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  • User receives group membership error to terminal server even though has rights

    - by BlueToast
    http://www.hlrse.net/Qwerty/TSLoginMembership.png To log on to this remote computer, you must be granted the Allow log on through Terminal Services right. By default, members of the Remote Desktop Users group have this right. If you are not a member of the Remote Desktop Users group or another group that has this right, or if the Remote Desktop User group does not have this right, you must be granted this right manually. Only as of today a particular user began receiving this message for a second terminal server they use; otherwise, they have never had any problems authenticating into this server. We have no restrictions on simultaneous and multiple logins. On each terminal server, we have a group and security group like "_Users" locally in the Builtin\Remote Desktop Users group. For this particular user, on this particular terminal server we have locally given him Administrator, Remote Desktop Users, and Users membership; in AD we have given him DOMAIN\Administrator, Builtin\Remote Desktop Users, DOMAIN\_Users. It still gives us that error message. We gave him membership to another terminal server (random) by simply making him member of another DOMAIN\_Users group -- successfully able to login to that random terminal server. So, from scratch we created an AD account 'dummy' (username) with only Domain Users membership. Tried to login to this particular server, no success. So I added 'dummy' to DOMAIN\_Users group, and then was successfully able to login. Other users from this user's department are able to login to this particular server just fine as well. We checked the Security logs on this particular server, and while it is logging everything, the only thing it appears to not log are these failed login attempts from this particular user who receives this error message. We have tried rebooting the server, and the user is still receiving that error message.

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  • Tips to Make Your Website Cell Phone Friendly

    - by Aditi
    Working on a new website design? or Redesigning your website? There is a lot more to consider now a days not just user experience, clean code, CSS etc. one of the important attribute one must not miss, which is making them mobile friendly! With the growing use of handhelds & unlimited data plans, people browse on their cellphones! and All come in different sizes! it is tough to make a website that would look great not just on a high resolution widescreen monitor/LCD, but also should look equally impressive on the low resolutions of cellphones. We are today going to discuss about such factors that can help you make a website Cellphone Friendly. Fluid Width Layouts As we start discussing about this, Most people speak of the Fluid Width Layouts as vital step in moving your website to be mobile friendly. Fluid width allows the width of your website stretch or shrink depending on the browser size. However, having a layout which flows with the width of the screen’s resolution is certainly convenient, more often than not the website was originally laid out for a desktop in mind. Compressing a fluid layout to 320 pixels can do some serious damage to layout, Thus some people strongly believe it is far better to have a mobile style sheet and lay out the content specifically for that screen and have more control on the display. The best thing to do is to detect the type of platform that is connected to your website and disabling or changing some tools and effects to make it look better if not perfect. Keep Your Web Pages Short length One must avoid long pages on their website, a lot of scroll makes it very non user friendly for people, especially on mobile devices this is a huge draw back because of the longer load time it takes to download the webpage. Everyone likes crisp & concise content such pages are easier to load & browse. This makes your website accessible across all platforms. Also try to keep shorter urls, if they have to type..save them from that much work especially if someone is using a cellphone with no QWERTY keyboard it can be tough. Usable Navigation & Search Unlike Desktops, your website’s Navigation won’t super work on a cellphone. Keep in mind the user experience for cellphone users as you design your Navigation. Try to keep your content centered as they do have difficulty in reading the webpage. I always look upto Google and their pages as available on mobile as a great example. Keeping a functional & very visible search bar helps mobile users navigate by searching. Understanding Clean Website Code : Evolved for Mobile Clean code is important when you consider the diversity out there for handheld devices. Some cell phones may only understand WAP. More capable phones may understand WAP2, which allows rendering websites with XHTML and CSS. Most mobiles won’t display tables, floats, frames, JavaScript, and dynamic menus. Most cellphone will not support cookies. Devices at the high end of the mobile market such as BlackBerry, Palm, or the upcoming iPhone are highly capable and support nearly as much as a standard computer..but masses still do not have such phones. You can use specific emulators to test your website on mobile devices. Make sure your color combinations provide good contrast between foreground and background colors, particularly for devices with fewer color options.

