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  • Socket operation on non-socket

    - by embedded
    I'm running mysql5 on Mac os x 10.5.8 and got this error. How do I solve this? The DB worked fine but stopped working after system update. I think its something related to the socket file which is /tmp/mysql.sock do I need to give it special permissions and owner? Thanks

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  • Why javabeans framework create the IndexedPropertyDescriptor for the NON index method

    - by George Macus
    I'm not familiar with java beans framework, in the below scenario, I got the IndexedPropertyDescriptor for the method getFooWithX, could someone explain why? public class IntrospectorTest { public static void main(String[] args) throws IntrospectionException { BeanInfo info = Introspector.getBeanInfo(SubClass.class); PropertyDescriptor[] descriptors = info.getPropertyDescriptors(); for (int i = 0; i < descriptors.length; i++) { System.out.println(descriptors[i].getClass().getName() + ":" + descriptors[i].getName()); } } } abstract class BaseClass { public abstract Object getFoo(); } abstract class SubClass extends BaseClass { public Object getFooWithX(int x) { return null; } } and the result will be: java.beans.PropertyDescriptor:class java.beans.PropertyDescriptor:foo java.beans.IndexedPropertyDescriptor:fooWithX Why?

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  • Using Visual Studio to make non aspx code-behind pages

    - by rizzle
    I want to build my own "code behind" like pages so that i can have HTML in a HTML file and code in cs file but be able to have Intellesense for the tokens in the HTML file. (i know that's what the .NET page class does, but i want to have something much lighter) EG: in the .html file: <%@ Directive classname="HTMLSnippet" %> <html> <body> <div>[%message%] </body> </html> and in a .cs file public class MyClass : HTMLSnippet { public class MyClass () { snippet.message = "message goes here" } } So my question is how do make the HTMLSnippet class so that it's members are automatically created, and specifically show up in Intellesense as i add tokens to the .html file? I know that .net currently does it by creating the designer.cs file and basically builds a class with all the elements from the page as it goes, and that would work fine but how can i get visual studio to generate that before compiling so that it shows up in Intellesense. Thanks! Clarification I'm not using this as a handler yet, i want to use this to have HTML snippets with tokens be usable in code as an object with properties. so almost like a custom control. I think what i have to do is create a VS add-in that waits for me to type tokens into an .html file then it automatically creates a .cs file with members for each token.

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  • Error - Trying to get property of non-object

    - by Patrick Lanfranco
    I am currently getting this error on one of my files: /var/www/vhosts/httpdocs/generator/index.php on line 6 Line 6 would be resulting in: echo $results->GetBookCodesResult->BookCodes->BookInfo->ServiceCode; My code: <?php $config['soap_url'] = "http://myservice.com?WSDL"; if(isset($_REQUEST['codes'])) { $results = request_Data(explode("\n",$_REQUEST['codes'])); echo $results->GetBookCodesResult->BookCodes->BookInfo->ServiceCode; } .... What is the best method to have this fixed? Some advice would be appreciated.

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  • C++: Checking for non-numeric input and assigning to a double

    - by Brundle
    Here is the code I have at the moment: char ch; int sum = 0; double values[10]; int i = 0; cin >> ch; while (!isalpha(ch)) { values[i] = ch; sum += values[i]; i++; cin >> ch; } What is happening is that if I enter the value 1, that gets assigned to ch as a char. Now ch is assigning it's value to a double and doing an implicit cast. So it is assigning the ASCII value of '1' to values[i]. I want it to just assign 1 to values[i]. Is there a better way to do this? Or is there something that I'm missing?

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  • Make jQuery AJAX have a non-javascript (non-ajax) fallback?

    - by DrAgonmoray
    I've gotten a fair amount of work done on my latest project, but I've realized there's a bit of a problem: If you don't have a Javascript-enabled browser, you can't submit any forms because every form uses AJAX to submit it. My question to you all: How can I implement some sort of "fallback" so that if they don't have Javascript enabled, they can still submit the form. Currently I have a banner along the header that says "For the optimal (and by "optimal," we mean "actually working") experience, please enable Javascript in your browser." but that seems like less than the optimal solution. Thanks!

