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  • linux, LD_PRELOAD error

    - by user286215
    Hello, i am new in programming under linux and trying to get working this code: http://scaryreasoner.wordpress.com/2007/11/17/using-ld_preload-libraries-and-glibc-backtrace-function-for-debugging/ but getting error: "ERROR: ld.so: object 'libwrap_ioctl.so' from LD_PRELOAD cannot be preloaded: ignored." what can cause it? system - Archlinux, kernel 2.6.32 thank you for answers upd1: "Check with ldd libwrap_ioctl.so if some dependency of this library is missing." checked. no, i have all needed libraries

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  • How do call this symbolic code transformation ?

    - by erric
    Hi, I often cross this kind of code transformation (or even mathematical transformation) (python example, but applies to any language) I've go a function def f(x): return x I use it into another one. def g(x): return f(x)*f(x) print g(2) leads to 4 But I want to remove the functional dependency, and I change the function g into def g(f): return f*f print g( f(2) ) leads to 4 too How do you call this kind of transformation, locally turning a function into a scalar ?

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  • How to get if the object is already retrieved in inject

    - by zerkms
    Is it possible to know that particular dependency already has been satisfied by ninject kernel? To be clear: Let's suppose we have this module: Bind<IA>().To<A>(); Bind<IB>().To<B>(); And some "client"-code: var a = kernel.Get<IA>(); // how to get here "true" for assumption: "IA was requested (once)" // and "false" for: "IB was not requested ever"

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  • Silverlight MVVM add record from user control

    - by strattonn
    I have a User Control for searching container numbers. If the user enters a container number that's new to the system then I want to tell the VM "I have a new record to add". The MVVM method avoids using Events to communicate with the VM as they create code-behind. Should I create a Dependency Property to trigger the VM but I don't think I've seen other controls with a "NewRecord" property? Any thoughts?

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  • Custom base class for workflow activity , how to declare dependecy property ?

    - by Ajax2020
    Generally we derive custom activity from Activity or CompositeActivity class, i want to have my custom base class for all activities : like public class BusinessActivity : Activity { } then my custom activities will derive from BusinessActivity . The quetions is if i want ErrorMessageProperty and RetryCountProperty as dependency properties then in the BusinessActivity how to declare third param in Register method like public static DependencyProperty RetryCountProperty = DependencyProperty.Register("RetryCount", typeof(int), typeof(**BusinessActivity**)); What will happen if i derive from BusinessActivity class ?

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  • A simple, clean web layout

    - by Shaun_web
    Ok, so I hate CSS/HTML graphic design... What do you guys recommend as a sample template or website that you think has great CSS and html layout? From my past experience it's best to get a page that has a white background and little dependency on graphics -- that's clean, and easy to modify ;-).

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  • ThicknessAnimationUsingKeyFrames doesn't work the first time, but second and all subsequent times wo

    - by 110022530536665626169
    I have the following Storyboard: 'LayoutMargin' is a dependency property defined in the ancestor Window. This is the problem I'm having: The first time I run the animation it doesn't work - as if the LayoutMargin.Value isn't set. However, the second time I run the animation, and all subsequent times I run the animation, it work just fine. At first I suspected the LayoutMargin.Value was not set prior to the first animation, but it is set. Does anyone have any ideas about why this is happening?

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  • hibernate.properties classpath conflict

    - by Adam B
    I have a jar on the classpath which contains a hibernate.properties. This causes problems when my app starts because hibernate tries to use the settings from this file. Is there a way to explicitly specify the file that hibernate should look for, or tell it to ignore the properties file in the dependency jar?

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  • Silverlight Cream for March 05, 2010 -- #807

