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Articles indexed in May 2010

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  • Maven won't use public key to deploy

    - by magneticMonster
    I'm using SSH to deploy my Java artifacts to a server. I have the keys set up so that I can interactively SSH to the server without requiring a password, but when I try to run the "mvn deploy" or "mvn release:perform" commands, it hangs (at what I assume is the password prompt). My ~/.m2/settings.xml file contains the username for the server (because it is different than my local username) and references the id of the server that requires the different user.

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  • Tracking object entries when "playing" a Windows Enhanced Metafile

    - by lzcd
    One of my current projects requires that I work out what colours are being used in an EMF file. I have been able to successfully whip up a file parser in C# that notes all references to colours... but haven't had any luck tracking which objects are in use across the entire file so I can apart colours that are referenced from colours that are used to paint on screen. The older style WMF files are easy as the object library starts at zero and one can simply track each "Create Object" style command... but EMF files are proving to be trickier as there seems to be preexisting entries in the library (if the "Select Object" commands I'm seeing are to be believed). Would anyone be able to either enlighten me on how to track objects in the library correctly with EMF files... or suggest an easier alternative to work out which colours are actually being used in the file (as opposed to just being defined)?

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  • Can AutoIt scripts run as a scheduled task while not logged in?

    - by muddywater
    I am using Ruby/WATIR/AutoIt to automate a task via Task Scheduler which runs fine as long as I am logged in, but as soon as my account is locked (mandated 10 minute screen lock) or I logout the script stops functioning. When I log back in, it is sitting at the part where AutoIt is supposed to handle a file download dialogue by clicking save and then entering the filename and clicking to save again. The follwing is the code that works while I am logged in. Is AutoIt supposed to work when I am not logged in, and is there some other way to accomplish this? Thanks!! because search has not turned up anything (terms are too generic) prompt_message = "Do you want to save this file, or find a program online to open it?" window_title = "File Download" save_dialog = WIN32OLE.new("AutoItX3.Control") sleep 1 save_dialog_obtained = save_dialog.WinWaitActive(window_title,prompt_message, 25) save_dialog.ControlFocus(window_title, prompt_message, "&Save") sleep 1 save_dialog.Send("S") save_dialog.ControlClick(window_title, prompt_message, "&Save") save_dialog.WinSetTitle(window_title, prompt_message, "This is ForTesting" ) saveas_dialog_obtained = save_dialog.WinWait("Save As", "Save&in", 5) sleep 1 path = fileName puts " Edit the file path" save_dialog.ControlSend("Save As", "", "Edit1",path) sleep 4 puts " Save the file" save_dialog.ControlClick("Save As", "Save &in", "&Save") save_fileAlreadyExists = save_dialog.Send("Y")

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  • How to manipulate JavaScript

    - by bojanski
    Hello, I was wondering if there was any way to manipulate JavaScript execution on predetermined action on a certain website. Thus meaning if there will be an action on mouse hover, is there a way to bypass the Javascript execution? Thank you on your time, bojanski

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  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); pTimeVariable = NULL; if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); pTimeVariable->SetFloat((float)currentTime); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • How to learn GUI programming in F#

    - by Muhammad Alkarouri
    These days I am interested in learning F#, and would like to use it for GUI applications. Unfortunately I have no previous background in .Net or C#. Are there any good resources (web sites, books) for learning this without going through C# first? Many thanks in advance.

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  • Parallel port no longer accessible even though no changes to system.

    - by marcusw
    I have an old Dell Dimension 8200 running Gentoo which I use solely to control various things using the parallel port. After shutting it down a few weeks ago, I started it up again today and tried to access the parallel port like I usually do. Unfortunately, my code bombed out when it tried to call ioperm(888,1,1) to grab the parallel port which returned an error code of -1. There have been no changes to the system be it hardware or software, no updates, no tweaking, no dropping the case, no over-amping the data pins, nothing. The port and the software have been working fine for months with no changes, and were working fine when I shut it down last. Running my code with root privileges changes nothing. What is breaking this and how can I fix it?

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  • SQL SERVER – Size of Index Table for Each Index – Solution 2

    - by pinaldave
    Earlier I had ran puzzle where I asked question regarding size of index table for each index in database over here SQL SERVER – Size of Index Table – A Puzzle to Find Index Size for Each Index on Table. I had received good amount answers and I had blogged about that here SQL SERVER – Size of Index Table for Each Index – Solution. As a comment to that blog I have received another very interesting comment and that provides near accurate answers to original question. Many thanks to Rama Mathanmohan for providing wonderful solution. SELECT OBJECT_NAME(i.OBJECT_ID) AS TableName, i.name AS IndexName, i.index_id AS IndexID, 8 * SUM(a.used_pages) AS 'Indexsize(KB)' FROM sys.indexes AS i JOIN sys.partitions AS p ON p.OBJECT_ID = i.OBJECT_ID AND p.index_id = i.index_id JOIN sys.allocation_units AS a ON a.container_id = p.partition_id GROUP BY i.OBJECT_ID,i.index_id,i.name ORDER BY OBJECT_NAME(i.OBJECT_ID),i.index_id Let me know if you have any better script for the same. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Pinal Dave, Readers Contribution, SQL, SQL Authority, SQL Data Storage, SQL Index, SQL Performance, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • javax.xml.bind.MarshalException

