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  • Why are my Fluent NHibernate SubClass Mappings generating redundant columns?

    - by Brook
    I'm using Fluent NHibernate 1.x build 694, built against NH 3.0 I have the following entities public abstract class Card { public virtual int Id { get; set; } public virtual string Name { get; set; } public virtual string Description { get; set; } public virtual Product Product { get; set; } public virtual Sprint Sprint { get; set; } } public class Story:Card { public virtual double Points { get; set; } public virtual int Priority { get; set; } public virtual IList<Task> Tasks { get; set; } } And the following mappings public class CardMap:ClassMap<Card> { public CardMap() { Id(c => c.Id) .Index("Card_Id"); Map(c => c.Name) .Length(50) .Not.Nullable(); Map(c => c.Description) .Length(1024) .Not.Nullable(); References(c=>c.Product) .Not.Nullable(); References(c=>c.Sprint) .Nullable(); } } public class StoryMap : SubclassMap<Story> { public StoryMap() { Map(s => s.Points); Map(s => s.Priority); HasMany(s => s.Tasks); } } When I generate my Schema, the tables are created as follows Card --------- Id Name Description Product_id Sprint_id Story ------------ Card_id Points Priority Product_id Sprint_id What I would have expected would have been to see the columns Product_id and Sprint_id ONLY in the Card table, not the Story table. What am I doing wrong or misunderstanding?

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  • Has the role of the Business Analyst become redundant on true Agile projects?

    - by Joanne
    On a truely agile project where the business is performing the role of the product owner, is there still a role for the Business Analyst? The product owner would do the functional testing as soon as the user story is developed and document and prioritise the user stories. In this case which I must add I haven't experienced yet and with high performing, self motivated developers I am struggling to see the role of the traditional business analyst?

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  • How to generate lots of redundant ajax elements like checkboxes and pulldowns in Django?

    - by iJames
    Hello folks. I've been getting lots of answers from stackoverflow now that I'm in Django just be searching. Now I hope my question will also create some value for everybody. In choosing Django, I was hoping there was some similar mechanism to the way you can do partials in ROR. This was going to help me in two ways. One was in generating repeating indexed forms or form elements, and also in rendering only a piece of the page on the round trip. I've done a little bit of that by using taconite with a simple URL click but now I'm trying to get more advanced. This will focus on the form issue which boils down to how to iterate over a secondary object. If I have a list of photo instances, each of which has a couple of parameters, let's say a size and a quantity. I want to generate form elements for each photo instance separately. But then I have two lists I want to iterate on at the same time. Context: photos : Photo.objects.all() and forms = {} for photo in photos: forms[photo.id] = PhotoForm() In other words we've got a list of photo objects and a dict of forms based on the photo.id. Here's an abstraction of the template: {% for photo in photos %} {% include "photoview.html" %} {% comment %} So here I want to use the photo.id as an index to get the correct form. So that each photo has its own form. I would want to have a different action and each form field would be unique. Is that possible? How can I iterate on that? Thanks! {% endcomment %} Quantity: {{ oi.quantity }} {{ form.quantity }} Dimensions: {{ oi.size }} {{ form.size }} {% endfor %} What can I do about this simple case. And how can I make it where every control is automatically updating the server instead of using a form at all? Thanks! James

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  • How to deploy to multiple redundant production servers with "cap deploy"?

    - by Chad Johnson
    Capistrano is working great to deploy to a single server. However, I have multiple production API servers for my web application. When I deploy, my code needs to get deployed to every API server at once. Specifying each server manually is NOT the solution I am looking for (e.g. I don't want to do "cap api1 deploy; cap api2 deploy"). Is there a way, using Capistrano, to deploy to all servers at once, with just a simple "cap deploy"? I'm wondering what changes I would need to make to a typical deploy.rb file, whether I'd need to create a separate file for each server, and whether and how the Capfile would need to be changed. Also, I need to be able to specify a different deploy_to path for each server. And ideally, I wouldn't have to repeat things in different config files for different servers (eg. wouldn't have to specify :repository, :application, etc. multiple times). I have spent hours searching Google on this and looking through tutorials, but I have found nothing helpful. Here is a snippet from my current deploy.rb file: set :application, "testapplication" set :repository, "ssh://domain.com//srv/hg/#{application}" set :scm, :mercurial set :deploy_to, "/srv/www/#{application}" role :web, "domain.com" role :app, "domain.com" role :db, "domain.com", :primary => true, :norelease => true Should I just use the multistage extension and do this? task :deploy_everything do system "cap api1 deploy" system "cap api2 deploy" system "cap api2 deploy" end That could work, but I feel like this isn't what this extension is meant for...

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  • TSQL Prefixing String Literal on Insert - Any Value to This, or Redundant?

