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  • Steam overlay doesn't work

    - by TheDarktonik
    Steam overlay doesn't work for me in wine. Yeah, I guess, it's known bug, but some persons say I need to compile wine with right gcc. Some of them just download the latest deb-packaged wine and the overlay works flawlessly for them. I tried to compile wine myself, but it didn't work. Now I have the latest wine installed (ver 1.5.6 from PPA) but this overlay still doesn't work. (My English is not really good:))

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  • C++ Without Source Files

    - by Snowman
    Bjarne Stroustrup mentions in his book "The C++ Programming Language, 4th Edition" that not all C++ implementations use files to store and compile code: There are systems that do not store, compile, and present C++ programs to the programmer as sets of files. (Chapter 15, page 419) Later in the chapter, he reiterates that certain implementations do not use files but he does not give any examples. How would such an environment function compared to a more common file-based environment?

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  • gitolite mac don't add new user to authorized_keys

    - by crashbus
    I installed gitolite and every thing works fine for me as admin. But when I'd like to add add a new user the new user can't connect to the server. After I looked into the file authorized_keys I saw that the new user wasn't added to the file. During the commit of the new public-key I get some workings: WARNING: split conf not set, gl-conf present for 'gitolite-admin' Counting objects: 6, done. Delta compression using up to 8 threads. Compressing objects: 100% (4/4), done. Writing objects: 100% (4/4), 882 bytes, done. Total 4 (delta 1), reused 0 (delta 0) remote: WARNING: split conf not set, gl-conf present for 'gitolite-admin' remote: WARNING: ?? @staff christianwaldmann markwelch remote: sh: find: command not found remote: sh: find: command not found remote: sh: sort: command not found remote: sh: find: command not found remote: /usr/local/bin/triggers/post-compile/update-gitweb-access-list: line 26: cut: command not found remote: /usr/local/bin/triggers/post-compile/update-gitweb-access-list: line 23: grep: command not found remote: /usr/local/bin/triggers/post-compile/update-gitweb-access-list: line 26: sort: command not found remote: /usr/local/bin/triggers/post-compile/update-gitweb-access-list: line 26: sed: command not found remote: sh: find: command not found remote: sh: find: command not found How can I fix it that gitolite auto-add the new user to the authorized_keys.

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Ubuntu 14.04:LTS , HPLIP loses USB connection to HP laserjet

    - by Gareth
    This is my first post, so please let me know if i have inadvertanly broken any rules. Problem There seems to be a problem with HPLIP and USB connections in ubuntu 14.04LTS. After upgrading i managed to get the printing to work but today it has broken. Initial Issue (Solved) After upgrading to unbutntu 14.04 LTS my printer lHP LaserJet 1018 stopped printing (code=12) Looking through the Forumsthere are several issues with printitng and HPLIP so I was able to troubleshoot this. The steps I took were : Reran HPdoctor Ran hp-check Un-installed and installed the latest version of HPLIP (3.14.4) Checked the USB connections lsusb and lsusb-v Re-ran hpcheck Removed the printer from HPLIP Re-ran hpcheck Manually configued HPLIP to the printer hp-setup-g <xxx:yyy> And this worked HPLIP was able to see the printer in the USB , test page printed and was happily working for a few weeks. Current Issue Printer Not working However today my wife complains the printer is not working and checking see that although HPLIP has the same error code and did not seem to be able to see the printer although running lsusb could see the printer. Initially thought this may be due to usb given a new bus/device after being turned on and off and went to repeat the steps above at the moment still seeing an error in that the HPLIP is complaining that it cannot see the device **error: Device not found. Please make sure your printer is properly connected and powered-on.** current Observations lsusb output ## Bus 002 Device 007: ID 03f0:4117 Hewlett-Packard LaserJet 1018 sudo hp-check output *> "duan@duan-Lenovo-B550:~$ sudo hp-check [sudo] password for duan: Saving output in log file: /home/duan/hp-check.log HP Linux Imaging and Printing System (ver. 3.14.4) Dependency/Version Check Utility ver. 15.1 Copyright (c) 2001-13 Hewlett-Packard Development Company, LP This software comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to distribute it under certain conditions. See COPYING file for more details. Note: hp-check can be run in three modes: 1. Compile-time check mode (-c or --compile): Use this mode before compiling the HPLIP supplied tarball (.tar.gz or .run) to determine if the proper dependencies are installed to successfully compile HPLIP. Run-time check mode (-r or --run): Use this mode to determine if a distro supplied package (.deb, .rpm, etc) or an already built HPLIP supplied tarball has the proper dependencies installed to successfully run. Both compile- and run-time check mode (-b or --both) (Default): This mode will check both of the above cases (both compile- and run-time dependencies). Full Output output of hp-setup -g 002:007 window box "device not found please make sure your printer is properly connected and powered on" duan@duan-Lenovo-B550:~$ sudo hp-setup -g 002:007 [sudo] password for duan: > HP Linux Imaging and Printing System (ver. 3.14.4) Printer/Fax Setup > Utility ver. 9.0 > > Copyright (c) 2001-13 Hewlett-Packard Development Company, LP This > software comes with ABSOLUTELY NO WARRANTY. This is free software, and > you are welcome to distribute it under certain conditions. See COPYING > file for more details. > > hp-setup[18461]: debug: param=002:007 hp-setup[18461]: debug: > selected_device_name=None Fontconfig error: > "/etc/fonts/conf.d/65-khmer.conf", line 14: out of memory Fontconfig > error: "/etc/fonts/conf.d/65-khmer.conf", line 23: out of memory > Fontconfig error: "/etc/fonts/conf.d/65-khmer.conf", line 32: out of > memory hp-setup[18461]: debug: Sys.argv=['/usr/bin/hp-setup', '-g', > '002:007'] printer_name=None param=002:007 jd_port=1 device_uri=None > remove=False Searching for device... hp-setup[18461]: debug: Trying > USB with bus=002 dev=007... hp-setup[18461]: debug: Not found. > hp-setup[18461]: debug: Trying serial number 002:007 hp-setup[18461]: > debug: Probing bus: usb hp-setup[18461]: debug: Probing bus: par > error: Device not found. Please make sure your printer is properly > connected and powered-on. hp-setup[18461]: debug: Starting GUI loop. .. USB lead Works with the Windows 7 laptop Printer Works with windows 7 laptop Questions Is this a Bug with HPLIP or an issue with laptop/printer? Supplementary question if it is a bug what information is needed and where should it be sent ? Any suggestions on how to get the printer to work correctly with Ubuntu 14.04LTS/HPLIP 13.4.3 so that it stays working ?

