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  • Configure APE-Server on Ubuntu10.10 webserver

    - by sadmicrowave
    I'm having problems configuring my ape-server. First, I reside behind a corporate firewall where our own DNS servers are maintained. I requested a domain name for my server and was provided uslonsweb003.us.mycompany.com from my IT group. Therefore, my website works and can be accessed via (intranet only) at http://uslonsweb003.us.mycompany.com/test.php. I followed the instructions at ape-project.org and run the Check Tool at the end only to find I get an error stating: Running test : Contacting APE Server (adding frequency) Can't contact APE Server. Please check the folowing url is pointing to your APE server : http://0.uslonsweb003.us.mycompany.com:6969 my /etc/apache2/apache2.conf module looks as follows: <VirtualHost *:80> Servername uslonsweb003.us.mycompany.com ServerAlias ape.uslonsweb003.us.mycompany.com ServerAlias *.ape.uslonsweb003.us.mycompany.com DocumentRoot "/var/www/" </VirtualHost> my /var/www/ape-jsf/Demos/config.js config section looks as follows: APE.Config.baseUrl = 'http://uslonsweb003.us.mycompany.com/ape-jsf'; APE.Config.domain = 'uslonsweb003.us.mycompany.com'; APE.Config.server = 'uslonsweb003.us.mycompany.com:6969'; The instructions at ape-project.org tell me that the APE.Config.server should be `ape.mydomain.com:6969'; but that does not work (I'm assuming because my corporate DNS does not understand the 'ape' before the domain name since 'ape' was not registered with the IT DNS). So therefore, I changed it to what you see above. Please help!! Thanks in advance UPDATE 1 per the installation instructions located on this page http://www.ape-project.org/wiki/index.php/Advanced_APE_configuration under 'Configure your Server/Computer' (I'm running it on a server obviously) It says I need to add some lines to my DNS config file. It sounds like (since I'm within a corporate network) I would ask my IT group to add the following lines to the DNS configuration file on their end: ape IN A x.x.x.x ; IP address of my APE server *.ape IN CNAME ape I just want to make sure this is all I have to have them add (or if this is even correct) before I ask them.

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  • Learning resource for 3d modeling

    - by Maik Klein
    I want to start learning 3d modeling. I already have experience with maya and 3dsmax but I made a long pause (2 years) Now I have free access to maya, 3dsmax and blender (I am a student). I know that all tools are very powerful so I thought I just pick the one with the best learning materials. The best site that I found is http://www.digitaltutors.com/11/index.php and it has over 7600 videos for maya. Maybe you can recommend me some other learning sites that are as good as digitaltutors?

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  • Software development books are useful, but when to find the time to read them?

    - by user5396
    I have 5 books in my "read-wish-list". When do I read them? I mean I could force myself to use 1 hour during working hours, but this will last for 2 days then someone will ask me to do more "high priority things". One option can be reading at night, but also this has limits, even because I prefer to spend time with kids. Could you please share your experiences? A long term plan is needed of course, it makes no sense to read 5 books in a week, but to continuously read something. For this reason it must not be a stressful thing. It should be easy. It must not be a struggle to find time to read, but it should be done on a continuous regular basis. Somehow this question can be similar to THIS ONE but I want to ask about books. How many if you read books at work for self improvement, not to tackle a specific task?

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • What is the most efficient way to convert to binary and back in C#?

