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  • Can GMod/SFM models be converted to Unity GameObjects?

    - by Supuhstar
    Someone made a suite of GMod/SFM models available for free for people making games and videos in GMod and SFM. These are of type .dmx, .dx80.vtx, .dx90.vtx, .mdl, .phy, .sw.vtx, .vvd, .vmt, and .vtf. I fon't use GMod or SFM, so I don't know what these are, thus making it hard for me to manually convert them. Is there any way to change these into files Unity can recognize and use? I'd like to have an easy step from converting them, but I would also accept instructions on how to export them to generic mesh/skeleton/texture files, and then how to import and combine these in Unity.

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  • Oracle ZFSSA Hybrid Storage Pool Demo

    - by Darius Zanganeh
    The ZFS Hybrid Storage Pool (HSP) has been around since the ZFSSA first launched.  It is one of the main contributors to the high performance we see on the Oracle ZFSSA both in benchmarks as well as many production environments.  Below is a short video I made to show at a high level just how impactful this HSP pool is on storage performance.  We squeeze a ton of performance out of our drives with our unique use of cache, write optimized ssd and read optimized ssd.  Many have written and blogged about this technology, here it is in action. Demo of the Oracle ZFSSA Hybrid Storage Pool and how it speeds up workloads.

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  • Problem with javascript [migrated]

    - by Andres Orozco
    Well i have a problem, and i made this test code to show you my problem. HTML Code -- http://i.stack.imgur.com/7qlZx.png Javascript Code -- http://i.stack.imgur.com/DYvuq.png What i want to do here in this example is to change the styles of the id. But for some reason it doesn't work the bad news is that i have some problem to detect... problems on my code, so i don't know what happen and i really need your help. Thank's. Andres.

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  • Web Development Law/Ownership of Website

    - by Jackson Buddingh
    I'm a budding web developer, and I wondered if it was illegal to edit a website for a client to include a link that says 'encourage the owner of this site to pay their web developer' and follows up with a pre-made email encouraging the man to pay me. Here are the conditions: I've completed the work for the contract. I've asked to be paid, and tried to set up meetings with the owner. I've informed the owner of the site that my work will not continue unless I am paid. I should have been paid nearly a month ago (12/27) Any thoughts other than small claims? This is my first web-development job!

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  • XNA Notes 002

    - by George Clingerman
    This past week (much like every week in the XNA community) was filled with things happening and people doing cool things (and getting noticed for doing cool things!). You can definitely tell there are some Xbox LIVE Indie game developers starting to make some names for themselves. Can’t wait to name drop them at bars. Me- “Oh you played Game X? Yeah, I know the guy that made that. Pretty cool guy.” Yeah, I’ll be THAT guy.   Time Critical XNA News 30 days left to submit XBLIGs made in XNA Game Studio 3.1 http://blogs.msdn.com/b/xna/archive/2011/01/08/30-days-left-to-submit-xna-gs-3-1-games-to-app-hub.aspx Jeromy Walsh wants you to know his XNA 4.0 Winter Workshop starting soon, go get signed up! And the forum is now LIVE on GameDev.net http://gamedevelopedia.com/ http://tinyurl.com/4gg2cfv The XNA Team Per Nick Gravelyn, Aaron Stebner’s blog post is a must read for icons on Windows Phone http://forums.create.msdn.com/forums/p/72022/439597.aspx#439597 http://blogs.msdn.com/b/astebner/archive/2010/10/01/10070507.aspx Shawn Hargreaves writes about Sprite Billboards in a 3D world http://blogs.msdn.com/b/shawnhar/archive/2011/01/12/spritebatch-billboards-in-a-3d-world.aspx XNA MVPs Andy “The ZMan” Dunn wants YOU to come to the MVP Summit and run a 5K http://www.indiegameguy.com/blogs/zman/archive/2010/12/26/come-to-the-mvp-summit-and-run-a-5k-yes-you.aspx Jim Perry updates his forum signature just to make it clear that he’s not speaking for Microsoft or giving official information (LOL, thanks Jim, now if only people will take the time to read that...) XNA MVP | Please use the Forum Search and read the Forum FAQs | My posts are not official info http://forums.create.msdn.com/forums/p/70849/439613.aspx#439613 XNA Developers Robert Boyd (@werezombie) working hard at converting his RPG engine used to make Breath of Death VII and Chtulu Saves the World to XNA 4.0. If you haven’t done the upgrade yet yourself, might be useful to read back through his tweets and recent forum posts to see the problems/solutions he’s encountered. http://forums.create.msdn.com/forums/p/71834/438099.aspx#438099 http://www.twitter.com/werezompire SpynDoctorGames is in the final phase before the release of Your Doodles are Bugged for the PC! Going to be interesting to watch as more XNA game developers explore the PC game market for their games. http://twitter.com/SpynDoctorGames/statuses/24503173217521664 http://www.spyn-doctor.de @DrMistry shares some details of his next title YoYoYo http://www.mstargames.co.uk/mistryblogmain/35-genblog/177-a-new-year-a-new-game-and-maybe-a-new-approach.html Travis Woodward (@RabidLionGames) has a blog post coming this weekend on Farseer and Mario-like platformer movement. http://twitter.com/RabidLionGames/statuses/24992762021548032 http://www.rabidlion.com/ S4G Interview with Radiangames http://n4g.com/news/679492/s4g-interview-with-radiangames XBLAratings.com interviews Steve Flores (@DragonDivide) developer of Alpha Squad http://www.xblaratings.com/developer-qaa/3621-alpha-squad-developer-interview XBox LIVE Indie Games If you haven’t been reading the roundups on IndieGames by NaviFairy on GayGamer, you’ve been missing out! http://gaygamer.net/2011/01/xbox_indie_review_roundup_1112.html Armless Octopus posts the Top 20 Games of 2010 Part 1 http://www.armlessoctopus.com/2011/01/10/top-20-xbox-live-indie-games-of-2010-part-1/ Armless Octopus posts the Top 20 Games of 2010 Part 2 http://www.armlessoctopus.com/2011/01/12/top-20-xbox-live-indie-games-of-2010-%E2%80%93-part-2/ Xbox LIVE Indie Game Reviews http://www.gamemarx.com/ Don’t forget to be following @XboxHornet . That’s a great way to snag free copies of Xbox LIVE Indie Games http://twitter.com/XboxHornet/statuses/24471103808208896 http://www.xboxhornet.com/wordpress/ Xbox LIVE Indie Game Review posts the top 20 Xbox 360 LIVE Indie Games of 2010 http://www.xbox-360-community-games-reviews.com/top-20-best-xbox-360-live-indie-games-of-2010/ VVGtv to Stream #XBLIG Again! Help out if you can. http://vvgtv.com/2011/01/07/vvgtv-to-stream-xblig-again/ Indie Gamer Magazine Issue 14 has a look at the Xbox LIVE Winter Indie Game Uprisiing http://www.indiegamemag.com/issue14/ XNA Game Development Andrew Russell announced and asked for help in his development of ExEn: XNA for iPhone, Android and Silverlight http://rockethub.com/projects/752-exen-xna-for-iphone-android-and-silverlight App Hub forums letting you down? Don’t forget about StackOverflow and the game development specific version gamedev.stackexchange http://stackoverflow.com/questions/tagged/xna http://gamedev.stackexchange.com/questions/tagged/xna Transmute gets an update from Aaron Foley (@slyprid) and you can now add and visually edit parallax layers to your 2D tile game. http://twitpic.com/3nudj0 http://twitter.com/slyprid/statuses/23418379574448128 http://forgottenstarstudios.com/Transmute/default.html Webcomics Weekly #75 touches on some feelings I’ve seen people try to express (myself included) when talking about game development and what types of games should be released for XBLIG http://www.pvponline.com/2011/01/05/webcomics-weekly-75-sour-oats/ Setting up a new PC for XNA development? Here’s a site that helps you quickly build a installer for all the most common applications developers use. http://ninite.com/ Fun wew thread on the XNA forums asking XBLIG/XNA developers just what their Top 10 favorite video games of all time are. http://forums.create.msdn.com/forums/107.aspx Christopher Hill (@Xalterax) stumbled across an entire community that does nothing but create box art. This is a great potential resource for Xbox LIVE Indie Game developers to get some awesome box art for their games. http://forums.create.msdn.com/forums/p/46582/441451.aspx#441451 http://www.vgboxart.com/browse/plat/360/ Don’t forget about the XNA Wiki, fantastic community resource (and roll up those sleeves and contribute already!) http://xnawiki.com/index.php?title=Main_Page

