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  • Weird caching bug where old version of the same web page (same filename) is still called (Windows 2008 R2, Tomcat 5.5)

    - by user717236
    This is definitely one of the strangest errors I've seen and it occurs intermittently. I am running Windows 2008 R2, IIS 7.5, and Apache Tomcat 5.5, by the way. Let's say I have two machines, A and B. Both A and B are running Windows 2008 R2. I have a web page called login.jsp on machine A, and I have a newer, modified version of login.jsp on machine B . Now, I copy the new login.jsp from machine B and paste it to machine A, replacing the older version with the same filename. For whatever reason, when I hit up the web page in my browser from a local machine (i.e. my laptop), it still recalls the old version of the web page, even though it's been replaced! I tried restarting IIS and Apache Tomcat. That didn't work. I tried restarting machine A and that didn't work. I tried a cold reboot of my local machine and that didn't work, either. So, I spoke to someone I can confide in for help. He said to open the login.jsp page in notepad, put a space in, save the file, and try again. Sure enough, it worked. He said he hasn't seen it in Windows 2003, but this is occurring with Windows 2008. What I don't understand is why did it work and what the heck is this error and I do I really diagnose it and resolve it for good, instead of the hack my colleague proposed? Is this bug related to Windows 2008, Windows 2008 R2, Tomcat, or something else entirely? Anyone else have the same problem? Thank you for any help.

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • How to setup the c++ rule of three in a virtual base class

    - by Minion91
    I am trying to create a pure virtual base class (or simulated pure virtual) my goal: User can't create instances of BaseClass. Derived classes have to implement default constructor, copy constructor, copy assignment operator and destructor. My attempt: class Base { public: virtual ~Base() {}; /* some pure virtual functions */ private: Base() = default; Base(const Base& base) = default; Base& operator=(const Base& base) = default; } This gives some errors complaining that (for one) the copy constructor is private. But i don't want this mimicked constructor to be called. Can anyone give me the correct construction to do this if this is at all possible?

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  • Dynamic Quad/Oct Trees

    - by KKlouzal
    I've recently discovered the power of Quadtrees and Octrees and their role in culling/LOD applications, however I've been pondering on the implementations for a Dynamic Quad/Oct Tree. Such tree would not require a complete rebuild when some of the underlying data changes (Vertex Data). Would it be possible to create such a tree? What would that look like? Could someone point me in the correct direction to get started? The application here would, in my scenario, be used for a dynamically changing spherical landscape with over 10,000,000 verticies. The use of Quad/Oct Trees is obvious for Culling & LOD as well as the benefits from not having to completely recompute the tree when the underlying data changes.

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  • Installing .NET Framework 4 Client Profile breaks Windows Update

    - by Richard
    I have a Samsung NC-10 netbook with a fresh install of Windows 7 Home Premium 32-bit (it only had 2GB). If Microsoft .NET Framework 4 Client Profile is installed on it, Windows Update will always return error code 8024402F ("Windows Update encountered an unknown error"). As soon as I uninstall it, Windows Update works just fine again. Out of the four computers in this house, only this netbook has the problem. My question is: How can I get the .NET Framework 4 Client Profile installed on my netbook and continue to have a functioning Windows Update? ----- More information ----- The hard-drive recently died on my netbook so I replaced it with a nice new SSD and did a fresh installation of Windows 7 Home Premium (SP1) - along with all the updates. At some point I found that, when I ran Windows Update, I was greeted with error code 8024402F ("Windows Update encountered an unknown error"). Looking in C:\Windows\WindowsUpdate.log, I saw the following issue: WARNING: ECP: Failed to validate cab file digest downloaded from http://download.windowsupdate.com/msdownload/update/software/dflt/2012/02/4913552_4a5c9563d1f58c77f30d0d5c9999e4b8bff3ab21.cab with error 0x80091007 WARNING: ECP: This roundtrip contained some optimized updates which failed. New Update count = 0, Old Count = 3 FATAL: ProcessCoreMetadata did not return any update to be committed WARNING: Sync of Updates: 0x8024402f WARNING: SyncServerUpdatesInternal failed: 0x8024402f When I downloaded the CAB from the URL listed and opened it, it contained a file called 4913552.txt. A search on Google suggested that it's related to Microsoft .NET Framework 4 Client Profile. Other people had reported problems with it breaking Windows Update, but they were running Windows XP. I tried the steps outlined on the Microsoft site for this error code, but it reported that there was nothing wrong. I also found this superuser question, I tried all the answers listed but none of them made any difference. My router doesn't block ActiveX, changing my internet settings in IE made no difference, assuming it was a corrupted update repository didn't do anything (except wipe my update history), my date and time was correct, switching to Google's DNS didn't work and neither did disabling IPv6. Figuring that this update was corrupted, I repaired it and nothing changed. In desperation I un-installed it and Windows Update started working again! Brilliant! I then downloaded the full version from the Microsoft website, installed it and, thankfully, Windows Update continued to work just fine. A week later I turn on my netbook and Windows Update is broken again with exactly the same error message and log entries as before. Repairing .NET Framework 4 Client Profile did nothing, removing it entirely solved the problem again. Thinking this might be some odd Windows installation issue, I formatted the hard-drive and re-installed Windows. Same problem as before - as soon as .NET Framework 4 Client Profile ended up on the netbook, Windows Update stopped working and reported error 8024402F. As soon as it was un-installed, everything worked just fine again. There are three other machines in this house and all of them have working Windows Update and this Client Profile. Does anyone know why it causes this netbook to break and, more importantly, how I can fix it?