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  • maven sonar problem

    - by senzacionale
    I want to use sonar for analysis but i can't get any data in localhost:9000 <?xml version="1.0" encoding="UTF-8"?> <project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/maven-v4_0_0.xsd"> <modelVersion>4.0.0</modelVersion> <artifactId>KIS</artifactId> <groupId>KIS</groupId> <version>1.0</version> <build> <plugins> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-antrun-plugin</artifactId> <version>1.4</version> <executions> <execution> <id>compile</id> <phase>compile</phase> <configuration> <tasks> <property name="compile_classpath" refid="maven.compile.classpath"/> <property name="runtime_classpath" refid="maven.runtime.classpath"/> <property name="test_classpath" refid="maven.test.classpath"/> <property name="plugin_classpath" refid="maven.plugin.classpath"/> <ant antfile="${basedir}/build.xml"> <target name="maven-compile"/> </ant> </tasks> </configuration> <goals> <goal>run</goal> </goals> </execution> </executions> </plugin> </plugins> </build> </project> output when running sonar: jar file is empty [INFO] Executed tasks [INFO] [resources:testResources {execution: default-testResources}] [WARNING] Using platform encoding (Cp1250 actually) to copy filtered resources, i.e. build is platform dependent! [INFO] skip non existing resourceDirectory J:\ostalo_6i\KIS deploy\ANT\src\test\resources [INFO] [compiler:testCompile {execution: default-testCompile}] [INFO] No sources to compile [INFO] [surefire:test {execution: default-test}] [INFO] No tests to run. [INFO] [jar:jar {execution: default-jar}] [WARNING] JAR will be empty - no content was marked for inclusion! [INFO] Building jar: J:\ostalo_6i\KIS deploy\ANT\target\KIS-1.0.jar [INFO] [install:install {execution: default-install}] [INFO] Installing J:\ostalo_6i\KIS deploy\ANT\target\KIS-1.0.jar to C:\Documents and Settings\MitjaG\.m2\repository\KIS\KIS\1.0\KIS-1.0.jar [INFO] ------------------------------------------------------------------------ [INFO] Building Unnamed - KIS:KIS:jar:1.0 [INFO] task-segment: [sonar:sonar] (aggregator-style) [INFO] ------------------------------------------------------------------------ [INFO] [sonar:sonar {execution: default-cli}] [INFO] Sonar host: http://localhost:9000 [INFO] Sonar version: 2.1.2 [INFO] [sonar-core:internal {execution: default-internal}] [INFO] Database dialect class org.sonar.api.database.dialect.Oracle [INFO] ------------- Analyzing Unnamed - KIS:KIS:jar:1.0 [INFO] Selected quality profile : KIS, language=java [INFO] Configure maven plugins... [INFO] Sensor SquidSensor... [INFO] Sensor SquidSensor done: 16 ms [INFO] Sensor JavaSourceImporter... [INFO] Sensor JavaSourceImporter done: 0 ms [INFO] Sensor AsynchronousMeasuresSensor... [INFO] Sensor AsynchronousMeasuresSensor done: 15 ms [INFO] Sensor SurefireSensor... [INFO] parsing J:\ostalo_6i\KIS deploy\ANT\target\surefire-reports [INFO] Sensor SurefireSensor done: 47 ms [INFO] Sensor ProfileSensor... [INFO] Sensor ProfileSensor done: 16 ms [INFO] Sensor ProjectLinksSensor... [INFO] Sensor ProjectLinksSensor done: 0 ms [INFO] Sensor VersionEventsSensor... [INFO] Sensor VersionEventsSensor done: 31 ms [INFO] Sensor CpdSensor... [INFO] Sensor CpdSensor done: 0 ms [INFO] Sensor Maven dependencies... [INFO] Sensor Maven dependencies done: 16 ms [INFO] Execute decorators... [INFO] ANALYSIS SUCCESSFUL, you can browse http://localhost:9000 [INFO] Database optimization... [INFO] Database optimization done: 172 ms [INFO] ------------------------------------------------------------------------ [INFO] BUILD SUCCESSFUL [INFO] ------------------------------------------------------------------------ [INFO] Total time: 6 minutes 16 seconds [INFO] Finished at: Fri Jun 11 08:28:26 CEST 2010 [INFO] Final Memory: 24M/43M [INFO] ------------------------------------------------------------------------ any idea why, i successfully compile with maven ant plugin java project.

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  • Squeeze/Lenny compilation : Library Link error

    - by PEZ
    I've got a problem here : I have a C++ Library ("DataTsBroad") and a C++ Test app ("DataTsBroadTest"), to test it. Actually, the Lib and the Test app are both compiled an a Debian Lenny. Now, i want to continue to compile my Test app on a Debian Lenny (customer constraint), but i would compile my lib on a Squeeze or a Wheezy to work on the last Debian releases. So, i successfully compiled my Lib on a Squeeze, But, after, when i try to compile my Test app with this Lib on the Lenny, it fails ! There is a Link Error : Linking CXX executable DataTsBroadTest /home/nis/pezierg/test/ProductMak/Export/DataTsBroad/L64/Release/libDataTsBroad64.so: undefined reference to `std::ctype::_M_widen_init() const@GLIBCXX_3.4.11' collect2: ld returned 1 exit status make[2]: *** [DataTsBroadTest] Error 1 make[1]: *** [CMakeFiles/DataTsBroadTest.dir/all] Error 2 make: * [all] Error 2 The problem is certainly due to ostream C++ Lib, I tried to comment all it's uses in my Lib and it works. But how can i really fix the problem ?

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  • How do I make compiling code not bring my system to its knees?

    - by Jason Baker
    I have a macbook with snow leopard and 2 gigs of RAM. When I compile C or C++ code, my system becomes all but unusable. For instance, when I compile llvm I notice that there are about 10 or 11 processes (cc1plus) getting launched at a time that suck up my CPU time and memory. Is there any way to maybe make it compile less at one time? I'll gladly wait a while longer to have my system usable while I'm compiling. Or is this something that you just have to live with when compiling C or C++?

