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  • Resize Win2003 system+boot partitions to bigger disks & different controller?

    - by ane
    Have an old Win2003 server with 1 SCSI hard drive partitioned as follows: D: boot (includes D:\ntldr, boot.ini, etc.) C: system (includes C:\WINDOWS) Want to move the whole system to new hardware with bigger drives and different controllers. Specifically, C: to a 300GB SAS drive, and D: to a 2TB SATA drive. Tried: VMWare Converter - VMWare Server - Diskpart Result: Diskpart refuses to resize system or boot disks VMWare Converter - VMWare Server - GParted Result: Will not boot (see http://serverfault.com/questions/219868/resize-ntfs-system-partitions-with-gparted ) Attach original VMWare disk to a duplicate VMWare install - Diskpart Result: Will not boot (goes to Directory Services Restore mode) Backup Exec System Recovery Server Edition 2010 with Restore Anywhere (tried restoring both to VMWare and to the bare system, without VMWare) Result: Windows Boot error: Could not read from the selected boot disk. Check boot path. Supposedly this is a boot.ini problem, so I try bootcfg /rebuild from the recovery console. Says it can't find windows partition so it can't rebuild. Thought about Ghost but it's completely different hardware/controllers that we're restoring to, so I doubt it would boot. Reinstalling Windows from scratch is not an option due to critical custom software heavily embedded on the original machine. Has anyone been in a similar situation (with unusual boot/system partitions) before and figured out how to resize onto different disks?

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  • Accessing or Resetting Permissions of a Mounted Registry Hive of a Different User / From a Different System

    - by Synetech
    I’m currently stuck using my backup system until I can replace my dead motherboard. In the meantime, I have put my hard-drive in this system so that I can access my files and keep working on the backup system. Fortunately, I don’t have a permission issues with the files (the partitions are FAT32). The issue I’m having is with the registry. I need to import some of my settings from the hives of my (old? normal?) installation of Windows into the one I’m currently using. Settings from the system hives (SYSTEM, SOFTWARE, etc.) are fine, but the user hive is giving me trouble. I’ve copied the NTUSER.DAT file from my other drive and mounted it with the reg command. Most of the keys (eg Software) are fine and I can access them without problem, but some of them (particularly the Identities key where Outlook Express settings are stored) complains that it cannot be opened. If I open the permissions dialog, I get an error about being unable to view the current permssions. If I then ignore it and try to take ownership of the key and it’s subkeys, I get an access-denied error. If I then add permissions for my user account on this system, I get an error, however I am then able to see the subkeys and values of the key. If I then try to access the subkeys, I get the same original errors. If I repeat the process for each subkey, I can see their values and subkeys, and so on, but of course this gets to be incredibly annoying and time-consuming (especially since the Identities key has a lot of subkeys). Is there an easier/temporary/more correct way to dump a key so that I can import it into my backup system?

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  • SQL SERVER – CTE can be Updated

    - by Pinal Dave
    Today I have received a fantastic email from Matthew Spieth. SQL Server expert from Ohio. He recently had a great conversation with his colleagues in the office and wanted to make sure that everybody who reads this blog knows about this little feature which is commonly confused. Here is his statement and we will start our story with Matthew’s own statement: “Users often confuse CTE with Temp Table but technically they both are different, CTE are like Views and they can be updated just like views.“ Very true statement from Matthew. I totally agree with what he is saying. Just like him, I have enough, time came across a situation when developers think CTE is like temp table. When you update temp table, it remains in the scope of the temp table and it does not propagate it to the table based on which temp table is built. However, this is not the case when it is about CTE, when you update CTE, it updates underlying table just like view does. Here is the working example of the same built by Matthew to illustrate this behavior. Check the value in the base table first. USE AdventureWorks2012; -- Check - The value in the base table is updated SELECT Color FROM [Production].[Product] WHERE ProductNumber = 'CA-6738'; Now let us build CTE with the same data. ;WITH CTEUpd(ProductID, Name, ProductNumber, Color) AS( SELECT ProductID, Name, ProductNumber, Color FROM [Production].[Product] WHERE ProductNumber = 'CA-6738') Now let us update CTE with following code. -- Update CTE UPDATE CTEUpd SET Color = 'Rainbow'; Now let us check the BASE table based on which the CTE was built. -- Check - The value in the base table is updated SELECT Color FROM [Production].[Product] WHERE ProductNumber = 'CA-6738'; That’s it! You can update CTE and it will update the base table. Here is the script which you should execute all together. USE AdventureWorks2012; -- Check - The value in the base table is updated SELECT Color FROM [Production].[Product] WHERE ProductNumber = 'CA-6738'; -- Build CTE ;WITH CTEUpd(ProductID, Name, ProductNumber, Color) AS( SELECT ProductID, Name, ProductNumber, Color FROM [Production].[Product] WHERE ProductNumber = 'CA-6738') -- Update CTE UPDATE CTEUpd SET Color = 'Rainbow'; -- Check - The value in the base table is updated SELECT Color FROM [Production].[Product] WHERE ProductNumber = 'CA-6738'; If you are aware of such scenario, do let me know and I will post this on my blog with due credit to you. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQL View, T SQL Tagged: CTE

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  • Is it Okay to use Natty kernel in Lucid system?

    - by Anwar Shah
    I have seen some people saying to install the kernel of Ubuntu 11.04 (probably 2.6.38..) to use on Ubuntu 10.04 (2.6.35...may be) to only be able to use a Wimax device driver without upgrading their whole Ubuntu System. I find in this method something wrong, but I cannot argue as they are saying that it is OK!!. I tried to insist to upgrade to the latest Ubuntu version with all the software. But I also have the question myself : Does upgrading only the kernel is Okay ? or in other words, Is it OK to have Lucid (10.04) system with Natty(11.04) kernel (by adding Natty's repository and removing it after upgrade). What are the possible problems ? What about using Precises' kernel in Lucid system?

