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  • ArchBeat Link-o-Rama for 2012-09-05

    - by Bob Rhubart
    OTN Architect Day - Boston - Sept 12: What to Expect If you've never attended an OTN Architect Day, here's a little preview. You start with a continental breakfast. Then you have keynotes by an Oracle expert, and a member of the Oracle ACE community. After that come the break-out sessions, so you have your choice of two sessions in each time slot. So you'll get in two breakouts before lunch. Then you eat. After that there's a panel Q&A during which the audience tosses questions at the assembled session speakers. Then it's on to another set of break-out sessions, followed by a short break. Then the audience breaks into small groups for round table discussions. After that there's a drawing for some cool prizes, followed by the cocktail reception. All that costs you absolutely zero. Register now. Starting and Stopping Fusion Applications the Right Way | Ronaldo Viscuso While the fastartstop tool that ships with Oracle Fusion Applications does most of the work to start/stop/bounce the Fusion Apps environment, it does not do it all. Oracle Fusion Applications A-Team blogger Ronaldo Viscuso's post "aims to explain all tasks involved in starting and stopping a Fusion Apps environment completely." Dodeca Customer Feedback - The Rosewood Company | Tim Tow Oracle ACE Director Tim Tow shares anecdotal comments from one of his clients, a company that is deploying Dodeca to replace an aging VBA/Essbase application. Configuring UCM cache to check for external Content Server changes | Martin Deh Oracle WebCenter and ADF A-Team blogger Martin Deh shares the background information and the solution to a recently encountered customer scenario. Proxy As Upgrade to 11g Does Not Like NQSession.User | Art of Business Intelligence "In Oracle BI 10g the application was a lot more tolerant of bad design and cavalier usage of variables," observes Oracle ACE Christian Screen. "We noticed an issue recently during an upgrade where the Proxy As configuration in Oracle BI 10g used the NQSession.User variable to identify the user logged into Presentation Servers acting as Proxy." Oracle WebLogic Server 11g: Interactive Quick Reference | Dirk Nachbar Oracle ACE Dirk Nachbar shares a quick post with information on a new interactive reference guide to Oracle WebLogic Server. "The Quick Reference shows you an architecural overview of the Oracle WebLogic Server processes, tools, configuration files, log files and so on including a short description of each section and the corresponding link to the Oracle WebLogic Server Documentation," says Nachbar. Thought for the Day "In fast moving markets, adaptation is significantly more important than optimization." — Larry Constantine Source: Quotes for Software Engineers

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  • Perl syntax error [closed]

    - by Linny
    I am a beginner taking a Perl programming course. We are trying to write a basic program for counting nucleotides in a DNA string. I'm getting syntax errors on the lines that have a single bracket on lines 28 & 70 and don't know why. It also reads that I have compilation errors. I have no idea where to start figuring that out. # The purpose of this program is to count the number of nucleotides in a strand. Each protein is counted separately # print "/n NOTE: Nucleotide counting /n"; # use strict; # enforce variable declarations use warnings; # enable compiler warnings # Display number of A,a,T,t,G,g,C,c, nucleotides in a word or sequence of letters. # my ($base) = ''; # an extracted letter from a string my ($nuceotide_count) = 0 ; # the current position within the word my ($position) = 0 ; # number of vowels in user-supplied word my ($word) = ''; # word to be processed my ($A_count) = 0 ; # of A nucleotides in the user-supplied sequence my ($a_count) = 0 ; # of A nucleotides in the user-supplied sequence my ($C_count) = 0 ; # of C nucleotides in the user-supplied sequence my ($c_count) = 0 ; # of C nucleotides in the user-supplied sequence my ($G_count) = 0 ; # of G nucleotides in the user-supplied sequence my ($g_count) = 0 ; # of G nucleotides in the user-supplied sequence my ($T_count) = 0 ; # of T nucleotides in the user-supplied sequence my ($t_count) = 0 ; # of T nucleotides in the user-supplied sequence word = (STDIN) for ($position = 0);($position if (($base eq 'a') or ($base eq 'A')) { ++$A_count; } # end if ++$position; if (($base eq 'T') or ($base eq 't')) { ++$T_count; } end if ++$position; if (($base eq 'G') or ($base eq 'g')) { ++$G_count; } # end if ++$position; if (($base eq 'C') or ($base eq 'c')) { ++$C_count; } # end if ++$position; } # end for # Display final results. # print " \n The number of A or a neucleotides is: $A_count"; print " \n The number of T or t neucleotides is: $T_count"; print " \n The number of G or g neucleotides is: $G_count"; print " \n The number of C or c neucleotides is: $C_count"; print " \n\n Program completed successfully. \n" ; exit ;

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  • A strong component keeps everything together

    - by Justin Paul-Oracle
    Most of the times you implement a WebCenter Content based system, you require some sort of customization. Sometimes these customizations need a Java class or two, or libraries (for example, the JavaMail API), or Database Objects (like new tables, views, indexes, etc). I have seen that libraries and Database Objects are usually put in place using manual steps. This means that the library jar files are copied to one of the common classes directory (set in the Content CLASSPATH variable) and/or the database scripts are executed manually. I have also seen people place the custom Java classes in the common classes directory. While this may seem like an easy solution, think about a scenario where you need to disable or uninstall the component or if you have to upgrade or migrate the system. You have to keep these manual steps documented and execute them every time you encounter the above scenarios. It is very common that some of these manual steps are missed when you have multiple teams and people working on the system. Here are a few points to ponder upon: Place all your custom Java classes within your component. Create a new directory, say ${COMPONENT_DIR}/classes, and place your code there. You can choose to bundle all your classes into a jar or you can place the entire class directory structure. Add a path entry to the Build Settings so that it is bundled with the component when you build it. You also need to update the Custom Class Path and the Custom Class Path Load Order under the Advanced Build Settings. This will ensure that the system CLASSPATH is updated to add this new directory. Create a new component for any new library that you want to add. Add the appropriate path entries to the Build Settings so that it is bundled with the component when you build it. You also need to update the Custom Class Path, Custom Class Path Load Order and/or the Custom Library Path under the Advanced Build Settings. Enter a comma separated list of features that this component will provide. When you create other components that will use the features exposed by this component, make sure that you specify a dependency to this library component by specifying the comma separated list of features in the Advanced Build Settings. The component wizard allows you to create custom install/uninstall Java code. The wizard will create a install filter class when you check the “Has Install” checkbox on the “Install/Uninstall Settings” tab. Consider using this filter class to create database objects when you install the component and drop the objects when you uninstall the component. If you do a lot of custom component development, consider creating a install/uninstall Java class, which can execute queries defined within the component. To sum up, whenever you write a new custom component, make sure that you bundle everything within the component.