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  • Why did Apple remove Python support in Mavericks, aka Mac OS X 10.9?

    - by alex gray
    Apple has removed Python support (at least on the Developer level) in 10.9. Python IS still on the machine in /System/Library/Frameworks/Python.framework... but trying to link to Python using the 10.9 SDK fails. /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks does not have Python. I'm not a Pythonista, but find it interesting that Apple has made this change. I don't understand why this is done and I'm a bit annoyed that I have to remove Python from my compilation units in order to compile with 10.9 SDK. Is this a statement by Apple, along the lines of "People aren't using Python very much anymore so we're going to phase out support"? Or was something else driving the change?

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  • Free Book from Microsoft - Testing for Continuous Delivery with Visual Studio 2012

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2013/10/16/free-book-from-microsoft---testing-for-continuous-delivery-with.aspxAt  http://msdn.microsoft.com/en-us/library/jj159345.aspx, Microsoft have made available a free e-book - Testing for Continuous Delivery with Visual Studio 2012 "As more software projects adopt a continuous delivery cycle, testing threatens to be the bottleneck in the process. Agile development frequently revisits each part of the source code, but every change requires a re-test of the product. While the skills of the manual tester are vital, purely manual testing can't keep up. Visual Studio 2012 provides many features that remove roadblocks in the testing and debugging process and also help speed up and automate re-testing."

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  • Dell Inspiron 1120 Ubuntu Light -> Desktop and now I'm having problems with wifi and suspend

    - by David N. Welton
    I got a Dell Inspiron 1120 which ships with Ubuntu Light, as well as Windows. My wife prefers Ubuntu, but obviously outside of web stuff, you can't do a lot with Light, so I went ahead and installed the Desktop version of Ubuntu (10.10 / maverick). Whereas before it suspended beautifully and connected to wifi networks flawlessly, it now displays the following problems: It seems to suspend ok, but on resume, the screen remains blank, even though the computer appears to wake up again. Wifi doesn't connect. I tried using the suggested proprietary drivers, and those don't seem to change the situation. All in all, a bit frustrating to run into these sorts of "regressions" - does anyone know what sort of drivers and such Ubuntu Light might have shipped with for this computer that made it work so well? Unfortunately, I wiped the disk in order to install the Desktop version of Ubuntu.

