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  • Is `eval`ing in a CPAN module without localizing $@ a bug?

    - by rassie
    I think I've encountered a bug in Params::Validate, but I'm not sure whether I identified the problematic code piece correctly. The code in question failed to pass exceptions up the chain (using Try::Tiny), so I started debugging and found out that a class used inside the try block has a destructor. This destructor calls object methods which use Params::Validate and looking into Validate.pm source I see an eval without $@ localization, i.e. the global $@ gets overwritten. Now I see two options: Params::Validate should always localize $@ and thus it's a bug that should be reported. The bug is in the class in question, because it shouldn't use Params::Validate in a destructor. Params::Validate can stay as it is now. Which one is it? How I should I handle this situation? PS: I think that CPAN modules should be rock-solid and neither break themselves nor their environment, hence the question title.

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  • What is the purpose of using -pedantic in GCC/G++ compiler?

    - by huahsin68
    Hi, -ansi: tells the compiler to implement the ANSI language option. This turns off certain "features" of GCC which are incompatible with the ANSI standard. -pedantic: used in conjunction with -ansi, this tells the compiler to be adhere strictly to the ANSI standard, rejecting any code which is not compliant. Text above is extract from this note. First thing first, what is the purpose of usage of -pedantic and -ansi option with GCC/G++ compiler, I couldn't understand the above description. Can anyone tell me the circumstances of using the above two options? When should I use it? Is it important one? THanks @!

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  • Eclipse bug? Switching on a null with only default case

    - by polygenelubricants
    I was experimenting with enum, and I found that the following compiles and runs fine on Eclipse (Build id: 20090920-1017, not sure exact compiler version): public class SwitchingOnAnull { enum X { ,; } public static void main(String[] args) { X x = null; switch(x) { default: System.out.println("Hello world!"); } } } When compiled and run with Eclipse, this prints "Hello world!" and exits normally. With the javac compiler, this throws a NullPointerException as expected. So is there a bug in Eclipse Java compiler?

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  • .NET framework is copied to 'compiler/CLR' and 'GAC?

    - by prosseek
    The book of CLR via C# has this line at page 76. When you install the .NET Framework, tow copies of Microsoft's assembly files are actuall installed. One set is installed into the compiler/CLR directory, and another set is installed into GAC subdirectory I could find the GAC at C:\Windows\Microsoft.NET\assembly, but I couldn't find the compiler/CLR thing. What's the physical directory name of compiler/CLR? I mean, where is it? Why there are two GAC in assembly directory? I find GAC_32 and GAC_MSIL.

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • functional dependencies vs type families

    - by mhwombat
    I'm developing a framework for running experiments with artificial life, and I'm trying to use type families instead of functional dependencies. Type families seems to be the preferred approach among Haskellers, but I've run into a situation where functional dependencies seem like a better fit. Am I missing a trick? Here's the design using type families. (This code compiles OK.) {-# LANGUAGE TypeFamilies, FlexibleContexts #-} import Control.Monad.State (StateT) class Agent a where agentId :: a -> String liveALittle :: Universe u => a -> StateT u IO a -- plus other functions class Universe u where type MyAgent u :: * withAgent :: (MyAgent u -> StateT u IO (MyAgent u)) -> String -> StateT u IO () -- plus other functions data SimpleUniverse = SimpleUniverse { mainDir :: FilePath -- plus other fields } defaultWithAgent :: (MyAgent u -> StateT u IO (MyAgent u)) -> String -> StateT u IO () defaultWithAgent = undefined -- stub -- plus default implementations for other functions -- -- In order to use my framework, the user will need to create a typeclass -- that implements the Agent class... -- data Bug = Bug String deriving (Show, Eq) instance Agent Bug where agentId (Bug s) = s liveALittle bug = return bug -- stub -- -- .. and they'll also need to make SimpleUniverse an instance of Universe -- for their agent type. -- instance Universe SimpleUniverse where type MyAgent SimpleUniverse = Bug withAgent = defaultWithAgent -- boilerplate -- plus similar boilerplate for other functions Is there a way to avoid forcing my users to write those last two lines of boilerplate? Compare with the version using fundeps, below, which seems to make things simpler for my users. (The use of UndecideableInstances may be a red flag.) (This code also compiles OK.) {-# LANGUAGE MultiParamTypeClasses, FunctionalDependencies, FlexibleInstances, UndecidableInstances #-} import Control.Monad.State (StateT) class Agent a where agentId :: a -> String liveALittle :: Universe u a => a -> StateT u IO a -- plus other functions class Universe u a | u -> a where withAgent :: Agent a => (a -> StateT u IO a) -> String -> StateT u IO () -- plus other functions data SimpleUniverse = SimpleUniverse { mainDir :: FilePath -- plus other fields } instance Universe SimpleUniverse a where withAgent = undefined -- stub -- plus implementations for other functions -- -- In order to use my framework, the user will need to create a typeclass -- that implements the Agent class... -- data Bug = Bug String deriving (Show, Eq) instance Agent Bug where agentId (Bug s) = s liveALittle bug = return bug -- stub -- -- And now my users only have to write stuff like... -- u :: SimpleUniverse u = SimpleUniverse "mydir"