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  • Memory read/write access efficiency

    - by wolfPack88
    I've heard conflicting information from different sources, and I'm not really sure which one to believe. As such, I'll post what I understand and ask for corrections. Let's say I want to use a 2D matrix. There are three ways that I can do this (at least that I know of). 1: int i; char **matrix; matrix = malloc(50 * sizeof(char *)); for(i = 0; i < 50; i++) matrix[i] = malloc(50); 2: int i; int rowSize = 50; int pointerSize = 50 * sizeof(char *); int dataSize = 50 * 50; char **matrix; matrix = malloc(dataSize + pointerSize); char *pData = matrix + pointerSize - rowSize; for(i = 0; i < 50; i++) { pData += rowSize; matrix[i] = pData; } 3: //instead of accessing matrix[i][j] here, we would access matrix[i * 50 + j] char *matrix = malloc(50 * 50); In terms of memory usage, my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient, for the reasons below: 3: There is only one pointer and one allocation, and therefore, minimal overhead. 2: Once again, there is only one allocation, but there are now 51 pointers. This means there is 50 * sizeof(char *) more overhead. 1: There are 51 allocations and 51 pointers, causing the most overhead of all options. In terms of performance, once again my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient. Reasons being: 3: Only one memory access is needed. We will have to do a multiplication and an addition as opposed to two additions (as in the case of a pointer to a pointer), but memory access is slow enough that this doesn't matter. 2: We need two memory accesses; once to get a char *, and then to the appropriate char. Only two additions are performed here (once to get to the correct char * pointer from the original memory location, and once to get to the correct char variable from wherever the char * points to), so multiplication (which is slower than addition) is not required. However, on modern CPUs, multiplication is faster than memory access, so this point is moot. 1: Same issues as 2, but now the memory isn't contiguous. This causes cache misses and extra page table lookups, making it the least efficient of the lot. First and foremost: Is this correct? Second: Is there an option 4 that I am missing that would be even more efficient?

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  • Is there a pedagogical game engine?

    - by K.G.
    I'm looking for a book, website, or other resource that gives modern 3D game engines the same treatment as Operating Systems: Design and Implementation gave operating systems. I have read Jason Gregory's Game Engine Architecture, which I enjoyed. However, by intent the author treated components of the architecture as atomic units, whereas what I'm interested in is the plumbing between those units that makes a coherent whole out of ideally loosely coupled parts. In books such as these, one usually reads that "that's academic," but that's the point! I have also read Julian Gold's Object-oriented Game Development, which likewise was good, but I feel is beginning to show its age. Since even mobile platforms these days are multicore and have fast video memory, those kinds of things (concurrency, display item buffering) would ideally be covered. There are other resources, such as the Doom 3 source code, which is highly instructive for its being a shipped product. The problem with those is as follows: float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the f***? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } To wit, while brilliant, this kind of source requires more enlightenment than I can usually muster upon first read. In summary, here's my white whale: For an adult reader with experience in programming. I wish I could save all the trees killed by every. Single. Game Programming book ever devoting the first two chapters to "Now just what is a variable anyway?" In C or C++, very preferably C++. Languages that are more concise are fantastic for teaching, except for when what you want to learn is how to cope with a verbose language. There is also the benefit of the guardrails that C++ doesn't provide, such as garbage collection. Platform agnostic. I'm sincerely afraid that this book is out there and it's Visual C++/DirectX oriented. I'm a Linux guy, and I'd do what it takes, but I would very much like to be able to use OpenGL. Thanks for everything! Before anyone gets on my case about it, Fast inverse square root was from Quake III Arena, not Doom 3!

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  • Can't save data for a member in a data form

    - by RahulS
    Implied sharing is an old thing everyone knows the reasons and solutions of that, still little theory about that: With Essbase implied sharing, some members are shared even if you do not explicitly set them as shared. These members are implied shared members. When an implied share relationship is created, each implied member assumes the other member’s value. Essbase assumes (or implies) a shared member relationship in these situations: 1. A parent has only one child 2. A parent has only one child that consolidates to the parent In a Planning form that contains members with an implied sharing relationship, when a value is added for the parent, the child assumes the same value after the form is saved. Likewise, if a value is added for the child, the parent usually assumes the same value after a form is saved.For example, when a calculation script or load rule populates an implied share member, the other implied share member assumes the value of the member populated by the calculation script or load rule. The last value calculated or imported takes precedence. The result is the same whether you refer to the parent or the child as a variable in a calculation script. For more information have a look at: http://docs.oracle.com/cd/E17236_01/epm.1112/hp_admin_11122/ch14s11.html Now the issue which we are going to talk about is We loose data on save even when the parent is dynamic calc and has a single child. A dynamic calc parent to a single child:  If we design the form with following selection: In the data form we will find parent below the member and this is by design whenever you make a selection using commands to select all the member below parent, always children will appear before the parent: Lets try to enter data, Save it Now, try to change the way we selected members Here we go: Now the question again why this behavior: 1. Data from Planning data form passes to Essbase row by row, 2. Because in data form the child member appears before the parent, 3. First, data goes to Essbase for child (SingleStoreChild), 4. Then when Planning passes the data for parent there was #Missing or No data,  5. Over writes the data to #missing. PS: As we know that dynamic calc members are calculated on the fly they are not allocated with any memory in the Essbase, here the parent was dynamic calc and it was pointing to same memory as child in the background, when Planning was passing data to Essbase for second row it has updated the child with missing data.(Little confusing, let me know if you need more explanation) 6. As one of the solutions just change the order of appearance of parent and child. Cheers..!!! Rahul S. https://www.facebook.com/pages/HyperionPlanning/117320818374228

