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  • Url Navigation

    - by russ.bishop
    One of the new features is URL-based navigation which is useful for creating intranet links or auto-generating email links (such as from workflow systems, etc). For IIS 6 and earlier, the format is as follows: http://machine/drm-client/Logon.aspx? app=<appname>&action=go&ver=<version name>&hier=<hier name>&node=<node name> Just replace the fields with their appropriate values (URL-encoded of course). <node name> is optional. If provided it will open the hierarchy and expand directly to the target node. Otherwise the hierarchy is opened to the top node. Note that if the specified version is not loaded it will be loaded automatically.

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  • SSMS Tools Pack now supports Denali CTP1

    - by AaronBertrand
    Earlier today, Mladen Prajdic ( blog | twitter ) released an updated version of his SSMS Tools Pack (v.1.9.4), a free add-in for Management Studio that provides a ton of helpful functionality that isn't available with the native tools. I'm really glad this happened, because I've installed Denali on all of my VMs and have been using it for most of my work, and I've been missing some of the little things the tool adds. In addition to adding Denali support, Mladen also fixed a handful of minor bugs...(read more)

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  • SQL Server 2012 : A couple of notes about installing RC0

    - by AaronBertrand
    If you're going to install Distributed Replay Controller I've posted about this on twitter a few times, but I thought I should put it down somewhere permanent as well. When you install RC0, and have selected the Distributed Replay Controller, you should be very careful about choosing the "Add Current User" button on the following dialog (I felt compelled to embellish with the skull and crossbones): If you click this button (it may also happen for the Add... button), you may experience a little delay...(read more)

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  • std::map for storing static const Objects

    - by Sean M.
    I am making a game similar to Minecraft, and I am trying to fine a way to keep a map of Block objects sorted by their id. This is almost identical to the way that Minecraft does it, in that they declare a bunch of static final Block objects and initialize them, and then the constructor of each block puts a reference of that block into whatever the Java equivalent of a std::map is, so there is a central place to get ids and the Blocks with those ids. The problem is, that I am making my game in C++, and trying to do the exact same thing. In Block.h, I am declaring the Blocks like so: //Block.h public: static const Block Vacuum; static const Block Test; And in Block.cpp I am initializing them like so: //Block.cpp const Block Block::Vacuum = Block("Vacuum", 0, 0); const Block Block::Test = Block("Test", 1, 0); The block constructor looks like this: Block::Block(std::string name, uint16 id, uint8 tex) { //Check for repeat ids if (IdInUse(id)) { fprintf(stderr, "Block id %u is already in use!", (uint32)id); throw std::runtime_error("You cannot reuse block ids!"); } _id = id; //Check for repeat names if (NameInUse(name)) { fprintf(stderr, "Block name %s is already in use!", name); throw std::runtime_error("You cannot reuse block names!"); } _name = name; _tex = tex; //fprintf(stdout, "Using texture %u\n", _tex); _transparent = false; _solidity = 1.0f; idMap[id] = this; nameMap[name] = this; } And finally, the maps that I'm using to store references of Blocks in relation to their names and ids are declared as such: std::map<uint16, Block*> Block::idMap = std::map<uint16, Block*>(); //The map of block ids std::map<std::string, Block*> Block::nameMap = std::map<std::string, Block*>(); //The map of block names The problem comes when I try to get the Blocks in the maps using a method called const Block* GetBlock(uint16 id), where the last line is return idMap.at(id);. This line returns a Block with completely random values like _visibility = 0xcccc and such like that, found out through debugging. So my question is, is there something wrong with the blocks being declared as const obejcts, and then stored at pointers and accessed later on? The reason I cant store them as Block& is because that makes a copy of the Block when it is entered, so the block wouldn't have any of the attributes that could be set afterwards in the constructor of any child class, so I think I need to store them as a pointer. Any help is greatly appreciated, as I don't fully understand pointers yet. Just ask if you need to see any other parts of the code.

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  • How do you pronounce the '...' operator

    - by Uri
    Now, in c++ '...' became a first class operator. In speech, how do you pronounce it? So far I've heard: dot dot dot triple dot ellipsis related: Is it OK to replace ... with ellipsis in writing? e.g. "The ellipsis operator expands the pack" EDIT (clarification): We are all aware that '...' as a punctuation mark is indeed called ellipsis. But in the context of C++ we don't pronounce the names of the punctuation mark. For example, the '&' operator, depends on the context is pronounced as 'and', 'bitwise and', 'address of', 'logical and' (when && is used), or 'reference'. It is rarely pronounced as 'ampersand'. In speeches, I've a feeling that 'dot dot dot' is used more often. For example: http://channel9.msdn.com/Events/GoingNative/GoingNative-2012/Variadic-Templates-are-Funadic (an excellent presentation about variadic templates). On the other hand, 'dot dot dot' is awkward hard to pronouce ('d' and 't' are both pronounce with the tongue). Can we pronounce it 'unpack'?

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  • Webcast: New Features of Solaris 11.1 and Solaris Cluster 4.1

    - by Jeff Victor
    If you missed last week's webcast of the new features in Oracle Solaris 11.1 you can view the recording. The speakers discuss changes that improve performance and scalability, particularly for Oracle DB, and many other enhancements. New features include Optimized Shared Memory (improves DB startup time), accelerated kernel locks (improves Oracle RAC performance and scalability), virtual memory improvements, a DTrace data collecter in the DB, Zones installed on Shared Storage (simplifies migration), Data Center Bridging, and Edge Virtual Bridging. To view the archived webcast, you must register and use the URL that you receive in e-mail.

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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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  • How to setup the c++ rule of three in a virtual base class

    - by Minion91
    I am trying to create a pure virtual base class (or simulated pure virtual) my goal: User can't create instances of BaseClass. Derived classes have to implement default constructor, copy constructor, copy assignment operator and destructor. My attempt: class Base { public: virtual ~Base() {}; /* some pure virtual functions */ private: Base() = default; Base(const Base& base) = default; Base& operator=(const Base& base) = default; } This gives some errors complaining that (for one) the copy constructor is private. But i don't want this mimicked constructor to be called. Can anyone give me the correct construction to do this if this is at all possible?

