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  • JPA 2.0, hiberante 3.5, jars & persistence.xml location

    - by phmr
    I'm building a desktop application using hibernate 3.5 & JPA 2.0. I have 2 jars, the lib, which defines every entity and DAO, packages looks like this : org.my.package.models org.my.package.models.dao org.my.package.models.utils In org.my.package.utils I defined my hibernate utility class for getting EM & EMF instances, which means the lib is bound to a Persistence Unit name but that's not a problem for now (anyway you can recommend me a better way to manage that) the second jars is built as follow: org.my.package.app META-INF is defined on the root of the project which means in my jar I can find this directories directly in the root: META-INF/ META-INF/persistence.xml org/ org/my/ ... org/my/package/app/Main.class META-INF/ When I run the app, hibernate doesn't managed to find persistence.xml it throws an exception something like "package or class for PersistenceUnitName not found". I googled a bit about the problem but I can't get the source code organisation right. Any help ?

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  • RESTful API Documentation

    - by PartlyCloudy
    I'm going to design a RESTful API soon, thus I need to describe it in order to enable other people to start implementing clients using it. I've looked around a bit, but unfortunately, I've not found any standardized form of describing web-based RESTful services. What I'am looking for is something like JavaDoc, although it don't have to be generated out of any sort of code. I'm also not talking about something like WADL, I rather want to have some human-readable documentation I can hand out. Due to the nature of RESTful web-based services, it should be quite easy to standardize a documentation. It should just list available ressources, corresponding URIs, allowed methods, content-types and describe the availabe actions. Do you have any suggestions therefore? Thanks in advance & Greets

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  • C# Pragma to suppress break on thrown error

    - by Courtney de Lautour
    First off I run my applications with exceptions thrown on any error (handled or not). Second I am using a TypeConverter to convert from a user input string to the actual object. Third TypeConverter offers no TryConvert method so I'm stuck using exceptions for validation, using this rather ugly bit of code here: try { this._newValue = null; #pragma Magic_SuppressBreakErrorThrown System.Exception this._newValue = this.Converter.ConvertFromString(this._textBox.Text); #pragma Magic_ResumeBreakErrorThrown System.Exception this.HideInvalidNotification(); } catch (Exception exception) { if (exception.InnerException is FormatException) { this.ShowInvalidNotification(this._textBox.Text); } else { throw; } } I'm finding it rather distracting to have VS break execution every-time I type the - of -1, or some other invalid character. I could use something similar to this but not all the types I'm converting to have a TryParse method either. I'm hoping there may be some way to disable breaking for the section of code within the try without changing my exception settings.

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  • WPF Keyboard Remapping

    - by m1dst
    Hello, I am trying to remap the input of a textbox. For example. If a user enters a N then I would like to change it to a 9. I thought it might be best to try and catch it in the PreviewKeyDown event although I will also need to process paste attempts (I can solve that bit I think). Is PreviewKeyDown a good place to start? If so, how do I send the replacement key. I know that e.Handled = true will stop the original key being processed. Thanks.

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  • AttributeError while adding colorbar in matplotlib

    - by bgbg
    The following code fails to run on Python 2.5.4: from matplotlib import pylab as pl import numpy as np data = np.random.rand(6,6) fig = pl.figure(1) fig.clf() ax = fig.add_subplot(1,1,1) ax.imshow(data, interpolation='nearest', vmin=0.5, vmax=0.99) pl.colorbar() pl.show() The error message is C:\temp>python z.py Traceback (most recent call last): File "z.py", line 10, in <module> pl.colorbar() File "C:\Python25\lib\site-packages\matplotlib\pyplot.py", line 1369, in colorbar ret = gcf().colorbar(mappable, cax = cax, ax=ax, **kw) File "C:\Python25\lib\site-packages\matplotlib\figure.py", line 1046, in colorbar cb = cbar.Colorbar(cax, mappable, **kw) File "C:\Python25\lib\site-packages\matplotlib\colorbar.py", line 622, in __init__ mappable.autoscale_None() # Ensure mappable.norm.vmin, vmax AttributeError: 'NoneType' object has no attribute 'autoscale_None' How can I add colorbar to this code? Following is the interpreter information: Python 2.5.4 (r254:67916, Dec 23 2008, 15:10:54) [MSC v.1310 32 bit (Intel)] on win32 Type "help", "copyright", "credits" or "license" for more information. >>>

