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  • How do I prevent TCP connection freezes over an OpenVPN network?

    - by Jason R
    New details added at the end of this question; it's possible that I'm zeroing in on the cause. I have a UDP OpenVPN-based VPN set up in tap mode (I need tap because I need the VPN to pass multicast packets, which doesn't seem to be possible with tun networks) with a handful of clients across the Internet. I've been experiencing frequent TCP connection freezes over the VPN. That is, I will establish a TCP connection (e.g. an SSH connection, but other protocols have similar issues), and at some point during the session, it seems that traffic will cease being transmitted over that TCP session. This seems to be related to points at which large data transfers occur, such as if I execute an ls command in an SSH session, or if I cat a long log file. Some Google searches turn up a number of answers like this previous one on Server Fault, indicating that the likely culprit is an MTU issue: that during periods of high traffic, the VPN is trying to send packets that get dropped somewhere in the pipes between the VPN endpoints. The above-linked answer suggests using the following OpenVPN configuration settings to mitigate the problem: fragment 1400 mssfix This should limit the MTU used on the VPN to 1400 bytes and fix the TCP maximum segment size to prevent the generation of any packets larger than that. This seems to mitigate the problem a bit, but I still frequently see the freezes. I've tried a number of sizes as arguments to the fragment directive: 1200, 1000, 576, all with similar results. I can't think of any strange network topology between the two ends that could trigger such a problem: the VPN server is running on a pfSense machine connected directly to the Internet, and my client is also connected directly to the Internet at another location. One other strange piece of the puzzle: if I run the tracepath utility, then that seems to band-aid the problem. A sample run looks like: [~]$ tracepath -n 192.168.100.91 1: 192.168.100.90 0.039ms pmtu 1500 1: 192.168.100.91 40.823ms reached 1: 192.168.100.91 19.846ms reached Resume: pmtu 1500 hops 1 back 64 The above run is between two clients on the VPN: I initiated the trace from 192.168.100.90 to the destination of 192.168.100.91. Both clients were configured with fragment 1200; mssfix; in an attempt to limit the MTU used on the link. The above results would seem to suggest that tracepath was able to detect a path MTU of 1500 bytes between the two clients. I would assume that it would be somewhat smaller due to the fragmentation settings specified in the OpenVPN configuration. I found that result somewhat strange. Even stranger, however: if I have a TCP connection in the stalled state (e.g. an SSH session with a directory listing that froze in the middle), then executing the tracepath command shown above causes the connection to start up again! I can't figure out any reasonable explanation for why this would be the case, but I feel like this might be pointing toward a solution to ultimately eradicate the problem. Does anyone have any recommendations for other things to try? Edit: I've come back and looked at this a bit further, and have found only more confounding information: I set the OpenVPN connection to fragment at 1400 bytes, as shown above. Then, I connected to the VPN from across the Internet and used Wireshark to look at the UDP packets that were sent to the VPN server while the stall occurred. None were greater than the specified 1400 byte count, so the fragmentation seems to be functioning properly. To verify that even a 1400-byte MTU would be sufficient, I pinged the VPN server using the following (Linux) command: ping <host> -s 1450 -M do This (I believe) sends a 1450-byte packet with fragmentation disabled (I at least verified that it didn't work if I set it to an obviously-too-large value like 1600 bytes). These seem to work just fine; I get replies back from the host with no issue. So, maybe this isn't an MTU issue at all. I'm just confused as to what else it might be! Edit 2: The rabbit hole just keeps getting deeper: I've now isolated the problem a bit more. It seems to be related to the exact OS that the VPN client uses. I have successfully duplicated the problem on at least three Ubuntu machines (versions 12.04 through 13.04). I can reliably duplicate an SSH connection freeze within a minute or so by just cat-ing a large log file. However, if I do the same test using a CentOS 6 machine as a client, then I don't see the problem! I've tested using the exact same OpenVPN client version as I was using on the Ubuntu machines. I can cat log files for hours without seeing the connection freeze. This seems to provide some insight as to the ultimate cause, but I'm just not sure what that insight is. I have examined the traffic over the VPN using Wireshark. I'm not a TCP expert, so I'm not sure what to make of the gory details, but the gist is that at some point, a UDP packet gets dropped due to the limited bandwidth of the Internet link, causing TCP retransmissions inside the VPN tunnel. On the CentOS client, these retransmissions occur properly and things move on happily. At some point with the Ubuntu clients, though, the remote end starts retransmitting the same TCP segment over and over (with the transmit delay increasing between each retransmission). The client sends what looks like a valid TCP ACK to each retransmission, but the remote end still continues to transmit the same TCP segment periodically. This extends ad infinitum and the connection stalls. My question here would be: Does anyone have any recommendations for how to troubleshoot and/or determine the root cause of the TCP issue? It's as if the remote end isn't accepting the ACK messages sent by the VPN client. One common difference between the CentOS node and the various Ubuntu releases is that Ubuntu has a much more recent Linux kernel version (from 3.2 in Ubuntu 12.04 to 3.8 in 13.04). A pointer to some new kernel bug maybe? I'm assuming that if that were so, then I wouldn't be the only one experiencing the problem; I don't think this seems like a particularly exotic setup.

