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  • unable to install postgres for ubuntu

    - by ramya
    I am trying to install postgresql on ubuntu. I tried installing postgresql using apt-get install postgresql Reading package lists... Done Building dependency tree Reading state information... Done The following NEW packages will be installed: postgresql 0 upgraded, 1 newly installed, 0 to remove and 48 not upgraded. Need to get 0B/23.2kB of archives. After this operation, 57.3kB of additional disk space will be used. debconf: delaying package configuration, since apt-utils is not installed Selecting previously deselected package postgresql. (Reading database ... 42866 files and directories currently installed.) Unpacking postgresql (from .../postgresql_8.4.9-0ubuntu0.10.04_all.deb) ... Setting up postgresql (8.4.9-0ubuntu0.10.04) ... But postgresql is not installed properly. I tried purging and reinstalling it .But I am not able to find a solution. Please help we with this. Thanks, Ramya.

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  • if/else statements or exceptions

    - by Thaven
    I don't know, that this question fit better on this board, or stackoverflow, but because my question is connected rather to practices, that some specified problem. So, consider an object that does something. And this something can (but should not!) can go wrong. So, this situation can be resolved in two way: first, with exceptions: DoSomethingClass exampleObject = new DoSomethingClass(); try { exampleObject.DoSomething(); } catch (ThisCanGoWrongException ex) { [...] } And second, with if statement: DoSomethingClass exampleObject = new DoSomethingClass(); if(!exampleObject.DoSomething()) { [...] } Second case in more sophisticated way: DoSomethingClass exampleObject = new DoSomethingClass(); ErrorHandler error = exampleObject.DoSomething(); if (error.HasError) { if(error.ErrorType == ErrorType.DivideByPotato) { [...] } } which way is better? In one hand, I heard that exception should be used only for real unexpected situations, and if programist know, that something may happen, he should used if/else. In second hand, Robert C. Martin in his book Clean Code Wrote, that exception are far more object oriented, and more simple to keep clean.

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  • Send Multiple InMemory Attachments Using FileUpload Controls

    - by bullpit
    I wanted to give users an ability to send multiple attachments from the web application. I did not want anything fancy, just a few FileUpload controls on the page and then send the email. So I dropped five FileUpload controls on the web page and created a function to send email with multiple attachments. Here’s the code: public static void SendMail(string fromAddress, string toAddress, string subject, string body, HttpFileCollection fileCollection)     {         // CREATE THE MailMessage OBJECT         MailMessage mail = new MailMessage();           // SET ADDRESSES         mail.From = new MailAddress(fromAddress);         mail.To.Add(toAddress);           // SET CONTENT         mail.Subject = subject;         mail.Body = body;         mail.IsBodyHtml = false;                        // ATTACH FILES FROM HttpFileCollection         for (int i = 0; i < fileCollection.Count; i++)         {             HttpPostedFile file = fileCollection[i];             if (file.ContentLength > 0)             {                 Attachment attachment = new Attachment(file.InputStream, Path.GetFileName(file.FileName));                 mail.Attachments.Add(attachment);             }         }           // SEND MESSAGE         SmtpClient smtp = new SmtpClient("127.0.0.1");         smtp.Send(mail);     } And here’s how you call the method: protected void uxSendMail_Click(object sender, EventArgs e)     {         HttpFileCollection fileCollection = Request.Files;         string fromAddress = "[email protected]";         string toAddress = "[email protected]";         string subject = "Multiple Mail Attachment Test";         string body = "Mail Attachments Included";         HelperClass.SendMail(fromAddress, toAddress, subject, body, fileCollection);            }

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  • MyMessageBox for Phone and Store apps