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  • X server not starting up after new kernel compilation

    - by tech_learner
    I have compiled the Kernel on my 64-bit Debian XPS Studio 1340 Dell system. srikanth@debian:~ - 05:40:52 PM - $ uname -a Linux debian 2.6.32-5-amd64 #1 SMP Thu Mar 22 17:26:33 UTC 2012 x86_64 GNU/Linux Kernel version that I have used and compiled from kernel.org is 2.6.35.13 I have nvidia installed on old kernel. I got the old config and I used the same config to compile the new kernel. Everything went well and I got two debian packages ( image and headers ) which I have installed on my system. When I select the new kernel on the boot menu and I go into it, the X server is not starting up possibly because I have to "rebuild" ( not sure how to do that ) according to this link: http://www.linuxquestions.org/questions/slackware-14/x-server-not-starting-after-kernel-compilation-605265/ Can you suggest how to do the rebuild on nvidia module so that I can start x ( without seeing any blank screen or error saying nvidia module is missing ) ? PS: The link that I have used to compile the kernel is https://help.ubuntu.com/community/Kernel/Compile#Alternate_Build_Method:_The_Old-Fashioned_Debian_Way

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  • How to run statically linked programs on a shell account?

    - by user1125872
    I have a shell account where I am not allowed to compile anything. There are however tools I need to run, some very simple ones like Midnight Commander, mcedit, most, jed I am trying to find a staically linked version that "just works" in my shell. Could anyone give me any advice on where I could find statically builds? I have not been able to find it with google. I could compile it myself, but I would have to find out which headers I need to compile for. I have never tried to do it before, so any help would be greatly apprechiated! My host uses CloudLinux, output of uname -a: Linux hostname.domain.com 2.6.18-408.el5.lve0.8.61.1 #1 SMP Wed Apr 18 07:47:15 EDT 2012 x86_64 x86_64 x86_64 GNU/Linux

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  • Entity Framework v1 &ndash; tips and Tricks Part 3

    - by Rohit Gupta
    General Tips on Entity Framework v1 & Linq to Entities: ToTraceString() If you need to know the underlying SQL that the EF generates for a Linq To Entities query, then use the ToTraceString() method of the ObjectQuery class. (or use LINQPAD) Note that you need to cast the LINQToEntities query to ObjectQuery before calling TotraceString() as follows: 1: string efSQL = ((ObjectQuery)from c in ctx.Contact 2: where c.Address.Any(a => a.CountryRegion == "US") 3: select c.ContactID).ToTraceString(); ================================================================================ MARS or MultipleActiveResultSet When you create a EDM Model (EDMX file) from the database using Visual Studio, it generates a connection string with the same name as the name of the EntityContainer in CSDL. In the ConnectionString so generated it sets the MultipleActiveResultSet attribute to true by default. So if you are running the following query then it streams multiple readers over the same connection: 1: using (BAEntities context = new BAEntities()) 2: { 3: var cons = 4: from con in context.Contacts 5: where con.FirstName == "Jose" 6: select con; 7: foreach (var c in cons) 8: { 9: if (c.AddDate < new System.DateTime(2007, 1, 1)) 10: { 11: c.Addresses.Load(); 12: } 13: } 14: } ================================================================================= Explicitly opening and closing EntityConnection When you call ToList() or foreach on a LINQToEntities query the EF automatically closes the connection after all the records from the query have been consumed. Thus if you need to run many LINQToEntities queries over the same connection then explicitly open and close the connection as follows: 1: using (BAEntities context = new BAEntities()) 2: { 3: context.Connection.Open(); 4: var cons = from con in context.Contacts where con.FirstName == "Jose" 5: select con; 6: var conList = cons.ToList(); 7: var allCustomers = from con in context.Contacts.OfType<Customer>() 8: select con; 9: var allcustList = allCustomers.ToList(); 10: context.Connection.Close(); 11: } ====================================================================== Dispose ObjectContext only if required After you retrieve entities using the ObjectContext and you are not explicitly disposing the ObjectContext then insure that your code does consume all the records from the LinqToEntities query by calling .ToList() or foreach statement, otherwise the the database connection will remain open and will be closed by the garbage collector when it gets to dispose the ObjectContext. Secondly if you are making updates to the entities retrieved using LinqToEntities then insure that you dont inadverdently dispose of the ObjectContext after the entities are retrieved and before calling .SaveChanges() since you need the SAME ObjectContext to keep track of changes made to the Entities (by using ObjectStateEntry objects). So if you do need to explicitly dispose of the ObjectContext do so only after calling SaveChanges() and only if you dont need to change track the entities retrieved any further. ======================================================================= SQL InjectionAttacks under control with EFv1 LinqToEntities and LinqToSQL queries are parameterized before they are sent to the DB hence they are not vulnerable to SQL Injection attacks. EntitySQL may be slightly vulnerable to attacks since it does not use parameterized queries. However since the EntitySQL demands that the query be valid Entity SQL syntax and valid native SQL syntax at the same time. So the only way one can do a SQLInjection Attack is by knowing the SSDL of the EDM Model and be able to write the correct EntitySQL (note one cannot append regular SQL since then the query wont be a valid EntitySQL syntax) and append it to a parameter. ====================================================================== Improving Performance You can convert the EntitySets and AssociationSets in a EDM Model into precompiled Views using the edmgen utility. for e.g. the Customer Entity can be converted into a precompiled view using edmgen and all LinqToEntities query against the contaxt.Customer EntitySet will use the precompiled View instead of the EntitySet itself (the same being true for relationships (EntityReference & EntityCollections of a Entity)). The advantage being that when using precompiled views the performance will be much better. The syntax for generating precompiled views for a existing EF project is : edmgen /mode:ViewGeneration /inssdl:BAModel.ssdl /incsdl:BAModel.csdl /inmsl:BAModel.msl /p:Chap14.csproj Note that this will only generate precompiled views for EntitySets and Associations and not for existing LinqToEntities queries in the project.(for that use CompiledQuery.Compile<>) Secondly if you have a LinqToEntities query that you need to run multiple times, then one should precompile the query using CompiledQuery.Compile method. The CompiledQuery.Compile<> method accepts a lamda expression as a parameter, which denotes the LinqToEntities query  that you need to precompile. The following is a example of a lamda that we can pass into the CompiledQuery.Compile() method 1: Expression<Func<BAEntities, string, IQueryable<Customer>>> expr = (BAEntities ctx1, string loc) => 2: from c in ctx1.Contacts.OfType<Customer>() 3: where c.Reservations.Any(r => r.Trip.Destination.DestinationName == loc) 4: select c; Then we call the Compile Query as follows: 1: var query = CompiledQuery.Compile<BAEntities, string, IQueryable<Customer>>(expr); 2:  3: using (BAEntities ctx = new BAEntities()) 4: { 5: var loc = "Malta"; 6: IQueryable<Customer> custs = query.Invoke(ctx, loc); 7: var custlist = custs.ToList(); 8: foreach (var item in custlist) 9: { 10: Console.WriteLine(item.FullName); 11: } 12: } Note that if you created a ObjectQuery or a Enitity SQL query instead of the LINQToEntities query, you dont need precompilation for e.g. 1: An Example of EntitySQL query : 2: string esql = "SELECT VALUE c from Contacts AS c where c is of(BAGA.Customer) and c.LastName = 'Gupta'"; 3: ObjectQuery<Customer> custs = CreateQuery<Customer>(esql); 1: An Example of ObjectQuery built using ObjectBuilder methods: 2: from c in Contacts.OfType<Customer>().Where("it.LastName == 'Gupta'") 3: select c This is since the Query plan is cached and thus the performance improves a bit, however since the ObjectQuery or EntitySQL query still needs to materialize the results into Entities hence it will take the same amount of performance hit as with LinqToEntities. However note that not ALL EntitySQL based or QueryBuilder based ObjectQuery plans are cached. So if you are in doubt always create a LinqToEntities compiled query and use that instead ============================================================ GetObjectStateEntry Versus GetObjectByKey We can get to the Entity being referenced by the ObjectStateEntry via its Entity property and there are helper methods in the ObjectStateManager (osm.TryGetObjectStateEntry) to get the ObjectStateEntry for a entity (for which we know the EntityKey). Similarly The ObjectContext has helper methods to get an Entity i.e. TryGetObjectByKey(). TryGetObjectByKey() uses GetObjectStateEntry method under the covers to find the object, however One important difference between these 2 methods is that TryGetObjectByKey queries the database if it is unable to find the object in the context, whereas TryGetObjectStateEntry only looks in the context for existing entries. It will not make a trip to the database ============================================================= POCO objects with EFv1: To create POCO objects that can be used with EFv1. We need to implement 3 key interfaces: IEntityWithKey IEntityWithRelationships IEntityWithChangeTracker Implementing IEntityWithKey is not mandatory, but if you dont then we need to explicitly provide values for the EntityKey for various functions (for e.g. the functions needed to implement IEntityWithChangeTracker and IEntityWithRelationships). Implementation of IEntityWithKey involves exposing a property named EntityKey which returns a EntityKey object. Implementation of IEntityWithChangeTracker involves implementing a method named SetChangeTracker since there can be multiple changetrackers (Object Contexts) existing in memory at the same time. 1: public void SetChangeTracker(IEntityChangeTracker changeTracker) 2: { 3: _changeTracker = changeTracker; 4: } Additionally each property in the POCO object needs to notify the changetracker (objContext) that it is updating itself by calling the EntityMemberChanged and EntityMemberChanging methods on the changeTracker. for e.g.: 1: public EntityKey EntityKey 2: { 3: get { return _entityKey; } 4: set 5: { 6: if (_changeTracker != null) 7: { 8: _changeTracker.EntityMemberChanging("EntityKey"); 9: _entityKey = value; 10: _changeTracker.EntityMemberChanged("EntityKey"); 11: } 12: else 13: _entityKey = value; 14: } 15: } 16: ===================== Custom Property ==================================== 17:  18: [EdmScalarPropertyAttribute(IsNullable = false)] 19: public System.DateTime OrderDate 20: { 21: get { return _orderDate; } 22: set 23: { 24: if (_changeTracker != null) 25: { 26: _changeTracker.EntityMemberChanging("OrderDate"); 27: _orderDate = value; 28: _changeTracker.EntityMemberChanged("OrderDate"); 29: } 30: else 31: _orderDate = value; 32: } 33: } Finally you also need to create the EntityState property as follows: 1: public EntityState EntityState 2: { 3: get { return _changeTracker.EntityState; } 4: } The IEntityWithRelationships involves creating a property that returns RelationshipManager object: 1: public RelationshipManager RelationshipManager 2: { 3: get 4: { 5: if (_relManager == null) 6: _relManager = RelationshipManager.Create(this); 7: return _relManager; 8: } 9: } ============================================================ Tip : ProviderManifestToken – change EDMX File to use SQL 2008 instead of SQL 2005 To use with SQL Server 2008, edit the EDMX file (the raw XML) changing the ProviderManifestToken in the SSDL attributes from "2005" to "2008" ============================================================= With EFv1 we cannot use Structs to replace a anonymous Type while doing projections in a LINQ to Entities query. While the same is supported with LINQToSQL, it is not with LinqToEntities. For e.g. the following is not supported with LinqToEntities since only parameterless constructors and initializers are supported in LINQ to Entities. (the same works with LINQToSQL) 1: public struct CompanyInfo 2: { 3: public int ID { get; set; } 4: public string Name { get; set; } 5: } 6: var companies = (from c in dc.Companies 7: where c.CompanyIcon == null 8: select new CompanyInfo { Name = c.CompanyName, ID = c.CompanyId }).ToList(); ;