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  • HTA value update freezes when file copy starts

    - by Matt Hamende
    Creating an HTA that will automate the installation of several applications it starts by checking for the existence of certain files then copies a large folder to local from a flash drive if it doesn't exist, I have a textbox I'm using to update the current status of the script, but it just seems to freeze and never updates, I haven't had any luck with any of the artificial sleep functions either. here's the segment If Not objFSO.FileExists(Office10Dir) Then MsgBox("Excel is missing") BasicTextBox.Value = "Office14 Not Detected, Copying Source Files to Local" Dim objFS, objFolder Dim OfficeTemp OfficeTemp = "C:\OfficeTemp" Set objFS = CreateObject("Scripting.FileSystemObject") Set objFolder = objFS.CreateFolder(OfficeTemp) objFS.CopyFolder "OfficeTemp", "C:\OfficeTemp" BasicTextBox.Value = "Local Temp Directory Created" ELSE MsgBox("Excel is Installed") END IF All i see is the "Local Temp Directory Created" message once file copy is complete

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  • iphone - how to properly handle exceptional situations (signals ?)

    - by pmilosev
    Hi In my iphone app, I want to provide some sort of app termination handler that will do some final work (delete some sensitive data) before the application terminates. I want to handle as much of the termination situations as possible: 1) User terminates the app 2) The device runs out of battery 3) The system terminates the app due to some reason (e.g. out of memory or app freeze) 4) Application crashes (EXC_BAD_ACCESS or SIGSEGV) Any other exceptional situation ? What is the best way to achieve this (e.g. is applicationWillTerminate method called in situation 2) ? Is it possible to do the cleanup in a signal handler (includes iPhone Security framework calls) ? regards

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  • Application freezes when performing help file search

    - by ralphos
    I have a large C# application and a help file in *.chm format. When I press F1 to display this help file and select "Search" tab, type something and click "List Topics" button, both the help window and the entire application freeze. What's interesting when I simply open the *.chm file in the Windows Explorer, the search functionality works brilliantly. In order to display the help file from my application, I am executing: Help.ShowHelp(this, helpFileName); This method is executed from within the main form of the application on the UI thread.

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  • Disable the Go button in the Keyboard for a UITextfield in iphone app.

    - by coder net
    Hi, My app has a screen where keyboard is always visible. The main element of the screen is a UITextfield. For easy data entering, keyboard is always made visible. When the user finishes entering data and hits Go, the app performs a 4,5 seconds action which is done in the background thread in order to show UIActivityIndicatorView. My problem is that the Go button on the keyboard still shows as enabled since the logic is performed in the background. The user could potentially hit the Go again causing it to run again. I am not able to set editable/userinteraction properties to No because then the keyboard disappears. Is there anyway just to disable the Go button or freeze the keyboard until the background thread returns?

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  • how to handle large dataset like sproutcore

    - by Nik
    Hello all, I really don't have any substantial code to show here, actually, that's kinda why I am writing: I looked at the SproutCore demo, especially the Collection demo, on http://demo.sproutcore.com/sample_controls/, and am amazed by its loading 200,000 records to the page so easily. I tried using Rails to provide 200,000 records and in a completely blank HTML page with <% @projects.each do |p| % <%= p.title % <% end % that freezes the browser for seconds on my m1530 laptop with 4gb ram and t7700 256gb ssd. Yet the sproutcore demo does not freeze and takes less than 3 seconds to load. What do you think the one technique they are using to enable this is? Thanks!

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  • Sequencing ajax requests

    - by Scott Evernden
    I find I sometimes need to iterate some collection and make an ajax call for each element. I want each call to return before moving to the next element so that I don't blast the server with requests - which often leads to other issues. And I don't want to set async to false and freeze the browser. Usually this involves setting up some kind of iterator context that i step thru upon each success callback. I think there must be a cleaner simpler way? Does anyone have a clever design pattern for how to neatly work thru a collection making ajax calls for each item?

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  • Modal forms get in the way of processing

    - by Botax
    I’m working on an interface in VB6 to interact with a sound editor to automate certain tasks mainly using the editor’s object handles and activating them through SendMessage/PostMessage. In general it works OK, except that the editor has some dialog boxes that open in modal mode and freeze everything on the interface, including the timers. Is there a practical way to get these dialog boxes to open modeless or to interact with them from the interface after they pop up? I tried an MDI form, but it also freezes along with everything else. The only way to override the modal mode of these boxes is to launch an independent applet beforehand to address the dialog boxes with a timer, but the process is somewhat cumbersome. All I need to do with the dialog boxes is click the OK button or hit the return key.

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  • Stop MSVC++ debug errors from blocking the current process?

    - by Mike Arthur
    Any failed ASSERT statements on Windows cause the below debug message to appear and freeze the applications execution. I realise this is expected behaviour but it is running periodically on a headless machine so prevent the unit tests from failing, instead waiting on user input indefinitely. Is there s a registry key or compiler flag I can use to prevent this message box from requesting user input whilst still allowing the test to fail under ASSERT? Basically, I want to do this without modifying any code, just changing compiler or Windows options. Thanks!

