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  • Problem with Date Query - sql server 2008

    - by Gold
    hi i have this date's & Time's: date1: 10/04/2010 - Time: 08:09 date2: 11/04/2010 - Time: 08:14 i need to show all the date's between 10/04/2010 time 06:00 and 11/04/2010 time 6:00 i write this: select * from MyTbl where ((Tdate BETWEEN '20100410' AND '20100411') and (Ttime BETWEEN '06:00' and '06:00')) but i get empty table thank's in advance

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  • TDD - Red-Light-Green_Light:: A critical view

    - by Renso
    Subject: The concept of red-light-green-light for TDD/BDD style testing has been around since the dawn of time (well almost). Having written thousands of tests using this approach I find myself questioning the validity of the principle The issue: False positive or a valid test strategy that can be trusted? A critical view: I agree that the red-green-light concept has some validity, but who has ever written 2000 tests for a system that goes through a ton of chnages due to the organic nature fo the application and does not have to change, delete or restructure their existing tests? If you asnwer to the latter question is" "Yes I had a situation(s) where I had to refactor my code and it caused me to have to rewrite/change/delete my existing tests", read on, else press CTRL+ALT+Del :-) Once a test has been written, failed the test (red light), and then you comlpete your code and now get the green light for the last test, the test for that functionality is now in green light mode. It can never return to red light again as long as the test exists, even if the test itself is not changed, and only the code it tests is changed to fail the test. Why you ask? because the reason for the initial red-light when you created the test is not guaranteed to have triggered the initial red-light result for the same reasons it is now failing after a code change has been made. Furthermore, when the same test is changed to compile correctly in case of a compile-breaking code change, the green-light once again has been invalidated. Why? Because there is no guarantee that the test code fix is in the same green-light state as it was when it first ran successfully. To make matters worse, if you fix a compile-breaking test without going through the red-light-green-light test process, your test fix is essentially useless and very dangerous as it now provides you with a false-positive at best. Thinking your code has passed all tests and that it works correctly is far worse than not having any tests at all, well at least for that part of the system that the test-code represents. What to do? My recommendation is to delete the tests affected, and re-create them from scratch. I have to agree. Hard to do and justify if it has a significant impact on project deadlines. What do you think?

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  • runtime error: invalid memory address or nil pointer dereference

    - by Klink
    I want to learn OpenGL 3.0 with golang. But when i try to compile some code, i get many errors. package main import ( "os" //"errors" "fmt" //gl "github.com/chsc/gogl/gl33" //"github.com/jteeuwen/glfw" "github.com/go-gl/gl" "github.com/go-gl/glfw" "runtime" "time" ) var ( width int = 640 height int = 480 ) var ( points = []float32{0.0, 0.8, -0.8, -0.8, 0.8, -0.8} ) func initScene() { gl.Init() gl.ClearColor(0.0, 0.5, 1.0, 1.0) gl.Enable(gl.CULL_FACE) gl.Viewport(0, 0, 800, 600) } func glfwInitWindowContext() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "glfw_Init: %s\n", err) glfw.Terminate() } glfw.OpenWindowHint(glfw.FsaaSamples, 1) glfw.OpenWindowHint(glfw.WindowNoResize, 1) if err := glfw.OpenWindow(width, height, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "glfw_Window: %s\n", err) glfw.CloseWindow() } glfw.SetSwapInterval(1) glfw.SetWindowTitle("Title") } func drawScene() { for glfw.WindowParam(glfw.Opened) == 1 { gl.Clear(gl.COLOR_BUFFER_BIT) vertexShaderSrc := `#version 120 attribute vec2 coord2d; void main(void) { gl_Position = vec4(coord2d, 0.0, 1.0); }` vertexShader := gl.CreateShader(gl.VERTEX_SHADER) vertexShader.Source(vertexShaderSrc) vertexShader.Compile() fragmentShaderSrc := `#version 120 void main(void) { gl_FragColor[0] = 0.0; gl_FragColor[1] = 0.0; gl_FragColor[2] = 1.0; }` fragmentShader := gl.CreateShader(gl.FRAGMENT_SHADER) fragmentShader.Source(fragmentShaderSrc) fragmentShader.Compile() program := gl.CreateProgram() program.AttachShader(vertexShader) program.AttachShader(fragmentShader) program.Link() attribute_coord2d := program.GetAttribLocation("coord2d") program.Use() //attribute_coord2d.AttribPointer(size, typ, normalized, stride, pointer) attribute_coord2d.EnableArray() attribute_coord2d.AttribPointer(0, 3, false, 0, &(points[0])) //gl.DrawArrays(gl.TRIANGLES, 0, len(points)) gl.DrawArrays(gl.TRIANGLES, 0, 3) glfw.SwapBuffers() inputHandler() time.Sleep(100 * time.Millisecond) } } func inputHandler() { glfw.Enable(glfw.StickyKeys) if glfw.Key(glfw.KeyEsc) == glfw.KeyPress { //gl.DeleteBuffers(2, &uiVBO[0]) glfw.Terminate() } if glfw.Key(glfw.KeyF2) == glfw.KeyPress { glfw.SetWindowTitle("Title2") fmt.Println("Changed to 'Title2'") fmt.Println(len(points)) } if glfw.Key(glfw.KeyF1) == glfw.KeyPress { glfw.SetWindowTitle("Title1") fmt.Println("Changed to 'Title1'") } } func main() { runtime.LockOSThread() glfwInitWindowContext() initScene() drawScene() } And after that: panic: runtime error: invalid memory address or nil pointer dereference [signal 0xb code=0x1 addr=0x0 pc=0x41bc6f74] goroutine 1 [syscall]: github.com/go-gl/gl._Cfunc_glDrawArrays(0x4, 0x7f8500000003) /tmp/go-build463568685/github.com/go-gl/gl/_obj/_cgo_defun.c:610 +0x2f github.com/go-gl/gl.DrawArrays(0x4, 0x3, 0x0, 0x45bd70) /tmp/go-build463568685/github.com/go-gl/gl/_obj/gl.cgo1.go:1922 +0x33 main.drawScene() /home/klink/Dev/Go/gogl/gopher/exper.go:85 +0x1e6 main.main() /home/klink/Dev/Go/gogl/gopher/exper.go:116 +0x27 goroutine 2 [syscall]: created by runtime.main /build/buildd/golang-1/src/pkg/runtime/proc.c:221 exit status 2

