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  • Use a different *.config file, depending on IIS application pool .NET version

    - by LeeCambl
    I'm looking or a way to programmatically determine which version of the .NET Framework an application pool is using in IIS, at runtime, and for a website application to then use that information to choose which *.config file it should use. Is it possible? I'm not sure where to begin. Quite a broad question, and I'm open to any method of solving the problem, so fire away! Thanks in advance, you lovely Stack Overflowers!

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  • I cannot change the target .NET Framework in IIS 6

    - by David Pike
    The option to target another version of the .Net Framework is disabled on a particular test system we are using on a current project. I have tried the following without success: Killing all W3WP.EXE processesRestarting the IIS serviceRemote Debugging has been removed from the box. Just hoping for some pointers.

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  • ASP.NET Session State Error only on default document

    - by schmidty
    I have a site where when accessing via site.com/default.aspx everything is fine, however when accessing via site.com/ I get a session error as follows: "Session state can only be used when enableSessionState is set to true, either in a configuration file or in the Page directive. Please also make sure that System.Web.SessionStateModule or a custom session state module is included in the \\ section in the application configuration." I have confirmed that default.aspx is the highest priority default document and that it is the page being loaded. However why is this session error only occurring when accessing via the default document? The server is 2008 R2 and IIS 7.5.

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  • asp.net mvc 2 web application inside a Web site?

    - by Amitabh
    I have a Asp.Net Web Site deployed as a WebSite inside IIS 7.5. http://localhost/WebSite Then I have a second Asp.Net MVC 2 web application which is deployed as Sub Application inside the above WebSite. So the mvc aplication should work on the following Url. http://localhost/WebSite/MvcApp/ The web site works fine but when I browse the mvc Url http://localhost/WebSite/MvcApp/ It gives following error. HTTP Error 403.14 - Forbidden The Web server is configured to not list the contents of this directory.

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  • Virtual Machine Manager Error - Error determing default hypervisor

    - by dallasclark
    I have Fedora 11 and trying to get Xen working (which I think it is already) but the Virtual Machine Manager cannot find the hypervisor. When starting Virtual Machine Manager, I receive the following error Error determining default hypervisor. Could not populate a default connection. Make sure the appropriate virtualization packages are installed (kvm, qemu, etc.) and that libvirtd has been restarted to notice the change. A hypervisor connection can be manually added via File - Add Connection I've restarted libvirtd a few times and tried connecting manually but can't work it out. Some useful information: # lsof | grep xen libvirtd 2962 root mem REG 253,0 19776 13379 /usr/lib/libxenstore.so.3.0.0 # service libvirtd status libvirtd (pid 2962) is running...

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  • "Mem Usage" higher than "VM Size" in WinXP Task Manager

    - by Frederick
    In my Windows XP Task Manager, some processes display a higher value in the Mem Usage column than the VMSize. My Firefox instance, for example shows 111544 K as mem usage and 100576 K as VMSize. According to the help file of Task Manager Mem Usage is the working set of the process and VMSize is the committed memory in the Virtual address space. My question is, if the number of committed pages for a process is A and the number of pages in physical memory for the same process is B, shouldn't it always be B = A? Isn't the number of pages in physical memory per process a subset of the committed pages? Or is this something to do with sharing of memory among processes? Please explain. (Perhaps my definition of 'Working Set' is off the mark). Thanks.

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  • Blackberry custom slideshow-style BitmapField manager

    - by Diego Tori
    Right now, I'm trying to figure out how to implement the following: Suppose I have a custom Manager that has about 10 or so BitmapFields layed out in a horizontal manner (similar to a slideshow contained in a HFM ) . What I want to achieve is to be able to move the image HFM via touchEvent horizontally, where a BitmapField would take focus on the left-hand side of the custom Manager. In other words, will I have to give a value to setHorizontalScroll and if so, is it a matter of just incrementing that value when the user makes a left or right touch event. Also, how can I get the focus of a Field within a given position on the screen (i.e. the left-most Field on the HFM) when the HFM is scrolling sideways via touchEvent?

