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  • How do I configure an interface to have *both* a DHCP address and a static address in Ubuntu?

    - by Paul Hoffman
    In a lab setup, I want eth0 on a Ubuntu server box to get a DHCP address for talking to the outside world, and I also want to assign it a static 10.x.y.z address for talking to other boxes on the local network that have 10.x.y.z addresses. I want to do this by editing /etc/network/interfaces. The man page for /etc/network/interfaces is modeled after "here's a bunch of examples, I hope you can figure out the actual rules on your own". I don't see a way to give one interface two addresses using two different methods (static and dhcp), and initial fumbling didn't produce useful results.

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  • What happens to a PDF file when you save it as a static PDF file?

    - by JimDel
    Does anyone know what happens to a PDF file when you save it as a static PDF file? I have a 17K PDF file that doesn’t work will with my software. But when I save it as a Static PDF using Adobe Live Cycle, the file works just fine. But it’s significantly larger (327K). Because these file will be download over the web, I really want to keep the size down. I have hundreds of files like this. If I knew what happens to the file when it’s converted I might be in better shape. Thanks

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  • How to discharge static electricity before opening a computer?

    - by Pekka
    Before opening a computer, I often hear advice to touch something that is "grounded" - a computer case for example, or a heating element - to avoid damaging the sensitive electronic equipment through static discharge. What exactly is true here, and what are the do's and don'ts. Touching what objects will actually work, and what won't? If I touch a computer case, does it matter what it stands on, and whether it is connected to an outlet? What other ways are there to protect the equipment from a static discharge than touching something grounded? Are there common pieces of clothing that I shouldn't be wearing when working inside a computer, for example a woollen pullover? There is a lot on Google, but there seem to be many contradictions and misconceptions out there, so I think this is a question worth having here.

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  • How do I access an Ubuntu VirtualBox guest at a static IP from an OS X host?

    - by David Siegel
    How does one configure an Ubuntu guest to use a static IP that's visible to an OS X host, and ensure that the static IP is independent of the host's network configuration? I previously used bridged networking for my guest, but I'm constantly moving my host between networks so the guest IP is always different. First, I tried setting the guest network configuration to NAT and forwarding host port 1022 to guest port 22, so I could at least ssh to a fixed address (localhost:1022): $ VBoxManage setextradata "Ubuntu Server" "VBoxInternal/Devices/e1000/0/LUN#0/Config/SSH/Protocol" "TCP" $ VBoxManage setextradata "Ubuntu Server" "VBoxInternal/Devices/e1000/0/LUN#0/Config/SSH/GuestPort" 22 $ VBoxManage setextradata "Ubuntu Server" "VBoxInternal/Devices/e1000/0/LUN#0/Config/SSH/HostPort" 1022 Then, $ ssh localhost -p 1022 ssh: connect to host localhost port 1022: Connection refused But this didn't work (guest has no network access with NAT and OS X refused the connection, as you can see). I'd love a general solution that would let me communicate with my guest at a fixed IP.

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  • How do I access an Ubuntu VirtualBox guest at a static IP from an OS X host?

    - by David Siegel
    How does one configure an Ubuntu guest to use a static IP that's visible to an OS X host, and ensure that the static IP is independent of the host's network configuration? I previously used bridged networking for my guest, but I'm constantly moving my host between networks so the guest IP is always different. First, I tried setting the guest network configuration to NAT and forwarding host port 1022 to guest port 22, so I could at least ssh to a fixed address (localhost:1022): $ VBoxManage setextradata "Ubuntu Server" "VBoxInternal/Devices/e1000/0/LUN#0/Config/SSH/Protocol" "TCP" $ VBoxManage setextradata "Ubuntu Server" "VBoxInternal/Devices/e1000/0/LUN#0/Config/SSH/GuestPort" 22 $ VBoxManage setextradata "Ubuntu Server" "VBoxInternal/Devices/e1000/0/LUN#0/Config/SSH/HostPort" 1022 Then, $ ssh localhost -p 1022 ssh: connect to host localhost port 1022: Connection refused But this didn't work (guest has no network access with NAT and OS X refused the connection, as you can see). I'd love a general solution that would let me communicate with my guest at a fixed IP.

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  • Nginx (for static files) and Apache (for dynamic content)?

    - by matthewsteiner
    So, my entire application runs on apache just fine. However, I want to test how much the requests per second increases if I put all static files through nginx instead. I found this thread: http://stackoverflow.com/questions/869001/how-to-serve-all-existing-static-files-directly-with-nginx-but-proxy-to-apache-t But I have a couple problems. I'm completely new to nginx, so I'm not sure where to put the configuration. (The file is at /etc/nginx/nginx.conf, but I don't know if I just add the code to the bottom or what?) Also, how can I have both servers running at the same time? Is it because they both listen on port 80? Right now I have to stop one to start the other, and that's as far as I've gotten. Thanks for any help.