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  • Can one draw a cube using different method/drawing mode?

    - by den-javamaniac
    Hi. I've just started learning gamedev (in particular android EGL based) and have ran over a code from Pro Android Games 2 that looks as follows: /* * Copyright (C) 2007 Google Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package opengl.scenes.cubes; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.IntBuffer; import javax.microedition.khronos.opengles.GL10; public class Cube { public Cube(){ int one = 0x10000; int vertices[] = { -one, -one, -one, one, -one, -one, one, one, -one, -one, one, -one, -one, -one, one, one, -one, one, one, one, one, -one, one, one, }; int colors[] = { 0, 0, 0, one, one, 0, 0, one, one, one, 0, one, 0, one, 0, one, 0, 0, one, one, one, 0, one, one, one, one, one, one, 0, one, one, one, }; byte indices[] = { 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; // Buffers to be passed to gl*Pointer() functions // must be direct, i.e., they must be placed on the // native heap where the garbage collector cannot vbb.asIntBuffer() // move them. // // Buffers with multi-byte datatypes (e.g., short, int, float) // must have their byte order set to native order ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4); vbb.order(ByteOrder.nativeOrder()); mVertexBuffer = vbb.asIntBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4); cbb.order(ByteOrder.nativeOrder()); mColorBuffer = cbb.asIntBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); } private IntBuffer mVertexBuffer; private IntBuffer mColorBuffer; private ByteBuffer mIndexBuffer;} So it suggests to draw a cube using triangles. My question is: can I draw the same cube using GL_TPOLYGON? If so, isn't that an easier/more understandable way to do things?

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  • Is it possible to have multiple sets of key columns in a table?

    - by Peter Larsson
    Filtered indexes is one of my new favorite things with SQL Server 2008. I am currently working on designing a new datawarehouse. There are two restrictions doing this It has to be fed from the old legacy system with both historical data and new data It has to be fed from the new business system with new data When we incorporate the new business system, we are going to do that for one market only. It means the old legacy business system still will produce new data for other markets (together with historical data for all markets) and the new business system produce new data to that one market only. Sounds interesting this far? To accomplish this I did a thorough research about the business requirements about the business intelligence needs. Then I went on to design the sucker. How does this relate to filtered indexes you ask? I'll give one example, the Stock transaction table. Well, the key columns for the old legacy system are different from the key columns from the new business system. The old legacy system has a key of 5 columns Movement date Movement time Product code Order number Sequence number within shipment And to all thing, I found out that the Movement Time column is not really a time. It starts out like a time HH:MM:SS but seconds are added for each delivery within the shipment, so a Movement Time can look like "12:11:68". The sequence number is ordered over the distributors for shipment. As I said, it is a legacy system. The new business system has one key column, the Movement DateTime (accuracy down to 100th of nanosecond). So how to deal with this? On thing would be to have two stock transaction tables, one for legacy system and one for the new business system. But that would lead to a maintenance overhead and using partitioned views for getting data out of the warehouse. Filtered index will be of a great use here. MovementDate DATETIME2(7) MovementTime CHAR(8) NULL ProductCode VARCHAR(15) NOT NULL OrderNumber VARCHAR(30) NULL SequenceNumber INT NULL The sequence number is not even used in the new system, so I created a clustered index for a new IDENTITY column to make a new identity column which can be shared by both systems. Then I created one unique filtered index for old system like this CREATE UNIQUE NONCLUSTERED INDEX IX_Legacy (MovementDate, MovementTime, ProductCode, SequenceNumber) INCLUDE (OrderNumber, Col5, Col6, ... ) WHERE SequenceNumber IS NOT NULL And then I created a new unique filtered index for the new business system like this CREATE UNIQUE NONCLUSTERED INDEX IX_Business (MovementDate) INCLUDE (ProductCode, OrderNumber, Col12, ... ) WHERE SequenceNumber IS NULL This way I can have multiple sets of key columns on same base table which is shared by both systems.

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  • How to improve performance of ubuntu server 10.04 for my dms system?

    - by prasanna
    I will be using one of the dms (document management system) which is java + jackrabbit + postgresql + jboss + openoffice based on ubuntu server 10.04. this is the only application i will running on my server. i want to speed up the performance of the system for this. can you give me tips for improvements of ubuntu server? can i change any settings which give fast system performance. My application will be used concurrently by around 70 - 80 people. We have total 600 users. they will constanly upload , download the files in dms. i am going to use dedicated dell server with minimum 4 gb of RAM. i appreciate help. thanks and regards, Prasanna

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  • Automatically create bug resolution task using the TFS 2010 API

