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  • Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark (TOTD #184)

    - by arungupta
    TOTD #183 explained how to build a WebSocket-driven application using GlassFish 4. This Tip Of The Day (TOTD) will explain how do view/debug on-the-wire messages, or frames as they are called in WebSocket parlance, over this upgraded connection. This blog will use the application built in TOTD #183. First of all, make sure you are using a browser that supports WebSocket. If you recall from TOTD #183 then WebSocket is combination of Protocol and JavaScript API. A browser supporting WebSocket, or not, means they understand your web pages with the WebSocket JavaScript. caniuse.com/websockets provide a current status of WebSocket support in different browsers. Most of the major browsers such as Chrome, Firefox, Safari already support WebSocket for the past few versions. As of this writing, IE still does not support WebSocket however its planned for a future release. Viewing WebSocket farmes require special settings because all the communication happens over an upgraded HTTP connection over a single TCP connection. If you are building your application using Java, then there are two common ways to debug WebSocket messages today. Other language libraries provide different mechanisms to log the messages. Lets get started! Chrome Developer Tools provide information about the initial handshake only. This can be viewed in the Network tab and selecting the endpoint hosting the WebSocket endpoint. You can also click on "WebSockets" on the bottom-right to show only the WebSocket endpoints. Click on "Frames" in the right panel to view the actual frames being exchanged between the client and server. The frames are not refreshed when new messages are sent or received. You need to refresh the panel by clicking on the endpoint again. To see more detailed information about the WebSocket frames, you need to type "chrome://net-internals" in a new tab. Click on "Sockets" in the left navigation bar and then on "View live sockets" to see the page. Select the box with the address to your WebSocket endpoint and see some basic information about connection and bytes exchanged between the client and the endpoint. Clicking on the blue text "source dependency ..." shows more details about the handshake. If you are interested in viewing the exact payload of WebSocket messages then you need a network sniffer. These tools are used to snoop network traffic and provide a lot more details about the raw messages exchanged over the network. However because they provide lot more information so they need to be configured in order to view the relevant information. Wireshark (nee Ethereal) is a pretty standard tool for sniffing network traffic and will be used here. For this blog purpose, we'll assume that the WebSocket endpoint is hosted on the local machine. These tools do allow to sniff traffic across the network though. Wireshark is quite a comprehensive tool and we'll capture traffic on the loopback address. Start wireshark, select "loopback" and click on "Start". By default, all traffic information on the loopback address is displayed. That includes tons of TCP protocol messages, applications running on your local machines (like GlassFish or Dropbox on mine), and many others. Specify "http" as the filter in the top-left. Invoke the application built in TOTD #183 and click on "Say Hello" button once. The output in wireshark looks like Here is a description of the messages exchanged: Message #4: Initial HTTP request of the JSP page Message #6: Response returning the JSP page Message #16: HTTP Upgrade request Message #18: Upgrade request accepted Message #20: Request favicon Message #22: Responding with favicon not found Message #24: Browser making a WebSocket request to the endpoint Message #26: WebSocket endpoint responding back You can also use Fiddler to debug your WebSocket messages. How are you viewing your WebSocket messages ? Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) TOTD #183 - Getting Started with WebSocket in GlassFish Subsequent blogs will discuss the following topics (not necessary in that order) ... Binary data as payload Custom payloads using encoder/decoder Error handling Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • LibGDX Box2D Body and Sprite AND DebugRenderer out of sync

    - by Free Lancer
    I am having a couple issues with Box2D bodies. I have a GameObject holding a Sprite and Body. I use a ShapeRenderer to draw an outline of the Body's and Sprite's bounding boxes. I also added a Box2DDebugRenderer to make sure everything's lining up properly. My problem is the Sprite and Body at first overlap perfectly, but as I turn the Body moves a bit off the sprite then comes back when the Car is facing either North or South. Here's an image of what I mean: (Not sure what that line is, first time to show up) BLUE is the Body, RED is the Sprite, PURPLE is the Box2DDebugRenderer. Also, you probably noticed a purple square in the top right corner. Well that's the Car drawn by the Box2D Debug Renderer. I thought it might be the camera but I've been playing with the Cameras for hours and nothing seems to work. All give me weird results. Here's my code: Screen: public void show() { // --------------------- SETUP ALL THE CAMERA STUFF ------------------------------ // battleStage = new Stage( 720, 480, false ); // Setup the camera. In Box2D we operate on a meter scale, pixels won't do it. So we use // an Orthographic camera with a Viewport of 24 meters in width and 16 meters in height. battleStage.setCamera( new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ) ); battleStage.getCamera().position.set( CAM_METER_WIDTH / 2, CAM_METER_HEIGHT / 2, 0 ); // The Box2D Debug Renderer will handle rendering all physics objects for debugging debugger = new Box2DDebugRenderer( true, true, true, true ); //debugCam = new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ); } public void render(float delta) { // Update the Physics World, use 1/45 for something around 45 Frames/Second for mobile devices physicsWorld.step( 1/45.0f, 8, 3 ); // 1/45 for devices // Set the Camera matrices and clear the screen Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); battleStage.getCamera().update(); // Draw game objects here battleStage.act(delta); battleStage.draw(); // Again update the Camera matrices and call the debug renderer debugCam.update(); debugger.render( physicsWorld, debugCam.combined); // Vehicle handles its own interaction with the HUD // update all Actors movements in the game Stage hudStage.act( delta ); // Draw each Actor onto the Scene at their new positions hudStage.draw(); } Car: (extends Actor) public Car( Texture texture, float posX, float posY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( WIDTH * Consts.PIXEL_METER_RATIO, HEIGHT * Consts.PIXEL_METER_RATIO ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); // set the origin to be at the center of the body mSprite.setPosition( posX * Consts.PIXEL_METER_RATIO, posY * Consts.PIXEL_METER_RATIO ); // place the car in the center of the game map FixtureDef carFixtureDef = new FixtureDef(); mBody = Physics.createBoxBody( BodyType.DynamicBody, carFixtureDef, mSprite ); } public void draw() { mSprite.setPosition( mBody.getPosition().x * Consts.PIXEL_METER_RATIO, mBody.getPosition().y * Consts.PIXEL_METER_RATIO ); mSprite.setRotation( MathUtils.radiansToDegrees * mBody.getAngle() ); // draw the sprite mSprite.draw( batch ); } Physics: (Create the Body) public static Body createBoxBody( final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; boxBodyDef.position.x = pSprite.getX() / Consts.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Consts.PIXEL_METER_RATIO; // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Consts.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Consts.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = BattleScreen.getPhysicsWorld().createBody(boxBodyDef); boxBody.createFixture(pFixtureDef); } Sorry for all the code and long description but it's hard to pin down what exactly might be causing the problem.