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  • SQL Saturday 43 in Redmond

    - by AjarnMark
    I attended my first SQLSaturday a couple of days ago, SQLSaturday #43 in Redmond (at Microsoft).  I got there really early, primarily because I forgot how fast I can get there from my home when nobody else is on the road.  On a weekday in rush hour traffic, that would have taken two hours to get there.  I gave myself 90 minutes, and actually got there in about 45.  Crazy! I made the mistake of going to the main Microsoft campus, but that’s not where the event was being held.  Instead it was in a big Microsoft conference center on the other side of the highway.  Fortunately, I had the address with me and quickly realized my mistake.  When I got back on track, I noticed that there were bright yellow signs out on the street corner that looked like they said they were for SOL Saturday, which actually was appropriate since it was the sunniest day around here in a long time. Since I was there so early, the registration was just getting setup, so I found Greg Larsen who was coordinating things and offered to help.  He put me to work with a group of people organizing the pre-printed raffle tickets and stuffing swag bags. I had never been to a SQLSaturday before this one, so I wasn’t exactly sure what to expect even though I have read about a few on some blogs.  It makes sense that each one will be a little bit different since they are almost completely volunteer driven, and the whole concept is still in its early stages.  I have been to the PASS Summit for the last several years, and was hoping for a smaller version of that.  Now, it’s not really fair to compare one free day of training run entirely by volunteers with a multi-day, $1,000+ event put on under the direction of a professional event management company.  But there are some parallels. At this SQLSaturday, there was no opening general session, just coffee and pastries in the common area / expo hallway and straight into the first group of sessions.  I don’t know if that was because there was no single room large enough to hold everyone, or for other reasons.  This worked out okay, but the organization guy in me would have preferred to have even a 15 minute welcome message from the organizers with a little overview of the day.  Even something as simple as, “Thanks to persons X, Y, and Z for helping put this together…Sessions will start in 20 minutes and are all in rooms down this hallway…the bathrooms are on the other side of the conference center…lunch today is pizza and we would like to thank sponsor Q for providing it.”  It doesn’t need to be much, certainly not a full-blown Keynote like at the PASS Summit, but something to use as a rallying point to pull everyone together and get the day off to an official start would be nice.  Again, there may have been logistical reasons why that was not feasible here.  I’m just putting out my thoughts for other SQLSaturday coordinators to consider. The event overall was great.  I believe that there were over 300 in attendance, and everything seemed to run smoothly.  At least from an attendee’s point of view where there was plenty of muffins in the morning and pizza in the afternoon, with plenty of pop to drink.  And hey, if you’ve got the food and drink covered, a lot of other stuff could go wrong and people will be very forgiving.  But as I said, everything appeared to run pretty smoothly, at least until Buck Woody showed up in his Oracle shirt.  Other than that, the volunteers did a great job! I was a little surprised by how few people in my own backyard that I know.  It makes sense if you really think about it, given how many companies must be using SQL Server around here.  I guess I just got spoiled coming into the PASS Summit with a few contacts that I already knew would be there.  Perhaps I have been spending too much time with too few people at the Summits and I need to step out and meet more folks.  Of course, it also is different since the Summit is the big national event and a number of the folks I know are spread out across the country, so the Summit is the only time we’re all in the same place at the same time.  I did make a few new contacts at SQLSaturday, and bumped into a couple of people that I knew (and a couple others that I only knew from Twitter, and didn’t even realize that they were here in the area). Other than the sheer entertainment value of Buck Woody’s session, the one that was probably the greatest value for me was a quick introduction to PowerShell.  I have not done anything with it yet, but I think it will be a good tool to use to implement my plans for automated database recovery testing.  I saw just enough at the session to take away some of the intimidation factor, and I am getting ready to jump in and see what I can put together in the next few weeks.  And that right there made the investment worthwhile.  So I encourage you, if you have the opportunity to go to a SQLSaturday event near you, go for it!

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  • Wondering What to Expect from Master Data Management at OpenWorld 2012? Hold On to Your Seats…

    - by Mala Narasimharajan
    The Countdown begins – just 23 days till OpenWorld hits San Francisco. Oracle OpenWorld 2012 for MDM promises to be chock full of interesting sessions, specifically focused on our customers. We’ve made sure that our sessions are balanced between product information, strategy and real world stories and last but certainly not least - lessons learned – straight from our customers. Attendee / Presenters Toolkit Oracle Master Data Management FOCUS ON DOCUMENT – For all MDM sessions at OOW - where and when Oracle Schedule Builder – use search terms such as : MDM, master data, customer hub, product hub and master data management Oracle Music Festival - AMAZING Line up!!  Oracle Customer Appreciation Night –NOT TO BE MISSED!! Oracle OpenWorld LIVE On-Demand Stay on top of all that’s OpenWorld – when it comes to MDM. We’ll be posting not-t- miss sessions and blogs on what our customer lineup will be like at the big show. Look forward to seeing you at OOW – and in case you didn’t get approval to attend- take advantage of our virtual on-demand conference. See you at OpenWorld 2012 ! 

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  • Shadow-mapping xna

    - by Kurt Ricci
    I've been trying to implement shadows in my game and I've been following quite a few tutorials online, mainly Riemers, but I'm always getting the same 2 errors when I'm drawing my models and setting the parameters from the effect file. The errors are: This method does not accept null for this parameter. Parameter name: value and Object reference not set to an instance of an object. So I've then downloaded a sample and just replaced my model with the one found in the sample and the same errors occur. I this find very strange as it works with his model. I'm wondering if the problem is with my models (I made them myself). Here's the code where the errors occur (they start to occur after the second foreach loop). Any help would be greatly appreciated, thanks.

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  • Why do we keep using CSV?

    - by Stephen
    Why do we keep using CSV? I recently made a shift to working the health domain and despite the wonderful work in data transfer standards, all data transfer is in CSV, both for reporting to external organisations, and for data migrations when implementing new systems. Unfortunately the use of CSV is the cause of the endless repetition of the same stupid errors, with the same waste of developer time. (bad escaping, failing to handle null fields etc.) I know we can do better, and anything between JSON and XML (depending on the instance) would be fine. (Most of the time this is data going from one MS SQLserver 2005 to another!) I feel as if each time I see this happening I am literally watching one developer waste anothers time. So why do we keep shafting each other? When will we stop?

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  • Will there be a difference between Unity "Desktop" and Unity "Netbook" interface?

