to upload them into blob storage in blocks through .NET SDK.  But the problem is, how can we upload these large files from client side, for example, a browser. This questioned to me when I was working with a Chinese customer to help them build a network disk production on top of azure. The end users upload their files from the web portal, and then the files will be stored in blob storage from the Web Role. My goal is to find the best way to transform the file from client (end user’s machine) to the server (Web Role) through browser. In this post I will demonstrate and describe what I had done, to upload large file in chunks with high speed, and save them as blocks into Windows Azure Blob Storage.   Traditional Upload, Works with Limitation The simplest way to implement this requirement is to create a web page with a form that contains a file input element and a submit button. 1: @using (Html.BeginForm("About", "Index", FormMethod.Post, new { enctype = "multipart/form-data" })) 2: { 3: <input type="file" name="file" /> 4: <input type="submit" value="upload" /> 5: } And then in the backend controller, we retrieve the whole content of this file and upload it in to the blob storage through .NET SDK. We can split the file in blocks and upload them in parallel and commit. The code had been well blogged in the community. 1: [HttpPost] 2: public ActionResult About(HttpPostedFileBase file) 3: { 4: var container = _client.GetContainerReference("test"); 5: container.CreateIfNotExists(); 6: var blob = container.GetBlockBlobReference(file.FileName); 7: var blockDataList = new Dictionary<string, byte[]>(); 8: using (var stream = file.InputStream) 9: { 10: var blockSizeInKB = 1024; 11: var offset = 0; 12: var index = 0; 13: while (offset < stream.Length) 14: { 15: var readLength = Math.Min(1024 * blockSizeInKB, (int)stream.Length - offset); 16: var blockData = new byte[readLength]; 17: offset += stream.Read(blockData, 0, readLength); 18: blockDataList.Add(Convert.ToBase64String(BitConverter.GetBytes(index)), blockData); 19:  20: index++; 21: } 22: } 23:  24: Parallel.ForEach(blockDataList, (bi) => 25: { 26: blob.PutBlock(bi.Key, new MemoryStream(bi.Value), null); 27: }); 28: blob.PutBlockList(blockDataList.Select(b => b.Key).ToArray()); 29:  30: return RedirectToAction("About"); 31: } This works perfect if we selected an image, a music or a small video to upload. But if I selected a large file, let’s say a 6GB HD-movie, after upload for about few minutes the page will be shown as below and the upload will be terminated. In ASP.NET there is a limitation of request length and the maximized request length is defined in the web.config file. It’s a number which less than about 4GB. So if we want to upload a really big file, we cannot simply implement in this way. Also, in Windows Azure, a cloud service network load balancer will terminate the connection if exceed the timeout period. From my test the timeout looks like 2 - 3 minutes. Hence, when we need to upload a large file we cannot just use the basic HTML elements. Besides the limitation mentioned above, the simple HTML file upload cannot provide rich upload experience such as chunk upload, pause and pause-resume. So we need to find a better way to upload large file from the client to the server.   Upload in Chunks through HTML5 and JavaScript In order to break those limitation mentioned above we will try to upload the large file in chunks. This takes some benefit to us such as - No request size limitation: Since we upload in chunks, we can define the request size for each chunks regardless how big the entire file is. - No timeout problem: The size of chunks are controlled by us, which means we should be able to make sure request for each chunk upload will not exceed the timeout period of both ASP.NET and Windows Azure load balancer. It was a big challenge to upload big file in chunks until we have HTML5. There are some new features and improvements introduced in HTML5 and we will use them to implement our solution.   In HTML5, the File interface had been improved with a new method called “slice”. It can be used to read part of the file by specifying the start byte index and the end byte index. For example if the entire file was 1024 bytes, file.slice(512, 768) will read the part of this file from the 512nd byte to 768th byte, and return a new object of interface called "Blob”, which you can treat as an array of bytes. In fact,  a Blob object represents a file-like object of immutable, raw data. The File interface is based on Blob, inheriting blob functionality and expanding it to support files on the user's system. For more information about the Blob please refer here. File and Blob is very useful to implement the chunk upload. We will use File interface to represent the file the user selected from the browser and then use File.slice to read the file in chunks in the size we wanted. For example, if we wanted to upload a 10MB file with 512KB chunks, then we can read it in 512KB blobs by using File.slice in a loop.   Assuming we have a web page as below. User can select a file, an input box to specify the block size in KB and a button to start upload. 1: <div> 2: <input type="file" id="upload_files" name="files[]" /><br /> 3: Block Size: <input type="number" id="block_size" value="512" name="block_size" />KB<br /> 4: <input type="button" id="upload_button_blob" name="upload" value="upload (blob)" /> 5: </div> Then we can have the JavaScript function to upload the file in chunks when user clicked the button. 1: <script type="text/javascript"> 1: 2: $(function () { 3: $("#upload_button_blob").click(function () { 4: }); 5: });</script> Firstly we need to ensure the client browser supports the interfaces we are going to use. Just try to invoke the File, Blob and FormData from the “window” object. If any of them is “undefined” the condition result will be “false” which means your browser doesn’t support these premium feature and it’s time for you to get your browser updated. FormData is another new feature we are going to use in the future. It could generate a temporary form for us. We will use this interface to create a form with chunk and associated metadata when invoked the service through ajax. 1: $("#upload_button_blob").click(function () { 2: // assert the browser support html5 3: if (window.File && window.Blob && window.FormData) { 4: alert("Your brwoser is awesome, let's rock!"); 5: } 6: else { 7: alert("Oh man plz update to a modern browser before try is cool stuff out."); 8: return; 9: } 10: }); Each browser supports these interfaces by their own implementation and currently the Blob, File and File.slice are supported by Chrome 21, FireFox 13, IE 10, Opera 12 and Safari 5.1 or higher. After that we worked on the files the user selected one by one since in HTML5, user can select multiple files in one file input box. 1: var files = $("#upload_files")[0].files; 2: for (var i = 0; i < files.length; i++) { 3: var file = files[i]; 4: var fileSize = file.size; 5: var fileName = file.name; 6: } Next, we calculated the start index and end index for each chunks based on the size the user specified from the browser. We put them into an array with the file name and the index, which will be used when we upload chunks into Windows Azure Blob Storage as blocks since we need to specify the target blob name and the block index. At the same time we will store the list of all indexes into another variant which will be used to commit blocks into blob in Azure Storage once all chunks had been uploaded successfully. 1: $("#upload_button_blob").click(function () { 2: // assert the browser support html5 3: ... ... 4: // start to upload each files in chunks 5: var files = $("#upload_files")[0].files; 6: for (var i = 0; i < files.length; i++) { 7: var file = files[i]; 8: var fileSize = file.size; 9: var fileName = file.name; 10:  11: // calculate the start and end byte index for each blocks(chunks) 12: // with the index, file name and index list for future using 13: var blockSizeInKB = $("#block_size").val(); 14: var blockSize = blockSizeInKB * 1024; 15: var blocks = []; 16: var offset = 0; 17: var index = 0; 18: var list = ""; 19: while (offset < fileSize) { 20: var start = offset; 21: var end = Math.min(offset + blockSize, fileSize); 22:  23: blocks.push({ 24: name: fileName, 25: index: index, 26: start: start, 27: end: end 28: }); 29: list += index + ","; 30:  31: offset = end; 32: index++; 33: } 34: } 35: }); Now we have all chunks’ information ready. The next step should be upload them one by one to the server side, and at the server side when received a chunk it will upload as a block into Blob Storage, and finally commit them with the index list through BlockBlobClient.PutBlockList. But since all these invokes are ajax calling, which means not synchronized call. So we need to introduce a new JavaScript library to help us coordinate the asynchronize operation, which named “async.js”. You can download this JavaScript library here, and you can find the document here. I will not explain this library too much in this post. We will put all procedures we want to execute as a function array, and pass into the proper function defined in async.js to let it help us to control the execution sequence, in series or in parallel. Hence we will define an array and put the function for chunk upload into this array. 1: $("#upload_button_blob").click(function () { 2: // assert the browser support html5 3: ... ... 4:  5: // start to upload each files in chunks 6: var files = $("#upload_files")[0].files; 7: for (var i = 0; i < files.length; i++) { 8: var file = files[i]; 9: var fileSize = file.size; 10: var fileName = file.name; 11: // calculate the start and end byte index for each blocks(chunks) 12: // with the index, file name and index list for future using 13: ... ... 14:  15: // define the function array and push all chunk upload operation into this array 16: blocks.forEach(function (block) { 17: putBlocks.push(function (callback) { 18: }); 19: }); 20: } 21: }); 22: }); As you can see, I used File.slice method to read each chunks based on the start and end byte index we calculated previously, and constructed a temporary HTML form with the file name, chunk index and chunk data through another new feature in HTML5 named FormData. Then post this form to the backend server through jQuery.ajax. This is the key part of our solution. 1: $("#upload_button_blob").click(function () { 2: // assert the browser support html5 3: ... ... 4: // start to upload each files in chunks 5: var files = $("#upload_files")[0].files; 6: for (var i = 0; i < files.length; i++) { 7: var file = files[i]; 8: var fileSize = file.size; 9: var fileName = file.name; 10: // calculate the start and end byte index for each blocks(chunks) 11: // with the index, file name and index list for future using 12: ... ... 13: // define the function array and push all chunk upload operation into this array 14: blocks.forEach(function (block) { 15: putBlocks.push(function (callback) { 16: // load blob based on the start and end index for each chunks 17: var blob = file.slice(block.start, block.end); 18: // put the file name, index and blob into a temporary from 19: var fd = new FormData(); 20: fd.append("name", block.name); 21: fd.append("index", block.index); 22: fd.append("file", blob); 23: // post the form to backend service (asp.net mvc controller action) 24: $.ajax({ 25: url: "/Home/UploadInFormData", 26: data: fd, 27: processData: false, 28: contentType: "multipart/form-data", 29: type: "POST", 30: success: function (result) { 31: if (!result.success) { 32: alert(result.error); 33: } 34: callback(null, block.index); 35: } 36: }); 37: }); 38: }); 39: } 40: }); Then we will invoke these functions one by one by using the async.js. And once all functions had been executed successfully I invoked another ajax call to the backend service to commit all these chunks (blocks) as the blob in Windows Azure Storage. 