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  • CodePlex Daily Summary for Sunday, January 09, 2011

    CodePlex Daily Summary for Sunday, January 09, 2011Popular ReleasesEnhSim: EnhSim 2.2.10 BETA: 2.2.10 BETAThis release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Removed the part...TweetSharp: TweetSharp v2.0.0.0 - Preview 7: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 7 ChangesFixes the regression issue in OAuth from Preview 6 Preview 6 ChangesMaintenance release with user reported fixes Preview 5 ChangesMaintenance release with user reported fixes Third Party Library VersionsHammock v1.0.6: http://hammock.codeplex.com Json.NET 3.5 Release 8: http://json.codeplex.comExtended WPF Toolkit: Extended WPF Toolkit - 1.3.0: What's in the 1.3.0 Release?BusyIndicator ButtonSpinner ChildWindow ColorPicker - Updated (Breaking Changes) DateTimeUpDown - New Control Magnifier - New Control MaskedTextBox - New Control MessageBox NumericUpDown RichTextBox RichTextBoxFormatBar - Updated .NET 3.5 binaries and SourcePlease note: The Extended WPF Toolkit 3.5 is dependent on .NET Framework 3.5 and the WPFToolkit. You must install .NET Framework 3.5 and the WPFToolkit in order to use any features in the To...sNPCedit: sNPCedit v0.9d: added elementclient coordinate catcher to catch coordinates select a target (ingame) i.e. your char, npc or monster than click the button and coordinates+direction will be transfered to the selected row in the table corrected labels from Rot to Direction (because it is a vector)AutoLoL: AutoLoL v1.5.2: Implemented the Auto Updater Fix: Your settings will no longer be cleared with new releases of AutoLoL The mastery Editor and Browser now have their own tabs instead of nested tabs The Browser tab will only show the masteries matching ALL filters instead of just one Added a 'Browse' button in the Mastery Editor tab to open the Masteries Directory The Browser tab now shows a message when there are no mastery files in the Masteries Directory Fix: Fixed the Save As dialog again, for ...Ionics Isapi Rewrite Filter: 2.1 latest stable: V2.1 is stable, and is in maintenance mode. This is v2.1.1.25. It is a bug-fix release. There are no new features. 28629 29172 28722 27626 28074 29164 27659 27900 many documentation updates and fixes proper x64 build environment. This release includes x64 binaries in zip form, but no x64 MSI file. You'll have to manually install x64 servers, following the instructions in the documentation.StyleCop for ReSharper: StyleCop for ReSharper 5.1.14980.000: A considerable amount of work has gone into this release: Huge focus on performance around the violation scanning subsystem: - caching added to reduce IO operations around reading and merging of settings files - caching added to reduce creation of expensive objects Users should notice condsiderable perf boost and a decrease in memory usage. Bug Fixes: - StyleCop's new ObjectBasedEnvironment object does not resolve the StyleCop installation path, thus it does not return the correct path ...VivoSocial: VivoSocial 7.4.1: New release with bug fixes and updates for performance.SSH.NET Library: 2011.1.6: Fixes CommandTimeout default value is fixed to infinite. Port Forwarding feature improvements Memory leaks fixes New Features Add ErrorOccurred event to handle errors that occurred on different thread New and improve SFTP features SftpFile now has more attributes and some operations Most standard operations now available Allow specify encoding for command execution KeyboardInteractiveConnectionInfo class added for "keyboard-interactive" authentication. Add ability to specify bo....NET Extensions - Extension Methods Library for C# and VB.NET: Release 2011.03: Added lot's of new extensions and new projects for MVC and Entity Framework. object.FindTypeByRecursion Int32.InRange String.RemoveAllSpecialCharacters String.IsEmptyOrWhiteSpace String.IsNotEmptyOrWhiteSpace String.IfEmptyOrWhiteSpace String.ToUpperFirstLetter String.GetBytes String.ToTitleCase String.ToPlural DateTime.GetDaysInYear DateTime.GetPeriodOfDay IEnumberable.RemoveAll IEnumberable.Distinct ICollection.RemoveAll IList.Join IList.Match IList.Cast Array.IsNullOrEmpty Array.W...EFMVC - ASP.NET MVC 3 and EF Code First: EFMVC 0.5- ASP.NET MVC 3 and EF Code First: Demo web app ASP.NET MVC 3, Razor and EF Code FirstVidCoder: 0.8.0: Added x64 version. Made the audio output preview more detailed and accurate. If the chosen encoder or mixdown is incompatible with the source, the fallback that will be used is displayed. Added "Auto" to the audio mixdown choices. Reworked non-anamorphic size calculation to work better with non-standard pixel aspect ratios and cropping. Reworked Custom anamorphic to be more intuitive and allow display width to be set automatically (Thanks, Statick). Allowing higher bitrates for 6-ch....NET Voice Recorder: Auto-Tune Release: This is the source code and binaries to accompany the article on the Coding 4 Fun website. It is the Auto Tuner release of the .NET Voice Recorder application.BloodSim: BloodSim - 1.3.2.0: - Simulation Log is now automatically disabled and hidden when running 10 or more iterations - Hit and Expertise are now entered by Rating, and include option for a Racial Expertise bonus - Added option for boss to use a periodic magic ability (Dragon Breath) - Added option for boss to periodically Enrage, gaining a Damage/Attack Speed buffAllNewsManager.NET: AllNewsManager.NET 1.2.1: AllNewsManager.NET 1.2.1 It is a minor update from version 1.2xUnit.net - Unit Testing for .NET: xUnit.net 1.7 Beta: xUnit.net release 1.7 betaBuild #1533 Important notes for Resharper users: Resharper support has been moved to the xUnit.net Contrib project. Important note for TestDriven.net users: If you are having issues running xUnit.net tests in TestDriven.net, especially on 64-bit Windows, we strongly recommend you upgrade to TD.NET version 3.0 or later. This release adds the following new features: Added support for ASP.NET MVC 3 Added Assert.Equal(double expected, double actual, int precision)...Json.NET: Json.NET 4.0 Release 1: New feature - Added Windows Phone 7 project New feature - Added dynamic support to LINQ to JSON New feature - Added dynamic support to serializer New feature - Added INotifyCollectionChanged to JContainer in .NET 4 build New feature - Added ReadAsDateTimeOffset to JsonReader New feature - Added ReadAsDecimal to JsonReader New feature - Added covariance to IJEnumerable type parameter New feature - Added XmlSerializer style Specified property support New feature - Added ...ASP .NET MVC CMS (Content Management System): Atomic CMS 2.1.2: Atomic CMS 2.1.2 release notes Atomic CMS installation guide N2 CMS: 2.1: N2 is a lightweight CMS framework for ASP.NET. It helps you build great web sites that anyone can update. Major Changes Support for auto-implemented properties ({get;set;}, based on contribution by And Poulsen) All-round improvements and bugfixes File manager improvements (multiple file upload, resize images to fit) New image gallery Infinite scroll paging on news Content templates First time with N2? Try the demo site Download one of the template packs (above) and open the proj...Mobile Device Detection and Redirection: 0.1.11.10: IMPORTANT CHANGESThis release changes the way some WURFL capabilities and attributes are exposed to .NET developers. If you cast MobileCapabilities to return some values then please read the Release Note before implementing this release. The following code snippet can be used to access any WURFL capability. For instance, if the device is a tablet: string capability = Request.Browser["is_tablet"]; SummaryNew attributes have been added to the redirect section: originalUrlAsQueryString If se...New Projects[OOBL] Projekt: Projekt iz kolegija Objektno Oblikovanje na Fakultetu Elektrotehnike i Racunarstva u Zagrebu.Aikido Glossary Reader: The Aikido Glossary Reader application makes it easier for Aikido students to search for Japanese terms used in martial arts training.AsyncFunc: AsyncFunc makes it easy to implement Event-based Asynchronous Pattern in .NET.BeijingAgricultureScience: ???????????BizTalk 5010 999 Generation: Create 5010 999 acknowledgement from the default 997 Generated by BizTalk ServerCheck if Knowledge Base fix is installed script: A handy script that checks if a knowledge base fix is installed or not.Coproject - rich project management: Coproject is a sample Silverlight application built on WCF RIA Services and Caliburn.Micro framework. It should demonstrate typical scenarios in business applications.DeskNote: DeskNote, makes taking and displaying a notes a lot easier. Have your notes on your desktop, write your notes in a text file and it will be automatically displayed on the desktop. DriveBackup: Are you tired of losing data? And do you sometimes forget to backup your data? Then this program is right for you, one-time setup with each new removable disk and after that Drive Backup instantly backs up your data in the background, without you pushing a button.ELSEngine XNA Game OS Engine: XNA Game Operating System Engine, designed to handle and make easy to use Interface, Interface assets, game screens, menus, controls, and more. Designed to be adaptable to XBOX or Windows, and to ANY style game.FermaProject: Team Ferma ProjectHalfNetworkNET: HalfNetworkNET makes it easier for <target user group> to <activity>. You'll no longer have to <activity>. It's developed in C++/CLILFS Record: LFS Record is a camera animation and video recording tool for Live for Speed users. It doesn't replace programs like Fraps 100%, but in most cases you'll find LFS Record allows a lot more freedom and control. It's developed in C# using WPF .net 4.MPC HC Web remote: A Web interface for Media Player Classic Home Cinema. Designed especialy for smart phones. Tested on Nokia 5800, but in theory it works on all smart phones with wifi & a browser.MSMS2CMP: Very simple application to swap particular strings (MSMS and CMPD number) in .mgf files (results from Mascot search engine used to identify proteins by mass spectrometry data). This might be a kind of example of using Regex and Text File I/OMy Now Playing to Twitter: A Simple WinForm Program that can get what user is playing in Winamp and send a status to Twitter. It's wrote in VB.Net but some source code is port of MiniTwitter(http://minitwitter.codeplex.com)and uses tagLib-sharp library(https://github.com/mono/taglib-sharp)RPM Header for .NET: RPM Header for .NET allows a developer to access the headers of RPM Package Manager files. It's developed in C#.SilverMenu: SilverMenu brings some of the menu functionality of Silverlight for Windows Phone 7 to the XNA world.Smartgrid Smartmeter GRYD: The GRYD smartgrid and Smartmeter project shows features and capabilities like Demand Response, Smart Home Appliance Load Curtailments, DMS integration with SCADA etc. GRYD, Gryd.org is to teach you the technology, this is only for personal use and not commercial use.WakeMeQt: WakeMeQt is a smart alarm for the Nokia n810 (and probably n800) internet tablets. Using a Nintendo Wii remote as the sensor it monitors your movements during sleep and chooses the optimal time to wake you. It's developed in C++ using the Qt framework.WPF SplitButton & MenuButton: This WPF SplitButton and MenuButton implementation aims to be more robust and visual attractive than the other WPF split buttons available on CodePlex and elsewhere. The code is based on David Anson's implementation made available on his blog.Y2XMas: Merry Chirstmas - Happy New Year 2011 software

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  • Contract Work - Lessons Learned

    - by samerpaul
    I thought I would write a post of a different nature today, but still relevant to the tech world. I do a lot of contract jobs myself and really enjoy it. It's nice to keep jumping from project to project, and not having to go to an office or keep regular hours, etc. I really enjoy it. I have learned a lot in the past few years of doing it (both from experience and from help given to me from others, and the internet) so I thought I'd share some of that knowledge/experience today.So here's my own personal "lesson's learned" that hopefully will help you if you find yourself doing contract work:Should I take the job?Ok, so this is the first step. Assuming you were given sufficient information about what they want, then you should really think about what you're capable of doing and whether or not you should take this job. Personally, my rule is, if I know it's possible, I'll say yes, even if I don't yet know how to do it. That's because the internet is such a great help, it would be rare to run into an issue that you can't figure out with some help. So if your clients are asking for something that you don't yet know how to program, but you know you can do it on the platform then go for it. How else are you going to learn?Use this rule with some limitation, however. If you're really lacking the expertise or foundation in something, then unless you have tons of time to complete the project, then I wouldn't say yes. For example, I haven't personally done any 3d/openGL programming yet so I wouldn't say yes to a project that extensively uses it. OK, so I want the job, but how much do I charge?This part can be tricky. There is no set formula really, but I have some tips for pricing that will hopefully give you a better idea on how to confidently ask your price and have them accept. Here are some personal guidelinesHow much time do you have to complete the project? If it's shorter than average, then charge more. You can even make a subtle note about this (or not so subtle if they still don't get it.) If it seems too short of a time (i.e. near impossible to complete), be sure to say that. It looks bad to promise a time that you can't keep--and it makes it less likely for them to return to you for work.Your Hourly rate: How long have you been working in that language? Do you have existing projects to back you up? Or previous contacts that can vouch for your work? Are there very few people with your particular skill set? All of these things will lend themselves to setting an hourly rate. I'd also try out a quick google search of what your line of work is, to see what the industry standard is at that point in time.I wouldn't price too low, because you want to make your time worth it. You also want them to feel like they're paying for quality work (assuming you can deliver it :) ). Finally, think about your client. If it's a small business, then don't price it too high if you want the job. If it's an enterprise (like a Fortune company), then don't be afraid to price higher. They have the budget for it.Fixed price: If they want a fixed price project, then you need to think about how many hours it will take you to complete it and multiply it by the hourly rate you set for yourself. Then, honestly, I would add 10-20% on top of that. Why? Because nothing ever works exactly how you want it to. There are lots of times that something "trivial" is way harder than it should be, or something that "should work" doesn't for hours and it eats away at your hourly rate. I can't count the number of times I encountered a logical bug that took away an entire's day work because debuggers don't help in those cases. By adding that padding in, it's still OK to have those days where you don't get as much done as you want. And another useful tip: Depending on your client, and the scope, you most likely want to set that you both sign off on a specification sheet before doing any work, and that any changes will result in a re-evaulation of the price. This is to help protect you from being handed a huge new addition to the project half-way in, without any extra payment.Scope of project: Finally, is it a huge project? Is it really small/fast? This affects how much your client will be willing to pay. If it sounds big, they will be willing to pay more for it. If it seems really small, then you won't be able to get away with a large asking price (as easily).Ok, I priced it, now what?So now that you have the price, you want to make sure it feels justified to your client. I never set a price before I can really think about everything. For example, if you're still in your introduction phase, and they want a price, don't give one! Just comment that you will send them a proposal sheet with all the features outlined, and a price for everything. You don't want to shout out a low number and then deliver something that is way higher. You also don't want to shock them with a big number before they feel like they are getting a great product.Make up a proposal document in a word editor. Personally, I leave the price till the very end. Why? Because by the time they reach the end, you've already discussed all the great features you plan to implement, and how it's the best product they'll ever use, etc etc...so your price comes off as a steal! If you hit them up front with a price, they will read through the document with a negative bias. Think about those commercials on TV. They always go on about their product, then at the end, ask "What would you pay for something like this? $100? $50? How about $20!!". This is not by accident.Scenario: I finished the job way earlier than expectedYou have two options then. You can either polish the hell out of the application, and even throw in a few bonus features (assuming they are in-line with the customer's needs) or you can sit and wait on it until you near your deadline. Why don't you want to turn it in too early? Because you should treat that extra time as a surplus. If you said it is going to take you 3 weeks, and it took you only 1, you have a surplus of 2 weeks. I personally don't want to let them know that I can do a 3 week project in 1 week. Why not? Because that may not always be the case! I may later have a 3 week project that takes all 3 weeks, but if I set a precedent of delivering super early, then the pressure is on for that longer project. It also makes it harder to quote longer times if you keep delivering too early.Feel free to deliver early, but again, don't do it too early. They may also wonder why they paid you for 3 weeks of work if you're done in 1. They may further wonder if the product sucks, or what is wrong with it, if it's done so early, etc.I would just polish the application. Everyone loves polish in their applications. The smallest details are what make an application go from "functional" to "fantastic". And since you are still delivering on time, then they are still going to be very happy with you.Scenario: It's taking way too long to finish this, and the deadline is nearing/here!So this is not a fun scenario to be in, but it'll happen. Sometimes the scope of the project gets out of hand. The best policy here is OPENNESS/HONESTY. Tell them that the project is taking longer than expected, and give a reasonable time for when you think you'll have it done. I typically explain it in a way that makes it sound like it isn't something that I did wrong, but it's just something about the nature of the project. This really goes for any scenario, to be honest. Just continue to stay open and communicative about your progress. This doesn't mean that you should email them every five minutes (unless they want you to), but it does mean that maybe every few days or once a week, give them an update on where you're at, and what's next. They'll be happy to know they are paying for progress, and it'll make it easier to ask for an extension when something goes wrong, because they know that you've been working on it all along.Final tips and thoughts:In general, contract work is really fun and rewarding. It's nice to learn new things all the time, as mandated by the project ,and to challenge yourself to do things you may not have done before. The key is to build a great relationship with your clients for future work, and for recommendations. I am always very honest with them and I never promise something I can't deliver. Again, under promise, over deliver!I hope this has proved helpful!Cheers,samerpaul