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  • Is it possible to use a static IP assigned by my ISP for an offsite web server on a VPS (different ISP)?

    - by NightOwl888
    I have a web server on a Virtual Private Server with a hosting provider. Unfortunately, they are really stingy with IP addresses and I need to run several SSL certificates on my server, so I will need a few more than I have. I have a block of 5 static IP addresses on a business package through a different ISP and I am only using 1 of them for connectivity in the office. What I am wondering is if it is possible to use the 4 unused static IP addresses from this ISP on my VPS, which is hosted by another ISP? The VPS (web server) is running Windows Server 2008 R2 Web Edition. If this can be done, please let me know how to configure it.

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  • When load balancing, must all copies of static web page be exactly the same?

    - by Gilles Blanchette
    I am used to get answers for everything on the web, but not this time... Yesterday I enable Amazon DNS weight functionally to load balance 7 websites between two different IP addresses (split 50%-50%). Both servers run IIS 8.5, sites runs well on both sides. Today I found out that Google WebMasterTools is reporting fails error with file robots.txt, all close to 50% of access try errors. The robots.txt file is ok and accessible (even via Google testing URL page) on both servers. Lets say current version of static web pages are on the first computer and the updated version of the same web pages are on the second computer. Can it be the problem? When load balancing, can static web pages be slightly different from one host server to the other? Thank you for your help

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  • Find an old static IP address on a mac backup?

    - by Joe
    I have an old backup of a mac via time machine, and I was wondering if there is some sort of accessible file that would have the static IP of the old computer it was backed up from. If you are curious, I am in IT and it is a PITA to get a new static IP here. I am just trying to use the old one to save some hassle. I've tried searching through the system log with no success (but I might be doing it wrong- grep with a regexp for an IP). Thanks!

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  • XNA Xbox 360 Content Manager Thread freezing Draw Thread