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  • Blender to 3ds max to cal3d format

    - by Kaliber64
    There are quite a few questions on cal3d but they are old and don't apply anymore. In Blender(must be 2.49a for python script to work!!!): I have a scene with 7 meshes, 1 armature, 10 bones. I tried going to one mesh to simplify it but doesn't change anything. I found a small blend file that was used for cal3d and it exported just fine. So I tried to copy it's setup with no success. EDIT*8/13/2012 In the last week here is what I have found so far. I made the mesh in the newest blender(2.62?) and exported it to import it in the old one(2.49a). Did an animation in the old one because importing new blend files to old blenders, its just said it would lose keyframe data and all was good. And then you get the last problem of it not exporting meshes. BUT I found that meshes made in the old one export regardless. I can't find any that won't export. So if I used the old blender to remake my model I could get it to export :) At this point I found a modified release of cal3d (because the most core model variable would not initiate as I made a really small test subject in old blender instead of remaking my big one which took 4 hours.) which fixes the morph objects and adds what cal3d left off with. Under their license they have to release the modification but it has no documentation so I have to figure it out on my own. Its mostly the same. But with this lib it came with a 3ds max exporter. My question now is how do I transfer armature and mesh information from blender to 3ds max in order to export into cal3d format. Every time I try the models are see through and small and there are no bones. The formats I have tried to import are .3ds .obj(mesh only) and COLLADA. In all of them the mesh is invisible and no bones. It says the default texture is on so I should be able to see it. All the vertices are present I found a vertex highlighter so I can see those. If any of this is confusing let me know so I can clear it up. Its late .<=sleep.

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  • My Automated NuGet Workflow

    - by Wes McClure
    When we develop libraries (whether internal or public), it helps to have a rapid ability to make changes and test them in a consuming application. Building Setup the library with automatic versioning and a nuspec Setup library assembly version to auto increment build and revision AssemblyInfo –> [assembly: AssemblyVersion("1.0.*")] This autoincrements build and revision based on time of build Major & Minor Major should be changed when you have breaking changes Minor should be changed once you have a solid new release During development I don’t increment these Create a nuspec, version this with the code nuspec - set version to <version>$version$</version> This uses the assembly’s version, which is auto-incrementing Make changes to code Run automated build (ruby/rake) run “rake nuget” nuget task builds nuget package and copies it to a local nuget feed I use an environment variable to point at this so I can change it on a machine level! The nuget command below assumes a nuspec is checked in called Library.nuspec next to the csproj file $projectSolution = 'src\\Library.sln' $nugetFeedPath = ENV["NuGetDevFeed"] msbuild :build => [:clean] do |msb| msb.properties :configuration => :Release msb.targets :Build msb.solution = $projectSolution end task :nuget => [:build] do sh "nuget pack src\\Library\\Library.csproj /OutputDirectory " + $nugetFeedPath end Setup the local nuget feed as a nuget package source (this is only required once per machine) Go to the consuming project Update the package Update-Package Library or Install-Package TLDR change library code run “rake nuget” run “Update-Package library” in the consuming application build/test! If you manually execute any of this process, especially copying files, you will find it a burden to develop the library and will find yourself dreading it, and even worse, making changes downstream instead of updating the shared library for everyone’s sake. Publishing Once you have a set of changes that you want to release, consider versioning and possibly increment the minor version if needed. Pick the package out of your local feed, and copy it to a public / shared feed! I have a script to do this where I can drop the package on a batch file Replace apikey with your nuget feed's apikey Take out the confirm(s) if you don't want them @ECHO off echo Upload %1? set /P anykey="Hit enter to continue " nuget push %1 apikey set /P anykey="Done " Note: helps to prune all the unnecessary versions during testing from your local feed once you are done and ready to publish TLDR consider version number run command to copy to public feed

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  • Data structures for a 2D multi-layered and multi-region map?

    - by DevilWithin
    I am working on a 2D world editor and a world format subsequently. If I were to handle the game "world" being created just as a layered set of structures, either in top or side views, it would be considerably simple to do most things. But, since this editor is meant for 3rd parties, I have no clue how big worlds one will want to make and I need to keep in mind that eventually it will become simply too much to check, handling and comparing stuff that are happening completely away from the player position. I know the solution for this is to subdivide my world into sub regions and stream them on the fly, loading and unloading resources and other data. This way I know a virtually infinite game area is achievable. But, while I know theoretically what to do, I really have a few questions I'd hoped to get answered for some hints about the topic. The logic way to handle the regions is some kind of grid, would you pick evenly distributed blocks with equal sizes or would you let the user subdivide areas by taste with irregular sized rectangles? In case of even grids, would you use some kind of block/chunk neighbouring system to check when the player transposes the limit or just put all those in a simple array? Being a region a different data structure than its owner "game world", when streaming a region, would you deliver the objects to the parent structures and track them for unloading later, or retain the objects in each region for a more "hard-limit" approach? Introducing the subdivision approach to the project, and already having a multi layered scene graph structure on place, how would i make it support the new concept? Would you have the parent node have the layers as children, and replicate in each layer node, a node per region? Or the opposite, parent node owns all the regions possible, and each region has multiple layers as children? Or would you just put the region logic outside the graph completely(compatible with the first suggestion in Q.3) When I say virtually infinite worlds, I mean it of course under the contraints of the variable sizes and so on. Using float positions, a HUGE world can already be made. Do you think its sane to think beyond that? Because I think its ok to stick to this limit since it will never be reached so easily.. As for when to stream a region, I'm implementing it as a collection of watcher cameras, which the streaming system works with to know what to load/unload. The problem here is, i will be needing some kind of warps/teleports built in for my game, and there is a chance i will be teleporting a player to a unloaded region far away. How would you approach something like this? Is it sane to load any region to memory which can be teleported to by a warp within a radius from the player? Sorry for the huge question, any answers are helpful!

