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  • WIF, ASP.NET 4.0 and Request Validation

    - by Your DisplayName here!
    Since the response of a WS-Federation sign-in request contains XML, the ASP.NET built-in request validation will trigger an exception. To solve this, request validation needs to be turned off for pages receiving such a response message. Starting with ASP.NET 4.0 you can plug in your own request validation logic. This allows letting WS-Federation messages through, while applying all standard request validation to all other requests. The WIF SDK (v4) contains a sample validator that does exactly that: public class WSFedRequestValidator : RequestValidator {     protected override bool IsValidRequestString(       HttpContext context,       string value,       RequestValidationSource requestValidationSource,       string collectionKey,       out int validationFailureIndex)     {         validationFailureIndex = 0;         if ( requestValidationSource == RequestValidationSource.Form &&              collectionKey.Equals(                WSFederationConstants.Parameters.Result,                StringComparison.Ordinal ) )         {             SignInResponseMessage message =               WSFederationMessage.CreateFromFormPost(context.Request)                as SignInResponseMessage;             if (message != null)             {                 return true;             }         }         return base.IsValidRequestString(           context,           value,           requestValidationSource,           collectionKey,           out validationFailureIndex );     } } Register this validator via web.config: <httpRuntime requestValidationType="WSFedRequestValidator" />

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  • input / output error, drives randomly refusing to read / write

    - by ILMV
    I have an issue with one of our servers running Ubuntu 10.04, it is running BackupPC and collects backups from various machines / servers around the building. On the 8th minute (12:08, 12:18, 12:28 etc) the backups are transferred to an external hard drive, we have three and rotate one drive for another everyday. The problem we are having is we are randomly experiencing input / output errors, when this happens you cannot read / write to the drive, it hasn't unmounted so I can cd to the mount point /media/backup1. The drives are not faulty as it's happening on all of them, so I'm at a loss as to what the problem could be, here is an example of the many errors we get: gzip: stdout: Input/output error /var/lib/backuppc/backuppc_offline: line 47: /media/backup1/Tue/offline.log: Input/output error ls: cannot access /media/backup1/Tue/incr_1083_host1.something.co.uk.tar.gz: Input/output error ls: cannot access /media/backup1/Tue/incr_1088_host1.something.co.uk.tar.gz: Input/output error ls: cannot access /media/backup1/Tue/incr_1089_host1.something.co.uk.tar.gz: Input/output error ls: cannot access /media/backup1/Tue/incr_1090_host1.something.co.uk.tar.gz: Input/output error /var/lib/backuppc/backuppc_offline: line 39: /media/backup1/Tue/offline.log: Input/output error /var/lib/backuppc/backuppc_offline: line 44: /media/backup1/Tue/offline.log: Input/output error /var/lib/backuppc/backuppc_offline: line 45: /media/backup1/Tue/incr_1090_host1.something.co.uk.tar.gz: Input/output error /var/lib/backuppc/backuppc_offline: line 47: /media/backup1/Tue/offline.log: Input/output error ls: cannot access /media/backup1/Tue/incr_591_tech2.something.co.uk.tar.gz: Input/output error /var/lib/backuppc/backuppc_offline: line 44: /media/backup1/Tue/offline.log: Input/output error /var/lib/backuppc/backuppc_offline: line 45: /media/backup1/Tue/incr_591_tech2.something.co.uk.tar.gz: Input/output error /var/lib/backuppc/backuppc_offline: line 47: /media/backup1/Tue/offline.log: Input/output error ls: cannot access /media/backup1/Tue/incr_592_tech3.something.co.uk.tar.gz: Input/output error ls: cannot access /media/backup1/Tue/incr_593_tech3.something.co.uk.tar.gz: Input/output error /var/lib/backuppc/backuppc_offline: line 44: /media/backup1/Tue/offline.log: Input/output error /var/lib/backuppc/backuppc_offline: line 45: /media/backup1/Tue/incr_593_tech3.something.co.uk.tar.gz: Input/output error /var/lib/backuppc/backuppc_offline: line 47: /media/backup1/Tue/offline.log: Input/output error EDIT » Resolved So it turns out Quamis was right, even though I didn't think it was possible it was actually a problem with the drive. You see we have three drives all formatted to ext2, on two of them we were getting I/O errors frequently, I cam back to Quamis' answer and discovered the fsck command, so ran it against the problems drives: fsck /dev/sdb1 This found and fixed a load of problems on the drive, most probably caused by power outages / unsafe removal of drives etc, as the drives are in the xt2 format they aren't journalled and thus aren't protected against such issues. Drives are now working beautifully, thanks all! :D

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  • Anatomy of a .NET Assembly - Signature encodings

    - by Simon Cooper
    If you've just joined this series, I highly recommend you read the previous posts in this series, starting here, or at least these posts, covering the CLR metadata tables. Before we look at custom attribute encoding, we first need to have a brief look at how signatures are encoded in an assembly in general. Signature types There are several types of signatures in an assembly, all of which share a common base representation, and are all stored as binary blobs in the #Blob heap, referenced by an offset from various metadata tables. The types of signatures are: Method definition and method reference signatures. Field signatures Property signatures Method local variables. These are referenced from the StandAloneSig table, which is then referenced by method body headers. Generic type specifications. These represent a particular instantiation of a generic type. Generic method specifications. Similarly, these represent a particular instantiation of a generic method. All these signatures share the same underlying mechanism to represent a type Representing a type All metadata signatures are based around the ELEMENT_TYPE structure. This assigns a number to each 'built-in' type in the framework; for example, Uint16 is 0x07, String is 0x0e, and Object is 0x1c. Byte codes are also used to indicate SzArrays, multi-dimensional arrays, custom types, and generic type and method variables. However, these require some further information. Firstly, custom types (ie not one of the built-in types). These require you to specify the 4-byte TypeDefOrRef coded token after the CLASS (0x12) or VALUETYPE (0x11) element type. This 4-byte value is stored in a compressed format before being written out to disk (for more excruciating details, you can refer to the CLI specification). SzArrays simply have the array item type after the SZARRAY byte (0x1d). Multidimensional arrays follow the ARRAY element type with a series of compressed integers indicating the number of dimensions, and the size and lower bound of each dimension. Generic variables are simply followed by the index of the generic variable they refer to. There are other additions as well, for example, a specific byte value indicates a method parameter passed by reference (BYREF), and other values indicating custom modifiers. Some examples... To demonstrate, here's a few examples and what the resulting blobs in the #Blob heap will look like. Each name in capitals corresponds to a particular byte value in the ELEMENT_TYPE or CALLCONV structure, and coded tokens to custom types are represented by the type name in curly brackets. A simple field: int intField; FIELD I4 A field of an array of a generic type parameter (assuming T is the first generic parameter of the containing type): T[] genArrayField FIELD SZARRAY VAR 0 An instance method signature (note how the number of parameters does not include the return type): instance string MyMethod(MyType, int&, bool[][]); HASTHIS DEFAULT 3 STRING CLASS {MyType} BYREF I4 SZARRAY SZARRAY BOOLEAN A generic type instantiation: MyGenericType<MyType, MyStruct> GENERICINST CLASS {MyGenericType} 2 CLASS {MyType} VALUETYPE {MyStruct} For more complicated examples, in the following C# type declaration: GenericType<T> : GenericBaseType<object[], T, GenericType<T>> { ... } the Extends field of the TypeDef for GenericType will point to a TypeSpec with the following blob: GENERICINST CLASS {GenericBaseType} 3 SZARRAY OBJECT VAR 0 GENERICINST CLASS {GenericType} 1 VAR 0 And a static generic method signature (generic parameters on types are referenced using VAR, generic parameters on methods using MVAR): TResult[] GenericMethod<TInput, TResult>( TInput, System.Converter<TInput, TOutput>); GENERIC 2 2 SZARRAY MVAR 1 MVAR 0 GENERICINST CLASS {System.Converter} 2 MVAR 0 MVAR 1 As you can see, complicated signatures are recursively built up out of quite simple building blocks to represent all the possible variations in a .NET assembly. Now we've looked at the basics of normal method signatures, in my next post I'll look at custom attribute application signatures, and how they are different to normal signatures.

