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  • any basic app packaging gui for a newbie?

    - by Hairo
    i've made an app using wxpython, i have some .py files and some icons, how can i package it for uploading it to launchpad?? i've already set a ppa and it seems like i need to organize my files before packaging, i mean the debian file structure needed to make a tar.gz source package and how to upload it... i've read some guides (that have an already made tar.gz source package) but as this is my first app i do not understand most of the things... any help?

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  • Tagged: 5 things SQL Server should drop

    - by AaronBertrand
    I was tagged by Paul Randal ( blog | twitter ) last night in his latest blog post, entitled, " What 5 things should SQL Server get rid of? " His top 5 pretty much coincide with my top 5, so I'll have to dig a little deeper. In no particular order: Syntax inconsistencies This isn't really a specific thing that Microsoft should get rid of, but rather an attitude and overall approach to SQL Server's long-term development. Every time they add a feature or option to SQL Server, it seems to be implemented...(read more)

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  • Dynamic Ranking with Excel and PowerPivot

    - by AlbertoFerrari
    Ranking is useful and, in our book , I and Marco provide a lot of information about how to perform ranking with PowerPivot. Nevertheless, there is an interesting scenario where ranking can be performed without complex DAX formulas, but with just some creative Excel usage. I would like to describe it here. Let us start with some words about the scenario: we want to rank products based on sales in a year (e.g. 2002) and see how the top 10 of these products performed in the following or preceding years....(read more)

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  • #DAX Query Plan in SQL Server 2012 #Tabular

    - by Marco Russo (SQLBI)
    The SQL Server Profiler provides you many information regarding the internal behavior of DAX queries sent to a BISM Tabular model. Similar to MDX, also in DAX there is a Formula Engine (FE) and a Storage Engine (SE). The SE is usually handled by Vertipaq (unless you are using DirectQuery mode) and Vertipaq SE Query classes of events gives you a SQL-like syntax that represents the query sent to the storage engine. Another interesting class of events is the DAX Query Plan , which contains a couple...(read more)

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  • Happy Birthday, SQLPeople!

    - by andyleonard
    One year ago today, I began sending out batches of SQLPeople interview emails to friends in the SQL Server Community. Since then, Brian Moran ( Blog | @briancmoran ) and Matt Velic ( Blog | @mvelic | SQLPeople ) have joined the effort, we have published dozens of interviews, and there have been two events! You can join in the fun. If you haven’t already, visit the interview page and answer the seven questions. You can also join us on LinkedIn and Facebook . And you can follow us on Twitter ( @SQLPeople...(read more)

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  • Geek City: Clearing Plans for a Single Database

    - by Kalen Delaney
    I know Friday afternoon isn't the best time for blogging, as everyone is going home now, and by Monday morning, this post will be old news. But I'm not shutting down just yet, and a something came up this week that I just realized not everybody knew about, so I decided to blog it. Many (or most?) of you are aware that you can clear all cached plans using DBCC FREEPROCCACHE. In addition, there are certain configuration options, for which changing their values will cause all plans in cache to be removed....(read more)

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  • Looking for SQL 2008 R2 Training Resources

    - by NeilHambly
    Are you looking for some R2 Training Resources - then this would most likely keep you busy for a while digesting all the content http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=fffaad6a-0153-4d41-b289-a3ed1d637c0d SQL Server 2008 R2 Update for Developers Training Kit (April 2010 Update) it Contains the following Presentations (22) Demos (29) Hands-on Labs (18) Videos (35) SQL Server 2008 R2 offers an impressive array of capabilities for developers that build upon key innovations...(read more)

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  • Bash script won't stay open in background after running through while

    - by jfreak53
    I can't get the following bash script to stay open after the first message is received from NC: #!/bin/bash port=3333 nc -l $port | while read msg; do notify-send Alert "$msg"; done After the first message it exits. I want it to stay open and continue monitoring for new messages from NC. I know that if I launch nc -l port without the while loop it stays open and I can chat away between the two connections even disconnect from the connected host. I am sending the message using: echo 'done' | nc IP port

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  • Oracle Index Skip Scan

    - by jchang
    There is a feature, called index skip scan that has been in Oracle since version 9i. When I across this, it seemed like a very clever trick, but not a critical capability. More recently, I have been advocating DW on SSD in approrpiate situations, and I am thinking this is now a valuable feature in keeping the number of nonclustered indexes to a minimum. Briefly, suppose we have an index with key columns: Col1 , Col2 , in that order. Obviously, a query with a search argument (SARG) on Col1 can use...(read more)

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • What does the python Codecs module do?

    - by Aerovistae
    I just read through the documentation on the Codecs module, but I guess my knowledge/experience of comp sci doesn't run deep enough yet for me to comprehend it. It's for dealing with encoding/decoding, especially Unicode, and while to many of you that's a complete and perfect explanation, to me that's really vague. I don't really understand what it means at all. Text is text is text in a .txt file? Or so this amateur thought. Can anyone explain?

