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  • Quick run through of the WP7 Developer Tools January 2011

    - by mbcrump
    In case you haven’t heard the latest WP7 Developers Tool update was released yesterday and contains a few goodies. First you need to go and grab the bits here. You can install them in any order, but I installed the WindowsPhoneDeveloperResources_en-US_Patch1.msp first. Then the VS10-KB2486994-x86.exe. They install silently. In other words, you would need to check Programs and Features and look in Installed Updates to see if they installed successfully. Like the screenshot below: Once you get them installed you can try out a few new features. Like Copy and Paste. Just fire up your application and put a TextBox on it and Select the Text and you will have the option highlighted in red above the text. Once you select it you will have the option to paste it. (see red rectangle below). Another feature is the Windows Phone Capability Detection Tool – This tool detects the phone capabilities used by your application. This will prevent you from submitting an app to the marketplace that says it uses x feature but really does not. How do you use it? Well navigate out to either directory: %ProgramFiles%\Microsoft SDKs\Windows Phone\v7.0\Tools\CapDetect %ProgramFiles (x86)%\Microsoft SDKs\Windows Phone\v7.0\Tools\CapDetect and run the following command: CapabilityDetection.exe Rules.xml YOURWP7XAPFILEOUTPUTDIRECTORY So, in my example you will see my app only requires the ID_CAP_MICROPHONE. Let’s see what the WmAppManifest.xml says in our WP7 Project: Whoa! That’s a lot of extra stuff we don’t need. We can delete unused capabilities safely now. Some of the other fixes are: (Copied straight from Microsoft) Fixes a text selection bug in pivot and panorama controls. In applications that have pivot or panorama controls that contain text boxes, users can unintentionally change panes when trying to copy text. To prevent this problem, open your application, recompile it, and then resubmit it to the Windows Phone Marketplace. Windows Phone Connect Tool – Allows you to connect your phone to a PC when Zune® software is not running and debug applications that use media APIs. For more information, see How to: Use the Connect Tool. Updated Bing Maps Silverlight Control – Includes improvements to gesture performance when using Bing™ Maps Silverlight® Control. Windows Phone Developer Tools Fix allowing deployment of XAP files over 64 MB in size to physical phone devices for testing and debugging. That’s pretty much it. Thanks again for reading my blog!  Subscribe to my feed CodeProject

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  • Support ARMv7 instruction set in Windows Embedded Compact applications

    - by Valter Minute
    On of the most interesting new features of Windows Embedded Compact 7 is support for the ARMv5, ARMv6 and ARMv7 instruction sets instead of the ARMv4 “generic” support provided by the previous releases. This means that code build for Windows Embedded Compact 7 can leverage features (like the FPU unit for ARMv6 and v7) and instructions of the recent ARM cores and improve their performances. Those improvements are noticeable in graphics, floating point calculation and data processing. The ARMv7 instruction set is supported by the latest Cortex-A8, A9 and A15 processor families. Those processor are currently used in tablets, smartphones, in-car navigation systems and provide a great amount of processing power and a low amount of electric power making them very interesting for portable device but also for any kind of device that requires a rich user interface, processing power, connectivity and has to keep its power consumption low. The bad news is that the compiler provided with Visual Studio 2008 does not provide support for ARMv7, building native applications using just the ARMv4 instruction set. Porting a Visual Studio “Smart Device” native C/C++ project to Platform Builder is not easy and you’ll lack many of the features that the VS2008 application development environment provides. You’ll also need access to the BSP and OSDesign configuration for your device to be able to build and debug your application inside Platform Builder and this may prevent independent software vendors from using the new compiler to improve their applications performances. Adeneo Embedded now provides a whitepaper and a Visual Studio plug-in that allows usage of the new ARMv7 enabled compiler to build applications inside Visual Studio 2008. I worked on the whitepaper and the tools, with the help of my colleagues and now the results can be downloaded from Adeneo Embedded’s website: http://www.adeneo-embedded.com/OS-Technologies/Windows-Embedded (Click on the “WEC7 ARMv7 Whitepaper tab to access the download links, free registration required) A very basic benchmark showed a very good performance improvement in integer and floating-point operations. Obviously your mileage may vary and we can’t promise the same amount of improvement on any application, but with a small effort on your side (even smaller if you use the plug-in) you can try on your own application. ARMv7 support is provided using Platform Builder’s compiler and VS2008 application debugger is not able to debut ARMv7 code, so you may need to put in place some workaround like keeping ARMv4 code for debugging etc.

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  • C# Dev - I've tried Lisps, but I don't get it.

    - by Jonathan Mitchem
    After a few months of learning about and playing with lisps, both CL and a bit of Clojure, I'm still not seeing a compelling reason to write anything in it instead of C#. I would really like some compelling reasons, or for someone to point out that I'm missing something really big. The strengths of a Lisp (per my research): Compact, expressive notation - More so than C#, yes... but I seem to be able to express those ideas in C# too. Implicit support for functional programming - C# with LINQ extension methods: mapcar = .Select( lambda ) mapcan = .Select( lambda ).Aggregate( (a,b) = a.Union(b) ) car/first = .First() cdr/rest = .Skip(1) .... etc. Lambda and higher-order function support - C# has this, and the syntax is arguably simpler: "(lambda (x) ( body ))" versus "x = ( body )" "#(" with "%", "%1", "%2" is nice in Clojure Method dispatch separated from the objects - C# has this through extension methods Multimethod dispatch - C# does not have this natively, but I could implement it as a function call in a few hours Code is Data (and Macros) - Maybe I haven't "gotten" macros, but I haven't seen a single example where the idea of a macro couldn't be implemented as a function; it doesn't change the "language", but I'm not sure that's a strength DSLs - Can only do it through function composition... but it works Untyped "exploratory" programming - for structs/classes, C#'s autoproperties and "object" work quite well, and you can easily escalate into stronger typing as you go along Runs on non-Windows hardware - Yeah, so? Outside of college, I've only known one person who doesn't run Windows at home, or at least a VM of Windows on *nix/Mac. (Then again, maybe this is more important than I thought and I've just been brainwashed...) The REPL for bottom-up design - Ok, I admit this is really really nice, and I miss it in C#. Things I'm missing in a Lisp (due to a mix of C#, .NET, Visual Studio, Resharper): Namespaces. Even with static methods, I like to tie them to a "class" to categorize their context (Clojure seems to have this, CL doesn't seem to.) Great compile and design-time support the type system allows me to determine "correctness" of the datastructures I pass around anything misspelled is underlined realtime; I don't have to wait until runtime to know code improvements (such as using an FP approach instead of an imperative one) are autosuggested GUI development tools: WinForms and WPF (I know Clojure has access to the Java GUI libraries, but they're entirely foreign to me.) GUI Debugging tools: breakpoints, step-in, step-over, value inspectors (text, xml, custom), watches, debug-by-thread, conditional breakpoints, call-stack window with the ability to jump to the code at any level in the stack (To be fair, my stint with Emacs+Slime seemed to provide some of this, but I'm partial to the VS GUI-driven approach) I really like the hype surrounding Lisps and I gave it a chance. But is there anything I can do in a Lisp that I can't do as well in C#? It might be a bit more verbose in C#, but I also have autocomplete. What am I missing? Why should I use Clojure/CL?