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  • Visual Studio Exceptions dialogs

    - by Daniel Moth
    Previously I covered step 1 of live debugging with start and attach. Once the debugger is attached, you want to go to step 2 of live debugging, which is to break. One way to break under the debugger is to do nothing, and just wait for an exception to occur in your code. This is true for all types of code that you debug in Visual Studio, and let's consider the following piece of C# code:3: static void Main() 4: { 5: try 6: { 7: int i = 0; 8: int r = 5 / i; 9: } 10: catch (System.DivideByZeroException) {/*gulp. sue me.*/} 11: System.Console.ReadLine(); 12: } If you run this under the debugger do you expect an exception on line 8? It is a trick question: you have to know whether I have configured the debugger to break when exceptions are thrown (first-chance exceptions) or only when they are unhandled. The place you do that is in the Exceptions dialog which is accessible from the Debug->Exceptions menu and on my installation looks like this: Note that I have checked all CLR exceptions. I could have expanded (like shown for the C++ case in my screenshot) and selected specific exceptions. To read more about this dialog, please read the corresponding Exception Handling debugging msdn topic and all its subtopics. So, for the code above, the debugger will break execution due to the thrown exception (exactly as if the try..catch was not there), so I see the following Exception Thrown dialog: Note the following: I can hit continue (or hit break and then later continue) and the program will continue fine since I have a catch handler. If this was an unhandled exception, then that is what the dialog would say (instead of first chance exception) and continuing would crash the app. That hyperlinked text ("Open Exception Settings") opens the Exceptions dialog I described further up. The coolest thing to note is the checkbox - this is new in this latest release of Visual Studio: it is a shortcut to the checkbox in the Exceptions dialog, so you don't have to open it to change this setting for this specific exception - you can toggle that option right from this dialog. Finally, if you try the code above on your system, you may observe a couple of differences from my screenshots. The first is that you may have an additional column of checkboxes in the Exceptions dialog. The second is that the last dialog I shared may look different to you. It all depends on the Debug->Options settings, and the two relevant settings are in this screenshot: The Exception assistant is what configures the look of the UI when the debugger wants to indicate exception to you, and the Just My Code setting controls the extra column in the Exception dialog. You can read more about those options on MSDN: How to break on User-Unhandled exceptions (plus Gregg’s post) and Exception Assistant. Before I leave you to go play with this stuff a bit more, please note that this level of debugging is now available for JavaScript too, and if you are looking at the Exceptions dialog and wondering what the "GPU Memory Access Exceptions" node is about, stay tuned on the C++ AMP blog ;-) Comments about this post by Daniel Moth welcome at the original blog.

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  • How to detect UTF-8-based encoded strings [closed]

    - by Diego Sendra
    A customer of asked us to build him a multi-language based support VB6 scraper, for which we had the need to detect UTF-8 based encoded strings to decode it later for proper displaying in application UI. It's necessary to point out that this need arises based on VB6 limitations to natively support UTF-8 in its controls, contrary to what it happens in .NET where you can tell a control that it should expect UTF-8 encoding. VB6 natively supports ISO 8859-1 and/or Windows-1252 encodings only, for which textboxes, dropdowns, listview controls, others can't be defined to natively support/expect UTF-8 as you can do in .NET considering what we just explained; so we would see weird symbols such as é, è among others, making it a whole mess at the time of displaying. So, next function contains whole UTF-8 encoded punctuation marks and symbols from languages like Spanish, Italian, German, Portuguese, French and others, based on an excellent UTF-8 based list we got from this link - Ref. http://home.telfort.nl/~t876506/utf8tbl.html Basically, the function compares if each and one of the listed UTF-8 encoded sentences, separated by | (pipe) are found in our passed string making a substring search first. Whether it's not found, it makes an alternative ASCII value based search to get a match. Say, a string like "Societé" (Society in english) would return FALSE through calling isUTF8("Societé") while it would return TRUE when calling isUTF8("SocietÈ") since È is the UTF-8 encoded representation of é. Once you got it TRUE or FALSE, you can decode the string through DecodeUTF8() function for properly displaying it, a function we found somewhere else time ago and also included in this post. Function isUTF8(ByVal ptstr As String) Dim tUTFencoded As String Dim tUTFencodedaux Dim tUTFencodedASCII As String Dim ptstrASCII As String Dim iaux, iaux2 As Integer Dim ffound As Boolean ffound = False ptstrASCII = "" For iaux = 1 To Len(ptstr) ptstrASCII = ptstrASCII & Asc(Mid(ptstr, iaux, 1)) & "|" Next tUTFencoded = "Ä|Ã…|Ç|É|Ñ|Ö|ÃŒ|á|Ã|â|ä|ã|Ã¥|ç|é|è|ê|ë|í|ì|î|ï|ñ|ó|ò|ô|ö|õ|ú|ù|û|ü|â€|°|¢|£|§|•|¶|ß|®|©|â„¢|´|¨|â‰|Æ|Ø|∞|±|≤|≥|Â¥|µ|∂|∑|âˆ|Ï€|∫|ª|º|Ω|æ|ø|¿|¡|¬|√|Æ’|≈|∆|«|»|…|Â|À|Ã|Õ|Å’|Å“|–|—|“|â€|‘|’|÷|â—Š|ÿ|Ÿ|â„|€|‹|›|ï¬|fl|‡|·|‚|„|‰|Â|Ú|Ã|Ë|È|Ã|ÃŽ|Ã|ÃŒ|Ó|Ô||Ã’|Ú|Û|Ù|ı|ˆ|Ëœ|¯|˘|Ë™|Ëš|¸|Ë|Ë›|ˇ" & _ "Å|Å¡|¦|²|³|¹|¼|½|¾|Ã|×|Ã|Þ|ð|ý|þ" & _ "â‰|∞|≤|≥|∂|∑|âˆ|Ï€|∫|Ω|√|≈|∆|â—Š|â„|ï¬|fl||ı|˘|Ë™|Ëš|Ë|Ë›|ˇ" tUTFencodedaux = Split(tUTFencoded, "|") If UBound(tUTFencodedaux) > 0 Then iaux = 0 Do While Not ffound And Not iaux > UBound(tUTFencodedaux) If InStr(1, ptstr, tUTFencodedaux(iaux), vbTextCompare) > 0 Then ffound = True End If If Not ffound Then 'ASCII numeric search tUTFencodedASCII = "" For iaux2 = 1 To Len(tUTFencodedaux(iaux)) 'gets ASCII numeric sequence tUTFencodedASCII = tUTFencodedASCII & Asc(Mid(tUTFencodedaux(iaux), iaux2, 1)) & "|" Next 'tUTFencodedASCII = Left(tUTFencodedASCII, Len(tUTFencodedASCII) - 1) 'compares numeric sequences If InStr(1, ptstrASCII, tUTFencodedASCII) > 0 Then ffound = True End If End If iaux = iaux + 1 Loop End If isUTF8 = ffound End Function Function DecodeUTF8(s) Dim i Dim c Dim n s = s & " " i = 1 Do While i <= Len(s) c = Asc(Mid(s, i, 1)) If c And &H80 Then n = 1 Do While i + n < Len(s) If (Asc(Mid(s, i + n, 1)) And &HC0) <> &H80 Then Exit Do End If n = n + 1 Loop If n = 2 And ((c And &HE0) = &HC0) Then c = Asc(Mid(s, i + 1, 1)) + &H40 * (c And &H1) Else c = 191 End If s = Left(s, i - 1) + Chr(c) + Mid(s, i + n) End If i = i + 1 Loop DecodeUTF8 = s End Function