    - by Dave Campbell
    In this Issue: Phil Middlemiss(-2-, -3-), Pencho Popadiyn, John Papa(-2-, -3-), Jim Lynn, and SilverLaw(-2-). Shoutouts: Walt Ritscher has added more shaders and features: Shazzam 1.2 – Feature Overview I hope you're getting as excited as I am about MIX10. You should be reading MIX10 News and checking out the sessions and the directory of attendees. From SilverlightCream.com: Watermarked TextBox Part I Phil Middlemiss's Orb Radio Button hit number two in the Silverlight Cream Skim page, in 2 days... now Phil has a very nice 3-part tutorial up on creating a Watermarked TextBox with lots of cool features. This is part 1 and starts the series off. Watermarked TextBox Part II In Phil Middlemiss's Part II of the Watermarked TextBox tutorial, he's concentrating on visual elements of the control began in the last episode... you're paying attention, right? ... this is a cool control :) Watermarked Textbox Part III In the final part of Phil Middlemiss's tutorial series, he's wiring all the pieces together in the UserControl. Go grab the control, then leave Phil some love on his blog! Using Reactive Extensions in Silverlight Pencho Popadiyn has a great tutorial up on SilverlightShow about Rx ... if you want to get your arms around this... this tutorial is a good place to begin. Silverlight TV 10: Silverlight Hyper Video Platform with Jesse Liberty Running a little behind here, but check out John Papa and THE Silverlight GeekTM Jesse Liberty discussing Jesse's Hyper Video Platform on Silverlight TV Silverlight TV 11: Dynamically Loading XAPs with MEF In Silverlight TV episode 11, John Papa talks to Glenn Block about MEF and partitioning and dynamically loading XAPs ... good stuff. Silverlight TV 12: The Best Blend 3 Video Ever! And the latest Silverlight TV episode, number 12, has John Papa and Adam Kinney giving "The Best Blend 3 Video ever (or at least on Silverlight TV)"... check out the list of topics and you'll want to watch :) InvalidOperation_EnumFailedVersion when binding data to a Silverlight Chart Read Jim Lynn's post about a problem found while deploying his app, the very confusing (long) error, and the workaround. Leather Stamped Style Series For Silverlight Controls - Part 1 SilverLaw contued after his 'leather stamped' textbox and has added TextBlock, Button and some template bindings... check it out then get it at the Expression Gallery Circular Accordion Style Silverlight 3 SilverLaw also built a Circualar Accordian style... interesting idea and once again it, in the Expression Gallery. He's also looking for feedback. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    MIX10

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  • Texture mapping on gluDisk

    - by Marnix
    I'm trying to map a brick texture on the edge of a fountain and I'm using gluDisk for that. How can I make the right coordinates for the disk? My code looks like this and I have only found a function that takes the texture along with the camera. I want the cubic texture to be alongside of the fountain, but gluDisk does a linear mapping. How do I get a circular mapping? void Fountain::Draw() { glPushMatrix(); // push 1 this->ApplyWorldMatrixGL(); glEnable(GL_TEXTURE_2D); // enable texturing glPushMatrix(); // push 2 glRotatef(90,-1,0,0); // rotate 90 for the quadric // also drawing more here... // stone texture glBindTexture(GL_TEXTURE_2D, texIDs[0]); 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_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glPushMatrix(); // push 3 glTranslatef(0,0,height); // spherical texture generation // this piece of code doesn't work as I intended glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); GLUquadric *tub = gluNewQuadric(); gluQuadricTexture(tub, GL_TRUE); gluDisk(tub, radius, outerR, nrVertices, nrVertices); gluDeleteQuadric(tub); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glPopMatrix(); // pop 3 // more drawing here... glPopMatrix(); // pop 2 // more drawing here... glPopMatrix(); // pop 1 } To refine my question a bit. This is an image of what it is at default (left) and of what I want (right). The texture should fit in the border of the disk, a lot of times. If this is possible with the texture matrix, than that's fine with me as well.

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  • A Quick HLSL Question (How to modify some HLSL code)