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  • Where are classpath, path and pathelement documented in Ant version 1.8.0?

    - by Robert Menteer
    I'm looking over the documentation that comes with Apache Ant version 1.8.0 and can't find where classpath, path and pathelement are documented. I've found a page that describes path like structures but it doesn't list the valid attributes or nested elements for these. Another thing I can't find in the documentation is a description of the relationships between filelist, fileset, patternset and path and how to convert them back and forth. For instance there has to be an easier way to compile only those classes in one package while removing all class dependencies on the package classes and update documentation. <!-- Get list of files in which we're interested. --> <fileset id = "java.source.set" dir = "${src}"> <include name = "**/Package/*.java" /> </fileset> <!-- Get a COMMA separated list of classes to compile. --> <pathconvert property = "java.source.list" refid = "java.source.set" pathsep = ","> <globmapper from = "${src}/*.@{src.extent}" to = "*.class" /> </pathconvert> <!-- Remove ALL dependencies on package classes. --> <depend srcdir = "${src}" destdir = "${build}" includes = "${java.source.list}" closure = "yes" /> <!-- Get a list of up to date classes. --> <fileset id = "class.uptodate.set" dir = "${build}"> <include name = "**/*.class" /> </fileset> <!-- Get list of source files for up to date classes. --> <pathconvert property = "java.uptodate.list" refid = "class.uptodate.set" pathsep = ","> <globmapper from="${build}/*.class" to="*.java" /> </pathconvert> <!-- Compile only those classes in package that are not up to date. --> <javac srcdir = "${src}" destdir = "${build}" classpathref = "compile.classpath" includes = "${java.source.list}" excludes = "${java.uptodate.list}"/> <!-- Get list of directories of class files for package. --: <pathconvert property = "class.dir.list" refid = "java.source.set" pathsep = ","> <globmapper from = "${src}/*.java" to = "${build}*" /> </pathconvert> <!-- Convert directory list to path. --> <path id = "class.dirs.path"> <dirset dir = "${build}" includes = "class.dir.list" /> </path> <!-- Update package documentation. --> <jdepend outputfile = "${docs}/jdepend-report.txt"> <classpath refid = "compile.classpath" /> <classpath location = "${build}" /> <classespath> <path refid = "class.dirs.path" /> </classespath> <exclude name = "java.*" /> <exclude name = "javax.*" /> </jdepend> Notice there's a number of conversions between filesets, paths and comma separated list just to get the proper 'type' required for the different ant tasks. Is there a way to simplify this while still processing the fewest files in a complex directory structure?

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  • Architecture for a template-building, WYSIWIG application

    - by Sam Selikoff
    I'm building a WYSIWYG designer in Ember.js. The designer will allow users to create campaigns - think MailChimp. To build a campaign, users will choose an existing template. The template will have a defined layout. The user will then be taken to the designer, where he will be able to edit the text and style, and additionally change some layout options. I've been thinking about how best to go about structuring this app, and there are a few hurdles. Specifically, the output of the campaign will be dynamic: eventually, it will be published somewhere, and when the consumers (not my users, but the people clicking on the campaign that my user created) visit the campaign, certain pieces of data will change, depending on the type of consumer viewing the campaign. That means the ultimate output of the designer will be a dynamic site. The data that is dynamic for this site - the end product - will not be manipulated by the user in the designer. However, the data that will be manipulated by the user in the designer are things like copy, styles, layout options, etc. I'll call the first set of variables server-side data, and the second client-side data. It seems, then, that the process will go something like this: I'll need to create templates for this designer that have two dynamic segments. For instance, the server-side data could be Liquid expressions, and the client-side data Handlebars expressions. When the user creates a campaign, I would compile the template on the back end using some dummy data for the server-side variables, and serve up a handlebars template to the Ember app. The user would then edit the template, and the Ember app would save all his edits to the JS variables that were powering the template. This way he'd be able to preview the template. When he saves, he'll send back the selected template, along with all the data and options he's made. When it comes time to publish, the back-end system will have to do two things: compile the template with Handlebars using the campaign data, and then compile the template with Liquid using the server-side data Is my thinking roughly accurate about this, or is there a simpler way?

