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  • Is it a good or bad practice to call instance methods from a java constructor?

    - by Steve
    There are several different ways I can initialize complex objects (with injected dependencies and required set-up of injected members), are all seem reasonable, but have various advantages and disadvantages. I'll give a concrete example: final class MyClass { private final Dependency dependency; @Inject public MyClass(Dependency dependency) { this.dependency = dependency; dependency.addHandler(new Handler() { @Override void handle(int foo) { MyClass.this.doSomething(foo); } }); doSomething(0); } private void doSomething(int foo) { dependency.doSomethingElse(foo+1); } } As you can see, the constructor does 3 things, including calling an instance method. I've been told that calling instance methods from a constructor is unsafe because it circumvents the compiler's checks for uninitialized members. I.e. I could have called doSomething(0) before setting this.dependency, which would have compiled but not worked. What is the best way to refactor this? Make doSomething static and pass in the dependency explicitly? In my actual case I have three instance methods and three member fields that all depend on one another, so this seems like a lot of extra boilerplate to make all three of these static. Move the addHandler and doSomething into an @Inject public void init() method. While use with Guice will be transparent, it requires any manual construction to be sure to call init() or else the object won't be fully-functional if someone forgets. Also, this exposes more of the API, both of which seem like bad ideas. Wrap a nested class to keep the dependency to make sure it behaves properly without exposing additional API:class DependencyManager { private final Dependency dependency; public DependecyManager(Dependency dependency) { ... } public doSomething(int foo) { ... } } @Inject public MyClass(Dependency dependency) { DependencyManager manager = new DependencyManager(dependency); manager.doSomething(0); } This pulls instance methods out of all constructors, but generates an extra layer of classes, and when I already had inner and anonymous classes (e.g. that handler) it can become confusing - when I tried this I was told to move the DependencyManager to a separate file, which is also distasteful because it's now multiple files to do a single thing. So what is the preferred way to deal with this sort of situation?

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  • The remote server returned an error: (400) Bad Request - uploading less 2MB file size?

    - by fiberOptics
    The file succeed to upload when it is 2KB or lower in size. The main reason why I use streaming is to be able to upload file up to at least 1 GB. But when I try to upload file with less 1MB size, I get bad request. It is my first time to deal with downloading and uploading process, so I can't easily find the cause of error. Testing part: private void button24_Click(object sender, EventArgs e) { try { OpenFileDialog openfile = new OpenFileDialog(); if (openfile.ShowDialog() == System.Windows.Forms.DialogResult.OK) { string port = "3445"; byte[] fileStream; using (FileStream fs = new FileStream(openfile.FileName, FileMode.Open, FileAccess.Read, FileShare.Read)) { fileStream = new byte[fs.Length]; fs.Read(fileStream, 0, (int)fs.Length); fs.Close(); fs.Dispose(); } string baseAddress = "http://localhost:" + port + "/File/AddStream?fileID=9"; HttpWebRequest request = (HttpWebRequest)HttpWebRequest.Create(baseAddress); request.Method = "POST"; request.ContentType = "text/plain"; //request.ContentType = "application/octet-stream"; Stream serverStream = request.GetRequestStream(); serverStream.Write(fileStream, 0, fileStream.Length); serverStream.Close(); using (HttpWebResponse response = request.GetResponse() as HttpWebResponse) { int statusCode = (int)response.StatusCode; StreamReader reader = new StreamReader(response.GetResponseStream()); } } } catch (Exception ex) { MessageBox.Show(ex.Message); } } Service: [WebInvoke(UriTemplate = "AddStream?fileID={fileID}", Method = "POST", BodyStyle = WebMessageBodyStyle.Bare)] public bool AddStream(long fileID, System.IO.Stream fileStream) { ClasslLogic.FileComponent svc = new ClasslLogic.FileComponent(); return svc.AddStream(fileID, fileStream); } Server code for streaming: namespace ClasslLogic { public class StreamObject : IStreamObject { public bool UploadFile(string filename, Stream fileStream) { try { FileStream fileToupload = new FileStream(filename, FileMode.Create); byte[] bytearray = new byte[10000]; int bytesRead, totalBytesRead = 0; do { bytesRead = fileStream.Read(bytearray, 0, bytearray.Length); totalBytesRead += bytesRead; } while (bytesRead > 0); fileToupload.Write(bytearray, 0, bytearray.Length); fileToupload.Close(); fileToupload.Dispose(); } catch (Exception ex) { throw new Exception(ex.Message); } return true; } } } Web config: <system.serviceModel> <bindings> <basicHttpBinding> <binding> <readerQuotas maxDepth="32" maxStringContentLength="8192" maxArrayLength="2097152" maxBytesPerRead="4096" maxNameTableCharCount="2097152" /> <security mode="None" /> </binding> <binding name="ClassLogicBasicTransfer" closeTimeout="00:05:00" openTimeout="00:05:00" receiveTimeout="00:15:00" sendTimeout="00:01:00" allowCookies="false" bypassProxyOnLocal="false" hostNameComparisonMode="StrongWildcard" maxBufferPoolSize="67108864" maxReceivedMessageSize="67108864" messageEncoding="Mtom" textEncoding="utf-8" useDefaultWebProxy="true"> <readerQuotas maxDepth="32" maxStringContentLength="8192" maxArrayLength="67108864" maxBytesPerRead="4096" maxNameTableCharCount="67108864" /> <security mode="None"> <transport clientCredentialType="None" proxyCredentialType="None" realm="" /> <message clientCredentialType="UserName" algorithmSuite="Default" /> </security> </binding> <binding name="BaseLogicWSHTTP"> <security mode="None" /> </binding> <binding name="BaseLogicWSHTTPSec" /> </basicHttpBinding> </bindings> <behaviors> <serviceBehaviors> <behavior> <!-- To avoid disclosing metadata information, set the value below to false and remove the metadata endpoint above before deployment --> <serviceMetadata httpGetEnabled="true" /> <!-- To receive exception details in faults for debugging purposes, set the value below to true. Set to false before deployment to avoid disclosing exception information --> <serviceDebug includeExceptionDetailInFaults="true" /> </behavior> </serviceBehaviors> </behaviors> <serviceHostingEnvironment multipleSiteBindingsEnabled="true" aspNetCompatibilityEnabled="true" /> </system.serviceModel> I'm not sure if this affects the streaming function, because I'm using WCF4.0 rest template which config is dependent in Global.asax. One more thing is this, whether I run the service and passing a stream or not, the created file always contain this thing. How could I remove the "NUL" data? Thanks in advance. Edit public bool UploadFile(string filename, Stream fileStream) { try { FileStream fileToupload = new FileStream(filename, FileMode.Create); byte[] bytearray = new byte[10000]; int bytesRead, totalBytesRead = 0; do { bytesRead = fileStream.Read(bytearray, totalBytesRead, bytearray.Length - totalBytesRead); totalBytesRead += bytesRead; } while (bytesRead > 0); fileToupload.Write(bytearray, 0, totalBytesRead); fileToupload.Close(); fileToupload.Dispose(); } catch (Exception ex) { throw new Exception(ex.Message); } return true; }