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  • Snake Game Help

    - by MuhammadA
    I am making a snake game and learning XNA at the same time. I have 3 classes : Game.cs, Snake.cs and Apple.cs My problem is more of a conceptual problem, I want to know which class is really responsible for ... detecting collision of snake head on apple/itself/wall? which class should increase the snakes speed, size? It seems to me that however much I try and put the snake stuff into snake.cs that game.cs has to know a lot about the snake, like : -- I want to increase the score depending on size of snake, the score variable is inside game.cs, which means now I have to ask the snake its size on every hit of the apple... seems a bit unclean all this highly coupled code. or -- I DO NOT want to place the apple under the snake... now the apple suddenly has to know about all the snake parts, my head hurts when I think of that. Maybe there should be some sort of AppleLayer.cs class that should know about the snake... Whats the best approach in such a simple scenario? Any tips welcome. Game.cs : using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Design; namespace Snakez { public enum CurrentGameState { Playing, Paused, NotPlaying } public class Game1 : Microsoft.Xna.Framework.Game { private GraphicsDeviceManager _graphics; private SpriteBatch _spriteBatch; private readonly Color _niceGreenColour = new Color(167, 255, 124); private KeyboardState _oldKeyboardState; private SpriteFont _scoreFont; private SoundEffect _biteSound, _crashSound; private Vector2 _scoreLocation = new Vector2(10, 10); private Apple _apple; private Snake _snake; private int _score = 0; private int _speed = 1; public Game1() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _scoreFont = Content.Load<SpriteFont>("Score"); _apple = new Apple(800, 480, Content.Load<Texture2D>("Apple")); _snake = new Snake(Content.Load<Texture2D>("BodyBlock")); _biteSound = Content.Load<SoundEffect>("Bite"); _crashSound = Content.Load<SoundEffect>("Crash"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { Content.Unload(); } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState newKeyboardState = Keyboard.GetState(); if (newKeyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); // Allows the game to exit } else if (newKeyboardState.IsKeyDown(Keys.Up) && !_oldKeyboardState.IsKeyDown(Keys.Up)) { _snake.SetDirection(Direction.Up); } else if (newKeyboardState.IsKeyDown(Keys.Down) && !_oldKeyboardState.IsKeyDown(Keys.Down)) { _snake.SetDirection(Direction.Down); } else if (newKeyboardState.IsKeyDown(Keys.Left) && !_oldKeyboardState.IsKeyDown(Keys.Left)) { _snake.SetDirection(Direction.Left); } else if (newKeyboardState.IsKeyDown(Keys.Right) && !_oldKeyboardState.IsKeyDown(Keys.Right)) { _snake.SetDirection(Direction.Right); } _oldKeyboardState = newKeyboardState; _snake.Update(); if (_snake.IsEating(_apple)) { _biteSound.Play(); _score += 10; _apple.Place(); } base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(_niceGreenColour); float frameRate = 1 / (float)gameTime.ElapsedGameTime.TotalSeconds; _spriteBatch.Begin(); _spriteBatch.DrawString(_scoreFont, "Score : " + _score, _scoreLocation, Color.Red); _apple.Draw(_spriteBatch); _snake.Draw(_spriteBatch); _spriteBatch.End(); base.Draw(gameTime); } } } Snake.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public enum Direction { Up, Down, Left, Right } public class Snake { private List<Rectangle> _parts; private readonly Texture2D _bodyBlock; private readonly int _startX = 160; private readonly int _startY = 120; private int _moveDelay = 100; private DateTime _lastUpdatedAt; private Direction _direction; private Rectangle _lastTail; public Snake(Texture2D bodyBlock) { _bodyBlock = bodyBlock; _parts = new List<Rectangle>(); _parts.Add(new Rectangle(_startX, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + bodyBlock.Width, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 2, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 3, _startY, _bodyBlock.Width, _bodyBlock.Height)); _direction = Direction.Right; _lastUpdatedAt = DateTime.Now; } public void Draw(SpriteBatch spriteBatch) { foreach (var p in _parts) { spriteBatch.Draw(_bodyBlock, new Vector2(p.X, p.Y), Color.White); } } public void Update() { if (DateTime.Now.Subtract(_lastUpdatedAt).TotalMilliseconds > _moveDelay) { //DateTime.Now.Ticks _lastTail = _parts.First(); _parts.Remove(_lastTail); /* add new head in right direction */ var lastHead = _parts.Last(); var newHead = new Rectangle(0, 0, _bodyBlock.Width, _bodyBlock.Height); switch (_direction) { case Direction.Up: newHead.X = lastHead.X; newHead.Y = lastHead.Y - _bodyBlock.Width; break; case Direction.Down: newHead.X = lastHead.X; newHead.Y = lastHead.Y + _bodyBlock.Width; break; case Direction.Left: newHead.X = lastHead.X - _bodyBlock.Width; newHead.Y = lastHead.Y; break; case Direction.Right: newHead.X = lastHead.X + _bodyBlock.Width; newHead.Y = lastHead.Y; break; } _parts.Add(newHead); _lastUpdatedAt = DateTime.Now; } } public void SetDirection(Direction newDirection) { if (_direction == Direction.Up && newDirection == Direction.Down) { return; } else if (_direction == Direction.Down && newDirection == Direction.Up) { return; } else if (_direction == Direction.Left && newDirection == Direction.Right) { return; } else if (_direction == Direction.Right && newDirection == Direction.Left) { return; } _direction = newDirection; } public bool IsEating(Apple apple) { if (_parts.Last().Intersects(apple.Location)) { GrowBiggerAndFaster(); return true; } return false; } private void GrowBiggerAndFaster() { _parts.Insert(0, _lastTail); _moveDelay -= (_moveDelay / 100)*2; } } } Apple.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public class Apple { private readonly int _maxWidth, _maxHeight; private readonly Texture2D _texture; private readonly Random random = new Random(); public Rectangle Location { get; private set; } public Apple(int screenWidth, int screenHeight, Texture2D texture) { _maxWidth = (screenWidth + 1) - texture.Width; _maxHeight = (screenHeight + 1) - texture.Height; _texture = texture; Place(); } public void Place() { Location = GetRandomLocation(_maxWidth, _maxHeight); } private Rectangle GetRandomLocation(int maxWidth, int maxHeight) { // x and y -- multiple of 20 int x = random.Next(1, maxWidth); var leftOver = x % 20; x = x - leftOver; int y = random.Next(1, maxHeight); leftOver = y % 20; y = y - leftOver; return new Rectangle(x, y, _texture.Width, _texture.Height); } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(_texture, Location, Color.White); } } }

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  • StreamInsight 2.1, meet LINQ

    - by Roman Schindlauer
    Someone recently called LINQ “magic” in my hearing. I leapt to LINQ’s defense immediately. Turns out some people don’t realize “magic” is can be a pejorative term. I thought LINQ needed demystification. Here’s your best demystification resource: http://blogs.msdn.com/b/mattwar/archive/2008/11/18/linq-links.aspx. I won’t repeat much of what Matt Warren says in his excellent series, but will talk about some core ideas and how they affect the 2.1 release of StreamInsight. Let’s tell the story of a LINQ query. Compile time It begins with some code: IQueryable<Product> products = ...; var query = from p in products             where p.Name == "Widget"             select p.ProductID; foreach (int id in query) {     ... When the code is compiled, the C# compiler (among other things) de-sugars the query expression (see C# spec section 7.16): ... var query = products.Where(p => p.Name == "Widget").Select(p => p.ProductID); ... Overload resolution subsequently binds the Queryable.Where<Product> and Queryable.Select<Product, int> extension methods (see C# spec sections 7.5 and 7.6.5). After overload resolution, the compiler knows something interesting about the anonymous functions (lambda syntax) in the de-sugared code: they must be converted to expression trees, i.e.,“an object structure that represents the structure of the anonymous function itself” (see C# spec section 6.5). The conversion is equivalent to the following rewrite: ... var prm1 = Expression.Parameter(typeof(Product), "p"); var prm2 = Expression.Parameter(typeof(Product), "p"); var query = Queryable.Select<Product, int>(     Queryable.Where<Product>(         products,         Expression.Lambda<Func<Product, bool>>(Expression.Property(prm1, "Name"), prm1)),         Expression.Lambda<Func<Product, int>>(Expression.Property(prm2, "ProductID"), prm2)); ... If the “products” expression had type IEnumerable<Product>, the compiler would have chosen the Enumerable.Where and Enumerable.Select extension methods instead, in which case the anonymous functions would have been converted to delegates. At this point, we’ve reduced the LINQ query to familiar code that will compile in C# 2.0. (Note that I’m using C# snippets to illustrate transformations that occur in the compiler, not to suggest a viable compiler design!) Runtime When the above program is executed, the Queryable.Where method is invoked. It takes two arguments. The first is an IQueryable<> instance that exposes an Expression property and a Provider property. The second is an expression tree. The Queryable.Where method implementation looks something like this: public static IQueryable<T> Where<T>(this IQueryable<T> source, Expression<Func<T, bool>> predicate) {     return source.Provider.CreateQuery<T>(     Expression.Call(this method, source.Expression, Expression.Quote(predicate))); } Notice that the method is really just composing a new expression tree that calls itself with arguments derived from the source and predicate arguments. Also notice that the query object returned from the method is associated with the same provider as the source query. By invoking operator methods, we’re constructing an expression tree that describes a query. Interestingly, the compiler and operator methods are colluding to construct a query expression tree. The important takeaway is that expression trees are built in one of two ways: (1) by the compiler when it sees an anonymous function that needs to be converted to an expression tree, and; (2) by a query operator method that constructs a new queryable object with an expression tree rooted in a call to the operator method (self-referential). Next we hit the foreach block. At this point, the power of LINQ queries becomes apparent. The provider is able to determine how the query expression tree is evaluated! The code that began our story was intentionally vague about the definition of the “products” collection. Maybe it is a queryable in-memory collection of products: var products = new[]     { new Product { Name = "Widget", ProductID = 1 } }.AsQueryable(); The in-memory LINQ provider works by rewriting Queryable method calls to Enumerable method calls in the query expression tree. It then compiles the expression tree and evaluates it. It should be mentioned that the provider does not blindly rewrite all Queryable calls. It only rewrites a call when its arguments have been rewritten in a way that introduces a type mismatch, e.g. the first argument to Queryable.Where<Product> being rewritten as an expression of type IEnumerable<Product> from IQueryable<Product>. The type mismatch is triggered initially by a “leaf” expression like the one associated with the AsQueryable query: when the provider recognizes one of its own leaf expressions, it replaces the expression with the original IEnumerable<> constant expression. I like to think of this rewrite process as “type irritation” because the rewritten leaf expression is like a foreign body that triggers an immune response (further rewrites) in the tree. The technique ensures that only those portions of the expression tree constructed by a particular provider are rewritten by that provider: no type irritation, no rewrite. Let’s consider the behavior of an alternative LINQ provider. If “products” is a collection created by a LINQ to SQL provider: var products = new NorthwindDataContext().Products; the provider rewrites the expression tree as a SQL query that is then evaluated by your favorite RDBMS. The predicate may ultimately be evaluated using an index! In this example, the expression associated with the Products property is the “leaf” expression. StreamInsight 2.1 For the in-memory LINQ to Objects provider, a leaf is an in-memory collection. For LINQ to SQL, a leaf is a table or view. When defining a “process” in StreamInsight 2.1, what is a leaf? To StreamInsight a leaf is logic: an adapter, a sequence, or even a query targeting an entirely different LINQ provider! How do we represent the logic? Remember that a standing query may outlive the client that provisioned it. A reference to a sequence object in the client application is therefore not terribly useful. But if we instead represent the code constructing the sequence as an expression, we can host the sequence in the server: using (var server = Server.Connect(...)) {     var app = server.Applications["my application"];     var source = app.DefineObservable(() => Observable.Range(0, 10, Scheduler.NewThread));     var query = from i in source where i % 2 == 0 select i; } Example 1: defining a source and composing a query Let’s look in more detail at what’s happening in example 1. We first connect to the remote server and retrieve an existing app. Next, we define a simple Reactive sequence using the Observable.Range method. Notice that the call to the Range method is in the body of an anonymous function. This is important because it means the source sequence definition is in the form of an expression, rather than simply an opaque reference to an IObservable<int> object. The variation in Example 2 fails. Although it looks similar, the sequence is now a reference to an in-memory observable collection: var local = Observable.Range(0, 10, Scheduler.NewThread); var source = app.DefineObservable(() => local); // can’t serialize ‘local’! Example 2: error referencing unserializable local object The Define* methods support definitions of operator tree leaves that target the StreamInsight server. These methods all have the same basic structure. The definition argument is a lambda expression taking between 0 and 16 arguments and returning a source or sink. The method returns a proxy for the source or sink that can then be used for the usual style of LINQ query composition. The “define” methods exploit the compile-time C# feature that converts anonymous functions into translatable expression trees! Query composition exploits the runtime pattern that allows expression trees to be constructed by operators taking queryable and expression (Expression<>) arguments. The practical upshot: once you’ve Defined a source, you can compose LINQ queries in the familiar way using query expressions and operator combinators. Notably, queries can be composed using pull-sequences (LINQ to Objects IQueryable<> inputs), push sequences (Reactive IQbservable<> inputs), and temporal sequences (StreamInsight IQStreamable<> inputs). You can even construct processes that span these three domains using “bridge” method overloads (ToEnumerable, ToObservable and To*Streamable). Finally, the targeted rewrite via type irritation pattern is used to ensure that StreamInsight computations can leverage other LINQ providers as well. Consider the following example (this example depends on Interactive Extensions): var source = app.DefineEnumerable((int id) =>     EnumerableEx.Using(() =>         new NorthwindDataContext(), context =>             from p in context.Products             where p.ProductID == id             select p.ProductName)); Within the definition, StreamInsight has no reason to suspect that it ‘owns’ the Queryable.Where and Queryable.Select calls, and it can therefore defer to LINQ to SQL! Let’s use this source in the context of a StreamInsight process: var sink = app.DefineObserver(() => Observer.Create<string>(Console.WriteLine)); var query = from name in source(1).ToObservable()             where name == "Widget"             select name; using (query.Bind(sink).Run("process")) {     ... } When we run the binding, the source portion which filters on product ID and projects the product name is evaluated by SQL Server. Outside of the definition, responsibility for evaluation shifts to the StreamInsight server where we create a bridge to the Reactive Framework (using ToObservable) and evaluate an additional predicate. It’s incredibly easy to define computations that span multiple domains using these new features in StreamInsight 2.1! Regards, The StreamInsight Team

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  • Faster, Simpler access to Azure Tables with Enzo Azure API

    - by Herve Roggero
    After developing the latest version of Enzo Cloud Backup I took the time to create an API that would simplify access to Azure Tables (the Enzo Azure API). At first, my goal was to make the code simpler compared to the Microsoft Azure SDK. But as it turns out it is also a little faster; and when using the specialized methods (the fetch strategies) it is much faster out of the box than the Microsoft SDK, unless you start creating complex parallel and resilient routines yourself. Last but not least, I decided to add a few extension methods that I think you will find attractive, such as the ability to transform a list of entities into a DataTable. So let’s review each area in more details. Simpler Code My first objective was to make the API much easier to use than the Azure SDK. I wanted to reduce the amount of code necessary to fetch entities, remove the code needed to add automatic retries and handle transient conditions, and give additional control, such as a way to cancel operations, obtain basic statistics on the calls, and control the maximum number of REST calls the API generates in an attempt to avoid throttling conditions in the first place (something you cannot do with the Azure SDK at this time). Strongly Typed Before diving into the code, the following examples rely on a strongly typed class called MyData. The way MyData is defined for the Azure SDK is similar to the Enzo Azure API, with the exception that they inherit from different classes. With the Azure SDK, classes that represent entities must inherit from TableServiceEntity, while classes with the Enzo Azure API must inherit from BaseAzureTable or implement a specific interface. // With the SDK public class MyData1 : TableServiceEntity {     public string Message { get; set; }     public string Level { get; set; }     public string Severity { get; set; } } //  With the Enzo Azure API public class MyData2 : BaseAzureTable {     public string Message { get; set; }     public string Level { get; set; }     public string Severity { get; set; } } Simpler Code Now that the classes representing an Azure Table entity are defined, let’s review the methods that the Azure SDK would look like when fetching all the entities from an Azure Table (note the use of a few variables: the _tableName variable stores the name of the Azure Table, and the ConnectionString property returns the connection string for the Storage Account containing the table): // With the Azure SDK public List<MyData1> FetchAllEntities() {      CloudStorageAccount storageAccount = CloudStorageAccount.Parse(ConnectionString);      CloudTableClient tableClient = storageAccount.CreateCloudTableClient();      TableServiceContext serviceContext = tableClient.GetDataServiceContext();      CloudTableQuery<MyData1> partitionQuery =         (from e in serviceContext.CreateQuery<MyData1>(_tableName)         select new MyData1()         {            PartitionKey = e.PartitionKey,            RowKey = e.RowKey,            Timestamp = e.Timestamp,            Message = e.Message,            Level = e.Level,            Severity = e.Severity            }).AsTableServiceQuery<MyData1>();        return partitionQuery.ToList();  } This code gives you automatic retries because the AsTableServiceQuery does that for you. Also, note that this method is strongly-typed because it is using LINQ. Although this doesn’t look like too much code at first glance, you are actually mapping the strongly-typed object manually. So for larger entities, with dozens of properties, your code will grow. And from a maintenance standpoint, when a new property is added, you may need to change the mapping code. You will also note that the mapping being performed is optional; it is desired when you want to retrieve specific properties of the entities (not all) to reduce the network traffic. If you do not specify the properties you want, all the properties will be returned; in this example we are returning the Message, Level and Severity properties (in addition to the required PartitionKey, RowKey and Timestamp). The Enzo Azure API does the mapping automatically and also handles automatic reties when fetching entities. The equivalent code to fetch all the entities (with the same three properties) from the same Azure Table looks like this: // With the Enzo Azure API public List<MyData2> FetchAllEntities() {        AzureTable at = new AzureTable(_accountName, _accountKey, _ssl, _tableName);        List<MyData2> res = at.Fetch<MyData2>("", "Message,Level,Severity");        return res; } As you can see, the Enzo Azure API returns the entities already strongly typed, so there is no need to map the output. Also, the Enzo Azure API makes it easy to specify the list of properties to return, and to specify a filter as well (no filter was provided in this example; the filter is passed as the first parameter).  Fetch Strategies Both approaches discussed above fetch the data sequentially. In addition to the linear/sequential fetch methods, the Enzo Azure API provides specific fetch strategies. Fetch strategies are designed to prepare a set of REST calls, executed in parallel, in a way that performs faster that if you were to fetch the data sequentially. For example, if the PartitionKey is a GUID string, you could prepare multiple calls, providing appropriate filters ([‘a’, ‘b’[, [‘b’, ‘c’[, [‘c’, ‘d[, …), and send those calls in parallel. As you can imagine, the code necessary to create these requests would be fairly large. With the Enzo Azure API, two strategies are provided out of the box: the GUID and List strategies. If you are interested in how these strategies work, see the Enzo Azure API Online Help. Here is an example code that performs parallel requests using the GUID strategy (which executes more than 2 t o3 times faster than the sequential methods discussed previously): public List<MyData2> FetchAllEntitiesGUID() {     AzureTable at = new AzureTable(_accountName, _accountKey, _ssl, _tableName);     List<MyData2> res = at.FetchWithGuid<MyData2>("", "Message,Level,Severity");     return res; } Faster Results With Sequential Fetch Methods Developing a faster API wasn’t a primary objective; but it appears that the performance tests performed with the Enzo Azure API deliver the data a little faster out of the box (5%-10% on average, and sometimes to up 50% faster) with the sequential fetch methods. Although the amount of data is the same regardless of the approach (and the REST calls are almost exactly identical), the object mapping approach is different. So it is likely that the slight performance increase is due to a lighter API. Using LINQ offers many advantages and tremendous flexibility; nevertheless when fetching data it seems that the Enzo Azure API delivers faster.  For example, the same code previously discussed delivered the following results when fetching 3,000 entities (about 1KB each). The average elapsed time shows that the Azure SDK returned the 3000 entities in about 5.9 seconds on average, while the Enzo Azure API took 4.2 seconds on average (39% improvement). With Fetch Strategies When using the fetch strategies we are no longer comparing apples to apples; the Azure SDK is not designed to implement fetch strategies out of the box, so you would need to code the strategies yourself. Nevertheless I wanted to provide out of the box capabilities, and as a result you see a test that returned about 10,000 entities (1KB each entity), and an average execution time over 5 runs. The Azure SDK implemented a sequential fetch while the Enzo Azure API implemented the List fetch strategy. The fetch strategy was 2.3 times faster. Note that the following test hit a limit on my network bandwidth quickly (3.56Mbps), so the results of the fetch strategy is significantly below what it could be with a higher bandwidth. Additional Methods The API wouldn’t be complete without support for a few important methods other than the fetch methods discussed previously. The Enzo Azure API offers these additional capabilities: - Support for batch updates, deletes and inserts - Conversion of entities to DataRow, and List<> to a DataTable - Extension methods for Delete, Merge, Update, Insert - Support for asynchronous calls and cancellation - Support for fetch statistics (total bytes, total REST calls, retries…) For more information, visit http://www.bluesyntax.net or go directly to the Enzo Azure API page (http://www.bluesyntax.net/EnzoAzureAPI.aspx). About Herve Roggero Herve Roggero, Windows Azure MVP, is the founder of Blue Syntax Consulting, a company specialized in cloud computing products and services. Herve's experience includes software development, architecture, database administration and senior management with both global corporations and startup companies. Herve holds multiple certifications, including an MCDBA, MCSE, MCSD. He also holds a Master's degree in Business Administration from Indiana University. Herve is the co-author of "PRO SQL Azure" from Apress and runs the Azure Florida Association (on LinkedIn: http://www.linkedin.com/groups?gid=4177626). For more information on Blue Syntax Consulting, visit www.bluesyntax.net.