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  • Having trouble compiling UnrealScript with defaultproperties

    - by Enchanter
    Have just started scripting in Unreal Script and am following the instructions of the opening chapter of a book on the subject. I have set the development tools up as described in the book such that it is now possible to compile the scripts for UDK before adding them to a level. My issue is: the very first script the book asks you to compile is the following: class AwesomeActor extends Actor placeable; defaultproperties { Begin Object Class=SpriteComponent Name = Sprite Sprite = Texture2D'EditorResources.S_NavP' End Object Components.Add(Sprite) } And when I hit F9 in the compiler I get the following error message: Error, BEGIN OBJECT: Must specify valid name for suboject/copmponent: Begin Object class=SpriteComponent name = Sprite My question: As far as I'm aware I've copied the code from the book veribatim including capital and smaller case letters but I'm getting this error and I was wondering if anyone knew why and if so how I would fix it?

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  • Logitech Unify... how to use both the keyboard abd mouse on the same receiver?

    - by simon
    I bought this keyboard : tinyurl.com/7g3l2wt and this mouse : tinyurl.com/7kvkldm I am trying to use both on the same receiver, but so far i can't figure it out! i have tried this : https://github.com/treeder/logitech_unifier But i don't know how to compile it! if i paste ' gcc -o unify unify.c ' in the terminal, then i got this: gcc: erreur: unify.c: Aucun fichier ou dossier de ce type gcc: erreur fatale: pas de fichier à l'entrée compilation terminée. sorry it is in french... it say no files of this type and no file in the input... anyone can tell me how to compile it and then find my hidraw devices?? thanks

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  • Apache: How can i see my localhost on 192.168.1.101 from 192.168.1.102?

    - by takpar
    Hi, I'm running Apache on Ubuntu. My IP address is 192.168.1.101 While http://localhost and http://192.168.1.101 work fine in my PC, I cannot access it from within my laptop using http://192.168.1.102 It's strange. I can ping 192.168.1.101 but I got "The connection has timed out." in browser. I'm using default apache config. so this is what my sites-available/default looks like: NameVirtualHost *:80 <VirtualHost *:80> ServerAdmin webmaster@localhost DocumentRoot /home/www/public_html <Directory /> Options FollowSymLinks AllowOverride None </Directory> <Directory /home/www/public_html> Options Indexes FollowSymLinks MultiViews #AllowOverride None AllowOverride all Order allow,deny allow from all </Directory> /etc/apache2/posrts.conf NameVirtualHost *:80 Listen 80 <IfModule mod_ssl.c> # If you add NameVirtualHost *:443 here, you will also have to change # the VirtualHost statement in /etc/apache2/sites-available/default-ssl # to <VirtualHost *:443> # Server Name Indication for SSL named virtual hosts is currently not # supported by MSIE on Windows XP. Listen 443 </IfModule> <IfModule mod_gnutls.c> Listen 443 </IfModule> my laptop runs Ubuntu as well. so I don't think this is a firewall issue. commands executed in Laptop (192.168.1.102): adp@adp-laptop:~$ ping 192.168.1.101 PING 192.168.1.101 (192.168.1.101) 56(84) bytes of data. 64 bytes from 192.168.1.101: icmp_seq=1 ttl=64 time=32.1 ms 64 bytes from 192.168.1.101: icmp_seq=2 ttl=64 time=54.8 ms 64 bytes from 192.168.1.101: icmp_seq=3 ttl=64 time=77.0 ms 64 bytes from 192.168.1.101: icmp_seq=4 ttl=64 time=100 ms ^C --- 192.168.1.101 ping statistics --- 4 packets transmitted, 4 received, 0% packet loss, time 3003ms rtt min/avg/max/mdev = 32.193/66.193/100.717/25.463 ms adp@adp-laptop:~$ telnet 192.168.1.101 80 Trying 192.168.1.101... telnet: Unable to connect to remote host: Connection timed out commands executed in PC (192.168.1.101): adp@adp-desktop:~$ ps afx | grep http 12672 pts/4 S+ 0:00 | \_ grep --color=auto http adp@adp-desktop:~$ ping 192.168.1.102 PING 192.168.1.102 (192.168.1.102) 56(84) bytes of data. 64 bytes from 192.168.1.102: icmp_seq=1 ttl=64 time=32.1 ms 64 bytes from 192.168.1.102: icmp_seq=2 ttl=64 time=54.8 ms 64 bytes from 192.168.1.102: icmp_seq=3 ttl=64 time=77.0 ms 64 bytes from 192.168.1.102: icmp_seq=4 ttl=64 time=100 ms ^C --- 192.168.1.102 ping statistics --- 4 packets transmitted, 4 received, 0% packet loss, time 3003ms rtt min/avg/max/mdev = 32.193/66.193/100.717/25.463 ms adp@adp-desktop:~$ telnet 192.168.1.102 80 Trying 192.168.1.102... telnet: Unable to connect to remote host: Connection refused adp@adp-desktop:~$ telnet 192.168.1.102 Trying 192.168.1.102... telnet: Unable to connect to remote host: Connection refused What should i do?