    - by Saad Imran.
    I'm trying to write a general purpose socket server for a game I'm working on. I know I could very well use already built servers like SmartFox and Photon, but I wan't to go through the pain of creating one myself for learning purposes. I've come up with a BSON inspired protocol to convert the the basic data types, their arrays, and a special GSObject to binary and arrange them in a way so that it can be put back together into object form on the client end. At the core, the conversion methods utilize the .Net BitConverter class to convert the basic data types to binary. Anyways, the problem is performance, if I loop 50,000 times and convert my GSObject to binary each time it takes about 5500ms (the resulting byte[] is just 192 bytes per conversion). I think think this would be way too slow for an MMO that sends 5-10 position updates per second with a 1000 concurrent users. Yes, I know it's unlikely that a game will have a 1000 users on at the same time, but like I said earlier this is supposed to be a learning process for me, I want to go out of my way and build something that scales well and can handle at least a few thousand users. So yea, if anyone's aware of other conversion techniques or sees where I'm loosing performance I would appreciate the help. GSBitConverter.cs This is the main conversion class, it adds extension methods to main datatypes to convert to the binary format. It uses the BitConverter class to convert the base types. I've shown only the code to convert integer and integer arrays, but the rest of the method are pretty much replicas of those two, they just overload the type. public static class GSBitConverter { public static byte[] ToGSBinary(this short value) { return BitConverter.GetBytes(value); } public static byte[] ToGSBinary(this IEnumerable<short> value) { List<byte> bytes = new List<byte>(); short length = (short)value.Count(); bytes.AddRange(length.ToGSBinary()); for (int i = 0; i < length; i++) bytes.AddRange(value.ElementAt(i).ToGSBinary()); return bytes.ToArray(); } public static byte[] ToGSBinary(this bool value); public static byte[] ToGSBinary(this IEnumerable<bool> value); public static byte[] ToGSBinary(this IEnumerable<byte> value); public static byte[] ToGSBinary(this int value); public static byte[] ToGSBinary(this IEnumerable<int> value); public static byte[] ToGSBinary(this long value); public static byte[] ToGSBinary(this IEnumerable<long> value); public static byte[] ToGSBinary(this float value); public static byte[] ToGSBinary(this IEnumerable<float> value); public static byte[] ToGSBinary(this double value); public static byte[] ToGSBinary(this IEnumerable<double> value); public static byte[] ToGSBinary(this string value); public static byte[] ToGSBinary(this IEnumerable<string> value); public static string GetHexDump(this IEnumerable<byte> value); } Program.cs Here's the the object that I'm converting to binary in a loop. class Program { static void Main(string[] args) { GSObject obj = new GSObject(); obj.AttachShort("smallInt", 15); obj.AttachInt("medInt", 120700); obj.AttachLong("bigInt", 10900800700); obj.AttachDouble("doubleVal", Math.PI); obj.AttachStringArray("muppetNames", new string[] { "Kermit", "Fozzy", "Piggy", "Animal", "Gonzo" }); GSObject apple = new GSObject(); apple.AttachString("name", "Apple"); apple.AttachString("color", "red"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.5); GSObject lemon = new GSObject(); apple.AttachString("name", "Lemon"); apple.AttachString("color", "yellow"); apple.AttachBool("inStock", false); apple.AttachFloat("price", (float)0.8); GSObject apricoat = new GSObject(); apple.AttachString("name", "Apricoat"); apple.AttachString("color", "orange"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.9); GSObject kiwi = new GSObject(); apple.AttachString("name", "Kiwi"); apple.AttachString("color", "green"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)2.3); GSArray fruits = new GSArray(); fruits.AddGSObject(apple); fruits.AddGSObject(lemon); fruits.AddGSObject(apricoat); fruits.AddGSObject(kiwi); obj.AttachGSArray("fruits", fruits); Stopwatch w1 = Stopwatch.StartNew(); for (int i = 0; i < 50000; i++) { byte[] b = obj.ToGSBinary(); } w1.Stop(); Console.WriteLine(BitConverter.IsLittleEndian ? "Little Endian" : "Big Endian"); Console.WriteLine(w1.ElapsedMilliseconds + "ms"); } Here's the code for some of my other classes that are used in the code above. Most of it is repetitive. GSObject GSArray GSWrappedObject

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  • Domino Dump Turns Into Van Gogh Painting [Video]

    - by Jason Fitzpatrick
    We’ve seen a lot of domino projects in our day, but this is the first one we’ve seen that turns into a piece of classic art when it’s done. Courtesy of domino enthusiast FlippyCat: I recreated Vincent van Gogh’s “Starry Night” from just over 7,000 dominos. The second attempt took about 11 hours total to build. The first attempt failed, when I dropped a screw from the camera rig onto it. I was able to improve the swirling clouds better in the second attempt as a result though. I do not know how long the first attempt took, but I did not have any accidents building like I did in the second attempt! Next up, Edvard Munch’s The Scream? How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • Unable to install Perl Crypt::OpenSSL::RSA module, please help