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  • Processing Kinect v2 Color Streams in Parallel

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2014/08/20/processing-kinect-v2-color-streams-in-parallel.aspxProcessing Kinect v2 Color Streams in Parallel I've really been enjoying being a part of the Kinect for Windows Developer's Preview. The new hardware has some really impressive capabilities. However, with great power comes great system specs. Unfortunately, my little laptop that could is not 100% up to the task; I've had to get a little creative. The most disappointing thing I've run into is that I can't always cleanly display the color camera stream in managed code. I managed to strip the code down to what I believe is the bear minimum: using( ColorFrame _ColorFrame = e.FrameReference.AcquireFrame() ) { if( null == _ColorFrame ) return;   BitmapToDisplay.Lock(); _ColorFrame.CopyConvertedFrameDataToIntPtr( BitmapToDisplay.BackBuffer, Convert.ToUInt32( BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight ), ColorImageFormat.Bgra ); BitmapToDisplay.AddDirtyRect( new Int32Rect( 0, 0, _ColorFrame.FrameDescription.Width, _ColorFrame.FrameDescription.Height ) ); BitmapToDisplay.Unlock(); } With this snippet, I'm placing the converted Bgra32 color stream directly on the BackBuffer of the WriteableBitmap. This gives me pretty smooth playback, but I still get the occasional freeze for half a second. After a bit of profiling, I discovered there were a few problems. The first problem is the size of the buffer along with the conversion on the buffer. At this time, the raw image format of the data from the Kinect is Yuy2. This is great for direct video processing. It would be ideal if I had a WriteableVideo object in WPF. However, this is not the case. Further digging led me to the real problem. It appears that the SDK is converting the input serially. Let's think about this for a second. The color camera is a 1080p camera. As we should all know, this give us a native resolution of 1920 x 1080. This produces 2,073,600 pixels. Yuy2 uses 4 bytes per 2 pixel, for a buffer size of 4,147,200 bytes. Bgra32 uses 4 bytes per pixel, for a buffer size of 8,294,400 bytes. The SDK appears to be doing this on one thread. I started wondering if I chould do this better myself. I mean, I have 8 cores in my system. Why can't I use them all? The first problem is converting a Yuy2 frame into a Bgra32 frame. It is NOT trivial. I spent a day of research of just how to do this. In the end, I didn't even produce the best algorithm possible, but it did work. After I managed to get that to work, I knew my next step was the get the conversion operation off the UI Thread. This was a simple process of throwing the work into a Task. Of course, this meant I had to marshal the final write to the WriteableBitmap back to the UI thread. Finally, I needed to vectorize the operation so I could run it safely in parallel. This was, mercifully, not quite as hard as I thought it would be. I had my loop return an index to a pair of pixels. From there, I had to tell the loop to do everything for this pair of pixels. If you're wondering why I did it for pairs of pixels, look back above at the specification for the Yuy2 format. I won't go into full detail on why each 4 bytes contains 2 pixels of information, but rest assured that there is a reason why the format is described in that way. The first working attempt at this algorithm successfully turned my poor laptop into a space heater. I very quickly brought and maintained all 8 cores up to about 97% usage. That's when I remembered that obscure option in the Task Parallel Library where you could limit the amount of parallelism used. After a little trial and error, I discovered 4 parallel tasks was enough for most cases. This yielded the follow code: private byte ClipToByte( int p_ValueToClip ) { return Convert.ToByte( ( p_ValueToClip < byte.MinValue ) ? byte.MinValue : ( ( p_ValueToClip > byte.MaxValue ) ? byte.MaxValue : p_ValueToClip ) ); }   private void ColorFrameArrived( object sender, ColorFrameArrivedEventArgs e ) { if( null == e.FrameReference ) return;   // If you do not dispose of the frame, you never get another one... using( ColorFrame _ColorFrame = e.FrameReference.AcquireFrame() ) { if( null == _ColorFrame ) return;   byte[] _InputImage = new byte[_ColorFrame.FrameDescription.LengthInPixels * _ColorFrame.FrameDescription.BytesPerPixel]; byte[] _OutputImage = new byte[BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight]; _ColorFrame.CopyRawFrameDataToArray( _InputImage );   Task.Factory.StartNew( () => { ParallelOptions _ParallelOptions = new ParallelOptions(); _ParallelOptions.MaxDegreeOfParallelism = 4;   Parallel.For( 0, Sensor.ColorFrameSource.FrameDescription.LengthInPixels / 2, _ParallelOptions, ( _Index ) => { // See http://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx int _Y0 = _InputImage[( _Index << 2 ) + 0] - 16; int _U = _InputImage[( _Index << 2 ) + 1] - 128; int _Y1 = _InputImage[( _Index << 2 ) + 2] - 16; int _V = _InputImage[( _Index << 2 ) + 3] - 128;   byte _R = ClipToByte( ( 298 * _Y0 + 409 * _V + 128 ) >> 8 ); byte _G = ClipToByte( ( 298 * _Y0 - 100 * _U - 208 * _V + 128 ) >> 8 ); byte _B = ClipToByte( ( 298 * _Y0 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 0] = _B; _OutputImage[( _Index << 3 ) + 1] = _G; _OutputImage[( _Index << 3 ) + 2] = _R; _OutputImage[( _Index << 3 ) + 3] = 0xFF; // A   _R = ClipToByte( ( 298 * _Y1 + 409 * _V + 128 ) >> 8 ); _G = ClipToByte( ( 298 * _Y1 - 100 * _U - 208 * _V + 128 ) >> 8 ); _B = ClipToByte( ( 298 * _Y1 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 4] = _B; _OutputImage[( _Index << 3 ) + 5] = _G; _OutputImage[( _Index << 3 ) + 6] = _R; _OutputImage[( _Index << 3 ) + 7] = 0xFF; } );   Application.Current.Dispatcher.Invoke( () => { BitmapToDisplay.WritePixels( new Int32Rect( 0, 0, Sensor.ColorFrameSource.FrameDescription.Width, Sensor.ColorFrameSource.FrameDescription.Height ), _OutputImage, BitmapToDisplay.BackBufferStride, 0 ); } ); } ); } } This seemed to yield a results I wanted, but there was still the occasional stutter. This lead to what I realized was the second problem. There is a race condition between the UI Thread and me locking the WriteableBitmap so I can write the next frame. Again, I'm writing approximately 8MB to the back buffer. Then, I started thinking I could cheat. The Kinect is running at 30 frames per second. The WPF UI Thread runs at 60 frames per second. This made me not feel bad about exploiting the Composition Thread. I moved the bulk of the code from the FrameArrived handler into CompositionTarget.Rendering. Once I was in there, I polled from a frame, and rendered it if it existed. Since, in theory, I'm only killing the Composition Thread every other hit, I decided I was ok with this for cases where silky smooth video performance REALLY mattered. This ode looked like this: private byte ClipToByte( int p_ValueToClip ) { return Convert.ToByte( ( p_ValueToClip < byte.MinValue ) ? byte.MinValue : ( ( p_ValueToClip > byte.MaxValue ) ? byte.MaxValue : p_ValueToClip ) ); }   void CompositionTarget_Rendering( object sender, EventArgs e ) { using( ColorFrame _ColorFrame = FrameReader.AcquireLatestFrame() ) { if( null == _ColorFrame ) return;   byte[] _InputImage = new byte[_ColorFrame.FrameDescription.LengthInPixels * _ColorFrame.FrameDescription.BytesPerPixel]; byte[] _OutputImage = new byte[BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight]; _ColorFrame.CopyRawFrameDataToArray( _InputImage );   ParallelOptions _ParallelOptions = new ParallelOptions(); _ParallelOptions.MaxDegreeOfParallelism = 4;   Parallel.For( 0, Sensor.ColorFrameSource.FrameDescription.LengthInPixels / 2, _ParallelOptions, ( _Index ) => { // See http://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx int _Y0 = _InputImage[( _Index << 2 ) + 0] - 16; int _U = _InputImage[( _Index << 2 ) + 1] - 128; int _Y1 = _InputImage[( _Index << 2 ) + 2] - 16; int _V = _InputImage[( _Index << 2 ) + 3] - 128;   byte _R = ClipToByte( ( 298 * _Y0 + 409 * _V + 128 ) >> 8 ); byte _G = ClipToByte( ( 298 * _Y0 - 100 * _U - 208 * _V + 128 ) >> 8 ); byte _B = ClipToByte( ( 298 * _Y0 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 0] = _B; _OutputImage[( _Index << 3 ) + 1] = _G; _OutputImage[( _Index << 3 ) + 2] = _R; _OutputImage[( _Index << 3 ) + 3] = 0xFF; // A   _R = ClipToByte( ( 298 * _Y1 + 409 * _V + 128 ) >> 8 ); _G = ClipToByte( ( 298 * _Y1 - 100 * _U - 208 * _V + 128 ) >> 8 ); _B = ClipToByte( ( 298 * _Y1 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 4] = _B; _OutputImage[( _Index << 3 ) + 5] = _G; _OutputImage[( _Index << 3 ) + 6] = _R; _OutputImage[( _Index << 3 ) + 7] = 0xFF; } );   BitmapToDisplay.WritePixels( new Int32Rect( 0, 0, Sensor.ColorFrameSource.FrameDescription.Width, Sensor.ColorFrameSource.FrameDescription.Height ), _OutputImage, BitmapToDisplay.BackBufferStride, 0 ); } }

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  • Object array updates one instance repeatedly [on hold]

    - by MGN001
    I'm making a 2D shooter, and the player object holds an array of bullets that represent how many shots the player can have on screen at once. At least, this is what I'm trying for. What's happening is that each time any of the objects in the array is called, it seems to update a single object in memory. So, if I fire and then fire again, the object "starts over" from where I shot from and moves twice as fast. I've spent weeks trying to fix this and I've managed nothing. Hopefully another pair of eyes will see something I've missed. Player.cpp #include "Player.h" const int startLives = 3; const int maxHealth = 2; const float speed = 1; const int maxVelocity = 500; const int topBound = WINDOW_HEIGHT / 5 * 3; const int slowRate = 500; const int accRate = 1000; const int maxBullets = 5; const float spriteWidth = 99; const float spriteHeight = 75; const Vector2f startPosition = { (WINDOW_WIDTH / 2) - (spriteWidth / 2), (WINDOW_HEIGHT / 4 * 3) - (spriteHeight / 2) }; Bullet bullets[maxBullets]; Bullet * bulletPointers[maxBullets]; SDL_Texture * playerHealthy; SDL_Texture * playerDamaged; SDL_Texture * currentSprite; SDL_Rect * rect; Vector2f position; Vector2f velocity; int Health; int Lives; Player::Player() { rect = new SDL_Rect(); } Player::~Player() { SDL_DestroyTexture(playerHealthy); SDL_DestroyTexture(playerDamaged); SDL_DestroyTexture(currentSprite); rect = NULL; } void Player::Initialize(SDL_Renderer * renderer) { SDL_Surface * temp; temp = IMG_Load(".\\Sprites\\player.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerHealthy = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\playerDamaged.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerDamaged = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreen.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * bullet = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreenShot.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * explosion = SDL_CreateTextureFromSurface(renderer, temp); for (int i = 0; i < maxBullets; i++) { bullets[i].Initialize(renderer, bullet, explosion); bulletPointers[i] = NULL; } temp = NULL; rect->h = spriteHeight; rect->w = spriteWidth; Reset(); } void Player::Update(Input input, float deltaTime) { if (abs(velocity.x) < slowRate * deltaTime) { velocity.x = 0; } else if (velocity.x > 0) { velocity.x -= slowRate * deltaTime; } else if (velocity.x < 0) { velocity.x += slowRate * deltaTime; } if (abs(velocity.y) < slowRate * deltaTime) { velocity.y = 0; } if (velocity.y > 0) { velocity.y -= slowRate * deltaTime; } else if (velocity.y < 0) { velocity.y += slowRate * deltaTime; } if (Health <= 0) { --Lives; Spawn(); } velocity.x += UnitVector(input.InputNew.movement).x * accRate * deltaTime; velocity.y += UnitVector(input.InputNew.movement).y * accRate * deltaTime; if (Magnitude(velocity) > maxVelocity) { velocity.x = UnitVector(velocity).x * maxVelocity; velocity.y = UnitVector(velocity).y * maxVelocity; } position.x += velocity.x * deltaTime * speed; position.y += velocity.y * deltaTime * speed; if (input.InputNew.JumpLeft && !input.InputOld.JumpLeft) { position.x -= spriteWidth; } if (input.InputNew.JumpRight && !input.InputOld.JumpRight) { position.x += spriteWidth; } Boundaries(); rect->x = position.x; rect->y = position.y; if (input.InputNew.Fire && !input.InputOld.Fire) { Fire(); } for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Update(deltaTime); if (bullets[i].getPosition().y < -33) { bulletPointers[i] = NULL; } } } } void Player::Draw(SDL_Renderer * renderer) { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Draw(renderer); } } SDL_RenderCopy(renderer, currentSprite, NULL, rect); } void Player::Spawn() { position = startPosition; Health = maxHealth; currentSprite = playerHealthy; rect->x = position.x; rect->y = position.y; } void Player::Boundaries() { if (position.x < 0) { position.x = 0; velocity.x *= -1; } else if (position.x > WINDOW_WIDTH - spriteWidth) { position.x = WINDOW_WIDTH - spriteWidth; velocity.x *= -1; } if (position.y < topBound) { position.y = topBound; velocity.y *= -1; } else if (position.y > WINDOW_HEIGHT - spriteHeight) { position.y = WINDOW_HEIGHT - spriteHeight; velocity.y *= -1; } } int Player::getLives() { return Lives; } void Player::Reset() { Lives = startLives; Spawn(); } void Player::Fire() { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] == NULL) { bulletPointers[i] = &bullets[i]; bullets[i].Fire(position,velocity.x/2); break; } } } Bullet.cpp #include "Bullet.h" const int speed = 500; Vector2f bulletVelocity; float ExplosionMax = 0.5f; float ExplosionTimer; const Vector2f fireOffset = { 45.5f, 10.0f }; const Vector2f explosionOffset = { 23.5f, -27.0f }; const Vector2i bulletSize = { 9, 33 }; const Vector2i explosionSize = { 56, 54 }; Vector2f bulletPosition; SDL_Texture * bulletSprite; SDL_Texture * explosionSprite; SDL_Texture * bulletCurrentSprite; SDL_Rect * bulletRect; Bullet::Bullet() { } Bullet::~Bullet() { } void Bullet::Initialize(SDL_Renderer * renderer, SDL_Texture * bullet, SDL_Texture * explosion) { bulletSprite = bullet; explosionSprite = explosion; bulletRect = new SDL_Rect(); } void Bullet::Update(float deltaTime) { bulletPosition.y -= bulletVelocity.y * deltaTime; bulletPosition.x += bulletVelocity.x * deltaTime; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } void Bullet::Draw(SDL_Renderer * renderer) { SDL_RenderCopy(renderer, bulletCurrentSprite, NULL, bulletRect); } void Bullet::Fire(Vector2f pos, float xSpeed) { bulletPosition.x = pos.x + fireOffset.x; bulletPosition.y = pos.y + fireOffset.y; bulletVelocity.x = xSpeed; bulletVelocity.y = speed; bulletCurrentSprite = bulletSprite; bulletRect->h = bulletSize.y; bulletRect->w = bulletSize.x; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } Vector2f Bullet::getPosition() { return bulletPosition; } void Bullet::Hit() { bulletCurrentSprite = explosionSprite; bulletVelocity = { 0.0f, 0.0f }; ExplosionTimer = ExplosionMax; bulletPosition.x += explosionOffset.x; bulletPosition.y += explosionOffset.y; bulletRect->w = explosionSize.x; bulletRect->h = explosionSize.y; }

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  • ?????Exadata????

