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  • How to: Check which table is the biggest, in SQL Server

    - by AngelEyes
    The company I work with had it's DB double its size lately, so I needed to find out which tables were the biggest. I found this on the web, and decided it's worth remembering! Taken from http://www.sqlteam.com/article/finding-the-biggest-tables-in-a-database, the code is from http://www.sqlteam.com/downloads/BigTables.sql   /************************************************************************************** * *  BigTables.sql *  Bill Graziano (SQLTeam.com) *  [email protected] *  v1.1 * **************************************************************************************/ DECLARE @id INT DECLARE @type CHARACTER(2) DECLARE @pages INT DECLARE @dbname SYSNAME DECLARE @dbsize DEC(15, 0) DECLARE @bytesperpage DEC(15, 0) DECLARE @pagesperMB DEC(15, 0) CREATE TABLE #spt_space   (      objid    INT NULL,      ROWS     INT NULL,      reserved DEC(15) NULL,      data     DEC(15) NULL,      indexp   DEC(15) NULL,      unused   DEC(15) NULL   ) SET nocount ON -- Create a cursor to loop through the user tables DECLARE c_tables CURSOR FOR   SELECT id   FROM   sysobjects   WHERE  xtype = 'U' OPEN c_tables FETCH NEXT FROM c_tables INTO @id WHILE @@FETCH_STATUS = 0   BEGIN       /* Code from sp_spaceused */       INSERT INTO #spt_space                   (objid,                    reserved)       SELECT objid = @id,              SUM(reserved)       FROM   sysindexes       WHERE  indid IN ( 0, 1, 255 )              AND id = @id       SELECT @pages = SUM(dpages)       FROM   sysindexes       WHERE  indid < 2              AND id = @id       SELECT @pages = @pages + Isnull(SUM(used), 0)       FROM   sysindexes       WHERE  indid = 255              AND id = @id       UPDATE #spt_space       SET    data = @pages       WHERE  objid = @id       /* index: sum(used) where indid in (0, 1, 255) - data */       UPDATE #spt_space       SET    indexp = (SELECT SUM(used)                        FROM   sysindexes                        WHERE  indid IN ( 0, 1, 255 )                               AND id = @id) - data       WHERE  objid = @id       /* unused: sum(reserved) - sum(used) where indid in (0, 1, 255) */       UPDATE #spt_space       SET    unused = reserved - (SELECT SUM(used)                                   FROM   sysindexes                                   WHERE  indid IN ( 0, 1, 255 )                                          AND id = @id)       WHERE  objid = @id       UPDATE #spt_space       SET    ROWS = i.ROWS       FROM   sysindexes i       WHERE  i.indid < 2              AND i.id = @id              AND objid = @id       FETCH NEXT FROM c_tables INTO @id   END SELECT TOP 25 table_name = (SELECT LEFT(name, 25)                             FROM   sysobjects                             WHERE  id = objid),               ROWS = CONVERT(CHAR(11), ROWS),               reserved_kb = Ltrim(Str(reserved * d.low / 1024., 15, 0) + ' ' + 'KB'),               data_kb = Ltrim(Str(data * d.low / 1024., 15, 0) + ' ' + 'KB'),               index_size_kb = Ltrim(Str(indexp * d.low / 1024., 15, 0) + ' ' + 'KB'),               unused_kb = Ltrim(Str(unused * d.low / 1024., 15, 0) + ' ' + 'KB') FROM   #spt_space,        MASTER.dbo.spt_values d WHERE  d.NUMBER = 1        AND d.TYPE = 'E' ORDER  BY reserved DESC DROP TABLE #spt_space CLOSE c_tables DEALLOCATE c_tables

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  • Developing web apps using ASP.NET MVC 3, Razor and EF Code First - Part 1