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  • MXMLC Ant task results in java.lang.OutOFMemoryError

    - by Mims H. Wright
    I'm making a change to a set of code for a Flex project that I didn't write and was set up to compile using ant tasks. I assume that the codebase was stable at the last checkin but I'm running into memory issues when trying to build a project using MXMLC and ant (see stack trace below). Before, I was just getting an out of memory error. I tried using a different machine and got this more verbose exception (including problems with the image fetcher). I've tried using various versions of the SDK, I've tried replacing the <mxmlc> tag with <exec executable="mxmlc"> with no luck. Here is my java version in case that has anything to do with it: » java -version java version "1.6.0_20" Java(TM) SE Runtime Environment (build 1.6.0_20-b02-279-10M3065) Java HotSpot(TM) 64-Bit Server VM (build 16.3-b01-279, mixed mode) Any help would be appreciated. Thanks! Buildfile: build.xml compileSWF: [echo] Compiling main.swf... [mxmlc] Loading configuration file /Applications/Adobe Flash Builder 4 Plug-in/sdks/4.0.0beta2/frameworks/flex-config.xml [mxmlc] Exception in thread "Image Fetcher 0" java.lang.OutOfMemoryError: Java heap space [mxmlc] at java.awt.image.PixelGrabber.setDimensions(PixelGrabber.java:360) [mxmlc] at sun.awt.image.ImageDecoder.setDimensions(ImageDecoder.java:62) [mxmlc] at sun.awt.image.JPEGImageDecoder.sendHeaderInfo(JPEGImageDecoder.java:71) [mxmlc] at sun.awt.image.JPEGImageDecoder.readImage(Native Method) [mxmlc] at sun.awt.image.JPEGImageDecoder.produceImage(JPEGImageDecoder.java:119) [mxmlc] at sun.awt.image.InputStreamImageSource.doFetch(InputStreamImageSource.java:246) [mxmlc] at sun.awt.image.ImageFetcher.fetchloop(ImageFetcher.java:172) [mxmlc] at sun.awt.image.ImageFetcher.run(ImageFetcher.java:136) [mxmlc] /src/com/amtrak/components/map/MapAsset.mxml: Error: exception during transcoding: Failed to grab pixels for image /src/assets/embed_assets/images/zoomed_map_wide.jpg [mxmlc] [mxmlc] /src/com/amtrak/components/map/MapAsset.mxml: Error: Unable to transcode /assets/embed_assets/images/zoomed_map_wide.jpg. [mxmlc] [mxmlc] Error: Java heap space [mxmlc] [mxmlc] java.lang.OutOfMemoryError: Java heap space [mxmlc] at java.util.ArrayList.<init>(ArrayList.java:112) [mxmlc] at macromedia.asc.util.ObjectList.<init>(ObjectList.java:30) [mxmlc] at macromedia.asc.parser.ArgumentListNode.<init>(ArgumentListNode.java:30) [mxmlc] at macromedia.asc.parser.NodeFactory.argumentList(NodeFactory.java:116) [mxmlc] at macromedia.asc.parser.NodeFactory.argumentList(NodeFactory.java:97) [mxmlc] at flex2.compiler.mxml.ImplementationGenerator.generateBinding(ImplementationGenerator.java:563) [mxmlc] at flex2.compiler.mxml.ImplementationGenerator.generateBindingsSetupFunction(ImplementationGenerator.java:864) [mxmlc] at flex2.compiler.mxml.ImplementationGenerator.generateBindingsSetup(ImplementationGenerator.java:813) [mxmlc] at flex2.compiler.mxml.ImplementationGenerator.generateInitializerSupportDefs(ImplementationGenerator.java:1813) [mxmlc] at flex2.compiler.mxml.ImplementationGenerator.generateClassDefinition(ImplementationGenerator.java:1005) [mxmlc] at flex2.compiler.mxml.ImplementationGenerator.<init>(ImplementationGenerator.java:201) [mxmlc] at flex2.compiler.mxml.ImplementationCompiler.generateImplementationAST(ImplementationCompiler.java:498) [mxmlc] at flex2.compiler.mxml.ImplementationCompiler.parse1(ImplementationCompiler.java:196) [mxmlc] at flex2.compiler.mxml.MxmlCompiler.parse1(MxmlCompiler.java:168) [mxmlc] at flex2.compiler.CompilerAPI.parse1(CompilerAPI.java:2851) [mxmlc] at flex2.compiler.CompilerAPI.parse1(CompilerAPI.java:2804) [mxmlc] at flex2.compiler.CompilerAPI.batch2(CompilerAPI.java:446) [mxmlc] at flex2.compiler.CompilerAPI.batch(CompilerAPI.java:1274) [mxmlc] at flex2.compiler.CompilerAPI.compile(CompilerAPI.java:1488) [mxmlc] at flex2.compiler.CompilerAPI.compile(CompilerAPI.java:1375) [mxmlc] at flex2.tools.Mxmlc.mxmlc(Mxmlc.java:282) [mxmlc] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [mxmlc] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) [mxmlc] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) [mxmlc] at java.lang.reflect.Method.invoke(Method.java:597) [mxmlc] at flex.ant.FlexTask.executeInProcess(FlexTask.java:280) [mxmlc] at flex.ant.FlexTask.execute(FlexTask.java:225) [mxmlc] at org.apache.tools.ant.UnknownElement.execute(UnknownElement.java:288) [mxmlc] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [mxmlc] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) [mxmlc] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) [mxmlc] at java.lang.reflect.Method.invoke(Method.java:597) BUILD FAILED /src/build.xml:49: mxmlc task failed