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  • What is use of universal character names in identifiers in C++

    - by Jan Hudec
    The C++ standard (I noticed it in the new one, but it did already exist in C++03) specifies universal character names, written as \uNNNN and \UNNNNNNNN and representing the characters with unicode codepoints NNNN/NNNNNNNN. This is useful with string literals, especially since explicitly UTF-8, UTF-16 and UCS-4 string literals are also defined. However, the universal character literals are also allowed in identifiers. What is the motivation behind that? The syntax is obviously totally unreadable, the identifiers may be mangled for the linker and it's not like there was any standard function to retrieve symbols by name anyway. So why would anybody actually use an identifier with universal character literals in it? Edit: Since it actually existed in C++03 already, additional question would be whether you actually saw a code that used it?

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  • Setting Windows 7's Recycle Bin to automatically have a default disk space allocation for deleted files from newly mounted drives

    - by galacticninja
    How do I set Windows 7's Recycle Bin to automatically have a default disk space allocation for deleted files from external hard drives and TrueCrypt-mounted volumes? I remember in Windows XP, I can set a percentage of total disk space that will automatically be used as storage capacity for deleted files by the Recycle Bin, and this will be applied to all external HDs or TC-mounted volumes. Windows 7 defaults to the 'Don't move files to the Recycle Bin. Remove files immediately when deleted' setting for newly mounted external HDs and TC mounted volumes. Since I am expecting deleted files to go to the Recycle Bin, sometimes this causes an 'Oops' when I delete files in external hard drives or TC mounted volumes, as Windows does not move deleted files to the Recycle Bin, but just deletes the files permanently. I have to remember to manually set a custom Recycle Bin storage space for each new drive that is mounted by Windows to avoid this issue. I only use and mount TrueCrypt file containers, not drives. I also don't mount TrueCrypt file containers as removable drives. ('Mount volume as removable medium' is unchecked in Mount Options.) In my $Recycle.Bin > Properties > Security settings, 'System' and 'Administrators' are already set to 'Full Control', while 'Users' only have 'Special Permissions' checked in gray. There are no other groups. I haven't changed or edited anything in these settings. I am using Windows 7 Ultimate.

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  • How do .so files avoid problems associated with passing header-only templates like MS dll files have?

    - by Doug T.
    Based on the discussion around this question. I'd like to know how .so files/the ELF format/the gcc toolchain avoid problems passing classes defined purely in header files (like the std library). According to Jan in that answer, the dynamic linker/loader only picks one version of such a class to load if its defined in two .so files. So if two .so files have two definitions, perhaps with different compiler options/etc, the dynamic linker can pick one to use. Is this correct? How does this work with inlining? For example, MSVC inlines templates aggressively. This makes the solution I describe above untenable for dlls. Does Gcc never inline header-only templates like the std library as MSVC does? If so wouldn't that make the functionality of ELF described above ineffective in these cases?