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  • How to write a very basic compiler [closed]

    - by Ali
    Possible Duplicate: Best Online resources to learn about Compilers? What would be the best way to learn about compilers, and executable formats? Advanced compilers like gcc compile codes into machine readable files according to the language in which the code has been written (e.g. C, C++, etc). In fact, they interpret the meaning of each codes according to library and functions of the corresponding languages. Correct me if I'm wrong. I wish to better understand compilers by writing a very basic compiler (probably in C) to compile a static file (e.g. Hello World in a text file). I tried some tutorials and books, but all of them are for practical cases. They deal with compiling dynamic codes with meanings connected with the corresponding language. How can I write a basic compiler to convert a static text into a machine readable file? The next step will be introducing variables into the compiler; imagine that we want to write a compiler which compile only some functions of a language. Introducing practical tutorials and resources is highly appreciated :-)

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  • After upgrading to 13.10, biblatex and biber are not compiling my references

    - by Lewelma
    I am working on a thesis using LaTeX, with my references relying on biblatex-apa. Ubuntu 13.04 provided all my LaTeX needs. But after upgrading to 13.10, the biblatex / biber combo will no longer compile my APA-style references. No other changes have been made to my documents or references -- and the rest of the document appears fine (albeit with broken references and no bibliography). I found reference to a possible cause -- which is that biblatex 1.7-1 is incompatible with texlive 2013 (as available through the 13.10 repositories) -- and that issue may be fixed by biblatex 2.7a-1 which has been committed upsteam in Debian. See: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=718244 However, that doesn't help me much, as I need to compile my references quite soon. How can I get my references to compile in the meantime? Is there a patched biblatex or biber that I can manually slot in place? Is the upstream fix on its way? or do I need to go to TexLive and do a replacement install directly (which is not my preference). Thanks!

