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  • Using Deployment Manager

    - by Jess Nickson
    One of the teams at Red Gate has been working very hard on a new product: Deployment Manager. Deployment Manager is a free tool that lets you deploy updates to .NET apps, services and databases through a central dashboard. Deployment Manager has been out for a while, but I must admit that even though I work in the same building, until now I hadn’t even looked at it. My job at Red Gate is to develop and maintain some of our community sites, which involves carrying out regular deployments. One of the projects I have to deploy on a fairly regular basis requires me to send my changes to our build server, TeamCity. The output is a Zip file of the build. I then have to go and find this file, copy it across to the staging machine, extract it, and copy some of the sub-folders to other places. In order to keep track of what builds are running, I need to rename the folders accordingly. However, even after all that, I still need to go and update the site and its applications in IIS to point at these new builds. Oh, and then, I have to repeat the process when I deploy on production. Did I mention the multiple configuration files that then need updating as well? Manually? The whole process can take well over half an hour. I’m ready to try out a new process. Deployment Manager is designed to massively simplify the deployment processes from what could be lots of manual copying of files, managing of configuration files, and database upgrades down to a few clicks. It’s a big promise, but I decided to try out this new tool on one of the smaller ASP.NET sites at Red Gate, Format SQL (the result of a Red Gate Down Tools week). I wanted to add some new functionality, but given it was a new site with no set way of doing things, I was reluctant to have to manually copy files around servers. I decided to use this opportunity as a chance to set the site up on Deployment Manager and check out its functionality. What follows is a guide on how to get set up with Deployment Manager, a brief overview of its features, and what I thought of the experience. To follow along with the instructions that follow, you’ll first need to download Deployment Manager from Red Gate. It has a free ‘Starter Edition’ which allows you to create up to 5 projects and agents (machines you deploy to), so it’s really easy to get up and running with a fully-featured version. The Initial Set Up After installing the product and setting it up using the administration tool it provides, I launched Deployment Manager by going to the URL and port I had set it to run on. This loads up the main dashboard. The dashboard does a good job of guiding me through the process of getting started, beginning with a prompt to create some environments. 1. Setting up Environments The dashboard informed me that I needed to add new ‘Environments’, which are essentially ways of grouping the machines you want to deploy to. The environments that get added will show up on the main dashboard. I set up two such environments for this project: ‘staging’ and ‘live’.   2. Add Target Machines Once I had created the environments, I was ready to add ‘target machine’s to them, which are the actual machines that the deployment will occur on.   To enable me to deploy to a new machine, I needed to download and install an Agent on it. The ‘Add target machine’ form on the ‘Environments’ page helpfully provides a link for downloading an Agent.   Once the agent has been installed, it is just a case of copying the server key to the agent, and the agent key to the server, to link them up.   3. Run Health Check If, after adding your new target machine, the ‘Status’ flags an error, it is possible that the Agent and Server keys have not been entered correctly on both Deployment Manager and the Agent service.     You can ‘Check Health’, which will give you more information on any issues. It is probably worth running this regardless of what status the ‘Environments’ dashboard is claiming, just to be on the safe side.     4. Add Projects Going back to the main Dashboard tab at this point, I found that it was telling me that I needed to set up a new project.   I clicked the ‘project’ link to get started, gave my new project a name and clicked ‘Create’. I was then redirected to the ‘Steps’ page for the project under the Projects tab.   5. Package Steps The ‘Steps’ page was fairly empty when it first loaded.   Adding a ‘step’ allowed me to specify what packages I wanted to grab for the deployment. This part requires a NuGet package feed to be set up, which is where Deployment Manager will look for the packages. At Red Gate, we already have one set up, so I just needed to tell Deployment Manager about it. Don’t worry; there is a nice guide included on how to go about doing all of this on the ‘Package Feeds’ page in ‘Settings’, if you need any help with setting these bits up.    At Red Gate we use a build server, TeamCity, which is capable of publishing built projects to the NuGet feed we use. This makes the workflow for Format SQL relatively simple: when I commit a change to the project, the build server is configured to grab those changes, build the project, and spit out a new NuGet package to the Red Gate NuGet package feed. My ‘package step’, therefore, is set up to look for this package on our feed. The final part of package step was simply specifying which machines from what environments I wanted to be able to deploy the project to.     Format SQL Now the main Dashboard showed my new project and environment in a rather empty looking grid. Clicking on my project presented me with a nice little message telling me that I am now ready to create my first release!   Create a release Next I clicked on the ‘Create release’ button in the Projects tab. If your feeds and package step(s) were set up correctly, then Deployment Manager will automatically grab the latest version of the NuGet package that you want to deploy. As you can see here, it was able to pick up the latest build for Format SQL and all I needed to do was enter a version number and description of the release.   As you can see underneath ‘Version number’, it keeps track of what version the previous release was given. Clicking ‘Create’ created the release and redirected me to a summary of it where I could check the details before deploying.   I clicked ‘Deploy this release’ and chose the environment I wanted to deploy to and…that’s it. Deployment Manager went off and deployed it for me.   Once I clicked ‘Deploy release’, Deployment Manager started to automatically update and provide continuing feedback about the process. If any errors do arise, then I can expand the results to see where it went wrong. That’s it, I’m done! Keep in mind, if you hit errors with the deployment itself then it is possible to view the log output to try and determine where these occurred. You can keep expanding the logs to narrow down the problem. The screenshot below is not from my Format SQL deployment, but I thought I’d post one to demonstrate the logging output available. Features One of the best bits of Deployment Manager for me is the ability to very, very easily deploy the same release to multiple machines. Deploying this same release to production was just a case of selecting the deployment and choosing the ‘live’ environment as the place to deploy to. Following on from this is the fact that, as Deployment Manager keeps track of all of your releases, it is extremely easy to roll back to a previous release if anything goes pear-shaped! You can view all your previous releases and select one to re-deploy. I needed this feature more than once when differences in my production and staging machines lead to some odd behavior.     Another option is to use the TeamCity integration available. This enables you to set Deployment Manager up so that it will automatically create releases and deploy these to an environment directly from TeamCity, meaning that you can always see the latest version up and running without having to do anything. Machine Specific Deployments ‘What about custom configuration files?’ I hear you shout. Certainly, it was one of my concerns. Our setup on the staging machine is not in line with that on production. What this means is that, should we deploy the same configuration to both, one of them is going to break. Thankfully, it turns out that Deployment Manager can deal with this. Given I had environments ‘staging’ and ‘live’, and that staging used the project’s web.config file, while production (‘live’) required the config file to undergo some transformations, I simply added a web.live.config file in the project, so that it would be included as part of the NuGet package. In this file, I wrote the XML document transformations I needed and Deployment Manager took care of the rest. Another option is to set up ‘variables’ for your project, which allow you to specify key-value pairs for your configuration file, and which environment to apply them to. You’ll find Variables as a full left-hand submenu within the ‘Projects’ tab. These features will definitely be of interest if you have a large number of environments! There are still many other features that I didn’t get a chance to play around with like running PowerShell scripts for more personalised deployments. Maybe next time! Also, let’s not forget that my use case in this article is a very simple one – deploying a single package. I don’t believe that all projects will be equally as simple, but I already appreciate how much easier Deployment Manager could make my life. I look forward to the possibility of moving our other sites over to Deployment Manager in the near future.   Conclusion In this article I have described the steps involved in setting up and configuring an instance of Deployment Manager, creating a new automated deployment process, and using this to actually carry out a deployment. I’ve tried to mention some of the features I found particularly useful, such as error logging, easy release management allowing you to deploy the same release multiple times, and configuration file transformations. If I had to point out one issue, then it would be that the releases are immutable, which from a development point of view makes sense. However, this causes confusion where I have to create a new release to deploy to a newly set up environment – I cannot simply deploy an old release onto a new environment, the whole release needs to be recreated. I really liked how easy it was to get going with the product. Setting up Format SQL and making a first deployment took very little time. Especially when you compare it to how long it takes me to manually deploy the other site, as I described earlier. I liked how it let me know what I needed to do next, with little messages flagging up that I needed to ‘create environments’ or ‘add some deployment steps’ before I could continue. I found the dashboard incredibly convenient. As the number of projects and environments increase, it might become awkward to try and search them and find out what state they are in. Instead, the dashboard handily keeps track of the latest deployments of each project and lets you know what version is running on each of the environments, and when that deployment occurred. Finally, do you remember my complaint about having to rename folders so that I could keep track of what build they came from? This is yet another thing that Deployment Manager takes care of for you. Each release is put into its own directory, which takes the name of whatever version number that release has, though these can be customised if necessary. If you’d like to take a look at Deployment Manager for yourself, then you can download it here.

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  • C#/.NET Little Wonders: The Generic Func Delegates

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Back in one of my three original “Little Wonders” Trilogy of posts, I had listed generic delegates as one of the Little Wonders of .NET.  Later, someone posted a comment saying said that they would love more detail on the generic delegates and their uses, since my original entry just scratched the surface of them. Last week, I began our look at some of the handy generic delegates built into .NET with a description of delegates in general, and the Action family of delegates.  For this week, I’ll launch into a look at the Func family of generic delegates and how they can be used to support generic, reusable algorithms and classes. Quick Delegate Recap Delegates are similar to function pointers in C++ in that they allow you to store a reference to a method.  They can store references to either static or instance methods, and can actually be used to chain several methods together in one delegate. Delegates are very type-safe and can be satisfied with any standard method, anonymous method, or a lambda expression.  They can also be null as well (refers to no method), so care should be taken to make sure that the delegate is not null before you invoke it. Delegates are defined using the keyword delegate, where the delegate’s type name is placed where you would typically place the method name: 1: // This delegate matches any method that takes string, returns nothing 2: public delegate void Log(string message); This delegate defines a delegate type named Log that can be used to store references to any method(s) that satisfies its signature (whether instance, static, lambda expression, etc.). Delegate instances then can be assigned zero (null) or more methods using the operator = which replaces the existing delegate chain, or by using the operator += which adds a method to the end of a delegate chain: 1: // creates a delegate instance named currentLogger defaulted to Console.WriteLine (static method) 2: Log currentLogger = Console.Out.WriteLine; 3:  4: // invokes the delegate, which writes to the console out 5: currentLogger("Hi Standard Out!"); 6:  7: // append a delegate to Console.Error.WriteLine to go to std error 8: currentLogger += Console.Error.WriteLine; 9:  10: // invokes the delegate chain and writes message to std out and std err 11: currentLogger("Hi Standard Out and Error!"); While delegates give us a lot of power, it can be cumbersome to re-create fairly standard delegate definitions repeatedly, for this purpose the generic delegates were introduced in various stages in .NET.  These support various method types with particular signatures. Note: a caveat with generic delegates is that while they can support multiple parameters, they do not match methods that contains ref or out parameters. If you want to a delegate to represent methods that takes ref or out parameters, you will need to create a custom delegate. We’ve got the Func… delegates Just like it’s cousin, the Action delegate family, the Func delegate family gives us a lot of power to use generic delegates to make classes and algorithms more generic.  Using them keeps us from having to define a new delegate type when need to make a class or algorithm generic. Remember that the point of the Action delegate family was to be able to perform an “action” on an item, with no return results.  Thus Action delegates can be used to represent most methods that take 0 to 16 arguments but return void.  You can assign a method The Func delegate family was introduced in .NET 3.5 with the advent of LINQ, and gives us the power to define a function that can be called on 0 to 16 arguments and returns a result.  Thus, the main difference between Action and Func, from a delegate perspective, is that Actions return nothing, but Funcs return a result. The Func family of delegates have signatures as follows: Func<TResult> – matches a method that takes no arguments, and returns value of type TResult. Func<T, TResult> – matches a method that takes an argument of type T, and returns value of type TResult. Func<T1, T2, TResult> – matches a method that takes arguments of type T1 and T2, and returns value of type TResult. Func<T1, T2, …, TResult> – and so on up to 16 arguments, and returns value of type TResult. These are handy because they quickly allow you to be able to specify that a method or class you design will perform a function to produce a result as long as the method you specify meets the signature. For example, let’s say you were designing a generic aggregator, and you wanted to allow the user to define how the values will be aggregated into the result (i.e. Sum, Min, Max, etc…).  To do this, we would ask the user of our class to pass in a method that would take the current total, the next value, and produce a new total.  A class like this could look like: 1: public sealed class Aggregator<TValue, TResult> 2: { 3: // holds method that takes previous result, combines with next value, creates new result 4: private Func<TResult, TValue, TResult> _aggregationMethod; 5:  6: // gets or sets the current result of aggregation 7: public TResult Result { get; private set; } 8:  9: // construct the aggregator given the method to use to aggregate values 10: public Aggregator(Func<TResult, TValue, TResult> aggregationMethod = null) 11: { 12: if (aggregationMethod == null) throw new ArgumentNullException("aggregationMethod"); 13:  14: _aggregationMethod = aggregationMethod; 15: } 16:  17: // method to add next value 18: public void Aggregate(TValue nextValue) 19: { 20: // performs the aggregation method function on the current result and next and sets to current result 21: Result = _aggregationMethod(Result, nextValue); 22: } 23: } Of course, LINQ already has an Aggregate extension method, but that works on a sequence of IEnumerable<T>, whereas this is designed to work more with aggregating single results over time (such as keeping track of a max response time for a service). We could then use this generic aggregator to find the sum of a series of values over time, or the max of a series of values over time (among other things): 1: // creates an aggregator that adds the next to the total to sum the values 2: var sumAggregator = new Aggregator<int, int>((total, next) => total + next); 3:  4: // creates an aggregator (using static method) that returns the max of previous result and next 5: var maxAggregator = new Aggregator<int, int>(Math.Max); So, if we were timing the response time of a web method every time it was called, we could pass that response time to both of these aggregators to get an idea of the total time spent in that web method, and the max time spent in any one call to the web method: 1: // total will be 13 and max 13 2: int responseTime = 13; 3: sumAggregator.Aggregate(responseTime); 4: maxAggregator.Aggregate(responseTime); 5:  6: // total will be 20 and max still 13 7: responseTime = 7; 8: sumAggregator.Aggregate(responseTime); 9: maxAggregator.Aggregate(responseTime); 10:  11: // total will be 40 and max now 20 12: responseTime = 20; 13: sumAggregator.Aggregate(responseTime); 14: maxAggregator.Aggregate(responseTime); The Func delegate family is useful for making generic algorithms and classes, and in particular allows the caller of the method or user of the class to specify a function to be performed in order to generate a result. What is the result of a Func delegate chain? If you remember, we said earlier that you can assign multiple methods to a delegate by using the += operator to chain them.  So how does this affect delegates such as Func that return a value, when applied to something like the code below? 1: Func<int, int, int> combo = null; 2:  3: // What if we wanted to aggregate the sum and max together? 4: combo += (total, next) => total + next; 5: combo += Math.Max; 6:  7: // what is the result? 8: var comboAggregator = new Aggregator<int, int>(combo); Well, in .NET if you chain multiple methods in a delegate, they will all get invoked, but the result of the delegate is the result of the last method invoked in the chain.  Thus, this aggregator would always result in the Math.Max() result.  The other chained method (the sum) gets executed first, but it’s result is thrown away: 1: // result is 13 2: int responseTime = 13; 3: comboAggregator.Aggregate(responseTime); 4:  5: // result is still 13 6: responseTime = 7; 7: comboAggregator.Aggregate(responseTime); 8:  9: // result is now 20 10: responseTime = 20; 11: comboAggregator.Aggregate(responseTime); So remember, you can chain multiple Func (or other delegates that return values) together, but if you do so you will only get the last executed result. Func delegates and co-variance/contra-variance in .NET 4.0 Just like the Action delegate, as of .NET 4.0, the Func delegate family is contra-variant on its arguments.  In addition, it is co-variant on its return type.  To support this, in .NET 4.0 the signatures of the Func delegates changed to: Func<out TResult> – matches a method that takes no arguments, and returns value of type TResult (or a more derived type). Func<in T, out TResult> – matches a method that takes an argument of type T (or a less derived type), and returns value of type TResult(or a more derived type). Func<in T1, in T2, out TResult> – matches a method that takes arguments of type T1 and T2 (or less derived types), and returns value of type TResult (or a more derived type). Func<in T1, in T2, …, out TResult> – and so on up to 16 arguments, and returns value of type TResult (or a more derived type). Notice the addition of the in and out keywords before each of the generic type placeholders.  As we saw last week, the in keyword is used to specify that a generic type can be contra-variant -- it can match the given type or a type that is less derived.  However, the out keyword, is used to specify that a generic type can be co-variant -- it can match the given type or a type that is more derived. On contra-variance, if you are saying you need an function that will accept a string, you can just as easily give it an function that accepts an object.  In other words, if you say “give me an function that will process dogs”, I could pass you a method that will process any animal, because all dogs are animals.  On the co-variance side, if you are saying you need a function that returns an object, you can just as easily pass it a function that returns a string because any string returned from the given method can be accepted by a delegate expecting an object result, since string is more derived.  Once again, in other words, if you say “give me a method that creates an animal”, I can pass you a method that will create a dog, because all dogs are animals. It really all makes sense, you can pass a more specific thing to a less specific parameter, and you can return a more specific thing as a less specific result.  In other words, pay attention to the direction the item travels (parameters go in, results come out).  Keeping that in mind, you can always pass more specific things in and return more specific things out. For example, in the code below, we have a method that takes a Func<object> to generate an object, but we can pass it a Func<string> because the return type of object can obviously accept a return value of string as well: 1: // since Func<object> is co-variant, this will access Func<string>, etc... 2: public static string Sequence(int count, Func<object> generator) 3: { 4: var builder = new StringBuilder(); 5:  6: for (int i=0; i<count; i++) 7: { 8: object value = generator(); 9: builder.Append(value); 10: } 11:  12: return builder.ToString(); 13: } Even though the method above takes a Func<object>, we can pass a Func<string> because the TResult type placeholder is co-variant and accepts types that are more derived as well: 1: // delegate that's typed to return string. 2: Func<string> stringGenerator = () => DateTime.Now.ToString(); 3:  4: // This will work in .NET 4.0, but not in previous versions 5: Sequence(100, stringGenerator); Previous versions of .NET implemented some forms of co-variance and contra-variance before, but .NET 4.0 goes one step further and allows you to pass or assign an Func<A, BResult> to a Func<Y, ZResult> as long as A is less derived (or same) as Y, and BResult is more derived (or same) as ZResult. Sidebar: The Func and the Predicate A method that takes one argument and returns a bool is generally thought of as a predicate.  Predicates are used to examine an item and determine whether that item satisfies a particular condition.  Predicates are typically unary, but you may also have binary and other predicates as well. Predicates are often used to filter results, such as in the LINQ Where() extension method: 1: var numbers = new[] { 1, 2, 4, 13, 8, 10, 27 }; 2:  3: // call Where() using a predicate which determines if the number is even 4: var evens = numbers.Where(num => num % 2 == 0); As of .NET 3.5, predicates are typically represented as Func<T, bool> where T is the type of the item to examine.  Previous to .NET 3.5, there was a Predicate<T> type that tended to be used (which we’ll discuss next week) and is still supported, but most developers recommend using Func<T, bool> now, as it prevents confusion with overloads that accept unary predicates and binary predicates, etc.: 1: // this seems more confusing as an overload set, because of Predicate vs Func 2: public static SomeMethod(Predicate<int> unaryPredicate) { } 3: public static SomeMethod(Func<int, int, bool> binaryPredicate) { } 4:  5: // this seems more consistent as an overload set, since just uses Func 6: public static SomeMethod(Func<int, bool> unaryPredicate) { } 7: public static SomeMethod(Func<int, int, bool> binaryPredicate) { } Also, even though Predicate<T> and Func<T, bool> match the same signatures, they are separate types!  Thus you cannot assign a Predicate<T> instance to a Func<T, bool> instance and vice versa: 1: // the same method, lambda expression, etc can be assigned to both 2: Predicate<int> isEven = i => (i % 2) == 0; 3: Func<int, bool> alsoIsEven = i => (i % 2) == 0; 4:  5: // but the delegate instances cannot be directly assigned, strongly typed! 6: // ERROR: cannot convert type... 7: isEven = alsoIsEven; 8:  9: // however, you can assign by wrapping in a new instance: 10: isEven = new Predicate<int>(alsoIsEven); 11: alsoIsEven = new Func<int, bool>(isEven); So, the general advice that seems to come from most developers is that Predicate<T> is still supported, but we should use Func<T, bool> for consistency in .NET 3.5 and above. Sidebar: Func as a Generator for Unit Testing One area of difficulty in unit testing can be unit testing code that is based on time of day.  We’d still want to unit test our code to make sure the logic is accurate, but we don’t want the results of our unit tests to be dependent on the time they are run. One way (of many) around this is to create an internal generator that will produce the “current” time of day.  This would default to returning result from DateTime.Now (or some other method), but we could inject specific times for our unit testing.  Generators are typically methods that return (generate) a value for use in a class/method. For example, say we are creating a CacheItem<T> class that represents an item in the cache, and we want to make sure the item shows as expired if the age is more than 30 seconds.  Such a class could look like: 1: // responsible for maintaining an item of type T in the cache 2: public sealed class CacheItem<T> 3: { 4: // helper method that returns the current time 5: private static Func<DateTime> _timeGenerator = () => DateTime.Now; 6:  7: // allows internal access to the time generator 8: internal static Func<DateTime> TimeGenerator 9: { 10: get { return _timeGenerator; } 11: set { _timeGenerator = value; } 12: } 13:  14: // time the item was cached 15: public DateTime CachedTime { get; private set; } 16:  17: // the item cached 18: public T Value { get; private set; } 19:  20: // item is expired if older than 30 seconds 21: public bool IsExpired 22: { 23: get { return _timeGenerator() - CachedTime > TimeSpan.FromSeconds(30.0); } 24: } 25:  26: // creates the new cached item, setting cached time to "current" time 27: public CacheItem(T value) 28: { 29: Value = value; 30: CachedTime = _timeGenerator(); 31: } 32: } Then, we can use this construct to unit test our CacheItem<T> without any time dependencies: 1: var baseTime = DateTime.Now; 2:  3: // start with current time stored above (so doesn't drift) 4: CacheItem<int>.TimeGenerator = () => baseTime; 5:  6: var target = new CacheItem<int>(13); 7:  8: // now add 15 seconds, should still be non-expired 9: CacheItem<int>.TimeGenerator = () => baseTime.AddSeconds(15); 10:  11: Assert.IsFalse(target.IsExpired); 12:  13: // now add 31 seconds, should now be expired 14: CacheItem<int>.TimeGenerator = () => baseTime.AddSeconds(31); 15:  16: Assert.IsTrue(target.IsExpired); Now we can unit test for 1 second before, 1 second after, 1 millisecond before, 1 day after, etc.  Func delegates can be a handy tool for this type of value generation to support more testable code.  Summary Generic delegates give us a lot of power to make truly generic algorithms and classes.  The Func family of delegates is a great way to be able to specify functions to calculate a result based on 0-16 arguments.  Stay tuned in the weeks that follow for other generic delegates in the .NET Framework!   Tweet Technorati Tags: .NET, C#, CSharp, Little Wonders, Generics, Func, Delegates

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  • CodePlex Daily Summary for Saturday, November 05, 2011