    - by Bob Hardister
    My customer requires bug resolution to be approved and tracked.  To minimize the overhead for developers I implemented a TFS 2010 server-side plug-in to automatically create a child resolution task for the bug when the “CCB” field is set to approved. The CCB field is a custom field.  I also added the story points field to the bug WIT for sizing purposes. Redundant tasks will not be created unless the bug title is changed or the prior task is closed. The program writes an audit trail to a log file visible in the TFS Admin Console Log view. Here’s the code. BugAutoTask.cs /* SPECIFICATION * When the CCB field on the bug is set to approved, create a child task where the task: * name = Resolve bug [ID] - [Title of bug] * assigned to = same as assigned to field on the bug * same area path * same iteration path * activity = Bug Resolution * original estimate = bug points * * The source code is used to build a dll (Ows.TeamFoundation.BugAutoTaskCreation.PlugIns.dll), * which needs to be copied to * C:\Program Files\Microsoft Team Foundation Server 2010\Application Tier\Web Services\bin\Plugins * on ALL TFS application-tier servers. * * Author: Bob Hardister. */ using System; using System.Collections.Generic; using System.IO; using System.Xml; using System.Text; using System.Diagnostics; using System.Linq; using Microsoft.TeamFoundation.Common; using Microsoft.TeamFoundation.Framework.Server; using Microsoft.TeamFoundation.WorkItemTracking.Client; using Microsoft.TeamFoundation.WorkItemTracking.Server; using Microsoft.TeamFoundation.Client; using System.Collections; namespace BugAutoTaskCreation { public class BugAutoTask : ISubscriber { public EventNotificationStatus ProcessEvent(TeamFoundationRequestContext requestContext, NotificationType notificationType, object notificationEventArgs, out int statusCode, out string statusMessage, out ExceptionPropertyCollection properties) { statusCode = 0; properties = null; statusMessage = String.Empty; // Error message for for tracing last code executed and optional fields string lastStep = "No field values found or set "; try { if ((notificationType == NotificationType.Notification) && (notificationEventArgs.GetType() == typeof(WorkItemChangedEvent))) { WorkItemChangedEvent workItemChange = (WorkItemChangedEvent)notificationEventArgs; // see ConnectToTFS() method below to select which TFS instance/collection // to connect to TfsTeamProjectCollection tfs = ConnectToTFS(); WorkItemStore wiStore = tfs.GetService<WorkItemStore>(); lastStep = lastStep + ": connection to TFS successful "; // Get the work item that was just changed by the user. WorkItem witem = wiStore.GetWorkItem(workItemChange.CoreFields.IntegerFields[0].NewValue); lastStep = lastStep + ": retrieved changed work item, ID:" + witem.Id + " "; // Filter for Bug work items only if (witem.Type.Name == "Bug") { // DEBUG lastStep = lastStep + ": changed work item is a bug "; // Filter for CCB (i.e. Baseline Status) field set to approved only bool BaselineStatusChange = false; if (workItemChange.ChangedFields != null) { ProcessBugRevision(ref lastStep, workItemChange, wiStore, ref witem, ref BaselineStatusChange); } } } } catch (Exception e) { Trace.WriteLine(e.Message); Logger log = new Logger(); log.WriteLineToLog(MsgLevel.Error, "Application error: " + lastStep + " - " + e.Message + " - " + e.InnerException); } statusCode = 1; statusMessage = "Bug Auto Task Evaluation Completed"; properties = null; return EventNotificationStatus.ActionApproved; } // PRIVATE METHODS private static void ProcessBugRevision(ref string lastStep, WorkItemChangedEvent workItemChange, WorkItemStore wiStore, ref WorkItem witem, ref bool BaselineStatusChange) { foreach (StringField field in workItemChange.ChangedFields.StringFields) { // DEBUG lastStep = lastStep + ": last changed field is - " + field.Name + " "; if (field.Name == "Baseline Status") { lastStep = lastStep + ": retrieved bug baseline status field value, bug ID:" + witem.Id + " "; BaselineStatusChange = (field.NewValue != field.OldValue); if ((BaselineStatusChange) && (field.NewValue == "Approved")) { // Instanciate logger Logger log = new Logger(); // *** Create resolution task for this bug *** // ******************************************* // Get the team project and selected field values of the bug work item Project teamProject = witem.Project; int bugID = witem.Id; string bugTitle = witem.Fields["System.Title"].Value.ToString(); string bugAssignedTo = witem.Fields["System.AssignedTo"].Value.ToString(); string bugAreaPath = witem.Fields["System.AreaPath"].Value.ToString(); string bugIterationPath = witem.Fields["System.IterationPath"].Value.ToString(); string bugChangedBy = witem.Fields["System.ChangedBy"].OriginalValue.ToString(); string bugTeamProject = witem.Project.Name; lastStep = lastStep + ": all mandatory bug field values found "; // Optional fields Field bugPoints = witem.Fields["Microsoft.VSTS.Scheduling.StoryPoints"]; if (bugPoints.Value != null) { lastStep = lastStep + ": all mandatory and optional bug field values found "; } // Initialize child resolution task title string childTaskTitle = "Resolve bug " + bugID + " - " + bugTitle; // At this point I can check if a resolution task (of the same name) // for the bug already exist // If so, do not create a new resolution task bool createResolutionTask = true; WorkItem parentBug = wiStore.GetWorkItem(bugID); WorkItemLinkCollection links = parentBug.WorkItemLinks; foreach (WorkItemLink wil in links) { if (wil.LinkTypeEnd.Name == "Child") { WorkItem childTask = wiStore.GetWorkItem(wil.TargetId); if ((childTask.Title == childTaskTitle) && (childTask.State != "Closed")) { createResolutionTask = false; log.WriteLineToLog(MsgLevel.Info, "Team project " + bugTeamProject + ": " + bugChangedBy + " - set the CCB field to \"Approved\" for bug, ID: " + bugID + ". Task not created as open one of the same name already exist, ID:" + childTask.Id); } } } if (createResolutionTask) { // Define the work item type of the new work item WorkItemTypeCollection workItemTypes = wiStore.Projects[teamProject.Name].WorkItemTypes; WorkItemType wiType = workItemTypes["Task"]; // Setup the new task and assign field values witem = new WorkItem(wiType); witem.Fields["System.Title"].Value = "Resolve bug " + bugID + " - " + bugTitle; witem.Fields["System.AssignedTo"].Value = bugAssignedTo; witem.Fields["System.AreaPath"].Value = bugAreaPath; witem.Fields["System.IterationPath"].Value = bugIterationPath; witem.Fields["Microsoft.VSTS.Common.Activity"].Value = "Bug Resolution"; lastStep = lastStep + ": all mandatory task field values set "; // Optional fields if (bugPoints.Value != null) { witem.Fields["Microsoft.VSTS.Scheduling.OriginalEstimate"].Value = bugPoints.Value; lastStep = lastStep + ": all mandatory and optional task field values set "; } // Check for validation errors before saving the new task and linking it to the bug ArrayList validationErrors = witem.Validate(); if (validationErrors.Count == 0) { witem.Save(); // Link the new task (child) to the bug (parent) var linkType = wiStore.WorkItemLinkTypes[CoreLinkTypeReferenceNames.Hierarchy]; // Fetch the work items to be linked var parentWorkItem = wiStore.GetWorkItem(bugID); int taskID = witem.Id; var childWorkItem = wiStore.GetWorkItem(taskID); // Add a new link to the parent relating the child and save it parentWorkItem.Links.Add(new WorkItemLink(linkType.ForwardEnd, childWorkItem.Id)); parentWorkItem.Save(); log.WriteLineToLog(MsgLevel.Info, "Team project " + bugTeamProject + ": " + bugChangedBy + " - set the CCB field to \"Approved\" for bug, ID:" + bugID + ", which automatically created child resolution task, ID:" + taskID); } else { log.WriteLineToLog(MsgLevel.Error, "Error in creating bug resolution child task for bug ID:" + bugID); foreach (Field taskField in validationErrors) { log.WriteLineToLog(MsgLevel.Error, " - Validation Error in task field: " + taskField.ReferenceName); } } } } } } } private TfsTeamProjectCollection ConnectToTFS() { // Connect to TFS string tfsUri = string.Empty; // Production TFS instance production collection tfsUri = @"xxxx"; // Production TFS instance admin collection //tfsUri = @"xxxxx"; // Local TFS testing instance default collection //tfsUri = @"xxxxx"; TfsTeamProjectCollection tfs = new TfsTeamProjectCollection(new System.Uri(tfsUri)); tfs.EnsureAuthenticated(); return tfs; } // HELPERS public string Name { get { return "Bug Auto Task Creation Event Handler"; } } public SubscriberPriority Priority { get { return SubscriberPriority.Normal; } } public enum MsgLevel { Info, Warning, Error }; public Type[] SubscribedTypes() { return new Type[1] { typeof(WorkItemChangedEvent) }; } } } Logger.cs using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Windows.Forms; namespace BugAutoTaskCreation { class Logger { // fields private string _ApplicationDirectory = @"C:\ProgramData\Microsoft\Team Foundation\Server Configuration\Logs"; private string _LogFileName = @"\CFG_ACCT_AT_OWS_BugAutoTaskCreation.log"; private string _LogFile; private string _LogTimestamp = DateTime.Now.ToString("MM/dd/yyyy HH:mm:ss"); private string _MsgLevelText = string.Empty; // default constructor public Logger() { // check for a prior log file FileInfo logFile = new FileInfo(_ApplicationDirectory + _LogFileName); if (!logFile.Exists) { CreateNewLogFile(ref logFile); } } // properties public string ApplicationDirectory { get { return _ApplicationDirectory; } set { _ApplicationDirectory = value; } } public string LogFile { get { _LogFile = _ApplicationDirectory + _LogFileName; return _LogFile; } set { _LogFile = value; } } // PUBLIC METHODS public void WriteLineToLog(BugAutoTask.MsgLevel msgLevel, string logRecord) { try { // set msgLevel text if (msgLevel == BugAutoTask.MsgLevel.Info) { _MsgLevelText = "[Info @" + MsgTimeStamp() + "] "; } else if (msgLevel == BugAutoTask.MsgLevel.Warning) { _MsgLevelText = "[Warning @" + MsgTimeStamp() + "] "; } else if (msgLevel == BugAutoTask.MsgLevel.Error) { _MsgLevelText = "[Error @" + MsgTimeStamp() + "] "; } else { _MsgLevelText = "[Error: unsupported message level @" + MsgTimeStamp() + "] "; } // write a line to the log file StreamWriter logFile = new StreamWriter(_ApplicationDirectory + _LogFileName, true); logFile.WriteLine(_MsgLevelText + logRecord); logFile.Close(); } catch (Exception) { throw; } } // PRIVATE METHODS private void CreateNewLogFile(ref FileInfo logFile) { try { string logFilePath = logFile.FullName; // write the log file header _MsgLevelText = "[Info @" + MsgTimeStamp() + "] "; string cpu = string.Empty; if (Environment.Is64BitOperatingSystem) { cpu = " (x64)"; } StreamWriter newLog = new StreamWriter(logFilePath, false); newLog.Flush(); newLog.WriteLine(_MsgLevelText + "===================================================================="); newLog.WriteLine(_MsgLevelText + "Team Foundation Server Administration Log"); newLog.WriteLine(_MsgLevelText + "Version : " + "1.0.0 Author: Bob Hardister"); newLog.WriteLine(_MsgLevelText + "DateTime : " + _LogTimestamp); newLog.WriteLine(_MsgLevelText + "Type : " + "OWS Custom TFS API Plug-in"); newLog.WriteLine(_MsgLevelText + "Activity : " + "Bug Auto Task Creation for CCB Approved Bugs"); newLog.WriteLine(_MsgLevelText + "Area : " + "Build Explorer"); newLog.WriteLine(_MsgLevelText + "Assembly : " + "Ows.TeamFoundation.BugAutoTaskCreation.PlugIns.dll"); newLog.WriteLine(_MsgLevelText + "Location : " + @"C:\Program Files\Microsoft Team Foundation Server 2010\Application Tier\Web Services\bin\Plugins"); newLog.WriteLine(_MsgLevelText + "User : " + Environment.UserDomainName + @"\" + Environment.UserName); newLog.WriteLine(_MsgLevelText + "Machine : " + Environment.MachineName); newLog.WriteLine(_MsgLevelText + "System : " + Environment.OSVersion + cpu); newLog.WriteLine(_MsgLevelText + "===================================================================="); newLog.WriteLine(_MsgLevelText); newLog.Close(); } catch (Exception) { throw; } } private string MsgTimeStamp() { string msgTimestamp = string.Empty; return msgTimestamp = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss:fff"); } } }