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  • chat application: pubsubhubbub vs xmpp

    - by sofia
    I'm unsure on the best stack to build a chat application. Currently I'm thinking of two main options: facebook tornado cons: does not use the main chat protocol xmpp but pubsubhubbub pros: i really like its simplicity for development (webserver + webframework); pubsubhubbub also seems simpler as a protocol than xmpp; and i know python xmpp + bosch, punjab, ejabberd cons: don't know erlang; overall seems a bit harder to develop pros: uses xmpp protocol The chat app will need to have the following: Private messages Public rooms Private rooms Chat history for rooms (not forever, just the last n messages) html embedding url to chat room Both options seem scalable so that's not really my worry (we're thinking of running the app in amazon's ec2 as well). I know there's a project that builds a xmpp server using tornado but it's not ready for production use and our deadline isn't that big. Basically my main worry is ease of development vs somehow regretting later using pubsubhubbub to develop a chat app but I read somewhere that PubSubHubbub might eventually replace XMPP as REST replaced SOAP - so what do you think?

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  • Learn MacRuby or Objective-C?

    - by MaxD
    Well, my fisrt question was a bit too general so i ll try again and hope this one is better. The way i see it is: Ruby-MacRuby or IronRuby or Rails Obj-c-Mac Development So Ruby has clearly more potential in desktop and web platforms and now with MacRuby, OSX native (and commercial) apps are on the way. If i get it wrong please correct me. For me that i will do a fresh start should i go with the modern Ruby or start learning c+obj-c? Will a newcomer benefit much (in learning & coding time, frustration, complexity) by learning/using macruby for osx apps rather objective-c? Or its pretty much the same? I hope some day to hang around here and help others.

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  • Traversing Scheme function as a list

    - by csl
    Isn't it possible to treat functions in Scheme as any other list? Basically, what I want do to is something like this: (define (foo) "hello") (cdr foo) ; or similar, should return the list ((foo) "hello") I've found a similar discussion about this, and I feel a bit disappointed if this is not possible with Scheme. If so, why is this impossible? Is it possible in other lisps? EDIT: Changed (cdr 'foo) to (cdr foo) -- it was misleading. I'm asking, why can't I access a function as a list?

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  • Export JPG out of Dicom File With mDCM

    - by Ross Peoples
    Hello, I'm using mDCM with C# to view dicom tags, but I'm trying to convert the pixel data to a Bitmap and eventually out to a JPG file. I have read all of the posts on the mDCM Google Group on the subject and all of the code examples either don't work or are missing important lines of code. The image I am working with is a 16 bit monochrome1. I have tried using LockBits, SetPixel, and unsafe code in order to convert the pixel data to a Bitmap but all attempts fail. Does anyone have any code that could make this work. Thanks in advance P.S. Before anyone suggests trying something else like ClearCanvas, know that mDCM is the only library that suits my needs and ClearCanvas is WAY too bloated for what I need to do.

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  • What AMF Servers Support Remote Shared Objects?

    - by GrayB
    Greetings. I'm planning on building a Flex based multiplayer game, and I'm researching what will be required for the server end. I have PHP experience, so I started looking at ZendAMF. Now in this game, I'll need the concept of rooms, and real time updates to clients in those rooms, so it looks like I'll be using remote shared objects (correct, yes?). I'm not seeing where ZendAMF can support this. So I found this page: http://arunbluebrain.wordpress.com/2009/03/04/flex-frameworks-httpcorlanorg/ It seems to indicate that ZendAMF isn't going to do what I want. WebORB for PHP seems to be the only PHP based solution that does messaging, but on that page it doesn't mention "real-time" next to it like the Java based ones below it do. What should I be looking at for the server piece with my requirements? Do I need to make the jump to something like BlazeDS and try to pick up a bit of Java knowledge? Thanks.

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  • use jsonp to get xml cross domain

    - by lmkk
    I am trying to read xml into a webpage from another server, and I assume that my problem is Same-Origin Policy, and therefore a cross domain problem. I have a bit of googling and it seems that jsonp is the way forward. Based on some examples I found here on stackoverflow and another sites, this is what I have, and it does not "hit" the server with the xml. I can view the xml in a browser. $(document).ready(function(){ $.ajax({ type: 'GET', dataType: 'jsonp', url: 'http://192.168.0.106:8111/getconfiguration?', success: function (xml) { //do stuff with received xml }}); Any suggestions? please keep in mind that I am a newbie with regards to JS / JQuery ;o)

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  • How to get pixel data from a UIImage (Cocoa Touch) or CGImage (Core Graphics)?