    - by Liu Maclean(???)
    ??check Exadata Image & OS versions , GI & DB patches sundiag exacheck cellserv ==> imageinfo dbhost ==> /usr/local/bin/imagehistory Also check the version of the switch. Login to Switch and execute the following command [root@myswitch-1 sbin]# version [root@dmorlsw-ib2 sbin]# cd /usr/local/bin [root@dmorlsw-ib2 bin]# ls -lrt version -rwxr-xr-x 1 root root 20356 Apr 4 2011 version Output will look as below. [root@dmorlsw-ib2 ~]# version SUN DCS 36p version: 1.3.3-2 Build time: Apr 4 2011 11:15:19 SP board info: Manufacturing Date: 2009.05.05 Serial Number: "NCD3X0178" Hardware Revision: 0x0006 Firmware Revision: 0x0102 BIOS version: NOW1R112 BIOS date: 04/24/2009 ib8# cat /sys/class/infiniband/is4_0/fw_ver 7.2.300 ib8 # cat /sys/class/dmi/id/bios_version NOW1R112 ib8 # nm2version NM2-36p version: 1.0.1-1 Build time: Sep 14 2009 12:52:51 ComExpress info: Manufacturing Date: 2009.08.19 Serial Number: Hardware Revision: 0x0006 Firmware Revision: 0x0102 { case `uname` in Linux ) ILOM="/usr/bin/ipmitool sunoem cli" ;; SunOS ) ILOM="/opt/ipmitool/bin/ipmitool sunoem cli" ;; esac ; ImageInfo="/opt/oracle.cellos/imageinfo" ; uname -srm ; head -1 /etc/*release ; uptime | cut -d, -f1 ; $ILOM "show /SP system_description system_identifier" | grep = ; $ImageInfo -activated -node -status -ver | grep -v ^$ ; } | tee /tmp/ExaInfo.log $GRID_HOME/OPatch/opatch lsinv -all -oh $GRID_HOME | tee /tmp/OPatchInv.log $ORACLE_HOME/OPatch/opatch lsinv -all | tee -a /tmp/OPatchInv.log cat /tmp/ExaInfo.log Linux 2.6.18-128.1.16.0.1.el5 x86_64 ==> /etc/enterprise-release <== Enterprise Linux Enterprise Linux Server release 5.3 (Carthage) ==> /etc/redhat-release <== Enterprise Linux Enterprise Linux Server release 5.3 (Carthage) 20:37:56 up 458 days system_description = SUN FIRE X4170 SERVER, ILOM v3.0.6.10.b, r52264 system_identifier = Sun Oracle Database Machine Active image version: 11.2.1.2.3 Active image activated: XXXX-XX-XX 12:27:12 +0800 Active image status: success Active node type: COMPUTE Inactive image version: undefined FileName: OPatchInv.log ---------------- ... Oracle Home       : /u01/app/11.2.0/grid Central Inventory : /u01/app/oraInventory   from           : /etc/oraInst.loc OPatch version    : 11.2.0.1.2 OUI version       : 11.2.0.1.0 OUI location      : /u01/app/11.2.0/grid/oui ... -------------------------------------------------------------------------------- List of Oracle Homes:   Name                                       Location   Ora11g_gridinfrahome1         /u01/app/11.2.0/grid   OraDb11g_home1                  /u01/app/oracle/product/11.2.0/dbhome_1 -------------------------------------------------------------------------------- Installed Top-level Products (1): Oracle Grid Infrastructure                                           11.2.0.1.0 ... Interim patches (2) : Patch  9524394      : applied on Thu Jun 03 20:46:05 CST 2010 ... {TRACKING BUG FOR 11.2.0.1 DB MACHINE BUNDLE PATCH 3} Patch  9455587      : applied on Fri Apr 02 18:27:47 CST 2010 ... {MERGE REQUEST ON TOP OF 11.2.0.1.0 FOR BUGS 8483425 8667622 8702731 8730804} Rac system comprising of multiple nodes  Local node = dbserv01  Remote node = dbserv02  Remote node = dbserv03  Remote node = dbserv04 -------------------------------------------------------------------------------- OPatch succeeded. ... Oracle Home       : /u01/app/oracle/product/11.2.0/dbhome_1 ... Oracle Database 11g                                                  11.2.0.1.0 ... Interim patches (5) : Patch  8888434      : applied on Sat Jan 08 00:27:33 CST 2011 ... {AIX-ASM-CF: LMHB TERMINATE INSTANCE WHEN OFFLINE ONE FAILGROUP IN ASM DG} Patch  8730312      : applied on Thu Jun 03 21:30:03 CST 2010 ... {FWD MERGE FOR BASE BUG 8715387 FOR 12G} Patch  9502717      : applied on Thu Jun 03 21:25:54 CST 2010 ... {LMS HIT ORA-600 [KJBLDRMNEXTPKEY:SEEN] AND CRASHED THE INSTANCE} { + same 2 as GI above} ?? cell server Cache Policy cell08# MegaCli64 -LDInfo -Lall -aALL | grep 'Current Cache Policy' Current Cache Policy: WriteThrough, ReadAheadNone, Direct, No Write Cache if Bad BBU cell09# MegaCli64 -LDInfo -Lall -aALL | grep 'Current Cache Policy' Current Cache Policy: WriteBack, ReadAheadNone, Direct, No Write Cache if Bad BBU Default Cache Policy: WriteBack, ReadAheadNone, Direct, No Write Cache if Bad BBU Current Cache Policy: WriteThrough, ReadAheadNone, Direct, No Write Cache if Bad BBU Cache policy is in WB Would recommend proactive  battery repalcement. Example : a. /opt/MegaRAID/MegaCli/MegaCli64 -LDGetProp  -Cache -LALL -aALL ####( Will list the cache policy) b. /opt/MegaRAID/MegaCli/MegaCli64 -LDSetProp  -WB  -LALL -aALL ####( Will try to change teh policy from xx to WB)     So policy Change to WB will not come into effect immediately     Set Write Policy to WriteBack on Adapter 0, VD 0 (target id: 0) success     Battery capacity is below the threshold value ??cell BBU??????: cell08# /opt/MegaRAID/MegaCli/MegaCli64 -AdpBbuCmd -GetBbuStatus -a0 BBU status for Adapter: 0 BatteryType: iBBU Voltage: 4061 mV Current: 0 mA Temperature: 36 C BBU Firmware Status: Charging Status : None Voltage : OK Temperature : OK Learn Cycle Requested : No Learn Cycle Active : No Learn Cycle Status : OK Learn Cycle Timeout : No I2c Errors Detected : No Battery Pack Missing : No Battery Replacement required : No Remaining Capacity Low : Yes Periodic Learn Required : No Battery state: GasGuageStatus: Fully Discharged : No Fully Charged : Yes Discharging : Yes Initialized : Yes Remaining Time Alarm : No Remaining Capacity Alarm: No Discharge Terminated : No Over Temperature : No Charging Terminated : No Over Charged : No Relative State of Charge: 99 % Charger System State: 49168 Charger System Ctrl: 0 Charging current: 0 mA Absolute state of charge: 21 % Max Error: 2 % Exit Code: 0x00 ????BBU ??: dcli -g ~/cell_group -l root -t '{ uname -srm ; head -1 /etc/*release ; uptime | cut -d, -f1 ; imagehistory ; ipmitool sunoem cli "show /SP system_description system_identifier" | grep = ; ipmitool sunoem cli "show /SP/policy FLASH_ACCELERATOR_CARD_INSTALLED /opt/MegaRAID/MegaCli/MegaCli64 -AdpBbuCmd -GetBbuStatus -a0 | egrep -i 'BBU|Battery|Charge:|Fully|Low|Learn' ; }' | tee /tmp/ExaInfo.log Target cells: ['cellserv01', 'cellserv02', 'cellserv03', 'cellserv04', 'cellserv05', 'cellserv06', 'cellserv07'] cellserv01: Linux 2.6.18-128.1.16.0.1.el5 x86_64 cellserv01: ==> /etc/enterprise-release <== cellserv01: Enterprise Linux Enterprise Linux Server release 5.3 (Carthage) cellserv01: cellserv01: ==> /etc/redhat-release <== cellserv01: Enterprise Linux Enterprise Linux Server release 5.3 (Carthage) cellserv01: 01:17:39 up 635 days cellserv01: Version : 11.2.1.2.1 cellserv01: Image activation date : 2011-03-25 11:59:34 -0800 cellserv01: Imaging mode : fresh cellserv01: Imaging status : success cellserv01: cellserv01: Version : 11.2.1.2.3 cellserv01: Image activation date : 2011-04-13 12:15:46 +0800 cellserv01: Imaging mode : patch cellserv01: Imaging status : success cellserv01: cellserv01: Version : 11.2.1.2.6 cellserv01: Image activation date : 2011-05-27 23:08:22 +0800 cellserv01: Imaging mode : patch cellserv01: Imaging status : success cellserv01: cellserv01: system_description = SUN FIRE X4275 SERVER, ILOM v3.0.6.10.b, r52264 cellserv01: system_identifier = Sun Oracle Database Machine cellserv01: Connected. Use ^D to exit. cellserv01: -> show /SP/policy FLASH_ACCELERATOR_CARD_INSTALLED cellserv01: show: No matching properties found. cellserv01: cellserv01: -> Session closed cellserv01: Disconnected cellserv01: BBU status for Adapter: 0 cellserv01: BatteryType: iBBU cellserv01: BBU Firmware Status: cellserv01: Learn Cycle Requested : No cellserv01: Learn Cycle Active : No cellserv01: Learn Cycle Status : OK cellserv01: Learn Cycle Timeout : No cellserv01: Battery Pack Missing : No cellserv01: Battery Replacement required : No cellserv01: Remaining Capacity Low : Yes cellserv01: Periodic Learn Required : No cellserv01: Battery state: cellserv01: Fully Discharged : No cellserv01: Fully Charged : Yes cellserv01: Relative State of Charge: 99 % cellserv01: Absolute state of charge: 21 % dcli -l root -g /root/all_group '/opt/MegaRAID/MegAaCli/MegaCli64 -AdpBbuCmd -a0' > BBU.out check ipmi: dcli -g ~/cell_group -l root -t '{ > ipmitool sunoem cli "show /SP/policy FLASH_ACCELERATOR_CARD_INSTALLED" | grep = ; MegaCli64 -LDInfo -Lall -aALL | grep 'Current Cache Policy' ; }' | tee /tmp/ExaCells.log

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  • Postfix - am I sending spam?

    - by olrehm
    today I received like 30 messages within 5 minutes telling me that some mail I send could not be delivered, mostly to *.ru email addresses which I did not send any mail to. I have my own webserver (postfix/dovecot) set up using this guide (http://workaround.org/ispmail/lenny) but adjusted a little bit for Ubuntu. I tested whether I am an Open Relay which I am apparently not. Now there are two possible reasons for the above mentioned emails: Either I am sending out spam, or somebody wants me to think that, correct? How can I check this? I selected one particular address that I supposedly send spam to. Then I searched my mail.log for this entry. I found two blocks that record that somebody from the server connected to my server and delivered some message to two different users. I cannot find an entry reporting that anyone from my server send an email to that server. Does this mean its just some mail to scare me or could it still have been send by me in the first place? Here is one such block from the log (I replaced some confidential stuff): Jun 26 23:23:28 mycustomernumber postfix/smtpd[29970]: connect from mx.webstyle.ru[195.144.251.97] Jun 26 23:23:29 mycustomernumber postfix/smtpd[29970]: 044991528995: client=mx.webstyle.ru[195.144.251.97] Jun 26 23:23:29 mycustomernumber postfix/cleanup[29974]: 044991528995: message-id=<[email protected]> Jun 26 23:23:29 mycustomernumber postfix/qmgr[3369]: 044991528995: from=<>, size=2198, nrcpt=1 (queue active) Jun 26 23:23:29 mycustomernumber amavis[28598]: (28598-11) ESMTP::10024 /var/lib/amavis/tmp/amavis-20110626T223137-28598: <> -> <[email protected]> SIZE=2198 Received: from mycustomernumber.stratoserver.net ([127.0.0.1]) by localhost (rehmsen.de [127.0.0.1]) (amavisd-new, port 10024) with ESMTP for <[email protected]>; Sun, 26 Jun 2011 23:23:29 +0200 (CEST) Jun 26 23:23:29 mycustomernumber amavis[28598]: (28598-11) Checking: YakjkrdFq6A8 [195.144.251.97] <> -> <[email protected]> Jun 26 23:23:29 mycustomernumber postfix/smtpd[29970]: disconnect from mx.webstyle.ru[195.144.251.97] Jun 26 23:23:29 mycustomernumber amavis[28598]: (28598-11) lookup_sql_field(id) (WARN: no such field in the SQL table), "[email protected]" result=undef Jun 26 23:23:32 mycustomernumber postfix/smtpd[29979]: connect from localhost.localdomain[127.0.0.1] Jun 26 23:23:32 mycustomernumber postfix/smtpd[29979]: 0A1FA1528A21: client=localhost.localdomain[127.0.0.1] Jun 26 23:23:32 mycustomernumber postfix/cleanup[29974]: 0A1FA1528A21: message-id=<[email protected]> Jun 26 23:23:32 mycustomernumber postfix/qmgr[3369]: 0A1FA1528A21: from=<>, size=2841, nrcpt=1 (queue active) Jun 26 23:23:32 mycustomernumber postfix/smtpd[29979]: disconnect from localhost.localdomain[127.0.0.1] Jun 26 23:23:32 mycustomernumber amavis[28598]: (28598-11) FWD via SMTP: <> -> <[email protected]>,BODY=7BIT 250 2.0.0 Ok, id=28598-11, from MTA([127.0.0.1]:10025): 250 2.0.0 Ok: queued as 0A1FA1528A21 Jun 26 23:23:32 mycustomernumber amavis[28598]: (28598-11) Passed CLEAN, [195.144.251.97] [195.144.251.97] <> -> <[email protected]>, Message-ID: <[email protected]>, mail_id: YakjkrdFq6A8, Hits: 2.249, size: 2197, queued_as: 0A1FA1528A21, 2882 ms Jun 26 23:23:32 mycustomernumber postfix/smtp[29975]: 044991528995: to=<[email protected]>, relay=127.0.0.1[127.0.0.1]:10024, delay=3.3, delays=0.39/0.01/0.01/2.9, dsn=2.0.0, status=sent (250 2.0.0 Ok, id=28598-11, from MTA([127.0.0.1]:10025): 250 2.0.0 Ok: queued as 0A1FA1528A21) Jun 26 23:23:32 mycustomernumber postfix/qmgr[3369]: 044991528995: removed Jun 26 23:23:33 mycustomernumber postfix/smtp[29980]: 0A1FA1528A21: to=<[email protected]>, orig_to=<[email protected]>, relay=mx3.hotmail.com[65.54.188.110]:25, delay=1.2, delays=0.15/0.02/0.51/0.55, dsn=2.0.0, status=sent (250 <[email protected]> Queued mail for delivery) Jun 26 23:23:33 mycustomernumber postfix/qmgr[3369]: 0A1FA1528A21: removed Jun 26 23:26:49 mycustomernumber postfix/anvil[29972]: statistics: max connection rate 1/60s for (smtp:195.144.251.97) at Jun 26 23:23:28 Jun 26 23:26:49 mycustomernumber postfix/anvil[29972]: statistics: max connection count 1 for (smtp:195.144.251.97) at Jun 26 23:23:28 Jun 26 23:26:49 mycustomernumber postfix/anvil[29972]: statistics: max cache size 1 at Jun 26 23:23:28 I can provide more info if you tell me what you need to know. Thank you for you help!

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  • HP SmartArray P400: How to repair failed logical drive?

    - by TegtmeierDE
    I have a HP Server with SmartArray P400 controller (incl. 256 MB Cache/Battery Backup) with a logicaldrive with replaced failed physicaldrive that does not rebuild. This is how it looked when I detected the error: ~# /usr/sbin/hpacucli ctrl slot=0 show config Smart Array P400 in Slot 0 (Embedded) (sn: XXXX) array A (SATA, Unused Space: 0 MB) logicaldrive 1 (698.6 GB, RAID 1, OK) physicaldrive 1I:1:1 (port 1I:box 1:bay 1, SATA, 750 GB, OK) physicaldrive 1I:1:2 (port 1I:box 1:bay 2, SATA, 750 GB, OK) array B (SATA, Unused Space: 0 MB) logicaldrive 2 (2.7 TB, RAID 5, Failed) physicaldrive 1I:1:3 (port 1I:box 1:bay 3, SATA, 750 GB, OK) physicaldrive 1I:1:4 (port 1I:box 1:bay 4, SATA, 750 GB, OK) physicaldrive 2I:1:5 (port 2I:box 1:bay 5, SATA, 750 GB, OK) physicaldrive 2I:1:6 (port 2I:box 1:bay 6, SATA, 750 GB, Failed) physicaldrive 2I:1:7 (port 2I:box 1:bay 7, SATA, 750 GB, OK) unassigned physicaldrive 2I:1:8 (port 2I:box 1:bay 8, SATA, 750 GB, OK) ~# I thought that I had drive 2I:1:8 configured as a spare for Array A and Array B, but it seems this was not the case :-(. I noticed the problem due to I/O errors on the host, even if only 1 physicaldrive of the RAID5 is failed. Does someone know why this could happen? The logicaldrive should go into "Degraded" mode but still be fully accessible from the host os!? I first tried to add the unassigned drive 2I:1:8 as a spare to logicaldrive 2, but this was not possible: ~# /usr/sbin/hpacucli ctrl slot=0 array B add spares=2I:1:8 Error: This operation is not supported with the current configuration. Use the "show" command on devices to show additional details about the configuration. ~# Interestingly it is possible to add the unassigned drive to the first array without problems. I thought maybe the controller put the array into "failed" state due to the missing spare and protects failed arrays from modification. So I tried was to reenable the logicaldrive (to add the spare afterwards): ~# /usr/sbin/hpacucli ctrl slot=0 ld 2 modify reenable Warning: Any previously existing data on the logical drive may not be valid or recoverable. Continue? (y/n) y Error: This operation is not supported with the current configuration. Use the "show" command on devices to show additional details about the configuration. ~# But as you can see, re-enabling the logicaldrive this was not possible. Now I replaced the failed drive by hotswapping it with the unassigned drive. The status now looks like this: ~# /usr/sbin/hpacucli ctrl slot=0 show config Smart Array P400 in Slot 0 (Embedded) (sn: XXXX) array A (SATA, Unused Space: 0 MB) logicaldrive 1 (698.6 GB, RAID 1, OK) physicaldrive 1I:1:1 (port 1I:box 1:bay 1, SATA, 750 GB, OK) physicaldrive 1I:1:2 (port 1I:box 1:bay 2, SATA, 750 GB, OK) array B (SATA, Unused Space: 0 MB) logicaldrive 2 (2.7 TB, RAID 5, Failed) physicaldrive 1I:1:3 (port 1I:box 1:bay 3, SATA, 750 GB, OK) physicaldrive 1I:1:4 (port 1I:box 1:bay 4, SATA, 750 GB, OK) physicaldrive 2I:1:5 (port 2I:box 1:bay 5, SATA, 750 GB, OK) physicaldrive 2I:1:6 (port 2I:box 1:bay 6, SATA, 750 GB, OK) physicaldrive 2I:1:7 (port 2I:box 1:bay 7, SATA, 750 GB, OK) ~# The logical drive is still not accessible. Why is it not rebuilding? What can I do? FYI, this is the configuration of my controller: ~# /usr/sbin/hpacucli ctrl slot=0 show Smart Array P400 in Slot 0 (Embedded) Bus Interface: PCI Slot: 0 Serial Number: XXXX Cache Serial Number: XXXX RAID 6 (ADG) Status: Enabled Controller Status: OK Chassis Slot: Hardware Revision: Rev E Firmware Version: 5.22 Rebuild Priority: Medium Expand Priority: Medium Surface Scan Delay: 15 secs Surface Analysis Inconsistency Notification: Disabled Raid1 Write Buffering: Disabled Post Prompt Timeout: 0 secs Cache Board Present: True Cache Status: OK Accelerator Ratio: 25% Read / 75% Write Drive Write Cache: Disabled Total Cache Size: 256 MB No-Battery Write Cache: Disabled Cache Backup Power Source: Batteries Battery/Capacitor Count: 1 Battery/Capacitor Status: OK SATA NCQ Supported: True ~# Thanks for you help in advance.