    - by Willy
    Hi Everyone, I spent several hours but unable to install CPAN Crypt::OpenSSL::RSA module. It's required for Postfix's dkimproxy add-on. What I do is to run the following command in the shell: $ perl -MCPAN -e 'install Crypt::OpenSSL::RSA' When I run this command, several lines displayed and at the end, this is displayed: Checking if your kit is complete... Looks good Warning: prerequisite Crypt::OpenSSL::Random 0 not found. Writing Makefile for Crypt::OpenSSL::RSA ---- Unsatisfied dependencies detected during [I/IR/IROBERTS/Crypt-OpenSSL-RSA-0.26.tar.gz] ----- Crypt::OpenSSL::Random Shall I follow them and prepend them to the queue of modules we are processing right now? [yes] Then I hit enter (yes) and tens of lines generated with error. At the end I get this: ... ... RSA.xs:579: warning: implicit declaration of function ‘RSA_sign’ RSA.xs:579: error: ‘rsaData’ has no member named ‘hashMode’ RSA.xs:579: error: ‘rsaData’ has no member named ‘hashMode’ RSA.xs:579: error: ‘rsaData’ has no member named ‘rsa’ RSA.xs: In function ‘XS_Crypt__OpenSSL__RSA_verify’: RSA.xs:605: error: ‘rsaData’ has no member named ‘rsa’ RSA.xs:610: error: ‘rsaData’ has no member named ‘hashMode’ RSA.xs:611: warning: implicit declaration of function ‘RSA_verify’ RSA.xs:611: error: ‘rsaData’ has no member named ‘hashMode’ RSA.xs:613: error: ‘rsaData’ has no member named ‘hashMode’ RSA.xs:616: error: ‘rsaData’ has no member named ‘rsa’ RSA.xs:619: warning: implicit declaration of function ‘ERR_peek_error’ RSA.xs: In function ‘boot_Crypt__OpenSSL__RSA’: RSA.xs:214: warning: implicit declaration of function ‘ERR_load_crypto_strings’ make: *** [RSA.o] Error 1 /usr/bin/make -- NOT OK Running make test Can't test without successful make Running make install make had returned bad status, install seems impossible What am I doing wrong? Please guide me. Thanks.

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  • What can cause an increase in inactive memory and how to reclame it?

    - by Boaz
    Hi All, I have heavy application running on a CentOS server and I'm seeing a strange memory behavior. Here is a snapshot of a munin graph: As you can see the amount of committed memory increases gradually causing the swap file to be use. What strikes me odd is that the amount of inactive memory keeps growing as well. It is my understanding that the inactive memory is actually memory freed up but not yet clean by the OS and put back in the free memory pool. It seems that running out of memory is acutally caused by this lack of clean up, but I may be wrong. Can you give some tips to find the cause of the problem and/or cause CentOS to reclaim the inactive memory? Thanks. Some extra info: 1) I have a tmpfs mounted on /tmp and the number of files stored there grows (but it is double the amount of the inactive memory). 2) cat /proc/meminfo (at a later stage than the image) gives: MemTotal: 14371428 kB MemFree: 1207108 kB Buffers: 35440 kB Cached: 4276628 kB SwapCached: 785316 kB Active: 9038924 kB Inactive: 3902876 kB HighTotal: 0 kB HighFree: 0 kB LowTotal: 14371428 kB LowFree: 1207108 kB SwapTotal: 10223608 kB SwapFree: 6438320 kB Dirty: 627792 kB Writeback: 0 kB AnonPages: 7844560 kB Mapped: 49304 kB Slab: 146676 kB PageTables: 27480 kB NFS_Unstable: 0 kB Bounce: 0 kB CommitLimit: 17409320 kB Committed_AS: 16471488 kB VmallocTotal: 34359738367 kB VmallocUsed: 275852 kB VmallocChunk: 34359462007 kB HugePages_Total: 0 HugePages_Free: 0 HugePages_Rsvd: 0 Hugepagesize: 2048 kB

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  • Configure Plesk only for Tomcat-Java

    - by AJIT RANA
    I need to configure tomcat on Linux dedicate server only for Java project through Plesk . Following services is running on it. '1.Apache on port 80 ' '2.Tomcat on port 8080/9080' '3.Mysql on port 3306 ' Now problem is this, i need to run only java project on this server from port 80 .this time user type my site name then default page call index.html or .php file from root directory of Apache. so how it can be possible to run java project from this server default port 80 after deploye .war(java project) file to this server. Because user who wants to access my site does not know its port number for Tomcat as here is 9080 and also deploy file name. Pls look below for detail about problem Suppose my sit name is www.example.com and hosted on Linux dedicate server with Plesk install on it with Apache, Tomcat and Mysql. Now for running my java project on it, i need to enter www.example.com:9080/java_projrect_name/ in browser. So how can i run this project only from URL www.example.com and it will call default file .jsp from java_project_name directory. I do not want to enter port number and java_project_name in url and my client who wants to access this project did not know about port number as well as project name . He knows only about URL as www.example.com and when he browses it then it should call default page from java_project directory. So to implement this what should we need to do? Pls help. Thanks

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  • Why are my Windows 7 updates continuously failing?