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  • My GLSL shader isn't compiling even though it should. What should I investigate?

    - by reapz
    I'm porting an iOS game to Android. One of the shaders I'm using wouldn't compile until I reduced the number of uniform variables. Here are the uniform definitions: uniform highp mat4 ViewProjMatrix; uniform mediump vec3 LightDirWorld; uniform mediump int BoneCount; uniform highp mat4 BoneMatrixArray[8]; uniform highp mat3 BoneMatrixArrayIT[8]; uniform mediump int LightCount; uniform mediump vec3 LightPos[4]; // This used to be 12, but now 4, next lines also uniform lowp vec3 LightColour[4]; uniform mediump vec3 LightInnerOuterFalloff[4]; My issue is that the GLSL shader wouldn't compile until I reduced the count of the above arrays from 12 to 4. My understanding is that if those 3 lines were arrays of 12 then I would be using 56 vertex uniform vectors. I query the system at startup (GL_MAX_VERTEX_UNIFORM_VECTORS) and it says that 128 are available. Why wouldn't it compile with 56? I'm having issues on the Kindle Fire.

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  • Dynamic (C# 4.0) &amp; Var in a nutshell.

    - by mbcrump
    A Var is static typed - the compiler and runtime know the type. This can be used to save some keystrokes. The following are identical. Code Snippet var mike = "var demo"; Console.WriteLine(mike.GetType());  //Returns System.String   string mike2 = "string Demo"; Console.WriteLine(mike2.GetType()); //Returns System.String A dynamic behaves like an object, but with dynamic dispatch. The compiler doesn’t know anything about it at compile time. Code Snippet dynamic duo = "dynamic duo"; Console.WriteLine(duo.GetType()); //System.String //duo.BlowUp(); //A dynamic type does not know if this exist until run-time. Console.ReadLine(); To further illustrate this point, the dynamic type called “duo” calls a method that does not exist called BlowUp(). As you can see from the screenshot below, the compiler is reporting no errors even though BlowUp() does not exist. The program will compile fine. It will however throw a runtimebinder exception after it hits that line of code in runtime. Let’s try the same thing with a Var. This time, we get a compiler error that says BlowUp() does not exist. This program will not compile until we add a BlowUp() method.  I hope this helps with your understand of the two. If not, then drop me a line and I’ll be glad to answer it.

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  • MSBuild appears to only use old output files for custom build tools

    - by sixlettervariables
    I have an ANTLR grammar file as part of a C# project file and followed the steps outlined in the User Manual. <Project ...> <PropertyGroup> <Antlr3ToolPath>$(ProjectDir)tools\antlr-3.1.3\lib</Antlr3ToolPath> <AntlrCleanupPath>$(ProjectDir)AntlrCleanup\$(OutputPath)</AntlrCleanupPath> </PropertyGroup> <ItemGroup> <Antlr3 Include="Grammar\Foo.g"> <OutputFiles>FooLexer.cs;FooParser.cs</OutputFiles> </Antlr3> <Antlr3 Include="Grammar\Bar.g"> <OutputFiles>BarLexer.cs;BarParser.cs</OutputFiles> </Antlr3> </ItemGroup> <Target Name="GenerateAntlrCode" Inputs="@(Antlr3)" Outputs="%(Antlr3.OutputFiles)"> <Exec Command="java -cp %22$(Antlr3ToolPath)\antlr-3.1.3.jar%22 org.antlr.Tool -message-format vs2005 @(Antlr3Input)" Outputs="%(Antlr3Input.OutputFiles)" /> <Exec Command="%22$(AntlrCleanupPath)\AntlrCleanup.exe%22 @(Antlr3Input) %(Antlr3Input.OutputFiles)" /> </Target> <ItemGroup> <!-- ...other files here... --> <Compile Include="Grammar\FooLexer.cs"> <AutoGen>True</AutoGen> <DesignTime>True</DesignTime> <DependentUpon>Foo.g</DependentUpon> </Compile> <Compile Include="Grammar\FooParser.cs"> <AutoGen>True</AutoGen> <DesignTime>True</DesignTime> <DependentUpon>Foo.g</DependentUpon> </Compile> <!-- ... --> </ItemGroup> </Project> For whatever reason, the Compile steps only use old versions of the code, no amount of tweaking appears to help.

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  • How to get Augmented Reality: A Practical Guide examples working?

    - by Glen
    I recently bought the book: Augmented Reality: A Practical Guide (http://pragprog.com/titles/cfar/augmented-reality). It has example code that it says runs on Windows, MacOS and Linux. But I can't get the binaries to run. Has anyone got this book and got the binaries to run on ubuntu? I also can't figure out how to compile the examples in Ubuntu. How would I do this? Here is what it says to do: Compiling for Linux Refreshingly, there are no changes required to get the programs in this chapter to compile for Linux, but as with Windows, you’ll first have to find your GL and GLUT files. This may mean you’ll have to download the correct version of GLUT for your machine. You need to link in the GL, GLU, and GLUT libraries and provide a path to the GLUT header file and the files it includes. See whether there is a glut.h file in the /usr/include/GL directory; otherwise, look elsewhere for it—you could use the command find / -name "glut.h" to search your entire machine, or you could use the locate command (locate glut.h). You may need to customize the paths, but here is an example of the compile command: gcc -o opengl_template opengl_template.cpp -I /usr/include/GL -I /usr/include -lGL -lGLU -lglut gcc is a C/C++ compiler that should be present on your Linux or Unix machine. The -I /usr/include/GL command-line argument tells gcc to look in /usr/include/GL for the include files. In this case, you’ll find glut.h and what it includes. When linking in libraries with gcc, you use the -lX switch—where X is the name of your library and there is a correspond- ing libX.a file somewhere in your path. For this example, you want to link in the library files libGL.a, libGLU.a, and libglut.a, so you will use the gcc arguments -lGL -lGLU -lglut. These three files are found in the default directory /usr/lib/, so you don’t need to specify their location as you did with glut.h. If you did need to specify the library path, you would add -L to the path. To run your compiled program, type ./opengl_template or, if the current directory is in your shell’s paths, just opengl_template. When working in Linux, it’s important to know that you may need to keep your texture files to a maximum of 256 by 256 pixels or find the settings in your system to raise this limit. Often an OpenGL program will work in Windows but produce a blank white texture in Linux until the texture size is reduced. The above instructions make no sense to me. Do I have to use gcc to compile or can I use eclipse? If I use either eclipse or gcc what do I need to do to compile and run the program?

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  • Which programming idiom to choose for this open source library?