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  • WCF Service error on IIS with metadata

    - by Bruno Silva
    Hi, I'm trying to publish a service to IIS, it builds and runs OK on the ASP.NET dev server. When running in IIS I can get to the metadata by navigating to the service or by adding service reference in Visual Studio. But when I call a method from my client app it crashes with a internal server error. So I went to the Event Log and found this: WebHost failed to process a request. Sender Information: System.ServiceModel.Activation.HostedHttpRequestAsyncResult/8810861 Exception: System.Web.HttpException (0x80004005): There was no channel actively listening at 'http://mysite.net/soundhubservice.svc/$metadata'. This is often caused by an incorrect address URI. Ensure that the address to which the message is sent matches an address on which a service is listening. ---> System.ServiceModel.EndpointNotFoundException: There was no channel actively listening at 'http://mysite.net/soundhubservice.svc/$metadata'. This is often caused by an incorrect address URI. Ensure that the address to which the message is sent matches an address on which a service is listening. at System.ServiceModel.Activation.HostedHttpTransportManager.HttpContextReceived(HostedHttpRequestAsyncResult result) at System.ServiceModel.Activation.HostedHttpRequestAsyncResult.HandleRequest() at System.ServiceModel.Activation.HostedHttpRequestAsyncResult.BeginRequest() at System.Runtime.AsyncResult.End[TAsyncResult](IAsyncResult result) at System.ServiceModel.Activation.HostedHttpRequestAsyncResult.End(IAsyncResult result) Process Name: w3wp Process ID: 1080 My Web.Config looks something like this: <configuration> <system.web> <compilation debug="true" targetFramework="4.0" /> </system.web> <system.serviceModel> <services> <service name="SoundHub.Services.SoundHubService" behaviorConfiguration="StreamingServiceBehavior"> <host> <baseAddresses> <add baseAddress="http://localhost/SoundHubServive"/> </baseAddresses> </host> <endpoint address="service" binding="basicHttpBinding" bindingConfiguration="httpBuffering" contract="SoundHub.Services.ISoundHubService"/> <endpoint address="stream" binding="basicHttpBinding" bindingConfiguration="HttpStreaming" contract="SoundHub.Services.ISoundHubStreamService"/> <!--<endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange" />--> </service> </services> <bindings> <basicHttpBinding> <binding name="HttpStreaming" maxReceivedMessageSize="67108864" transferMode="Streamed"/> <binding name="httpBuffering" transferMode="Buffered" /> </basicHttpBinding> </bindings> <behaviors> <serviceBehaviors> <behavior name="StreamingServiceBehavior"> <serviceMetadata httpGetEnabled="True"/> <serviceDebug includeExceptionDetailInFaults="False"/> </behavior> </serviceBehaviors> </behaviors> </system.serviceModel> <system.webServer> <modules runAllManagedModulesForAllRequests="true"/> </system.webServer> </configuration> Tried several combinations of settings I found while searching online but nothing helped, always the same error. Thanks Bruno

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  • Caching for a Custom Repositiory Adapter for WebSphere Portal Virtual Member Manager

    - by Spike Williams
    I'm looking at writing a custom repository adapter to interact with Virtual Member Manager on WebSphere Portal 6.1. Basically, its a layer that takes a request in the form of a commonj.sco.DataObject and passes that on to an external web service, to get various information on our logged in users that is not otherwise available in LDAP. I'm concerned about the performance hit of going to a service every time we want to pull some permission from the back end. My question is, can the Virtual Member Manager handle caching of data going in and out of the custom repository adapters, or is that something I'm going to have to build into the adapter myself?