    - by Daniel Moth
    I am sharing a class I use for both my Windows Phone 8 and Windows Store app projects. Background and my requirements For my Windows Phone 7 projects two years ago I wrote an improved custom MessageBox class that preserves the well-known MessageBox interface while offering several advantages. I documented those and shared it for Windows Phone 7 here: Guide.BeginShowMessageBox wrapper. Aside: With Windows Phone 8 we can now use the async/await feature out of the box without taking a dependency on additional/separate pre-release software. As I try to share code between my existing Windows Phone 8 projects and my new Windows Store app projects, I wanted to preserve the calling code, so I decided to wrap the WinRT MessageDialog class in a custom class to present the same MessageBox interface to my codebase. BUT. The MessageDialog class has to be called with the await keyword preceding it (which as we know is viral) which means all my calling code will also have to use await. Which in turn means that I have to change my MessageBox wrapper to present the same interface to the shared codebase and be callable with await… for both Windows Phone projects and Windows Store app projects. Solution The solution is what the requirements above outlined: a single code file with a MessageBox class that you can drop in your project, regardless of whether it targets Windows Phone 8, or Windows 8 Store apps or both. Just call any of its static Show functions using await and dependent on the overload check the return type to see which button the user chose.// example from http://www.danielmoth.com/Blog/GuideBeginShowMessageBox-Wrapper.aspx if (await MyMessageBox.Show("my message", "my caption", "ok, got it", "that sucks") == MyMessageBoxResult.Button1) { // Do something Debug.WriteLine("OK"); } The class can be downloaded from the bottom of my older blog post. Comments about this post by Daniel Moth welcome at the original blog.

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  • Why does Eclipse keep crashing and dpkg erroring out?

    - by Sanju Sony Kurian
    I AM GETTING THE ERROR E: Sub-process /usr/bin/dpkg returned an error code (1) WHILE I WAS TRYING TO UPGRADE MY PC. i USE ECLIPSE AND IT KEEPS ON CRASHING... pLEASE HELP I ATTACH THE ERROR sanju@sanju-Dell-System-XPS-L502X:~$ upgrade Reading package lists... Done Building dependency tree Reading state information... Done The following packages have been kept back: aisleriot gir1.2-rb-3.0 gir1.2-totem-1.0 gnome-disk-utility gnome-keyring libgck-1-0 libgcr-3-1 libtotem0 linux-generic linux-headers-generic linux-image-generic rhythmbox rhythmbox-data rhythmbox-mozilla rhythmbox-plugin-cdrecorder rhythmbox-plugin-magnatune rhythmbox-plugin-zeitgeist rhythmbox-plugins seahorse totem totem-common totem-mozilla totem-plugins 0 upgraded, 0 newly installed, 0 to remove and 23 not upgraded. 1 not fully installed or removed. After this operation, 0 B of additional disk space will be used. Do you want to continue [Y/n]? Y Setting up grub-pc (1.99-21ubuntu3.1) ... /var/lib/dpkg/info/grub-pc.config: 35: /etc/default/grub: Syntax error: EOF in backquote substitution dpkg: error processing grub-pc (--configure): subprocess installed post-installation script returned error exit status 2 Errors were encountered while processing: grub-pc E: Sub-process /usr/bin/dpkg returned an error code (1)

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  • How Service Component Architecture (SCA) Can Be Incorporated Into Existing Enterprise Systems

    After viewing Rob High’s presentation “The SOA Component Model” hosted on InfoQ.com, I can foresee how Service Component Architecture (SCA) can be incorporated in to an existing enterprise. According to IBM’s DeveloperWorks website, SCA is a set of conditions which outline a model for constructing applications/systems using a Service-Oriented Architecture (SOA). In addition, SCA builds on open standards such as Web services. In the future, I can easily see how some large IT shops could potently divide development teams or work groups up into Component/Data Object Groups, and Standard Development Groups. The Component/Data Object Group would only work on creating and maintaining components that are reused throughout the entire enterprise. The Standard Development Group would work on new and existing projects that incorporate the use of various components to accomplish various business tasks. In my opinion the incorporation of SCA in to any IT department will initially slow down the number of new features developed due to the time needed to create the new and loosely-coupled components. However once a company becomes more mature in its SCA process then the number of program features developed will greatly increase. I feel this is due to the fact that the loosely-coupled components needed in order to add the new features will already be built and ready to incorporate into any new development feature request. References: BEA Systems, Cape Clear Software, IBM, Interface21, IONA Technologies PLC, Oracle, Primeton Technologies Ltd, Progress Software, Red Hat Inc., Rogue Wave Software, SAP AG, Siebel Systems, Software AG, Sun Microsystems, Sybase, TIBCO Software Inc. (2006). Service Component Architecture. Retrieved 11 27, 2011, from DeveloperWorks: http://www.ibm.com/developerworks/library/specification/ws-sca/ High, R. (2007). The SOA Component Model. Retrieved 11 26, 2011, from InfoQ: http://www.infoq.com/presentations/rob-high-sca-sdo-soa-programming-model

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  • How do I install a Wimax usb driver?