    - by Walkman
    I have an interesting question about which programming idiom is easier to use for beginner developers writing concrete file parsing classes. I'm developing an open source library, which one of the main functionality is to parse plain text files and get structured information from them. All of the files contains the same kind of information, but can be in different formats like XML, plain text (each of them is structured differently), etc. There are a common set of information pieces which is the same in all (e.g. player names, table names, some id numbers) There are formats which are very similar to each other, so it's possible to define a common Base class for them to facilitate concrete format parser implementations. So I can clearly define base classes like SplittablePlainTextFormat, XMLFormat, SeparateSummaryFormat, etc. Each of them hints the kind of structure they aim to parse. All of the concrete classes should have the same information pieces, no matter what. To be useful at all, this library needs to define at least 30-40 of these parsers. A couple of them are more important than others (obviously the more popular formats). Now my question is, which is the best programming idiom to choose to facilitate the development of these concrete classes? Let me explain: I think imperative programming is easy to follow even for beginners, because the flow is fixed, the statements just come one after another. Right now, I have this: class SplittableBaseFormat: def parse(self): "Parses the body of the hand history, but first parse header if not yet parsed." if not self.header_parsed: self.parse_header() self._parse_table() self._parse_players() self._parse_button() self._parse_hero() self._parse_preflop() self._parse_street('flop') self._parse_street('turn') self._parse_street('river') self._parse_showdown() self._parse_pot() self._parse_board() self._parse_winners() self._parse_extra() self.parsed = True So the concrete parser need to define these methods in order in any way they want. Easy to follow, but takes longer to implement each individual concrete parser. So what about declarative? In this case Base classes (like SplittableFormat and XMLFormat) would do the heavy lifting based on regex and line/node number declarations in the concrete class, and concrete classes have no code at all, just line numbers and regexes, maybe other kind of rules. Like this: class SplittableFormat: def parse_table(): "Parses TABLE_REGEX and get information" # set attributes here def parse_players(): "parses PLAYER_REGEX and get information" # set attributes here class SpecificFormat1(SplittableFormat): TABLE_REGEX = re.compile('^(?P<table_name>.*) other info \d* etc') TABLE_LINE = 1 PLAYER_REGEX = re.compile('^Player \d: (?P<player_name>.*) has (.*) in chips.') PLAYER_LINE = 16 class SpecificFormat2(SplittableFormat): TABLE_REGEX = re.compile(r'^Tournament #(\d*) (?P<table_name>.*) other info2 \d* etc') TABLE_LINE = 2 PLAYER_REGEX = re.compile(r'^Seat \d: (?P<player_name>.*) has a stack of (\d*)') PLAYER_LINE = 14 So if I want to make it possible for non-developers to write these classes the way to go seems to be the declarative way, however, I'm almost certain I can't eliminate the declarations of regexes, which clearly needs (senior :D) programmers, so should I care about this at all? Do you think it matters to choose one over another or doesn't matter at all? Maybe if somebody wants to work on this project, they will, if not, no matter which idiom I choose. Can I "convert" non-programmers to help developing these? What are your observations? Other considerations: Imperative will allow any kind of work; there is a simple flow, which they can follow but inside that, they can do whatever they want. It would be harder to force a common interface with imperative because of this arbitrary implementations. Declarative will be much more rigid, which is a bad thing, because formats might change over time without any notice. Declarative will be harder for me to develop and takes longer time. Imperative is already ready to release. I hope a nice discussion will happen in this thread about programming idioms regarding which to use when, which is better for open source projects with different scenarios, which is better for wide range of developer skills. TL; DR: Parsing different file formats (plain text, XML) They contains same kind of information Target audience: non-developers, beginners Regex probably cannot be avoided 30-40 concrete parser classes needed Facilitate coding these concrete classes Which idiom is better?

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  • C# Dev Challenge Part 1 of n &ndash; Beginner Edition

    - by mbcrump
    I developed this challenge to test one’s knowledge of C Sharp. I am planning on creating several challenges with different skill sets, so don’t get mad if this challenge doesn’t well challenge you... I noticed that most people like short quizzes so this one only contains 5 questions. All of the challenges are clear and concise of what I am asking you to do. No smoke and mirrors here, meaning that none of the code has syntax errors. The purpose of this exercise is to test several OOP concepts and see how much of the C# language you really know. Question #1 – Lets start off Easy… Will the following code snippet compile successfully? What does this question test? - Can this compile without a namespace? Do you have to have an entry point of “static void Main()”? class Test { static int Main() { System.Console.WriteLine("Developer Challenge"); return 0; } } Answer (select text in box below): Yes, it will compile successfully. Question #2 – What is the value of the Console.WriteLine statements? What does this question test? – Do I understand reference types/value types? If a variable is declared with the @ symbol and its not a reserved keyword does the application compile successfully? using System; internal struct MyStruct { public int Value; } internal class MyClass { public int Value; } class Test { static void Main() { MyStruct @struct1 = new MyStruct(); MyStruct @struct2 = @struct1; @struct2.Value = 100; MyClass @ref1 = new MyClass(); MyClass @ref2 = @ref1; @ref2.Value = 100; Console.WriteLine("Value Type: {0} {1}", @struct1.Value, @struct2.Value); Console.WriteLine("Reference Type: {0} {1}", @ref1.Value, @ref2.Value); } } Answer (select text in box below): Value Type: 0 100 Reference Type: 100 100 Question #3 – What is the value of the Console.WriteLine statements? What does this question test? – Can 2 objects reference the same point in memory? using System; class Test { static void Main() { string s1 = "Testing2"; string t1 = s1; Console.WriteLine(s1 == t1); Console.WriteLine((object)s1 == (object)t1); } } Answer (select text in box below): True True Question #4 – What is the value of the Console.WriteLine statements? What does this question test? – How does the “Stack” work – LIFO or FIFO?   using System; using System.Collections; class Test { static void Main() { Stack a = new Stack(5); a.Push("1"); a.Push("2"); a.Push("3"); a.Push("4"); a.Push("5"); foreach (var o in a) { Console.WriteLine(o); } } } Answer (select text in box below): 5 4 3 2 1 Question #5 – What is the value of the Console.WriteLine statements? What does this question test? – Array and General Looping Knowledge. using System; namespace ConsoleApplication5 { class Program { static void Main(string[] args) { int[] J_LIST = new int[5] { 1, 2, 3, 4, 5 }; int K = 10; int L = 5; foreach (var J in J_LIST) { K = K - J; L = K + 2 * J; Console.WriteLine("J = {0, 5} K = {1, 5} L = {2, 5}", J, K, L); } Console.ReadLine(); } } } Answer (select text in box below): J = 1 K = 9 L = 11 J = 2 K = 7 L = 11 J = 3 K = 4 L = 10 J = 4 K = 0 L = 8 J = 5 K = -5 L = 5 Stay Tuned for more challenges!