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  • Best Practice for loading non-existent data

    - by Aizotu
    I'm trying to build a table in MS SQL 2008, loaded with roughly 50,000 rows of data. Right now I'm doing something like: Create Table MyCustomData ( ColumnKey Int Null, Column1 NVarChar(100) Null, Column2 NVarChar(100) Null Primary Key Clustered ( ColumnKey ASC ) WITH ( PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON ) ) CREATE INDEX IDX_COLUMN1 ON MyCustomData([COLUMN1]) CREATE INDEX IDX_COLUMN2 ON MyCustomData([COLUMN2]) DECLARE @MyCount Int SET @MyCount = 0 WHILE @MyCount < 50000 BEGIN INSERT INTO MyCustomData (ColumnKey, Column1, Column2) Select @MyCount + 1, 'Custom Data 1', 'Custom Data 2' Set @MyCount = @MyCount + 1 END My problem is that this is crazy slow. I thought at one point I could create a Select Statement to build my custom data and use that as the datasource for my Insert Into statement. i.e. something like INSERT INTO MyCustomData (ColumnKey, Column1, Column2) From (Select Top 50000 Row_Count(), 'Custom Data 1', 'Custom Data 2') I know this doesn't work, but its the only thing I can show that seems to provide an example of what I'm after. Any suggestions would be greatly appriciated.

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  • Editline with non-blocking input.

    - by Sasun Hambardzumyan
    I use editline library in my program, for user commands input in shell. But becides shell, program have a gui interface, so I need to run editline's readline() function in separate thread, because it blocks until Enter pressed. Is there a way to use readline() function without blocking, so I could avoid separate thread usage?

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  • C non-trivial constants

    - by user525869
    I want to make several constants in C with #define to speed up computation. Two of them are not simply trivial numbers, where one is a right shift, the other is a power. math.h in C gives the function pow() for doubles, whereas I need powers for integers, so I wrote my own function, ipow, so I wouldn't need to be casting everytime. My question is this: One of the #define constants I want to make is a power, say ipow(M, T), where M and T were also #define constants. ipow is a function in the actual code, so this actually seems to slows things down when I run the code (is it running ipow everytime the constant is mentioned?). However, when I ues the built in pow function and just do (int)pow(M,T), the code is sped up. I'm confused as to why this is, since the ipow and pow functions are just as fast. On a more general note, can I define constants using #define using functions inside the actual code? The above example has me confused on whether this speeds things up or actually slows things down.

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  • Synchronizing non-DB SQL Server objects

    - by DigDoug
    There are a number of tools available for synchronizing Tables, Indexes, Views, Stored Procedures and objects within a database. (We love RedGate here, and throw a lot of money their way). However, I'm having a very difficult time finding tools that will help with Jobs, Logins and Linked Servers. Do these things exist? Am I missing something obvious?

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  • Non-floated div drops below right floated div in IE9 (and 7)

    - by PVA
    This is a responsive site, (http://www.dermatologypartners.com) with desktop styles first. IE8 handles the pages correctly, though without CSS3 flourishes. But IE9 is dropping my navbar (on left) down, when it is up next to the right floated content in all the other browsers. My navbar is near the end of the HTML because I want it to flow over LAST, below page content but above the footer, in the smartphone version of the site -- which it does. The nav is NOT floated. It just rises to the top left and content is floated to the right. Except in IE9. I don't to have to redo all this, if I can just get an IE9 fix. It's not "float drop" - there's plenty of room available. I'm actually having the same problem in IE7, but I'm not concerned with IE7 -- but why 7 & 9, while 8 is fine? Thanks!

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  • Technical Article: Oracle Magazine Java Developer of the Year Adam Bien on Java EE 6 Simplicity by Design

    - by janice.heiss(at)oracle.com
    Java Champion and Oracle Magazine Java Developer of the Year, Adam Bien, offers his unique perspective on how to leverage new Java EE 6 features to build simple and maintainable applications in a new article in Oracle Magazine. Bien examines different Java EE 6 architectures and design approaches in an effort to help developers build efficient, simple, and maintainable applications.From the article: "Java EE 6 consists of a set of independent APIs released together under the Java EE name. Although these APIs are independent, they fit together surprisingly well. For a given application, you could use only JavaServer Faces (JSF) 2.0, you could use Enterprise JavaBeans (EJB) 3.1 for transactional services, or you could use Contexts and Dependency Injection (CDI) with Java Persistence API (JPA) 2.0 and the Bean Validation model to implement transactions.""With a pragmatic mix of available Java EE 6 APIs, you can entirely eliminate the need to implement infrastructure services such as transactions, threading, throttling, or monitoring in your application. The real challenge is in selecting the right subset of APIs that minimizes overhead and complexity while making sure you don't have to reinvent the wheel with custom code. As a general rule, you should strive to use existing Java SE and Java EE services before expanding your search to find alternatives." Read the entire article here.