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  • Adding custom interfaces to your mock instance.

    - by mehfuzh
    Previously, i made a post  showing how you can leverage the dependent interfaces that is implemented by JustMock during the creation of mock instance. It could be a informative post that let you understand how JustMock behaves internally for class or interfaces implement other interfaces into it. But the question remains, how you can add your own custom interface to your target mock. In this post, i am going to show you just that. Today, i will not start with a dummy class as usual rather i will use two most common interfaces in the .NET framework  and create a mock combining those. Before, i start i would like to point out that in the recent release of JustMock we have extended the Mock.Create<T>(..) with support for additional settings though closure. You can add your own custom interfaces , specify directly the real constructor that should be called or even set the behavior of your target. Doing a fast forward directly to the point,  here goes the test code for create a creating a mock that contains the mix for ICloneable and IDisposable using the above mentioned changeset. var myMock = Mock.Create<IDisposable>(x => x.Implements<ICloneable>()); var myMockAsClonable = myMock as ICloneable; bool isCloned = false;   Mock.Arrange(() => myMockAsClonable.Clone()).DoInstead(() => isCloned = true);   myMockAsClonable.Clone();   Assert.True(isCloned);   Here, we are creating the target mock for IDisposable and also implementing ICloneable. Finally, using the “as” for getting the ICloneable reference accordingly arranging it, acting on it and asserting if the expectation is met properly. This is a very rudimentary example, you can do the same for a given class: var realItem = Mock.Create<RealItem>(x => {     x.Implements<IDisposable>();     x.CallConstructor(() => new RealItem(0)); }); var iDispose = realItem as IDisposable;     iDispose.Dispose(); Here, i am also calling the real constructor for RealItem class.  This is to mention that you can implement custom interfaces only for non-sealed classes or less it will end up with a proper exception. Also, this feature don’t require any profiler, if you are agile or running it inside silverlight runtime feel free to try it turning off the JM add-in :-). TIP :  Ability to  specify real constructor could be a useful productivity boost in cases for code change and you can re-factor the usage just by one click with your favorite re-factor tool.   That’s it for now and hope that helps Enjoy!!

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  • Did I lost my RAID again?

    - by BarsMonster
    Hi! A little history: 2 years ago I was really excited to find out that mdadm is so powerful so it even can reshape arrays so you can start with a smaller array and the grow it as you need. I've bought 3x1Tb drives and made RAID-5. It was fine for a year. Then I bought 2x more, and tried to reshape to RAID-6 out of 5 drives, and due to some mess with superblock versions, lost all content. Had to rebuild it from scratch, but 2Tb of data were gone. Yesterday I bought 2 more drives, and this time I had everything: properly built array, UPS. I've disabled write intent map, added 2 new drives as a spare and run a command to grow array to 7-disk. It started working, but speed was ridiculously slow, ~100kb/sec. AFter processing first 37Mb at such an amasing speed, one of old HDDs fails. I properly shutdown PC and disconnected failed drive. After bootup it appeared it recreated intent map as it was still in mdadm config, so I removed it from config and rebooted again. Now all I see is that all mdadm processes deadlocks, and don't do anything. PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 1937 root 20 0 12992 608 444 D 0 0.1 0:00.00 mdadm 2283 root 20 0 12992 852 704 D 0 0.1 0:00.01 mdadm 2287 root 20 0 0 0 0 D 0 0.0 0:00.01 md0_reshape 2288 root 18 -2 12992 820 676 D 0 0.1 0:00.01 mdadm And all I see in mdstat is: $ cat /proc/mdstat Personalities : [linear] [multipath] [raid0] [raid1] [raid6] [raid5] [raid4] [raid10] md0 : active raid6 sdb1[1] sdg1[4] sdf1[7] sde1[6] sdd1[0] sdc1[5] 2929683456 blocks super 1.2 level 6, 1024k chunk, algorithm 2 [7/6] [UU_UUUU] [>....................] reshape = 0.0% (37888/976561152) finish=567604147.2min speed=0K/sec I've already tried mdadm 2.6.7, 3.1.4 and 3.2 - nothing helps. Did I lost my data again? Any suggestions how can I make it work? OS is Ubuntu Server 10.04.2... PS. Needless to say that data is unaccessible - I cannot mount /dev/md0 as save the most valuable data. You can see my disappointment - the very specific thing I was excited about failed twice taking 5Tb of my data with it.

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  • How does I/O work for large graph databases?

    - by tjb1982
    I should preface this by saying that I'm mostly a front end web developer, trained as a musician, but over the past few years I've been getting more and more into computer science. So one idea I have as a fun toy project to learn about data structures and C programming was to design and implement my own very simple database that would manage an adjacency list of posts. I don't want SQL (maybe I'll do my own query language? I'm just having fun). It should support ACID. It should be capable of storing 1TB let's say. So with that, I was trying to think of how a database even stores data, without regard to data structures necessarily. I'm working on linux, and I've read that in that world "everything is a file," including hardware (like /dev/*), so I think that that obviously has to apply to a database, too, and it clearly does--whether it's MySQL or PostgreSQL or Neo4j, the database itself is a collection of files you can see in the filesystem. That said, there would come a point in scale where loading the entire database into primary memory just wouldn't work, so it doesn't make sense to design it with that mindset (I assume). However, reading from secondary memory would be much slower and regardless some portion of the database has to be in primary memory in order for you to be able to do anything with it. I read this post: Why use a database instead of just saving your data to disk? And I found it difficult to understand how other databases, like SQLite or Neo4j, read and write from secondary memory and are still very fast (faster, it would seem, than simply writing files to the filesystem as the above question suggests). It seems the key is indexing. But even indexes need to be stored in secondary memory. They are inherently smaller than the database itself, but indexes in a very large database might be prohibitively large, too. So my question is how is I/O generally done with large databases like the one I described above that would be at least 1TB storing a big adjacency list? If indexing is more or less the answer, how exactly does indexing work--what data structures should be involved?

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  • Abstracting entity caching in XNA

    - by Grofit
    I am in a situation where I am writing a framework in XNA and there will be quite a lot of static (ish) content which wont render that often. Now I am trying to take the same sort of approach I would use when doing non game development, where I don't even think about caching until I have finished my application and realise there is a performance problem and then implement a layer of caching over whatever needs it, but wrap it up so nothing is aware its happening. However in XNA the way we would usually cache would be drawing our objects to a texture and invalidating after a change occurs. So if you assume an interface like so: public interface IGameComponent { void Update(TimeSpan elapsedTime); void Render(GraphicsDevice graphicsDevice); } public class ContainerComponent : IGameComponent { public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it } public void Render(GraphicsDevice graphicsDevice) { foreach(var component in ChildComponents) { // draw every component } } } Then I was under the assumption that we just draw everything directly to the screen, then when performance becomes an issue we just add a new implementation of the above like so: public class CacheableContainerComponent : IGameComponent { private Texture2D cachedOutput; private bool hasChanged; public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it // set hasChanged to true if required } public void Render(GraphicsDevice graphicsDevice) { if(hasChanged) { CacheComponents(graphicsDevice); } // Draw cached output } private void CacheComponents(GraphicsDevice graphicsDevice) { // Clean up existing cache if needed var cachedOutput = new RenderTarget2D(...); graphicsDevice.SetRenderTarget(renderTarget); foreach(var component in ChildComponents) { // draw every component } graphicsDevice.SetRenderTarget(null); } } Now in this example you could inherit, but your Update may become a bit tricky then without changing your base class to alert you if you had changed, but it is up to each scenario to choose if its inheritance/implementation or composition. Also the above implementation will re-cache within the rendering cycle, which may cause performance stutters but its just an example of the scenario... Ignoring those facts as you can see that in this example you could use a cache-able component or a non cache-able one, the rest of the framework needs not know. The problem here is that if lets say this component is drawn mid way through the game rendering, other items will already be within the default drawing buffer, so me doing this would discard them, unless I set it to be persisted, which I hear is a big no no on the Xbox. So is there a way to have my cake and eat it here? One simple solution to this is make an ICacheable interface which exposes a cache method, but then to make any use of this interface you would need the rest of the framework to be cache aware, and check if it can cache, and to then do so. Which then means you are polluting and changing your main implementations to account for and deal with this cache... I am also employing Dependency Injection for alot of high level components so these new cache-able objects would be spat out from that, meaning no where in the actual game would they know they are caching... if that makes sense. Just incase anyone asked how I expected to keep it cache aware when I would need to new up a cachable entity.