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  • Is Visual Source Safe (The latest Version) really that bad? Why? What's the Best Alternative? Why? [closed]

    - by hanzolo
    Over the years I've constantly heard horror stories, had people say "Real Programmers Dont Use VSS", and so on. BUT, then in the workplace I've worked at two companies, one, a very well known public facing high traffic website, and another high end Financial Services "Web-Based" hosted solution catering to some very large, very well known companies, which is where I currently Reside and everything's working just fine (KNOCK KNOCK!!). I'm constantly interfacing with EXTREMELY Old technology with some of these financial institutions.. OLD LIKE YOU WOULDN'T BELIEVE.. which leads me to the conclusion that if it works "LEAVE IT", and that maybe there's some value in old technology? at least enough value to overrule a rewrite!? right?? Is there something fundamentally flawed with the underlying technology that VSS uses? I have a feeling that if i said "someone said VSS Sucks" they would beg to differ, most likely give me this look like i dont know -ish, and I'd never gain back their respect and my credibility (well, that'll be hard to blow.. lol), BUT, give me an argument that I can take to someone whose been coding for 30 years, that builds Platforms that leverage current technology (.NET 3.5 / SQL 2008 R2 ), write's their own ORM with scaffolding and is able to provide a quality platform that supports thousands of concurrent users on a multi-tenant hosted solution, and does not agree with any benefits from having Source Control Integrated, and yet uses the Infamous Visual Source Safe. I have extensive experience with TFS up to 2010, and honestly I think it's great when a team (beyond developers) can embrace it. I've worked side by side with someone whose a die hard SVN'r and from a purist standpoint, I see the beauty in it (I need a bit more, out of my SS, but it surely suffices). So, why are such smarties not running away from Visual Source Safe? surely if it was so bad, it would've have been realized by now, and I would not be sitting here with this simple old, Check In, Check Out, Version Resistant, Label Intensive system. But here I am... I would love to drop an argument that would be the end all argument, but if it's a matter of opinion and personal experience, there seems to be too much leeway for keeping VSS. UPDATE: I guess the best case is to have the VSS supporters check other people's experiences and draw from that until we (please no) experience the breaking factor ourselves. Until then, i wont be engaging in a discussion to migrate off of VSS.. UPDATE 11-2012: So i was able to convince everyone at my work place that since MS is sun downing Visual Source Safe it might be time to migrate over to TFS. I was able to convince them and have recently upgraded our team to Visual Studio 2012 and TFS 2012. The migration was fairly painless, had to run analyze.exe which found a bunch of errors (not sure they'll ever affect the project) and then manually run the VSSConverter.exe. Again, painless, except it took 16 hours to migrate 5 years worth of everything.. and now we're on TFS.. much more integrated.. much more cooler.. so all in all, VSS served it's purpose for years without hick-up. There were no horror stories and Visual Source Save as source control worked just fine. so to all the nay sayers (me included). there's nothing wrong with using VSS. i wouldnt start a new project with it, and i would definitely consider migrating to TFS. (it's really not super difficult and a new "wizard" type converter is due out any day now so migrating should be painless). But from my experience, it worked just fine and got the job done.

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  • How can I disable DNSSC for Google Apps (GMail) MX records on my authoritative domains?

    - by meinemitternacht
    I'm running a BIND Master / Slave setup with DNSSEC, but some of my domains use Google Apps for e-mail services. Google doesn't support DNSSEC and BIND doesn't like it at all. Log output: Sep 6 17:12:51 srv549 named[5376]: error (broken trust chain) resolving 'ALT2.ASPMX.L.GOOGLE.COM.dlv.isc.org/DLV/IN': 70.32.45.42#53 Sep 6 17:12:51 srv549 named[5376]: error (broken trust chain) resolving 'ALT2.ASPMX.L.GOOGLE.COM/A/IN': 70.32.45.42#53 Sep 6 17:12:51 srv549 named[5376]: error (broken trust chain) resolving 'ALT2.ASPMX.L.GOOGLE.COM/AAAA/IN': 70.32.45.42#53 Sep 6 17:12:51 srv549 named[5376]: validating @0x7f755cb83950: ALT2.ASPMX.L.GOOGLE.COM AAAA: bad cache hit (ALT2.ASPMX.L.GOOGLE.COM.dlv.isc.org/DLV) Sep 6 17:12:51 srv549 named[5376]: error (broken trust chain) resolving 'ALT2.ASPMX.L.GOOGLE.COM/AAAA/IN': 69.147.224.178#53 Sep 6 17:12:51 srv549 named[5376]: validating @0x7f755ca52c30: ALT2.ASPMX.L.GOOGLE.COM A: bad cache hit (ALT2.ASPMX.L.GOOGLE.COM.dlv.isc.org/DLV) Sep 6 17:12:51 srv549 named[5376]: error (broken trust chain) resolving 'ALT2.ASPMX.L.GOOGLE.COM/A/IN': 69.147.224.178#53 Sep 6 17:12:51 srv549 named[5376]: validating @0x7f755ca52c30: ASPMX2.GOOGLEMAIL.COM AAAA: bad cache hit (ASPMX2.GOOGLEMAIL.COM.dlv.isc.org/DLV) Sep 6 17:12:51 srv549 named[5376]: error (broken trust chain) resolving 'ASPMX2.GOOGLEMAIL.COM/AAAA/IN': 70.32.45.42#53 Sep 6 17:12:51 srv549 named[5376]: validating @0x7f755cb83950: ASPMX2.GOOGLEMAIL.COM A: bad cache hit (ASPMX2.GOOGLEMAIL.COM.dlv.isc.org/DLV) Sep 6 17:12:51 srv549 named[5376]: error (broken trust chain) resolving 'ASPMX2.GOOGLEMAIL.COM/A/IN': 70.32.45.42#53 Sep 6 17:12:51 srv549 named[5376]: validating @0x7f754c1b0bd0: ASPMX2.GOOGLEMAIL.COM A: bad cache hit (ASPMX2.GOOGLEMAIL.COM.dlv.isc.org/DLV) Sep 6 17:12:51 srv549 named[5376]: error (broken trust chain) resolving 'ASPMX2.GOOGLEMAIL.COM/A/IN': 70.32.45.42#53 Sep 6 17:12:51 srv549 named[5376]: validating @0x7f754c1a6a30: ASPMX2.GOOGLEMAIL.COM AAAA: bad cache hit (ASPMX2.GOOGLEMAIL.COM.dlv.isc.org/DLV) Sep 6 17:12:51 srv549 named[5376]: error (broken trust chain) resolving 'ASPMX2.GOOGLEMAIL.COM/AAAA/IN': 70.32.45.42#53 Sep 6 17:12:51 srv549 named[5376]: validating @0x7f755cb83950: ASPMX3.GOOGLEMAIL.COM AAAA: bad cache hit (ASPMX3.GOOGLEMAIL.COM.dlv.isc.org/DLV) I'm not absolutely sure this is stopping Google Apps from working, because I just enabled all of the DNSSEC features. Does anyone here have experience with this?