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  • Unity GUI not in build, but works fine in editor

    - by Darren
    I have: GUITexture attached to an object A script that has GUIStyles created for the Textfield and Buttons that are created in OnGUI(). This script is attached to the same object in number 1 3 GUIText objects each separate from the above. A script that enables the GUITexture and the script in number 1 and 2 respectively This is how it is supposed to work: When I cross the finish line, number 4 script enables number 1 GUITexture component and number 2 script component. The script component uses one of number 3's GUIText objects to show you your best lap time, and also makes a GUI.Textfield for name entry and 2 GUI.Buttons for "Submit" and "Skip". If you hit "Submit" the script will submit the time. No matter which button you press, The remaining 2 GUIText objects from number 3 will show you the top 10 best times. For some reason, when I run it in editor, everything works 100%, but when I'm in different kinds of builds, the results vary. When I am in a webplayer, The GUITexture and the textfield and buttons appear, but the textfield and buttons are plain and have no evidence of GUIStyles. When I click one of the buttons, the score gets submitted but I do not get the fastest times showing. When I am in a standalone build, the GUITexture shows up, but nothing else does. If I remove the GUIStyle parameter of the GUI.Textfield and GUI.Button, they show up. Why am I getting these variations and how can I fix it? Code below: void Start () { Names.text = ""; Times.text = ""; YourBestTime.text = "Your Best Lap: " + bestTime + "\nEnter your name:"; //StartCoroutine(GetTimes("Test")); } void Update() { if (!ShowButtons && !GettingTimes) { StartCoroutine(GetTimes()); GettingTimes = true; } } IEnumerator GetTimes () { Debug.Log("Getting times"); YourBestTime.text = "Loading Best Lap Times"; WWW times_get = new WWW(GetTimesUrl); yield return times_get; WWW names_get = new WWW(GetNamesUrl); yield return names_get; if(times_get.error != null || names_get.error != null) { print("There was an error retrieiving the data: " + names_get.error + times_get.error); } else { Times.text = times_get.text; Names.text = names_get.text; YourBestTime.text = "Your Best Lap: " + bestTime; } } IEnumerator PostLapTime (string Name, string LapTime) { string hash= MD5.Md5Sum(Name + LapTime + secretKey); string bestTime_url = SubmitTimeUrl + "&Name=" + WWW.EscapeURL(Name) + "&LapTime=" + LapTime + "&hash=" + hash; Debug.Log (bestTime_url); // Post the URL to the site and create a download object to get the result. WWW hs_post = new WWW(bestTime_url); //label = "Submitting..."; yield return hs_post; // Wait until the download is done if (hs_post.error != null) { print("There was an error posting the lap time: " + hs_post.error); //label = "Error: " + hs_post.error; //show = false; } else { Debug.Log("Posted: " + hs_post.text); ShowButtons = false; PostingTime = false; } } void OnGUI() { if (ShowButtons) { //makes text box nameString = GUI.TextField( new Rect((Screen.width/2)-111, (Screen.height/2)-130, 222, 25), nameString, 20, TextboxStyle); if (GUI.Button( new Rect( (Screen.width/2-74.0f), (Screen.height/2)- 90, 64, 32), "Submit", ButtonStyle)) { //SUBMIT TIME if (nameString == "") { nameString = "Player"; } if (!PostingTime) { StartCoroutine(PostLapTime(nameString, bestTime)); PostingTime = true; } } else if (GUI.Button( new Rect( (Screen.width/2+10.0f), (Screen.height/2)- 90, 64, 32), "Skip", ButtonStyle)) { ShowButtons = false; } } } }

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  • How can I fix my keyboard layout?

    - by Scott Severance
    For a long time, I've had my keyboard configured to use the layout currently known as "English (international AltGr dead keys)." I like this layout because without any modifier keys, it's identical to the US English keyboard, but when I hold Right Alt I can get accented letters and other characters not available on a standard US English keyboard. In Oneiric, however, the layout is messed up. Right Alt+N produces "ñ" as expected. And another method works: Right Alt+`, E produces "è", also as expected. But there's no way to type "é", which is probably the accented letter I type the most. I expect Right Alt+A, E to do the trick. But instead of a dead key for the acute accent, it uses a method for combining characters to create the hybrid "´e". This hybrid looks like the proper "é" in some settings, but it isn't the same character and doesn't always work. (For example, in the text input box as I type this, it looks the same as the proper character, but when displayed on the site for all so see, it looks very wrong--at least on my machine.) Ditto for all other characters with an acute accent, though some are available directly as pre-composed characters: For example, Right Alt+I yields "í". How can I change the acute accent on the A key to a proper dead key? Perhaps the more general version of this is: How can I tweak my keyboard layout? Update I just tested this on my other machine, also running Oneiric, but upgraded from previous versions. I have no problems with the second machine. The problem machine was a fresh install of Oneiric, but I kept my old $HOME when I did the fresh install. Clarification Even if an answer doesn't address my specific examples, I would still accept it if it provided enough detail for me to find the layout and tweak it according to my needs. Major Update After working through the information gained through Jim C's and Chascon's helpful replies, I've learned something new: The problem isn't with the layout itself, but with the fact that the selected layout isn't being applied. When I look at the definition in /usr/share/X11/xkb/symbols/us of the layout I've been running for a long time, I found that the definition doesn't match what I get when I type. In addition, the keyboard layout dialog that's supposed to show the current layout looks different from the way the layout is defined in the file I mentioned, and matches what actually happens when I type. Following Jim C's suggestion, I created a new layout in /usr/share/X11/xkb/symbols/us containing some modifications to the layout I want. I can select my layout from the keyboard properties, and I can use in on the console following Chascon's post, but the layout I get when typing is unchanged. Apparently, there's a different layout defined somewhere that's overriding what I've set. Where is that layout hiding? This problem occurs in Unity (3D and 2D), but I was able to get the correct layout set in Xfce. In case it's relevant, this problem has occurred since I installed Oneiric fresh on this machine (though I preserved my $HOME). I don't recall whether this problem occurred before the reinstall. Also, in case it's relevant, I also run iBus so I can type Korean. I have a few difficulties with iBus, but I doubt they're related.

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  • How to remove synaptic without installing all the unwanted packages?