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  • git-p4 submit fails with "Not a valid object name HEAD~261"

    - by Harlan
    I've got a git repository that I'd like to mirror to a Perforce repository. I've downloaded the git-p4 script (the more recent version that doesn't give deprecation warnings), and have been working with that. I've figured out how to pull changes from Perforce, but I'm getting an error when I try to sync changes from the git repo back. Here's what I've done so far: git clone [email protected]:asdf/qwerty.git git-p4 sync //depot/path/to/querty git merge remotes/p4/master (there was a single README file...) So, I've copied the origin to a clean, new director, got a lovely looking merged tree of files, and git status shows I'm up-to-date. But: > git-p4 submit fatal: Not a valid object name HEAD~261 Command failed: git cat-file commit HEAD~261 This thread on the git mailing list seems to be relevant, but I can't figure out what they're doing with all the A, B, and Cs. Could someone please clarify what "Not a valid object name" means, and what I can do to fix the problem? All I want to do is to periodically snapshot the origin/master into Perforce; a full history is not required. Thanks.

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  • Urgent : Getting error on uploading apk to Android market

    - by Farha Ansari
    Hi, i m uploading my apk for 1st time on market and getting Error:The server could not process your apk. Try . My manifest file is:- <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="packagename" android:versionCode="1" android:versionName="1.0"> <uses-permission android:name="android.permission.INTERNET"> </uses-permission> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"> </uses-permission> <application android:icon="@drawable/iccicon" android:label="@string/app_name" android:debuggable="false"> <activity android:name=".Activity1" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name=".Activity2" android:label="@string/app_name" android:windowSoftInputMode="adjustPan" android:configChanges="keyboardHidden|orientation"> </activity> </application> <uses-sdk android:minSdkVersion="4" android:targetSdkVersion="4"/> <uses-configuration android:reqHardKeyboard="true" android:reqKeyboardType="qwerty"> </uses-configuration> </manifest> Please help. Thanks.

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  • "No keyboard for id 0"?

    - by Mellon
    I am new in Android app. development, now I have encountered a strange problem with the Menu button. Here is the thing: I have two activities, "ActivityOne" and "ActivityTwo", where "ActivityTwo" is the child Activity of "ActivityOne". In both activity, I have defined the menu button options like following: @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); MenuItem insertMenuItem = menu.add(0, INSERT_ID, 0, R.string.menu_insert); insertMenuItem.setIcon(R.drawable.ic_menu_add); MenuItem settingMenuItem = menu.add(0, SETTING_ID, 0, R.string.menu_setting); settingMenuItem.setIcon(R.drawable.ic_menu_settings); MenuItem aboutMenuItem = menu.add(0, ABOUT_ID, 0, R.string.menu_about); aboutMenuItem.setIcon(R.drawable.ic_menu_about); logPrinter.println("creating menu options..."); return true; } @Override public boolean onMenuItemSelected(int featureId, MenuItem item) { switch(item.getItemId()) { case INSERT_ID: doInsert(); return true; case SETTING_ID: return true; case ABOUT_ID: showAbout(); return true; } return super.onMenuItemSelected(featureId, item); } In "ActivityOne", when I click the physical Menu button, there is no menu options pop up from screen bottom, when I checked the LogCat console, there are two warning messages, which are "No keyboard for id 0" and "Using default keyMap:/system/usr/keychars/qwerty.kcm.bin" . BUT, in "ActivityTwo", the menu button works fine, it shows me those menu options I defined. Why the menu button does not work in "ActivityOne" ?? What does the warning msg mean???