    - by Olie
    I have a UIImage (Cocoa Touch). From that, I'm happy to get a CGImage or anything else you'd like that's available. I'd like to write this function: - (int)getRGBAFromImage:(UIImage *)image atX:(int)xx andY:(int)yy { // [...] // What do I want to read about to help // me fill in this bit, here? // [...] int result = (red << 24) | (green << 16) | (blue << 8) | alpha; return result; } Thanks!

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  • Tricky model inheritance - Django

    - by RadiantHex
    Hi folks, I think this is a bit tricky, at least for me. :) So I have 4 models Person, Singer, Bassist and Ninja. Singer, Bassist and Ninja inherit from Person. The problem is that each Person can be any of its subclasses. e.g. A person can be a Singer and a Ninja. Another Person can be a Bassist and a Ninja. Another one can be all three. How should I organise my models? Help would be much appreciated!

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  • Are the svn ruby bindings provided as a gem?

    - by user30997
    I see a couple dozen gems that relate to svn, but what little documentation I can find on any of them shows that they are command-line wrappers and misc helpers. (svn-command, svn-hooks, etc.) I've seen code in the wild that does things like: require 'svn/core' and SVN.Repos.add(...), but the author of that module pulled his svn ruby tools via apt-get. This would not be an option for me, as I'm developing a windows/osx tool. Which gem am I after? From there, I'm happy to dig through code in lieu of documents, but with a call to gem query --name-matches svn --remote returning about 30 hits, I need to narrow it down a bit first.

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  • CVS: command-line diff on a remote CVS server between two HEAD revs

    - by Gugussee
    My CVS-fu is not very strong anymore (after years of SVN'ing and now Mercurial'ing). I'm trying to do a diff between two revisions of the HEAD branch (everything is in the HEAD anyway). I received an IDE already set up to use a :pserver:myname@cvsserver:port/cvs/project CVS. I'm on Windows XP. I do not want to use the IDE (the goal here is to learn CVS a bit more). Apparently I cannot login using SSH to the CVS server. How can I run a remote CVS diff between two HEAD revs using the command line? P.S: I am new here, mod me up so I can comment etc. :)

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  • [ASP.NET] Odd HttpRequest behaviour

    - by barguast
    I have a web service which runs with a HttpHandler class. In this class, I inspect the request stream for form / query string parameters. In some circumstances, it seemed as though these parameters weren't getting through. After a bit of digging around, I came across some behaviour I don't quite understand. See below: // The request contains 'a=1&b=2&c=3' // TEST ONLY: Read the entire request string contents; using (StreamReader sr = new StreamReader(context.Request.InputStream)) { contents = sr.ReadToEnd(); } // Here 'contents' is usually correct - containing 'a=1&b=2&c=3'. Sometimes it is empty. string a = context.Request["a"]; // Here, a = null, regardless of whether the 'contents' variable above is correct Can anyone explain to me why this might be happening? I'm using a .NET WebClient and UploadDataAsync to perform the request on the client if that makes any difference. If you need any more information, please let me know.

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  • Python-MySQLdb problem: wrong ELF class: ELFCLASS32

    - by jsalonen
    As part of trying out django CMS (http://www.django-cms.org/), I'm struggling with getting Python-MySQLdb to work (http://pypi.python.org/pypi/MySQL-python/). I have installed Django CMS and all of its dependencies (Python 2.5, Django, django-south, MySQL server) I'm trying out the example code within Django CMS code with MySQL as chosen database type When I execute python manage.py syncdb, the following error occurs: django.core.exceptions.ImproperlyConfigured: Error loading MySQLdb module: /root/.python-eggs/MySQL_python-1.2.3c1-py2.5-linux-i686.egg-tmp/_mysql.so: wrong ELF class: ELFCLASS32 I have been able to trace the problem specifically to python-mySQLdb (as also visible in the stack trace). Other than that, I am completely puzzled. I don't have a clue what ELFCLASS32 means, or what ELF class is anyway. I suspect that this error could have something to do with the fact that I am running 64-bit version of Debian 5 (on a VPS). Any good ideas how to troubleshoot?

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  • Why is there no IronPerl (Perl for .Net)?