    - by Alikar
    I currently have a game that takes in large images, easily bigger than 1MB, to serve as backgrounds. I know exactly when this transition is supposed to take place, so I made a loader class to handle loading these large images in the background, but when I load the images it still freezes the main thread where the drawing takes place. Since this code runs on the 360 I move the thread to the 4th hardware thread, but that doesn't seem to help. Below is the class I am using. Any thoughts as to why my new content manager which should be in its own thread is interrupting the draw in my main thread would be appreciated. namespace FileSystem { /// <summary> /// This is used to reference how many objects reference this texture. /// Everytime someone references a texture we increase the iNumberOfReferences. /// When a class calls remove on a specific texture we check to see if anything /// else is referencing the class, if it is we don't remove it. If there isn't /// anything referencing the texture its safe to dispose of. /// </summary> class TextureContainer { public uint uiNumberOfReferences = 0; public Texture2D texture; } /// <summary> /// This class loads all the files from the Content. /// </summary> static class FileManager { static Microsoft.Xna.Framework.Content.ContentManager Content; static EventWaitHandle wh = new AutoResetEvent(false); static Dictionary<string, TextureContainer> Texture2DResourceDictionary; static List<Texture2D> TexturesToDispose; static List<String> TexturesToLoad; static int iProcessor = 4; private static object threadMutex = new object(); private static object Texture2DMutex = new object(); private static object loadingMutex = new object(); private static bool bLoadingTextures = false; /// <summary> /// Returns if we are loading textures or not. /// </summary> public static bool LoadingTexture { get { lock (loadingMutex) { return bLoadingTextures; } } } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. This is the version /// for the Xbox 360. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory, int _iProcessor ) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); iProcessor = _iProcessor; CreateThread(); } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); CreateThread(); } /// <summary> /// Creates the thread incase we wanted to set up some parameters /// Outside of the constructor. /// </summary> static public void CreateThread() { Thread t = new Thread(new ThreadStart(StartThread)); t.Start(); } // This is the function that we thread. static public void StartThread() { //BBSThreadClass BBSTC = (BBSThreadClass)_oData; FileManager.Execute(); } /// <summary> /// This thread shouldn't be called by the outside world. /// It allows the File Manager to loop. /// </summary> static private void Execute() { // Make sure our thread is on the correct processor on the XBox 360. #if WINDOWS #else Thread.CurrentThread.SetProcessorAffinity(new int[] { iProcessor }); Thread.CurrentThread.IsBackground = true; #endif // This loop will load textures into ram for us away from the main thread. while (true) { wh.WaitOne(); // Locking down our data while we process it. lock (threadMutex) { lock (loadingMutex) { bLoadingTextures = true; } bool bContainsKey = false; for (int con = 0; con < TexturesToLoad.Count; con++) { // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); } if (bContainsKey) { // Do nothing } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(TexturesToLoad[con]); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); Texture2DResourceDictionary.Add(TexturesToLoad[con], TC); } // We don't have the find the reference to the container since we // already have it. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch (Exception e) { // If this happens we don't worry about it since this thread only loads // texture data and if its already there we don't need to load it. } } Thread.Sleep(100); } } lock (loadingMutex) { bLoadingTextures = false; } } } static public void LoadTextureList(List<string> _textureList) { // Ensuring that we can't creating threading problems. lock (threadMutex) { TexturesToLoad = _textureList; } wh.Set(); } /// <summary> /// This loads a 2D texture which represents a 2D grid of Texels. /// </summary> /// <param name="_textureName">The name of the picture you wish to load.</param> /// <returns>Holds the image data.</returns> public static Texture2D LoadTexture2D( string _textureName ) { TextureContainer temp; lock (Texture2DMutex) { bool bContainsKey = false; // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(_textureName); if (bContainsKey) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(_textureName); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch(Exception e) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. Texture2DResourceDictionary.Add(_textureName, TC); // We don't have the find the reference to the container since we // already have it. temp = TC; } } } // Return a reference to the texture return temp.texture; } /// <summary> /// Go through our dictionary and remove any references to the /// texture passed in. /// </summary> /// <param name="texture">Texture to remove from texture dictionary.</param> public static void RemoveTexture2D(Texture2D texture) { foreach (KeyValuePair<string, TextureContainer> pair in Texture2DResourceDictionary) { // Do our references match? if (pair.Value.texture == texture) { // Only one object or less holds a reference to the // texture. Logically it should be safe to remove. if (pair.Value.uiNumberOfReferences <= 1) { // Grabing referenc to texture TexturesToDispose.Add(pair.Value.texture); // We are about to release the memory of the texture, // thus we make sure no one else can call this member // in the dictionary. Texture2DResourceDictionary.Remove(pair.Key); // Once we have removed the texture we don't want to create an exception. // So we will stop looking in the list since it has changed. break; } // More than one Object has a reference to this texture. // So we will not be removing it from memory and instead // simply marking down the number of references by 1. else { pair.Value.uiNumberOfReferences--; } } } } /*public static void DisposeTextures() { int Count = TexturesToDispose.Count; // If there are any textures to dispose of. if (Count > 0) { for (int con = 0; con < TexturesToDispose.Count; con++) { // =!THIS REMOVES THE TEXTURE FROM MEMORY!= // This is not like a normal dispose. This will actually // remove the object from memory. Texture2D is inherited // from GraphicsResource which removes it self from // memory on dispose. Very nice for game efficency, // but "dangerous" in managed land. Texture2D Temp = TexturesToDispose[con]; Temp.Dispose(); } // Remove textures we've already disposed of. TexturesToDispose.Clear(); } }*/ /// <summary> /// This loads a 2D texture which represnets a font. /// </summary> /// <param name="_textureName">The name of the font you wish to load.</param> /// <returns>Holds the font data.</returns> public static SpriteFont LoadFont( string _fontName ) { SpriteFont temp = Content.Load<SpriteFont>( _fontName ); return temp; } /// <summary> /// This loads an XML document. /// </summary> /// <param name="_textureName">The name of the XML document you wish to load.</param> /// <returns>Holds the XML data.</returns> public static XmlDocument LoadXML( string _fileName ) { XmlDocument temp = Content.Load<XmlDocument>( _fileName ); return temp; } /// <summary> /// This loads a sound file. /// </summary> /// <param name="_fileName"></param> /// <returns></returns> public static SoundEffect LoadSound( string _fileName ) { SoundEffect temp = Content.Load<SoundEffect>(_fileName); return temp; } } }

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  • ClassCleanup in MSTest is static, but the build server uses nunit to run the unit tests. How can i a