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  • Quels mythes sur le métier de développeur se révèlent être vrais ? Un enseignant passe en revue quelques « non-mythes »

    Quels mythes sur le métier de développeur se révèlent être vrais ? Un enseignant passe en revue quelques « non-mythes » Dans une démarche peu habituelle, Mordechai Ben-Arin, professeur au département d'enseignement des sciences à l'institut Weizmann en Israël, s'est attaqué à ce qu'il qualifie de « non-mythes » sur le métier de développeur. Ce sont, d'après lui, les mythes que les enseignants réfutent généralement pour encourager les étudiants à suivre des études de génie logiciel... alors qu'ils ne sont pas forcément faux. Dans un document de 7 pages, Mordechai Ben-Arin (alias Moti) s'attache ainsi à démontrer la véracité de plusieurs lieu commun. Co...

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  • Ancillary Objects: Separate Debug ELF Files For Solaris

    - by Ali Bahrami
    We introduced a new object ELF object type in Solaris 11 Update 1 called the Ancillary Object. This posting describes them, using material originally written during their development, the PSARC arc case, and the Solaris Linker and Libraries Manual. ELF objects contain allocable sections, which are mapped into memory at runtime, and non-allocable sections, which are present in the file for use by debuggers and observability tools, but which are not mapped or used at runtime. Typically, all of these sections exist within a single object file. Ancillary objects allow them to instead go into a separate file. There are different reasons given for wanting such a feature. One can debate whether the added complexity is worth the benefit, and in most cases it is not. However, one important case stands out — customers with very large 32-bit objects who are not ready or able to make the transition to 64-bits. We have customers who build extremely large 32-bit objects. Historically, the debug sections in these objects have used the stabs format, which is limited, but relatively compact. In recent years, the industry has transitioned to the powerful but verbose DWARF standard. In some cases, the size of these debug sections is large enough to push the total object file size past the fundamental 4GB limit for 32-bit ELF object files. The best, and ultimately only, solution to overly large objects is to transition to 64-bits. However, consider environments where: Hundreds of users may be executing the code on large shared systems. (32-bits use less memory and bus bandwidth, and on sparc runs just as fast as 64-bit code otherwise). Complex finely tuned code, where the original authors may no longer be available. Critical production code, that was expensive to qualify and bring online, and which is otherwise serving its intended purpose without issue. Users in these risk adverse and/or high scale categories have good reasons to push 32-bits objects to the limit before moving on. Ancillary objects offer these users a longer runway. Design The design of ancillary objects is intended to be simple, both to help human understanding when examining elfdump output, and to lower the bar for debuggers such as dbx to support them. The primary and ancillary objects have the same set of section headers, with the same names, in the same order (i.e. each section has the same index in both files). A single added section of type SHT_SUNW_ANCILLARY is added to both objects, containing information that allows a debugger to identify and validate both files relative to each other. Given one of these files, the ancillary section allows you to identify the other. Allocable sections go in the primary object, and non-allocable ones go into the ancillary object. A small set of non-allocable objects, notably the symbol table, are copied into both objects. As noted above, most sections are only written to one of the two objects, but both objects have the same section header array. The section header in the file that does not contain the section data is tagged with the SHF_SUNW_ABSENT section header flag to indicate its placeholder status. Compiler writers and others who produce objects can set the SUNW_SHF_PRIMARY section header flag to mark non-allocable sections that should go to the primary object rather than the ancillary. If you don't request an ancillary object, the Solaris ELF format is unchanged. Users who don't use ancillary objects do not pay for the feature. This is important, because they exist to serve a small subset of our users, and must not complicate the common case. If you do request an ancillary object, the runtime behavior of the primary object will be the same as that of a normal object. There is no added runtime cost. The primary and ancillary object together represent a logical single object. This is facilitated by the use of a single set of section headers. One can easily imagine a tool that can merge a primary and ancillary object