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  • What is use of universal character names in identifiers in C++

    - by Jan Hudec
    The C++ standard (I noticed it in the new one, but it did already exist in C++03) specifies universal character names, written as \uNNNN and \UNNNNNNNN and representing the characters with unicode codepoints NNNN/NNNNNNNN. This is useful with string literals, especially since explicitly UTF-8, UTF-16 and UCS-4 string literals are also defined. However, the universal character literals are also allowed in identifiers. What is the motivation behind that? The syntax is obviously totally unreadable, the identifiers may be mangled for the linker and it's not like there was any standard function to retrieve symbols by name anyway. So why would anybody actually use an identifier with universal character literals in it? Edit: Since it actually existed in C++03 already, additional question would be whether you actually saw a code that used it?

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  • Dynamic Quad/Oct Trees

    - by KKlouzal
    I've recently discovered the power of Quadtrees and Octrees and their role in culling/LOD applications, however I've been pondering on the implementations for a Dynamic Quad/Oct Tree. Such tree would not require a complete rebuild when some of the underlying data changes (Vertex Data). Would it be possible to create such a tree? What would that look like? Could someone point me in the correct direction to get started? The application here would, in my scenario, be used for a dynamically changing spherical landscape with over 10,000,000 verticies. The use of Quad/Oct Trees is obvious for Culling & LOD as well as the benefits from not having to completely recompute the tree when the underlying data changes.

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  • How do .so files avoid problems associated with passing header-only templates like MS dll files have?

    - by Doug T.
    Based on the discussion around this question. I'd like to know how .so files/the ELF format/the gcc toolchain avoid problems passing classes defined purely in header files (like the std library). According to Jan in that answer, the dynamic linker/loader only picks one version of such a class to load if its defined in two .so files. So if two .so files have two definitions, perhaps with different compiler options/etc, the dynamic linker can pick one to use. Is this correct? How does this work with inlining? For example, MSVC inlines templates aggressively. This makes the solution I describe above untenable for dlls. Does Gcc never inline header-only templates like the std library as MSVC does? If so wouldn't that make the functionality of ELF described above ineffective in these cases?

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  • How to specialize a c++ variadic template?

    - by Serge
    I'm trying to understand c++ variadic templates. I'm not much aware of the correct language to use to explain what I'd like to achieve, so it might be simpler if I provide a bit of code which illustrate what I'd like to achieve. #include <iostream> #include <string> using namespace std; template<int ...A> class TestTemplate1 { public: string getString() { return "Normal"; } }; template<int T, int ...A> string TestTemplate1<2, A...>::getString() { return "Specialized"; } template<typename ...A> class TestTemplate2 { }; int main() { TestTemplate1<1, 2, 3, 4> t1_1; TestTemplate1<1, 2> t1_2; TestTemplate1<> t1_3; TestTemplate1<2> t1_4; TestTemplate2<> t2_1; TestTemplate2<int, double> t2_2; cout << t1_1.getString() << endl; cout << t1_2.getString() << endl; cout << t1_3.getString() << endl; cout << t1_4.getString() << endl; } This throws several errors. error C2333: 'TestTemplate1<::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<1,2,3,4::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<1,2::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<2::getString' : error in function declaration; skipping function body error C2977: 'TestTemplate1' : too many template arguments error C2995: 'std::string TestTemplate1::getString(void)' : function template has already been defined error C3860: template argument list following class template name must list parameters in the order used in template parameter list How can I have a specialized behavior for every TestTemplate1<2, ...> instances like t1_4?

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  • How to handle a Tile Map Scrolling [duplicate]

    - by DGomez
    This question already has an answer here: Implementing a camera / viewport to a 2D game 1 answer i'm making a video game, and i'm having, i think, a concept problem. The game will be a platformer which will use tile maps, so to start i will create a mask matrix indicating the tiles to be loaded, and etc..., so my problem is, how to handle the scrolling? should i create a giant mask matrix indicating in each position of the whole level what is supposed to be loaded, and according to the position of the player, change the section to be drawed?? Is this a correct approach to this situation??

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  • a flexible data structure for geometries

    - by AkiRoss
    What data structure would you use to represent meshes that are to be altered (e.g. adding or removing new faces, vertices and edges), and that have to be "studied" in different ways (e.g. finding all the triangles intersecting a certain ray, or finding all the triangles "visible" from a given point in the space)? I need to consider multiple aspects of the mesh: their geometry, their topology and spatial information. The meshes are rather big, say 500k triangles, so I am going to use the GPU when computations are heavy. I tried using arrays with vertices and arrays with indices, but I do not love adding and removing vertices from them. Also, using arrays totally ignore spatial and topological information, which I may need studying the mesh. So, I thought about using custom double-linked list data structures, but I believe doing so will require me to copy the data to array buffers before going on the GPU. I also thought about using BST, but not sure it fits. Any help is appreciated. If I have been too fuzzy and you require other information feel free to ask.

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  • Implementing a list with unique_ptr<>? [migrated]

    - by Alexander Duchene
    As I understand it, a unique_ptr signifies exclusive ownership. A singly linked list seems to fit this, with each node owning the next, like (pseduocode alert) class node{ public: unique_ptr<node> next; int value; }; but I don't understand how to perform operations like traversing the list, where I'm used to doing here=here->next; How do you implement data structures using unique_ptr's? Are they the right tool for the job?

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  • Oracle Solaris 11.1

    - by user12616590
    Oracle Solaris 11.1 was announced at Oracle OpenWorld recently. This release added 300 new performance and feature enhancements. My favorite new features: Solaris Zones on Shared Storage Support for 32 TB (!) of RAM Improved Oracle RAC lock latency Dynamically resize the Oracle DB SGA Industry-first support for FedFS You can learn more from the press release or by attending the Solaris 11.1 webcast on November 7.

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  • In what way I can implement packet filtering function in C++/C#?