    - by shiju
    In this post, I will demonstrate web application development using ASP. NET MVC 3, Razor and EF code First. This post will also cover Dependency Injection using Unity 2.0 and generic Repository and Unit of Work for EF Code First. The following frameworks will be used for this step by step tutorial. ASP.NET MVC 3 EF Code First CTP 5 Unity 2.0 Define Domain Model Let’s create domain model for our simple web application Category class public class Category {     public int CategoryId { get; set; }     [Required(ErrorMessage = "Name Required")]     [StringLength(25, ErrorMessage = "Must be less than 25 characters")]     public string Name { get; set;}     public string Description { get; set; }     public virtual ICollection<Expense> Expenses { get; set; } }   Expense class public class Expense {             public int ExpenseId { get; set; }            public string  Transaction { get; set; }     public DateTime Date { get; set; }     public double Amount { get; set; }     public int CategoryId { get; set; }     public virtual Category Category { get; set; } } We have two domain entities - Category and Expense. A single category contains a list of expense transactions and every expense transaction should have a Category. In this post, we will be focusing on CRUD operations for the entity Category and will be working on the Expense entity with a View Model object in the later post. And the source code for this application will be refactored over time. The above entities are very simple POCO (Plain Old CLR Object) classes and the entity Category is decorated with validation attributes in the System.ComponentModel.DataAnnotations namespace. Now we want to use these entities for defining model objects for the Entity Framework 4. Using the Code First approach of Entity Framework, we can first define the entities by simply writing POCO classes without any coupling with any API or database library. This approach lets you focus on domain model which will enable Domain-Driven Development for applications. EF code first support is currently enabled with a separate API that is runs on top of the Entity Framework 4. EF Code First is reached CTP 5 when I am writing this article. Creating Context Class for Entity Framework We have created our domain model and let’s create a class in order to working with Entity Framework Code First. For this, you have to download EF Code First CTP 5 and add reference to the assembly EntitFramework.dll. You can also use NuGet to download add reference to EEF Code First.    public class MyFinanceContext : DbContext {     public MyFinanceContext() : base("MyFinance") { }     public DbSet<Category> Categories { get; set; }     public DbSet<Expense> Expenses { get; set; }         }   The above class MyFinanceContext is derived from DbContext that can connect your model classes to a database. The MyFinanceContext class is mapping our Category and Expense class into database tables Categories and Expenses using DbSet<TEntity> where TEntity is any POCO class. When we are running the application at first time, it will automatically create the database. EF code-first look for a connection string in web.config or app.config that has the same name as the dbcontext class. If it is not find any connection string with the convention, it will automatically create database in local SQL Express database by default and the name of the database will be same name as the dbcontext class. You can also define the name of database in constructor of the the dbcontext class. Unlike NHibernate, we don’t have to use any XML based mapping files or Fluent interface for mapping between our model and database. The model classes of Code First are working on the basis of conventions and we can also use a fluent API to refine our model. The convention for primary key is ‘Id’ or ‘<class name>Id’.  If primary key properties are detected with type ‘int’, ‘long’ or ‘short’, they will automatically registered as identity columns in the database by default. Primary key detection is not case sensitive. We can define our model classes with validation attributes in the System.ComponentModel.DataAnnotations namespace and it automatically enforces validation rules when a model object is updated or saved. Generic Repository for EF Code First We have created model classes and dbcontext class. Now we have to create generic repository pattern for data persistence with EF code first. If you don’t know about the repository pattern, checkout Martin Fowler’s article on Repository Let’s create a generic repository to working with DbContext and DbSet generics. public interface IRepository<T> where T : class     {         void Add(T entity);         void Delete(T entity);         T GetById(long Id);         IEnumerable<T> All();     }   RepositoryBasse – Generic Repository class public abstract class RepositoryBase<T> where T : class { private MyFinanceContext database; private readonly IDbSet<T> dbset; protected RepositoryBase(IDatabaseFactory databaseFactory) {     DatabaseFactory = databaseFactory;     dbset = Database.Set<T>(); }   protected IDatabaseFactory DatabaseFactory {     get; private set; }   protected MyFinanceContext Database {     get { return database ?? (database = DatabaseFactory.Get()); } } public virtual void Add(T entity) {     dbset.Add(entity);            }        public virtual void Delete(T entity) {     dbset.Remove(entity); }   public virtual T GetById(long id) {     return dbset.Find(id); }   public virtual IEnumerable<T> All() {     return dbset.ToList(); } }   DatabaseFactory class public class DatabaseFactory : Disposable, IDatabaseFactory {     private MyFinanceContext database;     public MyFinanceContext Get()     {         return database ?? (database = new MyFinanceContext());     }     protected override void DisposeCore()     {         if (database != null)             database.Dispose();     } } Unit of Work If you are new to Unit of Work pattern, checkout Fowler’s article on Unit of Work . According to Martin Fowler, the Unit of Work pattern "maintains a list of objects affected by a business transaction and coordinates the writing out of changes and the resolution of concurrency problems." Let’s create a class for handling Unit of Work   public interface IUnitOfWork {     void Commit(); }   UniOfWork class public class UnitOfWork : IUnitOfWork {     private readonly IDatabaseFactory databaseFactory;     private MyFinanceContext dataContext;       public UnitOfWork(IDatabaseFactory databaseFactory)     {         this.databaseFactory = databaseFactory;     }       protected MyFinanceContext DataContext     {         get { return dataContext ?? (dataContext = databaseFactory.Get()); }     }       public void Commit()     {         DataContext.Commit();     } }   The Commit method of the UnitOfWork will call the commit method of MyFinanceContext class and it will execute the SaveChanges method of DbContext class.   Repository class for Category In this post, we will be focusing on the persistence against Category entity and will working on other entities in later post. Let’s create a repository for handling CRUD operations for Category using derive from a generic Repository RepositoryBase<T>.   public class CategoryRepository: RepositoryBase<Category>, ICategoryRepository     {     public CategoryRepository(IDatabaseFactory databaseFactory)         : base(databaseFactory)         {         }                } public interface ICategoryRepository : IRepository<Category> { } If we need additional methods than generic repository for the Category, we can define in the CategoryRepository. Dependency Injection using Unity 2.0 If you are new to Inversion of Control/ Dependency Injection or Unity, please have a look on my articles at http://weblogs.asp.net/shijuvarghese/archive/tags/IoC/default.aspx. I want to create a custom lifetime manager for Unity to store container in the current HttpContext.   