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  • How to get my IR remote to work? Lirc can't see it

    - by user1234567
    I'm using Ubuntu 11.10 (amd64) and I'm trying to get my infrared remote control working. The IR device is a part of a DVB-T USB stick (Based on a RTL2832u chip). I'm using these drivers - it's the only way of getting this device to work under 11.10 that I found. It's a big impromevent from previous Ubuntu version, where I had to edit the driver's code. The device works quite great - and the IR part of it works, too. The driver's page says that the code it's in alpha stage, but I'm pretty sure that my issue has nothing to do with that. If, and only if driver's module is loaded with parameter rtl2832u_rc_mode=2 (which means "use NEC protocol for IR") the remote kind of works, I can see this by running cat /dev/.. ../input6 - when I press a button, random letters appear. The remote works just like a keyboard, but keys are totally messed up - when I press '5' the volume goes down, etc. I would like to use Lirc to fix that, but Lirc can't detect my device (i.e. irw shows nothing). I suspect, it's because something gets into control of the device and sets it up as a keyboard. Lirc seems to be working, it's KDE settings module works too, but it just doesn't detect the device. The Lirc page describes this issue, but since 2009 - the last year when that page was updated, Ubuntu moved from HAL (described there) to DeviceKit, rendering provided instruction useless. I had a similar issue with my previous remote, but the keys were not messed up so much - the remote was usable, so I gave up trying to get Lirc working. I tried the answer provided here, but it changed nothing. I also tried forcing lircd to use my device, but this didn't work too: for i in /sys/class/input/input* ; do echo -n "$(basename "$i"): "; cat "$i/name"; done shows input0: Power Button input1: Power Button input2: Logitech Logitech USB Keyboard input3: A4Tech PS/2+USB Mouse input6: IR-receiver inside an USB DVB receiver But when I run: lircd -n --device=name='IR*' as root (also tried with the full name) I always see: lircd-0.9.0[3983]: lircd(default) ready, using /var/run/lirc/lircd lircd-0.9.0[3983]: accepted new client on /var/run/lirc/lircd lircd-0.9.0[3983]: could not get file information for name=IR* lircd-0.9.0[3983]: default_init(): No such file or directory lircd-0.9.0[3983]: Failed to initialize hardware So, how to set up Lirc with devinput driver in such case?

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  • Optimization and Saving/Loading

    - by MrPlosion1243
    I'm developing a 2D tile based game and I have a few questions regarding it. First I would like to know if this is the correct way to structure my Tile class: namespace TileGame.Engine { public enum TileType { Air, Stone } class Tile { TileType type; bool collidable; static Tile air = new Tile(TileType.Air); static Tile stone = new Tile(TileType.Stone); public Tile(TileType type) { this.type = type; collidable = true; } } } With this method I just say world[y, x] = Tile.Stone and this seems right to me but I'm not a very experienced coder and would like assistance. Now the reason I doubt this so much is because I like everything to be as optimized as possible and there is a major flaw in this that I need help overcoming. It has to do with saving and loading... well more on loading actually. The way it's done relies on the principle of casting an enumeration into a byte which gives you the corresponding number where its declared in the enumeration. Each TileType is cast as a byte and written out to a file. So TileType.Air would appear as 0 and TileType.Stone would appear as 1 in the file (well in byte form obviously). Loading in the file is alot different though because I can't just loop through all the bytes in the file cast them as a TileType and assign it: for(int x = 0; x < size.X; x++) { for(int y = 0; y < size.Y; y+) { world[y, x].Type = (TileType)byteReader.ReadByte(); } } This just wont work presumably because I have to actually say world[y, x] = Tile.Stone as apposed to world[y, x].Type = TileType.Stone. In order to be able to say that I need a gigantic switch case statement (I only have 2 tiles but you could imagine what it would look like with hundreds): Tile tile; for(int x = 0; x < size.X; x++) { for(int y = 0; y < size.Y; y+) { switch(byteReader.ReadByte()){ case 0: tile = Tile.Air; break; case 1: tile = Tile.Stone; break; } world[y, x] = tile; } } Now you can see how unoptimized this is and I don't know what to do. I would really just like to cast the byte as a TileType and use that but as said before I have to say world[y, x] = Tile.whatever and TileType can't be used this way. So what should I do? I would imagine I need to restructure my Tile class to fit the requirements but I don't know how I would do that. Please help! Thanks.

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  • Configure Jenkins and Tomcat using Puppet on Vagrant

    - by ex3v
    I'm playing with setting up my first Spring + jenkins + Tomcat CI dev environment. For now it's just a test/fun phase, but in the near future I'll be starting new project with my coworkers. That's the reason that I want development environment virtualized and exactly te same on every development machine, as well as on production server. I choosen to use Vagrant and to try to write puppet scripts that not only install everything, but also configure everything so each of us will have the same jenkins plugins, same jenkins and tomcat login and password, and literally after calling vagrant up we are ready to work. What I managed to do so far is installation of stuff needed and port forwarding. My vagrantfile looks like this (comments stripped): VAGRANTFILE_API_VERSION = "2" Vagrant.configure(VAGRANTFILE_API_VERSION) do |config| config.vm.box = "precise32" config.vm.box_url = "http://files.vagrantup.com/precise32.box" config.vm.network :forwarded_port, guest: 80, host: 8090 config.vm.network :forwarded_port, guest: 8080, host: 8091 config.vm.network :private_network, ip: "192.168.33.10" config.vm.provision :puppet do |puppet| puppet.manifests_path = "puppet/" puppet.manifest_file = "default.pp" puppet.options = ['--verbose'] end end And this is my puppet file: Exec { path => [ "/bin/", "/sbin/" , "/usr/bin/", "/usr/sbin/" ] } class system-update { exec { 'apt-get update': command => 'apt-get update', } $sysPackages = [ "build-essential" ] package { $sysPackages: ensure => "installed", require => Exec['apt-get update'], } } class tomcat { package { "tomcat": ensure => present, require => Class["system-update"], } service { "tomcat": ensure => "running", require => Package["tomcat"], } } class jenkins { package { "jenkins": ensure => present, require => Class["system-update"], } service { "jenkins": ensure => "running", require => Package["jenkins"], } } include system-update include tomcat include jenkins Now, when I hit vagrant provision and go to http://localhost:8091/ I can see jenkins running, so above script works good. Next step is configurating jenkins and tomcat by extending above puppet scripts. I'm pretty green when it comes to CI. After wandering around web I've found few tutorials about jenkins configuration (here's one of them). I really want to move configuration presented in this tutorial to puppet file, so when I spread my vagrantfile and puppet file between my coworkers, I will be sure that everyone has exactly te same setup. Unfortunately I'm also green about using puppet, I don't know how to do this. Any help will be apreciated.