    - by Chris C.
    I'm an advanced level user here with an odd issue. I have two Windows Updates that are failing to install, every single time. I'm getting a mysterious "Code 1" error on both updates, an error for which I'm having difficulty finding a solution. The updates in question are: Security Update for Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package (KB2538243) System Update Readiness Tool for Windows 7 for x64-based Systems (KB947821) [May 2011] Because these updates are failing, the Shut Down button in my start menu always has the shield icon next to it, indicating that "new" updates will be installed on shut down. But, of course, they'll fail and when the PC is restarted, the shield icon is still there. When checking the update history and viewing the details of the failed updates, I get the following: Security Update for Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package (KB2538243) Installation date: ?6/?29/?2011 3:00 AM Installation status: Failed Error details: Code 1 Update type: Important A security issue has been identified leading to MFC application vulnerability in DLL planting due to MFC not specifying the full path to system/localization DLLs. You can protect your computer by installing this update from Microsoft. After you install this item, you may have to restart your computer. More information: http://go.microsoft.com/fwlink/?LinkId=216803 System Update Readiness Tool for Windows 7 for x64-based Systems (KB947821) [May 2011] Installation date: ?6/?28/?2011 3:00 AM Installation status: Failed Error details: Code 1 Update type: Important This tool is being offered because an inconsistency was found in the Windows servicing store which may prevent the successful installation of future updates, service packs, and software. This tool checks your computer for such inconsistencies and tries to resolve issues if found. More information: http://support.microsoft.com/kb/947821 About My System I'm running Windows 7 Home Premium x64 Edition. This is a custom PC build and the OS was installed fresh, not an upgrade from a previous version. I've been running this system for about 4 months. Windows Updates aside, the system is usually quite stable. Thanks in advance for your help!

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  • Sharepoint db issue after DB move to SQL 08

    - by JohnyV
    Recently we have moved our sharepoint 2007 db from sql 2000 server to 2008 x64 SQL server. All seems well, however there is a problem where the sql server stops running and the service has to be restarted. The errors mention insufficient internal memory etc. I have tried to start the db using -g384 which is the default in sql 2000 but 256 is default for 2008 I believe. This has not rectified the issue. I was advised that perhaps the issue may be rectified by upgrading to wss 3.0 sp2 however When I have tried to install this i get another error post sp2 update and have to refer back to a vm snapshot. The error after the service pack is Server error: http://go.microsoft.com/fwlink?LinkID=96177 So I guess I have a few questions How can I fix the first issue and the 2nd issue. I have checked out many forums and posts and have tried a few things and still get no joy. Any assistance would be great. UPDATE I have fixed the Server error: http://go.microsoft.com/fwlink?LinkID=96177 the i needed to run the wss sp2 as well as the office servers sp2 then the config wizard then the moss configuration worked. The errors I am getting in SQL are SQL Server was unable to run a new system task, either because there is insufficient memory or the number of configured sessions exceeds the maximum allowed in the server. Verify that the server has adequate memory. Use sp_configure with option 'user connections' to check the maximum number of user connections allowed. Use sys.dm_exec_sessions to check the current number of sessions, including user processes. A read operation on a large object failed while sending data to the client. A common cause for this is if the application is running in READ UNCOMMITED isolation level. The connection will be terminated. There is insufficient system memory in resource pool 'internal' to run this query. These errors are by a user that was created as a service for sharepoint.

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  • Firebird 2.5 Database Corrupt

    - by BrendanH
    We have an issue where a database hangs the server when: a backup is performed (Hangs on a specific table) selecting * or count(1) from a specific table or viewing data that is related to the table (FKs, etc) We could browse the table to a certain point (using IBExpert) however after about 2900 records the machine just spikes and hangs. Performing a gfix -m does not work, and the validation reports back Record level errors = 4 (no matter how many times we run gfix -m, -v, etc. The Firebird.log file reports back these types of messages: Relation has 91631 orphan backversions (9214273 in use) in table BINS (137) - {Which is apparently just a warning} Unable to complete network request to host "MHPLZA1". Error reading data from the connection. INET/inet_error: read errno = 10054 SERVER/process_packet: broken port, server exiting Shutting down the server with 1 active connection(s) to 1 database(s), 0 active service(s) - {If we leave the backup to run while hanging, it eventually logs this error message} The setup is: The table is question has about 7000 records. The Firebird version is 2.5 Classic Server x64 install. The OS is Windows Server 2008. This is a virtual machine (VMWare) running on a massive server. (Does anyone have issues with VMs and Firebird?). We have the same setup running fine on other servers (However they are not virtual machines). Is there anyway to pin point the issue and or the cause?