    - by bash
    What has me slightly confused from all the different reports about Unity becoming the default shell in the 11.04 desktop edition: Some claim and this is how most people seem to see it, that what currently is the UNE interface will be taken 1:1 (including any changes made during the Natty cycle) and used as the interface for the desktop version - meaning that the interface will be exactly the same for 11.04 UNE and UDE. Some other reports talk more along the lines a "desktop unity", making it sound, that while both will be using Unity, the Desktop edition will get it's own Unity, tailored specifically towards the Desktop formfactor. So both editions will be using Unity, but with slight differences in the layout or interface. So my question is, will there be any difference between 11.04 Unity "Desktop" and Unity "Netbook" interface?

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  • [News] Les performances de VS 2010 RC

    Si nous avons tous pu nous rendre compte des am?liorations de performance de VS 2010 RC, aucun test chiffr? n'avait encore ?t? publi?. Kirill Osenkov, membre de l'?quipe QA de Visual Studio nous donne quelques ?l?ments ? travers son dernier billet. "we've made tremendous progress since Beta 2 and have brought the product into a much better state: it is much faster, more responsive, takes up much less memory and we also hope to have eliminated all major known memory leaks". Tr?s int?ressant et surtout rassurant pour la suite.

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  • Does it make sense to use ORM in Android development?

    - by Heinzi
    Does it make sense to use an ORM in Android development or is the framework optimized for a tighter coupling between the UI and the DB layer? Background: I've just started with Android development, and my first instinct (coming from a .net background) was to look for a small object-relational mapper and other tools that help reduce boilerplate clode (e.g. POJOs + OrmLite + Lombok). However, while developing my first toy application I stumbled upon a UI class that explicitly requires a database cursor: AlphabetIndexer. That made me wonder if maybe the Android library is not suited for a strict decoupling of UI and DB layer and that I will miss out on a lot of useful, time-saving features if I try to use POJOs everywhere (instead of direct database access). Clarification: I'm quite aware of the advantages of using ORM in general, I'm specifically interested in how well the Android class library plays along with it.

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  • Camtasia Studio

    - by Andy Morrison
    Have you heard about this tool? This is a capture tool that records your actions as you perform them on your workstation, remote desktop, etc.  It's made by the same company that makes SnagIt, etc. http://www.techsmith.com/camtasia.asp I have used this at several customers to record our install and configurations of BizTalk and more - this can come in very handy to help reduce differences in environments (because you can go back and review exactly what you did in the previous environment) as well as to supplement your installation docs.   The product also includes an editing studio and various media types for export. I haven't been paid to write this - I just think the tool is very nice.

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  • Is Oracle Solaris 11 Really Better Than Oracle Solaris 10?

    - by rickramsey
    If you want to be well armed for that debate, study this comparison of the commands and capabilities of each OS before the spittle starts flying: How Solaris 11 Compares to Solaris 10 For instance, did you know that the command to configure your wireless network in Solaris 11 is not wificonfig, but dladm and ipadm for manual configuration, and netcfg for automatic configuration? Personally, I think the change was made to correct the grievous offense of spelling out "config" in the wificonfig command, instead of sticking to the widely accepted "cfg" convention, but loathe as I am to admit it, there may have been additional reasons for the change. This doc was written by the Solaris Documentation Team, and it not only compares the major features and command sequences in Solaris 11 to those in Solaris 10, but it links you to the sections of the documentation that explain them in detail. - Rick Website Newsletter Facebook Twitter

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  • UI Testing with Visual Studio 2010 Feature Pack 2

    - by Seth P.
    One of the most intriguing items in the recently released Visual Studio 2010 Feature Pack 2 is the ability to create and edit UI tests in Silverlight. Here is an example of a coded UI test. I haven't had much time to use it yet, but for people who have, I am curious as to what your thoughts are. Is this something you have found to be particularly useful? I would like to be able to automate a significant amount of regression testing that we are currently performing manually. In your experience, has it made a major impact on the resources that you would normally have to dedicate to testing? Thanks, Seth

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  • Did anyone experience negative SERP movement after implementing rel=author?

    - by raam86
    I am not intrested in why I don't see the picture in SERPs. So I know this is borderline off-limits but I turned every stone in the web (including DDgo) trying to find anybody experiencing a worse position in SERPs after implementing rel=author tags. In Google Webmaster Tools: Everything seems fine but the first results dropped 14 places in SERPs in the past two days. The original landing page went down from first page to 5th page in a few days. It is a useful site with original content concerning marriage laws. This specific page is no where to be found and now the first result leads to the home page. Assuming everything else is the same with no changes made to the site at all is there a reason the rel=author tag will cause such a plummet? Additional info that might be useful: The google+ account is as dead as a palm pilot.

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  • Multi threaded game - updating, rendering, and how to split them

    - by CodeBunny
    From the StackOverflow post (it was recommended I move this): So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of splitting updating and rendering into separate threads sounds like a very good idea. How should I do this? Single threaded game engines are (conceptually) very easy to make, you have a loop where you update - render - sleep - repeat. However, I can't think of a good way to break updating and rendering apart, especially if I change their update rates (say I go through the update loop 25x a second, and have 60fps for rendering) - what if I begin updating halfway through a render loop, or vice versa?