    - by kakaz
    I am using wimax usb modem in Ubuntu 9.04 properly. I am familiar with Ubuntu 10.04 and try to install the same deb file to use my wimax USB modem, but it could not install and give me the following error message: $ sudo dpkg -i green-packet-wimax-usb_i386.iso.deb (Reading database ... 206628 files and directories currently installed.) Preparing to replace green-packet-wimax-usb 1.12 (using green-packet-wimax- usb_i386.iso.deb) ... /var/lib/dpkg/info/green-packet-wimax-usb.prerm: 45: /etc/init.d/wimaxd: not found Removing any system startup links for /etc/init.d/wimaxd ... FATAL: Module mt7118_usb_os not found. Unpacking replacement green-packet-wimax-usb ... Setting up green-packet-wimax-usb (1.12) ... FATAL: Error inserting mt7118_usb_glue (/lib/modules/2.6.32-28-generic/kernel/drivers/net/mt7118_usb_glue.ko): Invalid module format dpkg: error processing green-packet-wimax-usb (--install): subprocess installed post-installation script returned error exit status 1 Processing triggers for ureadahead ... Processing triggers for desktop-file-utils ... Processing triggers for python-gmenu ... Rebuilding /usr/share/applications/desktop.en_US.utf8.cache... Processing triggers for libc-bin ... ldconfig deferred processing now taking place Processing triggers for python-support ... Errors were encountered while processing: The error (Line 9) give me some clue that the mt7118_usb_glue.ko kernel object can't insert it. So, I think this may be due to it's kernel dependencies. Can anybody tell me how I can install this kernel object to my new Ubuntu 10.04 kernel?

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  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

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  • Does it make sense to write a build scripts in C++?

    - by Klaim
    I'm using CMake to generate my projects IDE/makefiles, but I still need to call custom "scripts" to manipulate my compiled files or even generate code. In previous projects I've been using Python and it was OK, but now I'm having serious trouble managing a lot of dependencies in two very big projects I'm working on so I want to minimize the dependencies everywhere. Someone suggested to me to use C++ to write my build scripts instead of adding a language dependency just for that. The projects themeselves already use C++ so there are several advantages that I can see: to build the whole project, only a C++ compiler and CMake would be necessary, nothing else (all the other dependencies are C or C++); C++ type safety (when using modern C++) makes everything easier to get "correct"; it's also the language I know the better so I'm more at ease with it even if I'm able to write some good Python code; potential gain in execution speed (but i don't think it will really be perceptible); However, I think there might be some drawbacks and I'm not sure of the real impact as I didn't try yet: might be longer to write the code (that said I'm not sure because I'm efficient enough in C++ to write something that work quickly, so maybe for this system it wouldn't be so long to write) (compilation time shouldn't be a problem for this case); I must assume that all the text files I'll read as input are in UTF-8, I'm not sure it can be easilly checked at runtime in C++ and the language will not check it for you; libraries in C++ are harder to manage than in scripting languages; I lack experience and forsight so maybe I'm missing advantages and drawbacks. So the question is: does it make sense to use C++ for this? do you have experiences to report and do you see advantages and disadvantages that might be important?

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  • Reverting problems caused by checkinstall with gcc build

    - by slavik262
    I recently downloaded the GCC 4.6.2 source in order to play around a bit with C++11. Having been told about checkinstall and its usefulness in installing programs from source, I created a Debian package from the install using sudo checkinstall -D make install. Wanting to see how well the newly created package worked, I removed it using Synaptic Package Manager. As it turns out, the package checkinstall created from make install tried to remove every single file the installation process touched, including shared gcc libraries like /lib64/libgcc_s.so. Despite not being able to run a bunch of programs due to this missing dependency, I was able to restore my system back to normal by reinstalling the package from command line using dpkg. At this point I want to remove the package from the package manager since it's so dangerous, but not remove the installed files. I was looking around in /var/lib/dpkg and found that the package manager seems to be based on text files which list packages and such - can I just remove all mention of the package from the files in /var/lib/dpkg, or is there a safer way to go about this?