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  • Are VB.NET to C# converters actually compilers?

    - by Rowan Freeman
    Whenever I see programs or scripts that convert between high-level programming languages they are always labelled as converters. "VB.NET to C# converter" on Google results in expected, useful hits. However "VB.NET to C# compiler" on Google results in things like comparisons between the C# and VB.NET compilers and other hits that are not quite what you'd be looking for. Webopedia defines Compiler as A program that translates source code into object code Eric Lipper in an answer to: "How do I create my own programming language and a compiler for it" suggests: One of the best ways to get started writing a compiler is by writing a high-level-language-to-high-level-language compiler. Is a converter really just a compiler? What separates the two?

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  • Did I find a bug in PHP's `crypt()`?

    - by Nathan Long
    I think I may have found a bug in PHP's crypt() function under Windows. However: I recognize that it's probably my fault. PHP is used by millions and worked on by thousands; my code is used by tens and worked on by me. (This argument is best explained on Coding Horror.) So I'm asking for help: show me my fault. I've been trying to find it for a few days now, with no luck. The setup I'm using a Windows server installation with Apache 2.2.14 (Win32) and PHP 5.3.2. My development box runs Windows XP Professional; the 'production' server (this is an intranet setup) runs Windows Storage Server 2003. The problem happens on both. I don't see anything in php.ini related to crypt(), but will happily answer questions about my config. The problem Several scripts in my PHP app occasionally hang: the page sits there on 'waiting for localhost' and never finishes. Each of these scripts uses crypt to hash a user's password before storing it in the database, or, in the case of the login page, to hash the entered password before comparing it to the version stored in the database. Since the login page is the simplest, I focused on it for testing. I repeatedly logged in, and found that it would hang maybe 4 out of 10 times. As an experiment, I changed the login page to use the plain text password and changed my password in the database to its plain text version. The page stopped hanging. I saw that PHP's latest version lists this bugfix: Fixed bug #51059 (crypt crashes when invalid salt are [sic] given). So I created a very simple test script, as follows, using the same salt given in an official example: $foo = crypt('rasmuslerdorf','r1'); echo $foo; This page, too, will hang, if I reload it like crazy. I only see it hanging in Chrome, but regardless of browser, the effect on Apache is the same. Effect on Apache When these pages hang, Apache's server-status page (which I explained here, regarding a different problem) increments the number of requests being processed and decrements the number of idle workers. The requests being processed almost all have a status of 'Sending Reply,' though sometimes for a moment they will show either 'Reading request' or 'keepalive (read).' Eventually, Apache may crash. When it does, the Windows crash report looks like this: szAppName: httpd.exe szAppVer: 2.2.14.0 szModName: php5ts.dll szModVer: 5.3.1.0 // OK, this report was before I upgraded to PHP 5.3.2, // but that didn't fix it offset: 00a2615 Is it my fault? I'm tempted to file a bug report to PHP on this. The argument against it is, as stated above, that bugs are nearly always my fault. However, my argument in favor of 'it's PHP's fault' is: I'm using Windows, whereas most servers use Linux (I don't get to choose this), so the chances are greater that I've found an edge case There was recently a bug with crypt(), so maybe it still has issues I have made the simplest test case I can, and I still have the problem Can anyone duplicate this? Can you suggest where I've gone wrong? Should I file the bug after all? Thanks in advance for any help you may give.