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  • ApplicationPoolIdentity permissions on Temporary Asp.Net files

    - by Anton
    Hi all, at work I am struggling a bit with the following situation: We have a web application that runs on a WIndows Server 2008 64 bits machine. The app's ApplicationPool is running under the ApplicationPoolIdentity and configured for .net 2 and Classic pipeline mode. This works fine up to the moment that XmlSerialization requires creation of Serializer assemblies where MEF is being used to create a collection of knowntypes. To remedy this I was hoping that granting the ApplicationPoolIdentity rights to the ASP.Net Temporary Files directory would be enough, but alas... What I did was the run the following command from a cmd prompt: icacls "c:\windows\microsoft.net\framework64\v2.0.50727\Temporary ASP.NET Files" /grant "IIS AppPool\MyAppPool":(M) Obviously this did not work, otherwise you would not be reading this :) Strange thing is that whenever I grant the Users or even more specific, the Authenticated Users Group those permissions, it works. What's weird as well (in my eyes) is that before I started granting access the ApplicationPoolIdentity was already a member of IIS_IUSRS which does have Modify rights for the temporary asp files directory. And now I'm left wondering why this situation requires Modify rights for the Authenticated Users group. I thought it could be because the apppool account was missing additional rights (googling for this returned some results, so I tried those), but granting the ApplicationPoolIdentity modification rights to the Windows\Temp directory and/or the application directory itself did not fix it. For now we have a workaround, but I hate that I don't know what is exactly going on here, so I was hoping any of you guys could shed some light on this. Thanx in advance!

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  • Windows Server 2003 with Apache and IIS causing random faulting and performance issues with Apache?

    - by contrebis
    I'm trying to fix a problem on a Windows Server 2003 SE install which is running IIS6 and Apache webserver (with PHP and MySQL). IIS sites are bound to one IP, Apache to the other. Everything seemed fine till the other IP address was installed to allow a webservice to run under IIS. Symptoms: Apache now responds very slowly, even requests for static files (often 30 seconds or more) Sporadic errors are appearing in the event logs like: Faulting application httpd.exe, version 2.2.14.0, faulting module php5ts.dll, version 5.2.13.13, fault address 0x000ac14f. I've double-checked the config files, taken account of this question/answer http://serverfault.com/questions/51230/running-iis-and-apache-on-the-same-windows-server, upped the Apache log level to debug, run TCPView to check for conflicting bindings, upgraded to latest Apache/PHP versions but still no success or indication of a cause. Any suggestions on where to look, or debugging tips would be gratefully received. I'm a web programmer so not so familiar with Windows Server admin or details of the networking stack. Running PHP under IIS is not an option and hosting on another server is non-ideal.

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  • How to run VisualSvn Server on port 443 running IIS on same server?

    - by Metro Smurf
    Server 2008 R2 SP1 VisualSvn Server 2.1.6 The IIS server has about 10 sites. One of them uses https over port 443 with the following bindings: http x.x.x.39:80 site.com http x.x.x.39:80 www.site.com https x.x.x.39:443 VisualSvn Server Properties server name: svn.SomeSite.com server port: 443 Server Binding: x.x.x.40 No sites on IIS are listening to x.x.x.40. When starting up VisualSvn server, the following errors are thrown: make_sock: could not bind to address x.x.x.40:443 (OS 10013) An attempt was made to access a socket in a way forbidden by its access permissions. no listening sockets available, shutting down When I stop Site.com on IIS, then VisualSvn Server starts up without a problem. When I bind VisualSvn server to port 8443 and start Site.com, then VisualSvn Server starts without a problem. My goal is to be able to access the VisualSvn Server with a normal url, i.e., one that does't use a port number in the address: https://svn.site.com vs https://svn.site.com:8443 What needs to be configured to allow VisualSvn Server to run on port 443 with IIS running on the same server?

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  • Does IIS Sometimes Allocate More Worker Processes Than Configured?