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  • How to specialize a c++ variadic template?

    - by Serge
    I'm trying to understand c++ variadic templates. I'm not much aware of the correct language to use to explain what I'd like to achieve, so it might be simpler if I provide a bit of code which illustrate what I'd like to achieve. #include <iostream> #include <string> using namespace std; template<int ...A> class TestTemplate1 { public: string getString() { return "Normal"; } }; template<int T, int ...A> string TestTemplate1<2, A...>::getString() { return "Specialized"; } template<typename ...A> class TestTemplate2 { }; int main() { TestTemplate1<1, 2, 3, 4> t1_1; TestTemplate1<1, 2> t1_2; TestTemplate1<> t1_3; TestTemplate1<2> t1_4; TestTemplate2<> t2_1; TestTemplate2<int, double> t2_2; cout << t1_1.getString() << endl; cout << t1_2.getString() << endl; cout << t1_3.getString() << endl; cout << t1_4.getString() << endl; } This throws several errors. error C2333: 'TestTemplate1<::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<1,2,3,4::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<1,2::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<2::getString' : error in function declaration; skipping function body error C2977: 'TestTemplate1' : too many template arguments error C2995: 'std::string TestTemplate1::getString(void)' : function template has already been defined error C3860: template argument list following class template name must list parameters in the order used in template parameter list How can I have a specialized behavior for every TestTemplate1<2, ...> instances like t1_4?

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  • How to handle a Tile Map Scrolling [duplicate]

    - by DGomez
    This question already has an answer here: Implementing a camera / viewport to a 2D game 1 answer i'm making a video game, and i'm having, i think, a concept problem. The game will be a platformer which will use tile maps, so to start i will create a mask matrix indicating the tiles to be loaded, and etc..., so my problem is, how to handle the scrolling? should i create a giant mask matrix indicating in each position of the whole level what is supposed to be loaded, and according to the position of the player, change the section to be drawed?? Is this a correct approach to this situation??

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  • a flexible data structure for geometries

    - by AkiRoss
    What data structure would you use to represent meshes that are to be altered (e.g. adding or removing new faces, vertices and edges), and that have to be "studied" in different ways (e.g. finding all the triangles intersecting a certain ray, or finding all the triangles "visible" from a given point in the space)? I need to consider multiple aspects of the mesh: their geometry, their topology and spatial information. The meshes are rather big, say 500k triangles, so I am going to use the GPU when computations are heavy. I tried using arrays with vertices and arrays with indices, but I do not love adding and removing vertices from them. Also, using arrays totally ignore spatial and topological information, which I may need studying the mesh. So, I thought about using custom double-linked list data structures, but I believe doing so will require me to copy the data to array buffers before going on the GPU. I also thought about using BST, but not sure it fits. Any help is appreciated. If I have been too fuzzy and you require other information feel free to ask.

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  • Implementing a list with unique_ptr<>? [migrated]

    - by Alexander Duchene
    As I understand it, a unique_ptr signifies exclusive ownership. A singly linked list seems to fit this, with each node owning the next, like (pseduocode alert) class node{ public: unique_ptr<node> next; int value; }; but I don't understand how to perform operations like traversing the list, where I'm used to doing here=here->next; How do you implement data structures using unique_ptr's? Are they the right tool for the job?

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  • Oracle Solaris 11.1

    - by user12616590
    Oracle Solaris 11.1 was announced at Oracle OpenWorld recently. This release added 300 new performance and feature enhancements. My favorite new features: Solaris Zones on Shared Storage Support for 32 TB (!) of RAM Improved Oracle RAC lock latency Dynamically resize the Oracle DB SGA Industry-first support for FedFS You can learn more from the press release or by attending the Solaris 11.1 webcast on November 7.

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  • In what way I can implement packet filtering function in C++/C#?