    CodePlex Daily Summary for Saturday, November 05, 2011Popular ReleasesAcDown????? - Anime&Comic Downloader: AcDown????? v3.6.1: ?? ● AcDown??????????、??????,??????????????????????,???????Acfun、Bilibili、???、???、???、Tucao.cc、SF???、?????80????,???????????、?????????。 ● AcDown???????????????????????????,???,???????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7 ????????????? ??:????????Windows XP???,?????????.NET Framework 2.0???(x86)?.NET Framework 2.0???(x64),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ?? v3.6.1?? ??.hlv...Track Folder Changes: Track Folder Changes 1.1: Fixed exception when right-clicking the root nodeKinect Toolbox: Kinect Toolbox v1.1.0.2: This version adds support for the Kinect for Windows SDK beta 2.MapWindow 4: MapWindow GIS v4.8.6 - Final release - 32Bit: This is the final release of MapWindow v4.8. It has 4.8.6 as version number. This version has been thoroughly tested. If you do get an exception send the exception to us. Don't forget to include your e-mail address. Use the forums at http://www.mapwindow.org/phorum/ for questions. Please consider donating a small portion of the money you have saved by having free GIS tools: http://www.mapwindow.org/pages/donate.php What’s New in 4.8.6 (Final release) · A few minor issues have been fixed Wha...Kinect Mouse Cursor: Kinect Mouse Cursor 1.1: Updated for Kinect for Windows SDK v1.0 Beta 2!Coding4Fun Kinect Toolkit: Coding4Fun Kinect Toolkit 1.1: Updated for Kinect for Windows SDK v1.0 Beta 2!Async Executor: 1.0: Source code of the AsyncExecutorMedia Companion: MC 3.421b Weekly: Ensure .NET 4.0 Full Framework is installed. (Available from http://www.microsoft.com/download/en/details.aspx?id=17718) Ensure the NFO ID fix is applied when transitioning from versions prior to 3.416b. (Details here) TV Show Resolutions... Fix to show the season-specials.tbn when selecting an episode from season 00. Before, MC would try & load season00.tbn Fix for issue #197 - new show added by 'Manually Add Path' not being picked up. Also made non-visible the same thing in Root Folders...FlagConsole: 1.0.1: BUGFIXES: - Fixed a bug, which caused the label not to draw a word, if it had the same length as the label's length.Nearforums - ASP.NET MVC forum engine: Nearforums v7.0: Version 7.0 of Nearforums, the ASP.NET MVC Forum Engine, containing new features: UI: Flexible layout to handle both list and table-like template layouts. Theming - Visual choice of themes: Deliver some templates on installation, export/import functionality, preview. Allow site owners to choose default list sort order for the forums. Forum latest activity. Visit the project Roadmap for more details. Webdeploy packages sha1 checksum: e6bb913e591543ab292a753d1a16cdb779488c10?????????? - ????????: All-In-One Code Framework ??? 2011-11-02: http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=1codechs&DownloadId=216140 ??????,11??,?????20????Microsoft OneCode Sample,????6?Program Language Sample,2?Windows Base Sample,2?GDI+ Sample,4?Internet Explorer Sample?6?ASP.NET Sample。?????????????。 ????,?????。http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=1code&DownloadId=128165 Program Language CSImageFullScreenSlideShow VBImageFullScreenSlideShow CSDynamicallyBuildLambdaExpressionWithFie...Python Tools for Visual Studio: 1.1 Alpha: We’re pleased to announce the release of Python Tools for Visual Studio 1.1 Alpha. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python programming language. This release includes new core IDE features, a couple of new sample libraries for interacting with Kinect and Excel, and many bug fixes for issues reported since the release of 1.0. For the core IDE features we’ve added many new features which improve the basic edit...BExplorer (Better Explorer): Better Explorer 2.0.0.631 Alpha: Changelog: Added: Some new functions in ribbon Added: Possibility to choose displayed columns Added: Basic Search Fixed: Some bugs after navigation Fixed: Attempt to fix slow navigation and slow start Known issues: - BreadcrumbBar fails on some situations - Basic search not work quite well in some situations Please if anyone find bugs be kind and report them at the Issue Tracker! Thanks!DotNetNuke® Community Edition: 05.06.04: Major Highlights Fixed issue with upgrades on systems that had upgraded the Telerik library to 6.0.0 Fixed issue with Razor Host upgrade to 5.6.3 The logic for module administration checks contains incorrect logic in 1 place, opening the possibility of a user with edit permissions gaining access to functionality they should not have through a particularly crafted url Security FixesBrowsers support the ability to remember common strings such as usernames/addresses etc. Code was adde...Terminals: Version 2.0 - Beta 3 Release: Beta 3 Refresh Dont forget to backup your config files BEFORE upgrading! The team has finally put the nail into the official release date for version 2.0. As bugs are winding down on the 2.0 Roadmap we decided to push out another build - the first 2.0 Beta build. Please take time to use and abuse this release. We left logging in place, and this is a debug build so be sure to submit your logs on each bug reported, and please do report all bugs! Check the source code page on the site, th...iTuner - The iTunes Companion: iTuner 1.4.4322: Added German (unverified, apologies if incorrect) Properly source invariant resources with correct resIDs Replaced obsolete lyric providers with working providers Fix Pseudolater to correctly morph every third char Fix null reference in CatalogBaseBoxWorld: BoxWorld_2011.10.30: BoxWorld - 8.0.1110.30 This is the initial release of BoxWorld. I'd recommend downloading the installer as it contains the compiled code and everything all nicely contained. By default, you end up with this directory structure: C:\Program Files\ViperWorks\BoxWorld C:\Program Files\ViperWorks\BoxWorld\Data C:\Program Files\ViperWorks\BoxWorld\Interface C:\Program Files\ViperWorks\BoxWorld\Source In the root you have the compiled EXE files, one for the main release, one for the LITE release ...VidCoder: 1.2.1: Fixed a couple regressions: video encoder was blank in queue and crashes with the High Profile preset when opening the Settings window. Fixed problem with auto-update introduced in 1.2.0. If you have 1.2.0 you will need to update manually to get this.AssaultCube Reloaded: Release 2.3: THE RELEASE YOU'VE ALL BEEN WAITING FOR! IT CAN NOW BE CONSIDERED STABLE Linux has Debian 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, download the Linux package. The server pack is ready for both Windows and Linux, but you might need to compile your own for linux (source included) If you are using Windows and require the source code, download the source package!A Microblog API (SINA weibo.com open API in C#, .Net???????API): AMicroblogAPI v1.0: AMicroBlogAPI is a C# implementation, a strong-typed deep encapsulation, a easy-to-use .net wrapper of SINA microblog API v1.0. App developers no longer need to parse various HTTP responses -- all responses are parsed into strong types; No longer need to construt the request query strings -- just simply gives the values of parameters; No longer need to implement the OAuth -- a single call could logs the user on. In this release (AMicroblogAPI v1.0), all basic data APIs are implemented. For ...New Projects:: Projeto Social Portal caridArte: Criação do Portal CaridArte.Async Executor: The Mantra "Never block the UI thread!" results in cumbersome helpers like the Backgroundworker with worker and callback delegates. There are other asynchronous patterns which are actually also all a bit cumbersome. The AsyncExecutor offers an alternative: It allows to switch between UI and worker thread in a single method! I.e. no cumbersome callback etc. This works similar to the async keyword available with .Net 4.5. Cake@Home: Cake@Home est un outils de gestion des commandes pour un service de restauration rapide. Cake@Home distribue des Gateaux aux chocolats sur la rue Colbert à Lille.Chainmail: avtex r&dCourier Contrib: Community Powered project, adding new functionality, tools and extensions for the Umbraco Deployment Tool, Courier 2eSyllabus: eSyllabus is designed to be a server-based syllabus distribution, assignment tracking and course scheduling tool. Currently it is undergoing initial development, including database IO design, and expected outcome of this project is a functional demo of the eSyllabus that operates on a local SQL database. We are aiming at making syllabus distribution as easy as possible and let students be able to track their classes, assignments and upcoming quizzes/exams in real time. Features like announ...Gestion de Proyectos: Gestion de ProyectosLync Christmas Tree Lights: An open-source Lync Christmas Tree Lights project using the Lync 2010 Client API, a FEZ Mini, and Adafruit 12mm Diffused Digital RGB LED Pixels. Currently Alpha release with only the first 5 lights configured to work.NopCommerce Milti Store Support: NopCommerce multi store supportnteditor: A custom user control to read and edit word documents like doc, rtf, etc. Attempts are being made to read and write or maybe simple convert DOCX and other documents. But current focus is upon word documents specially RTF which has a different version for different softwares.ReflectiveOrm: Simple ORM Application.SharePoint Audit (2007 & 2010): Powershell audit script to create an XML blueprint of any SharePoint 2007 or 2010 Farm. Taak-ondernemersaward-TI3A: Project is created for an award for businesses region Aalst, Belgium. Develeped in C#TheIncident2010: TheIncident2010 is a tech heavy Halloween event in Minnesota. The code hosted here is primarily XAML. http://www.TheIncident2010.comTrialsTower: TrialsTowerUmbraco 5 Contrib: Umbraco 5 is a community-driven, MIT-licensed free CMS and application framework based on .NET 4. This contrib project is for anyone wishing to develop plugins, Hive providers, future features or just to take a look at samples to get started with add-on development.VRE Sharepoint Entity Manager: Manage Sharepoint entities in a single list using search to locate data.Yahoo! Messenger (YMSG) for .NET: Library support YMSG protocol. It's based on libyahoo2.Your Last About Dialog: Are you tired of recreating the same about dialog logic and content for each Windows Phone app every time? "Your Last About Dialog" is a robust and generic, highly configurable implementation you can easily pull into your own app and set up for your needs. It is able to pull most data from your application automatically, supports fetching both text and Xaml content from remote sources (with fallback local content), and allows easy localization of the complete dialog content to all of the lang...

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  • CodePlex Daily Summary for Friday, June 22, 2012

    CodePlex Daily Summary for Friday, June 22, 2012Popular ReleasesXDA ROM HUB: XDA ROM HUB v0.7: Added custom ROM list. Xperia Active and Arc/s will be added on 0.7.1BlackJumboDog: Ver5.6.5: 2012.06.22 Ver5.6.5  (1) FTP??????? EPSV ?? EPRT ???????PrepareQuery for MVC: PrepareQuery Demo with assemplies: ??????????????? ?????? ?????????? ? ???????? ??????. ????? ?? ?????? ??? ?????? ????????? ????? nuget-??????. Dynamic Linq Query Builder for ASP.NET MVC ??????? ?? Dynamic Linq Query Builder, ? ?????? ??????????? ?????????????. ?????? ???? ??????? ????? ???????????? ? ?????? ?? ????????? ?????????????.DotNetNuke® Form and List: 06.00.01: DotNetNuke Form and List 06.00.01 Changes in 06.00.01 Icons are shown in module action buttons (workaraound to core issue with IconAPI) Fix to Token2XSL Editor, changing List type raised exception MakeTumbnail and ShowXml handlers had been missing in install package Updated help texts for better understanding of filter statement, token support in email subject and css style Major changes for fnL 6.0: DNN 6 Form Patterns including modal PopUps and Tabs http://www.dotnetnuke.com/Po...MVVM Light Toolkit: V4RTM (binaries only) including Windows 8 RP: This package contains all the latest DLLs for MVVM Light V4 RTM. It includes the DLLs for Windows 8 Release Preview. An updated Nuget package is also available at http://nuget.org/packages/MvvmLightLibs An installer with binaries, snippets and templates will follow ASAP.Weapsy - ASP.NET MVC CMS: 1.0.0: - Some changes to Layout and CSS - Changed version number to 1.0.0.0 - Solved Cache and Session items handler error in IIS 7 - Created the Modules, Plugins and Widgets Areas - Replaced CKEditor with TinyMCE - Created the System Info page - Minor changesTabular AMO 2012: Tabular AMO 2012 V2 - release 1.0: This is the first stable release of Tabular AMO 2012 V2. In this download you will find the AMO2Tabular V2 library and the AdventureWorks Tabular AMO 2012 sample project to build a tabular model using the library.AcDown????? - AcDown Downloader Framework: AcDown????? v3.11.7: ?? ●AcDown??????????、??、??????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ??:????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ...NShader - HLSL - GLSL - CG - Shader Syntax Highlighter AddIn for Visual Studio: NShader 1.3 - VS2010 + VS2012: This is a small maintenance release to support new VS2012 as well as VS2010. This release is also fixing the issue The "Comment Selection" include the first line after the selection If the new NShader version doesn't highlight your shader, you can try to: Remove the registry entry: HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\11.0\FontAndColors\Cache Remove all lines using "fx" or "hlsl" in file C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\CommonExtensions\Micr...asp.net membership: v1.0 Membership Management: Abmemunit is a Membership Management Project where developer can use their learning purposes of various issues related to ASP.NET, MVC, ASP.NET membership, Entity Framework, Code First, Ajax, Unit Test, IOC Container, Repository, and Service etc. Though it is a very simple project and all of these topics are used in an easy manner gathering from various big projects, it can easily understand. User End Functional Specification The functionalities of this project are very simple and straight...JSON Toolkit: JSON Toolkit 4.0: Up to 2.5x performance improvement in stringify operations Up to 1.7x performance improvement in parse operations Improved error messages when parsing invalid JSON strings Extended support to .Net 2.0, .Net 3.5, .Net 4.0, Silverlight 4, Windows Phone, Windows 8 metro apps and Xbox JSON namespace changed to ComputerBeacon.Json namespaceXenta Framework - extensible enterprise n-tier application framework: Xenta Framework 1.8.0: System Requirements OS Windows 7 Windows Vista Windows Server 2008 Windows Server 2008 R2 Web Server Internet Information Service 7.0 or above .NET Framework .NET Framework 4.0 WCF Activation feature HTTP Activation Non-HTTP Activation for net.pipe/net.tcp WCF bindings ASP.NET MVC ASP.NET MVC 3.0 Database Microsoft SQL Server 2005 Microsoft SQL Server 2008 Microsoft SQL Server 2008 R2 Additional Deployment Configuration Started Windows Process Activation service Start...CrashReporter.NET : Exception reporting library for C# and VB.NET: CrashReporter.NET 1.1: Added screenshot support that takes screenshot of user's desktop on application crash and provides option to include screenshot with crash report. Added Windows version in crash reports. Added email field and exception type field in crash report dialog. Added exception type in crash reports. Added screenshot tab that shows crash screenshot.MFCMAPI: June 2012 Release: Build: 15.0.0.1034 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeMonoGame - Write Once, Play Everywhere: MonoGame 2.5.1: Release Notes The MonoGame team are pleased to announce that MonoGame v2.5.1 has been released. This release contains important bug fixes and minor updates. Recent additions include project templates for iOS and MacOS. The MonoDevelop.MonoGame AddIn also works on Linux. We have removed the dependency on the thirdparty GamePad library to allow MonoGame to be included in the debian/ubuntu repositories. There have been a major bug fix to ensure textures are disposed of correctly as well as some ...????: ????2.0.2: 1、???????????。 2、DJ???????10?,?????????10?。 3、??.NET 4.5(Windows 8)????????????。 4、???????????。 5、??????????????。 6、???Windows 8????。 7、?????2.0.1???????????????。 8、??DJ?????????。Azure Storage Explorer: Azure Storage Explorer 5 Preview 1 (6.17.2012): Azure Storage Explorer verison 5 is in development, and Preview 1 provides an early look at the new user interface and some of the new features. Here's what's new in v5 Preview 1: New UI, similar to the new Windows Azure HTML5 portal Support for configuring and viewing storage account logging Support for configuring and viewing storage account monitoring Uses the Windows Azure 1.7 SDK libraries Bug fixes????????API for .Net SDK: SDK for .Net ??? Release 2: 6?20????? ?? - FrindesInActive???????json?????????,???????????。??。 6?19????? ?? - ???????????????,???????0?????????。 ?? - ???Entity?????Suggestion??????????????JSON????????。 ?? - ???OAuth?Request??????AccessToken???SourceKey????QueryString?????????。 6?17????? ??? - .net 4.0 SDK??Dynamic??????????????????API?? ??? - ?Utility?????????API??????DateTime???ParseUTCDate ?? - ?????????????Json.net???,???SDK????Json.net?????。 ?? - ???Client??????API???GetCommand?PostCommand,??????????????...KangaModeling: Kanga Modeling 1.0: This is the public release 1.0 of Kanga Modeling. -Cosmos (C# Open Source Managed Operating System): Release 92560: Prerequisites Visual Studio 2010 - Any version including Express. Express users must also install Visual Studio 2010 Integrated Shell runtime VMWare - Cosmos can run on real hardware as well as other virtualization environments but our default debug setup is configured for VMWare. VMWare Player (Free). or Workstation VMWare VIX API 1.11New ProjectsBilling and Collection .NET (BACS.Net): BACS.NET is a project to create a billing and collections system for financial users in a small, parochial school environment.Bing Wallpaper: Gets current picture from Bing and sets it as wallpaper, with optional correction of aspect ratioBlogForFree: This is a simple blog for free users.Break Time: Break-Time reminds you to take a mental and physical break from sitting in front of your computer for too long. Yes, a glorified timer but better, I promise!BTasks: Sistema para controle de tarefas.Calculate Library: Calculate Library is a library capable of parsing math expressions from strings and evaluating the value at run time. ControleMatricula: Este projeto tem por objetivo realizar o gerenciamento de matriculas de cursos escolares.EagleTrack2012: Application for tracking achievements for scout type programsFury OS: FuryOS isn't reinventing the wheel. Fury is a new simple COSMOS OS written to run on real hardware with a GUI and Dynamite#/D# programming language. Take a lookGeneric Compact Input Language: Generic Compact Input Language (GCIL) is a library supporting interpretation of a customizable input language. hgdd06212012: fdghgdd062120123: asdhgdd062120125: weJava to CSharp: This is a tiny project with an intention to make it large. Currently it can be used to convert very tiny and simple Java programs to C# .ModelStore: This project aims to create a generic engine and persistence store for modeling operations.MsSqlMetaDataProvider: Simple wrapper around system views using entity framework model. Intended to be used for auto code generation and template consumption.Multiple Select Refinement Panel Web Part: Multiple Select Refinement Panel web part is developed by extending the out of the box Refinement Panel. It is built over a TreeView control with all the nodes Note+: Coming SoonPrairieAsunder: PrairieAsunder is an HTML5 + MVC3 application that streams local music from Central Illinois. The code is a fork of the Chavah Messianic Radio codebaseRemoteCommand Add-On Module for Mayhem: RemoteCommand is and add-on module for the CodePlex project Mayhem. RemoteCommand allows remote systems, such as IVR's, to trigger events .Results Per Page Search Core Results Web Part: Results Per Page Search Core Results web part is developed by extending the out of the box Search Core Results web part.Secure Socket Protocol: Create a secured Server/Client the easy way with SSPSkype Screen Saver: A handy addition for those who use Skype and like to use headphones. And for those who are mute speakers - too..Tabular AMO 2012: Tabular AMO 2012 is about creating and managing tabular models using the AMO api. It is a developer’s sample, for those interested in managing Analysis Servicestestdd062120126: sdtesttom06212012git01: gfdgfdgfdXDesigner.Development: .Tools for developer , Support VS.NET , VB6.0 or others, Future: 1.Source code line count . 2.Add or remove comment batch. 3.Copy source file clearly. ......

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  • How to safely reboot via First Boot script

    - by unixman
    With the cost and performance benefits of the SPARC T4 and SPARC T5 systems undeniably validated, the banking sector is actively moving to Solaris 11.  I was recently asked to help a banking customer of ours look at migrating some of their Solaris 10 logic over to Solaris 11.  While we've introduced a number of holistic improvements in Solaris 11, in terms of how we ease long-term software lifecycle management, it is important to appreciate that customers may not be able to move all of their Solaris 10 scripts and procedures at once; there are years of scripts that reflect fine-tuned requirements of proprietary banking software that gets layered on top of the operating system. One of these requirements is to go through a cycle of reboots, after the system is installed, in order to ensure appropriate software dependencies and various configuration files are in-place. While Solaris 10 introduced a facility that aids here, namely SMF, many of our customers simply haven't yet taken the time to take advantage of this - proceeding with logic that, while functional, without further analysis has an appearance of not being optimal in terms of taking advantage of all the niceties bundled in Solaris 11 at no extra cost. When looking at Solaris 11, we recognize that one of the vehicles that bridges the gap between getting the operating system image payload delivered, and the customized banking software installed, is a notion of a First Boot script.  I had a working example of this at one of the Oracle OpenWorld sessions a few years ago - we've since improved our documentation and have introduced sections where this is described in better detail.   If you're looking at this for the first time and you've not worked with IPS and SMF previously, you might get the sense that the tasks are daunting.   There is a set of technologies involved that are jointly engineered in order to make the process reliable, predictable and extensible. As you go down the path of writing your first boot script, you'll be faced with a need to wrap it into a SMF service and then packaged into a IPS package. The IPS package would then need to be placed onto your IPS repository, in order to subsequently be made available to all of your AI (Automated Install) clients (i.e. the systems that you're installing Solaris and your software onto).     With this blog post, I wanted to create a single place that outlines the entire process (simplistically), and provide a hint of how a good old "at" command may make the requirement of forcing an initial reboot handy. The syntax and references to commands here is based on running this on a version of Solaris 11 that has been updated since its initial release in 2011 (i.e. I am writing this on Solaris 11.1) Assuming you've built an AI server (see this How To article for an example), you might be asking yourself: "Ok, I've got some logic that I need executed AFTER Solaris is deployed and I need my own little script that would make that happen. How do I go about hooking that script into the Solaris 11 AI framework?"  You might start here, in Chapter 13 of the "Installing Oracle Solaris 11.1 Systems" guide, which talks about "Running a Custom Script During First Boot".  And as you do, you'll be confronted with command that might be unfamiliar to you if you're new to Solaris 11, like our dear new friend: svcbundle svcbundle is an aide to creating manifests and profiles.  It is awesome, but don't let its awesomeness overwhelm you. (See this How To article by my colleague Glynn Foster for a nice working example).  In order to get your script's logic integrated into the Solaris 11 deployment process, you need to wrap your (shell) script into 2 manifests -  a SMF service manifest and a IPS package manifest.  ....and if you're new to XML, well then -- buckle up We have some examples of small first boot scripts shown here, as templates to build upon. Necessary structure of the script, particularly in leveraging SMF interfaces, is key. I won't go into that here as that is covered nicely in the doc link above.    Let's say your script ends up looking like this (btw: if things appear to be cut-off in your browser, just select them, copy and paste into your editor and it'll be grabbed - the source gets captured eventhough the browser may not render it "correctly" - ah, computers). #!/bin/sh # Load SMF shell support definitions . /lib/svc/share/smf_include.sh # If nothing to do, exit with temporary disable completed=`svcprop -p config/completed site/first-boot-script-svc:default` [ "${completed}" = "true" ] && \ smf_method_exit $SMF_EXIT_TEMP_DISABLE completed "Configuration completed" # Obtain the active BE name from beadm: The active BE on reboot has an R in # the third column of 'beadm list' output. Its name is in column one. bename=`beadm list -Hd|nawk -F ';' '$3 ~ /R/ {print $1}'` beadm create ${bename}.orig echo "Original boot environment saved as ${bename}.orig" # ---- Place your one-time configuration tasks here ---- # For example, if you have to pull some files from your own pre-existing system: /usr/bin/wget -P /var/tmp/ $PULL_DOWN_ADDITIONAL_SCRIPTS_FROM_A_CORPORATE_SYSTEM /usr/bin/chmod 755 /var/tmp/$SCRIPTS_THAT_GOT_PULLED_DOWN_IN_STEP_ABOVE # Clearly the above 2 lines represent some logic that you'd have to customize to fit your needs. # # Perhaps additional things you may want to do here might be of use, like # (gasp!) configuring ssh server for root login and X11 forwarding (for testing), and the like... # # Oh and by the way, after we're done executing all of our proprietary scripts we need to reboot # the system in accordance with our operational software requirements to ensure all layered bits # get initialized properly and pull-in their own modules and components in the right sequence, # subsequently. # We need to set a "time bomb" reboot, that would take place upon completion of this script. # We already know that *this* script depends on multi-user-server SMF milestone, so it should be # safe for us to schedule a reboot for 5 minutes from now. The "at" job get scheduled in the queue # while our little script continues thru the rest of the logic. /usr/bin/at now + 5 minutes <<REBOOT /usr/bin/sync /usr/sbin/reboot REBOOT # ---- End of your customizations ---- # Record that this script's work is done svccfg -s site/first-boot-script-svc:default setprop config/completed = true svcadm refresh site/first-boot-script-svc:default smf_method_exit $SMF_EXIT_TEMP_DISABLE method_completed "Configuration completed"  ...and you're happy with it and are ready to move on. Where do you go and what do you do? The next step is creating the IPS package for your script. Since running the logic of your script constitutes a service, you need to create a service manifest. This is described here, in the middle of Chapter 13 of "Creating an IPS package for the script and service".  Assuming the name of your shell script is first-boot-script.sh, you could end up doing the following: $ cd some_working_directory_for_this_project$ mkdir -p proto/lib/svc/manifest/site$ mkdir -p proto/opt/site $ cp first-boot-script.sh proto/opt/site  Then you would create the service manifest  file like so: $ svcbundle -s service-name=site/first-boot-script-svc \ -s start-method=/opt/site/first-boot-script.sh \ -s instance-property=config:completed:boolean:false -o \ first-boot-script-svc-manifest.xml   ...as described here, and place it into the directory hierarchy above. But before you place it into the directory, make sure to inspect the manifest and adjust the appropriate service dependencies.  That is to say, you want to properly specify what milestone should be reached before your service runs.  There's a <dependency> section that looks like this, before you modify it: <dependency restart_on="none" type="service" name="multi_user_dependency" grouping="require_all"> <service_fmri value="svc:/milestone/multi-user"/>  </dependency>  So if you'd like to have your service run AFTER the multi-user-server milestone has been reached (i.e. later, as multi-user-server has more dependencies then multi-user and our intent to reboot the system may have significant ramifications if done prematurely), you would modify that section to read:  <dependency restart_on="none" type="service" name="multi_user_server_dependency" grouping="require_all"> <service_fmri value="svc:/milestone/multi-user-server"/>  </dependency> Save the file and validate it: $ svccfg validate first-boot-script-svc-manifest.xml Assuming there are no errors returned, copy the file over into the directory hierarchy: $ cp first-boot-script-svc-manifest.xml proto/lib/svc/manifest/site Now that we've created the service manifest (.xml), create the package manifest (.p5m) file named: first-boot-script.p5m.  Populate it as follows: set name=pkg.fmri value=first-boot-script-AT-1-DOT-0,5.11-0 set name=pkg.summary value="AI first-boot script" set name=pkg.description value="Script that runs at first boot after AI installation" set name=info.classification value=\ "org.opensolaris.category.2008:System/Administration and Configuration" file lib/svc/manifest/site/first-boot-script-svc-manifest.xml \ path=lib/svc/manifest/site/first-boot-script-svc-manifest.xml owner=root \ group=sys mode=0444 dir path=opt/site owner=root group=sys mode=0755 file opt/site/first-boot-script.sh path=opt/site/first-boot-script.sh \ owner=root group=sys mode=0555 Now we are going to publish this package into a IPS repository. If you don't have one yet, don't worry. You have 2 choices: You can either  publish this package into your mirror of the Oracle Solaris IPS repo or create your own customized repo.  The best practice is to create your own customized repo, leaving your mirror of the Oracle Solaris IPS repo untouched.  From this point, you have 2 choices as well - you can either create a repo that will be accessible by your clients via HTTP or via NFS.  Since HTTP is how the default Solaris repo is accessed, we'll go with HTTP for your own IPS repo.   This nice and comprehensive How To by Albert White describes how to create multiple internal IPS repos for Solaris 11. We'll zero in on the basic elements for our needs here: We'll create the IPS repo directory structure hanging off a separate ZFS file system, and we'll tie it into an instance of pkg.depotd. We do this because we want our IPS repo to be accessible to our AI clients through HTTP, and the pkg.depotd SMF service bundled in Solaris 11 can help us do this. We proceed as follows: # zfs create rpool/export/MyIPSrepo # pkgrepo create /export/MyIPSrepo # svccfg -s pkg/server add MyIPSrepo # svccfg -s pkg/server:MyIPSrepo addpg pkg application # svccfg -s pkg/server:MyIPSrepo setprop pkg/port=10081 # svccfg -s pkg/server:MyIPSrepo setprop pkg/inst_root=/export/MyIPSrepo # svccfg -s pkg/server:MyIPSrepo addpg general framework # svccfg -s pkg/server:MyIPSrepo addpropvalue general/complete astring: MyIPSrepo # svccfg -s pkg/server:MyIPSrepo addpropvalue general/enabled boolean: true # svccfg -s pkg/server:MyIPSrepo setprop pkg/readonly=true # svccfg -s pkg/server:MyIPSrepo setprop pkg/proxy_base = astring: http://your_internal_websrvr/MyIPSrepo # svccfg -s pkg/server:MyIPSrepo setprop pkg/threads = 200 # svcadm refresh application/pkg/server:MyIPSrepo # svcadm enable application/pkg/server:MyIPSrepo Now that the IPS repo is created, we need to publish our package into it: # pkgsend publish -d ./proto -s /export/MyIPSrepo first-boot-script.p5m If you find yourself making changes to your script, remember to up-rev the version in the .p5m file (which is your IPS package manifest), and re-publish the IPS package. Next, you need to go to your AI install server (which might be the same machine) and modify the AI manifest to include a reference to your newly created package.  We do that by listing an additional publisher, which would look like this (replacing the IP address and port with your own, from the "svccfg" commands up above): <publisher name="firstboot"> <origin name="http://192.168.1.222:10081"/> </publisher>  Further down, in the  <software_data action="install">  section add: <name>pkg:/first-boot-script</name> Make sure to update your Automated Install service with the new AI manifest via installadm update-manifest command.  Don't forget to boot your client from the network to watch the entire process unfold and your script get tested.  Once the system makes the initial reboot, the first boot script will be executed and whatever logic you've specified in it should be executed, too, followed by a nice reboot. When the system comes up, your service should stay in a disabled state, as specified by the tailing lines of your SMF script - this is normal and should be left as is as it helps provide an auditing trail for you.   Because the reboot is quite a significant action for the system, you may want to add additional logic to the script that actually places and then checks for presence of certain lock files in order to avoid doing a reboot unnecessarily. You may also want to, alternatively, remove the SMF service entirely - if you're unsure of the potential for someone to try and accidentally enable that service -- eventhough its role in life is to only run once upon the system's first boot. That is how I spent a good chunk of my pre-Halloween time this week, hope yours was just as SPARCkly^H^H^H^H fun!    