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  • Ext3 fs: Block bitmap for group 1 not in group (block 0). is fs dead?

    - by ip
    Hi, My company has a server with one big partition with Mysql database and php files. Now this partition seems to be corrupted, as reported from kernel messages when I tried to mount it manually: [329862.817837] EXT3-fs error (device loop1): ext3_check_descriptors: Block bitmap for group 1 not in group (block 0)! [329862.817846] EXT3-fs: group descriptors corrupted! I've tried to recovery it running tools from a PLD livecd. These are the tools I have tested: - e2retrieve - testdisk - photorec - dd_rescue/dd_rhelp - ddrescue - fsck.ext2 - e2salvage without any success. dumpe2fs 1.41.3 (12-Oct-2008) Filesystem volume name: /dev/sda3 Last mounted on: <not available> Filesystem UUID: dd51610b-6de0-4392-a6f3-67160dbc0343 Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal filetype sparse_super Default mount options: (none) Filesystem state: not clean with errors Errors behavior: Continue Filesystem OS type: Linux Inode count: 9502720 Block count: 18987570 Reserved block count: 949378 Free blocks: 11555345 Free inodes: 11858398 First block: 0 Block size: 4096 Fragment size: 4096 Blocks per group: 32768 Fragments per group: 32768 Inodes per group: 16384 Inode blocks per group: 512 Last mount time: Wed Mar 24 09:31:03 2010 Last write time: Mon Apr 12 11:46:32 2010 Mount count: 10 Maximum mount count: 30 Last checked: Thu Jan 1 01:00:00 1970 Check interval: 0 (<none>) Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 128 Journal inode: 8 Journal backup: inode blocks dumpe2fs: A block group is missing an inode table while reading journal inode There's any other tools I have to test before considering these disk definitely unrecoverable? Many thanks, ip

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  • Parsing basic math equations for children's educational software?

    - by Simucal
    Inspired by a recent TED talk, I want to write a small piece of educational software. The researcher created little miniature computers in the shape of blocks called "Siftables". [David Merril, inventor - with Siftables in the background.] There were many applications he used the blocks in but my favorite was when each block was a number or basic operation symbol. You could then re-arrange the blocks of numbers or operation symbols in a line, and it would display an answer on another siftable block. So, I've decided I wanted to implemented a software version of "Math Siftables" on a limited scale as my final project for a CS course I'm taking. What is the generally accepted way for parsing and interpreting a string of math expressions, and if they are valid, perform the operation? Is this a case where I should implement a full parser/lexer? I would imagine interpreting basic math expressions would be a semi-common problem in computer science so I'm looking for the right way to approach this. For example, if my Math Siftable blocks where arranged like: [1] [+] [2] This would be a valid sequence and I would perform the necessary operation to arrive at "3". However, if the child were to drag several operation blocks together such as: [2] [\] [\] [5] It would obviously be invalid. Ultimately, I want to be able to parse and interpret any number of chains of operations with the blocks that the user can drag together. Can anyone explain to me or point me to resources for parsing basic math expressions? I'd prefer as much of a language agnostic answer as possible.

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  • [Ruby] Modifying object inside a loop doesn't change object outside of the loop?

    - by Jergason
    I am having problems with modifying objects inside blocks and not getting the expected values outside the blocks. This chunk of code is supposed to transform a bunch of points in 3d space, calculate a score (the rmsd or root mean squared deviation), and store both the score and the set of points that produced that score if it is lower than the current lowest score. At the end, I want to print out the best bunch of points. first = get_transformed_points(ARGV[0]) second = get_transformed_points(ARGV[1]) best_rmsd = first.rmsd(second) best_points = second #transform the points around x, y, and z and get the rmsd. If the new points # have a smaller rmsd, store them. ROTATION = 30 #rotate by ROTATION degrees num_rotations = 360/ROTATION radians = ROTATION * (Math::PI/180) num_rotations.times do |i| second = second * x_rotate num_rotations.times do |j| second = second * y_rotate num_rotations.times do |k| second = second * z_rotate rmsd = first.rmsd(second) if rmsd < best_rmsd then best_points = second best_rmsd = rmsd end end end end File.open("#{ARGV[1]}.out", "w") {|f| f.write(best_points.to_s)} I can print out the points that are getting stored inside the block, and they are getting transformed and stored correctly. However, when I write out the points to a file at the end, they are the same as the initial set of points. Somehow the best_points = second chunk doesn't seem to be doing anything outside of the block. It seems like there are some scoping rules that I don't understand here. I had thought that since I declared and defined best_points above, outside of the blocks, that it would be updated inside the blocks. However, it seems that when the blocks end, it somehow reverts back to the original value. Any ideas how to fix this? Is this a problem with blocks specifically?

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  • Trying to get codeblocks working on Mac, running Lion. Can't get the compiler set up properly

    - by tjtoml
    First off, sorry if this is a stupid question. I installed code::blocks to try and get to know the program and start working on teaching myself c++. I have a MacBook Pro with OS 10.7.3. I ave code::blocks 10.05. When I try to build a "Hello world" nothing happens. Based on some googling I've figured out that it's because code::blocks doesn't know where to find the debugger/compiler. Further googling yielded me this page which tells me to install Xcode and to fix some things in the code::blocks settings. However, this wiki obviously has not been updated since Apple went to the App store, because the file paths it gives for the compiler do not exist (there is no /Developer/* even after installing Xcode). Xcode 4.3.2 was already installed when I installed code::blocks and code::blocks "auto-detected" several compilers. They did not work. If anyone knows where Xcode hides its compilers now that Apple has moved to the app store, I would be much obliged.