    - by Network study
    Background: I am going to design a firewall-like application (with GUI) which will include several functions such as Packet sniffing and packet filtering. Both of the functions should be implemented to support different protocol levels including application, transport, network and link layer. I only know a little in C#.Net programming to perform the IP packet sniffing. It is also known that packet filtering requires the techniques in WFP or LSP and packet sniffing in application requires dll hooking. Questions: I am not sure which programming language(either C++ or C#) would be suitable for designing such an application described above. If I want to implement the packet filtering function, any libraries will be needed? edit01: Someone suggest that winDivert would be helpful, is it true?

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  • does glBindAttribLocation silently ignore names not found in a shader?

    - by rwols
    Does glBindAttribLocation silently ignore names that are not found? For example, in a shader: // Some vertex shader in vec3 position; in vec3 normal; // ... And in some set up code: // While setting up shader GLuint program = glCreateProgram(); glBindAttribLocation(program, 0, "position"); glBindAttribLocation(program, 1, "normal"); glBindAttribLocation(program, 2, "color"); // What about this one? glLinkProgram(program);

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  • game programming career, vc++ reference and future of it [closed]

    - by Pappu Bacha
    1) I have quite a lot of interest in game programming and I (to my thought) am quite good at programming skills, I have developed some console based animations and text based animation games (like copter-it, snake, and a music visualization), should I invest in game programming? I have 2 years at college left. 2) If I am to pursue a career in game programming, and I select to go only with c++ and DirectX, is it enough? is assembly language necessary? 3) is Visual C++ or MFC dead? should I invest in it or not? 4) I am unable to find any reference book for Visual C++ 2008 or later (just like C++ the complete reference book) I need a book that covers the basic fundamentals and covers the most of the libraries etc.

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  • How to check if a variable is an integer? [closed]

    - by FyrePlanet
    I'm going through my C++ book and have currently made a working Guess The Number game. The game generates a random number based on current time, has the user input their guess, and then tells them whether it was too high, too low, or the correct number. The game functions fine if you enter a number, but returns 'Too High' if you enter something that is not a number (such as a letter or punctuation). Not only does it return 'too high', but it also continually returns it. I was wondering what I could do to check if the guess, as input by the user, is an integer and if it is not, to return 'Not a number. Guess again.' Here is the code. #include <iostream> #include <cstdlib> #include <ctime> using namespace std; int main() { srand(time(0)); // seed the random number generator int theNumber = rand() % 100 + 1; // random number between 1 and 100 int tries = 0, guess; cout << "\tWelcome to Guess My Number!\n\n"; do { cout << "Enter a guess: "; cin >> guess; ++tries; if (guess > theNumber) cout << "Too high!\n\n"; if (guess < theNumber) cout << "Too low!\n\n"; } while (guess != theNumber); cout << "\nThat's it! You got it in " << tries << " guesses!\n"; cout << "\nPress Enter to exit.\n"; cin.ignore(cin.rdbuf()->in_avail() + 1); return 0; }

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  • saslauthd + PostFix producing password verification and authentication errors