    - by Paul Williams
    We have an IIS 7.5 web service on Windows Server 2008 that handles WCF requests from C# clients. This service is configured to have Maximum Worker Processes = 1, so it is not a web garden. IIS is setup to recycle itself at the same time every day (3 AM). I am trying to debug gnarly connection issues, so I wanted to be sure the application pool was not recycling itself. I configured the pool to log an event when it recycles itself. To my surprise, I see the following entries in the System event log: Level: Information Date/Time: 3/23/2012 3:00:00 AM - Source: WAS - Event ID: 5076 A worker process with process id of '6636' serving application pool 'MyAppPool' has requested a recycle because it reached its scheduled recycle time. Level: Information Date/Time: 3/23/2012 2:59:39 AM - Source: WAS - Event ID: 5076 A worker process with process id of '9364' serving application pool 'MyAppPool' has requested a recycle because it reached its scheduled recycle time. IIS is correctly recycling the application pool at 3 AM. However, I do not understand why I would be getting two recycle events in the log within a few seconds of each other. The maximum number of processes is 1. Does IIS sometimes allocate multiple processes for an application pool that is specified as having 1 process? -- edit -- I connected at about 4 PM today and only saw 1 w3wp.exe process. There are no other event log entries that would indicate a crash.

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  • How can I enable IIS to run Perl scripts?

    - by eidylon
    we're trying to get awstats up and running on our IIS6 server. awstats is running fine and generating output and all that jazz... no problem there. When trying to change the selected month/year in the output page though, it is trying to run awstats.pl through IIS, and coming up with a 404 error. To debug I made a simple hello.pl in my root, and tried to run that, also 404s. I followed the directions on this page http://support.microsoft.com/kb/245225 regarding installing ActiveState Perl and then configuring IIS. I added the extension mapping on my directory and registered the web services extension as directed. The perl scripts all run fine and output if run from the command line, so I know perl is good, but I can't get IIS to find the files. Here is the configuration on my the home directory tab of my site: Here is the configuration of my web service extension: I turned on directory browsing for this site, and when i get the listing of the directory, IIS actually does show the .pl files being in the directory. But if I click on one of them, I get the 404 error. 12/17 15:22 Also tried adding .pl as a mime-type on my site's configuration. This did not help. 12/17 16:57 Also tried Everyone Read/Execute permissions on both the Perl direcory and the directory housing awstats. This did not help.

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  • Why is IIS 7.5 seeing some requests as HTTP/1.0?

    - by Zhaph - Ben Duguid
    While trying to work out why Static File Compression wasn't working on one of our IIS servers, the error was coming back as "NO_COMPRESSION_10" which translates to: Server not configured to compress 1.0 requests Looking at the requests in Fiddler, I can see that I'm requesting HTTP 1.1, but everything is being sent back as HTTP 1.0: Request (from chrome, captured via Fiddler): GET /css/reset.css HTTP/1.1 Host: [-----].com Connection: keep-alive Cache-Control: max-age=0 If-Modified-Since: Tue, 16 Oct 2012 15:04:34 GMT User-Agent: Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.11 (KHTML, like Gecko) Chrome/23.0.1271.95 Safari/537.11 Accept: text/css,*/*;q=0.1 Referer: http://[-----].com/ Accept-Encoding: gzip,deflate,sdch Accept-Language: en-GB,en;q=0.8,en-US;q=0.6 Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.3 Response from IIS: HTTP/1.0 200 OK Cache-Control: no-cache, no-store Pragma: no-cache Content-Type: text/html; charset=utf-8 Expires: -1 Server: Microsoft-IIS/7.5 X-AspNet-Version: 4.0.30319 X-Powered-By: ASP.NET Date: Tue, 11 Dec 2012 11:57:03 GMT Connection: close Content-Length: 108837 Other servers with the same host that I'm running this site on all respond with HTTP/1.1. How can I persuade IIS to respond with HTTP/1.1 rather than HTTP/1.0? Edit to add: Digging deeper, I can see that some responses from the server are indeed being returned compressed, so I guess really I'm trying to work out why talking to this particular server from our office seems to result in it seeing 1.0 requests, while other servers at the same co-loc don't?