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  • Perl Capture and Modify STDERR before it prints to a file

    - by MicrobicTiger
    I have a perl script which performs multiple external commands and prints the outputs from STDERR and STDOUT to a logfile along with a series of my own print statements to act as documentation on the process. My problem is that the STDERR repeats ~identical prints as example below. I'd like to capture this before it prints and replace with the final result for each of the commands i run. blocks evaluated : 0 blocks evaluated : 10000 blocks evaluated : 20000 blocks evaluated : 30000 ... blocks evaluated : 3420000 blocks evaluated : 3428776 Here's how I'm getting STDOUT and STDERR my $logfile = "Logfile.log"; #log file name #--- Open log file for append if specified --- if ( $logfile ) { open ( OLDOUT, ">&", STDOUT ) or die "ERROR: Can't backup STDOUT location.\n"; close STDOUT; open ( STDOUT, ">", $logfile ) or die "ERROR: Logfile [$logfile] cannot be opened.\n"; } if ( $logfile ) { open ( OLDERR, ">&", STDERR ) or die "ERROR: Can't backup STDERR location.\n"; close STDERR; open ( STDERR, '>&STDOUT' ) or die "ERROR: failed to pass STDERR to STDOUT.\n"; } and closing them close STDERR; open ( STDERR, ">&", OLDERR ) or die "ERROR: Can't fix that first thing you broke!\n"; close STDOUT; open ( STDOUT, ">&", OLDOUT ) or die "ERROR: Can't fix that other thing you broke!\n"; How do I access the STDERR when each print is occurring to do the replace? Or prevent it from printing if it isn't the last of the batch. Many Thanks in advance.

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  • Voxel Face Crawling (Mesh simplification, possibly using greedy)

    - by Tim Winter
    This is in regards to a Minecraft-like terrain engine. I store blocks in chunks (16x256x16 blocks in a chunk). When I generate a chunk, I use multiple procedural techniques to set the terrain and to place objects. While generating, I keep one 1D array for the full chunk (solid or not) and a separate 1D array of solid blocks. After generation, I iterate through the solid blocks checking their neighbors so I only generate block faces that don't have solid neighbors. I store which faces to generate in their own list (that's 6 lists, one per possible face). When rendering a chunk, I render all lists in the camera's current chunk and only the lists facing the camera in all other chunks. Using a 2D atlas with this little shader trick Andrew Russell suggested, I want to merge similar faces together completely. That is, if they are in the same list (same normal), are adjacent to each other, have the same light level, etc. My assumption would be to have each of the 6 lists sorted by the axis they rest on, then by the other two axes (the list for the top of a block would be sorted by it's Y value, then X, then Z). With this alone, I could quite easily merge strips of faces, but I'm looking to merge more than just strips together when possible. I've read up on this greedy meshing algorithm, but I am having a lot of trouble understanding it. To even use it, I would think I'd need to perform a type of flood-fill per sorted list to get the groups of merge-able faces. Then, per group, perform the greedy algorithm. It all sounds awfully expensive if I would ever want dynamic terrain/lighting after initial generation. So, my question: To perform merging of faces as described (ignoring whether it's a bad idea for dynamic terrain/lighting), is there perhaps an algorithm that is simpler to implement? I would also quite happily accept an answer that walks me through the greedy algorithm in a much simpler way (a link or explanation). I don't mind a slight performance decrease if it's easier to implement or even if it's only a little better than just doing strips. I worry that most algorithms focus on triangles rather than quads and using a 2D atlas the way I am, I don't know that I could implement something triangle based with my current skills. PS: I already frustum cull per chunk and as described, I also cull faces between solid blocks. I don't occlusion cull yet and may never.

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  • Linux software raid fails to include one device for one RAID1 array

    - by user1389890
    One of my four Linux software raid arrays drops one of its two devices when I reboot my system. The other three arrays work fine. I am running RAID1 on kernel version 2.6.32-5-amd64. Every time I reboot, /dev/md2 comes up with only one device. I can manually add the device by saying $ sudo mdadm /dev/md2 --add /dev/sdc1. This works fine, and mdadm confirms that the device has been re-added as follows: mdadm: re-added /dev/sdc1 After adding the device and and allowing the array time to resynch, this is what the output of $ cat /proc/mdstat looks like: Personalities : [raid1] md3 : active raid1 sda4[0] sdb4[1] 244186840 blocks super 1.2 [2/2] [UU] md2 : active raid1 sdc1[0] sdd1[1] 732574464 blocks [2/2] [UU] md1 : active raid1 sda3[0] sdb3[1] 722804416 blocks [2/2] [UU] md0 : active raid1 sda1[0] sdb1[1] 6835520 blocks [2/2] [UU] unused devices: <none> Then after I reboot, this is what the output of $ cat /proc/mdstat looks like: Personalities : [raid1] md3 : active raid1 sda4[0] sdb4[1] 244186840 blocks super 1.2 [2/2] [UU] md2 : active raid1 sdd1[1] 732574464 blocks [2/1] [_U] md1 : active raid1 sda3[0] sdb3[1] 722804416 blocks [2/2] [UU] md0 : active raid1 sda1[0] sdb1[1] 6835520 blocks [2/2] [UU] unused devices: <none> During reboot, here is the output of $ sudo cat /var/log/syslog | grep mdadm : Jun 22 19:00:08 rook mdadm[1709]: RebuildFinished event detected on md device /dev/md2 Jun 22 19:00:08 rook mdadm[1709]: SpareActive event detected on md device /dev/md2, component device /dev/sdc1 Jun 22 19:00:20 rook kernel: [ 7819.446412] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.446415] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.446782] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.446785] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.515844] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.515847] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.606829] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.606832] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855616] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855620] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855950] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855952] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8027.962169] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8027.962171] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8028.054365] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8028.054368] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.588662] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.588664] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.601990] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.601991] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.602693] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.602695] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.605981] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.605983] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.606138] mdadm: sending ioctl 800c0910 to a partition! Jun 22 19:10:23 rook kernel: [ 9.606139] mdadm: sending ioctl 800c0910 to a partition! Jun 22 19:10:48 rook mdadm[1737]: DegradedArray event detected on md device /dev/md2 Here is the mdadm.conf file: ARRAY /dev/md0 metadata=0.90 UUID=92121d42:37f46b82:926983e9:7d8aad9b ARRAY /dev/md1 metadata=0.90 UUID=9c1bafc3:1762d51d:c1ae3c29:66348110 ARRAY /dev/md2 metadata=0.90 UUID=98cea6ca:25b5f305:49e8ec88:e84bc7f0 ARRAY /dev/md3 metadata=1.2 name=rook:3 UUID=ca3fce37:95d49a09:badd0ddc:b63a4792 I also ran $ sudo smartctl -t long /dev/sdc and no hardware issues were detected. As long as I do not reboot, /dev/md2 seems to work fine. Does anyone have any suggestions? Here is the output of $ sudo mdadm -E /dev/sdc1 after re-adding the device and letting it resync: /dev/sdc1: Magic : a92b4efc Version : 0.90.00 UUID : 98cea6ca:25b5f305:49e8ec88:e84bc7f0 (local to host rook) Creation Time : Sun Jul 13 08:05:55 2008 Raid Level : raid1 Used Dev Size : 732574464 (698.64 GiB 750.16 GB) Array Size : 732574464 (698.64 GiB 750.16 GB) Raid Devices : 2 Total Devices : 2 Preferred Minor : 2 Update Time : Mon Jun 24 07:42:49 2013 State : clean Active Devices : 2 Working Devices : 2 Failed Devices : 0 Spare Devices : 0 Checksum : 5fd6cc13 - correct Events : 180998 Number Major Minor RaidDevice State this 0 8 33 0 active sync /dev/sdc1 0 0 8 33 0 active sync /dev/sdc1 1 1 8 49 1 active sync /dev/sdd1 Here is the output of $ sudo mdadm -D /dev/md2 after re-adding the device and letting it resync: /dev/md2: Version : 0.90 Creation Time : Sun Jul 13 08:05:55 2008 Raid Level : raid1 Array Size : 732574464 (698.64 GiB 750.16 GB) Used Dev Size : 732574464 (698.64 GiB 750.16 GB) Raid Devices : 2 Total Devices : 2 Preferred Minor : 2 Persistence : Superblock is persistent Update Time : Mon Jun 24 07:42:49 2013 State : clean Active Devices : 2 Working Devices : 2 Failed Devices : 0 Spare Devices : 0 UUID : 98cea6ca:25b5f305:49e8ec88:e84bc7f0 (local to host rook) Events : 0.180998 Number Major Minor RaidDevice State 0 8 33 0 active sync /dev/sdc1 1 8 49 1 active sync /dev/sdd1