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  • Dynamic Bind9 + DHCP

    - by AcidRod75
    i have been working on setup a server for my internal network, so far i have a working isc-dhcp-server that can upgrade a chrooted BIND9 (on the same machine), i need to add some static entries on the DNS, so users can resolve the websites that resides in our DMZ. What i had tryed all ready was to modify the /etc/bind/named.conf.local with this info: // // Do any local configuration here // // Consider adding the 1918 zones here, if they are not used in your // organization //include "/etc/bind/zones.rfc1918"; key DHCP_UPDATER { algorithm HMAC-MD5.SIG-ALG.REG.INT; secret "MySuperSecretHash"; (this is not the real value BTW) }; zone "quality.internal" IN { type master; file "/var/lib/bind/quality.internal.db"; allow-update { key DHCP_UPDATER; }; }; zone "0.10.10.in-addr.arpa" { type master; file "/var/lib/bind/rev.10.10.0.in-addr.arpa"; allow-update { key DHCP_UPDATER; }; }; logging { channel query.log { file "/var/log/named/query.log"; severity debug 3; }; category queries { query.log; }; }; --- EOF ---- then i added this 2 entries: zone "ourserver.internal" IN { type master; file "/var/lib/bind/ourserver.internal.db"; }; zone "0.16.172.in-addr.arpa" { type master; file "/var/lib/bind/rev.172.16.0.in-addr.arpa"; }; ---- EOF ---- So.. i created the files ourserver.internal.db and rev.172.16.0.in-addr.arpa placed them BOTH in /var/lib/bind/ and changed the permisions so the bind user can access them, restated the service... when i do a NSLOOKUP www.ourserver.internal i get: Server: 127.0.0.1 Address: 127.0.0.1#53 ** server can't find www.ourserver.internal: NXDOMAIN BUT when i do a reverse lookup.... Server: 127.0.0.1 Address: 127.0.0.1#53 5.0.16.172.in-addr.arpa name = www.ourserver.internal I do not understand what's wrong. Some help with this will save me from installing a new DNS server at the DMZ JUST to host internal site names- TY in advance BTW: the server i'm using has Ubuntu Server 11.10 fully patched.

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  • How to avoid the exception “Substitution controls cannot be used in cached User Controls or cached M

    - by DigiMortal
    Recently I wrote example about using user controls with donut caching. Because cache substitutions are not allowed inside partially cached controls you may get the error Substitution controls cannot be used in cached User Controls or cached Master Pages when breaking this rule. In this posting I will introduce some strategies that help to avoid this error. How Substitution control checks its location? Substitution control uses the following check in its OnPreRender method. protected internal override void OnPreRender(EventArgs e) {     base.OnPreRender(e);     for (Control control = this.Parent; control != null;          control = control.Parent)     {         if (control is BasePartialCachingControl)         {             throw new HttpException(SR.GetString("Substitution_CannotBeInCachedControl"));         }     } } It traverses all the control tree up to top from its parent to find at least one control that is partially cached. If such control is found then exception is thrown. Reusing the functionality If you want to do something by yourself if your control may cause exception mentioned before you can use the same code. I modified the previously shown code to be method that can be easily moved to user controls base class if you have some. If you don’t you can use it in controls where you need this check. protected bool IsInsidePartialCachingControl() {     for (Control control = Parent; control != null;         control = control.Parent)         if (control is BasePartialCachingControl)             return true;       return false; } Now it is up to you how to handle the situation where your control with substitutions is child of some partially cache control. You can add here also some debug level output so you can see exactly what controls in control hierarchy are cached and cause problems.

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  • Objects won't render when Texture Compression + Mipmapping is Enabled

    - by felipedrl
    I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't figure out this one: objects w/ DXTn + mipmapped textures are not being rendered. It's not like they are appearing with a flat color, they just don't appear at all. DXTn textured objs render and mipmapped non-compressed textures render just fine. The texture in question is 256x256 I generate the mips all the way down 4x4, i.e 1 block. I've checked on gDebugger and it display all the levels (7) just fine. I'm using GL_LINEAR_MIPMAP_NEAREST for min filter and GL_LINEAR for mag one. The texture is being compressed and mipmaps being created offline with Paint.NET tool using super sampling method. (I also tried bilinear just in case) Source follow: [SNIPPET 1: Loading DDS into sys memory + Initializing Object] // Read header DDSHeader header; file.read(reinterpret_cast<char*>(&header), sizeof(DDSHeader)); uint pos = static_cast<uint>(file.tellg()); file.seekg(0, std::ios_base::end); uint dataSizeInBytes = static_cast<uint>(file.tellg()) - pos; file.seekg(pos, std::ios_base::beg); // Read file data mData = new unsigned char[dataSizeInBytes]; file.read(reinterpret_cast<char*>(mData), dataSizeInBytes); file.close(); mMipmapCount = header.mipmapcount; mHeight = header.height; mWidth = header.width; mCompressionType = header.pf.fourCC; // Only support files divisible by 4 (for compression blocks algorithms) massert(mWidth % 4 == 0 && mHeight % 4 == 0); massert(mCompressionType == NO_COMPRESSION || mCompressionType == COMPRESSION_DXT1 || mCompressionType == COMPRESSION_DXT3 || mCompressionType == COMPRESSION_DXT5); // Allow textures up to 65536x65536 massert(header.mipmapcount <= MAX_MIPMAP_LEVELS); mTextureFilter = TextureFilter::LINEAR; if (mMipmapCount > 0) { mMipmapFilter = MipmapFilter::NEAREST; } else { mMipmapFilter = MipmapFilter::NO_MIPMAP; } mBitsPerPixel = header.pf.bitcount; if (mCompressionType == NO_COMPRESSION) { if (header.pf.flags & DDPF_ALPHAPIXELS) { // The only format supported w/ alpha is A8R8G8B8 massert(header.pf.amask == 0xFF000000 && header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGBA8; mFormat = GL_BGRA; mDataType = GL_UNSIGNED_BYTE; } else { massert(header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGB8; mFormat = GL_BGR; mDataType = GL_UNSIGNED_BYTE; } } else { uint blockSizeInBytes = 16; switch (mCompressionType) { case COMPRESSION_DXT1: blockSizeInBytes = 8; if (header.pf.flags & DDPF_ALPHAPIXELS) { mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; } else { mInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } break; case COMPRESSION_DXT3: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case COMPRESSION_DXT5: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: // Not Supported (DXT2, DXT4 or any compression format) massert(false); } } [SNIPPET 2: Uploading into video memory] massert(mData != NULL); glGenTextures(1, &mHandle); massert(mHandle!=0); glBindTexture(GL_TEXTURE_2D, mHandle); commitFiltering(); uint offset = 0; Renderer* renderer = Renderer::getInstance(); switch (mInternalFormat) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: for (uint i = 0; i < mMipmapCount + 1; ++i) { uint width = std::max(1U, mWidth >> i); uint height = std::max(1U, mHeight >> i); glTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, mFormat, mDataType, &mData[offset]); offset += width * height * (mBitsPerPixel / 8); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: { uint blockSize = 16; if (mInternalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || mInternalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { blockSize = 8; } uint width = mWidth; uint height = mHeight; for (uint i = 0; i < mMipmapCount + 1; ++i) { uint nBlocks = ((width + 3) / 4) * ((height + 3) / 4); // Only POT textures allowed for mipmapping massert(width % 4 == 0 && height % 4 == 0); glCompressedTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, nBlocks * blockSize, &mData[offset]); offset += nBlocks * blockSize; if (width <= 4 && height <= 4) { break; } width = std::max(4U, width / 2); height = std::max(4U, height / 2); } break; } default: // Not Supported massert(false); } Also I don't understand the "+3" in the block size computation but looking for a solution for my problema I've encountered people defining it as that. I guess it won't make a differente for POT textures but I put just in case. Thanks.

