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  • Safest python code running

    - by Oduvan
    How can I protect my web server, if I run custom users code on server. If any user can submit his python source on my server and run it. Maybe some modules or linux tools for close any network and hardware activity for this script. Thank's all for help!

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  • Nodejs: Change working directory when running node bin script

    - by user2433617
    I am trying to change the working directory when my nodejs script is run from a bin script. So simplified I have something like: #!/usr/bin/env node process.cd('/Users') When I then run this command like ./bin/nodefile it exits but stays in the same directory it started in. I have also tried shelljs, What is the best way to do this? I understand it's working but it's just in a separate process. Thanks.

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  • timing control for parallel processes

    - by omrihsan
    how can i control two processes to run alternately in separate terminal windows. for example i run the code for each on separate terminal windows at 11:59 and both of them wait for the time to be 12:00. at this moment process one starts execution and process two waits for say 10 seconds. then they switch, process two executes and process one waits. in this way they take turns until the process is complete.

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  • Writing a batch script to perform differently on different days?

    - by Tom
    I am in the process of setting up a batch script to do a specified action if the script was run on a weekday, and an alternate action if run on the weekend. I am almost completely unfamiliar with writing batch scripts, but I know how to write my entire script except the logic I describe above. Can someone please answer both if it is possible, and if it is at least a framework of how to implement it. Thanks in advance.

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  • Selenium tests: html vs code?

    - by gustavogb
    Is it better to write/record selenium tests in html format and run them directly in the server with "-htmlSuite" or to write the tests in java/C#/... and run them in the server using selenium-rc? What is the recommended solution?

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  • Ajax function not called when included

    - by Sev
    I have an ajax function that is not run when the ajax script is included in my HTML page like so: <script type='text/javascript' src='ajax.js'></script> However, if I place the exact same script in the head portion of the HTML page, then it does run. Why does this occur, and how can I fix it?

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  • where to get this Java.exe file for ORacle installation

    - by vas
    Hi just installed oracle 11g and tried to start the "Oracle SQL developer" so as to start writing queries. Its asking me Enter the full pathname for the java.exe file . Where do i find this. I did a global search for java.exe and am sure did not got some oracle related pdf files. Also my Oracle is installed out of users/vas

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  • Can you tell on runtime if you're running java from within a jar?

    - by Dikla
    Hi, I have an application that some of my users run from Eclipse, and others run it by using a jar file. I want some actions to be done when running from within the jar, but I don't want them to be done when running from Eclipse. Is there a way to know on runtime whether the current application is running from within a jar? Thanks! Dikla

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  • seperated mysql statement query in php

    - by stone
    So, I can run the following statements from within mysql itself successfully. SET @fname = 'point1'; SELECT * FROM country WHERE name=@fname;` But when I try to pass the query through php like this and run it, I get an error on the second line $query = "SET @fname = 'point1';"; $query .= "SELECT * FROM country WHERE name=@fname;";

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  • problem in deleting record

    - by akshay
    I have a entity manager em1 .em1 starts a transcation tx on db1 table1.Now inside tx i call a API getdata().This API creastes a new entitymanger em2 and return 1 record.Now if entity manger em1 tries to delete the record returned by em1 , it hangs.Code times out.Is the record locked by em1.How can ii solve this problem? create em1 //em1 start transcation tx1 tx1.start Object r = getData(); em1 tried to delete r //code hangs here tx1.commit Object getData(){ create em2 return data found using em2 }

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  • how and when to update a mysql index?

    - by fayer
    im using this sql query to create an index: $query = "CREATE INDEX id_index2 ON countries(geoname_id, name)"; but how do i update the index when new entries are added? should i run a php script with the update query in CRON and run it every night? is this best practice for automated index updating?

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  • When running UPDATE ... datetime = NOW(); will all rows updated have the same date/time?