public class HttpContextLifetimeManager<T> : LifetimeManager, IDisposable {     public override object GetValue()     {         return HttpContext.Current.Items[typeof(T).AssemblyQualifiedName];     }     public override void RemoveValue()     {         HttpContext.Current.Items.Remove(typeof(T).AssemblyQualifiedName);     }     public override void SetValue(object newValue)     {         HttpContext.Current.Items[typeof(T).AssemblyQualifiedName] = newValue;     }     public void Dispose()     {         RemoveValue();     } }   Let’s create controller factory for Unity in the ASP.NET MVC 3 application. public class UnityControllerFactory : DefaultControllerFactory { IUnityContainer container; public UnityControllerFactory(IUnityContainer container) {     this.container = container; } protected override IController GetControllerInstance(RequestContext reqContext, Type controllerType) {     IController controller;     if (controllerType == null)         throw new HttpException(                 404, String.Format(                     "The controller for path '{0}' could not be found" +     "or it does not implement IController.",                 reqContext.HttpContext.Request.Path));       if (!typeof(IController).IsAssignableFrom(controllerType))         throw new ArgumentException(                 string.Format(                     "Type requested is not a controller: {0}",                     controllerType.Name),                     "controllerType");     try     {         controller= container.Resolve(controllerType) as IController;     }     catch (Exception ex)     {         throw new InvalidOperationException(String.Format(                                 "Error resolving controller {0}",                                 controllerType.Name), ex);     }     return controller; }   }   Configure contract and concrete types in Unity Let’s configure our contract and concrete types in Unity for resolving our dependencies.   private void ConfigureUnity() {     //Create UnityContainer               IUnityContainer container = new UnityContainer()                 .RegisterType<IDatabaseFactory, DatabaseFactory>(new HttpContextLifetimeManager<IDatabaseFactory>())     .RegisterType<IUnitOfWork, UnitOfWork>(new HttpContextLifetimeManager<IUnitOfWork>())     .RegisterType<ICategoryRepository, CategoryRepository>(new HttpContextLifetimeManager<ICategoryRepository>());                 //Set container for Controller Factory                ControllerBuilder.Current.SetControllerFactory(             new UnityControllerFactory(container)); }   In the above ConfigureUnity method, we are registering our types onto Unity container with custom lifetime manager HttpContextLifetimeManager. Let’s call ConfigureUnity method in the Global.asax.cs for set controller factory for Unity and configuring the types with Unity.   protected void Application_Start() {     AreaRegistration.RegisterAllAreas();     RegisterGlobalFilters(GlobalFilters.Filters);     RegisterRoutes(RouteTable.Routes);     ConfigureUnity(); }   Developing web application using ASP.NET MVC 3 We have created our domain model for our web application and also have created repositories and configured dependencies with Unity container. Now we have to create controller classes and views for doing CRUD operations against the Category entity. Let’s create controller class for Category Category Controller   public class CategoryController : Controller {     private readonly ICategoryRepository categoryRepository;     private readonly IUnitOfWork unitOfWork;           public CategoryController(ICategoryRepository categoryRepository, IUnitOfWork unitOfWork)     {         this.categoryRepository = categoryRepository;         this.unitOfWork = unitOfWork;     }       public ActionResult Index()     {         var categories = categoryRepository.All();         return View(categories);     }     [HttpGet]     public ActionResult Edit(int id)     {         var category = categoryRepository.GetById(id);         return View(category);     }       [HttpPost]     public ActionResult Edit(int id, FormCollection collection)     {         var category = categoryRepository.GetById(id);         if (TryUpdateModel(category))         {             unitOfWork.Commit();             return RedirectToAction("Index");         }         else return View(category);                 }       [HttpGet]     public ActionResult Create()     {         var category = new Category();         return View(category);     }           [HttpPost]     public ActionResult Create(Category category)     {         if (!ModelState.IsValid)         {             return View("Create", category);         }                     categoryRepository.Add(category);         unitOfWork.Commit();         return RedirectToAction("Index");     }       [HttpPost]     public ActionResult Delete(int  id)     {         var category = categoryRepository.GetById(id);         categoryRepository.Delete(category);         unitOfWork.Commit();         var categories = categoryRepository.All();         return PartialView("CategoryList", categories);       }        }   Creating Views in Razor Now we are going to create views in Razor for our ASP.NET MVC 3 application.  Let’s create a partial view CategoryList.cshtml for listing category information and providing link for Edit and Delete operations. CategoryList.cshtml @using MyFinance.Helpers; @using MyFinance.Domain; @model IEnumerable<Category>      <table>         <tr>         <th>Actions</th>         <th>Name</th>          <th>Description</th>         </tr>     @foreach (var item in Model) {             <tr>             <td>                 @Html.ActionLink("Edit", "Edit",new { id = item.CategoryId })                 @Ajax.ActionLink("Delete", "Delete", new { id = item.CategoryId }, new AjaxOptions { Confirm = "Delete Expense?", HttpMethod = "Post", UpdateTargetId = "divCategoryList" })                           </td>             <td>                 @item.Name             </td>             <td>                 @item.Description             </td>         </tr>          }       </table>     <p>         @Html.ActionLink("Create New", "Create")     </p> The delete link is providing Ajax functionality using the Ajax.ActionLink. This will call an Ajax request for Delete action method in the CategoryCotroller class. In the Delete action method, it will return Partial View CategoryList after deleting the record. We are using CategoryList view for the Ajax functionality and also for Index view using for displaying list of category information. Let’s create Index view using partial view CategoryList  Index.chtml @model IEnumerable<MyFinance.Domain.Category> @{     ViewBag.Title = "Index"; }    <h2>Category List</h2>    <script src="@Url.Content("~/Scripts/jquery.unobtrusive-ajax.min.js")" type="text/javascript"></script>    <div id="divCategoryList">               @Html.Partial("CategoryList", Model) </div>   We can call the partial views using Html.Partial helper method. Now we are going to create View pages for insert and update functionality for the Category. Both view pages are sharing common user interface for entering the category information. So I want to create an EditorTemplate for the Category information. We have to create the EditorTemplate with the same name of entity object so that we can refer it on view pages using @Html.EditorFor(model => model) . So let’s create template with name Category. Let’s create view page for insert Category information   @model MyFinance.Domain.Category   @{     ViewBag.Title = "Save"; }   <h2>Create</h2>   <script src="@Url.Content("~/Scripts/jquery.validate.min.js")" type="text/javascript"></script> <script src="@Url.Content("~/Scripts/jquery.validate.unobtrusive.min.js")" type="text/javascript"></script>   @using (Html.BeginForm()) {     @Html.ValidationSummary(true)     <fieldset>         <legend>Category</legend>                @Html.EditorFor(model => model)               <p>             <input type="submit" value="Create" />         </p>     </fieldset> }   <div>     @Html.ActionLink("Back to List", "Index") </div> ViewStart file In Razor views, we can add a file named _viewstart.cshtml in the views directory  and this will be shared among the all views with in the Views directory. The below code in the _viewstart.cshtml, sets the Layout page for every Views in the Views folder.      @{     Layout = "~/Views/Shared/_Layout.cshtml"; }   Source Code You can download the source code from http://efmvc.codeplex.com/ . The source will be refactored on over time.   Summary In this post, we have created a simple web application using ASP.NET MVC 3 and EF Code First. We have discussed on technologies and practices such as ASP.NET MVC 3, Razor, EF Code First, Unity 2, generic Repository and Unit of Work. In my later posts, I will modify the application and will be discussed on more things. Stay tuned to my blog  for more posts on step by step application building.