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  • Problem Installing Xubuntu 12.04 Audio-Video codecs

    - by Seib
    I used Crouton to install Xubuntu 12.04.4 LTS with the XFCE environment on my HP Chromebook 11. I've gotten it all fully installed and everything; the only thing I'm doing now is the basic setup things, like adding codecs and other things like LibreOffice, VLC, Firefox, Ubuntu Software Center, etc. This information I got from 2 sources: http://www.efytimes.com/e1/fullnews.asp?edid=137269 http://www.binarytides.com/better-xubuntu-14-04/ . I'm currently on the same step at both URLs, which is #6 on Link 1 and #8 on Link 2. Per the articles, which both said the same thing, I typed in sudo apt-get install xubuntu-restricted-extras libavcodec-extra and it didn't do anything. It just kept on saying the same thing: Reading package lists... Done Building dependency tree Reading state information... Done E: Unable to locate package libavcodec-extra I've spend the last hour or so scouring the internet for a solution, for a hint even at what is going on. I don't want to do a clean reinstall, for two reasons: 1) it's takes like 1.5h just to get the croot fully installed, and 2) everything but this out of what I've done so far (up to #6 at Link 1 & up to #8 at Link 2) works except the audio. I've already installed flash, so YouTube works fine. It's just I can't hear any audio. Please help? Thanks in advance. I appreciate all the great help I've been getting from AskUbuntu lately. You all are great.

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  • Using Groovy Aggregate Functions in ADF BC

    - by Sireesha Pinninti
    This article explains how groovy aggregate functions(sum, count, min, max and avg) can be used in ADF Business components and demonstrates how these can be used at entity and view level Let's consider EMP and DEPT tables and an usecase to track number of employees in each department   Entity-Level To use aggregate functions at entity level, we need to have association between entities representing master and child relationship and the destination accessor name is what we are going to use in our groovy Syntax: <Accessor>.count(Groovyexpression) - Note down the destination accessor name(EMP) in the association or AccessorAttribute name in source entity - Add a transient attribute in source entity with persistent property set to false and provide the groovy expression in the syntax provided above - Finally, Add newly added attribute to view object View-Level To use aggregate functions at view level, we need to have a view link between viewobjects representing master and child relationship and the destination accessor name is what we are going to use in our groovy Syntax: <ViewLinkAccessor>.count(Groovyexpression) - Note down the destination accessor name(EmpView) in the view link or viewLinkAccessor name in source view - Add a transient attribute in view object and provide a groovy aggregate function count as a value to it in the syntax provided above Now, If you run application module tester and execute DeptView / ViewLink, you should see employee count in EmpCount field  In similar way, one can use other groovy aggregate functions sum, avg, min and max.

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  • Find an element in a JavaScript array

    - by Aligned
    Originally posted on: http://geekswithblogs.net/Aligned/archive/2014/08/22/find-an-element-in-a-javascript-array.aspxI needed a C# Dictionary like data structure in JavaScript and then a way to find that object by a key. I had forgotten how to do this, so did some searching and talked to a colleague and came up with this JsFiddle. See the code in my jsFiddle or below: var processingProgressTimeoutIds = []; var file = { name: 'test', timeId: 1 }; var file2 = { name: 'test2', timeId: 2 }; var file3 = { name: 'test3', timeId: 3 }; processingProgressTimeoutIds.push({ name: file.name, timerId: file.id }); processingProgressTimeoutIds.push({ name: file2.name, timerId: file2.id }); processingProgressTimeoutIds.push({ name: file3.name, timerId: file3.id }); console.log(JSON.stringify(processingProgressTimeoutIds)); var keyName = 'test'; var match = processingProgressTimeoutIds.filter(function (item) { return item.name === keyName; })[0]; console.log(JSON.stringify(match)); // optimization var match2 = processingProgressTimeoutIds.some(function (element, index, array) { return element.name === keyName; }); console.log(JSON.stringify(match2)); // if you have the full object var match3 = processingProgressTimeoutIds.indexOf(file); console.log(JSON.stringify(match3)); // http://jsperf.com/array-find-equal – from Dave // indexOf is faster, but I need to find it by the key, so I can’t use it here //ES6 will rock though, array comprehension! – also from Dave // var ys = [x of xs if x == 3]; // var y = ys[0]; Here’s a good blog post on Array comprehension.