    - by Aram Papazian
    So I'm trying to setup PostFix while using SASL (Cyrus variety preferred, I was using dovecot earlier but I'm switching from dovecot to courier so I want to use cyrus instead of dovecot) but I seem to be having issues. Here are the errors I'm receiving: ==> mail.log <== Aug 10 05:11:49 crazyinsanoman postfix/smtpd[779]: warning: SASL authentication failure: Password verification failed Aug 10 05:11:49 crazyinsanoman postfix/smtpd[779]: warning: ipname[xx.xx.xx.xx]: SASL PLAIN authentication failed: authentication failure ==> mail.info <== Aug 10 05:11:49 crazyinsanoman postfix/smtpd[779]: warning: SASL authentication failure: Password verification failed Aug 10 05:11:49 crazyinsanoman postfix/smtpd[779]: warning: ipname[xx.xx.xx.xx]: SASL PLAIN authentication failed: authentication failure ==> mail.warn <== Aug 10 05:11:49 crazyinsanoman postfix/smtpd[779]: warning: SASL authentication failure: Password verification failed Aug 10 05:11:49 crazyinsanoman postfix/smtpd[779]: warning: ipname[xx.xx.xx.xx]: SASL PLAIN authentication failed: authentication failure I tried $testsaslauthd -u xxxx -p xxxx 0: OK "Success." So I know that the password/user I'm using is correct. I'm thinking that most likely I have a setting wrong somewhere, but can't seem to find where. Here is my files. Here is my main.cf for postfix: # See /usr/share/postfix/main.cf.dist for a commented, more complete version # Debian specific: Specifying a file name will cause the first # line of that file to be used as the name. The Debian default # is /etc/mailname. myorigin = /etc/mailname # This is already done in /etc/mailname #myhostname = crazyinsanoman.xxxxx.com smtpd_banner = $myhostname ESMTP $mail_name #biff = no # appending .domain is the MUA's job. #append_dot_mydomain = no readme_directory = /usr/share/doc/postfix # TLS parameters smtpd_tls_cert_file = /etc/postfix/smtpd.cert smtpd_tls_key_file = /etc/postfix/smtpd.key smtpd_use_tls = yes smtpd_tls_session_cache_database = btree:${data_directory}/smtpd_scache smtp_tls_session_cache_database = btree:${data_directory}/smtp_scache # Relay smtp through another server or leave blank to do it yourself #relayhost = smtp.yourisp.com # Network details; Accept connections from anywhere, and only trust this machine mynetworks = 127.0.0.0/8 inet_interfaces = all #mynetworks_style = host #As we will be using virtual domains, these need to be empty local_recipient_maps = mydestination = # how long if undelivered before sending "delayed mail" warning update to sender delay_warning_time = 4h # will it be a permanent error or temporary unknown_local_recipient_reject_code = 450 # how long to keep message on queue before return as failed. # some have 3 days, I have 16 days as I am backup server for some people # whom go on holiday with their server switched off. maximal_queue_lifetime = 7d # max and min time in seconds between retries if connection failed minimal_backoff_time = 1000s maximal_backoff_time = 8000s # how long to wait when servers connect before receiving rest of data smtp_helo_timeout = 60s # how many address can be used in one message. # effective stopper to mass spammers, accidental copy in whole address list # but may restrict intentional mail shots. smtpd_recipient_limit = 16 # how many error before back off. smtpd_soft_error_limit = 3 # how many max errors before blocking it. smtpd_hard_error_limit = 12 # Requirements for the HELO statement smtpd_helo_restrictions = permit_mynetworks, warn_if_reject reject_non_fqdn_hostname, reject_invalid_hostname, permit # Requirements for the sender details smtpd_sender_restrictions = permit_mynetworks, warn_if_reject reject_non_fqdn_sender, reject_unknown_sender_domain, reject_unauth_pipelining, permit # Requirements for the connecting server smtpd_client_restrictions = reject_rbl_client sbl.spamhaus.org, reject_rbl_client blackholes.easynet.nl, reject_rbl_client dnsbl.njabl.org # Requirement for the recipient address smtpd_recipient_restrictions = reject_unauth_pipelining, permit_mynetworks, reject_non_fqdn_recipient, reject_unknown_recipient_domain, reject_unauth_destination, permit smtpd_data_restrictions = reject_unauth_pipelining # require proper helo at connections smtpd_helo_required = yes # waste spammers time before rejecting them smtpd_delay_reject = yes disable_vrfy_command = yes # not sure of the difference of the next two # but they are needed for local aliasing alias_maps = hash:/etc/postfix/aliases alias_database = hash:/etc/postfix/aliases # this specifies where the virtual mailbox folders will be located virtual_mailbox_base = /var/spool/mail/vmail # this is for the mailbox location for each user virtual_mailbox_maps = mysql:/etc/postfix/mysql_mailbox.cf # and this is for aliases virtual_alias_maps = mysql:/etc/postfix/mysql_alias.cf # and this is for domain lookups virtual_mailbox_domains = mysql:/etc/postfix/mysql_domains.cf # this is how to connect to the domains (all virtual, but the option is there) # not used yet # transport_maps = mysql:/etc/postfix/mysql_transport.cf # Setup the uid/gid of the owner of the mail files - static:5000 allows virtual ones virtual_uid_maps = static:5000 virtual_gid_maps = static:5000 inet_protocols=all # Cyrus SASL Support smtpd_sasl_path = smtpd smtpd_sasl_local_domain = xxxxx.com ####################### ## OLD CONFIGURATION ## ####################### #myorigin = /etc/mailname #mydestination = crazyinsanoman.xxxxx.com, localhost, localhost.localdomain #mailbox_size_limit = 0 #recipient_delimiter = + #html_directory = /usr/share/doc/postfix/html message_size_limit = 30720000 #virtual_alias_domains = ##virtual_alias_maps = hash:/etc/postfix/virtual #virtual_mailbox_base = /home/vmail ##luser_relay = webmaster #smtpd_sasl_type = dovecot #smtpd_sasl_path = private/auth smtpd_sasl_auth_enable = yes smtpd_sasl_security_options = noanonymous broken_sasl_auth_clients = yes #smtpd_sasl_authenticated_header = yes smtpd_recipient_restrictions = permit_mynetworks, permit_sasl_authenticated, reject_unauth_destination #virtual_create_maildirsize = yes #virtual_maildir_extended = yes #proxy_read_maps = $local_recipient_maps $mydestination $virtual_alias_maps $virtual_alias_domains $virtual_mailbox_maps $virtual_mailbox_domains $relay_recipient_maps $relay_domains $canonical_maps $sender_canonical_maps $recipient_canonical_maps $relocated_maps $transport_maps $mynetworks $virtual_mailbox_limit_maps #virtual_transport = dovecot #dovecot_destination_recipient_limit = 1 Here is my master.cf: # # Postfix master process configuration file. For details on the format # of the file, see the master(5) manual page (command: "man 5 master"). # # Do not forget to execute "postfix reload" after editing this file. # # ========================================================================== # service type private unpriv chroot wakeup maxproc command + args # (yes) (yes) (yes) (never) (100) # ========================================================================== smtp inet n - - - - smtpd submission inet n - - - - smtpd -o smtpd_tls_security_level=encrypt -o smtpd_sasl_auth_enable=yes -o smtpd_client_restrictions=permit_sasl_authenticated,reject # -o milter_macro_daemon_name=ORIGINATING #smtps inet n - - - - smtpd # -o smtpd_tls_wrappermode=yes # -o smtpd_sasl_auth_enable=yes # -o smtpd_client_restrictions=permit_sasl_authenticated,reject # -o milter_macro_daemon_name=ORIGINATING #628 inet n - - - - qmqpd pickup fifo n - - 60 1 pickup cleanup unix n - - - 0 cleanup qmgr fifo n - n 300 1 qmgr #qmgr fifo n - - 300 1 oqmgr tlsmgr unix - - - 1000? 1 tlsmgr rewrite unix - - - - - trivial-rewrite bounce unix - - - - 0 bounce defer unix - - - - 0 bounce trace unix - - - - 0 bounce verify unix - - - - 1 verify flush unix n - - 1000? 