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  • Separating text strings into a table of individual words in SQL via XML.

    - by Phil Factor
    p.MsoNormal {margin-top:0cm; margin-right:0cm; margin-bottom:10.0pt; margin-left:0cm; line-height:115%; font-size:11.0pt; font-family:"Calibri","sans-serif"; } Nearly nine years ago, Mike Rorke of the SQL Server 2005 XML team blogged ‘Querying Over Constructed XML Using Sub-queries’. I remember reading it at the time without being able to think of a use for what he was demonstrating. Just a few weeks ago, whilst preparing my article on searching strings, I got out my trusty function for splitting strings into words and something reminded me of the old blog. I’d been trying to think of a way of using XML to split strings reliably into words. The routine I devised turned out to be slightly slower than the iterative word chop I’ve always used in the past, so I didn’t publish it. It was then I suddenly remembered the old routine. Here is my version of it. I’ve unwrapped it from its obvious home in a function or procedure just so it is easy to appreciate. What it does is to chop a text string into individual words using XQuery and the good old nodes() method. I’ve benchmarked it and it is quicker than any of the SQL ways of doing it that I know about. Obviously, you can’t use the trick I described here to do it, because it is awkward to use REPLACE() on 1…n characters of whitespace. I’ll carry on using my iterative function since it is able to tell me the location of each word as a character-offset from the start, and also because this method leaves punctuation in (removing it takes time!). However, I can see other uses for this in passing lists as input or output parameters, or as return values.   if exists (Select * from sys.xml_schema_collections where name like 'WordList')   drop XML SCHEMA COLLECTION WordList go create xml schema collection WordList as ' <xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema"> <xs:element name="words">        <xs:simpleType>               <xs:list itemType="xs:string" />        </xs:simpleType> </xs:element> </xs:schema>'   go   DECLARE @string VARCHAR(MAX) –we'll get some sample data from the great Ogden Nash Select @String='This is a song to celebrate banks, Because they are full of money and you go into them and all you hear is clinks and clanks, Or maybe a sound like the wind in the trees on the hills, Which is the rustling of the thousand dollar bills. Most bankers dwell in marble halls, Which they get to dwell in because they encourage deposits and discourage withdrawals, And particularly because they all observe one rule which woe betides the banker who fails to heed it, Which is you must never lend any money to anybody unless they don''t need it. I know you, you cautious conservative banks! If people are worried about their rent it is your duty to deny them the loan of one nickel, yes, even one copper engraving of the martyred son of the late Nancy Hanks; Yes, if they request fifty dollars to pay for a baby you must look at them like Tarzan looking at an uppity ape in the jungle, And tell them what do they think a bank is, anyhow, they had better go get the money from their wife''s aunt or ungle. But suppose people come in and they have a million and they want another million to pile on top of it, Why, you brim with the milk of human kindness and you urge them to accept every drop of it, And you lend them the million so then they have two million and this gives them the idea that they would be better off with four, So they already have two million as security so you have no hesitation in lending them two more, And all the vice-presidents nod their heads in rhythm, And the only question asked is do the borrowers want the money sent or do they want to take it withm. Because I think they deserve our appreciation and thanks, the jackasses who go around saying that health and happi- ness are everything and money isn''t essential, Because as soon as they have to borrow some unimportant money to maintain their health and happiness they starve to death so they can''t go around any more sneering at good old money, which is nothing short of providential. '   –we now turn it into XML declare @xml_data xml(WordList)  set @xml_data='<words>'+ replace(@string,'&', '&amp;')+'</words>'    select T.ref.value('.', 'nvarchar(100)')  from (Select @xml_data.query('                      for $i in data(/words) return                      element li { $i }               '))  A(list) cross apply A.List.nodes('/li') T(ref)     …which gives (truncated, of course)…

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  • Has test driven development (TDD) actually benefited a real world project?

    - by James
    I am not new to coding. I have been coding (seriously) for over 15 years now. I have always had some testing for my code. However, over the last few months I have been learning test driven design/development (TDD) using Ruby on Rails. So far, I'm not seeing the benefit. I see some benefit to writing tests for some things, but very few. And while I like the idea of writing the test first, I find I spend substantially more time trying to debug my tests to get them to say what I really mean than I do debugging actual code. This is probably because the test code is often substantially more complicated than the code it tests. I hope this is just inexperience with the available tools (RSpec in this case). I must say though, at this point, the level of frustration mixed with the disappointing lack of performance is beyond unacceptable. So far, the only value I'm seeing from TDD is a growing library of RSpec files that serve as templates for other projects/files. Which is not much more useful, maybe less useful, than the actual project code files. In reading the available literature, I notice that TDD seems to be a massive time sink up front, but pays off in the end. I'm just wondering, are there any real world examples? Does this massive frustration ever pay off in the real world? I really hope I did not miss this question somewhere else on here. I searched, but all the questions/answers are several years old at this point. It was a rare occasion when I found a developer who would say anything bad about TDD, which is why I have spent as much time on this as I have. However, I noticed that nobody seems to point to specific real-world examples. I did read one answer that said the guy debugging the code in 2011 would thank you for have a complete unit testing suite (I think that comment was made in 2008). So, I'm just wondering, after all these years, do we finally have any examples showing the payoff is real? Has anybody actually inherited or gone back to code that was designed/developed with TDD and has a complete set of unit tests and actually felt a payoff? Or did you find that you were spending so much time trying to figure out what the test was testing (and why it was important) that you just tossed out the whole mess and dug into the code?