    - by electroflame
    Thanks for wanting to help! I'm trying to create a circular, repeating ring (that moves outward) on a texture. I've achieved this, to a degree, with the following code: float distance = length(inTex - in_ShipCenter); float time = in_Time; ///* Simple distance/time combination */ float2 colorIndex = float2(distance - time, .3); float4 shipColor = tex2D(BaseTexture, inTex); float4 ringColor = tex2D(ringTexture, colorIndex); float4 finalColor; finalColor.rgb = (shipColor.rgb) + (ringColor.rgb); finalColor.a = shipColor.a; // Use the base texture's alpha (transparency). return finalColor; This works, and works how I want it to. The ring moves outward from the center of the texture at a steady rate, and is constrained to the edges of the base texture (i.e. it won't continue past an edge). However, there are a few issues with it that I would like some help on, though. They are: By combining the color additively (when I set finalColor.rgb), it makes the resulting ring color much lighter than I want (which, is pretty much the definition of additive blending, but I don't really want additive blending in this case). I would really like to be able to pass in the color that I want the ring to be. Currently, I have to pass in a texture that contains the color of the ring, but I think that doing it that way is kind of wasteful and overly-cumbersome. I know that I'm probably being an idiot over this, so I greatly appreciate the help. Some other (possibly relevant) information: I'm using XNA. I'm applying this by providing it to a SpriteBatch (as an Effect). The SpriteBatch is using BlendState.NonPremultiplied. Thanks in advance! EDIT: Thanks for the answers thus far, as they've helped me get a better grasp of the color issue. However, I'm still unsure of how to pass a color in and not use a texture. i.e. Can I create a tex2D by using a float4 instead of a texture? Or can I make a texture from a float4 and pass the texture in to the tex2D? DOUBLE EDIT: Here's some example pictures: With the effect off: With the effect on: With the effect on, but with the color weighting set to full: As you can see, the color weighting makes the base texture completely black (The background is black, so it looks transparent). You can also see the red it's supposed to be, and then the white-ish it really is when blended additively.

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  • How to load stacking chunks on the fly?

    - by Brettetete
    I'm currently working on an infinite world, mostly inspired by minecraft. A Chunk consists of 16x16x16 blocks. A block(cube) is 1x1x1. This runs very smoothly with a ViewRange of 12 Chunks (12x16) on my computer. Fine. When I change the Chunk height to 256 this becomes - obviously - incredible laggy. So what I basically want to do is stacking chunks. That means my world could be [8,16,8] Chunks large. The question is now how to generate chunks on the fly? At the moment I generate not existing chunks circular around my position (near to far). Since I don't stack chunks yet, this is not very complex. As important side note here: I also want to have biomes, with different min/max height. So in Biome Flatlands the highest layer with blocks would be 8 (8x16) - in Biome Mountains the highest layer with blocks would be 14 (14x16). Just as example. What I could do would be loading 1 Chunk above and below me for example. But here the problem would be, that transitions between different bioms could be larger than one chunk on y. My current chunk loading in action For the completeness here my current chunk loading "algorithm" private IEnumerator UpdateChunks(){ for (int i = 1; i < VIEW_RANGE; i += ChunkWidth) { float vr = i; for (float x = transform.position.x - vr; x < transform.position.x + vr; x += ChunkWidth) { for (float z = transform.position.z - vr; z < transform.position.z + vr; z += ChunkWidth) { _pos.Set(x, 0, z); // no y, yet _pos.x = Mathf.Floor(_pos.x/ChunkWidth)*ChunkWidth; _pos.z = Mathf.Floor(_pos.z/ChunkWidth)*ChunkWidth; Chunk chunk = Chunk.FindChunk(_pos); // If Chunk is already created, continue if (chunk != null) continue; // Create a new Chunk.. chunk = (Chunk) Instantiate(ChunkFab, _pos, Quaternion.identity); } } // Skip to next frame yield return 0; } }

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  • Camera not staying behind model while moving in circle

    - by ChocoMan
    I have a camera behind a model (3rd Person) and I'm having problems KEEPING it behind the model. When I first start my game, you see the back of the model. If the model moves forward, backward or strafe left or right, the camera moves along accordingly. When the model rotates (stationary), the camera rotates accordingly with the model still pointing at the model's back. So far, so good. The problem comes when the player is BOTH moving and rotating at the same time. Take for example a model moving in a circular pattern like running around a track. As the model moves in this motion, the model rotates slightly more with each complete rotation. Eventually, instead of looking at the model's back, eventually you will see the model in a profile view and before you know it, the model's front is facing the camera. And when you stop moving the model, the model stays in that position. So, as long as my model is stationary and rotating in one place, the camera rotates correctly. But as soon as there is any sort movement while rotating, the model is offset by a mysterious increasing amount. How can I keep the camera maintaining the same view no matter how I move AND rotate at the same time? // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { /* For rotating the model left or right. * Camera maintains distance from model * throughout rotation and if model moves * to a new position. */ Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromAxisAngle(Vector3.Up, yaw); //AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); AddPitch = Quaternion.CreateFromAxisAngle(Vector3.Up, pitch); ModelLoad.CRotation *= AddPitch; COrientation = Matrix.CreateFromQuaternion(ModelLoad.CRotation); } // Orbit (yaw) Camera around model public void cameraYaw(float yaw) { Vector3 yawAngle = ModelLoad.CameraPos - ModelLoad.camTarget; Vector3 axisYaw = Vector3.Up; ModelLoad.CameraPos = Vector3.Transform(yawAngle, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; }

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  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

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  • With AMD style modules in JavaScript is there any benefit to namespaces?