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  • How to Open an InPrivate Tab in the Metro Version of Internet Explorer

    - by Taylor Gibb
    Internet Explorer has a secret mode called InPrivate which is pretty much the same as Chrome’s incognito mode. It can be accessed on the desktop by right-clicking on the Internet Explorer icon on the taskbar, but how do you open an InPrivate tab in the Metro IE? Read on to find out. HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It HTG Explains: How Windows Uses The Task Scheduler for System Tasks

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  • 6 Facts About GlassFish Announcement

    - by Bruno.Borges
    To help clarify the message about the recent roadmap for GlassFish, I decided to put together 6 facts about the announcement, future of GlassFish, and the Java EE platform as a whole:  "Since Oracle announced the end of commercial support for future Oracle GlassFish Server versions, the Java EE world has started wondering what will happen to GlassFish Server Open Source Edition. Unfortunately, there's a lot of misleading information going around. So let me clarify some things with facts, not FUD." Read full story here

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  • Ola Hallengren adds STATISTICS support to his solution

    - by AaronBertrand
    Last week, Ola published a very useful update to his Backup, Integrity Check and Index Optimization scripts : the solution now supports updating statistics. There are several options, such as only updating when the data has been modified and using the RESAMPLE and NORECOMPUTE options. An example call: EXEC dbo.IndexOptimize @Databases = 'USER_DATABASES' , @FragmentationHigh_LOB = 'INDEX_REBUILD_OFFLINE' , @FragmentationHigh_NonLOB = 'INDEX_REBUILD_ONLINE' , @FragmentationMedium_LOB = 'INDEX_REORGANIZE_STATISTICS_UPDATE'...(read more)

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  • MySQL CASE Statements in Multi-Aggregated Crosstab Columns

    Inserting additional columns to a crosstab query is less straightforward than adding row data, because SQL naturally groups data by rows. Moreover, the efficacy of the CASE statement within an aggregate function decreases in direct proportion to the complexity of the criteria. Read on to learn more...

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  • MySQL CASE Statements in Multi-Aggregated Crosstab Columns

    Inserting additional columns to a crosstab query is less straightforward than adding row data, because SQL naturally groups data by rows. Moreover, the efficacy of the CASE statement within an aggregate function decreases in direct proportion to the complexity of the criteria. Read on to learn more...

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  • No sound through hdmi to TV

    - by Santosh
    I have a Toshiba Satellite Laptop Model P745-S4102 with Intel integrated graphics and Ubuntu 12.04 LTS installed recently. When I connect my HDMI TV to it I only get video through it and no audio. In the System Settings - Sound, there is no option to select HDMI as the output. I read other threads in this site and it seems like at least guys had HDMI option but no sound. I don't even get that. Please help!!

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  • SQL Server 2014 – delayed transaction durability

    - by Michael Zilberstein
    As I’m downloading SQL Server 2014 CTP2 at this very moment, I’ve noticed new fascinating feature that hadn’t been announced in CTP1 : delayed transaction durability . It means that if your system is heavy on writes and on another hand you can tolerate data loss on some rare occasions – you can consider declaring transaction as DELAYED_DURABILITY = ON . In this case transaction would be committed when log is written to some buffer in memory – not to disk as usual. This way transactions can become...(read more)

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  • More info: a "stand-alone" installer for Management Studio Express 2008

    - by AaronBertrand
    Last February, I blogged about something I was initially very happy about: a stand-alone installer for Management Studio Express (SSMSE) 2008 . Now users could allegedly download a much smaller installer, and only install the client tools without having to install an instance of SQL Server Express. While the latter is true, the former remains a pipe dream. Bill Ramos stated in his 2009-02-20 announcement : "We teased out the Tools portion of SQL Server 2008 Express with Tools into it’s own download."...(read more)

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  • Just when you thought it was safe..........

    - by GrumpyOldDBA
    One of my duties is to handle software releases to our Production system, as is my want I always run my eye down any schema changes, this new object stood out for a number of reasons. I may add this to my interview questions: SET ANSI_NULLS ON SET QUOTED_IDENTIFIER ON GO IF NOT EXISTS ( SELECT 1 FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_SCHEMA= 'dbo' AND TABLE_NAME= 'MSPaymentForExtraction' ) BEGIN CREATE TABLE [dbo].[MSPaymentForExtraction]([MSPaymentID] [ int ] NOT NULL IDENTITY...(read more)

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  • Marek Potociar on JAX-RS 2

    - by reza_rahman
    Java EE 7 is turning the last lap! Late last month JAX-RS 2 (JSR 339) and Bean Validation 1.1 (JSR 349) were adopted by public review ballot, making them the first two JSR's to be ratified. InfoQ interviewed Marek Potociar, JSR 339 co-spec lead (Marek and Santiago Pericas-Geertsen are the dynamic duo leading JAX-RS). Marek talks about JAX-RS 2 content, significance and future. Read the full interview here.

