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  • Cisco PIX 515 doesn't seem to be passing traffic through according to static route

    - by Liquidkristal
    Ok, so I am having a spot of bother with a Cisco PIX515, I have posted the current running config below, now I am no cisco expert by any means although I can do basic stuff with them, now I am having trouble with traffic sent from the outside to address: 10.75.32.25 it just doesn't appear to be going anywhere. Now this firewall is deep inside a private network, with an upstream firewall that we don't manage. I have spoken to the people that look after that firewall and they say they they have traffic routing to 10.75.32.21 and 10.75.32.25 and thats it (although there is a website that runs from the server 172.16.102.5 which (if my understanding is correct) gets traffic via 10.75.32.23. Any ideas would be greatly appreciated as to me it should all just work, but its not (obviously if the config is all correct then there could be a problem with the web server that we are trying to access on 10.75.32.25, although the users say that they can get to it internally (172.16.102.8) which is even more confusing) PIX Version 6.3(3) interface ethernet0 auto interface ethernet1 auto interface ethernet2 auto nameif ethernet0 outside security0 nameif ethernet1 inside security100 nameif ethernet2 academic security50 fixup protocol dns maximum-length 512 fixup protocol ftp 21 fixup protocol h323 h225 1720 fixup protocol h323 ras 1718-1719 fixup protocol http 80 fixup protocol rsh 514 fixup protocol rtsp 554 fixup protocol sip 5060 fixup protocol sip udp 5060 fixup protocol skinny 2000 fixup protocol smtp 25 fixup protocol sqlnet 1521 fixup protocol tftp 69 names name 195.157.180.168 outsideNET name 195.157.180.170 globalNAT name 195.157.180.174 gateway name 195.157.180.173 Mail-Global name 172.30.31.240 Mail-Local name 10.75.32.20 outsideIF name 82.219.210.17 frogman1 name 212.69.230.79 frogman2 name 78.105.118.9 frogman3 name 172.16.0.0 acadNET name 172.16.100.254 acadIF access-list acl_outside permit icmp any any echo-reply access-list acl_outside permit icmp any any unreachable access-list acl_outside permit icmp any any time-exceeded access-list acl_outside permit tcp any host 10.75.32.22 eq smtp access-list acl_outside permit tcp any host 10.75.32.22 eq 8383 access-list acl_outside permit tcp any host 10.75.32.22 eq 8385 access-list acl_outside permit tcp any host 10.75.32.22 eq 8484 access-list acl_outside permit tcp any host 10.75.32.22 eq 8485 access-list acl_outside permit ip any host 10.75.32.30 access-list acl_outside permit tcp any host 10.75.32.25 eq https access-list acl_outside permit tcp any host 10.75.32.25 eq www access-list acl_outside permit tcp any host 10.75.32.23 eq www access-list acl_outside permit tcp any host 10.75.32.23 eq https access-list acl_outside permit tcp host frogman1 host 10.75.32.23 eq ssh access-list acl_outside permit tcp host frogman2 host 10.75.32.23 eq ssh access-list acl_outside permit tcp host frogman3 host 10.75.32.23 eq ssh access-list acl_outside permit tcp any host 10.75.32.23 eq 2001 access-list acl_outside permit tcp host frogman1 host 10.75.32.24 eq 8441 access-list acl_outside permit tcp host frogman2 host 10.75.32.24 eq 8441 access-list acl_outside permit tcp host frogman3 host 10.75.32.24 eq 8441 access-list acl_outside permit tcp host frogman1 host 10.75.32.24 eq 8442 access-list acl_outside permit tcp host frogman2 host 10.75.32.24 eq 8442 access-list acl_outside permit tcp host frogman3 host 10.75.32.24 eq 8442 access-list acl_outside permit tcp host frogman1 host 10.75.32.24 eq 8443 access-list acl_outside permit tcp host frogman2 host 10.75.32.24 eq 8443 access-list acl_outside permit tcp host frogman3 host 10.75.32.24 eq 8443 access-list acl_outside permit tcp any host 10.75.32.23 eq smtp access-list acl_outside permit tcp any host 10.75.32.23 eq ssh access-list acl_outside permit tcp any host 10.75.32.24 eq ssh access-list acl_acad permit icmp any any echo-reply access-list acl_acad permit icmp any any unreachable access-list acl_acad permit icmp any any time-exceeded access-list acl_acad permit tcp any 10.0.0.0 255.0.0.0 eq www access-list acl_acad deny tcp any any eq www access-list acl_acad permit tcp any 10.0.0.0 255.0.0.0 eq https access-list acl_acad permit tcp any 10.0.0.0 255.0.0.0 eq 8080 access-list acl_acad permit tcp host 172.16.102.5 host 10.64.1.115 eq smtp pager lines 24 logging console debugging mtu outside 1500 mtu inside 1500 mtu academic 1500 ip address outside outsideIF 255.255.252.0 no ip address inside ip address academic acadIF 255.255.0.0 ip audit info action alarm ip audit attack action alarm pdm history enable arp timeout 14400 global (outside) 1 10.75.32.21 nat (academic) 1 acadNET 255.255.0.0 0 0 static (academic,outside) 10.75.32.22 Mail-Local netmask 255.255.255.255 0 0 static (academic,outside) 10.75.32.30 172.30.30.36 netmask 255.255.255.255 0 0 static (academic,outside) 10.75.32.23 172.16.102.5 netmask 255.255.255.255 0 0 static (academic,outside) 10.75.32.24 172.16.102.6 netmask 255.255.255.255 0 0 static (academic,outside) 10.75.32.25 172.16.102.8 netmask 255.255.255.255 0 0 access-group acl_outside in interface outside access-group acl_acad in interface academic route outside 0.0.0.0 0.0.0.0 10.75.32.1 1 timeout xlate 3:00:00 timeout conn 1:00:00 half-closed 0:10:00 udp 0:02:00 rpc 0:10:00 h225 1:00:00 timeout h323 0:05:00 mgcp 0:05:00 sip 0:30:00 sip_media 0:02:00 timeout uauth 0:05:00 absolute aaa-server TACACS+ protocol tacacs+ aaa-server RADIUS protocol radius aaa-server LOCAL protocol local snmp-server host outside 172.31.10.153 snmp-server host outside 172.31.10.154 snmp-server host outside 172.31.10.155 no snmp-server location no snmp-server contact snmp-server community CPQ_HHS no snmp-server enable traps floodguard enable telnet 172.30.31.0 255.255.255.0 academic telnet timeout 5 ssh timeout 5 console timeout 0 terminal width 120 Cryptochecksum:hi2u : end PIX515#