    - by gman
    Coming from C++ originally and seeing lots of Java programmers doing the same we brought namespaces to JavaScript. See Google's closure library as an example where they have a main namespace, goog and under that many more namespaces like goog.async, goog.graphics But now, having learned the AMD style of requiring modules it seems like namespaces are kind of pointless in JavaScript. Not only pointless but even arguably an anti-pattern. What is AMD? It's a way of defining and including modules that removes all direct dependencies. Effectively you do this // some/module.js define([ 'name/of/needed/module', 'name/of/someother/needed/module', ], function( RefToNeededModule, RefToSomeOtherNeededModule) { ...code... return object or function }); This format lets the AMD support code know that this module needs name/of/needed/module.js and name/of/someother/needed/module.js loaded. The AMD code can load all the modules and then, assuming no circular dependencies, call the define function on each module in the correct order, record the object/function returned by the module as it calls them, and then call any other modules' define function with references to those modules. This seems to remove any need for namespaces. In your own code you can call the reference to any other module anything you want. For example if you had 2 string libraries, even if they define similar functions, as long as they follow the AMD pattern you can easily use both in the same module. No need for namespaces to solve that. It also means there's no hard coded dependencies. For example in Google's closure any module could directly reference another module with something like var value = goog.math.someMathFunc(otherValue) and if you're unlucky it will magically work where as with AMD style you'd have to explicitly include the math library otherwise the module wouldn't have a reference to it since there are no globals with AMD. On top of that dependency injection for testing becomes easy. None of the code in the AMD module references things by namespace so there is no hardcoded namespace paths, you can easily mock classes at testing time. Is there any other point to namespaces or is that something that C++ / Java programmers are bringing to JavaScript that arguably doesn't really belong?

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • How is fundamental mathematics efficiently evaluated by programming languages?

    - by Korvin Szanto
    As I get more and more involved with the theory behind programming, I find myself fascinated and dumbfounded by seemingly simple things.. I realize that my understanding of the majority of fundamental processes is justified through circular logic Q: How does this work? A: Because it does! I hate this realization! I love knowledge, and on top of that I love learning, which leads me to my question (albeit it's a broad one). Question: How are fundamental mathematical operators assessed with programming languages? How have current methods been improved? Example var = 5 * 5; My interpretation: $num1 = 5; $num2 = 5; $num3 = 0; while ($num2 > 0) { $num3 = $num3 + $num1; $num2 = $num2 - 1; } echo $num3; This seems to be highly inefficient. With Higher factors, this method is very slow while the standard built in method is instantanious. How would you simulate multiplication without iterating addition? var = 5 / 5; How is this even done? I can't think of a way to literally split it 5 into 5 equal parts. var = 5 ^ 5; Iterations of iterations of addition? My interpretation: $base = 5; $mod = 5; $num1 = $base; while ($mod > 1) { $num2 = 5; $num3 = 0; while ($num2 > 0) { $num3 = $num3 + $num1; $num2 = $num2 - 1; } $num1 = $num3; $mod -=1; } echo $num3; Again, this is EXTREMELY inefficient, yet I can't think of another way to do this. This same question extends to all mathematical related functions that are handled automagically.

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  • Keep coding the wrong way to remain consistent? [closed]