    - by sandeep
    Hi, I am getting javax.xml.bind.MarshalException error. I am sending List from my webservice to the backingbean and I have this error. Here is my code: Backing bean @WebServiceRef(wsdlLocation = "http://localhost:26565/Login_webserviceService/Login_webservice?WSDL") public String login() { System.out.println("Login Phase entered"); int result = 0; List list; List finalList = null; try { Weblogin.LoginWebserviceService service = new Weblogin.LoginWebserviceService(); Weblogin.LoginWebservice port = service.getLoginWebservicePort(); result = port.login(voterID, password); Weblogin.LoginWebservice port1 = service.getLoginWebservicePort(); list = port1.candDetails(1); finalList = list; this.setList(finalList); } catch (Exception e) { e.printStackTrace(); } if (result == 1) return "polling"; else return "login"; } Webservice public List candDetails(int pollEvent) { List resultList = null; List finalList = null; try { if (pollEvent == 1) { resultList = em.createNamedQuery("Cantable.findAll").getResultList(); finalList = resultList; } } catch (Exception e) { e.printStackTrace(); } return resultList; }

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  • How do I open a web browser from C#? Process.Start() isn't working?

    - by Scott Whitlock
    I have a URL and I want to launch it in the default browser. I've tried two methods: Process.Start("http://stackoverflow.com"); ... and the one detailed in this other question using ShellExecute. In both cases I get the error: Windows cannot find 'http://stackoverflow.com'. Make sure you typed the name correctly, and then try again. It shouldn't be trying to open it as a file though... from what I understand, it should recognize it as a URL and open it in the default browser. What am I missing? By the way: OS = Vista, and .NET = 3.5

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  • Are C++ Reads and Writes of an int atomic

    - by theschmitzer
    I have two threads, one updating an int and one reading it. This value is a statistic where the order of the read and write is irrelevant. My question is, do I need to synchronize access to this multi-byte value anyway? Or, put another way, can part of the write be complete and get interrupted, and then the read happen. For example, think of value = ox0000FFFF increment value to 0x00010000 Is there a time where the value looks like 0x0001FFFF that I should be worried about? Certainly the larger the type, the more possible something like this is I've always synchronized these types of accesses, but was curious what the community thought.

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  • Are the old httpHandlers and httpModules elements needed in IIS7?

    - by James Newton-King
    I'd like to clean up the web.config and remove unneeded XML. A default ASP.NET 3.5 web application has the follow elements in the web.config: <httpHandlers> <remove verb="*" path="*.asmx"/> <add verb="*" path="*.asmx" validate="false" type="System.Web.Script.Services.ScriptHandlerFactory, System.Web.Extensions, Version=3.5.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35"/> <add verb="*" path="*_AppService.axd" validate="false" type="System.Web.Script.Services.ScriptHandlerFactory, System.Web.Extensions, Version=3.5.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35"/> <add verb="GET,HEAD" path="ScriptResource.axd" type="System.Web.Handlers.ScriptResourceHandler, System.Web.Extensions, Version=3.5.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" validate="false"/> </httpHandlers> <httpModules> <add name="ScriptModule" type="System.Web.Handlers.ScriptModule, System.Web.Extensions, Version=3.5.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35"/> <add name="UrlRoutingModule" type="System.Web.Routing.UrlRoutingModule, System.Web.Routing, Version=3.5.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35" /> </httpModules> When running under IIS7, which has modules and handlers being registered under the system.webServer element, is the configuration above still needed?

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  • How Search Engine Bots Crawl Forums?

    - by Waleed Eissa
    If I have a forums site with a large number of threads, will the search engine bot crawl the whole site every time? Say I have over 1,000,000 threads in my site, will they get crawled every time the bot crawls my site? or how does it work? I want my website to be indexed but I don't want the bot to kill my website! In other words I don't want the bot to keep crawling the old threads again and again every time it crawls my website. Also, what about the pages crawled before? Will the bot request them every time it crawls my website to make sure they are still on the site? I'm asking this because I only link to the latest threads, i.e. there's a page that contains a list of all the latest threads, but I don't link to the older threads, they have to be explicitly requested by URL, e.g. http://www.mysite.com/showthread.aspx?threadid=7 , will this work to stop the bot from bringing my site down and consuming all my bandwidth? P.S. The site is still under development but I want to know in order to design the site so that search engine bots don't bring it down. Thanks

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  • Resizing a UIView - expanding the top

    - by Mongus Pong
    I have a UIView inside of a UIScrollView that I want to resize. I can increase the height easily by : CGRect frame = self.drawinView.frame; frame.size.height += 100; self.drawinView.frame = frame; self.drawinScrollView.contentSize = CGSizeMake(frame.size.width, frame.size.height); And all is good. The above code will create a new area of the view at the bottom of the view that I can fill out. Now when I resize the view, I only want to be repainting the new portion of the view that has just been created. I dont want to have to repaint the whole view. However! I have run into difficulty when I need to expand the top of the view. Doing : CGRect frame = self.drawinView.frame; frame.origin.y -= 100; self.drawinView.frame = frame; self.drawinScrollView.contentSize = CGSizeMake(500, 600); does not work. How can I do this without having to repaint the entire view?