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  • Unknown C# keywords: params

    - by Chris Skardon
    Often overlooked, and (some may say) unloved, is the params keyword, but it’s an awesome keyword, and one you should definitely check out. What does it do? Well, it lets you specify a single parameter that can have a variable number of arguments. You what? Best shown with an example, let’s say we write an add method: public int Add(int first, int second) { return first + second; } meh, it’s alright, does what it says on the tin, but it’s not exactly awe-inspiring… Oh noes! You need to add 3 things together??? public int Add(int first, int second, int third) { return first + second + third; } oh yes, you code master you! Overloading a-plenty! Now a fourth… Ok, this is starting to get a bit ridiculous, if only there was some way… public int Add(int first, int second, params int[] others) { return first + second + others.Sum(); } So now I can call this with any number of int arguments? – well, any number > 2..? Yes! int ret = Add(1, 2, 3); Is as valid as: int ret = Add(1, 2, 3, 4); Of course you probably won’t really need to ever do that method, so what could you use it for? How about adding strings together? What about a logging method? We all know ToString can be an expensive method to call, it might traverse every node on a class hierarchy, or may just be the name of the type… either way, we don’t really want to call it if we can avoid it, so how about a logging method like so: public void Log(LogLevel level, params object[] objs) { if(LoggingLevel < level) return; StringBuilder output = new StringBuilder(); foreach(var obj in objs) output.Append((obj == null) ? "null" : obj.ToString()); return output; } Now we only call ‘ToString’ when we want to, and because we’re passing in just objects we don’t have to call ToString if the Logging Level isn’t what we want… Of course, there are a multitude of things to use params for…

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  • Indefinite loops where the first time is different

    - by George T
    This isn't a serious problem or anything someone has asked me to do, just a seemingly simple thing that I came up with as a mental exercise but has stumped me and which I feel that I should know the answer to already. There may be a duplicate but I didn't manage to find one. Suppose that someone asked you to write a piece of code that asks the user to enter a number and, every time the number they entered is not zero, says "Error" and asks again. When they enter zero it stops. In other words, the code keeps asking for a number and repeats until zero is entered. In each iteration except the first one it also prints "Error". The simplest way I can think of to do that would be something like the folloing pseudocode: int number = 0; do { if(number != 0) { print("Error"); } print("Enter number"); number = getInput(); }while(number != 0); While that does what it's supposed to, I personally don't like that there's repeating code (you test number != 0 twice) -something that should generally be avoided. One way to avoid this would be something like this: int number = 0; while(true) { print("Enter number"); number = getInput(); if(number == 0) { break; } else { print("Error"); } } But what I don't like in this one is "while(true)", another thing to avoid. The only other way I can think of includes one more thing to avoid: labels and gotos: int number = 0; goto question; error: print("Error"); question: print("Enter number"); number = getInput(); if(number != 0) { goto error; } Another solution would be to have an extra variable to test whether you should say "Error" or not but this is wasted memory. Is there a way to do this without doing something that's generally thought of as a bad practice (repeating code, a theoretically endless loop or the use of goto)? I understand that something like this would never be complex enough that the first way would be a problem (you'd generally call a function to validate input) but I'm curious to know if there's a way I haven't thought of.

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  • Fixing a NoClassDefFoundError

    - by Chris Okyen
    I have some code: package ftc; import java.util.Scanner; public class Fer_To_Cel { public static void main(String[] argv) { // Scanner object to get the temp in degrees Farenheit Scanner keyboard = new Scanner(System.in); boolean isInt = true; // temporarily put as true in case the user enters a valid int the first time int degreesF = 0; // initialy set to 0 do { try { // Input the temperature text. System.out.print("\nPlease enter a temperature (integer number, no fractional part) in degrees Farenheit: "); degreesF = Integer.parseInt(keyboard.next()); // Get user input and Assign the far. temperature variable, which is casted from String to int. } // Let the user know in a user friendly notice that the value entered wasnt an int ( give int value range ) , and then give error log catch(java.lang.Exception e) { System.out.println("Sorry but you entered a non-int value ( needs to be between ( including ) -2,147,483,648 and 2,147,483,647 ).. \n"); e.printStackTrace(); isInt = false; } } while(!isInt); System.out.println(""); // print a new line. final int degreesC = (5*(degreesF-32)/9); // convert the degrees from F to C and store the resulting expression in degreesC // Print out a newline, then print what X degrees F is in Celcius. System.out.println("\n" + degreesF + " degrees Farenheit is " + degreesC + " degrees Celcius"); } } And The following error: C:\Program Files\Java\jdk1.7.0_06\bin>java Fer_To_Cel Exception in thread "main" java.lang.NoClassDefFoundError: Fer_To_Cel (wrong name: ftc/Fer_To_Cel) at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClass(ClassLoader.java:791) at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:14 at java.net.URLClassLoader.defineClass(URLClassLoader.java:449) at java.net.URLClassLoader.access$100(URLClassLoader.java:71) at java.net.URLClassLoader$1.run(URLClassLoader.java:361) at java.net.URLClassLoader$1.run(URLClassLoader.java:355) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:354) at java.lang.ClassLoader.loadClass(ClassLoader.java:423) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:308) at java.lang.ClassLoader.loadClass(ClassLoader.java:356) at sun.launcher.LauncherHelper.checkAndLoadMain(LauncherHelper.java:480) The code compiled without compile errors, but presented errors during execution. Which leads me to two questions. I know Errors can be termed Compiler, Runtime and Logic Errors, but the NoClassDefFoundError inherits java.lang.LinkageError. Does that make it a Linker error, being niether of the three types of errors I listed, If I am right this is the answer. For someone else who obtains the singular .java file and compiles it, would this be the only way to solve this problem? Or can I (should I ) do/have done something to fix this problem? Basically, based on a basis of programming, is this a fault of me as the writer? Could this be done once on, my half and be distributed and not needed be done again?

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  • NHibernate Session Load vs Get when using Table per Hierarchy. Always use ISession.Get&lt;T&gt; for TPH to work.