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  • GlassFish Clustering with DCOM on Windows

    - by ByronNevins
    DCOM - Distributed COM, a Microsoft protocol for communicating with Windows machines. Why use DCOM? In GlassFish 3.1 SSH is used as the standard way to run commands on remote nodes for clustering.  It is very difficult for users to get SSH configured properly on Windows.  SSH does not come with Windows so we have to depend on third party tools.  And then the user is forced to install and configure these tools -- which can be tricky. DCOM is available on all supported platforms.  It is built-in to Windows. The idea is to use DCOM to communicate with remote Windows nodes.  This has the huge advantage that the user has to do minimal, if any, configuration on the Windows nodes. Implementation HighlightsTwo open Source Libraries have been added to GlassFish: Jcifs – a SAMBA implementation in Java J-interop – A Java implementation for making DCOM calls to remote Windows computers.   Note that any supported platform can use DCOM to work with Windows nodes -- not just Windows.E.g. you can have a Linux DAS work with Windows remote instances.All existing SSH commands now have a corresponding DCOM command – except for setup-ssh which isn’t needed for DCOM.  validate-dcom is an all new command. New DCOM Commands create-node-dcom delete-node-dcom install-node-dcom list-nodes-dcom ping-node-dcom uninstall-node-dcom update-node-dcom validate-dcom setup-local-dcom (This is only available via Update Center for GlassFish 3.1.2) These commands are in-place in the trunk (4.0).  And in the branch (3.1.2) Windows Configuration Challenges There are an infinite number of possible configurations of Windows if you look at it as a combination of main release, service-pack, special drivers, software, configuration etc.  Later versions of Windows err on the side of tightening security be default.  This means that the Windows host may need to have configuration changes made.These configuration changes mostly need to be made by the user.  setup-local-dcom will assist you in making required changes to the Windows Registry.  See the reference blogs for details. The validate-dcom Command validate-dcom is a crucial command.  It should be run before any other commands.  If it does not run successfully then there is no point in running other commands.The validate-dcom command must be used from a DAS machine to test a different Windows machine.  If  validate-dcom runs successfully you can be confident that all the DCOM commands will work.  Conversely, the opposite is also true:  If validate-dcom fails, then no DCOM commands will work. What validate-dcom does Verify that the remote host is not the local machine. Resolves the remote host name Checks that the remote DCOM port is being listened on (135, 139) Checks that the remote host’s File Sharing is enabled (port 445) It copies a file (a script) to the remote host to verify that SAMBA is working and authorization is correct It runs a script that it copied on-the-fly to the remote host. Tips and Tricks The bread and butter commands that use DCOM are existing commands like create-instance, start-instance etc.   All of the commands that have dcom in their name are for dealing with the actual nodes. The way the software works is to call asadmin.bat on the remote machine and run a command.  This means that you can track these commands easily on the remote machine with the usual tools.  E.g. using AS_LOGFILE, looking at log files, etc.  It’s easy to attach a debugger to the remote asadmin process, “just in time”, if necessary. How to debug the remote commands:Edit the asadmin.bat file that is in the glassfish/bin folder.  Use glassfish/lib/nadmin.bat in GlassFish 4.0+Add these options to the java call:-Xdebug -Xrunjdwp:transport=dt_socket,server=y,suspend=y,address=1234  Now if you run, say start-instance on DAS, you can attach your debugger, at your leisure, to the remote machines port 1234.  It will be running start-local-instance and patiently waiting for you to attach.

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  • Much Ado About Nothing: Stub Objects