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  • Freezing a listboxitem while items are being added

    - by siz
    We have a ListBox that has a number of items. Items are inserted into the ListBox via an ObservableCollection. Some of these items can be edited right in the ListBox. However, if an item is added at an index < the edited item's index, the entire content of the ListBox moves down. What we'd like to do is the following: if an item is in edit mode, we'd like to freeze its position on the screen. It is fine if items are added to the collection and the UI around the item changes. But the position of the item should remain constant on the screen. The only thing I've been able to do so far is attach to the ScrollChanged event and, at most, use either BringIntoView or ScrollIntoView methods to ensure that the item is always displayed somewhere in the UI, but I am unable to lock down its position. Has anyone done something like this and help out?

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  • In Rails models; for symbols get automatically converted to YAML when saving to DB. What is the corr

    - by Ram
    In my model example Game, has a status column. But I usually set status by using symbols. Example self.status = :active MATCH_STATUS = { :betting_on => "Betting is on", :home_team_won => "Home team has won", :visiting_team_won => "Visiting team has one", :game_tie => "Game is tied" }.freeze def viewable_status MATCH_STATUS[self.status] end I use the above Map to switch between viewable status and viceversa. However when the data gets saved to db, ActiveRecord appends "--- " to each status. So when I retrieve back the status is screwed. What should be the correct approach?

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  • Retrieving saved checkboxes' name and values from database

    - by sermed
    I have a form with checkboxes, each one has a value. When the registered user select any checkbox the value is incremented (the summation) and then then registred user save his selection of checkbox if he satisfied with the result of summation into database all this work fine ...i want to enable the registred user to view his selection history by retriving and displaying the checkboxes he selected in a page with thier values ... How I can do that? I'm just able to save the selected checkboxes as choice 1, choice 2, for example .. I want to view the selected checkboxes that is saved in database as the appear in the page when the user first select them: for example if the registred user selects these 3 options LEAD DEEP KEEL (1825) FULLY BATTENED MAINSAIL (558) TEAK SIDE DECKS (2889) They will be saved as for example (choice1, choice2, choice3). But if he want to view selected checkboxes the appear exactly as first he selects them: LEAD DEEP KEEL (1825) FULLY BATTENED MAINSAIL (558) TEAK SIDE DECKS (2889) This is my user table: $query="CREATE TABLE User( user_id varchar(20), password varchar(40), user_type varchar(20), firstname varchar(30), lastname varchar(30), street varchar(50), city varchar(50), county varchar(50), post_code varchar(10), country varchar(50), gender varchar(6), dob varchar(15), tel_no varchar(50), vals varchar(50), email varchar(50))"; and the code to inser the options selected to database <?php include("databaseconnection.php"); $str = ''; foreach($_POST as $key => $val) if (strpos($key,'choice') !== false) $str .= $key.','; $query = "INSERT INTO User (vals) VALUES('$str')"; $result=mysql_query($query,$conn); if ($result) { (mysql_error(); } else { echo " done"; } ?> And this is my form: function checkTotal() { document.listForm.total.value = ''; var sum = 0; for (i=0;i <form name="listForm" method="post" action="insert_options.php" > <TABLE cellPadding=3 width=600 border=0> <TBODY> <TR> <TH align=left width="87%" bgColor=#b0b3b4><SPAN class=whiteText>Item</SPAN></TH> <TH align=right width="13%" bgColor=#b0b3b4><SPAN class=whiteText>Select</SPAN></TH></TR> <TR> <TD bgcolor="#9da8af"colSpan=2><SPAN class=normalText><B>General</B></SPAN></TD></TR> <TR> <TD bgcolor="#c4c8ca"><SPAN class=normalText >TEAK SIDE DECKS (2889)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="2889" type="checkbox" onchange="checkTotal()" /></TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>LEAD DEEP KEEL (1825)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="1825" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>FULLY BATTENED MAINSAIL (558)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="558" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>HIGH TECH SAILS FOR CONVENTIONAL RIG (1979)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="1979" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>IN MAST REEFING WITH HIGH TECH SAILS (2539)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="2539" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>SPlNNAKER GEAR (POLE LINES DECK FITTINGS) (820)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="820" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>SPINNAKER POLE VERTICAL STOWAGE SYSTEM (214)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="214" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>GAS ROD KICKER (208)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="208" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>SIDE RAIL OPENINGS (BOTH SIDES) (392)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="392" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>SPRING CLEATS MIDSHIPS -ALUMIMIUM (148)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="148" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>ELECTRIC ANCHOR WINDLASS (1189)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="1189" type="checkbox" onchange="checkTotal()"> </TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>ANCHOR CHAIN GALVANISED (50m) (202)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="202" type="checkbox" onchange="checkTotal()"> </TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>ANCHOR CHAIN GALVANISED (50m) (1141)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="1141" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgcolor="#9da8af"colSpan=2><SPAN class=normalText><B>NAVIGATION & ELECTRONICS</B></SPAN></TD></TR> <TR> <TD bgcolor="#c4c8ca"><SPAN class=normalText >WIND VANE (STAINLESS STEEL)(41)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="41" type="checkbox" onchange="checkTotal()" /></TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>RAYMARINE ST6O LOG & DEPTH (SEPARATE UNITS)(226)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="226" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgcolor="#9da8af"colSpan=2><SPAN class=normalText><B>ENGINES & ELECTRICS</B></SPAN></TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>SHORE SUPPLY (220V) WITH 3 OUTLETS (EXCLUDJNG SHORE CABLE) (327)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="327" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgColor=#c4c8ca><SPAN class=normalText>3rd BATTERY(14OA/H)(196)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="196" type="checkbox" onchange="checkTotal()"></TD></TR> <TD bgColor=#c4c8ca><SPAN class=normalText>24 AMP BATTERY CHARGER (475)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="475" type="checkbox" onchange="checkTotal()"></TD></TR> <TD bgColor=#c4c8ca><SPAN class=normalText>2 BLADED FOLDING PROPELLER (UPGRADE)(299)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="299" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgcolor="#9da8af"colSpan=2><SPAN class=normalText><B>BELOW DECKS/DOMESTIC</B></SPAN></TD></TR> <TD bgColor=#c4c8ca><SPAN class=normalText>WARM WATER (FROM ENGINE & 220V)(749)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="749" type="checkbox" onchange="checkTotal()"></TD></TR> <TD bgColor=#c4c8ca><SPAN class=normalText>SHOWER IN AFT HEADS WITH PUMPOUT(446)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="446" type="checkbox" onchange="checkTotal()"></TD></TR> <TD bgColor=#c4c8ca><SPAN class=normalText>DECK SUCTION DISPOSAL FOR HOLDINGTANK(166)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="166" type="checkbox" onchange="checkTotal()"></TD></TR> <TD bgColor=#c4c8ca><SPAN class=normalText>REFRIGERATED COOLBOX (12V)(666)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="666" type="checkbox" onchange="checkTotal()"></TD></TR> <TD bgColor=#c4c8ca><SPAN class=normalText>LFS SAFETY PACKAGE (COCKPIT HARNESS POINTS STAINLESS STEEL JACKSTAYS)(208)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="208" type="checkbox" onchange="checkTotal()"></TD></TR> <TD bgColor=#c4c8ca><SPAN class=normalText>UPHOLSTERY UPGRADE IN SALOON (SUEDETYPE)(701)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="701" type="checkbox" onchange="checkTotal()"></TD></TR> <TR> <TD bgcolor="#9da8af"colSpan=2><SPAN class=normalText><B>NAVIGATION ELECTRONICS & ELECTRICS</B></SPAN></TD></TR> <TD bgColor=#c4c8ca><SPAN class=normalText>VHF RADIO AERIAL CABLED TO NAVIGATION AREA(178)</SPAN></TD> <TD align=right bgColor=#c4c8ca><input name="choice" value="178" type="checkbox" onchange="checkTotal()"></TD></TR> </table>