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  • What is the best way to render a 2d game map?

    - by Deukalion
    I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways. For a 2D TopDown game: (simply render the textures/tiles of the world, nothing else) Say, you have a map of 1000x1000 (tiles or whatever). If the tile isn't in the view of the camera, it shouldn't be rendered - it's that simple. No need to render a tile that won't be seen. But since you have 1000x1000 objects in your map, or perhaps less you probably don't want to loop through all 1000*1000 tiles just to see if they're suppose to be rendered or not. Question: What is the best way to implement this efficiency? So that it "quickly/quicker" can determine what tiles are suppose to be rendered? Also, I'm not building my game around tiles rendered with a SpriteBatch so there's no rectangles, the shapes can be different sizes and have multiple points, say a curved object of 10 points and a texture inside that shape; Question: How do you determine if this kind of objects is "inside" the View of the camera? It's easy with a 48x48 rectangle, just see if it X+Width or Y+Height is in the view of the camera. Different with multiple points. Simply put, how to manage the code and the data efficiently to not having to run through/loop through a million of objects at the same time.

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  • WSS 3.0 to SharePoint 2010: Tips for delaying the Visual Upgrade

    - by Kelly Jones
    My most recent project has been to migrate a bunch of sites from WSS 3.0 (SharePoint 2007) to SharePoint Server 2010.  The users are currently working with WSS 3.0 and Office 2003, so the new ribbon based UI in 2010 will be completely new.  My client wants to avoid the new SharePoint 2010 look and feel until they’ve had time to train their users, so we’ve been testing the upgrades by keeping them with the 2007 user interface. Permission to perform the Visual Upgrade One of the first things we noticed was the default permissions for who was allowed to switch the UI from 2007 to 2010.  By default, site collection administrators and site owners can do this.  Since we wanted to more tightly control the timing of the new UI, I added a few lines to the PowerShell script that we are using to perform the migration.  This script creates the web application, sets the User Policy, and then does a Mount-SPDatabase to attach the old 2007 content database to the 2010 farm.  I added the following steps after the Mount-SPDatabase step: #Remove the visual upgrade option for site owners # it remains for Site Collection administrators foreach ($sc in $WebApp.Sites){ foreach ($web in $sc.AllWebs){ #Visual Upgrade permissions for the site/subsite (web) $web.UIversionConfigurationEnabled = $false; $web.Update(); } } These script steps loop through each Site Collection in a particular web application ($WebApp) and then it loops through each subsite ($web) in the Site Collection ($sc) and disables the Site Owner’s permission to perform the Visual Upgrade. This is equivalent to going to the Site Collection administrator settings page –> Visual Upgrade and selecting “Hide Visual Upgrade”. Since only IT people have Site Collection administrator privileges, this will allow IT to control the timing of the new 2010 UI rollout. Newly created subsites Our next issue was brought to our attention by SharePoint Joel’s blog post last week (http://www.sharepointjoel.com/Lists/Posts/Post.aspx?ID=524 ).  