1: $("#upload_button_blob").click(function () { 2: // assert the browser support html5 3: ... ... 4: // start to upload each files in chunks 5: var files = $("#upload_files")[0].files; 6: for (var i = 0; i < files.length; i++) { 7: var file = files[i]; 8: var fileSize = file.size; 9: var fileName = file.name; 10: // calculate the start and end byte index for each blocks(chunks) 11: // with the index, file name and index list for future using 12: ... ... 13: // define the function array and push all chunk upload operation into this array 14: ... ... 15: // invoke the functions one by one 16: // then invoke the commit ajax call to put blocks into blob in azure storage 17: async.series(putBlocks, function (error, result) { 18: var data = { 19: name: fileName, 20: list: list 21: }; 22: $.post("/Home/Commit", data, function (result) { 23: if (!result.success) { 24: alert(result.error); 25: } 26: else { 27: alert("done!"); 28: } 29: }); 30: }); 31: } 32: }); That’s all in the client side. The outline of our logic would be - Calculate the start and end byte index for each chunks based on the block size. - Defined the functions of reading the chunk form file and upload the content to the backend service through ajax. - Execute the functions defined in previous step with “async.js”. - Commit the chunks by invoking the backend service in Windows Azure Storage finally.   Save Chunks as Blocks into Blob Storage In above we finished the client size JavaScript code. It uploaded the file in chunks to the backend service which we are going to implement in this step. We will use ASP.NET MVC as our backend service, and it will receive the chunks, upload into Windows Azure Bob Storage in blocks, then finally commit as one blob. As in the client side we uploaded chunks by invoking the ajax call to the URL "/Home/UploadInFormData", I created a new action under the Index controller and it only accepts HTTP POST request. 1: [HttpPost] 2: public JsonResult UploadInFormData() 3: { 4: var error = string.Empty; 5: try 6: { 7: } 8: catch (Exception e) 9: { 10: error = e.ToString(); 11: } 12:  13: return new JsonResult() 14: { 15: Data = new 16: { 17: success = string.IsNullOrWhiteSpace(error), 18: error = error 19: } 20: }; 21: } Then I retrieved the file name, index and the chunk content from the Request.Form object, which was passed from our client side. And then, used the Windows Azure SDK to create a blob container (in this case we will use the container named “test”.) and create a blob reference with the blob name (same as the file name). Then uploaded the chunk as a block of this blob with the index, since in Blob Storage each block must have an index (ID) associated with so that finally we can put all blocks as one blob by specifying their block ID list. 1: [HttpPost] 2: public JsonResult UploadInFormData() 3: { 4: var error = string.Empty; 5: try 6: { 7: var name = Request.Form["name"]; 8: var index = int.Parse(Request.Form["index"]); 9: var file = Request.Files[0]; 10: var id = Convert.ToBase64String(BitConverter.GetBytes(index)); 11:  12: var container = _client.GetContainerReference("test"); 13: container.CreateIfNotExists(); 14: var blob = container.GetBlockBlobReference(name); 15: blob.PutBlock(id, file.InputStream, null); 16: } 17: catch (Exception e) 18: { 19: error = e.ToString(); 20: } 21:  22: return new JsonResult() 23: { 24: Data = new 25: { 26: success = string.IsNullOrWhiteSpace(error), 27: error = error 28: } 29: }; 30: } Next, I created another action to commit the blocks into blob once all chunks had been uploaded. Similarly, I retrieved the blob name from the Request.Form. I also retrieved the chunks ID list, which is the block ID list from the Request.Form in a string format, split them as a list, then invoked the BlockBlob.PutBlockList method. After that our blob will be shown in the container and ready to be download. 1: [HttpPost] 2: public JsonResult Commit() 3: { 4: var error = string.Empty; 5: try 6: { 7: var name = Request.Form["name"]; 8: var list = Request.Form["list"]; 9: var ids = list 10: .Split(',') 11: .Where(id => !string.IsNullOrWhiteSpace(id)) 12: .Select(id => Convert.ToBase64String(BitConverter.GetBytes(int.Parse(id)))) 13: .ToArray(); 14:  15: var container = _client.GetContainerReference("test"); 16: container.CreateIfNotExists(); 17: var blob = container.GetBlockBlobReference(name); 18: blob.PutBlockList(ids); 19: } 20: catch (Exception e) 21: { 22: error = e.ToString(); 23: } 24:  25: return new JsonResult() 26: { 27: Data = new 28: { 29: success = string.IsNullOrWhiteSpace(error), 30: error = error 31: } 32: }; 33: } Now we finished all code we need. The whole process of uploading would be like this below. Below is the full client side JavaScript code. 1: <script type="text/javascript" src="~/Scripts/async.js"></script> 2: <script type="text/javascript"> 3: $(function () { 4: $("#upload_button_blob").click(function () { 5: // assert the browser support html5 6: if (window.File && window.Blob && window.FormData) { 7: alert("Your brwoser is awesome, let's rock!"); 8: } 9: else { 10: alert("Oh man plz update to a modern browser before try is cool stuff out."); 11: return; 12: } 13:  14: // start to upload each files in chunks 15: var files = $("#upload_files")[0].files; 16: for (var i = 0; i < files.length; i++) { 17: var file = files[i]; 18: var fileSize = file.size; 19: var fileName = file.name; 20:  21: // calculate the start and end byte index for each blocks(chunks) 22: // with the index, file name and index list for future using 23: var blockSizeInKB = $("#block_size").val(); 24: var blockSize = blockSizeInKB * 1024; 25: var blocks = []; 26: var offset = 0; 27: var index = 0; 28: var list = ""; 29: while (offset < fileSize) { 30: var start = offset; 31: var end = Math.min(offset + blockSize, fileSize); 32:  33: blocks.push({ 34: name: fileName, 35: index: index, 36: start: start, 37: end: end 38: }); 39: list += index + ","; 40:  41: offset = end; 42: index++; 43: } 44:  45: // define the function array and push all chunk upload operation into this array 46: var putBlocks = []; 47: blocks.forEach(function (block) { 48: putBlocks.push(function (callback) { 49: // load blob based on the start and end index for each chunks 50: var blob = file.slice(block.start, block.end); 51: // put the file name, index and blob into a temporary from 52: var fd = new FormData(); 53: fd.append("name", block.name); 54: fd.append("index", block.index); 55: fd.append("file", blob); 56: // post the form to backend service (asp.net mvc controller action) 57: $.ajax({ 58: url: "/Home/UploadInFormData", 59: data: fd, 60: processData: false, 61: contentType: "multipart/form-data", 62: type: "POST", 63: success: function (result) { 64: if (!result.success) { 65: alert(result.error); 66: } 67: callback(null, block.index); 68: } 69: }); 70: }); 71: }); 72:  73: // invoke the functions one by one 74: // then invoke the commit ajax call to put blocks into blob in azure storage 75: async.series(putBlocks, function (error, result) { 76: var data = { 77: name: fileName, 78: list: list 79: }; 80: $.post("/Home/Commit", data, function (result) { 81: if (!result.success) { 82: alert(result.error); 83: } 84: else { 85: alert("done!"); 86: } 87: }); 88: }); 89: } 90: }); 91: }); 92: </script> And below is the full ASP.NET MVC controller code. 1: public class HomeController : Controller 2: { 3: private CloudStorageAccount _account; 4: private CloudBlobClient _client; 5:  6: public HomeController() 7: : base() 8: { 9: _account = CloudStorageAccount.Parse(CloudConfigurationManager.GetSetting("DataConnectionString")); 10: _client = _account.CreateCloudBlobClient(); 11: } 12:  13: public ActionResult Index() 14: { 15: ViewBag.Message = "Modify this template to jump-start your ASP.NET MVC application."; 16:  17: return View(); 18: } 19:  20: [HttpPost] 21: public JsonResult UploadInFormData() 22: { 23: var error = string.Empty; 24: try 25: { 26: var name = Request.Form["name"]; 27: var index = int.Parse(Request.Form["index"]); 28: var file = Request.Files[0]; 29: var id = Convert.ToBase64String(BitConverter.GetBytes(index)); 30:  31: var container = _client.GetContainerReference("test"); 32: container.CreateIfNotExists(); 33: var blob = container.GetBlockBlobReference(name); 34: blob.PutBlock(id, file.InputStream, null); 35: } 36: catch (Exception e) 37: { 38: error = e.ToString(); 39: } 40:  41: return new JsonResult() 42: { 43: Data = new 44: { 45: success = string.IsNullOrWhiteSpace(error), 46: error = error 47: } 48: }; 49: } 50:  51: [HttpPost] 52: public JsonResult Commit() 53: { 54: var error = string.Empty; 55: try 56: { 57: var name = Request.Form["name"]; 58: var list = Request.Form["list"]; 59: var ids = list 60: .Split(',') 61: .Where(id => !string.IsNullOrWhiteSpace(id)) 62: .Select(id => Convert.ToBase64String(BitConverter.GetBytes(int.Parse(id)))) 63: .ToArray(); 64:  65: var container = _client.GetContainerReference("test"); 66: container.CreateIfNotExists(); 67: var blob = container.GetBlockBlobReference(name); 68: blob.PutBlockList(ids); 69: } 70: catch (Exception e) 71: { 72: error = e.ToString(); 73: } 74:  75: return new JsonResult() 76: { 77: Data = new 78: { 79: success = string.IsNullOrWhiteSpace(error), 80: error = error 81: } 82: }; 83: } 84: } And if we selected a file from the browser we will see our application will upload chunks in the size we specified to the server through ajax call in background, and then commit all chunks in one blob. Then we can find the blob in our Windows Azure Blob Storage.   Optimized by Parallel Upload In previous example we just uploaded our file in chunks. This solved the problem that ASP.NET MVC request content size limitation as well as the Windows Azure load balancer timeout. But it might introduce the performance problem since we uploaded chunks in sequence. In order to improve the upload performance we could modify our client side code a bit to make the upload operation invoked in parallel. The good news is that, “async.js” library provides the parallel execution function. If you remembered the code we invoke the service to upload chunks, it utilized “async.series” which means all functions will be executed in sequence. Now we will change this code to “async.parallel”. This will invoke all functions in parallel. 1: $("#upload_button_blob").click(function () { 2: // assert the browser support html5 3: ... ... 4: // start to upload each files in chunks 5: var files = $("#upload_files")[0].files; 6: for (var i = 0; i < files.length; i++) { 7: var file = files[i]; 8: var fileSize = file.size; 9: var fileName = file.name; 10: // calculate the start and end byte index for each blocks(chunks) 11: // with the index, file name and index list for future using 12: ... ... 13: // define the function array and push all chunk upload operation into this array 14: ... ... 