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  • SQL Server 2008 R2 Enterprise won't install on Windows 2008 R2 Enterprise

    - by Carlos Paulino
    I've been trying to install SQL Server on a new Windows Server 2008. I have tried everything but I haven't been able to narrow down the problem. When the installation fails I get " Exit code (Decimal): -2068643839". The problem with this is that according to Microsoft this is a generic error code. I follow their guide to look into the detail.txt inside C:\Program Files\Microsoft SQL Server\100\Setup Bootstrap\Log\ But I can't find something that specifies the exact error. Any suggestions ? Thanks in advanced. I uploaded to detail.txt to http://www.megaupload.com/?d=0MV46SZH because it is to big to paste here. Below is the summary.txt ---------- Overall summary: Final result: SQL Server installation failed. To continue, investigate the reason for the failure, correct the problem, uninstall SQL Server, and then rerun SQL Server Setup. Exit code (Decimal): -2068643839 Exit facility code: 1203 Exit error code: 1 Exit message: SQL Server installation failed. To continue, investigate the reason for the failure, correct the problem, uninstall SQL Server, and then rerun SQL Server Setup. Start time: 2011-02-28 11:29:56 End time: 2011-02-28 11:34:45 Requested action: Install Machine Properties: Machine name: SA-SERVER Machine processor count: 8 OS version: Windows Server 2008 R2 OS service pack: Service Pack 1 OS region: United States OS language: English (United States) OS architecture: x64 Process architecture: 64 Bit OS clustered: No Product features discovered: Product Instance Instance ID Feature Language Edition Version Clustered Package properties: Description: SQL Server Database Services 2008 R2 ProductName: SQL Server 2008 R2 Type: RTM Version: 10 SPLevel: 0 Installation location: F:\x64\setup\ Installation edition: ENTERPRISE User Input Settings: ACTION: Install ADDCURRENTUSERASSQLADMIN: True AGTSVCACCOUNT: NT AUTHORITY\SYSTEM AGTSVCPASSWORD: ***** AGTSVCSTARTUPTYPE: Manual ASBACKUPDIR: Backup ASCOLLATION: Latin1_General_CI_AS ASCONFIGDIR: Config ASDATADIR: Data ASDOMAINGROUP: <empty> ASLOGDIR: Log ASPROVIDERMSOLAP: 1 ASSVCACCOUNT: <empty> ASSVCPASSWORD: ***** ASSVCSTARTUPTYPE: Automatic ASSYSADMINACCOUNTS: <empty> ASTEMPDIR: Temp BROWSERSVCSTARTUPTYPE: Disabled CONFIGURATIONFILE: C:\Program Files\Microsoft SQL Server\100\Setup Bootstrap\Log\20110228_112601\ConfigurationFile.ini CUSOURCE: ENABLERANU: False ENU: True ERRORREPORTING: False FARMACCOUNT: <empty> FARMADMINPORT: 0 FARMPASSWORD: ***** FEATURES: SQLENGINE,BIDS,CONN,IS,BC,SDK,SSMS,ADV_SSMS,SNAC_SDK,OCS FILESTREAMLEVEL: 0 FILESTREAMSHARENAME: <empty> FTSVCACCOUNT: <empty> FTSVCPASSWORD: ***** HELP: False IACCEPTSQLSERVERLICENSETERMS: False INDICATEPROGRESS: False INSTALLSHAREDDIR: C:\Program Files\Microsoft SQL Server\ INSTALLSHAREDWOWDIR: C:\Program Files (x86)\Microsoft SQL Server\ INSTALLSQLDATADIR: <empty> INSTANCEDIR: D:\SQLServer INSTANCEID: MSSQLSERVER INSTANCENAME: MSSQLSERVER ISSVCACCOUNT: NT AUTHORITY\SYSTEM ISSVCPASSWORD: ***** ISSVCSTARTUPTYPE: Automatic NPENABLED: 0 PASSPHRASE: ***** PCUSOURCE: PID: ***** QUIET: False QUIETSIMPLE: False ROLE: AllFeatures_WithDefaults RSINSTALLMODE: FilesOnlyMode RSSVCACCOUNT: NT AUTHORITY\NETWORK SERVICE RSSVCPASSWORD: ***** RSSVCSTARTUPTYPE: Automatic SAPWD: ***** SECURITYMODE: SQL SQLBACKUPDIR: <empty> SQLCOLLATION: SQL_Latin1_General_CP1_CI_AS SQLSVCACCOUNT: NT AUTHORITY\SYSTEM SQLSVCPASSWORD: ***** SQLSVCSTARTUPTYPE: Automatic SQLSYSADMINACCOUNTS: SA-SERVER\Administrator SQLTEMPDBDIR: <empty> SQLTEMPDBLOGDIR: <empty> SQLUSERDBDIR: <empty> SQLUSERDBLOGDIR: <empty> SQMREPORTING: False TCPENABLED: 1 UIMODE: Normal X86: False Configuration file: C:\Program Files\Microsoft SQL Server\100\Setup Bootstrap\Log\20110228_112601\ConfigurationFile.ini Detailed results: Feature: Database Engine Services Status: Failed: see logs for details MSI status: Passed Configuration status: Passed Feature: SQL Client Connectivity SDK Status: Failed: see logs for details MSI status: Passed Configuration status: Passed Feature: Integration Services Status: Failed: see logs for details MSI status: Passed Configuration status: Passed Feature: Client Tools Connectivity Status: Failed: see logs for details MSI status: Passed Configuration status: Passed Feature: Management Tools - Complete Status: Failed: see logs for details MSI status: Passed Configuration status: Passed Feature: Management Tools - Basic Status: Failed: see logs for details MSI status: Passed Configuration status: Passed Feature: Client Tools SDK Status: Failed: see logs for details MSI status: Passed Configuration status: Passed Feature: Client Tools Backwards Compatibility Status: Failed: see logs for details MSI status: Passed Configuration status: Passed Feature: Business Intelligence Development Studio Status: Failed: see logs for details MSI status: Passed Configuration status: Passed Feature: Microsoft Sync Framework Status: Failed: see logs for details MSI status: Passed Configuration status: Passed Rules with failures: Global rules: Scenario specific rules: Rules report file: C:\Program Files\Microsoft SQL Server\100\Setup Bootstrap\Log\20110228_112601\SystemConfigurationCheck_Report.htm

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  • ImgBurn fails to burn data CD-R disk due to "Layouts do not match" error

    - by 0xAether
    I have a reoccurring problem with the program ImgBurn. Whenever I try and burn anything to a CD-R using ImgBurn it burns just fine, except for when I go and verify the disk. It tells me that the "Layouts do not match". Windows 7 shows the disk as completely blank. Although, I see on the bottom of the disk it has been written to. I can burn ISO files to DVD-R's just fine. This only seems to happen with CD-R's. The CD-R's I'm using are Memorex Cool Colors 52x CD-R's. I have looked on Google, and it seems like I'm not the only one this happens to. Unfortunately, no one is able to provide an explanation. I have included the log file from the last CD I just burnt. If you need anything else to better diagnose this problem, I will gladly provide it. ; //****************************************\\ ; ImgBurn Version 2.5.7.0 - Log ; Monday, 19 November 2012, 16:11:57 ; \\****************************************// ; ; I 16:04:55 ImgBurn Version 2.5.7.0 started! I 16:04:55 Microsoft Windows 7 Ultimate x64 Edition (6.1, Build 7601 : Service Pack 1) I 16:04:55 Total Physical Memory: 4,156,380 KB - Available: 3,317,144 KB I 16:04:55 Initialising SPTI... I 16:04:55 Searching for SCSI / ATAPI devices... I 16:04:56 -> Drive 1 - Info: Optiarc DVD RW AD-7560S SH03 (D:) (SATA) I 16:04:56 Found 1 DVD±RW/RAM! I 16:05:37 Operation Started! I 16:05:37 Source File: C:\Users\Aaron\Desktop\VMware Workstation 9.iso I 16:05:37 Source File Sectors: 223,057 (MODE1/2048) I 16:05:37 Source File Size: 456,820,736 bytes I 16:05:37 Source File Volume Identifier: VMwareWorksta9 I 16:05:37 Source File Volume Set Identifier: 20121119_2102 I 16:05:37 Source File File System(s): ISO9660, Joliet I 16:05:37 Destination Device: [1:0:0] Optiarc DVD RW AD-7560S SH03 (D:) (SATA) I 16:05:37 Destination Media Type: CD-R (Disc ID: 97m17s06f, Moser Baer India) I 16:05:37 Destination Media Supported Write Speeds: 10x, 16x, 20x, 24x I 16:05:37 Destination Media Sectors: 359,847 I 16:05:37 Write Mode: CD I 16:05:37 Write Type: SAO I 16:05:37 Write Speed: 6x I 16:05:37 Lock Volume: Yes I 16:05:37 Test Mode: No I 16:05:37 OPC: No I 16:05:37 BURN-Proof: Enabled W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - Wanted: 1,058 KB/s (6x), Got: 1,764 KB/s (10x) / 11,080 KB/s (63x) W 16:05:37 The drive only supports writing these discs at 10x, 16x, 20x, 24x. I 16:05:38 Filling Buffer... (80 MB) I 16:05:40 Writing LeadIn... I 16:06:07 Writing Session 1 of 1... (1 Track, LBA: 0 - 223056) I 16:06:07 Writing Track 1 of 1... (MODE1/2048, LBA: 0 - 223056) I 16:11:00 Synchronising Cache... I 16:11:18 Exporting Graph Data... I 16:11:18 Graph Data File: C:\Users\Aaron\AppData\Roaming\ImgBurn\Graph Data Files\Optiarc_DVD_RW_AD-7560S_SH03_MONDAY-NOVEMBER-19-2012_4-05_PM_97m17s06f_6x.ibg I 16:11:18 Export Successfully Completed! I 16:11:18 Operation Successfully Completed! - Duration: 00:05:41 I 16:11:18 Average Write Rate: 1,522 KB/s (10.1x) - Maximum Write Rate: 1,544 KB/s (10.3x) I 16:11:18 Cycling Tray before Verify... W 16:11:23 Waiting for device to become ready... I 16:11:47 Device Ready! E 16:11:47 CompareImageFileLayouts Failed! - Session Count Not Equal (1/0) E 16:11:47 Verify Failed! - Reason: Layouts do not match. I 16:11:57 Close Request Acknowledged I 16:11:57 Closing Down... I 16:11:57 Shutting down SPTI... I 16:11:57 ImgBurn closed!

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  • PHP crashing (seg-fault) under mod_fcgi, apache

    - by Andras Gyomrey
    I've been programming a site using: Zend Framework 1.11.5 (complete MVC) PHP 5.3.6 Apache 2.2.19 CentOS 5.6 i686 virtuozzo on vps cPanel WHM 11.30.1 (build 4) Mysql 5.1.56-log Mysqli API 5.1.56 The issue started here http://stackoverflow.com/questions/6769515/php-programming-seg-fault. In brief, php is giving me random segmentation-faults. [Wed Jul 20 17:45:34 2011] [error] mod_fcgid: process /usr/local/cpanel/cgi-sys/php5(11562) exit(communication error), get unexpected signal 11 [Wed Jul 20 17:45:34 2011] [warn] [client 190.78.208.30] (104)Connection reset by peer: mod_fcgid: error reading data from FastCGI server [Wed Jul 20 17:45:34 2011] [error] [client 190.78.208.30] Premature end of script headers: index.php About extensions. When i compile php with "--enable-debug" flag, i have to disable this line: zend_extension="/usr/local/IonCube/ioncube_loader_lin_5.3.so" Otherwise, the server doesn't accept requests and i get a "The connection with the server was reset". It is possible that i have to disable eaccelerator too because of the same reason. I still don't get why apache gets running it some times and some others not: extension="eaccelerator.so" Anyway, after i get httpd running, seg-faults can occurr randomly. If i don't compile php with "--enable-debug" flag, i can get DETERMINISTICALLY a php crash: <?php class Admin_DbController extends Controller_BaseController { public function updateSqlDefinitionsAction() { $db = Zend_Registry::get('db'); $row = $db->fetchRow("SHOW CREATE TABLE 222AFI"); } } ?> BUT if i compile php with "--enable-debug" flag, it's really hard to get this error. I must add some complexity to make it crash. I have to be doing many paralell requests for a few seconds to get a crash: <?php class Admin_DbController extends Controller_BaseController { public function updateSqlDefinitionsAction() { $db = Zend_Registry::get('db'); $tableList = $db->listTables(); foreach ($tableList as $tableName){ $row = $db->fetchRow("SHOW CREATE TABLE " . $db->quoteIdentifier($tableName)); file_put_contents( DB_DEFINITIONS_PATH . '/' . $tableName . '.sql', $row['Create Table'] . ';' ); } } } ?> Please notice this is the same script, but creating DDL for all tables in database rather than for one. It seems that if php is heavy loaded (with extensions and me doing many paralell requests) it's when i get php to crash. About starting httpd with "-X": i've tried. The thing is, it is already hard to make php crash with --enable-debug. With "-X" option (which only enables one child process) i can't do parallel requests. So i haven't been able to create to proper debug backtrace: https://bugs.php.net/bugs-generating-backtrace.php My concrete question is, what do i do to get a coredump? root@GWT4 [~]# httpd -V Server version: Apache/2.2.19 (Unix) Server built: Jul 20 2011 19:18:58 Cpanel::Easy::Apache v3.4.2 rev9999 Server's Module Magic Number: 20051115:28 Server loaded: APR 1.4.5, APR-Util 1.3.12 Compiled using: APR 1.4.5, APR-Util 1.3.12 Architecture: 32-bit Server MPM: Prefork threaded: no forked: yes (variable process count) Server compiled with.... -D APACHE_MPM_DIR="server/mpm/prefork" -D APR_HAS_SENDFILE -D APR_HAS_MMAP -D APR_HAVE_IPV6 (IPv4-mapped addresses enabled) -D APR_USE_SYSVSEM_SERIALIZE -D APR_USE_PTHREAD_SERIALIZE -D SINGLE_LISTEN_UNSERIALIZED_ACCEPT -D APR_HAS_OTHER_CHILD -D AP_HAVE_RELIABLE_PIPED_LOGS -D DYNAMIC_MODULE_LIMIT=128 -D HTTPD_ROOT="/usr/local/apache" -D SUEXEC_BIN="/usr/local/apache/bin/suexec" -D DEFAULT_PIDLOG="logs/httpd.pid" -D DEFAULT_SCOREBOARD="logs/apache_runtime_status" -D DEFAULT_LOCKFILE="logs/accept.lock" -D DEFAULT_ERRORLOG="logs/error_log" -D AP_TYPES_CONFIG_FILE="conf/mime.types" -D SERVER_CONFIG_FILE="conf/httpd.conf"

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  • Unauthorized Access Exception using Web Deploy to Site when the site root is a UNC path

    - by Peter LaComb Jr.
    I am trying to use Web Deploy to deploy a site where the Site is rooted on a UNC path instead of a local drive. This is because I want to have a shared configuration, and have all servers point to the same UNC for content. That would allow me to deploy to one server and have all servers updated at the same time. I've created a share with everyone and users read/write. The NTFS permissions have the ID of the appDomain account as full control, and that is the same account that is configured as the specific user in Management Service Delegation. I can log on to the destination server as that ID, access the share and create/delete files. However, I'm getting the following exception in my Microsoft Web Deploy log on the destination server: User: Client IP: 192.168.62.174 Content-Type: application/msdeploy Version: 9.0.0.0 MSDeploy.VersionMin: 7.1.600.0 MSDeploy.VersionMax: 9.0.1631.0 MSDeploy.Method: Sync MSDeploy.RequestId: c060c823-cdb4-4abe-8294-5ffbdc327d2e MSDeploy.RequestCulture: en-US MSDeploy.RequestUICulture: en-US ServerVersion: 9.0.1631.0 Skip: objectName="^configProtectedData$" Provider: auto, Path: A tracing deployment agent exception occurred that was propagated to the client. Request ID 'c060c823-cdb4-4abe-8294-5ffbdc327d2e'. Request Timestamp: '8/23/2012 11:01:56 AM'. Error Details: ERROR_INSUFFICIENT_ACCESS_TO_SITE_FOLDER Microsoft.Web.Deployment.DeploymentDetailedUnauthorizedAccessException: Unable to perform the operation ("Create Directory") for the specified directory ("\someserver.mydomain.local\sharename\sitename\applicationName"). This can occur if the server administrator has not authorized this operation for the user credentials you are using. Learn more at: http://go.microsoft.com/fwlink/?LinkId=221672#ERROR_INSUFFICIENT_ACCESS_TO_SITE_FOLDER. --- Microsoft.Web.Deployment.DeploymentException: The error code was 0x80070005. --- System.UnauthorizedAccessException: Access to the path '\someserver.mydomain.local\sharename\sitename\applicationName' is denied. at Microsoft.Web.Deployment.NativeMethods.RaiseIOExceptionFromErrorCode(Win32ErrorCode errorCode, String maybeFullPath) at Microsoft.Web.Deployment.DirectoryEx.CreateDirectory(String path) at Microsoft.Web.Deployment.DirPathProviderBase.CreateDirectory(String fullPath, DeploymentObject source) at Microsoft.Web.Deployment.DirPathProviderBase.Add(DeploymentObject source, Boolean whatIf) --- End of inner exception stack trace --- --- End of inner exception stack trace --- at Microsoft.Web.Deployment.FilePathProviderBase.HandleKnownRetryableExceptions(DeploymentBaseContext baseContext, Int32[] errorsToIgnore, Exception e, String path, String operation) at Microsoft.Web.Deployment.DirPathProviderBase.Add(DeploymentObject source, Boolean whatIf) at Microsoft.Web.Deployment.DeploymentObject.Add(DeploymentObject source, DeploymentSyncContext syncContext) at Microsoft.Web.Deployment.DeploymentSyncContext.HandleAdd(DeploymentObject destObject, DeploymentObject sourceObject) at Microsoft.Web.Deployment.DeploymentSyncContext.HandleUpdate(DeploymentObject destObject, DeploymentObject sourceObject) at Microsoft.Web.Deployment.DeploymentSyncContext.SyncChildrenNoOrder(DeploymentObject dest, DeploymentObject source) at Microsoft.Web.Deployment.DeploymentSyncContext.SyncChildrenNoOrder(DeploymentObject dest, DeploymentObject source) at Microsoft.Web.Deployment.DeploymentSyncContext.SyncChildrenOrder(DeploymentObject dest, DeploymentObject source) at Microsoft.Web.Deployment.DeploymentSyncContext.ProcessSync(DeploymentObject destinationObject, DeploymentObject sourceObject) at Microsoft.Web.Deployment.DeploymentObject.SyncToInternal(DeploymentObject destObject, DeploymentSyncOptions syncOptions, PayloadTable payloadTable, ContentRootTable contentRootTable, Nullable1 syncPassId) at Microsoft.Web.Deployment.DeploymentAgent.HandleSync(DeploymentAgentAsyncData asyncData, Nullable1 passId) at Microsoft.Web.Deployment.DeploymentAgent.HandleRequestWorker(DeploymentAgentAsyncData asyncData) at Microsoft.Web.Deployment.DeploymentAgent.HandleRequest(DeploymentAgentAsyncData asyncData) This is shown as the following on the console of the machine where I run the deployment: C:\Users\PLaComb"C:\Program Files (x86)\IIS\Microsoft Web Deploy V3\msdeploy.exe" -source:package='C:\Packages\Deployments\applicationName.zip' -dest:auto,computerName='https://SERVERNAME:8172/msdeploy.axd',includeAcls='True' -verb:sync -disableLink:AppPoolExtension -disableLink:ContentExtension -disableLink:CertificateExtension -setParamFile:"C:\Packages\Deployments\applicationName.SetParameters.xml" -allowUntrusted Info: Using ID 'c060c823-cdb4-4abe-8294-5ffbdc327d2e' for connections to the remote server. Info: Adding sitemanifest (sitemanifest). Info: Adding virtual path (JMS/admin) Info: Adding directory (JMS/admin). Error Code: ERROR_INSUFFICIENT_ACCESS_TO_SITE_FOLDER More Information: Unable to perform the operation ("Create Directory") for the specified directory ("\someserver.mydomain.local\sharename\sitename\applicationName"). This can occur if the server administrator has not authorized this operation for the user credentials you are using. Learn more at: http://go.microsoft.com/fwlink/?LinkId=221672#ERROR_INSUFFICIENT_ACCESS_TO_SITE_FOLDER. Error: The error code was 0x80070005. Error: Access to the path '\someserver.mydomain.local\sharename\sitename\applicationName' is denied. Error count: 1.