    - by bwalk2895
    Possible Duplicate: Code maintenance: keeping a bad pattern when extending new code for being consistent, or not? To keep things simple let's say I am responsible for maintaining two applications, AwesomeApp and BadApp (I am responsible for more and no that is not their actual names). AwesomeApp is a greenfield project I have been working on with other members on my team. It was coded using all the fancy buzzwords, Multilayer, SOA, SOLID, TDD, and so on. It represents the direction we want to go as a team. BadApp is a application that has been around for a long time. The architecture suffers from many sins, namely everything is tightly coupled together and it is not uncommon to get a circular dependency error from the compiler, it is almost impossible to unit test, large classes, duplicate code, and so on. We have a plan to rewrite the application following the standards established by AwesomeApp, but that won't happen for a while. I have to go into BadApp and fix a bug, but after spending months coding what I consider correctly, I really don't want do continue perpetuate bad coding practices. However, the way AwesomeApp is coded is vastly different from the way BadApp is coded. I fear implementing the "correct" way would cause confusion for other developers who have to maintain the application. Question: Is it better to keep coding the wrong way to remain consistent with the rest of the code in the application (knowing it will be replaced) or is it better to code the right way with an understanding it could cause confusion because it is so much different? To give you an example. There is a large class (1000+ lines) with several functions. One of the functions is to calculate a date based on an enumerated value. Currently the function handles all the various calculations. The function relies on no other functionality within the class. It is self contained. I want to break the function into smaller functions (at the very least) and put them into their own classes and hide those classes behind an interface (at the most) and use the factory pattern to instantiate the date classes. If I just broke it out into smaller functions within the class it would follow the existing coding standard. The extra steps are to start following some of the SOLID principles.

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  • ODEE Green Field (Windows) Part 2 - WebLogic

    - by AndyL-Oracle
    Welcome back to the next installment on how to install Oracle Documaker Enterprise Edition onto a green field environment! In my previous post, I went over some basic introductory information and we installed the Oracle database. Hopefully you've completed that step successfully, and we're ready to move on - so let's dive in! For this installment, we'll be installing WebLogic 10.3.6, which is a prerequisite for ODEE 12.3 and 12.2. Prior to installing the WebLogic application server, verify that you have met the software prerequisites. Review the documentation – specifically you need to make sure that you have the appropriate JDK installed. There are advisories if you are using JDK 1.7. These instructions assume you are using JDK 1.6, which is available here. The first order of business is to unzip the installation package into a directory location. This procedure should create a single file, wls1036_generic.jar. Navigate to and execute this file by double-clicking it. This should launch the installer. Depending on your User Account Control rights you may need to approve running the setup application. Once the installer application opens, click Next. Select your Middleware Home. This should be within your ORACLE_HOME. The default is probably fine. Click Next. Uncheck the Email option. Click Yes. Click Next. Click Yes Click Yes and Yes again (yes, it’s quite circular). Check that you wish to remain uninformed and click Continue. Click Custom and Next. Uncheck Evaluation Database and Coherence, then click Next. Select the appropriate JDK. This should be a 64-bit JDK if you’re running a 64-bit OS. You may need to browse to locate the appropriate JAVA_HOME location. Check the JDK and click Next. Verify the installation directory and click Next. Click Next. Allow the installation to progress… Uncheck Run Quickstart and click Done.  And that's it! It's all quite painless - so let's proceed on to set up SOA Suite, shall we? 

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  • Unable to setup postgres on ubuntu (8.4 on 9.10)

    - by shabda
    I am trying to setup postgres on ubuntu, and I cant proceed as I cant find the location of pg_hba.conf (Postgres 8.4 on ubuntu 9.10) What I did setup postgres via aptitude This gave me ... /usr/share/postgresql/8.4# aptitude install postgresql Reading package lists... Done Building dependency tree Reading state information... Done Reading extended state information Initializing package states... Done The following NEW packages will be installed: libreadline5{a} postgresql postgresql-8.4{a} postgresql-client-8.4{a} postgresql-client-common{a} postgresql-common{a} 0 packages upgraded, 6 newly installed, 0 to remove and 0 not upgraded. Need to get 0B/5,159kB of archives. After unpacking 18.8MB will be used. Do you want to continue? [Y/n/?] Y Writing extended state information... Done Preconfiguring packages ... Selecting previously deselected package libreadline5. (Reading database ... 17490 files and directories currently installed.) Unpacking libreadline5 (from .../libreadline5_5.2-6_amd64.deb) ... Selecting previously deselected package postgresql-client-common. Unpacking postgresql-client-common (from .../postgresql-client-common_101_all.deb) ... Selecting previously deselected package postgresql-client-8.4. Unpacking postgresql-client-8.4 (from .../postgresql-client-8.4_8.4.1-1_amd64.deb) ... Selecting previously deselected package postgresql-common. Unpacking postgresql-common (from .../postgresql-common_101_all.deb) ... Selecting previously deselected package postgresql-8.4. Unpacking postgresql-8.4 (from .../postgresql-8.4_8.4.1-1_amd64.deb) ... Selecting previously deselected package postgresql. Unpacking postgresql (from .../postgresql_8.4.1-1_all.deb) ... Processing triggers for man-db ... Setting up libreadline5 (5.2-6) ... Setting up postgresql-client-common (101) ... Setting up postgresql-client-8.4 (8.4.1-1) ... update-alternatives: using /usr/share/postgresql/8.4/man/man1/psql.1.gz to provide /usr/share/man/man1/psql.1.gz (psql.1.gz) in auto mode. Setting up postgresql-common (101) ... Setting up postgresql-8.4 (8.4.1-1) ... update-alternatives: using /usr/share/postgresql/8.4/man/man1/postmaster.1.gz to provide /usr/share/man/man1/postmaster.1.gz (postmaster.1.gz) in auto mode. Setting up postgresql (8.4.1-1) ... Processing triggers for libc-bin ... ldconfig deferred processing now taking place Reading package lists... Done Building dependency tree Reading state information... Done Reading extended state information Initializing package states... Done Writing extended state information... Done tried to login as su - postgres Followed by createdb mytestdb This failed with could not connect to database postgres: could not connect to server: No such file or directory Is the server running locally and accepting connections on Unix domain socket "/var/run/postgresql/.s.PGSQL.5432"? So I though I need to enable local connections in pg_hba.conf, which I cant find. So I created a new file as sudo vim /etc/postgresql/8.4/main/pg_hba.conf With values local all all ident But I still cant login after restarting the service. What are next steps for me to take.