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  • Microsoft CRM Dynamics Install

    - by Pino
    Trying to install CRM4.0 on Windows Small Business Server. We get through the isntall process (Setting up database, website, AD etc) when we clikc install though the following error is dumped to the log file, anyone point us in the right directon? 13:49:07| Info| Win32Exception: 1635 13:49:07| Error| Failed to revoke temporary database access.System.Data.SqlClient.SqlException: Cannot open database "MSCRM_CONFIG" requested by the login. The login failed. Login failed for user 'SCHIP\administrator'. at System.Data.SqlClient.SqlInternalConnection.OnError(SqlException exception, Boolean breakConnection) at System.Data.SqlClient.TdsParser.ThrowExceptionAndWarning(TdsParserStateObject stateObj) at System.Data.SqlClient.TdsParser.Run(RunBehavior runBehavior, SqlCommand cmdHandler, SqlDataReader dataStream, BulkCopySimpleResultSet bulkCopyHandler, TdsParserStateObject stateObj) at System.Data.SqlClient.SqlInternalConnectionTds.CompleteLogin(Boolean enlistOK) at System.Data.SqlClient.SqlInternalConnectionTds.AttemptOneLogin(ServerInfo serverInfo, String newPassword, Boolean ignoreSniOpenTimeout, Int64 timerExpire, SqlConnection owningObject) at System.Data.SqlClient.SqlInternalConnectionTds.LoginNoFailover(String host, String newPassword, Boolean redirectedUserInstance, SqlConnection owningObject, SqlConnectionString connectionOptions, Int64 timerStart) at System.Data.SqlClient.SqlInternalConnectionTds.OpenLoginEnlist(SqlConnection owningObject, SqlConnectionString connectionOptions, String newPassword, Boolean redirectedUserInstance) at System.Data.SqlClient.SqlInternalConnectionTds..ctor(DbConnectionPoolIdentity identity, SqlConnectionString connectionOptions, Object providerInfo, String newPassword, SqlConnection owningObject, Boolean redirectedUserInstance) at System.Data.SqlClient.SqlConnectionFactory.CreateConnection(DbConnectionOptions options, Object poolGroupProviderInfo, DbConnectionPool pool, DbConnection owningConnection) at System.Data.ProviderBase.DbConnectionFactory.CreateNonPooledConnection(DbConnection owningConnection, DbConnectionPoolGroup poolGroup) at System.Data.ProviderBase.DbConnectionFactory.GetConnection(DbConnection owningConnection) at System.Data.ProviderBase.DbConnectionClosed.OpenConnection(DbConnection outerConnection, DbConnectionFactory connectionFactory) at System.Data.SqlClient.SqlConnection.Open() at Microsoft.Crm.CrmDbConnection.Open() at Microsoft.Crm.Setup.Database.SharedDatabaseUtility.DeleteDBUser(String sqlServerName, String databaseName, String user, CrmDBConnectionType connectionType) at Microsoft.Crm.Setup.Server.RevokeConfigDBDatabaseAccessAction.Do(IDictionary parameters) 13:49:07| Error| HResult=80004005 Install exception.System.Exception: Action Microsoft.Crm.Setup.Server.MsiInstallServerAction failed. --- System.ComponentModel.Win32Exception: This update package could not be opened. Verify that the update package exists and that you can access it, or contact the application vendor to verify that this is a valid Windows Installer update package at Microsoft.Crm.Setup.Common.Utility.MsiUtility.InstallProduct(String packagePath, String commandLine) at Microsoft.Crm.Setup.Server.MsiInstallServerAction.Do(IDictionary parameters) at Microsoft.Crm.Setup.Common.Action.ExecuteAction(Action action, IDictionary parameters, Boolean undo) --- End of inner exception stack trace --- at Microsoft.Crm.Setup.Common.Action.ExecuteAction(Action action, IDictionary parameters, Boolean undo) at Microsoft.Crm.Setup.Common.Installer.Install(IDictionary stateSaver) at Microsoft.Crm.Setup.Common.ComposedInstaller.InternalInstall(IDictionary stateSaver) at Microsoft.Crm.Setup.Common.ComposedInstaller.Install(IDictionary stateSaver) at Microsoft.Crm.Setup.Server.ServerSetup.Install(IDictionary data) at Microsoft.Crm.Setup.Server.ServerSetup.Run() 13:49:07| Info| Microsoft Dynamics CRM Server install Failed. 13:49:07| Info| Microsoft Dynamics CRM Server Setup did not complete successfully. Action Microsoft.Crm.Setup.Server.MsiInstallServerAction failed. This update package could not be opened. Verify that the update package exists and that you can access it, or contact the application vendor to verify that this is a valid Windows Installer update package

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  • CVSROOT problem because of username string

    - by jatanp
    Hi, I have always been SVN user but currently I have to use CVS as the source repository. I am quite new to CVS and really got confused many a times (reason being I always tried to access CVS like SVN !) However now I am really stuck in one problem wherein I am not able to do any cvs operations through cygwin. Actually I have checked out the code using WinCVS and while doing that it created the CVSROOT as following, :pserver;username=<user_name>;password=<pwd>:<serverip>:/cvs/repository However whenever I try to use cvs command in cygwin (after setting CVSROOT variable using export) it fails with following error: cvs update: Unknown option (`username') in CVSROOT. cvs update: in directory .: cvs update: ignoring CVS/Root because it does not contain a valid root. cvs update: Unknown option (`username') in CVSROOT. cvs [update aborted]: Bad CVSROOT: `:pserver;username=<user_name>;password=<pwd>:<serverip>:/cvs/repository'. However the command works fine, if invoked through dos command prompt. I got to know that on DOS prompt, cvs command is provided by CVSNT whereas in cygwin it's some different package. Please let me know where I have made a mistake and how it can be corrected ! I need cvs to work inside cygwin for some scripting purpose.