    - by Jay
    I am trying to uninstall synaptic. I prefer using apt-get and other command line tools to manage my packages. So I do not need synaptic and the software manager. I'm trying to remove both of them using apt-get. Its a new box. Recently installed Linux Mint mate 15. After installation, the only thing I did was, sudo apt-get update and sudo apt-get dist-upgrade After that, I did this command for removing synaptic, sudo apt-get remove --purge synaptic But this gives me a very weird output, Reading package lists... Done Building dependency tree Reading state information... Done The following packages were automatically installed and are no longer required: apturl-kde icoutils kate-data katepart kde-runtime kde-runtime-data kdelibs-bin kdelibs5-data kdelibs5-plugins kdesudo kdoctools kubuntu-debug-installer libattica0.4 libdlrestrictions1 libkactivities-bin libkactivities-models1 libkactivities6 libkatepartinterfaces4 libkcmutils4 libkde3support4 libkdeclarative5 libkdecore5 libkdesu5 libkdeui5 libkdewebkit5 libkdnssd4 libkemoticons4 libkfile4 libkhtml5 libkidletime4 libkio5 libkjsapi4 libkjsembed4 libkmediaplayer4 libknewstuff3-4 libknotifyconfig4 libkntlm4 libkparts4 libkpty4 libkrosscore4 libktexteditor4 libkxmlrpcclient4 libnepomuk4 libnepomukcore4abi1 libnepomukquery4a libnepomukutils4 libntrack-qt4-1 libntrack0 libphonon4 libplasma3 libpolkit-qt-1-1 libpoppler-qt4-4 libqapt2 libqapt2-runtime libqca2 libqt4-qt3support libsolid4 libsoprano4 libstreamanalyzer0 libstreams0 libthreadweaver4 libvirtodbc0 nepomuk-core nepomuk-core-data ntrack-module-libnl-0 odbcinst odbcinst1debian2 oxygen-icon-theme phonon phonon-backend-gstreamer plasma-scriptengine-javascript qapt-batch shared-desktop-ontologies soprano-daemon virtuoso-minimal virtuoso-opensource-6.1-bin virtuoso-opensource-6.1-common Use 'apt-get autoremove' to remove them. The following extra packages will be installed: apturl-kde icoutils kate-data katepart kde-runtime kde-runtime-data kdelibs-bin kdelibs5-data kdelibs5-plugins kdesudo kdoctools kubuntu-debug-installer libattica0.4 libdlrestrictions1 libkactivities-bin libkactivities-models1 libkactivities6 libkatepartinterfaces4 libkcmutils4 libkde3support4 libkdeclarative5 libkdecore5 libkdesu5 libkdeui5 libkdewebkit5 libkdnssd4 libkemoticons4 libkfile4 libkhtml5 libkidletime4 libkio5 libkjsapi4 libkjsembed4 libkmediaplayer4 libknewstuff3-4 libknotifyconfig4 libkntlm4 libkparts4 libkpty4 libkrosscore4 libktexteditor4 libkxmlrpcclient4 libnepomuk4 libnepomukcore4abi1 libnepomukquery4a libnepomukutils4 libntrack-qt4-1 libntrack0 libphonon4 libplasma3 libpolkit-qt-1-1 libpoppler-qt4-4 libqapt2 libqapt2-runtime libqca2 libqt4-qt3support libsolid4 libsoprano4 libstreamanalyzer0 libstreams0 libthreadweaver4 libvirtodbc0 libxml2-utils nepomuk-core nepomuk-core-data ntrack-module-libnl-0 odbcinst odbcinst1debian2 oxygen-icon-theme phonon phonon-backend-gstreamer plasma-scriptengine-javascript qapt-batch shared-desktop-ontologies soprano-daemon virtuoso-minimal virtuoso-opensource-6.1-bin virtuoso-opensource-6.1-common Suggested packages: libterm-readline-gnu-perl libterm-readline-perl-perl djvulibre-bin finger hspell libqca2-plugin-cyrus-sasl libqca2-plugin-gnupg libqca2-plugin-ossl phonon-backend-vlc phonon-backend-xine phonon-backend-mplayer The following packages will be REMOVED: aptoncd* apturl* mintupdate* mintwelcome* synaptic* The following NEW packages will be installed: apturl-kde icoutils kate-data katepart kde-runtime kde-runtime-data kdelibs-bin kdelibs5-data kdelibs5-plugins kdesudo kdoctools kubuntu-debug-installer libattica0.4 libdlrestrictions1 libkactivities-bin libkactivities-models1 libkactivities6 libkatepartinterfaces4 libkcmutils4 libkde3support4 libkdeclarative5 libkdecore5 libkdesu5 libkdeui5 libkdewebkit5 libkdnssd4 libkemoticons4 libkfile4 libkhtml5 libkidletime4 libkio5 libkjsapi4 libkjsembed4 libkmediaplayer4 libknewstuff3-4 libknotifyconfig4 libkntlm4 libkparts4 libkpty4 libkrosscore4 libktexteditor4 libkxmlrpcclient4 libnepomuk4 libnepomukcore4abi1 libnepomukquery4a libnepomukutils4 libntrack-qt4-1 libntrack0 libphonon4 libplasma3 libpolkit-qt-1-1 libpoppler-qt4-4 libqapt2 libqapt2-runtime libqca2 libqt4-qt3support libsolid4 libsoprano4 libstreamanalyzer0 libstreams0 libthreadweaver4 libvirtodbc0 libxml2-utils nepomuk-core nepomuk-core-data ntrack-module-libnl-0 odbcinst odbcinst1debian2 oxygen-icon-theme phonon phonon-backend-gstreamer plasma-scriptengine-javascript qapt-batch shared-desktop-ontologies soprano-daemon virtuoso-minimal virtuoso-opensource-6.1-bin virtuoso-opensource-6.1-common 0 upgraded, 78 newly installed, 5 to remove and 0 not upgraded. Need to get 60.9 MB of archives. After this operation, 146 MB of additional disk space will be used. Do you want to continue [Y/n]? n Abort. As you can see, apt-get is trying to install the same packages that it is asking me to autoremove. Could someone please tell me, how to uninstall synaptic properly? Or am I missing something? Just for the record, I also did, sudo apt-get autoremove --purge like it asked me to ... and this is what I got, Reading package lists... Done Building dependency tree Reading state information... Done 0 upgraded, 0 newly installed, 0 to remove and 6 not upgraded.