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  • What does "general purpose system" mean for Java SE Embedded?

    - by Majid Azimi
    The Oracle website says this about Java SE Embedded license: development is free, but royalties are required upon deployment on anything other than general purpose systems What does "general purpose system" mean here? We have a sensor network around the country. On each box we have installed, there is a micro controller based board that gets data from the environment and send data on serial port to a ARM based embedded board. On this board system there is a Java process which reads and submits data to our central server using JMS. Is this categorized as general purpose system? Sorry I'm asking this here. We are in Iran, there is no Oracle office here to ask.

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  • Can someone recommend an appriopriate drawing tablet that fits my needs?

    - by Syg
    I'm looking for something that can help me to easily create small hand drawn graphics and mock-ups digitalize technical drawings I would normally draw on a whiteboard. I'm a developer, not a designer, so it doesn't have to be high-end I guess. Just something to help make it easier, more fun and more productive to quickly draw mockups etc. After a quick search I landed on the wacom site, but it's hard for me to tell the difference between the offerings never having used something like this. Is small too small? is it annoying? Other suggestion are also welcome ofcourse. Thanx for any help you can give me

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  • what tool should I use for drawing 2d OpenGL shapes?

    - by Kenny Winker
    I'm working on a very simple OpenGL ES 2.0 game, and I'm not sure what tool to use to create the vertex data I need. My first thought was adobe illustrator, but I can't seem to google up any info on how to convert an .ai file to vertices. I'm only going to be using very simple 2d shapes so I wonder if I need to use a 3d modelling program? How is this typically done, when you are working with 2d non-sprite shapes?

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  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

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  • Drawing a texture at the end of a trace (crosshair?) UDK

    - by Dave Voyles
    I'm trying to draw a crosshair at the end of my trace. If my crosshair does not hit a pawn or static mesh (ex, just a skybox) then the crosshair stays locked on a certain point at that actor - I want to say its origin. Ex: Run across a pawn, then it turns yellow and stays on that pawn. If it runs across the skybox, then it stays at one point on the box. Weird? How can I get my crosshair to stay consistent? I've included two images for reference, to help illustrate. Note: The wrench is actually my crosshair. The "X" is just a debug crosshair. Ignore that. /// Image 1 /// /// Image 2 /// /*************************************************************************** * Draws the crosshair ***************************************************************************/ function bool CheckCrosshairOnFriendly() { local float CrosshairSize; local vector HitLocation, HitNormal, StartTrace, EndTrace, ScreenPos; local actor HitActor; local MyWeapon W; local Pawn MyPawnOwner; /** Sets the PawnOwner */ MyPawnOwner = Pawn(PlayerOwner.ViewTarget); /** Sets the Weapon */ W = MyWeapon(MyPawnOwner.Weapon); /** If we don't have an owner, then get out of the function */ if ( MyPawnOwner == None ) { return false; } /** If we have a weapon... */ if ( W != None) { /** Values for the trace */ StartTrace = W.InstantFireStartTrace(); EndTrace = StartTrace + W.MaxRange() * vector(PlayerOwner.Rotation); HitActor = MyPawnOwner.Trace(HitLocation, HitNormal, EndTrace, StartTrace, true, vect(0,0,0),, TRACEFLAG_Bullet); DrawDebugLine(StartTrace, EndTrace, 100,100,100,); /** Projection for the crosshair to convert 3d coords into 2d */ ScreenPos = Canvas.Project(HitLocation); /** If we haven't hit any actors... */ if ( Pawn(HitActor) == None ) { HitActor = (HitActor == None) ? None : Pawn(HitActor.Base); } } /** If our trace hits a pawn... */ if ((Pawn(HitActor) == None)) { /** Draws the crosshair for no one - Grey*/ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(100,100,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return false; } /** Draws the crosshair for friendlies - Yellow */ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(255,255,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return true; }

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  • Partial Shader Signatures HLSL D3D11 C++

    - by ThePhD
    I had been debugging a problem I was having in a single shader file with 2 functions in it. I'm using DirectX 11, vs_5_0 and ps_5_0. I have stripped it down to its basic components to understand what was going wrong with the shaders, because the different named components of the Pixel and Vertex shaders were swapping the data being input: void QuadVertex ( inout float4 position : SV_Position, inout float4 color : COLOR0, inout float2 tex : TEXCOORD0 ) { // ViewProject is a 4x4 matrix, // just included here to show the simple passthrough of the data position = mul(position, ViewProjection); } And a Pixel Shader: float4 QuadPixel ( float4 color : COLOR0, float2 tex : TEXCOORD0 ) : SV_Target0 { // Color is filled with position data and tex is // filled with color values from the Vertex Shader return color; } The ID3D11InputLayout and associated C++ code correctly compiles the shaders and sets them up with some simple primitive data: data[0].Position.x = 0.0f * 210; data[0].Position.y = 1.0f * 160; data[0].Position.z = 0.0f; data[1].Position.x = 0.0f * 210; data[1].Position.y = 0.0f * 160; data[1].Position.z = 0.0f; data[2].Position.x = 1.0f * 210; data[2].Position.y = 1.0f * 160; data[2].Position.z = 0.0f; data[0].Colour = Colors::Red; data[1].Colour = Colors::Red; data[2].Colour = Colors::Red; data[0].Texture = Vector2::Zero; data[1].Texture = Vector2::Zero; data[2].Texture = Vector2::Zero; When used with the shader, the float4 color always ended up with the position data, and the float2 tex always ended up with the color data. After a moment, I figured out that the shader's input and output signatures needed to be in the correct order and the correct format and be laid out in the exact order of the output from the Vertex Shader, regardless of the semantics: float4 QuadPixel ( float4 pos : SV_Position, float4 color : COLOR0, float2 tex : TEXCOORD0 ) : SV_Target0 { return color; } After finding this out, My question is: Why don't the semantics map the appropriate components when going from Vertex Shader to Pixel Shader? Is there any way that I can make it so certain semantics are always mapped to other semantics, or do I always have to follow the rigid Shader Signature (in this case, Position, Color, and Texture) ? As a side note for why I'm asking: I know that when using XNA, my shader signatures for functions could differ in position and even drop items from Vertex Shader to Pixel Shader function parameters, having only the COLOR0 and TEXCOORD0 components being used (and it would still match up correctly). However, I also know that XNA relied on DX9 (and maybe a little DX10) implementation, and that maybe this kind of flexibility no longer exists in DX11?