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • MAAS not working

    - by Zimika
    I'm trying a whole week to make MASS to work, but no results. This is the procedure: maas createsuperuser sudo apt-get install maas-dhcp maas-import-isos apt-get install maas-enlist tftpd-hpa maas-import-isos After this I start node machine with PXE as default first boot device, and select option maas-enlist. Sistem start to installing some things, and after that on MAAS WebUI stand 1 node. But when I click on Node button on WebUI or refresh page, it show 0 node. Command cobbler system list showing: root@maas-serv:~# cobbler system list default node-3ee116ea-a8b2-11e1-a735-50e549e38206 Also, sometime this procedure register one node, but when registering second one, same problem like I described up. root@maas-serv:/var/lib/tftpboot/pxelinux.cfg# is empty, only default is there. On command maas-import-isos there is a one warning. ftpboot/images/precise-x86_64-maas-ephemeral/initrd copying images generating GPXE/PXE configuration files generating PXE menu structure warning: kernel option length exceeds 255 warning: kernel option length exceeds 255 warning: kernel option length exceeds 255 warning: kernel option length exceeds 255 copying files for distro: precise-x86_64

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  • Super-Charge GIMP’s Image Editing Capabilities with G’MIC [Cross-Platform]

    - by Asian Angel
    Recently we showed you how to enhance GIMP’s image editing power and today we help you super-charge GIMP even more. G’MIC (GREYC’s Magic Image Converter) will add an impressive array of filters and effects to your GIMP installation for image editing goodness. Note: We applied the Contrast Swiss Mask filter to the image shown in the screenshot above to create a nice, warm sunset effect. To add the new PPA open the Ubuntu Software Center, go to the Edit Menu, and select Software Sources. Access the Other Software Tab in the Software Sources Window and add the first of the PPAs shown below (outlined in red). The second PPA will be automatically added to your system. Once you have the new PPAs set up, go back to the Ubuntu Software Center and do a search for “G’MIC”. You will find two listings available and can select either one to add G’MIC to your system (both work equally well). Click on More Info for the listing that you choose and scroll down to where Add-ons are listed. Make sure to select the Add-on listed, click Apply Changes when it appears, and then click Install. We have both shown here for your convenience… When you get ready to use G’MIC to enhance an image, go to the Filters Menu and select G’MIC. A new window will appear where you can select from an impressive array of filters available for your use. Have fun! Command Line Installation For those of you who prefer using the command line for installation use the following commands: sudo add-apt-repository ppa:ferramroberto/gimp sudo apt-get update sudo apt-get install gmic gimp-gmic Links Note: G’MIC is available for Linux, Windows, and Mac. G’MIC PPA at Launchpad [via Web Upd8] G’MIC Homepage at Sourceforge *Downloads for all three platforms available here. Bonus The anime wallpaper shown in the screenshots above can be found here: anime sport [DesktopNexus] Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Access and Manage Your Ubuntu One Account in Chrome and Iron Mouse Over YouTube Previews YouTube Videos in Chrome Watch a Machine Get Upgraded from MS-DOS to Windows 7 [Video] Bring the Whole Ubuntu Gang Home to Your Desktop with this Mascots Wallpaper Hack Apart a Highlighter to Create UV-Reactive Flowers [Science] Add a “Textmate Style” Lightweight Text Editor with Dropbox Syncing to Chrome and Iron

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  • Can't run init script on boot after another init script

    - by Colin McQueen
    I have three init scripts and the Broker init script runs fine, but when I try to run the Consumer init script and then the Data Collector init script, the only process that is running is the Broker. I added the symbolic links to the run levels using update-rc.d for each script and I also changed the number prefixes in the symbolic links to try and run the scripts in the proper order but that did not work. I am able to run the scripts from the terminal and they work fine but they need to all be started on boot. Any ideas as to why my other scripts are not running? Also inside my Consumer and Data Collector I am running: su user1 -c 'java -jar foo.jar' to start the services. Also the Consumer Java class sits and waits for a message from the queue, so the Java code does not stop until I specify the stop argument for the init script. The Broker has to start first, then the Consumer, then the Data Collector. Adding the symbolic links for the runlevels: sudo update-rc.d Broker defaults 10 90 sudo update-rc.d Consumer defaults 15 85 sudo update-rc.d DataCollector defaults 20 80

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  • how to upgrade OSX?

    - by abc
    i have 10.5.8 OS X rite now.. i want it to be 10.6.3 .. i have downloaded the update but its ttelling u need 10.6 to update to 10.6.3 ] ] so how to update from 10.5.8 to 10.6.3 ?

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  • New Validation Attributes in ASP.NET MVC 3 Future