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  • Android Studio Could not call IncrementalTask.taskAction() on task ':project:dexDebug'

    - by akenawell85x
    I recently decided to switch from Eclipse to Android Studio. I imported a project I was working on and am now getting this error when I try to run the project. Gradle: Execution failed for task ':project:dexDebug'. > Could not call IncrementalTask.taskAction() on task ':project:dexDebug' I've been cruising this site for 2 days now and trying different suggestions to no avail. I did run gradlew compileDebug --stacktrace and this is what I got: C:\Users\adam\AndroidStudioProjects\projectProject>gradlew compileDebug --stacktrace Relying on packaging to define the extension of the main artifact has been deprecated and is scheduled to be removed in Gradle 2.0 :project:preBuild UP-TO-DATE :project:preDebugBuild UP-TO-DATE :project:preReleaseBuild UP-TO-DATE :project:prepareComAndroidSupportAppcompatV71800Library UP-TO-DATE :project:prepareComGoogleAndroidGmsPlayServices3225Library UP-TO-DATE :project:prepareDebugDependencies :project:compileDebugAidl UP-TO-DATE :project:compileDebugRenderscript UP-TO-DATE :project:generateDebugBuildConfig UP-TO-DATE :project:mergeDebugAssets UP-TO-DATE :project:mergeDebugResources UP-TO-DATE :project:processDebugManifest UP-TO-DATE :project:processDebugResources UP-TO-DATE :project:generateDebugSources UP-TO-DATE :project:compileDebug UP-TO-DATE BUILD SUCCESSFUL Total time: 10.459 secs However I am still getting that error when I try to actually run the project. Here is my build.gradle (i do have a 'libs' folder in my project with all the jars for a google maps/places app): buildscript { repositories { mavenCentral() } dependencies { classpath 'com.android.tools.build:gradle:0.6.+' } } apply plugin: 'android' repositories { mavenCentral() } android { compileSdkVersion 18 buildToolsVersion "18.1.1" defaultConfig { minSdkVersion 8 targetSdkVersion 18 } } dependencies { compile fileTree(dir: 'libs') compile 'com.google.android.gms:play-services:3.2.25' compile 'com.android.support:support-v4:18.0.0' compile 'com.android.support:appcompat-v7:+' } and my settings.gradle: include ':project', ':project:libs:android-support-v4', ':project:libs:google-api-client-1.10.3-beta', ':project:libs:google-api-client-android2-1.10.3-beta', ':project:libs:google-http-client-1.10.3-beta', ':project:libs:google-http-client-android2-1.10.3-beta', ':project:libs:google-oauth-client-1.10.1-beta', ':project:libs:gson-2.1', ':project:libs:guava-11.0.1', ':project:libs:jackson-core-asl-1.9.4', ':project:libs:jsr305-1.3.9', ':project:libs:protobuf-java-2.2.0', ':project:libs:GoogleAdMobAdsSdk-6.4.1' As I said, I've tried pretty much everything I have read on here about this error and am having no luck. Any help would be greatly appreciated.

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  • org.apache.jasper.JasperException .... Unterminated &lt;%@ page tag

    - by Ankur
    I get org.apache.jasper.JasperException: /index.jsp(2,1) Unterminated <%@ page tag The page tags look like this: <%@ page import="java.util.*" %> <%@ page import="au.edu.uwa.peb.autoextractor.model.ScanResultItem"; %> This seems to indicate to me that a < does not have a corresponding tag ... is this so ... my IDE does not highlight any errors so how can I find this unterminated tag. Is there a JSP validation tool that I can use, perhaps online? The stack trace looks like this: org.apache.jasper.compiler.DefaultErrorHandler.jspError(DefaultErrorHandler.java:40) org.apache.jasper.compiler.ErrorDispatcher.dispatch(ErrorDispatcher.java:407) org.apache.jasper.compiler.ErrorDispatcher.jspError(ErrorDispatcher.java:132) org.apache.jasper.compiler.Parser.parseDirective(Parser.java:520) org.apache.jasper.compiler.Parser.parseTagFileDirectives(Parser.java:1784) org.apache.jasper.compiler.Parser.parse(Parser.java:127) org.apache.jasper.compiler.ParserController.doParse(ParserController.java:255) org.apache.jasper.compiler.ParserController.parseDirectives(ParserController.java:120) org.apache.jasper.compiler.Compiler.generateJava(Compiler.java:165) org.apache.jasper.compiler.Compiler.compile(Compiler.java:332) org.apache.jasper.compiler.Compiler.compile(Compiler.java:312) org.apache.jasper.compiler.Compiler.compile(Compiler.java:299) org.apache.jasper.JspCompilationContext.compile(JspCompilationContext.java:586) org.apache.jasper.servlet.JspServletWrapper.service(JspServletWrapper.java:317) org.apache.jasper.servlet.JspServlet.serviceJspFile(JspServlet.java:342) org.apache.jasper.servlet.JspServlet.service(JspServlet.java:267) javax.servlet.http.HttpServlet.service(HttpServlet.java:717)

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  • Pixel shader wierd compilation error

    - by ytrewq
    hi, I'm experiencing with shaders a bit and I keep getting this weird compilation error that's driving me crazy! the following pixel shader code snippet: DirectionVector = normalize(f3LightPosition[i] - PixelPos); LightVec = PixelNormal - DirectionVector; // Get the light strenght factor LightStrFactor = float(abs((LightVec.x + LightVec.y + LightVec.z) / 3.0f)); // TEST!!! LightStrFactor = 1.0f; // Add this light to the total light on this pixel LightVal += f4Light[i] * LightStrFactor; works perfectly, but as soon as i remove the "LightStrFactor = 1.0f;" line, i.e. letting 'LightStrFactor ' value be the result of the calculation above, it fails to compile the shader. LightStrFactor is a float LightVal & f4Light[i] are float4 All the rest are float3. my question is, besides why it doesn't compile, is how come DX compiler cares about the value of a float? even if my values are incorrect, shouldn't it be run-time? the shader compilation code is this: /* Compile the bitch */ if (FAILED(D3DXCompileShaderFromFile(fileName, NULL, NULL, "PS_MAIN", "ps_2_0", 0, &this->m_pCode, NULL, &this->m_constantTable))) GraphicException("Failed to compile pixel shader!"); // <-- gets here :( if (FAILED(g_D3dDevice->CreatePixelShader( (DWORD*)this->m_pCode->GetBufferPointer(), &this->m_hPixelShader ))) GraphicException("Failed to create pixel shader!"); this->m_fLoaded = true; any help is appreciated thanks!!! :]