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  • Question about separating game core engine from game graphics engine...

    - by Conrad Clark
    Suppose I have a SquareObject class, which implements IDrawable, an interface which contains the method void Draw(). I want to separate drawing logic itself from the game core engine. My main idea is to create a static class which is responsible to dispatch actions to the graphic engine. public static class DrawDispatcher<T> { private static Action<T> DrawAction = new Action<T>((ObjectToDraw)=>{}); public static void SetDrawAction(Action<T> action) { DrawAction = action; } public static void Dispatch(this T Obj) { DrawAction(Obj); } } public static class Extensions { public static void DispatchDraw<T>(this object Obj) { DrawDispatcher<T>.DispatchDraw((T)Obj); } } Then, on the core side: public class SquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } And on the graphics side: public static class SquareRender{ //stuff here public static void Initialize(){ DrawDispatcher<SquareObject>.SetDrawAction((Square)=>{//my square rendering logic}); } } Do this "pattern" follow best practices? And a plus, I could easily change the render scheme of each object by changing the DispatchDraw parameter, as in: public class SuperSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } public class RedSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<RedSquareObject>(); } #endregion } RedSquareObject would have its own render method, but SuperSquareObject would render as a normal SquareObject I'm just asking because i do not want to reinvent the wheel, and there may be a design pattern similar (and better) to this that I may be not acknowledged of. Thanks in advance!

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  • Would it be a good idea to work on letting people add arrays of numbers in javascript?

    - by OneThreeSeven
    I am a very mathematically oriented programmer, and I happen to be doing a lot of java script these days. I am really disappointed in the math aspects of javascript: the Math object is almost a joke because it has so few methods you can't use ^ for exponentiation the + operator is very limited, you cant add array's of numbers or do scalar multiplication on arrays Now I have written some pretty basic extensions to the Math object and have considered writing a library of advanced Math features, amazingly there doesn't seem to be any sort of standard library already out even for calculus, although there is one for vectors and matricies I was able find. The notation for working with vectors and matricies is really bad when you can't use the + operator on arrays, and you cant do scalar multiplication. For example, here is a hideous expression for subtracting two vectors, A - B: Math.vectorAddition(A,Math.scalarMultiplication(-1,B)); I have been looking for some kind of open-source project to contribute to for awhile, and even though my C++ is a bit rusty I would very much like to get into the code for V8 engine and extend the + operator to work on arrays, to get scalar multiplication to work, and possibly to get the ^ operator to work for exponentiation. These things would greatly enhance the utility of any mathematical javascript framework. I really don't know how to get involved in something like the V8 engine other than download the code and start working on it. Of course I'm afraid that since V8 is chrome specific, that without browser cross-compatibility a fundamental change of this type is likely to be rejected for V8. I was hoping someone could either tell me why this is a bad idea, or else give me some pointers about how to proceed at this point to get some kind of approval to add these features. Thanks!

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  • ASP.NET Session Management

    - by geekrutherford
    Great article (a little old but still relevant) about the inner workings of session management in ASP.NET: Underpinnings of the Session State Management Implementation in ASP.NET.   Using StateServer and the BinaryFormatter serialization occuring caused me quite the headache over the last few days. Curiously, it appears the w3wp.exe process actually consumes more memory when utilizing StateServer and storing somewhat large and complex data types in session.   Users began experiencing Out Of Memory exceptions in the production environment. Looking at the stack trace it related to serialization using the BinaryFormatter. Using remote debugging against our QA server I noted that the code in the application functioned without issue. The exception occured outside the context of the application itself when the request had completed and the web server was trying to serialize session state into the StateServer.   The short term solution is switching back to the InProc method. Thus far this has proven to consume considerably less memory and has caused no issues. Long term the complex object stored in session will be off-loaded into a web service used to access the information directly from the database outside the context of the object used to encapsulate it.