15: // invoke the functions one by one 16: // then invoke the commit ajax call to put blocks into blob in azure storage 17: async.parallel(putBlocks, function (error, result) { 18: var data = { 19: name: fileName, 20: list: list 21: }; 22: $.post("/Home/Commit", data, function (result) { 23: if (!result.success) { 24: alert(result.error); 25: } 26: else { 27: alert("done!"); 28: } 29: }); 30: }); 31: } 32: }); In this way all chunks will be uploaded to the server side at the same time to maximize the bandwidth usage. This should work if the file was not very large and the chunk size was not very small. But for large file this might introduce another problem that too many ajax calls are sent to the server at the same time. So the best solution should be, upload the chunks in parallel with maximum concurrency limitation. The code below specified the concurrency limitation to 4, which means at the most only 4 ajax calls could be invoked at the same time. 1: $("#upload_button_blob").click(function () { 2: // assert the browser support html5 3: ... ... 4: // start to upload each files in chunks 5: var files = $("#upload_files")[0].files; 6: for (var i = 0; i < files.length; i++) { 7: var file = files[i]; 8: var fileSize = file.size; 9: var fileName = file.name; 10: // calculate the start and end byte index for each blocks(chunks) 11: // with the index, file name and index list for future using 12: ... ... 13: // define the function array and push all chunk upload operation into this array 14: ... ... 15: // invoke the functions one by one 16: // then invoke the commit ajax call to put blocks into blob in azure storage 17: async.parallelLimit(putBlocks, 4, function (error, result) { 18: var data = { 19: name: fileName, 20: list: list 21: }; 22: $.post("/Home/Commit", data, function (result) { 23: if (!result.success) { 24: alert(result.error); 25: } 26: else { 27: alert("done!"); 28: } 29: }); 30: }); 31: } 32: });   Summary In this post we discussed how to upload files in chunks to the backend service and then upload them into Windows Azure Blob Storage in blocks. We focused on the frontend side and leverage three new feature introduced in HTML 5 which are - File.slice: Read part of the file by specifying the start and end byte index. - Blob: File-like interface which contains the part of the file content. - FormData: Temporary form element that we can pass the chunk alone with some metadata to the backend service. Then we discussed the performance consideration of chunk uploading. Sequence upload cannot provide maximized upload speed, but the unlimited parallel upload might crash the browser and server if too many chunks. So we finally came up with the solution to upload chunks in parallel with the concurrency limitation. We also demonstrated how to utilize “async.js” JavaScript library to help us control the asynchronize call and the parallel limitation.   Regarding the chunk size and the parallel limitation value there is no “best” value. You need to test vary composition and find out the best one for your particular scenario. It depends on the local bandwidth, client machine cores and the server side (Windows Azure Cloud Service Virtual Machine) cores, memory and bandwidth. Below is one of my performance test result. The client machine was Windows 8 IE 10 with 4 cores. I was using Microsoft Cooperation Network. The web site was hosted on Windows Azure China North data center (in Beijing) with one small web role (1.7GB 1 core CPU, 1.75GB memory with 100Mbps bandwidth). The test cases were - Chunk size: 512KB, 1MB, 2MB, 4MB. - Upload Mode: Sequence, parallel (unlimited), parallel with limit (4 threads, 8 threads). - Chunk Format: base64 string, binaries. - Target file: 100MB. - Each case was tested 3 times. Below is the test result chart. Some thoughts, but not guidance or best practice: - Parallel gets better performance than series. - No significant performance improvement between parallel 4 threads and 8 threads. - Transform with binaries provides better performance than base64. - In all cases, chunk size in 1MB - 2MB gets better performance.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • wxWidgets in Code::Blocks

    - by Vlad
    Hello all, I'm trying to compile the minimal sample from the "Cross-Platform GUI Programming with wxWidgets" book but the following compile errors: ||=== minimal, Debug ===| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_frame.o):frame.cpp:(.text+0x918)||undefined reference to `__Unwind_Resume' | C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_frame.o):frame.cpp:(.text+0x931)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_frame.o):frame.cpp:(.text+0xa96)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_frame.o):frame.cpp:(.text+0xada)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_frame.o):frame.cpp:(.text+0xb1e)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_frame.o):frame.cpp:(.eh_frame+0x12)||undefined reference to `___gxx_personality_v0'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_datacmn.o):datacmn.cpp:(.eh_frame+0x11)||undefined reference to `___gxx_personality_v0'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_gdicmn.o):gdicmn.cpp:(.text+0x63a)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_gdicmn.o):gdicmn.cpp:(.text+0x696)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_gdicmn.o):gdicmn.cpp:(.text+0x6f2)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_gdicmn.o):gdicmn.cpp:(.text+0x74a)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_gdicmn.o):gdicmn.cpp:(.text+0x7a2)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_gdicmn.o):gdicmn.cpp:(.eh_frame+0x12)||undefined reference to `___gxx_personality_v0'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_menu.o):menu.cpp:(.text+0x88f)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_menu.o):menu.cpp:(.text+0x927)||undefined reference to `__Unwind_Resume' | C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_menu.o):menu.cpp:(.text+0x9bf)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_menu.o):menu.cpp:(.text+0xb8b)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_menu.o):menu.cpp:(.text+0xc87)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_menu.o):menu.cpp:(.eh_frame+0x12)||undefined reference to `___gxx_personality_v0'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_menucmn.o):menucmn.cpp:(.text+0xbc0)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_menucmn.o):menucmn.cpp:(.text+0xc59)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_menucmn.o):menucmn.cpp:(.text+0xcf5)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_menucmn.o):menucmn.cpp:(.text+0xda6)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_menucmn.o):menucmn.cpp:(.text+0xdce)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_menucmn.o):menucmn.cpp:(.eh_frame+0x12)||undefined reference to `___gxx_personality_v0'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_icon.o):icon.cpp:(.text+0x1ff)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_icon.o):icon.cpp:(.text+0x257)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_icon.o):icon.cpp:(.text+0x2af)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_icon.o):icon.cpp:(.text+0x2fc)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_icon.o):icon.cpp:(.text+0x36d)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_icon.o):icon.cpp:(.eh_frame+0x12)||undefined reference to `___gxx_personality_v0'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_gdiimage.o):gdiimage.cpp:(.text+0x4a8)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_gdiimage.o):gdiimage.cpp:(.text+0x73a)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_gdiimage.o):gdiimage.cpp:(.text+0x813)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_gdiimage.o):gdiimage.cpp:(.text+0xc06)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_gdiimage.o):gdiimage.cpp:(.text+0xd3e)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_gdiimage.o):gdiimage.cpp:(.eh_frame+0x12)||undefined reference to `___gxx_personality_v0'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_event.o):event.cpp:(.text+0x970)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_event.o):event.cpp:(.text+0xa80)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_event.o):event.cpp:(.text+0xb8c)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_event.o):event.cpp:(.text+0xc78)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_event.o):event.cpp:(.text+0xd4f)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_event.o):event.cpp:(.eh_frame+0x12)||undefined reference to `___gxx_personality_v0'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_appcmn.o):appcmn.cpp:(.text+0x2ef)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_appcmn.o):appcmn.cpp:(.text+0x32b)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_appcmn.o):appcmn.cpp:(.text+0x43d)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_appcmn.o):appcmn.cpp:(.text+0x586)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_appcmn.o):appcmn.cpp:(.text+0x601)||undefined reference to `__Unwind_Resume'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_appcmn.o):appcmn.cpp:(.eh_frame+0x12)||undefined reference to `___gxx_personality_v0'| C:\SourceCode\Libraries\wxWidgets2.8\lib\gcc_lib\libwxmsw28u_core.a(corelib_app.o):app.cpp:(.text+0x1da)||undefined reference to `__Unwind_Resume'| ||More errors follow but not being shown.| ||Edit the max errors limit in compiler options...| ||=== Build finished: 50 errors, 0 warnings ===| Here's the code sample from the book: #include "wx/wx.h" #include "mondrian.xpm" // Declare the application class class MyApp : public wxApp { public: // Called on application startup virtual bool OnInit(); }; // Declare our main frame class class MyFrame : public wxFrame { public: // Constructor MyFrame(const wxString& title); // Event handlers void OnQuit(wxCommandEvent& event); void OnAbout(wxCommandEvent& event); private: // This class handles events DECLARE_EVENT_TABLE() }; // Implements MyApp& GetApp() DECLARE_APP(MyApp) // Give wxWidgets the means to create a MyApp object IMPLEMENT_APP(MyApp) // Initialize the application bool MyApp::OnInit() { // Create the main application window MyFrame *frame = new MyFrame(wxT("Minimal wxWidgets App")); // Show it frame->Show(true); // Start the event loop return true; } // Event table for MyFrame BEGIN_EVENT_TABLE(MyFrame, wxFrame) EVT_MENU(wxID_ABOUT, MyFrame::OnAbout) EVT_MENU(wxID_EXIT, MyFrame::OnQuit) END_EVENT_TABLE() void MyFrame::OnAbout(wxCommandEvent& event) { wxString msg; msg.Printf(wxT("Hello and welcome to %s"), wxVERSION_STRING); wxMessageBox(msg, wxT("About Minimal"), wxOK | wxICON_INFORMATION, this); } void MyFrame::OnQuit(wxCommandEvent& event) { // Destroy the frame Close(); } MyFrame::MyFrame(const wxString& title) : wxFrame(NULL, wxID_ANY, title) { // Set the frame icon SetIcon(wxIcon(mondrian_xpm)); // Create a menu bar wxMenu *fileMenu = new wxMenu; // The “About” item should be in the help menu wxMenu *helpMenu = new wxMenu; helpMenu->Append(wxID_ABOUT, wxT("&About...\tF1"), wxT("Show about dialog")); fileMenu->Append(wxID_EXIT, wxT("E&xit\tAlt-X"), wxT("Quit this program")); // Now append the freshly created menu to the menu bar... wxMenuBar *menuBar = new wxMenuBar(); menuBar->Append(fileMenu, wxT("&File")); menuBar->Append(helpMenu, wxT("&Help")); // ... and attach this menu bar to the frame SetMenuBar(menuBar); // Create a status bar just for fun CreateStatusBar(2); SetStatusText(wxT("Welcome to wxWidgets!")); } So what's happenning? Thanks! P.S.: I installed wxWidgets through wxPack wich afaik comes with everything precomplied and i also added the wxWidgets directory to Global variables-base in Code::Blocks so everything should be correctly set, right?