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  • Upgrading Code from 2007 to 2010

    - by MOSSLover
    So I’ve been doing some upgrades just to see if things will work from 2007 to 2010.  So far most of the stuff I want works, but obviously there are some things that break.  Did you guys know that in 2007 you could add a webpart to the view pages for lists and libraries without losing the toolbar?  In 2010 the ribbon disappears every time you add a webpart.  So if you are using Scot Hillier’s Codeplex project to hide buttons it will not work the same way, because the ribbon is going to disappear altogether. I have also learned another reason why standalone installations are the bane of my existence.  Nine times out of ten the installation is done using Network Service as the application pool account.  You are wondering why is this bad?  Well, let’s just say the site collection administrator with local admin rights wants to attach the IIS Worker process and debug say a webpart.  Visual Studio 2010 will throw a nasty error that tells you that you are not an administrator.  You will say, but I am an administrator?  I have all the correct group permissions on the server and on SQL and in SharePoint.  Then you will go in and decide let’s add my own admin account just to see if I can attach the debugger and you will notice that works properly.  So the morale of the story is create a separate account on your development environment to run all the SharePoint Services and such.  You don’t need to go all out and create the best practices amount of accounts if it’s just your dev environment.  I would at least create one single account to run all your SharePoint process (Services, SQL, and App Pool).  Also, don’t run a standalone install unless you want to kill kittens (this is a quote from Todd Klindt).  We love kittens they are cute and awesome.  Besides you learn more if you click Complete and just skip standalone.  You will learn how to setup SQL Server 2008 and you will learn how to configure your environment.  It will help you in the long run.  So I have ranted enough for today I figure these are enough tidbits for you this time around.  The two of you who read my blog and I know some of you are friends who don’t understand SharePoint.  I might as well have just done “wahwahwahwah” in Charlie Brown adult speak.  Thanks for reading as usual.  I’ll catch you all when I complain more about the upgrade process and share more tidbits, which will inevitably become a presentation at a conference or two. Technorati Tags: Upgrade Code SharePoint 2007 to 2010,Visuaul Studio 2010,SharePoint 2010

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  • What C++ coding standard do you use?

    - by gablin
    For some time now, I've been unable to settle on a coding standard and use it concistently between projects. When starting a new project, I tend to change some things around (add a space there, remove a space there, add a line break there, an extra indent there, change naming conventions, etc.). So I figured that I might provide a piece of sample code, in C++, and ask you to rewrite it to fit your standard of coding. Inspiration is always good, I say. ^^ So here goes: #ifndef _DERIVED_CLASS_H__ #define _DERIVED_CLASS_H__ /** * This is an example file used for sampling code layout. * * @author Firstname Surname */ #include <stdio> #include <string> #include <list> #include "BaseClass.h" #include "Stuff.h" /** * The DerivedClass is completely useless. It represents uselessness in all its * entirety. */ class DerivedClass : public BaseClass { //////////////////////////////////////////////////////////// // CONSTRUCTORS / DESTRUCTORS //////////////////////////////////////////////////////////// public: /** * Constructs a useless object with default settings. * * @param value * Is never used. * @throws Exception * If something goes awry. */ DerivedClass (const int value) : uselessSize_ (0) {} /** * Constructs a copy of a given useless object. * * @param object * Object to copy. * @throws OutOfMemoryException * If necessary data cannot be allocated. */ ItemList (const DerivedClass& object) {} /** * Destroys this useless object. */ ~ItemList (); //////////////////////////////////////////////////////////// // PUBLIC METHODS //////////////////////////////////////////////////////////// public: /** * Clones a given useless object. * * @param object * Object to copy. * @return This useless object. */ DerivedClass& operator= (const DerivedClass& object) { stuff_ = object.stuff_; uselessSize_ = object.uselessSize_; } /** * Does absolutely nothing. * * @param useless * Pointer to useless data. */ void doNothing (const int* useless) { if (useless == NULL) { return; } else { int womba = *useless; switch (womba) { case 0: cout << "This is output 0"; break; case 1: cout << "This is output 1"; break; case 2: cout << "This is output 2"; break; default: cout << "This is default output"; break; } } } /** * Does even less. */ void doEvenLess () { int mySecret = getSecret (); int gather = 0; for (int i = 0; i < mySecret; i++) { gather += 2; } } //////////////////////////////////////////////////////////// // PRIVATE METHODS //////////////////////////////////////////////////////////// private: /** * Gets the secret value of this useless object. * * @return A secret value. */ int getSecret () const { if ((RANDOM == 42) && (stuff_.size() > 0) || (1000000000000000000 > 0) && true) { return 420; } else if (RANDOM == -1) { return ((5 * 2) + (4 - 1)) / 2; } int timer = 100; bool stopThisMadness = false; while (!stopThisMadness) { do { timer--; } while (timer > 0); stopThisMadness = true; } } //////////////////////////////////////////////////////////// // FIELDS //////////////////////////////////////////////////////////// private: /** * Don't know what this is used for. */ static const int RANDOM = 42; /** * List of lists of stuff. */ std::list <Stuff> stuff_; /** * Specifies the size of this object's uselessness. */ size_t uselessSize_; }; #endif

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  • Can't fix broken packages

    - by AWE
    I am too dumb but determined to use Ubuntu that I paid a professional to install it for me (dualboot 11.10 with Win7). When I came home I got a lot of things from the software center. Skype did not have a download button so I googled it and Ubuntu help told me to do this: sudo add-apt-repository "deb http://archive.canonical.com/ $(lsb_release -sc) partner" and then this: sudo apt-get update && sudo apt-get install skype The terminal told me "that this is potentially harmful..." but I thought it was Ubuntu language meaning "are you sure?" Now the computer is mute. Items cannot be installed or removed until the package catalog is repaired, so I want to repair it but the package operation fails. "sudo aptitude -f install" - command not found Synaptic package manager tells me that I have two broken packages, libc6 and libc6-dev so I do this: sudo apt-get update && sudo apt-get upgrade which tells me to do this: sudo apt-get -f install that ends up like this: Can't exec "locale": No such file or directory at /usr/share/perl5/Debconf/Encoding.pm line 16. Use of uninitialized value $Debconf::Encoding::charmap in scalar chomp at /usr/share/perl5/Debconf/Encoding.pm line 17. Preconfiguring packages ... dpkg: warning: 'ldconfig' not found in PATH or not executable. dpkg: error: 1 expected program not found in PATH or not executable. Note: root's PATH should usually contain /usr/local/sbin, /usr/sbin and /sbin. E: Sub-process /usr/bin/dpkg returned an error code (2) When fixing broken packages in synaptic package manager I get this: Preconfiguring packages ... dpkg: warning: 'ldconfig' not found in PATH or not executable. dpkg: error: 1 expected program not found in PATH or not executable. Note: root's PATH should usually contain /usr/local/sbin, /usr/sbin and /sbin. E: Sub-process /usr/bin/dpkg returned an error code (2) A package failed to install. Trying to recover: dpkg: warning: 'ldconfig' not found in PATH or not executable. dpkg: error: 1 expected program not found in PATH or not executable. Note: root's PATH should usually contain /usr/local/sbin, /usr/sbin and /sbin. I want to become a linux geek but it is harder than I thought. Please help!