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • box2D simulation doesn't work

    - by shadow_of__soul
    has been a while since last time i used box2D, and i needed to make some stuff, and i saw that my simulation don't worked (compiles, but do anything). i haven't been able to even have working the examples or this simple example i'm pasting below: package { import flash.display.Sprite; import flash.events.Event; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.b2World; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2Body; import Box2D.Collision.Shapes.b2CircleShape; import Box2D.Dynamics.b2Fixture; import Box2D.Dynamics.b2FixtureDef; import org.flashdevelop.utils.FlashConnect; import flash.events.TimerEvent; import flash.utils.Timer; public class Main extends Sprite { public var world:b2World; public var wheelBody:b2Body; public var stepTimer:Timer; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); var gravity:b2Vec2 = new b2Vec2(0, 10); world = new b2World(gravity, true); var wheelBodyDef:b2BodyDef = new b2BodyDef(); wheelBodyDef.type = b2Body.b2_dynamicBody; wheelBody = world.CreateBody(wheelBodyDef); var circleShape:b2CircleShape = new b2CircleShape(5); var wheelFixtureDef:b2FixtureDef = new b2FixtureDef(); wheelFixtureDef.shape = circleShape; var wheelFixture:b2Fixture = wheelBody.CreateFixture(wheelFixtureDef); stepTimer = new Timer(0.025 * 1000); stepTimer.addEventListener(TimerEvent.TIMER, onTick); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); stepTimer.start(); // entry point } private function onTick(a_event:TimerEvent):void { world.Step(0.025, 10, 10); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); } } } on this, the object should fall down, but the positions reported me by the trace method, are always 0. so is not a display problem, that i see everything freeze, is why the simulation is not working, and i have no idea why :( can anyone point me to the right direction of where i need to look for the problem? my settings are: windows 7 flashdevelop 4.2.1 SDK: 4.6.0 compiling for flash 10, but i tried every target i have available (till flash 11.5) project set at 30fps

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  • Should I be using a JavaScript SPA designed when security is important