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  • Element not found blocks execution in Selenium

    - by Mariano
    In my test, I try to verify if certain text exists (after an action) using find_element_by_xpath. If I use the right expression and my test pass, the routine ends correctly in no time. However if I try a wrong text (meaning that the test will fail) it hangs forever and I have to kill the script otherwise it does not end. Here is my test (the expression Thx user, client or password you entered is incorrect does not exist in the system, no matter what the user does): # -*- coding: utf-8 -*- import gettext import unittest from selenium import webdriver class TestWrongLogin(unittest.TestCase): def setUp(self): self.driver = webdriver.Firefox() self.driver.get("http://10.23.1.104:8888/") # let's check the language try: self.lang = self.driver.execute_script("return navigator.language;") self.lang = self.lang("-")[0] except: self.lang = "en" language = gettext.translation('app', '/app/locale', [self.lang], fallback=True) language.install() self._ = gettext.gettext def tearDown(self): self.driver.quit() def test_wrong_client(self): # test wrong client inputElement = self.driver.find_element_by_name("login") inputElement.send_keys("root") inputElement = self.driver.find_element_by_name("client") inputElement.send_keys("Unleash") inputElement = self.driver.find_element_by_name("password") inputElement.send_keys("qwerty") self.driver.find_element_by_name("form.submitted").click() # wait for the db answer self.driver.implicitly_wait(10) ret = self.driver.find_element_by_xpath( "//*[contains(.,'{0}')]".\ format(self._(u"Thx user, client or password you entered is incorrect"))) self.assertTrue(isinstance(ret, webdriver.remote.webelement.WebElement)) if __name__ == '__main__': unittest.main() Why does it do that and how can I prevent it?

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  • Generating dynamic data using Javascript

    - by methuselah
    Given that I have an array of alphabetical characters: var qwerty = [['q', 'w', 'e', 'r', 't', 'y', 'u', 'i', 'o', 'p'], ['a', 's', 'd', 'f', 'g', 'h', 'j', 'k', 'l'], ['z', 'x', 'c', 'v', 'b', 'n', 'm']]; How would I present them in three rows like on a conventional keyboard using JS without resorting to something like this: <input type='button' value='Q' id='bt1'/> <input type='button' value='W' id='bt2'/> <input type='button' value='E' id='bt3'/> <input type='button' value='R' id='bt4'/> <input type='button' value='T' id='bt5'/> <input type='button' value='Y' id='bt5'/> <input type='button' value='U' id='bt7'/> <input type='button' value='I' id='bt8'/> <input type='button' value='O' id='bt9'/> <input type='button' value='P' id='bt10'/> <br> <input type='button' value='A' id='bt11'/> <input type='button' value='S' id='bt12'/> <input type='button' value='D' id='bt13'/> <input type='button' value='F' id='bt14'/> <input type='button' value='G' id='bt15'/> <input type='button' value='H' id='bt16'/> <input type='button' value='J' id='bt17'/> <input type='button' value='K' id='bt18'/> <input type='button' value='L' id='bt19'/> <br /> ... Many thanks in advance!

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  • Windows Phone 7 Review &ndash; Part 1: LG Quantum