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  • Using the jQuery UI Library in a MVC 3 Application to Build a Dialog Form

    - by ChrisD
    Using a simulated dialog window is a nice way to handle inline data editing. The jQuery UI has a UI widget for a dialog window that makes it easy to get up and running with it in your application. With the release of ASP.NET MVC 3, Microsoft included the jQuery UI scripts and files in the MVC 3 project templates for Visual Studio. With the release of the MVC 3 Tools Update, Microsoft implemented the inclusion of those with NuGet as packages. That means we can get up and running using the latest version of the jQuery UI with minimal effort. To the code! Another that might interested you about JQuery Mobile and ASP.NET MVC 3 with C#. If you are starting with a new MVC 3 application and have the Tools Update then you are a NuGet update and a <link> and <script> tag away from adding the jQuery UI to your project. If you are using an existing MVC project you can still get the jQuery UI library added to your project via NuGet and then add the link and script tags. Assuming that you have pulled down the latest version (at the time of this publish it was 1.8.13) you can add the following link and script tags to your <head> tag: < link href = "@Url.Content(" ~ / Content / themes / base / jquery . ui . all . css ")" rel = "Stylesheet" type = "text/css" /> < script src = "@Url.Content(" ~ / Scripts / jquery-ui-1 . 8 . 13 . min . js ")" type = "text/javascript" ></ script > The jQuery UI library relies upon the CSS scripts and some image files to handle rendering of its widgets (you can choose a different theme or role your own if you like). Adding these to the stock _Layout.cshtml file results in the following markup: <!DOCTYPE html> < html > < head >     < meta charset = "utf-8" />     < title > @ViewBag.Title </ title >     < link href = "@Url.Content(" ~ / Content / Site . css ")" rel = "stylesheet" type = "text/css" />     <link href="@Url.Content("~/Content/themes/base/jquery.ui.all.css")" rel="Stylesheet" type="text/css" />     <script src="@Url.Content("~/Scripts/jquery-1.5.1.min.js")" type="text/javascript"></script>     <script src="@Url.Content("~/Scripts/modernizr-1.7.min . js ")" type = "text/javascript" ></ script >     < script src = "@Url.Content(" ~ / Scripts / jquery-ui-1 . 8 . 13 . min . js ")" type = "text/javascript" ></ script > </ head > < body >     @RenderBody() </ body > </ html > Our example will involve building a list of notes with an id, title and description. Each note can be edited and new notes can be added. The user will never have to leave the single page of notes to manage the note data. The add and edit forms will be delivered in a jQuery UI dialog widget and the note list content will get reloaded via an AJAX call after each change to the list. To begin, we need to craft a model and a data management class. We will do this so we can simulate data storage and get a feel for the workflow of the user experience. The first class named Note will have properties to represent our data model. namespace Website . Models {     public class Note     {         public int Id { get ; set ; }         public string Title { get ; set ; }         public string Body { get ; set ; }     } } The second class named NoteManager will be used to set up our simulated data storage and provide methods for querying and updating the data. We will take a look at the class content as a whole and then walk through each method after. using System . Collections . ObjectModel ; using System . Linq ; using System . Web ; namespace Website . Models {     public class NoteManager     {         public Collection < Note > Notes         {             get             {                 if ( HttpRuntime . Cache [ "Notes" ] == null )                     this . loadInitialData ();                 return ( Collection < Note >) HttpRuntime . Cache [ "Notes" ];             }         }         private void loadInitialData ()         {             var notes = new Collection < Note >();             notes . Add ( new Note                           {                               Id = 1 ,                               Title = "Set DVR for Sunday" ,                               Body = "Don't forget to record Game of Thrones!"                           });             notes . Add ( new Note                           {                               Id = 2 ,                               Title = "Read MVC article" ,                               Body = "Check out the new iwantmymvc.com post"                           });             notes . Add ( new Note                           {                               Id = 3 ,                               Title = "Pick up kid" ,                               Body = "Daughter out of school at 1:30pm on Thursday. Don't forget!"                           });             notes . Add ( new Note                           {                               Id = 4 ,                               Title = "Paint" ,                               Body = "Finish the 2nd coat in the bathroom"                           });             HttpRuntime . Cache [ "Notes" ] = notes ;         }         public Collection < Note > GetAll ()         {             return Notes ;         }         public Note GetById ( int id )         {             return Notes . Where ( i => i . Id == id ). FirstOrDefault ();         }         public int Save ( Note item )         {             if ( item . Id <= 0 )                 return saveAsNew ( item );             var existingNote = Notes . Where ( i => i . Id == item . Id ). FirstOrDefault ();             existingNote . Title = item . Title ;             existingNote . Body = item . Body ;             return existingNote . Id ;         }         private int saveAsNew ( Note item )         {             item . Id = Notes . Count + 1 ;             Notes . Add ( item );             return item . Id ;         }     } } The class has a property named Notes that is read only and handles instantiating a collection of Note objects in the runtime cache if it doesn't exist, and then returns the collection from the cache. This property is there to give us a simulated storage so that we didn't have to add a full blown database (beyond the scope of this post). The private method loadInitialData handles pre-filling the collection of Note objects with some initial data and stuffs them into the cache. Both of these chunks of code would be refactored out with a move to a real means of data storage. The GetAll and GetById methods access our simulated data storage to return all of our notes or a specific note by id. The Save method takes in a Note object, checks to see if it has an Id less than or equal to zero (we assume that an Id that is not greater than zero represents a note that is new) and if so, calls the private method saveAsNew . If the Note item sent in has an Id , the code finds that Note in the simulated storage, updates the Title and Description , and returns the Id value. The saveAsNew method sets the Id , adds it to the simulated storage, and returns the Id value. The increment of the Id is simulated here by getting the current count of the note collection and adding 1 to it. The setting of the Id is the only other chunk of code that would be refactored out when moving to a different data storage approach. With our model and data manager code in place we can turn our attention to the controller and views. We can do all of our work in a single controller. If we use a HomeController , we can add an action method named Index that will return our main view. An action method named List will get all of our Note objects from our manager and return a partial view. We will use some jQuery to make an AJAX call to that action method and update our main view with the partial view content returned. Since the jQuery AJAX call will cache the call to the content in Internet Explorer by default (a setting in jQuery), we will decorate the List, Create and Edit action methods with the OutputCache attribute and a duration of 0. This will send the no-cache flag back in the header of the content to the browser and jQuery will pick that up and not cache the AJAX call. The Create action method instantiates a new Note model object and returns a partial view, specifying the NoteForm.cshtml view file and passing in the model. The NoteForm view is used for the add and edit functionality. The Edit action method takes in the Id of the note to be edited, loads the Note model object based on that Id , and does the same return of the partial view as the Create method. The Save method takes in the posted Note object and sends it to the manager to save. It is decorated with the HttpPost attribute to ensure that it will only be available via a POST. It returns a Json object with a property named Success that can be used by the UX to verify everything went well (we won't use that in our example). Both the add and edit actions in the UX will post to the Save action method, allowing us to reduce the amount of unique jQuery we need to write in our view. The contents of the HomeController.cs file: using System . Web . Mvc ; using Website . Models ; namespace Website . Controllers {     public class HomeController : Controller     {         public ActionResult Index ()         {             return View ();         }         [ OutputCache ( Duration = 0 )]         public ActionResult List ()         {             var manager = new NoteManager ();             var model = manager . GetAll ();             return PartialView ( model );         }         [ OutputCache ( Duration = 0 )]         public ActionResult Create ()         {             var model = new Note ();             return PartialView ( "NoteForm" , model );         }         [ OutputCache ( Duration = 0 )]         public ActionResult Edit ( int id )         {             var manager = new NoteManager ();             var model = manager . GetById ( id );             return PartialView ( "NoteForm" , model );         }         [ HttpPost ]         public JsonResult Save ( Note note )         {             var manager = new NoteManager ();             var noteId = manager . Save ( note );             return Json ( new { Success = noteId > 0 });         }     } } The view for the note form, NoteForm.cshtml , looks like so: @model Website . Models . Note @using ( Html . BeginForm ( "Save" , "Home" , FormMethod . Post , new { id = "NoteForm" })) { @Html . Hidden ( "Id" ) < label class = "Title" >     < span > Title < /span><br / >     @Html . TextBox ( "Title" ) < /label> <label class="Body">     <span>Body</ span >< br />     @Html . TextArea ( "Body" ) < /label> } It is a strongly typed view for our Note model class. We give the <form> element an id attribute so that we can reference it via jQuery. The <label> and <span> tags give our UX some structure that we can style with some CSS. The List.cshtml view is used to render out a <ul> element with all of our notes. @model IEnumerable < Website . Models . Note > < ul class = "NotesList" >     @foreach ( var note in Model )     {     < li >         @note . Title < br />         @note . Body < br />         < span class = "EditLink ButtonLink" noteid = "@note.Id" > Edit < /span>     </ li >     } < /ul> This view is strongly typed as well. It includes a <span> tag that we will use as an edit button. We add a custom attribute named noteid to the <span> tag that we can use in our jQuery to identify the Id of the note object we want to edit. The view, Index.cshtml , contains a bit of html block structure and all of our jQuery logic code. @ {     ViewBag . Title = "Index" ; } < h2 > Notes < /h2> <div id="NoteListBlock"></ div > < span class = "AddLink ButtonLink" > Add New Note < /span> <div id="NoteDialog" title="" class="Hidden"></ div > < script type = "text/javascript" >     $ ( function () {         $ ( "#NoteDialog" ). dialog ({             autoOpen : false , width : 400 , height : 330 , modal : true ,             buttons : {                 "Save" : function () {                     $ . post ( "/Home/Save" ,                         $ ( "#NoteForm" ). serialize (),                         function () {                             $ ( "#NoteDialog" ). dialog ( "close" );                             LoadList ();                         });                 },                 Cancel : function () { $ ( this ). dialog ( "close" ); }             }         });         $ ( ".EditLink" ). live ( "click" , function () {             var id = $ ( this ). attr ( "noteid" );             $ ( "#NoteDialog" ). html ( "" )                 . dialog ( "option" , "title" , "Edit Note" )                 . load ( "/Home/Edit/" + id , function () { $ ( "#NoteDialog" ). dialog ( "open" ); });         });         $ ( ".AddLink" ). click ( function () {             $ ( "#NoteDialog" ). html ( "" )                 . dialog ( "option" , "title" , "Add Note" )                 . load ( "/Home/Create" , function () { $ ( "#NoteDialog" ). dialog ( "open" ); });         });         LoadList ();     });     function LoadList () {         $ ( "#NoteListBlock" ). load ( "/Home/List" );     } < /script> The <div> tag with the id attribute of "NoteListBlock" is used as a container target for the load of the partial view content of our List action method. It starts out empty and will get loaded with content via jQuery once the DOM is loaded. The <div> tag with the id attribute of "NoteDialog" is the element for our dialog widget. The jQuery UI library will use the title attribute for the text in the dialog widget top header bar. We start out with it empty here and will dynamically change the text via jQuery based on the request to either add or edit a note. This <div> tag is given a CSS class named "Hidden" that will set the display:none style on the element. Since our call to the jQuery UI method to make the element a dialog widget will occur in the jQuery document ready code block, the end user will see the <div> element rendered in their browser as the page renders and then it will hide after that jQuery call. Adding the display:hidden to the <div> element via CSS will ensure that it is never rendered until the user triggers the request to open the dialog. The jQuery document load block contains the setup for the dialog node, click event bindings for the edit and add links, and a call to a JavaScript function called LoadList that handles the AJAX call to the List action method. The .dialog() method is called on the "NoteDialog" <div> element and the options are set for the dialog widget. The buttons option defines 2 buttons and their click actions. The first is the "Save" button (the text in quotations is used as the text for the button) that will do an AJAX post to our Save action method and send the serialized form data from the note form (targeted with the id attribute "NoteForm"). Upon completion it will close the dialog widget and call the LoadList to update the UX without a redirect. The "Cancel" button simply closes the dialog widget. The .live() method handles binding a function to the "click" event on all elements with the CSS class named EditLink . We use the .live() method because it will catch and bind our function to elements even as the DOM changes. Since we will be constantly changing the note list as we add and edit we want to ensure that the edit links get wired up with click events. The function for the click event on the edit links gets the noteid attribute and stores it in a local variable. Then it clears out the HTML in the dialog element (to ensure a fresh start), calls the .dialog() method and sets the "title" option (this sets the title attribute value), and then calls the .load() AJAX method to hit our Edit action method and inject the returned content into the "NoteDialog" <div> element. Once the .load() method is complete it opens the dialog widget. The click event binding for the add link is similar to the edit, only we don't need to get the id value and we load the Create action method. This binding is done via the .click() method because it will only be bound on the initial load of the page. The add button will always exist. Finally, we toss in some CSS in the Content/Site.css file to style our form and the add/edit links. . ButtonLink { color : Blue ; cursor : pointer ; } . ButtonLink : hover { text - decoration : underline ; } . Hidden { display : none ; } #NoteForm label { display:block; margin-bottom:6px; } #NoteForm label > span { font-weight:bold; } #NoteForm input[type=text] { width:350px; } #NoteForm textarea { width:350px; height:80px; } With all of our code in place we can do an F5 and see our list of notes: If we click on an edit link we will get the dialog widget with the correct note data loaded: And if we click on the add new note link we will get the dialog widget with the empty form: The end result of our solution tree for our sample:

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  • How to shoot yourself in the foot (DO NOT Read in the office)

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2013/06/21/how-to-shoot-yourself-in-the-foot-do-not-read.aspxLet me make it absolutely clear - the following is:merely collated by your Geek from http://www.codeproject.com/Lounge.aspx?msg=3917012#xx3917012xxvery, very very funny so you read it in the presence of others at your own riskso here is the list - you have been warned!C You shoot yourself in the foot.   C++ You accidently create a dozen instances of yourself and shoot them all in the foot. Providing emergency medical assistance is impossible since you can't tell which are bitwise copies and which are just pointing at others and saying "That's me, over there."   FORTRAN You shoot yourself in each toe, iteratively, until you run out of toes, then you read in the next foot and repeat. If you run out of bullets, you continue anyway because you have no exception-handling facility.   Modula-2 After realizing that you can't actually accomplish anything in this language, you shoot yourself in the head.   COBOL USEing a COLT 45 HANDGUN, AIM gun at LEG.FOOT, THEN place ARM.HAND.FINGER on HANDGUN.TRIGGER and SQUEEZE. THEN return HANDGUN to HOLSTER. CHECK whether shoelace needs to be retied.   Lisp You shoot yourself in the appendage which holds the gun with which you shoot yourself in the appendage which holds the gun with which you shoot yourself in the appendage which holds...   BASIC Shoot yourself in the foot with a water pistol. On big systems, continue until entire lower body is waterlogged.   Forth Foot yourself in the shoot.   APL You shoot yourself in the foot; then spend all day figuring out how to do it in fewer characters.   Pascal The compiler won't let you shoot yourself in the foot.   Snobol If you succeed, shoot yourself in the left foot. If you fail, shoot yourself in the right foot.   HyperTalk Put the first bullet of the gun into foot left of leg of you. Answer the result.   Prolog You tell your program you want to be shot in the foot. The program figures out how to do it, but the syntax doesn't allow it to explain.   370 JCL You send your foot down to MIS with a 4000-page document explaining how you want it to be shot. Three years later, your foot comes back deep-fried.   FORTRAN-77 You shoot yourself in each toe, iteratively, until you run out of toes, then you read in the next foot and repeat. If you run out of bullets, you continue anyway because you still can't do exception-processing.   Modula-2 (alternative) You perform a shooting on what might be currently a foot with what might be currently a bullet shot by what might currently be a gun.   BASIC (compiled) You shoot yourself in the foot with a BB using a SCUD missile launcher.   Visual Basic You'll really only appear to have shot yourself in the foot, but you'll have so much fun doing it that you won't care.   Forth (alternative) BULLET DUP3 * GUN LOAD FOOT AIM TRIGGER PULL BANG! EMIT DEAD IF DROP ROT THEN (This takes about five bytes of memory, executes in two to ten clock cycles on any processor and can be used to replace any existing function of the language as well as in any future words). (Welcome to bottom up programming - where you, too, can perform compiler pre-processing instead of writing code)   APL (alternative) You hear a gunshot and there's a hole in your foot, but you don't remember enough linear algebra to understand what happened. or @#&^$%&%^ foot   Pascal (alternative) Same as Modula-2 except that the bullet is not the right type for the gun and your hand is blown off.   Snobol (alternative) You grab your foot with your hand, then rewrite your hand to be a bullet. The act of shooting the original foot then changes your hand/bullet into yet another foot (a left foot).   Prolog (alternative) You attempt to shoot yourself in the foot, but the bullet, failing to find its mark, backtracks to the gun, which then explodes in your face.   COMAL You attempt to shoot yourself in the foot with a water pistol, but the bore is clogged, and the pressure build-up blows apart both the pistol and your hand. or draw_pistol aim_at_foot(left) pull_trigger hop(swearing)   Scheme As Lisp, but none of the other appendages are aware of this happening.   Algol You shoot yourself in the foot with a musket. The musket is aesthetically fascinating and the wound baffles the adolescent medic in the emergency room.   Ada If you are dumb enough to actually use this language, the United States Department of Defense will kidnap you, stand you up in front of a firing squad and tell the soldiers, "Shoot at the feet." or The Department of Defense shoots you in the foot after offering you a blindfold and a last cigarette. or After correctly packaging your foot, you attempt to concurrently load the gun, pull the trigger, scream and shoot yourself in the foot. When you try, however, you discover that your foot is of the wrong type. or After correctly packing your foot, you attempt to concurrently load the gun, pull the trigger, scream, and confidently aim at your foot knowing it is safe. However the cordite in the round does an Unchecked Conversion, fires and shoots you in the foot anyway.   Eiffel   You create a GUN object, two FOOT objects and a BULLET object. The GUN passes both the FOOT objects a reference to the BULLET. The FOOT objects increment their hole counts and forget about the BULLET. A little demon then drives a garbage truck over your feet and grabs the bullet (both of it) on the way. Smalltalk You spend so much time playing with the graphics and windowing system that your boss shoots you in the foot, takes away your workstation and makes you develop in COBOL on a character terminal. or You send the message shoot to gun, with selectors bullet and myFoot. A window pops up saying Gunpowder doesNotUnderstand: spark. After several fruitless hours spent browsing the methods for Trigger, FiringPin and IdealGas, you take the easy way out and create ShotFoot, a subclass of Foot with an additional instance variable bulletHole. Object Oriented Pascal You perform a shooting on what might currently be a foot with what might currently be a bullet fired from what might currently be a gun.   PL/I You consume all available system resources, including all the offline bullets. The Data Processing & Payroll Department doubles its size, triples its budget, acquires four new mainframes and drops the original one on your foot. Postscript foot bullets 6 locate loadgun aim gun shoot showpage or It takes the bullet ten minutes to travel from the gun to your foot, by which time you're long since gone out to lunch. The text comes out great, though.   PERL You stab yourself in the foot repeatedly with an incredibly large and very heavy Swiss Army knife. or You pick up the gun and begin to load it. The gun and your foot begin to grow to huge proportions and the world around you slows down, until the gun fires. It makes a tiny hole, which you don't feel. Assembly Language You crash the OS and overwrite the root disk. The system administrator arrives and shoots you in the foot. After a moment of contemplation, the administrator shoots himself in the foot and then hops around the room rabidly shooting at everyone in sight. or You try to shoot yourself in the foot only to discover you must first reinvent the gun, the bullet, and your foot.or The bullet travels to your foot instantly, but it took you three weeks to load the round and aim the gun.   BCPL You shoot yourself somewhere in the leg -- you can't get any finer resolution than that. Concurrent Euclid You shoot yourself in somebody else's foot.   Motif You spend days writing a UIL description of your foot, the trajectory, the bullet and the intricate scrollwork on the ivory handles of the gun. When you finally get around to pulling the trigger, the gun jams.   Powerbuilder While attempting to load the gun you discover that the LoadGun system function is buggy; as a work around you tape the bullet to the outside of the gun and unsuccessfully attempt to fire it with a nail. In frustration you club your foot with the butt of the gun and explain to your client that this approximates the functionality of shooting yourself in the foot and that the next version of Powerbuilder will fix it.   Standard ML By the time you get your code to typecheck, you're using a shoot to foot yourself in the gun.   MUMPS You shoot 583149 AK-47 teflon-tipped, hollow-point, armour-piercing bullets into even-numbered toes on odd-numbered feet of everyone in the building -- with one line of code. Three weeks later you shoot yourself in the head rather than try to modify that line.   Java You locate the Gun class, but discover that the Bullet class is abstract, so you extend it and write the missing part of the implementation. Then you implement the ShootAble interface for your foot, and recompile the Foot class. The interface lets the bullet call the doDamage method on the Foot, so the Foot can damage itself in the most effective way. Now you run the program, and call the doShoot method on the instance of the Gun class. First the Gun creates an instance of Bullet, which calls the doFire method on the Gun. The Gun calls the hit(Bullet) method on the Foot, and the instance of Bullet is passed to the Foot. But this causes an IllegalHitByBullet exception to be thrown, and you die.   Unix You shoot yourself in the foot or % ls foot.c foot.h foot.o toe.c toe.o % rm * .o rm: .o: No such file or directory % ls %   370 JCL (alternative) You shoot yourself in the head just thinking about it.   DOS JCL You first find the building you're in in the phone book, then find your office number in the corporate phone book. Then you have to write this down, then describe, in cubits, your exact location, in relation to the door (right hand side thereof). Then you need to write down the location of the gun (loading it is a proprietary utility), then you load it, and the COBOL program, and run them, and, with luck, it may be run tonight.   VMS   $ MOUNT/DENSITY=.45/LABEL=BULLET/MESSAGE="BYE" BULLET::BULLET$GUN SYS$BULLET $ SET GUN/LOAD/SAFETY=OFF/SIGHT=NONE/HAND=LEFT/CHAMBER=1/ACTION=AUTOMATIC/ LOG/ALL/FULL SYS$GUN_3$DUA3:[000000]GUN.GNU $ SHOOT/LOG/AUTO SYS$GUN SYS$SYSTEM:[FOOT]FOOT.FOOT   %DCL-W-ACTIMAGE, error activating image GUN -CLI-E-IMGNAME, image file $3$DUA240:[GUN]GUN.EXE;1 -IMGACT-F-NOTNATIVE, image is not an OpenVMS Alpha AXP image or %SYS-F-FTSHT, foot shot (fifty lines of traceback omitted) sh,csh, etc You can't remember the syntax for anything, so you spend five hours reading manual pages, then your foot falls asleep. You shoot the computer and switch to C.   Apple System 7 Double click the gun icon and a window giving a selection for guns, target areas, plus balloon help with medical remedies, and assorted sound effects. Click "shoot" button and a small bomb appears with note "Error of Type 1 has occurred."   Windows 3.1 Double click the gun icon and wait. Eventually a window opens giving a selection for guns, target areas, plus balloon help with medical remedies, and assorted sound effects. Click "shoot" button and a small box appears with note "Unable to open Shoot.dll, check that path is correct."   Windows 95 Your gun is not compatible with this OS and you must buy an upgrade and install it before you can continue. Then you will be informed that you don't have enough memory.   CP/M I remember when shooting yourself in the foot with a BB gun was a big deal.   DOS You finally found the gun, but can't locate the file with the foot for the life of you.   MSDOS You shoot yourself in the foot, but can unshoot yourself with add-on software.   Access You try to point the gun at your foot, but it shoots holes in all your Borland distribution diskettes instead.   Paradox Not only can you shoot yourself in the foot, your users can too.   dBase You squeeze the trigger, but the bullet moves so slowly that by the time your foot feels the pain, you've forgotten why you shot yourself anyway. or You buy a gun. Bullets are only available from another company and are promised to work so you buy them. Then you find out that the next version of the gun is the one scheduled to actually shoot bullets.   DBase IV, V1.0 You pull the trigger, but it turns out that the gun was a poorly designed hand grenade and the whole building blows up.   SQL You cut your foot off, send it out to a service bureau and when it returns, it has a hole in it but will no longer fit the attachment at the end of your leg. or Insert into Foot Select Bullet >From Gun.Hand Where Chamber = 'LOADED' And Trigger = 'PULLED'   Clipper You grab a bullet, get ready to insert it in the gun so that you can shoot yourself in the foot and discover that the gun that the bullets fits has not yet been built, but should be arriving in the mail _REAL_SOON_NOW_. Oracle The menus for coding foot_shooting have not been implemented yet and you can't do foot shooting in SQL.   English You put your foot in your mouth, then bite it off. (For those who don't know, English is a McDonnell Douglas/PICK query language which allegedly requires 110% of system resources to run happily.) Revelation [an implementation of the PICK Operating System] You'll be able to shoot yourself in the foot just as soon as you figure out what all these bullets are for.   FlagShip Starting at the top of your head, you aim the gun at yourself repeatedly until, half an hour later, the gun is finally pointing at your foot and you pull the trigger. A new foot with a hole in it appears but you can't work out how to get rid of the old one and your gun doesn't work anymore.   FidoNet You put your foot in your mouth, then echo it internationally.   PicoSpan [a UNIX-based computer conferencing system] You can't shoot yourself in the foot because you're not a host. or (host variation) Whenever you shoot yourself in the foot, someone opens a topic in policy about it.   Internet You put your foot in your mouth, shoot it, then spam the bullet so that everybody gets shot in the foot.   troff rmtroff -ms -Hdrwp | lpr -Pwp2 & .*place bullet in footer .B .NR FT +3i .in 4 .bu Shoot! .br .sp .in -4 .br .bp NR HD -2i .*   Genetic Algorithms You create 10,000 strings describing the best way to shoot yourself in the foot. By the time the program produces the optimal solution, humans have evolved wings and the problem is moot.   CSP (Communicating Sequential Processes) You only fail to shoot everything that isn't your foot.   MS-SQL Server MS-SQL Server’s gun comes pre-loaded with an unlimited supply of Teflon coated bullets, and it only has two discernible features: the muzzle and the trigger. If that wasn't enough, MS-SQL Server also puts the gun in your hand, applies local anesthetic to the skin of your forefinger and stitches it to the gun's trigger. Meanwhile, another process has set up a spinal block to numb your lower body. It will then proceeded to surgically remove your foot, cryogenically freeze it for preservation, and attach it to the muzzle of the gun so that no matter where you aim, you will shoot your foot. In order to avoid shooting yourself in the foot, you need to unstitch your trigger finger, remove your foot from the muzzle of the gun, and have it surgically reattached. Then you probably want to get some crutches and go out to buy a book on SQL Server Performance Tuning.   Sybase Sybase's gun requires assembly, and you need to go out and purchase your own clip and bullets to load the gun. Assembly is complicated by the fact that Sybase has hidden the gun behind a big stack of reference manuals, but it hasn't told you where that stack is. While you were off finding the gun, assembling it, buying bullets, etc., Sybase was also busy surgically removing your foot and cryogenically freezing it for preservation. Instead of attaching it to the muzzle of the gun, though, it packed your foot on dry ice and sent it UPS-Ground to an unnamed hookah bar somewhere in the middle east. In order to shoot your foot, you must modify your gun with a GPS system for targeting and hire some guy named "Indy" to find the hookah bar and wire the coordinates back to you. By this time, you've probably become so daunted at the tasks stand between you and shooting your foot that you hire a guy who's read all the books on Sybase to help you shoot your foot. If you're lucky, he'll be smart enough both to find your foot and to stop you from shooting it.   Magic software You spend 1 week looking up the correct syntax for GUN. When you find it, you realise that GUN will not let you shoot in your own foot. It will allow you to shoot almost anything but your foot. You then decide to build your own gun. You can't use the standard barrel since this will only allow for standard bullets, which will not fire if the barrel is pointed at your foot. After four weeks, you have created your own custom gun. It blows up in your hand without warning, because you failed to initialise the safety catch and it doesn't know whether the initial state is "0", 0, NULL, "ZERO", 0.0, 0,0, "0.0", or "0,00". You fix the problem with your remaining hand by nesting 12 safety catches, and then decide to build the gun without safety catch. You then shoot the management and retire to a happy life where you code in languages that will allow you to shoot your foot in under 10 days.FirefoxLets you shoot yourself in as many feet as you'd like, while using multiple great addons! IEA moving target in terms of standard ammunition size and doesn't always work properly with non-Microsoft ammunition, so sometimes you shoot something other than your foot. However, it's the corporate world's standard foot-shooting apparatus. Hackers seem to enjoy rigging websites up to trigger cascading foot-shooting failures. Windows 98 About the same as Windows 95 in terms of overall bullet capacity and triggering mechanisms. Includes updated DirectShot API. A new version was released later on to support USB guns, Windows 98 SE.WPF:You get your baseball glove and a ball and you head out to your backyard, where you throw balls to your pitchback. Then your unkempt-haired-cargo-shorts-and-sandals-with-white-socks-wearing neighbor uses XAML to sculpt your arm into a gun, the ball into a bullet and the pitchback into your foot. By now, however, only the neighbor can get it to work and he's only around from 6:30 PM - 3:30 AM. LOGO: You very carefully lay out the trajectory of the bullet. Then you start the gun, which fires very slowly. You walk precisely to the point where the bullet will travel and wait, but just before it gets to you, your class time is up and one of the other kids has already used the system to hack into Sony's PS3 network. Flash: Someone has designed a beautiful-looking gun that anyone can shoot their feet with for free. It weighs six hundred pounds. All kinds of people are shooting themselves in the feet, and sending the link to everyone else so that they can too. That is, except for the criminals, who are all stealing iOS devices that the gun won't work with.APL: Its (mostly) all greek to me. Lisp: Place ((gun in ((hand sight (foot then shoot))))) (Lots of Insipid Stupid Parentheses)Apple OS/X and iOS Once a year, Steve Jobs returns from sick leave to tell millions of unwavering fans how they will be able to shoot themselves in the foot differently this year. They retweet and blog about it ad nauseam, and wait in line to be the first to experience "shoot different".Windows ME Usually fails, even at shooting you in the foot. Yo dawg, I heard you like shooting yourself in the foot. So I put a gun in your gun, so you can shoot yourself in the foot while you shoot yourself in the foot. (Okay, I'm not especially proud of this joke.) Windows 2000 Now you really do have to log in, before you are allowed to shoot yourself in the foot.Windows XPYou thought you learned your lesson: Don't use Windows ME. Then, along came this new creature, built on top of Windows NT! So you spend the next couple days installing antivirus software, patches and service packs, just so you can get that driver to install, and then proceed to shoot yourself in the foot. Windows Vista Newer! Glossier! Shootier! Windows 7 The bullets come out a lot smoother. Active Directory Each bullet now has an attached Bullet Identifier, and can be uniquely identified. Policies can be applied to dictate fragmentation, and the gun will occasionally have a confusing delay after the trigger has been pulled. PythonYou try to use import foot; foot.shoot() only to realize that's only available in 3.0, to which you can't yet upgrade from 2.7 because of all those extension libs lacking support. Solaris Shoots best when used on SPARC hardware, but still runs the trigger GUI under Java. After weeks of learning the appropriate STOP command to prevent the trigger from automatically being pressed on boot, you think you've got it under control. Then the one time you ever use dtrace, it hits a bug that fires the gun. MySQL The feature that allows you to shoot yourself in the foot has been in development for about 6 years, and they are adding it into the next version, which is coming out REAL SOON NOW, promise! But you can always check it out of source control and try it yourself (just not in any environment where data integrity is important because it will probably explode.) PostgreSQLAllows you to have a smug look on your face while you shoot yourself in the foot, because those MySQL guys STILL don't have that feature. NoSQL Barrel? Who needs a barrel? Just put the bullet on your foot, and strike it with a hammer. See? It's so much simpler and more efficient that way. You can even strike multiple bullets in one swing if you swing with a good enough arc, because hammers are easy to use. Getting them to synchronize is a little difficult, though.Eclipse There are about a dozen different packages for shooting yourself in the foot, with weird interdependencies on outdated components. Once you finally navigate the morass and get one installed, you then have something to look at while you shoot yourself in the foot with that package: You can watch the screen redraw.Outlook Makes it really easy to let everyone know you shot yourself in the foot!Shooting yourself in the foot using delegates.You really need to shoot yourself in the foot but you hate firearms (you don't want any dependency on the specifics of shooting) so you delegate it to somebody else. You don't care how it is done as long is shooting your foot. You can do it asynchronously in case you know you may faint so you are called back/slapped in the face by your shooter/friend (or background worker) when everything is done.C#You prepare the gun and the bullet, carefully modeling all of the physics of a bullet traveling through a foot. Just before you're about to pull the trigger, you stumble on System.Windows.BodyParts.Foot.ShootAt(System.Windows.Firearms.IGun gun) in the extended framework, realize you just wasted the entire afternoon, and shoot yourself in the head.PHP<?phprequire("foot_safety_check.php");?><!DOCTYPE HTML><html><head> <!--Lower!--><title>Shooting me in the foot</title></head> <body> <!--LOWER!!!--><leg> <!--OK, I made this one up...--><footer><?php echo (dungSift($_SERVER['HTTP_USER_AGENT'], "ie"))?("Your foot is safe, but you might want to wear a hard hat!"):("<div class=\"shot\">BANG!</div>"); ?></footer></leg> </body> </html>