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  • Custom ASP.NET Routing to an HttpHandler

    - by Rick Strahl
    As of version 4.0 ASP.NET natively supports routing via the now built-in System.Web.Routing namespace. Routing features are automatically integrated into the HtttpRuntime via a few custom interfaces. New Web Forms Routing Support In ASP.NET 4.0 there are a host of improvements including routing support baked into Web Forms via a RouteData property available on the Page class and RouteCollection.MapPageRoute() route handler that makes it easy to route to Web forms. To map ASP.NET Page routes is as simple as setting up the routes with MapPageRoute:protected void Application_Start(object sender, EventArgs e) { RegisterRoutes(RouteTable.Routes); } void RegisterRoutes(RouteCollection routes) { routes.MapPageRoute("StockQuote", "StockQuote/{symbol}", "StockQuote.aspx"); routes.MapPageRoute("StockQuotes", "StockQuotes/{symbolList}", "StockQuotes.aspx"); } and then accessing the route data in the page you can then use the new Page class RouteData property to retrieve the dynamic route data information:public partial class StockQuote1 : System.Web.UI.Page { protected StockQuote Quote = null; protected void Page_Load(object sender, EventArgs e) { string symbol = RouteData.Values["symbol"] as string; StockServer server = new StockServer(); Quote = server.GetStockQuote(symbol); // display stock data in Page View } } Simple, quick and doesn’t require much explanation. If you’re using WebForms most of your routing needs should be served just fine by this simple mechanism. Kudos to the ASP.NET team for putting this in the box and making it easy! How Routing Works To handle Routing in ASP.NET involves these steps: Registering Routes Creating a custom RouteHandler to retrieve an HttpHandler Attaching RouteData to your HttpHandler Picking up Route Information in your Request code Registering routes makes ASP.NET aware of the Routes you want to handle via the static RouteTable.Routes collection. You basically add routes to this collection to let ASP.NET know which URL patterns it should watch for. You typically hook up routes off a RegisterRoutes method that fires in Application_Start as I did in the example above to ensure routes are added only once when the application first starts up. When you create a route, you pass in a RouteHandler instance which ASP.NET caches and reuses as routes are matched. Once registered ASP.NET monitors the routes and if a match is found just prior to the HttpHandler instantiation, ASP.NET uses the RouteHandler registered for the route and calls GetHandler() on it to retrieve an HttpHandler instance. The RouteHandler.GetHandler() method is responsible for creating an instance of an HttpHandler that is to handle the request and – if necessary – to assign any additional custom data to the handler. At minimum you probably want to pass the RouteData to the handler so the handler can identify the request based on the route data available. To do this you typically add  a RouteData property to your handler and then assign the property from the RouteHandlers request context. This is essentially how Page.RouteData comes into being and this approach should work well for any custom handler implementation that requires RouteData. It’s a shame that ASP.NET doesn’t have a top level intrinsic object that’s accessible off the HttpContext object to provide route data more generically, but since RouteData is directly tied to HttpHandlers and not all handlers support it it might cause some confusion of when it’s actually available. Bottom line is that if you want to hold on to RouteData you have to assign it to a custom property of the handler or else pass it to the handler via Context.Items[] object that can be retrieved on an as needed basis. It’s important to understand that routing is hooked up via RouteHandlers that are responsible for loading HttpHandler instances. RouteHandlers are invoked for every request that matches a route and through this RouteHandler instance the Handler gains access to the current RouteData. Because of this logic it’s important to understand that Routing is really tied to HttpHandlers and not available prior to handler instantiation, which is pretty late in the HttpRuntime’s request pipeline. IOW, Routing works with Handlers but not with earlier in the pipeline within Modules. Specifically ASP.NET calls RouteHandler.GetHandler() from the PostResolveRequestCache HttpRuntime pipeline event. Here’s the call stack at the beginning of the GetHandler() call: which fires just before handler resolution. Non-Page Routing – You need to build custom RouteHandlers If you need to route to a custom Http Handler or other non-Page (and non-MVC) endpoint in the HttpRuntime, there is no generic mapping support available. You need to create a custom RouteHandler that can manage creating an instance of an HttpHandler that is fired in response to a routed request. Depending on what you are doing this process can be simple or fairly involved as your code is responsible based on the route data provided which handler to instantiate, and more importantly how to pass the route data on to the Handler. Luckily creating a RouteHandler is easy by implementing the IRouteHandler interface which has only a single GetHttpHandler(RequestContext context) method. In this method you can pick up the requestContext.RouteData, instantiate the HttpHandler of choice, and assign the RouteData to it. Then pass back the handler and you’re done.Here’s a simple example of GetHttpHandler() method that dynamically creates a handler based on a passed in Handler type./// <summary> /// Retrieves an Http Handler based on the type specified in the constructor /// </summary> /// <param name="requestContext"></param> /// <returns></returns> IHttpHandler IRouteHandler.GetHttpHandler(RequestContext requestContext) { IHttpHandler handler = Activator.CreateInstance(CallbackHandlerType) as IHttpHandler; // If we're dealing with a Callback Handler // pass the RouteData for this route to the Handler if (handler is CallbackHandler) ((CallbackHandler)handler).RouteData = requestContext.RouteData; return handler; } Note that this code checks for a specific type of handler and if it matches assigns the RouteData to this handler. This is optional but quite a common scenario if you want to work with RouteData. If the handler you need to instantiate isn’t under your control but you still need to pass RouteData to Handler code, an alternative is to pass the RouteData via the HttpContext.Items collection:IHttpHandler IRouteHandler.GetHttpHandler(RequestContext requestContext) { IHttpHandler handler = Activator.CreateInstance(CallbackHandlerType) as IHttpHandler; requestContext.HttpContext.Items["RouteData"] = requestContext.RouteData; return handler; } The code in the handler implementation can then pick up the RouteData from the context collection as needed:RouteData routeData = HttpContext.Current.Items["RouteData"] as RouteData This isn’t as clean as having an explicit RouteData property, but it does have the advantage that the route data is visible anywhere in the Handler’s code chain. It’s definitely preferable to create a custom property on your handler, but the Context work-around works in a pinch when you don’t’ own the handler code and have dynamic code executing as part of the handler execution. An Example of a Custom RouteHandler: Attribute Based Route Implementation In this post I’m going to discuss a custom routine implementation I built for my CallbackHandler class in the West Wind Web & Ajax Toolkit. CallbackHandler can be very easily used for creating AJAX, REST and POX requests following RPC style method mapping. You can pass parameters via URL query string, POST data or raw data structures, and you can retrieve results as JSON, XML or raw string/binary data. It’s a quick and easy way to build service interfaces with no fuss. As a quick review here’s how CallbackHandler works: You create an Http Handler that derives from CallbackHandler You implement methods that have a [CallbackMethod] Attribute and that’s it. Here’s an example of an CallbackHandler implementation in an ashx.cs based handler:// RestService.ashx.cs public class RestService : CallbackHandler { [CallbackMethod] public StockQuote GetStockQuote(string symbol) { StockServer server = new StockServer(); return server.GetStockQuote(symbol); } [CallbackMethod] public StockQuote[] GetStockQuotes(string symbolList) { StockServer server = new StockServer(); string[] symbols = symbolList.Split(new char[2] { ',',';' },StringSplitOptions.RemoveEmptyEntries); return server.GetStockQuotes(symbols); } } CallbackHandler makes it super easy to create a method on the server, pass data to it via POST, QueryString or raw JSON/XML data, and then retrieve the results easily back in various formats. This works wonderful and I’ve used these tools in many projects for myself and with clients. But one thing missing has been the ability to create clean URLs. Typical URLs looked like this: http://www.west-wind.com/WestwindWebToolkit/samples/Rest/StockService.ashx?Method=GetStockQuote&symbol=msfthttp://www.west-wind.com/WestwindWebToolkit/samples/Rest/StockService.ashx?Method=GetStockQuotes&symbolList=msft,intc,gld,slw,mwe&format=xml which works and is clear enough, but also clearly very ugly. It would be much nicer if URLs could look like this: http://www.west-wind.com//WestwindWebtoolkit/Samples/StockQuote/msfthttp://www.west-wind.com/WestwindWebtoolkit/Samples/StockQuotes/msft,intc,gld,slw?format=xml (the Virtual Root in this sample is WestWindWebToolkit/Samples and StockQuote/{symbol} is the route)(If you use FireFox try using the JSONView plug-in make it easier to view JSON content) So, taking a clue from the WCF REST tools that use RouteUrls I set out to create a way to specify RouteUrls for each of the endpoints. The change made basically allows changing the above to: [CallbackMethod(RouteUrl="RestService/StockQuote/{symbol}")] public StockQuote GetStockQuote(string symbol) { StockServer server = new StockServer(); return server.GetStockQuote(symbol); } [CallbackMethod(RouteUrl = "RestService/StockQuotes/{symbolList}")] public StockQuote[] GetStockQuotes(string symbolList) { StockServer server = new StockServer(); string[] symbols = symbolList.Split(new char[2] { ',',';' },StringSplitOptions.RemoveEmptyEntries); return server.GetStockQuotes(symbols); } where a RouteUrl is specified as part of the Callback attribute. And with the changes made with RouteUrls I can now get URLs like the second set shown earlier. So how does that work? Let’s find out… How to Create Custom Routes As mentioned earlier Routing is made up of several steps: Creating a custom RouteHandler to create HttpHandler instances Mapping the actual Routes to the RouteHandler Retrieving the RouteData and actually doing something useful with it in the HttpHandler In the CallbackHandler routing example above this works out to something like this: Create a custom RouteHandler that includes a property to track the method to call Set up the routes using Reflection against the class Looking for any RouteUrls in the CallbackMethod attribute Add a RouteData property to the CallbackHandler so we can access the RouteData in the code of the handler Creating a Custom Route Handler To make the above work I created a custom RouteHandler class that includes the actual IRouteHandler implementation as well as a generic and static method to automatically register all routes marked with the [CallbackMethod(RouteUrl="…")] attribute. Here’s the code:/// <summary> /// Route handler that can create instances of CallbackHandler derived /// callback classes. The route handler tracks the method name and /// creates an instance of the service in a predictable manner /// </summary> /// <typeparam name="TCallbackHandler">CallbackHandler type</typeparam> public class CallbackHandlerRouteHandler : IRouteHandler { /// <summary> /// Method name that is to be called on this route. /// Set by the automatically generated RegisterRoutes /// invokation. /// </summary> public string MethodName { get; set; } /// <summary> /// The type of the handler we're going to instantiate. /// Needed so we can semi-generically instantiate the /// handler and call the method on it. /// </summary> public Type CallbackHandlerType { get; set; } /// <summary> /// Constructor to pass in the two required components we /// need to create an instance of our handler. /// </summary> /// <param name="methodName"></param> /// <param name="callbackHandlerType"></param> public CallbackHandlerRouteHandler(string methodName, Type callbackHandlerType) { MethodName = methodName; CallbackHandlerType = callbackHandlerType; } /// <summary> /// Retrieves an Http Handler based on the type specified in the constructor /// </summary> /// <param name="requestContext"></param> /// <returns></returns> IHttpHandler IRouteHandler.GetHttpHandler(RequestContext requestContext) { IHttpHandler handler = Activator.CreateInstance(CallbackHandlerType) as IHttpHandler; // If we're dealing with a Callback Handler // pass the RouteData for this route to the Handler if (handler is CallbackHandler) ((CallbackHandler)handler).RouteData = requestContext.RouteData; return handler; } /// <summary> /// Generic method to register all routes from a CallbackHandler /// that have RouteUrls defined on the [CallbackMethod] attribute /// </summary> /// <typeparam name="TCallbackHandler">CallbackHandler Type</typeparam> /// <param name="routes"></param> public static void RegisterRoutes<TCallbackHandler>(RouteCollection routes) { // find all methods var methods = typeof(TCallbackHandler).GetMethods(BindingFlags.Instance | BindingFlags.Public); foreach (var method in methods) { var attrs = method.GetCustomAttributes(typeof(CallbackMethodAttribute), false); if (attrs.Length < 1) continue; CallbackMethodAttribute attr = attrs[0] as CallbackMethodAttribute; if (string.IsNullOrEmpty(attr.RouteUrl)) continue; // Add the route routes.Add(method.Name, new Route(attr.RouteUrl, new CallbackHandlerRouteHandler(method.Name, typeof(TCallbackHandler)))); } } } The RouteHandler implements IRouteHandler, and its responsibility via the GetHandler method is to create an HttpHandler based on the route data. When ASP.NET calls GetHandler it passes a requestContext parameter which includes a requestContext.RouteData property. This parameter holds the current request’s route data as well as an instance of the current RouteHandler. If you look at GetHttpHandler() you can see that the code creates an instance of the handler we are interested in and then sets the RouteData property on the handler. This is how you can pass the current request’s RouteData to the handler. The RouteData object also has a  RouteData.RouteHandler property that is also available to the Handler later, which is useful in order to get additional information about the current route. In our case here the RouteHandler includes a MethodName property that identifies the method to execute in the handler since that value no longer comes from the URL so we need to figure out the method name some other way. The method name is mapped explicitly when the RouteHandler is created and here the static method that auto-registers all CallbackMethods with RouteUrls sets the method name when it creates the routes while reflecting over the methods (more on this in a minute). The important point here is that you can attach additional properties to the RouteHandler and you can then later access the RouteHandler and its properties later in the Handler to pick up these custom values. This is a crucial feature in that the RouteHandler serves in passing additional context to the handler so it knows what actions to perform. The automatic route registration is handled by the static RegisterRoutes<TCallbackHandler> method. This method is generic and totally reusable for any CallbackHandler type handler. To register a CallbackHandler and any RouteUrls it has defined you simple use code like this in Application_Start (or other application startup code):protected void Application_Start(object sender, EventArgs e) { // Register Routes for RestService CallbackHandlerRouteHandler.RegisterRoutes<RestService>(RouteTable.Routes); } If you have multiple CallbackHandler style services you can make multiple calls to RegisterRoutes for each of the service types. RegisterRoutes internally uses reflection to run through all the methods of the Handler, looking for CallbackMethod attributes and whether a RouteUrl is specified. If it is a new instance of a CallbackHandlerRouteHandler is created and the name of the method and the type are set. routes.Add(method.Name,           new Route(attr.RouteUrl, new CallbackHandlerRouteHandler(method.Name, typeof(TCallbackHandler) )) ); While the routing with CallbackHandlerRouteHandler is set up automatically for all methods that use the RouteUrl attribute, you can also use code to hook up those routes manually and skip using the attribute. The code for this is straightforward and just requires that you manually map each individual route to each method you want a routed: protected void Application_Start(objectsender, EventArgs e){    RegisterRoutes(RouteTable.Routes);}void RegisterRoutes(RouteCollection routes) { routes.Add("StockQuote Route",new Route("StockQuote/{symbol}",                     new CallbackHandlerRouteHandler("GetStockQuote",typeof(RestService) ) ) );     routes.Add("StockQuotes Route",new Route("StockQuotes/{symbolList}",                     new CallbackHandlerRouteHandler("GetStockQuotes",typeof(RestService) ) ) );}I think it’s clearly easier to have CallbackHandlerRouteHandler.RegisterRoutes() do this automatically for you based on RouteUrl attributes, but some people have a real aversion to attaching logic via attributes. Just realize that the option to manually create your routes is available as well. Using the RouteData in the Handler A RouteHandler’s responsibility is to create an HttpHandler and as mentioned earlier, natively IHttpHandler doesn’t have any support for RouteData. In order to utilize RouteData in your handler code you have to pass the RouteData to the handler. In my CallbackHandlerRouteHandler when it creates the HttpHandler instance it creates the instance and then assigns the custom RouteData property on the handler:IHttpHandler handler = Activator.CreateInstance(CallbackHandlerType) as IHttpHandler; if (handler is CallbackHandler) ((CallbackHandler)handler).RouteData = requestContext.RouteData; return handler; Again this only works if you actually add a RouteData property to your handler explicitly as I did in my CallbackHandler implementation:/// <summary> /// Optionally store RouteData on this handler /// so we can access it internally /// </summary> public RouteData RouteData {get; set; } and the RouteHandler needs to set it when it creates the handler instance. Once you have the route data in your handler you can access Route Keys and Values and also the RouteHandler. Since my RouteHandler has a custom property for the MethodName to retrieve it from within the handler I can do something like this now to retrieve the MethodName (this example is actually not in the handler but target is an instance pass to the processor): // check for Route Data method name if (target is CallbackHandler) { var routeData = ((CallbackHandler)target).RouteData; if (routeData != null) methodToCall = ((CallbackHandlerRouteHandler)routeData.RouteHandler).MethodName; } When I need to access the dynamic values in the route ( symbol in StockQuote/{symbol}) I can retrieve it easily with the Values collection (RouteData.Values["symbol"]). In my CallbackHandler processing logic I’m basically looking for matching parameter names to Route parameters: // look for parameters in the routeif(routeData != null){    string parmString = routeData.Values[parameter.Name] as string;    adjustedParms[parmCounter] = ReflectionUtils.StringToTypedValue(parmString, parameter.ParameterType);} And with that we’ve come full circle. We’ve created a custom RouteHandler() that passes the RouteData to the handler it creates. We’ve registered our routes to use the RouteHandler, and we’ve utilized the route data in our handler. For completeness sake here’s the routine that executes a method call based on the parameters passed in and one of the options is to retrieve the inbound parameters off RouteData (as well as from POST data or QueryString parameters):internal object ExecuteMethod(string method, object target, string[] parameters, CallbackMethodParameterType paramType, ref CallbackMethodAttribute callbackMethodAttribute) { HttpRequest Request = HttpContext.Current.Request; object Result = null; // Stores parsed parameters (from string JSON or QUeryString Values) object[] adjustedParms = null; Type PageType = target.GetType(); MethodInfo MI = PageType.GetMethod(method, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); if (MI == null) throw new InvalidOperationException("Invalid Server Method."); object[] methods = MI.GetCustomAttributes(typeof(CallbackMethodAttribute), false); if (methods.Length < 1) throw new InvalidOperationException("Server method is not accessible due to missing CallbackMethod attribute"); if (callbackMethodAttribute != null) callbackMethodAttribute = methods[0] as CallbackMethodAttribute; ParameterInfo[] parms = MI.GetParameters(); JSONSerializer serializer = new JSONSerializer(); RouteData routeData = null; if (target is CallbackHandler) routeData = ((CallbackHandler)target).RouteData; int parmCounter = 0; adjustedParms = new object[parms.Length]; foreach (ParameterInfo parameter in parms) { // Retrieve parameters out of QueryString or POST buffer if (parameters == null) { // look for parameters in the route if (routeData != null) { string parmString = routeData.Values[parameter.Name] as string; adjustedParms[parmCounter] = ReflectionUtils.StringToTypedValue(parmString, parameter.ParameterType); } // GET parameter are parsed as plain string values - no JSON encoding else if (HttpContext.Current.Request.HttpMethod == "GET") { // Look up the parameter by name string parmString = Request.QueryString[parameter.Name]; adjustedParms[parmCounter] = ReflectionUtils.StringToTypedValue(parmString, parameter.ParameterType); } // POST parameters are treated as methodParameters that are JSON encoded else if (paramType == CallbackMethodParameterType.Json) //string newVariable = methodParameters.GetValue(parmCounter) as string; adjustedParms[parmCounter] = serializer.Deserialize(Request.Params["parm" + (parmCounter + 1).ToString()], parameter.ParameterType); else adjustedParms[parmCounter] = SerializationUtils.DeSerializeObject( Request.Params["parm" + (parmCounter + 1).ToString()], parameter.ParameterType); } else if (paramType == CallbackMethodParameterType.Json) adjustedParms[parmCounter] = serializer.Deserialize(parameters[parmCounter], parameter.ParameterType); else adjustedParms[parmCounter] = SerializationUtils.DeSerializeObject(parameters[parmCounter], parameter.ParameterType); parmCounter++; } Result = MI.Invoke(target, adjustedParms); return Result; } The code basically uses Reflection to loop through all the parameters available on the method and tries to assign the parameters from RouteData, QueryString or POST variables. The parameters are converted into their appropriate types and then used to eventually make a Reflection based method call. What’s sweet is that the RouteData retrieval is just another