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  • Upon reboot, Linux software raid fails to include one device of a RAID1 array

    - by user1389890
    One of my four Linux software raid arrays drops one of its two devices when I reboot my system. The other three arrays work fine. I am running RAID1 on kernel version 2.6.32-5-amd64 (Debian Squeeze). Every time I reboot, /dev/md2 comes up with only one device. I can manually add the device by saying $ sudo mdadm /dev/md2 --add /dev/sdc1. This works fine, and mdadm confirms that the device has been re-added as follows: mdadm: re-added /dev/sdc1 After adding the device and allowing the array time to resynch, this is what the output of $ cat /proc/mdstat looks like: Personalities : [raid1] md3 : active raid1 sda4[0] sdb4[1] 244186840 blocks super 1.2 [2/2] [UU] md2 : active raid1 sdc1[0] sdd1[1] 732574464 blocks [2/2] [UU] md1 : active raid1 sda3[0] sdb3[1] 722804416 blocks [2/2] [UU] md0 : active raid1 sda1[0] sdb1[1] 6835520 blocks [2/2] [UU] unused devices: <none> Then after I reboot, this is what the output of $ cat /proc/mdstat looks like: Personalities : [raid1] md3 : active raid1 sda4[0] sdb4[1] 244186840 blocks super 1.2 [2/2] [UU] md2 : active raid1 sdd1[1] 732574464 blocks [2/1] [_U] md1 : active raid1 sda3[0] sdb3[1] 722804416 blocks [2/2] [UU] md0 : active raid1 sda1[0] sdb1[1] 6835520 blocks [2/2] [UU] unused devices: <none> During reboot, here is the output of $ sudo cat /var/log/syslog | grep mdadm : Jun 22 19:00:08 rook mdadm[1709]: RebuildFinished event detected on md device /dev/md2 Jun 22 19:00:08 rook mdadm[1709]: SpareActive event detected on md device /dev/md2, component device /dev/sdc1 Jun 22 19:00:20 rook kernel: [ 7819.446412] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.446415] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.446782] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.446785] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.515844] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.515847] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.606829] mdadm: sending ioctl 1261 to a partition! Jun 22 19:00:20 rook kernel: [ 7819.606832] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855616] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855620] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855950] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:48 rook kernel: [ 8027.855952] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8027.962169] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8027.962171] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8028.054365] mdadm: sending ioctl 1261 to a partition! Jun 22 19:03:49 rook kernel: [ 8028.054368] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.588662] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.588664] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.601990] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.601991] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.602693] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.602695] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.605981] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.605983] mdadm: sending ioctl 1261 to a partition! Jun 22 19:10:23 rook kernel: [ 9.606138] mdadm: sending ioctl 800c0910 to a partition! Jun 22 19:10:23 rook kernel: [ 9.606139] mdadm: sending ioctl 800c0910 to a partition! Jun 22 19:10:48 rook mdadm[1737]: DegradedArray event detected on md device /dev/md2 Here is the result of $ cat /etc/mdadm/mdadm.conf: ARRAY /dev/md0 metadata=0.90 UUID=92121d42:37f46b82:926983e9:7d8aad9b ARRAY /dev/md1 metadata=0.90 UUID=9c1bafc3:1762d51d:c1ae3c29:66348110 ARRAY /dev/md2 metadata=0.90 UUID=98cea6ca:25b5f305:49e8ec88:e84bc7f0 ARRAY /dev/md3 metadata=1.2 name=rook:3 UUID=ca3fce37:95d49a09:badd0ddc:b63a4792 Here is the output of $ sudo mdadm -E /dev/sdc1 after re-adding the device and letting it resync: /dev/sdc1: Magic : a92b4efc Version : 0.90.00 UUID : 98cea6ca:25b5f305:49e8ec88:e84bc7f0 (local to host rook) Creation Time : Sun Jul 13 08:05:55 2008 Raid Level : raid1 Used Dev Size : 732574464 (698.64 GiB 750.16 GB) Array Size : 732574464 (698.64 GiB 750.16 GB) Raid Devices : 2 Total Devices : 2 Preferred Minor : 2 Update Time : Mon Jun 24 07:42:49 2013 State : clean Active Devices : 2 Working Devices : 2 Failed Devices : 0 Spare Devices : 0 Checksum : 5fd6cc13 - correct Events : 180998 Number Major Minor RaidDevice State this 0 8 33 0 active sync /dev/sdc1 0 0 8 33 0 active sync /dev/sdc1 1 1 8 49 1 active sync /dev/sdd1 Here is the output of $ sudo mdadm -D /dev/md2 after re-adding the device and letting it resync: /dev/md2: Version : 0.90 Creation Time : Sun Jul 13 08:05:55 2008 Raid Level : raid1 Array Size : 732574464 (698.64 GiB 750.16 GB) Used Dev Size : 732574464 (698.64 GiB 750.16 GB) Raid Devices : 2 Total Devices : 2 Preferred Minor : 2 Persistence : Superblock is persistent Update Time : Mon Jun 24 07:42:49 2013 State : clean Active Devices : 2 Working Devices : 2 Failed Devices : 0 Spare Devices : 0 UUID : 98cea6ca:25b5f305:49e8ec88:e84bc7f0 (local to host rook) Events : 0.180998 Number Major Minor RaidDevice State 0 8 33 0 active sync /dev/sdc1 1 8 49 1 active sync /dev/sdd1 I also ran $ sudo smartctl -t long /dev/sdc and no hardware issues were detected. As long as I do not reboot, /dev/md2 seems to work fine. Does anyone have any suggestions?