In it, he lists some updates about the 2010 upgrade, and his fourth point was one that I hadn’t seen yet: 4. If a 2007 upgraded site has not been visually upgraded, the sites created underneath it will look like 2010 sites – While this is something I’ve been aware of, I think many don’t realize how this impacts common look and feel for master pages, and how it impacts good navigation and UI. As well depending on your patch level you may see hanging behavior in the list picker. The site and list creation Silverlight control in Internet Explorer is looking for resources that don’t exist in the galleries in the 2007 site, and hence it continues to spin and spin and eventually time out. The work around is to upgrade to SP1, or use Chrome or Firefox which won’t attempt to render the Silverlight control. When the root site collection is a 2007 site and has it’s set of galleries and the children are 2010 sites there is some strange behavior linked to the way that the galleries work and pull from the parent. Our production SharePoint 2010 Farm has SP1 installed, as well as the December 2011 Cumulative Update, so I think the “hanging behavior” he mentions won’t affect us. However, since we want to control the roll out of the UI, we are concerned that new subsites will have the 2010 look and feel, no matter what the parent site has. Ok, time to dust off my developer skills. I first looked into using feature stapling, but I couldn’t get that to work (although I’m pretty sure I had everything wired up correctly).  Then I stumbled upon SharePoint 2010’s web events – a great way to handle this. Using Visual Studio 2010, I created a new SharePoint project and added a Web Event Receiver: In the Event Receiver class, I used the WebProvisioned method to check if the parent site is a 2007 site (UIVersion = 3), and if so, then set the newly created site to 2007:   /// <summary> /// A site was provisioned. /// </summary> public override void WebProvisioned(SPWebEventProperties properties) { base.WebProvisioned(properties);   try { SPWeb curweb = properties.Web;   if (curweb.ParentWeb != null) {   //check if the parent website has the 2007 look and feel if (curweb.ParentWeb.UIVersion == 3) { //since parent site has 2007 look and feel // we'll apply that look and feel to the current web curweb.UIVersion = 3; curweb.Update(); } } } catch (Exception) { //TODO: Add logging for errors } }   This event is part of a Feature that is scoped to the Site Level (Site Collection).  I added a couple of lines to my migration PowerShell script to activate the Feature for any site collections that we migrate. Plan Going Forward The plan going forward is to perform the visual upgrade after the users for a particular site collection have gone through 2010 training. If we need to do several site collections at once, we’ll use a PowerShell script to loop through each site collection to update the sites to 2010.  If it’s just one or two, we’ll be using the “Update All Sites” button on the Visual Upgrade page for Site Collection Administrators. The custom code for newly created sites won’t need to be changed, since it relies on the UI version of the parent site.  If the parent is 2010, then the new site will look 2010.

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  • Game programming basics under Windows

    - by dreta
    I've been trying to learn some Windows programming using the Win32 API. Now, i'm used to working with the OS layer being abstracted away, mostly thanks to libraries like SFML or Allegro. Could you guys help me out and tell me if i'm thinking right here. The place for my gameloop is where i'm reading the messages? while (TRUE) { if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break ; TranslateMessage (&msg) ; DispatchMessage (&msg) ; } else { //my game loop goes here } } Now the slightly bigger issue, that is, drawing. Do i run my drawing where i normaly do it, inside the game loop after the game logic? Or do i do it when WM_PAIN is being called and just call InvalidateRect (hwnd, NULL, TRUE); when i want to draw? This does feel weird, the WM_PAINT is a queued message, so i don't know for sure when it'll be called. So if i wanted to avoid this, do i just get the device handle inside the game loop and only ValidateRect (hwnd, NULL); in the WM_PAINT case (beside the ValidateRect (hwnd, NULL); called after drawing in the game loop)? Actually, now that i think about it, do i even need WM_PAINT in this situation or can i skip it and let DefWindowProc handle it (does it validate the screen if WM_PAINT isn't processed)? If this is any important, i'm setting up my code for OpenGL.