0 flush proxymap unix - - n - - proxymap proxywrite unix - - n - 1 proxymap smtp unix - - - - - smtp # When relaying mail as backup MX, disable fallback_relay to avoid MX loops relay unix - - - - - smtp -o smtp_fallback_relay= # -o smtp_helo_timeout=5 -o smtp_connect_timeout=5 showq unix n - - - - showq error unix - - - - - error retry unix - - - - - error discard unix - - - - - discard local unix - n n - - local virtual unix - n n - - virtual lmtp unix - - - - - lmtp anvil unix - - - - 1 anvil scache unix - - - - 1 scache # # ==================================================================== # Interfaces to non-Postfix software. Be sure to examine the manual # pages of the non-Postfix software to find out what options it wants. # # Many of the following services use the Postfix pipe(8) delivery # agent. See the pipe(8) man page for information about ${recipient} # and other message envelope options. # ==================================================================== # # maildrop. See the Postfix MAILDROP_README file for details. # Also specify in main.cf: maildrop_destination_recipient_limit=1 # maildrop unix - n n - - pipe flags=DRhu user=vmail argv=/usr/bin/maildrop -d ${recipient} # # ==================================================================== # # Recent Cyrus versions can use the existing "lmtp" master.cf entry. # # Specify in cyrus.conf: # lmtp cmd="lmtpd -a" listen="localhost:lmtp" proto=tcp4 # # Specify in main.cf one or more of the following: # mailbox_transport = lmtp:inet:localhost # virtual_transport = lmtp:inet:localhost # # ==================================================================== # # Cyrus 2.1.5 (Amos Gouaux) # Also specify in main.cf: cyrus_destination_recipient_limit=1 # cyrus unix - n n - - pipe user=cyrus argv=/cyrus/bin/deliver -e -r ${sender} -m ${extension} ${user} # # ==================================================================== # Old example of delivery via Cyrus. # #old-cyrus unix - n n - - pipe # flags=R user=cyrus argv=/cyrus/bin/deliver -e -m ${extension} ${user} # # ==================================================================== # # See the Postfix UUCP_README file for configuration details. # uucp unix - n n - - pipe flags=Fqhu user=uucp argv=uux -r -n -z -a$sender - $nexthop!rmail ($recipient) # # Other external delivery methods. # ifmail unix - n n - - pipe flags=F user=ftn argv=/usr/lib/ifmail/ifmail -r $nexthop ($recipient) bsmtp unix - n n - - pipe flags=Fq. user=bsmtp argv=/usr/lib/bsmtp/bsmtp -t$nexthop -f$sender $recipient scalemail-backend unix - n n - 2 pipe flags=R user=scalemail argv=/usr/lib/scalemail/bin/scalemail-store ${nexthop} ${user} ${extension} mailman unix - n n - - pipe flags=FR user=list argv=/usr/lib/mailman/bin/postfix-to-mailman.py ${nexthop} ${user} #dovecot unix - n n - - pipe # flags=DRhu user=vmail:vmail argv=/usr/lib/dovecot/deliver -d ${recipient} Here is what I'm using for /etc/postfix/sasl/smtpd.conf log_level: 7 pwcheck_method: saslauthd pwcheck_method: auxprop mech_list: PLAIN LOGIN CRAM-MD5 DIGEST-MD5 allow_plaintext: true auxprop_plugin: mysql sql_hostnames: 127.0.0.1 sql_user: xxxxx sql_passwd: xxxxx sql_database: maildb sql_select: select crypt from users where id = '%u' As you can see I'm trying to use mysql as my authentication method. The password in 'users' is set through the 'ENCRYPT()' function. I also followed the methods found in http://www.jimmy.co.at/weblog/?p=52 in order to redo /var/spool/postfix/var/run/saslauthd as that seems to be a lot of people's problems, but that didn't help at all. Also, here is my /etc/default/saslauthd START=yes DESC="SASL Authentication Daemon" NAME="saslauthd" # Which authentication mechanisms should saslauthd use? (default: pam) # # Available options in this Debian package: # getpwent -- use the getpwent() library function # kerberos5 -- use Kerberos 5 # pam -- use PAM # rimap -- use a remote IMAP server # shadow -- use the local shadow password file # sasldb -- use the local sasldb database file # ldap -- use LDAP (configuration is in /etc/saslauthd.conf) # # Only one option may be used at a time. See the saslauthd man page # for more information. # # Example: MECHANISMS="pam" MECHANISMS="pam" MECH_OPTIONS="" THREADS=5 OPTIONS="-c -m /var/spool/postfix/var/run/saslauthd -r" I had heard that potentially changing MECHANISM to MECHANISMS="mysql" but obviously that didn't help as is shown by the options listed above and also by trying it out anyway in case the documentation was outdated. So, I'm now at a loss... I have no idea where to go from here or what steps I need to do to get this working =/ Anyone have any ideas? EDIT: Here is the error that is coming from auth.log ... I don't know if this will help at all, but here you go: Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql auxprop plugin using mysql engine Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin Parse the username [email protected] Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin try and connect to a host Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin trying to open db 'maildb' on host '127.0.0.1' Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin Parse the username [email protected] Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin try and connect to a host Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin trying to open db 'maildb' on host '127.0.0.1' Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: begin transaction Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin create statement from userPassword user xxxxxx.com Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin doing query select crypt from users where id = '[email protected]'; Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin create statement from cmusaslsecretPLAIN user xxxxxx.com Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin doing query select crypt from users where id = '[email protected]'; Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: commit transaction Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin Parse the username [email protected] Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin try and connect to a host Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin trying to open db 'maildb' on host '127.0.0.1' Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin Parse the username [email protected] Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin try and connect to a host Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin trying to open db 'maildb' on host '127.0.0.1' Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin Parse the username [email protected] Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin try and connect to a host Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin trying to open db 'maildb' on host '127.0.0.1' Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin Parse the username [email protected] Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin try and connect to a host Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin trying to open db 'maildb' on host '127.0.0.1' Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: begin transaction Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin create statement from userPassword user xxxxxx.com Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin doing query select crypt from users where id = '[email protected]'; Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin create statement from cmusaslsecretPLAIN user xxxxxx.com Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin doing query select crypt from users where id = '[email protected]'; Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: commit transaction Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin Parse the username [email protected] Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin try and connect to a host Aug 11 17:19:56 crazyinsanoman postfix/smtpd[9503]: sql plugin trying to open db 'maildb' on host '127.0.0.1'