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  • CodePlex Daily Summary for Saturday, August 18, 2012

    CodePlex Daily Summary for Saturday, August 18, 2012Popular ReleasesExtAspNet: ExtAspNet v3.1.9: +2012-08-18 v3.1.9 -??other/addtab.aspx???JS???BoundField??Tooltip???(Dennis_Liu)。 +??Window?GetShowReference???????????????(︶????、????、???、??~)。 -?????JavaScript?????,??????HTML????????。 -??HtmlNodeBuilder????????????????JavaScript??。 -??????WindowField、LinkButton、HyperLink????????????????????????????。 -???????????grid/griddynamiccolumns2.aspx(?????)。 -?????Type??Reset?????,??????????????????(e??)。 -?????????????????????。 -?????????int,short,double??????????(???)。 +?Window????Ge...XDA ROM HUB: Release v0.9.3: ChangelogAdded a new UI Removed unnecessary features Fixed a lot of bugs Adding new firmwares (Please help me) Added a new app for Android Ability to backup apps to the SD Card Ability to create Nandroid backups without a PC Ability to backup apps and restore from CWM Improved download manager Now supporting pause and resume Converting Bytes to MegaBytes Improved dialogs Removed support for 7z files Changed installer Known BugsDialog message will always appear when clic...Task Card Creator 2010: TaskCardCreator2010 4.0.2.0: What's New: UI/UX improved using a contextual ribbon tab for reports Finishing the "new 4.0 UI" Report template help improved New project branch to support TFS 2012: http://taskcardcreator2012.codeplex.com User interface made more modern (4.0.1.0) Smarter algorithm used for report generation (4.0.1.0) Quality setting added (4.0.1.0) Terms harmonized (4.0.1.0) Miscellaneous optimizations (4.0.1.0) Fixed critical issue introduced in 4.0.0.0 (4.0.1.0)AcDown????? - AcDown Downloader Framework: AcDown????? v4.0.1: ?? ●AcDown??????????、??、??????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ??:????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ...Fluent Validation for .NET: 3.4: Changes since 3.3: Make ValidationResut.IsValid virtual Add private no-arg ctor to ValidationFailure to help with serialization Add Turkish error messages Work-around for reflection bug in .NET 4.5 that caused VerificationExceptions Assemblies are now unsigned to ease with versioning/upgrades (especially where other frameworks depend on FV) (Note if you need signed assemblies then you can use the following NuGet packages: FluentValidation-signed, FluentValidation.MVC3-signed, FluentV...fastJSON: v2.0.2: - bug fix $types and arraysAssaultCube Reloaded: 2.5.3 Unnamed Fixed: If you are using deltas, download 2.5.2 first, then overwrite with the delta packages. Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, please wait while we try to package for those OSes. Try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compile your ...Coding4Fun Tools: Coding4Fun.Phone.Toolkit v1.6.1: Bug Fix release Bug Fixes Better support for transparent images IsFrozen respected if not bound to corrected deadlock stateWPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.7: Version: 2.5.0.7 (Milestone 7): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Add CollectionHelper.GetNextElementOrDefault method. InfoMan: Support creating a new email and saving it in the Send b...Diablo III Drop Statistics Service: D3DSS 1.0.1: ??????IP??。 ??????????,??????????。myCollections: Version 2.2.3.0: New in this version : Added setup package. Added Amazon Spain for Apps, Books, Games, Movie, Music, Nds and Tvshow. Added TVDB Spain for Tvshow. Added TMDB Spain for Movies. Added Auto rename files from title. Added more filters when adding files (vob,mpls,ifo...) Improve Books author and Music Artist Credits. Rewrite find duplicates for better performance. You can now add Custom link to items. You can now add type directly from the type list using right mouse button. Bug ...Player Framework by Microsoft: Player Framework for Windows 8 Preview 5 (Refresh): Support for Windows 8 and Visual Studio RTM Support for Smooth Streaming SDK beta 2 Support for live playback New bitrate meter and SD/HD indicators Auto smooth streaming track restriction for snapped mode to conserve bandwidth New "Go Live" button and SeekToLive API Support for offset start times Support for Live position unique from end time Support for multiple audio streams (smooth and progressive content) Improved intellisense in JS version NEW TO PREVIEW 5 REFRESH:Req...TFS Workbench: TFS Workbench v2.2.0.10: Compiled installers for TFS Workbench 2.2.0.10 Bug Fix Fixed bug that stopped the change workspace action from working.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.60: Allow for CSS3 grid-column and grid-row repeat syntax. Provide option for -analyze scope-report output to be in XML for easier programmatic processing; also allow for report to be saved to a separate output file.ClosedXML - The easy way to OpenXML: ClosedXML 0.67.2: v0.67.2 Fix when copying conditional formats with relative formulas v0.67.1 Misc fixes to the conditional formats v0.67.0 Conditional formats now accept formulas. Major performance improvement when opening files with merged ranges. Misc fixes.Umbraco CMS: Umbraco 4.8.1: Whats newBug fixes: Fixed: When upgrading to 4.8.0, the database upgrade didn't run Update: unfortunately, upgrading with SQLCE is problematic, there's a workaround here: http://bit.ly/TEmMJN The changes to the <imaging> section in umbracoSettings.config caused errors when you didn't apply them during the upgrade. Defaults will now be used if any keys are missing Scheduled unpublishes now only unpublishes nodes set to published rather than newest Work item: 30937 - Fixed problem with Fi...patterns & practices - Unity: Unity 3.0 for .NET 4.5 and WinRT - Preview: The Unity 3.0.1208.0 Preview enables Unity to work on .NET 4.5 with both the WinRT and desktop profiles. This is an updated version of the port after the .NET Framework 4.5 and Windows 8 have RTM'ed. Please see the Release Notes Providing feedback Post your feedback on the Unity forum Submit and vote on new features for Unity on our Uservoice site.Self-Tracking Entity Generator for WPF and Silverlight: Self-Tracking Entity Generator v 2.0.0 for VS11: Self-Tracking Entity Generator for WPF and Silverlight v 2.0.0 for Entity Framework 5.0 and Visual Studio 2012NPOI: NPOI 2.0: New features a. Implement OpenXml4Net (same as System.Packaging from Microsoft). It supports both .NET 2.0 and .NET 4.0 b. Excel 2007 read/write library (NPOI.XSSF) c. Word 2007 read/write library(NPOI.XWPF) d. NPOI.SS namespace becomes the interface shared between XSSF and HSSF e. Load xlsx template and save as new xlsx file (partially supported) f. Diagonal line in cell both in xls and xlsx g. Support isRightToLeft and setRightToLeft on the common spreadsheet Sheet interface, as per existin...BugNET Issue Tracker: BugNET 1.1: This release includes bug fixes from the 1.0 release for email notifications, RSS feeds, and several other issues. Please see the change log for a full list of changes. http://support.bugnetproject.com/Projects/ReleaseNotes.aspx?pid=1&m=76 Upgrade Notes The following changes to the web.config in the profile section have occurred: Removed <add name="NotificationTypes" type="String" defaultValue="Email" customProviderData="NotificationTypes;nvarchar;255" />Added <add name="ReceiveEmailNotifi...New Projectscocos2d simpledemo: simple demo cocos2dDiscuzViet: Discuz Vi?t Nam - discuz.vnEaseSettings: EaseSettings is a library designed to allow easy usage of settings with a highly structured in treenode-form.Face Detection & Recognition: Face Detection & Recognition project. It provide an interface for face detection and recognition FIM 2010 GoogleApps MA: Forefront Identity Manager 2010 Management Agent for Google Apps. You can synchronize users between Google Apps and Forefront Identity Manager 2010.Get System Info: Get System Information is an open source project licensed under the GNU Public License v2. This project allows you to view information about your system.go launcher: Go launchergrOOvy language (the spec): A formal specification of what the Groovy Language does.JavaScript Prototype Extension: It is a standalone JavaScript extension based on JavaScript prototype directly, to make developers use JS like C# or Java.Jump N Roll Windows Phone 7: Jump n Roll is a remake of the classic amiga game for windows phone 7, using vb.net and XNA. Version 1 is in a working but unfinished state.KingOfHorses: This is a Capstone Project from FPT University.Lan House Manager: Trabalho de conclusão de curso da faculdade de Ciências da Computação 2009 UNISANTA. -.NET -C# -WPF -ASP.NET MVC -Entity Framework -SQL ServerMy source code: This project contains my source code.MySimpleProjectForKudu: Cool stuffNWP INTRANET: NWP Intranet, a complete and useful intranet application for a wide cainds of companies.P.O.W. - PowerShell on the Web - DevOps Automation Portal: The PowerShell DevOps Portal provides a SharePoint like experience but centralized around the execution of PowerShell scripts to automate DevOps oriented tasks.Piwik for Microsoft Silverlight Analytics Framework: Piwik for Micorsoft Silverlight Analytics adds Piwik support to the MSAFPlaygroundSite: pluralsight tutSkewboid Approach to Pareto Relaxation and Filtering: For multi-objective decision-making and optimization - an adjustment parameter, alpha, is added to the conventional determination of Pareto optimality.Software Factories: Software Factory Generatorsspaceship cocos2dx demo: testing onlySpring_DWR: Present day I had a requirement where using Spring and Direct web remoting. testgit08172012git01: yuitesttom08172012tfs01: ytryytrtouchdragdemo: touch drag demoVirtual Pilot Client: An open-source pilot client for the VATSIM network. See discussions at http://forums.vatsim.net/viewforum.php?f=124 Visual Studio IDE Service - DTE: Visual Studio ServicesWCF AOP Sample: This project contains a simple implementation of AOP for WCF. It illustrates how to do simple logging and param masking using basic WCF extensions and Unity.WeatherApp: Aplicación para ver el clima????: ??????????,????

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  • CodePlex Daily Summary for Sunday, May 20, 2012

    CodePlex Daily Summary for Sunday, May 20, 2012Popular ReleasesExtAspNet: ExtAspNet v3.1.6: ExtAspNet - ?? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ?????????? ExtAspNet ????? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ??????????。 ExtAspNet ??????? JavaScript,?? CSS,?? UpdatePanel,?? ViewState,?? WebServices ???????。 ??????: IE 7.0, Firefox 3.6, Chrome 3.0, Opera 10.5, Safari 3.0+ ????:Apache License 2.0 (Apache) ??:http://bbs.extasp.net/ ??:http://demo.extasp.net/ ??:http://doc.extasp.net/ ??:http://extaspnet.codeplex.com/ ??:http://sanshi.cnblogs.com/ ????: +2012-05-20 v3.1.6 -??RowD...totalem: version 2012.05.20.1: Beta version added function to create new empty file added function to create new file from clipboard content (save content of clipboard to file) added feature to direct view file from FTP server added feature to direct edit file from FTP server added feature to direct encrypt and copy files to FTP server added feature to direct copy and decrypt files from FTP servergGrid - Editable jQuery Grid: Initial Version release: The js file is the initial version of gGrid. Below are some of the limitations of the gGrid plugin The grid requires to return a MVC partial view to render the updated grid on screen.WatchersNET CKEditor™ Provider for DotNetNuke®: CKEditor Provider 1.14.05: Whats New Added New Editor Skin "BootstrapCK-Skin" Added New Editor Skin "Slick" Added Dnn Pages Drop Down to the Link Dialog (to quickly link to a portal tab) changes Fixed Issue #6956 Localization issue with some languages Fixed Issue #6930 Folder Tree view was not working in some cases Changed the user folder from User name to User id User Folder is now used when using Upload Function and User Folder is enabled File-Browser Fixed Resizer Preview Image Optimized the oEmbed Pl...PHPExcel: PHPExcel 1.7.7: See Change Log for details of the new features and bugfixes included in this release. BREAKING CHANGE! From PHPExcel 1.7.8 onwards, the 3rd-party tcPDF library will no longer be bundled with PHPExcel for rendering PDF files through the PDF Writer. The PDF Writer is being rewritten to allow a choice of 3rd party PDF libraries (tcPDF, mPDF, and domPDF initially), none of which will be bundled with PHPExcel, but which can be downloaded seperately from the appropriate sites.GhostBuster: GhostBuster Setup (91520): Added WMI based RestorePoint support Removed test code from program.cs Improved counting. Changed color of ghosted but unfiltered devices. Changed HwEntries into an ObservableCollection. Added Properties Form. Added Properties MenuItem to Context Menu. Added Hide Unfiltered Devices to Context Menu. If you like this tool, leave me a note, rate this project or write a review or Donate to Ghostbuster. Donate to GhostbusterC#??????EXCEL??、??、????????:DataPie(??MSSQL 2008、ORACLE、ACCESS 2007): DataPie_V3.2: V3.2, 2012?5?19? ????ORACLE??????。AvalonDock: AvalonDock 2.0.0795: Welcome to the Beta release of AvalonDock 2.0 After 4 months of hard work I'm ready to upload the beta version of AvalonDock 2.0. This new version boosts a lot of new features and now is stable enough to be deployed in production scenarios. For this reason I encourage everyone is using AD 1.3 or earlier to upgrade soon to this new version. The final version is scheduled for the end of June. What is included in Beta: 1) Stability! thanks to all users contribution I’ve corrected a lot of issues...myCollections: Version 2.1.0.0: New in this version : Improved UI New Metro Skin Improved Performance Added Proxy Settings New Music and Books Artist detail Lot of Bug FixingAspxCommerce: AspxCommerce1.1: AspxCommerce - 'Flexible and easy eCommerce platform' offers a complete e-Commerce solution that allows you to build and run your fully functional online store in minutes. You can create your storefront; manage the products through categories and subcategories, accept payments through credit cards and ship the ordered products to the customers. We have everything set up for you, so that you can only focus on building your own online store. Note: To login as a superuser, the username and pass...SiteMap Editor for Microsoft Dynamics CRM 2011: SiteMap Editor (1.1.1616.403): BUG FIX Hide save button when Titles or Descriptions element is selectedMapWindow 6 Desktop GIS: MapWindow 6.1.2: Looking for a .Net GIS Map Application?MapWindow 6 Desktop GIS is an open source desktop GIS for Microsoft Windows that is built upon the DotSpatial Library. This release requires .Net 4 (Client Profile). Are you a software developer?Instead of downloading MapWindow for development purposes, get started with with the DotSpatial template. The extensions you create from the template can be loaded in MapWindow.DotSpatial: DotSpatial 1.2: This is a Minor Release. See the changes in the issue tracker. Minimal -- includes DotSpatial core and essential extensions Extended -- includes debugging symbols and additional extensions Tutorials are available. Just want to run the software? End user (non-programmer) version available branded as MapWindow Want to add your own feature? Develop a plugin, using the template and contribute to the extension feed (you can also write extensions that you distribute in other ways). Components ...Mugen Injection: Mugen Injection 2.2.1 (WinRT supported): Added ManagedScopeLifecycle. Increase performance. Added support for resolve 'params'.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.52: Make preprocessor comment-statements nestable; add the ///#IFNDEF statement. (Discussion #355785) Don't throw an error for old-school JScript event handlers, and don't rename them if they aren't global functions.DotNetNuke® Events: 06.00.00: This is a serious release of Events. DNN 6 form pattern - We have take the full route towards DNN6: most notably the incorporation of the DNN6 form pattern with streamlined UX/UI. We have also tried to change all formatting to a div based structure. A daunting task, since the Events module contains a lot of forms. Roger has done a splendid job by going through all the forms in great detail, replacing all table style layouts into the new DNN6 div class="dnnForm XXX" type of layout with chang...LogicCircuit: LogicCircuit 2.12.5.15: Logic Circuit - is educational software for designing and simulating logic circuits. Intuitive graphical user interface, allows you to create unrestricted circuit hierarchy with multi bit buses, debug circuits behavior with oscilloscope, and navigate running circuits hierarchy. Changes of this versionThis release is fixing one but nasty bug. Two functions XOR and XNOR when used with 3 or more inputs were incorrectly evaluating their results. If you have a circuit that is using these functions...LINQ to Twitter: LINQ to Twitter Beta v2.0.25: Supports .NET 3.5, .NET 4.0, Silverlight 4.0, Windows Phone 7.1, Client Profile, and Windows 8. 100% Twitter API coverage. Also available via NuGet! Follow @JoeMayo.BlogEngine.NET: BlogEngine.NET 2.6: Get DotNetBlogEngine for 3 Months Free! Click Here for More Info BlogEngine.NET Hosting - 3 months free! Cheap ASP.NET Hosting - $4.95/Month - Click Here!! Click Here for More Info Cheap ASP.NET Hosting - $4.95/Month - Click Here! If you want to set up and start using BlogEngine.NET right away, you should download the Web project. If you want to extend or modify BlogEngine.NET, you should download the source code. If you are upgrading from a previous version of BlogEngine.NET, please take...BlackJumboDog: Ver5.6.2: 2012.05.07 Ver5.6.2 (1) Web???????、????????·????????? (2) Web???????、?????????? COMSPEC PATHEXT WINDIR SERVERADDR SERVERPORT DOCUMENTROOT SERVERADMIN REMOTE_PORT HTTPACCEPTCHRSET HTTPACCEPTLANGUAGE HTTPACCEPTEXCODINGNew ProjectsAkumu Island: Akumu Island is a game being developed by Jared Thomson. At this time, things are still fairly under wraps. The source code is still available though.BasicSocialNetworkingSite: Basic/Simple Social Networking Web Site using C# - ASP.NETCasse Brique: Projet Casse-brique.Cdts.iOS: Cdts iOSCluster2: To be Published...CrowdMOS: CrowdMOS is a set of scripts and tools for performing evaluations of the subjective quality of media such as audio or images using crowdsourcing via Amazon Mechanical Turk. This project is designed to enable low cost, efficient assessments of signal processing algorithms, e.g., compression, denoising, or enhancement, using standard tests such as MOS (Mean Opinion Score) or MUSHRA.Data Frame Loader: A simple C# API for loading tabular dataframes into Microsoft SQL Server database using only a small number of tables to represent any kind of dataframe.Dynamic Segmentation Utility SOE Rest: Dynamic Segmentation Utility SOE Rest for ArcGIS Server 10 (msd)field2012: This is private projectFix soft HyperAero Form: Fix soft Aero Form (HyperAero Edition) works on both xp and Win7 and supports Customizable Animation Effects (On showing and closing form),Gradient Support (Multicolor Gradient Background,Gradient Editor Control),Power Functions (Shutdown,etc with Timer support) ,Aero Glass Support (Extend Margins,Aero Blur,Aero Glow text,Basic Theme Support),Aero Properties (IsWindowsAeroEnabled,AeroColor and opacity),Aero Events,Unlock Hidden Properties (EnableCloseButton, CaptionRenderMode, ActivateOn...Gamer: A program intended to be a PC gamers' companion app by providing features such as: * Customizable system tray menu that lists (favourite/frequent/all) games (as shown in the Windows Games Explorer) for quick launching (and clean desktops). * Ability to edit listings in the Windows Game Explorer * Once these goals are met other handy features can be implemented to increase the value of this app. This program should compliment existing programs used by gamers rather than compete w...gGrid - Editable jQuery Grid: This a jQuery plugin. The plugin will add three buttons Add/Edit/Delete which will need a popup control to add/edit data. Developer using this plugin need to define an HTML table and an HTML DIV which will be used for popup. Also MVC action method to handle the CRUD operation. The plug requires an MVC partial view to be returned from the add edit delete methods to update the table data.HoiChoMuaBan: h?i ch? mua bánmyfirstgit: ???????Nova Code: Nova code is a language to implement processor instructions, states, and other features planned soon for the NEmulation framework. Right now this project will be worked on separately, then integrated into NEmulation.Pocket Book App: Just try it!State Machine .netmf: StateMachineExample for .netmf C# uVersionClientCache: uVersionClientCache is a custom macro to always automatically version (URL querstring parameter) your files based on a MD5 hash of the file contents or file last modified date to prevent issues with client browsers caching an old file after you have changed it.XNA Shader Composer: XNA Shader Composer is a solution for Visual Studio 2010 and XNA 4.0. The goal is to create an environment for learn and create differents HLSL programs.???Disable????: ??????????????errdisable??,????????。

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  • CodePlex Daily Summary for Thursday, November 01, 2012