option for dealing with the inbound data in this scenario and it adds exactly two lines of code plus the code to retrieve the MethodName I showed previously – a seriously low impact addition that adds a lot of extra value to this endpoint callback processing implementation. Debugging your Routes If you create a lot of routes it’s easy to run into Route conflicts where multiple routes have the same path and overlap with each other. This can be difficult to debug especially if you are using automatically generated routes like the routes created by CallbackHandlerRouteHandler.RegisterRoutes. Luckily there’s a tool that can help you out with this nicely. Phill Haack created a RouteDebugging tool you can download and add to your project. The easiest way to do this is to grab and add this to your project is to use NuGet (Add Library Package from your Project’s Reference Nodes):   which adds a RouteDebug assembly to your project. Once installed you can easily debug your routes with this simple line of code which needs to be installed at application startup:protected void Application_Start(object sender, EventArgs e) { CallbackHandlerRouteHandler.RegisterRoutes<StockService>(RouteTable.Routes); // Debug your routes RouteDebug.RouteDebugger.RewriteRoutesForTesting(RouteTable.Routes); } Any routed URL then displays something like this: The screen shows you your current route data and all the routes that are mapped along with a flag that displays which route was actually matched. This is useful – if you have any overlap of routes you will be able to see which routes are triggered – the first one in the sequence wins. This tool has saved my ass on a few occasions – and with NuGet now it’s easy to add it to your project in a few seconds and then remove it when you’re done. Routing Around Custom routing seems slightly complicated on first blush due to its disconnected components of RouteHandler, route registration and mapping of custom handlers. But once you understand the relationship between a RouteHandler, the RouteData and how to pass it to a handler, utilizing of Routing becomes a lot easier as you can easily pass context from the registration to the RouteHandler and through to the HttpHandler. The most important thing to understand when building custom routing solutions is to figure out how to map URLs in such a way that the handler can figure out all the pieces it needs to process the request. This can be via URL routing parameters and as I did in my example by passing additional context information as part of the RouteHandler instance that provides the proper execution context. In my case this ‘context’ was the method name, but it could be an actual static value like an enum identifying an operation or category in an application. Basically user supplied data comes in through the url and static application internal data can be passed via RouteHandler property values. Routing can make your application URLs easier to read by non-techie types regardless of whether you’re building Service type or REST applications, or full on Web interfaces. Routing in ASP.NET 4.0 makes it possible to create just about any extensionless URLs you can dream up and custom RouteHanmdler References Sample ProjectIncludes the sample CallbackHandler service discussed here along with compiled versionsof the Westwind.Web and Westwind.Utilities assemblies.  (requires .NET 4.0/VS 2010) West Wind Web Toolkit includes full implementation of CallbackHandler and the Routing Handler West Wind Web Toolkit Source CodeContains the full source code to the Westwind.Web and Westwind.Utilities assemblies usedin these samples. Includes the source described in the post.(Latest build in the Subversion Repository) CallbackHandler Source(Relevant code to this article tree in Westwind.Web assembly) JSONView FireFoxPluginA simple FireFox Plugin to easily view JSON data natively in FireFox.For IE you can use a registry hack to display JSON as raw text.© Rick Strahl, West Wind Technologies, 2005-2011Posted in ASP.NET  AJAX  HTTP  

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  • Red Gate Coder interviews: Alex Davies

    - by Michael Williamson
    Alex Davies has been a software engineer at Red Gate since graduating from university, and is currently busy working on .NET Demon. We talked about tackling parallel programming with his actors framework, a scientific approach to debugging, and how JavaScript is going to affect the programming languages we use in years to come. So, if we start at the start, how did you get started in programming? When I was seven or eight, I was given a BBC Micro for Christmas. I had asked for a Game Boy, but my dad thought it would be better to give me a proper computer. For a year or so, I only played games on it, but then I found the user guide for writing programs in it. I gradually started doing more stuff on it and found it fun. I liked creating. As I went into senior school I continued to write stuff on there, trying to write games that weren’t very good. I got a real computer when I was fourteen and found ways to write BASIC on it. Visual Basic to start with, and then something more interesting than that. How did you learn to program? Was there someone helping you out? Absolutely not! I learnt out of a book, or by experimenting. I remember the first time I found a loop, I was like “Oh my God! I don’t have to write out the same line over and over and over again any more. It’s amazing!” When did you think this might be something that you actually wanted to do as a career? For a long time, I thought it wasn’t something that you would do as a career, because it was too much fun to be a career. I thought I’d do chemistry at university and some kind of career based on chemical engineering. And then I went to a careers fair at school when I was seventeen or eighteen, and it just didn’t interest me whatsoever. I thought “I could be a programmer, and there’s loads of money there, and I’m good at it, and it’s fun”, but also that I shouldn’t spoil my hobby. Now I don’t really program in my spare time any more, which is a bit of a shame, but I program all the rest of the time, so I can live with it. Do you think you learnt much about programming at university? Yes, definitely! I went into university knowing how to make computers do anything I wanted them to do. However, I didn’t have the language to talk about algorithms, so the algorithms course in my first year was massively important. Learning other language paradigms like functional programming was really good for breadth of understanding. Functional programming influences normal programming through design rather than actually using it all the time. I draw inspiration from it to write imperative programs which I think is actually becoming really fashionable now, but I’ve been doing it for ages. I did it first! There were also some courses on really odd programming languages, a bit of Prolog, a little bit of C. Having a little bit of each of those is something that I would have never done on my own, so it was important. And then there are knowledge-based courses which are about not programming itself but things that have been programmed like TCP. Those are really important for examples for how to approach things. Did you do any internships while you were at university? Yeah, I spent both of my summers at the same company. I thought I could code well before I went there. Looking back at the crap that I produced, it was only surpassed in its crappiness by all of the other code already in that company. I’m so much better at writing nice code now than I used to be back then. Was there just not a culture of looking after your code? There was, they just didn’t hire people for their abilities in that area. They hired people for raw IQ. The first indicator of it going wrong was that they didn’t have any computer scientists, which is a bit odd in a programming company. But even beyond that they didn’t have people who learnt architecture from anyone else. Most of them had started straight out of university, so never really had experience or mentors to learn from. There wasn’t the experience to draw from to teach each other. In the second half of my second internship, I was being given tasks like looking at new technologies and teaching people stuff. Interns shouldn’t be teaching people how to do their jobs! All interns are going to have little nuggets of things that you don’t know about, but they shouldn’t consistently be the ones who know the most. It’s not a good environment to learn. I was going to ask how you found working with people who were more experienced than you… When I reached Red Gate, I found some people who were more experienced programmers than me, and that was difficult. I’ve been coding since I was tiny. At university there were people who were cleverer than me, but there weren’t very many who were more experienced programmers than me. During my internship, I didn’t find anyone who I classed as being a noticeably more experienced programmer than me. So, it was a shock to the system to have valid criticisms rather than just formatting criticisms. However, Red Gate’s not so big on the actual code review, at least it wasn’t when I started. We did an entire product release and then somebody looked over all of the UI of that product which I’d written and say what they didn’t like. By that point, it was way too late and I’d disagree with them. Do you think the lack of code reviews was a bad thing? I think if there’s going to be any oversight of new people, then it should be continuous rather than chunky. For me I don’t mind too much, I could go out and get oversight if I wanted it, and in those situations I felt comfortable without it. If I was managing the new person, then maybe I’d be keener on oversight and then the right way to do it is continuously and in very, very small chunks. Have you had any significant projects you’ve worked on outside of a job? When I was a teenager I wrote all sorts of stuff. I used to write games, I derived how to do isomorphic projections myself once. I didn’t know what the word was so I couldn’t Google for it, so I worked it out myself. It was horrifically complicated. But it sort of tailed off when I started at university, and is now basically zero. If I do side-projects now, they tend to be work-related side projects like my actors framework, NAct, which I started in a down tools week. Could you explain a little more about NAct? It is a little C# framework for writing parallel code more easily. Parallel programming is difficult when you need to write to shared data. Sometimes parallel programming is easy because you don’t need to write to shared data. When you do need to access shared data, you could just have your threads pile in and do their work, but then you would screw up the data because the threads would trample on each other’s toes. You could lock, but locks are really dangerous if you’re using more than one of them. You get interactions like deadlocks, and that’s just nasty. Actors instead allows you to say this piece of data belongs to this thread of execution, and nobody else can read it. If you want to read it, then ask that thread of execution for a piece of it by sending a message, and it will send the data back by a message. And that avoids deadlocks as long as you follow some obvious rules about not making your actors sit around waiting for other actors to do something. There are lots of ways to write actors, NAct allows you to do it as if it was method calls on other objects, which means you get all the strong type-safety that C# programmers like. Do you think that this is suitable for the majority of parallel programming, or do you think it’s only suitable for specific cases? It’s suitable