    - by Darryl Hein
    When you run something similar to: UPDATE table SET datetime = NOW(); on a table with 1 000 000 000 records and the query takes 10 seconds to run, will all the rows have the exact same time (minutes and seconds) or will they have different times? In other words, will the time be when the query started or when each row is updated? I'm running MySQL, but I'm thinking this applies to all dbs.

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  • ffmpeg: create a video from images

    - by vailen
    Is it possible to use ffmpeg create a video from a set of sequences, where the number does not start from zero? For example, I have some images [test_100.jpg, test_101.jpg, test_102.jpg, ..., test_200.jpg], and I want to convert them to a video. I tried the following command, but it didn't work (it seems the number should start from zero): ffmpeg -i test_%d.jpg -vcodec mpeg4 test.avi Any advise?

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  • Java: "implements Runnable" vs. "extends Thread"

    - by goosefraba19
    From what time I've spent with threads in Java, I've found these two ways to write threads. public class ThreadA implements Runnable { public void run() { //Code } } //with a "new Thread(threadA).start()" call public class ThreadB extends Thread { public ThreadB() { super("ThreadB"); } public void run() { //Code } } //with a "threadB.start()" call Is there any significant difference in these two blocks of code?

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  • Symbian textshell mode border problem

    - by MostafaEweda
    I edited epoc.ini added textshell in the first line. When I run from the emulator: NO window border is shown when I run. It prints directly to the screen, so I can't interact with it and the console window is isolated from the emulator window I'm runninbg Windows 7 with Screen Resolution 1280*780

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  • how to make a thread of never stop, and write something to database every 10 second..

    - by zjm1126
    i using gae and django this is my code: class LogText(db.Model): content = db.StringProperty(multiline=True) class MyThread(threading.Thread): def __init__(self,threadname): threading.Thread.__init__(self, name=threadname) def run(self,request): log=LogText() log.content=request.POST.get('content',None) log.put() def Log(request): thr = MyThread('haha') thr.run(request) return HttpResponse('')

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  • How to check total cache size using a program

    - by user1888541
    so I'm having some trouble creating a program to measure cache size in C. I understand the basic concept of going about this but I'm still having trouble figuring out exactly what I am doing wrong. Basically, I create an array of varying length (going by power of 2s) and access each element in the array and put it in a dummy variable. I go through the array and do this around 1000 times to negate the "noise" that would otherwise occur if I only did it once to get an accurate measurement for time. Then, I look for the size that causes a big jump in access time. Unfortunately, this is where I am having my problem, I don't see this jump using my code and clearly I am doing something wrong. Another thing is that I used /proc/cpuinfo to check the cache and it said the size was 6114 but that was not a power of 2. I was told to go by powers of 2 to figure out the cache can anyone explain why this is? Here is the just of my code...I will post the rest if need be { struct timeval start; struct timeval end; // int n = 1; // change this to test different sizes int array_size = 1048576*n; // I'm trying to check the time "manually" first before creating a loop for the program to do it by itself this is why I have a separate "n" variable to increase the size char x = 0; int i =0, j=0; char *a; a =malloc(sizeof(char) * (array_size)); gettimeofday(&start,NULL); for(i=0; i<1000; i++) { for(j=0; j < array_size; j += 1) { x = a[j]; } } gettimeofday(&end,NULL); int timeTaken = (end.tv_sec * 1000000 + end.tv_usec) - (start.tv_sec *1000000 + start.tv_usec); printf("Time Taken: %d \n", timeTaken); printf("Average: %f \n", (double)timeTaken/((double)array_size); }

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  • C++ Libraries similar to C#?

    - by cam
    I'm coming to C++ from a .Net background. Knowing how to use the Standard C++ Libraries, and all the syntax, I've never ventured further. Now I'm looking learning a bit more, such as what libraries are commonly used? I want to start getting into Threading but have no idea to start. Is there a library (similar to how .net has System.Threading) out there that will make it a bit easier? I'm specifically looking to do Linux based network programming.

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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