    - by Kettenbach
    Hi All, MSTest has a [ClassCleanup()] attribute, which needs to be static as far as I can tell. I like to run through after my unit tests have run,and clean up my database. This all works great, however when I go to our build server and use our Nant build script, it seems like the unit tests are run with NUnit. NUnit doesn't seem to like the cleanup method to be static. It therefore ignores my tests in that class. What can I do to remedy this? I prefer to not use [TestCleanUp()] as that is run after each test. Does anyone have any suggestions? I know [TestCleanup()] aids in decoupling, but I really prefer the [ClassCleanup()] in this situation. Here is some example code. ////Use ClassCleanup to run code after all tests have run [ClassCleanup()] public static void MyFacadeTestCleanup() { UpdateCleanup(); } private static void UpdateCleanup() { DbCommand dbCommand; Database db; try { db = DatabaseFactory.CreateDatabase(TestConstants.DB_NAME); int rowsAffected; dbCommand = db.GetSqlStringCommand("DELETE FROM tblA WHERE biID=@biID"); db.AddInParameter(dbCommand, "biID", DbType.Int64, biToDelete); rowsAffected = db.ExecuteNonQuery(dbCommand); Debug.WriteLineIf(rowsAffected == TestConstants.ONE_ROW, string.Format("biId '{0}' was successfully deleted.", biToDelete)); } catch (SqlException ex) { } finally { dbCommand = null; db = null; biDelete = 0; } } Thanks for any pointers and yes i realize I'm not catching anything. I need to get passed this hurdle first. Cheers, ~ck in San Diego

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  • How can I serve static content with Glassfish embedded?

    - by Andy Fiedler
    I'm trying to setup Glassfish embedded with a WAR project that implements a REST API and then some static Javascript content that calls it. I got the WAR to deploy and the REST API is available with a context root of "/Users". How can I use Glassfish to serve static content with a context root of "/". So for example, if the user requests http://myserver.com/Users/some-REST-call it routes to the WAR application and http://myserver.com/somefile.js serves a static file from some directory? Here's my Main class file so far: public class Main{ public static void main(String[] args) throws Exception { String port = System.getenv("PORT"); port = port != null ? port : "8080"; GlassFishProperties gfProps = new GlassFishProperties(); gfProps.setPort("http-listener", Integer.parseInt(port)); GlassFish glassfish = GlassFishRuntime.bootstrap().newGlassFish(gfProps); glassfish.start(); Deployer deployer = glassfish.getDeployer(); deployer.deploy(new File("target/Users-Rest.war")); } } Thanks a ton for your help!

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  • Is there a nice way of having static generic parameters is Java?

    - by Chris
    Hello, recently I'm writing some functions that I take from Haskell and translate into Java. One of the main problems I have is I cannot easily create a static property with a generic type. Let me explain by a little example... // An interface to implement functions public interface Func<P, R> { public R apply(P p); } // What I want to do... (incorrect in Java) public class ... { public static <T> Func<T, T> identity = new Func<T, T>() { public T apply(T p) { return p; } } } // What I do right now public class ... { private static Func<Object, Object> identity = new Func<Object, Object>() { public Object apply(Object p) { return p; } } @SuppressWarnings("unchecked") public static <T> Func<T, T> getIdentity() { return (Func<T, T>)identity; } } Are there any easier ways to do something like that? What kind of problems might arise if the syntax I used would be valid?

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  • MvcExtensions – Bootstrapping