    - by Network study
    Background: I am going to design a firewall-like application (with GUI) which will include several functions such as Packet sniffing and packet filtering. Both of the functions should be implemented to support different protocol levels including application, transport, network and link layer. I only know a little in C#.Net programming to perform the IP packet sniffing. It is also known that packet filtering requires the techniques in WFP or LSP and packet sniffing in application requires dll hooking. Questions: I am not sure which programming language(either C++ or C#) would be suitable for designing such an application described above. If I want to implement the packet filtering function, any libraries will be needed? edit01: Someone suggest that winDivert would be helpful, is it true?

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  • does glBindAttribLocation silently ignore names not found in a shader?

    - by rwols
    Does glBindAttribLocation silently ignore names that are not found? For example, in a shader: // Some vertex shader in vec3 position; in vec3 normal; // ... And in some set up code: // While setting up shader GLuint program = glCreateProgram(); glBindAttribLocation(program, 0, "position"); glBindAttribLocation(program, 1, "normal"); glBindAttribLocation(program, 2, "color"); // What about this one? glLinkProgram(program);

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  • game programming career, vc++ reference and future of it [closed]

    - by Pappu Bacha
    1) I have quite a lot of interest in game programming and I (to my thought) am quite good at programming skills, I have developed some console based animations and text based animation games (like copter-it, snake, and a music visualization), should I invest in game programming? I have 2 years at college left. 2) If I am to pursue a career in game programming, and I select to go only with c++ and DirectX, is it enough? is assembly language necessary? 3) is Visual C++ or MFC dead? should I invest in it or not? 4) I am unable to find any reference book for Visual C++ 2008 or later (just like C++ the complete reference book) I need a book that covers the basic fundamentals and covers the most of the libraries etc.

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  • How to check if a variable is an integer? [closed]

    - by FyrePlanet
    I'm going through my C++ book and have currently made a working Guess The Number game. The game generates a random number based on current time, has the user input their guess, and then tells them whether it was too high, too low, or the correct number. The game functions fine if you enter a number, but returns 'Too High' if you enter something that is not a number (such as a letter or punctuation). Not only does it return 'too high', but it also continually returns it. I was wondering what I could do to check if the guess, as input by the user, is an integer and if it is not, to return 'Not a number. Guess again.' Here is the code. #include <iostream> #include <cstdlib> #include <ctime> using namespace std; int main() { srand(time(0)); // seed the random number generator int theNumber = rand() % 100 + 1; // random number between 1 and 100 int tries = 0, guess; cout << "\tWelcome to Guess My Number!\n\n"; do { cout << "Enter a guess: "; cin >> guess; ++tries; if (guess > theNumber) cout << "Too high!\n\n"; if (guess < theNumber) cout << "Too low!\n\n"; } while (guess != theNumber); cout << "\nThat's it! You got it in " << tries << " guesses!\n"; cout << "\nPress Enter to exit.\n"; cin.ignore(cin.rdbuf()->in_avail() + 1); return 0; }

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  • Xenserver 5.5 U2 a bit unstable with an unstable W2003 VM