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  • Does Altova StyleVision support generation of these specific Word XML Word ML List Numbering Bullet Markup? Extend with custom external XSLT?

    - by Alex S
    Does Altova StyleVision support generation of these specific Word XML Word ML List Numbering Bullet Markup? Extend with custom external XSLT? PS: I know is specific to Altova and their Dev Tools, but just like Eclipse and Visual Studio it is one of the widest used toolkits for XML related development & programming. So, please do not hate, ban or give negative. Linked below is a section of information for Word ML XML and its numbering, list, bullet etc. The markup is pretty extensive. I am wondering if this can be replicated via StyleVision or is this a limitation that needs to extended with an external XSLT? Quote: Key links to the Markup Documentation: http://officeopenxml.com/WPnumbering.php http://officeopenxml.com/WPnumberingAbstractNum.php Also: /WPnumberingLvl.php Short outline of the Documentation there: *Numbering, Levels and Lists* - Overview - Defining a Numbering Scheme - Defining a Particular Level ++ Numbering Level Text ++ Numbering Format ++ Displaying as Numerals Only ++ Restart Numbering ++ Picture or Image as Numbering Symbol ++ Justification ++ Overriding a Numbering Definition If StyleVision supports the above, where and how inside StyleVision can I access or use these properties/ attributes for the markup? From what I've gathered, I think it does not. In the past, I have written XSL-FO and XSL-WordML by hand. So I could write an add-on external XSLT containing Word specific markup for this purpose. *Given the limitation exists, the questions now: * Where and how do I create and linked inside of StyleVision so as to APPLY and EXTEND these capability limitations of StyleVision. AND How could I make it apply only for Word ML / Word XML output styling and be DEACTIVATED/ DISABLED for HTML and PDF output?

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  • Making more complicated systems(entity-component-system model question)

    - by winch
    I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and handling collision) was easy. But how do I do more compilcated systems? For example, in a CollisionSystem I can check if entity A collides with entity B. I have this code in CollisionSystem for checking if B damages A: if(collides(a, b)) { HealthComponent* hc = a->get<HealthComponent(); hc.reduceHealth(b->get<DamageComponent>()->getDamage()); But I feel that this code shouldn't belong to Collision system. Where should code like this be and which additional systems should I create to make this code generic?

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  • Any program or editor in windows 7 to run ".md" files

    - by Anmol Saraf
    I understand that '.md' is an extension for markdown format. While installing 'Grunt' from GitHub I see a lot of .md extension files inside node_module/grunt/docs folder. As per my understanding these files are supported by GitHub for documentation kind of things if I am not wrong. My question here is - Are there any editors/tools or programs available for Windows 7 where I can see these .md files executing ? When I try to open any of these file inside my text editor it displays in raw format with all '#" etc. keywords. I want to see the formatted version of these files so that without an internet connection also I can navigate the documentation on my machine. Thanks for helping !!

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Another good free utility - Campwood Software Source Monitor

    - by TATWORTH
    The Campwoood Source Monitor at http://www.campwoodsw.com/sourcemonitor.html  says in its introduction "The freeware program SourceMonitor lets you see inside your software source code to find out how much code you have and to identify the relative complexity of your modules. For example, you can use SourceMonitor to identify the code that is most likely to contain defects and thus warrants formal review. SourceMonitor, written in C++, runs through your code at high speed, typically at least 10,000 lines of code per second." It is indeed very high-speed and is useful as it: Collects metrics in a fast, single pass through source files. Measures metrics for source code written in C++, C, C#, VB.NET, Java, Delphi, Visual Basic (VB6) or HTML. Includes method and function level metrics for C++, C, C#, VB.NET, Java, and Delphi. Offers Modified Complexity metric option. Saves metrics in checkpoints for comparison during software development projects. Displays and prints metrics in tables and charts, including Kiviat diagrams. Operates within a standard Windows GUI or inside your scripts using XML command files. Exports metrics to XML or CSV (comma-separated-value) files for further processing with other tools.