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  • Windows 8 Task Manager

    - by Daniel Moth
    If you are a user of Task Manager (btw, make sure you've read my Task Manager shortcut tips), you must read the blog post on the overhaul coming to Task Manager in Windows 8 – coo stuff! Also, long time readers of my blog will know that back in 2008 I wrote about Windows Vista and Windows 7 number_of_cores support, and in 2009 I shared a widely borrowed screenshot of Task Manager from one of our 128-core machines. So I was excited to just read on the Windows 8 blog that Windows 8 will support up to 640 cores. They shared a screenshot of a 160-core machine, so there goes my record ;-) Comments about this post by Daniel Moth welcome at the original blog.

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  • XNA Screen Manager problem with transitions

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

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  • Project Management, Developer being project managers manager

    - by marabutt
    I am in the planning stages of a project and am looking to hire a project manager. I want be doing some coding and keeping an eye on all parts of the project but feel a project manager will get better results than I could. I can project manage the project and not code and hire another coder or code myself and hire a project manager. I am worried that the project manager will fell impeded by having the project owner as part of the development team. If I run the project, the team might fall apart causing the project to fail. To stick within budget, I have to be involved in one capacity or another. Does anyone have experience with this situation or suggestions?

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  • Oracle Enterprise Manager Ops Center 12c is now available for download at Oracle technology Network

    - by Anand Akela
    Oracle Enterprise Manager Ops Center 12c is available now for download at Oracle Technology Network (OTN ) . Oracle Enterprise Manager Ops Center web page at Oracle Technology Network Join Oracle Launch Webcast : Total Cloud Control for Systems on April 12th at 9 AM PST to learn more about  Oracle Enterprise Manager Ops Center 12c from Oracle Senior Vice President John Fowler, Oracle Vice President of Systems Management Steve Wilson and a panel of Oracle executive. Stay connected with  Oracle Enterprise Manager   :  Twitter | Facebook | YouTube | Linkedin | Newsletter

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  • A new version of Oracle Enterprise Manager Ops Center Doctor (OCDoctor ) Utility released

    - by Anand Akela
    In February,  we posted a blog of Oracle Enterprise Manager Ops Center Doctor aka OCDoctor Utility. This utility assists in various stages of the Ops Center deployment and can be a real life saver. It is updated on a regular basis with additional knowledge (similar to an antivirus subscription) to help you identify and resolve known issues or suggest ways to improve performance.A new version ( Version 4.00 ) of the OCDoctor is now available . This new version adds full support for recently announced Oracle Enterprise Manager Ops Center 12c including prerequisites checks, troubleshoot tests, log collection, tuning and product metadata updates. In addition, it adds several bug fixes and enhancements to OCDoctor Utility.To download OCDoctor for new installations:https://updates.oracle.com/OCDoctor/OCDoctor-latest.zipFor existing installations, simply run:# /var/opt/sun/xvm/OCDoctor/OCDoctor.sh --updateTip : If you have Oracle Enterprise Manager Ops Center12c EC installed, your OCDoctor will automatically update overnight. Join Oracle Launch Webcast : Total Cloud Control for Systems on April 12th at 9 AM PST to learn more about  Oracle Enterprise Manager Ops Center 12c from Oracle Senior Vice President John Fowler, Oracle Vice President of Systems Management Steve Wilson and a panel of Oracle executive. Stay connected with  Oracle Enterprise Manager   :  Twitter | Facebook | YouTube | Linkedin | Newsletter

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  • Oracle UPK and IBM Rational Quality Manager