    - by Nikita Polyakov
    As many of my fellow geeks, I ran out and got a retail windows Phone 7 on the first day. Just had to have it :) I’ve had the developer prototypes in my hands for previous 3 months on and off, so I finally wanted to have one I call my own. I’ve rushed the Launch   I’ve checked out both AT&T and T-Mobile offerings on day 1 and decided on a Samsung Focus. Great screen, super light and thin. If you don’t believe me that this phone can compete with the best of the non-Phone 7 offerings - get it in your hand to compare for yourself. I have to say that even though the on-screen keyboard on Windows Phone 7 is one of the best, the amount of text I write on my phone and my expectation of how long that takes for a short reply are very high. Also the phone being so slick and sexy did not feel solid or confident in my hand or pocket. As the dust settled   Arrives the LG Quantum – now on AT&T and worldwide. First impression of the softer plastic, the back battery cover is solid metal - the entire phone feels solid and indestructible! Phone fits just right in my hand, it’s almost too good. It does not feel like it will crack in your jeans. I feel safe holding it and don’t feel like if I or someone were to bump into me walking it’d fly out of my hand. I’ve dropped and had thrown the Focus a few times on accident as it’s weight is negligible. I won’t even dream of lying the first day adjusting to a 3.5’ LCD screen from the Samsung’s blistering bright and poppy AMOLED 4’ was hard. But the colors and sharpness are still very good. I find it almost easier on the eyes actually for day to day use.  I had a chance to lay the phone down in the line with the prototypes and final versions of other phones that had LCD screens – LG makes HTC looks like a budget LCD compared to a high end LCD in the home theatre department. I am consistently complemented by friends that have the HD7 or Surround on how much better my screen looks. The screen just looks like the most color correct phone out of the line up. Even next to Samsung it makes it look oversaturated, but can’t match the true blacks compensating with true white.   Day to Day Usability   What I also noticed that is a huge difference is how much I am not accidently hitting the soft keys at the bottom. I real pain on Focus since holding it in am average size hand already would accidently touch the controls at the bottom. QWERTY keyboard on this phone is great. It’s like the mission for LG is “make it solid!”. Keyboard has a very durable feel.   LG’s has a secret wild card though is the DLNA support. If you seen an ad for it, you should. Imagine this – playing a song from your phone straight to your network connected A/V receiver. Done. Pictures to TV. Done. Video. Done. DLNA works with components that advertise to as well as Windows 7, XBOX 360 and other consoles.  I will write an extensive review of that experience in near future. LG Exclusive apps – from panorama photo taker to voice to text translator and even look-n-type app that works like a backup inverse camera, there is quite a bit there that won’t be found on the other phones. I’ll review those in more detail in another segment. Conclusion So for a quick comparison: If you want a phone that is super thin, light and is core reference of a Windows Phone 7 – Samsung Focus it is. If you want a great phone with solid secure feel, real keyboard, media features - the hands down winner is LG Quantum.   You can pick up the LG Quantum at AT&T in US and worldwide as LG Optimus 7Q.   Final thought: I have not had SmartPhone that I felt was a reliable trusty primary communication device since Samsung BlackJack II, this time the LG got the crown.   [ Disclosure: Phone was provided to me free of charge. That has been the case for all of my phones for years, nothing new - I get them all. ]

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  • How to use Bouncy Castle lightweight API with AES and PBE

    - by Adrian
    I have a block of ciphertext that was created using the JCE algorithim "PBEWithSHA256And256BitAES-CBC-BC". The provider is BouncyCastle. What I'd like to do it decrypt this ciphertext using the BouncyCastle lightweight API. I don't want to use JCE because that requires installing the Unlimited Strength Jurisdiction Policy Files. Documentation seems to be thin on the ground when it comes to using BC with PBE and AES. Here's what I have so far. The decryption code runs without exception but returns rubbish. The encryption code, String password = "qwerty"; String plainText = "hello world"; byte[] salt = generateSalt(); byte[] cipherText = encrypt(plainText, password.toCharArray(), salt); private static byte[] generateSalt() throws NoSuchAlgorithmException { byte salt[] = new byte[8]; SecureRandom saltGen = SecureRandom.getInstance("SHA1PRNG"); saltGen.nextBytes(salt); return salt; } private static byte[] encrypt(String plainText, char[] password, byte[] salt) throws NoSuchAlgorithmException, InvalidKeySpecException, NoSuchPaddingException, InvalidKeyException, InvalidAlgorithmParameterException, IllegalBlockSizeException, BadPaddingException { Security.addProvider(new BouncyCastleProvider()); PBEParameterSpec pbeParamSpec = new PBEParameterSpec(salt, 20); PBEKeySpec pbeKeySpec = new PBEKeySpec(password); SecretKeyFactory keyFac = SecretKeyFactory.getInstance("PBEWithSHA256And256BitAES-CBC-BC"); SecretKey pbeKey = keyFac.generateSecret(pbeKeySpec); Cipher encryptionCipher = Cipher.getInstance("PBEWithSHA256And256BitAES-CBC-BC"); encryptionCipher.init(Cipher.ENCRYPT_MODE, pbeKey, pbeParamSpec); return encryptionCipher.doFinal(plainText.getBytes()); } The decryption code, byte[] decryptedText = decrypt(cipherText, password.getBytes(), salt); private static byte[] decrypt(byte[] cipherText, byte[] password, byte[] salt) throws DataLengthException, IllegalStateException, InvalidCipherTextException, InvalidKeyException, NoSuchAlgorithmException, NoSuchPaddingException, IllegalBlockSizeException, BadPaddingException { BlockCipher engine = new AESEngine(); CBCBlockCipher cipher = new CBCBlockCipher(engine); PKCS5S1ParametersGenerator keyGenerator = new PKCS5S1ParametersGenerator(new SHA256Digest()); keyGenerator.init(password, salt, 20); CipherParameters keyParams = keyGenerator.generateDerivedParameters(256); cipher.init(false, keyParams); byte[] decryptedBytes = new byte[cipherText.length]; int numBytesCopied = cipher.processBlock(cipherText, 0, decryptedBytes, 0); return decryptedBytes; }