    - by SethO
    I just inherited a project that has code similar to the following (rather simple) example: DECLARE @Demo TABLE ( Quantity INT, Symbol NVARCHAR(10) ) INSERT INTO @Demo (Quantity, Symbol) SELECT 127, N'IBM' My interest is with the N before the string literal. I understand that the prefix N is to specify encoding (in this case, Unicode). But since the select is just for inserting into a field that is clearly already Unicode, wouldn't this value be automatically upcast? I've run the code without the N and it appears to work, but am I missing something that the previous programmer intended? Or was the N an oversight on his/her part? I expect behavior similar to when I pass an int to a decimal field (auto-upcast). Can I get rid of those Ns?

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  • How is covariance cooler than polymorphism...and not redundant?

    - by P.Brian.Mackey
    .NET 4 introduces covariance. I guess it is useful. After all, MS went through all the trouble of adding it to the C# language. But, why is Covariance more useful than good old polymorphism? I wrote this example to understand why I should implement Covariance, but I still don't get it. Please enlighten me. using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Sample { class Demo { public delegate void ContraAction<in T>(T a); public interface IContainer<out T> { T GetItem(); void Do(ContraAction<T> action); } public class Container<T> : IContainer<T> { private T item; public Container(T item) { this.item = item; } public T GetItem() { return item; } public void Do(ContraAction<T> action) { action(item); } } public class Shape { public void Draw() { Console.WriteLine("Shape Drawn"); } } public class Circle:Shape { public void DrawCircle() { Console.WriteLine("Circle Drawn"); } } public static void Main() { Circle circle = new Circle(); IContainer<Shape> container = new Container<Circle>(circle); container.Do(s => s.Draw());//calls shape //Old school polymorphism...how is this not the same thing? Shape shape = new Circle(); shape.Draw(); } } }

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  • ASP.NET MVC: Redundant (strongly typed) views in CRUD areas.

    - by UpTheCreek
    In the CRUD areas of my MVC app I have lots of seemingly pointless view files, such as: <%@ Page Title="" Language="C#" MasterPageFile="Some.Master" Inherits="System.Web.Mvc.ViewPage<SomeModel>" %> <asp:Content ID="ContentID" ContentPlaceHolderID="SomePlaceHolder" runat="server"> <%= Html.DisplayForModel() %> </asp:Content> This is of course pretty unDRY. Is it possible to use a shared view for this while at the same time preserving the Strong Typing? (e.g. by specifying the generic type in the controller?)

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  • Is a Critical Section around an integer getter and setter redundant?

    - by Tim Gradwell
    Do critical sections inside trivial int accessors actually do anything useful? int GetFoo() { CriticalSection(crit_id); return foo; } void SetFoo(int value) { CriticalSection(crit_id); foo = value; } Is it possible for two threads to be attempting to read and write foo simultaneously? I'd have thought 'no' unless integers are written byte-at-a-time, in which case I can see the use. But I'd have though modern cpus would read/write integers in a single atomic action...

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  • How common are power supply failures in comparison to hard disk failures?

    - by Adrian Grigore
    Hi, My webhost offers two different types of high availability options for dedicated servers: Redundant hard disks (RAID1) Redundant hard disks (RAID1) plus redundant power supply How common is a power supply failure in comparison to hard disk failure? I know it's not possible to know the exact figures without knowing the exact hardware, but ballpark figures are good enough for me at the moment. Thanks, Adrian

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  • Is it magic or what ??

    - by STRIDER
    I am writing a big C code... The code includes recursive bactracking function named Branch() that is called so much... My goal is to write the fastest code to get the best running time... I also have another function Redundant() void Redundant() { int* A; A=(int*)malloc(100*sizeof(int)); } I created two versions. Version A: Redundant() is included in Branch(). Version B: Redundant() is not included in Branch() A run 10 times faster than B !!!! Is is Magic or is it kind of process scheduling or what ??

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  • Should one comment differently in functional languages

    - by Tom Squires
    I'm just getting started with functional programming and I'm wondering the correct way to comment my code. It seems a little redundant to comment a short function as the names and signature already should tell you everything you need to know. Commenting larger functions also seems a little redundant since they are generally comprised of smaller self-descriptive functions. What is the correct way to comment a functional program? Should I use the same approach as in iterative programming?

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  • How do you change a Cisco ASA 5510 management interface?

    - by Sam Sanders
    I want to add a redundant interface to my Cisco ASA 5510. The management interface is currently using Ethernet0/1 (10.1.25.254/24) one of the interface I want to use for the redundant interfaces. So I wanted to setup Management0/0 as the new management interface. The other interface I want to use is Ethernet0/2 (10.1.0.254/24) for the redundant interface. The Ethernet0/3 (10.1.251.5/24) interface is not going to be part of the redundant interface. I gave the Management0/0 an IP address of 10.1.254.5, and was able to connect a win7 box to Management0/0 and use 10.1.254.5 as a gateway; and ping another address on the (10.1.251.0/24) network, but I can't ping the interface (10.1.254.5) itself. I also can't use ASDM/SSH to log onto the ASA at 10.1.254.5. I setup rules in Configuration Device Management Management Access ASDM/HTTPS/Telnet/SSH. That look like the original rules for the Ethernet0/1 interface. The last thing I can think to try would be to change the Configuration Device Management Management Access Management Interface. I'm a bit nervous about changing it, the description of it is a bit vague. What it's going to do if I change it? What is the correct way to change a management interface?