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  • Determining cause of random latency and loading issues

    - by Sherwin Flight
    I'm not sure exactly what details to post in regards to my issue, because I'm not sure what is relevant. Prior to the end of September my websites all loaded quickly, in almost all cases. Loading time wasn't usually more than a few seconds. However, since the end of September I noticed a big increase in page loading times. In some cases pages were taking 30 seconds or more to load. I do have a remote monitoring service monitoring some of the sites as well, and the image below shows the response times over the past month. The response times shown at the beginning of this graph were what the usual response times were prior to this issue occurring. You can see that there has been a significant increase in response times from the beginning to the end of this graph. The thing is, the problem is not happening 100% of the time. If I click through the site, or even just keep refreshing the page, about 25% of the time the pages load quickly, the remaining 75% of the time they load slowly. Sometimes the pages take so long to load that they time out, and don't load at all. I have contacted my hosting provider, and they said things at their end was fine. I don't believe the problem is my home internet provider, because all other websites load without a problem. The server is located in Texas, USA. This also raises another interesting point. My remote monitor checks my site from two locations, California, USA, and London, England. As you can see in the chart below the response time is actually shorter when checked from London, which doesn't seem to make sense, since the server is physically closer to the California monitoring location. I would have expected the London monitoring location to have higher response times since they are physically farther away. I should also point out that in some traceroute test I've done it seem like the first connection to the server seems to take the longest, then after that the rest of the page loads quickly. Below is a little chart showing the times for the first connection to the server. So, what could be causing this problem, and what steps can I take to resolve it or at least narrow down the problem? Sending the request to the server was very quick, and receiving the reply back seems pretty quick, but the WAIT time is really long. So it connects, sends the request, but then waits close to 30 seconds before it starts receiving data back. I am also aware that there are things I can do to speed up page loading times, like reducing the number of CSS and JS files used on a page, compressing images, etc. This is not really what the source of the problem is though, because nothing has really changed on the site since before the problem started, and other sites on the same server are loading slowly as well.

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  • What's the best way to install the GD graphics library for Nagios?

    - by user1196
    While trying to install Nagios 3.2.3, I ran their ./configure script and got these errors: checking for main in -liconv... no checking for gdImagePng in -lgd (order 1)... no checking for gdImagePng in -lgd (order 2)... no checking for gdImagePng in -lgd (order 3)... no checking for gdImagePng in -lgd (order 4)... no *** GD, PNG, and/or JPEG libraries could not be located... ********* Boutell's GD library is required to compile the statusmap, trends and histogram CGIs. Get it from http://www.boutell.com/gd/, compile it, and use the --with-gd-lib and --with-gd-inc arguments to specify the locations of the GD library and include files. NOTE: In addition to the gd-devel library, you'll also need to make sure you have the png-devel and jpeg-devel libraries installed on your system. NOTE: After you install the necessary libraries on your system: 1. Make sure /etc/ld.so.conf has an entry for the directory in which the GD, PNG, and JPEG libraries are installed. 2. Run 'ldconfig' to update the run-time linker options. 3. Run 'make clean' in the Nagios distribution to clean out any old references to your previous compile. 4. Rerun the configure script. NOTE: If you can't get the configure script to recognize the GD libs on your system, get over it and move on to other things. The CGIs that use the GD libs are just a small part of the entire Nagios package. Get everything else working first and then revisit the problem. Make sure to check the nagios-users mailing list archives for possible solutions to GD library problems when you resume your troubleshooting. ******************************************************************** Which package do I want? libgd2-xpm-dev? libgd2-noxpm-dev? php5-gd? I'm not looking to do any image processing myself - I just want to get Nagios working.

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  • FFMPEG compilation errors

    - by Nitin Sagar
    First of all i am a newbie to Ubuntu Linux and have been trying to install and compile FFMPEG on an Ubuntu machine... I am trying to compile FFMPEG on an Ubuntu machine, using the following link reference: https://ffmpeg.org/trac/ffmpeg/wiki/UbuntuCompilationGuide I have already install git packages from resource centre whatever it results in search... Whatever i am trying to clone to is showing the below error... and please note that the network is wireless and connected with full bandwidth and i am able to browse through website and not sure why its showing an error as unable to connect and connection timed out.... root@ubuntu:~# cd root@ubuntu:~# git clone --depth 1 git://github.com/mstorsjo/fdk-aac.git Cloning into 'fdk-aac'... fatal: unable to connect to github.com: github.com[0: 207.97.227.239]: errno=Connection timed out Tried these commands as well to install x264 lib: cd git clone --depth 1 git://git.videolan.org/x264 cd x264 I am doing all this as a root user. Any help and comments would be appreciated. Thanks Nitin

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  • compiling compat-wireless fails at 'make' with 'make: *** [modules] Error 2'

    - by Paul Carter
    Trying to compile the compat-wireless-2012-09-25 driver module, without success. scrips/driver-select alx ; works make ; fails - scripts/Makefile.build:44 ~/sourcecode/compat-wireless-2012-09-25.2/drivers/net/ethernet/atheros/alx/Makefile: No such file or directory make[4]: ** No rule to make target '~/sourcecode/compat-wireless-2012-09-25.2/drivers/net/ethernet/atheros/alx/Makefile'. Stop. [snip] make: * [modules] Error 2 Device is Atheros AR8161 wired ethernet in a Dell Vostro 3460. I'd be very grateful for assistance in getting this to compile.