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  • Fastest way to document software architecture and design

    - by Karsten
    We are a small team of 5 developers and I'm looking for some great advices about how to document the software architecture and design. I'm going for the sweet spot, where the time invested pays off. I don't want to use more time documenting than necessary. I'll quickly give you my thoughts. What are the diagrams I should made? I'm thinking an overall diagram showing the various applications and services. And then some sequence diagrams showing the most important or complicated processes. About the code it self, I really don't see much value in describing or making diagrams for the code outside the .cs files them self. About text documents, I'm a bit uncertain about when to put down on paper. Most developers don't like to either write or read long documents.

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  • Why does bash sometimes think my $HOME isn't the correct directory?

    - by Adam Yanalunas
    Like the title says it seems that bash sometimes misidentifies my $HOME. This cropped up after a seemingly unique series of events that I will now replay in broad strokes. Running OS X 10.6 with normal, local account Work binds my account to Active Directory Much time passes with no issues Set up rvm to manage Ruby installs (this becomes important later) Upgraded to OS X 10.7 a few days ago After successful install, attempted to log in, was presented with "Must reset password" dialog that never allowed a password to be reset. Would simply shake the box after new password was entered. Much googling was done. Much more googling was done. Swearing was had. Logged in as root, created new account, set as admin, deleted /Users/[new account], renamed /Users/[old account] to /Users/[new account] Logged out of root, logged into new account with no issues After OS X asking for a my account password a few times to update Keychain and other system-level stuff it was back to business as usual. Opened Terminal, cd to project folder, tried "rails server" and was presented with: /usr/local/lib/ruby/1.9.1/rubygems/dependency.rb:247:in to_specs': Could not find rails (>= 0) amongst [] (Gem::LoadError) from /usr/local/lib/ruby/1.9.1/rubygems/dependency.rb:256:into_spec' from /usr/local/lib/ruby/1.9.1/rubygems.rb:1210:in gem' from /usr/local/bin/rails:18:in' Ran through a few exercises, decided to rm -rf ~/.rvm and reinstall. Running a --trace on the rvm installer shows it dies on this line: mkdir: /Users/[old account]: Permission denied Scrolling back through the --trace log I see many more mentions of /Users/[old account]. When inspect the install script the offending line is looking at "${HOME}/.rvm" as it tries to run the mkdir. To my confusion I also see mentions of /Users/[new account] in the log. I've tried exporting a new HOME in my .bash_profile to no luck. Can anyone guess why /Users/[old account] would still be kicking around?

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  • memcached append() php ubuntu - bad protocol

    - by awongh
    I am running ubuntu gutsy(7.1) , php5 and I am trying to get memcached running locally. I installed everything as per the docs: memcached daemon, php PECL extension, libevent, etc. But now I can only run half of the example script for memcached append(): <?php $m = new Memcached(); $m->addServer('localhost', 11211); $m->setOption(Memcached::OPT_COMPRESSION, false); $m->set('foo', 'abc'); $m->append('foo', 'def'); var_dump($m->get('foo')); ?> the script terminates @ append() with an RES_BAD_PROTOCOL error message. It still runs the get(). I don't know why memcached would otherwise be working fine (connect, set, get - with the correct value of 'abc') and not work for append. it also doesnt work with prepend. I believe I have the setup correct, but I am not sure. Maybe there are compatibility problems between the versions of the dependecies? thanks much

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  • Derek Brink shares "Worst Practices in IT Security"

    - by Darin Pendergraft
    Derek Brink is Vice President and Research Fellow in IT Security for the Aberdeen Group.  He has established himself as an IT Security Expert having a long and impressive career with companies and organizations ranging from RSA, Sun, HP, the PKI Forum and the Central Intelligence Agency.  So shouldn't he be talking about "Best Practices in IT Security?" In his latest blog he talks about the thought processes that drive the wrong behavior, and very cleverly shows how that incorrect thinking exposes weaknesses in our IT environments. Check out his latest blog post titled: "The Screwtape CISO: Memo #1 (silos, stovepipes and point solutions)"

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  • Remote Desktop Connection to the same screen as on the monitor?