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  • How far should we take the N+N redundancy craziness ?

    - by Brann
    The industry standard when it comes from redundancy is quite high, to say the least. To illustrate my point, here is my current setup (I'm running a financial service). Each server has a RAID array in case something goes wrong on one hard drive .... and in case something goes wrong on the server, it's mirrored by another spare identical server ... and both server cannot go down at the same time, because I've got redundant power, and redundant network connectivity, etc ... and my hosting center itself has dual electricity connections to two different energy providers, and redundant network connectivity, and redundant toilets in case the two security guards (sorry, four) needs to use it at the same time ... and in case something goes wrong anyway (a nuclear nuke? can't think of anything else), I've got another identical hosting facility in another country with the exact same setup. Cost of reputational damage if down = very high Probability of a hardware failure with my setup : <<1% Probability of a hardware failure with a less paranoiac setup : <<1% ASWELL Probability of a software failure in our application code : 1% (if your software is never down because of bugs, then I suggest you doublecheck your reporting/monitoring system is not down. Even SQLServer - which is arguably developed and tested by clever people with a strong methodology - is sometimes down) In other words, I feel like I could host a cheap laptop in my mother's flat, and the human/software problems would still be my higher risk. Of course, there are other things to take into consideration such as : scalability data security the clients expectations that you meet the industry standard But still, hosting two servers in two different data centers (without extra spare servers, nor doubled network equipment apart from the one provided by my hosting facility) would provide me with the scalability and the physical security I need. I feel like we're reaching a point where redundancy is just a communcation tool. Honestly, what's the difference between a 99.999% uptime and a 99.9999% uptime when you know you'll be down 1% of the time because of software bugs ? How far do you push your redundancy crazyness ?

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  • Psychonauts crashes right after entering load save door