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  • Cheese won't start

    - by Anthony Hohenheim
    I can't start Cheese Webcam Booth. It starts loading and there is a brief moment when the window shows up but then it disappears, like it shuts itself down and it's not in system monitor. My webcam works perfectly in Skype video call. I installed and run Camorama and it gave me an error: Could not connect to video device (/dev/video0) Please check connection When I run the lsusb I get this line for my webcam: Bus 002 Device 002: ID 04f2:b210 Chicony Electronics Co., Ltd And for my graphic card, running lspci: VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) It's not a pressing matter, but it bugs my nerves, if it works on Skype, why does Cheese and other programs refuse to run. As I said, it's not a big deal but any help would be appreciated. Running Cheese in terminal: (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkImage to a GtkToggleButton, but as a GtkBin subclass a GtkToggleButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkImage to a GtkToggleButton, but as a GtkBin subclass a GtkToggleButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkImage to a GtkToggleButton, but as a GtkBin subclass a GtkToggleButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkHBox to a GtkButton, but as a GtkBin subclass a GtkButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkImage to a GtkButton, but as a GtkBin subclass a GtkButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkHBox to a GtkToggleButton, but as a GtkBin subclass a GtkToggleButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gtk-WARNING **: Attempting to add a widget with type GtkImage to a GtkButton, but as a GtkBin subclass a GtkButton can only contain one widget at a time; it already contains a widget of type GtkLabel (cheese:11454): Gdk-WARNING **: The program 'cheese' received an X Window System error. This probably reflects a bug in the program. The error was 'BadDrawable (invalid Pixmap or Window parameter)'. (Details: serial 932 error_code 9 request_code 137 minor_code 9) (Note to programmers: normally, X errors are reported asynchronously; that is, you will receive the error a while after causing it. To debug your program, run it with the --sync command line option to change this behavior. You can then get a meaningful backtrace from your debugger if you break on the gdk_x_error() function.)

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  • What arguments can I use to "sell" the BDD concept to a team reluctant to adopt it?

    - by S.Robins
    I am a bit of a vocal proponent of the BDD methodology. I've been applying BDD for a couple of years now, and have adopted StoryQ as my framework of choice when developing DotNet applications. Even though I have been unit testing for many years, and had previously shifted to a test-first approach, I've found that I get much more value out of using a BDD framework, because my tests capture the intent of the requirements in relatively clear English within my code, and because my tests can execute multiple assertions without ending the test halfway through - meaning I can see which specific assertions pass/fail at a glance without debugging to prove it. This has really been the tip of the iceberg for me, as I've also noticed that I am able to debug both test and implementation code in a more targeted manner, with the result that my productivity has grown significantly, and that I can more easily determine where a failure occurs if a problem happens to make it all the way to the integration build due to the output that makes its way into the build logs. Further, the StoryQ api has a lovely fluent syntax that is easy to learn and which can be applied in an extraordinary number of ways, requiring no external dependencies in order to use it. So with all of these benefits, you would think it an easy to introduce the concept to the rest of the team. Unfortunately, the other team members are reluctant to even look at StoryQ to evaluate it properly (let alone entertain the idea of applying BDD), and have convinced each other to try and remove a number of StoryQ elements from our own core testing framework, even though they originally supported the use of StoryQ, and that it doesn't impact on any other part of our testing system. Doing so would end up increasing my workload significantly overall and really goes against the grain, as I am convinced through practical experience that it is a better way to work in a test-first manner in our particular working environment, and can only lead to greater improvements in the quality of our software, given I've found it easier to stick with test first using BDD. So the question really comes down to the following: What arguments can I use to really drive the point home that it would be better to use StoryQ, or at the very least apply the BDD methodology? Can you point me to any anecdotal evidence that I can use to support my argument to adopt BDD as our standard method of choice? What counter arguments can you think of that could suggest that my wish to convert the team efforts to BDD might be in error? Yes, I'm happy to be proven wrong provided the argument is a sound one. NOTE: I am not advocating that we rewrite our tests in their entirety, but rather to simply start working in a different manner for all future testing work.

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  • Quickly Copy Movie Files to Individually Named Folders

    - by DigitalGeekery
    Some HTPC media manager applications require movie files to be in stored in separate folders to properly store information such as cover art images and other metadata. Here we look at copying movie files to individual folders. If you already have a large movie collection stored in a single folder, we’ll show you how to quickly move those files into their own individually named folders. File2Folder FIle2folder is a handy portable app that automatically creates and moves movie files into a folder of the same filename. There is no installation needed. Simply download and run the .exe file (link below). Enter the current movie directory, or browse for the folder. File2folder now supports both local and network shares. When you are ready to create the folders and move the files, click Move! You’ll see the move progress displayed in the window. When the process is finished, you’ll have all your movie file in individual folders.   Change your mind? Just click the Undo! button…   …and the move and folder creation process will be undone. If you would like to have the folder monitored for new files, click the Start button. File2folder will process any new files it discovers every 180 seconds. To turn it off, click Stop. This simple little program is a huge timesaver for those looking to organize movie collections for their HTPC. We should also note that this will work with any files, not just videos. Download file2folder Similar Articles Productive Geek Tips Hack: Turn Off Debug Mode in VMWare Workstation 6 BetaAdd Images and Metadata to Windows 7 Media Center Movie LibraryAdd Folders to the Movie Library in Windows 7 Media CenterAutomatically Mount and View ISO files in Windows 7 Media CenterMove the Public Folder in Windows Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good Greate Image Viewing and Management with Zoner Photo Studio Free Windows Media Player Plus! – Cool WMP Enhancer Get Your Team’s World Cup Schedule In Google Calendar Backup Drivers With Driver Magician

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  • Uniform not being applied to proper mesh

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • Solaris 11.1 changes building of code past the point of __NORETURN