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  • Cannot delete apt-fast for a clean install

    - by colby
    This is my problem: $ destroy apt-fast [sudo] password for colbyryptos: Reading package lists... Done Building dependency tree Reading state information... Done Package apt-fast is not installed, so not removed 0 upgraded, 0 newly installed, 0 to remove and 14 not upgraded. 1 not fully installed or removed. After this operation, 0 B of additional disk space will be used. debconf: DbDriver "config": /var/cache/debconf/config.dat is locked by another process: Resource temporarily unavailable Setting up man-db (2.6.1-2) ... debconf: DbDriver "config": /var/cache/debconf/config.dat is locked by another process: Resource temporarily unavailable dpkg: error processing man-db (--configure): subprocess installed post-installation script returned error exit status 1 Errors were encountered while processing: man-db E: Sub-process /usr/bin/dpkg returned an error code (1) I have also tried sudo rm /var/lib/dpkg/lock, followed by sudo dpkg --configure -a. It then gives me this $ sudo dpkg --configure -a [sudo] password for colbyryptos: Setting up man-db (2.6.1-2) ... debconf: DbDriver "config": /var/cache/debconf/config.dat is locked by another process: Resource temporarily unavailable dpkg: error processing man-db (--configure): subprocess installed post-installation script returned error exit status 1 Errors were encountered while processing: man-db

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  • Duplication of code (backend and javascript - knockout)

    - by Michal B.
    We have a new developer in our team. He seems a smart guy (he just came in so I cannot really judge). He started with implementing some small enhancements in the project (MVC3 web application using javascript - jquery and knockout). Let's say we have two values: A - quite complex calculation C - constant B = A + C On the screen there is value B and user can change it (normal texbox). When B changes, A changes as well because C is constant. So there is linear dependency between A and B. Now, all the calculations are done in the backend, but we need to recalculate A as user changes B (in js, I would use knockout). I thought about storing old A and B and when B changes by 10 then we know that new A will be old A + 10. He says this is dirty, because it's duplication of code (we make use of the fact that they are dependent and according to him that should be only in one place in our app). I understand it's not ideal, but making AJAX request after every key press seems a bit too much. It's a really small thing and I would not post if we haven't had long discussion about it. How do you deal with such problems? Also I can imagine that using knockout implies lots of calculations on the client side, which very often leads to duplication of the same calculations from the backend. Does anyone have links to some articles/thoughts on this topic?

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  • Events Driven Library XNA C#

    - by SchautDollar
    Language: C# w/ XNA Framework Relevant and Hopefully Helpful Background Info: I am making a library using the XNA framework for games I make with XNA. The Library has a folder(Namespace) dedication to the GUI. The GUI Controls inherit a base class hooked with the appropriate Interfaces. After a control is made, the programmer can hook the control with a "Frame" or "Module" that will tell the controls when to update and draw with an event. To make a "Frame" or "Module", you would inherit a class with the details coded in. (Kind of how win forms does it.) My reason for doing this is to simplify the process of creating menus with intractable controls. The only way I could think of for making the events for all the controls to function without being class specific would be to typecast a control to an object and typecast it back. (As I have read, this can be terribly inefficient.) Problem: Unfortunately, after I have implemented interfaces into the base classes and changed public delegate void ClickedHandler(BaseControl cntrl); to public delegate void ClickedHandler(Object cntrl, EventArgs e); my game has decreased in performance. This performance could be how I am firing the events, as what happens is the one menu will start fine, but then slowly but surely will freeze up. Every other frame works just fine, I just think it has something to do with the events and... that is why I am asking about them. Question: Is there a better more industry way of dealing with GUI Libraries other then using and implementing Events? Goal: To create a reusable feature rich XNA Control Library implementing performance enhancing standards and so on. Thank-you very much for taking your time to read this. I also hope this will help others possibly facing what I am facing right now.