    - by user67974
    Psychonauts crashes right after entering the 'Load Save' door. Here is the terminal output: Shader assembly time: 0.88 seconds Found OpenAL device: 'Simple Directmedia Layer' Found OpenAL device: 'ALSA Software' Found OpenAL device: 'OSS Software' Found OpenAL device: 'PulseAudio Software' Opened OpenAL Device: '(null)' ERROR: CAudioDrv::CAudioDrv->alGenSources reports AL_INVALID_VALUE error. PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfx.isb' to 'WorkResource/Sounds/commonfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonvoice.isb' to 'WorkResource/Sounds/commonvoice.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmusic.isb' to 'WorkResource/Sounds/commonmusic.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmentalfx.isb' to 'WorkResource/Sounds/commonmentalfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmenfxmem.isb' to 'WorkResource/Sounds/commonmenfxmem.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfxmem.isb' to 'WorkResource/Sounds/commonfxmem.isb' GameApp::StartUp InitSoundFiles() completed in 0.15 seconds GameApp::StartUp Load some common textures completed in 0.00 seconds WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb GameApp::StartUp InitEntities() completed in 0.02 seconds PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' GameApp::StartUp m_pSaveLoadInterface->Startup() completed in 0.00 seconds GameApp::StartUp m_UserInterface.Setup() completed in 0.00 seconds STUBBED: multisample at EDisplayOptionsWidget (/home/icculus/projects/psychonauts/Source/game/luatest/Game/UIPCDisplayOptions.cpp:97) STUBBED: VK_* at CheckVirtualKey (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:1443) Game: Engine Running hook startup Game: Engine -> SetupGlobalObjects Game: Engine -> SetupLevelMenu Game: Engine -> InitMath GameApp::StartUp InitLua2() completed in 0.00 seconds GameApp::StartUp SetupLevelMenu() completed in 0.00 seconds STUBBED: do we even use this? at InitSocket (/home/icculus/projects/psychonauts/Source/game/luatest/Game/Gameplaylogger.cpp:210) GameApp::StartUp Post-Install total completed in 0.20 seconds Start Up completed in 1.57 seconds UnixMain: StartUp successful.. Working directory: /opt/psychonauts STUBBED: dispatch SDL events at PCMainHandleAnyWindowsMessages (/home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:56) STUBBED: write me at GetJoystickInput (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:428) STUBBED: write me at GetJoystickActionValue (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:613) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' Prerender subtitle file: workresource\cutScenes\prerendered\dflogo.dfs not found PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' STUBBED: fixed function pipeline? at setColorOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2097) STUBBED: fixed function pipeline? at setColorArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2106) STUBBED: fixed function pipeline? at setColorArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2115) STUBBED: fixed function pipeline? at setAlphaOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2124) STUBBED: fixed function pipeline? at setAlphaArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2133) STUBBED: fixed function pipeline? at setAlphaArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2142) STUBBED: fixed function pipeline? at setProjected (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2223) LOC WARN: Could not open Localization file 'Localization/English/_StringTable.lub' STUBBED: memory status at UpdateMemoryTracking (/home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:4884) WARN: Couldn't resize array to 128; out-of-bounds elements are still in use: Vertex Pool, 188 Loading new level 'STMU' STUBBED: Need multithreaded GL at DisplayLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:83) ========================= Memory post unload level ========================= ========================= LOC WARN: Could not open Localization file 'Localization/English/ST_StringTable.lub' DaveD: Info: Texture pack file contains 137 textures Doing a texture readback for locking! Game: Engine Saved[GLOBAL]: InstaHintFord_HostileRecord = [table] Game: Engine Saved[GLOBAL]: InstaHintFord_HostileOrder = [table] WARN: Redundant packfile read: anims\thought_bubble\bubblefirestarting.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleintothemind.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleinvisibility.jan WARN: Redundant packfile read: anims\thought_bubble\bubblepopperfill.jan WARN: Redundant packfile read: anims\thought_bubble\bubbletelekinesis.jan Initializing level script (if there is one) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/stfx.isb' to 'WorkResource/Sounds/stfx.isb' Game: Engine Reloading goals: Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: bUsedSalts = 0 Game: Engine Saved[GLOBAL]: bSTEntered = 1 Game: Engine Saved[GLOBAL]: memoriesST = 1 Game: Engine Saved[GLOBAL]: PsiBallColor = 'red' Game: Engine Saved[ST]: lastSubLevel = 'STMU' Game: Engine LOADING LEVEL st.STMU Game: Engine Saved[CA]: CALevelState = 1 Game: Engine Cutscene progression: CS Script moving from state nil to state nil, resultant state nil. Time: 0.124746672809124. * Stack Trace 1: (null) (line -1, file '(none)) () 2: SpawnScript (line -1, file 'C) (global) 3: onBeginLevel (line -1, file '(none)) (field) 4: (null) (line -1, file '(none)) () WARN: Cannot call GetDirectoryListing when running from the DVD Game: Engine Raz spawning at DartStart startpoint VM : LevelScript could not find script 'doorrimlight1' * Stack Trace 1: (null) (line -1, file '(none)) () WARN: (none(-1) SetEntityAlpha LevelScript: NULL script object passed Game: Engine Saved[GLOBAL]: bLoadedFromMainMenu = 1 Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: NeedRankIncrement = 0 STUBBED: Need multithreaded GL at HideLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:110) WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb Game: Engine Saved[GLOBAL]: SplineFigmentTVSizex = 4.51434326171875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizey = 46.38104248046875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizez = 47.08810424804688 WARN: (none(-1) SetNewAction LevelScript: no string passed ====================== Asset load progression ====================== Initial: 2.518 MB Vertex, 8.688 MB Texture Level : 3.719 MB Vertex, 22.535 MB Texture Scripts: 3.747 MB Vertex, 22.848 MB Texture ====================== ====================== Memory post level load ====================== ====================== WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb DaveD: Level loaded in 0.14 seconds Anim: anims\objects\tk_arrow_idle.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdn.jan: loaded (1 frames latency) Anim: anims\thought_bubble\shieldloop.jan: loaded (1 frames latency) Anim: anims\dartnew\standready.jan: loaded (1 frames latency) Anim: anims\dartnew\walkmove.jan: loaded (1 frames latency) Anim: anims\janitor\hint_end.jan: loaded (1 frames latency) Anim: anims\thought_bubble\ballstatic.jan: loaded (1 frames latency) Anim: anims\dartnew\actionfall.jan: loaded (1 frames latency) Anim: anims\dartnew\standstill.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_lf_rt.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_up_dn.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdefpose.jan: loaded (1 frames latency) 1: 1 (number) 1: 1 (number) STUBBED: This is probably wrong at GetDt (/home/icculus/projects/psychonauts/Source/CommonLibs/DFUtil/Profiler.cpp:181) STUBBED: set specular highlights at setSpecularEnable (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Renderer.cpp:2035) Anim: anims\dartnew\trnrtcycle.jan: loaded (1 frames latency) Anim: anims\dartnew\run.jan: loaded (1 frames latency) Anim: anims\dartnew\walk.jan: loaded (1 frames latency) Anim: anims\thought_bubble\bubbledoublejump.jan: loaded (1 frames latency) Anim: anims\dartnew\longjump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door1closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\180.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door3closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslide45angle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslideflat.jan: loaded (1 frames latency) Anim: anims\dartnew\trnlfcycle.jan: loaded (1 frames latency) WARN: (none(-1) SetNewAction LevelScript: no string passed Anim: anims\dartnew\mainmenu_jump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1open.jan: loaded (1 frames latency) ERROR: Assert in /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Encountered Error: Psychonauts has encountered an error /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Please contact technical support at http://www.doublefine.com. I am currently using Bumblebee for hybrid graphics, if that helps in any way.

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  • How to keep g++ from taking header file from /usr/include?