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  • apache2.2 + php5 , process never die and stay blocked to LOCK_SH

    - by Givre
    Server version: Apache/2.2.22 (Unix) Server built: Mar 28 2012 16:31:45 Server's Module Magic Number: 20051115:30 Server loaded: APR 1.4.6, APR-Util 1.4.1 Compiled using: APR 1.4.6, APR-Util 1.4.1 Architecture: 64-bit Server MPM: Prefork threaded: no forked: yes (variable process count) Server compiled with.... -D APACHE_MPM_DIR="server/mpm/prefork" -D APR_HAS_SENDFILE -D APR_HAS_MMAP -D APR_HAVE_IPV6 (IPv4-mapped addresses enabled) -D APR_USE_SYSVSEM_SERIALIZE -D APR_USE_PTHREAD_SERIALIZE -D SINGLE_LISTEN_UNSERIALIZED_ACCEPT -D APR_HAS_OTHER_CHILD -D AP_HAVE_RELIABLE_PIPED_LOGS -D DYNAMIC_MODULE_LIMIT=128 -D HTTPD_ROOT="/opt/apache2" -D SUEXEC_BIN="/opt/apache2/bin/suexec" -D DEFAULT_PIDLOG="logs/httpd.pid" -D DEFAULT_SCOREBOARD="logs/apache_runtime_status" -D DEFAULT_LOCKFILE="logs/accept.lock" -D DEFAULT_ERRORLOG="logs/error_log" -D AP_TYPES_CONFIG_FILE="conf/mime.types" -D SERVER_CONFIG_FILE="conf/httpd.conf" Php5.2.17. Using mod_php5 as a DSO module compiled Problem: On shared webhosting, a lot of apache2 process never stop or die and they waiting as long as apache2 restart. Strace of one of theses process: access("tmp/meta_cache.txt", F_OK) = 0 getcwd("/home/exemple.com/htdocs"..., 4096) = 34 lstat("/var", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 lstat("/var/www", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 lstat("/home", {st_mode=S_IFDIR|0755, st_size=1715, ...}) = 0 lstat("/home/exemple.com", {st_mode=S_IFDIR|0755, st_size=16, ...}) = 0 lstat("/home/exemple.com/htdocs", {st_mode=S_IFDIR|0770, st_size=51, ...}) = 0 lstat("/home/exemple.com/htdocs/tmp", {st_mode=S_IFDIR|0777, st_size=51, ...}) = 0 lstat("/home/exemple.com/htdocs/tmp/meta_cache.txt", {st_mode=S_IFREG|0666, st_size=8901, ...}) = 0 lstat("/var", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 lstat("/var/www", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 lstat("/home", {st_mode=S_IFDIR|0755, st_size=1715, ...}) = 0 lstat("/home/exemple.com", {st_mode=S_IFDIR|0755, st_size=16, ...}) = 0 lstat("/home/exemple.com/htdocs", {st_mode=S_IFDIR|0770, st_size=51, ...}) = 0 lstat("/home/exemple.com/htdocs/tmp", {st_mode=S_IFDIR|0777, st_size=51, ...}) = 0 lstat("/home/exemple.com/htdocs/tmp/meta_cache.txt", {st_mode=S_IFREG|0666, st_size=8901, ...}) = 0 lstat("/var", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 lstat("/var/www", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 lstat("/home", {st_mode=S_IFDIR|0755, st_size=1715, ...}) = 0 lstat("/home/exemple.com", {st_mode=S_IFDIR|0755, st_size=16, ...}) = 0 getcwd("/home/exemple.com/htdocs"..., 4096) = 34 lstat("/var", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 lstat("/var/www", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 lstat("/home", {st_mode=S_IFDIR|0755, st_size=1715, ...}) = 0 lstat("/home/exemple.com", {st_mode=S_IFDIR|0755, st_size=16, ...}) = 0 lstat("/home/exemple.com/htdocs", {st_mode=S_IFDIR|0770, st_size=51, ...}) = 0 lstat("/home/exemple.com/htdocs/tmp", {st_mode=S_IFDIR|0777, st_size=51, ...}) = 0 lstat("/home/exemple.com/htdocs/tmp/meta_cache.txt", {st_mode=S_IFREG|0666, st_size=8901, ...}) = 0 open("/home/exemple.com/htdocs/tmp/meta_cache.txt", O_RDONLY) = 10905 fstat(10905, {st_mode=S_IFREG|0666, st_size=8901, ...}) = 0 lseek(10905, 0, SEEK_CUR) = 0 flock(10905, LOCK_SH) = The process never die, and stay like this. All files are on NFS V3 I'dont know how to solve this problem or find more informations. The effect is that all apache2 process become used and apache2 crash totaly . Thanks for you help.

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  • ls hangs for a certain directory

    - by Jakobud
    There is a particular directory (/var/www), that when I run ls (with or without some options), the command hangs and never completes. There is only about 10-15 files and directories in /var/www. Mostly just text files. Here is some investigative info: [me@server www]$ df . Filesystem Size Used Avail Use% Mounted on /dev/mapper/vg_dev-lv_root 50G 19G 29G 40% / [me@server www]$ df -i . Filesystem Inodes IUsed IFree IUse% Mounted on /dev/mapper/vg_dev-lv_root 3.2M 435K 2.8M 14% / find works fine. Also I can type in cd /var/www/ and press TAB before pressing enter and it will successfully tab-completion list of all files/directories in there: [me@server www]$ cd /var/www/ cgi-bin/ create_vhost.sh html/ manual/ phpMyAdmin/ scripts/ usage/ conf/ error/ icons/ mediawiki/ rackspace sqlbuddy/ vhosts/ [me@server www]$ cd /var/www/ I have had to kill my terminal sessions several times because of the ls hanging: [me@server ~]$ ps | grep ls gdm 6215 0.0 0.0 488152 2488 ? S<sl Jan18 0:00 /usr/bin/pulseaudio --start --log-target=syslog root 23269 0.0 0.0 117724 1088 ? D 18:24 0:00 ls -Fh --color=always -l root 23477 0.0 0.0 117724 1088 ? D 18:34 0:00 ls -Fh --color=always -l root 23579 0.0 0.0 115592 820 ? D 18:36 0:00 ls -Fh --color=always root 23634 0.0 0.0 115592 816 ? D 18:38 0:00 ls -Fh --color=always root 23740 0.0 0.0 117724 1088 ? D 18:40 0:00 ls -Fh --color=always -l me 23770 0.0 0.0 103156 816 pts/6 S+ 18:41 0:00 grep ls kill doesn't seem to have any affect on the processes, even as sudo. What else should I do to investigate this problem? It just randomly started happening today. UPDATE dmesg is a big list of things, mostly related to an external USB HDD that I've mounted too many times and the max mount count has been reached, but that is an un-related problem I think. Near the bottom of dmesg I'm seeing this: INFO: task ls:23579 blocked for more than 120 seconds. "echo 0 > /proc/sys/kernel/hung_task_timeout_secs" disables this message. ls D ffff88041fc230c0 0 23579 23505 0x00000080 ffff8801688a1bb8 0000000000000086 0000000000000000 ffffffff8119d279 ffff880406d0ea20 ffff88007e2c2268 ffff880071fe80c8 00000003ae82967a ffff880407169ad8 ffff8801688a1fd8 0000000000010518 ffff880407169ad8 Call Trace: [<ffffffff8119d279>] ? __find_get_block+0xa9/0x200 [<ffffffff814c97ae>] __mutex_lock_slowpath+0x13e/0x180 [<ffffffff814c964b>] mutex_lock+0x2b/0x50 [<ffffffff8117a4d3>] do_lookup+0xd3/0x220 [<ffffffff8117b145>] __link_path_walk+0x6f5/0x1040 [<ffffffff8117a47d>] ? do_lookup+0x7d/0x220 [<ffffffff8117bd1a>] path_walk+0x6a/0xe0 [<ffffffff8117beeb>] do_path_lookup+0x5b/0xa0 [<ffffffff8117cb57>] user_path_at+0x57/0xa0 [<ffffffff81178986>] ? generic_readlink+0x76/0xc0 [<ffffffff8117cb62>] ? user_path_at+0x62/0xa0 [<ffffffff81171d3c>] vfs_fstatat+0x3c/0x80 [<ffffffff81258ae5>] ? _atomic_dec_and_lock+0x55/0x80 [<ffffffff81171eab>] vfs_stat+0x1b/0x20 [<ffffffff81171ed4>] sys_newstat+0x24/0x50 [<ffffffff810d40a2>] ? audit_syscall_entry+0x272/0x2a0 [<ffffffff81013172>] system_call_fastpath+0x16/0x1b And also, strace ls /var/www/ spits out a whole BUNCH of information. I don't know what is useful here... The last handful of lines: ioctl(1, SNDCTL_TMR_TIMEBASE or TCGETS, {B38400 opost isig icanon echo ...}) = 0 ioctl(1, TIOCGWINSZ, {ws_row=68, ws_col=145, ws_xpixel=0, ws_ypixel=0}) = 0 stat("/var/www/", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 open("/var/www/", O_RDONLY|O_NONBLOCK|O_DIRECTORY|O_CLOEXEC) = 3 fcntl(3, F_GETFD) = 0x1 (flags FD_CLOEXEC) getdents(3, /* 16 entries */, 32768) = 488 getdents(3, /* 0 entries */, 32768) = 0 close(3) = 0 fstat(1, {st_mode=S_IFCHR|0620, st_rdev=makedev(136, 9), ...}) = 0 mmap(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0x7f3093b18000 write(1, "cgi-bin conf create_vhost.sh\te"..., 125cgi-bin conf create_vhost.sh error html icons manual mediawiki phpMyAdmin rackspace scripts sqlbuddy usage vhosts ) = 125 close(1) = 0 munmap(0x7f3093b18000, 4096) = 0 close(2) = 0 exit_group(0) = ?

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  • Why are my httpd mpm_prefork processes being reaped so quickly?

    - by Dan Pritts
    We've got a system running RHEL6, x64. We are using a local installation of apache 2.2.22 from source. we serve primarily: mod_perl applications (with a local installation of perl 5.16.0) tomcat applications proxied with mod_jk Here is some context; the main question is below. All of this talks to an Oracle backend. We are having issues with Oracle becoming unresponsive. We think this is because we're hitting the maximum process limit in oracle. We've upped the process limit, but now we are hitting memory pressure on the oracle server. We have tons of oracle sessions sitting idle. I can trace a bunch of them back to the httpd processes. We have mod_perl's Apache::DBI start up a new connection to the database with each httpd child that's spawned. We are concerned that these are not always getting closed out properly when the httpd's exit...and the httpd's are exiting very frequently. I know that it would be good to modify the mod_perl applications to use some better form of db connection pooling; we plan to pursue that but would like to solve our immediate problem sooner. So here's the main question. We are using the prefork MPM. The apache child processes are lasting at most a few minutes. Log analysis shows that each one is serving fewer than 50 clients before exiting; the last request each child serves is OPTIONS * HTTP/1.0 on some sort of internal connection; I'm under the impression that this is a "ping" from the master process. I've adjusted the MPM config as follows. I didn't want to raise MinSpareServers too high, because, after all, i'm trying to minimize the number of sessions to oracle. MinSpareServers 5 MaxSpareServers 30 MaxClients 150 MaxRequestsPerChild 10000 Right now we're serving 250-300 requests per minute. We've got 21 httpd's running, the eldest (other than the master, owned by root) being 3 minutes old. This rate of reaping of the apache children really seems excessive. What could be causing it? Apache was built with: $ ./configure --prefix=/opt/apache --with-ssl=/usr/lib --enable-expires --enable-ext-filter --enable-info --enable-mime-magic --enable-rewrite --enable-so --enable-speling --enable-ssl --enable-usertrack --enable-proxy --enable-headers --enable-log-forensic Apache config info: % /opt/apache/bin/httpd -V Server version: Apache/2.2.22 (Unix) Server built: Jul 23 2012 22:30:13 Server's Module Magic Number: 20051115:30 Server loaded: APR 1.4.5, APR-Util 1.4.1 Compiled using: APR 1.4.5, APR-Util 1.4.1 Architecture: 64-bit Server MPM: Prefork threaded: no forked: yes (variable process count) Server compiled with.... -D APACHE_MPM_DIR="server/mpm/prefork" -D APR_HAS_SENDFILE -D APR_HAS_MMAP -D APR_HAVE_IPV6 (IPv4-mapped addresses enabled) -D APR_USE_SYSVSEM_SERIALIZE -D APR_USE_PTHREAD_SERIALIZE -D SINGLE_LISTEN_UNSERIALIZED_ACCEPT -D APR_HAS_OTHER_CHILD -D AP_HAVE_RELIABLE_PIPED_LOGS -D DYNAMIC_MODULE_LIMIT=128 -D HTTPD_ROOT="/opt/apache" -D SUEXEC_BIN="/opt/apache/bin/suexec" -D DEFAULT_PIDLOG="logs/httpd.pid" -D DEFAULT_SCOREBOARD="logs/apache_runtime_status" -D DEFAULT_LOCKFILE="logs/accept.lock" -D DEFAULT_ERRORLOG="logs/error_log" -D AP_TYPES_CONFIG_FILE="conf/mime.types" -D SERVER_CONFIG_FILE="conf/httpd.conf" modules are compiled into apache rather than shared libs: % /opt/apache/bin/httpd -l Compiled in modules: core.c mod_authn_file.c mod_authn_default.c mod_authz_host.c mod_authz_groupfile.c mod_authz_user.c mod_authz_default.c mod_auth_basic.c mod_ext_filter.c mod_include.c mod_filter.c mod_log_config.c mod_log_forensic.c mod_env.c mod_mime_magic.c mod_expires.c mod_headers.c mod_usertrack.c mod_setenvif.c mod_version.c mod_proxy.c mod_proxy_connect.c mod_proxy_ftp.c mod_proxy_http.c mod_proxy_scgi.c mod_proxy_ajp.c mod_proxy_balancer.c mod_ssl.c prefork.c http_core.c mod_mime.c mod_status.c mod_autoindex.c mod_asis.c mod_info.c mod_cgi.c mod_negotiation.c mod_dir.c mod_actions.c mod_speling.c mod_userdir.c mod_alias.c mod_rewrite.c mod_so.c One final note - the red hat httpd, apr, and perl packages are all installed, but ldd shows that none of those libraries are linked with the running httpd.

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  • Choice of an OS for a home ZFS NAS

    - by OlafM
    I am preparing a home NAS with an old Athlon 64 X2 3800+, 4 GB ECC RAM, Asus M2V MX motherboard, and a single 3 TB WDC Green (another one as mirror may be installed in the future). It's the cheapest solution I found that includes ECC memory and the higher energy consumption is offset by the lower (zero) cost of acquisition. The system will be used for: music storage and stream to other desktop computers; storage of the scanned dia slides (3-4k slides, 180 MB TIFF each one plus reduced quality JPEG version); stream of these photos to a local iPad 2 (maybe Plex App? not yet sure); (one additional) remote backup via rsync/ssh or ZFS send/receive. It will be controlled via remote ssh, maybe VNC, no monitor attached. Absolute requirement is a reliable ZFS solution, plus the ability to easily install packets/software/virtual machines and to update remotely (I will be the admin and I don't live near the NAS). I have mainly three options: NAS4free/FreeNAS OpenIndiana Solaris Express 11 (yeah yeah I know the license requirements, I will write a perl script on it to count it as development machine). Problems: NAS4free/FreeNAS (I tested only NAS4free) required embedded installation for remote upgrading, but full install for easy addition of software packets. Since I need at least AirVideo Server (linux/win) and Plex App (win/linux) to stream the photos and some videos to iPad (they both require virtualbox), but I cannot be there to install updates, NAS4free/FreeNAS are excluded. http://www.nas4free.org/general_information.html explains the issue: embedded can be remotely updated, full cannot. Solaris has also another advantage: Crashplan client supports Solaris and I'm already using it for other backups. I would like to leave the option open, even if I will be doing backups probably through zfs send/receive. NexentaStor was left out because zfs send/receive are not included in the free version. The question is now Solaris 11 Express over OpenIndiana. To ease the management, I will be using http://www.napp-it.org Which one would you suggest and why? I found lots of informations and it's difficult for me to decide. I think (from the napp-it manual) that Solaris has some additional options for SMB shares, but are they really needed at home? I think I won't even use ACLs, since normal unix-style permissions are enough. OpenIndiana has maybe more frequent updates (Solaris offers only security updates between releases), but again, do I need them? I don't think so. Moreover, this is a NAS that has to work and nothing else, I cannot risk having problems that require me to access the server. Isn't OpenIndiana a bit more... cutting edge (in the Solaris world)? I'm just asking, no need to focus on this for the answer :-) I would limit myself to these two options (SE11.1/OI) also because I will be making a NAS for me in the future (where high performances with Mac shares are also required) and Solaris has kernel support for AFP. I will use this server to gather experience as well. After this long question, thanks in advance! If you need additional info, let me know and I will update this post.

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  • What's the difference between find and findstr commands in Windows?

    - by Prashant Bhate
    In Windows, what are the differences between find and findstr commands? Both seems to search text in files: find c:\>find /? Searches for a text string in a file or files. FIND [/V] [/C] [/N] [/I] [/OFF[LINE]] "string" [[drive:][path]filename[ ...]] /V Displays all lines NOT containing the specified string. /C Displays only the count of lines containing the string. /N Displays line numbers with the displayed lines. /I Ignores the case of characters when searching for the string. /OFF[LINE] Do not skip files with offline attribute set. "string" Specifies the text string to find. [drive:][path]filename Specifies a file or files to search. If a path is not specified, FIND searches the text typed at the prompt or piped from another command. findstr c:\>findstr /? Searches for strings in files. FINDSTR [/B] [/E] [/L] [/R] [/S] [/I] [/X] [/V] [/N] [/M] [/O] [/P] [/F:file] [/C:string] [/G:file] [/D:dir list] [/A:color attributes] [/OFF[LINE]] strings [[drive:][path]filename[ ...]] /B Matches pattern if at the beginning of a line. /E Matches pattern if at the end of a line. /L Uses search strings literally. /R Uses search strings as regular expressions. /S Searches for matching files in the current directory and all subdirectories. /I Specifies that the search is not to be case-sensitive. /X Prints lines that match exactly. /V Prints only lines that do not contain a match. /N Prints the line number before each line that matches. /M Prints only the filename if a file contains a match. /O Prints character offset before each matching line. /P Skip files with non-printable characters. /OFF[LINE] Do not skip files with offline attribute set. /A:attr Specifies color attribute with two hex digits. See "color /?" /F:file Reads file list from the specified file(/ stands for console). /C:string Uses specified string as a literal search string. /G:file Gets search strings from the specified file(/ stands for console). /D:dir Search a semicolon delimited list of directories strings Text to be searched for. [drive:][path]filename Specifies a file or files to search. Use spaces to separate multiple search strings unless the argument is prefixed with /C. For example, 'FINDSTR "hello there" x.y' searches for "hello" or "there" in file x.y. 'FINDSTR /C:"hello there" x.y' searches for "hello there" in file x.y. Regular expression quick reference: . Wildcard: any character * Repeat: zero or more occurances of previous character or class ^ Line position: beginning of line $ Line position: end of line [class] Character class: any one character in set [^class] Inverse class: any one character not in set [x-y] Range: any characters within the specified range \x Escape: literal use of metacharacter x \<xyz Word position: beginning of word xyz\> Word position: end of word For full information on FINDSTR regular expressions refer to the online Command Reference.