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  • What is the order of diagram drawing in a design?

    - by Manuel Malagon
    I'm new with OOP and UML and I have some confusion here. I'd like to know where to start, I mean, somebody comes to you and ask you to do something (involves software design of course), once you have determined what has to be done, what is the order in which you have to start the software architecture? I mean, is it first the use case diagram or the class diagram? or should I draw some diagrams in parallel? But basically, where should I start? and what UML diagram goes first? Thanks for helping!!

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  • What is the simplest way to render video into memory (for drawing to a texture) in .NET?

    - by sebf
    In my project I would like to be able to play back video on surfaces in the world. I intend to do this by having the video frames rendered to a block of memory, then use this to update a texture each frame. Everything is in place - except for the part that actually gets the video. I have looked on Google and found that the video library world is very expansive (and geared towards video processing), and am having trouble finding a suitable one. FFMpeg is very comprehensive, but is an entire suite and would take a good amount of work to integrate. So far the most promising library I've found is the one based on the VLC player libraries - by virtue of it using the same resources as VLC Player it is known to be very capable; it also renders to blocks of memory, but the API (at least of the one on Codeplex) is more of a port of the C++ API rather than a managed wrapper. The 'solution' can be any wrapper/API/library, but with characteristics that make it suitable for use in a rendering engine, namely: Renders the video frame data to memory, so it can be picked up and passed to a texture on the GPU easily. Super simple - all that is needed is a way to load, jump and render a frame programatically - ideally it would use the systems codecs and not require an assortment of plugins. Permissive license (LGPL or more free-er) .NET bindings at least; all the better if it is natively managed Can anyone suggest a lightweight, (.NET) library, that can take a video file, and spit out some frames into a byte[]?

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  • Best way to solve tile drawing in 2D side scroller?

    - by TheCompBoy
    What i still can't figure out is which would be the more sane way / easier and faster way to draw the map on the screen.. I mean i will use many tiles for my maps in my side scroller.. But problem is should i make the maps in whole images like one .png file for each map (Example) or should i draw the tiles by code like a for loop in c++.. Which way is most recomended or where can i read about which way is the best.

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  • What sort of things can cause a whole system to appear to hang for 100s-1000s of milliseconds?

    - by Ogapo
    I am working on a Windows game and while rendering, some computers will experience intermittent pauses ("hitches" for lack of a better term). When profiled they appear in seemingly random places in the code. Eventually I noticed that it wasn't just my process that was affected, but (seemingly) every process on the system. All of the threads in my application hitch at once. The CPU utilization drops during these hitches and it appears as if most processes make no progress. This leads me to believe this may be an Operating System or Driver issue, but it only occurs while playing the game (and only on some systems). What sort of operations might the operating system be doing that would require the kernel to pause all user threads and block. Some kind of I/O? At first I thought of paging but my impression is that would only affect a single process, no? Some systems in use: Windows, DirectX (3d), nVidia cards (unknown if replicates on ATI), using overlapped io for streaming

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  • Attempting to install Ubuntu 11.10 along side Windows 7 Professional 64bit. Installer doesn't recognize an operating system present

    - by KichigaiDave
    System Details: Asus Sabertooth 990FX motherboard AMD FX-8120 CPU 16 GB DDR3 1600 Corsair Vengance RAM (4x4) EVGA Nvidia GTX-560Ti video card 2x Dvd/cd rw dirves 1 Bluray RW drive 1 Orico USB 3.0 & eSata panel 1 Sabrent floppy bay card reader w/USB 2.0 port 760W pc power & cooling PS OCZ agility 120GB SSD (Windows 7 Professional 64bit installed in an approx 80gb partition, NTFS. There is also a "System Reserved" partition shown in disk management at 100mb in size, also NTFS) That leaves about 32GB usable free, un-partitioned space in which I hoped to install Ubuntu. However when I run the Ubuntu 11.10 AMD64 installer, it doesn't show there is even an operating system installed. It just shows the entire drive as free-unpartitioned space. Just not sure what to do here. I was thinking about using the Wubi installer, but i don't know about that. Is the performance reduction pretty drastic? Thanks,

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  • Android Java: Way to effectively pause system time while debugging?

    - by TheMaster42
    In my project, I call nanoTime and use that to get a deltaTime which I pass to my entities and animations. However, while debugging (for example, stepping through my code), the system time on my phone is happily chugging along, so it's impossible to look at, say, two sequential frames of data in the debugger (since by the time I'm done looking at the first frame, the system time has continued to move ahead by seconds or even minutes). Is there a programming practice or method to pause the system clock (or a way for my code to intercept and fake my deltaTime) whenever I pause execution from the debugger? Additional Information: I'm using Eclipse Classic with the ADT plugin and a Samsung SII, coding in Java. My code invoking nanoTime: http://pastebin.com/0ZciyBtN I do all display via a Canvas object (2D sprites and animations).