    CodePlex Daily Summary for Thursday, November 01, 2012Popular ReleasesAccess 2010 Application Platform - Build Your Own Database: Application Platform - 0.0.1: Initial Release This is the first version of the database. At the moment is all contained in one file to make development easier, but the obvious idea would be to split it into Front and Back End for a production version of the tool. The features it contains at the moment are the "Core" features.Python Tools for Visual Studio: Python Tools for Visual Studio 1.5: We’re pleased to announce the release of Python Tools for Visual Studio 1.5 RTM. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, Edit/Intellisense/Debug/Profile, Cloud, HPC, IPython, etc. support. For a quick overview of the general IDE experience, please watch this video There are a number of exciting improvement in this release comp...Devpad: 4.25: Whats new for Devpad 4.25: New Theme support New Export Wordpress Minor Bug Fix's, improvements and speed upsAssaultCube Reloaded: 2.5.5: Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, please wait while we try to package for those OSes. Try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compile your own for Linux (source included) Changelog: Fixed potential bot bugs: Map change, OpenAL...Edi: Edi 1.0 with DarkExpression: Added DarkExpression theme (dialogs and message boxes are not completely themed, yet)MCEBuddy 2.x: MCEBuddy 2.3.6: Changelog for 2.3.6 (32bit and 64bit) 1. Fixed a bug in multichannel audio conversion failure. AAC does not support 6 channel audio, MCEBuddy now checks for it and force the output to 2 channel if AAC codec is specified 2. Fixed a bug in Original Broadcast Date and Time. Original Broadcast Date and Time is reported in UTC timezone in WTV metadata. TVDB and MovieDB dates are reported in network timezone. It is assumed the video is recorded and converted on the same machine, i.e. local timezone...MVVM Light Toolkit: MVVM Light Toolkit V4.1 for Visual Studio 2012: This version only supports Visual Studio 2012 (and all Express editions too). If you use Visual Studio 2010, please stay tuned, we will publish an update in a few days with support for VS10. V4.1 supports: Windows Phone 8 Windows 8 (Windows RT) Silverlight 5 Silverlight 4 WPF 4.5 WPF 4 WPF 3.5 And the following development environments: Visual Studio 2012 (Pro, Premium, Ultimate) Visual Studio 2012 Express for Windows 8 Visual Studio 2012 Express for Windows Phone 8 Visual...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.73: Fix issue in Discussion #401101 (unreferenced var in a for-in statement was getting removed). add the grouping operator to the parsed output so that unminified parsed code is closer to the original. Will still strip unneeded parens later, if minifying. more cleaning of references as they are minified out of the code.Liberty: v3.4.0.1 Release 28th October 2012: Change Log -Fixed -H4 Fixed the save verification screen showing incorrect mission and difficulty information for some saves -H4 Hopefully fixed the issue where progress did not save between missions and saves would not revert correctly -H3 Fixed crashes that occurred when trying to load player information -Proper exception dialogs will now show in place of crashesPlayer Framework by Microsoft: Player Framework for Windows 8 (Preview 7): This release is compatible with the version of the Smooth Streaming SDK released today (10/26). Release 1 of the player framework is expected to be available next week. IMPROVEMENTS & FIXESIMPORTANT: List of breaking changes from preview 6 Support for the latest smooth streaming SDK. Xaml only: Support for moving any of the UI elements outside the MediaPlayer (e.g. into the appbar). Note: Equivelent changes to the JS version due in coming week. Support for localizing all text used in t...Send multiple SMS via Way2SMS C#: SMS 1.1: Added support for 160by2Quick Launch: Quick Launch 1.0: A Lightweight and Fast Way to Manage and Launch Thousands of Tools and ApplicationsPress Win+Q and start to search and run. http://www.codeplex.com/Download?ProjectName=quicklaunch&DownloadId=523536Orchard Project: Orchard 1.6: Please read our release notes for Orchard 1.6: http://docs.orchardproject.net/Documentation/Orchard-1-6-Release-Notes Please do not post questions as reviews. Questions should be posted in the Discussions tab, where they will usually get promptly responded to. If you post a question as a review, you will pollute the rating, and you won't get an answer.Media Companion: Media Companion 3.507b: Once again, it has been some time since our release, and there have been a number changes since then. It is hoped that these changes will address some of the issues users have been experiencing, and of course, work continues! New Features: Added support for adding Home Movies. Option to sort Movies by votes. Added 'selectedBrowser' preference used when opening links in an external browser. Added option to fallback to getting runtime from the movie file if not available on IMDB. Added new Big...MSBuild Extension Pack: October 2012: Release Blog Post The MSBuild Extension Pack October 2012 release provides a collection of over 475 MSBuild tasks. A high level summary of what the tasks currently cover includes the following: System Items: Active Directory, Certificates, COM+, Console, Date and Time, Drives, Environment Variables, Event Logs, Files and Folders, FTP, GAC, Network, Performance Counters, Registry, Services, Sound Code: Assemblies, AsyncExec, CAB Files, Code Signing, DynamicExecute, File Detokenisation, GUI...NAudio: NAudio 1.6: Release notes at http://mark-dot-net.blogspot.co.uk/2012/10/naudio-16-release-notes-10th.htmlPowerShell Community Extensions: 2.1 Production: PowerShell Community Extensions 2.1 Release NotesOct 25, 2012 This version of PSCX supports both Windows PowerShell 2.0 and 3.0. See the ReleaseNotes.txt download above for more information.Umbraco CMS: Umbraco 4.9.1: Umbraco 4.9.1 is a bugfix release to fix major issues in 4.9.0 BugfixesThe full list of fixes can be found in the issue tracker's filtered results. A summary: Split buttons work again, you can now also scroll easier when the list is too long for the screen Media and Content pickers have information of the full path of the picked item Fixed: Publish status may not be accurate on nodes with large doctypes Fixed: 2 media folders and recycle bins after upgrade to 4.9 The template/code ...AcDown????? - AcDown Downloader Framework: AcDown????? v4.2.2: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...Rawr: Rawr 5.0.2: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...New ProjectsAsbesto: Proyecto grupo: "2ravas" para Laboratorio de Computación IV de la carrera TSP de la UTN-FRGP Realizado en C# y ASP.NET en Visual Studio 2012 y SQL Server 2012C++ Diamond printer on console without if statement: prints just a diamond with stars(*). only one important and funny feature is that it's not using 'if' statement. C++ used.CloudTest: Test cloud computing projectEnumeration of objects Class Library C#: At core level in Java I like extension of traditional enum type permiting use as the elements instances of a class. The project implements the same idea by C# with some more advanced features like a set type with boolean operators extending idea of FlagsAttributeEquation Inversion: Visual Studion 2008 Add-in for equation inversions.ESENT Serialization Class Library: ESENT Serialization class library is built above Managed ESENT. It allows you to store your objects in the underlying extensible storage engine database.ForceHttps: Very simple httpModule to ensure that all http requests are https. 1. Drop the dll into your website's bin directory 2. Update httpModules section of your web.config to reference the dll 3. Make sure your Web Server can handle SSL requests for the URL ALL http requests will be redirected as https.forrajeriaPAV2: tp pav2 asd as asd as fasfjaijiasjifoa as asf asf as afs fas asf afs fsaGoogle Analytics for WinRT: A Windows Store (WinRT) class library for tracking Google Analytics page views, events, and custom variables for your Metro style desktop and tablet apps.huanglitest10312: mvc projectiMan: iMan will be your own port manager, which help to provide the information about all the ports open in your PC It's completely developed in .NET C#InjectionCop: Facilitates secure coding through static code analysis and contract annotations in the Common Language Infrastructure.Master of Olympus: Remake of Master of Olympus : Zeus, a game developed by Impressions Games in 2000.MediaScribe: MediaScribe is a note app for your media.MouseNestDotNet: A small personal website application.Project Estimator ???????? ?? ?????????????? ?? ???????: Project Estimator ? ???????? ??????????? ? ??????????? ?? ????? ? ???????? ????.Projekt grupowy 1: Project created only for school purpose.SecondHandApp: Warenwirtschaftsprogramm für denn SecondHand LädenSimple .NET XML Serialization: .NET's XML serialization using Linq XObject classes EG: XElement in an IXmlSerializable base classStrip Converter: A Very Handy Converter for 2D Games Developers Developer Website: http://www.bluebulk.infoSwitch JS Control (Client Side): Switch JS control is a very light client side library to create switch(es) on web applications or mobile applications.VisaSys: Visa System????????: TODO::????

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  • How to set up linux watchdog daemon with Intel 6300esb

    - by ACiD GRiM
    I've been searching for this on Google for sometime now and I have yet to find proper documentation on how to connect the kernel driver for my 6300esb watchdog timer to /dev/watchdog and ensure that watchdog daemon is keeping it alive. I am using RHEL compatible Scientific Linux 6.3 in a KVM virtual machine by the way Below is everything I've tried so far: dmesg|grep 6300 i6300ESB timer: Intel 6300ESB WatchDog Timer Driver v0.04 i6300ESB timer: initialized (0xffffc900008b8000). heartbeat=30 sec (nowayout=0) | ll /dev/watchdog crw-rw----. 1 root root 10, 130 Sep 22 22:25 /dev/watchdog | /etc/watchdog.conf #ping = 172.31.14.1 #ping = 172.26.1.255 #interface = eth0 file = /var/log/messages #change = 1407 # Uncomment to enable test. Setting one of these values to '0' disables it. # These values will hopefully never reboot your machine during normal use # (if your machine is really hung, the loadavg will go much higher than 25) max-load-1 = 24 max-load-5 = 18 max-load-15 = 12 # Note that this is the number of pages! # To get the real size, check how large the pagesize is on your machine. #min-memory = 1 #repair-binary = /usr/sbin/repair #test-binary = #test-timeout = watchdog-device = /dev/watchdog # Defaults compiled into the binary #temperature-device = #max-temperature = 120 # Defaults compiled into the binary #admin = root interval = 10 #logtick = 1 # This greatly decreases the chance that watchdog won't be scheduled before # your machine is really loaded realtime = yes priority = 1 # Check if syslogd is still running by enabling the following line #pidfile = /var/run/syslogd.pid Now maybe I'm not testing it correctly, but I would expecting that stopping the watchdog service would cause the /dev/watchdog to time out after 30 seconds and I should see the host reboot, however this does not happen. Also, here is my config for the KVM vm <!-- WARNING: THIS IS AN AUTO-GENERATED FILE. CHANGES TO IT ARE LIKELY TO BE OVERWRITTEN AND LOST. Changes to this xml configuration should be made using: virsh edit sl6template or other application using the libvirt API. --> <domain type='kvm'> <name>sl6template</name> <uuid>960d0ac2-2e6a-5efa-87a3-6bb779e15b6a</uuid> <memory unit='KiB'>262144</memory> <currentMemory unit='KiB'>262144</currentMemory> <vcpu placement='static'>1</vcpu> <os> <type arch='x86_64' machine='rhel6.3.0'>hvm</type> <boot dev='hd'/> </os> <features> <acpi/> <apic/> <pae/> </features> <cpu mode='custom' match='exact'> <model fallback='allow'>Westmere</model> <vendor>Intel</vendor> <feature policy='require' name='tm2'/> <feature policy='require' name='est'/> <feature policy='require' name='vmx'/> <feature policy='require' name='ds'/> <feature policy='require' name='smx'/> <feature policy='require' name='ss'/> <feature policy='require' name='vme'/> <feature policy='require' name='dtes64'/> <feature policy='require' name='rdtscp'/> <feature policy='require' name='ht'/> <feature policy='require' name='dca'/> <feature policy='require' name='pbe'/> <feature policy='require' name='tm'/> <feature policy='require' name='pdcm'/> <feature policy='require' name='pdpe1gb'/> <feature policy='require' name='ds_cpl'/> <feature policy='require' name='pclmuldq'/> <feature policy='require' name='xtpr'/> <feature policy='require' name='acpi'/> <feature policy='require' name='monitor'/> <feature policy='require' name='aes'/> </cpu> <clock offset='utc'/> <on_poweroff>destroy</on_poweroff> <on_reboot>restart</on_reboot> <on_crash>restart</on_crash> <devices> <emulator>/usr/libexec/qemu-kvm</emulator> <disk type='file' device='disk'> <driver name='qemu' type='raw'/> <source file='/mnt/data/vms/sl6template.img'/> <target dev='vda' bus='virtio'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x04' function='0x0'/> </disk> <controller type='usb' index='0'> <address type='pci' domain='0x0000' bus='0x00' slot='0x01' function='0x2'/> </controller> <interface type='bridge'> <mac address='52:54:00:44:57:f6'/> <source bridge='br0.2'/> <model type='virtio'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x03' function='0x0'/> </interface> <interface type='bridge'> <mac address='52:54:00:88:0f:42'/> <source bridge='br1'/> <model type='virtio'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x07' function='0x0'/> </interface> <serial type='pty'> <target port='0'/> </serial> <console type='pty'> <target type='serial' port='0'/> </console> <watchdog model='i6300esb' action='reset'> <address type='pci' domain='0x0000' bus='0x00' slot='0x06' function='0x0'/> </watchdog> <memballoon model='virtio'> <address type='pci' domain='0x0000' bus='0x00' slot='0x05' function='0x0'/> </memballoon> </devices> </domain> Any help is appreciated as the most I've found are patches to kvm and general softdog documentation or IPMI watchdog answers.

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • .NET Code Evolution

    - by Alois Kraus
    Originally posted on: http://geekswithblogs.net/akraus1/archive/2013/07/24/153504.aspxAt my day job I do look at a lot of code written by other people. Most of the code is quite good and some is even a masterpiece. And there is also code which makes you think WTF… oh it was written by me. Hm not so bad after all. There are many excuses reasons for bad code. Most often it is time pressure followed by not enough ambition (who cares) or insufficient training. Normally I do care about code quality quite a lot which makes me a (perceived) slow worker who does write many tests and refines the code quite a lot because of the design deficiencies. Most of the deficiencies I do find by putting my design under stress while checking for invariants. It does also help a lot to step into the code with a debugger (sometimes also Windbg). I do this much more often when my tests are red. That way I do get a much better understanding what my code really does and not what I think it should be doing. This time I do want to show you how code can evolve over the years with different .NET Framework versions. Once there was  time where .NET 1.1 was new and many C++ programmers did switch over to get rid of not initialized pointers and memory leaks. There were also nice new data structures available such as the Hashtable which is fast lookup table with O(1) time complexity. All was good and much code was written since then. At 2005 a new version of the .NET Framework did arrive which did bring many new things like generics and new data structures. The “old” fashioned way of Hashtable were coming to an end and everyone used the new Dictionary<xx,xx> type instead which was type safe and faster because the object to type conversion (aka boxing) was no longer necessary. I think 95% of all Hashtables and dictionaries use string as key. Often it is convenient to ignore casing to make it easy to look up values which the user did enter. An often followed route is to convert the string to upper case before putting it into the Hashtable. Hashtable Table = new Hashtable(); void Add(string key, string value) { Table.Add(key.ToUpper(), value); } This is valid and working code but it has problems. First we can pass to the Hashtable a custom IEqualityComparer to do the string matching case insensitive. Second we can switch over to the now also old Dictionary type to become a little faster and we can keep the the original keys (not upper cased) in the dictionary. Dictionary<string, string> DictTable = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase); void AddDict(string key, string value) { DictTable.Add(key, value); } Many people do not user the other ctors of Dictionary because they do shy away from the overhead of writing their own comparer. They do not know that .NET has for strings already predefined comparers at hand which you can directly use. Today in the many core area we do use threads all over the place. Sometimes things break in subtle ways but most of the time it is sufficient to place a lock around the offender. Threading has become so mainstream that it may sound weird that in the year 2000 some guy got a huge incentive for the idea to reduce the time to process calibration data from 12 hours to 6 hours by using two threads on a dual core machine. Threading does make it easy to become faster at the expense of correctness. Correct and scalable multithreading can be arbitrarily hard to achieve depending on the problem you are trying to solve. Lets suppose we want to process millions of items with two threads and count the processed items processed by all threads. A typical beginners code might look like this: int Counter; void IJustLearnedToUseThreads() { var t1 = new Thread(ThreadWorkMethod); t1.Start(); var t2 = new Thread(ThreadWorkMethod); t2.Start(); t1.Join(); t2.Join(); if (Counter != 2 * Increments) throw new Exception("Hmm " + Counter + " != " + 2 * Increments); } const int Increments = 10 * 1000 * 1000; void ThreadWorkMethod() { for (int i = 0; i < Increments; i++) { Counter++; } } It does throw an exception with the message e.g. “Hmm 10.222.287 != 20.000.000” and does never finish. The code does fail because the assumption that Counter++ is an atomic operation is wrong. The ++ operator is just a shortcut for Counter = Counter + 1 This does involve reading the counter from a memory location into the CPU, incrementing value on the CPU and writing the new value back to the memory location. When we do look at the generated assembly code we will see only inc dword ptr [ecx+10h] which is only one instruction. Yes it is one instruction but it is not atomic. All modern CPUs have several layers of caches (L1,L2,L3) which try to hide the fact how slow actual main memory accesses are. Since cache is just another word for redundant copy it can happen that one CPU does read a value from main memory into the cache, modifies it and write it back to the main memory. The problem is that at least the L1 cache is not shared between CPUs so it can happen that one CPU does make changes to values which did change in meantime in the main memory. From the exception you can see we did increment the value 20 million times but half of the changes were lost because we did overwrite the already changed value from the other thread. This is a very common case and people do learn to protect their  data with proper locking.   void Intermediate() { var time = Stopwatch.StartNew(); Action acc = ThreadWorkMethod_Intermediate; var ar1 = acc.BeginInvoke(null, null); var ar2 = acc.BeginInvoke(null, null); ar1.AsyncWaitHandle.WaitOne(); ar2.AsyncWaitHandle.WaitOne(); if (Counter != 2 * Increments) throw new Exception(String.Format("Hmm {0:N0} != {1:N0}", Counter, 2 * Increments)); Console.WriteLine("Intermediate did take: {0:F1}s", time.Elapsed.TotalSeconds); } void ThreadWorkMethod_Intermediate() { for (int i = 0; i < Increments; i++) { lock (this) { Counter++; } } } This is better and does use the .NET Threadpool to get rid of manual thread management. It does give the expected result but it can result in deadlocks because you do lock on this. This is in general a bad idea since it can lead to deadlocks when other threads use your class instance as lock object. It is therefore recommended to create a private object as lock object to ensure that nobody else can lock your lock object. When you read more about threading you will read about lock free algorithms. They are nice and can improve performance quite a lot but you need to pay close attention to the CLR memory model. It does make quite weak guarantees in general but it can still work because your CPU architecture does give you more invariants than the CLR memory model. For a simple counter there is an easy lock free alternative present with the Interlocked class in .NET. As a general rule you should not try to write lock free algos since most likely you will fail to get it right on all CPU architectures. void Experienced() { var time = Stopwatch.StartNew(); Task t1 = Task.Factory.StartNew(ThreadWorkMethod_Experienced); Task t2 = Task.Factory.StartNew(ThreadWorkMethod_Experienced); t1.Wait(); t2.Wait(); if (Counter != 2 * Increments) throw new Exception(String.Format("Hmm {0:N0} != {1:N0}", Counter, 2 * Increments)); Console.WriteLine("Experienced did take: {0:F1}s", time.Elapsed.TotalSeconds); } void ThreadWorkMethod_Experienced() { for (int i = 0; i < Increments; i++) { Interlocked.Increment(ref Counter); } } Since time does move forward we do not use threads explicitly anymore but the much nicer Task abstraction which was introduced with .NET 4 at 2010. It is educational to look at the generated assembly code. The Interlocked.Increment method must be called which does wondrous things right? Lets see: lock inc dword ptr [eax] The first thing to note that there is no method call at all. Why? Because the JIT compiler does know very well about CPU intrinsic functions. Atomic operations which do lock the memory bus to prevent other processors to read stale values are such things. Second: This is the same increment call prefixed with a lock instruction. The only reason for the existence of the Interlocked class is that the JIT compiler can compile it to the matching CPU intrinsic functions which can not only increment by one but can also do an add, exchange and a combined compare and exchange operation. But be warned that the correct usage of its methods can be tricky. If you try to be clever and look a the generated IL code and try to reason about its efficiency you will fail. Only the generated machine code counts. Is this the best code we can write? Perhaps. It is nice and clean. But can we make it any faster? Lets see how good we are doing currently. Level Time in s IJustLearnedToUseThreads Flawed Code Intermediate 1,5 (lock) Experienced 0,3 (Interlocked.Increment) Master 0,1 (1,0 for int[2]) That lock free thing is really a nice thing. But if you read more about CPU cache, cache coherency, false sharing you can do even better. int[] Counters = new int[12]; // Cache line size is 64 bytes on my machine with an 8 way associative cache try for yourself e.g. 64 on more modern CPUs void Master() { var time = Stopwatch.StartNew(); Task t1 = Task.Factory.StartNew(ThreadWorkMethod_Master, 0); Task t2 = Task.Factory.StartNew(ThreadWorkMethod_Master, Counters.Length - 1); t1.Wait(); t2.Wait(); Counter = Counters[0] + Counters[Counters.Length - 1]; if (Counter != 2 * Increments) throw new Exception(String.Format("Hmm {0:N0} != {1:N0}", Counter, 2 * Increments)); Console.WriteLine("Master did take: {0:F1}s", time.Elapsed.TotalSeconds); } void ThreadWorkMethod_Master(object number) { int index = (int) number; for (int i = 0; i < Increments; i++) { Counters[index]++; } } The key insight here is to use for each core its own value. But if you simply use simply an integer array of two items, one for each core and add the items at the end you will be much slower than the lock free version (factor 3). Each CPU core has its own cache line size which is something in the range of 16-256 bytes. When you do access a value from one location the CPU does not only fetch one value from main memory but a complete cache line (e.g. 16 bytes). This means that you do not pay for the next 15 bytes when you access them. This can lead to dramatic performance improvements and non obvious code which is faster although it does have many more memory reads than another algorithm. So what have we done here? We have started with correct code but it was lacking knowledge how to use the .NET Base Class Libraries optimally. Then we did try to get fancy and used threads for the first time and failed. Our next try was better but it still had non obvious issues (lock object exposed to the outside). Knowledge has increased further and we have found a lock free version of our counter which is a nice and clean way which is a perfectly valid solution. The last example is only here to show you how you can get most out of threading by paying close attention to your used data structures and CPU cache coherency. Although we are working in a virtual execution environment in a high level language with automatic memory management it does pay off to know the details down to the assembly level. Only if you continue to learn and to dig deeper you can come up with solutions no one else was even considering. I have studied particle physics which does help at the digging deeper part. Have you ever tried to solve Quantum Chromodynamics equations? Compared to that the rest must be easy ;-). Although I am no longer working in the Science field I take pride in discovering non obvious things. This can be a very hard to find bug or a new way to restructure data to make something 10 times faster. Now I need to get some sleep ….

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  • Why is Varnish not caching?

    - by Justin
    I am troubleshooting the setup of Varnish 3.x on my Ubuntu server. I'm running Drupal 7 on two sites set up on the box, via named-based vhosts. Before trying to get Varnish to play nice with Drupal I'm trying to just get Varnish to a PNG from cache. Here are the headers I get from a curl -I request of the PNG file: HTTP/1.1 200 OK Server: Apache/2.2.22 (Ubuntu) Last-Modified: Sun, 07 Oct 2012 21:18:59 GMT ETag: "a57c2-3850-4cb7ea73db6c0" Accept-Ranges: bytes Content-Length: 14416 Cache-Control: max-age=1209600 Expires: Thu, 25 Oct 2012 22:55:14 GMT Content-Type: image/png Accept-Ranges: bytes Date: Thu, 11 Oct 2012 22:55:14 GMT X-Varnish: 1766703058 Age: 0 Via: 1.1 varnish Connection: keep-alive X-Varnish-Cache: MISS Here is the Varnish VCL file I'm using (It's a default VCL configuration designed for Drupal): # Default backend definition. Set this to point to your content # server. # backend default { .host = "127.0.0.1"; .port = "8080"; } # Respond to incoming requests. sub vcl_recv { # Use anonymous, cached pages if all backends are down. if (!req.backend.healthy) { unset req.http.Cookie; } # Allow the backend to serve up stale content if it is responding slowly. set req.grace = 6h; # Pipe these paths directly to Apache for streaming. #if (req.url ~ "^/admin/content/backup_migrate/export") { # return (pipe); #} # Do not cache these paths. if (req.url ~ "^/status\.php$" || req.url ~ "^/update\.php$" || req.url ~ "^/admin$" || req.url ~ "^/admin/.*$" || req.url ~ "^/flag/.*$" || req.url ~ "^.*/ajax/.*$" || req.url ~ "^.*/ahah/.*$") { return (pass); } # Do not allow outside access to cron.php or install.php. #if (req.url ~ "^/(cron|install)\.php$" && !client.ip ~ internal) { # Have Varnish throw the error directly. # error 404 "Page not found."; # Use a custom error page that you've defined in Drupal at the path "404". # set req.url = "/404"; #} # Always cache the following file types for all users. This list of extensions # appears twice, once here and again in vcl_fetch so make sure you edit both # and keep them equal. if (req.url ~ "(?i)\.(pdf|asc|dat|txt|doc|xls|ppt|tgz|csv|png|gif|jpeg|jpg|ico|swf|css|js)(\?.*)?$") { unset req.http.Cookie; } # Remove all cookies that Drupal doesn't need to know about. We explicitly # list the ones that Drupal does need, the SESS and NO_CACHE. If, after # running this code we find that either of these two cookies remains, we # will pass as the page cannot be cached. if (req.http.Cookie) { # 1. Append a semi-colon to the front of the cookie string. # 2. Remove all spaces that appear after semi-colons. # 3. Match the cookies we want to keep, adding the space we removed # previously back. (\1) is first matching group in the regsuball. # 4. Remove all other cookies, identifying them by the fact that they have # no space after the preceding semi-colon. # 5. Remove all spaces and semi-colons from the beginning and end of the # cookie string. set req.http.Cookie = ";" + req.http.Cookie; set req.http.Cookie = regsuball(req.http.Cookie, "; +", ";"); set req.http.Cookie = regsuball(req.http.Cookie, ";(SESS[a-z0-9]+|SSESS[a-z0-9]+|NO_CACHE)=", "; \1="); set req.http.Cookie = regsuball(req.http.Cookie, ";[^ ][^;]*", ""); set req.http.Cookie = regsuball(req.http.Cookie, "^[; ]+|[; ]+$", ""); if (req.http.Cookie == "") { # If there are no remaining cookies, remove the cookie header. If there # aren't any cookie headers, Varnish's default behavior will be to cache # the page. unset req.http.Cookie; } else { # If there is any cookies left (a session or NO_CACHE cookie), do not # cache the page. Pass it on to Apache directly. return (pass); } } } # Set a header to track a cache HIT/MISS. sub vcl_deliver { if (obj.hits > 0) { set resp.http.X-Varnish-Cache = "HIT"; } else { set resp.http.X-Varnish-Cache = "MISS"; } } # Code determining what to do when serving items from the Apache servers. # beresp == Back-end response from the web server. sub vcl_fetch { # We need this to cache 404s, 301s, 500s. Otherwise, depending on backend but # definitely in Drupal's case these responses are not cacheable by default. if (beresp.status == 404 || beresp.status == 301 || beresp.status == 500) { set beresp.ttl = 10m; } # Don't allow static files to set cookies. # (?i) denotes case insensitive in PCRE (perl compatible regular expressions). # This list of extensions appears twice, once here and again in vcl_recv so # make sure you edit both and keep them equal. if (req.url ~ "(?i)\.(pdf|asc|dat|txt|doc|xls|ppt|tgz|csv|png|gif|jpeg|jpg|ico|swf|css|js)(\?.*)?$") { unset beresp.http.set-cookie; } # Allow items to be stale if needed. set beresp.grace = 6h; } # In the event of an error, show friendlier messages. sub vcl_error { # Redirect to some other URL in the case of a homepage failure. #if (req.url ~ "^/?$") { # set obj.status = 302; # set obj.http.Location = "http://backup.example.com/"; #} # Otherwise redirect to the homepage, which will likely be in the cache. set obj.http.Content-Type = "text/html; charset=utf-8"; synthetic {" <html> <head> <title>Page Unavailable</title> <style> body { background: #303030; text-align: center; color: white; } #page { border: 1px solid #CCC; width: 500px; margin: 100px auto 0; padding: 30px; background: #323232; } a, a:link, a:visited { color: #CCC; } .error { color: #222; } </style> </head> <body onload="setTimeout(function() { window.location = '/' }, 5000)"> <div id="page"> <h1 class="title">Page Unavailable</h1> <p>The page you requested is temporarily unavailable.</p> <p>We're redirecting you to the <a href="/">homepage</a> in 5 seconds.</p> <div class="error">(Error "} + obj.status + " " + obj.response + {")</div> </div> </body> </html> "}; return (deliver); } I'm getting a MISS and age 0 every time. If I'm understanding correctly, this means the file isn't being returned from Varnish's cache. Is there a problem with my Varnish config?