    - by Ricket
    I'm running Windows Home Server on, well, my server. It's in my entertainment center, hooked to my TV, and I use it to listen to music and watch movies. Right now I have a keyboard and mouse stuck beside my TV so that I'm able to load a movie. It would be nice, though, to be able to remotely control the screen. Remote Desktop Connection seems to open its own session in the background, separate from the session shown on the monitor. This doesn't do any good because things started via remote desktop must be closed or changed via remote desktop, and I can't start a movie with remote desktop and then see it from the screen. Is there a way to get Remote Desktop Connection to connect to the visible screen? I am currently using UltraVNC; it was doing the job, but it has its quirks. For instance, the problem just now that prompted me to ask this question; upon trying to connect, UltraVNC informs me that "Server closed connection - The server running as application". This is just one of several problems I've had with it, and I want something that is as reliable and low-maintenance as the built-in Remote Desktop Connection. (and free) If the answer to the above is no, I'm welcome to recommendations for a different remote desktop system to try.

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  • HTG Explains: Why is Printer Ink So Expensive?

    - by Chris Hoffman
    Printer ink is expensive, more expensive per drop than fine champagne or even human blood. If you haven’t gone paperless, you’ll notice that you’re paying a lot for new ink cartridges — more than seems reasonable. Purchasing the cheapest inkjet printer and buying official ink cartridge replacements is the most expensive thing you can do. There are ways to save money on ink if you must continue to print documents. Cheap Printers, Expensive Ink Ink jet printers are often very cheap. That’s because they’re sold at cost, or even at a loss — the manufacturer either makes no profit from the printer itself or loses money. The manufacturer will make most of its money from the printer cartridges you buy later. Even if the company does make a bit of money from each printer sold, it makes a much larger profit margin on ink. Rather than selling you a printer that may be rather expensive, they want to sell you a cheap printer and make money on an ongoing basis by providing expensive printer ink. It’s been compared to the razor model — sell a razor cheaply and mark up the razor blades. Rather than making a one-time profit on the razor, you’ll make continuing profit as the customer keeps buying razor blade replacements — or ink, in this case. Many printer manufacturers go out of their way to make it difficult for you to use unofficial ink cartridges, building microchips into their official ink cartridges. If you use an unofficial cartridge or refill an official cartridge, the printer may refuse to use it. Lexmark once argued in court that unofficial microchips that enable third-party ink cartridges would violate their copyright and Lexmark has argued that creating an unofficial microchip to bypass this restriction on third-party ink would violate Lexmark’s copyright and be illegal under the US DMCA. Luckily, they lost this argument. What Printer Companies Say Printer companies have put forth their own arguments in the past, attempting to justify the high cost of official ink cartridges and microchips that block any competition. In a Computer World story from 2010, HP argued that they spend a billion dollars each year on “ink research and development.” They point out that printer ink “must be formulated to withstand heating to 300 degrees, vaporization, and being squirted at 30 miles per hour, at a rate of 36,000 drops per second, through a nozzle one third the size of a human hair. After all that it must dry almost instantly on the paper.” They also argue that printers have become more efficient and use less ink to print, while third-party cartridges are less reliable. Companies that use microchips in their ink cartridges argue that only the microchip has the ability to enforce an expiration date, preventing consumers from using old ink cartridges. There’s something to all these arguments, sure — but they don’t seem to justify the sky-high cost of printer ink or the restriction on using third-party or refilled cartridges. Saving Money on Printing Ultimately, the price of something is what people are willing to pay and printer companies have found that most consumers are willing to pay this much for ink cartridge replacements. Try not to fall for it: Don’t buy the cheapest inkjet printer. Consider your needs when buying a printer and do some research. You’ll save more money in the long run. Consider these basic tips to save money on printing: Buy Refilled Cartridges: Refilled cartridges from third parties are generally much cheaper. Printer companies warn us away from these, but they often work very well. Refill Your Own Cartridges: You can get do-it-yourself kits for refilling your own printer ink cartridges, but this can be messy. Your printer may refuse to accept a refilled cartridge if the cartridge contains a microchip. Switch to a Laser Printer: Laser printers use toner, not ink cartridges. If you print a lot of black and white documents, a laser printer can be cheaper. Buy XL Cartridges: If you are buying official printer ink cartridges, spend more money each time. The cheapest ink cartridges won’t contain much ink at all, while larger “XL” ink cartridges will contain much more ink for only a bit more money. It’s often cheaper to buy in bulk. Avoid Printers With Tri-Color Ink Cartridges: If you’re printing color documents, you’ll want to get a printer that uses separate ink cartridges for all its colors. For example, let’s say your printer has a “Color” cartridge that contains blue, green, and red ink. If you print a lot of blue documents and use up all your blue ink, the Color cartridge will refuse to function — now all you can do is throw away your cartridge and buy a new one, even if the green and red ink chambers are full. If you had a printer with separate color cartridges, you’d just have to replace the blue cartridge. If you’ll be buying official ink cartridges, be sure to compare the cost of cartridges when buying a printer. The cheapest printer may be more expensive in the long run. Of course, you’ll save the most money if you stop printing entirely and go paperless, keeping digital copies of your documents instead of paper ones. Image Credit: Cliva Darra on Flickr     