    - by Rohit Gupta
    Originally posted on: http://geekswithblogs.net/rgupta/archive/2014/06/01/nhibernate-session-load-vs-get-when-using-table-per-hierarchy.aspxNHibernate ISession has two methods on it : Load and Get. Load allows the entity to be loaded lazily, meaning the actual call to the database is made only when properties on the entity being loaded is first accessed. Additionally, if the entity has already been loaded into NHibernate Cache, then the entity is loaded directly from the cache instead of querying the underlying database. ISession.Get<T> instead makes the call to the database, every time it is invoked. With this background, it is obvious that we would prefer ISession.Load<T> over ISession.Get<T> most of the times for performance reasons to avoid making the expensive call to the database. let us consider the impact of using ISession.Load<T> when we are using the Table per Hierarchy implementation of NHibernate. Thus we have base class/ table Animal, there is a derived class named Snake with the Discriminator column being Type which in this case is “Snake”. If we load This Snake entity using the Repository for Animal, we would have a entity loaded, as shown below: public T GetByKey(object key, bool lazy = false) { if (lazy) return CurrentSession.Load<T>(key); return CurrentSession.Get<T>(key); } var tRepo = new NHibernateReadWriteRepository<TPHAnimal>(); var animal = tRepo.GetByKey(new Guid("602DAB56-D1BD-4ECC-B4BB-1C14BF87F47B"), true); var snake = animal as Snake; snake is null As you can see that the animal entity retrieved from the database cannot be cast to Snake even though the entity is actually a snake. The reason being ISession.Load prevents the entity to be cast to Snake and will throw the following exception: System.InvalidCastException :  Message=Unable to cast object of type 'TPHAnimalProxy' to type 'NHibernateChecker.Model.Snake'. Thus we can see that if we lazy load the entity using ISession.Load<TPHAnimal> then we get a TPHAnimalProxy and not a snake. =============================================================== However if do not lazy load the same cast works perfectly fine, this is since we are loading the entity from database and the entity being loaded is not a proxy. Thus the following code does not throw any exceptions, infact the snake variable is not null: var tRepo = new NHibernateReadWriteRepository<TPHAnimal>(); var animal = tRepo.GetByKey(new Guid("602DAB56-D1BD-4ECC-B4BB-1C14BF87F47B"), false); var snake = animal as Snake; if (snake == null) { var snake22 = (Snake) animal; }

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  • Per-pixel collision detection - why does XNA transform matrix return NaN when adding scaling?

    - by JasperS
    I looked at the TransformCollision sample on MSDN and added the Matrix.CreateTranslation part to a property in my collision detection code but I wanted to add scaling. The code works fine when I leave scaling commented out but when I add it and then do a Matrix.Invert() on the created translation matrix the result is NaN ({NaN,NaN,NaN},{NaN,NaN,NaN},...) Can anyone tell me why this is happening please? Here's the code from the sample: // Build the block's transform Matrix blockTransform = Matrix.CreateTranslation(new Vector3(-blockOrigin, 0.0f)) * // Matrix.CreateScale(block.Scale) * would go here Matrix.CreateRotationZ(blocks[i].Rotation) * Matrix.CreateTranslation(new Vector3(blocks[i].Position, 0.0f)); public static bool IntersectPixels( Matrix transformA, int widthA, int heightA, Color[] dataA, Matrix transformB, int widthB, int heightB, Color[] dataB) { // Calculate a matrix which transforms from A's local space into // world space and then into B's local space Matrix transformAToB = transformA * Matrix.Invert(transformB); // When a point moves in A's local space, it moves in B's local space with a // fixed direction and distance proportional to the movement in A. // This algorithm steps through A one pixel at a time along A's X and Y axes // Calculate the analogous steps in B: Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, transformAToB); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, transformAToB); // Calculate the top left corner of A in B's local space // This variable will be reused to keep track of the start of each row Vector2 yPosInB = Vector2.Transform(Vector2.Zero, transformAToB); // For each row of pixels in A for (int yA = 0; yA < heightA; yA++) { // Start at the beginning of the row Vector2 posInB = yPosInB; // For each pixel in this row for (int xA = 0; xA < widthA; xA++) { // Round to the nearest pixel int xB = (int)Math.Round(posInB.X); int yB = (int)Math.Round(posInB.Y); // If the pixel lies within the bounds of B if (0 <= xB && xB < widthB && 0 <= yB && yB < heightB) { // Get the colors of the overlapping pixels Color colorA = dataA[xA + yA * widthA]; Color colorB = dataB[xB + yB * widthB]; // If both pixels are not completely transparent, if (colorA.A != 0 && colorB.A != 0) { // then an intersection has been found return true; } } // Move to the next pixel in the row posInB += stepX; } // Move to the next row yPosInB += stepY; } // No intersection found return false; }

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • How to send multiple MVP matrices to a vertex shader in OpenGL ES 2.0

    - by Carbon Crystal
    I'm working my way through optimizing the rendering of sprites in a 2D game using OpenGL ES and I've hit the limit of my knowledge when it comes to GLSL and vertex shaders. I have two large float buffers containing my vertex coordinates and texture coordinates (eventually this will be one buffer) for multiple sprites in order to perform a single glDrawArrays call. This works but I've hit a snag when it comes to passing the transformation matrix into the vertex shader. My shader code is: uniform mat4 u_MVPMatrix; attribute vec4 a_Position; attribute vec2 a_TexCoordinate; varying vec2 v_TexCoordinate; void main() { v_TexCoordinate = a_TexCoordinate; gl_Position = u_MVPMatrix * a_Position; } In Java (Android) I am using a FloatBuffer to store the vertex/texture data and this is provided to the shader like so: mGlEs20.glVertexAttribPointer(mVertexHandle, Globals.GL_POSITION_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mVertexCoordinates); mGlEs20.glVertexAttribPointer(mTextureCoordinateHandle, Globals.GL_TEXTURE_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mTextureCoordinates); (The Globals.GL_POSITION_VERTEX_COUNT etc are just integers with the value of 2 right now) And I'm passing the MVP (Model/View/Projection) matrix buffer like this: GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mModelCoordinates); (mModelCoordinates is a FloatBuffer containing 16-float sequences representing the MVP matrix for each sprite) This renders my scene but all the sprites share the same transformation, so it's obviously only picking the first 16 elements from the buffer which makes sense since I am passing in "1" as the second parameter. The documentation for this method says: "This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices." So I tried modifying the shader with a fixed size array large enough to accomodate most of my scenarios: uniform mat4 u_MVPMatrix[1000]; But this lead to an error in the shader: cannot convert from 'uniform array of 4X4 matrix of float' to 'Position 4-component vector of float' This just seems wrong anyway as it's not clear to me how the shader would know when to transition to the next matrix anyway. Anyone have an idea how I can get my shader to pick up a different MVP matrix (i.e. the NEXT 16 floats) from my MVP buffer for every 4 vertices it encounters? (I am using GL_TRIANGLE_STRIP so each sprite has 4 vertices). Thanks!