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  • SSMS Tools Pack 1.9.4 is out! Now with SQL Server 2011 (Denali) CTP1 support.

    - by Mladen Prajdic
    To end the year on a good note this release adds support for SQL Server 2011 (Denali) CTP1 and fixes a few bugs. Because of the new SSMS shell in SQL 2011 CTP1 the SSMS Tools Pack 1.9.4 doesn't have regions and debug sections functionality for now. The fixed bugs are: A bug that prevented to create insert statements for a database A bug that didn't script commas as decimal points correctly for non US settings. A bug with searching through grid results. A threading bug that sometimes happened when saving Window Content History. A bug with Window Connection Coloring throwing an error on startup if a server colors was undefined. A bug with changing shortcuts in SSMS for various features. You can download the new version 1.9.4 here. Enjoy it!

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  • How to suppress a compiler warning in C# without using #pragma ?

    - by Dylan Lin
    Hi, I need to suppress a specfic compiler warning in C#. Now I can do it like this: #pragma warning disable 0649 private string _field; #pragma warning restore 0649 Is there a way to do it like the following? [SuppressCompilerWarning("0649")] private string _field; Because I only need to suppress warnings for this field, not a code block. Note: I want to suppress the compiler warning, not the Code-Analysis warning. Thanks!

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  • Why is the compiler not complaining about an additional ',' in Array or Object Initializers?

    - by Danvil
    Using simple type like class A { public int X, Y; } with object intializers, one can write var a = new A { X=0, Y=0 }; But the following is also accepted by the compiler: var a = new A { X=0, Y=0, }; // notice the additional ',' Same for int[] v = new int[] { 1, 2, }; This looks a bit strange ... Did they forgot to reject the additional ',' in the compiler or is there a deeper meaning behind this?

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  • Can Tiny C compiler be used for Open CV code compiling?

    - by Enjoy coding
    Hi Gurus, I am new to OpenCV and I have only Tiny C compiler configured on my Windows XP machine. Can I use this tiny C compiler to compile opencv programs for image manipulations. I have alredy installed python2.6 and opencv2.0 on my windows xp pc. If we can compile how can we do that? I tried on net but found nothing of use.. Please help.

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  • krunner unreadable black text on black background. File a bug? Where?

    - by user52784
    I'm running Kubuntu 12.04 beta2 (up to date). Already tried to create a user from the scratch but the problem can still be replicated. I'll make it simple: with any of the available themes (air, air 4 netbooks, oxygen) whenever I disable desktop effects, KRunner instantly becomes black (with black fonts) rendering itself useless because of its unreadable text. Here is a screenshot I took: http://i42.tinypic.com/348sz7n.jpg The weird thing is that with effects enabled KRunner is "light gray" and perfectly functional. What can I do? Should I file a bug? If yes: where? On the KDE bug tracker or the Kubuntu one? Thanks in advance!

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  • VB.NET IF() Coalesce and “Expression Expected” Error