    - by alanc
    While Solaris 11.1 was under development, we started seeing some errors in the builds of the upstream X.Org git master sources, such as: "Display.c", line 65: Function has no return statement : x_io_error_handler "hostx.c", line 341: Function has no return statement : x_io_error_handler from functions that were defined to match a specific callback definition that declared them as returning an int if they did return, but these were calling exit() instead of returning so hadn't listed a return value. These had been generating warnings for years which we'd been ignoring, but X.Org has made enough progress in cleaning up code for compiler warnings and static analysis issues lately, that the community turned up the default error levels, including the gcc flag -Werror=return-type and the equivalent Solaris Studio cc flags -v -errwarn=E_FUNC_HAS_NO_RETURN_STMT, so now these became errors that stopped the build. Yet on Solaris, gcc built this code fine, while Studio errored out. Investigation showed this was due to the Solaris headers, which during Solaris 10 development added a number of annotations to the headers when gcc was being used for the amd64 kernel bringup before the Studio amd64 port was ready. Since Studio did not support the inline form of these annotations at the time, but instead used #pragma for them, the definitions were only present for gcc. To resolve this, I fixed both sides of the problem, so that it would work for building new X.Org sources on older Solaris releases or with older Studio compilers, as well as fixing the general problem before it broke more software building on Solaris. To the X.Org sources, I added the traditional Studio #pragma does_not_return to recognize that functions like exit() don't ever return, in patches such as this Xserver patch. Adding a dummy return statement was ruled out as that introduced unreachable code errors from compilers and analyzers that correctly realized you couldn't reach that code after a return statement. And on the Solaris 11.1 side, I updated the annotation definitions in <sys/ccompile.h> to enable for Studio 12.0 and later compilers the annotations already existing in a number of system headers for functions like exit() and abort(). If you look in that file you'll see the annotations we currently use, though the forms there haven't gone through review to become a Committed interface, so may change in the future. Actually getting this integrated into Solaris though took a bit more work than just editing one header file. Our ELF binary build comparison tool, wsdiff, actually showed a large number of differences in the resulting binaries due to the compiler using this information for branch prediction, code path analysis, and other possible optimizations, so after comparing enough of the disassembly output to be comfortable with the changes, we also made sure to get this in early enough in the release cycle so that it would get plenty of test exposure before the release. It also required updating quite a bit of code to avoid introducing new lint or compiler warnings or errors, and people building applications on top of Solaris 11.1 and later may need to make similar changes if they want to keep their build logs similarly clean. Previously, if you had a function that was declared with a non-void return type, lint and cc would warn if you didn't return a value, even if you called a function like exit() or panic() that ended execution. For instance: #include <stdlib.h> int callback(int status) { if (status == 0) return status; exit(status); } would previously require a never executed return 0; after the exit() to avoid lint warning "function falls off bottom without returning value". Now the compiler & lint will both issue "statement not reached" warnings for a return 0; after the final exit(), allowing (or in some cases, requiring) it to be removed. However, if there is no return statement anywhere in the function, lint will warn that you've declared a function returning a value that never does so, suggesting you can declare it as void. Unfortunately, if your function signature is required to match a certain form, such as in a callback, you not be able to do so, and will need to add a /* LINTED */ to the end of the function. If you need your code to build on both a newer and an older release, then you will either need to #ifdef these unreachable statements, or, to keep your sources common across releases, add to your sources the corresponding #pragma recognized by both current and older compiler versions, such as: #pragma does_not_return(exit) #pragma does_not_return(panic) Hopefully this little extra work is paid for by the compilers & code analyzers being able to better understand your code paths, giving you better optimizations and more accurate errors & warning messages.

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  • Exiting a reboot loop

    - by user12617035
    If you're in a situation where the system is panic'ing during boot, you can use # boot net -s to regain control of your system. In my case, I'd added some diagnostic code to a (PCI) driver (that is used to boot the root filesystem). There was a bug in the driver, and each time during boot, the bug occurred, and so caused the system to panic: ... 000000000180b950 genunix:vfs_mountroot+60 (800, 200, 0, 185d400, 1883000, 18aec00) %l0-3: 0000000000001770 0000000000000640 0000000001814000 00000000000008fc %l4-7: 0000000001833c00 00000000018b1000 0000000000000600 0000000000000200 000000000180ba10 genunix:main+98 (18141a0, 1013800, 18362c0, 18ab800, 180e000, 1814000) %l0-3: 0000000070002000 0000000000000001 000000000180c000 000000000180e000 %l4-7: 0000000000000001 0000000001074800 0000000000000060 0000000000000000 skipping system dump - no dump device configured rebooting... If you're logged in via the console, you can send a BREAK sequence in order to gain control of the firmware's (OBP's) prompt. Enter Ctrl-Shift-[ in order to get the TELNET prompt. Once telnet has control, enter this: telnet> send brk You'll be presented with OBP's prompt: ok You then enter the following in order to boot into single-user mode via the network: ok boot net -s Note that booting from the network under Solaris will implicitly cause the system to be INSTALLED with whatever software had last been configured to be installed. However, we are using boot net -s as a "handle" with which to get at the Solaris prompt. Once at that prompt, we can perform actions as root that will let us back out our buggy driver (ok... MY buggy driver :-)) ...and replace it with the original, non-buggy driver. Entering the boot command caused the following output, as well as left us at the Solaris prompt (in single-user-mode): Sun Blade 1500, No Keyboard Copyright 1998-2004 Sun Microsystems, Inc. All rights reserved. OpenBoot 4.16.4, 1024 MB memory installed, Serial #53463393. Ethernet address 0:3:ba:2f:c9:61, Host ID: 832fc961. Rebooting with command: boot net -s Boot device: /pci@1f,700000/network@2 File and args: -s 1000 Mbps FDX Link up Timeout waiting for ARP/RARP packet Timeout waiting for ARP/RARP packet 4000 1000 Mbps FDX Link up Requesting Internet address for 0:3:ba:2f:c9:61 SunOS Release 5.10 Version Generic_118833-17 64-bit Copyright 1983-2005 Sun Microsystems, Inc. All rights reserved. Use is subject to license terms. Booting to milestone "milestone/single-user:default". Configuring devices. Using RPC Bootparams for network configuration information. Attempting to configure interface bge0... Configured interface bge0 Requesting System Maintenance Mode SINGLE USER MODE # Our goal is to now move to the directory containing the buggy driver and replace it with the original driver (that we had saved away before ever loading our buggy driver! :-) However, since we booted from the network, the root filesystem ("/") is NOT mounted on one of our local disks. It is mounted on an NFS filesystem exported by our install server. To verify this, enter the following command: # mount | head -1 / on my-server:/export/install/media/s10u2/solarisdvd.s10s_u2dvd/latest/Solaris_10/Tools/Boot remote/read/write/setuid/devices/dev=4ac0001 on Wed Dec 31 16:00:00 1969 As a result, we have to create a temporary mount point and then mount the local disk onto that mount point: # mkdir /tmp/mnt # mount /dev/dsk/c0t0d0s0 /tmp/mnt Note that your system will not necessarily have had its root filesystem on "c0t0d0s0". This is something that you should also have recorded before you ever loaded your.. er... "my" buggy driver! :-) One can find the local disk mounted under the root filesystem by entering: # df -k / Filesystem kbytes used avail capacity Mounted on /dev/dsk/c0t0d0s0 76703839 4035535 71901266 6% / To continue with our example, we can now move to the directory of buggy-driver in order to replace it with the original driver. Note that /tmp/mnt is prefixed to the path of where we'd "normally" find the driver: # cd /tmp/mnt/platform/sun4u/kernel/drv/sparcv9 # ls -l pci\* -rw-r--r-- 1 root root 288504 Dec 6 15:38 pcisch -rw-r--r-- 1 root root 288504 Dec 6 15:38 pcisch.aar -rwxr-xr-x 1 root sys 211616 Jun 8 2006 pcisch.orig # cp -p pcisch.orig pcisch We can now synchronize any in-memory filesystem data structures with those on disk... and then reboot. The system will then boot correctly... as expected: # sync;sync # reboot syncing file systems... done Sun Blade 1500, No Keyboard Copyright 1998-2004 Sun Microsystems, Inc. All rights reserved. OpenBoot 4.16.4, 1024 MB memory installed, Serial #xxxxxxxx. Ethernet address 0:3:ba:2f:c9:61, Host ID: yyyyyyyy. Rebooting with command: boot Boot device: /pci@1e,600000/ide@d/disk@0,0:a File and args: SunOS Release 5.10 Version Generic_118833-17 64-bit Copyright 1983-2005 Sun Microsystems, Inc. All rights reserved. Use is subject to license terms. Hostname: my-host NIS domain name is my-campus.Central.Sun.COM my-host console login: ...so that's how it's done! Of course, the easier way is to never write a buggy-driver... but.. then.. we all "have an eraser on the end of each of our pencils"... don't we ? :-) "...thank you... and good night..."