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  • How to validate referral support implemented for Active Dircetory server?

    - by user146560
    Please suggest me some utility or application, using which i want to test referral settings done. I want to test cross forest referenced reference. Among two DNS say 1 firstDNS.com user([email protected]) 2 SecondDNS.com user([email protected]) Below java code written to test active directory server setting. public void authenticateUser(String user, String password, String domain) throws AuthenticationException, NamingException { List<String> ldapServers = findLDAPServersInWindowsDomain("first.com"); if (ldapServers.isEmpty()) throw new NamingException("Can't locate an LDAP server (try nslookup type=SRV _ldap._tcp." + "first.com"+ ")"); Hashtable<String, String> props = new Hashtable<String, String>(); String principalName = "testUserFirst"+ "@" + "First.com"; props.put(Context.SECURITY_PRINCIPAL, principalName); props.put(Context.SECURITY_CREDENTIALS, password); props.put(Context.REFERRAL,"follow"); //props.put(Context.SECURITY_AUTHENTICATION, "anonymous"); Integer count = 0; for (String ldapServer : ldapServers) { try { count++; DirContext ctx = LdapCtxFactory.getLdapCtxInstance("ldap://" + ldapServer, props); SearchControls searchCtls = new SearchControls(); //Specify the attributes to return String returnedAtts[]={"sn","givenName","mail"}; searchCtls.setReturningAttributes(returnedAtts); //Specify the search scope searchCtls.setSearchScope(SearchControls.SUBTREE_SCOPE); //specify the LDAP search filter String searchFilter = "(&(objectClass=user)(sAMAccountName=" testUserSecond)(userPassword=usertest@3))"; //Specify the Base for the search String searchBase = "DC=second,DC=com"; //initialize counter to total the results int totalResults = 0; // Search for objects using the filter NamingEnumeration<SearchResult> answer = ctx.search(searchBase, searchFilter, searchCtls); return; } catch (CommunicationException e) { // this is what'll happen if one of the domain controllers is unreachable if (count.equals(ldapServers.size())) { // we've got no more servers to try, so throw the CommunicationException to indicate that we failed to reach an LDAP server throw e; } } } } private List<String> findLDAPServersInWindowsDomain(String domain) throws NamingException { List<String> servers = new ArrayList<String>(); Hashtable<String, String> env = new Hashtable<String, String>(); env.put(Context.INITIAL_CONTEXT_FACTORY, "com.sun.jndi.dns.DnsContextFactory"); env.put("java.naming.provider.url", "dns://"); DirContext ctx = new InitialDirContext(env); Attributes attributes = ctx.getAttributes("_ldap._tcp." + domain, new String[] { "SRV" }); // that's how Windows domain controllers are registered in DNS Attribute a = attributes.get("SRV"); for (int i = 0; i < a.size(); i++) { String srvRecord = a.get(i).toString(); // each SRV record is in the format "0 100 389 dc1.company.com." // priority weight port server (space separated) servers.add(srvRecord.split(" ")[3]); } ctx.close(); return servers; }

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  • Top down space game control problem

    - by Phil
    As the title suggests I'm developing a top down space game. I'm not looking to use newtonian physics with the player controlled ship. I'm trying to achieve a control scheme somewhat similar to that of FlatSpace 2 (awesome game). I can't figure out how to achieve this feeling with keyboard controls as opposed to mouse controls though. Any suggestions? I'm using Unity3d and C# or javaScript (unityScript or whatever is the correct term) works fine if you want to drop some code examples. Edit: Of course I should describe FlatSpace 2's control scheme, sorry. You hold the mouse button down and move the mouse in the direction you want the ship to move in. But it's not the controls I don't know how to do but rather the feeling of a mix of driving a car and flying an aircraft. It's really well made. Youtube link: FlatSpace2 on iPhone I'm not developing an iPhone game but the video shows the principle of the movement style. Edit 2 As there seems to be a slight interest, I'll post the version of the code I've used to continue. It works good enough. Sometimes good enough is sufficient! using UnityEngine; using System.Collections; public class ShipMovement : MonoBehaviour { public float directionModifier; float shipRotationAngle; public float shipRotationSpeed = 0; public double thrustModifier; public double accelerationModifier; public double shipBaseAcceleration = 0; public Vector2 directionVector; public Vector2 accelerationVector = new Vector2(0,0); public Vector2 frictionVector = new Vector2(0,0); public int shipFriction = 0; public Vector2 shipSpeedVector; public Vector2 shipPositionVector; public Vector2 speedCap = new Vector2(0,0); void Update() { directionModifier = -Input.GetAxis("Horizontal"); shipRotationAngle += ( shipRotationSpeed * directionModifier ) * Time.deltaTime; thrustModifier = Input.GetAxis("Vertical"); accelerationModifier = ( ( shipBaseAcceleration * thrustModifier ) ) * Time.deltaTime; directionVector = new Vector2( Mathf.Cos(shipRotationAngle ), Mathf.Sin(shipRotationAngle) ); //accelerationVector = Vector2(directionVector.x * System.Convert.ToDouble(accelerationModifier), directionVector.y * System.Convert.ToDouble(accelerationModifier)); accelerationVector.x = directionVector.x * (float)accelerationModifier; accelerationVector.y = directionVector.y * (float)accelerationModifier; // Set friction based on how "floaty" controls you want shipSpeedVector.x *= 0.9f; //Use a variable here shipSpeedVector.y *= 0.9f; //<-- as well shipSpeedVector += accelerationVector; shipPositionVector += shipSpeedVector; gameObject.transform.position = new Vector3(shipPositionVector.x, 0, shipPositionVector.y); } }