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  • Error installing mysql, any way to fix it?

    - by user156355
    I was installing mysql with apt-get install mysql-server (like I always did) before that I had done an apt-get update (I am using Debian 6), and when I installed I found this problem, pretty common as I see, but Ive followed all stepts and nothing have worked, Ive tried with apt-get install -f also with apt-get remove mysql-server (and common, and mysql-server-5.1) and also with apt-get purge (every packate) and later install, but nothing... I tried also dpkg-reconfigure mysql-server-5.1 apt-get install --reinstall mysql-server (all runed as Root) Still, nothing worked, any idea??? 130130 10:11:48 InnoDB: Shutdown completed; log sequence number 0 44233 Starting MySQL database server: mysqld . . . . . . . . . . . . . . failed! invoke-rc.d: initscript mysql, action "start" failed. dpkg: error processing mysql-server-5.1 (--configure): subprocess installed post-installation script returned error exit status 1 configured to not write apport reports dpkg: dependency problems prevent configuration of mysql-server: mysql-server depends on mysql-server-5.1; however: Package mysql-server-5.1 is not configured yet. dpkg: error processing mysql-server (--configure): dependency problems - leaving unconfigured configured to not write apport reports Errors were encountered while processing: mysql-server-5.1 mysql-server E: Sub-process /usr/bin/dpkg returned an error code (1) when I tried dpkg-reconfigure mysql-server-5.1 /usr/sbin/dpkg-reconfigure: mysql-server-5.1 is broken or not fully installed the case "Start" on /etc/init.d/mysql is 'start') sanity_checks; # Start daemon log_daemon_msg "Starting MySQL database server" "mysqld" if mysqld_status check_alive nowarn; then log_progress_msg "already running" log_end_msg 0 else # Could be removed during boot test -e /var/run/mysqld || install -m 755 -o mysql -g root -d /var/run/mysqld # Start MySQL! /usr/bin/mysqld_safe > /dev/null 2>&1 & # 6s was reported in #352070 to be too few when using ndbcluster for i in 1 2 3 4 5 6 7 8 9 10 11 12 13 14; do sleep 1 if mysqld_status check_alive nowarn ; then break; fi log_progress_msg "." done if mysqld_status check_alive warn; then log_end_msg 0 # Now start mysqlcheck or whatever the admin wants. output=$(/etc/mysql/debian-start) [ -n "$output" ] && log_action_msg "$output" else log_end_msg 1 log_failure_msg "Please take a look at the syslog" fi fi When I make mysql force-reload: Reloading MySQL database server: mysqld/usr/bin/mysqladmin: connect to server at 'localhost' failed error: 'Can't connect to local MySQL server through socket '/var/run/mysqld/mysqld.sock' (2)' Check that mysqld is running and that the socket: '/var/run/mysqld/mysqld.sock' exists! root@americandougnuts:/etc/init.d# root@americandougnuts:/etc/init.d# Check that mysqld is running and that the socket: '/var/run/mysqld/mysqld.sock' exists!