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  • HTG Reviews the CODE Keyboard: Old School Construction Meets Modern Amenities

    - by Jason Fitzpatrick
    There’s nothing quite as satisfying as the smooth and crisp action of a well built keyboard. If you’re tired of  mushy keys and cheap feeling keyboards, a well-constructed mechanical keyboard is a welcome respite from the $10 keyboard that came with your computer. Read on as we put the CODE mechanical keyboard through the paces. What is the CODE Keyboard? The CODE keyboard is a collaboration between manufacturer WASD Keyboards and Jeff Atwood of Coding Horror (the guy behind the Stack Exchange network and Discourse forum software). Atwood’s focus was incorporating the best of traditional mechanical keyboards and the best of modern keyboard usability improvements. In his own words: The world is awash in terrible, crappy, no name how-cheap-can-we-make-it keyboards. There are a few dozen better mechanical keyboard options out there. I’ve owned and used at least six different expensive mechanical keyboards, but I wasn’t satisfied with any of them, either: they didn’t have backlighting, were ugly, had terrible design, or were missing basic functions like media keys. That’s why I originally contacted Weyman Kwong of WASD Keyboards way back in early 2012. I told him that the state of keyboards was unacceptable to me as a geek, and I proposed a partnership wherein I was willing to work with him to do whatever it takes to produce a truly great mechanical keyboard. Even the ardent skeptic who questions whether Atwood has indeed created a truly great mechanical keyboard certainly can’t argue with the position he starts from: there are so many agonizingly crappy keyboards out there. Even worse, in our opinion, is that unless you’re a typist of a certain vintage there’s a good chance you’ve never actually typed on a really nice keyboard. Those that didn’t start using computers until the mid-to-late 1990s most likely have always typed on modern mushy-key keyboards and never known the joy of typing on a really responsive and crisp mechanical keyboard. Is our preference for and love of mechanical keyboards shining through here? Good. We’re not even going to try and hide it. So where does the CODE keyboard stack up in pantheon of keyboards? Read on as we walk you through the simple setup and our experience using the CODE. Setting Up the CODE Keyboard Although the setup of the CODE keyboard is essentially plug and play, there are two distinct setup steps that you likely haven’t had to perform on a previous keyboard. Both highlight the degree of care put into the keyboard and the amount of customization available. Inside the box you’ll find the keyboard, a micro USB cable, a USB-to-PS2 adapter, and a tool which you may be unfamiliar with: a key puller. We’ll return to the key puller in a moment. Unlike the majority of keyboards on the market, the cord isn’t permanently affixed to the keyboard. What does this mean for you? Aside from the obvious need to plug it in yourself, it makes it dead simple to repair your own keyboard cord if it gets attacked by a pet, mangled in a mechanism on your desk, or otherwise damaged. It also makes it easy to take advantage of the cable routing channels in on the underside of the keyboard to  route your cable exactly where you want it. While we’re staring at the underside of the keyboard, check out those beefy rubber feet. By peripherals standards they’re huge (and there is six instead of the usual four). Once you plunk the keyboard down where you want it, it might as well be glued down the rubber feet work so well. After you’ve secured the cable and adjusted it to your liking, there is one more task  before plug the keyboard into the computer. On the bottom left-hand side of the keyboard, you’ll find a small recess in the plastic with some dip switches inside: The dip switches are there to switch hardware functions for various operating systems, keyboard layouts, and to enable/disable function keys. By toggling the dip switches you can change the keyboard from QWERTY mode to Dvorak mode and Colemak mode, the two most popular alternative keyboard configurations. You can also use the switches to enable Mac-functionality (for Command/Option keys). One of our favorite little toggles is the SW3 dip switch: you can disable the Caps Lock key; goodbye accidentally pressing Caps when you mean to press Shift. You can review the entire dip switch configuration chart here. The quick-start for Windows users is simple: double check that all the switches are in the off position (as seen in the photo above) and then simply toggle SW6 on to enable the media and backlighting function keys (this turns the menu key on the keyboard into a function key as typically found on laptop keyboards). After adjusting the dip switches to your liking, plug the keyboard into an open USB port on your computer (or into your PS/2 port using the included adapter). Design, Layout, and Backlighting The CODE keyboard comes in two flavors, a traditional 87-key layout (no number pad) and a traditional 104-key layout (number pad on the right hand side). We identify the layout as traditional because, despite some modern trapping and sneaky shortcuts, the actual form factor of the keyboard from the shape of the keys to the spacing and position is as classic as it comes. You won’t have to learn a new keyboard layout and spend weeks conditioning yourself to a smaller than normal backspace key or a PgUp/PgDn pair in an unconventional location. Just because the keyboard is very conventional in layout, however, doesn’t mean you’ll be missing modern amenities like media-control keys. The following additional functions are hidden in the F11, F12, Pause button, and the 2×6 grid formed by the Insert and Delete rows: keyboard illumination brightness, keyboard illumination on/off, mute, and then the typical play/pause, forward/backward, stop, and volume +/- in Insert and Delete rows, respectively. While we weren’t sure what we’d think of the function-key system at first (especially after retiring a Microsoft Sidewinder keyboard with a huge and easily accessible volume knob on it), it took less than a day for us to adapt to using the Fn key, located next to the right Ctrl key, to adjust our media playback on the fly. Keyboard backlighting is a largely hit-or-miss undertaking but the CODE keyboard nails it. Not only does it have pleasant and easily adjustable through-the-keys lighting but the key switches the keys themselves are attached to are mounted to a steel plate with white paint. Enough of the light reflects off the interior cavity of the keys and then diffuses across the white plate to provide nice even illumination in between the keys. Highlighting the steel plate beneath the keys brings us to the actual construction of the keyboard. It’s rock solid. The 87-key model, the one we tested, is 2.0 pounds. The 104-key is nearly a half pound heavier at 2.42 pounds. Between the steel plate, the extra-thick PCB board beneath the steel plate, and the thick ABS plastic housing, the keyboard has very solid feel to it. Combine that heft with the previously mentioned thick rubber feet and you have a tank-like keyboard that won’t budge a millimeter during normal use. Examining The Keys This is the section of the review the hardcore typists and keyboard ninjas have been waiting for. We’ve looked at the layout of the keyboard, we’ve looked at the general construction of it, but what about the actual keys? There are a wide variety of keyboard construction techniques but the vast majority of modern keyboards use a rubber-dome construction. The key is floated in a plastic frame over a rubber membrane that has a little rubber dome for each key. The press of the physical key compresses the rubber dome downwards and a little bit of conductive material on the inside of the dome’s apex connects with the circuit board. Despite the near ubiquity of the design, many people dislike it. The principal complaint is that dome keyboards require a complete compression to register a keystroke; keyboard designers and enthusiasts refer to this as “bottoming out”. In other words, the register the “b” key, you need to completely press that key down. As such it slows you down and requires additional pressure and movement that, over the course of tens of thousands of keystrokes, adds up to a whole lot of wasted time and fatigue. The CODE keyboard features key switches manufactured by