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  • How to detect hard disk failure?

    - by Devator
    So, one of my servers has a hard disk failure. It's running software RAID, the system locked up and according to /proc/mdstat (and /var/log/messages), it's really down: Personalities : [raid1] md2 : active raid1 sdb2[1] 104320 blocks [2/1] [_U] md5 : active raid1 sdb5[1] 2104448 blocks [2/1] [_U] md6 : active raid1 sdb6[1] 830134656 blocks [2/1] [_U] md1 : active raid1 sdb1[1] 143363968 blocks [2/1] [_U] and Nov 5 22:04:37 m38501 smartd[4467]: Device: /dev/sda, not capable of SMART self-check However when I do smartctl -H /dev/sda, it passes the test. It also passes the test with smartctl --test=short /dev/sda. So, is smartctl a broken testing tool, or am I doing something completely off?

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  • which drive do I mount

    - by Crash893
    I have a system hdd then two raid1 hard drives I see that sda1 is the system drive but when i do a fdisk -l I get the following results so which of the following do i need to mount to get the "raid" drive and not the individual hdd? root@Mxxxx-PDC:/etc/samba# fdisk -l Disk /dev/sda: 251.0 GB, 251000193024 bytes 255 heads, 63 sectors/track, 30515 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Disk identifier: 0x000762dc Device Boot Start End Blocks Id System /dev/sda1 * 1 30328 243609628+ 83 Linux /dev/sda2 30329 30515 1502077+ 5 Extended /dev/sda5 30329 30515 1502046 82 Linux swap / Solaris Disk /dev/sdb: 400.0 GB, 400088457216 bytes 255 heads, 63 sectors/track, 48641 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Disk identifier: 0x00000000 Device Boot Start End Blocks Id System /dev/sdb1 1 48641 390708801 83 Linux Disk /dev/sdc: 250.0 GB, 250059350016 bytes 255 heads, 63 sectors/track, 30401 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Disk identifier: 0x0009f4b2 Device Boot Start End Blocks Id System /dev/sdc1 * 1 255 2048256 fd Linux raid autodetect /dev/sdc2 256 30401 242147745 fd Linux raid autodetect Disk /dev/sdd: 250.0 GB, 250059350016 bytes 255 heads, 63 sectors/track, 30401 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Disk identifier: 0x000b7f4c Device Boot Start End Blocks Id System /dev/sdd1 * 1 255 2048256 fd Linux raid autodetect /dev/sdd2 256 30401 242147745 fd Linux raid autodetect

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  • flashcache with mdadm and LVM

    - by Backtogeek
    I am having trouble setting up flashcache on a system with LVM and mdadm, I suspect I am either just missing an obvious step or getting some mapping wrong and hoped someone could point me in the right direction? system info: CentOS 6.4 64 bit mdadm config md0 : active raid1 sdd3[2] sde3[3] sdf3[4] sdg3[5] sdh3[1] sda3[0] 204736 blocks super 1.0 [6/6] [UUUUUU] md2 : active raid6 sdd5[2] sde5[3] sdf5[4] sdg5[5] sdh5[1] sda5[0] 3794905088 blocks super 1.1 level 6, 512k chunk, algorithm 2 [6/6] [UUUUUU] md3 : active raid0 sdc1[1] sdb1[0] 250065920 blocks super 1.1 512k chunks md1 : active raid10 sdh1[1] sda1[0] sdd1[2] sdf1[4] sdg1[5] sde1[3] 76749312 blocks super 1.1 512K chunks 2 near-copies [6/6] [UUUUUU] pcsvan PV /dev/mapper/ssdcache VG Xenvol lvm2 [3.53 TiB / 3.53 TiB free] Total: 1 [3.53 TiB] / in use: 1 [3.53 TiB] / in no VG: 0 [0 ] flashcache create command used: flashcache_create -p back ssdcache /dev/md3 /dev/md2 pvdisplay --- Physical volume --- PV Name /dev/mapper/ssdcache VG Name Xenvol PV Size 3.53 TiB / not usable 106.00 MiB Allocatable yes PE Size 128.00 MiB Total PE 28952 Free PE 28912 Allocated PE 40 PV UUID w0ENVR-EjvO-gAZ8-TQA1-5wYu-ISOk-pJv7LV vgdisplay --- Volume group --- VG Name Xenvol System ID Format lvm2 Metadata Areas 1 Metadata Sequence No 2 VG Access read/write VG Status resizable MAX LV 0 Cur LV 1 Open LV 1 Max PV 0 Cur PV 1 Act PV 1 VG Size 3.53 TiB PE Size 128.00 MiB Total PE 28952 Alloc PE / Size 40 / 5.00 GiB Free PE / Size 28912 / 3.53 TiB VG UUID 7vfKWh-ENPb-P8dV-jVlb-kP0o-1dDd-N8zzYj So that is where I am at, I thought that was the job done however when creating a logical volume called test and mounting it is /mnt/test the sequential write is pathetic, 60 ish MB/s /dev/md3 has 2 x SSD's in Raid0 which alone is performing at around 800 MB/s sequential write and I am trying to cache /dev/md2 which is 6 x 1TB drives in raid6 I have read a number of pages through the day and some of them here, it is obvious from the results that the cache is not functioning but I am unsure why. I have added the filter line in the lvm.conf filter = [ "r|/dev/sdb|", "r|/dev/sdc|", "r|/dev/md3|" ] It is probably something silly but the cache is clearly performing no writes so I suspect I am not mapping it or have not mounted the cache correctly. dmsetup status ssdcache: 0 7589810176 flashcache stats: reads(142), writes(0) read hits(133), read hit percent(93) write hits(0) write hit percent(0) dirty write hits(0) dirty write hit percent(0) replacement(0), write replacement(0) write invalidates(0), read invalidates(0) pending enqueues(0), pending inval(0) metadata dirties(0), metadata cleans(0) metadata batch(0) metadata ssd writes(0) cleanings(0) fallow cleanings(0) no room(0) front merge(0) back merge(0) force_clean_block(0) disk reads(9), disk writes(0) ssd reads(133) ssd writes(9) uncached reads(0), uncached writes(0), uncached IO requeue(0) disk read errors(0), disk write errors(0) ssd read errors(0) ssd write errors(0) uncached sequential reads(0), uncached sequential writes(0) pid_adds(0), pid_dels(0), pid_drops(0) pid_expiry(0) lru hot blocks(31136000), lru warm blocks(31136000) lru promotions(0), lru demotions(0) Xenvol-test: 0 10485760 linear I have included as much info as I can think of, look forward to any replies.