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  • Making AI jump on a spot effectively

    - by Pasquale Sada
    How to calculate, in 3D environment, the closest point, from which an AI character can jump onto a platform? Setup I have an initial velocity V(Vx,Vy,VZ) and a spot where the character stands still at S(Sx,Sy,Sz). What I'm trying to achieve is a successful jump on a spot E(Ex,Ey,Ez) where you have clicked on(only lower or higher spot, because I've in place a simple steering behavior for even terrains). There are no obstacles around. I've implemented a formula that can make him jump in a precise way on a spot but you need to declare an angle: the problem arise when the selected spot is straight above your head. It' pretty lame that the char hang there and can reach a thing that is 1cm above is head. I'll share the code I'm using: Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 *a)); return vel * dir.normalized; Ended up using the lowest angle (20 degree) and checking for collision on the trajectory. If found any increase the angle. Here some code (to improve the code maybe must stop the check at the highest point of the curve): Vector3 BallisticVel(Vector3 target, float angle) { Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 * a)); return vel * dir.normalized; } Vector3 TrajectoryPoint(Vector3 startingPosition, Vector3 startingVelocity, float n ) { float t = 1/60 ; // seconds per time step Vector3 stepVelocity = t * startingVelocity; // m/s Vector3 stepGravity = t * t * Physics.gravity; // m/s/s return startingPosition + n * stepVelocity + 0.5f * (n*n+n) * stepGravity; } bool CheckTrajectory(Vector3 startingPosition,Vector3 target, float angle_jump) { Debug.Log("checking"); if(angle_jump < 80f) { Debug.Log("if"); Vector3 startingVelocity = BallisticVel(target, angle_jump); for (int i = 0; i < 180; i++) { //Debug.Log(i); Vector3 trajectoryPosition = TrajectoryPoint( startingPosition, startingVelocity, i ); if(Physics.Raycast(trajectoryPosition,Vector3.forward,safeDistance)) { angle_jump += 10; break; // restart loop with the new angle } else continue; } return true; JumpVelocity = BallisticVel(target, angle_jump); } return false; }

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  • Lots of first chance Microsoft.CSharp.RuntimeBinderExceptions thrown when dealing with dynamics

    - by Orion Edwards
    I've got a standard 'dynamic dictionary' type class in C# - class Bucket : DynamicObject { readonly Dictionary<string, object> m_dict = new Dictionary<string, object>(); public override bool TrySetMember(SetMemberBinder binder, object value) { m_dict[binder.Name] = value; return true; } public override bool TryGetMember(GetMemberBinder binder, out object result) { return m_dict.TryGetValue(binder.Name, out result); } } Now I call it, as follows: static void Main(string[] args) { dynamic d = new Bucket(); d.Name = "Orion"; // 2 RuntimeBinderExceptions Console.WriteLine(d.Name); // 2 RuntimeBinderExceptions } The app does what you'd expect it to, but the debug output looks like this: A first chance exception of type 'Microsoft.CSharp.RuntimeBinder.RuntimeBinderException' occurred in Microsoft.CSharp.dll A first chance exception of type 'Microsoft.CSharp.RuntimeBinder.RuntimeBinderException' occurred in Microsoft.CSharp.dll 'ScratchConsoleApplication.vshost.exe' (Managed (v4.0.30319)): Loaded 'Anonymously Hosted DynamicMethods Assembly' A first chance exception of type 'Microsoft.CSharp.RuntimeBinder.RuntimeBinderException' occurred in Microsoft.CSharp.dll A first chance exception of type 'Microsoft.CSharp.RuntimeBinder.RuntimeBinderException' occurred in Microsoft.CSharp.dll Any attempt to access a dynamic member seems to output a RuntimeBinderException to the debug logs. While I'm aware that first-chance exceptions are not a problem in and of themselves, this does cause some problems for me: I often have the debugger set to "break on exceptions", as I'm writing WPF apps, and otherwise all exceptions end up getting converted to a DispatcherUnhandledException, and all the actual information you want is lost. WPF sucks like that. As soon as I hit any code that's using dynamic, the debug output log becomes fairly useless. All the useful trace lines that I care about get hidden amongst all the useless RuntimeBinderExceptions Is there any way I can turn this off, or is the RuntimeBinder unfortunately just built like that? Thanks, Orion

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  • Localize WiX installer which uses the Firewall extension

    - by tronda
    I've got a WiX installer project which uses MSBuild to generate the MSI file. The WXS file includes the WiX firewall extension: xmlns:fire="http://schemas.microsoft.com/wix/FirewallExtension" I've defined two cultures in the MSBuild file with the following definition: <PropertyGroup> ... <Cultures>en-us;no-no</Cultures> </PropertyGroup> I've also added the translated resources: <ItemGroup> <EmbeddedResource Include="lang\Firewall_no-no.wxl" /> <EmbeddedResource Include="lang\WixUI_no-no.wxl" /> </ItemGroup> These represents translation to Norwegian for the Firewall extension and the WixUI extension. When I run the build it succeeds with the en-us part, but the no-no part fails with the following error messages: C:\delivery\Dev\wix30_public\src\ext\FirewallExtension\wixlib\FirewallExtension.wxs(19): error LGHT0102: The localization variable !(loc.WixSchedFirewallExceptionsInstall) is unknown. Please ensure the variable is defined. .... Couple of issues: I don't know where the C:\delivery directory comes from. I don't have such a directory. The localization variables referenced in the error message have been translated in the Firewall_no-no.wxl file. When I run MSBuild with more detailed information I see the following output right before the error message: Task "Light" Command: C:\Program Files (x86)\Windows Installer XML v3\bin\Light.exe -cultures:no-no -ext "C:\Program Files (x86)\Windows Installer XML v3\bin\WixUIExtension.dll" -ext "C:\Program Files (x86)\Windows I nstaller XML v3\bin\WixUtilExtension.dll" -ext "C:\Program Files (x86)\Windows Installer XML v3\bin\WixFirewallExtension.dll" -loc lang\Firewall_no-no.wxl -loc lang\WixUI_no-no.wxl -out F:\Projects\MyProd\MyProj\Installer\bin\Debug\no-no\MyInstaller.msi -pdbout F:\Projects\MyProd\MyProj\Installer\bin\Debug\no-no\MyInstaller.wixpdb obj\Debug\MyProj.wixobj As the details show, the MSBuild task results in having two -loc parameters to the Light executable. Not sure if that would be the reason for this problem. Any ideas on how to solve this?

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  • CSS window height problem with dynamic loaded css

    - by Michael Mao
    Hi all: Please go here and use username "admin" and password "endlesscomic" (without wrapper quotes) to see the web app demo. Basically what I am trying to do is to incrementally integrate my work to this web app, say, every nightly, for the client to check the progress. Also, he would like to see, at the very beginning, a mockup about the page layout. I am trying to use the 960 grid system to achieve this. So far, so good. Except one issue that when the "mockup.css" is loaded dynamically by jQuery, it "extends" the window to the bottom, something I do not wanna have... As an inexperienced web developer, I don't know which part is wrong. Below is my js: /* master.js */ $(document).ready(function() { $('#addDebugCss').click(function() { alertMessage('adding debug css...'); addCssToHead('./css/debug.css'); $('.grid-insider').css('opacity','0.5');//reset mockup background transparcy }); $('#addMockupCss').click(function() { alertMessage('adding mockup css...'); addCssToHead('./css/mockup.css'); $('.grid-insider').css('opacity','1');//set semi-background transparcy for mockup }); $('#resetCss').click(function() { alertMessage('rolling back to normal'); rollbackCss(new Array("./css/mockup.css", "./css/debug.css")); }); }); function alertMessage(msg) //TODO find a better modal prompt { alert(msg); } function addCssToHead(path_to_css) { $('<link rel="stylesheet" type="text/css" href="' + path_to_css + '" />').appendTo("head"); } function rollbackCss(set) { for(var i in set) { $('link[href="'+ set[i]+ '"]').remove(); } } Something should be added to the exteral mockup.css? Or something to change in my master.js? Thanks for any hints/suggestions in advance.