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  • How to Send the Contents of the Clipboard to a Text File via the Send to Menu

    - by Jason Faulkner
    We have previously covered how to send the contents of a text file to the Windows Clipboard with a simple Send To shortcut, but what if you want to do the opposite? That is: send the contents of the clipboard to a text file with a simple shortcut. No problem. Here’s how. Copy the ClipOut Utility While Windows offers the command line tool ‘clip’ as a way to direct console output to the clipboard, it does not have a tool to direct the clipboard contents to the console. To do this, we are going to use a small utility named ClipOut (download link at the bottom). Simply download and extract this file to a location in your Windows PATH variable (if you don’t know what this means, just extract the EXE to your C:\Windows folder) and you are ready to go. Add the Send To Shortcut Open your Send To folder location by going to Run > shell:sendto Create a new shortcut with the command: CMD /C ClipOut > Note the above command will overwrite the contents of the selected file. If you would like to append to the contents of the selected file, use this command instead: CMD /C ClipOut >> Of course, you could make shortcuts for both. Give a descriptive name to the shortcut. You’re finished. Using this shortcut will now send the text contents copied to your Windows Clipboard to the selected file. It is important to note that the ClipOut tool only supports outputting text. If you had binary data copied to your clipboard, then the output would be empty. Changing the Icon By default, the icon for the shortcut will appear as a command prompt, but you can easily change this by editing the properties of the shortcut and clicking the Change Icon button. We used an icon located in “%SystemRoot%\System32\shell32.dll”, but any icon of your liking will do. As an additional tweak, you can set the properties of the shortcut to run minimized. This will prevent the command window from “blinking” when the send to command is run (instead it will blink in your taskbar, which is hardly noticeable). Links Download ClipOut Utility     

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  • Is my JavaScript/jQuery methodology good? [migrated]

    - by absentx
    I am seeking critique on what has become my normal methodology of writing JavaScript code. I have become heavily reliant on the jQuery library, but I think this has helped me learn the native language better also. Anyway, please critique the following style of JavaScript coding... Buried are a lot of questions of scope; if you could point out the strengths and weaknesses of this style I would appreciate it. var critique ={ start: function(){ globalness = 'GLOBAL-GLOBAL'; //Available to all critique's methods var notglobalness = 'LOCAL-LOCAL'; // Only available to critiques start method //Am I using the "method" teminology properly here?? $('#stuff').on('click','a.closer-target',function(){ $target = $(this); if($target.hasClass('active')){ $target.removeClass('active'); } else{ $target.addClass('active'); critique.madness($target); } }) console.log(notglobalness+': at least I am useful at home'); console.log('note here that: '+notglobalness+' is no longer available after this point, lets continue on:'); critique.madness(notglobalness); }, madness: function($e){ //Do a bunch of awesomeness with $e, //but continue to keep it seperate because you think its best to keep things isolated. //Send to the next function when complete here console.log('Here is globalness, which is still available from the start method of critique!! ' + globalness); console.log('Let us see if the globalness carries on to a new var object!!'); console.log('The locally isolated variable of NOTGLOBALNESS is available here, because it was passed to this method. Let us show it:'+$e); carryOn.start(); } } //end critique var carryOn={ start: function(){ console.log('any chance critique.globalness will work here??? lets see: ' +globalness); console.log('it absolutely does'); } } $(document).ready(critique.start); (I always struggle with which of the Stack Exchange sites is best to post "questions of theory" like this, but I think Programmers is the best, if not, as usual a mod will move it, etc...)

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  • What is the recommended way to output values to FBO targets? (OpenGL 3.3 + GLSL 330)

    - by datSilencer
    I'll begin by apologizing for any dumb assumptions you might find in the code below since I'm still pretty much green when it comes to OpenGL programming. I'm currently trying to implement deferred shading by using FBO's and their associated targets (textures in my case). I have a simple (I think :P) geometry+fragment shader program and I'd like to write its Fragment Shader stage output to three different render targets (previously bound by a call to glDrawBuffers()), like so: #version 330 in vec3 WorldPos0; in vec2 TexCoord0; in vec3 Normal0; in vec3 Tangent0; layout(location = 0) out vec3 WorldPos; layout(location = 1) out vec3 Diffuse; layout(location = 2) out vec3 Normal; uniform sampler2D gColorMap; uniform sampler2D gNormalMap; vec3 CalcBumpedNormal() { vec3 Normal = normalize(Normal0); vec3 Tangent = normalize(Tangent0); Tangent = normalize(Tangent - dot(Tangent, Normal) * Normal); vec3 Bitangent = cross(Tangent, Normal); vec3 BumpMapNormal = texture(gNormalMap, TexCoord0).xyz; BumpMapNormal = 2 * BumpMapNormal - vec3(1.0, 1.0, -1.0); vec3 NewNormal; mat3 TBN = mat3(Tangent, Bitangent, Normal); NewNormal = TBN * BumpMapNormal; NewNormal = normalize(NewNormal); return NewNormal; } void main() { WorldPos = WorldPos0; Diffuse = texture(gColorMap, TexCoord0).xyz; Normal = CalcBumpedNormal(); } If my render target textures are configured as: RT1:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE0, GL_COLOR_ATTACHMENT0) RT2:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE1, GL_COLOR_ATTACHMENT1) RT3:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE2, GL_COLOR_ATTACHMENT2) And assuming that each texture has an internal format capable of contaning the incoming data, will the fragment shader write the corresponding values to the expected texture targets? On a related note, do the textures need to be bound to the OpenGL context when they are Multiple Render Targets? From some Googling, I think there are two other ways to output to MRTs: 1: Output each component to gl_FragData[n]. Some forum posts say this method is deprecated. However, looking at the latest OpenGL 3.3 and 4.0 specifications at opengl.org, the core profiles still mention this approach. 2: Use a typed output array variable for the expected type. In this case, I think it would be something like this: out vec3 [3] output; void main() { output[0] = WorldPos0; output[1] = texture(gColorMap, TexCoord0).xyz; output[2] = CalcBumpedNormal(); } So which is then the recommended approach? Is there a recommended approach at all if I plan to code on top of OpenGL 3.3? Thanks for your time and help!