into a single file, or the reverse. (Note that although this is an interesting intellectual exercise, we don't actually supply such a tool because there's little practical benefit above and beyond using ld to create the files). Among the benefits of this approach are: There is no need for per-file symbol tables to reflect the contents of each file. The same symbol table that would be produced for a standard object can be used. The section contents are identical in either case — there is no need to alter data to accommodate multiple files. It is very easy for a debugger to adapt to these new files, and the processing involved can be encapsulated in input/output routines. Most of the existing debugger implementation applies without modification. The limit of a 4GB 32-bit output object is now raised to 4GB of code, and 4GB of debug data. There is also the future possibility (not currently supported) to support multiple ancillary objects, each of which could contain up to 4GB of additional debug data. It must be noted however that the 32-bit DWARF debug format is itself inherently 32-bit limited, as it uses 32-bit offsets between debug sections, so the ability to employ multiple ancillary object files may not turn out to be useful. Using Ancillary Objects (From the Solaris Linker and Libraries Guide) By default, objects contain both allocable and non-allocable sections. Allocable sections are the sections that contain executable code and the data needed by that code at runtime. Non-allocable sections contain supplemental information that is not required to execute an object at runtime. These sections support the operation of debuggers and other observability tools. The non-allocable sections in an object are not loaded into memory at runtime by the operating system, and so, they have no impact on memory use or other aspects of runtime performance no matter their size. For convenience, both allocable and non-allocable sections are normally maintained in the same file. However, there are situations in which it can be useful to separate these sections. To reduce the size of objects in order to improve the speed at which they can be copied across wide area networks. To support fine grained debugging of highly optimized code requires considerable debug data. In modern systems, the debugging data can easily be larger than the code it describes. The size of a 32-bit object is limited to 4 Gbytes. In very large 32-bit objects, the debug data can cause this limit to be exceeded and prevent the creation of the object. To limit the exposure of internal implementation details. Traditionally, objects have been stripped of non-allocable sections in order to address these issues. Stripping is effective, but destroys data that might be needed later. The Solaris link-editor can instead write non-allocable sections to an ancillary object. This feature is enabled with the -z ancillary command line option. $ ld ... -z ancillary[=outfile] ...By default, the ancillary file is given the same name as the primary output object, with a .anc file extension. However, a different name can be provided by providing an outfile value to the -z ancillary option. When -z ancillary is specified, the link-editor performs the following actions. All allocable sections are written to the primary object. In addition, all non-allocable sections containing one or more input sections that have the SHF_SUNW_PRIMARY section header flag set are written to the primary object. All remaining non-allocable sections are written to the ancillary object. The following non-allocable sections are written to both the primary object and ancillary object. .shstrtab The section name string table. .symtab The full non-dynamic symbol table. .symtab_shndx The symbol table extended index section associated with .symtab. .strtab The non-dynamic string table associated with .symtab. .SUNW_ancillary Contains the information required to identify the primary and ancillary objects, and to identify the object being examined. The primary object and all ancillary objects contain the same array of sections headers. Each section has the same section index in every file. Although the primary and ancillary objects all define the same section headers, the data for most sections will be written to a single file as described above. If the data for a section is not present in a given file, the SHF_SUNW_ABSENT section header flag is set, and the sh_size field is 0. This organization makes it possible to acquire a full list of section headers, a complete symbol table, and a complete list of the primary and ancillary objects from either of the primary or ancillary objects. The following example illustrates the underlying implementation of ancillary objects. An ancillary object is created by adding the -z ancillary command line option to an otherwise normal compilation. The file utility shows that the result is an executable named a.out, and an associated