    - by WilliamKF
    I am building using zlib.h which I have a local copy to v1.2.5, but in /usr/include/zlib.h there is v1.2.1.2. If I omit adding -I/my/path/to/zlib to my make I get error from using old version which doesn't have Z_FIXED: g++ -g -Werror -Wredundant-decls -D_FILE_OFFSET_BITS=64 -c -o ARCH.linux_26_i86/debug/sysParam.o sysParam.cpp sysParam.cpp: In member function `std::string CSysParamAccess::getCompressionStrategyName() const': sysParam.cpp:1816: error: `Z_FIXED' was not declared in this scope sysParam.cpp: In member function `bool CSysParamAccess::setCompressionStrategy(const std::string&, paramSource)': sysParam.cpp:1849: error: `Z_FIXED' was not declared in this scope Alternatively, if I add the include path to the zlib z1.2.5 I am using, I get double defines, it seems as if the zlib.h is included twice with two different sets of -D values, but I don't see how that is happening: g++ -g -Werror -Wredundant-decls -I../../src/zlib-1.2.5 -D_FILE_OFFSET_BITS=64 -c -o ARCH.linux_26_i86/debug/sysParam.o sysParam.cpp In file included from sysParam.cpp:24: ../../src/zlib-1.2.5/zlib.h:1582: warning: redundant redeclaration of `void* gzopen64(const char*, const char*)' in same scope ../../src/zlib-1.2.5/zlib.h:1566: warning: previous declaration of `void* gzopen64(const char*, const char*)' ../../src/zlib-1.2.5/zlib.h:1583: warning: redundant redeclaration of `long long int gzseek64(void*, long long int, int)' in same scope ../../src/zlib-1.2.5/zlib.h:1567: warning: previous declaration of `off64_t gzseek64(void*, off64_t, int)' ../../src/zlib-1.2.5/zlib.h:1584: warning: redundant redeclaration of `long long int gztell64(void*)' in same scope ../../src/zlib-1.2.5/zlib.h:1568: warning: previous declaration of `off64_t gztell64(void*)' ../../src/zlib-1.2.5/zlib.h:1585: warning: redundant redeclaration of `long long int gzoffset64(void*)' in same scope ../../src/zlib-1.2.5/zlib.h:1569: warning: previous declaration of `off64_t gzoffset64(void*)' ../../src/zlib-1.2.5/zlib.h:1586: warning: redundant redeclaration of `uLong adler32_combine64(uLong, uLong, long long int)' in same scope ../../src/zlib-1.2.5/zlib.h:1570: warning: previous declaration of `uLong adler32_combine64(uLong, uLong, off64_t)' ../../src/zlib-1.2.5/zlib.h:1587: warning: redundant redeclaration of `uLong crc32_combine64(uLong, uLong, long long int)' in same scope ../../src/zlib-1.2.5/zlib.h:1571: warning: previous declaration of `uLong crc32_combine64(uLong, uLong, off64_t)' Here some of the relavent lines from zlib.h referred to above: // This would be line 1558 of zlib.h /* provide 64-bit offset functions if _LARGEFILE64_SOURCE defined, and/or * change the regular functions to 64 bits if _FILE_OFFSET_BITS is 64 (if * both are true, the application gets the *64 functions, and the regular * functions are changed to 64 bits) -- in case these are set on systems * without large file support, _LFS64_LARGEFILE must also be true */ #if defined(_LARGEFILE64_SOURCE) && _LFS64_LARGEFILE-0 ZEXTERN gzFile ZEXPORT gzopen64 OF((const char *, const char *)); ZEXTERN z_off64_t ZEXPORT gzseek64 OF((gzFile, z_off64_t, int)); ZEXTERN z_off64_t ZEXPORT gztell64 OF((gzFile)); ZEXTERN z_off64_t ZEXPORT gzoffset64 OF((gzFile)); ZEXTERN uLong ZEXPORT adler32_combine64 OF((uLong, uLong, z_off64_t)); ZEXTERN uLong ZEXPORT crc32_combine64 OF((uLong, uLong, z_off64_t)); #endif #if !defined(ZLIB_INTERNAL) && _FILE_OFFSET_BITS-0 == 64 && _LFS64_LARGEFILE-0 # define gzopen gzopen64 # define gzseek gzseek64 # define gztell gztell64 # define gzoffset gzoffset64 # define adler32_combine adler32_combine64 # define crc32_combine crc32_combine64 # ifdef _LARGEFILE64_SOURCE ZEXTERN gzFile ZEXPORT gzopen64 OF((const char *, const char *)); ZEXTERN z_off_t ZEXPORT gzseek64 OF((gzFile, z_off_t, int)); ZEXTERN z_off_t ZEXPORT gztell64 OF((gzFile)); ZEXTERN z_off_t ZEXPORT gzoffset64 OF((gzFile)); ZEXTERN uLong ZEXPORT adler32_combine64 OF((uLong, uLong, z_off_t)); ZEXTERN uLong ZEXPORT crc32_combine64 OF((uLong, uLong, z_off_t)); # endif #else ZEXTERN gzFile ZEXPORT gzopen OF((const char *, const char *)); ZEXTERN z_off_t ZEXPORT gzseek OF((gzFile, z_off_t, int)); ZEXTERN z_off_t ZEXPORT gztell OF((gzFile)); ZEXTERN z_off_t ZEXPORT gzoffset OF((gzFile)); ZEXTERN uLong ZEXPORT adler32_combine OF((uLong, uLong, z_off_t)); ZEXTERN uLong ZEXPORT crc32_combine OF((uLong, uLong, z_off_t)); #endif // This would be line 1597 of zlib.h I'm not sure how to track this down further. I tried moving the include of zlib.h to the top and bottom of the includes list of the cpp file, but it made no difference. An excerpt of passing -E to g++ shows in part: extern int inflateInit2_ (z_streamp strm, int windowBits, const char *version, int stream_size); extern int inflateBackInit_ (z_streamp strm, int windowBits, unsigned char *window, const char *version, int stream_size); # 1566 "../../src/zlib-1.2.5/zlib.h" extern gzFile gzopen64 (const char *, const char *); extern off64_t gzseek64 (gzFile, off64_t, int); extern off64_t gztell64 (gzFile); extern off64_t gzoffset64 (gzFile); extern uLong adler32_combine64 (uLong, uLong, off64_t); extern uLong crc32_combine64 (uLong, uLong, off64_t); # 1582 "../../src/zlib-1.2.5/zlib.h" extern gzFile gzopen64 (const char *, const char *); extern long long gzseek64 (gzFile, long long, int); extern long long gztell64 (gzFile); extern long long gzoffset64 (gzFile); extern uLong adler32_combine64 (uLong, uLong, long long); extern uLong crc32_combine64 (uLong, uLong, long long); # 1600 "../../src/zlib-1.2.5/zlib.h" struct internal_state {int dummy;}; Not sure why lines 1566 and 1582 are coming out together in the CPP output, but hence the warning about duplicate declarations.