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Beirut">(GMT+02:00) Beirut</option> <option value="(GMT+02:00) Cairo">(GMT+02:00) Cairo</option> <option value="(GMT+02:00) Harare, Pretoria">(GMT+02:00) Harare, Pretoria</option> <option value="(GMT+02:00) Helsinki, Kyiv, Riga, Sofia, Tallinn, Vilnius">(GMT+02:00) Helsinki, Kyiv, Riga, Sofia, Tallinn, Vilnius</option> <option value="(GMT+02:00) Jerusalem">(GMT+02:00) Jerusalem</option> <option value="(GMT+02:00) Minsk">(GMT+02:00) Minsk</option> <option value="(GMT+02:00) Windhoek">(GMT+02:00) Windhoek</option> <option value="(GMT+03:00) Baghdad">(GMT+03:00) Baghdad</option> <option value="(GMT+03:00) Kuwait, Riyadh">(GMT+03:00) Kuwait, Riyadh</option> <option value="(GMT+03:00) Moscow, St. Petersburg, Volgograd">(GMT+03:00) Moscow, St. Petersburg, Volgograd</option> <option value="(GMT+03:00) Nairobi">(GMT+03:00) Nairobi</option> <option value="(GMT+03:00) Tbilisi">(GMT+03:00) Tbilisi</option> <option value="(GMT+03:30) Tehran">(GMT+03:30) Tehran</option> <option value="(GMT+04:00) Abu Dhabi, Muscat">(GMT+04:00) Abu Dhabi, Muscat</option> <option value="(GMT+04:00) Baku">(GMT+04:00) Baku</option> <option value="(GMT+04:00) Port Louis">(GMT+04:00) Port Louis</option> <option value="(GMT+04:00) Yerevan">(GMT+04:00) Yerevan</option> <option value="(GMT+04:30) Kabul">(GMT+04:30) Kabul</option> <option value="(GMT+05:00) Ekaterinburg">(GMT+05:00) Ekaterinburg</option> <option value="(GMT+05:00) Islamabad, Karachi">(GMT+05:00) Islamabad, Karachi</option> <option value="(GMT+05:00) Tashkent">(GMT+05:00) Tashkent</option> <option value="(GMT+05:30) Chennai, Kolkata, Mumbai, New Delhi">(GMT+05:30) Chennai, Kolkata, Mumbai, New Delhi</option> <option value="(GMT+05:30) Sri Jayawardenepura">(GMT+05:30) Sri Jayawardenepura</option> <option value="(GMT+05:45) Kathmandu">(GMT+05:45) Kathmandu</option> <option value="(GMT+06:00) Almaty, Novosibirsk">(GMT+06:00) Almaty, Novosibirsk</option> <option value="(GMT+06:00) Astana, Dhaka">(GMT+06:00) Astana, Dhaka</option> <option value="(GMT+06:30) Yangon (Rangoon)">(GMT+06:30) Yangon (Rangoon)</option> <option value="(GMT+07:00) Bangkok, Hanoi, Jakarta">(GMT+07:00) Bangkok, Hanoi, Jakarta</option> <option value="(GMT+07:00) Krasnoyarsk">(GMT+07:00) Krasnoyarsk</option> <option value="(GMT+08:00) Beijing, Chongqing, Hong Kong, Urumqi">(GMT+08:00) Beijing, Chongqing, Hong Kong, Urumqi</option> <option value="(GMT+08:00) Irkutsk, Ulaan Bataar">(GMT+08:00) Irkutsk, Ulaan Bataar</option> <option value="(GMT+08:00) Kuala Lumpur, Singapore">(GMT+08:00) Kuala Lumpur, Singapore</option> <option value="(GMT+08:00) Perth">(GMT+08:00) Perth</option> <option value="(GMT+08:00) Taipei">(GMT+08:00) Taipei</option> <option value="(GMT+09:00) Osaka, Sapporo, Tokyo">(GMT+09:00) Osaka, Sapporo, Tokyo</option> <option value="(GMT+09:00) Seoul">(GMT+09:00) Seoul</option> <option value="(GMT+09:00) Yakutsk">(GMT+09:00) Yakutsk</option> <option value="(GMT+09:30) Adelaide">(GMT+09:30) Adelaide</option> <option value="(GMT+09:30) Darwin">(GMT+09:30) Darwin</option> <option value="(GMT+10:00) Brisbane">(GMT+10:00) Brisbane</option> <option value="(GMT+10:00) Canberra, Melbourne, Sydney">(GMT+10:00) Canberra, Melbourne, Sydney</option> <option value="(GMT+10:00) Guam, Port Moresby">(GMT+10:00) Guam, Port Moresby</option> <option value="(GMT+10:00) Hobart">(GMT+10:00) Hobart</option> <option value="(GMT+10:00) Vladivostok">(GMT+10:00) Vladivostok</option> <option value="(GMT+11:00) Magadan, Solomon Is., New Caledonia">(GMT+11:00) Magadan, Solomon Is., New Caledonia</option> <option value="(GMT+12:00) Auckland, Wellington">(GMT+12:00) Auckland, Wellington</option> <option value="(GMT+12:00) Fiji, Kamchatka, Marshall Is.">(GMT+12:00) Fiji, Kamchatka, Marshall Is.</option> <option value="(GMT+13:00) Nuku'alofa">(GMT+13:00) Nuku'alofa</option> <option value="(GMT-01:00) Azores">(GMT-01:00) Azores</option> <option value="(GMT-01:00) Cape Verde Is.">(GMT-01:00) Cape Verde Is.</option> <option value="(GMT-02:00) Mid-Atlantic">(GMT-02:00) Mid-Atlantic</option> <option value="(GMT-03:00) Brasilia">(GMT-03:00) Brasilia</option> <option value="(GMT-03:00) Buenos Aires">(GMT-03:00) Buenos Aires</option> <option value="(GMT-03:00) Georgetown">(GMT-03:00) Georgetown</option> <option value="(GMT-03:00) Greenland">(GMT-03:00) Greenland</option> <option value="(GMT-03:00) Montevideo">(GMT-03:00) Montevideo</option> <option value="(GMT-03:30) Newfoundland">(GMT-03:30) Newfoundland</option> <option value="(GMT-04:00) Atlantic Time (Canada)">(GMT-04:00) Atlantic Time (Canada)</option> <option value="(GMT-04:00) La Paz">(GMT-04:00) La Paz</option> <option value="(GMT-04:00) Manaus">(GMT-04:00) Manaus</option> <option value="(GMT-04:00) Santiago">(GMT-04:00) Santiago</option> <option value="(GMT-04:30) Caracas">(GMT-04:30) Caracas</option> <option value="(GMT-05:00) Bogota, Lima, Quito, Rio Branco">(GMT-05:00) Bogota, Lima, Quito, Rio Branco</option> <option value="(GMT-05:00) Eastern Time (US &amp; Canada)">(GMT-05:00) Eastern Time (US &amp; Canada)</option> <option value="(GMT-05:00) Indiana (East)">(GMT-05:00) Indiana (East)</option> <option value="(GMT-06:00) Central America">(GMT-06:00) Central America</option> <option value="(GMT-06:00) Central Time (US &amp; Canada)">(GMT-06:00) Central Time (US &amp; Canada)</option> <option value="(GMT-06:00) Guadalajara, Mexico City, Monterrey">(GMT-06:00) Guadalajara, Mexico City, Monterrey</option> <option value="(GMT-06:00) Saskatchewan">(GMT-06:00) Saskatchewan</option> <option value="(GMT-07:00) Arizona">(GMT-07:00) Arizona</option> <option value="(GMT-07:00) Chihuahua, La Paz, Mazatlan">(GMT-07:00) Chihuahua, La Paz, Mazatlan</option> <option value="(GMT-07:00) Mountain Time (US &amp; Canada)">(GMT-07:00) Mountain Time (US &amp; Canada)</option> <option value="(GMT-08:00) Pacific Time (US &amp; Canada)">(GMT-08:00) Pacific Time (US &amp; Canada)</option> <option value="(GMT-08:00) Tijuana, Baja California">(GMT-08:00) Tijuana, Baja California</option> <option value="(GMT-09:00) Alaska">(GMT-09:00) Alaska</option> <option value="(GMT-10:00) Hawaii">(GMT-10:00) Hawaii</option> <option value="(GMT-11:00) Midway Island, Samoa">(GMT-11:00) Midway Island, Samoa</option> <option value="(GMT-12:00) International Date Line West">(GMT-12:00) International Date Line West</option> They are different. Same line of code but one is GMT and one is UTC. How can I force it to be always the same? Also I want to have a default choice of "UTC" but I am not sure what the diff is between this (UTC-11:00) Coordinated Universal Time-11 and this (UTC-02:00) Coordinated Universal Time-02