    - by user9154181
    The Solaris 11 link-editor (ld) contains support for a new type of object that we call a stub object. A stub object is a shared object, built entirely from mapfiles, that supplies the same linking interface as the real object, while containing no code or data. Stub objects cannot be executed — the runtime linker will kill any process that attempts to load one. However, you can link to a stub object as a dependency, allowing the stub to act as a proxy for the real version of the object. You may well wonder if there is a point to producing an object that contains nothing but linking interface. As it turns out, stub objects are very useful for building large bodies of code such as Solaris. In the last year, we've had considerable success in applying them to one of our oldest and thorniest build problems. In this discussion, I will describe how we came to invent these objects, and how we apply them to building Solaris. This posting explains where the idea for stub objects came from, and details our long and twisty journey from hallway idea to standard link-editor feature. I expect that these details are mainly of interest to those who work on Solaris and its makefiles, those who have done so in the past, and those who work with other similar bodies of code. A subsequent posting will omit the history and background details, and instead discuss how to build and use stub objects. If you are mainly interested in what stub objects are, and don't care about the underlying software war stories, I encourage you to skip ahead. The Long Road To Stubs This all started for me with an email discussion in May of 2008, regarding a change request that was filed in 2002, entitled: 4631488 lib/Makefile is too patient: .WAITs should be reduced This CR encapsulates a number of cronic issues with Solaris builds: We build Solaris with a parallel make (dmake) that tries to build as much of the code base in parallel as possible. There is a lot of code to build, and we've long made use of parallelized builds to get the job done quicker. This is even more important in today's world of massively multicore hardware. Solaris contains a large number of executables and shared objects. Executables depend on shared objects, and shared objects can depend on each other. Before you can build an object, you need to ensure that the objects it needs have been built. This implies a need for serialization, which is in direct opposition to the desire to build everying in parallel. To accurately build objects in the right order requires an accurate set of make rules defining the things that depend on each other. This sounds simple, but the reality is quite complex. In practice, having programmers explicitly specify these dependencies is a losing strategy: It's really hard to get right. It's really easy to get it wrong and never know it because things build anyway. Even if you get it right, it won't stay that way, because dependencies between objects can change over time, and make cannot help you detect such drifing. You won't know that you got it wrong until the builds break. That can be a long time after the change that triggered the breakage happened, making it hard to connect the cause and the effect. Usually this happens just before a release, when the pressure is on, its hard to think calmly, and there is no time for deep fixes. As a poor compromise, the libraries in core Solaris were built using a set of grossly incomplete hand written rules, supplemented with a number of dmake .WAIT directives used to group the libraries into sets of non-interacting groups that can be built in parallel because we think they don't depend on each other. From time to time, someone will suggest that we could analyze the built objects themselves to determine their dependencies and then generate make rules based on those relationships. This is possible, but but there are complications that limit the usefulness of that approach: To analyze an object, you have to build it first. This is a classic chicken and egg scenario. You could analyze the results of a previous build, but then you're not necessarily going to get accurate rules for the current code. It should be possible to build the code without having a built workspace available. The analysis will take time, and remember that we're constantly trying to make builds faster, not slower. By definition, such an approach will always be approximate, and therefore only incremantally more accurate than the hand written rules described above. The hand written rules are fast and cheap, while this idea is slow and complex, so we stayed with the hand written approach. Solaris was built that way, essentially forever, because these are genuinely difficult problems that had no easy answer. The makefiles were full of build races in which the right outcomes happened reliably for years until a new machine or a change in build server workload upset the accidental balance of things. After figuring out what had happened, you'd mutter "How did that ever work?", add another incomplete and soon to be inaccurate make dependency rule to the system, and move on. This was not a satisfying solution, as we tend to be perfectionists in the Solaris group, but we didn't have a better answer. It worked well enough, approximately. And so it went for years. We needed a different approach — a new idea to cut the Gordian Knot. In that discussion from May 2008, my fellow linker-alien Rod Evans had the initial spark that lead us to a game changing series of realizations: The link-editor is used to link objects together, but it only uses the ELF metadata in the object, consisting of symbol tables, ELF versioning sections, and similar data. Notably, it does not look at, or understand, the machine code that makes an object useful at runtime. If you had an object that only contained the ELF metadata for a dependency, but not the code or data, the link-editor would find it equally useful for linking, and would never know the difference. Call it a stub object. In the core Solaris OS, we require all objects to be built with a link-editor mapfile that describes all of its publically available functions and data. Could we build a stub object using the mapfile for the real object? It ought to be very fast to build stub objects, as there are no input objects to process. Unlike the real object, stub objects would not actually require any dependencies, and so, all of the stubs for the entire system could be built in parallel. When building the real objects, one could link against the stub objects instead of the real dependencies. This means that all the real objects can be built built in parallel too, without any serialization. We could replace a system that requires perfect makefile rules with a system that requires no ordering rules whatsoever. The results would be considerably more robust. We immediately realized that this idea had potential, but also that there were many details to sort out, lots of work to do, and that perhaps it wouldn't really pan out. As is often the case, it would be necessary to do the work and see how it turned out. Following that conversation, I set about trying to build a stub object. We determined that a faithful stub has to do the following: Present the same set of global symbols, with the same ELF versioning, as the real object. Functions are simple — it suffices to have a symbol of the right type, possibly, but not necessarily, referencing a null function in its text segment. Copy relocations make data more complicated to stub. The possibility of a copy relocation means that when you create a stub, the data symbols must have the actual size of the real data. Any error in this will go uncaught at link time, and will cause tragic failures at runtime that are very hard to diagnose. For reasons too obscure to go into here, involving tentative symbols, it is also important that the data reside in bss, or not, matching its placement in the real object. If the real object has more than one symbol pointing at the same data item, we call these aliased symbols. All data symbols in the stub object must exhibit the same aliasing as the real object. We imagined the stub library feature working as follows: A command line option to ld tells it to produce a stub rather than a real object. In this mode, only mapfiles are examined, and any object or shared libraries on the command line are are ignored. The extra information needed (function or data, size, and bss details) would be added to the mapfile. When building the real object instead of the stub, the extra information for building stubs would be validated against the resulting object to ensure that they match. In exploring these ideas, I immediately run headfirst into the reality of the original mapfile syntax, a subject that I would later write about as The Problem(s) With Solaris SVR4 Link-Editor Mapfiles. The idea of extending that poor language was a non-starter. Until a better mapfile syntax became available, which seemed unlikely in 2008, the solution could not involve extentions to the mapfile syntax. Instead, we cooked up the idea (hack) of augmenting mapfiles with stylized comments that would carry the necessary information. A typical definition might look like: # DATA(i386) __iob 0x3c0 # DATA(amd64,sparcv9) __iob 0xa00 # DATA(sparc) __iob 0x140 iob; A further problem then became clear: If we can't extend the mapfile syntax, then there's no good way to extend ld with an option to produce stub objects, and to validate them against the real objects. The idea of having ld read comments in a mapfile and parse them for content is an unacceptable hack. The entire point of comments is that they are strictly for the human reader, and explicitly ignored by the tool. Taking all of these speed bumps into account, I made a new plan: A perl script reads the mapfiles, generates some small C glue code to produce empty functions and data definitions, compiles and links the stub object from the generated glue code, and then deletes the generated glue code. Another perl script used after both objects have been built, to compare the real and stub objects, using data from elfdump, and validate that they present the same linking interface. By June 2008, I had written the above, and generated a stub object for libc. It was a useful prototype process to go through, and it allowed me to explore the ideas at a deep level. Ultimately though, the result was unsatisfactory as a basis for real product. There were so many issues: The use of stylized comments were fine for a prototype, but not close to professional enough for shipping product. The idea of having to document and support it was a large concern. The ideal solution for stub objects really does involve having the link-editor accept the same arguments used to build the real object, augmented with a single extra command line option. Any other solution, such as our prototype script, will require makefiles to be modified in deeper ways to support building stubs, and so, will raise barriers to converting existing code. A validation script that rederives what the linker knew when it built an object will always be at a disadvantage relative to the actual linker that did the work. A stub object should be identifyable as such. In the prototype, there was no tag or other metadata that would let you know that they weren't real objects. Being able to identify a stub object in this way means that the file command can tell you what it is, and that the runtime linker can refuse to try and run a program that loads one. At that point, we needed to apply this prototype to building Solaris. As you might imagine, the task of modifying all the makefiles in the core Solaris code base in order to do this is a massive task, and not something you'd enter into lightly. The quality of the prototype just wasn't good enough to justify that sort of time commitment, so I tabled the project, putting it on my list of long term things to think about, and moved on to other work. It would sit there for a couple of years. Semi-coincidentally, one of the projects