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  • Precising definition of programming paradigm

    - by Kazark
    Wikipedia defines programming paradigm thus: a fundamental style of computer programming which is echoed in the descriptive text of the paradigms tag on this site. I find this a disappointing definition. Anyone who knows the words programming and paradigm could do about that well without knowing anything else about it. There are many styles of computer programming at many level of abstraction; within any given programming paradigm, multiple styles are possible. For example, Bob Martin says in Clean Code (13), Consider this book a description of the Object Mentor School of Clean Code. The techniques and teachings within are the way that we practice our art. We are willing to claim that if you follow these teachings, you will enjoy the benefits that we have enjoyed, and you will learn to write code that is clean and professional. But don't make the mistake of thinking that we are somehow "right" in any absolute sense. Thus Bob Martin is not claiming to have the correct style of Object-Oriented programming, even though he, if anyone, might have some claim to doing so. But even within his school of programming, we might have different styles of formatting the code (K&R, etc). There are many styles of programming at many levels. Sp how can we define programming paradigm rigorously, to distinguish it from other categories of programming styles? Fundamental is somewhat helpful, but not specific. How can we define the phrase in a way that will communicate more than the separate meanings of each of the two words—in other words, how can we define it in a way that will provide additional meaning for someone who speaks English but isn't familiar with a variety of paradigms?

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  • Problem with Ogre::Camera lookAt function when target is directly below.

    - by PigBen
    I am trying to make a class which controls a camera. It's pretty basic right now, it looks like this: class HoveringCameraController { public: void init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height); void update(Ogre::Real time_delta); private: Ogre::Camera * camera_; AnimatedBody * target_; Ogre::Real height_; }; HoveringCameraController.cpp void HoveringCameraController::init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height) { camera_ = &camera; target_ = &target; height_ = height; update(0.0); } void HoveringCameraController::update(Ogre::Real time_delta) { auto position = target_->getPosition(); position.y += height_; camera_->setPosition(position); camera_->lookAt(target_->getPosition()); } AnimatedBody is just a class that encapsulates an entity, it's animations and a scene node. The getPosition function is simply forwarded to it's scene node. What I want(for now) is for the camera to simply follow the AnimatedBody overhead at the distance given(the height parameter), and look down at it. It follows the object around, but it doesn't look straight down, it's tilted quite a bit in the positive Z direction. Does anybody have any idea why it would do that? If I change this line: position.y += height_; to this: position.x += height_; or this: position.z += height_; it does exactly what I would expect. It follows the object from the side or front, and looks directly at it.

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  • What's a good entity hierarchy for a 2D game?

    - by futlib
    I'm in the process of building a new 2D game out of some code I wrote a while ago. The object hierarchy for entities is like this: Scene (e.g. MainMenu): Contains multiple entities and delegates update()/draw() to each Entity: Base class for all things in a scene (e.g. MenuItem or Alien) Sprite: Base class for all entities that just draw a texture, i.e. don't have their own drawing logic Does it make sense to split up entities and sprites up like that? I think in a 2D game, the terms entity and sprite are somewhat synonymous, right? But I do believe that I need some base class for entities that just draw a texture, as opposed to drawing themselves, to avoid duplication. Most entities are like that. One weird case is my Text class: It derives from Sprite, which accepts either the path of an image or an already loaded texture in its constructor. Text loads a texture in its constructor and passes that to Sprite. Can you outline a design that makes more sense? Or point me to a good object-oriented reference code base for a 2D game? I could only find 3D engine code bases of decent code quality, e.g. Doom 3 and HPL1Engine.

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  • Direct IO enhancements in OVM Server for SPARC 2.2(a.k.a LDoms2.2)