    - by twistedbrain
    In the last week I had to reboot the host system twice and the second one by means of the power button. The system is a Dell PE 6950 (4 Opteron dual core, 2,8 Ghz, 16 GB RAM, 900 GB disk in a RAID 10 array composed by 4 450GB 15000 rpm disks) with XenServer 5.5 U2. We're installing it and at now there are working in production a 2003 32 bit Windows server VM with 2 GB RAM, 3 vcpu and about 200 GB disk in 4 partition (12 GB boot, 20 GB program, 80 GB user data, 80 GB other data). The first time I was compressing many Windows 2003 folders (some tens GB by means of W2003 compressed folder option) from a Windows remote console and some hours before my colleague installed Backup Exec agent that was alredy installed and that required a reboot (that was pending). The console stopped responding, it was no more possible to connect by means of remote console or by means of the console of the XenCentre, it was still possible from the network to use the shared folder of the VM and the programs on it (2 db and a GIS program), but the print server didn't work any more and I couldn't give remote reboot from other domain controller hosts. I couldn't stop the virtual machine neither from the XenCentre, neither from the command line of the host also forcing the reboot. I had to reboot the host server. Yesterday it has been worst. I installed a template of another VM, CentOS 5.3 and then, put the DVD in the drive of the host. Then, before the install and after the boot I checked for defect the DVD and the W2003 VM began to respond slowly (I was connected by means of an administration remote console) the task manager showed only mid or low load, it is, only the first of the 3 vcpu was loaded (about 70%), while the other two were about at 20% and also the disk I/O was not so heavy. Then the users were not so happy because they couldn't any more use the MS word docs on the server. I immediately stopped the check of the DVD (to do that I had to force the stop of such Centos 5.3 VM), then some users could again use their docs, but other had still problems, so I decided to reboot the VM, but it doesn't stopped, neither from XenCenter, neither from command line, neither forcing the reboot. Then I tried to reboot of the host, but it didn't worked, neither from the XenCentre, neither from the host prompt (shutdown -r now as root: it told that it was shutting down, but then it didn't did that). So I had to power off by means of the power button of the server (before I tried some Magic SyS REQ, but I saw that Xen isn't compiled with this option enabled). What could you suggest about my problem, what can I look, search and see? In the W2003 VM logs there are no errors or warning to explain what happened. Some more exciting, amusing and inspiring words of poetry (the facts happened around 11 am): \# egrep -i 'err|warning' xensource.log [20100219 10:32:05.597|debug|culo|6301 unix-RPC|VBD.plug R:c81bcda701f6|xenops] watch: watching xenstore paths: [ /xapi/0/frontend/vbd/51712/hotplug; /local/domain/0/backend/vbd/0/51712/tapdisk-error ] with timeout 1200.000000 seconds [20100219 10:32:05.597|debug|culo|6301 unix-RPC|VBD.plug R:c81bcda701f6|xenops] watch: fired on /local/domain/0/backend/vbd/0/51712/tapdisk-error [20100219 10:32:14.314|debug|culo|6335 unix-RPC|VBD.unplug R:9258f54578d6|xenops] watch: watching xenstore paths: [ /local/domain/0/backend/vbd/0/51712/shutdown-done; /local/domain/0/error/device/vbd/51712/error ] with timeout 1200.000000 seconds [20100219 10:32:14.337|debug|culo|6335 unix-RPC|VBD.unplug R:9258f54578d6|xenops] xenstore-rm /local/domain/0/error/backend/vbd/0 [20100219 10:32:14.337|debug|culo|6335 unix-RPC|VBD.unplug R:9258f54578d6|xenops] xenstore-rm /local/domain/0/error/device/vbd/51712 [20100219 10:32:14.338|debug|culo|6335 unix-RPC|VBD.unplug R:9258f54578d6|xenops] watch: fired on /local/domain/0/error/device/vbd/51712/error [20100219 10:53:48.903|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|helpers] Ignoring exception: INTERNAL_ERROR: [ Xb.Noent ] while Vmops.destroy_domain: Destroying domid 14 guest session [20100219 10:53:52.048|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] xenstore-rm /local/domain/0/error/backend/tap/14 [20100219 10:53:52.048|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] xenstore-rm /local/domain/14/error/device/vbd/51744 [20100219 10:53:52.085|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] xenstore-rm /local/domain/0/error/backend/tap/14 [20100219 10:53:52.086|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] xenstore-rm /local/domain/14/error/device/vbd/51728 [20100219 10:53:52.122|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] xenstore-rm /local/domain/0/error/backend/tap/14 [20100219 10:53:52.122|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] xenstore-rm /local/domain/14/error/device/vbd/51712 [20100219 10:53:52.127|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] xenstore-rm /local/domain/0/error/backend/vbd/14 [20100219 10:53:52.128|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] xenstore-rm /local/domain/14/error/device/vbd/51760 [20100219 10:53:52.496|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] Device.Vif.hard_shutdown about to blow away backend and error paths [20100219 10:53:52.497|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] xenstore-rm /local/domain/0/error/backend/vif/14 [20100219 10:53:52.497|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] xenstore-rm /local/domain/14/error/device/vif/0 [20100219 10:53:53.385|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] Device.Vif.hard_shutdown about to blow away backend and error paths [20100219 10:53:53.386|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] xenstore-rm /local/domain/0/error/backend/vif/14 [20100219 10:53:53.386|debug|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|xenops] xenstore-rm /local/domain/14/error/device/vif/1 [20100219 10:53:53.389| warn|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|hotplug] Warning, deleting 'vif' entry from /xapi/14/hotplug/vif/0 [20100219 10:53:53.391| warn|culo|6418|Async.VM.hard_shutdown R:88d2095678f7|hotplug] Warning, deleting 'vif' entry from /xapi/14/hotplug/vif/1 [20100219 11:20:49.766|debug|culo|6484|Async.VM.clean_shutdown R:78d3c3e28cb6|helpers] Ignoring exception: INTERNAL_ERROR: [ Xb.Noent ] while Vmops.destroy_domain: Destroying domid 11 guest session [20100219 11:20:50.339|debug|culo|6484|Async.VM.clean_shutdown R:78d3c3e28cb6|xenops] xenstore-rm /local/domain/0/error/backend/tap/11 [20100219 11:20:50.339|debug|culo|6484|Async.VM.clean_shutdown R:78d3c3e28cb6|xenops] xenstore-rm /local/domain/11/error/device/vbd/832 [20100219 11:20:50.360|debug|culo|6484|Async.VM.clean_shutdown R:78d3c3e28cb6|xenops] xenstore-rm /local/domain/0/error/backend/tap/11 [20100219 11:20:50.360|debug|culo|6484|Async.VM.clean_shutdown R:78d3c3e28cb6|xenops] xenstore-rm /local/domain/11/error/device/vbd/768 [20100219 11:20:50.366|debug|culo|6484|Async.VM.clean_shutdown R:78d3c3e28cb6|xenops] xenstore-rm /local/domain/0/error/backend/vbd/11 [20100219 11:20:50.366|debug|culo|6484|Async.VM.clean_shutdown R:78d3c3e28cb6|xenops] xenstore-rm /local/domain/11/error/device/vbd/5696 [20100219 11:20:50.753|debug|culo|6484|Async.VM.clean_shutdown R:78d3c3e28cb6|xenops] Device.Vif.hard_shutdown about to blow away backend and error paths [20100219 11:20:50.754|debug|culo|6484|Async.VM.clean_shutdown R:78d3c3e28cb6|xenops] xenstore-rm /local/domain/0/error/backend/vif/11 [20100219 11:20:50.754|debug|culo|6484|Async.VM.clean_shutdown R:78d3c3e28cb6|xenops] xenstore-rm /local/domain/11/error/device/vif/1 [20100219 11:20:50.757| warn|culo|6484|Async.VM.clean_shutdown R:78d3c3e28cb6|hotplug] Warning, deleting 'vif' entry from /xapi/11/hotplug/vif/1 [20100219 11:28:13.803|debug|culo|6610 inet-RPC|Connection to VM console R:e9f8b76e8975|console] error: INTERNAL_ERROR: [ Unix.Unix_error(63, "connect", "") ]