I tacked after that was to create a new mapfile syntax for the Solaris link-editor. We had wanted to do something about the old mapfile syntax for many years. Others before me had done some paper designs, and a great deal of thought had already gone into the features it should, and should not have, but for various reasons things had never moved beyond the idea stage. When I joined Sun in late 2005, I got involved in reviewing those things and thinking about the problem. Now in 2008, fresh from relearning for the Nth time why the old mapfile syntax was a huge impediment to linker progress, it seemed like the right time to tackle the mapfile issue. Paving the way for proper stub object support was not the driving force behind that effort, but I certainly had them in mind as I moved forward. The new mapfile syntax, which we call version 2, integrated into Nevada build snv_135 in in February 2010: 6916788 ld version 2 mapfile syntax PSARC/2009/688 Human readable and extensible ld mapfile syntax In order to prove that the new mapfile syntax was adequate for general purpose use, I had also done an overhaul of the ON consolidation to convert all mapfiles to use the new syntax, and put checks in place that would ensure that no use of the old syntax would creep back in. That work went back into snv_144 in June 2010: 6916796 OSnet mapfiles should use version 2 link-editor syntax That was a big putback, modifying 517 files, adding 18 new files, and removing 110 old ones. I would have done this putback anyway, as the work was already done, and the benefits of human readable syntax are obvious. However, among the justifications listed in CR 6916796 was this We anticipate adding additional features to the new mapfile language that will be applicable to ON, and which will require all sharable object mapfiles to use the new syntax. I never explained what those additional features were, and no one asked. It was premature to say so, but this was a reference to stub objects. By that point, I had already put together a working prototype link-editor with the necessary support for stub objects. I was pleased to find that building stubs was indeed very fast. On my desktop system (Ultra 24), an amd64 stub for libc can can be built in a fraction of a second: % ptime ld -64 -z stub -o stubs/libc.so.1 -G -hlibc.so.1 \ -ztext -zdefs -Bdirect ... real 0.019708910 user 0.010101680 sys 0.008528431 In order to go from prototype to integrated link-editor feature, I knew that I would need to prove that stub objects were valuable. And to do that, I knew that I'd have to switch the Solaris ON consolidation to use stub objects and evaluate the outcome. And in order to do that experiment, ON would first need to be converted to version 2 mapfiles. Sub-mission accomplished. Normally when you design a new feature, you can devise reasonably small tests to show it works, and then deploy it incrementally, letting it prove its value as it goes. The entire point of stub objects however was to demonstrate that they could be successfully applied to an extremely large and complex code base, and specifically to solve the Solaris build issues detailed above. There was no way to finesse the matter — in order to move ahead, I would have to successfully use stub objects to build the entire ON consolidation and demonstrate their value. In software, the need to boil the ocean can often be a warning sign that things are trending in the wrong direction. Conversely, sometimes progress demands that you build something large and new all at once. A big win, or a big loss — sometimes all you can do is try it and see what happens. And so, I spent some time staring at ON makefiles trying to get a handle on how things work, and how they'd have to change. It's a big and messy world, full of complex interactions, unspecified dependencies, special cases, and knowledge of arcane makefile features... ...and so, I backed away, put it down for a few months and did other work... ...until the fall, when I felt like it was time to stop thinking and pondering (some would say stalling) and get on with it. Without stubs, the following gives a simplified high level view of how Solaris is built: An initially empty directory known as the proto, and referenced via the ROOT makefile macro is established to receive the files that make up the Solaris distribution. A top level setup rule creates the proto area, and performs operations needed to initialize the workspace so that the main build operations can be launched, such as copying needed header files into the proto area. Parallel builds are launched to build the kernel (usr/src/uts), libraries (usr/src/lib), and commands. The install makefile target builds each item and delivers a copy to the proto area. All libraries and executables link against the objects previously installed in the proto, implying the need to synchronize the order in which things are built. Subsequent passes run lint, and do packaging. Given this structure, the additions to use stub objects are: A new second proto area is established, known as the stub proto and referenced via the STUBROOT makefile macro. The stub proto has the same structure as the real proto, but is used to hold stub objects. All files in the real proto are delivered as part of the Solaris product. In contrast, the stub proto is used to build the product, and then thrown away. A new target is added to library Makefiles called stub. This rule builds the stub objects. The ld command is designed so that you can build a stub object using the same ld command line you'd use to build the real object, with the addition of a single -z stub option. This means that the makefile rules for building the stub objects are very similar to those used to build the real objects, and many existing makefile definitions can be shared between them. A new target is added to the Makefiles called stubinstall which delivers the stub objects built by the stub rule into the stub proto. These rules reuse much of existing plumbing used by the existing install rule. The setup rule runs stubinstall over the entire lib subtree as part of its initialization. All libraries and executables link against the objects in the stub proto rather than the main proto, and can therefore be built in parallel without any synchronization. There was no small way to try this that would yield meaningful results. I would have to take a leap of faith and edit approximately 1850 makefiles and 300 mapfiles first, trusting that it would all work out. Once the editing was done, I'd type make and see what happened. This took about 6 weeks to do, and there were many dark days when I'd question the entire project, or struggle to understand some of the many twisted and complex situations I'd uncover in the makefiles. I even found a couple of new issues that required changes to the new stub object related code I'd added to ld. With a substantial amount of encouragement and help from some key people in the Solaris group, I eventually got the editing done and stub objects for the entire workspace built. I found that my desktop system could build all the stub objects in the workspace in roughly a minute. This was great news, as it meant that use of the feature is effectively free — no one was likely to notice or care about the cost of building them. After another week of typing make, fixing whatever failed, and doing it again, I succeeded in getting a complete build! The next step was to remove all of the make rules and .WAIT statements dedicated to controlling the order in which libraries under usr/src/lib are built. This came together pretty quickly, and after a few more speed bumps, I had a workspace that built cleanly and looked like something you might actually be able to integrate someday. This was a significant milestone, but there was still much left to do. I turned to doing full nightly builds. Every type of build (open, closed, OpenSolaris, export, domestic) had to be tried. Each type failed in a new and unique way, requiring some thinking and rework. As things came together, I became aware of things that could have been done better, simpler, or cleaner, and those things also required some rethinking, the seeking of wisdom from others, and some rework. After another couple of weeks, it was in close to final form. My focus turned towards the end game and integration. This was a huge workspace, and needed to go back soon, before changes in the gate would made merging increasingly difficult. At this point, I knew that the stub objects had greatly simplified the makefile logic and uncovered a number of race conditions, some of which had been there for years. I assumed that the builds were faster too, so I did some builds intended to quantify the speedup in build time that resulted from this approach. It had never occurred to me that there might not be one. And so, I was very surprised to find that the wall clock build times for a stock ON workspace were essentially identical to the times for my stub library enabled version! This is why it is important to always measure, and not just to assume. One can tell from first principles, based on all those removed dependency rules in the library makefile, that the stub object version of ON gives dmake considerably more opportunities to overlap library construction. Some hypothesis were proposed, and shot down: Could we have disabled dmakes parallel feature? No, a quick check showed things being build in parallel. It was suggested that we might be I/O bound, and so, the threads would be mostly idle. That's a plausible explanation, but system stats didn't really support it. Plus, the timing between the stub and non-stub cases were just too suspiciously identical. Are our machines already handling as much parallelism as they are capable of, and unable to exploit these additional opportunities? Once again, we didn't see the evidence to back this up. Eventually, a more plausible and obvious reason emerged: We build the libraries and commands (usr/src/lib, usr/src/cmd) in parallel with the kernel (usr/src/uts). The kernel is the long leg in that race, and so, wall clock measurements of build time are essentially showing how long it takes to build uts. Although it would have been nice to post a huge speedup immediately, we can take solace in knowing that stub objects simplify the makefiles and reduce the possibility of race conditions. The next step in reducing build time should be to find ways to reduce or overlap the uts part of the builds. When that leg of the build becomes shorter, then the increased parallelism in the libs and commands will pay additional dividends. Until then, we'll just have to settle for simpler and more robust. And so, I integrated the link-editor support for creating stub objects into snv_153 (November 2010) with 6993877 ld should produce stub objects PSARC/2010/397 ELF Stub Objects followed by the work to convert the ON consolidation in snv_161 (February 2011) with 7009826 OSnet should use stub objects 4631488 lib/Makefile is too patient: .WAITs should be reduced This was a huge putback, with 2108 modified files, 8 new files, and 2 removed files. Due to the size, I was allowed a window after snv_160 closed in which to do the putback. It went pretty smoothly for something this big, a few more preexisting race conditions would be discovered and addressed over the next few weeks, and things have been quiet since then. Conclusions and Looking Forward Solaris has been built with stub objects since February. The fact that developers no longer specify the order in which libraries are built has been a big success, and we've eliminated an entire class of build error. That's not to say that there are no build races left in the ON makefiles, but we've taken a substantial bite out of the problem while generally simplifying and improving things. The introduction of a stub proto area has also opened some interesting new possibilities for other build improvements. As this article has become quite long, and as those uses do not involve stub objects, I will defer that discussion to a future article.