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  • Vista ICS issue

    - by Bill Grey
    I have a strange problem with Internet Connection Sharing on a laptop running Vista Business. This laptop is connected to the internet via the ethernet port, which goes to an ADSL modem. it is automatically assigned the IP address 192.168.1.50, and the modem/gateway is 192.168.1.1 My friends laptop is running Vista Home. Previously, I would create an ad hoc wireless network, enable ICS, and everything would be perfect. My friend would have internet access via this. However, something has now mysteriously broken. If I enable ICS on the wireless connection, it resets my Local Area Connection, assigning it the manual IP address of 192.168.0.1, which means my connection to the internet is destroyed. Both wireless adapters on each network are assigned auto configuration addresses, in the 168. range. They can see each other fine, but my friends laptop cannot access the internet via mine, even after I have restored the Local Area Connection settings. I understand the computer with ICS enabled must have the IP of 192.168.0.1, but previously, before whatever went wrong, my wireless adapter would be 192.168.0.1 and my friends computer would get an IP via DHCP. I have also tried setting static IP address and making a bridge, none of which works. How can I fix this problem, and prevent enabling ICS from touching my Local Area Connection? Both machines have no firewall, have appropriate settings etc...

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  • chmod -R 777 / on ubuntu - numerous problems

    - by ncatnow
    A client has accidentally given the entire filesystem full permissions on their ubuntu 10.04 box. chmod -R 777 httpdocs/cd / As you can see they attempted to cd to the root, and instead gave chmod a fun parameter to play with. First sign of the problem was inability to use 'su', giving an authentication error. sudo also complained of a missing setuid bit. This was fixed by logging in as root from the machine itself, and running chmod +s /usr/bin/sudo. I can now sudo su and do what I need to as root. su still gives an authentication failure. I followed the advice here: http://swiss.ubuntuforums.org/showthread.php?t=1180661&page=2 chmod 0755 / chmod 0755 /* chmod 1777 /tmp chmod 0750 /root chmod 0700 /lost+found I then tried to reset root password. I still cannot su to become root, or su root. The system seems to be running fine. Are there any suggestions for getting su to work once again? Where can I look for more problems?

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  • How do I add a VMware ESXi Host to Microsoft Virtual Machine Manager?

    - by user63250
    I am trying to manage virtual machines running on a VMware ESXi host using Microsoft System Center Virtual Machine Manager. I was able to add the ESXi machine using the "Add VMware VirtualCenter server" option, but can't access any of the VMs on the datastore associated with this ESXi server. The datastore of the ESXi box is showing up with the correct name, but it won't let me see any of the VMs that have already been created; I get "There are no virtual machines on this host." Because I couldn't get any of the existing virtual machines to show up, I tried creating some new ones. When using VMM to connect to ESXi and create new VMs, I get the following error messages in the "rating explanation" section: The virtualization software on the selected host does not support virtual hard disks on an IDE bus. and The virtualization software on the host XXXXXX does not support the creation of dynamic virtual hard disk. Any ideas on why I can't manage existing machines and why I can't create new ones? The existing machines were created in vSphere. I should note that the ESXi server and the server running SCVMM are both on the same domain. I should also note that although the ESXi box has been added as a VirtualCetner server, when I try to add it through the "Add Host" option, I get an error message saying "Virtual Machine Manager cannot complete the VirtualCenter action on server EXSi because of the following error: The operation is not supported on the object."

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  • Hyper-V virtual machine can't be migrated to a specific host in the cluster

    - by Massimo
    I have a three-node Hyper-V cluster running on Windows Server 2008 R2 which is working quite flawlessly: there are no errors, live migration works, all hosts can and will happily run all virtual machines, and so on. But one specific virtual machinee is trying to make me go mad: it works on two nodes of the cluster, but not on the third one. Whenever I try to move the VM to that node, be it in a live migration or with the VM powered off, it always fails. In the event log of the host these events are logged: Source: Hyper-V-VMMS Event ID: 16300 Cannot load a virtual machine configuration: General access denied error (0x80070005) (Virtual machine ID <GUID>) Source: Hyper-V-VMMS Evend ID: 20100 The Virtual Machine Management Service failed to register the configuration for the virtual machine '<GUID>' at 'C:\ClusterStorage\<PATH>\<VM>': General access denied error (0x80070005) Source: Hyper-V-High-Availability Event ID: 21102 'Virtual Machine Configuration <VM>' failed to register the virtual machine with the virtual machine management service. All other VMs can be moved to/from the offending host, and the offending VM can be moved between the other two hosts. Also, this is not a storage problem, because there are other VMs in the same cluster volume, and the host has no troubles running them. What's going on here?