for most difficult parallel programming. If you’ve just got a hundred web requests which are all independent of each other, then I wouldn’t bother because it’s easier to just spin them up in separate threads and they can proceed independently of each other. But where you’ve got difficult parallel programming, where you’ve got multiple threads accessing multiple bits of data in multiple ways at different times, then actors is at least as good as all other ways, and is, I reckon, easier to think about. When you’re using actors, you presumably still have to write your code in a different way from you would otherwise using single-threaded code. You can’t use actors with any methods that have return types, because you’re not allowed to call into another actor and wait for it. If you want to get a piece of data out of another actor, then you’ve got to use tasks so that you can use “async” and “await” to await asynchronously for it. But other than that, you can still stick things in classes so it’s not too different really. Rather than having thousands of objects with mutable state, you can use component-orientated design, where there are only a few mutable classes which each have a small number of instances. Then there can be thousands of immutable objects. If you tend to do that anyway, then actors isn’t much of a jump. If I’ve already built my system without any parallelism, how hard is it to add actors to exploit all eight cores on my desktop? Usually pretty easy. If you can identify even one boundary where things look like messages and you have components where some objects live on one side and these other objects live on the other side, then you can have a granddaddy object on one side be an actor and it will parallelise as it goes across that boundary. Not too difficult. If we do get 1000-core desktop PCs, do you think actors will scale up? It’s hard. There are always in the order of twenty to fifty actors in my whole program because I tend to write each component as actors, and I tend to have one instance of each component. So this won’t scale to a thousand cores. What you can do is write data structures out of actors. I use dictionaries all over the place, and if you need a dictionary that is going to be accessed concurrently, then you could build one of those out of actors in no time. You can use queuing to marshal requests between different slices of the dictionary which are living on different threads. So it’s like a distributed hash table but all of the chunks of it are on the same machine. That means that each of these thousand processors has cached one small piece of the dictionary. I reckon it wouldn’t be too big a leap to start doing proper parallelism. Do you think it helps if actors get baked into the language, similarly to Erlang? Erlang is excellent in that it has thread-local garbage collection. C# doesn’t, so there’s a limit to how well C# actors can possibly scale because there’s a single garbage collected heap shared between all of them. When you do a global garbage collection, you’ve got to stop all of the actors, which is seriously expensive, whereas in Erlang garbage collections happen per-actor, so they’re insanely cheap. However, Erlang deviated from all the sensible language design that people have used recently and has just come up with crazy stuff. You can definitely retrofit thread-local garbage collection to .NET, and then it’s quite well-suited to support actors, even if it’s not baked into the language. Speaking of language design, do you have a favourite programming language? I’ll choose a language which I’ve never written before. I like the idea of Scala. It sounds like C#, only with some of the niggles gone. I enjoy writing static types. It means you don’t have to writing tests so much. When you say it doesn’t have some of the niggles? C# doesn’t allow the use of a property as a method group. It doesn’t have Scala case classes, or sum types, where you can do a switch statement and the compiler checks that you’ve checked all the cases, which is really useful in functional-style programming. Pattern-matching, in other words. That’s actually the major niggle. C# is pretty good, and I’m quite happy with C#. And what about going even further with the type system to remove the need for tests to something like Haskell? Or is that a step too far? I’m quite a pragmatist, I don’t think I could deal with trying to write big systems in languages with too few other users, especially when learning how to structure things. I just don’t know anyone who can teach me, and the Internet won’t teach me. That’s the main reason I wouldn’t use it. If I turned up at a company that writes big systems in Haskell, I would have no objection to that, but I wouldn’t instigate it. What about things in C#? For instance, there’s contracts in C#, so you can try to statically verify a bit more about your code. Do you think that’s useful, or just not worthwhile? I’ve not really tried it. My hunch is that it needs to be built into the language and be quite mathematical for it to work in real life, and that doesn’t seem to have ended up true for C# contracts. I don’t think anyone who’s tried them thinks they’re any good. I might be wrong. On a slightly different note, how do you like to debug code? I think I’m quite an odd debugger. I use guesswork extremely rarely, especially if something seems quite difficult to debug. I’ve been bitten spending hours and hours on guesswork and not being scientific about debugging in the past, so now I’m scientific to a fault. What I want is to see the bug happening in the debugger, to step through the bug happening. To watch the program going from a valid state to an invalid state. When there’s a bug and I can’t work out why it’s happening, I try to find some piece of evidence which places the bug in one section of the code. From that experiment, I binary chop on the possible causes of the bug. I suppose that means binary chopping on places in the code, or binary chopping on a stage through a processing cycle. Basically, I’m very stupid about how I debug. I won’t make any guesses, I won’t use any intuition, I will only identify the experiment that’s going to binary chop most effectively and repeat rather than trying to guess anything. I suppose it’s quite top-down. Is most of the time then spent in the debugger? Absolutely, if at all possible I will never debug using print statements or logs. I don’t really hold much stock in outputting logs. If there’s any bug which can be reproduced locally, I’d rather do it in the debugger than outputting logs. And with SmartAssembly error reporting, there’s not a lot that can’t be either observed in an error report and just fixed, or reproduced locally. And in those other situations, maybe I’ll use logs. But I hate using logs. You stare at the log, trying to guess what’s going on, and that’s exactly what I don’t like doing. You have to just look at it and see does this look right or wrong. We’ve covered how you get to grip with bugs. How do you get to grips with an entire codebase? I watch it in the debugger. I find little bugs and then try to fix them, and mostly do it by watching them in the debugger and gradually getting an understanding of how the code works using my process of binary chopping. I have to do a lot of reading and watching code to choose where my slicing-in-half experiment is going to be. The last time I did it was SmartAssembly. The old code was a complete mess, but at least it did things top to bottom. There wasn’t too much of some of the big abstractions where flow of control goes all over the place, into a base class and back again. Code’s really hard to understand when that happens. So I like to choose a little bug and try to fix it, and choose a bigger bug and try to fix it. Definitely learn by doing. I want to always have an aim so that I get a little achievement after every few hours of debugging. Once I’ve learnt the codebase I might be able to fix all the bugs in an hour, but I’d rather be using them as an aim while I’m learning the codebase. If I was a maintainer of a codebase, what should I do to make it as easy as possible for you to understand? Keep distinct concepts in different places. And name your stuff so that it’s obvious which concepts live there. You shouldn’t have some variable that gets set miles up the top of somewhere, and then is read miles down to choose some later behaviour. I’m talking from a very much SmartAssembly point of view because the old SmartAssembly codebase had tons and tons of these things, where it would read some property of the code and then deal with it later. Just thousands of variables in scope. Loads of things to think about. If you can keep concepts separate, then it aids me in my process of fixing bugs one at a time, because each bug is going to more or less be understandable in the one place where it is. And what about tests? Do you think they help at all? I’ve never had the opportunity to learn a codebase which has had tests, I don’t know what it’s like! What about when you’re actually developing? How useful do you find tests in finding bugs or regressions? Finding regressions, absolutely. Running bits of code that would be quite hard to run otherwise, definitely. It doesn’t happen very often that a test finds a bug in the first place. I don’t really buy nebulous promises like tests being a good way to think about the spec of the code. My thinking goes something like “This code works at the moment, great, ship it! Ah, there’s a way that this code doesn’t work. Okay, write a test, demonstrate that it doesn’t work, fix it, use the test to demonstrate that it’s now fixed, and keep the test for future regressions.” The most valuable tests are for bugs that have actually happened at some point, because bugs that have actually happened at some point, despite the fact that you think you’ve fixed them, are way more likely to appear again than new bugs are. Does that mean that when you write your code the first time, there are no tests? Often. The chance of there being a bug in a new feature is relatively unaffected by whether I’ve written a test for that new feature because I’m not good enough at writing tests to think of bugs that I would have written into the code. So not writing regression tests for all of your code hasn’t affected you too badly? There are different kinds of features. Some of them just always work, and are just not flaky, they just continue working whatever you throw at them. Maybe because the type-checker is particularly effective around them. Writing tests for those features which just tend to always work is a waste of time. And because it’s a waste of time I’ll tend to wait until a feature has demonstrated its flakiness by having bugs in it before I start trying to test it. You can get a feel for whether it’s going to be flaky code as you’re writing it. I try to write it to make it not flaky, but there are some things that are just inherently flaky. And very occasionally, I’ll think “this is going to be flaky” as I’m writing, and then maybe do a test, but not most of the time. How do you think your programming style has changed over time? I’ve got clearer about what the right way of doing things is. I used to flip-flop a lot between different ideas. Five years ago I came up with some really good ideas and some really terrible ideas. All of them seemed great when I thought of them, but they were quite diverse ideas, whereas now I have a smaller set of reliable ideas that are actually good for structuring code. So my code is probably more similar to itself than it used to be back in the day, when I was trying stuff out. I’ve got more disciplined about encapsulation, I think. There are operational things like I use actors more now