ancillary object named a.out.anc. $ cat hello.c #include <stdio.h> int main(int argc, char **argv) { (void) printf("hello, world\n"); return (0); } $ cc -g -zancillary hello.c $ file a.out a.out.anc a.out: ELF 32-bit LSB executable 80386 Version 1 [FPU], dynamically linked, not stripped, ancillary object a.out.anc a.out.anc: ELF 32-bit LSB ancillary 80386 Version 1, primary object a.out $ ./a.out hello worldThe resulting primary object is an ordinary executable that can be executed in the usual manner. It is no different at runtime than an executable built without the use of ancillary objects, and then stripped of non-allocable content using the strip or mcs commands. As previously described, the primary object and ancillary objects contain the same section headers. To see how this works, it is helpful to use the elfdump utility to display these section headers and compare them. The following table shows the section header information for a selection of headers from the previous link-edit example. Index Section Name Type Primary Flags Ancillary Flags Primary Size Ancillary Size 13 .text PROGBITS ALLOC EXECINSTR ALLOC EXECINSTR SUNW_ABSENT 0x131 0 20 .data PROGBITS WRITE ALLOC WRITE ALLOC SUNW_ABSENT 0x4c 0 21 .symtab SYMTAB 0 0 0x450 0x450 22 .strtab STRTAB STRINGS STRINGS 0x1ad 0x1ad 24 .debug_info PROGBITS SUNW_ABSENT 0 0 0x1a7 28 .shstrtab STRTAB STRINGS STRINGS 0x118 0x118 29 .SUNW_ancillary SUNW_ancillary 0 0 0x30 0x30 The data for most sections is only present in one of the two files, and absent from the other file. The SHF_SUNW_ABSENT section header flag is set when the data is absent. The data for allocable sections needed at runtime are found in the primary object. The data for non-allocable sections used for debugging but not needed at runtime are placed in the ancillary file. A small set of non-allocable sections are fully present in both files. These are the .SUNW_ancillary section used to relate the primary and ancillary objects together, the section name string table .shstrtab, as well as the symbol table.symtab, and its associated string table .strtab. It is possible to strip the symbol table from the primary object. A debugger that encounters an object without a symbol table can use the .SUNW_ancillary section to locate the ancillary object, and access the symbol contained within. The primary object, and all associated ancillary objects, contain a .SUNW_ancillary section that allows all the objects to be identified and related together. $ elfdump -T SUNW_ancillary a.out a.out.anc a.out: Ancillary Section: .SUNW_ancillary index tag value [0] ANC_SUNW_CHECKSUM 0x8724 [1] ANC_SUNW_MEMBER 0x1 a.out [2] ANC_SUNW_CHECKSUM 0x8724 [3] ANC_SUNW_MEMBER 0x1a3 a.out.anc [4] ANC_SUNW_CHECKSUM 0xfbe2 [5] ANC_SUNW_NULL 0 a.out.anc: Ancillary Section: .SUNW_ancillary index tag value [0] ANC_SUNW_CHECKSUM 0xfbe2 [1] ANC_SUNW_MEMBER 0x1 a.out [2] ANC_SUNW_CHECKSUM 0x8724 [3] ANC_SUNW_MEMBER 0x1a3 a.out.anc [4] ANC_SUNW_CHECKSUM 0xfbe2 [5] ANC_SUNW_NULL 0 The ancillary sections for both objects contain the same number of elements, and are identical except for the first element. Each object, starting with the primary object, is introduced with a MEMBER element that gives the file name, followed by a CHECKSUM that identifies the object. In this example, the primary object is a.out, and has a checksum of 0x8724. The ancillary object is a.out.anc, and has a checksum of 0xfbe2. The first element in a .SUNW_ancillary section, preceding the MEMBER element for the primary object, is always a CHECKSUM element, containing the checksum for the file being examined. The presence of a .SUNW_ancillary section in an object indicates that the object has associated ancillary objects. The names of the primary and all associated ancillary objects can be obtained from the ancillary section from any one of the files. It is possible to determine which file is being examined from the larger set of files by comparing the first checksum value to the checksum of each member that follows. Debugger Access and Use of Ancillary Objects Debuggers and other observability tools must merge the information found in the primary and ancillary object files in order to build a complete view of the object. This is equivalent to processing the information from a single file. This merging is simplified by the primary object and ancillary objects containing the same section headers, and a single symbol table. The following steps can be used by a debugger to assemble the information contained in these files. Starting with the primary object, or any of the ancillary objects, locate the .SUNW_ancillary section. The presence of this section identifies the object as part of an ancillary group, contains information that can be used to obtain a complete list of the files and determine which of those files is the one currently being examined. Create a section header array in memory, using the section header array from the object