    - by kazimanzurrashid
    When you create a new ASP.NET MVC application you will find that the global.asax contains the following lines: namespace MvcApplication1 { // Note: For instructions on enabling IIS6 or IIS7 classic mode, // visit http://go.microsoft.com/?LinkId=9394801 public class MvcApplication : System.Web.HttpApplication { public static void RegisterRoutes(RouteCollection routes) { routes.IgnoreRoute("{resource}.axd/{*pathInfo}"); routes.MapRoute( "Default", // Route name "{controller}/{action}/{id}", // URL with parameters new { controller = "Home", action = "Index", id = UrlParameter.Optional } // Parameter defaults ); } protected void Application_Start() { AreaRegistration.RegisterAllAreas(); RegisterRoutes(RouteTable.Routes); } } } As the application grows, there are quite a lot of plumbing code gets into the global.asax which quickly becomes a design smell. Lets take a quick look at the code of one of the open source project that I recently visited: public static void RegisterRoutes(RouteCollection routes) { routes.IgnoreRoute("{resource}.axd/{*pathInfo}"); routes.MapRoute("Default","{controller}/{action}/{id}", new { controller = "Home", action = "Index", id = "" }); } protected override void OnApplicationStarted() { Error += OnError; EndRequest += OnEndRequest; var settings = new SparkSettings() .AddNamespace("System") .AddNamespace("System.Collections.Generic") .AddNamespace("System.Web.Mvc") .AddNamespace("System.Web.Mvc.Html") .AddNamespace("MvcContrib.FluentHtml") .AddNamespace("********") .AddNamespace("********.Web") .SetPageBaseType("ApplicationViewPage") .SetAutomaticEncoding(true); #if DEBUG settings.SetDebug(true); #endif var viewFactory = new SparkViewFactory(settings); ViewEngines.Engines.Add(viewFactory); #if !DEBUG PrecompileViews(viewFactory); #endif RegisterAllControllersIn("********.Web"); log4net.Config.XmlConfigurator.Configure(); RegisterRoutes(RouteTable.Routes); Factory.Load(new Components.WebDependencies()); ModelBinders.Binders.DefaultBinder = new Binders.GenericBinderResolver(Factory.TryGet<IModelBinder>); ValidatorConfiguration.Initialize("********"); HtmlValidationExtensions.Initialize(ValidatorConfiguration.Rules); } private void OnEndRequest(object sender, System.EventArgs e) { if (((HttpApplication)sender).Context.Handler is MvcHandler) { CreateKernel().Get<ISessionSource>().Close(); } } private void OnError(object sender, System.EventArgs e) { CreateKernel().Get<ISessionSource>().Close(); } protected override IKernel CreateKernel() { return Factory.Kernel; } private static void PrecompileViews(SparkViewFactory viewFactory) { var batch = new SparkBatchDescriptor(); batch.For<HomeController>().For<ManageController>(); viewFactory.Precompile(batch); } As you can see there are quite a few of things going on in the above code, Registering the ViewEngine, Compiling the Views, Registering the Routes/Controllers/Model Binders, Settings up Logger, Validations and as you can imagine the more it becomes complex the more things will get added in the application start. One of the goal of the MVCExtensions is to reduce the above design smell. Instead of writing all the plumbing code in the application start, it contains BootstrapperTask to register individual services. Out of the box, it contains BootstrapperTask to register Controllers, Controller Factory, Action Invoker, Action Filters, Model Binders, Model Metadata/Validation Providers, ValueProvideraFactory, ViewEngines etc and it is intelligent enough to automatically detect the above types and register into the ASP.NET MVC Framework. Other than the built-in tasks you can create your own custom task which will be automatically executed when the application starts. When the BootstrapperTasks are in action you will find the global.asax pretty much clean like the following: public class MvcApplication : UnityMvcApplication { public void ErrorLog_Filtering(object sender, ExceptionFilterEventArgs e) { Check.Argument.IsNotNull(e, "e"); HttpException exception = e.Exception.GetBaseException() as HttpException; if ((exception != null) && (exception.GetHttpCode() == (int)HttpStatusCode.NotFound)) { e.Dismiss(); } } } The above code is taken from my another open source project Shrinkr, as you can see the global.asax is longer cluttered with any plumbing code. One special thing you have noticed that it is inherited from the UnityMvcApplication rather than regular HttpApplication. There are separate version of this class for each IoC Container like NinjectMvcApplication, StructureMapMvcApplication etc. Other than executing the built-in tasks, the Shrinkr also has few custom tasks which gets executed when the application starts. For example, when the application starts, we want to ensure that the default users (which is specified in the web.config) are created. The following is the custom task that is used to create those default users: public class CreateDefaultUsers : BootstrapperTask { protected override TaskContinuation ExecuteCore(IServiceLocator serviceLocator) { IUserRepository userRepository = serviceLocator.GetInstance<IUserRepository>(); IUnitOfWork unitOfWork = serviceLocator.GetInstance<IUnitOfWork>(); IEnumerable<User> users = serviceLocator.GetInstance<Settings>().DefaultUsers; bool shouldCommit = false; foreach (User user in users) { if (userRepository.GetByName(user.Name) == null) { user.AllowApiAccess(ApiSetting.InfiniteLimit); userRepository.Add(user); shouldCommit = true; } } if (shouldCommit) { unitOfWork.Commit(); } return TaskContinuation.Continue; } } There are several other Tasks in the Shrinkr that we are also using which you will find in that project. To create a custom bootstrapping task you have create a new class which either implements the IBootstrapperTask interface or inherits from the abstract BootstrapperTask class, I would recommend to start with the BootstrapperTask as it already has the required code that you have to write in case if you choose the IBootstrapperTask interface. As you can see in the above code we are overriding the ExecuteCore to create the default users, the MVCExtensions is responsible for populating the  ServiceLocator prior calling this method and in this method we are using the service locator to get the dependencies that are required to create the users (I will cover the custom dependencies registration in the next post). Once the users are created, we are returning a special enum, TaskContinuation as the return value, the TaskContinuation can have three values Continue (default), Skip and Break. The reason behind of having this enum is, in some  special cases you might want to skip the next task in the chain or break the complete chain depending upon the currently running task, in those cases you will use the other two values instead of the Continue. The last thing I want to cover in the bootstrapping task is the Order. By default all the built-in tasks as well as newly created task order is set to the DefaultOrder(a static property), in some special cases you might want to execute it before/after all the other tasks, in those cases you will assign the Order in the Task constructor. For Example, in Shrinkr, we want to run few background services when the all the tasks are executed, so we assigned the order as DefaultOrder + 1. Here is the code of that Task: public class ConfigureBackgroundServices : BootstrapperTask { private IEnumerable<IBackgroundService> backgroundServices; public ConfigureBackgroundServices() { Order = DefaultOrder + 1; } protected override TaskContinuation ExecuteCore(IServiceLocator serviceLocator) { backgroundServices = serviceLocator.GetAllInstances<IBackgroundService>().ToList(); backgroundServices.Each(service => service.Start()); return TaskContinuation.Continue; } protected override void DisposeCore() { backgroundServices.Each(service => service.Stop()); } } That’s it for today, in the next post I will cover the custom service registration, so stay tuned.