    - by user12611315
    The Direct I/O feature has been available for LDoms customers since LDoms2.0. Apart from the latest SR-IOV feature in LDoms2.2, it is worth noting a few enhancements to the Direct I/O feature. These are: Support for Metis-Q and Metis-E cards. These cards are highly requested for support and are worth mentioning because they are the only combo cards containing both FibreChannel and Ethernet in the same card. With this support, a customer can have both SAN storage and network access with just one card and one PCIe slot assigned to a logical domain. This reduces cost and helps when there are less number of slots in a given platform. The following are the part numbers for these cards. I have tried to put the platforms on which each card is supported, but this information can get quickly outdated. The accurate information can be found at the Support Document.  Card Name  Part Number  Platforms Metis-Q: StorageTek Dual 8Gb Fibre Channel Dual GbE ExpressModule HBA, QLogic SG-XPCIEFCGBE-Q8-N  SPARC T3-4, T4-4 Metis-E: StorageTek Dual 8Gb Fibre Chanel Dual GbE ExpressModule HBA, Emulex SG-XPCIEFCGBE-E8-N SPARC T3-4, T4-4  Additional cards added to the portfolio of supported cards. This is mainly Powerville based Ethernet cards, the part numbers for these cards as below:  Part Number  Description  7100477 Sun Quad Port GbE PCI Express 2.0 Low Profile Adapter, UTP  7100481 Sun Dual Port GbE PCI Express 2.0 Low Profile Adapter, MMF  7100483 Sun Quad Port GbE PCI Express 2.0 ExpressModule, UTP  7110486 Sun Quad Port GbE PCI Express 2.0 ExpressModule, MMF    Note:  Direct IO feature has a hard dependency on the Root domain(PCIe bus owner, here Primary domain). That is, rebooting the Root domain for any reason may impact the logical domains having PCIe slots assigned with Direct IO feature. So rebooting a root domain need to be carefully managed. Also apply the failure-policy settings as described in the admin guide and release notes to deal with unexpected cases.

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  • Apt-get saying "Unable to correct problems, you have held broken packages."

    - by YatharthROCK
    TL;DR: sudo apt-get install ... saying "Unable to correct problems, you have held broken packages." The problem I was trying to get the WebApps feature for PP and QQ following this blog post. I ran the sudo add-apt-repository ppa:webapps/preview command to add the repository, but i got a connection error. Since I know my current ISP gives a shaky connection, I tried again and sure enough, it worked. Then I ran sudo apt-get install unity-webapps-preview, but I realized we had to update apt-get first, so I hit Ctrl + C to stop it. Then I ran sudo apt-get update which worked w/o a fuss, but when I ran sudo apt-get install unity-webapps-preview again later, it showed an error message. Here's the dump: Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: unity-webapps-preview : Depends: xul-ext-unity but it is not going to be installed Depends: xul-ext-websites-integration but it is not going to be installed Depends: xul-ext-webaccounts but it is not going to be installed E: Unable to correct problems, you have held broken packages. I think this might be because of me interrupting the earlier command. It hadn't got a chance to output anything, though — I stopped it pretty fast. What I tried I have tried running a number of commands:- sudo apt-get install --fix-broken sudo apt-get autoclean sudo apt-get autoremove sudo apt-get -f install sudoapt-get install ppa-purgeandsudo ppa-purge ppa:webapps/preview` Even after running sudo apt-get upgrade after every try, none of them worked. Research I tried searching Google, looking at a couple of forums and searching on AU, but to no avail. Help would be appreciated.

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  • Brocken package for libavcodec54 & libx264-123 in ubuntu 14.04LTS

    - by Kachavarapu Ajay
    $ sudo apt-get install -f [sudo] password for ajay: Reading package lists... Done Building dependency tree Reading state information... Done Correcting dependencies... Done The following extra packages will be installed: libx264-123 The following NEW packages will be installed: libx264-123 0 upgraded, 1 newly installed, 0 to remove and 0 not upgraded. 2 not fully installed or removed. Need to get 0 B/345 kB of archives. After this operation, 1,005 kB of additional disk space will be used. Do you want to continue? [Y/n] y (Reading database ... 166965 files and directories currently installed.) Preparing to unpack .../libx264-123_0.123.2189+git35cf912-1ubuntu4_amd64.deb ... Unpacking libx264-123:amd64 (2:0.123.2189+git35cf912-1ubuntu4) ... dpkg-deb (subprocess): decompressing archive member: lzma error: compressed data is corrupt dpkg-deb: error: subprocess <decompress> returned error exit status 2 dpkg: error processing archive /var/cache/apt/archives/libx264-123_0.123.2189+git35cf912-1ubuntu4_amd64.deb (--unpack): cannot copy extracted data for './usr/lib/x86_64-linux-gnu/libx264.so.123' to '/usr/lib/x86_64-linux-gnu/libx264.so.123.dpkg-new': unexpected end of file or stream Errors were encountered while processing: /var/cache/apt/archives/libx264-123_0.123.2189+git35cf912-1ubuntu4_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1)

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