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  • Automatically add links to class source files under a specified directory of another project in Visu

    - by Binary255
    I want to share some class source files between two projects in Visual Studio 2008. I can't create a project for the common parts and reference it (see my comment if you are curious to why). I've managed to share some source files, but it could be a lot more neat. I've created a test solution called Commonality. The Solution Explorer of the Commonality solution which contains project One and Two: What I like: All class files under the Common folder of project One are automatically added to project Two by linking. It's mostly the same as if I would have chosen Add / Existing Item... : Add As Link on each new class source file. It's clear that these files have been linked in. The shortcut arrow symbol is marking each file icon. What I do not like: The file and folder tree structure under Common of project One isn't included. It's all flat. The linked source files are shown under the project root of project Two. It would look much less cluttered if they were located under Common like in project One. The file tree structure of the Commonality solution which contains project One and Two: $ tree /F /A Folder PATH listing for volume Cystem Volume serial number is 0713370 1337:F6A4 C:. | Commonality.sln | +---One | | One.cs | | One.csproj | | | +---bin | | \---Debug | | One.vshost.exe | | One.vshost.exe.manifest | | | +---Common | | | Common.cs | | | CommonTwo.cs | | | | | \---SubCommon | | CommonThree.cs | | | +---obj | | \---Debug | | +---Refactor | | \---TempPE | \---Properties | AssemblyInfo.cs | \---Two | Two.cs | Two.csproj | Two.csproj.user | Two.csproj~ | +---bin | \---Debug +---obj | \---Debug | +---Refactor | \---TempPE \---Properties AssemblyInfo.cs And the relevant part of project Two's project file Two.csproj: <ItemGroup> <Compile Include="..\One\Common\**\*.cs"> </Compile> <Compile Include="Two.cs" /> <Compile Include="Properties\AssemblyInfo.cs" /> </ItemGroup> How do I address what I do not like, while keeping what I like?

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  • rewrite not a member of LiftRules

    - by José Leal
    Hi guys, I was following http://www.assembla.com/wiki/show/liftweb/URL_Rewriting tutorial for url rewritting in liftweb.. but I get this error: error: value rewrite is not a member of object net.liftweb.http.LiftRules .. it is really odd.. and the documentation says that it exists. I'm using idea IDE, and I've done everything from scratch, using the lift maven blank archifact. Some more info: [INFO] ------------------------------------------------------------------------ [INFO] Building Joseph3 [INFO] task-segment: [tomcat:run] [INFO] ------------------------------------------------------------------------ [INFO] Preparing tomcat:run [INFO] [resources:resources {execution: default-resources}] [WARNING] Using platform encoding (UTF-8 actually) to copy filtered resources, i.e. build is platform dependent! [INFO] Copying 0 resource [INFO] [yuicompressor:compress {execution: default}] [INFO] nb warnings: 0, nb errors: 0 [INFO] artifact org.mortbay.jetty:jetty: checking for updates from scala-tools.org [INFO] artifact org.mortbay.jetty:jetty: checking for updates from central [INFO] [compiler:compile {execution: default-compile}] [INFO] Nothing to compile - all classes are up to date [INFO] [scala:compile {execution: default}] [INFO] Checking for multiple versions of scala [INFO] /home/dpz/Scala/Doit/Joseph3/src/main/scala:-1: info: compiling [INFO] Compiling 2 source files to /home/dpz/Scala/Doit/Joseph3/target/classes at 1274922123910 [ERROR] /home/dpz/Scala/Doit/Joseph3/src/main/scala/bootstrap/liftweb/Boot.scala:16: error: value rewrite is not a member of object net.liftweb.http.LiftRules [INFO] LiftRules.rewrite.prepend(NamedPF("ProductExampleRewrite") { [INFO] ^ [ERROR] one error found [INFO] ------------------------------------------------------------------------ [ERROR] BUILD ERROR [INFO] ------------------------------------------------------------------------ [INFO] wrap: org.apache.commons.exec.ExecuteException: Process exited with an error: 1(Exit value: 1) [INFO] ------------------------------------------------------------------------ [INFO] For more information, run Maven with the -e switch [INFO] ------------------------------------------------------------------------ [INFO] Total time: 19 seconds [INFO] Finished at: Thu May 27 03:02:07 CEST 2010 [INFO] Final Memory: 20M/175M [INFO] ------------------------------------------------------------------------ Process finished with exit code 1 enter code here

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  • Automatically add links to class source files under a specified directory of an another project in V

    - by Binary255
    I want to share some class source files between two projects in Visual Studio 2008. I can't create a project for the common parts and reference it (see my comment if you are curious to why). I've managed to share some source files, but it could be a lot more neat. I've created a test solution called Commonality. The Solution Explorer of the Commonality solution which contains project One and Two: What I like: All class files under the Common folder of project One are automatically added to project Two by linking. It's mostly the same as if I would have chosen Add / Existing Item... : Add As Link on each new class source file. It's clear that these files have been linked in. The shortcut arrow symbol is marking each file icon. What I do not like: The file and folder tree structure under Common of project One isn't included. It's all flat. The linked source files are shown under the project root of project Two. It would look much less cluttered if they were located under Common like in project One. The file tree structure of the Commonality solution which contains project One and Two: $ tree /F /A Folder PATH listing for volume Cystem Volume serial number is 0713370 1337:F6A4 C:. | Commonality.sln | +---One | | One.cs | | One.csproj | | | +---bin | | \---Debug | | One.vshost.exe | | One.vshost.exe.manifest | | | +---Common | | | Common.cs | | | CommonTwo.cs | | | | | \---SubCommon | | CommonThree.cs | | | +---obj | | \---Debug | | +---Refactor | | \---TempPE | \---Properties | AssemblyInfo.cs | \---Two | Two.cs | Two.csproj | Two.csproj.user | Two.csproj~ | +---bin | \---Debug +---obj | \---Debug | +---Refactor | \---TempPE \---Properties AssemblyInfo.cs And the relevant part of project Two's project file Two.csproj: <ItemGroup> <Compile Include="..\One\Common\**\*.cs"> </Compile> <Compile Include="Two.cs" /> <Compile Include="Properties\AssemblyInfo.cs" /> </ItemGroup> How do I address what I do not like, while keeping what I like?

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