    - by imran_ku07
         Introduction:             Validating user inputs is an very important step in collecting information from users because it helps you to prevent errors during processing data. Incomplete or improperly formatted user inputs will create lot of problems for your application. Fortunately, ASP.NET MVC 3 makes it very easy to validate most common input validations. ASP.NET MVC 3 includes Required, StringLength, Range, RegularExpression, Compare and Remote validation attributes for common input validation scenarios. These validation attributes validates most of your user inputs but still validation for Email, File Extension, Credit Card, URL, etc are missing. Fortunately, some of these validation attributes are available in ASP.NET MVC 3 Future. In this article, I will show you how to leverage Email, Url, CreditCard and FileExtensions validation attributes(which are available in ASP.NET MVC 3 Future) in ASP.NET MVC 3 application.       Description:             First of all you need to download ASP.NET MVC 3 RTM Source Code from here. Then extract all files in a folder. Then open MvcFutures project from mvc3-rtm-sources\mvc3\src\MvcFutures folder. Build the project. In case, if you get compile time error(s) then simply remove the reference of System.Web.WebPages and System.Web.Mvc assemblies and add the reference of System.Web.WebPages and System.Web.Mvc 3 assemblies again but from the .NET tab and then build the project again, it will create a Microsoft.Web.Mvc assembly inside mvc3-rtm-sources\mvc3\src\MvcFutures\obj\Debug folder. Now we can use Microsoft.Web.Mvc assembly inside our application.             Create a new ASP.NET MVC 3 application. For demonstration purpose, I will create a dummy model UserInformation. So create a new class file UserInformation.cs inside Model folder and add the following code,   public class UserInformation { [Required] public string Name { get; set; } [Required] [EmailAddress] public string Email { get; set; } [Required] [Url] public string Website { get; set; } [Required] [CreditCard] public string CreditCard { get; set; } [Required] [FileExtensions(Extensions = "jpg,jpeg")] public string Image { get; set; } }             Inside UserInformation class, I am using Email, Url, CreditCard and FileExtensions validation attributes which are defined in Microsoft.Web.Mvc assembly. By default FileExtensionsAttribute allows png, jpg, jpeg and gif extensions. You can override this by using Extensions property of FileExtensionsAttribute class.             Then just open(or create) HomeController.cs file and add the following code,   public class HomeController : Controller { public ActionResult Index() { return View(); } [HttpPost] public ActionResult Index(UserInformation u) { return View(); } }             Next just open(or create) Index view for Home controller and add the following code,  @model NewValidationAttributesinASPNETMVC3Future.Model.UserInformation @{ ViewBag.Title = "Index"; Layout = "~/Views/Shared/_Layout.cshtml"; } <h2>Index</h2> <script src="@Url.Content("~/Scripts/jquery.validate.min.js")" type="text/javascript"></script> <script src="@Url.Content("~/Scripts/jquery.validate.unobtrusive.min.js")" type="text/javascript"></script> @using (Html.BeginForm()) { @Html.ValidationSummary(true) <fieldset> <legend>UserInformation</legend> <div class="editor-label"> @Html.LabelFor(model => model.Name) </div> <div class="editor-field"> @Html.EditorFor(model => model.Name) @Html.ValidationMessageFor(model => model.Name) </div> <div class="editor-label"> @Html.LabelFor(model => model.Email) </div> <div class="editor-field"> @Html.EditorFor(model => model.Email) @Html.ValidationMessageFor(model => model.Email) </div> <div class="editor-label"> @Html.LabelFor(model => model.Website) </div> <div class="editor-field"> @Html.EditorFor(model => model.Website) @Html.ValidationMessageFor(model => model.Website) </div> <div class="editor-label"> @Html.LabelFor(model => model.CreditCard) </div> <div class="editor-field"> @Html.EditorFor(model => model.CreditCard) @Html.ValidationMessageFor(model => model.CreditCard) </div> <div class="editor-label"> @Html.LabelFor(model => model.Image) </div> <div class="editor-field"> @Html.EditorFor(model => model.Image) @Html.ValidationMessageFor(model => model.Image) </div> <p> <input type="submit" value="Save" /> </p> </fieldset> } <div> @Html.ActionLink("Back to List", "Index") </div>             Now just run your application. You will find that both client side and server side validation for the above validation attributes works smoothly.                      Summary:             Email, URL, Credit Card and File Extension input validations are very common. In this article, I showed you how you can validate these input validations into your application. I explained this with an example. I am also attaching a sample application which also includes Microsoft.Web.Mvc.dll. So you can add a reference of Microsoft.Web.Mvc assembly directly instead of doing any manual work. Hope you will enjoy this article too.   SyntaxHighlighter.all()

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  • Adobe flash player not working with Amazon Prime

    - by Alex
    I have ubuntu 12.04 64bit using Google Chrome. I had chromium from the app center then today amazon prime video stopped working. It told me to update Flash. So I uninstalled chromium and installed Google Chrome. Didn't work. Then I downloaded flash for ubuntu via apt. That one gave me a "flash version isn't supported" message. The flash version was 11. Now I tried http://apt.ubuntu.com/p/flashplugin-installer It worked, but right in the middle of the video, it popped the error message again. Sorry we are unable to stream this video. This is likely because your Flash Player needs to be updated. So I don't know what happened.

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  • Action button: only true once per press

    - by Sidar
    I'm using SFML2.0 and am trying to make a wrapper class for my controller/joystick. I read all the input data from my controller and send it off to my controllable object. I want to have two types of buttons per button press, one that is continues(true false state ) and one that is an action and is set to false after the next frame update. Here is an example of how I set my button A to true or false with the SFML api. Whereas data is my struct of buttons, and A holds my true/false state every update. data.A = sf::Joystick::isButtonPressed(i,st::input::A); But I've also added "data.actionA" which represents the one time action state. Basically what I want is for actionA to be set false after the update its been set to true. I'm trying to keep track of the previous state. But I seem to fall into this loop where it toggles between true and false every update. Anyone an idea? Edit: Since I can't answer my own question yet here is my solution: data.actionA = data.A = sf::Joystick::isButtonPressed(i,st::input::A); if(prev.A) data.actionA = false; First I always set the actionA to the value of the button state. Then I check if the previous state of A is true. If so we negate the value.

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  • How do I get more information on a potential network freeloader?

    - by Dov
    I have a home network set up, complete with a relatively good password. I'm in Mac OS X 10.6 (Snow Leopard) and have been noticing, on occasion, a computer showing up in my Finder's Shared section, that is not one of my own (the "pe-xpjalle" box pictured below). He has a tendency to come and go. How can I figure out his MAC address or something, so I can block him? I checked my "Logs and Statistics" in the Airport Utility, and didn't see that computer under DHCP clients. I'd rather not change my password, since I have quite a few devices I'd have to update. Is there any other reason he's show up on my network besides having guessed my password? Update: I fixed the Dropbox URL above (how embarrassing, I'm new to Dropbox. Thanks for the heads up, Doug.) Update 2: I tried clicking on "Connect as..." just for the hell of it, and got the dialog below. Now I have even less an idea what's going on than before. I don't have Parallels of VMware running, just the following: Transmission, NetNewsWire, Mail, Things, Safari, iTunes, Photoshop, Pages, Yojimbo, Preferences, AppleScript Editor, Software Update, Airport Utility, and Terminal. I don't think any of those create a virtual network machine, right? And no VMware machine of mine has ever had a name resembling "pe-xpjalle". Update 3: I just changed my passwords on both my N- and G-only networks, and I'm still seeing this, so I highly doubt that it's someone who's figured out my password (twice now). I'm really stumped.