    - by Jeff Widmer
    I am trying to use the equivalent of the C# “??” operator in some VB.NET code that I am working in. This StackOverflow article for “Is there a VB.NET equivalent for C#'s ?? operator?” explains the VB.NET IF() statement syntax which is exactly what I am looking for... and I thought I was going to be done pretty quickly and could move on. But after implementing the IF() statement in my code I started to receive this error: Compiler Error Message: BC30201: Expression expected. And no matter how I tried using the “IF()” statement, whenever I tried to visit the aspx page that I was working on I received the same error. This other StackOverflow article Using VB.NET If vs. IIf in binding/rendering expression indicated that the VB.NET IF() operator was not available until VS2008 or .NET Framework 3.5.  So I checked the Web Application project properties but it was targeting the .NET Framework 3.5: So I was still not understanding what was going on, but then I noticed the version information in the detailed compiler output of the error page: This happened to be a C# project, but with an ASPX page with inline VB.NET code (yes, it is strange to have that but that is the project I am working on).  So even though the project file was targeting the .NET Framework 3.5, the ASPX page was being compiled using the .NET Framework 2.0.  But why?  Where does this get set?  How does ASP.NET know which version of the compiler to use for the inline code? For this I turned to the web.config.  Here is the system.codedom/compilers section that was in the web.config for this project: <system.codedom>     <compilers>         <compiler language="c#;cs;csharp" extension=".cs" warningLevel="4" type="Microsoft.CSharp.CSharpCodeProvider, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">             <providerOption name="CompilerVersion" value="v3.5" />             <providerOption name="WarnAsError" value="false" />         </compiler>     </compilers> </system.codedom> Keep in mind that this is a C# web application project file but my aspx file has inline VB.NET code.  The web.config does not have any information for how to compile for VB.NET so it defaults to .NET 2.0 (instead of 3.5 which is what I need). So the web.config needed to include the VB.NET compiler option.  Here it is with both the C# and VB.NET options (I copied the VB.NET config from a new VB.NET Web Application project file).     <system.codedom>         <compilers>             <compiler language="c#;cs;csharp" extension=".cs" warningLevel="4" type="Microsoft.CSharp.CSharpCodeProvider, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">                 <providerOption name="CompilerVersion" value="v3.5" />                 <providerOption name="WarnAsError" value="false" />             </compiler>       <compiler language="vb;vbs;visualbasic;vbscript" extension=".vb" warningLevel="4" type="Microsoft.VisualBasic.VBCodeProvider, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">         <providerOption name="CompilerVersion" value="v3.5"/>         <providerOption name="OptionInfer" value="true"/>         <providerOption name="WarnAsError" value="false"/>       </compiler>     </compilers>     </system.codedom>   So the inline VB.NET code on my aspx page was being compiled using the .NET Framework 2.0 when it really needed to be compiled with the .NET Framework 3.5 compiler in order to take advantage of the VB.NET IF() coalesce statement.  Without the VB.NET web.config compiler option, the default is to compile using the .NET Framework 2.0 and the VB.NET IF() coalesce statement does not exist (at least in the form that I want it in).  FYI, there is an older IF statement in VB.NET 2.0 compiler which is why it is giving me the unusual “Expression Expected” error message – see this article for when VB.NET got the new updated version. EDIT (2011-06-20): I had made a wrong assumption in the first version of this blog post.  After a little more research and investigation I was able to figure out that the issue was in the web.config and not with the IIS App Pool.  Thanks to the comment from James which forced me to look into this again.

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  • Intellitrace bug causes &ldquo;Operation could destabilize the runtime&rdquo; exception

    - by Magnus Karlsson
    We cant use it when we use simplemembership to handle external authorizations.   Server Error in '/' Application. Operation could destabilize the runtime. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.Security.VerificationException: Operation could destabilize the runtime. Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below. Stack Trace: [VerificationException: Operation could destabilize the runtime.] DotNetOpenAuth.OpenId.Messages.IndirectSignedResponse.GetSignedMessageParts(Channel channel) +943 DotNetOpenAuth.OpenId.ChannelElements.ExtensionsBindingElement.GetExtensionsDictionary(IProtocolMessage message, Boolean ignoreUnsigned) +282 DotNetOpenAuth.OpenId.ChannelElements.<GetExtensions>d__a.MoveNext() +279 DotNetOpenAuth.OpenId.ChannelElements.ExtensionsBindingElement.ProcessIncomingMessage(IProtocolMessage message) +594 DotNetOpenAuth.Messaging.Channel.ProcessIncomingMessage(IProtocolMessage message) +933 DotNetOpenAuth.OpenId.ChannelElements.OpenIdChannel.ProcessIncomingMessage(IProtocolMessage message) +326 DotNetOpenAuth.Messaging.Channel.ReadFromRequest(HttpRequestBase httpRequest) +1343 DotNetOpenAuth.OpenId.RelyingParty.OpenIdRelyingParty.GetResponse(HttpRequestBase httpRequestInfo) +241 DotNetOpenAuth.OpenId.RelyingParty.OpenIdRelyingParty.GetResponse() +361 DotNetOpenAuth.AspNet.Clients.OpenIdClient.VerifyAuthentication(HttpContextBase context) +136 DotNetOpenAuth.AspNet.OpenAuthSecurityManager.VerifyAuthentication(String returnUrl) +984 Microsoft.Web.WebPages.OAuth.OAuthWebSecurity.VerifyAuthenticationCore(HttpContextBase context, String returnUrl) +333 Microsoft.Web.WebPages.OAuth.OAuthWebSecurity.VerifyAuthentication(String returnUrl) +192 PrioMvcWebRole.Controllers.AccountController.ExternalLoginCallback(String returnUrl) in c:hiddenforyou lambda_method(Closure , ControllerBase , Object[] ) +127 System.Web.Mvc.ReflectedActionDescriptor.Execute(ControllerContext controllerContext, IDictionary`2 parameters) +250 System.Web.Mvc.ControllerActionInvoker.InvokeActionMethod(ControllerContext controllerContext, ActionDescriptor actionDescriptor, IDictionary`2 parameters) +39 System.Web.Mvc.Async.<>c__DisplayClass39.<BeginInvokeActionMethodWithFilters>b__33() +87 System.Web.Mvc.Async.<>c__DisplayClass4f.<InvokeActionMethodFilterAsynchronously>b__49() +439 System.Web.Mvc.Async.<>c__DisplayClass4f.<InvokeActionMethodFilterAsynchronously>b__49() +439 System.Web.Mvc.Async.<>c__DisplayClass37.<BeginInvokeActionMethodWithFilters>b__36(IAsyncResult asyncResult) +15 System.Web.Mvc.Async.<>c__DisplayClass2a.<BeginInvokeAction>b__20() +34 System.Web.Mvc.Async.<>c__DisplayClass25.<BeginInvokeAction>b__22(IAsyncResult asyncResult) +221 System.Web.Mvc.<>c__DisplayClass1d.<BeginExecuteCore>b__18(IAsyncResult asyncResult) +28 System.Web.Mvc.Async.<>c__DisplayClass4.<MakeVoidDelegate>b__3(IAsyncResult ar) +15 System.Web.Mvc.Controller.EndExecuteCore(IAsyncResult asyncResult) +42 System.Web.Mvc.Async.<>c__DisplayClass4.<MakeVoidDelegate>b__3(IAsyncResult ar) +15 System.Web.Mvc.<>c__DisplayClass8.<BeginProcessRequest>b__3(IAsyncResult asyncResult) +42 System.Web.Mvc.Async.<>c__DisplayClass4.<MakeVoidDelegate>b__3(IAsyncResult ar) +15 System.Web.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +523 System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +176 Version Information: Microsoft .NET Framework Version:4.0.30319; ASP.NET Version:4.0.30319.17929