    - by Renaud Bompuis
    I'm a bit disappointed that there doesn't seem to be any effort to make Perl a first-class citizen of the .Net world. I've read a few 'reasons' in the past but I don't see why they can't be overcome (different garbage collectors, hard-to-parse syntax, part of CPAN modules couldn't be ported, different communities, ...). Activestate has a Perl.Net product but it's a hack (in the good sense) around a standard interpreter and some syntactic sugar to interoperate with .Net assemblies. A few years ago they stopped they visual studio integration of Perl citing lack of interest. That was a while ago, before all the changes to .Net to make it more 'dynamic'. Am I the only one who yearns for IronPerl?

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  • Writing an Iron Python debugger

    - by Kragen
    As a learning exercise I'm writing myself a simple extension / plugin / macro framework using IronPython - I've gotten the basics working but I'd like to add some basic debugging support to make my script editor easier to work with. I've been hunting around on the internet a bit and I've found a couple of good resources on writing managed debuggers (including Mike Stall's excellent .Net Debugging blog and the MSDN documentaiton on the CLR Debugging API) - I understand that IronPython is essentially IL however apart from that I'm a tad lost on how to get started, in particular: Are there any significant differences between debugging a dynamic language (such as IronPython) to a static one (such as C#)? Do I need to execute my script in a special way to get IronPython to output suitable debugging information? Is debugging a script running inside the current process going to cause deadlocks, or does IronPython execute my script in a child process? Am I better off looking into how to produce a simple C# debugger first to get the general idea? (I'm not interested in the GUI aspect of making a debugger for now - I've already got a pretty good idea of how this might work)

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  • How to Run Low-Cost Minecraft on a Raspberry Pi for Block Building on the Cheap