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  • cannot delete IPv6 default gateway

    - by NulledPointer
    The commands below should be pretty self-explanatory. Please note that the route for which i get failure is obtained by RA and has very less expiry ( e Flag in UDAe). @vm:~$ ip -6 route 2001:4860:4001:800::1002 via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 2001:4860:4001:800::1003 via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 2001:4860:4001:800::1005 via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 2001:4860:4001:803::100e via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 fd00:ffff:ffff:fff1::/64 dev eth1 proto kernel metric 256 expires 2592300sec fe80::/64 dev eth1 proto kernel metric 256 default via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1 default via fe80::20c:29ff:fe87:f9e7 dev eth1 proto kernel metric 1024 expires 1776sec @vm:~$ @vm:~$ @vm:~$ @vm:~$ sudo route -6 delete default gw fe80::20c:29ff:fe87:f9e7 @vm:~$ ip -6 route 2001:4860:4001:800::1002 via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 2001:4860:4001:800::1003 via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 2001:4860:4001:800::1005 via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 2001:4860:4001:803::100e via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 fd00:ffff:ffff:fff1::/64 dev eth1 proto kernel metric 256 expires 2592279sec fe80::/64 dev eth1 proto kernel metric 256 default via fe80::20c:29ff:fe87:f9e7 dev eth1 proto kernel metric 1024 expires 1755sec @vm:~$ @vm:~$ @vm:~$ sudo route -6 delete ::/0 gw fe80::20c:29ff:fe87:f9e7 dev eth1 SIOCDELRT: No such process @vm:~$ @vm:~$ @vm:~$ route -n6 Kernel IPv6 routing table Destination Next Hop Flag Met Ref Use If 2001:4860:4001:800::1002/128 fe80::20c:29ff:fe87:f9e7 UG 1024 0 0 eth1 2001:4860:4001:800::1003/128 fe80::20c:29ff:fe87:f9e7 UG 1024 0 0 eth1 2001:4860:4001:800::1005/128 fe80::20c:29ff:fe87:f9e7 UG 1024 0 0 eth1 2001:4860:4001:803::100e/128 fe80::20c:29ff:fe87:f9e7 UG 1024 0 0 eth1 fd00:ffff:ffff:fff1::/64 :: UAe 256 0 0 eth1 fe80::/64 :: U 256 0 0 eth1 ::/0 fe80::20c:29ff:fe87:f9e7 UGDAe 1024 0 0 eth1 ::/0 :: !n -1 1 349 lo ::1/128 :: Un 0 1 3 lo fd00:ffff:ffff:fff1:a00:27ff:fe7f:7245/128 :: Un 0 1 0 lo fd00:ffff:ffff:fff1:fce8:ce07:b9ea:389f/128 :: Un 0 1 0 lo fe80::a00:27ff:fe7f:7245/128 :: Un 0 1 0 lo ff00::/8 :: U 256 0 0 eth1 ::/0 :: !n -1 1 349 lo @vm:~$ UPDATE: Another question is whats the use of link local address as the default route?

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  • Is there a modified LGPL license that allows static linking?

    - by Petr Pudlák
    úLGPL requires that it if a program uses LGPL-ed library, users must be able to re-link the program with a different version of the library: ... d) Do one of the following: 0) Convey the Minimal Corresponding Source under the terms of this License, and the Corresponding Application Code in a form suitable for, and under terms that permit, the user to recombine or relink the Application with a modified version of the Linked Version to produce a modified Combined Work, in the manner specified by section 6 of the GNU GPL for conveying Corresponding Source. 1) Use a suitable shared library mechanism for linking with the Library. A suitable mechanism is one that (a) uses at run time a copy of the Library already present on the user's computer system, and (b) will operate properly with a modified version of the Library that is interface-compatible with the Linked Version. ... However in some cases, this can pose considerable difficulties. In particular, Haskell programs are almost always statically compiled. Moreover, the compiler does cross-module optimizations so it's very hard to satisfy this condition. (See this link at Haskell Wiki.) Therefore, I'm looking for a standard LGPL-like license that wouldn't require the possibility of re-linking. Some projects use their own modification of LGPL, for example wxWidgets. But I'd rather use some standard license that is somewhat more official, perhaps checked by some law experts, and (L)GPL compatible. Is there some like that? (Also I'd be interested to know if are there some unforeseen consequences of such a modification of LGPL.)