    - by ryanzec
    I asked something kind of similar on stackoverflow with a particular piece of code however I want to try to ask this in a broader sense. So I have this web application that I have started to write in backbone using a Single Page Architecture (SPA) however I am starting to second guess myself because of security. Now we are not storing and sending credit card information or anything like that through this web application but we are storing sensitive information that people are uploading to us and will have the ability to re-download too. The obviously security concern that I have with JavaScript is that you can't trust anything that comes from JavaScript however in a Backbone SPA application, everything is being sent through JavaScript. There are two security features that I will have to build in JavaScript; permissions and authentication. The authentication piece is just me override the Backbone.Router.prototype.navigate method to check the fragment it is trying to load and if the JavaScript application.session.loggedIn is not set to true (and they are not viewing a none authenticated page), they are redirected to the login page automatically. The user could easily modify application.session.loggedIn to equal true (or modify Backbone.Router.prototype.navigate method) but then they would also have to not so easily dynamically embedded a link into the page (or modify a current one) that has the proper classes, data-* attributes, and href values to then load a page that should only be loaded when they user has logged in (and has the permissions). So I have an acl object that deals with the permissions stuff. All someone would have to do to view pages or parts of pages they should not be able to is to call acl.addPermission(resource, permission) with the proper permissions or modify the acl.hasPermission() to always return true and then navigate away and then back to the page. Now certain things is EMCAScript 5 like Object.seal() or Object.freeze() would help with some of this however we have to support IE 8 which does not support those pieces of functionality. Now the REST API also performs security checks on every request so technically even if they are able to see parts of the interface that they should not be able to, they still should not be able to actually affect any data. The main benefits for me in developing a JavaScript SPA application is that the application is a lot more responsive since it is only transferring the minimum amount of JSON data for the requested action and performing the minimum amount of work too. There are also other things that I think are beneficial like you are going to have to develop an API for the data (which is good if you want expand your application to different platforms/technologies) or their is more of a separation between front-end and back-end however if security is a concern, it is really wise to go down the road of a JavaScript SPA application for the front-end?

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  • Gparted can't create partition table

    - by William
    Here's what the problem is. About a day or so ago I used Gparted live cd to create 3 NTFS primary partitions on my external 500 gig Goflex and one extended with 2 logical partitiones. I had planned to install windows 8 on the first partition, then ubuntu and kubuntu on the other 2. After I finished partitioning my drive with gparted, I booted into windows vista to make my bootable windows 8 usb to install it with, I also decided to check to make sure all my partitions were working properly. Then I found they were, and they weren't. My 50 gig first partition I had planned to install windows on showed up normal and the 300 gigs of space left in the extended partition did as well, the rest showed up as raw. So I figured alright, something went awal while making the partitions, so I booted up gparted once again. Then to my surprise gparted showed the entire drive as unallocated, and when I refreshed the list, it showed as all the partitions I had made earlier, buy with a exclamation mark by them all. So I figured ok, might be a problem with the partition table as I'd seen a similar problem in past on a drive that was not partitioned at all, so I decided to create a new partition table and take the time out again to sit and wait. Then I got a message saying gparted could not create the partition table, followed by it showing the entire drive as formatted into ntfs. After that I figured ok I'll take a break, come back in a hour, maybe it's something I did. So a hour later I came back after having booted up windows, plugged the drive in to see if by some miracle windows could access the drive. In disk management when I plugged the drive in, it would freeze attempting to read the drive, as I'd seen in the past with raw disks, yet when I unplugged it I got a glimpse of disk management showing it as a perfectly fine ntfs file system on the drive followed by a "you must format disk K in order to use it". So I then was assured the disk was raw as that is what had happened in the past, followed by a new partition table through gparted to fix the problem and a 10 hour format in windows. So I once again booted up gparted, to get the message "error fsyncing/closing/dev/sdg:input/output error" followed by "error opening dev/sdg No such file in directory" after I refreshed and somehow saw the disk show up as perfectly fine ntfs and then tried to create a new partition table to try to wipe out all my problems and start over again. And not gparted only shows the drive there about 1/10 refreshes the rest I get the directory error. If anybody can assist me in any way shape or form I will be thankful.

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  • Live Debugging

    - by Daniel Moth
    Based on my classification of diagnostics, you should know what live debugging is NOT about - at least according to me :-) and in this post I'll share how I think of live debugging. These are the (outer) steps to live debugging Get the debugger in the picture. Control program execution. Inspect state. Iterate between 2 and 3 as necessary. Stop debugging (and potentially start new iteration going back to step 1). Step 1 has two options: start with the debugger attached, or execute your binary separately and attach the debugger later. You might say there is a 3rd option, where the app notifies you that there is an issue, referred to as JIT debugging. However, that is just a variation of the attach because that is when you start the debugging session: when you attach. I'll be covering in future posts how this step works in Visual Studio. Step 2 is about pausing (or breaking) your app so that it makes no progress and remains "frozen". A sub-variation is to pause only parts of its execution, or in other words to freeze individual threads. I'll be covering in future posts the various ways you can perform this step in Visual Studio. Step 3, is about seeing what the state of your program is when you have paused it. Typically it involves comparing the state you are finding, with a mental picture of what you thought the state would be. Or simply checking invariants about the intended state of the app, with the actual state of the app. I'll be covering in future posts the various ways you can perform this step in Visual Studio. Step 4 is necessary if you need to inspect more state - rinse and repeat. Self-explanatory, and will be covered as part of steps 2 & 3. Step 5 is the most straightforward, with 3 options: Detach the debugger; terminate your binary though the normal way that it terminates (e.g. close the main window); and, terminate the debugging session through your debugger with a result that it terminates the execution of your program too. In a future post I'll cover the ways you can detach or terminate the debugger in Visual Studio. I found an old picture I used to use to map the steps above on Visual Studio 2010. It is basically the Debug menu with colored rectangles around each menu mapping the menu to one of the first 3 steps (step 5 was merged with step 1 for that slide). Here it is in case it helps: Stay tuned for more... Comments about this post by Daniel Moth welcome at the original blog.