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  • Unity - Mecanim & Rigidbody on Third Person Controller - Gravity bug?

    - by Celtc
    I'm working on a third person controller which uses physX to interact with the other objects (using the Rigidbody component) and Mecanim to animate the character. All the animations used are baked to Y, and the movement on this axis is controlled by the gravity applied by the rigidbody component. The configuration of the falling animation: And the character components configuration: Since the falling animation doesn't have root motion on XZ, I move the character on XZ by code. Like this: // On the Ground if (IsGrounded()) { GroundedMovementMgm(); // Stores the velocity velocityPreFalling = rigidbody.velocity; } // Mid-Air else { // Continue the pre falling velocity rigidbody.velocity = new Vector3(velocityPreFalling.x, rigidbody.velocity.y, velocityPreFalling.z); } The problem is that when the chracter starts falling and hit against a wall in mid air, it gets stuck to the wall. Here are some pics which explains the problems: Hope someone can help me. Thanks and sory for my bad english! PD.: I was asked for the IsGrounded() function, so I'm adding it: void OnCollisionEnter(Collision collision) { if (!grounded) TrackGrounded(collision); } void OnCollisionStay(Collision collision) { TrackGrounded(collision); } void OnCollisionExit() { grounded = false; } public bool IsGrounded() { return grounded; } private void TrackGrounded(Collision collision) { var maxHeight = capCollider.bounds.min.y + capCollider.radius * .9f; foreach (var contact in collision.contacts) { if (contact.point.y < maxHeight && Vector3.Angle(contact.normal, Vector3.up) < maxSlopeAngle) { grounded = true; break; } } } I'll also add a LINK to download the project if someone wants it.

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  • 65536% Autogrowth!