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  • Choice of an OS for a home ZFS NAS

    - by OlafM
    I am preparing a home NAS with an old Athlon 64 X2 3800+, 4 GB ECC RAM, Asus M2V MX motherboard, and a single 3 TB WDC Green (another one as mirror may be installed in the future). It's the cheapest solution I found that includes ECC memory and the higher energy consumption is offset by the lower (zero) cost of acquisition. The system will be used for: music storage and stream to other desktop computers; storage of the scanned dia slides (3-4k slides, 180 MB TIFF each one plus reduced quality JPEG version); stream of these photos to a local iPad 2 (maybe Plex App? not yet sure); (one additional) remote backup via rsync/ssh or ZFS send/receive. It will be controlled via remote ssh, maybe VNC, no monitor attached. Absolute requirement is a reliable ZFS solution, plus the ability to easily install packets/software/virtual machines and to update remotely (I will be the admin and I don't live near the NAS). I have mainly three options: NAS4free/FreeNAS OpenIndiana Solaris Express 11 (yeah yeah I know the license requirements, I will write a perl script on it to count it as development machine). Problems: NAS4free/FreeNAS (I tested only NAS4free) required embedded installation for remote upgrading, but full install for easy addition of software packets. Since I need at least AirVideo Server (linux/win) and Plex App (win/linux) to stream the photos and some videos to iPad (they both require virtualbox), but I cannot be there to install updates, NAS4free/FreeNAS are excluded. http://www.nas4free.org/general_information.html explains the issue: embedded can be remotely updated, full cannot. Solaris has also another advantage: Crashplan client supports Solaris and I'm already using it for other backups. I would like to leave the option open, even if I will be doing backups probably through zfs send/receive. NexentaStor was left out because zfs send/receive are not included in the free version. The question is now Solaris 11 Express over OpenIndiana. To ease the management, I will be using http://www.napp-it.org Which one would you suggest and why? I found lots of informations and it's difficult for me to decide. I think (from the napp-it manual) that Solaris has some additional options for SMB shares, but are they really needed at home? I think I won't even use ACLs, since normal unix-style permissions are enough. OpenIndiana has maybe more frequent updates (Solaris offers only security updates between releases), but again, do I need them? I don't think so. Moreover, this is a NAS that has to work and nothing else, I cannot risk having problems that require me to access the server. Isn't OpenIndiana a bit more... cutting edge (in the Solaris world)? I'm just asking, no need to focus on this for the answer :-) I would limit myself to these two options (SE11.1/OI) also because I will be making a NAS for me in the future (where high performances with Mac shares are also required) and Solaris has kernel support for AFP. I will use this server to gather experience as well. After this long question, thanks in advance! If you need additional info, let me know and I will update this post. UPDATES Given the first answers, I will strongly suggest the person paying the hardware to insert a second HD. Better 2x2TB than 1x3TB (3 TB is oversized anyway). I was trying to keep the initial costs down to spread them over a longer period, but better having something good from the beginning.

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  • linux raid 1: right after replacing and syncing one drive, the other disk fails - understanding what is going on with mdstat/mdadm

    - by devicerandom
    We have an old RAID 1 Linux server (Ubuntu Lucid 10.04), with four partitions. A few days ago /dev/sdb failed, and today we noticed /dev/sda had pre-failure ominous SMART signs (~4000 reallocated sector count). We replaced /dev/sdb this morning and rebuilt the RAID on the new drive, following this guide: http://www.howtoforge.com/replacing_hard_disks_in_a_raid1_array Everything went smooth until the very end. When it looked like it was finishing to synchronize the last partition, the other old one failed. At this point I am very unsure of the state of the system. Everything seems working and the files seem to be all accessible, just as if it synchronized everything, but I'm new to RAID and I'm worried about what is going on. The /proc/mdstat output is: Personalities : [raid1] [linear] [multipath] [raid0] [raid6] [raid5] [raid4] [raid10] md3 : active raid1 sdb4[2](S) sda4[0] 478713792 blocks [2/1] [U_] md2 : active raid1 sdb3[1] sda3[2](F) 244140992 blocks [2/1] [_U] md1 : active raid1 sdb2[1] sda2[2](F) 244140992 blocks [2/1] [_U] md0 : active raid1 sdb1[1] sda1[2](F) 9764800 blocks [2/1] [_U] unused devices: <none> The order of [_U] vs [U_]. Why aren't they consistent along all the array? Is the first U /dev/sda or /dev/sdb? (I tried looking on the web for this trivial information but I found no explicit indication) If I read correctly for md0, [_U] should be /dev/sda1 (down) and /dev/sdb1 (up). But if /dev/sda has failed, how can it be the opposite for md3 ? I understand /dev/sdb4 is now spare because probably it failed to synchronize it 100%, but why does it show /dev/sda4 as up? Shouldn't it be [__]? Or [_U] anyway? The /dev/sda drive now cannot even be accessed by SMART anymore apparently, so I wouldn't expect it to be up. What is wrong with my interpretation of the output? I attach also the outputs of mdadm --detail for the four partitions: /dev/md0: Version : 00.90 Creation Time : Fri Jan 21 18:43:07 2011 Raid Level : raid1 Array Size : 9764800 (9.31 GiB 10.00 GB) Used Dev Size : 9764800 (9.31 GiB 10.00 GB) Raid Devices : 2 Total Devices : 2 Preferred Minor : 0 Persistence : Superblock is persistent Update Time : Tue Nov 5 17:27:33 2013 State : clean, degraded Active Devices : 1 Working Devices : 1 Failed Devices : 1 Spare Devices : 0 UUID : a3b4dbbd:859bf7f2:bde36644:fcef85e2 Events : 0.7704 Number Major Minor RaidDevice State 0 0 0 0 removed 1 8 17 1 active sync /dev/sdb1 2 8 1 - faulty spare /dev/sda1 /dev/md1: Version : 00.90 Creation Time : Fri Jan 21 18:43:15 2011 Raid Level : raid1 Array Size : 244140992 (232.83 GiB 250.00 GB) Used Dev Size : 244140992 (232.83 GiB 250.00 GB) Raid Devices : 2 Total Devices : 2 Preferred Minor : 1 Persistence : Superblock is persistent Update Time : Tue Nov 5 17:39:06 2013 State : clean, degraded Active Devices : 1 Working Devices : 1 Failed Devices : 1 Spare Devices : 0 UUID : 8bcd5765:90dc93d5:cc70849c:224ced45 Events : 0.1508280 Number Major Minor RaidDevice State 0 0 0 0 removed 1 8 18 1 active sync /dev/sdb2 2 8 2 - faulty spare /dev/sda2 /dev/md2: Version : 00.90 Creation Time : Fri Jan 21 18:43:19 2011 Raid Level : raid1 Array Size : 244140992 (232.83 GiB 250.00 GB) Used Dev Size : 244140992 (232.83 GiB 250.00 GB) Raid Devices : 2 Total Devices : 2 Preferred Minor : 2 Persistence : Superblock is persistent Update Time : Tue Nov 5 17:46:44 2013 State : clean, degraded Active Devices : 1 Working Devices : 1 Failed Devices : 1 Spare Devices : 0 UUID : 2885668b:881cafed:b8275ae8:16bc7171 Events : 0.2289636 Number Major Minor RaidDevice State 0 0 0 0 removed 1 8 19 1 active sync /dev/sdb3 2 8 3 - faulty spare /dev/sda3 /dev/md3: Version : 00.90 Creation Time : Fri Jan 21 18:43:22 2011 Raid Level : raid1 Array Size : 478713792 (456.54 GiB 490.20 GB) Used Dev Size : 478713792 (456.54 GiB 490.20 GB) Raid Devices : 2 Total Devices : 2 Preferred Minor : 3 Persistence : Superblock is persistent Update Time : Tue Nov 5 17:19:20 2013 State : clean, degraded Active Devices : 1 Working Devices : 2 Failed Devices : 0 Spare Devices : 1 Number Major Minor RaidDevice State 0 8 4 0 active sync /dev/sda4 1 0 0 1 removed 2 8 20 - spare /dev/sdb4 The active sync on /dev/sda4 baffles me. I am worried because if tomorrow morning I have to replace /dev/sda, I want to be sure what should I sync with what and what is going on. I am also quite baffled by the fact /dev/sda decided to fail exactly when the raid finished resyncing. I'd like to understand what is really happening. Thanks a lot for your patience and help. Massimo

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  • Apache Getting Bogged Down By Certain Script (Wp-Cron.php) - How To Kill Process Automatically

    - by user50037
    I have a server that is running a number of wordpress blogs, and a number of them have several hundred/thousand posts. Every couple of days, the server slows to a crawl due to a file being run on Wordpress called WP-cron.php. My entire apache process log turns into this : http:// imgur.com/A7K9k.png Times that by quite a bit. And server no go. Each process takes up about 1.1% of ram. And when we have 50 of them on the go. It gets insane. Not all of them are coming from the same blog, they are pretty widespread. In the Apache process page of WHM, they are usually ALL set to the status of "C", which means closing. But they can sit there until they crash the server, and they still hold the memory. Just google "wp-cron.php load" and you will find plenty of people with similar issues. In anycase, we have think it is down to users adding a tonne of dead "pinglists" to their wordpress installation. Which in turn wordpress loops through them endlessly. Problem number 1. Does anyone have any other suggestions about what would cause the Wordpress file wp-cron.php to loop endlessly. I still think it is down to pings, because all of the people we have contacted about their account load going sky high, have had massive ping lists. Problem number 2. Even if it is down to excessive pinglists in wordpress. We cannot be babying every single account on the server waiting for it to start spawning the wp-cron processes. It often happens overnight, and I start getting SMS alerts at 2am about the load. I have CSF installed, which apparently would have ended the processes if they ran over XXX time. But I have been told that it won't catch the processes because they end up in this state of "closing" (They show up as "C" on the Apache page of WHM). Apparently CSF will only kill processes that are "running" which C does not count. I have seen various other scripts such as : http://dltj.org/article/die-apache-die/ . I took a look at the stat of /proc. But I was boggled at which delimited part was the time running. And if there was any way I could connect it back to an actual Apache process, so that I could see what file was running (So only close connections connected to wp-cron.php, with a state of "C"). Overall I know Problem 2 glosses over the real reason. But I do put the whole thing to excessive pinglists in Wordpress. But I just cannot sit there and babysit every single installation 24/7. So I need a way to save the server when I am not available. Any help would be much appreciated.

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  • C#: System.Collections.Concurrent.ConcurrentQueue vs. Queue

    - by James Michael Hare
    I love new toys, so of course when .NET 4.0 came out I felt like the proverbial kid in the candy store!  Now, some people get all excited about the IDE and it’s new features or about changes to WPF and Silver Light and yes, those are all very fine and grand.  But me, I get all excited about things that tend to affect my life on the backside of development.  That’s why when I heard there were going to be concurrent container implementations in the latest version of .NET I was salivating like Pavlov’s dog at the dinner bell. They seem so simple, really, that one could easily overlook them.  Essentially they are implementations of containers (many that mirror the generic collections, others are new) that have either been optimized with very efficient, limited, or no locking but are still completely thread safe -- and I just had to see what kind of an improvement that would translate into. Since part of my job as a solutions architect here where I work is to help design, develop, and maintain the systems that process tons of requests each second, the thought of extremely efficient thread-safe containers was extremely appealing.  Of course, they also rolled out a whole parallel development framework which I won’t get into in this post but will cover bits and pieces of as time goes by. This time, I was mainly curious as to how well these new concurrent containers would perform compared to areas in our code where we manually synchronize them using lock or some other mechanism.  So I set about to run a processing test with a series of producers and consumers that would be either processing a traditional System.Collections.Generic.Queue or a System.Collection.Concurrent.ConcurrentQueue. Now, I wanted to keep the code as common as possible to make sure that the only variance was the container, so I created a test Producer and a test Consumer.  The test Producer takes an Action<string> delegate which is responsible for taking a string and placing it on whichever queue we’re testing in a thread-safe manner: 1: internal class Producer 2: { 3: public int Iterations { get; set; } 4: public Action<string> ProduceDelegate { get; set; } 5: 6: public void Produce() 7: { 8: for (int i = 0; i < Iterations; i++) 9: { 10: ProduceDelegate(“Hello”); 11: } 12: } 13: } Then likewise, I created a consumer that took a Func<string> that would read from whichever queue we’re testing and return either the string if data exists or null if not.  Then, if the item doesn’t exist, it will do a 10 ms wait before testing again.  Once all the producers are done and join the main thread, a flag will be set in each of the consumers to tell them once the queue is empty they can shut down since no other data is coming: 1: internal class Consumer 2: { 3: public Func<string> ConsumeDelegate { get; set; } 4: public bool HaltWhenEmpty { get; set; } 5: 6: public void Consume() 7: { 8: bool processing = true; 9: 10: while (processing) 11: { 12: string result = ConsumeDelegate(); 13: 14: if(result == null) 15: { 16: if (HaltWhenEmpty) 17: { 18: processing = false; 19: } 20: else 21: { 22: Thread.Sleep(TimeSpan.FromMilliseconds(10)); 23: } 24: } 25: else 26: { 27: DoWork(); // do something non-trivial so consumers lag behind a bit 28: } 29: } 30: } 31: } Okay, now that we’ve done that, we can launch threads of varying numbers using lambdas for each different method of production/consumption.  First let's look at the lambdas for a typical System.Collections.Generics.Queue with locking: 1: // lambda for putting to typical Queue with locking... 2: var productionDelegate = s => 3: { 4: lock (_mutex) 5: { 6: _mutexQueue.Enqueue(s); 7: } 8: }; 9:  10: // and lambda for typical getting from Queue with locking... 11: var consumptionDelegate = () => 12: { 13: lock (_mutex) 14: { 15: if (_mutexQueue.Count > 0) 16: { 17: return _mutexQueue.Dequeue(); 18: } 19: } 20: return null; 21: }; Nothing new or interesting here.  Just typical locks on an internal object instance.  Now let's look at using a ConcurrentQueue from the System.Collections.Concurrent library: 1: // lambda for putting to a ConcurrentQueue, notice it needs no locking! 2: var productionDelegate = s => 3: { 4: _concurrentQueue.Enqueue(s); 5: }; 6:  7: // lambda for getting from a ConcurrentQueue, once again, no locking required. 8: var consumptionDelegate = () => 9: { 10: string s; 11: return _concurrentQueue.TryDequeue(out s) ? s : null; 12: }; So I pass each of these lambdas and the number of producer and consumers threads to launch and take a look at the timing results.  Basically I’m timing from the time all threads start and begin producing/consuming to the time that all threads rejoin.  I won't bore you with the test code, basically it just launches code that creates the producers and consumers and launches them in their own threads, then waits for them all to rejoin.  The following are the timings from the start of all threads to the Join() on all threads completing.  The producers create 10,000,000 items evenly between themselves and then when all producers are done they trigger the consumers to stop once the queue is empty. These are the results in milliseconds from the ordinary Queue with locking: 1: Consumers Producers 1 2 3 Time (ms) 2: ---------- ---------- ------ ------ ------ --------- 3: 1 1 4284 5153 4226 4554.33 4: 10 10 4044 3831 5010 4295.00 5: 100 100 5497 5378 5612 5495.67 6: 1000 1000 24234 25409 27160 25601.00 And the following are the results in milliseconds from the ConcurrentQueue with no locking necessary: 1: Consumers Producers 1 2 3 Time (ms) 2: ---------- ---------- ------ ------ ------ --------- 3: 1 1 3647 3643 3718 3669.33 4: 10 10 2311 2136 2142 2196.33 5: 100 100 2480 2416 2190 2362.00 6: 1000 1000 7289 6897 7061 7082.33 Note that even though obviously 2000 threads is quite extreme, the concurrent queue actually scales really well, whereas the traditional queue with simple locking scales much more poorly. I love the new concurrent collections, they look so much simpler without littering your code with the locking logic, and they perform much better.  All in all, a great new toy to add to your arsenal of multi-threaded processing!