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  • Debian Lenny to Debian Squeeze upgrade problems

    - by Roland Soós
    Hi! Yesterday I made a dist-upgrade on my Debian Lenny server. I thought it will be easy as an usual upgrade, but it's not. I got a lot of problem after the update: # apt-get upgrade Reading package lists... Done Building dependency tree Reading state information... Done You might want to run 'apt-get -f install' to correct these. The following packages have unmet dependencies: linux-image-2.6-amd64 : Depends: linux-image-2.6.32-5-amd64 but it is not installed E: Unmet dependencies. Try using -f. Then I tried the suggestion: # apt-get -f install Reading package lists... Done Building dependency tree Reading state information... Done Correcting dependencies... Done The following packages were automatically installed and are no longer required: libio-compress-base-perl libatk1.0-0 libts-0.0-0 libmime-types-perl libc-client2007b libgtk2.0-common libxfixes3 libgsf-1-common hicolor-icon-theme libfile-remove-perl libxcomposite1 libltdl3-dev libneon27 libmd5-perl libwmf0.2-7 libilmbase6 libatk1.0-data djvulibre-desktop libdirectfb-1.0-0 fam libxinerama1 libcroco3 libopenexr6 libgsf-1-114 libmail-box-perl libdjvulibre21 openssl-blacklist librsvg2-2 libio-compress-zlib-perl libsysfs2 libbeecrypt6 libxdamage1 libobject-realize-later-perl libuser-identity-perl libgtk2.0-bin libxi6 libxcursor1 portmap libxrandr2 libgtk2.0-0 Use 'apt-get autoremove' to remove them. The following extra packages will be installed: linux-image-2.6.32-5-amd64 Suggested packages: linux-doc-2.6.32 The following NEW packages will be installed: linux-image-2.6.32-5-amd64 0 upgraded, 1 newly installed, 0 to remove and 121 not upgraded. 98 not fully installed or removed. Need to get 0 B/28.6 MB of archives. After this operation, 103 MB of additional disk space will be used. Do you want to continue [Y/n]? y perl: warning: Setting locale failed. perl: warning: Please check that your locale settings: LANGUAGE = (unset), LC_ALL = (unset), LANG = "hu_HU.UTF-8" are supported and installed on your system. perl: warning: Falling back to the standard locale ("C"). locale: Cannot set LC_CTYPE to default locale: No such file or directory locale: Cannot set LC_ALL to default locale: Nincs ilyen f?jl vagy k?nyvt?r Preconfiguring packages ... (Reading database ... 37915 files and directories currently installed.) Unpacking linux-image-2.6.32-5-amd64 (from .../linux-image-2.6.32-5-amd64_2.6.32-30_amd64.deb) ... locale: Cannot set LC_CTYPE to default locale: No such file or directory locale: Cannot set LC_ALL to default locale: Nincs ilyen f?jl vagy k?nyvt?r dpkg: error processing /var/cache/apt/archives/linux-image-2.6.32-5-amd64_2.6.32-30_amd64.deb (--unpack): failed in write on buffer copy for backend dpkg-deb during `./lib/modules/2.6.32-5-amd64/kernel/sound/pci/hda/snd-hda-codec-realtek.ko': No space left on device configured to not write apport reports dpkg-deb: subprocess paste killed by signal (Broken pipe) locale: Cannot set LC_CTYPE to default locale: No such file or directory locale: Cannot set LC_ALL to default locale: Nincs ilyen f?jl vagy k?nyvt?r Running postrm hook script /sbin/update-grub. Searching for GRUB installation directory ... found: /boot/grub Searching for default file ... found: /boot/grub/default Testing for an existing GRUB menu.lst file ... found: /boot/grub/menu.lst Searching for splash image ... none found, skipping ... Found kernel: /boot/vmlinuz-2.6.26-2-amd64 Updating /boot/grub/menu.lst ... done Examining /etc/kernel/postrm.d . run-parts: executing /etc/kernel/postrm.d/initramfs-tools 2.6.32-5-amd64 /boot/vmlinuz-2.6.32-5-amd64 Errors were encountered while processing: /var/cache/apt/archives/linux-image-2.6.32-5-amd64_2.6.32-30_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1) # dpkg-reconfigure locales perl: warning: Setting locale failed. perl: warning: Please check that your locale settings: LANGUAGE = (unset), LC_ALL = (unset), LANG = "hu_HU.UTF-8" are supported and installed on your system. perl: warning: Falling back to the standard locale ("C"). locale: Cannot set LC_CTYPE to default locale: No such file or directory locale: Cannot set LC_ALL to default locale: Nincs ilyen f?jl vagy k?nyvt?r /usr/sbin/dpkg-reconfigure: locales is broken or not fully installed Then I stucked. Do you have any idea how could I solve this?