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  • Unit Testing TSQL

    - by Grant Fritchey
    I went through a period of time where I spent a lot of effort figuring out how to set up unit tests for TSQL. It wasn't easy. There are a few tools out there that help, but mostly it involves lots of programming. well, not as much as before. Thanks to the latest Down Tools Week at Red Gate a new utility has been built and released into the wild, SQL Test. Like a lot of the new tools coming out of Red Gate these days, this one is directly integrated into SSMS, which means you're working where you're comfortable and where you already have lots of tools at your disposal. After the install, when you launch SSMS and get connected, you're prompted to install the tSQLt example database. Go for it. It's a quick way to see how the tool works. I'd suggest using it. It' gives you a quick leg up. The concepts are pretty straight forward. There are a series of CLR commands that you use to configure a test and the test assertions. In between you're calling TSQL, either calls to your structure, queries, or stored procedures. They already have the one things that I always found wanting in database tests, a way to compare tables of results. I also like the ability to create a dummy copy of tables for the tests. It lets you control structures and behaviors so that the tests are more focused. One of the issues I always ran into with the other testing tools is that setting up the tests might require potentially destructive changes to the structure of the database (dropping FKs, etc.) which added lots of time and effort to setting up the tests, making testing more difficult, and therefor, less useful. Functionally, this is pretty similar to the Visual Studio tests and TSQLUnit tests that I used to use. The primary improvement over the Visual Studio tests is that I'm working in SSMS instead of Visual Studio. The primary improvement over TSQLUnit is the SQL Test interface it self. A lot of the functionality is the same, but having a sweet little tool to manage & run the tests from makes a huge difference. Oh, and don't worry. You can still run these tests directly from TSQL too, so automation has not gone away. I'm still thinking about how I'd use this in a dev environment where I also had source control to fret. That might be another blog post right there. I'm just getting started with SQL Test, so this is the first of several blog posts & videos. Watch this space. Try the tool.

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  • Getting away from a customized Magento 1.4 installation - Magento 1.6, OpenCart, or others?

    - by Phil
    I'm dealing with a Magento 1.4.0.0 Community Edition installation with various undocumented changes to the core (mostly integration with an ERP system), an outdated Sweet Tooth Points & Rewards module and some custom payment providers. It also doubles as a mediocre blogging/CMS system. It has one store each for 3 different languages, with about 40 product categories for a few hundred products. [rant] With no prior experience with any PHP e-commerce systems, I find it very difficult to work with. I attempted to install Magento 1.4.0.0 on my local WAMP dev machine, it installs fine, but the main page or search do not show any products no matter what I do in the backend admin panel. I don't know what's wrong with it, and whatever information I googled is either too old or too new from Magento 1.4. Later I'm given FTP access to the testing server, which neither my manager or I have permission to install XDebug on, as apparantly it runs on the same server as the production server (yikes). Trying to learn how Magento works is torture. I spent a week trying to add some fields into the Onepage Checkout before giving up and went to work on something else. The template system, just like the rest of Magento, is a bloated mishmash of overcomplicated directory structures, weird config xml files and EAV databases. I went into 6 different models and several content blocks in the backend just to change what the front page looks like. With little-to-none helpful and clear documentation (unlike CodeIgniter) and various breaking changes between minor point revisions which makes it hard to find useful information, Magento 1.4 is a developer killer. [/rant] The client is planning to redesign the site and has decided it might as well as move on from this unsustainable, hacky, upgrade-unfriendly, developer-unfriendly mess. Magento 1.4 is starting to show its age, with Magento 1.7 coming soon, the client is considering upgrading to Magento 1.6 or 1.7 if it has improved from 1.4. The customizations done to the current Magento 1.4 installation will have to be redone, and a new license for the Sweet Tooth Points & Rewards module will have to be bought. The client is also open to other e-commerce systems. I've looked at OpenCart and it seems to be quite developer friendly with a fairly simple structure. I found some complaints regarding its performance when the shop has thousands of categories or products, but this is not an issue with the current number of products my client has. It seems to be solid ground for easy customization to bring the rewards system and ERP integration over. What should the client upgrade to in this case?

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  • Move a sphere along the swipe?

    - by gameOne
    I am trying to get a sphere curl based on the swipe. I know this has been asked many times, but still it's yearning to be answered. I have managed to add force on the direction of the swipe and it works near perfect. I also have all the swipe positions stored in a list. Now I would like to know how can the curl be achieved. I believe the the curve in the swipe can be calculated by the Vector dot product If theta is 0, then there is no need to add the swipe. If it is not, then add the curl. Maybe this condition is redundant if I managed to find how to curl the sphere along the swipe position The code that adds the force to sphere based on the swipe direction is as below: using UnityEngine; using System.Collections; using System.Collections.Generic; public class SwipeControl : MonoBehaviour { //First establish some variables private Vector3 fp; //First finger position private Vector3 lp; //Last finger position private Vector3 ip; //some intermediate finger position private float dragDistance; //Distance needed for a swipe to register public float power; private Vector3 footballPos; private bool canShoot = true; private float factor = 40f; private List<Vector3> touchPositions = new List<Vector3>(); void Start(){ dragDistance = Screen.height*20/100; Physics.gravity = new Vector3(0, -20, 0); footballPos = transform.position; } // Update is called once per frame void Update() { //Examine the touch inputs foreach (Touch touch in Input.touches) { /*if (touch.phase == TouchPhase.Began) { fp = touch.position; lp = touch.position; }*/ if (touch.phase == TouchPhase.Moved) { touchPositions.Add(touch.position); } if (touch.phase == TouchPhase.Ended) { fp = touchPositions[0]; lp = touchPositions[touchPositions.Count-1]; ip = touchPositions[touchPositions.Count/2]; //First check if it's actually a drag if (Mathf.Abs(lp.x - fp.x) > dragDistance || Mathf.Abs(lp.y - fp.y) > dragDistance) { //It's a drag //Now check what direction the drag was //First check which axis if (Mathf.Abs(lp.x - fp.x) > Mathf.Abs(lp.y - fp.y)) { //If the horizontal movement is greater than the vertical movement... if ((lp.x>fp.x) && canShoot) //If the movement was to the right) { //Right move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("right "+(lp.x-fp.x));//MOVE RIGHT CODE HERE canShoot = false; //rigidbody.AddForce((new Vector3((lp.x-fp.x)/30,10,16))*power); StartCoroutine(ReturnBall()); } else { //Left move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("left "+(lp.x-fp.x));//MOVE LEFT CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } } else { //the vertical movement is greater than the horizontal movement if (lp.y>fp.y) //If the movement was up { //Up move float y = (lp.y-fp.y)/Screen.height*factor; float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,y,16))*power); Debug.Log("up "+(lp.x-fp.x));//MOVE UP CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } else { //Down move Debug.Log("down "+lp+" "+fp);//MOVE DOWN CODE HERE } } } else { //It's a tap Debug.Log("none");//TAP CODE HERE } } } } IEnumerator ReturnBall() { yield return new WaitForSeconds(5.0f); rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; transform.position = footballPos; canShoot =true; isKicked = false; } }

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  • Improving the running time of Breadth First Search and Adjacency List creation

    - by user45957
    We are given an array of integers where all elements are between 0-9. have to start from the 1st position and reach end in minimum no of moves such that we can from an index i move 1 position back and forward i.e i-1 and i+1 and jump to any index having the same value as index i. Time Limit : 1 second Max input size : 100000 I have tried to solve this problem use a single source shortest path approach using Breadth First Search and though BFS itself is O(V+E) and runs in time the adjacency list creation takes O(n2) time and therefore overall complexity becomes O(n2). is there any way i can decrease the time complexity of adjacency list creation? or is there a better and more efficient way of solving the problem? int main(){ vector<int> v; string str; vector<int> sets[10]; cin>>str; int in; for(int i=0;i<str.length();i++){ in=str[i]-'0'; v.push_back(in); sets[in].push_back(i); } int n=v.size(); if(n==1){ cout<<"0\n"; return 0; } if(v[0]==v[n-1]){ cout<<"1\n"; return 0; } vector<int> adj[100001]; for(int i=0;i<10;i++){ for(int j=0;j<sets[i].size();j++){ if(sets[i][j]>0) adj[sets[i][j]].push_back(sets[i][j]-1); if(sets[i][j]<n-1) adj[sets[i][j]].push_back(sets[i][j]+1); for(int k=j+1;k<sets[i].size();k++){ if(abs(sets[i][j]-sets[i][k])!=1){ adj[sets[i][j]].push_back(sets[i][k]); adj[sets[i][k]].push_back(sets[i][j]); } } } } queue<int> q; q.push(0); int dist[100001]; bool visited[100001]={false}; dist[0]=0; visited[0]=true; int c=0; while(!q.empty()){ int dq=q.front(); q.pop(); c++; for(int i=0;i<adj[dq].size();i++){ if(visited[adj[dq][i]]==false){ dist[adj[dq][i]]=dist[dq]+1; visited[adj[dq][i]]=true; q.push(adj[dq][i]); } } } cout<<dist[n-1]<<"\n"; return 0; }

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  • How can I draw an arrow at the edge of the screen pointing to an object that is off screen?