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  • Do You Need a Static or a Dynamic Website?

    Web design industry is thriving despite the global economic slowdown. The boom in small home based businesses increased the demand of web design services. Today?s small businesses and home based busi... [Author: Emily Matthew - Web Design and Development - March 31, 2010]

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  • Question about separating game core engine from game graphics engine...

    - by Conrad Clark
    Suppose I have a SquareObject class, which implements IDrawable, an interface which contains the method void Draw(). I want to separate drawing logic itself from the game core engine. My main idea is to create a static class which is responsible to dispatch actions to the graphic engine. public static class DrawDispatcher<T> { private static Action<T> DrawAction = new Action<T>((ObjectToDraw)=>{}); public static void SetDrawAction(Action<T> action) { DrawAction = action; } public static void Dispatch(this T Obj) { DrawAction(Obj); } } public static class Extensions { public static void DispatchDraw<T>(this object Obj) { DrawDispatcher<T>.DispatchDraw((T)Obj); } } Then, on the core side: public class SquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } And on the graphics side: public static class SquareRender{ //stuff here public static void Initialize(){ DrawDispatcher<SquareObject>.SetDrawAction((Square)=>{//my square rendering logic}); } } Do this "pattern" follow best practices? And a plus, I could easily change the render scheme of each object by changing the DispatchDraw parameter, as in: public class SuperSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } public class RedSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<RedSquareObject>(); } #endregion } RedSquareObject would have its own render method, but SuperSquareObject would render as a normal SquareObject I'm just asking because i do not want to reinvent the wheel, and there may be a design pattern similar (and better) to this that I may be not acknowledged of. Thanks in advance!

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  • What is the best way to check if there is overlap between player and static, non-collidable items in bullet physic engine

    - by tigrou
    I'd like to add non collidable objects (eg: power ups, items, ...) in a game world using Bullet Physics Engine and to know if there is collision between player and them. Some info : there is a lot of items ( 1000), all are box shapes and they don't overlap. Here is things i have tried : btDbvt* bvtItems = new btDbvt(); //btDbvt is a hierachical AABB tree, used by Bullet foreach(var item ...) { btDbvtVolume volume = ... //compute item AABB; bvtItems->insert(volume, (void*)someExtraData); } Then, to find collisions between items and player : playerRigidBody->getAabb(min, max); btDbvtVolume playervolume = ... //compute player AABB bvtItems->collideTV(bvtItems->m_root, playervolume, *someCollisionHandler); This works fairly well (and its very fast), however, there is a problem : it only check items AABB against player AABB. That loss of precision is acceptable for items but not for player which is not a box. It would actually need another check to make sure player really collide with item but i don't know how to do this in Bullet. It would have been nice to have a function like this : playerRigidBody->checkCollisionWithAABB(); After doing trying that, I discovered that a btGhostObject exist and seems to have been made for that. I changed my code like this : foreach(var item...) { btCollisionObject* ghostObject = new btGhostObject(); ghostObject->setCollisionShape(boxShape); ghostObject->setCollisionFlags(ghostObject->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE); startTransform.setOrigin(...); //item position ghostObject->setWorldTransform(startTransform); dynamicsWorld->addCollisionObject(ghostObject, btBroadphaseProxy::SensorTrigger, btBroadphaseProxy:: CharacterFilter); } It also works ok, but there is a huge fps drop (almost ten times slower) which is not acceptable. Maybe there is something missing (forget set a flag) and Bullet is doing extra job for nothing or maybe all that ghostObjects are polluting broad phase and ghostObject is not the right thing for that. Any help would be appreciated.

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  • Unreal 3 Editor (Unreal Tournament 3) Why does the X Y Z translations now rotate along with my static meshes?

    - by Gareth Jones
    So I was making a map for UT3, using the Unreal 3 Editor provided, and all was going well. However I was doing some work with InterpActors and Vehicle Spawners, when I must have hit a key by mistake (or other wise somehow changed something) by mistake. Now the X Y Z translations that are used to move objects around in the editor will rotate along with the object (Ive put images down below to help show what I mean) - This is very annoying because it also changes the direction the arrow keys move a rotated object, in the example below, the Down arrow key will now move the object to the right. How can I fix this? (Note both images are taken from the same viewpoint) Before Rotation: After Rotation: P.S. If someone could please provide me with the correct / better name for the X Y Z "things" it would be much appreciated, thanks!