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  • Only One GPU Detected in the Nvidia Quadra NVS 450

    - by Kyle Brandt
    I just built myself an new workstation and now only 2 of 3 monitors are working. I built the nvidia driver by downloading it and installing with ./Nvidia... Before when I ran nvidia-settings I saw two GPUs listed but now I only see one. Xorg Config (Not sure how I ended up with 3 devices in there): # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 256.35 (buildmeister@builder101) Wed Jun 16 19:25:39 PDT 2010 Section "ServerLayout" # Removed Option "Xinerama" "1" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL E207WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor1" VendorName "Unknown" ModelName "DELL E207WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor2" VendorName "Unknown" ModelName "DELL E207WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro NVS 450" BusID "PCI:6:0:0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro NVS 450" BusID "PCI:5:0:0" EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro NVS 450" BusID "PCI:3:0:0" EndSection Section "Screen" # Removed Option "TwinView" "0" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+0" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+275, DFP-3: nvidia-auto-select +1680+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "1" Option "TwinViewXineramaInfoOrder" "DFP-3" Option "metamodes" "DFP-0: nvidia-auto-select +0+0, DFP-3: nvidia-auto-select +1680+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" # Removed Option "metamodes" "DFP-3: nvidia-auto-select +0+0" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection lscpi: 00:00.0 Host bridge: Intel Corporation 5520/5500/X58 I/O Hub to ESI Port (rev 13) 00:01.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 1 (rev 13) 00:02.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 2 (rev 13) 00:03.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 3 (rev 13) 00:10.0 PIC: Intel Corporation 5520/5500/X58 Physical and Link Layer Registers Port 0 (rev 13) 00:10.1 PIC: Intel Corporation 5520/5500/X58 Routing and Protocol Layer Registers Port 0 (rev 13) 00:11.0 PIC: Intel Corporation 5520/5500 Physical and Link Layer Registers Port 1 (rev 13) 00:11.1 PIC: Intel Corporation 5520/5500 Routing & Protocol Layer Register Port 1 (rev 13) 00:13.0 PIC: Intel Corporation 5520/5500/X58 I/O Hub I/OxAPIC Interrupt Controller (rev 13) 00:14.0 PIC: Intel Corporation 5520/5500/X58 I/O Hub System Management Registers (rev 13) 00:14.1 PIC: Intel Corporation 5520/5500/X58 I/O Hub GPIO and Scratch Pad Registers (rev 13) 00:14.2 PIC: Intel Corporation 5520/5500/X58 I/O Hub Control Status and RAS Registers (rev 13) 00:15.0 PIC: Intel Corporation 5520/5500/X58 Trusted Execution Technology Registers (rev 13) 00:1a.0 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #4 00:1a.1 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #5 00:1a.2 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #6 00:1a.7 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #2 00:1b.0 Audio device: Intel Corporation 82801JI (ICH10 Family) HD Audio Controller 00:1c.0 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 1 00:1c.1 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Port 2 00:1c.3 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 4 00:1c.4 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 5 00:1d.0 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #1 00:1d.1 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #2 00:1d.2 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #3 00:1d.7 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #1 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev 90) 00:1f.0 ISA bridge: Intel Corporation 82801JIR (ICH10R) LPC Interface Controller 00:1f.2 IDE interface: Intel Corporation 82801JI (ICH10 Family) 4 port SATA IDE Controller #1 00:1f.3 SMBus: Intel Corporation 82801JI (ICH10 Family) SMBus Controller 00:1f.5 IDE interface: Intel Corporation 82801JI (ICH10 Family) 2 port SATA IDE Controller #2 01:00.0 IDE interface: Device 1b4b:91a3 (rev 11) 02:00.0 USB Controller: NEC Corporation Device 0194 (rev 03) 03:00.0 PCI bridge: nVidia Corporation PCI express bridge for Quadro Plex S4 / Tesla S870 / Tesla S1070 (rev a3) 04:00.0 PCI bridge: nVidia Corporation PCI express bridge for Quadro Plex S4 / Tesla S870 / Tesla S1070 (rev a3) 04:02.0 PCI bridge: nVidia Corporation PCI express bridge for Quadro Plex S4 / Tesla S870 / Tesla S1070 (rev a3) 05:00.0 3D controller: nVidia Corporation G98 [Quadro NVS 450] (rev a1) 06:00.0 VGA compatible controller: nVidia Corporation G98 [Quadro NVS 450] (rev a1) 08:00.0 SATA controller: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 02) 08:00.1 IDE interface: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 02) 09:00.0 SATA controller: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 03) 09:00.1 IDE interface: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 03) 0a:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) 0b:06.0 FireWire (IEEE 1394): Texas Instruments TSB43AB23 IEEE-1394a-2000 Controller (PHY/Link)