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  • Frame rate on one of two machines running same code seems to be capped at 60 for no reason

    - by dennmat
    ISSUE I recently moved a project from my laptop to my desktop(machine info below). On my laptop the exact same code displays the fps(and ms/f) correctly. On my desktop it does not. What I mean by this is on the laptop it will display 300 fps(for example) where on my desktop it will show only up to 60. If I add 100 objects to the game on the laptop I'll see my frame rate drop accordingly; the same test on the desktop results in no change and the frames stay at 60. It takes a lot(~300) entities before I'll see a frame drop on the desktop, then it will descend. It seems as though its "theoretical" frames would be 400 or 500 but will never actually get to that and only do 60 until there's too much to handle at 60. This 60 frame cap is coming from no where. I'm not doing any frame limiting myself. It seems like something external is limiting my loop iterations on the desktop, but for the last couple days I've been scratching my head trying to figure out how to debug this. SETUPS Desktop: Visual Studio Express 2012 Windows 7 Ultimate 64-bit Laptop: Visual Studio Express 2010 Windows 7 Ultimate 64-bit The libraries(allegro, box2d) are the same versions on both setups. CODE Main Loop: while(!abort) { frameTime = al_get_time(); if (frameTime - lastTime >= 1.0) { lastFps = fps/(frameTime - lastTime); lastTime = frameTime; avgMspf = cumMspf/fps; cumMspf = 0.0; fps = 0; } /** DRAWING/UPDATE CODE **/ fps++; cumMspf += al_get_time() - frameTime; } Note: There is no blocking code in the loop at any point. Where I'm at My understanding of al_get_time() is that it can return different resolutions depending on the system. However the resolution is never worse than seconds, and the double is represented as [seconds].[finer-resolution] and seeing as I'm only checking for a whole second al_get_time() shouldn't be responsible. My project settings and compiler options are the same. And I promise its the same code on both machines. My googling really didn't help me much, and although technically it's not that big of a deal. I'd really like to figure this out or perhaps have it explained, whichever comes first. Even just an idea of how to go about figuring out possible causes, because I'm out of ideas. Any help at all is greatly appreciated.

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  • Unintentional run-in with C# thread concurrency

    - by geekrutherford
    For the first time today we began conducting load testing on a ASP.NET application already in production. Obviously you would normally want to load test prior to releasing to a production environment, but that isn't the point here.   We ran a test which simulated 5 users hitting the application doing the same actions simultaneously. The first few pages visited seemed fine and then things just hung for a while before the test failed. While the test was running I was viewing the performance counters on the server noting that the CPU was consistently pegged at 100% until the testing tool gave up.   Fortunately the application logs all exceptions including those unhandled to the database (thanks to log4net). I checked the log and low and behold the error was:   System.ArgumentException: An item with the same key has already been added. (The rest of the stack trace intentionally omitted)   Since the code was running with debug on the line number where the exception occured was also provided. I began inspecting the code and almost immediately it hit me, the section of code responsible for the exception is trying to initialize a static class. My next question was how is this code being hit multiple times when I have a rudimentary check already in place to prevent this kind of thing (i.e. a check on a public variable of the static class before entering the initializing routine). The answer...the check fails because the value is not set before other threads have already made it through.   Not being one who consistently works with threading I wasn't quite sure how to handle this problem. Fortunately a co-worker recalled having to lock a section of code in the past but couldn't recall exactly how. After a quick search on Google the solution is as follows:   Object objLock = new Object(); lock(objLock) { //logic requiring lock }   The lock statement takes an object and tells the .NET runtime that the current thread has exclusive access while the code within brackets is executing. Once the code completes, the lock is released for another thread to utilize.   In my case, I only need to execute the inner code once to initialize my static class. So within the brackets I have a check on a public variable to prevent it from being initialized again.

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  • Is it reasonable to insist on reproducing every defect before diagnosing and fixing it?

    - by amphibient
    I work for a software product company. We have large enterprise customers who implement our product and we provide support to them. For example, if there is a defect, we provide patches, etc. In other words, It is a fairly typical setup. Recently, a ticket was issued and assigned to me regarding an exception that a customer found in a log file and that has to do with concurrent database access in a clustered implementation of our product. So the specific configuration of this customer may well be critical in the occurrence of this bug. All we got from the customer was their log file. The approach I proposed to my team was to attempt to reproduce the bug in a similar configuration setup as that of the customer and get a comparable log. However, they disagree with my approach saying that I should not need to reproduce the bug (as that is overly time-consuming and will require simulating a server cluster on VMs) and that I should simply "follow the code" to see where the thread- and/or transaction-unsafe code is and put the change working off of a simple local development, which is not a cluster implementation like the environment from which the occurrence of the bug originates. To me, working out of an abstract blueprint (program code) rather than a concrete, tangible, visible manifestation (runtime reproduction) seems like a difficult working environment (for a person of normal cognitive abilities and attention span), so I wanted to ask a general question: Is it reasonable to insist on reproducing every defect and debug it before diagnosing and fixing it? Or: If I am a senior developer, should I be able to read (multithreaded) code and create a mental picture of what it does in all use case scenarios rather than require to run the application, test different use case scenarios hands on, and step through the code line by line? Or am I a poor developer for demanding that kind of work environment? Is debugging for sissies? In my opinion, any fix submitted in response to an incident ticket should be tested in an environment simulated to be as close to the original environment as possible. How else can you know that it will really remedy the issue? It is like releasing a new model of a vehicle without crash testing it with a dummy to demonstrate that the air bags indeed work. Last but not least, if you agree with me: How should I talk with my team to convince them that my approach is reasonable, conservative and more bulletproof?