    - by Adam Henderson
    I am wishing to do what is described in this topic: http://www.allegro.cc/forums/print-thread/283220 I have attempted a variety of the methods mentioned here. First I tried to use the method described by Carrus85: Just take the ratio of the two triangle hypontenuses (doesn't matter which triagle you use for the other, I suggest point 1 and point 2 as the distance you calculate). This will give you the aspect ratio percentage of the triangle in the corner from the larger triangle. Then you simply multiply deltax by that value to get the x-coordinate offset, and deltay by that value to get the y-coordinate offset. But I could not find a way to calculate how far the object is away from the edge of the screen. I then tried using ray casting (which I have never done before) suggested by 23yrold3yrold: Fire a ray from the center of the screen to the offscreen object. Calculate where on the rectangle the ray intersects. There's your coordinates. I first calculated the hypotenuse of the triangle formed by the difference in x and y positions of the two points. I used this to create a unit vector along that line. I looped through that vector until either the x coordinate or the y coordinate was off the screen. The two current x and y values then form the x and y of the arrow. Here is the code for my ray casting method (written in C++ and Allegro 5) void renderArrows(Object* i) { float x1 = i->getX() + (i->getWidth() / 2); float y1 = i->getY() + (i->getHeight() / 2); float x2 = screenCentreX; float y2 = ScreenCentreY; float dx = x2 - x1; float dy = y2 - y1; float hypotSquared = (dx * dx) + (dy * dy); float hypot = sqrt(hypotSquared); float unitX = dx / hypot; float unitY = dy / hypot; float rayX = x2 - view->getViewportX(); float rayY = y2 - view->getViewportY(); float arrowX = 0; float arrowY = 0; bool posFound = false; while(posFound == false) { rayX += unitX; rayY += unitY; if(rayX <= 0 || rayX >= screenWidth || rayY <= 0 || rayY >= screenHeight) { arrowX = rayX; arrowY = rayY; posFound = true; } } al_draw_bitmap(sprite, arrowX - spriteWidth, arrowY - spriteHeight, 0); } This was relatively successful. Arrows are displayed in the bottom right section of the screen when objects are located above and left of the screen as if the locations of the where the arrows are drawn have been rotated 180 degrees around the center of the screen. I assumed this was due to the fact that when I was calculating the hypotenuse of the triangle, it would always be positive regardless of whether or not the difference in x or difference in y is negative. Thinking about it, ray casting does not seem like a good way of solving the problem (due to the fact that it involves using sqrt() and a large for loop). Any help finding a suitable solution would be greatly appreciated, Thanks Adam

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  • How to force a new Notification in notify-osd to show up without waiting for the earlier one to exit?

    - by Nirmik
    I have made a script(and a .desktop shortcut leading to this script) for starting and stoping xampp... It checks the status of xampp and accordingly either starts or stops xampp. Now i have assigned a notification as soon as the script is started to display "Starting xampp..." or "Stopping xampp..." and then when xampp is started or stopped,it displays "Xampp started..." or "Xampp stopped..." I've used notify-send to show notification as seen in the script below Now the thing is that here,the second notification waits for the 1st one to disappear and then pops up even if xampp has started/stopped. I want the new notification to appear immediately by forcing the earlier one to exit before the completion of its life-cycle. This can be seen to take plce when you activate/deactivate wireless/networking immediately... For example the "Wireless enabled" comes up on selecting enable wireless and if you immediately select disable wireless,the "Wireless disabled" notification comes up without waiting for "Wireless enabled" notification to complete its life-cycle. So how do i achieve this? #!/bin/sh SERVICE='proftpd' if ps ax | grep -v grep | grep $SERVICE /dev/null then notify-send -i /opt/lampp/htdocs/xampp/img/logo-small.gif "Stopping XAMPP..." && gksudo /opt/lampp/lampp stop && notify-send -i /opt/lampp/htdocs/xampp/img/logo- small.gif "XAMPP Stoped." else notify-send -i /opt/lampp/htdocs/xampp/img/logo-small.gif "Starting XAMPP..." && gksudo /opt/lampp/lampp start && notify-send -i /opt/lampp/htdocs/xampp/img/logo-small.gif "XAMPP Started." fi On the man page for notify-send I found --urgency=LEVEL or -u where levels are low, normal, critical. Is this of any use? making it critical? Also I tried it with the command- notify-send -u=critical"Testing" but that dint work...it gives the error- Unknown urgency criticalTesting specified. Known urgency levels: low, normal, critical. or if I give the command notify-send -u=LOW"Testing" it gives me error missing argument to -u Any relation??

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  • Why I Love Microsoft Development

    - by Brian Lanham
    I've been writing software for a while and recently had an opportunity to broaden my horizons and start developing for iOS. We decided to leverage, as much as possible, our existing skills and use MonoTouch and MonoDevelop by Novell.    For those of you who do not know, Mono is a .NET port originally designed for Linux but adapted for other platforms as well. MonoTouch is a port specifically for building iOS applications using the .NET framework. MonoDroid is a port (in CTP-esque release) for Android.   A MISSING COMPONENT - VISUAL DESIGNER   MonoDevelop lacks one very significant component compared with other tools I am using: NO VISUAL DESIGNER. Instead of using an integrated visual designer, MonoDevelop shells to the Mac OS "Interface Builder".  Since MonoDevelop lets me have a "Visual Studio-esque" feel *and* I get to use C#, AND it's FREE, I am gladly willing to overlook this.  In fact, it's not even a question.  Free?  Sure, I'll take it with no Visual Designer.   In my experiences I've grown from UNIX and DOS to .NET development through many steps. Java/JSP/Servlets; Windows; Web; etc. I've been doing .NET for quite a few years and I guess I just got "comfortable" with the tools.   WHY AM I NOT GETTING IT?   Interface Builder (IB) is amazingly confusing for me. I had the opportunity to speak at the Northern VA Code Camp on 12/11/2010. My presentation was "Getting Started with iOS Development using MonoTouch and C#".    At the visual design part of the presentation, I asked one of the 3 or 4 Mac developers in the room about my confusion with the IB. I don't understand why the "Classes" list includes objects. I don't understand what "File's Owner" is. And, most importantly, WHAT THE HECK IS AN OUTLET AND WHY IS IT NECESSARY?!?!?"   His response to these question (especially Outlets): "They did it wrong."   I'm accustom to a visual designer that creates variables for graphical widgets for me. Not IB. Instead, I have to create "Outlets" manually. I still do not understand why and, the explanation from a seasoned Mac developer is that it's wrong. (He received nods of confirmation from the other Mac devs in the room.)   I LOVE MS DEV   I love development for Microsoft platforms using Microsoft development tools. I love Windows 7. I love Visual Studio 2010. I love SQL Server. Azure, Entity Framework, Active Directory, Office, WCF/WF/WPF, etc. are all designed with integration in mind. They are also all designed with developers in mind.   Steve Ballmer recently ranted "It's the developers!" That's why it is relatively quick to build apps using MS tools. Clearly, MS knows that while we usually enjoy building technology solutions, we are here to make money. And we need tools that accelerate our time to market without compromising the power and quality of our solutions.   So, yeah, I am sucking up I guess. But I love Microsoft Development. Thank you, Microsoft, for providing the plethora of great development tools.    P.S. (but please slow down a bit…I'm having trouble keeping up!)