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  • Help writing server script to ban IP's from a list

    - by Chev_603
    I have a VPS that I use as an openvpn and web server. For some reason, my apache log files are filled with thousands of these hack attempts: "POST /xmlrpc.php HTTP/1.0" 404 395 These attack attempts fill up 90% of my logs. I think it's a WordPress vulnerability they're looking for. Obviously they are not successful (I don't even have Wordpress on my server), but it's annoying and probably resource consuming as well. I am trying to write a bash script that will do the following: Search the apache logs and grab the offending IP's (even if they try it once), Sort them into a list with each unique IP on a seperate line, And then block them using the IP table rules. I am a bash newb, and so far my script does everything except Step 3. I can manually block the IP's, but that's tedious and besides, this is Linux and it's perfectly capable of doing it for me. I also want the script to be customizable so that I (or anyone else who wants to use it) can change the variables to suit whatever situation I/they may deal with in the future. Here is the script so far: #!/bin/bash ##IP LIST GENERATOR ##Author Chev Young ##Script to search Apache logs and list IP's based on custom filters ## ##Define our variables: DIRECT=~/Script ##Location of script&where to put results/temp files LOGFILE=/var/log/apache2/access.log ## Logfile to search for offenders TEMPLIST=xml_temp ## Temporary file name IP_LIST=ipstoban ## Name of results file FILTER1=xmlrpc ## What are we looking for? (Requests we want to ban) cd $DIRECT if [ ! -f $TEMPLIST ];then touch $TEMPLIST ##Create temp file fi cat $LOGFILE | grep $FILTER1 >> $DIRECT/$TEMPLIST ## Only interested in the IP's, so: sed -e 's/\([0-9]\+\.[0-9]\+\.[0-9]\+\.[0-9]\+\).*$/\1/' -e t -e d $DIRECT/$TEMPLIST | sort | uniq > $DIRECT/$IP_LIST rm $TEMPLIST ## Clean temp file echo "Done. Results located at $DIRECT/$IP_LIST" So I need help with the next part of the script, which should ban the IP's (incoming and perhaps outgoing too) from the resulting $IP_LIST file. I don't care if it utilizes UFW or IPTables directly, as long as it bans the IP's. I'd probably run it as a cron task. What I'm having trouble with is understanding how to use line of the result file as a seperate variable to do something like: ufw deny $IP1 $IP2 $IP3, ect Any ideas? Thanks.

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  • Accessing Controls Within A Gridview

    - by Bunch
    Sometimes you need to access a control within a GridView, but it isn’t quite as straight forward as just using FindControl to grab the control like you can in a FormView. Since the GridView builds multiple rows the key is to specify the row. In this example there is a GridView with a control for a player’s errors. If the errors is greater than 9 the GridView should display the control (lblErrors) in red so it stands out. Here is the GridView: <asp:GridView ID="gvFielding" runat="server" DataSourceID="sqlFielding" DataKeyNames="PlayerID" AutoGenerateColumns="false" >     <Columns>         <asp:BoundField DataField="PlayerName" HeaderText="Player Name" />         <asp:BoundField DataField="PlayerNumber" HeaderText="Player Number" />         <asp:TemplateField HeaderText="Errors">             <ItemTemplate>                 <asp:Label ID="lblErrors" runat="server" Text='<%# EVAL("Errors") %>'  />             </ItemTemplate>         </asp:TemplateField>     </Columns> </asp:GridView> In the code behind you can add the code to change the label’s ForeColor property to red based on the amount of errors. In this case 10 or more errors triggers the color change. Protected Sub gvFielding_DataBound(ByVal sender As Object, ByVal e As System.EventArgs) Handles gvFielding.DataBound     Dim errorLabel As Label     Dim errors As Integer     Dim i As Integer = 0     For Each row As GridViewRow In gvFielding.Rows         errorLabel = gvFielding.Rows(i).FindControl("lblErrors")         If Not errorLabel.Text = Nothing Then             Integer.TryParse(errorLabel.Text, errors)             If errors > 9 Then                 errorLabel.ForeColor = Drawing.Color.Red             End If         End If         i += 1     Next End Sub The main points in the DataBound sub is use a For Each statement to loop through the rows and to increment the variable i so you loop through every row. That way you check each one and if the value is greater than 9 the label changes to red. The If Not errorLabel.Text = Nothing line is there as a check in case no data comes back at all for Errors. Technorati Tags: GridView,ASP.Net,VB.Net

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  • How is a switch statement better than a series of if statements? [closed]

    - by user1276078
    Possible Duplicate: Should I use switch statements or long if…else chains? I'm working on a small program that will conduct an Insertion Sort. A number will be inputted through the keyboard and stored in a variable I called "num." I've decided to use a switch statement in order to obtain the number inputted. switch( e.getKeyCode() ) { case KeyEvent.VK_0: num = 0; break; case KeyEvent.VK_1: num = 1; break; case KeyEvent.VK_2: num = 2; break; case KeyEvent.VK_3: num = 3; break; case KeyEvent.VK_4: num = 4; break; case KeyEvent.VK_5: num = 5; break; case KeyEvent.VK_6: num = 6; break; case KeyEvent.VK_7: num = 7; break; case KeyEvent.VK_8: num = 8; break; case KeyEvent.VK_9: num = 9; break; } I realized one other course of action could have been to use a set of if statements. if( e.getKeyCode() == KeyEvent.VK_0 ) num = 0; else if( e.getKeyCode() == KeyEvent.VK_1 ) num = 1; etc. for every number up until 9. I then wondered what the essential difference is between a switch statement and a series of if statements. I know it saves space and time to write, but it's not that much. So, my question is, aside from the space, does a switch statement differ from a series of if statments in any way? Is it faster, less error-prone, etc.? This question really doesn't affect my code that much. I was just wondering. Also, this question pertains to the JAVA language, not any other programming language.

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