    - by Jason Fitzpatrick
    We’ve shown you how to run your own blocktastic personal Minecraft server on a Windows/OSX box, but what if you crave something lighter weight, more energy efficient, and always ready for your friends? Read on as we turn a tiny Raspberry Pi machine into a low-cost Minecraft server you can leave on 24/7 for around a penny a day. Why Do I Want to Do This? There’s two aspects to this tutorial, running your own Minecraft server and specifically running that Minecraft server on a Raspberry Pi. Why would you want to run your own Minecraft server? It’s a really great way to extend and build upon the Minecraft play experience. You can leave the server running when you’re not playing so friends and family can join and continue building your world. You can mess around with game variables and introduce mods in a way that isn’t possible when you’re playing the stand-alone game. It also gives you the kind of control over your multiplayer experience that using public servers doesn’t, without incurring the cost of hosting a private server on a remote host. While running a Minecraft server on its own is appealing enough to a dedicated Minecraft fan, running it on the Raspberry Pi is even more appealing. The tiny little Pi uses so little resources that you can leave your Minecraft server running 24/7 for a couple bucks a year. Aside from the initial cost outlay of the Pi, an SD card, and a little bit of time setting it up, you’ll have an always-on Minecraft server at a monthly cost of around one gumball. What Do I Need? For this tutorial you’ll need a mix of hardware and software tools; aside from the actual Raspberry Pi and SD card, everything is free. 1 Raspberry Pi (preferably a 512MB model) 1 4GB+ SD card This tutorial assumes that you have already familiarized yourself with the Raspberry Pi and have installed a copy of the Debian-derivative Raspbian on the device. If you have not got your Pi up and running yet, don’t worry! Check out our guide, The HTG Guide to Getting Started with Raspberry Pi, to get up to speed. Optimizing Raspbian for the Minecraft Server Unlike other builds we’ve shared where you can layer multiple projects over one another (e.g. the Pi is more than powerful enough to serve as a weather/email indicator and a Google Cloud Print server at the same time) running a Minecraft server is a pretty intense operation for the little Pi and we’d strongly recommend dedicating the entire Pi to the process. Minecraft seems like a simple game, with all its blocky-ness and what not, but it’s actually a pretty complex game beneath the simple skin and required a lot of processing power. As such, we’re going to tweak the configuration file and other settings to optimize Rasbian for the job. The first thing you’ll need to do is dig into the Raspi-Config application to make a few minor changes. If you’re installing Raspbian fresh, wait for the last step (which is the Raspi-Config), if you already installed it, head to the terminal and type in “sudo raspi-config” to launch it again. One of the first and most important things we need to attend to is cranking up the overclock setting. We need all the power we can get to make our Minecraft experience enjoyable. In Raspi-Config, select option number 7 “Overclock”. Be prepared for some stern warnings about overclocking, but rest easy knowing that overclocking is directly supported by the Raspberry Pi foundation and has been included in the configuration options since late 2012. Once you’re in the actual selection screen, select “Turbo 1000MhHz”. Again, you’ll be warned that the degree of overclocking you’ve selected carries risks (specifically, potential corruption of the SD card, but no risk of actual hardware damage). Click OK and wait for the device to reset. Next, make sure you’re set to boot to the command prompt, not the desktop. Select number 3 “Enable Boot to Desktop/Scratch”  and make sure “Console Text console” is selected. Back at the Raspi-Config menu, select number 8 “Advanced Options’. There are two critical changes we need to make in here and one option change. First, the critical changes. Select A3 “Memory Split”: Change the amount of memory available to the GPU to 16MB (down from the default 64MB). Our Minecraft server is going to ruin in a GUI-less environment; there’s no reason to allocate any more than the bare minimum to the GPU. After selecting the GPU memory, you’ll be returned to the main menu. Select “Advanced Options” again and then select A4 “SSH”. Within the sub-menu, enable SSH. There is very little reason to keep this Pi connected to a monitor and keyboard, by enabling SSH we can remotely access the machine from anywhere on the network. Finally (and optionally) return again to the “Advanced Options” menu and select A2 “Hostname”. Here you can change your hostname from “raspberrypi” to a more fitting Minecraft name. We opted for the highly creative hostname “minecraft”, but feel free to spice it up a bit with whatever you feel like: creepertown, minecraft4life, or miner-box are all great minecraft server names. That’s it for the Raspbian configuration tab down to the bottom of the main screen and select “Finish” to reboot. After rebooting you can now SSH into your terminal, or continue working from the keyboard hooked up to your Pi (we strongly recommend switching over to SSH as it allows you to easily cut and paste the commands). If you’ve never used SSH before, check out how to use PuTTY with your Pi here. Installing Java on the Pi The Minecraft server runs on Java, so the first thing we need to do on our freshly configured Pi is install it. Log into your Pi via SSH and then, at the command prompt, enter the following command to make a directory for the installation: sudo mkdir /java/ Now we need to download the newest version of Java. At the time of this publication the newest release is the OCT 2013 update and the link/filename we use will reflect that. Please check for a more current version of the Linux ARMv6/7 Java release on the Java download page and update the link/filename accordingly when following our instructions. At the command prompt, enter the following command: sudo wget --no-check-certificate http://www.java.net/download/jdk8/archive/b111/binaries/jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz Once the download has finished successfully, enter the following command: sudo tar zxvf jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz -C /opt/ Fun fact: the /opt/ directory name scheme is a remnant of early Unix design wherein the /opt/ directory was for “optional” software installed after the main operating system; it was the /Program