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  • How to write simple code using TDD [migrated]

    - by adeel41
    Me and my colleagues do a small TDD-Kata practice everyday for 30 minutes. For reference this is the link for the excercise http://osherove.com/tdd-kata-1/ The objective is to write better code using TDD. This is my code which I've written public class Calculator { public int Add( string numbers ) { const string commaSeparator = ","; int result = 0; if ( !String.IsNullOrEmpty( numbers ) ) result = numbers.Contains( commaSeparator ) ? AddMultipleNumbers( GetNumbers( commaSeparator, numbers ) ) : ConvertToNumber( numbers ); return result; } private int AddMultipleNumbers( IEnumerable getNumbers ) { return getNumbers.Sum(); } private IEnumerable GetNumbers( string separator, string numbers ) { var allNumbers = numbers .Replace( "\n", separator ) .Split( new string[] { separator }, StringSplitOptions.RemoveEmptyEntries ); return allNumbers.Select( ConvertToNumber ); } private int ConvertToNumber( string number ) { return Convert.ToInt32( number ); } } and the tests for this class are [TestFixture] public class CalculatorTests { private int ArrangeAct( string numbers ) { var calculator = new Calculator(); return calculator.Add( numbers ); } [Test] public void Add_WhenEmptyString_Returns0() { Assert.AreEqual( 0, ArrangeAct( String.Empty ) ); } [Test] [Sequential] public void Add_When1Number_ReturnNumber( [Values( "1", "56" )] string number, [Values( 1, 56 )] int expected ) { Assert.AreEqual( expected, ArrangeAct( number ) ); } [Test] public void Add_When2Numbers_AddThem() { Assert.AreEqual( 3, ArrangeAct( "1,2" ) ); } [Test] public void Add_WhenMoreThan2Numbers_AddThemAll() { Assert.AreEqual( 6, ArrangeAct( "1,2,3" ) ); } [Test] public void Add_SeparatorIsNewLine_AddThem() { Assert.AreEqual( 6, ArrangeAct( @"1 2,3" ) ); } } Now I'll paste code which they have written public class StringCalculator { private const char Separator = ','; public int Add( string numbers ) { const int defaultValue = 0; if ( ShouldReturnDefaultValue( numbers ) ) return defaultValue; return ConvertNumbers( numbers ); } private int ConvertNumbers( string numbers ) { var numberParts = GetNumberParts( numbers ); return numberParts.Select( ConvertSingleNumber ).Sum(); } private string[] GetNumberParts( string numbers ) { return numbers.Split( Separator ); } private int ConvertSingleNumber( string numbers ) { return Convert.ToInt32( numbers ); } private bool ShouldReturnDefaultValue( string numbers ) { return String.IsNullOrEmpty( numbers ); } } and the tests [TestFixture] public class StringCalculatorTests { [Test] public void Add_EmptyString_Returns0() { ArrangeActAndAssert( String.Empty, 0 ); } [Test] [TestCase( "1", 1 )] [TestCase( "2", 2 )] public void Add_WithOneNumber_ReturnsThatNumber( string numberText, int expected ) { ArrangeActAndAssert( numberText, expected ); } [Test] [TestCase( "1,2", 3 )] [TestCase( "3,4", 7 )] public void Add_WithTwoNumbers_ReturnsSum( string numbers, int expected ) { ArrangeActAndAssert( numbers, expected ); } [Test] public void Add_WithThreeNumbers_ReturnsSum() { ArrangeActAndAssert( "1,2,3", 6 ); } private void ArrangeActAndAssert( string numbers, int expected ) { var calculator = new StringCalculator(); var result = calculator.Add( numbers ); Assert.AreEqual( expected, result ); } } Now the question is which one is better? My point here is that we do not need so many small methods initially because StringCalculator has no sub classes and secondly the code itself is so simple that we don't need to break it up too much that it gets confusing after having so many small methods. Their point is that code should read like english and also its better if they can break it up earlier than doing refactoring later and third when they will do refactoring it would be much easier to move these methods quite easily into separate classes. My point of view against is that we never made a decision that code is difficult to understand so why we are breaking it up so early. So I need a third person's opinion to understand which option is much better.

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  • Display Driver Issue on an hp TX2-1160ea Notebook

    - by Sam
    I'm new to Linux and recently switched to Ubuntu 11.04 due to my project requirement. My laptop has been freezing and going to black screen of death when I run anything related to display (Share desktop, stream video, etc). Today I went through the Ubuntu forum to install the appropriate graphic driver and, after doing it, I rebooted my PC. It gave an error before login saying "select the recovery mode" and after clicking OK, it didn't give the same error on reboot but I've lost the 11.04 graphical interface and all I see is the interface of Ubuntu v10 with slow visuals (even scrolling up/down on browser is really slow). For the reference, here's a desktop screenshot so that you can understand the situation. Also the laptop is overheating. How can I fix this problem? How can i get the Ubuntu 11.04 view back? I also tried Google, but couldn't find any issue like this. Some general Information: Laptop: HP TouchSmart TX2-1160ea Processor: AMD Turion TX2 Memory: 4GB OS: Ubuntu 11.04 Some debugging information:: $ report-hw | grep controller lspci -knn: 00:11.0 SATA controller [0106]: ATI Technologies Inc SB7x0/SB8x0/SB9x0 SATA Controller [AHCI mode] [1002:4391] lspci -knn: 00:14.3 ISA bridge [0601]: ATI Technologies Inc SB7x0/SB8x0/SB9x0 LPC host controller [1002:439d] lspci -knn: 01:05.0 VGA compatible controller [0300]: ATI Technologies Inc RS780M/RS780MN [Radeon HD 3200 Graphics] [1002:9612] lspci -knn: 08:00.0 Network controller [0280]: Broadcom Corporation BCM4322 802.11a/b/g/n Wireless LAN Controller [14e4:432b] (rev 01) lspci -knn: 09:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 02) And: $ dpkg -l '*fglrx*' Desired=Unknown/Install/Remove/Purge/Hold | Status=Not/Inst/Conf-files/Unpacked/halF-conf/Half-inst/trig-aWait/Trig-pend |/ Err?=(none)/Reinst-required (Status,Err: uppercase=bad) ||/ Name Version Description +++-==============-==============-============================================ ii fglrx 2:8.840-0ubunt Video driver for the ATI graphics accelerato ii fglrx-amdcccle 2:8.840-0ubunt Catalyst Control Center for the ATI graphics un fglrx-control <none> (no description available) un fglrx-control- <none> (no description available) ii fglrx-dev 2:8.840-0ubunt Video driver for the ATI graphics accelerato un fglrx-driver <none> (no description available) un fglrx-driver-d <none> (no description available) un fglrx-kernel-s <none> (no description available) un fglrx-modalias <none> (no description available) un xfree86-driver <none> (no description available) un xfree86-driver <none> (no description available) un xorg-driver-fg <none> (no description available) un xorg-driver-fg <none> (no description available) If you need any more information that could help, just ask.