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  • Evaluating Scrum - is it okay to have people with multiple roles in a Scrum team?

    - by Wayne M
    I'm evaluating some Agile-style methodologies for possible introduction to my team. With Scrum, is it allowable to have the same person perform multiple roles? We have a small team of four developers and a web designer; we don't really have a lead (I fulfill this role), QA testers or business analysts, and all of our development tasks come from the CIO. Automated testing is seen as a total waste of time, and everything focuses on speed and not quality. What will happen is the CIO will come up with a development task (whether a feature or a bug) and give it to a developer (not to the whole team, to an individual, often in private or out of the blue) who is then expected to get it completed. The CIO doesn't gather requirements beyond the initial idea (and this has bitten us before as we'll implement something only to find out that none of the end users can use the feature, because they weren't consulted or even informed about it before we developed it, and in a panic we'll be told to revert the change) but requires say in/approval of everything that we do. First things first, is a Scrum style something to consider to introduce some standards and practices? From reading, Scrum seems to rely on a bit more trust and communication and focuses more on project management than on development, which is something we are completely devoid of as we don't have any semblance of project management at present. Second, if it can work is it unreasonable for someone, let's say myself, to act as both ScrumMaster and a developer? Or for a developer to also be the Product Owner (although chances are this will be the CIO, who isn't a developer)? I realize the Scrum Master and the Product Owner should be different people but at the same time I don't think we have anyone who has the qualities of a Product Owner (chances are it would turn into a "I need all these stories, I don't care how but get it done" type of deal and/or any freeze would be unfrozen on a whim). It seems to me that I might need to pick and choose pieces of Scrum/XP/Lean to compensate for how things are done currently, as it's highly unlikely that the mentality can be changed; for instance Pair Programming would never fly (seen as a waste, you get half the tasks done if you need two people for everything), TDD would be a hard sell, but short cycles would be welcomed.

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  • Virtual Lab part 2&ndash;Templates, Patterns, Baselines

    - by Geoff N. Hiten
    Once you have a good virtualization platform chosen, whether it is a desktop, server or laptop environment, the temptation is to build “X”.  “X” may be a SharePoint lab, a Virtual Cluster, an AD test environment or some other cool project that you really need RIGHT NOW.  That would be doing it wrong. My grandfather taught woodworking and cabinetmaking for twenty-seven years at a trade school in Alabama.  He was the first instructor hired at that school and the only teacher for the first two years.  His students built tables, chairs, and workbenches so the school could start its HVAC courses.   Visiting as a child, I also noticed many extra “helper” stands, benches, holders, and gadgets all built from wood.  What does that have to do with a virtual lab, you ask?  Well, that is the same approach you should take.  Build stuff that you will use.  Not for solving a particular problem, but to let the Virtual Lab be part of your normal troubleshooting toolkit. Start with basic copies of various Operating Systems.  Load and patch server and desktop OS environments.  This also helps build your collection of ISO files, another essential element of a virtual Lab.  Once you have these “baseline” images, you can use your Virtualization software’s snapshot capability to freeze the image.  Clone the snapshot and you have a brand new fully patched machine in mere moments.  You may have to sysprep some of the Microsoft OS environments if you are going to create a domain environment or experiment with clustering.  That is still much faster than loading and patching from scratch. So once you have a stock of raw materials (baseline images in this case) where should you start.  Again, my grandfather’s workshop gives us the answer.  In the shop it was workbenches and tables to hold large workpieces that made the equipment more useful.  In a Windows environment the same role falls to the fundamental network services:  DHCP, DNS, Active Directory, Routing, File Services, and Storage services.  Plan your internal network setup.  Build out an AD controller with all the features listed.  Make the actual domain an isolated domain so it will not care about where you take it.  Add the Microsoft iSCSI target.  Once you have this single system, you can leverage it for almost any network environment beyond a simple stand-alone system. Having these templates and fundamental infrastructure elements ready to run means I can build a quick lab in minutes instead of hours.  My solutions are well-tested, my processes fully documented with screenshots, and my plans validated well before I have to make any changes to client systems.  the work I put in is easily returned in increased value and client satisfaction.