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  • Only One GPU Detected in the Nvidia Quadro NVS 450

    - by Kyle Brandt
    I just built myself an new workstation and now only 2 of 3 monitors are working. I built the nvidia driver by downloading it and installing with ./Nvidia... Before when I ran nvidia-settings I saw two GPUs listed but now I only see one. Xorg Config (Not sure how I ended up with 3 devices in there): # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 256.35 (buildmeister@builder101) Wed Jun 16 19:25:39 PDT 2010 Section "ServerLayout" # Removed Option "Xinerama" "1" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL E207WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor1" VendorName "Unknown" ModelName "DELL E207WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor2" VendorName "Unknown" ModelName "DELL E207WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro NVS 450" BusID "PCI:6:0:0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro NVS 450" BusID "PCI:5:0:0" EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro NVS 450" BusID "PCI:3:0:0" EndSection Section "Screen" # Removed Option "TwinView" "0" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+0" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+275, DFP-3: nvidia-auto-select +1680+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "1" Option "TwinViewXineramaInfoOrder" "DFP-3" Option "metamodes" "DFP-0: nvidia-auto-select +0+0, DFP-3: nvidia-auto-select +1680+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" # Removed Option "metamodes" "DFP-3: nvidia-auto-select +0+0" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection lscpi: 00:00.0 Host bridge: Intel Corporation 5520/5500/X58 I/O Hub to ESI Port (rev 13) 00:01.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 1 (rev 13) 00:02.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 2 (rev 13) 00:03.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 3 (rev 13) 00:10.0 PIC: Intel Corporation 5520/5500/X58 Physical and Link Layer Registers Port 0 (rev 13) 00:10.1 PIC: Intel Corporation 5520/5500/X58 Routing and Protocol Layer Registers Port 0 (rev 13) 00:11.0 PIC: Intel Corporation 5520/5500 Physical and Link Layer Registers Port 1 (rev 13) 00:11.1 PIC: Intel Corporation 5520/5500 Routing & Protocol Layer Register Port 1 (rev 13) 00:13.0 PIC: Intel Corporation 5520/5500/X58 I/O Hub I/OxAPIC Interrupt Controller (rev 13) 00:14.0 PIC: Intel Corporation 5520/5500/X58 I/O Hub System Management Registers (rev 13) 00:14.1 PIC: Intel Corporation 5520/5500/X58 I/O Hub GPIO and Scratch Pad Registers (rev 13) 00:14.2 PIC: Intel Corporation 5520/5500/X58 I/O Hub Control Status and RAS Registers (rev 13) 00:15.0 PIC: Intel Corporation 5520/5500/X58 Trusted Execution Technology Registers (rev 13) 00:1a.0 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #4 00:1a.1 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #5 00:1a.2 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #6 00:1a.7 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #2 00:1b.0 Audio device: Intel Corporation 82801JI (ICH10 Family) HD Audio Controller 00:1c.0 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 1 00:1c.1 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Port 2 00:1c.3 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 4 00:1c.4 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 5 00:1d.0 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #1 00:1d.1 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #2 00:1d.2 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #3 00:1d.7 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #1 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev 90) 00:1f.0 ISA bridge: Intel Corporation 82801JIR (ICH10R) LPC Interface Controller 00:1f.2 IDE interface: Intel Corporation 82801JI (ICH10 Family) 4 port SATA IDE Controller #1 00:1f.3 SMBus: Intel Corporation 82801JI (ICH10 Family) SMBus Controller 00:1f.5 IDE interface: Intel Corporation 82801JI (ICH10 Family) 2 port SATA IDE Controller #2 01:00.0 IDE interface: Device 1b4b:91a3 (rev 11) 02:00.0 USB Controller: NEC Corporation Device 0194 (rev 03) 03:00.0 PCI bridge: nVidia Corporation PCI express bridge for Quadro Plex S4 / Tesla S870 / Tesla S1070 (rev a3) 04:00.0 PCI bridge: nVidia Corporation PCI express bridge for Quadro Plex S4 / Tesla S870 / Tesla S1070 (rev a3) 04:02.0 PCI bridge: nVidia Corporation PCI express bridge for Quadro Plex S4 / Tesla S870 / Tesla S1070 (rev a3) 05:00.0 3D controller: nVidia Corporation G98 [Quadro NVS 450] (rev a1) 06:00.0 VGA compatible controller: nVidia Corporation G98 [Quadro NVS 450] (rev a1) 08:00.0 SATA controller: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 02) 08:00.1 IDE interface: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 02) 09:00.0 SATA controller: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 03) 09:00.1 IDE interface: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 03) 0a:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) 0b:06.0 FireWire (IEEE 1394): Texas Instruments TSB43AB23 IEEE-1394a-2000 Controller (PHY/Link)

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