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  • Firefox plugin to block scripts of only specified websites

    - by user23392
    I'm looking for a Firefox plugin that blocks JavaScript from specified URLs. Example: I add: "google-analytics.com" It then blocks all scripts coming from Google Analytics. Essentially a blacklist of sites that I don't want to allow JavaScript from. Note: I know of NoScript which blocks all scripts from all websites. But I don't want that.

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  • RAID degraded on Ubuntu server

    - by reano
    We're having a very weird issue at work. Our Ubuntu server has 6 drives, set up with RAID1 as follows: /dev/md0, consisting of: /dev/sda1 /dev/sdb1 /dev/md1, consisting of: /dev/sda2 /dev/sdb2 /dev/md2, consisting of: /dev/sda3 /dev/sdb3 /dev/md3, consisting of: /dev/sdc1 /dev/sdd1 /dev/md4, consisting of: /dev/sde1 /dev/sdf1 As you can see, md0, md1 and md2 all use the same 2 drives (split into 3 partitions). I also have to note that this is done via ubuntu software raid, not hardware raid. Today, the /md0 RAID1 array shows as degraded - it is missing the /dev/sdb1 drive. But since /dev/sdb1 is only a partition (and /dev/sdb2 and /dev/sdb3 are working fine), it's obviously not the drive that's gone AWOL, it seems the partition itself is missing. How is that even possible? And what could we do to fix it? My output of cat /proc/mdstat: Personalities : [linear] [multipath] [raid0] [raid1] [raid6] [raid5] [raid4] [raid10] md1 : active raid1 sda2[0] sdb2[1] 24006528 blocks super 1.2 [2/2] [UU] md2 : active raid1 sda3[0] sdb3[1] 1441268544 blocks super 1.2 [2/2] [UU] md0 : active raid1 sda1[0] 1464710976 blocks super 1.2 [2/1] [U_] md3 : active raid1 sdd1[1] sdc1[0] 2930133824 blocks super 1.2 [2/2] [UU] md4 : active raid1 sdf2[1] sde2[0] 2929939264 blocks super 1.2 [2/2] [UU] unused devices: <none> FYI: I tried the following: mdadm /dev/md0 --add /dev/sdb1 But got this error: mdadm: add new device failed for /dev/sdb1 as 2: Invalid argument Output of mdadm --detail /dev/md0 is: /dev/md0: Version : 1.2 Creation Time : Sat Dec 29 17:09:45 2012 Raid Level : raid1 Array Size : 1464710976 (1396.86 GiB 1499.86 GB) Used Dev Size : 1464710976 (1396.86 GiB 1499.86 GB) Raid Devices : 2 Total Devices : 1 Persistence : Superblock is persistent Update Time : Thu Nov 7 15:55:07 2013 State : clean, degraded Active Devices : 1 Working Devices : 1 Failed Devices : 0 Spare Devices : 0 Name : lia:0 (local to host lia) UUID : eb302d19:ff70c7bf:401d63af:ed042d59 Events : 26216 Number Major Minor RaidDevice State 0 8 1 0 active sync /dev/sda1 1 0 0 1 removed

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  • Block Fortress is an Awesome Tower Defense Game

    - by Akemi Iwaya
    What do you get when you mix Minecraft, tower defense, and a first-person shooter together? Block Fortress! This awesome game combines the best aspects of three game types into one unique, action-packed romp for survival and victory. Keep in mind that the game has quite a bit going on, so we will only be able to offer a quick glimpse with our post. Also, it may take a few minutes to become familiar with how to maneuver around in the game area using various gestures on your device’s screen. From the Block Fortress homepage: It offers more than 30 different building blocks, 16 different turret blocks, and tons of additional items to build (including mining blocks, lumber blocks, storage crates, power generators, and much more). It also includes many different weapon and item upgrades for your character – all brought to bear against the relentless attacks of the Goblocks! Block Fortress currently comes with three modes of game play: Survival, Quickstart, and Sandbox. As you can see, there should be more modes available at a later date. There are many types of terrain to choose from, or if you wish you can select Random for a nice surprise. For our example we chose Snowy Hills. Time to have a look around and find a nice spot to set up our barracks… This spot looks like it will do rather nicely… Just for fun we set up a castle-style set of walls and entry point for our barracks. Now on to fun and adventure! You can see what the game looks like in action with the official launch trailer… Price: 0.99 (U.S.) Block Fortress [iTunes App Store] Block Fortress Homepage Official Block Fortress Launch Trailer [YouTube]    

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  • SharePoint 2007 Parser Error after updating master page

    - by Kelly Jones
    A few weeks ago I was updating the master page for a SharePoint 2007 (WSS) site.  The client wanted the site updated to reflect the new look and feel that is being applied to another set of sites in the organization. I created a new theme and master page, which I already wrote about here and here.  It worked well, except for a few pages on a subsite.  On those pages, I got the following error: Server Error in '/' Application. Parser Error Description: An error occurred during the parsing of a resource required to service this request. Please review the following specific parse error details and modify your source file appropriately. Parser Error Message: Code blocks are not allowed in this file.   I decided to go comb through my new master page and compare it to the existing master page that was already working.  After going through them line by line several times, I had no clue what would be causing the error because they were basically the same! It turns out, it was a combination of two things.  First, on a few of the pages in the site, there was some include code (basically an <% EVAL()%> snippet).  This was the code that was triggering my error “Code blocks are not allowed in this file”. However, this code was working fine with the previous master page. I decided to then try doing a full deployment of the site with the new master page, and it worked fine!  Apparently, if the master page is deployed using a Feature, then it is granted permission to allow code blocks, but if you upload pages either using web UI or SharePoint Designer, then the pages won’t be able to use code blocks. I haven’t been able to pin down the rules or official info about this, but I thought others might find it useful anyway.