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  • Trouble with Windows 7

    - by vtimmerm
    Hi, I'm trying to virtualize an application for Windows 7 but am running into trouble: Application will run fine in Windows 7 if installed in the base. When it is virtualized, it will run on XP, but not on Windows 7. I have tried this in three ways: Captured on XP with ThinApp 4.0 Captured on XP with ThinApp 4.5 Captured on Windows 7 with ThinApp 4.5 Even when captured on Windows 7, it will not run on Windows 7 but will run on XP. When captured with a rival product, Altiris SVS, the virtualized app runs fine on Windows 7. Any idea's what could cause this behaviour? Looking at the trace file, you see that they are different right from the start when comparing Windows 7 and XP tracefiles. What could cause it to go in completely different directions? (And why does the tracefile on Windows 7 say: Operating System Unknown? Does everybody have that on Windows 7 even with 4.5?) The error message is: "Object variable or with block variable not set". Thanks, Vincent

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  • Trouble virtualizing application under Windows 7

    - by vtimmerm
    Hi, I'm trying to virtualize an application for Windows 7 but am running into trouble: Application will run fine in Windows 7 if installed in the base. When it is virtualized, it will run on XP, but not on Windows 7. I have tried this in three ways: Captured on XP with ThinApp 4.0 Captured on XP with ThinApp 4.5 Captured on Windows 7 with ThinApp 4.5 Even when captured on Windows 7, it will not run on Windows 7 but will run on XP. When captured with a rival product, Altiris SVS, the virtualized app runs fine on Windows 7. Any idea what could cause this behaviour? Looking at the trace file, you see that they are different right from the start when comparing Windows 7 and XP tracefiles. What could cause it to go in completely different directions? (And why does the tracefile on Windows 7 say: Operating System Unknown? Does everybody have that on Windows 7 even with 4.5?) The error message is: "Object variable or with block variable not set".