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  • IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?

    - by WilHall
    Earlier, I posted a question asking how to swap fixtures on the fly in a 2D side-scroller using Farseer Physics Engine. The ultimate goal being that the player's physical body changes when the player is in different states (I.e. standing, walking, jumping, etc). After reading this answer, I changed my approach to the following: Create a physical body for each state when the player is loaded Save those bodies and their corresponding states in parallel lists Swap those physical bodies out when the player state changes (which causes an exception, see below) The following is my function to change states and swap physical bodies: new protected void SetState(object nState) { //If mBody == null, the player is being loaded for the first time if (mBody == null) { mBody = mBodies[mStates.IndexOf(nState)]; mBody.Enabled = true; } else { //Get the body for the given state Body nBody = mBodies[mStates.IndexOf(nState)]; //Enable the new body nBody.Enabled = true; //Disable the current body mBody.Enabled = false; //Copy the current body's attributes to the new one nBody.SetTransform(mBody.Position, mBody.Rotation); nBody.LinearVelocity = mBody.LinearVelocity; nBody.AngularVelocity = mBody.AngularVelocity; mBody = nBody; } base.SetState(nState); } Using the above method causes an IndexOutOfRangeException when calling World.Step: mWorld.Step(Math.Min((float)nGameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); I found that the problem is related to changing the .Enabled setting on a body. I tried the above function without setting .Enabled, and there was no error thrown. Turning on the debug views, I saw that the bodies were updating positions/rotations/etc properly when the state was changes, but since they were all enabled, they were just colliding wildly with each other. Does Enabling/Disabling a body remove it from the world's body list, which then causes the error because the list is shorter than expected? Update: For such a straightforward issue, I feel this question has not received enough attention. Has anyone else experienced this? Would anyone try a quick test case? I know this issue can be sidestepped - I.e. by not disabling a body during the simulation - but it seems strange that this issue would exist in the first place, especially when I see no mention of it in the documentation for farseer or box2d. I can't find any cases of the issue online where things are more or less kosher, like in my case. Any leads on this would be helpful.

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  • Really weird GL Behaviour, uniform not "hitting" proper mesh? LibGdx

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • What is the standard term for my role?

    - by sigil
    I'm doing work that involves writing code and managing developers in a "special projects" division of a large company. I'd like to define my role better and figure out if there's an industry standard term for what I do, so that it will be easier for me to research best practices and work on a career path What I do all day: A macro that connects an Excel sheet to an Access database is acting funny; I get called in to figure out what's happening and debug it. Someone needs data extracted from a bunch of files on Sharepoint. I figure out a client-side solution because I'm not authorized to do anything server-side and getting IT to do anything would take several months and need a business case. A manager wants a new data entry tool for their team. I interview the manager and team members to work out the functional requirements, then design/develop/test the application. Someone needs a VBA script to crunch some data for their presentation that's due in two hours. I drop everything I'm doing to hack out a quick script and run the analysis, without much in the way of testing. A developer has been hired to build a database for one of the teams, since I'm working on too many different things and don't have time to take this project on in the timeframe required. I direct his work and push him to meet certain deadlines, interview stakeholders to get more info that will help him figure out how to build the necessary forms, and modify the functional requirements of the database to fit in the timeframe. Someone wants to load a set of data into a GIS system and set up an ongoing refresh and reporting of this data set. I facilitate the conversation between the GIS developers and the owners of this data set, and design a demo application as proof of concept. It's kind of an "all-purpose programming and IT management" position, but it's not officially IT because the company has an actual IT department with a rigorously defined system of submitting requests, developing code, and managing projects. What I do, I guess, is more of a handyman job, where stuff falls to me because I'm the geekiest one in the room. Is there a standard term in the software world for what I do?

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  • SSTP client disconnects shortly after successfully connected to VPN

    - by Eran Betzalel
    I'm successfully authenticating and connecting to a SSTP VPN (on windows 2008) from my windows 7 machine, but for some reason, the connection is disconnected about a 1-2 seconds after it's established. I've done the following: Defined a SSTP VPN on my windows server 2008. Defined the same machine as CA. Issued the needed certificates and published them on the client. I'm currently testing this VPN inside my LAN so all the needed ports are opened. Here are the event log entries when trying to connect: Error Log (Client): The user HOME\User dialed a connection named Home VPN which has terminated. The reason code returned on termination is 829. Error Log (Server-VPN): The user HOME\User connected on port VPN0-0 on 7/27/2012 at 1:57 AM and disconnected on 7/27/2012 at 1:57 AM. The user was active for 0 minutes 0 seconds. 312 bytes were sent and 4528 bytes were received. The reason for disconnecting was user request. What would be the issue? How can I resolve or debug it? UPDATE: I've found an event log (Log=System, Source=RasSstp) message on the windows 7 machine that tries to connect to the VPN: The SSTP-based VPN connection to the remote access server was terminated because of a security check failure. Security settings on the remote access server do not match settings on this computer. Contact the system administrator of the remote access server and relay the following information: SHA1 Certificate Hash: 065D681...520375552F SHA256 Certificate Hash: 18DED363...EEEE28CFD00

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  • ssh key error - Permission denied (publickey,gssapi-keyex,gssapi-with-mic)