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  • Saving user details on OnSuspending event for Metro Style Apps

    - by nmarun
    I recently started getting to know about Metro Style Apps on Windows 8. It looks pretty interesting so far and VS2011 definitely helps making it easier to learn and create Metro Style Apps. One of the features available for developers is the ability to save user data so it can be retrieved the next time the app is run after being closed by the user or even launched from back suspended state. Here’s a little history on this whole ‘suspended’ state of a Metro Style app: Once the user say, ‘alt+tab...(read more)

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  • No internet access when I'm connect to my company's VPN

    - by Iago
    I googled my problem and I've read some questions in Ask Ubuntu, but I didn't solve my problem. I connect to a PPTP VPN server and it works well, but when I'm connected to that VPN I don't have Internet access but private network access. If I check "Use this connection only for resources on its network", I have Internet access, but this way I haven't access to my company's private network. What's the problem? Help, please.

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  • Presenting Loading Data Warehouse Partitions with SSIS 2012 at SQL Saturday DC!

    - by andyleonard
    Join Darryll Petrancuri and me as we present Loading Data Warehouse Partitions with SSIS 2012 Saturday 8 Dec 2012 at SQL Saturday 173 in DC ! SQL Server 2012 table partitions offer powerful Big Data solutions to the Data Warehouse ETL Developer. In this presentation, Darryll Petrancuri and Andy Leonard demonstrate one approach to loading partitioned tables and managing the partitions using SSIS 2012, and reporting partition metrics using SSRS 2012. Objectives A practical solution for loading Big...(read more)

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  • What's a reliable and practical way to protect software with a user license ?

    - by Frank
    I know software companies use licenses to protect their softwares, but I also know there are keygen programs to bypass them. I'm a Java developer, if I put my program online for sale, what's a reliable and practical way to protect it ? How about something like this, would it work ? <1> I use ProGuard to protect the source code. <2> Sign the executable Jar file. <3> Since my Java program only need to work on PC [I need to use JDIC in it], I wrap the final executable Jar into an .exe file which makes it harder to decompile. <4> When a user first downloads and runs my app, it checks for a Pass file on his PC. <5> If the Pass file doesn't exist, run the app in demo mode, exits in 5 minutes. <6> When demo exits a panel opens with a "Buy Now" button. This demo mode repeats forever unless step <7> happens. <7> If user clicks the "Buy Now" button, he fills out a detailed form [name, phone, email ...], presses a "Verify Info" button to save the form to a Pass file, leaving license Key # field empty in this newly generated Pass file. <8> Pressing "Verify Info" button will take him to a html form pre-filled with his info to verify what he is buying, also hidden in the form's input filed is a license Key number. He can now press a "Pay Now" button to goto Paypal to finish the process. <9> The hidden license Key # will be passed to Paypal as product Id info and emailed to me. <10> After I got the payment and Paypal email, I'll add the license Key # to a valid license Key list, and put it on my site, only I know the url. The list is updated hourly. <11> Few hours later when the user runs the app again, it can find the Pass file on his PC, but the license Key # value is empty, so it goes to the valid list url to see if its license Key # is on the list, if so, write the license Key # into the Pass file, and the next time it starts again, it will find the valid license Key # and start in purchased mode without exiting in 5 minutes. <12> If it can't find its license Key # on the list from my url, run in demo mode. <13> In order to prevent a user from copying and using another paid user's valid Pass file, the license Key # is unique to each PC [I'm trying to find how], so a valid Pass file only works on one PC. Only after a user has paid will Paypal email me the valid license Key # with his payment. <14> The Id checking goes like this : Use the CPU ID : "CPU_01-02-ABC" for example, encrypt it to the result ID : "XeR5TY67rgf", and compare it to the list on my url, if "XeR5TY67rgf" is not on my valid user list, run in demo mode. If it exists write "XeR5TY67rgf" into the Pass File license field. In order to get a unique license Key, can I use his PC's CPU Id ? Or something unique and useful [ relatively less likely to change ]. If so let's say this CPU ID is "CPU_01-02-ABC", I can encrypt it to something like "XeR5TY67rgf", and pass it to Paypal as product Id in the hidden html form field, then I'll get it from Paypal's email notification, and add it to the valid license Key # list on the url. So, even if a hacker knows it uses CPU Id, he can't write it into the Pass file field, because only encrypted Ids are valid Ids. And only my program knows how to generate the encrypted Ids. And even if another hacker knows the encrypted Id is hidden in the html form input field, as long as it's not on my url list, it's still invalid. Can anyone find any flaw in the above system ? Is it practical ? And most importantly how do I get hold of this unique ID that can represent a user's PC ? Frank

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