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  • Eclipse Helios - Not Stopping at Breakpoints (Help!)

    - by Rylie
    Dear Eclipse Expert, I recently upgraded from Eclipse Galileo to Helios. Helios stops at breakpoints ONLY when debugging "as a PHP Script", but not when debugging "as a Web Page". When debugging as a web page, it looks like the correct debug query string to start a debug session is getting tacked on to the url, like so: http://localhost/hello.php?XDEBUG_SESSION_START=ECLIPSE_DBGP &KEY=129798139020511 but elipse does not stop at the breakpoints. It just zooms thru the code and displays the output in the browser. This is my xdebug configuration in php.ini that works for Galileo, but is not working for Helios: (click here to see my entire xdebug config settings) ;extension=xdebug.so <-- is this needed? zend_extension=" /Applications/MAMP/bin/php5.3/lib/php/extensions/no-debug-no n-zts-20090626/xdebug.so " xdebug.remote_enable=on xdebug.remote_autostart=off xdebug.remote_handler=dbgp xdebug.remote_mode=req xdebug.remote_host=127.0.0.1 xdebug.remote_port=9000 xdebug.idekey= ; to enable remote debugging zend_debugger.allow_hosts=127.0.0.1/32 zend_debugger.expose_remotely=always Can you post your xdebug configuration that works for Helios? If possible, can you share the xdebug portion of your phpinfo() output? Would like to compare settings of an xdebug configuration that works on Helios with what I have. Thanks in advance. Rylie

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  • "Unable to associated Elastic IP with cluster" in Eclipse Plugin Tutorial

    - by Jeffrey Chee
    Hi all, I am currently trying to evaluate AWS for my company and was trying to follow the tutorials on the web. http://developer.amazonwebservices.com/connect/entry.jspa?externalID=2241 However I get the below error during startup of the server instance: Unable to associated Elastic IP with cluster: Unable to detect that the Elastic IP was orrectly associated. java.lang.Exception: Unable to detect that the Elastic IP was correctly associated at com.amazonaws.ec2.cluster.Cluster.associateElasticIp(Cluster.java:802) at com.amazonaws.ec2.cluster.Cluster.start(Cluster.java:311) at com.amazonaws.eclipse.wtp.ElasticClusterBehavior.launch(ElasticClusterBehavior.java:611) at com.amazonaws.eclipse.wtp.Ec2LaunchConfigurationDelegate.launch(Ec2LaunchConfigurationDelegate.java:47) at org.eclipse.debug.internal.core.LaunchConfiguration.launch(LaunchConfiguration.java:853) at org.eclipse.debug.internal.core.LaunchConfiguration.launch(LaunchConfiguration.java:703) at org.eclipse.debug.internal.core.LaunchConfiguration.launch(LaunchConfiguration.java:696) at org.eclipse.wst.server.core.internal.Server.startImpl2(Server.java:3051) at org.eclipse.wst.server.core.internal.Server.startImpl(Server.java:3001) at org.eclipse.wst.server.core.internal.Server$StartJob.run(Server.java:300) at org.eclipse.core.internal.jobs.Worker.run(Worker.java:55) Then after a while, another error occur: Unable to publish server configuration files: Unable to copy remote file after trying 4 timeslocal file: 'XXXXXXXX/XXX.zip' Results from first attempt: Unexpected exception: java.net.ConnectException: Connection timed out: connect root cause: java.net.ConnectException: Connection timed out: connect at com.amazonaws.eclipse.ec2.RemoteCommandUtils.copyRemoteFile(RemoteCommandUtils.java:128) at com.amazonaws.eclipse.wtp.tomcat.Ec2TomcatServer.publishServerConfiguration(Ec2TomcatServer.java:172) at com.amazonaws.ec2.cluster.Cluster.publishServerConfiguration(Cluster.java:369) at com.amazonaws.eclipse.wtp.ElasticClusterBehavior.publishServer(ElasticClusterBehavior.java:538) at org.eclipse.wst.server.core.model.ServerBehaviourDelegate.publish(ServerBehaviourDelegate.java:866) at org.eclipse.wst.server.core.model.ServerBehaviourDelegate.publish(ServerBehaviourDelegate.java:708) at org.eclipse.wst.server.core.internal.Server.publishImpl(Server.java:2731) at org.eclipse.wst.server.core.internal.Server$PublishJob.run(Server.java:278) at org.eclipse.core.internal.jobs.Worker.run(Worker.java:55) Can anyone point me to what I'm doing wrong? I followed the tutorials and the video tutorials on youtube exactly. Best Regards ~Jeffrey

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  • cURL gets response with utf-8 BOM

    - by Reshat Belyalov
    In my script I send data with cURL, and enabled CURLOPT_RETURNTRANSFER. The response is json encoded data. When I'm trying to json_decode, it returns null. Then I found that response contains utf-8 BOM symbols at the beginning of string (). There is some experiments: $data = $data = curl_exec($ch); echo $data; the result is {"field_1":"text_1","field_2":"text_2","field_3":"text_3"} $data = $data = curl_exec($ch); echo mb_detect_encoding($data); result - UTF-8 $data = $data = curl_exec($ch); echo mb_convert_encoding($data, 'UTF-8', mb_detect_encoding($data)); // identical to echo mb_convert_encoding($data, 'UTF-8', 'UTF-8'); result - {"field_1":"text_1","field_2":"text_2","field_3":"text_3"} The one thing that helps is removing first 3 symbols: if (substr($data, 0, 3) == pack('CCC', 239, 187, 191)) { $data = substr($data, 3); } But what if there will be another BOM? So the question is: How to detect right encoding of cURL response? OR how to detect what BOM has arrrived? Or maybe how to convert the response with BOM? Thanks.

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  • Compile time Meta-programming, with string literals.