    - by Tara Kizer
    Twice a year, we move our production systems to our disaster recovery site.  Last Saturday night was one of those days.  There are about 50 SQL Server databases to be moved to the DR site, which is done via database mirroring.  It takes only a few seconds to failover, but some databases have a bit more involved work such as setting up replication.  Everything went relatively smooth, but we encountered a weird bug on our most mission critical system.  After everything was successfully failed over to the DR site, it was noticed that mirroring was in a suspended state on one of the databases.  We thought we had run into a SQL Server 2005 bug that we had been encountering and were working with Microsoft on a fix.  Microsoft did fix it in both SQL Server 2005 service pack 3 cumulative update package 13 and service pack 4 cumulative update package 2, however SP3 CU13 and SP4 both recently failed on this system so we were not patched yet with the bug fix.  As the suspended state was causing us issues with replication, we dropped mirroring.  We then noticed we had 10MB of free disk space on the mount point where the principal’s data files are stored.  I knew something went amiss as this system should have at least 150GB free on that mount point.  I immediately checked the main database’s data file and was shocked to see an autgrowth size of 65536%.  The data file autogrew right before mirroring went into the suspended state. 65536%! I didn’t have a lot of time to research if this autgrowth problem was a known SQL Server bug, so I deferred that research to today.  A quick Google search yielded no results but emphasis on “quick”.  I checked our performance system, which was recently restored with a copy of the affected production database, and found the autogrowth setting to be 512MB.  So this autogrowth bug was encountered sometime in the last two weeks.  On February 26th, we had attempted to install SQL 2005 SP4 on production, however it had failed (PSS case open with Microsoft).  I suspected that the SP4 failure was somehow related to this autgrowth bug although that turned out not to be the case. I then tweeted (@TaraKizer) about this problem to see if the SQL Server community (#sqlhelp) had any insights.  It seems several people have either heard of this bug or encountered it.  Aaron Bertrand (blog|twitter) referred me to this Connect item. Our affected database originated on SQL Server 2000 and was upgraded to SQL Server 2005 in 2007.  Back on SQL Server 2000, we were using the default file growth setting which was a percentage.  Sometime after the 2005 upgrade is when we changed it to 512MB.  Our situation seemed to fit the bug Aaron referred to me, so now the question was whether Microsoft had fixed it yet. I received a reply to my tweet from Amit Banerjee (twitter) that it had been fixed in SP3 CU1 (KB958004).  My affected system is SP3 CU8, so I was initially confused why we had encountered the bug.  Because I don’t read things fully, I had missed that there are additional steps you have to follow after applying the bug fix.  Amit set me straight.  Although you can read this information in the KB article, I will also copy it here in case you are as lazy as me and miss the most important section of it (although if you are as lazy as me, you won’t have read this far down my blog post): This hotfix will prevent only future occurrences of this problem. For example, if you restore a database from SQL Server 2000 to a SQL Server 2005 instance that contains this hotfix, this problem will not occur. However, if you already have a database that is affected by this problem, you must follow these steps to resolve this problem manually: Apply this hotfix. Set the file growth settings for the affected files to percentage settings, and then set the settings back to megabyte settings. Take the database offline, and then bring it back online. Verify that the values of the is_percent_growth column are correct in the sys.database_files system table and in the sys.master_files system table.

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  • Moving monarchs and dragons: migrating the JDK bugs to JIRA

    - by darcy
    Among insects, monarch butterflies and dragonflies have the longest migrations; migrating JDK bugs involves a long journey as well! As previously announced by Mark back in March, we've been working according to a revised plan to transition the JDK bug management from Sun's legacy system to initially an Oracle-internal JIRA instance which is afterward made visible and usable externally. I've been busily working on this project for the last few months and the team has made good progress on many aspects of the effort: JDK bugs will be imported into JIRA regardless of age; bugs will also be imported regardless of state, including closed bugs. Consequently, the JDK bug project will start pre-populated with over 100,000 existing bugs, some dating all the way back to 1994. This will allow a continuity of information and allow new issues to be linked to old ones. Using a custom import process, the Sun bug numbers will be preserved in JIRA. For example, the Sun bug with bug number 4040458 will become "JDK-4040458" in JIRA. In JIRA the project name, "JDK" in our case, is part of the bug's identifier. Bugs created after the JIRA migration will be numbered starting at 8000000; bugs imported from the legacy system have numbers ranging between 1000000 and 79999999. We're working with the bugs.sun.com team to try to maintain continuity of the ability to both read JDK bug information as well as to file new incidents. At least for now, the overall architecture of bugs.sun.com will be the same as it is today: it will be a gateway bridging to an Oracle-internal system, but the internal system will change to JIRA from the legacy database. Generally we are aiming to preserve the visibility of bugs currently viewable on bugs.sun.com; however, bugs in areas not related to the JDK will not be visible after the transition to JIRA. New incoming incidents will be sent to a separate JIRA project for initial triage before possibly being moved into the JDK project. JDK bug management leans heavily on being able to track the state of bugs in multiple releases, especially to coordinate delivering synchronized security releases (known as CPUs, critital patch updates, in Oracle parlance). For a security release, it is common for half a dozen or more release trains to be affected (for example, JDK 5, JDK 6 update, OpenJDK 6, JDK 7 update, JDK 8, virtual releases for HotSpot express, etc.). We've determined we need to track at least the tuple of (release, responsible engineer/assignee for the release, status in the release) for the release trains a fix is going into. To do this in JIRA, we are creating a separate port/backport issue type along with a custom link type to allow the multiple release information to be easily grouped and presented together. The Sun legacy system had a three-level classification scheme, product, category, and subcategory. Out of the box, JIRA only has a one-level classification, component. We've implemented a custom second-level classification, subcomponent. As part of the bug migration we've taken the opportunity to think about how bugs should be grouped under a two-level system and we'll the new system will be simpler and more regular. The main top-level components of the JDK product will include: core-libs client-libs deploy install security-libs other-libs tools hotspot For the libs areas, the primary name of the subcomportment will be the package of the API in question. In the core-libs component, there will be subcomponents like: java.lang java.lang.class_loading java.math java.util java.util:i18n In the tools component, subcomponents will primarily correspond to command names in $JDK/bin like, jar, javac, and javap. The first several bulk imports of the JDK bugs into JIRA have gone well and we're continuing to refine the import to have greater fidelity to the current data, including by reconstructing information not brought over in a structured fashion during the previous large JDK bug system migration back in 2004. We don't currently have a firm timeline of when the new system will be usable externally, but as it becomes available, I'll share further information in follow-up blog posts.