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  • How do I set up nvidia graphics adapter to put out 1080p, it seems to be using interlace mode>

    - by keepitsimpleengineer
    After upgrading to 12.04, my mythbuntu client/server seems to be running in 1080i, the clue comes from: [ 1176.117] (II) NVIDIA(0): Setting mode "1920x1080_60i" [ 1231.340] (II) NVIDIA(0): Setting mode "DFP-1:1920x1080_60@1920x1080+0+0" This is from Xorg.0.log. This whole thing started from video tearing when watching Mythtv recordings. It didn't happen in 10.10. Should I use "TVStandard" "HD1080p" in the screen section since this is a dedicated HTPC? It only connects to an HDTV (1080p) via hdmi. Here is the current xorg.conf file: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 270.29 (buildd@allspice) Fri Feb 25 14:42:07 UTC 2011 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 # commented out by update-manager, HAL is now used and auto-detects devices # Keyboard settings are now read from /etc/default/console-setup # InputDevice "Keyboard0" "CoreKeyboard" # commented out by update-manager, HAL is now used and auto-detects devices # Keyboard settings are now read from /etc/default/console-setup # InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" FontPath "unix/:7100" EndSection # commented out by update-manager, HAL is now used and auto-detects devices # Keyboard settings are now read from /etc/default/console-setup #Section "InputDevice" # # generated from default # Identifier "Mouse0" # Driver "mouse" # Option "Protocol" "auto" # Option "Device" "/dev/psaux" # Option "Emulate3Buttons" "no" # Option "ZAxisMapping" "4 5" #EndSection # commented out by update-manager, HAL is now used and auto-detects devices # Keyboard settings are now read from /etc/default/console-setup #Section "InputDevice" # # generated from default # Identifier "Keyboard0" # Driver "kbd" #EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "SAMSUNG" HorizSync 26.0 - 81.0 VertRefresh 24.0 - 75.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 240" Option "TripleBuffer" "1" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "DFP: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection After a little digging, the question changes slightly, to wit... Per Chapter 19 of nvidia README... "If the EDID for the display device reported a preferred mode timing, and that mode timing is considered a valid mode, then that mode is used as the "nvidia-auto-select" mode." The EDID for my HDMI connected LCD monitor says use first device as preferred. Prefer first detailed timing : Yes Also: (--) NVIDIA(0): EDID maximum pixel clock : 230.0 MHz The list: (from startx -- -verbose 6 ) (--) NVIDIA(0): Detailed Timings: (--) NVIDIA(0): 1920 x 1080 @ 60 Hz (--) NVIDIA(0): Pixel Clock : 148.50 MHz (--) NVIDIA(0): HRes, HSyncStart : 1920, 2008 (--) NVIDIA(0): HSyncEnd, HTotal : 2052, 2200 (--) NVIDIA(0): VRes, VSyncStart : 1080, 1084 (--) NVIDIA(0): VSyncEnd, VTotal : 1089, 1125 (--) NVIDIA(0): H/V Polarity : +/+ This is the actual mode selected: (from xorg.0.log) (--) NVIDIA(0): 1920 x 1080 @ 60 Hz (--) NVIDIA(0): Pixel Clock : 74.18 MHz (--) NVIDIA(0): HRes, HSyncStart : 1920, 2008 (--) NVIDIA(0): HSyncEnd, HTotal : 2052, 2200 (--) NVIDIA(0): VRes, VSyncStart : 1080, 1084 (--) NVIDIA(0): VSyncEnd, VTotal : 1094, 1124 (--) NVIDIA(0): H/V Polarity : +/+ (--) NVIDIA(0): Extra : Interlaced (--) NVIDIA(0): CEA Format : 5 So my HTPC is down-converting to 1080i and then the Monitor is up-converting to 1080p How can I fix this, please?

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  • Undefined fireball movement behavior

    - by optimisez
    Demonstration video I try to do after the player shoot 10 times of fireball, then delete all the fireball objects and recreate a 10 new set of fireball objects. I did it but there is a weird bug happens that sometimes the fireball will come out from top and move to the right after shooting a few times. All the 10 fireballs should follow the player all the time and all the fireball should come out from player even after a new set of fireballs is recreated. Any ideas to fix it? Variables typedef struct gameObject{ float X; float Y; int length; int height; bool action; }; // Fireball #define FIREBALL_NUM 10 LPDIRECT3DTEXTURE9 fireball = NULL; RECT fireballRect; gameObject *fireballDest = new gameObject[FIREBALL_NUM]; int iFireBallAnimation; int fireballCount = 0; Set up Fireball void setUpFireBall() { // Initialize destination rectangle, rectangle height and length for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].X = 0; fireballDest[i].Y = 0; fireballDest[i].length = fireballRect.right - fireballRect.left; fireballDest[i].height = fireballRect.bottom - fireballRect.top; } iFireBallAnimation = fireballRect.right - fireballRect.left; // Initialize boolean for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].action = false; } } Initialize fireball void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 0), NULL, NULL, &fireball); // Initialize source rectangle fireballRect.left = 0; fireballRect.top = 256; fireballRect.right = 64; fireballRect.bottom = 320; setUpFireBall(); } Update fireball void update() { updateAnimation(); updateAI(); updatePhysics(); updateGameState(); } void updatePhysics() { motion(); collison(); } void motion() { playerMove(); playerJump(); playerGravity(); shootFireball(); fireballFollowPlayer(); } void shootFireball() { if (keyArr['Z']) fireballDest[fireballCount].action = true; if (fireballDest[fireballCount].action) { fireballDest[fireballCount].X += 10; if (fireballDest[fireballCount].X > 800) fireballCount++; } } void fireballFollowPlayer() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action == false) { fireballDest[i].X = playerDest.X - 30; fireballDest[i].Y = playerDest.Y - 14; } } } void updateGameState() { // When no more fireball left, rearm fireball if (fireballCount == FIREBALL_NUM) { delete[] fireballDest; fireballDest = new gameObject[10]; fireballCount = 0; setUpFireBall(); } } Render fireball void renderFireball() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action) sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest[i].X, fireballDest[i].Y, 0), D3DCOLOR_XRGB(255,255, 255)); } }

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  • TomEE Integration in NetBeans Next

    - by Geertjan
    At JavaOne 2013, there was a lot of buzz around the TomEE server, e.g., many Tweets, nice party, and a new TomEE consulting company. For those tracking TomEE developments, it is interesting to note that recently the NetBeans IDE development builds have had added to them... TomEE support. Note: The TomEE support described here is not in NetBeans IDE 7.4, but in development builds for the next release of NetBeans IDE.For example, with NetBeans IDE development builds you're able to: register TomEE as a server in the Services window (TomEE has several distributions, e.g., one can use the "with JAX-RS" one, for example) create a Java EE 6 web project (e.g., Maven based) against this server create JPA entities from database create JAX-RS classes from JPA entities create JSF pages from JPA entities the IDE lets you create a new data source for TomEE and deploy it to the server the IDE figures out the components that are already packaged in TomEE, and the fact that (unlike with regular Tomcat), it does not need to package any components such as JSF implementation, persistence provider, or JAX-RS runtime, so that the resulting WAR file is very small the IDE can also do "deploy on save" with TomEE, so that your development cycle is very fast Adam Bien blogged about how he set up TomEE sometime ago, here. The official support in NetBeans IDE will be much more tightly integrated, simplifying the steps Adam describes. For example, the IDE does step 2 from Adam's blog for you, i.e., it sets up TomEE deployment roles. Moreover, it knows about all the technologies included in TomEE so that it can optimize the packaging; it knows about TomEE's persistence setup; it can work with TomEE data sources, etc. Below you see a Maven-based Java EE 6 PrimeFaces application (all entities and JSF pages generated from a database) deployed to TomEE in NetBeans IDE: And here's the management console for configuring and finetuning TomEE in NetBeans IDE: When I tried out the NetBeans IDE development build and TomEE, to see how everything fits together, I was surprised at how fast TomEE started up. Not sure what they did to it, but seems like a server on steroids. And setting it up in NetBeans IDE was trivial. Add the simple set up of TomEE in NetBeans IDE to the many benefits that the widely praised out of the box NetBeans Maven tools make possible, together with the fact that not one single plugin had to be installed to get everything you see described here up and running... and you have a really powerful combination of dev tools, all for free.

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