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  • Windows 7 / Ubuntu Dualboot GRUB Problem.

    - by Tek
    I'd like to first say ahead of time that I'm running a RAID-0 Setup. 1.First of all, I'm glad Ubuntu 9.10 installed flawlessly and detected my RAID-0 setup just fine. The issue I'm having now is that I already had Windows 7 installed and made a small 12GB partition for Linux/Swap. I grabbed EasyBCD 2.0 to edit the W7 bootloader and configured it to use dual boot Grub2 because before it didn't even show the option for Ubuntu. The bootloader points to a file made in the windows directory made by EasyBCD called "C:\NST\AutoNeoGrub0.mbr" which is what I'm guessing grub is booting from. After that I got the option for booting Ubuntu. The problem is that it's sending me to the Grub prompt (probably because it's pointing to \NST|AutoNeoGrub0.mbr?), at first I didn't know what to do but I researched and have to type grub commands to manually boot into Ubuntu Linux. Ex: grubroot (hd0,4) grubkernel /boot/vmlinuz-2.6... root=/dev/disk/by-uuid/24624-2424... grubinitrd boot/initrd.img-2.6... grubboot After all that Ubuntu boots just fine, but how do I fix it permanently? Do I need to edit the bootloader manually (since Easy BCD "autoconfigures")? Some insight on this would rock! Also, it sucks to type the actual uuid since it's REALLY long. I tried getting the name of the drive via fdisk -l but since it's raid 0 I'm guessing I can't do that. How can I get a shorter name of the drive? like /dev/sda, /dev/sdb etc? I've also tried to update to the latest GRUB and I got this: Creating config file /etc/default/grub with new version Generating core.img error: cannot seek /dev/sdc' error: cannot seek/dev/sdc' grub-probe: error: no mapping exists for nvidia_dbedfcca5' Auto-detection of a filesystem module failed. Please specify the module with the option--modules' explicitly. dpkg: error processing grub-pc (--configure): subprocess installed post-installation script returned error exit status 1 dpkg: dependency problems prevent configuration of grub2: grub2 depends on grub-pc; however: Package grub-pc is not configured yet. dpkg: error processing grub2 (--configure): dependency problems - leaving unconfigured No apport report written because the error message indicates its a followup error from a previous failure. E: Sub-process /usr/bin/dpkg returned an error code (1) I've also tried: b@dnb:~$ sudo update-grub error: cannot seek /dev/sdc' error: cannot seek/dev/sdc' Generating grub.cfg ... Found linux image: /boot/vmlinuz-2.6.31-14-generic Found initrd image: /boot/initrd.img-2.6.31-14-generic error: cannot seek /dev/sdc' grub-probe: error: no mapping exists fornvidia_dbedfcca5' error: cannot seek /dev/sdc' grub-probe: error: no mapping exists fornvidia_dbedfcca5' Found memtest86+ image: /boot/memtest86+.bin Found Windows 7 (loader) on /dev/mapper/nvidia_dbedfcca1 error: cannot seek /dev/sdc' grub-probe: error: no mapping exists fornvidia_dbedfcca1' done To no avail. Any idea what I can do to fix this mess? :( Edit: This is my disk configuration. b@dnb:~$ sudo df -l Filesystem 1K-blocks Used Available Use% Mounted on /dev/mapper/nvidia_dbedfcca5 12302232 2744788 8932520 24% / udev 1030288 268 1030020 1% /dev none 1030288 964 1029324 1% /dev/shm none 1030288 92 1030196 1% /var/run none 1030288 0 1030288 0% /var/lock none 1030288 0 1030288 0% /lib/init/rw /dev/sr0 706532 706532 0 100% /media/cdrom0 Note: /dev/mapper/nvidia_dbedfcca5 is my Linux boot partition

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