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  • How to get more detailed reason for Thunderbird crashing?

    - by Nick
    I have a computer (10.04) that was previously running Thunderbird 12.0.1 just fine (installed via apt-get via official PPA). I don't know what happened at the time the problem started since this is a multi-user computer and I was not here. However, every time we try to launch TB, we immediately get a dialog that says: We're Sorry Thunderbird had a problem and crashed. Things I've tried: Running thunderbird from a terminal produces no output. I tried apt-get remove thunderbird --purge and then reinstalled Deleting the user's .thunderbird folder and launching still results in a crash Attempting to run thunderbird -safe-mode still results in a crash This problem occurs for all users of Thunderbird on this computer. Is there any way to get more details on why the program is crashing? For example, the specific error that TB is encountering? I tried thunderbird -g but I'm not sure what to do with the debugger.

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  • VMWare ESX Updates - Which to Apply?

    - by Aaron Alton
    Wondering what more experienced ESX admins typically do... I just brought our ESX hosts up to 3.5 Update 5 (Yes, I know we're behind still). I then applied the "Critical Host Updates" baseline in VMWare update manager, and found that we're still short on 14 "critical updates". My question is, do most people go ahead and apply any update flagged as critical, or do they evaluate each update one-by-one to determine whether or not the issue that has been addressed is likely to affect them. In the SQL Server world (my alma mater, so to speak), we regularly apply service packs, and sometimes cumulative updates, but we only apply hotfixes when the issue that they are targeted towards affects us. Does the same logic hold fast in VMWare land?

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  • How do I get information about the level to the player object?

    - by pangaea
    I have a design problem with my Player and Level class in my game. So below is a picture of the game. The problem is I don't want to move on the black space and only the white space. I know how to do this as all I need to do is get the check for the sf::Color::Black and I have methods to do this in the Level class. The problem is this piece of code void Game::input() { player.input(); } void Game::update() { (*level).update(); player.update(); } void Game::render() { (*level).render(); player.render(); } So as you there is a problem in that how do I get the map information from the Level class to the Player class. Now I was thinking if I made the Player position static and pass it into the Level as parameter in update I could do it. The problem is interaction. I don't know what to do. I could maybe make player go into the Level class. However, what if I want multiple levels? So I have big design problems that I'm trying to solve.

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  • How to use Xvfb in Ubuntu 14.04 with/without RandR?

    - by Itchy
    I try to run Unit-Tests with Selenium running Firefox on my Ubuntu 14.04 Server. And I'm using Xvfb as described in this blog to simulate a virtual display to show Firefox in. But Xvfg somehow doesn't load/work with RandR. Because whenever I try this: sudo Xvfb :10 -ac & export DISPLAY=:10 firefox I get an Xlib: extension "RandR" missing on display ":10"-Error. I've also tried sudo Xvfb :10 -ac +extension RANDR, sudo Xvfb :10 -ac -extension RANDR and beacuse it supplies with "xrandr" also apt-get install x11-xserver-utils. And my setup is a plain empty Ubuntu 14.04 Server with apt-get install xvfb firefox. Can anyone please help me run Xvfb with or without RandR?

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  • Totem not playing VCD

    - by faizal
    I am trying to play a VCD, but Totem gives me an error : Videos requires to install plugins to support the following multimedia feature: VCD protocol source So i did sudo apt-get install ubuntu-restricted-extras I still get the same error when i try to play the VCD again after installation, so i try : sudo apt-get install w64codecs libdvdcss2 But that gives me the error : Package libdvdcss2 is not available, but is referred to by another package. This may mean that the package is missing, has been obsoleted, or is only available from another source E: Unable to locate package w64codecs E: Package 'libdvdcss2' has no installation candidate Any way to make Totem play the VCD?

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • Packages are not available for installation

    - by Alex Farber
    Changing some Software Update settings I possibly corrupted something, and now I don't see many packages in the list. For example: alex@u120464:~$ sudo apt-get install codeblocks [sudo] password for alex: Reading package lists... Done Building dependency tree Reading state information... Done E: Unable to locate package codeblocks I checked all options in the Software Sources dialog, but packages are still not available. How can I fix this? OS: Ubuntu 12.04, 64 bit. Additional information. alex@u120464:~$ sudo apt-get update [sudo] password for alex: Ign http://extras.ubuntu.com precise InRelease Ign http://security.ubuntu.com precise-security InRelease Ign http://archive.canonical.com precise InRelease Ign http://archive.ubuntu.com precise InRelease Ign http://archive.ubuntu.com precise-updates InRelease ... It looks like most Ubuntu repositories are not searched, how can I restore default update behaviour?

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  • Create Custom Sized Thumbnail Images with Simple Image Resizer [Cross-Platform]