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  • MIT vs. BSD vs. Dual License

    - by ryanve
    My understanding is that: MIT-licensed projects can be used/redistributed in BSD-licensed projects. BSD-licensed projects can be used/redistributed in MIT-licensed projects. The MIT and the BSD 2-clause licenses are essentially identical. BSD 3-clause = BSD 2-clause + the "no endorsement" clause Issuing a dual license allows users to choose from those licenses—not be bound to both. If all of the above is correct, then what is the point of using a dual MIT/BSD license? Even if the BSD refers to the 3-clause version, then can't a user legally choose to only abide by the MIT license? It seems that if you really want the "no endorsement" clause to apply then you have to license it as just BSD (not dual). If you don't care about the "no endorsement" clause, then MIT alone is sufficient and MIT/BSD is redundant. Similarly, since the MIT and BSD licenses are both "GPL-compatible" and can be redistributed in GPL-licensed projects, then dual licensing MIT/GPL also seems redundant.

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  • Should I always be checking every neighbor when building voxel meshes?

    - by Raven Dreamer
    I've been playing around with Unity3d, seeing if I can make a voxel-based engine out of it (a la Castle Story, or Minecraft). I've dynamically built a mesh from a volume of cubes, and now I'm looking into reducing the number of vertices built into each mesh, as right now, I'm "rendering" vertices and triangles for cubes that are fully hidden within the larger voxel volume. The simple solution is to check each of the 6 directions for each cube, and only add the face to the mesh if the neighboring voxel in that direction is "empty". Parsing a voxel volume is BigO(N^3), and checking the 6 neighbors keeps it BigO(7*N^3)-BigO(N^3). The one thing this results in is a lot of redundant calls, as the same voxel will be polled up to 7 times, just to build the mesh. My question, then, is: Is there a way to parse a cubic volume (and find which faces have neighbors) with fewer redundant calls? And perhaps more importantly, does it matter (as BigO complexity is the same in both cases)?

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  • Please help me to improve Re-Sharper

    - by TATWORTH
    Re-Sharper is an excellent aid to producing good code in either C# or VB.NET. Recently through using Resharper and StyleCop, I have found three area where ReSharper needs to be improved. Please log into the YouTrack at http://youtrack.jetbrains.net and vote for the following: RSRP-268868 Improvement to removal of redundant else and invert if optimisations for enhanced stylecop compliance. When Resharper removes a redundant else, there needs to be a blank line added. Currently there is no provision to specify this. Please vote for this! RSRP-272286 Resharper Feature Request to move initialisation to static constructor Currently ReSharper offers moving initialisation of of non-static variable to a constructor. Why not offer the same for a static constructor?  Please vote for this! RSRP-272285 Expansion of Switch Statement by Resharper Currently ReSharper will fill an empty switch statement based upon an enumeration but will not add missing enumeration values to such a switch statement.   Can't code withoutCoding assistance, smart code editing and code completion for C# and VB.NET

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  • Expand a volume residing on one X-RAID disk installed on a Netgear ReadyNas Duo v2