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  • Update to SQL Server Configuration Scripting Utility

    - by Bill Graziano
    Last spring I released a utility to script SQL Server configuration information on CodePlex.  I’ve been making small changes in this application as my needs have changed.  The application is a .NET 2.0 console application.  This utility serves two needs for me.  First it helps with disaster recovery.  All server level objects (logins, jobs, linked servers, audits) are scripted to a single file per object type.  This enables the scripts to be easily run against a DR server.  If these are checked into source control you can view the history of the script and find out what changed and when. The second goal is to capture what changed inside a database.  Objects inside a database (tables, stored procedures, views, etc.) are each scripted to their own file.  This makes it easier to track the changes to an object over time.  This does include permissions and role membership so you can capture security changes.  My assumption is that a database backup is the primary method of disaster recovery for databases so this utility is designed to capture changes to objects.  You can find the full list of changes from the original on the Downloads page on CodePlex.

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  • How do they keep track of the NPCs in Left 4 Dead?

    - by f20k
    How do they keep track of the NPC zombies in Left 4 Dead? I am talking about the NPCs that just walk into walls or wander around aimlessly. Even though the players cannot see them, they are there (say inside rooms or behind doors). Let's say there's about 10 or so zombies in a hallway and inside rooms. Does the game keep all of those zombies in a list and iterate through giving them commands? Do they just spawn when the user is within a certain radius or reached a special location? Say you placed the 4 units (controlled by players) on completely different places throughout the map. Let's assume you aren't being swarmed and then you have not killed any of these aimless NPCs. Would the game be keeping track of 10 x 4 = 40 zombies in total? Or is my understanding completely off? The reason I ask is if I were to implement something similar on a mobile device, keeping track of 40 or more NPCs might not be such a great idea.

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  • OpenSSH SFTP: chrooted user with access to other chrooted users' files

    - by HannesFostie
    Decided to re-phrase the question entirely in order to not have to make a new one. I currently have an SFTP server set up using OpenSSH's SFTP functionality. All my users are chrooted, and everything works. What I need most right now is for one user, which is not root (because this user can't have any real SSH powers!), to have access to all other users' chrooted dirs. This user's job is to fetch all uploaded documents every once in a while. Directory structure as of now is: /home |_ /home/user1 |_ /home/user2 |_ /home/user3 With ChrootDirectory set as /home/%u User "adminuser" should have access to user1, user2 and user3's directories without having access to /home or at the very least not to anything but /home. Bonus points for the one who can tell me how to let users write inside /home/%u without having to make a new directory inside that dir which they own themselves, and not root as is the case with /home/%u (openssh chroot prerequisite).

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  • don't know how this virtual directory structure was setup on iis6

    - by deostroll
    Our development server has a setup as follows: \\DEVSRVR\WEBSITES\COMMON +---include Here is where all css and script files resides. They are required by various web applications \\DEVSRVR\WEBSITES\TESTING\SAM +---Backup ¦ +---bin +---bin +---help Here is where an application resides. Suppose there is an aspx page under the folder called SAM, we'd normally issue an http request as follows: http://testing.apps/sam/default.aspx We believe that testing.apps virtual name points to \\devsrvr\websites\testing folder. Suppose there is a css file called menu.css inside common/include. We'd simply have to make the following http call to get it: http://testing.apps/common/include/menu3.css This works!!! I don't understand how? There is no such folder called common inside of testing...

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  • Is it possible to define a virtual directory in IIS and make the files relative to the physical dir

    - by Mikey John
    Is it possible to define a virtual directory in IIS and somehow make the files in that directory relative to the physical directory and not to the virtual directory ? For instance on my server I have the following folders: D:\WebSite\Css\myTheme.css, D:\WebSite\Images\image1.jpg I created a virtual directory on IIS resources.mysite: Inside my website I reference the sheet like this resources.mysite/myTheme.css But inside myTheme.css I reference pictures from ../Images/images1.jpg. So the problem is that image1.jpg is not found because it is relative to the physical folder and not the virtual folder on IIS. Can I solve this problem without modifying the style sheet ?