    - by user1963938
    Amazon Ec2 :: Redhat 6. 64 Bit I'm trying to follow the socks5 guidelines (http://www.catonmat.net/blog/linux-socks5-proxy/ ) to open a socks on one of our servers but unfortunately I got suck at step 1 . ssh -N -D 0.0.0.0:1080 localhost I get error Permission denied (publickey,gssapi-keyex,gssapi-with-mic). How do I fix it ? More debug info ssh -v -f -N -D 0.0.0.0:1080 localhost OpenSSH_5.3p1, OpenSSL 1.0.0-fips 29 Mar 2010 debug1: Reading configuration data /etc/ssh/ssh_config debug1: Applying options for * debug1: Connecting to localhost [127.0.0.1] port 22. debug1: Connection established. debug1: permanently_set_uid: 0/0 debug1: identity file /root/.ssh/identity type -1 debug1: identity file /root/.ssh/id_rsa type -1 debug1: identity file /root/.ssh/id_dsa type -1 debug1: Remote protocol version 2.0, remote software version OpenSSH_5.3 debug1: match: OpenSSH_5.3 pat OpenSSH* debug1: Enabling compatibility mode for protocol 2.0 debug1: Local version string SSH-2.0-OpenSSH_5.3 debug1: SSH2_MSG_KEXINIT sent debug1: SSH2_MSG_KEXINIT received debug1: kex: server->client aes128-ctr hmac-md5 none debug1: kex: client->server aes128-ctr hmac-md5 none debug1: SSH2_MSG_KEX_DH_GEX_REQUEST(1024<1024<8192) sent debug1: expecting SSH2_MSG_KEX_DH_GEX_GROUP debug1: SSH2_MSG_KEX_DH_GEX_INIT sent debug1: expecting SSH2_MSG_KEX_DH_GEX_REPLY debug1: Host 'localhost' is known and matches the RSA host key. debug1: Found key in /root/.ssh/known_hosts:1 debug1: ssh_rsa_verify: signature correct debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug1: SSH2_MSG_NEWKEYS received debug1: SSH2_MSG_SERVICE_REQUEST sent debug1: SSH2_MSG_SERVICE_ACCEPT received debug1: Authentications that can continue: publickey,gssapi-keyex,gssapi-with-mic debug1: Next authentication method: gssapi-keyex debug1: No valid Key exchange context debug1: Next authentication method: gssapi-with-mic debug1: Unspecified GSS failure. Minor code may provide more information Credentials cache file '/tmp/krb5cc_0' not found debug1: Unspecified GSS failure. Minor code may provide more information Credentials cache file '/tmp/krb5cc_0' not found debug1: Unspecified GSS failure. Minor code may provide more information debug1: Unspecified GSS failure. Minor code may provide more information debug1: Next authentication method: publickey debug1: Trying private key: /root/.ssh/identity debug1: Trying private key: /root/.ssh/id_rsa debug1: Trying private key: /root/.ssh/id_dsa debug1: No more authentication methods to try. Permission denied (publickey,gssapi-keyex,gssapi-with-mic).

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  • procdump on w3wp.exe: Only part of a ReadProcessMemory or WriteProcessMemory request was completed

    - by JakeS
    I'm having a problem with an IIS application that occasionally spikes up in CPU usage, and am trying to use procdump to get a memory dump for examination. I'm running "procdump.exe -64 -mA 9999" where 9999 is the pid of the process. But every time I do it, I get an error: Only part of a ReadProcessMemory or WriteProcessMemory request was completed. Doing this also recycles the apppool, relieving the CPU spike, so I can't keep trying until I get it right. Does anyone know what is going wrong? EDIT WITH MORE INFO: So far I've failed to generate a debug dump no matter what tool I try. All of them seem to generate the same sort of error. This is 2008 R2 Datacenter running IIS7 with a 64-bit asp.net web site. My best guess is that something is getting blocked, causing some requests to remain open in IIS and gradually using up resources. If I monitor the worker process using the IIS Manager and view all requests, throughout the day I'll start to see some requests that "stick" and run forever. Some of these are for static files. Some are for aspx pages. I cannot see any "common" reason for them. Every once in a while the app pool starts taking up 100% CPU and the only remedy is to kill it.

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  • Fetching e-mails into Redmine via IMAP

    - by Danilo Bargen
    I'm trying to fetch e-mails into Redmine via IMAP. The e-mails I'm generating look like this: FooBar Ltd 123456 http://example.com/Foobar-Ltd-123456.html Project: backend Tracker: Dataerror Beschreibung: This is the description =========================== CLIENT_IP: 192.168.1.215 HTTP_USER_AGENT: mozilla/asdfjköl I try to fetch them into Redmine via this command: rake -f /var/www/projects/redmine/Rakefile redmine:email:receive_imap \ RAILS_ENV="production" host=example.com port=993 ssl=true username=redmine \ password=1234 project=myproject tracker=other \ allow_override=project,tracker,category,priority \ move_on_success=read move_on_failure=failed But the e-mails get moved into the failed folder. I had this setup running some time ago with a different e-mail generator but pretty much the same template, and I can't figure out why it's not working. The permissions seem to be OK too. In order to further debug this issue, I need some logfiles. Are there any logfiles written by this command? Or are there any other suggestions to solve this issue? My environment: danilo@jabba:/var/www/projects/redmine$ RAILS_ENV=production script/about About your application's environment Ruby version 1.8.7 (i486-linux) RubyGems version 1.3.5 Rack version 1.0 Rails version 2.3.5 Active Record version 2.3.5 Active Resource version 2.3.5 Action Mailer version 2.3.5 Active Support version 2.3.5 Application root /var/www/projects/redmine Environment production Database adapter mysql Database schema version 20100819172912

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  • Nginx http_mp4_module seam installed but dont work

    - by Tahola
    I try to use the http_mp4_module on my Ubuntu server but that didnt seem to work at all. When i check nginx -V i get : nginx version: nginx/1.1.19 TLS SNI support enabled configure arguments: --prefix=/etc/nginx --conf-path=/etc/nginx/nginx.conf --error-log-path=/var/log/nginx/error.log --http-client-body-temp-path=/var/lib/nginx/body --http-fastcgi-temp-path=/var/lib/nginx/fastcgi --http-log-path=/var/log/nginx/access.log --http-proxy-temp-path=/var/lib/nginx/proxy --http-scgi-temp-path=/var/lib/nginx/scgi --http-uwsgi-temp-path=/var/lib/nginx/uwsgi --lock-path=/var/lock/nginx.lock --pid-path=/var/run/nginx.pid --with-debug --with-http_addition_module --with-http_dav_module --with-http_flv_module --with-http_geoip_module --with-http_gzip_static_module --with-http_image_filter_module --with-http_mp4_module --with-http_perl_module --with-http_random_index_module --with-http_realip_module --with-http_secure_link_module --with-http_stub_status_module --with-http_ssl_module --with-http_sub_module --with-http_xslt_module --with-ipv6 --with-sha1=/usr/include/openssl --with-md5=/usr/include/openssl --with-mail --with-mail_ssl_module --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-auth-pam --add-module=/build/buildd/nginx-1.1.19/debian/modules/chunkin-nginx-module --add-module=/build/buildd/nginx-1.1.19/debian/modules/headers-more-nginx-module --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-development-kit --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-echo --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-http-push --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-lua --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-upload-module --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-upload-progress --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-upstream-fair --add-module=/build/buildd/nginx-1.1.19/debian/modules/nginx-dav-ext-module --with-http_mp4_module and --with-http_flv_module are there, I also add on sites-available/domaine.conf location ~ .mp4$ { mp4; mp4_buffer_size 4M; mp4_max_buffer_size 10M; } location ~ .flv$ { flv; } and Nginx restarted witout error, everything seem ok but when i check my urls myvideo.mp4?start=60 return a 404 error (what i think is normal) and video.mp4?starttime=60 return the video but whatever the starttime number is i get the full video from the begining, did i miss something ?

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