being examined as an initial template. Open and read each file identified by the .SUNW_ancillary section in turn. For each file, fill in the in-memory section header array with the information for each section that does not have the SHF_SUNW_ABSENT flag set. The result will be a complete in-memory copy of the section headers with pointers to the data for all sections. Once this information has been acquired, the debugger can proceed as it would in the single file case, to access and control the running program. Note - The ELF definition of ancillary objects provides for a single primary object, and an arbitrary number of ancillary objects. At this time, the Oracle Solaris link-editor only produces a single ancillary object containing all non-allocable sections. This may change in the future. Debuggers and other observability tools should be written to handle the general case of multiple ancillary objects. ELF Implementation Details (From the Solaris Linker and Libraries Guide) To implement ancillary objects, it was necessary to extend the ELF format to add a new object type (ET_SUNW_ANCILLARY), a new section type (SHT_SUNW_ANCILLARY), and 2 new section header flags (SHF_SUNW_ABSENT, SHF_SUNW_PRIMARY). In this section, I will detail these changes, in the form of diffs to the Solaris Linker and Libraries manual. Part IV ELF Application Binary Interface Chapter 13: Object File Format Object File Format Edit Note: This existing section at the beginning of the chapter describes the ELF header. There's a table of object file types, which now includes the new ET_SUNW_ANCILLARY type. e_type Identifies the object file type, as listed in the following table. NameValueMeaning ET_NONE0No file type ET_REL1Relocatable file ET_EXEC2Executable file ET_DYN3Shared object file ET_CORE4Core file ET_LOSUNW0xfefeStart operating system specific range ET_SUNW_ANCILLARY0xfefeAncillary object file ET_HISUNW0xfefdEnd operating system specific range ET_LOPROC0xff00Start processor-specific range ET_HIPROC0xffffEnd processor-specific range Sections Edit Note: This overview section defines the section header structure, and provides a high level description of known sections. It was updated to define the new SHF_SUNW_ABSENT and SHF_SUNW_PRIMARY flags and the new SHT_SUNW_ANCILLARY section. ... sh_type Categorizes the section's contents and semantics. Section types and their descriptions are listed in Table 13-5. sh_flags Sections support 1-bit flags that describe miscellaneous attributes. Flag definitions are listed in Table 13-8. ... Table 13-5 ELF Section Types, sh_type NameValue . . . SHT_LOSUNW0x6fffffee SHT_SUNW_ancillary0x6fffffee . . . ... SHT_LOSUNW - SHT_HISUNW Values in this inclusive range are reserved for Oracle Solaris OS semantics. SHT_SUNW_ANCILLARY Present when a given object is part of a group of ancillary objects. Contains information required to identify all the files that make up the group. See Ancillary Section. ... Table 13-8 ELF Section Attribute Flags NameValue . . . SHF_MASKOS0x0ff00000 SHF_SUNW_NODISCARD0x00100000 SHF_SUNW_ABSENT0x00200000 SHF_SUNW_PRIMARY0x00400000 SHF_MASKPROC0xf0000000 . . . ... SHF_SUNW_ABSENT Indicates that the data for this section is not present in this file. When ancillary objects are created, the primary object and any ancillary objects, will all have the same section header array, to facilitate merging them to form a complete view of the object, and to allow them to use the same symbol tables. Each file contains a subset of the section data. The data for allocable sections is written to the primary object while the data for non-allocable sections is written to an ancillary file. The SHF_SUNW_ABSENT flag is used to indicate that the data for the section is not present in the object being examined. When the SHF_SUNW_ABSENT flag is set, the sh_size field of the section header must be 0. An application encountering an SHF_SUNW_ABSENT section can choose to ignore the section, or to search for the section data within one of the related ancillary files. SHF_SUNW_PRIMARY The default behavior when ancillary objects are created is to write all allocable sections to the primary object and all non-allocable sections to the ancillary objects. The SHF_SUNW_PRIMARY flag overrides this behavior. Any output section containing one more input section with the SHF_SUNW_PRIMARY flag set is written to the primary object without regard for its allocable status. ... Two members in the section header, sh_link, and sh_info, hold special information, depending on section type. Table 13-9 ELF sh_link and sh_info Interpretation sh_typesh_linksh_info . . . SHT_SUNW_ANCILLARY The section header index of the associated string table. 