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  • Installing Lubuntu 14.04.1 forcepae fails

    - by Rantanplan
    I tried to install Lubuntu 14.04.1 from a CD. First, I chose Try Lubuntu without installing which gave: ERROR: PAE is disabled on this Pentium M (PAE can potentially be enabled with kernel parameter "forcepae" ... Following the description on https://help.ubuntu.com/community/PAE, I used forcepae and tried Try Lubuntu without installing again. That worked fine. dmesg | grep -i pae showed: [ 0.000000] Kernel command line: file=/cdrom/preseed/lubuntu.seed boot=casper initrd=/casper/initrd.lz quiet splash -- forcepae [ 0.008118] PAE forced! On the live-CD session, I tried installing Lubuntu double clicking on the install button on the desktop. Here, the CD starts running but then stops running and nothing happens. Next, I rebooted and tried installing Lubuntu directly from the boot menu screen using forcepae again. After a while, I receive the following error message: The installer encountered an unrecoverable error. A desktop session will now be run so that you may investigate the problem or try installing again. Hitting Enter brings me to the desktop. For what errors should I search? And how? Finally, I rebooted once more and tried Check disc for defects with forcepae option; no errors have been found. Now, I am wondering how to find the error or whether it would be better to follow advice c in https://help.ubuntu.com/community/PAE: "Move the hard disk to a computer on which the processor has PAE capability and PAE flag (that is, almost everything else than a Banias). Install the system as usual but don't add restricted drivers. After the install move the disk back." Thanks for some hints! Perhaps some of the following can help: On Lubuntu 12.04: cat /proc/cpuinfo processor : 0 vendor_id : GenuineIntel cpu family : 6 model : 13 model name : Intel(R) Pentium(R) M processor 1.50GHz stepping : 6 microcode : 0x17 cpu MHz : 600.000 cache size : 2048 KB fdiv_bug : no hlt_bug : no f00f_bug : no coma_bug : no fpu : yes fpu_exception : yes cpuid level : 2 wp : yes flags : fpu vme de pse tsc msr mce cx8 mtrr pge mca cmov clflush dts acpi mmx fxsr sse sse2 ss tm pbe up bts est tm2 bogomips : 1284.76 clflush size : 64 cache_alignment : 64 address sizes : 32 bits physical, 32 bits virtual power management: uname -a Linux humboldt 3.2.0-67-generic #101-Ubuntu SMP Tue Jul 15 17:45:51 UTC 2014 i686 i686 i386 GNU/Linux lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 12.04.5 LTS Release: 12.04 Codename: precise cpuid eax in eax ebx ecx edx 00000000 00000002 756e6547 6c65746e 49656e69 00000001 000006d6 00000816 00000180 afe9f9bf 00000002 02b3b001 000000f0 00000000 2c04307d 80000000 80000004 00000000 00000000 00000000 80000001 00000000 00000000 00000000 00000000 80000002 20202020 20202020 65746e49 2952286c 80000003 6e655020 6d756974 20295228 7270204d 80000004 7365636f 20726f73 30352e31 007a4847 Vendor ID: "GenuineIntel"; CPUID level 2 Intel-specific functions: Version 000006d6: Type 0 - Original OEM Family 6 - Pentium Pro Model 13 - Stepping 6 Reserved 0 Brand index: 22 [not in table] Extended brand string: " Intel(R) Pentium(R) M processor 1.50GHz" CLFLUSH instruction cache line size: 8 Feature flags afe9f9bf: FPU Floating Point Unit VME Virtual 8086 Mode Enhancements DE Debugging Extensions PSE Page Size Extensions TSC Time Stamp Counter MSR Model Specific Registers MCE Machine Check Exception CX8 COMPXCHG8B Instruction SEP Fast System Call MTRR Memory Type Range Registers PGE PTE Global Flag MCA Machine Check Architecture CMOV Conditional Move and Compare Instructions FGPAT Page Attribute Table CLFSH CFLUSH instruction DS Debug store ACPI Thermal Monitor and Clock Ctrl MMX MMX instruction set FXSR Fast FP/MMX Streaming SIMD Extensions save/restore SSE Streaming SIMD Extensions instruction set SSE2 SSE2 extensions SS Self Snoop TM Thermal monitor 31 reserved TLB and cache info: b0: unknown TLB/cache descriptor b3: unknown TLB/cache descriptor 02: Instruction TLB: 4MB pages, 4-way set assoc, 2 entries f0: unknown TLB/cache descriptor 7d: unknown TLB/cache descriptor 30: unknown TLB/cache descriptor 04: Data TLB: 4MB pages, 4-way set assoc, 8 entries 2c: unknown TLB/cache descriptor On Lubuntu 14.04.1 live-CD with forcepae: cat /proc/cpuinfo processor : 0 vendor_id : GenuineIntel cpu family : 6 model : 13 model name : Intel(R) Pentium(R) M processor 1.50GHz stepping : 6 microcode : 0x17 cpu MHz : 600.000 cache size : 2048 KB physical id : 0 siblings : 1 core id : 0 cpu cores : 1 apicid : 0 initial apicid : 0 fdiv_bug : no f00f_bug : no coma_bug : no fpu : yes fpu_exception : yes cpuid level : 2 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 sep mtrr pge mca cmov clflush dts acpi mmx fxsr sse sse2 ss tm pbe bts est tm2 bogomips : 1284.68 clflush size : 64 cache_alignment : 64 address sizes : 36 bits physical, 32 bits virtual power management: uname -a Linux lubuntu 3.13.0-32-generic #57-Ubuntu SMP Tue Jul 15 03:51:12 UTC 2014 i686 i686 i686 GNU/Linux lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 14.04.1 LTS Release: 14.04 Codename: trusty cpuid CPU 0: vendor_id = "GenuineIntel" version information (1/eax): processor type = primary processor (0) family = Intel Pentium Pro/II/III/Celeron/Core/Core 2/Atom, AMD Athlon/Duron, Cyrix M2, VIA C3 (6) model = 0xd (13) stepping id = 0x6 (6) extended family = 0x0 (0) extended model = 0x0 (0) (simple synth) = Intel Pentium M (Dothan B1) / Celeron M (Dothan B1), 90nm miscellaneous (1/ebx): process local APIC physical ID = 0x0 (0) cpu count = 0x0 (0) CLFLUSH line size = 0x8 (8) brand index = 0x16 (22) brand id = 0x16 (22): Intel Pentium M, .13um feature information (1/edx): x87 FPU on chip = true virtual-8086 mode enhancement = true debugging extensions = true page size extensions = true time stamp counter = true RDMSR and WRMSR support = true physical address extensions = false machine check exception = true CMPXCHG8B inst. = true APIC on chip = false SYSENTER and SYSEXIT = true memory type range registers = true PTE global bit = true machine check architecture = true conditional move/compare instruction = true page attribute table = true page size extension = false processor serial number = false CLFLUSH instruction = true debug store = true thermal monitor and clock ctrl = true MMX Technology = true FXSAVE/FXRSTOR = true SSE extensions = true SSE2 extensions = true self snoop = true hyper-threading / multi-core supported = false therm. monitor = true IA64 = false pending break event = true feature information (1/ecx): PNI/SSE3: Prescott New Instructions = false PCLMULDQ instruction = false 64-bit debug store = false MONITOR/MWAIT = false CPL-qualified debug store = false VMX: virtual machine extensions = false SMX: safer mode extensions = false Enhanced Intel SpeedStep Technology = true thermal monitor 2 = true SSSE3 extensions = false context ID: adaptive or shared L1 data = false FMA instruction = false CMPXCHG16B instruction = false xTPR disable = false perfmon and debug = false process context identifiers = false direct cache access = false SSE4.1 extensions = false SSE4.2 extensions = false extended xAPIC support = false MOVBE instruction = false POPCNT instruction = false time stamp counter deadline = false AES instruction = false XSAVE/XSTOR states = false OS-enabled XSAVE/XSTOR = false AVX: advanced vector extensions = false F16C half-precision convert instruction = false RDRAND instruction = false hypervisor guest status = false cache and TLB information (2): 0xb0: instruction TLB: 4K, 4-way, 128 entries 0xb3: data TLB: 4K, 4-way, 128 entries 0x02: instruction TLB: 4M pages, 4-way, 2 entries 0xf0: 64 byte prefetching 0x7d: L2 cache: 2M, 8-way, sectored, 64 byte lines 0x30: L1 cache: 32K, 8-way, 64 byte lines 0x04: data TLB: 4M pages, 4-way, 8 entries 0x2c: L1 data cache: 32K, 8-way, 64 byte lines extended feature flags (0x80000001/edx): SYSCALL and SYSRET instructions = false execution disable = false 1-GB large page support = false RDTSCP = false 64-bit extensions technology available = false Intel feature flags (0x80000001/ecx): LAHF/SAHF supported in 64-bit mode = false LZCNT advanced bit manipulation = false 3DNow! PREFETCH/PREFETCHW instructions = false brand = " Intel(R) Pentium(R) M processor 1.50GHz" (multi-processing synth): none (multi-processing method): Intel leaf 1 (synth) = Intel Pentium M (Dothan B1), 90nm

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  • HTG Reviews the CODE Keyboard: Old School Construction Meets Modern Amenities

    - by Jason Fitzpatrick
    There’s nothing quite as satisfying as the smooth and crisp action of a well built keyboard. If you’re tired of  mushy keys and cheap feeling keyboards, a well-constructed mechanical keyboard is a welcome respite from the $10 keyboard that came with your computer. Read on as we put the CODE mechanical keyboard through the paces. What is the CODE Keyboard? The CODE keyboard is a collaboration between manufacturer WASD Keyboards and Jeff Atwood of Coding Horror (the guy behind the Stack Exchange network and Discourse forum software). Atwood’s focus was incorporating the best of traditional mechanical keyboards and the best of modern keyboard usability improvements. In his own words: The world is awash in terrible, crappy, no name how-cheap-can-we-make-it keyboards. There are a few dozen better mechanical keyboard options out there. I’ve owned and used at least six different expensive mechanical keyboards, but I wasn’t satisfied with any of them, either: they didn’t have backlighting, were ugly, had terrible design, or were missing basic functions like media keys. That’s why I originally contacted Weyman Kwong of WASD Keyboards way back in early 2012. I told him that the state of keyboards was unacceptable to me as a geek, and I proposed a partnership wherein I was willing to work with him to do whatever it takes to produce a truly great mechanical keyboard. Even the ardent skeptic who questions whether Atwood has indeed created a truly great mechanical keyboard certainly can’t argue with the position he starts from: there are so many agonizingly crappy keyboards out there. Even worse, in our opinion, is that unless you’re a typist of a certain vintage there’s a good chance you’ve never actually typed on a really nice keyboard. Those that didn’t start using computers until the mid-to-late 1990s most likely have always typed on modern mushy-key keyboards and never known the joy of typing on a really responsive and crisp mechanical keyboard. Is our preference for and love of mechanical keyboards shining through here? Good. We’re not even going to try and hide it. So where does the CODE keyboard stack up in pantheon of keyboards? Read on as we walk you through the simple setup and our experience using the CODE. Setting Up the CODE Keyboard Although the setup of the CODE keyboard is essentially plug and play, there are two distinct setup steps that you likely haven’t had to perform on a previous keyboard. Both highlight the degree of care put into the keyboard and the amount of customization available. Inside the box you’ll find the keyboard, a micro USB cable, a USB-to-PS2 adapter, and a tool which you may be unfamiliar with: a key puller. We’ll return to the key puller in a moment. Unlike the majority of keyboards on the market, the cord isn’t permanently affixed to the keyboard. What does this mean for you? Aside from the obvious need to plug it in yourself, it makes it dead simple to repair your own keyboard cord if it gets attacked by a pet, mangled in a mechanism on your desk, or otherwise damaged. It also makes it easy to take advantage of the cable routing channels in on the underside of the keyboard to  route your cable exactly where you want it. While we’re staring at the underside of the keyboard, check out those beefy rubber feet. By peripherals standards they’re huge (and there is six instead of the usual four). Once you plunk the keyboard down where you want it, it might as well be glued down the rubber feet work so well. After you’ve secured the cable and adjusted it to your liking, there is one more task  before plug the keyboard into the computer. On the bottom left-hand side of the keyboard, you’ll find a small recess in the plastic with some dip switches inside: The dip switches are there to switch hardware functions for various operating systems, keyboard layouts, and to enable/disable function keys. By toggling the dip switches you can change the keyboard from QWERTY mode to Dvorak mode and Colemak mode, the two most popular alternative keyboard configurations. You can also use the switches to enable Mac-functionality (for Command/Option keys). One of our favorite little toggles is the SW3 dip switch: you can disable the Caps Lock key; goodbye accidentally pressing Caps when you mean to press Shift. You can review the entire dip switch configuration chart here. The quick-start for Windows users is simple: double check that all the switches are in the off position (as seen in the photo above) and then simply toggle SW6 on to enable the media and backlighting function keys (this turns the menu key on the keyboard into a function key as typically found on laptop keyboards). After adjusting the dip switches to your liking, plug the keyboard into an open USB port on your computer (or into your PS/2 port using the included adapter). Design, Layout, and Backlighting The CODE keyboard comes in two flavors, a traditional 87-key layout (no number pad) and a traditional 104-key layout (number pad on the right hand side). We identify the layout as traditional because, despite some modern trapping and sneaky shortcuts, the actual form factor of the keyboard from the shape of the keys to the spacing and position is as classic as it comes. You won’t have to learn a new keyboard layout and spend weeks conditioning yourself to a smaller than normal backspace key or a PgUp/PgDn pair in an unconventional location. Just because the keyboard is very conventional in layout, however, doesn’t mean you’ll be missing modern amenities like media-control keys. The following additional functions are hidden in the F11, F12, Pause button, and the 2×6 grid formed by the Insert and Delete rows: keyboard illumination brightness, keyboard illumination on/off, mute, and then the typical play/pause, forward/backward, stop, and volume +/- in Insert and Delete rows, respectively. While we weren’t sure what we’d think of the function-key system at first (especially after retiring a Microsoft Sidewinder keyboard with a huge and easily accessible volume knob on it), it took less than a day for us to adapt to using the Fn key, located next to the right Ctrl key, to adjust our media playback on the fly. Keyboard backlighting is a largely hit-or-miss undertaking but the CODE keyboard nails it. Not only does it have pleasant and easily adjustable through-the-keys lighting but the key switches the keys themselves are attached to are mounted to a steel plate with white paint. Enough of the light reflects off the interior cavity of the keys and then diffuses across the white plate to provide nice even illumination in between the keys. Highlighting the steel plate beneath the keys brings us to the actual construction of the keyboard. It’s rock solid. The 87-key model, the one we tested, is 2.0 pounds. The 104-key is nearly a half pound heavier at 2.42 pounds. Between the steel plate, the extra-thick PCB board beneath the steel plate, and the thick ABS plastic housing, the keyboard has very solid feel to it. Combine that heft with the previously mentioned thick rubber feet and you have a tank-like keyboard that won’t budge a millimeter during normal use. Examining The Keys This is the section of the review the hardcore typists and keyboard ninjas have been waiting for. We’ve looked at the layout of the keyboard, we’ve looked at the general construction of it, but what about the actual keys? There are a wide variety of keyboard construction techniques but the vast majority of modern keyboards use a rubber-dome construction. The key is floated in a plastic frame over a rubber membrane that has a little rubber dome for each key. The press of the physical key compresses the rubber dome downwards and a little bit of conductive material on the inside of the dome’s apex connects with the circuit board. Despite the near ubiquity of the design, many people dislike it. The principal complaint is that dome keyboards require a complete compression to register a keystroke; keyboard designers and enthusiasts refer to this as “bottoming out”. In other words, the register the “b” key, you need to completely press that key down. As such it slows you down and requires additional pressure and movement that, over the course of tens of thousands of keystrokes, adds up to a whole lot of wasted time and fatigue. The CODE keyboard features key switches manufactured by Cherry, a company that has manufactured key switches since the 1960s. Specifically the CODE features Cherry MX Clear switches. These switches feature the same classic design of the other Cherry switches (such as the MX Blue and Brown switch lineups) but they are significantly quieter (yes this is a mechanical keyboard, but no, your neighbors won’t think you’re firing off a machine gun) as they lack the audible click found in most Cherry switches. This isn’t to say that they keyboard doesn’t have a nice audible key press sound when the key is fully depressed, but that the key mechanism isn’t doesn’t create a loud click sound when triggered. One of the great features of the Cherry MX clear is a tactile “bump” that indicates the key has been compressed enough to register the stroke. For touch typists the very subtle tactile feedback is a great indicator that you can move on to the next stroke and provides a welcome speed boost. Even if you’re not trying to break any word-per-minute records, that little bump when pressing the key is satisfying. The Cherry key switches, in addition to providing a much more pleasant typing experience, are also significantly more durable than dome-style key switch. Rubber dome switch membrane keyboards are typically rated for 5-10 million contacts whereas the Cherry mechanical switches are rated for 50 million contacts. You’d have to write the next War and Peace  and follow that up with A Tale of Two Cities: Zombie Edition, and then turn around and transcribe them both into a dozen different languages to even begin putting a tiny dent in the lifecycle of this keyboard. So what do the switches look like under the classicly styled keys? You can take a look yourself with the included key puller. Slide the loop between the keys and then gently beneath the key you wish to remove: Wiggle the key puller gently back and forth while exerting a gentle upward pressure to pop the key off; You can repeat the process for every key, if you ever find yourself needing to extract piles of cat hair, Cheeto dust, or other foreign objects from your keyboard. There it is, the naked switch, the source of that wonderful crisp action with the tactile bump on each keystroke. The last feature worthy of a mention is the N-key rollover functionality of the keyboard. This is a feature you simply won’t find on non-mechanical keyboards and even gaming keyboards typically only have any sort of key roller on the high-frequency keys like WASD. So what is N-key rollover and why do you care? On a typical mass-produced rubber-dome keyboard you cannot simultaneously press more than two keys as the third one doesn’t register. PS/2 keyboards allow for unlimited rollover (in other words you can’t out type the keyboard as all of your keystrokes, no matter how fast, will register); if you use the CODE keyboard with the PS/2 adapter you gain this ability. If you don’t use the PS/2 adapter and use the native USB, you still get 6-key rollover (and the CTRL, ALT, and SHIFT don’t count towards the 6) so realistically you still won’t be able to out type the computer as even the more finger twisting keyboard combos and high speed typing will still fall well within the 6-key rollover. The rollover absolutely doesn’t matter if you’re a slow hunt-and-peck typist, but if you’ve read this far into a keyboard review there’s a good chance that you’re a serious typist and that kind of quality construction and high-number key rollover is a fantastic feature.  The Good, The Bad, and the Verdict We’ve put the CODE keyboard through the paces, we’ve played games with it, typed articles with it, left lengthy comments on Reddit, and otherwise used and abused it like we would any other keyboard. The Good: The construction is rock solid. In an emergency, we’re confident we could use the keyboard as a blunt weapon (and then resume using it later in the day with no ill effect on the keyboard). The Cherry switches are an absolute pleasure to type on; the Clear variety found in the CODE keyboard offer a really nice middle-ground between the gun-shot clack of a louder mechanical switch and the quietness of a lesser-quality dome keyboard without sacrificing quality. Touch typists will love the subtle tactile bump feedback. Dip switch system makes it very easy for users on different systems and with different keyboard layout needs to switch between operating system and keyboard layouts. If you’re investing a chunk of change in a keyboard it’s nice to know you can take it with you to a different operating system or “upgrade” it to a new layout if you decide to take up Dvorak-style typing. The backlighting is perfect. You can adjust it from a barely-visible glow to a blazing light-up-the-room brightness. Whatever your intesity preference, the white-coated steel backplate does a great job diffusing the light between the keys. You can easily remove the keys for cleaning (or to rearrange the letters to support a new keyboard layout). The weight of the unit combined with the extra thick rubber feet keep it planted exactly where you place it on the desk. The Bad: While you’re getting your money’s worth, the $150 price tag is a shock when compared to the $20-60 price tags you find on lower-end keyboards. People used to large dedicated media keys independent of the traditional key layout (such as the large buttons and volume controls found on many modern keyboards) might be off put by the Fn-key style media controls on the CODE. The Verdict: The keyboard is clearly and heavily influenced by the needs of serious typists. Whether you’re a programmer, transcriptionist, or just somebody that wants to leave the lengthiest article comments the Internet has ever seen, the CODE keyboard offers a rock solid typing experience. Yes, $150 isn’t pocket change, but the quality of the CODE keyboard is so high and the typing experience is so enjoyable, you’re easily getting ten times the value you’d get out of purchasing a lesser keyboard. Even compared to other mechanical keyboards on the market, like the Das Keyboard, you’re still getting more for your money as other mechanical keyboards don’t come with the lovely-to-type-on Cherry MX Clear switches, back lighting, and hardware-based operating system keyboard layout switching. If it’s in your budget to upgrade your keyboard (especially if you’ve been slogging along with a low-end rubber-dome keyboard) there’s no good reason to not pickup a CODE keyboard. Key animation courtesy of Geekhack.org user Lethal Squirrel.       

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