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  • WebCenter Customer Spotlight: Global Village Telecom Ltda

    - by me
    Author: Peter Reiser - Social Business Evangelist, Oracle WebCenter  Solution SummaryGlobal Village Telecom Ltda. (GVT)  is a leading Brazilian telecommunications company, developing solutions and providing services for corporate and end users. GVT is located in Curitiba, Brazil, employs 6,000 people and has an annual revenue of around US$1 billion.  GVT business objectives were to improve corporate communications, accelerate internal information flow, provide continuous access to the all business files and  enable the company’s leadership to provide information to all departments in real time. GVT implemented Oracle WebCenter Content to centralize the company's content and they built  a portal to share and find content in real-time. Oracle WebCenter Content enabled GVT to quickly and efficiently integrate communication among all company employees—ensuring that GVT maintain a competitive edge in the market. Human Resources reduced the time required for issuing internal statements to all staff from three weeks to one day. Company OverviewGlobal Village Telecom Ltda. (GVT)  is a leading telecommunications company, developing solutions and providing services for corporate and end users. The company offers diverse innovative products and advanced solutions in conventional fixed telephone communications, data transmission, high speed broadband internet services, and voice over IP (VoIP) services for all market segment. GVT is located in Curitiba, Brazil, employs 6,000 people and have an  annual revenue of around US$1 billion.   Business ChallengesGVT business objectives were to improve corporate communications, accelerate internal information flow, provide continuous access to the all business files and enable the company’s leadership to provide information to all departments in real time. Solution DeployedGVT worked with the Oracle Partner IT7 to deploy Oracle WebCenter Content to securely centralize the company's content such as growth indicators, spreadsheets, and corporate and descriptive project schedules. The solution enabled real-time information sharing through the development of Click GVT, a portal that currently receives 100,000 monthly impressions from employee searches. Business ResultsGVT gained a competitive edge in the communications market by accelerating internal information flow, streamlining the content standardizing information and enabled real-time information sharing and discovery. Human Resources  reduced the time required for issuing  internal statements to all staff from three weeks to one day. “The competitive nature of telecommunication industry demands rapid information in the internal flow of the company. Oracle WebCenter Content enabled us to quickly and efficiently integrate communication among all company employees—ensuring that we maintain a competitive edge in the market.” Marcel Mendes Filho, Systems Manager, Global Village Telecom Ltda. Additional Information Global Viallage Telecom Ltda Customer Snapshot Oracle WebCenter Content

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  • Ubuntu Server Cannot Route to the Internet

    - by ejes
    I've been having this problem for weeks now, and I can't seem to figure out the problem. My server can route the local network and serves it well, however it cannot access the internet. It can't be the router because everything else on this lan can route through the router. I've even switched the ethernet port. Any help would be appreciated. I've tried all the usual places, anyway, here are the configs: root@uhs:~# uname -a Linux uhs 3.0.0-16-generic-pae #28-Ubuntu SMP Fri Jan 27 19:24:01 UTC 2012 i686 i686 i386 GNU/Linux root@uhs:~# cat /etc/network/interfaces # This file describes the network interfaces available on your system # and how to activate them. For more information, see interfaces(5). # The loopback network interface auto lo iface lo inet loopback # The primary network interface # auto eth1 # iface eth1 inet dhcp auto eth0 iface eth0 inet static address 192.168.0.3 netmask 255.255.255.0 broadcast 192.168.0.255 gateway 192.168.0.1 root@uhs:~# ping -c 4 192.168.0.1 PING 192.168.0.1 (192.168.0.1) 56(84) bytes of data. 64 bytes from 192.168.0.1: icmp_req=1 ttl=64 time=0.334 ms 64 bytes from 192.168.0.1: icmp_req=2 ttl=64 time=0.339 ms 64 bytes from 192.168.0.1: icmp_req=3 ttl=64 time=0.324 ms 64 bytes from 192.168.0.1: icmp_req=4 ttl=64 time=0.339 ms --- 192.168.0.1 ping statistics --- 4 packets transmitted, 4 received, 0% packet loss, time 2997ms rtt min/avg/max/mdev = 0.324/0.334/0.339/0.006 ms root@uhs:~# ping -c 4 209.85.145.103 PING 209.85.145.103 (209.85.145.103) 56(84) bytes of data. --- 209.85.145.103 ping statistics --- 4 packets transmitted, 0 received, 100% packet loss, time 3023ms root@uhs:~# ifconfig eth0 Link encap:Ethernet HWaddr 00:0c:6e:a0:92:6e inet addr:192.168.0.3 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::20c:6eff:fea0:926e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:13131114 errors:0 dropped:0 overruns:0 frame:0 TX packets:10540297 errors:0 dropped:0 overruns:5 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3077922794 (3.0 GB) TX bytes:3827489734 (3.8 GB) Interrupt:10 Base address:0xa000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:7721 errors:0 dropped:0 overruns:0 frame:0 TX packets:7721 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:551950 (551.9 KB) TX bytes:551950 (551.9 KB) root@uhs:~# route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 192.168.0.1 0.0.0.0 UG 100 0 0 eth0 192.168.0.0 0.0.0.0 255.255.255.0 U 0 0 0 eth0 root@uhs:~# # PRETEND Traceroute root@uhs:~# for i in {1..30}; do ping -t $i -c 1 209.85.145.103; done | grep "Time to live exceeded" root@uhs:~#

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  • How to keep balance / Unlock items / achievement rules