0 . . . Special Sections Edit Note: This section describes the sections used in Solaris ELF objects, using the types defined in the previous description of section types. It was updated to define the new .SUNW_ancillary (SHT_SUNW_ANCILLARY) section. Various sections hold program and control information. Sections in the following table are used by the system and have the indicated types and attributes. Table 13-10 ELF Special Sections NameTypeAttribute . . . .SUNW_ancillarySHT_SUNW_ancillaryNone . . . ... .SUNW_ancillary Present when a given object is part of a group of ancillary objects. Contains information required to identify all the files that make up the group. See Ancillary Section for details. ... Ancillary Section Edit Note: This new section provides the format reference describing the layout of a .SUNW_ancillary section and the meaning of the various tags. Note that these sections use the same tag/value concept used for dynamic and capabilities sections, and will be familiar to anyone used to working with ELF. In addition to the primary output object, the Solaris link-editor can produce one or more ancillary objects. Ancillary objects contain non-allocable sections that would normally be written to the primary object. When ancillary objects are produced, the primary object and all of the associated ancillary objects contain a SHT_SUNW_ancillary section, containing information that identifies these related objects. Given any one object from such a group, the ancillary section provides the information needed to identify and interpret the others. This section contains an array of the following structures. See sys/elf.h. typedef struct { Elf32_Word a_tag; union { Elf32_Word a_val; Elf32_Addr a_ptr; } a_un; } Elf32_Ancillary; typedef struct { Elf64_Xword a_tag; union { Elf64_Xword a_val; Elf64_Addr a_ptr; } a_un; } Elf64_Ancillary; For each object with this type, a_tag controls the interpretation of a_un. a_val These objects represent integer values with various interpretations. a_ptr These objects represent file offsets or addresses. The following ancillary tags exist. Table 13-NEW1 ELF Ancillary Array Tags NameValuea_un ANC_SUNW_NULL0Ignored ANC_SUNW_CHECKSUM1a_val ANC_SUNW_MEMBER2a_ptr ANC_SUNW_NULL Marks the end of the ancillary section. ANC_SUNW_CHECKSUM Provides the checksum for a file in the c_val element. When ANC_SUNW_CHECKSUM precedes the first instance of ANC_SUNW_MEMBER, it provides the checksum for the object from which the ancillary section is being read. When it follows an ANC_SUNW_MEMBER tag, it provides the checksum for that member. ANC_SUNW_MEMBER Specifies an object name. The a_ptr element contains the string table offset of a null-terminated string, that provides the file name. An ancillary section must always contain an ANC_SUNW_CHECKSUM before the first instance of ANC_SUNW_MEMBER, identifying the current object. Following that, there should be an ANC_SUNW_MEMBER for each object that makes up the complete set of objects. Each ANC_SUNW_MEMBER should be followed by an ANC_SUNW_CHECKSUM for that object. A typical ancillary section will therefore be structured as: TagMeaning ANC_SUNW_CHECKSUMChecksum of this object ANC_SUNW_MEMBERName of object #1 ANC_SUNW_CHECKSUMChecksum for object #1 . . . ANC_SUNW_MEMBERName of object N ANC_SUNW_CHECKSUMChecksum for object N ANC_SUNW_NULL An object can therefore identify itself by comparing the initial ANC_SUNW_CHECKSUM to each of the ones that follow, until it finds a match. Related Other Work The GNU developers have also encountered the need/desire to support separate debug information files, and use the solution detailed at http://sourceware.org/gdb/onlinedocs/gdb/Separate-Debug-Files.html. At the current time, the separate debug file is constructed by building the standard object first, and then copying the debug data out of it in a separate post processing step, Hence, it is limited to a total of 4GB of code and debug data, just as a single object file would be. They are aware of this, and I have seen online comments indicating that they may add direct support for generating these separate files to their link-editor. It is worth noting that the GNU objcopy utility is available on Solaris, and that the Studio dbx debugger is able to use these GNU style separate debug files even on Solaris. Although this is interesting in terms giving Linux users a familiar environment on Solaris, the 4GB limit means it is not an answer to the problem of very large 32-bit objects. We have also encountered issues with objcopy not understanding Solaris-specific ELF sections, when using this approach. The GNU community also has a current effort to adapt their DWARF debug sections in order to move them to separate files before passing the relocatable objects to the linker. The details of Project Fission can be found at http://gcc.gnu.org/wiki/DebugFission. The goal of this project appears to be to reduce the amount of data seen by the link-editor. The primary effort revolves around moving DWARF data to separate .dwo files so that the link-editor never encounters them. The details of modifying the DWARF data to be usable in this form are involved — please see the above URL for details.