    - by marc.santosusso
    Did you know that you can import UPK topics into IBM Rational Quality Manager (RQM) as Test Scripts? Attached below is a ZIP of files which contains a customized style (for all supported languages) for creating spreadsheets that are compatible with IBM Rational Quality Manager, a sample IBM Rational Quality Manager mapping file, and a best practice document. UPK_Best_Practices_-_IBM_Rational_Quality_Manager_Integration.zip Extract the files and open the best practice document (PDF file) file to get started. Please note that the IBM Rational Quality Manager publishing style (the ODARC file) include with the above download was created using the customization instructions found within the UPK documentation. That said, it is not currently an "official" feature of the product, but rather an example of what can be created through style customization. Stay tuned for more details. We hope that you find this to be useful and welcome your feedback!

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  • Difference between Admin and Manager role in Tomcat6

    - by Nyxynyx
    What are the roles admin and manager used for in Tomcat6? The manager role appears to give me access to http://domain.com:8080/manager/html. Which page does the admin role give me? In the file, the description for admin role is pretty vague. What is the host manager webapp? <!-- The host manager webapp is restricted to users with role "admin" --> <!--<user name="tomcat" password="password" roles="admin" />--> <!-- The manager webapp is restricted to users with role "manager" --> <!--<user name="tomcat" password="password" roles="manager" />-->

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  • Announcing: Oracle Enterprise Manager 12c Delivers Advanced Self-Service Automation for Oracle Database 12c Multitenant

    - by Scott McNeil
    New Self-Service Driven Provisioning of Pluggable Databases Today Oracle announced new capabilities that support managing the full lifecycle of pluggable database as a service in Oracle Enterprise Manager 12c Release 3 (12.1.0.3). This latest release builds on the existing capabilities to provide advanced automation for deploying database as a service using Oracle Database 12c Multitenant option. It takes it one step further by offering pluggable database as a service through Oracle Enterprise Manager 12c self-service portal providing customers with fast provisioning of database cloud services with minimal time and effort. This is a significant addition to Oracle Enterprise Manager 12c’s existing portfolio of cloud services that includes infrastructure as a service, database as a service, testing as a service, and Java platform as a service. The solution provides a self-service mechanism to provision pluggable databases allowing users to request and access database(s) on-demand. The self-service operations are also enabled through REST APIs allowing customers to integrate with third-party automation systems or their custom enterprise portals. Benefits Self-service provisioning allows rapid access to pluggable database as a service for hosting or certifying applications on Oracle Database 12c Self-service driven migration to pluggable database as a service in order to migrate a pre-Oracle Database 12c database to a pluggable database as a service model and test the consolidation strategy Single service catalog for all approved pluggable database as a service configurations which helps customers achieve standardization while catering to all applications and users in the enterprise Resource guarantee via database resource manager (and IORM on Oracle Exadata) that enables deployment of mixed workloads in a shared environment Quota, role based access, and policy based management that enforces governance and reduces administrative overhead Chargeback or showback which improves metering and accountability for services consumed by each pluggable database Comprehensive REST APIs that support integration with ticketing or change management systems, and or with other self-service portals Minimal administrative and maintenance overhead through self-managing automation that allows for intelligent placement of pluggable databases To understand how pluggable database as a service works, watch this quick demo: Stay Connected: Twitter | Facebook | YouTube | Linkedin | Newsletter Download the Oracle Enterprise Manager Cloud Control12c Mobile app

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  • The Next Generation of Oracle Enterprise Manager Will Arrive in 7 Days!

    - by chung.wu
    Seven more days to go before we launch Oracle Enterprise Manager 11g. We invite you to join us for this exciting announcement. You may attend the event in person if you are going to be in New York City next Thursday (4/22) or over the web via our webcast. We will also be hosting a live simulcast event at the Collaborate conference in Las Vegas. Click the links below to learn more about event agenda and to register. Click here to register for the live event in New York City. Click here to register for the webcast. The simulcast event at Collaborate will be held in Palm B room on Level 3 of Mandalay Bay Convention Center starting at 9:45 a.m. local time.

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