    - by Hassan Syed
    I'm writing some code which could really do with some simple compile time metaprogramming. It is common practise to use empty-struct tags as compile time symbols. I need to decorate the tags with some run-time config elements. static variables seem the only way to go (to enable meta-programming), however static variables require global declarations. to side step this Scott Myers suggestion (from the third edition of Effective C++), about sequencing the initialization of static variables by declaring them inside a function instead of as class variables, came to mind. So I came up with the following code, my hypothesis is that it will let me have a compile-time symbols with string literals use-able at runtime. I'm not missing anything I hope. template<class Instance> class TheBestThing { public: void set_name(const char * name_in) { get_name() = std::string(name_in); } void set_fs_location(const char * fs_location_in) { get_fs_location() = std::string(fs_location_in); } std::string & get_fs_location() { static std::string fs_location; return fs_location; } std::string & get_name() { static std::string name; return name; } }; struct tag {}; int main() { TheBestThing<tag> x; x.set_name("xyz"); x.set_fs_location("/etc/lala"); ImportantObject<x> SinceSlicedBread; }

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  • Differing paths for lua script and app

    - by Person
    My problem is that I'm having trouble specifying paths for Lua to look in. For example, in my script I have a require("someScript") line that works perfectly (it is able to use functions from someScript when the script is run standalone. However, when I run my app, the script fails. I believe this is because Lua is looking in a location relative to the application rather than relative to the script. Hardcoding the entire path down to the drive isn't an option since people can download the game wherever they like so the highest I can go is the root folder for the game. We have XML files to load in information on objects. In them, when we specify the script the object uses, we only have to do something like Content\Core\Scripts\someScript.lua where Content is in the same directory as Debug and the app is located inside Debug. If I try putting that (the Content\Core...) in Lua's package.path I get errors when I try to run the script standalone. I'm really stuck, and am not sure how to solve this. Any help is appreciated. Thanks. P.S. When I print out the default package.path in the app I see syntax like ;.\?.lua in a sequence like... ;.\?.lua;c:...(long file path)\Debug\?.lua; I assume the ; means the end of the path, but I have no idea what the .\?.lua means. Any Lua file in the directory?

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  • Debugging Cactus Tests in Eclipse

    - by Th3sandm4n
    Side note: This is inherited code, I didn't do any of the setup and am new to the project. I'm trying to set up remote debugging in Eclipse for these unit tests that use Cactus. I've read around a bit (but I can't seem to find any REAL information how to set this up). Closest I've found is here (http://www.eclipse.org/webtools/community/tutorials/CactusInWTP/CactusInWTP.html), but it just says to Debug - Debug on Server, but nowhere does it say where the debug port is set or anything, and I can't find anything on how to enable this, set it. Just asking to see if anyone has set this up before, it would really help stepping through the code rather than just logging. The plugin (http://jakarta.apache.org/cactus/integration/eclipse/runner_plugin.html) Looks promising, but I also don't even know where to download it, it doesn't link to a location -.- The project uses ant, cactus, and I'm using Eclipse. Thanks EDIT Here is the target I'm using <junit fork="no" forkmode="perTest" printsummary="yes" haltonfailure="no" haltonerror="no" failureproperty="tests.failed"> <jvmarg value="-Xdebug" /> <jvmarg value="-Xrunjdwp:transport=dt_socket,address=localhost:8005,server=y,suspend=y" /> <formatter type="xml" usefile="true" /> <formatter type="plain" usefile="false" /> <classpath> <pathelement location="${clover.jar}"/> <path refid="cactus.classpath.id" /> <pathelement location="../ejb/src" /> </classpath> <sysproperty key="cactus.contextURL" value="${cactus.contextURL}"/> <test name="com.test.AllTests" outfile="TESTS" /> </junit>

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  • BreezingForms Integrator Finalize Code and $this->execPieceByName('ff_InitLib');

    - by nickyt
    I've started working on a Joomla! project (I'm mainly a C#/ASP.NET kind a guy). I'm using BreezingForms and have created forms, got them working, but now I need to do some additional code in the "Finalize Code" section. I need to access form elements via BreezingForms(FacileForms) API. Here's what I'm doing, but it chokes: $this->execPieceByName('ff_SubmitLib'); // Is this necessary? // load the standard Facile Forms library $this->execPieceByName('ff_InitLib'); // page breaks here. // get the name of the uploaded file $filename = ff_getSubmit('someUploadedFile'); Now I don't know what goes wrong. The page posts back blank. I'm not sure how to debug this in Joomla. I currently do not have access to the server to debug, so I would need to debug remotely at runtime (not ideal I know). My account is of type Administrator for the Joomla backend. As far as I know all the plugins/modules are installed. Any ideas?

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  • Codeigniter image manipulation class rotates image during resize

    - by someoneinomaha
    I'm using Codeigniter's image manipulation library to re-size an uploaded image to three sizes, small, normal and large. The re-sizing is working great. However, if I'm resizing a vertical image, the library is rotating the image so it's horizontal. These are the config settings I have in place: $this->resize_config['image_library'] = 'gd2'; $this->resize_config['source_image'] = $this->file_data['full_path']; $this->resize_config['maintain_ratio'] = TRUE; // These change based on the type (small, normal, large) $this->resize_config['new_image'] = './uploads/large/'.$this->new_file_name.'.jpg'; $this->resize_config['width'] = 432; $this->resize_config['height'] = 288; I'm not setting the master_dim property because the default it set to auto, which is what I want. My assumption is that the library would take a vertical image, see that the height is greater than the width and translate the height/width config appropriately so the image remains vertical. What is happening (apparently) is that the library is rotating the image when it is vertical and sizing it per the configuration. This is the code in place I have to do the actual re-sizing: log_message('debug', 'attempting '.$size.' photo resize'); $this->CI->load->library('image_lib'); $this->CI->image_lib->initialize($this->resize_config); if ($this->CI->image_lib->resize()) { $return_value = TRUE; log_message('debug', $size.' photo resize successful'); } else { $this->errors[] = $this->CI->image_lib->display_errors(); log_message('debug', $size.' photo resize failed'); } $this->CI->image_lib->clear(); return $return_value;

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  • Need help with buffer overrun.

    - by Morinar
    I've got a buffer overrun I absolutely can't see to figure out (in C). First of all, it only happens maybe 10% of the time or so. The data that it is pulling from the DB each time doesn't seem to be all that much different between executions... at least not different enough for me to find any discernible pattern as to when it happens. The exact message from Visual Studio is this: A buffer overrun has occurred in hub.exe which has corrupted the program's internal state. Press Break to debug the program or Continue to terminate the program. For more details please see Help topic 'How to debug Buffer Overrun Issues'. If I debug, I find that it is broken in __report_gsfailure() which I'm pretty sure is from the /GS flag on the compiler and also signifies that this is an overrun on the stack rather than the heap. I can also see the function it threw this on as it was leaving, but I can't see anything in there that would cause this behavior, the function has also existed for a long time (10+ years, albeit with some minor modifications) and as far as I know, this has never happened. I'd post the code of the function, but it's decently long and references a lot of proprietary functions/variables/etc. I'm basically just looking for either some idea of what I should be looking for that I haven't or perhaps some tools that may help. Unfortunately, nearly every tool I've found only helps with debugging overruns on the heap, and unless I'm mistaken, this is on the stack. Thanks in advance.