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  • ?Oracle Database 12c????Information Lifecycle Management ILM?Storage Enhancements

    - by Liu Maclean(???)
    Oracle Database 12c????Information Lifecycle Management ILM ?????????Storage Enhancements ???????? Lifecycle Management ILM ????????? Automatic Data Placement ??????, ??ADP? ?????? 12c???????Datafile??? Online Move Datafile, ????????????????datafile???????,??????????????? ????(12.1.0.1)Automatic Data Optimization?heat map????????: ????????? (CDB)?????Automatic Data Optimization?heat map Row-level policies for ADO are not supported for Temporal Validity. Partition-level ADO and compression are supported if partitioned on the end-time columns. Row-level policies for ADO are not supported for in-database archiving. Partition-level ADO and compression are supported if partitioned on the ORA_ARCHIVE_STATE column. Custom policies (user-defined functions) for ADO are not supported if the policies default at the tablespace level. ADO does not perform checks for storage space in a target tablespace when using storage tiering. ADO is not supported on tables with object types or materialized views. ADO concurrency (the number of simultaneous policy jobs for ADO) depends on the concurrency of the Oracle scheduler. If a policy job for ADO fails more than two times, then the job is marked disabled and the job must be manually enabled later. Policies for ADO are only run in the Oracle Scheduler maintenance windows. Outside of the maintenance windows all policies are stopped. The only exceptions are those jobs for rebuilding indexes in ADO offline mode. ADO has restrictions related to moving tables and table partitions. ??????row,segment???????????ADO??,?????create table?alter table?????? ????ADO??,??????????????,???????????????? storage tier , ?????????storage tier?????????, ??????????????ADO??????????? segment?row??group? ?CREATE TABLE?ALERT TABLE???ILM???,??????????????????ADO policy? ??ILM policy???????????????? ??????? ????ADO policy, ?????alter table  ???????,?????????????? CREATE TABLE sales_ado (PROD_ID NUMBER NOT NULL, CUST_ID NUMBER NOT NULL, TIME_ID DATE NOT NULL, CHANNEL_ID NUMBER NOT NULL, PROMO_ID NUMBER NOT NULL, QUANTITY_SOLD NUMBER(10,2) NOT NULL, AMOUNT_SOLD NUMBER(10,2) NOT NULL ) ILM ADD POLICY COMPRESS FOR ARCHIVE HIGH SEGMENT AFTER 6 MONTHS OF NO ACCESS; SQL> SELECT SUBSTR(policy_name,1,24) AS POLICY_NAME, policy_type, enabled 2 FROM USER_ILMPOLICIES; POLICY_NAME POLICY_TYPE ENABLED -------------------- -------------------------- -------------- P41 DATA MOVEMENT YES ALTER TABLE sales MODIFY PARTITION sales_1995 ILM ADD POLICY COMPRESS FOR ARCHIVE HIGH SEGMENT AFTER 6 MONTHS OF NO ACCESS; SELECT SUBSTR(policy_name,1,24) AS POLICY_NAME, policy_type, enabled FROM USER_ILMPOLICIES; POLICY_NAME POLICY_TYPE ENABLE ------------------------ ------------- ------ P1 DATA MOVEMENT YES P2 DATA MOVEMENT YES /* You can disable an ADO policy with the following */ ALTER TABLE sales_ado ILM DISABLE POLICY P1; /* You can delete an ADO policy with the following */ ALTER TABLE sales_ado ILM DELETE POLICY P1; /* You can disable all ADO policies with the following */ ALTER TABLE sales_ado ILM DISABLE_ALL; /* You can delete all ADO policies with the following */ ALTER TABLE sales_ado ILM DELETE_ALL; /* You can disable an ADO policy in a partition with the following */ ALTER TABLE sales MODIFY PARTITION sales_1995 ILM DISABLE POLICY P2; /* You can delete an ADO policy in a partition with the following */ ALTER TABLE sales MODIFY PARTITION sales_1995 ILM DELETE POLICY P2; ILM ???????: ?????ILM ADP????,???????: ?????? ???? activity tracking, ????2????????,???????????????????: SEGMENT-LEVEL???????????????????? ROW-LEVEL????????,??????? ????????: 1??????? SEGMENT-LEVEL activity tracking ALTER TABLE interval_sales ILM  ENABLE ACTIVITY TRACKING SEGMENT ACCESS ???????INTERVAL_SALES??segment level  activity tracking,?????????????????? 2? ??????????? ALTER TABLE emp ILM ENABLE ACTIVITY TRACKING (CREATE TIME , WRITE TIME); 3????????? ALTER TABLE emp ILM ENABLE ACTIVITY TRACKING  (READ TIME); ?12.1.0.1.0?????? ??HEAT_MAP??????????, ?????system??session?????heap_map????????????? ?????????HEAT MAP??,? ALTER SYSTEM SET HEAT_MAP = ON; ?HEAT MAP??????,??????????????????????????  ??SYSTEM?SYSAUX????????????? ???????HEAT MAP??: ALTER SYSTEM SET HEAT_MAP = OFF; ????? HEAT_MAP????, ?HEAT_MAP??? ?????????????????????? ?HEAT_MAP?????????Automatic Data Optimization (ADO)??? ??ADO??,Heat Map ?????????? ????V$HEAT_MAP_SEGMENT ??????? HEAT MAP?? SQL> select * from V$heat_map_segment; no rows selected SQL> alter session set heat_map=on; Session altered. SQL> select * from scott.emp; EMPNO ENAME JOB MGR HIREDATE SAL COMM DEPTNO ---------- ---------- --------- ---------- --------- ---------- ---------- ---------- 7369 SMITH CLERK 7902 17-DEC-80 800 20 7499 ALLEN SALESMAN 7698 20-FEB-81 1600 300 30 7521 WARD SALESMAN 7698 22-FEB-81 1250 500 30 7566 JONES MANAGER 7839 02-APR-81 2975 20 7654 MARTIN SALESMAN 7698 28-SEP-81 1250 1400 30 7698 BLAKE MANAGER 7839 01-MAY-81 2850 30 7782 CLARK MANAGER 7839 09-JUN-81 2450 10 7788 SCOTT ANALYST 7566 19-APR-87 3000 20 7839 KING PRESIDENT 17-NOV-81 5000 10 7844 TURNER SALESMAN 7698 08-SEP-81 1500 0 30 7876 ADAMS CLERK 7788 23-MAY-87 1100 20 7900 JAMES CLERK 7698 03-DEC-81 950 30 7902 FORD ANALYST 7566 03-DEC-81 3000 20 7934 MILLER CLERK 7782 23-JAN-82 1300 10 14 rows selected. SQL> select * from v$heat_map_segment; OBJECT_NAME SUBOBJECT_NAME OBJ# DATAOBJ# TRACK_TIM SEG SEG FUL LOO CON_ID -------------------- -------------------- ---------- ---------- --------- --- --- --- --- ---------- EMP 92997 92997 23-JUL-13 NO NO YES NO 0 ??v$heat_map_segment???,?v$heat_map_segment??????????????X$HEATMAPSEGMENT V$HEAT_MAP_SEGMENT displays real-time segment access information. Column Datatype Description OBJECT_NAME VARCHAR2(128) Name of the object SUBOBJECT_NAME VARCHAR2(128) Name of the subobject OBJ# NUMBER Object number DATAOBJ# NUMBER Data object number TRACK_TIME DATE Timestamp of current activity tracking SEGMENT_WRITE VARCHAR2(3) Indicates whether the segment has write access: (YES or NO) SEGMENT_READ VARCHAR2(3) Indicates whether the segment has read access: (YES or NO) FULL_SCAN VARCHAR2(3) Indicates whether the segment has full table scan: (YES or NO) LOOKUP_SCAN VARCHAR2(3) Indicates whether the segment has lookup scan: (YES or NO) CON_ID NUMBER The ID of the container to which the data pertains. Possible values include:   0: This value is used for rows containing data that pertain to the entire CDB. This value is also used for rows in non-CDBs. 1: This value is used for rows containing data that pertain to only the root n: Where n is the applicable container ID for the rows containing data The Heat Map feature is not supported in CDBs in Oracle Database 12c, so the value in this column can be ignored. ??HEAP MAP??????????????????,????DBA_HEAT_MAP_SEGMENT???????? ???????HEAT_MAP_STAT$?????? ??Automatic Data Optimization??????: ????1: SQL> alter system set heat_map=on; ?????? ????????????? scott?? http://www.askmaclean.com/archives/scott-schema-script.html SQL> grant all on dbms_lock to scott; ????? SQL> grant dba to scott; ????? @ilm_setup_basic C:\APP\XIANGBLI\ORADATA\MACLEAN\ilm.dbf @tktgilm_demo_env_setup SQL> connect scott/tiger ; ???? SQL> select count(*) from scott.employee; COUNT(*) ---------- 3072 ??? 1 ?? SQL> set serveroutput on SQL> exec print_compression_stats('SCOTT','EMPLOYEE'); Compression Stats ------------------ Uncmpressed : 3072 Adv/basic compressed : 0 Others : 0 PL/SQL ???????? ???????3072?????? ????????? ????policy ???????????? alter table employee ilm add policy row store compress advanced row after 3 days of no modification / SQL> set serveroutput on SQL> execute list_ilm_policies; -------------------------------------------------- Policies defined for SCOTT -------------------------------------------------- Object Name------ : EMPLOYEE Subobject Name--- : Object Type------ : TABLE Inherited from--- : POLICY NOT INHERITED Policy Name------ : P1 Action Type------ : COMPRESSION Scope------------ : ROW Compression level : ADVANCED Tier Tablespace-- : Condition type--- : LAST MODIFICATION TIME Condition days--- : 3 Enabled---------- : YES -------------------------------------------------- PL/SQL ???????? SQL> select sysdate from dual; SYSDATE -------------- 29-7? -13 SQL> execute set_back_chktime(get_policy_name('EMPLOYEE',null,'COMPRESSION','ROW','ADVANCED',3,null,null),'EMPLOYEE',null,6); Object check time reset ... -------------------------------------- Object Name : EMPLOYEE Object Number : 93123 D.Object Numbr : 93123 Policy Number : 1 Object chktime : 23-7? -13 08.13.42.000000 ?? Distnt chktime : 0 -------------------------------------- PL/SQL ???????? ?policy?chktime???6??, ????set_back_chktime???????????????“????”?,?????????,???????? ?????? alter system flush buffer_cache; alter system flush buffer_cache; alter system flush shared_pool; alter system flush shared_pool; SQL> execute set_window('MONDAY_WINDOW','OPEN'); Set Maint. Window OPEN ----------------------------- Window Name : MONDAY_WINDOW Enabled? : TRUE Active? : TRUE ----------------------------- PL/SQL ???????? SQL> exec dbms_lock.sleep(60) ; PL/SQL ???????? SQL> exec print_compression_stats('SCOTT', 'EMPLOYEE'); Compression Stats ------------------ Uncmpressed : 338 Adv/basic compressed : 2734 Others : 0 PL/SQL ???????? ??????????????? Adv/basic compressed : 2734 ??????? SQL> col object_name for a20 SQL> select object_id,object_name from dba_objects where object_name='EMPLOYEE'; OBJECT_ID OBJECT_NAME ---------- -------------------- 93123 EMPLOYEE SQL> execute list_ilm_policy_executions ; -------------------------------------------------- Policies execution details for SCOTT -------------------------------------------------- Policy Name------ : P22 Job Name--------- : ILMJOB48 Start time------- : 29-7? -13 08.37.45.061000 ?? End time--------- : 29-7? -13 08.37.48.629000 ?? ----------------- Object Name------ : EMPLOYEE Sub_obj Name----- : Obj Type--------- : TABLE ----------------- Exec-state------- : SELECTED FOR EXECUTION Job state-------- : COMPLETED SUCCESSFULLY Exec comments---- : Results comments- : --- -------------------------------------------------- PL/SQL ???????? ILMJOB48?????policy?JOB,?12.1.0.1??J00x???? ?MMON_SLAVE???M00x???15????????? select sample_time,program,module,action from v$active_session_history where action ='KDILM background EXEcution' order by sample_time; 29-7? -13 08.16.38.369000000 ?? ORACLE.EXE (M000) MMON_SLAVE KDILM background EXEcution 29-7? -13 08.17.38.388000000 ?? ORACLE.EXE (M000) MMON_SLAVE KDILM background EXEcution 29-7? -13 08.17.39.390000000 ?? ORACLE.EXE (M000) MMON_SLAVE KDILM background EXEcution 29-7? -13 08.23.38.681000000 ?? ORACLE.EXE (M002) MMON_SLAVE KDILM background EXEcution 29-7? -13 08.32.38.968000000 ?? ORACLE.EXE (M000) MMON_SLAVE KDILM background EXEcution 29-7? -13 08.33.39.993000000 ?? ORACLE.EXE (M003) MMON_SLAVE KDILM background EXEcution 29-7? -13 08.33.40.993000000 ?? ORACLE.EXE (M003) MMON_SLAVE KDILM background EXEcution 29-7? -13 08.36.40.066000000 ?? ORACLE.EXE (M000) MMON_SLAVE KDILM background EXEcution 29-7? -13 08.37.42.258000000 ?? ORACLE.EXE (M000) MMON_SLAVE KDILM background EXEcution 29-7? -13 08.37.43.258000000 ?? ORACLE.EXE (M000) MMON_SLAVE KDILM background EXEcution 29-7? -13 08.37.44.258000000 ?? ORACLE.EXE (M000) MMON_SLAVE KDILM background EXEcution 29-7? -13 08.38.42.386000000 ?? ORACLE.EXE (M001) MMON_SLAVE KDILM background EXEcution select distinct action from v$active_session_history where action like 'KDILM%' KDILM background CLeaNup KDILM background EXEcution SQL> execute set_window('MONDAY_WINDOW','CLOSE'); Set Maint. Window CLOSE ----------------------------- Window Name : MONDAY_WINDOW Enabled? : TRUE Active? : FALSE ----------------------------- PL/SQL ???????? SQL> drop table employee purge ; ????? ???? ????? spool ilm_usecase_1_cleanup.lst @ilm_demo_cleanup ; spool off

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • WPF Infinite loop in references found while processing the Template

    - by Ryan
    I am pretty new to WPF and am getting this error after my mouse is over my custom listbox item. Error: Infinite loop in references found while processing the Template for an element named '' of type 'System.Windows.Controls.TextBox'. <Window.Resources> <ControlTemplate x:Key="MouseOverFocusTemplate" > <Grid> <Grid.RowDefinitions> <RowDefinition Height="55*" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <TextBox Width="290" TextAlignment="Left" VerticalContentAlignment="Center" BorderThickness="0" BorderBrush="Transparent" Foreground="#FF6FB8FD" FontSize="24" TextWrapping="Wrap" Text="{Binding .}" Grid.Column="1" Grid.Row="1" MinHeight="55" Cursor="Hand" IsReadOnly="True" FontFamily="Arial" > <TextBox.Background> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="#FF013B73" Offset="0.501"/> <GradientStop Color="#FF091F34"/> <GradientStop Color="#FF014A8F" Offset="0.5"/> <GradientStop Color="#FF003363" Offset="1"/> </LinearGradientBrush> </TextBox.Background> </TextBox> </Grid> </ControlTemplate> <Style x:Key="MouseOverFocusStyle" TargetType="{x:Type TextBox}"> <Setter Property="Template" Value="{StaticResource MouseOverFocusTemplate}"/> </Style> <ControlTemplate x:Key="LostFocusTemplate" > <Grid> <Grid.RowDefinitions> <RowDefinition Height="55*" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <TextBox Width="290" TextAlignment="Left" VerticalContentAlignment="Center" BorderThickness="0" BorderBrush="Transparent" Foreground="#FF6FB8FD" FontSize="24" TextWrapping="Wrap" Text="{Binding .}" Grid.Column="1" Grid.Row="1" MinHeight="55" Cursor="Hand" IsReadOnly="True" FontFamily="Arial" > <TextBox.Background> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <LinearGradientBrush.RelativeTransform> <TransformGroup> <ScaleTransform CenterX="0.5" CenterY="0.5"/> <SkewTransform CenterX="0.5" CenterY="0.5"/> <RotateTransform CenterX="0.5" CenterY="0.5"/> <TranslateTransform/> </TransformGroup> </LinearGradientBrush.RelativeTransform> <GradientStop Color="#FF091F34" Offset="1"/> <GradientStop Color="#FF002F5C" Offset="0.4"/> </LinearGradientBrush> </TextBox.Background> </TextBox> </Grid> </ControlTemplate> <Style x:Key="LostFocusStyle" TargetType="{x:Type TextBox}"> <Setter Property="Template" Value="{StaticResource LostFocusTemplate}"/> </Style> <ControlTemplate x:Key="GotFocusTemplate" > <Grid> <Grid.RowDefinitions> <RowDefinition Height="55*" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <TextBox Width="290" TextAlignment="Left" VerticalContentAlignment="Center" BorderThickness="0" BorderBrush="Transparent" Foreground="#FFE38E27" FontSize="24" TextWrapping="Wrap" Text="{Binding .}" Grid.Column="1" Grid.Row="1" MinHeight="55" Cursor="Hand" IsReadOnly="True" FontFamily="Arial" > <TextBox.Background> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="Black" Offset="0.501"/> <GradientStop Color="#FF091F34"/> <GradientStop Color="#FF002F5C" Offset="0.5"/> </LinearGradientBrush> </TextBox.Background> </TextBox> </Grid> </ControlTemplate> <Style x:Key="GotFocusStyle" TargetType="{x:Type TextBox}"> <Setter Property="Template" Value="{StaticResource GotFocusTemplate}"/> </Style> <Style TargetType="ListBoxItem"> <EventSetter Event="GotFocus" Handler="ListItem_GotFocus"></EventSetter> <EventSetter Event="LostFocus" Handler="ListItem_LostFocus"></EventSetter> <EventSetter Event="Mouse.MouseMove" Handler="ListItem_MouseOver"></EventSetter> </Style> <DataTemplate DataType="{x:Type TextBlock}"> </DataTemplate> <DataTemplate x:Key="CustomListData" DataType="{x:Type ListBoxItem}"> <Border BorderBrush="Black" BorderThickness="1" Margin="-2,0,0,-1"> <Grid> <Grid.RowDefinitions> <RowDefinition Height="55*" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <Grid.RenderTransform> <TransformGroup> <ScaleTransform ScaleX="1" ScaleY="1"/> <SkewTransform AngleX="0" AngleY="0"/> <RotateTransform Angle="0"/> <TranslateTransform X="0" Y="0"/> </TransformGroup> </Grid.RenderTransform> <!--<ScrollViewer x:Name="PART_ContentHost" />--> <TextBox Width="290" TextAlignment="Left" VerticalContentAlignment="Center" BorderThickness="0" BorderBrush="Transparent" Foreground="#FF6FB8FD" FontSize="24" FocusVisualStyle="{StaticResource GotFocusStyle}" TextWrapping="Wrap" Text="{Binding .}" Grid.Column="1" Grid.Row="1" MinHeight="55" Cursor="Hand" IsReadOnly="True" FontFamily="Arial" > <TextBox.Background> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <LinearGradientBrush.RelativeTransform> <TransformGroup> <ScaleTransform CenterX="0.5" CenterY="0.5"/> <SkewTransform CenterX="0.5" CenterY="0.5"/> <RotateTransform CenterX="0.5" CenterY="0.5"/> <TranslateTransform/> </TransformGroup> </LinearGradientBrush.RelativeTransform> <GradientStop Color="#FF091F34" Offset="1"/> <GradientStop Color="#FF002F5C" Offset="0.4"/> </LinearGradientBrush> </TextBox.Background> </TextBox> </Grid> </Border> </DataTemplate> <Style TargetType="{x:Type ListBox}"> <Setter Property="ItemTemplate" Value="{StaticResource CustomListData }" /> <Setter Property="ScrollViewer.HorizontalScrollBarVisibility" Value="Disabled" /> </Style> </Window.Resources> <Window.DataContext> <ObjectDataProvider ObjectType="{x:Type local:ImageLoader}" MethodName="LoadImages" /> </Window.DataContext> <ListBox ItemsSource="{Binding}" Width="320" Background="#FF021422" BorderBrush="#FF1C4B79"> <ListBox.Resources> <SolidColorBrush x:Key="{x:Static SystemColors.HighlightBrushKey}">Transparent</SolidColorBrush> </ListBox.Resources> </ListBox> The code behind for the mouse over event is as follows private void ListItem_MouseOver(object sender, RoutedEventArgs e) { e.Handled = true; FrameworkElement element = e.OriginalSource as FrameworkElement; if (element != null) { while (VisualTreeHelper.GetParent(element) != null) { element = VisualTreeHelper.GetParent(element) as FrameworkElement; TextBox item = element as TextBox; if (item != null) { item.Style = (Style)item.FindResource("MouseOverFocusStyle"); return; } } } } What am I missing? Is there an easier way to do this ? Thanks in advance Ryan

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  • Looking for a workaround for IE 6/7 "Unspecified Error" bug when accessing offsetParent; using ASP.N

    - by CodeChef
    I'm using jQuery UI's draggable and droppable libraries in a simple ASP.NET proof of concept application. This page uses the ASP.NET AJAX UpdatePanel to do partial page updates. The page allows a user to drop an item into a trashcan div, which will invoke a postback that deletes a record from the database, then rebinds the list (and other controls) that the item was drug from. All of these elements (the draggable items and the trashcan div) are inside an ASP.NET UpdatePanel. Here is the dragging and dropping initialization script: function initDragging() { $(".person").draggable({helper:'clone'}); $("#trashcan").droppable({ accept: '.person', tolerance: 'pointer', hoverClass: 'trashcan-hover', activeClass: 'trashcan-active', drop: onTrashCanned }); } $(document).ready(function(){ initDragging(); var prm = Sys.WebForms.PageRequestManager.getInstance(); prm.add_endRequest(function() { initDragging(); }); }); function onTrashCanned(e,ui) { var id = $('input[id$=hidID]', ui.draggable).val(); if (id != undefined) { $('#hidTrashcanID').val(id); __doPostBack('btnTrashcan',''); } } When the page posts back, partially updating the UpdatePanel's content, I rebind the draggables and droppables. When I then grab a draggable with my cursor, I get an "htmlfile: Unspecified error." exception. I can resolve this problem in the jQuery library by replacing elem.offsetParent with calls to this function that I wrote: function IESafeOffsetParent(elem) { try { return elem.offsetParent; } catch(e) { return document.body; } } I also have to avoid calls to elem.getBoundingClientRect() as it throws the same error. For those interested, I only had to make these changes in the jQuery.fn.offset function in the Dimensions Plugin. My questions are: Although this works, are there better ways (cleaner; better performance; without having to modify the jQuery library) to solve this problem? If not, what's the best way to manage keeping my changes in sync when I update the jQuery libraries in the future? For, example can I extend the library somewhere other than just inline in the files that I download from the jQuery website. Update: @some It's not publicly accessible, but I will see if SO will let me post the relevant code into this answer. Just create an ASP.NET Web Application (name it DragAndDrop) and create these files. Don't forget to set Complex.aspx as your start page. You'll also need to download the jQuery UI drag and drop plug in as well as jQuery core Complex.aspx <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="Complex.aspx.cs" Inherits="DragAndDrop.Complex" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" > <head runat="server"> <title>Untitled Page</title> <script src="jquery-1.2.6.min.js" type="text/javascript"></script> <script src="jquery-ui-personalized-1.5.3.min.js" type="text/javascript"></script> <script type="text/javascript"> function initDragging() { $(".person").draggable({helper:'clone'}); $("#trashcan").droppable({ accept: '.person', tolerance: 'pointer', hoverClass: 'trashcan-hover', activeClass: 'trashcan-active', drop: onTrashCanned }); } $(document).ready(function(){ initDragging(); var prm = Sys.WebForms.PageRequestManager.getInstance(); prm.add_endRequest(function() { initDragging(); }); }); function onTrashCanned(e,ui) { var id = $('input[id$=hidID]', ui.draggable).val(); if (id != undefined) { $('#hidTrashcanID').val(id); __doPostBack('btnTrashcan',''); } } </script> </head> <body> <form id="form1" runat="server"> <asp:ScriptManager ID="ScriptManager1" runat="server"> </asp:ScriptManager> <div> <asp:UpdatePanel ID="updContent" runat="server" UpdateMode="Always"> <ContentTemplate> <asp:LinkButton ID="btnTrashcan" Text="trashcan" runat="server" CommandName="trashcan" onclick="btnTrashcan_Click" style="display:none;"></asp:LinkButton> <input type="hidden" id="hidTrashcanID" runat="server" /> <asp:Button ID="Button1" runat="server" Text="Save" onclick="Button1_Click" /> <table> <tr> <td style="width: 300px;"> <asp:DataList ID="lstAllPeople" runat="server" DataSourceID="odsAllPeople" DataKeyField="ID"> <ItemTemplate> <div class="person"> <asp:HiddenField ID="hidID" runat="server" Value='<%# Eval("ID") %>' /> Name: <asp:Label ID="lblName" runat="server" Text='<%# Eval("Name") %>' /> <br /> <br /> </div> </ItemTemplate> </asp:DataList> <asp:ObjectDataSource ID="odsAllPeople" runat="server" SelectMethod="SelectAllPeople" TypeName="DragAndDrop.Complex+DataAccess" onselecting="odsAllPeople_Selecting"> <SelectParameters> <asp:Parameter Name="filter" Type="Object" /> </SelectParameters> </asp:ObjectDataSource> </td> <td style="width: 300px;vertical-align:top;"> <div id="trashcan"> drop here to delete </div> <asp:DataList ID="lstPeopleToDelete" runat="server" DataSourceID="odsPeopleToDelete"> <ItemTemplate> ID: <asp:Label ID="IDLabel" runat="server" Text='<%# Eval("ID") %>' /> <br /> Name: <asp:Label ID="NameLabel" runat="server" Text='<%# Eval("Name") %>' /> <br /> <br /> </ItemTemplate> </asp:DataList> <asp:ObjectDataSource ID="odsPeopleToDelete" runat="server" onselecting="odsPeopleToDelete_Selecting" SelectMethod="GetDeleteList" TypeName="DragAndDrop.Complex+DataAccess"> <SelectParameters> <asp:Parameter Name="list" Type="Object" /> </SelectParameters> </asp:ObjectDataSource> </td> </tr> </table> </ContentTemplate> </asp:UpdatePanel> </div> </form> </body> </html> Complex.aspx.cs namespace DragAndDrop { public partial class Complex : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { } protected List<int> DeleteList { get { if (ViewState["dl"] == null) { List<int> dl = new List<int>(); ViewState["dl"] = dl; return dl; } else { return (List<int>)ViewState["dl"]; } } } public class DataAccess { public IEnumerable<Person> SelectAllPeople(IEnumerable<int> filter) { return Database.SelectAll().Where(p => !filter.Contains(p.ID)); } public IEnumerable<Person> GetDeleteList(IEnumerable<int> list) { return Database.SelectAll().Where(p => list.Contains(p.ID)); } } protected void odsAllPeople_Selecting(object sender, ObjectDataSourceSelectingEventArgs e) { e.InputParameters["filter"] = this.DeleteList; } protected void odsPeopleToDelete_Selecting(object sender, ObjectDataSourceSelectingEventArgs e) { e.InputParameters["list"] = this.DeleteList; } protected void Button1_Click(object sender, EventArgs e) { foreach (int id in DeleteList) { Database.DeletePerson(id); } DeleteList.Clear(); lstAllPeople.DataBind(); lstPeopleToDelete.DataBind(); } protected void btnTrashcan_Click(object sender, EventArgs e) { int id = int.Parse(hidTrashcanID.Value); DeleteList.Add(id); lstAllPeople.DataBind(); lstPeopleToDelete.DataBind(); } } } Database.cs namespace DragAndDrop { public static class Database { private static Dictionary<int, Person> _people = new Dictionary<int,Person>(); static Database() { Person[] people = new Person[] { new Person("Chad") , new Person("Carrie") , new Person("Richard") , new Person("Ron") }; foreach (Person p in people) { _people.Add(p.ID, p); } } public static IEnumerable<Person> SelectAll() { return _people.Values; } public static void DeletePerson(int id) { if (_people.ContainsKey(id)) { _people.Remove(id); } } public static Person CreatePerson(string name) { Person p = new Person(name); _people.Add(p.ID, p); return p; } } public class Person { private static int _curID = 1; public int ID { get; set; } public string Name { get; set; } public Person() { ID = _curID++; } public Person(string name) : this() { Name = name; } } }

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  • Jquery Flexslider - can't see navigational images (manualControl)