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  • SWFUpload "addPostParam" doesn't work

    - by bah
    Hi, I've been testing this upload script and it looks really good, but i just can't get it to post values, that i have extracted from inputs. Everything is looking good and it seems I'm writing everything correctly but it just stops SWF DEBUG: Event: uploadStart : File ID: SWFUpload_0_0, there's my piece of code which causes these troubles .bind('uploadStart', function(event, file){ $(this).addPostParam( "title", "asd"); }) I'm using it as jquery plugin, maybe that's the problem? Thanks!

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  • Folder permission and submit button

    - by bob
    I want to create a simple installation script. Below are simple code. <ul> <?php function check_perms($path,$perm) { clearstatcache(); $configmod = substr(sprintf('%o', fileperms($path)), -4); $css = (($configmod != $perm) ? " class='error r2'" : " class='none'"); echo "<li".$css.">\n"; echo '<span style="float:left; padding-right:20px;">'.$path.'</span>'; echo '<span style="float:right; width:100px; text-align:right;"> <strong>'.$perm.'</strong></span>'; echo '<span style="float:right; padding-right:100px;"><strong>'.$configmod.'</strong></span>'; echo '<div class="clear"></div>'; echo "</li>"; } check_perms("config.php","0777"); check_perms("themes","0777"); check_perms("themes/images","0777"); check_perms("useruploads","0777"); ?> </ul> How to make if all file and folder is valid permission to 777 will appear Submit button. <input type='submit' name='submit' value='Submit' /> If there still have incorrect permission do not show the Submit button Let me know.

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  • XMLHttpRequest fails in observer method

    - by Michael
    I'm developing a Firefox extension and this code belongs to javascript module. var ajax = Cc["@mozilla.org/xmlextras/xmlhttprequest;1"].createInstance(); ajax.open('GET', "http://www.google.com", true); ajax.onload = function () { Reader.log("Got News"); }; ajax.onerror = function () { Reader.log("Got Error"); }; ajax.send(null); This small code always fails (onerror) if calling from observe method invoked by preference "@mozilla.org/preferences-service;1" Anyone knows how to make this work in observe method?

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  • Is there a SortedList<T> class in .net ? (not SortedList<Key,Value> which is actually a kind of Sort

    - by Brann
    I need to sort some objects according to their contents (in fact according to one of their properties, which is NOT the key and may be duplicated between different objects) .net provides two classes (SortedDictionnary and SortedList), and both are some kind of Dictionaries. The only difference (AFAIK) is that SortedDictionnary uses a binary tree to maintain its state whereas SortedList does not and is accessible via an index. I could achieve what I want using a List, and then using its Sort() method with a custom implementation of IComparer, but it wouldn't be time-efficient as I would sort the whole List each time I insert a new object, whereas a good SortedList would just insert the item at the right position. What I need is a SortedList class with a RefreshPosition(int index) to move only the changed (or inserted) object rather than resorting the whole list each time an object inside changes. Am I missing something obvious ?

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  • How do I open a web browser from a .NET Program? Process.Start() isn't working?

    - by Scott Whitlock
    I have a URL and I want to launch it in the default browser. I've tried two methods: Process.Start("http://stackoverflow.com"); ... and the one detailed in this other question using ShellExecute. In both cases I get the error: Windows cannot find 'http://stackoverflow.com'. Make sure you typed the name correctly, and then try again. It shouldn't be trying to open it as a file though... from what I understand, it should recognize it as a URL and open it in the default browser. What am I missing? By the way: OS = Vista, and .NET = 3.5 EDIT: According to this MS KB article, since Process.Start sets the UseShellExecute by default, it should launch the default browser.

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  • A view "transparent" to touches in some areas

    - by Mike
    I have this transparent view that covers the whole screen. I using this view to group objects because I need to run them together around a specific anchor point. Lets call this view transparentView. At some point, transparentView contains two subviews. Two vertical bars full of icons, one on the left and one on the right of the screen. I need these bars and their icons to respond to touches, so I have to set transparentView setUserInteraction to YES. The area between the two vertical bars are totally transparent. transparentView is on top of other views and I need these other views to respond to taps but, the transparent area of transparentView are intercepting the taps and not letting them go thru to the view below. This transparent view is a UIImageView based class. I have tried to forward taps on that class, using - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [self.nextResponder touchesBegan: touches withEvent:event]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [self.nextResponder touchesMoved: touches withEvent:event]; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [self.nextResponder touchesEnded: touches withEvent:event]; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [self touchesEnded:touches withEvent:event]; } but this is not working. How can I do that? thanks.

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