    - by Mark Knol
    I'm working on an engine for a game, too learn javascript and just because its fun. I'm a flashdeveloper, I know how to build websites. Now making games is a different challenge, javascript is a challenge, but I'd love to learn how to structure code and what patterns are common. I dont mind if the game ever finish, I'm mostly interested in the programming part of it. I dont have a particular endresult in mind, so I'll see where it takes me. I currently have a system where you can buy items. The items cost a specified amount of gold, silver, diamonds etc. When you have selected and bought the item, it takes time before getting rewarded. When time is over, you are getting rewarded with other properties (gold, energy, diamonds). For example, you can buy an apple for 50gold, It takes a minute, you get rewarded with 75energy. Or if you take a run, it cost 50energy, it takes 5minutes, reward is 25gold and 25silver. These definitions is what i call actions. Currently I already have a system where this already works and I can define as much actions with as much properties as I want. The definitions I have kinda looks like this: {id:101, category:544, onInit:{gold:-75}, onComplete:{energy:75}, time:2000, name:"Apple", locked: false} {id:102, category:544, onInit:{gold:-135}, onComplete:{energy:145}, time:2000, name:"Banana", locked: false} {id:106, category:302, onInit:{energy:-50, power: -25}, onComplete:{gold:100, diamonds:2}, time:10000, name:"Run", locked: false} {id:107, category:302, onInit:{energy:-70, silver: -55}, onComplete:{gold:100}, time:10000, name:"Dance", locked: false} {id:108, category:302, onInit:{energy:-230, power: -355}, onComplete:{gold:70, silver:70}, time:10000, name:"Fitness", locked: false} Now, I would love to add a system where I can lock/unlock the actions using achievement rules. Lets say, if you buy 10 apples, you unlock a new action, like bananas which cost more, and reward more. In the future I maybe want to restrict achievements and actions to levels. I am kinda stuck how to structure this. I have 2 questions: Which patterns are used to define achievements? How/where are they defined? Should it be part of the action, or should it be a separate controller? Is it a good idea to register all completed actions to it? I think I want multiple types of achievement rules, Id love to hear some ideas how to develop it. How do you create/find a good balance, so the user does not get stuck or can cheat by repeat a pattern of actions to get too much rewards. I know there is not a simple answer and i'm lacking of a good game-concept, but I wonder if anyone created such a game and how you dealed and played with it.

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  • Is anyone doing "real" TDD with Visual-C++, and if yes, how do they do it?

    - by Martin
    Test Driven Development implies writing the test before the code and following a certain cycle: Write Test Check Test (run) Write Production Code Check Test (run) Clean up Production Code Check test (run) As far as I'm concerned, this is only possible if your development solution allows you to very quickly switch between the production and test code, and to execute the test for a certain production code part extremely quickly. Now, while there exist lots of Unit Testing Frameworks for C++ (I'm using Bost.Test atm.) it does seem that there doesn't really exist any decent (for native C++) Visual Studio (Plugin) solution that makes the TDD cycle bearable regardless of framework used. "Bearable" means that it's a one-click action to run a test for a certain cpp file without having to manually set up a separate testing project etc. "Bearable" also means that a simple test starts (linking!) and runs very quickly. So, what tools (plugins) and techniques are out there that make the TDD cycle possible for native C++ development with Visual Studio? Note: I'm fine with free or "commercial" tools. Please: No framework recommendations. (Unless the framework has a dedicated Visual Studio plugin and you want to recommend the plugin.) Edit Note: The answers so far have provided links on how to integrate a Unit Testing framework into Visual Studio. The resources more or less describe how to get the UT framework to compile and get your first Tests running. This is not what this question is about. I'm of the opinion that to really work productively, having the Unit Tests in a manually maintained(!), separate vcproj from your production classes will add so much overhead that TDD "isn't possible". As far as I am aware, you do not add extra "projects" to a Java or C# thing to enable Unit Tests and TDD, and for a good reason. This should be possible with C++ given the right tools, but it seems (this question is about) that there are very little tools for TDD/C++/VS. Googling around, I've found one tool, VisualAssert, that seems to aim in the right direction. However, afaiks, it doesn't seem to be in widespread use (compared to CppUnit, Boost.Test etc.). Edit: I would like to add a comment to the context for this question. I think it does a good summary of outlining (part of) the problem: (comment by Billy ONeal) Visual Studio does not use "build scripts" that are reasonably editable by the user. One project produces one binary. Moreover, Java has the property that Java never builds a complete binary -- the binary you build is just a ZIP of the class files. Therefore it's possible to compile separately then JAR together manually (using e.g. 7z). C++ and C# both actually link their binaries, so generally speaking you can't write a script like that. The closest you can get is to compile everything separately and then do two linkings (one for production, one for testing).

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  • vdpau on Ubuntu 13.10 and mesa 9.2.1

    - by fioan89
    I've just installed Ubuntu 13.10. I have a Radeon HD 4570 card and I want to use the hardware acceleration capabilities that were introduced with linux 3.10 in the mesa 9.2 So my question is: since I have a linux 3.11 and mesa 9.2, do I really need to compile the mesa library with --enable-vdpau option enabled? I have installed the libvdpau from the repository but no acceleration. Should I compile and then install the latest mesa(I don't want to mess my newly installed Ubuntu 3.10)? Thanks!