Files/ of the Unix world. After the file has finished extracting, enter: sudo /opt/jdk1.8.0/bin/java -version This command will return the version number of your new Java installation like so: java version "1.8.0-ea" Java(TM) SE Runtime Environment (build 1.8.0-ea-b111) Java HotSpot(TM) Client VM (build 25.0-b53, mixed mode) If you don’t see the above printout (or a variation thereof if you’re using a newer version of Java), try to extract the archive again. If you do see the readout, enter the following command to tidy up after yourself: sudo rm jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz At this point Java is installed and we’re ready to move onto installing our Minecraft server! Installing and Configuring the Minecraft Server Now that we have a foundation for our Minecraft server, it’s time to install the part that matter. We’ll be using SpigotMC a lightweight and stable Minecraft server build that works wonderfully on the Pi. First, grab a copy of the the code with the following command: sudo wget http://ci.md-5.net/job/Spigot/lastSuccessfulBuild/artifact/Spigot-Server/target/spigot.jar This link should remain stable over time, as it points directly to the most current stable release of Spigot, but if you have any issues you can always reference the SpigotMC download page here. After the download finishes successfully, enter the following command: sudo /opt/jdk1.8.0/bin/java -Xms256M -Xmx496M -jar /home/pi/spigot.jar nogui Note: if you’re running the command on a 256MB Pi change the 256 and 496 in the above command to 128 and 256, respectively. Your server will launch and a flurry of on-screen activity will follow. Be prepared to wait around 3-6 minutes or so for the process of setting up the server and generating the map to finish. Future startups will take much less time, around 20-30 seconds. Note: If at any point during the configuration or play process things get really weird (e.g. your new Minecraft server freaks out and starts spawning you in the Nether and killing you instantly), use the “stop” command at the command prompt to gracefully shutdown the server and let you restart and troubleshoot it. After the process has finished, head over to the computer you normally play Minecraft on, fire it up, and click on Multiplayer. You should see your server: If your world doesn’t popup immediately during the network scan, hit the Add button and manually enter the address of your Pi. Once you connect to the server, you’ll see the status change in the server status window: According to the server, we’re in game. According to the actual Minecraft app, we’re also in game but it’s the middle of the night in survival mode: Boo! Spawning in the dead of night, weaponless and without shelter is no way to start things. No worries though, we need to do some more configuration; no time to sit around and get shot at by skeletons. Besides, if you try and play it without some configuration tweaks first, you’ll likely find it quite unstable. We’re just here to confirm the server is up, running, and accepting incoming connections. Once we’ve confirmed the server is running and connectable (albeit not very playable yet), it’s time to shut down the server. Via the server console, enter the command “stop” to shut everything down. When you’re returned to the command prompt, enter the following command: sudo nano server.properties When the configuration file opens up, make the following changes (or just cut and paste our config file minus the first two lines with the name and date stamp): #Minecraft server properties #Thu Oct 17 22:53:51 UTC 2013 generator-settings= #Default is true, toggle to false allow-nether=false level-name=world enable-query=false allow-flight=false server-port=25565 level-type=DEFAULT enable-rcon=false force-gamemode=false level-seed= server-ip= max-build-height=256 spawn-npcs=true white-list=false spawn-animals=true texture-pack= snooper-enabled=true hardcore=false online-mode=true pvp=true difficulty=1 player-idle-timeout=0 gamemode=0 #Default 20; you only need to lower this if you're running #a public server and worried about loads. max-players=20 spawn-monsters=true #Default is 10, 3-5 ideal for Pi view-distance=5 generate-structures=true spawn-protection=16 motd=A Minecraft Server In the server status window, seen through your SSH connection to the pi, enter the following command to give yourself operator status on your Minecraft server (so that you can use more powerful commands in game, without always returning to the server status window). op [your minecraft nickname] At this point things are looking better but we still have a little tweaking to do before the server is really enjoyable. To that end, let’s install some plugins. The first plugin, and the one you should install above all others, is NoSpawnChunks. To install the plugin, first visit the NoSpawnChunks webpage and grab the download link for the most current version. As of this writing the current release is v0.3. Back at the command prompt (the command prompt of your Pi, not the server console–if your server is still active shut it down) enter the following commands: cd /home/pi/plugins sudo wget http://dev.bukkit.org/media/files/586/974/NoSpawnChunks.jar Next, visit the ClearLag plugin page, and grab the latest link (as of this tutorial, it’s v2.6.0). Enter the following at the command prompt: sudo wget http://dev.bukkit.org/media/files/743/213/Clearlag.jar Because the files aren’t compressed in a .ZIP or similar container, that’s all there is to it: the plugins are parked in the plugin directory. (Remember this for future plugin downloads, the file needs to be whateverplugin.jar, so if it’s compressed you need to uncompress it in the plugin directory.) Resart the server: sudo /opt/jdk1.8.0/bin/java -Xms256M -Xmx496M -jar /home/pi/spigot.jar nogui Be prepared for a slightly longer startup time (closer to the 3-6 minutes and much longer than the 30 seconds you just experienced) as the plugins affect the world map and need a minute to massage everything. After the spawn process finishes, type the following at the server console: plugins This lists all the plugins currently active on the server. You should see something like this: If the plugins aren’t loaded, you may need to stop and restart the server. After confirming your plugins are loaded, go ahead and join the game. You should notice significantly snappier play. In addition, you’ll get occasional messages from the plugins indicating they are active, as seen below: At this point Java is installed, the server is installed, and we’ve tweaked our settings for for the Pi.  It’s time to start building with friends!     