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  • Windows 7 - Windows XP - sharing - why isn't working?

    - by durumdara
    Hi! This is seems to be "hardware" and not "software" / "programming" question, but I need to use this share in my programs, so it is "close to programming". We had an XP based wireless network. The server is XP Professional, the clients are XP Home (Notebooks). This was working well with folder sharing (with user rights, not simple share). Then we replaced the one of the notebook with Win7/X64 notebook. First time this can reach the server, and the another client too. Later I went to another sites, and connect to another servers, another networks. And then, when I return to this network, I saw that I cannot connect to this server. Nothing of resources I see, and when try to dbl click on this computer, I got login window, where I can write anything, never I can login... The interesting part, that: Another XP home can see the server, can login as quest, or with other user. The server can see the XP home notebook. The Win7 can see the notebook's shared folders, and XP home can see the Win7 shared folders. The server can see the Win7 folders, BUT: the Win7 cannot see the server folders. Cannot see the resources too... The Win7 is in "work networking group", the group name is not mshome. I tried everything on the server, I tried to remove MS client, restore it with simple sharing, set guest password, etc., but I lost the possibilities to access this server from Win7. Does anyone have any idea what I need to see, what I need to set to access these resource - to use them in my programs? Thanks for every info, link: dd

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  • Folder Redirection won't load on Windows 7 Machine in Windows 2008 R2 Network

    - by leeand00
    Okay so redirected profiles don't load exactly, but the computer is joined to the network and it won't display any of the users files on their desktop that are in their redirected profile. I know this because we have a Terminal Server and when the user logs in there, her files appear. I checked the users' profile in Active Directory Users and Computers and compared it with a working users profile. When that didn't turn up any differences, I looked at her computer and found that on the Dial-in tab the Network Access Permission wasn't set to Control access through NPS Network Policy like it was on the other machines on the network; so I selected it, ran gpupdate /force on her machine and rebooted. This did not fix the issue. Is there anything else that could be preventing the redirected files on the users desktop from showing up when the user logs in?

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  • How do I properly dual boot Ubuntu and Windows 7 on an UEFI system?

    - by S. Robert James
    I have an HP Z210 with Windows 7, which is UEFI based. I'd like to dual boot it to Ubuntu 11.10 with GRUB2, but am having problems due to the UEFI. The install CD goes to the end, but then the machine always boots right into Windows. These problems are apparently documented (here and here), but there's no consensus as to what the simplest solution is. Any recommendations? I want Ubuntu and Windows to both be bootable. (Perhaps if I knew more about UEFI and its system partition, and how it differs from BIOS and MBR, I'd be in a better position. So background answers explaining how UEFI loads up are very appreciated.)

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  • NullReferenceException when changing skin/theme via Application.Current.Resources