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  • Crashing trying to install Ubuntu 12.04 LTS

    - by Daniel Evans
    Hardware: Dell Inspiron 1545 Steps are as follows: 1. Insert 64 bit Ubuntu 12.04 disc 2. Boot computer Output is as follows: error: unexpectedly disconnected from boot status daemon Generating locales... en_US.UTF-8... done Generation complete. MEMORY-ERROR: glib-compile-schemas[569]: GSlice: assertion failed: aligned_memory == (gpointer) addr Aborted pwconv: failed to change the mode of /etc/passwd- to 0600 MEMORY-ERROR: [996]: GSlice: assertion failed: aligned_memory == (gpointer) addr MEMORY-ERROR: glib-compile-scehmas[1034]: GSlice: assertion failed: aligned_memory == gpointer) addr Aborted /usr/lib/python2.7/dist-packages/LanguageSelector/LocaleInfo.py:256: UserWarning: Failed to connect to socket /var/run/dbus/system_bus_socket: No such file or directory warnings.warn(msg.args[0].encode('UTF-8')) Using CD-ROM mount point /cdrom ... etc etc... End up at a prompt line ubuntu@ubuntu:~$

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  • C#/.NET Little Wonders: Getting Caller Information

    - by James Michael Hare
    Originally posted on: http://geekswithblogs.net/BlackRabbitCoder/archive/2013/07/25/c.net-little-wonders-getting-caller-information.aspx Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. There are times when it is desirable to know who called the method or property you are currently executing.  Some applications of this could include logging libraries, or possibly even something more advanced that may server up different objects depending on who called the method. In the past, we mostly relied on the System.Diagnostics namespace and its classes such as StackTrace and StackFrame to see who our caller was, but now in C# 5, we can also get much of this data at compile-time. Determining the caller using the stack One of the ways of doing this is to examine the call stack.  The classes that allow you to examine the call stack have been around for a long time and can give you a very deep view of the calling chain all the way back to the beginning for the thread that has called you. You can get caller information by either instantiating the StackTrace class (which will give you the complete stack trace, much like you see when an exception is generated), or by using StackFrame which gets a single frame of the stack trace.  Both involve examining the call stack, which is a non-trivial task, so care should be done not to do this in a performance-intensive situation. For our simple example let's say we are going to recreate the wheel and construct our own logging framework.  Perhaps we wish to create a simple method Log which will log the string-ified form of an object and some information about the caller.  We could easily do this as follows: 1: static void Log(object message) 2: { 3: // frame 1, true for source info 4: StackFrame frame = new StackFrame(1, true); 5: var method = frame.GetMethod(); 6: var fileName = frame.GetFileName(); 7: var lineNumber = frame.GetFileLineNumber(); 8: 9: // we'll just use a simple Console write for now 10: Console.WriteLine("{0}({1}):{2} - {3}", 11: fileName, lineNumber, method.Name, message); 12: } So, what we are doing here is grabbing the 2nd stack frame (the 1st is our current method) using a 2nd argument of true to specify we want source information (if available) and then taking the information from the frame.  This works fine, and if we tested it out by calling from a file such as this: 1: // File c:\projects\test\CallerInfo\CallerInfo.cs 2:  3: public class CallerInfo 4: { 5: Log("Hello Logger!"); 6: } We'd see this: 1: c:\projects\test\CallerInfo\CallerInfo.cs(5):Main - Hello Logger! This works well, and in fact CallStack and StackFrame are still the best ways to examine deeper into the call stack.  But if you only want to get information on the caller of your method, there is another option… Determining the caller at compile-time In C# 5 (.NET 4.5) they added some attributes that can be supplied to optional parameters on a method to receive caller information.  These attributes can only be applied to methods with optional parameters with explicit defaults.  Then, as the compiler determines who is calling your method with these attributes, it will fill in the values at compile-time. These are the currently supported attributes available in the  System.Runtime.CompilerServices namespace": CallerFilePathAttribute – The path and name of the file that is calling your method. CallerLineNumberAttribute – The line number in the file where your method is being called. CallerMemberName – The member that is calling your method. So let’s take a look at how our Log method would look using these attributes instead: 1: static int Log(object message, 2: [CallerMemberName] string memberName = "", 3: [CallerFilePath] string fileName = "", 4: [CallerLineNumber] int lineNumber = 0) 5: { 6: // we'll just use a simple Console write for now 7: Console.WriteLine("{0}({1}):{2} - {3}", 8: fileName, lineNumber, memberName, message); 9: } Again, calling this from our sample Main would give us the same result: 1: c:\projects\test\CallerInfo\CallerInfo.cs(5):Main - Hello Logger! However, though this seems the same, there are a few key differences. First of all, there are only 3 supported attributes (at this time) that give you the file path, line number, and calling member.  Thus, it does not give you as rich of detail as a StackFrame (which can give you the calling type as well and deeper frames, for example).  Also, these are supported through optional parameters, which means we could call our new Log method like this: 1: // They're defaults, why not fill 'em in 2: Log("My message.", "Some member", "Some file", -13); In addition, since these attributes require optional parameters, they cannot be used in properties, only in methods. These caveats aside, they do let you get similar information inside of methods at a much greater speed!  How much greater?  Well lets crank through 1,000,000 iterations of each.  instead of logging to console, I’ll return the formatted string length of each.  Doing this, we get: 1: Time for 1,000,000 iterations with StackTrace: 5096 ms 2: Time for 1,000,000 iterations with Attributes: 196 ms So you see, using the attributes is much, much faster!  Nearly 25x faster in fact.  Summary There are a few ways to get caller information for a method.  The StackFrame allows you to get a comprehensive set of information spanning the whole call stack, but at a heavier cost.  On the other hand, the attributes allow you to quickly get at caller information baked in at compile-time, but to do so you need to create optional parameters in your methods to support it. Technorati Tags: Little Wonders,CSharp,C#,.NET,StackFrame,CallStack,CallerFilePathAttribute,CallerLineNumberAttribute,CallerMemberName

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  • Shelving code in Team Foundation Server (TFS)

    - by Mel
    I'm pretty new at using TFS and I'd like to know how you or your team use the "shelve" function of tfs. We have the following guidelines in using TFS: - perform a "Get Latest" before you check in and try to build/compile - do not check in code that does not compile - at the end of the day, if your work is not complete/partially done, you should "shelve" your pending changes The first two make sense but I don't really get the last one. I asked my mgr and he said that its so he knows that you actually did some work for that day, which does kind of makes sense but still, I'm wondering what other teams use the "shelve" function for?