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  • Linux Mint is Brilliant

    - by Simon Moon
    Most of my blog posts sound way too whiny. I'm not that guy. (Am I?) I've been using SUSE-flavored Linux for personal projects since 2002 (SUSE Linux 8.1). This past weekend, I made the heart-wrenching decision to abandon openSUSE (version 12.1) in favor of Linux Mint (version Maya). OpenSUSE had just become too burdensome. Packages that installed easily on RedHat or Debian always had issues running on top of OpenSUSE. And I never could get the Heroku Toolbelt installed in any kind of usable state.And so, ...I'm beginning again with this enticing young thing -- Mint with the Cinnamon window environment. Delicious. And while I'll always have fond memories of my years with openSUSE, I've got to admit that Mint makes running Linux feel good again. http://blog.linuxmint.com/?p=2031

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  • How to Configure the Linux Grub2 Boot Menu the Easy Way

    - by Trevor Bekolay
    We, like many Linux geeks, have had some trouble making the transition to Grub2, or for some of us, learning how to configure it from scratch. Fortunately, a new graphical tool has made this process easy and straightforward! Photo by e_monk. Latest Features How-To Geek ETC Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Four Awesome TRON Legacy Themes for Chrome and Iron Anger is Illogical – Old School Style Instructional Video [Star Trek Mashup] Get the Old Microsoft Paint UI Back in Windows 7 Relax and Sleep Is a Soothing Sleep Timer Google Rolls Out Two-Factor Authentication

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  • What is your favorite Software Engineering methodology?

    - by bmdhacks
    I'm hoping the SO crowd can help me expand my definitions of methodology buzzwords such as SCRUM, Agile, XP, Waterfall, etc, and give some enlightenment as to which approach is the best. If there's some specific book or web page that really captures your philosophy on constructing software with teams of programmers, please indicate it. EDIT: Please don't say, "I use a little of everything." without any more detail. If you haven't read any books or websites that have been helpful, now's your chance to enlighten the world by describing your experience-learned methodology. I would encourage the moderators to up-vote more descriptive answers. It's OK if you haven't read any books and made up your own style from experience, but please describe that style so we can learn from you. Thanks for taking the time to answer my question.

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