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  • Is there a significant hit to a non .com TLDs exact match domain (EMD) names after Google's Panda update?

    - by ElHaix
    In this article, there is a good overview of exact match domain names and how they affect SEO after Google's Panda update. The last graph shows the Non-com EMD Influence, where it is suggested that a .com tld will perform better than a non-.com one. However, let's consider local search. In the US, .com's work great. However, let's say you're in Canada, and you have a .ca EMD, all with local, Canadian results. Would the expectation be that the .com equivalent still perform better? As a user I would expect the .ca results to be more relevant, and I'm wondering if anyone else has experience with this?

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  • Technical differences between square and hexagon for a grid?

    - by Marlon Dias
    I'm developing a 2D city-building game and trying to decide on the type of grid. There will be vehicles, so the unit movement is important too. I know there are visual differences for using Squares or Hexagons, what I want know is: What are the issues for programming each type of grid regarding implementation and performance? Is there a tradeoff or specific benefit for using one of them in a game context?

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  • How do I manage the technical debate over WCF vs. Web API?

    - by Saeed Neamati
    I'm managing a team of like 15 developers now, and we are stuck at a point on choosing the technology, where the team is broken into two completely opposite teams, debating over usage of WCF vs. Web API. Team A which supports usage of Web API, brings forward these reasons: Web API is just the modern way of writing services (Wikipedia) WCF is an overhead for HTTP. It's a solution for TCP, and Net Pipes, and other protocols WCF models are not POCO, because of [DataContract] & [DataMember] and those attributes SOAP is not as readable and handy as JSON SOAP is an overhead for network compared to JSON (transport over HTTP) No method overloading Team B which supports the usage of WCF, says: WCF supports multiple protocols (via configuration) WCF supports distributed transactions Many good examples and success stories exist for WCF (while Web API is still young) Duplex is excellent for two-way communication This debate is continuing, and I don't know what to do now. Personally, I think that we should use a tool only for its right place of usage. In other words, we'd better use Web API, if we want to expose a service over HTTP, but use WCF when it comes to TCP and Duplex. By searching the Internet, we can't get to a solid result. Many posts exist for supporting WCF, but on the contrary we also find people complaint about it. I know that the nature of this question might sound arguable, but we need some good hints to decide. We're stuck at a point where choosing a technology by chance might make us regret it later. We want to choose with open eyes. Our usage would be mostly for web, and we would expose our services over HTTP. In some cases (say 5 to 10 percent) we might need distributed transactions though. What should I do now? How do I manage this debate in a constructive way?

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  • I'm scared for my technical phone interview for an internship!

    - by Marie
    [EDIT 2.0 ]Hello everyone. This is my second phone interview for a development internship. My very first one was okay, but I didn't get my dream internship. Now, I'm facing fears about this upcoming interview. My fears include the following: I'm 19 years old. The thought of 2 lead developers interviewing me makes me think that I'll know so little of what they'd want me to know. Like they will expect so much. I'm a junior having these panic attacks that I did not get in the other internship. I have a little voice saying "You didn't get the other one. What makes you think you'll get this one?". I'm scared that I'll freeze up, forget everything I know, and stutter like an idiot. I'm still traumatized by the last one, because I really really wanted that internship, and I even studied very hard for it. When I was in the interview, I was so nervous I couldn't think clearly. As a result, I didn't do as well as I know I could have. The minute I hung up, I even thought of a better solution to the interview question! Any tips for a soon-to-be intern (hopefully!)? Thank you! P.S. I'm preparing by using this guide for phone interviews.

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  • Why do I have to choose between "management" and "technical" tracks in my career?

    - by Stephen Gross
    I was recently laid off, and although I found a new gig I'm a bit frustrated with how career tracks work in the land of software development. I really love doing a bit of everything: coding, testing, architect(ing), leadership/management, customer contact, requirements gathering, staff development, etc. Software companies, however, want me to fit into a niche: I'm either a coder, a tester, or a manager. When I try to explain to them that I'm best when I'm doing all of those at once, they seem very confused. I'm sympathetic to their interests, but at the same time frustrated that the industry works this way. Any advice? Do I just need to get with the program, so to speak?

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  • Which are the cons of using only non-member functions and POD?

    - by Miro
    I'm creating my own game engine. I've read these articles and this question about DOD and it was written to not use member functions and classes. I also heard some criticism to this idea. I can write it using member functions or non-member functions it would be similar. So what are the benefits/cons of that approach or when the project grows, does any of these approaches give clearer and better manageable code? With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation. POD - plain old data DOD - data oriented design

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  • Any technical references for game-oriented icons and symbols?

    - by willc2
    To make localizing easier, I'm using icons to show in-game information like achievements and bonuses. Coming up with good designs isn't easy, especially when it has to be integrated into the rest of the game's art style. Can I do better than looking at some random selection of existing games? Are there any reference books or sites that cover game graphics specifically? I'm looking for more theory and best-practices rather than pre-made graphics.

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