    - by Kim Thomas
    I've spent a lot of time looking at the post on 3/13/12 re: manual controls, but isn't getting me all the way there...probably because I don't know jquery. Sorry, newbie on board. I'm trying to get the right/left arrows to show, as well as the 1, 2, 3...at the bottom. They are there, I see the lists on Firebug, just don't know how to add them to the "hook" (?) so they appear. Here is the code I have in header: <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js" type="text/javascript"></script> <script src="jquery.flexslider.js"></script> <script type="text/javascript" charset="utf-8"> $(window).load(function() { $('.flexslider').flexslider({ animation: "slide", slideshow: false, controlNav: true, manualControls: ".flex-control-nav li a", controlsContainer: ".flex-container" }); }); </script> Here is my html: <div class="flex-container"> <div class="flexslider"> <ul class="slides"> <li><img src="images/tah_home.jpg" alt="taylor art house home page" width="600" height="320"/> <p class="flex-caption">Taylor Art House Home Page</p></li> <li><img src="images/tah_blog.jpg" alt="taylor art house blog page" width="600" height="320" /> <p class="flex-caption">We created a blog that fits seemlessly into Taylor Art House's look</p></li> <li><img src="images/tah_artwork_page.jpg" alt="taylor art house art page" width="600" height="320" /> <p class="flex-caption">One of Taylor Art House's gallery pages, using a Wordpress plugin</p></li> <li><img src="images/tah_arch_portfolio.jpg" alt="jon taylor architecture portfolio page" width="600" height="320" /> <p class="flex-caption">We created links to toggle from TAH to Jon Taylor Architecture</p></li> </ul> </div><!--end flexsider--> </div><!--end flex-container--> Here is the Flexslider CSS: /* * jQuery FlexSlider v1.8 * http://www.woothemes.com/flexslider/ * * Copyright 2012 WooThemes * Free to use under the MIT license. * http://www.opensource.org/licenses/mit-license.php */ /* Browser Resets */ .flex-container a:active, .flexslider a:active, .flex-container a:focus, .flexslider a:focus {outline: none;} .slides, .flex-control-nav, .flex-direction-nav {margin: 0; padding: 0; list-style: none;} /* FlexSlider Necessary Styles *********************************/ .flexslider { width: 100%; margin: 0; padding: 0; } .flexslider .slides > li { display: none; -webkit-backface-visibility: hidden; } /* Hide the slides before the JS is loaded. Avoids image jumping */ .flexslider .slides img { max-width: 100%; display: block; } .flex-pauseplay span { text-transform: capitalize; } /* Clearfix for the .slides element */ .slides:after { content: "."; display: block; clear: both; visibility: hidden; line-height: 0; height: 0; } html[xmlns] .slides { display: block; } * html .slides { height: 1%; } /* No JavaScript Fallback */ /* If you are not using another script, such as Modernizr, make sure you * include js that eliminates this class on page load */ .no-js .slides > li:first-child { display: block; } /* FlexSlider Default Theme *********************************/ .flexslider { width: 600px; background: #fff; border: 4px solid #999; position: relative; margin: 30px 0; -webkit-border-radius: 5px; -moz-border-radius: 5px; -o-border-radius: 5px; border-radius: 5px; zoom: 1; } .flexslider .slides { zoom: 1; } .flexslider .slides > li { position: relative; } /* Suggested container for "Slide" animation setups. Can replace this with your own, if you wish */ .flex-container { zoom: 1; position: relative; margin-left:100px; } /* Caption style */ /* IE rgba() hack */ .flex-caption { background:none; -ms-filter:progid:DXImageTransform.Microsoft.gradient(startColorstr=#4C000000,endColorstr=#4C000000); filter:progid:DXImageTransform.Microsoft.gradient(startColorstr=#4C000000,endColorstr=#4C000000); zoom: 1; } .flex-caption { width: 96%; padding: 2%; margin: 0; position: absolute; left: 0; bottom: 0; background: rgba(0,0,0,.3); color: #fff; text-shadow: 0 -1px 0 rgba(0,0,0,.3); font-size: 14px; line-height: 18px; } /* Direction Nav */ .flex-direction-nav { height: 0; } .flex-direction-nav li a { width: 52px; height: 52px; margin: -13px 0 0; display: block; background: url(theme/bg_direction_nav.png) no-repeat; position: absolute; top: 50%; cursor: pointer; text-indent: -999em; } .flex-direction-nav li .next { background-position: -52px 0; right: -21px; } .flex-direction-nav li .prev { left: -20px; } .flex-direction-nav li .disabled { opacity: .3; filter:alpha(opacity=30); cursor: default; } /* Control Nav */ .flex-control-nav { width: 100%; position: absolute; bottom: -30px; text-align: center; } .flex-control-nav li { margin: 0 0 0 5px; display: inline-block; zoom: 1; *display: inline; } .flex-control-nav li:first-child { margin: 0; } .flex-control-nav li a { width: 13px; height: 13px; display: block; background: url(theme/bg_control_nav.png) no-repeat; cursor: pointer; text-indent: -999em; } .flex-control-nav li a:hover { background-position: 0 -13px; } .flex-control-nav li a.active { background-position: 0 -26px; cursor: default; } Here is how it appears in Firebug: <div class="flex-container"> <div class="flexslider" style="overflow: hidden;"> <ul class="slides" style="width: 1200%; margin-left: -1800px;"> <li class="clone" style="width: 600px; float: left; display: block;"> <li style="width: 600px; float: left; display: block;"> <li style="width: 600px; float: left; display: block;"> <li style="width: 600px; float: left; display: block;"> <li style="width: 600px; float: left; display: block;"> <li class="clone" style="width: 600px; float: left; display: block;"> </ul> </div> <ol class="flex-control-nav"> <li> <a class="">1</a> </li> <li> <li> <li> </ol> <ul class="flex-direction-nav"> <li> <a class="prev" href="#">Previous</a> </li> <li> <a class="next" href="#">Next</a> </li> </ul> </div> Finally, here is a link to the jsFiddle file (I saw someone wanted that in other flexslider post): http://jsfiddle.net/kthms/Wxmsp/ Link to page: http://www.kajortdesigns.com/tah.php I've tried every combo of class from the CSS in the manualControl: "", but I'm just guessing. If anyone can help this newbie out, I would be very appreciative. Explicit instructions are always appreciated.

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  • Asp.net PopupControlExtender inside UpdatePabel

    - by user296422
    Hi, So i use PopupControlExtender (to edit some of the fields) inside ListViewControl which itself is embeded inside an UpdatePanel. The problem is as follows whenever you cause partail postback the popup panels are created client side outside the updatepanel. And you get more clientside controls with the same clientside ID. When you postback with popup panel the server side control eg. Texbox has Text = clientsidecontrol1.text, clientsidecontrol2.text, clientsidecontrol.text3 Is there a way to prevent this. <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Test.aspx.cs" Inherits="Secure_Test" %> <%@ Register assembly="AjaxControlToolkit" namespace="AjaxControlToolkit" tagprefix="cc1" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> </head> <body> <form id="form1" runat="server"> <cc1:ToolkitScriptManager ID="ToolkitScriptManager1" runat="server"> </cc1:ToolkitScriptManager> <div> <asp:UpdatePanel ID="UpdatePanel1" runat="server"> <ContentTemplate> <asp:Label ID="InputLabel" runat="server" Text="Whatever you put in the textbox"></asp:Label> <br /> <asp:Label runat="server"> <%= DateTime.Now.ToString() %></asp:Label> <br /> <asp:Button ID="Button1" runat="server" Text="Refresh" /> <br /> <asp:LinkButton ID="PopupLB" runat="server">Popup</asp:LinkButton> <br /> <cc1:PopupControlExtender ID="PopupControlExtender1" runat="server" PopupControlID="Panel1" TargetControlID="PopupLB" CommitProperty="Value"> </cc1:PopupControlExtender> <asp:Panel ID="Panel1" runat="server"> <asp:UpdatePanel ID="UpdatePanel2" runat="server"> <ContentTemplate> <asp:TextBox ID="InputTB" runat="server"></asp:TextBox> <asp:Button ID="SubmitBTN" runat="server" Text="Submit" onclick="SubmitBTN_Click" UseSubmitBehavior="false" /> </ContentTemplate> </asp:UpdatePanel> </asp:Panel> </ContentTemplate> </asp:UpdatePanel> </div> </form> </body> </html> using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using AjaxControlToolkit; public partial class Secure_Test : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { } protected void SubmitBTN_Click(object sender, EventArgs e) { PopupControlExtender pce = AjaxControlToolkit.PopupControlExtender.GetProxyForCurrentPopup(Page); pce.Commit("Popup"); InputLabel.Text = InputTB.Text; } } To make it easier to test i post the code of an example page i used for testing. To make myself clear here is an example: i click Popup. Type "asdf" in the textbox and click Submit. InputPanel dispalys "asdf" i click Popup again. Type "qwerty" in the textbox and click Submit. InputPanel now displays "qwerty,asdf" When you check it the firebug you get this: <form id="form1" action="Test.aspx" method="post" name="form1"> <div> <input type="hidden" value=";;AjaxControlToolkit, Version=3.0.30930.21526, Culture=neutral, PublicKeyToken=28f01b0e84b6d53e:pl-PL:c83bc095-c5d9-40da-b175-dc46338fcc3a:865923e8:91bd373d:596d588c:411fea1c:e7c87f07:bbfda34c:30a78ec5:42b7c466;" id="ToolkitScriptManager1_HiddenField" name="ToolkitScriptManager1_HiddenField"> </div> <script type="text/javascript"> //&lt;![CDATA[ var theForm = document.forms['form1']; if (!theForm) { theForm = document.form1; } function __doPostBack(eventTarget, eventArgument) { if (!theForm.onsubmit || (theForm.onsubmit() != false)) { theForm.__EVENTTARGET.value = eventTarget; theForm.__EVENTARGUMENT.value = eventArgument; theForm.submit(); } } //]]&gt; </script> <script type="text/javascript" src="/WebResource.axd?d=B2RAZw_YugtketKJqWIbXA2&amp;t=634051184591131846"></script> <script type="text/javascript" src="/ScriptResource.axd?d=zifZiisoqXYJSwLXuAZ4DmtrWVvn9x0W1r7qfDo40UU7q9QYoa5ChdBZD6dDL66f0flKVDmPL2woIPesut_FUpsFZUN2A5sDN7IOqPUOZO41&amp;t=1a45d080"></script> <script type="text/javascript"> //&lt;![CDATA[ if (typeof(Sys) === 'undefined') throw new Error('Ladowanie struktury strony klienta ASP.NET Ajax nie powiodlo sie.'); //]]&gt; </script> <script type="text/javascript" src="/ScriptResource.axd?d=zifZiisoqXYJSwLXuAZ4DmtrWVvn9x0W1r7qfDo40UU7q9QYoa5ChdBZD6dDL66fyxEJaYB3uJEQ0r_TmOPczeBZ1gpFH5a6x4ug130lptsKAcGA3S1vt08sHQo5sFtH0&amp;t=1a45d080"></script> <script type="text/javascript" src="/Secure/Test.aspx?_TSM_HiddenField_=ToolkitScriptManager1_HiddenField&amp;_TSM_CombinedScripts_=%3b%3bAjaxControlToolkit%2c+Version%3d3.0.30930.21526%2c+Culture%3dneutral%2c+PublicKeyToken%3d28f01b0e84b6d53e%3apl-PL%3ac83bc095-c5d9-40da-b175-dc46338fcc3a%3a865923e8%3a91bd373d%3a596d588c%3a411fea1c%3ae7c87f07%3abbfda34c%3a30a78ec5%3a42b7c466"></script> <div> </div> <script type="text/javascript"> //&lt;![CDATA[ Sys.WebForms.PageRequestManager._initialize('ToolkitScriptManager1', document.getElementById('form1')); Sys.WebForms.PageRequestManager.getInstance()._updateControls(['tUpdatePanel1','tUpdatePanel2'], [], [], 90); //]]&gt; </script> <div> <div id="UpdatePanel1"> <span id="InputLabel">qwerty,asdf</span> <br> <span>2010-06-15 18:26:50</span> <br> <input type="submit" id="Button1" value="Refresh" name="Button1"> <br> <a href="javascript:__doPostBack('PopupLB','')" id="PopupLB">Popup</a> <br> </div> </div> <script type="text/javascript"> //&lt;![CDATA[ (function() {var fn = function() {$get('ToolkitScriptManager1_HiddenField').value = '';Sys.Application.remove_init(fn);};Sys.Application.add_init(fn);})();Sys.Application.initialize(); Sys.Application.add_init(function() { $create(AjaxControlToolkit.PopupControlBehavior, {"CommitProperty":"Value","PopupControlID":"Panel1","dynamicServicePath":"/Secure/Test.aspx","id":"PopupControlExtender1"}, null, null, $get("PopupLB")); }); //]]&gt; </script> <div id="Panel1" style="position: absolute; left: 8px; top: 73px; z-index: 1000; display: none; visibility: hidden;"> <div id="UpdatePanel2"> <input type="text" id="InputTB" name="InputTB"> <input type="button" id="SubmitBTN" onclick="javascript:__doPostBack('SubmitBTN','')" value="Submit" name="SubmitBTN"> </div> </div><span style="display: none ! important;"><input type="hidden" name="__EVENTTARGET" id="__EVENTTARGET" value=""></span><span style="display: none ! important;"><input type="hidden" name="__EVENTARGUMENT" id="__EVENTARGUMENT" value=""></span><span style="display: none ! important;"><input type="hidden" name="__VIEWSTATE" id="__VIEWSTATE" value="/wEPDwUJMTkwNzc2NzAzD2QWAgIDD2QWAgIDD2QWAmYPZBYCAgEPDxYCHgRUZXh0BQtxd2VydHksYXNkZmRkZApLPc2nZUC+UkZsCrByuofHMah5"></span><span style="display: none ! important;"><input type="hidden" name="__EVENTVALIDATION" id="__EVENTVALIDATION" value="/wEWBQLi2qWdAwKM54rGBgKIkJujDQKbjp+pDQKc7v+tArliNtJzeG8HrfsGBBXIViJAUGMz"></span><div id="Panel1" style="visibility: hidden; position: absolute; left: 8px; top: 73px; z-index: 1000; display: none;"> <div id="UpdatePanel2"> <input type="text" id="InputTB" value="asdf" name="InputTB"> <input type="button" id="SubmitBTN" onclick="javascript:__doPostBack('SubmitBTN','')" value="Submit" name="SubmitBTN"> </div> </div><div id="Panel1" style="display: none; visibility: hidden; position: absolute;"> <div id="UpdatePanel2"> <input type="text" id="InputTB" value="qwerty,asdf" name="InputTB"> <input type="button" id="SubmitBTN" onclick="javascript:__doPostBack('SubmitBTN','')" value="Submit" name="SubmitBTN"> </div> </div></form> InputTB and Panel1 where generated 3 time.

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  • HTML: Nesting DIVs problem

    - by mawg
    I am coding a form generator. So far, so good, then I decided to give it a real test. I made a form with some nested each holding a few controls. I will post the HTML at the end. If you load it into a browser, it renders, but is obviously wrong. I had previously tested using the W3C validator and things were fine, but that was for non nested. When I validate a form with nested I get errors: Error Line 13, Column 117: document type does not allow element "DIV" here …style="position: absolute; top:88px; left: 256px; width: 145px; height: 21px;"> So, how do I correct that? What do I do with nested FIELDSETs? Here's the complete HTML <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN""http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <title></title> <meta http-equiv="Content-type" content="text/html;charset=UTF-8"> </head> <body> <form action="C:\temp\an_elogger_test.php" method="get"><div class="TGroupBox" id="GroupBox1"> <fieldset style="position: absolute; top:24px; left:24px; width: 449px; height: 473px;"> <legend>GroupBox1</legend> <div class="TPanel" id="Panel1"> <fieldset style="position: absolute; top:64px; left:64px; width: 361px; height: 217px;"> <div class="TComboBox" id="ComboBox1" style="position: absolute; top:88px; left: 256px; width: 145px; height: 21px;"> <select name="ComboBox1"> </select> </div> <div class="TGroupBox" id="GroupBox2"> <fieldset style="position: absolute; top:80px; left:88px; width: 145px; height: 177px;"> <legend>GroupBox2</legend> <div class="TCheckBox" id="CheckBox1" style="position: absolute; top:112px; left: 104px; width: 97px; height: 17px;">CheckBox1<input type="checkbox" name="CheckBox1" value="CheckBox1Checked"></div> <div class="TCheckBox" id="CheckBox2" style="position: absolute; top:152px; left: 112px; width: 97px; height: 17px;">CheckBox2<input type="checkbox" name="CheckBox2" value="CheckBox2Checked"checked="checked"></div> </fieldset> </div> <div class="TRadioGroup" id="RadioGroup2"> <fieldset style="position: absolute; top:128px; left: 264px; width: 145px; height: 137px;"><legend>RadioGroup2</legend> eins: <input type="radio" name="RadioGroup2" value="eins" checked><br> zwei: <input type="radio" name="RadioGroup2" value="zwei"><br> drei: <input type="radio" name="RadioGroup2" value="drei"><br> </fieldset> </div> </fieldset> </div> <div class="TMemo" id="Memo1"><textarea name="Memo1" rows="8" cols="13" style="position: absolute; top:320px; left: 88px; width: 185px; height: 89px;"> </textarea> </div> <div class="TComboBox" id="ComboBox2" style="position: absolute; top:328px; left: 296px; width: 145px; height: 21px;"> <select name="ComboBox2"> <option value="a">a</option> <option value="b">b</option> <option value="c">c</option> <option value="d" selected="selected">d</option> <option value="e">e</option> </select> </div> </fieldset> </div> <div class="TPanel" id="Panel2"> <fieldset style="position: absolute; top:32px; left:520px; width: 425px; height: 449px;"> <div class="TPanel" id="Panel3"> <fieldset style="position: absolute; top:64px; left:552px; width: 345px; height: 185px;"> <div class="TMemo" id="Memo2"><textarea name="Memo2" rows="8" cols="13" style="position: absolute; top:88px; left: 584px; width: 185px; height: 89px;"> You may wish to leave this memo emptyOr perpahaps give instructions aboout what should be written here</textarea> </div> <div class="TEdit" id="Edit1" style="position: absolute; top:200px; left: 600px; width: 121px; height: 21px;"><input type="text" name="Edit1"value="Insert text here"></div> </fieldset> </div> <div class="TGroupBox" id="GroupBox3"> <fieldset style="position: absolute; top:272px; left:552px; width: 345px; height: 185px;"> <legend>GroupBox3</legend> <div class="TPanel" id="Panel4"> <fieldset style="position: absolute; top:304px; left:584px; width: 177px; height: 137px;"> <div class="TRadioGroup" id="RadioGroup1"> <fieldset style="position: absolute; top:312px; left: 600px; width: 97px; height: 105px;"><legend>RadioGroup1</legend> one: <input type="radio" name="RadioGroup1" value="one"><br> two: <input type="radio" name="RadioGroup1" value="two" checked><br> three: <input type="radio" name="RadioGroup1" value="three"><br> </fieldset> </div> </fieldset> </div> <div class="TEdit" id="Edit2" style="position: absolute; top:320px; left: 776px; width: 105px; height: 21px;"><input type="text" name="Edit2"></div> </fieldset> </div> </fieldset> </div> <div align="center" style="margin: auto"><input type="submit" name="submitButton" value="Submit" style="position:absolute;top:522px;"></div> </form> </body> </html>

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  • Delphi: EInvalidOp in neural network class (TD-lambda)

    - by user89818
    I have the following draft for a neural network class. This neural network should learn with TD-lambda. It is started by calling the getRating() function. But unfortunately, there is an EInvalidOp (invalid floading point operation) error after about 1000 iterations in the following lines: neuronsHidden[j] := neuronsHidden[j]+neuronsInput[t][i]*weightsInput[i][j]; // input -> hidden weightsHidden[j][k] := weightsHidden[j][k]+LEARNING_RATE_HIDDEN*tdError[k]*eligibilityTraceOutput[j][k]; // adjust hidden->output weights according to TD-lambda Why is this error? I can't find the mistake in my code :( Can you help me? Thank you very much in advance! unit uNeuronalesNetz; interface uses Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms, Dialogs, ExtCtrls, StdCtrls, Grids, Menus, Math; const NEURONS_INPUT = 43; // number of neurons in the input layer NEURONS_HIDDEN = 60; // number of neurons in the hidden layer NEURONS_OUTPUT = 1; // number of neurons in the output layer NEURONS_TOTAL = NEURONS_INPUT+NEURONS_HIDDEN+NEURONS_OUTPUT; // total number of neurons in the network MAX_TIMESTEPS = 42; // maximum number of timesteps possible (after 42 moves: board is full) LEARNING_RATE_INPUT = 0.25; // in ideal case: decrease gradually in course of training LEARNING_RATE_HIDDEN = 0.15; // in ideal case: decrease gradually in course of training GAMMA = 0.9; LAMBDA = 0.7; // decay parameter for eligibility traces type TFeatureVector = Array[1..43] of SmallInt; // definition of the array type TFeatureVector TArtificialNeuralNetwork = class // definition of the class TArtificialNeuralNetwork private // GENERAL SETTINGS START learningMode: Boolean; // does the network learn and change its weights? // GENERAL SETTINGS END // NETWORK CONFIGURATION START neuronsInput: Array[1..MAX_TIMESTEPS] of Array[1..NEURONS_INPUT] of Extended; // array of all input neurons (their values) for every timestep neuronsHidden: Array[1..NEURONS_HIDDEN] of Extended; // array of all hidden neurons (their values) neuronsOutput: Array[1..NEURONS_OUTPUT] of Extended; // array of output neurons (their values) weightsInput: Array[1..NEURONS_INPUT] of Array[1..NEURONS_HIDDEN] of Extended; // array of weights: input->hidden weightsHidden: Array[1..NEURONS_HIDDEN] of Array[1..NEURONS_OUTPUT] of Extended; // array of weights: hidden->output // NETWORK CONFIGURATION END // LEARNING SETTINGS START outputBefore: Array[1..NEURONS_OUTPUT] of Extended; // the network's output value in the last timestep (the one before) eligibilityTraceHidden: Array[1..NEURONS_INPUT] of Array[1..NEURONS_HIDDEN] of Array[1..NEURONS_OUTPUT] of Extended; // array of eligibility traces: hidden layer eligibilityTraceOutput: Array[1..NEURONS_TOTAL] of Array[1..NEURONS_TOTAL] of Extended; // array of eligibility traces: output layer reward: Array[1..MAX_TIMESTEPS] of Array[1..NEURONS_OUTPUT] of Extended; // the reward value for all output neurons in every timestep tdError: Array[1..NEURONS_OUTPUT] of Extended; // the network's error value for every single output neuron t: Byte; // current timestep cyclesTrained: Integer; // number of cycles trained so far (learning rates could be decreased accordingly) last50errors: Array[1..50] of Extended; // LEARNING SETTINGS END public constructor Create; // create the network object and do the initialization procedure UpdateEligibilityTraces; // update the eligibility traces for the hidden and output layer procedure tdLearning; // learning algorithm: adjust the network's weights procedure ForwardPropagation; // propagate the input values through the network to the output layer function getRating(state: TFeatureVector; explorative: Boolean): Extended; // get the rating for a given state (feature vector) function HyperbolicTangent(x: Extended): Extended; // calculate the hyperbolic tangent [-1;1] procedure StartNewCycle; // start a new cycle with everything set to default except for the weights procedure setLearningMode(activated: Boolean=TRUE); // switch the learning mode on/off procedure setInputs(state: TFeatureVector); // transfer the given feature vector to the input layer (set input neurons' values) procedure setReward(currentReward: SmallInt); // set the reward for the current timestep (with learning then or without) procedure nextTimeStep; // increase timestep t function getCyclesTrained(): Integer; // get the number of cycles trained so far procedure Visualize(imgHidden: Pointer); // visualize the neural network's hidden layer end; implementation procedure TArtificialNeuralNetwork.UpdateEligibilityTraces; var i, j, k: Integer; begin // how worthy is a weight to be adjusted? for j := 1 to NEURONS_HIDDEN do begin for k := 1 to NEURONS_OUTPUT do begin eligibilityTraceOutput[j][k] := LAMBDA*eligibilityTraceOutput[j][k]+(neuronsOutput[k]*(1-neuronsOutput[k]))*neuronsHidden[j]; for i := 1 to NEURONS_INPUT do begin eligibilityTraceHidden[i][j][k] := LAMBDA*eligibilityTraceHidden[i][j][k]+(neuronsOutput[k]*(1-neuronsOutput[k]))*weightsHidden[j][k]*neuronsHidden[j]*(1-neuronsHidden[j])*neuronsInput[t][i]; end; end; end; end; procedure TArtificialNeuralNetwork.setReward; VAR i: Integer; begin for i := 1 to NEURONS_OUTPUT do begin // +1 = player A wins // 0 = draw // -1 = player B wins reward[t][i] := currentReward; end; end; procedure TArtificialNeuralNetwork.tdLearning; var i, j, k: Integer; begin if learningMode then begin for k := 1 to NEURONS_OUTPUT do begin if reward[t][k] = 0 then begin tdError[k] := GAMMA*neuronsOutput[k]-outputBefore[k]; // network's error value when reward is 0 end else begin tdError[k] := reward[t][k]-outputBefore[k]; // network's error value in the final state (reward received) end; for j := 1 to NEURONS_HIDDEN do begin weightsHidden[j][k] := weightsHidden[j][k]+LEARNING_RATE_HIDDEN*tdError[k]*eligibilityTraceOutput[j][k]; // adjust hidden->output weights according to TD-lambda for i := 1 to NEURONS_INPUT do begin weightsInput[i][j] := weightsInput[i][j]+LEARNING_RATE_INPUT*tdError[k]*eligibilityTraceHidden[i][j][k]; // adjust input->hidden weights according to TD-lambda end; end; end; end; end; procedure TArtificialNeuralNetwork.ForwardPropagation; var i, j, k: Integer; begin for j := 1 to NEURONS_HIDDEN do begin neuronsHidden[j] := 0; for i := 1 to NEURONS_INPUT do begin neuronsHidden[j] := neuronsHidden[j]+neuronsInput[t][i]*weightsInput[i][j]; // input -> hidden end; neuronsHidden[j] := HyperbolicTangent(neuronsHidden[j]); // activation of hidden neuron j end; for k := 1 to NEURONS_OUTPUT do begin neuronsOutput[k] := 0; for j := 1 to NEURONS_HIDDEN do begin neuronsOutput[k] := neuronsOutput[k]+neuronsHidden[j]*weightsHidden[j][k]; // hidden -> output end; neuronsOutput[k] := HyperbolicTangent(neuronsOutput[k]); // activation of output neuron k end; end; procedure TArtificialNeuralNetwork.setLearningMode; begin learningMode := activated; end; constructor TArtificialNeuralNetwork.Create; var i, j, k: Integer; begin inherited Create; Randomize; // initialize random numbers generator learningMode := TRUE; cyclesTrained := -2; // only set to -2 because it will be increased twice in the beginning StartNewCycle; for j := 1 to NEURONS_HIDDEN do begin for k := 1 to NEURONS_OUTPUT do begin weightsHidden[j][k] := abs(Random-0.5); // initialize weights: 0 <= random < 0.5 end; for i := 1 to NEURONS_INPUT do begin weightsInput[i][j] := abs(Random-0.5); // initialize weights: 0 <= random < 0.5 end; end; for i := 1 to 50 do begin last50errors[i] := 0; end; end; procedure TArtificialNeuralNetwork.nextTimeStep; begin t := t+1; end; procedure TArtificialNeuralNetwork.StartNewCycle; var i, j, k, m: Integer; begin t := 1; // start in timestep 1 cyclesTrained := cyclesTrained+1; // increase the number of cycles trained so far for j := 1 to NEURONS_HIDDEN do begin neuronsHidden[j] := 0; for k := 1 to NEURONS_OUTPUT do begin eligibilityTraceOutput[j][k] := 0; outputBefore[k] := 0; neuronsOutput[k] := 0; for m := 1 to MAX_TIMESTEPS do begin reward[m][k] := 0; end; end; for i := 1 to NEURONS_INPUT do begin for k := 1 to NEURONS_OUTPUT do begin eligibilityTraceHidden[i][j][k] := 0; end; end; end; end; function TArtificialNeuralNetwork.getCyclesTrained; begin result := cyclesTrained; end; procedure TArtificialNeuralNetwork.setInputs; var k: Integer; begin for k := 1 to NEURONS_INPUT do begin neuronsInput[t][k] := state[k]; end; end; function TArtificialNeuralNetwork.getRating; begin setInputs(state); ForwardPropagation; result := neuronsOutput[1]; if not explorative then begin tdLearning; // adjust the weights according to TD-lambda ForwardPropagation; // calculate the network's output again outputBefore[1] := neuronsOutput[1]; // set outputBefore which will then be used in the next timestep UpdateEligibilityTraces; // update the eligibility traces for the next timestep nextTimeStep; // go to the next timestep end; end; function TArtificialNeuralNetwork.HyperbolicTangent; begin if x > 5500 then // prevent overflow result := 1 else result := (Exp(2*x)-1)/(Exp(2*x)+1); end; end.