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  • Ubuntu Sluggish and Graphics Problem after Nvidia Driver Update

    - by iam
    I just recently started using Ubuntu (12.04) since a few weeks ago and noticed that the interface is very slow and sluggish: On Dash, I have to type the entire app name and wait a few seconds before it shows up in the search box, and a bit later before it displays search result Opening new files or applications takes also quite long and awkward Dragging icons or moving app windows around is not very spontaneous too: I have to take extra attention in moving the mouse otherwise Ubuntu would not do a correct movement or might ends up doing something incorrect instead e.g. opening the windows to full screen options or move the file to different folders, which is frustrating My PC is a few years old already (1.7 GB RAM) so this could be a reason too but when I checked in System Monitor it's hardly ever consuming much memory. Plus web-surfing on Firefox is actually lightning fast (much more than Windows), so I suspect there might be something wrong with the graphics driver (mine is GeForce 7050). I checked around System Settings and found an option to update the Nvidia driver. So I tried it and restarted, as instructed. Now, I got into a big problem upon restart... as the login-screen windows (where I have to type in the password) would take several attempts to display and finally did not manage to (it'd freeze for several seconds before there's any movement again). The background screen also kept reloading several times too and at some point the screen turned black with pixelated color strips running on the bottom 1/3 of the screen, and after a long while the background screen would come up again. Eventually I'd manage to be able to access the desktop but the launcher, top menu bar and app windows border would not disappear. I searched around and found many other people have this similar problem after updating Nvidia driver too, and on some threads the suggestion is to use "killall -u $USER" in command line (it's the only thing among various online suggestions I could do, as at that point I could not access Terminal without the launcher - Ctrl-Alt-T doesn't work for me). So I did that and was able to access the desktop correctly again with launchee/menu by creating a new account. But I would still have the same problem if logging into my original account. So I just finally tried upgrading to 12.10 and now can access my original account with fully-functional desktop - the launcher, menu and windows border are all back now. However, the problem with sluggishness still remains. And now I get scared of ever having to update the Nvidia driver again! I wonder if anyone knows what's the reason that updating the Nvidia driver is causing this problem and is there a way I can update it safely in the future? I'm still not sure how to solve the problem with the sluggishness too and not sure where else to look to find a solution.

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  • Is it okay to have people with multiple roles in a Scrum team?

    - by Wayne M
    I'm evaluating some Agile-style methodologies for possible introduction to my team. With Scrum, is it allowable to have the same person perform multiple roles? We have a small team of four developers and a web designer; we don't really have a lead (I fulfill this role), QA testers or business analysts, and all of our development tasks come from the CIO. Automated testing is seen as a total waste of time, and everything focuses on speed and not quality. What will happen is the CIO will come up with a development task (whether a feature or a bug) and give it to a developer (not to the whole team, to an individual, often in private or out of the blue) who is then expected to get it completed. The CIO doesn't gather requirements beyond the initial idea (and this has bitten us before as we'll implement something only to find out that none of the end users can use the feature, because they weren't consulted or even informed about it before we developed it, and in a panic we'll be told to revert the change) but requires say in/approval of everything that we do. First things first, is a Scrum style something to consider to introduce some standards and practices? From reading, Scrum seems to rely on a bit more trust and communication and focuses more on project management than on development, which is something we are completely devoid of as we don't have any semblance of project management at present. Second, if it can work is it unreasonable for someone, let's say myself, to act as both ScrumMaster and a developer? Or for a developer to also be the Product Owner (although chances are this will be the CIO, who isn't a developer)? I realize the Scrum Master and the Product Owner should be different people but at the same time I don't think we have anyone who has the qualities of a Product Owner (chances are it would turn into a "I need all these stories, I don't care how but get it done" type of deal and/or any freeze would be unfrozen on a whim). It seems to me that I might need to pick and choose pieces of Scrum/XP/Lean to compensate for how things are done currently, as it's highly unlikely that the mentality can be changed; for instance Pair Programming would never fly (seen as a waste, you get half the tasks done if you need two people for everything), TDD would be a hard sell, but short cycles would be welcomed.

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  • Desparately Need Help: After a mishap, a folder shows 0 files in it

    - by bobby
    I'm hoping some of you guys may be able to shed some light on this scenario: I had a odt document on which I was working from one of many files in a folder among many on an internal hard-drive. Some kind of glitch occured and the document crashed (this could have been some kind of power charge whilst another hard drive was being unmounted). As I looked into the folders surrounding the folder in which my odt document was stored, they start to show 0 files in them. I immediately switched off the PC and then re-started. Upon the re-start, the folders would show the 1,000s of files I've stored in them and then within 5 minutes, as I started to back them up, freeze, cut-off the process of transfer. When I tried to open anything on the internal hard-drive, be it an avi film, an mp3, a cbr or a word doc, they all showed blank or would work. Some folders had vastly less files showing. Eventually, things calmed down. I closed the PC, checked that the connections were in firmly, gave it a vacuum and restarted the PC. All the files eventually showed up and I started to back them up (which I'd brought a hard drive for anyway but been distracted and not done). All folders show except the one which contained the document I was working on at the time of the trouble. Strangely, it was one that should itself full on several occasions on restarts. It shows zero files now. Properties shows zero files and zero space taken by it. Yet when I drop a file into this folder by pasting it in, it disappears too. Opening the folder, there is nothing there. But if I paste that document again, the PC asks would I like to replace the existing file with the same name (that I can't see), when I click yes, the file appears. When I exit, the folder shows the 0 files in the folder. Going back into the folder, it has disappeared again. I'm hoping that someone can help give me tips to recover the files in the folder, it would be greatly, greatly appreciated. All other films, music, comics, documents show and are fine!