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  • We've hit 400 registrations for SQLBits VI

    - by simonsabin
    After a mad rush for registrations to SQLBits VI we ahve now hit 400 registrations. We still have places yet but don't expect then to be available long. At the current rate you've got 7 days until we will have filled up. So get registering, also if you can't make it please make sure you un register. Finally if you haven't received an email saying your registration is confirmed then you won't be confirmed. We currently have 40 registrations that are uncomfirmed. If in doubt please contact us.

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  • We've hit 400 registrations for SQLBits VI

    - by simonsabin
    After a mad rush for registrations to SQLBits VI we ahve now hit 400 registrations. We still have places yet but don't expect then to be available long. At the current rate you've got 7 days until we will have filled up. So get registering, also if you can't make it please make sure you un register. Finally if you haven't received an email saying your registration is confirmed then you won't be confirmed. We currently have 40 registrations that are uncomfirmed. If in doubt please contact us.

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  • Developer Training – Difficult Questions and Alternative Perspective – Part 3

    - by pinaldave
    Developer Training - Importance and Significance - Part 1 Developer Training – Employee Morals and Ethics – Part 2 Developer Training – Difficult Questions and Alternative Perspective - Part 3 Developer Training – Various Options for Developer Training – Part 4 Developer Training – A Conclusive Summary- Part 5 Congratulations!  You are now a fully trained developer!  You spent hours in a classroom, watching webinars, and reading materials.  You are now more educated and more prepared than ever before.  Now what? Stay or Quit The simple answer is that you now have two options – stay where you are or move on to a new job.  Even though you might now be smarter than you have ever felt before, this can still be a tough decision to make.  You feel extra trained and ready for a promotion or a raise, but you and your employer might not see eye to eye on this issue.  The logical conclusion is to go on a job hunt, but that might not be the most ethical thing to do. Click Image to Enlarge Manager’s Perspective Click Image to Enlarge Try to see the issue from your manager’s perspective.  You feel that you have just spent a lot of time and energy getting trained, and you should be rewarded.  But they have invested their time and energy in you.  They might see the training as a way to help you complete the goals they require from you, or as a way to help you complete tasks that will ultimately end in a reward or promotion. Moral Compass As in most cases, honesty is the best policy.  Be open with your manager about your expectations, and ask them to explain their goals.  When there is open and honest communication, everyone can walk away happy.  If you’re unable to discuss with your manager for one reason or another, just try to keep the company policy in mind and follow your own moral compass.  If all else fails, and your company is unwilling to make allowances for your new value, offer to pay the company back for the training before moving on your way. Whether you stay at your old job or move on to a new one, you are still faced with the question of what you’re going to do with all your new knowledge.  If you feel comfortable, offer to train others around you who are interested in the same subject.  This can look very good on your resume, and if you are working in a team environment it is sure to help you in the long run! What Next? You can even offer to train other trainers at the company – managers, those above you, or even report back to your original trainer about how your education is helping you in the work place.  Obviously this should be completely voluntary on the trainer’s part.  Taking advice from a “newbie” may not be their favorite idea, but it could also show the company that you are open to expanding your horizons and being helpful to everyone around you. Last in Line for Opportunity Click Image to Enlarge At this time, let us address a subject related to training and what to do with it – what if you are always overlooked for training?  This can as thorny a problem as receiving training in the first place.  The best advice is to let your supervisors know that you are always open to training and very interested in certain topics.  If you are consistently passed over, be patient.  Your turn will probably come, but the company as a whole has to focus on other problems at the moment.  If you feel that there are more personal issues at play, be sure to bring this up with your supervisor in a calm and professional manager so that everything can be worked out best for both parties. You, Yourself and Your Future! If all else fails, offer to pay for training yourself.  Perhaps money problems are at the root of being passed over.  Even if there are other reasons, offering to pay your own way shows your dedication and could work out well for you in the long run.  Always remember – in life you have to go out and make your own way, you cannot always sit and wait for things to land in your lap. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Developer Training, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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