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  • How to tune down the Hyperic built-in postgresql database for a small setup

    - by Svish
    We are testing out Hyperic 4.5.1 in a quite small environment for now. Currently there are just 1-5 agents and there probably won't be any more than 10-15. When I run ps ax there are 20(!) postgres processes running. For a small setup like this, that can't be necessary, can it? I'm a software developer and don't have much experience with setting up servers and such though, so don't really know. Either way, what settings are appropriate for a small Hyperic setup like this? Current, default and untouched configuration file, hqdb/data/postgresql.conf: # ----------------------------- # PostgreSQL configuration file # ----------------------------- # # This file consists of lines of the form: # # name = value # # (The '=' is optional.) White space may be used. Comments are introduced # with '#' anywhere on a line. The complete list of option names and # allowed values can be found in the PostgreSQL documentation. The # commented-out settings shown in this file represent the default values. # # Please note that re-commenting a setting is NOT sufficient to revert it # to the default value, unless you restart the server. # # Any option can also be given as a command line switch to the server, # e.g., 'postgres -c log_connections=on'. Some options can be changed at # run-time with the 'SET' SQL command. # # This file is read on server startup and when the server receives a # SIGHUP. If you edit the file on a running system, you have to SIGHUP the # server for the changes to take effect, or use "pg_ctl reload". Some # settings, which are marked below, require a server shutdown and restart # to take effect. # # Memory units: kB = kilobytes MB = megabytes GB = gigabytes # Time units: ms = milliseconds s = seconds min = minutes h = hours d = days #--------------------------------------------------------------------------- # FILE LOCATIONS #--------------------------------------------------------------------------- # The default values of these variables are driven from the -D command line # switch or PGDATA environment variable, represented here as ConfigDir. #data_directory = 'ConfigDir' # use data in another directory # (change requires restart) #hba_file = 'ConfigDir/pg_hba.conf' # host-based authentication file # (change requires restart) #ident_file = 'ConfigDir/pg_ident.conf' # ident configuration file # (change requires restart) # If external_pid_file is not explicitly set, no extra PID file is written. #external_pid_file = '(none)' # write an extra PID file # (change requires restart) #--------------------------------------------------------------------------- # CONNECTIONS AND AUTHENTICATION #--------------------------------------------------------------------------- # - Connection Settings - #listen_addresses = 'localhost' # what IP address(es) to listen on; # comma-separated list of addresses; # defaults to 'localhost', '*' = all # (change requires restart) port = 9432 # (change requires restart) max_connections = 100 # (change requires restart) # Note: increasing max_connections costs ~400 bytes of shared memory per # connection slot, plus lock space (see max_locks_per_transaction). You # might also need to raise shared_buffers to support more connections. #superuser_reserved_connections = 3 # (change requires restart) #unix_socket_directory = '' # (change requires restart) #unix_socket_group = '' # (change requires restart) #unix_socket_permissions = 0777 # octal # (change requires restart) #bonjour_name = '' # defaults to the computer name # (change requires restart) # - Security & Authentication - #authentication_timeout = 1min # 1s-600s #ssl = off # (change requires restart) #password_encryption = on #db_user_namespace = off # Kerberos #krb_server_keyfile = '' # (change requires restart) #krb_srvname = 'postgres' # (change requires restart) #krb_server_hostname = '' # empty string matches any keytab entry # (change requires restart) #krb_caseins_users = off # (change requires restart) # - TCP Keepalives - # see 'man 7 tcp' for details #tcp_keepalives_idle = 0 # TCP_KEEPIDLE, in seconds; # 0 selects the system default #tcp_keepalives_interval = 0 # TCP_KEEPINTVL, in seconds; # 0 selects the system default #tcp_keepalives_count = 0 # TCP_KEEPCNT; # 0 selects the system default #--------------------------------------------------------------------------- # RESOURCE USAGE (except WAL) #--------------------------------------------------------------------------- # - Memory - shared_buffers = 64MB # min 128kB or max_connections*16kB # (change requires restart) #temp_buffers = 8MB # min 800kB #max_prepared_transactions = 5 # can be 0 or more # (change requires restart) # Note: increasing max_prepared_transactions costs ~600 bytes of shared memory # per transaction slot, plus lock space (see max_locks_per_transaction). work_mem = 2MB # min 64kB maintenance_work_mem = 32MB # min 1MB #max_stack_depth = 2MB # min 100kB # - Free Space Map - max_fsm_pages = 204800 # min max_fsm_relations*16, 6 bytes each # (change requires restart) #max_fsm_relations = 1000 # min 100, ~70 bytes each # (change requires restart) # - Kernel Resource Usage - #max_files_per_process = 1000 # min 25 # (change requires restart) #shared_preload_libraries = '' # (change requires restart) # - Cost-Based Vacuum Delay - #vacuum_cost_delay = 0 # 0-1000 milliseconds #vacuum_cost_page_hit = 1 # 0-10000 credits #vacuum_cost_page_miss = 10 # 0-10000 credits #vacuum_cost_page_dirty = 20 # 0-10000 credits #vacuum_cost_limit = 200 # 0-10000 credits # - Background writer - #bgwriter_delay = 200ms # 10-10000ms between rounds #bgwriter_lru_percent = 1.0 # 0-100% of LRU buffers scanned/round #bgwriter_lru_maxpages = 5 # 0-1000 buffers max written/round #bgwriter_all_percent = 0.333 # 0-100% of all buffers scanned/round #bgwriter_all_maxpages = 5 # 0-1000 buffers max written/round #--------------------------------------------------------------------------- # WRITE AHEAD LOG #--------------------------------------------------------------------------- # - Settings - fsync = on # turns forced synchronization on or off #wal_sync_method = fsync # the default is the first option # supported by the operating system: # open_datasync # fdatasync # fsync # fsync_writethrough # open_sync #full_page_writes = on # recover from partial page writes #wal_buffers = 64kB # min 32kB # (change requires restart) commit_delay = 100000 # range 0-100000, in microseconds #commit_siblings = 5 # range 1-1000 # - Checkpoints - checkpoint_segments = 10 # in logfile segments, min 1, 16MB each #checkpoint_timeout = 5min # range 30s-1h #checkpoint_warning = 30s # 0 is off # - Archiving - #archive_command = '' # command to use to archive a logfile segment #archive_timeout = 0 # force a logfile segment switch after this # many seconds; 0 is off #--------------------------------------------------------------------------- # QUERY TUNING #--------------------------------------------------------------------------- # - Planner Method Configuration - #enable_bitmapscan = on #enable_hashagg = on #enable_hashjoin = on #enable_indexscan = on #enable_mergejoin = on #enable_nestloop = on #enable_seqscan = on #enable_sort = on #enable_tidscan = on # - Planner Cost Constants - #seq_page_cost = 1.0 # measured on an arbitrary scale #random_page_cost = 4.0 # same scale as above #cpu_tuple_cost = 0.01 # same scale as above #cpu_index_tuple_cost = 0.005 # same scale as above #cpu_operator_cost = 0.0025 # same scale as above #effective_cache_size = 128MB # - Genetic Query Optimizer - #geqo = on #geqo_threshold = 12 #geqo_effort = 5 # range 1-10 #geqo_pool_size = 0 # selects default based on effort #geqo_generations = 0 # selects default based on effort #geqo_selection_bias = 2.0 # range 1.5-2.0 # - Other Planner Options - #default_statistics_target = 10 # range 1-1000 #constraint_exclusion = off #from_collapse_limit = 8 #join_collapse_limit = 8 # 1 disables collapsing of explicit # JOINs #--------------------------------------------------------------------------- # ERROR REPORTING AND LOGGING #--------------------------------------------------------------------------- # - Where to Log - log_destination = 'stderr' # Valid values are combinations of # stderr, syslog and eventlog, # depending on platform. # This is used when logging to stderr: redirect_stderr = on # Enable capturing of stderr into log # files # (change requires restart) # These are only used if redirect_stderr is on: log_directory = '../../logs' # Directory where log files are written # Can be absolute or relative to PGDATA log_filename = 'hqdb-%Y-%m-%d.log' # Log file name pattern. # Can include strftime() escapes #log_truncate_on_rotation = off # If on, any existing log file of the same # name as the new log file will be # truncated rather than appended to. But # such truncation only occurs on # time-driven rotation, not on restarts # or size-driven rotation. Default is # off, meaning append to existing files # in all cases. log_rotation_age = 1d # Automatic rotation of logfiles will # happen after that time. 0 to # disable. #log_rotation_size = 10MB # Automatic rotation of logfiles will # happen after that much log # output. 0 to disable. # These are relevant when logging to syslog: #syslog_facility = 'LOCAL0' #syslog_ident = 'postgres' # - When to Log - #client_min_messages = notice # Values, in order of decreasing detail: # debug5 # debug4 # debug3 # debug2 # debug1 # log # notice # warning # error #log_min_messages = notice # Values, in order of decreasing detail: # debug5 # debug4 # debug3 # debug2 # debug1 # info # notice # warning # error # log # fatal # panic #log_error_verbosity = default # terse, default, or verbose messages #log_min_error_statement = error # Values in order of increasing severity: # debug5 # debug4 # debug3 # debug2 # debug1 # info # notice # warning # error # fatal # panic (effectively off) log_min_duration_statement = 10000 # -1 is disabled, 0 logs all statements # and their durations. #silent_mode = off # DO NOT USE without syslog or # redirect_stderr # (change requires restart) # - What to Log - #debug_print_parse = off #debug_print_rewritten = off #debug_print_plan = off #debug_pretty_print = off #log_connections = off #log_disconnections = off #log_duration = off #log_line_prefix = '' # Special values: # %u = user name # %d = database name # %r = remote host and port # %h = remote host # %p = PID # %t = timestamp (no milliseconds) # %m = timestamp with milliseconds # %i = command tag # %c = session id # %l = session line number # %s = session start timestamp # %x = transaction id # %q = stop here in non-session # processes # %% = '%' # e.g. '<%u%%%d> ' #log_statement = 'none' # none, ddl, mod, all #log_hostname = off #--------------------------------------------------------------------------- # RUNTIME STATISTICS #--------------------------------------------------------------------------- # - Query/Index Statistics Collector - #stats_command_string = on #update_process_title = on stats_start_collector = on # needed for block or row stats # (change requires restart) stats_block_level = on stats_row_level = on stats_reset_on_server_start = off # (change requires restart) # - Statistics Monitoring - #log_parser_stats = off #log_planner_stats = off #log_executor_stats = off #log_statement_stats = off #--------------------------------------------------------------------------- # AUTOVACUUM PARAMETERS #--------------------------------------------------------------------------- #autovacuum = off # enable autovacuum subprocess? # 'on' requires stats_start_collector # and stats_row_level to also be on #autovacuum_naptime = 1min # time between autovacuum runs #autovacuum_vacuum_threshold = 500 # min # of tuple updates before # vacuum #autovacuum_analyze_threshold = 250 # min # of tuple updates before # analyze #autovacuum_vacuum_scale_factor = 0.2 # fraction of rel size before # vacuum #autovacuum_analyze_scale_factor = 0.1 # fraction of rel size before # analyze #autovacuum_freeze_max_age = 200000000 # maximum XID age before forced vacuum # (change requires restart) #autovacuum_vacuum_cost_delay = -1 # default vacuum cost delay for # autovacuum, -1 means use # vacuum_cost_delay #autovacuum_vacuum_cost_limit = -1 # default vacuum cost limit for # autovacuum, -1 means use # vacuum_cost_limit #--------------------------------------------------------------------------- # CLIENT CONNECTION DEFAULTS #--------------------------------------------------------------------------- # - Statement Behavior - #search_path = '"$user",public' # schema names #default_tablespace = '' # a tablespace name, '' uses # the default #check_function_bodies = on #default_transaction_isolation = 'read committed' #default_transaction_read_only = off #statement_timeout = 0 # 0 is disabled #vacuum_freeze_min_age = 100000000 # - Locale and Formatting - datestyle = 'iso, mdy' #timezone = unknown # actually, defaults to TZ # environment setting #timezone_abbreviations = 'Default' # select the set of available timezone # abbreviations. Currently, there are # Default # Australia # India # However you can also create your own # file in share/timezonesets/. #extra_float_digits = 0 # min -15, max 2 #client_encoding = sql_ascii # actually, defaults to database # encoding # These settings are initialized by initdb -- they might be changed lc_messages = 'C' # locale for system error message # strings lc_monetary = 'C' # locale for monetary formatting lc_numeric = 'C' # locale for number formatting lc_time = 'C' # locale for time formatting # - Other Defaults - #explain_pretty_print = on #dynamic_library_path = '$libdir' #local_preload_libraries = '' #--------------------------------------------------------------------------- # LOCK MANAGEMENT #--------------------------------------------------------------------------- #deadlock_timeout = 1s #max_locks_per_transaction = 64 # min 10 # (change requires restart) # Note: each lock table slot uses ~270 bytes of shared memory, and there are # max_locks_per_transaction * (max_connections + max_prepared_transactions) # lock table slots. #--------------------------------------------------------------------------- # VERSION/PLATFORM COMPATIBILITY #--------------------------------------------------------------------------- # - Previous Postgres Versions - #add_missing_from = off #array_nulls = on #backslash_quote = safe_encoding # on, off, or safe_encoding #default_with_oids = off #escape_string_warning = on #standard_conforming_strings = off #regex_flavor = advanced # advanced, extended, or basic #sql_inheritance = on # - Other Platforms & Clients - #transform_null_equals = off #--------------------------------------------------------------------------- # CUSTOMIZED OPTIONS #--------------------------------------------------------------------------- #custom_variable_classes = '' # list of custom variable class names SELECT * FROM pg_stat_activity; datid | datname | procpid | usesysid | usename | current_query | waiting | query_start | backend_start | client_addr | client_port -------+---------+---------+----------+---------+---------------------------------+---------+-------------------------------+-------------------------------+-------------+------------- 16384 | hqdb | 3267 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.036781+01 | 2011-02-08 15:51:20.02413+01 | 127.0.0.1 | 47892 16384 | hqdb | 3268 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.050994+01 | 2011-02-08 15:51:20.047393+01 | 127.0.0.1 | 47893 16384 | hqdb | 3269 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.056661+01 | 2011-02-08 15:51:20.053201+01 | 127.0.0.1 | 47894 16384 | hqdb | 3271 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.062351+01 | 2011-02-08 15:51:20.058822+01 | 127.0.0.1 | 47895 16384 | hqdb | 3272 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.068328+01 | 2011-02-08 15:51:20.064517+01 | 127.0.0.1 | 47896 16384 | hqdb | 3273 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.07444+01 | 2011-02-08 15:51:20.070755+01 | 127.0.0.1 | 47897 16384 | hqdb | 3274 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.080941+01 | 2011-02-08 15:51:20.076983+01 | 127.0.0.1 | 47898 16384 | hqdb | 3275 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.08741+01 | 2011-02-08 15:51:20.083697+01 | 127.0.0.1 | 47899 16384 | hqdb | 3276 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:20.093597+01 | 2011-02-08 15:51:20.089977+01 | 127.0.0.1 | 47900 16384 | hqdb | 3277 | 10 | hqadmin | <IDLE> in transaction | f | 2011-02-08 15:51:20.133974+01 | 2011-02-08 15:51:20.096149+01 | 127.0.0.1 | 47901 16384 | hqdb | 3308 | 10 | hqadmin | <IDLE> | f | 2011-02-09 10:49:27.402197+01 | 2011-02-08 15:51:29.826321+01 | 127.0.0.1 | 47902 16384 | hqdb | 3309 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:55.572395+01 | 2011-02-08 15:51:29.865243+01 | 127.0.0.1 | 47903 16384 | hqdb | 3310 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:55.586273+01 | 2011-02-08 15:51:29.874346+01 | 127.0.0.1 | 47904 16384 | hqdb | 3311 | 10 | hqadmin | <IDLE> | f | 2011-02-09 10:10:03.024088+01 | 2011-02-08 15:51:29.883598+01 | 127.0.0.1 | 47905 16384 | hqdb | 3312 | 10 | hqadmin | <IDLE> in transaction | f | 2011-02-08 15:51:35.804457+01 | 2011-02-08 15:51:29.892925+01 | 127.0.0.1 | 47906 16384 | hqdb | 3418 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:55.580207+01 | 2011-02-08 15:51:55.56911+01 | 127.0.0.1 | 47910 16384 | hqdb | 3419 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:55.59781+01 | 2011-02-08 15:51:55.588609+01 | 127.0.0.1 | 47911 16384 | hqdb | 3422 | 10 | hqadmin | <IDLE> | f | 2011-02-09 10:10:02.668836+01 | 2011-02-08 15:51:55.603076+01 | 127.0.0.1 | 47914 16384 | hqdb | 3421 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:55.770427+01 | 2011-02-08 15:51:55.603086+01 | 127.0.0.1 | 47913 16384 | hqdb | 3420 | 10 | hqadmin | <IDLE> | f | 2011-02-08 15:51:55.680785+01 | 2011-02-08 15:51:55.637058+01 | 127.0.0.1 | 47912 16384 | hqdb | 18233 | 10 | hqadmin | SELECT * FROM pg_stat_activity; | f | 2011-02-09 10:49:29.688949+01 | 2011-02-09 10:48:13.031475+01 | | -1 (21 rows)

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  • TCP packets larger than 4 KB don't get a reply from Linux

    - by pts
    I'm running Linux 3.2.51 in a virtual machine (192.168.33.15). I'm sending Ethernet frames to it. I'm writing custom software trying to emulate a TCP peer, the other peer is Linux running in the virtual machine guest. I've noticed that TCP packets larger than about 4 KB are ignored (i.e. dropped without an ACK) by the Linux guest. If I decrease the packet size by 50 bytes, I get an ACK. I'm not sending new payload data until the Linux guest fully ACKs the previous one. I've increased ifconfig eth0 mtu 51000, and ping -c 1 -s 50000 goes through (from guest to my emulator) and the Linux guest gets a reply of the same size. I've also increased sysctl -w net.ipv4.tcp_rmem='70000 87380 87380 and tried with sysctl -w net.ipv4.tcp_mtu_probing=1 (and also =0). There is no IPv3 packet fragmentation, all packets have the DF flag set. It works the other way round: the Linux guest can send TCP packets of 6900 bytes of payload and my emulator understands them. This is very strange to me, because only TCP packets seem to be affected (large ICMP packets go through). Any idea what can be imposing this limit? Any idea how to do debug it in the Linux kernel? See the tcpdump -n -vv output below. tcpdump was run on the Linux guest. The last line is interesting: 4060 bytes of TCP payload is sent to the guest, and it doesn't get any reply packet from the Linux guest for half a minute. 14:59:32.000057 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [S], cksum 0x8da0 (correct), seq 10000000, win 14600, length 0 14:59:32.000086 IP (tos 0x10, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 44) 192.168.33.15.22 > 192.168.33.1.36522: Flags [S.], cksum 0xc37f (incorrect -> 0x5999), seq 1415680476, ack 10000001, win 19920, options [mss 9960], length 0 14:59:32.000218 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0xa752 (correct), ack 1, win 14600, length 0 14:59:32.000948 IP (tos 0x10, ttl 64, id 53777, offset 0, flags [DF], proto TCP (6), length 66) 192.168.33.15.22 > 192.168.33.1.36522: Flags [P.], cksum 0xc395 (incorrect -> 0xfa01), seq 1:27, ack 1, win 19920, length 26 14:59:32.001575 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0xa738 (correct), ack 27, win 14600, length 0 14:59:32.001585 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 65) 192.168.33.1.36522 > 192.168.33.15.22: Flags [P.], cksum 0x48d6 (correct), seq 1:26, ack 27, win 14600, length 25 14:59:32.001589 IP (tos 0x10, ttl 64, id 53778, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.15.22 > 192.168.33.1.36522: Flags [.], cksum 0xc37b (incorrect -> 0x9257), ack 26, win 19920, length 0 14:59:32.001680 IP (tos 0x10, ttl 64, id 53779, offset 0, flags [DF], proto TCP (6), length 496) 192.168.33.15.22 > 192.168.33.1.36522: Flags [P.], seq 27:483, ack 26, win 19920, length 456 14:59:32.001784 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0xa557 (correct), ack 483, win 14600, length 0 14:59:32.006367 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 1136) 192.168.33.1.36522 > 192.168.33.15.22: Flags [P.], seq 26:1122, ack 483, win 14600, length 1096 14:59:32.044150 IP (tos 0x10, ttl 64, id 53780, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.15.22 > 192.168.33.1.36522: Flags [.], cksum 0xc37b (incorrect -> 0x8c47), ack 1122, win 19920, length 0 14:59:32.045310 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 312) 192.168.33.1.36522 > 192.168.33.15.22: Flags [P.], seq 1122:1394, ack 483, win 14600, length 272 14:59:32.045322 IP (tos 0x10, ttl 64, id 53781, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.15.22 > 192.168.33.1.36522: Flags [.], cksum 0xc37b (incorrect -> 0x8b37), ack 1394, win 19920, length 0 14:59:32.925726 IP (tos 0x10, ttl 64, id 53782, offset 0, flags [DF], proto TCP (6), length 1112) 192.168.33.15.22 > 192.168.33.1.36522: Flags [.], seq 483:1555, ack 1394, win 19920, length 1072 14:59:32.925750 IP (tos 0x10, ttl 64, id 53784, offset 0, flags [DF], proto TCP (6), length 312) 192.168.33.15.22 > 192.168.33.1.36522: Flags [P.], seq 1555:1827, ack 1394, win 19920, length 272 14:59:32.927131 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0x9bcf (correct), ack 1555, win 14600, length 0 14:59:32.927148 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0x9abf (correct), ack 1827, win 14600, length 0 14:59:32.932248 IP (tos 0x10, ttl 64, id 53785, offset 0, flags [DF], proto TCP (6), length 56) 192.168.33.15.22 > 192.168.33.1.36522: Flags [P.], cksum 0xc38b (incorrect -> 0xd247), seq 1827:1843, ack 1394, win 19920, length 16 14:59:32.932366 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0x9aaf (correct), ack 1843, win 14600, length 0 14:59:32.964295 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 104) 192.168.33.1.36522 > 192.168.33.15.22: Flags [P.], seq 1394:1458, ack 1843, win 14600, length 64 14:59:32.964310 IP (tos 0x10, ttl 64, id 53786, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.15.22 > 192.168.33.1.36522: Flags [.], cksum 0xc37b (incorrect -> 0x85a7), ack 1458, win 19920, length 0 14:59:32.964561 IP (tos 0x10, ttl 64, id 53787, offset 0, flags [DF], proto TCP (6), length 88) 192.168.33.15.22 > 192.168.33.1.36522: Flags [P.], seq 1843:1891, ack 1458, win 19920, length 48 14:59:32.965185 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0x9a3f (correct), ack 1891, win 14600, length 0 14:59:32.965196 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 104) 192.168.33.1.36522 > 192.168.33.15.22: Flags [P.], seq 1458:1522, ack 1891, win 14600, length 64 14:59:32.965233 IP (tos 0x10, ttl 64, id 53788, offset 0, flags [DF], proto TCP (6), length 88) 192.168.33.15.22 > 192.168.33.1.36522: Flags [P.], seq 1891:1939, ack 1522, win 19920, length 48 14:59:32.965970 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0x99cf (correct), ack 1939, win 14600, length 0 14:59:32.965979 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 568) 192.168.33.1.36522 > 192.168.33.15.22: Flags [P.], seq 1522:2050, ack 1939, win 14600, length 528 14:59:32.966112 IP (tos 0x10, ttl 64, id 53789, offset 0, flags [DF], proto TCP (6), length 520) 192.168.33.15.22 > 192.168.33.1.36522: Flags [P.], seq 1939:2419, ack 2050, win 19920, length 480 14:59:32.970059 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0x95df (correct), ack 2419, win 14600, length 0 14:59:32.970089 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 616) 192.168.33.1.36522 > 192.168.33.15.22: Flags [P.], seq 2050:2626, ack 2419, win 14600, length 576 14:59:32.981159 IP (tos 0x10, ttl 64, id 53790, offset 0, flags [DF], proto TCP (6), length 72) 192.168.33.15.22 > 192.168.33.1.36522: Flags [P.], cksum 0xc39b (incorrect -> 0xa84f), seq 2419:2451, ack 2626, win 19920, length 32 14:59:32.982347 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0x937f (correct), ack 2451, win 14600, length 0 14:59:32.982357 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 104) 192.168.33.1.36522 > 192.168.33.15.22: Flags [P.], seq 2626:2690, ack 2451, win 14600, length 64 14:59:32.982401 IP (tos 0x10, ttl 64, id 53791, offset 0, flags [DF], proto TCP (6), length 88) 192.168.33.15.22 > 192.168.33.1.36522: Flags [P.], seq 2451:2499, ack 2690, win 19920, length 48 14:59:32.982570 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0x930f (correct), ack 2499, win 14600, length 0 14:59:32.982702 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 104) 192.168.33.1.36522 > 192.168.33.15.22: Flags [P.], seq 2690:2754, ack 2499, win 14600, length 64 14:59:33.020066 IP (tos 0x10, ttl 64, id 53792, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.15.22 > 192.168.33.1.36522: Flags [.], cksum 0xc37b (incorrect -> 0x7e07), ack 2754, win 19920, length 0 14:59:33.983503 IP (tos 0x10, ttl 64, id 53793, offset 0, flags [DF], proto TCP (6), length 72) 192.168.33.15.22 > 192.168.33.1.36522: Flags [P.], cksum 0xc39b (incorrect -> 0x2aa7), seq 2499:2531, ack 2754, win 19920, length 32 14:59:33.983810 IP (tos 0x10, ttl 64, id 53794, offset 0, flags [DF], proto TCP (6), length 88) 192.168.33.15.22 > 192.168.33.1.36522: Flags [P.], seq 2531:2579, ack 2754, win 19920, length 48 14:59:33.984100 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0x92af (correct), ack 2531, win 14600, length 0 14:59:33.984139 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0x927f (correct), ack 2579, win 14600, length 0 14:59:34.022914 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 104) 192.168.33.1.36522 > 192.168.33.15.22: Flags [P.], seq 2754:2818, ack 2579, win 14600, length 64 14:59:34.022939 IP (tos 0x10, ttl 64, id 53795, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.15.22 > 192.168.33.1.36522: Flags [.], cksum 0xc37b (incorrect -> 0x7d77), ack 2818, win 19920, length 0 14:59:34.023554 IP (tos 0x10, ttl 64, id 53796, offset 0, flags [DF], proto TCP (6), length 88) 192.168.33.15.22 > 192.168.33.1.36522: Flags [P.], seq 2579:2627, ack 2818, win 19920, length 48 14:59:34.027571 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 40) 192.168.33.1.36522 > 192.168.33.15.22: Flags [.], cksum 0x920f (correct), ack 2627, win 14600, length 0 14:59:34.027603 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto TCP (6), length 4100) 192.168.33.1.36522 > 192.168.33.15.22: Flags [P.], seq 2818:6878, ack 2627, win 14600, length 4060

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