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  • Weird execution of ruby/git executables in Windows

    - by Frexuz
    Something strange has happened. I can't run some command line executables in Windows anymore. Steps: Open cmd Run an executable, such as ruby -v or git -h When I do that, a new command prompt opens, running that command (I think, it's too fast to see), and instantly closes again. I've managed to print screen the new command prompt, and it shows that it's running inside this path: C:\Documents and Settings\Administrator\Local Settings\Temp\3582-490 Inside this folder, is the executable I'm tring to run. If I run ruby, then ruby.exe is in there. If I run git, then git.exe is in there. And it's always emptying the folder in between, so there is always just one .exe file

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  • CloudMail

    - by kaleidoscope
    In Web Applications, we often come across requirement of sending and receiving emails through our application. So same can be for the applications hosted on Azure. So Do you want to send email from an application hosted on Azure? CloudMail is one of the possible answers. CloudMail is designed to provide a small, effective and reliable solution for sending email from the Azure platform directly addressing several problems that application developers face. Microsoft does not provide an SMTP Gateway (yet) so the application is forced to connect directly to one hosted somewhere else, on another network. So to implement such functionality one of the possible option is using Free email providers. This might be fine for testing, but do you really want to rely on a free service in production? There can be other issues with this approach like if your chosen SMTP gateway is down or there are connection problems? Again there can be some specific requirement that, you want to send email via a company’s mail server, from inside their firewall. CloudMail solves these problems by providing a small client library that you can use in your solution to send emails from you application and a Windows Service that you run inside your companies network that acts as a relay. Because the send and relay are disconnected there are no lost emails and you can send from your own SMTP Gateway.   CloudMail is in its Beta version and available for download here.   Technorati Tags: Geeta,Azure Email,CloudMail

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  • Optimal sprite size for rotations

    - by Panda Pajama
    I am making a sprite based game, and I have a bunch of images that I get in a ridiculously large resolution and I scale them to the desired sprite size (for example 64x64 pixels) before converting them to a game resource, so when draw my sprite inside the game, I don't have to scale it. However, if I rotate this small sprite inside the game (engine agnostically), some destination pixels will get interpolated, and the sprite will look smudged. This is of course dependent on the rotation angle as well as the interpolation algorithm, but regardless, there is not enough data to correctly sample a specific destination pixel. So there are two solutions I can think of. The first is to use the original huge image, rotate it to the desired angles, and then downscale all the reaulting variations, and put them in an atlas, which has the advantage of being quite simple to implement, but naively consumes twice as much sprite space for each rotation (each rotation must be inscribed in a circle whose diameter is the diagonal of the original sprite's rectangle, whose area is twice of that original rectangle, supposing square sprites). It also has the disadvantage of only having a predefined set of rotations available, which may be okay or not depending on the game. So the other choice would be to store a larger image, and rotate and downscale while rendering, which leads to my question. What is the optimal size for this sprite? Optimal meaning that a larger image will have no effect in the resulting image. This is definitely dependent on the image size, the amount of desired rotations without data loss down to 1/256, which is the minimum representable color difference. I am looking for a theoretical general answer to this problem, because trying a bunch of sizes may be okay, but is far from optimal.

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  • How to use UMLFS?

    - by Vi
    I'm trying to mount what is inside UML session as FUSE filesystem on host. There's "uml_mount" program which looks like a thing for this purpose, but it fails. What is UMLFS (I haven't found any documentation at all) and how to mount it? uml_mount mounts FUSE filesystem and starts uml_mconsole <umid> umlfs <file descriptor> which tries to send this file descriptor to UML kernel (to deal with further FUSE things), but sending fails. Also I haven't found any signs of FUSE inside a kernel. Do I need some special patch for this?

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  • Using screen, commands like less and man don't clear the screen afterwards

    - by Boldewyn
    In contrast to this question I want the clearing of the screen re-enabled for less. It works fine in my xterm terminal under Cygwin/mintty or Gnome Terminal (both xterms). However, when inside a screen session, the clearing of the screen is somehow disabled. I tried several things, like screen -T xterm or putting the autonuke statement in my ~/.screenrc. Also, inside the screen session export TERM=xterm tset has no effect. So, now I'm out of ideas. Any help appreciated.

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  • Need to re-build an application - how?