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  • LGPL License in commercial application

    - by Jacob
    I have searched around but I don't seem to be able to get a clear answer on my questions that I understand. I want to use the Xuggler library in my application, which is licensed either GPL or LGPL depending on whether I compile it myself. I don't intend to edit the library If I compile it myself and thus get a LGPL version of the library, can I use it in a commercial application without having to distribute the source code of my application? Furthermore, do I have to give my application the LGPL license as well? What other problems might using this library give me?

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  • Questions about linking libraries in C

    - by james
    I am learning C (still very much a beginner) on Linux using the GCC compiler. I have noticed that some libraries, such as the library used with the math.h header, need to be linked in manually when included. I have been linking in the libraries using various flags of the form -l[library-name], such as -lm for the above-mentioned math library. However, after switching from the command line and/or Geany to Code::Blocks, I noticed that Code::Blocks uses g++ to compile the programs instead of the gcc that I am used to (even though the project is definitely specified as C). Also, Code::Blocks does not require the libraries to be manually linked in when compiling - libraries such as the math library just work. I have two questions: Firstly, is it "bad" to compile C programs with the g++ compiler? So far it seems to work, but after all, C++ is not C and I am quite sure that the g++ compiler is meant for C++. Secondly, is it the g++ compiler that is doing the automatic linking of the libraries in Code::Blocks?

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  • best way to "introduce" OOP/OOD to team of experienced C++ engineers

    - by DXM
    I am looking for an efficient way, that also doesn't come off as an insult, to introduce OOP concepts to existing team members? My teammates are not new to OO languages. We've been doing C++/C# for a long time so technology itself is familiar. However, I look around and without major infusion of effort (mostly in the form of code reviews), it seems what we are producing is C code that happens to be inside classes. There's almost no use of single responsibility principle, abstractions or attempts to minimize coupling, just to name a few. I've seen classes that don't have a constructor but get memset to 0 every time they are instantiated. But every time I bring up OOP, everyone always nods and makes it seem like they know exactly what I'm talking about. Knowing the concepts is good, but we (some more than others) seem to have very hard time applying them when it comes to delivering actual work. Code reviews have been very helpful but the problem with code reviews is that they only occur after the fact so to some it seems we end up rewriting (it's mostly refactoring, but still takes lots of time) code that was just written. Also code reviews only give feedback to an individual engineer, not the entire team. I am toying with the idea of doing a presentation (or a series) and try to bring up OOP again along with some examples of existing code that could've been written better and could be refactored. I could use some really old projects that no one owns anymore so at least that part shouldn't be a sensitive issue. However, will this work? As I said most people have done C++ for a long time so my guess is that a) they'll sit there thinking why I'm telling them stuff they already know or b) they might actually take it as an insult because I'm telling them they don't know how to do the job they've been doing for years if not decades. Is there another approach which would reach broader audience than a code review would, but at the same time wouldn't feel like a punishment lecture? I'm not a fresh kid out of college who has utopian ideals of perfectly designed code and I don't expect that from anyone. The reason I'm writing this is because I just did a review of a person who actually had decent high-level design on paper. However if you picture classes: A - B - C - D, in the code B, C and D all implement almost the same public interface and B/C have one liner functions so that top-most class A is doing absolutely all the work (down to memory management, string parsing, setup negotiations...) primarily in 4 mongo methods and, for all intents and purposes, calls almost directly into D. Update: I'm a tech lead(6 months in this role) and do have full support of the group manager. We are working on a very mature product and maintenance costs are definitely letting themselves be known.

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  • XNA clip plane effect makes models black

    - by user1990950
    When using this effect file: float4x4 World; float4x4 View; float4x4 Projection; float4 ClipPlane0; void vs(inout float4 position : POSITION0, out float4 clipDistances : TEXCOORD0) { clipDistances.x = dot(position, ClipPlane0); clipDistances.y = 0; clipDistances.z = 0; clipDistances.w = 0; position = mul(mul(mul(position, World), View), Projection); } float4 ps(float4 clipDistances : TEXCOORD0) : COLOR0 { clip(clipDistances); return float4(0, 0, 0, 0); } technique { pass { VertexShader = compile vs_2_0 vs(); PixelShader = compile ps_2_0 ps(); } } all models using this are rendered black. Is it possible to render them correctly?

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  • Consistency of DirectX models

    - by marc wellman
    Is there a way to check the consistency of a DirectX model (.x) ? Whilst compiling .x files with XNA GameStudio 3.1 compilation is aborted with the following error message: Error 2 Could not read the X file. The file is corrupt or invalid. Error code: D3DXFERR_PARSEERROR. C:\WFP\Browser\Content\m.x KiviBrowser Some models compile correctly without any error/warning and some abort as described. The files of each model have several thousand lines. I am creating the files in Googles SketchUp 8 where they all look fine and don't show any sign of corruption. Suppose I have such a model my XNA compiler won't compile because their is an inconsistency somewhere in the file - how could I identify this in order to correct it ?

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