    - by Sid
    I've got a Netgear ReadyNas Duo v2 (2 disk slots). System is configured with X-RAID which does not provide flexibility but automatically expands based on a sort of RAID-5 logic. I had 2 500 GB hard disk installed, redundant, so I had 500 GB of volume size. I wanted to upgrade the whole system to 3 GB * 2 hard disk maintaining both the data already on the NAS and the data on one of the two 3 TB hard disks. So I did this: Unplugged one disk from the ReadyNas. Now the readynas has 1*500 GB non redundant. Plugged one empty 3 TB hard disk. Now the readynas has 1*500 GB + 1*3 TB, redundant. I waited for the resync. I then unplugged the 500 GB hard disk, so that I have only the 3 TB hard disk with the previous data. Now what I want is to copy the data on my other 3 TB hard disk in the NAS, so that I can plug this other disk in the NAS and use it for redundancy. The problem is that: the NAS has the (single) 3 TB hard disk in X-RAID, but the volume does not expand to 3 TB, it remains fixed to 500 GB. Is there a way to tell the ReadyNas to force expanding the volume to the whole disk without plugging in another hard disk of the same size?

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  • Organization &amp; Architecture UNISA Studies &ndash; Chap 6

    - by MarkPearl
    Learning Outcomes Discuss the physical characteristics of magnetic disks Describe how data is organized and accessed on a magnetic disk Discuss the parameters that play a role in the performance of magnetic disks Describe different optical memory devices Magnetic Disk The way data is stored on and retried from magnetic disks Data is recorded on and later retrieved form the disk via a conducting coil named the head (in many systems there are two heads) The writ mechanism exploits the fact that electricity flowing through a coil produces a magnetic field. Electric pulses are sent to the write head, and the resulting magnetic patterns are recorded on the surface below with different patterns for positive and negative currents The physical characteristics of a magnetic disk   Summarize from book   The factors that play a role in the performance of a disk Seek time – the time it takes to position the head at the track Rotational delay / latency – the time it takes for the beginning of the sector to reach the head Access time – the sum of the seek time and rotational delay Transfer time – the time it takes to transfer data RAID The rate of improvement in secondary storage performance has been considerably less than the rate for processors and main memory. Thus secondary storage has become a bit of a bottleneck. RAID works on the concept that if one disk can be pushed so far, additional gains in performance are to be had by using multiple parallel components. Points to note about RAID… RAID is a set of physical disk drives viewed by the operating system as a single logical drive Data is distributed across the physical drives of an array in a scheme known as striping Redundant disk capacity is used to store parity information, which guarantees data recoverability in case of a disk failure (not supported by RAID 0 or RAID 1) Interesting to note that the increase in the number of drives, increases the probability of failure. To compensate for this decreased reliability RAID makes use of stored parity information that enables the recovery of data lost due to a disk failure.   The RAID scheme consists of 7 levels…   Category Level Description Disks Required Data Availability Large I/O Data Transfer Capacity Small I/O Request Rate Striping 0 Non Redundant N Lower than single disk Very high Very high for both read and write Mirroring 1 Mirrored 2N Higher than RAID 2 – 5 but lower than RAID 6 Higher than single disk Up to twice that of a signle disk for read Parallel Access 2 Redundant via Hamming Code N + m Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Parallel Access 3 Bit interleaved parity N + 1 Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Independent Access 4 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, significantly lower than single disk for write Similar to RAID 0 for read, significantly lower than single disk for write Independent Access 5 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, lower than single disk for write Similar to RAID 0 for read, generally  lower than single disk for write Independent Access 6 Block interleaved parity N + 2 Highest of all listed alternatives Similar to RAID 0 for read; lower than RAID 5 for write Similar to RAID 0 for read, significantly lower than RAID 5  for write   Read page 215 – 221 for detailed explanation on RAID levels Optical Memory There are a variety of optical-disk systems available. Read through the table on page 222 – 223 Some of the devices include… CD CD-ROM CD-R CD-RW DVD DVD-R DVD-RW Blue-Ray DVD Magnetic Tape Most modern systems use serial recording – data is lade out as a sequence of bits along each track. The typical recording used in serial is referred to as serpentine recording. In this technique when data is being recorded, the first set of bits is recorded along the whole length of the tape. When the end of the tape is reached the heads are repostioned to record a new track, and the tape is again recorded on its whole length, this time in the opposite direction. That process continued back and forth until the tape is full. To increase speed, the read-write head is capable of reading and writing a number of adjacent tracks simultaneously. Data is still recorded serially along individual tracks, but blocks in sequence are stored on adjacent tracks as suggested. A tape drive is a sequential access device. Magnetic tape was the first kind of secondary memory. It is still widely used as the lowest-cost, slowest speed member of the memory hierarchy.