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  • HTTP Bad Request error when requesting a WCF service contract

    - by Enrico Campidoglio
    I have a WCF service with the following configuration: <system.serviceModel> <behaviors> <serviceBehaviors> <behavior name="MetadataEnabled"> <serviceDebug includeExceptionDetailInFaults="true" /> <serviceMetadata httpGetEnabled="true" /> </behavior> </serviceBehaviors> </behaviors> <services> <service behaviorConfiguration="MetadataEnabled" name="MyNamespace.MyService"> <endpoint name="BasicHttp" address="" binding="basicHttpBinding" contract="MyNamespace.IMyServiceContract" /> <endpoint name="MetadataHttp" address="contract" binding="mexHttpBinding" contract="IMetadataExchange" /> <host> <baseAddresses> <add baseAddress="http://localhost/myservice" /> </baseAddresses> </host> </service> </services> </system.serviceModel> When hosting the service in the WcfSvcHost.exe process, if I browse to the URL: http://localhost/myservice/contract where the service metadata is available I get an HTTP 400 Bad Request error. By inspecting the WCF logs I found out that an System.Xml.XmlException exception is being thrown with the message: "The body of the message cannot be read because it is empty."Here is an extract of the log file: <Exception> <ExceptionType> System.ServiceModel.ProtocolException, System.ServiceModel, Version=3.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 </ExceptionType> <Message>There is a problem with the XML that was received from the network. See inner exception for more details.</Message> <StackTrace> at System.ServiceModel.Channels.HttpRequestContext.CreateMessage() at System.ServiceModel.Channels.HttpChannelListener.HttpContextReceived(HttpRequestContext context, ItemDequeuedCallback callback) at System.ServiceModel.Channels.SharedHttpTransportManager.OnGetContextCore(IAsyncResult result) at System.ServiceModel.Channels.SharedHttpTransportManager.OnGetContext(IAsyncResult result) at System.ServiceModel.Diagnostics.Utility.AsyncThunk.UnhandledExceptionFrame(IAsyncResult result) at System.Net.LazyAsyncResult.Complete(IntPtr userToken) at System.Net.LazyAsyncResult.ProtectedInvokeCallback(Object result, IntPtr userToken) at System.Net.ListenerAsyncResult.WaitCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* nativeOverlapped) at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP) </StackTrace> <InnerException> <ExceptionType>System.Xml.XmlException, System.Xml, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</ExceptionType> <Message>The body of the message cannot be read because it is empty.</Message> <StackTrace> at System.ServiceModel.Channels.HttpRequestContext.CreateMessage() at System.ServiceModel.Channels.HttpChannelListener.HttpContextReceived(HttpRequestContext context, ItemDequeuedCallback callback) at System.ServiceModel.Channels.SharedHttpTransportManager.OnGetContextCore(IAsyncResult result) at System.ServiceModel.Channels.SharedHttpTransportManager.OnGetContext(IAsyncResult result) at System.ServiceModel.Diagnostics.Utility.AsyncThunk.UnhandledExceptionFrame(IAsyncResult result) at System.Net.LazyAsyncResult.Complete(IntPtr userToken) at System.Net.LazyAsyncResult.ProtectedInvokeCallback(Object result, IntPtr userToken) at System.Net.ListenerAsyncResult.WaitCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* nativeOverlapped) at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP) </StackTrace> </InnerException> </Exception> If I instead browse to the URL: http://localhost/myservice?wsdl everything works just fine and I get the WSDL contract. At this point, I can also remove the "MetadataHttp" metadata endpoint completely, and it wouldn't make any difference. I'm using .NET 3.5 SP1. Does anyone have an idea of what could be wrong here?

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  • Overflow exception while performing parallel factorization using the .NET Task Parallel Library (TPL