    - by Asian Angel
    Are you looking for an easy way to create custom sized thumbnail images for use in blog posts, photo albums, and more? Whether is it a single image or a CD full, Simple Image Resizer is the right app to get the job done for you. To add the new PPA for Simple Image Resizer open the Ubuntu Software Center, go to the Edit Menu, and select Software Sources. Access the Other Software Tab in the Software Sources Window and add the first of the PPAs shown below (outlined in red). The second PPA will be automatically added to your system. Once you have the new PPAs set up, go back to the Ubuntu Software Center and click on the PPA listing for Rafael Sachetto on the left (highlighted with red in the image). The listing for Simple Image Resizer will be right at the top…click Install to add the program to your system. After the installation is complete you can find Simple Image Resizer listed as Sir in the Graphics sub-menu. When you open Simple Image Resizer you will need to browse for the directory containing the images you want to work with, select a destination folder, choose a target format and prefix, enter the desired pixel size for converted images, and set the quality level. Convert your image(s) when ready… Note: You will need to determine the image size that best suits your needs before-hand. For our example we chose to convert a single image. A quick check shows our new “thumbnailed” image looking very nice. Simple Image Resizer can convert “into and from” the following image formats: .jpeg, .png, .bmp, .gif, .xpm, .pgm, .pbm, and .ppm Command Line Installation Note: For older Ubuntu systems (9.04 and previous) see the link provided below. sudo add-apt-repository ppa:rsachetto/ppa sudo apt-get update && sudo apt-get install sir Links Note: Simple Image Resizer is available for Ubuntu, Slackware Linux, and Windows. Simple Image Resizer PPA at Launchpad Simple Image Resizer Homepage Command Line Installation for Older Ubuntu Systems Bonus The anime wallpaper shown in the screenshots above can be found here: The end where it begins [DesktopNexus] Latest Features How-To Geek ETC Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Create Shortcuts for Your Favorite or Most Used Folders in Ubuntu Create Custom Sized Thumbnail Images with Simple Image Resizer [Cross-Platform] Etch a Circuit Board using a Simple Homemade Mixture Sync Blocker Stops iTunes from Automatically Syncing The Journey to the Mystical Forest [Wallpaper] Trace Your Browser’s Roots on the Browser Family Tree [Infographic]

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  • how to install g77 on ubuntu 12.04

    - by ubuntu-beginner
    I want a workin g77 compiler on my Ubuntu 12.04 64 bit laptop. so did the following: 1. I change the sources.list by adding the following lines: deb http...hu.archive.ubuntu.com/ubuntu/ hardy universe deb-src ..//hu.archive.ubuntu.com/ubuntu/ hardy universe deb http:...hu.archive.ubuntu.com/ubuntu/ hardy-updates universe deb-src ..//hu.archive.ubuntu.com/ubuntu/ hardy-updates universe then I on a terminal i did the following: sudo apt-get update sudo apt-get install g77 Things looked very nice then. But when I tried to compile with g77 on my Fortran77 program. I got the following errors: /usr/bin/ld: cannot find crt1.o: No such file or directory /usr/bin/ld: cannot find crti.o: No such file or directory /usr/bin/ld: cannot find -lgcc_s collect2: ld returned 1 exit status Why doesn't the g77 work properly. Many people need g77 why cannot Ubuntu offer a workable g77 ? Please Help me ! Thanks from a ubuntu-beginner

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  • Get the latest Oracle VM updates

    - by Honglin Su
    We have released the latest Oracle VM updates for both x86 and SPARC.  For Oracle VM Server for SPARC: Oracle Solaris 11 SRU8.5 includes Oracle VM server for SPARC 2.2 so if you're already running a Solaris 11 as the control domain. All you need do is a 'pkg update' to get the latest 2.2 bits. Learn more how to upgrade to the latest Oracle VM Server for SPARC 2.2 release on Solaris 11 here and consult the documentation for further details. For Oracle VM Server for x86:  Download Oracle VM Manager 3.1.1 Patch Update from My Oracle Support, patch ID 14227416. With the latest Oracle VM Manager 3.1.1 build 365, you can explore Oracle VM Manager 3 Command Line Interface (CLI). Download Oracle VM Server Update from Oracle Unbreakable Linux Network. To receive notification on the software update delivered to Oracle ULN for Oracle VM, you can sign up here. For information on setting up an Oracle VM Server Yum repository and using Oracle VM Manager to perform the upgrade of Oracle VM Servers, see Updating and Upgrading Oracle VM Servers in the Oracle VM User's Guide For more information about Oracle's virtualization, visit oracle.com/virtualization.

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  • Make exe or bat require admin privileges UAC

    - by petebob796
    I am trying to create an install CD to install multiple windows updates and hotfixes in one. The Autorun.inf launching a .bat (or .exe) running each update in turn. Currently if I run this .bat each update brings up a UAC prompt individually which can be annoying. However if I run the .bat as administrator it can launch and install each update with just one prompt. Is there a way to force the bat (or .exe) to need admin priviledges no matter who runs it.

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  • How to setup nginx and a subdomain

    - by Evolutio
    i have gitlab installed on my server and it works on all domains eg: git.lars-dev.de, lars-dev.de and *.lars-dev.de how I can run gitlab only on git.lars-dev.de and another subdomain on files.lars-dev.de? my lars-dev conf: server { listen *:80; ## listen for ipv4; this line is default and implied #listen [::]:80 default_server ipv6only=on; ## listen for ipv6 root /var/www/webdata/lars-dev.de/htdocs; index index.html index.htm; server_name lars-dev.de; location / { try_files $uri $uri/ /index.html; } #error_page 500 502 503 504 /50x.html; #location = /50x.html { # root /usr/share/nginx/www; #} # deny access to .htaccess files, if Apache's document root # concurs with nginx's one # #location ~ /\.ht { # deny all; #} } and the gitlab configuration: upstream gitlab { server unix:/home/git/gitlab/tmp/sockets/gitlab.socket; } server { listen *:80; # e.g., listen 192.168.1.1:80; In most cases *:80 is a good idea server_name git.lars-dev.de; # e.g., server_name source.example.com; server_tokens off; # don't show the version number, a security best practice root /home/git/gitlab/public; # individual nginx logs for this gitlab vhost access_log /var/log/nginx/gitlab_access.log; error_log /var/log/nginx/gitlab_error.log; location / { # serve static files from defined root folder;. # @gitlab is a named location for the upstream fallback, see below try_files $uri $uri/index.html $uri.html @gitlab; } # if a file, which is not found in the root folder is requested, # then the proxy pass the request to the upsteam (gitlab unicorn) location @gitlab { proxy_read_timeout 300; # https://github.com/gitlabhq/gitlabhq/issues/694 proxy_connect_timeout 300; # https://github.com/gitlabhq/gitlabhq/issues/694 proxy_redirect off; proxy_set_header X-Forwarded-Proto $scheme; proxy_set_header Host $http_host; proxy_set_header X-Real-IP $remote_addr; proxy_pass http://gitlab; } }

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