    - by Tom
    For our main system, we have a small monitor application that sits outside our network and periodically tries to log in to verify the system still works. We have a problem with the monitor though in that the communications component set (Asta 3 inside Delphi applications) doesn't always connect through. Overall, I'd say it's about 95% reliable, but that other 5% kills the monitor since it will try to log in and hang on the connection attempt (no timeout in the component). This really isn't an issue on the client side of the system since the clients don't disconnect and reconnect repeatedly on the same application instance, but I need a way to make sure the monitor stays up and continues working even when the component fails on a run. I have a few ideas as to which way to have the program run, the main idea being to put the communications inside a threaded data module so that if one thread crashes then another thread can test later and the program keep going. Does this sound like a valid way to go? Any other ideas how to ensure a reliable monitoring application with a less than 100% reliable component? Thanks. P.S. Not sure these tags are the most appropriate. Tried including "system-reliability" as one, but not high enough rep to create.

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  • How to connect externally to local network from local network?

    - by ventrilobug
    I have this weird problem with a Ventrilo server software running in my linux machine. If I connect the server inside my local network, messages keep lagging etc. But users joining the server outside my network do not experience any problems. So the question is, how can I trick the software inside the local network to make me appear as joining from external network. Do I need some proxy running in some external network machine? Does someone offer this kind of service? All the problems started when I changed my router so I guess it has something to do with the new router, but I haven't found a solution by changing settings in my router so I try to fix this in some other way.

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  • How can I use a script to control a VirtualBox guest?

    - by TheWickerman666
    Refer to : Launch an application in Windows from the Ubuntu desktop I was wondering if Takkat could elaborate on the actual execution i.e. howto in the script file. This will be greatly helpful. Thanks in advance my script file InternetExplorerVM.sh looks like this, execution is /path/to/InternetExplorerVM.sh "C:\Program Files\Internet Explorer\iexplore.exe" #!/bin/bash # start Internet Explorer inside of a Windows7 Ultimate VM echo "Starting 'Internet Explorer' browser inside Windows7 virtual machine" echo "" sleep 1 echo "Please be patient" VBoxManage startvm b307622e-6b5e-4e47-a427-84760cf2312b sleep 15 echo "" echo "Now starting 'Internet Explorer'" ##VBoxManage --nologo guestcontrol b307622e-6b5e-4e47-a427-84760cf2312b execute --image "$1" --username RailroadGuest --password bnsf1234 VBoxManage --nologo guestcontrol b307622e-6b5e-4e47-a427-84760cf2312b execute --image "C:\\Program/ Files\\Internet/ Explorer\\iexplore.exe" --username RailroadGuest --password bnsf1234 --wait-exit --wait-stdout echo "" echo "Saving the VM's state now" VBoxManage controlvm b307622e-6b5e-4e47-a427-84760cf2312b savestate sleep 2 #Check VM state echo "" echo "Check the VM state" VBoxManage showvminfo b307622e-6b5e-4e47-a427-84760cf2312b | grep State exit My apologies for any mistakes, this is my first time posting on askubuntu.Thanks a ton in advance. This has been very helpful. Need this for BNSF guests, their Mainframe emulator works exclusively on Java enabled Internet Explorer.

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  • How much packet loss is normal?

    - by Fabian
    I started monitoring our network using SmokePing. Users occasionally complain about bad network connections, but the problems went away after some minutes usually. I now wanted to get some more quantitative information about those problems. SmokePing regularly pings servers inside our network, in a connected network and outside hosts. I only have a limited amount of control over our internal network and none at all for the connection to the outside and to the second network. I now see quite often (2-4 times a day) that packets to the second network and the outside are dropped. Most of the times it is 1-2 packets out of 20, sometimes more. Inside our internal network no packets are dropped. Is this an expected amount of packet loss, or does it indicate that something is wrong? I'm mainly wondering if I should bother the university IT department about it, or if I should just accept it as it is.

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  • Checking preconditions or not

    - by Robert Dailey
    I've been wanting to find a solid answer to the question of whether or not to have runtime checks to validate input for the purposes of ensuring a client has stuck to their end of the agreement in design by contract. For example, consider a simple class constructor: class Foo { public: Foo( BarHandle bar ) { FooHandle handle = GetFooHandle( bar ); if( handle == NULL ) { throw std::exception( "invalid FooHandle" ); } } }; I would argue in this case that a user should not attempt to construct a Foo without a valid BarHandle. It doesn't seem right to verify that bar is valid inside of Foo's constructor. If I simply document that Foo's constructor requires a valid BarHandle, isn't that enough? Is this a proper way to enforce my precondition in design by contract? So far, everything I've read has mixed opinions on this. It seems like 50% of people would say to verify that bar is valid, the other 50% would say that I shouldn't do it, for example consider a case where the user verifies their BarHandle is correct, but a second (and unnecessary) check is also being done inside of Foo's constructor.