    - by Aviad P.
    Hello, I'm trying to write a not so smart factorization program and trying to do it in parallel using TPL. However, after about 15 minutes of running on a core 2 duo machine, I am getting an aggregate exception with an overflow exception inside it. All the entries in the stack trace are part of the .NET framework, the overflow does not come from my code. Any help would be appreciated in figuring out why this happens. Here's the commented code, hopefully it's simple enough to understand: class Program { static List<Tuple<BigInteger, int>> factors = new List<Tuple<BigInteger, int>>(); static void Main(string[] args) { BigInteger theNumber = BigInteger.Parse( "653872562986528347561038675107510176501827650178351386656875178" + "568165317809518359617865178659815012571026531984659218451608845" + "719856107834513527"); Stopwatch sw = new Stopwatch(); bool isComposite = false; sw.Start(); do { /* Print out the number we are currently working on. */ Console.WriteLine(theNumber); /* Find a factor, stop when at least one is found (using the Any operator). */ isComposite = Range(theNumber) .AsParallel() .Any(x => CheckAndStoreFactor(theNumber, x)); /* Of the factors found, take the one with the lowest base. */ var factor = factors.OrderBy(x => x.Item1).First(); Console.WriteLine(factor); /* Divide the number by the factor. */ theNumber = BigInteger.Divide( theNumber, BigInteger.Pow(factor.Item1, factor.Item2)); /* Clear the discovered factors cache, and keep looking. */ factors.Clear(); } while (isComposite); sw.Stop(); Console.WriteLine(isComposite + " " + sw.Elapsed); } static IEnumerable<BigInteger> Range(BigInteger squareOfTarget) { BigInteger two = BigInteger.Parse("2"); BigInteger element = BigInteger.Parse("3"); while (element * element < squareOfTarget) { yield return element; element = BigInteger.Add(element, two); } } static bool CheckAndStoreFactor(BigInteger candidate, BigInteger factor) { BigInteger remainder, dividend = candidate; int exponent = 0; do { dividend = BigInteger.DivRem(dividend, factor, out remainder); if (remainder.IsZero) { exponent++; } } while (remainder.IsZero); if (exponent > 0) { lock (factors) { factors.Add(Tuple.Create(factor, exponent)); } } return exponent > 0; } } Here's the exception thrown: Unhandled Exception: System.AggregateException: One or more errors occurred. --- > System.OverflowException: Arithmetic operation resulted in an overflow. at System.Linq.Parallel.PartitionedDataSource`1.ContiguousChunkLazyEnumerator.MoveNext(T& currentElement, Int32& currentKey) at System.Linq.Parallel.AnyAllSearchOperator`1.AnyAllSearchOperatorEnumerator`1.MoveNext(Boolean& currentElement, Int32& currentKey) at System.Linq.Parallel.StopAndGoSpoolingTask`2.SpoolingWork() at System.Linq.Parallel.SpoolingTaskBase.Work() at System.Linq.Parallel.QueryTask.BaseWork(Object unused) at System.Linq.Parallel.QueryTask.<.cctor>b__0(Object o) at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at System.Linq.Parallel.QueryTaskGroupState.QueryEnd(Boolean userInitiatedDispose) at System.Linq.Parallel.SpoolingTask.SpoolStopAndGo[TInputOutput,TIgnoreKey](QueryTaskGroupState groupState, PartitionedStream`2 partitions, SynchronousChannel`1[] channels, TaskScheduler taskScheduler) at System.Linq.Parallel.DefaultMergeHelper`2.System.Linq.Parallel.IMergeHelper<TInputOutput>.Execute() at System.Linq.Parallel.MergeExecutor`1.Execute[TKey](PartitionedStream`2 partitions, Boolean ignoreOutput, ParallelMergeOptions options, TaskScheduler taskScheduler, Boolean isOrdered, CancellationState cancellationState, Int32 queryId) at System.Linq.Parallel.PartitionedStreamMerger`1.Receive[TKey](PartitionedStream`2 partitionedStream) at System.Linq.Parallel.AnyAllSearchOperator`1.WrapPartitionedStream[TKey](PartitionedStream`2 inputStream, IPartitionedStreamRecipient`1 recipient, BooleanpreferStriping, QuerySettings settings) at System.Linq.Parallel.UnaryQueryOperator`2.UnaryQueryOperatorResults.ChildResultsRecipient.Receive[TKey](PartitionedStream`2 inputStream) at System.Linq.Parallel.ScanQueryOperator`1.ScanEnumerableQueryOperatorResults.GivePartitionedStream(IPartitionedStreamRecipient`1 recipient) at System.Linq.Parallel.UnaryQueryOperator`2.UnaryQueryOperatorResults.GivePartitionedStream(IPartitionedStreamRecipient`1 recipient) at System.Linq.Parallel.QueryOperator`1.GetOpenedEnumerator(Nullable`1 mergeOptions, Boolean suppressOrder, Boolean forEffect, QuerySettings querySettings) at System.Linq.Parallel.QueryOpeningEnumerator`1.OpenQuery() at System.Linq.Parallel.QueryOpeningEnumerator`1.MoveNext() at System.Linq.Parallel.AnyAllSearchOperator`1.Aggregate() at System.Linq.ParallelEnumerable.Any[TSource](ParallelQuery`1 source, Func`2 predicate) at PFact.Program.Main(String[] args) in d:\myprojects\PFact\PFact\Program.cs:line 34 Any help would be appreciated. Thanks!

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  • How do I catch this WPF Bitmap loading exception?

    - by mmr
    I'm developing an application that loads bitmaps off of the web using .NET 3.5 sp1 and C#. The loading code looks like: try { CurrentImage = pics[unChosenPics[index]]; bi = new BitmapImage(CurrentImage.URI); // BitmapImage.UriSource must be in a BeginInit/EndInit block. bi.DownloadCompleted += new EventHandler(bi_DownloadCompleted); AssessmentImage.Source = bi; } catch { System.Console.WriteLine("Something broke during the read!"); } and the code to load on bi_DownloadCompleted is: void bi_DownloadCompleted(object sender, EventArgs e) { try { double dpi = 96; int width = bi.PixelWidth; int height = bi.PixelHeight; int stride = width * 4; // 4 bytes per pixel byte[] pixelData = new byte[stride * height]; bi.CopyPixels(pixelData, stride, 0); BitmapSource bmpSource = BitmapSource.Create(width, height, dpi, dpi, PixelFormats.Bgra32, null, pixelData, stride); AssessmentImage.Source = bmpSource; Loading.Visibility = Visibility.Hidden; AssessmentImage.Visibility = Visibility.Visible; } catch { System.Console.WriteLine("Exception when viewing bitmap."); } } Every so often, an image comes along that breaks the reader. I guess that's to be expected. However, rather than being caught by either of those try/catch blocks, the exception is apparently getting thrown outside of where I can handle it. I could handle it using global WPF exceptions, like this SO question. However, that will seriously mess up the control flow of my program, and I'd like to avoid that if at all possible. I have to do the double source assignment because it appears that many images are lacking in width/height parameters in the places where the microsoft bitmap loader expects them to be. So, the first assignment appears to force the download, and the second assignment gets the dpi/image dimensions happen properly. What can I do to catch and handle this exception? Stack trace: at MS.Internal.HRESULT.Check(Int32 hr) at System.Windows.Media.Imaging.BitmapFrameDecode.get_ColorContexts() at System.Windows.Media.Imaging.BitmapImage.FinalizeCreation() at System.Windows.Media.Imaging.BitmapImage.OnDownloadCompleted(Object sender, EventArgs e) at System.Windows.Media.UniqueEventHelper.InvokeEvents(Object sender, EventArgs args) at System.Windows.Media.Imaging.LateBoundBitmapDecoder.DownloadCallback(Object arg) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.DispatcherOperation.InvokeImpl() at System.Threading.ExecutionContext.runTryCode(Object userData) at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Windows.Threading.DispatcherOperation.Invoke() at System.Windows.Threading.Dispatcher.ProcessQueue() at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Boolean isSingleParameter) at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam) at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg) at System.Windows.Threading.Dispatcher.TranslateAndDispatchMessage(MSG& msg) at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame) at System.Windows.Application.RunInternal(Window window) at LensComparison.App.Main() in C:\Users\Mark64\Documents\Visual Studio 2008\Projects\LensComparison\LensComparison\obj\Release\App.g.cs:line 48 at System.AppDomain._nExecuteAssembly(Assembly assembly, String[] args) at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()

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