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  • When dealing with a static game board, what are some methods to make it more interesting?

    - by Ólafur Waage
    Let's say you have a game board that you look at. It does not move but there is some action going on. For example Chess, Checkers, Solitaire. The game I'm working on is not one of this but it's a good reference. What are some methods you can apply to the game or the design that increases the appeal of the user to the game. Of course you can make it prettier but what are some other methods you can use? For example: Visual cues, game design changes, user interface arrangement, etc.

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  • If my URL's are static, but then parsed by Javascript, does that make it crawlable?

    - by Talasan Nicholson
    Lets say I have a link: <a href="/about/">About Us</a> But in Javascript [or jQuery] catches it and then adds the hash based off of the href attribute: $('a').click(function(e) { e.preventDefault(); // Extremely oversimplified.. window.location.hash = $(this).attr('href'); }); And then we use a hashchange event to do the general 'magic' of Ajax requests. This allows for the actual href to be seen by crawlers, but gives client-side users with JS enabled an ajax-based website. Does this 'help' the general SEO issues that come along with hashtags? I know hashbangs are 'ok', but afaik they aren't reliable?

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  • When dealing with a static game board, what are some methods to make it more interesting?

    - by Ólafur Waage
    Let's say you have a game board that you look at. It does not move but there is some action going on. For example Chess, Checkers, Solitaire. The game I'm working on is not one of these but it's a good reference. What are some methods you can apply to the game or the design that increases the appeal of the game to the user? Of course you can make it prettier but what are some other methods you can use? For example: Visual cues, game design changes, user interface arrangement, etc.

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  • Should static parameters in an API be part of each method?

    - by jschoen
    I am currently creating a library that is a wrapper for an online API. The obvious end goal is to make it as easy for others to use as possible. As such I am trying to determine the best approach when it comes to common parameters for the API. In my current situation there are 3 (consumer key, consumer secret, and and authorization token). They are essentially needed in every API call. My question is should I make these 3 parameters required for each method or is there a better way. I see my current options as being: Place the parameters in each method call public ApiObject callMethod(String consumerKey, String consumerSecret, String token, ...) This one seems reasonable, but seems awfully repetitive to me. Create a singleton class that the user must initialize before calling any api methods. This seems wrong, and would essentially limit them to accessing one account at a time via the API (which may be reasonable, I dunno). Make them place them in a properties file in their project. That way I can load the properties that way and store them. This seems similar to the singleton to me, but they would not have to explicitly call something to initialize these values. Is there another option I am not seeing, or a more common practice in this situation that I should be following?

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  • Static vs. dynamic memory allocation - lots of constant objects, only small part of them used at runtime

    - by k29
    Here are two options: Option 1: enum QuizCategory { CATEGORY_1(new MyCollection<Question>() .add(Question.QUESTION_A) .add(Question.QUESTION_B) .add...), CATEGORY_2(new MyCollection<Question>() .add(Question.QUESTION_B) .add(Question.QUESTION_C) .add...), ... ; public MyCollection<Question> collection; private QuizCategory(MyCollection<Question> collection) { this.collection = collection; } public Question getRandom() { return collection.getRandomQuestion(); } } Option 2: enum QuizCategory2 { CATEGORY_1 { @Override protected MyCollection<Question> populateWithQuestions() { return new MyCollection<Question>() .add(Question.QUESTION_A) .add(Question.QUESTION_B) .add...; } }, CATEGORY_2 { @Override protected MyCollection<Question> populateWithQuestions() { return new MyCollection<Question>() .add(Question.QUESTION_B) .add(Question.QUESTION_C) .add...; } }; public Question getRandom() { MyCollection<Question> collection = populateWithQuestions(); return collection.getRandomQuestion(); } protected abstract MyCollection<Question> populateWithQuestions(); } There will be around 1000 categories, each containing 10 - 300 questions (100 on average). At runtime typically only 10 categories and 30 questions will be used. Each question is itself an enum constant (with its fields and methods). I'm trying to decide between those two options in the mobile application context. I haven't done any measurements since I have yet to write the questions and would like to gather more information before committing to one or another option. As far as I understand: (a) Option 1 will perform better since there will be no need to populate the collection and then garbage-collect the questions; (b) Option 1 will require extra memory: 1000 categories x 100 questions x 4 bytes for each reference = 400 Kb, which is not significant. So I'm leaning to Option 1, but just wondered if I'm correct in my assumptions and not missing something important? Perhaps someone has faced a similar dilemma? Or perhaps it doesn't actually matter that much?

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