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  • ubuntu-server 12.04 installation-CD ------- same bug like debian 6.0.4 installation-CD? [closed]

    - by dschinn1001
    The dvd-drive of a notebook is a MatshitaBD-CMB UJ-120 Hint for you. e.g. Debian Installation-CD with Debian 6.0 resp. Debian 6.0.3 was working fine and has no trouble with this device. Installation-CD with Debian 6.0.4 is behaving same like the Ubuntu-Server-12.04-CD. They both don't recognize this dvd-combo-drive above, This problem was solved with Kernel 3.2.24.x and 3.4.x Happy Coding. Regards. dschinn1001 PS: see comment following below !

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  • How do I fix these compiler errors in Apple Crunch?

    - by BluFire
    I've been looking around and I finally got the full source code for a game called Apple-Crunch from Google Code. But when I put it into my project, the source code included so many errors in the class files such as: cannot be resolved into a type the constructor is undefined the method method() is undefined for the type Sprite class.java I downloaded the source directly from the command-line and noticed errors popping up on my project. Since I couldn't figure out how to import the actual folder into my workspace (it wouldn't show up on existing projects) I decided to copy and overwrite the folders into the project. The errors were still there so I looked at the class files and noticed that the classes with errors extended from RokonActivity. I then proceeded to add to the libs folder the Rokon library in hopes to fix the errors. Sadly it didn't work and now I don't what to do to fix the errors. How do I fix the errors without having to manually change the code? The source code should be fully functional so why are there errors?

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  • Incompatible group permissions in Linux - Is it a bug?

    - by Sachin
    I am on Ubuntu 11.04. I am creating another user and placing an existing user in the group of other user, hoping to write in the home directory of other user. # uname -a Linux vini 2.6.38-11-generic #50-Ubuntu SMP Mon Sep 12 21:18:14 UTC 2011 i686 athlon i386 GNU/Linux # whoami sachin # su root # useradd -m -U foo // create user foo # usermod -a -G foo sachin // add user `sachin' to group `foo' # chmod 770 /home/foo/ # exit # whoami sachin # cd /home/foo/ bash: cd: /home/foo/: Permission denied # groups sachin sachin : sachin foo This is totally weird. Though user sachin is in group foo, and group bits for /home/foo/ is set to rwx, sachin can't chdir to /home/foo/. I am not able to understand this. But, if at the exit step, I switch to sachin user from root, this is what happens: # uname -a Linux vini 2.6.38-11-generic #50-Ubuntu SMP Mon Sep 12 21:18:14 UTC 2011 i686 athlon i386 GNU/Linux # whoami sachin # su root # useradd -m -U foo // create user foo # usermod -a -G foo sachin // add user `sachin' to group `foo' # chmod 770 /home/foo/ # su sachin # whoami sachin # cd /home/foo/ # ls examples.desktop Now, whatever is happening here is totally incomprehensible. Does su sachin inherits some permissions from the root user at this step? Any explanations would be much appreciated.

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  • How to proceed when a bug in open source libraries is suspected?

    - by Suma
    We are using some open source libraries in our projects. Sometimes there are some issues found in some of them (most likely library bugs, but it may also be a wrong usage from our side, especially when sometimes documentation is not exactly 100 % complete). As the libraries are often quite complex, debugging them to pinpoint the source of the problem is sometimes quite hard. Can you help me to summarize what other options are there and how to exactly proceed with them? I have just recently hit some strange problems when using TCMalloc (Google scalable memory allocator) on Windows, so I would most welcome answers which would apply to this particular library, but more general answers are good as well. 1) Ask the maintainer/owner of the project for assistance. How can this be done? 2) Hire someone to identify and fix the issue. How to do this? How can I find someone with enough expertise in some particular library? ... any other options?

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