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  • Eclipse/adb error message in Vista "Failed to parse the output of adb version"

    - by watchman317
    I am trying to learn Android development, so I downloaded Eclipse Galileo and the Android SDK. However, whenever I start Eclipse, I get the error message "Failed to parse the output of adb version." In the Console/DDMS pane, the debug output reads: [2010-06-07 20:15:13 - ddms]Failed to reopen debug port for Selected Client to: 8700 [2010-06-07 20:15:13 - ddms]Address family not supported by protocol family: bind java.net.SocketException: Address family not supported by protocol family: bind at sun.nio.ch.Net.bind(Native Method) at sun.nio.ch.ServerSocketChannelImpl.bind(Unknown Source) at sun.nio.ch.ServerSocketAdaptor.bind(Unknown Source) at sun.nio.ch.ServerSocketAdaptor.bind(Unknown Source) at com.android.ddmlib.MonitorThread.reopenDebugSelectedPort(Unknown Source) at com.android.ddmlib.MonitorThread.run(Unknown Source) [2010-06-07 20:15:17 - adb]Failed to parse the output of 'adb version' I am running Eclipse Galileo, have the most recent Android SDK downloaded, and am running Windows Vista 32-bit SP2. I am sure that the Android SDK path is correct and that all the files are there. I would appreciate any assistance anyone could provide. P.S.--If anyone could direct me to any useful Android development resources, I would appreciate it

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  • Recursively CVS add files/directories and ignore existing CVS files.

    - by meder
    There's a similar post @ http://stackoverflow.com/questions/5071/how-to-add-cvs-directories-recursively However, trying out some of the answers such as: find . -type f -print0| xargs -0 cvs add Gave: cvs add: cannot open CVS/Entries for reading: No such file or directory cvs [add aborted]: no repository And find . \! -name 'CVS' -and \! -name 'Entries' -and \! -name 'Repository' -and \! -name 'Root' -print0| xargs -0 cvs add Gave: cvs add: cannot add special file `.'; skipping Does anyone have a more thorough solution to recursively adding new files to a CVS module? It would be great if I could alias it too in ~/.bashrc or something along those lines. And yes, I do know that it is a bit dated but I'm forced to work with it for a certain project otherwise I'd use git/hg.

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  • CacheManager.getCacheFileBaseDir() always returns null

    - by Leon
    Hi, I've been trying to use the CacheManager for caching some http requests but it failed every time with a nullpointer exception. After some digging I believe I found out why: CacheManager.getCacheFileBaseDir() always returns null so when I try to use CacheManager.getCacheFile() or CacheManager.saveCacheFile() they fail. CacheManager.cacheDisabled() returns false :S I hadn 't created a cache partition via the AVD manager so I thought the problem lie there. But after creating a cache partition getCacheFile() still return null: 03-16 00:25:16.321: ERROR/AndroidRuntime(296): Caused by: java.lang.NullPointerException 03-16 00:25:16.321: ERROR/AndroidRuntime(296): at android.webkit.CacheManager.getCacheFile(CacheManager.java:296) What could be the problem? I've got the code posted here: http://pastebin.com/eaJwfXEK But it's a bit messy because I've been trying tons of stuff. Why does CacheManager.getCacheFileBaseDir() return null and not a File object? Thanks in advance! Leon

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  • Sharing application link via the same application, iphone

    - by Nithin
    Possible duplicate: How can i give app store link in my apps before approving another apps linking to an app on the Itunes store How to link to apps on the app store Hi all, I'm a littile bit confused. I need to provide the download link of my application (the iTunes link) inside my application. ie when the user would like to invite others via mail or some other means, have to provide the application link too with that.Is there any way to provide that before submitting the application to apple. Or i need to use the link as an update after getting my application approved by apple?

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  • Asp.net RenderControl method not rendering autopostback for dropdownlist

    - by Tanya
    Hi all, i am bit confused as to why asp.net does not render a dropdownlist with the autopostback property set to true when using the RenderControl method. eg Dim sw As New IO.StringWriter Dim tw As New HtmlTextWriter(sw) Dim table As New Table table.Rows.Add(New TableRow) Dim tr As TableRow = table.Rows(0) tr.Cells.Add(New TableCell) Dim tc As TableCell = tr.Cells(0) Dim ddlMyValues As New DropDownList ddlMyValues.ID = "ddl1" ddlMyValues.Items.Add("Test1") ddlMyValues.Items.Add("Test2") ddlMyValues.Items.Add("Test3") ddlMyValues.AutoPostBack = True tc.Controls.Add(ddlMyValues) table.RenderControl(tw) Debug.WriteLine(sw.ToString) my output renders the dropdown list without the onchange="javascript:setTimeout('__doPostBack(\ddl1\',\'\')', 0)" that is generated by asp.net when using the dropdownlist normally. Is there a work around to this?

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