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  • MS Ajax FilteredTextBox stopped working

    - by TenaciousImpy
    Hi, I'm using Microsoft's AJAX library via their CDN. Everything was going fine in an old project. I then created a new project and copied and pasted some of the AJAX code hoping that it would work. However, my code isn't working and I've been struggling to figure out why. I'm trying to implement a filtered textbox: <script src="http://ajax.microsoft.com/ajax/jquery/jquery-1.4.2.js" type="text/javascript"></script> <script src="http://ajax.microsoft.com/ajax/beta/0911/Start.debug.js" type="text/javascript"></script> <script src="http://ajax.microsoft.com/ajax/beta/0911/extended/ExtendedControls.debug.js" type="text/javascript"></script> <script type="text/javascript"> $(document).ready(function() { Sys.require(Sys.components.filteredTextBox, function() { $("[id$='UserName']").filteredTextBox({ InvalidChars: ".", FilterType: Sys.Extended.UI.FilterTypes.Numbers | Sys.Extended.UI.FilterTypes.UppercaseLetters | Sys.Extended.UI.FilterTypes.LowercaseLetters | Sys.Extended.UI.FilterTypes.Custom, FilterMode: Sys.Extended.UI.FilterModes.ValidChars }); }); }); </script> When I run this, the textbox isn't filtered and I can enter any character. In Chrome, I used the Dev Tools and it found two errors on the page. In my .aspx page, I have: Uncaught TypeError: Cannot read property 'Numbers' of undefined (regarding the Sys.Extended.UI.FilterTypes.Numbers in the code above). In filteredtextboxbehavior.debug.js, I have the error: Uncaught TypeError: Object #<an Object> has no method 'registerComponent' Any ideas why I'm getting this error? The code has been working previously so I'm not sure if I had added any extra settings in my old project which the new one doesn't have. Thanks! ps:The textbox can be found as any other actions on it are recognized.

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  • Problems installing PHP's PECL sphinx module

    - by Camsoft
    I've installed the sphinx binaries and libraries and am now trying to install the PECL sphinx module. My system is running OS X 10.6 with MAMP 1.8.2 installed. I try to install sphinx using the following command: sudo pecl install sphinx The PECL command outputs the following: running: phpize Configuring for: PHP Api Version: 20090626 Zend Module Api No: 20090626 Zend Extension Api No: 220090626 The versions above don't match the versions listed when doing a phpinfo(). It seems that PECL is trying to complie against the built-in version of PHP. If I ignore the errors and continue the it will successfully compile and place the sphinx.so file in: /usr/lib/php/extensions/no-debug-non-zts-20090626/sphinx.so when in fact it should be: /Applications/MAMP/bin/php5/lib/php/extensions/no-debug-non-zts-20060613/ I've tried copying the sphinx.so file to the MAMP extensions dir but when I restart apache PHP displays the following warning: PHP Startup: Unable to load dynamic library '/Applications/MAMP/bin/php5/lib/php/extensions/no-debug-non-zts-20060613/sphinx.so I think this is because MAMP is 32bit and the built-in PHP is 64bit so PECL complies for 64bit. I might be completely wrong but I did read this when I goggled on the topic. Does anyone know how to get PECL to map to the MAMP version of PHP instead of the built-in version?

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  • Is it possible to open a new frame in html bellow an existing frame in HTML?

    - by Prashant Dubey
    Hi friends I have a html main.html as given ----- main.html---------------- <title>FlexTrail</title> <script src="main.js"></script> <frameset rows='200,200'> <frame id='one' src="file:///C:/Documents%20and%20Settings/demo/Desktop/FlexTrail/project1/bin-debug/project1.html" frameborder='0' /> <frame id='two' src="" frameborder='0' /> </frameset> </head> <body > </body> here the first frame contains a html generated by Flex Builder 3 and on button click on that flex project i am calling function func2() in main.js using External Interface. ---- main.js----------------- var flag2=0; function func2() { flag2=1; parent.frames['one'].location="file:///C:/Documents%20and%20Settings/demo/Desktop/FlexTrail/project1/bin-debug/project1.html"; parent.frames['two'].location="file:///C:/Documents%20and%20Settings/demo/Desktop/FlexTrail/project2/bin-debug/project2.html"; } I want the other file to open in same window bellow the first one.But the problem here is when i run this in IE8 the other frame opens in a different window but in Firefox im not getting any respose. Note:- Javascript is enabled in both browsers and popup are not blocked Plz tell me where i m wrong Thanks in advance Prashant Dubey

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  • Strange VS2005 compile errors: unable to locate resource file (because the compiler keeps deleting i

    - by Velika
    I AM GETTING THE FOLLOWING ERROR IN A VERY SIMPLE CLASS LIBRARY: Error 1 Unable to copy file "obj\Debug\SMIT.SysAdmin.BusinessLayer.Resources.resources" to "obj\Debug\SMIT.SysAdmin.BusinessLayer.SMIT.SysAdmin.BusinessLayer.Resources.resources". Could not find file 'obj\Debug\SMIT.SysAdmin.BusinessLayer.Resources.resources'. SMIT.SysAdmin.BusinessLayer Going to the Project Properties-Resource tab, I see that I defined do resources. Still, I tried to delete the resource file and recreate by going to the resource tab. When I recompile, I still get the same error. Why is it even looking for a resource file? I define no resources on teh project properties tab and added no new resource file items. Any suggestions of things to try? Update: I found the missing file in an old backup. I copied it to the location where the compiler expected it, and then successfully recompiled the project that previously had compile time errors. However, when I rebuild the entire solution, it deletes the file that I previously restored and I'm back to where I started. My solution contains several projects (maybe 10 or so). Could VS 2005 be having a problem determining dependencies and the proper order to compile these projects?

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  • Debugging SIGABRT within NSManagedObjectContext -save:

    - by westsider
    From inside NSManagedObjectContext -save: I am getting this message: Assertion failed: (_Unwind_SjLj_Resume() can't return), function _Unwind_SjLj_Resume, file /SourceCache/libunwind/libunwind-24.1/src/Unwind-sjlj.c, line 326. Program received signal: “SIGABRT”. warning: Unable to read symbols for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.2.1 (8C148)/Symbols/Developer/usr/lib/libXcodeDebuggerSupport.dylib (file not found). This happens when I delete an Experiment object with to-many with Run which has to-many with Sample which has to-one with Data. Experiment also has to-many with Page which has to-many with Display which has to-many to Run. I mention this to point out the cyclical nature of the graph. Here is a simplified graph of model: I had been using Delete Rules but have now switched to "No Action" delete rules in combination with -prepareForDeletion methods for all of these classes. This change made no difference. In both cases, the error message is the same. Interestingly, when I relaunch the app, all the objects that were marked for deletion have been deleted. Also, if an Experiment has no Run objects, then deletion works without incidence. For that matter, deleting a single Run from an Experiment also works. I am hoping that someone has seen something like this and can offer advice on what would cause this. Or, if someone has advice on how to get libXcodeDebuggerSupport.dylib for iOS 4.2.1, that might also be helpful. Update: I followed advice found here and was able to get Xcode to find libXcodeDebuggerSupport.dylib for iOS 4.2.1. But this did not help at all in diagnosing problem - which persists.

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