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  • Creating SparseImages for Pivot

    - by John Conwell
    Learning how to programmatically make collections for Microsoft Live Labs Pivot has been a pretty interesting ride. There are very few examples out there, and the folks at MS Live Labs are often slow on any feedback.  But that is what Reflector is for, right? Well, I was creating these InfoCard images (similar to the Car images in the "New Cars" sample collection that that MS created for Pivot), and wanted to put a Tag Cloud into the info card.  The problem was the size of the tag cloud might vary in order for all the tags to fit into the tag cloud (often times being bigger than the info card itself).  This was because the varying word lengths and calculated font sizes. So, to fix this, I made the tag cloud its own separate image from the info card.  Then, I would create a sparse image out of the two images, where the tag cloud fit into a small section of the info card.  This would allow the user to see the info card, but then zoom into the tag cloud and see all the tags at a normal resolution.  Kind'a cool. But...I couldn't find one code example (not one!) of how to create a sparse image.  There is one page on the SeaDragon site (http://www.seadragon.com/developer/creating-content/deep-zoom-tools/) that gives over the API for creating images and collections, and it sparsely goes over how to create a sparse image, but unless you are familiar with the API already, the documentation doesn't help very much. The key is the Image.ViewportWidth and Image.ViewportOrigin properties of the image that is getting super imposed on the main image.  I'll walk through the code below.  I've setup a couple Point structs to represent the parent and sub image sizes, as well as where on the parent I want to position the sub image.  Next, create the parent image.  This is pretty straight forward.  Then I create the sub image.  Then I calculate several ratios; the height to width ratio of the sub image, the width ratio of the sub image to the parent image, the height ratio of the sub image to the parent image, then the X and Y coordinates on the parent image where I want the sub image to be placed represented as a ratio of the position to the parent image size. After all these ratios have been calculated, I use them to calculate the Image.ViewportWidth and Image.ViewportOrigin values, then pass the image objects into the SparseImageCreator and call Create. The key thing that was really missing from the API documentation page is that when setting up your sub images, everything is expressed in a ratio in relation to the main parent image.  If I had known this, it would have saved me a lot of trial and error time.  And how did I figure this out?  Reflector of course!  There is a tool called Deep Zoom Composer that came from MS Live Labs which can create a sparse image.  I just dug around the tool's code until I found the method that create sparse images.  But seriously...look at the API documentation from the SeaDragon size and look at the code below and tell me if the documentation would have helped you at all.  I don't think so!   public static void WriteDeepZoomSparseImage(string mainImagePath, string subImagePath, string destination) {     Point parentImageSize = new Point(720, 420);     Point subImageSize = new Point(490, 310);     Point subImageLocation = new Point(196, 17);     List<Image> images = new List<Image>();     //create main image     Image mainImage = new Image(mainImagePath);     mainImage.Size = parentImageSize;     images.Add(mainImage);     //create sub image     Image subImage = new Image(subImagePath);     double hwRatio = subImageSize.X/subImageSize.Y;            // height width ratio of the tag cloud     double nodeWidth = subImageSize.X/parentImageSize.X;        // sub image width to parent image width ratio     double nodeHeight = subImageSize.Y / parentImageSize.Y;    // sub image height to parent image height ratio     double nodeX = subImageLocation.X/parentImageSize.X;       //x cordinate position on parent / width of parent     double nodeY = subImageLocation.Y / parentImageSize.Y;     //y cordinate position on parent / height of parent     subImage.ViewportWidth = (nodeWidth < double.Epsilon) ? 1.0 : (1.0 / nodeWidth);     subImage.ViewportOrigin = new Point(         (nodeWidth < double.Epsilon) ? -1.0 : (-nodeX / nodeWidth),         (nodeHeight < double.Epsilon) ? -1.0 : ((-nodeY / nodeHeight) / hwRatio));     images.Add(subImage);     //create sparse image     SparseImageCreator creator = new SparseImageCreator();     creator.Create(images, destination); }

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