    - by CoolCat
    I am writing an wpf application with multiple skins. The code to switch theme is as below: try { Application.Current.Resources.MergedDictionaries.Add( resource ); } catch( Exception ex ) { } The first time the code is called (to switch to a new theme), it is executed successfully; however, any subsequent calls to the same code would throw System.NullReferenceException. The way I set up my themes are similar to what described here: http://www.codewrecks.com/blog/index.php/2008/05/22/simple-skinnable-and-theme-management-in-wpf-user-interface/. Has anyone seen this error before? How do I go about debugging this since the exception is thrown else where? Any help is greatly appreciated. StackTrace: at System.Windows.EffectiveValueEntry.GetFlattenedEntry(RequestFlags requests) at System.Windows.DependencyObject.EvaluateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry newEntry, OperationType operationType) at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, OperationType operationType) at System.Windows.StyleHelper.ApplyStyleOrTemplateValue(FrameworkObject fo, DependencyProperty dp) at System.Windows.StyleHelper.InvalidateContainerDependents(DependencyObject container, FrugalStructList`1& exclusionContainerDependents, FrugalStructList`1& oldContainerDependents, FrugalStructList`1& newContainerDependents) at System.Windows.StyleHelper.DoStyleInvalidations(FrameworkElement fe, FrameworkContentElement fce, Style oldStyle, Style newStyle) at System.Windows.StyleHelper.UpdateStyleCache(FrameworkElement fe, FrameworkContentElement fce, Style oldStyle, Style newStyle, Style& styleCache) at System.Windows.FrameworkElement.OnStyleChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e) at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e) at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args) at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, OperationType operationType) at System.Windows.DependencyObject.InvalidateProperty(DependencyProperty dp) at System.Windows.FrameworkElement.UpdateStyleProperty() at System.Windows.TreeWalkHelper.InvalidateStyleAndReferences(DependencyObject d, ResourcesChangeInfo info, Boolean containsTypeOfKey) at System.Windows.TreeWalkHelper.OnResourcesChanged(DependencyObject d, ResourcesChangeInfo info, Boolean raiseResourceChangedEvent) at System.Windows.TreeWalkHelper.OnResourcesChangedCallback(DependencyObject d, ResourcesChangeInfo info) at System.Windows.DescendentsWalker`1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker`1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker`1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker`1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker`1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker`1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker`1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker`1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker`1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker`1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker`1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker`1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker`1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker`1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker`1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker`1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker`1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker`1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker`1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker`1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker`1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker`1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker`1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker`1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker`1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker`1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker`1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker`1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker`1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker`1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker`1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1.StartWalk(DependencyObject startNode, Boolean skipStartNode) at System.Windows.TreeWalkHelper.InvalidateOnResourcesChange(FrameworkElement fe, FrameworkContentElement fce, ResourcesChangeInfo info) at System.Windows.Application.InvalidateResourceReferenceOnWindowCollection(WindowCollection wc, ResourcesChangeInfo info) at System.Windows.ResourceDictionary.NotifyOwners(ResourcesChangeInfo info) at System.Windows.ResourceDictionary.OnMergedDictionariesChanged(Object sender, NotifyCollectionChangedEventArgs e) at System.Collections.ObjectModel.ObservableCollection`1.OnCollectionChanged(NotifyCollectionChangedEventArgs e) at System.Collections.ObjectModel.ObservableCollection`1.InsertItem(Int32 index, T item) at System.Windows.ResourceDictionaryCollection.InsertItem(Int32 index, ResourceDictionary item) at System.Collections.ObjectModel.Collection`1.Add(T item)

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  • Windows Server 2008 32 bit & windows 7 professional SP1

    - by Harry
    I'm testing my new Windows Server 2008 32 bit edition (2 servers) as a server and Windows 7 professional 32 bit as a client. Let say one is a primary domain controller (PDC) and the other is a backup domain controller (BDC) like the old time to ease. Every setup were done in the PDC and just replicate to BDC. Didn't setup anything, just install the server with AD, DNS, DHCP, that's all. Then I use my windows 7 pro 32 bit to join the domain. It worked. After that I tried to change the password of a the user (not administrator) but it always failed said it didn't meet the password complexity setup while in fact there's no setup at all either in account policy, default domain policy or even local policy. Tried to disable the password complexity in the default domain policy instead of didn't set all then test again but still failed. Browse and found suggestion to setup the minimum and maximum password age to 0 but it also failed. Tried to restart the server and the client then change password, still failed with the same error, didn't meet password complexity setup. Tried to see in the rsop.msc but didn't found anything. In fact, if I see the setup in another system with windows server 2003 and windows xp, using rsop.msc I can see there's setup for computer configuration windows settings security settings account policies password policy. I also have a windows 7 pro 32 bit in a windows server 2003 32 bit environment but unable to find the same setting using rsop but this windows 7 works fine. anyone can give suggestion what's the problem and what to do so I can change my windows 7 pro laptop password in a windows server 2008 environment? another thing, is it the right assumption that we can see all the policies setting in windows 7 whether it's in a windows server 2003 or 2008 environment? thanks.

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