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  • Sony Ericsson Windows driver problem

    - by alex
    I've installed Update Service and MediaGo for my Sony Ericsson phone but one of the drivers that was installed along with the software is causing problems in Windows 7 x64. Looking in the Event Log I see the following warning: Detected unrecognized USB driver (\Driver\seehcri) This is the driver corresponding to the Sony Ericsson seehcri Control Device. The failure to recognize the USB driver is causing problems with other services, namely the VMware USB Arbitration Service. It should normally start automatically but, due to the failure to recognize the seehcri USB driver, it fails with the following error: Error 31: A device attached to the system is not functioning. Disabling the driver has not helped at all. The VMWare service still refuses to start and I keep getting both warnings in the Event Log. I would like to remove the Sony Ericsson driver but unfortunately, that's not possible. Uninstalling the Sony Ericsson seehcri Control Device from Device Manager causes Windows to almost completely freeze up while trying to look for drivers for unrecognized hardware. Windows tries over and over again to locate and install drivers for an Unknown device, failing every time. Looking in Device Manager, it simply fills up with hundreds of unknown devices, also using up the CPU to almost 85% in the process. What should I do? How can I safely remove the driver without causing Windows to look for a new driver?

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  • TortoiseSVN hangs in Windows Server 2012 Azure VM

    - by ZaijiaN
    Following @shanselman's article on remoting into an Azure VM for development, I spun up my own VS 2013 VM, and that image runs on WS 2012. Once I was able to remote in, I started installing all my dev tools, including Tortoise SVN 1.8.3 64bit. Things went south once I started attempting to check out code from my personal svn server. It would hang and freeze often, although sometimes it would work - I was able to partially check out projects, but I would get frequent connection time out errors. My personal svn server (VisualSVN 2.7.2) runs at home on a windows 7 machine, and I have a dyndns url pointing to it. I have also configured my router to passthrough all 443 traffic to the appropriate port on the server. I self-signed a cert and made sure it was imported into the VM cert store under trusted root authorities. I have no problems connecting to my svn server from 4-5 other computers & locations. From the Azure VM, in both IE and Chrome, I can access the repository web browser with no issues. There are no outbound firewall restrictions. I have installed other SVN add-ons for Visual Studio (AnkhSVN, VisualSVN) and attempted to connect with my svn server, with largely the same results - random and persistent connection issues (hangs/timeouts). I spun up a completely fresh WS 2008 Azure VM, and installed TortoiseSVN, and had the same results. So I'm at a loss as to what the problem is and how to fix it. Web searches on tortoisesvn and windows server issues doesn't yield any current or relevant information. At this point, i'm guessing that maybe some setting or configuration that MS Azure VM images is the culprit - although I should probably attempt to spin up my own local WS VM to rule out that it's a window server issue. Any thoughts? I hope I'm just missing something really obvious!

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  • How do I upgrade django on ubuntu 9.04?

    - by Lorin Hochstein
    I've got Django 1.0.2 installed on Ubuntu 9.04. I'd like to upgrade Django, because I have an app that needs Django 1.1 or greater. I tried using pip to do the upgrade, but got the following: $ sudo pip install Django==1.1 Downloading/unpacking Django==1.1 Downloading Django-1.1.tar.gz (5.6Mb): 5.6Mb downloaded Running setup.py egg_info for package Django Installing collected packages: Django Found existing installation: Django 1.0.2-final Not uninstalling Django at /var/lib/python-support/python2.6, outside environment /usr Running setup.py install for Django changing mode of build/scripts-2.6/django-admin.py from 644 to 755 changing mode of /usr/local/bin/django-admin.py to 755 Successfully installed Django It seems like it worked, but it refuses to remove the original Django 1.02, and sure enough: $ pip freeze | grep -i django Django==1.0.2-final django-debug-toolbar==0.8.3 django-sphinx==2.2.3 $ /usr/local/bin/django-admin.py --version 1.0.2 final The problem, apparently, is that pip won't uninstall files outside of /usr. I'd like to remove the existing Django files manually, but I have no idea how to do that, because I'm unfamiliar with how Python packages are laid out in Ubuntu. It looks pretty complicated. The site-packages directory is: $ python -c "from distutils.sysconfig import get_python_lib; print get_python_lib()" /usr/lib/python2.6/dist-packages However, that's not where the django files live: $ ls -ld /usr/lib/python2.6/dist-packages/[Dd]jango* ls: cannot access /usr/lib/python2.6/dist-packages/[Dd]jango*: No such file or directory There's a /var/lib/python-support/python2.6/django directory, and the __init__.py file in that directory points to /usr/share/python-support/python-django/django/__init__.py. Clearly, pip is able to figure out where the files live. Is there any way to retrieve the list of files associated with the django package so I can just delete them manually?

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