than I used to, and that forces me to use immutability more than I used to. The first code that I wrote in Red Gate was the memory profiler UI, and that was an actor, I just didn’t know the name of it at the time. I don’t really use object-orientation. By object-orientation, I mean having n objects of the same type which are mutable. I want a constant number of objects that are mutable, and they should be different types. I stick stuff in dictionaries and then have one thing that owns the dictionary and puts stuff in and out of it. That’s definitely a pattern that I’ve seen recently. I think maybe I’m doing functional programming. Possibly. It’s plausible. If you had to summarise the essence of programming in a pithy sentence, how would you do it? Programming is the form of art that, without losing any of the beauty of architecture or fine art, allows you to produce things that people love and you make money from. So you think it’s an art rather than a science? It’s a little bit of engineering, a smidgeon of maths, but it’s not science. Like architecture, programming is on that boundary between art and engineering. If you want to do it really nicely, it’s mostly art. You can get away with doing architecture and programming entirely by having a good engineering mind, but you’re not going to produce anything nice. You’re not going to have joy doing it if you’re an engineering mind. Architects who are just engineering minds are not going to enjoy their job. I suppose engineering is the foundation on which you build the art. Exactly. How do you think programming is going to change over the next ten years? There will be an unfortunate shift towards dynamically-typed languages, because of JavaScript. JavaScript has an unfair advantage. JavaScript’s unfair advantage will cause more people to be exposed to dynamically-typed languages, which means other dynamically-typed languages crop up and the best features go into dynamically-typed languages. Then people conflate the good features with the fact that it’s dynamically-typed, and more investment goes into dynamically-typed languages. They end up better, so people use them. What about the idea of compiling other languages, possibly statically-typed, to JavaScript? It’s a reasonable idea. I would like to do it, but I don’t think enough people in the world are going to do it to make it pick up. The hordes of beginners are the lifeblood of a language community. They are what makes there be good tools and what makes there be vibrant community websites. And any particular thing which is the same as JavaScript only with extra stuff added to it, although it might be technically great, is not going to have the hordes of beginners. JavaScript is always to be quickest and easiest way for a beginner to start programming in the browser. And dynamically-typed languages are great for beginners. Compilers are pretty scary and beginners don’t write big code. And having your errors come up in the same place, whether they’re statically checkable errors or not, is quite nice for a beginner. If someone asked me to teach them some programming, I’d teach them JavaScript. If dynamically-typed languages are great for beginners, when do you think the benefits of static typing start to kick in? The value of having a statically typed program is in the tools that rely on the static types to produce a smooth IDE experience rather than actually telling me my compile errors. And only once you’re experienced enough a programmer that having a really smooth IDE experience makes a blind bit of difference, does static typing make a blind bit of difference. So it’s not really about size of codebase. If I go and write up a tiny program, I’m still going to get value out of writing it in C# using ReSharper because I’m experienced with C# and ReSharper enough to be able to write code five times faster if I have that help. Any other visions of the future? Nobody’s going to use actors. Because everyone’s going to be running on single-core VMs connected over network-ready protocols like JSON over HTTP. So, parallelism within one operating system is going to die. But until then, you should use actors. More Red Gater Coder interviews

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  • problem in login in yahoo massanger

    - by khoyendra
    package session; import java.io.FileWriter; import java.text.DateFormat; import java.text.SimpleDateFormat; import javax.swing.JOptionPane; import org.openymsg.network.FireEvent; import org.openymsg.network.Session; import org.openymsg.network.SessionState; import org.openymsg.network.event.SessionListener; public class BotGUI extends javax.swing.JFrame implements SessionListener{ /** Creates new form BotGUI */ FileWriter fw; DateFormat dateFormat = new SimpleDateFormat("yyyy/MM/dd HH:mm:ss"); public BotGUI() { initComponents(); } @SuppressWarnings("unchecked") // <editor-fold defaultstate="collapsed" desc="Generated Code"> private void initComponents() { jPanel1 = new javax.swing.JPanel(); jPanel2 = new javax.swing.JPanel(); jPanel3 = new javax.swing.JPanel(); jLabel1 = new javax.swing.JLabel(); jPanel4 = new javax.swing.JPanel(); jLabel2 = new javax.swing.JLabel(); jLabel3 = new javax.swing.JLabel(); uNameTextField = new javax.swing.JTextField(); uPassPasswordField = new javax.swing.JPasswordField(); jButton1 = new javax.swing.JButton(); jMenuBar1 = new javax.swing.JMenuBar(); jMenu1 = new javax.swing.JMenu(); jMenuItem1 = new javax.swing.JMenuItem(); jMenuItem2 = new javax.swing.JMenuItem(); jMenuItem3 = new javax.swing.JMenuItem(); jMenu2 = new javax.swing.JMenu(); setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); jPanel2.setLayout(new org.netbeans.lib.awtextra.AbsoluteLayout()); jPanel3.setBackground(new java.awt.Color(51, 51, 51)); jLabel1.setBackground(new java.awt.Color(0, 0, 255)); jLabel1.setFont(new java.awt.Font("Tahoma", 1, 12)); jLabel1.setForeground(new java.awt.Color(255, 255, 255)); jLabel1.setText("Yahoo Login Panel"); javax.swing.GroupLayout jPanel3Layout = new javax.swing.GroupLayout(jPanel3); jPanel3.setLayout(jPanel3Layout); jPanel3Layout.setHorizontalGroup( jPanel3Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(jPanel3Layout.createSequentialGroup() .addGap(38, 38, 38) .addComponent(jLabel1, javax.swing.GroupLayout.PREFERRED_SIZE, 140, javax.swing.GroupLayout.PREFERRED_SIZE) .addContainerGap(532, Short.MAX_VALUE)) ); jPanel3Layout.setVerticalGroup( jPanel3Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(jLabel1, javax.swing.GroupLayout.Alignment.TRAILING, javax.swing.GroupLayout.DEFAULT_SIZE, 30, Short.MAX_VALUE) ); jPanel2.add(jPanel3, new org.netbeans.lib.awtextra.AbsoluteConstraints(0, 0, 710, 30)); jPanel4.setLayout(new org.netbeans.lib.awtextra.AbsoluteLayout()); jLabel2.setText("Username"); jPanel4.add(jLabel2, new org.netbeans.lib.awtextra.AbsoluteConstraints(30, 20, 60, 20)); jLabel3.setText("Password"); jPanel4.add(jLabel3, new org.netbeans.lib.awtextra.AbsoluteConstraints(270, 20, 60, 20)); jPanel4.add(uNameTextField, new org.netbeans.lib.awtextra.AbsoluteConstraints(100, 20, 140, 20)); jPanel4.add(uPassPasswordField, new org.netbeans.lib.awtextra.AbsoluteConstraints(330, 20, 140, -1)); jButton1.setFont(new java.awt.Font("Tahoma", 1, 14)); // NOI18N jButton1.setText("Login"); jButton1.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent evt) { jButton1ActionPerformed(evt); } }); jPanel4.add(jButton1, new org.netbeans.lib.awtextra.AbsoluteConstraints(490, 15, 90, -1)); jPanel2.add(jPanel4, new org.netbeans.lib.awtextra.AbsoluteConstraints(0, 30, 710, 60)); javax.swing.GroupLayout jPanel1Layout = new javax.swing.GroupLayout(jPanel1); jPanel1.setLayout(jPanel1Layout); jPanel1Layout.setHorizontalGroup( jPanel1Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(jPanel2, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE) ); jPanel1Layout.setVerticalGroup( jPanel1Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(jPanel1Layout.createSequentialGroup() .addComponent(jPanel2, javax.swing.GroupLayout.PREFERRED_SIZE, 135, javax.swing.GroupLayout.PREFERRED_SIZE) .addContainerGap(293, Short.MAX_VALUE)) ); jMenu1.setText("Option"); jMenuItem1.setText("Logout"); jMenu1.add(jMenuItem1); jMenuItem2.setText("Load CSV"); jMenu1.add(jMenuItem2); jMenuItem3.setText("Exit"); jMenu1.add(jMenuItem3); jMenuBar1.add(jMenu1); jMenu2.setText("Help"); jMenuBar1.add(jMenu2); setJMenuBar(jMenuBar1); javax.swing.GroupLayout layout = new javax.swing.GroupLayout(getContentPane()); getContentPane().setLayout(layout); layout.setHorizontalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(jPanel1, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE) ); layout.setVerticalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(jPanel1, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE) ); pack(); }// </editor-fold> public void handleConnectionClosed() { connectionClosed = true; loggedIn = false; } private void jButton1ActionPerformed(java.awt.event.ActionEvent evt) { if(!uNameTextField.getText().equals("") && !uPassPasswordField.getText().equals("")){ Yahoo_login(uNameTextField.getText(),uPassPasswordField.getText()); }else{ JOptionPane.showMessageDialog(null, "Plese Enter User Id and Password"); } } Session yahooMessengerSession; MySessionListener mySessionListener; boolean loggedIn = false; boolean connectionClosed = false; public void Yahoo_login(String uName, String pass) { connectionClosed = false; if (loggedIn == false) { yahooMessengerSession = new Session(); mySessionListener = new MySessionListener(this); yahooMessengerSession.addSessionListener(mySessionListener); try { if ((uName.equals("")) || (pass.equals(""))) { System.out.println("User name/password is blank"); } else{ //initialized a file writer for log file System.out.println("Login start........"); yahooMessengerSession.login(uName, pass, true); //checks whether user was succesful in login in if (yahooMessengerSession!=null && yahooMessengerSession.getSessionStatus()== SessionState.LOGGED_ON) { //this loop is reached when the user has been successfully logined System.out.println("Login Success"); fw.write("User (" + uName + ") logged in at : " + dateFormat.format("09.05.10") + " \n"); fw.close(); } else { yahooMessengerSession.reset(); } } } catch(Exception e){ } } } public static void main(String args[]) { java.awt.EventQueue.invokeLater(new Runnable() { public void run() { new BotGUI().setVisible(true); } }); } // Variables declaration - do not modify private javax.swing.JButton jButton1; private javax.swing.JLabel jLabel1; private javax.swing.JLabel jLabel2; private javax.swing.JLabel jLabel3; private javax.swing.JMenu jMenu1; private javax.swing.JMenu jMenu2; private javax.swing.JMenuBar jMenuBar1; private javax.swing.JMenuItem jMenuItem1; private javax.swing.JMenuItem jMenuItem2; private javax.swing.JMenuItem jMenuItem3; private javax.swing.JPanel jPanel1; private javax.swing.JPanel jPanel2; private javax.swing.JPanel jPanel3; private javax.swing.JPanel jPanel4; private javax.swing.JTextField uNameTextField; private javax.swing.JPasswordField uPassPasswordField; // End of variables declaration public void dispatch(FireEvent fe) { throw new UnsupportedOperationException("Not supported yet."); } } i have to find the error SEVERE: error during the dispatch of event: FireEvent [org.openymsg.network.event.SessionListEvent to:null from:null message:null timestamp:0 status:0 list type:Friends size:2 LIST] java.lang.UnsupportedOperationException: Not supported yet. at yahoomessangerbot.MySessionListener.dispatch(MySessionListener.java:131) at org.openymsg.network.EventDispatcher.runEventNOW(EventDispatcher.java:133) at org.openymsg.network.EventDispatcher.run(EventDispatcher.java:114)

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