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  • Question about cloning in Java

    - by devoured elysium
    In Effective Java, the author states that: If a class implements Cloneable, Object's clone method returns a field-by-field copy of the object; otherwise it throws CloneNotSupportedException. What I'd like to know is what he means with field-by-field copy. Does it mean that if the class has X bytes in memory, it will just copy that piece of memory? If yes, then can I assume all value types of the original class will be copied to the new object? class Point { private int x; private int y; @Override public Point clone() { return (Point)super.clone(); } } If what Object.clone() does is a field by field copy of the Point class, I'd say that I wouldn't need to explicitly copy fields x and y, being that the code shown above will be more than enough to make a clone of the Point class. That is, the following bit of code is redundant: @Override public Point clone() { Point newObj = (Point)super.clone(); newObj.x = this.x; //redundant newObj.y = this.y; //redundant } Am I right? I know references of the cloned object will point automatically to where the original object's references pointed to, I'm just not sure what happens specifically with value types. If anyone could state clearly what Object.clone()'s algorithm specification is (in easy language) that'd be great. Thanks

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  • Practical RAID Performance?

    - by wag2639
    I've always thought the following to be a general rule of thumb for RAID: RAID 0: Best performance for READ and WRITE from stripping, greatest risk RAID 1: Redundant, decent for READ (I believe it can read from different parts of a file from different hard drives), not the best for WRITE RAID 0+1 (01): combines redundancy of RAID 1 with performance of RAID 0 RAID 1+0 (10): slightly better version of RAID 0+1 RAID 5: good READ performance, bad WRITE performance, redundant IS THIS ASSUMPTION CORRECT? (and how do they compare to a JBOD setup for R/W IO performance) Are certain practical RAID setups better for different applications: gaming, video editing, database (Acccess or SQL)? I was thinking about hard disk drives but does this apply to solid state drives as well?

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  • Good maintained privacy Add-On/settings set that takes usability into account?

    - by Foo Bar
    For some weeks I've been trying to find a good set of Firefox Addons that give me a good portion of privacy/security without losing to much of usability. But I can't seem to find a nice combination of add-ons/settings that I'm happy with. Here's what I tried, together with the pros and cons that I discovered: HTTPS Everywhere: Has only pro's: just install and be happy (no interaction needed), loads known pages SLL-encrypted, is updated fairly often NoScript - Fine, but needs a lot of fine-tuning, often maintained, mainly blocks all non-HTML/CSS Content, but the author sometimes seems to do "untrustworthy" decission RequestPolicy - seems dead (last activity 6 months ago, has some annoying bugs, official support mail address is dead), but the purpose of this is really great: gives you full control over cross-site requests: blocks by default, let's you add sites to a whitelist, once this is done it works interaction-less in the background AdBlock Edge: blocks specific cross-site requests from a pre-defined whitelist (can never be fully sure, need to trust others) Disconnect: like AdBlock Edge, just looking different, has no interaction possibilities (can never be fully sure, need to trust others, can not interact even if I wanted to) Firefox own Cookie Managment (block by default, whitelist specific sites), after building own whitelist it does it's work in the background and I have full control All These addons together basically block everything unsecure. But there are a lot of redundancies: NoScript has a mixed-content blocker, but FF has it's own for a while now. Also the Cookie blocker from NoScript is reduntant to my FF-Cookie setting. NoScript also has an XSS-blocker, which is redundant to RequestPolicy. Disconnect and AdBlock are extremly redundant, but not fully. And there are some bugs (especially RequestPolicy). And RequestPolicy seems to be dead. All in all, this list is great but has these heavy drawbacks. My favourite set would be "NoScript Light" (only script blocking, without all the additonal redundant-to-other-addons hick-hack it does) + HTTPS Everywhere + RequestPolicy-clone (maintained, less buggy), because RequestPolicy makes all other "site-blockers" obsolete (because it blocks everything by default and let's me create a whitelist). But since RequestPolicy is buggy and seems to be dead I have to fallback to AdBlock Edge and Disconnect, which don't block all and and need more maintaining (whitelist updates, trust-check). Are there addons that fulfill my wishes?

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  • Algorithm to infer tag hierarchy

    - by Tom
    I'm looking for an algorithm to infer a hierarchy from a set of tagged items. E.g. if the following items have the tags: 1 a 2 a,b 3 a,c 4 a,c,e 5 a,b 6 a,c 7 d 8 d,f Then I can construct an undirected graph (or graphs) by tallying the node weights and edge weights: node weights edge weights a 6 a-b 2 b 2 a-c 3 c 3 c-e 1 d 2 a-e 1 <-- this edge is parallel to a-c and c-e and not wanted e 1 d-f 1 f 1 The first problem is how to drop any redundant edges to get to the simplified graph? Note that it's only appropriate to remove that redundant a-e edge in this case because something is tagged as a-c-e, if that wasn't the case and the tag was a-e, that edge would have to remain. I suspect that means the removal of edges can only happen during the construction of the graph, not after everything has been tallied up. What I'd then like to do is identify the direction of the edges to create a directed graph (or graphs) and pick out root nodes to hopefully create a tree (or trees): trees a d // \\ | b c f \ e It seems like it could be a string algorithm - longest common subsequences/prefixes - or a tree/graph algorithm, but I am a little stuck since I don't know the correct terminology to search for it.

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