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  • format/build raid 5 with one 4k drive, three 512b

    - by skidawgz
    I have 4 WD 1TB drives which I want to 4x1TB Raid5. I am not sure what course of action to take next. How do I configure my 4th drive (sde) to align with the rest? Will this affect performance? I rcv this msg (which brings me here to ask these question): The device presents a logical sector size that is smaller than the physical sector size. Aligning to a physical sector (or optimal I/O) size boundary is recommended, or performance may be impacted. fdisk -l shows: Disk /dev/sdb: 1000.2 GB, 1000204886016 bytes 81 heads, 63 sectors/track, 382818 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0xf324ba09 Device Boot Start End Blocks Id System /dev/sdb1 2048 1953525167 976761560 fd Linux raid autodetect Disk /dev/sdc: 1000.2 GB, 1000204886016 bytes 81 heads, 63 sectors/track, 382818 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x38bcc1f0 Device Boot Start End Blocks Id System /dev/sdc1 2048 1953525167 976761560 fd Linux raid autodetect Disk /dev/sdd: 1000.2 GB, 1000204886016 bytes 81 heads, 63 sectors/track, 382818 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x570f77e7 Device Boot Start End Blocks Id System /dev/sdd1 2048 1953525167 976761560 fd Linux raid autodetect Disk /dev/sde: 1000.2 GB, 1000204886016 bytes 255 heads, 63 sectors/track, 121601 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0xeb665e7b Device Boot Start End Blocks Id System

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  • Random World Generation

    - by Alex Larsen
    I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block tall map. Basically so far I have a multidimensional array for each layer of blocks (a total of 262,114 blocks). This is the code I have now: Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } I want to make tunnels and water but the way blocks are set is like this: Block MyBlock = new Block(); MyBlock.BlockType = Block.BlockTypes.Air; How would I manage to connect blocks so the land is not a bunch of floating dirt and stone?

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  • Having to check collisions twice per game tic

    - by user22241
    I have vertically moving elevators (3 solid tiles wide) and static solid tiles. Each are separate entities and therefore have their own respective collision routines (to check for, and resolve, collisions with the main character) I check my vertical collisions after characters vertical movements and then horizontal collisions after horizontal movements. The problem is that I want my platform to kill the player if it squashes him from the top, and also if he's on a moving platform (that is moving up) that squashes him into a solid block. Correct behaviour, player on solid blocks being squashed from above by decending elevator Here is what happens. Gravity pushes character into solid block, solid block collision routine corrects characters position and sits him on the solid block which pushes him into the moving elevator, elevator routine then checks for collision and kills player. This assumes I am checking solid blocks first, then elevator collisions. However, if it's the other way around, this happens.... Incorrect behaviour, player on accending elevator gets pushed into solid blocks above Player is on an elevator moving up, gravity pushes him into the elevator, solid block CD routine detects no collision, no action taken. Elevator CD routine detects character has been pushed into elevator by gravity, corrects this by moving character up and sitting him on the elevator and pushes him into the solid blocks above, however the solid block vertical routine has now already run for this tic, so the game continues and the next solid block collision that is encountered is the horizontal routine. This detects a collision and moves the character out of the collision to the left or right of the block which looks odd to say the least (character should get killed here). The only way I've managed to get this working correctly is by running the solid block CD, then the elevator CD, then the solid block CD again straight after. This is clearly wasteful but I can't figure out how else to do this. Any help would be appreciated.

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  • Collision detection between a sprite and rectangle in canvas

    - by Andy
    I'm building a Javascript + canvas game which is essentially a platformer. I have the player all set up and he's running, jumping and falling, but I'm having trouble with the collision detection between the player and blocks (the blocks will essentially be the platforms that the player moves on). The blocks are stored in an array like this: var blockList = [[50, 400, 100, 100]]; And drawn to the canvas using this: this.draw = function() { c.fillRect(blockList[0][0], blockList[0][1], 100, 100); } I'm checking for collisions using something along these lines in the player object: this.update = function() { // Check for collitions with blocks for(var i = 0; i < blockList.length; i++) { if((player.xpos + 34) > blockList[i][0] && player.ypos > blockList[i][1]) { player.xpos = blockList[i][0] - 28; return false; } } // Other code to move the player based on keyboard input etc } The idea is if the player will collide with a block in the next game update (the game uses a main loop running at 60Htz), the function will return false and exit, thus meaning the player won't move. Unfortunately, that only works when the player hits the left side of the block, and I can't work out how to make it so the player stops if it hits any side of the block. I have the properties player.xpos and player.ypos to help here.

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  • What is the recommended way to empty a SSD?

    - by Lekensteyn
    I've just received my new SSD since the old one died. This Intel 320 SSD supports TRIM. For testing purposes, my dealer put malware, err, Windows on it. I want to get rid of it and install Kubuntu on it. It does not have to be a "secure wipe", I just need the empty the disk in the mosy healthy way. I believe that dd if=/dev/zero of=/dev/sda just fills the blocks with zeroes and thereby taking another write (correct me if I'm wrong). I've seen the answer How to enable TRIM, but it looks like it's suited for clearing empty blocks, not wiping the disk. hdparm seems to be the program to do it, but I'm not sure if it clears the disk OR cleans empty blocks. From its manual page: --trim-sector-ranges For Solid State Drives (SSDs). EXCEPTIONALLY DANGEROUS. DO NOT USE THIS OPTION!! Tells the drive firmware to discard unneeded data sectors, destroying any data that may have been present within them. This makes those sectors available for immediate use by the firmware's garbage collection mechanism, to improve scheduling for wear-leveling of the flash media. This option expects one or more sector range pairs immediately after the option: an LBA starting address, a colon, and a sector count, with no intervening spaces. EXCEPTIONALLY DANGEROUS. DO NOT USE THIS OPTION!! E.g. hdparm --trim-sector-ranges 1000:4 7894:16 /dev/sdz How can I make all blocks appear as empty using TRIM?

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  • java.lang.UnsupportedClassVersionError: Bad version number in .class file?

    - by grmn.bob
    I am getting this error when I include an opensource library that I had to compile from source. Now, all the suggestions on the web indicate that the code was compiled in one version and executed in another version (new on old). However, I only have one version of JRE on my system. If I run the commands: $ javac -version javac 1.5.0_18 $ java -version java version "1.5.0_18" Java(TM) 2 Runtime Environment, Standard Edition (build 1.5.0_18-b02) Java HotSpot(TM) Server VM (build 1.5.0_18-b02, mixed mode) and check in Eclipse for the properties of the java library, I get 1.5.0_18 Therefore, I have to conclude something else, internal to a class itself, is throwing the exception?? Is that even possible?

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