Cherry, a company that has manufactured key switches since the 1960s. Specifically the CODE features Cherry MX Clear switches. These switches feature the same classic design of the other Cherry switches (such as the MX Blue and Brown switch lineups) but they are significantly quieter (yes this is a mechanical keyboard, but no, your neighbors won’t think you’re firing off a machine gun) as they lack the audible click found in most Cherry switches. This isn’t to say that they keyboard doesn’t have a nice audible key press sound when the key is fully depressed, but that the key mechanism isn’t doesn’t create a loud click sound when triggered. One of the great features of the Cherry MX clear is a tactile “bump” that indicates the key has been compressed enough to register the stroke. For touch typists the very subtle tactile feedback is a great indicator that you can move on to the next stroke and provides a welcome speed boost. Even if you’re not trying to break any word-per-minute records, that little bump when pressing the key is satisfying. The Cherry key switches, in addition to providing a much more pleasant typing experience, are also significantly more durable than dome-style key switch. Rubber dome switch membrane keyboards are typically rated for 5-10 million contacts whereas the Cherry mechanical switches are rated for 50 million contacts. You’d have to write the next War and Peace  and follow that up with A Tale of Two Cities: Zombie Edition, and then turn around and transcribe them both into a dozen different languages to even begin putting a tiny dent in the lifecycle of this keyboard. So what do the switches look like under the classicly styled keys? You can take a look yourself with the included key puller. Slide the loop between the keys and then gently beneath the key you wish to remove: Wiggle the key puller gently back and forth while exerting a gentle upward pressure to pop the key off; You can repeat the process for every key, if you ever find yourself needing to extract piles of cat hair, Cheeto dust, or other foreign objects from your keyboard. There it is, the naked switch, the source of that wonderful crisp action with the tactile bump on each keystroke. The last feature worthy of a mention is the N-key rollover functionality of the keyboard. This is a feature you simply won’t find on non-mechanical keyboards and even gaming keyboards typically only have any sort of key roller on the high-frequency keys like WASD. So what is N-key rollover and why do you care? On a typical mass-produced rubber-dome keyboard you cannot simultaneously press more than two keys as the third one doesn’t register. PS/2 keyboards allow for unlimited rollover (in other words you can’t out type the keyboard as all of your keystrokes, no matter how fast, will register); if you use the CODE keyboard with the PS/2 adapter you gain this ability. If you don’t use the PS/2 adapter and use the native USB, you still get 6-key rollover (and the CTRL, ALT, and SHIFT don’t count towards the 6) so realistically you still won’t be able to out type the computer as even the more finger twisting keyboard combos and high speed typing will still fall well within the 6-key rollover. The rollover absolutely doesn’t matter if you’re a slow hunt-and-peck typist, but if you’ve read this far into a keyboard review there’s a good chance that you’re a serious typist and that kind of quality construction and high-number key rollover is a fantastic feature.  The Good, The Bad, and the Verdict We’ve put the CODE keyboard through the paces, we’ve played games with it, typed articles with it, left lengthy comments on Reddit, and otherwise used and abused it like we would any other keyboard. The Good: The construction is rock solid. In an emergency, we’re confident we could use the keyboard as a blunt weapon (and then resume using it later in the day with no ill effect on the keyboard). The Cherry switches are an absolute pleasure to type on; the Clear variety found in the CODE keyboard offer a really nice middle-ground between the gun-shot clack of a louder mechanical switch and the quietness of a lesser-quality dome keyboard without sacrificing quality. Touch typists will love the subtle tactile bump feedback. Dip switch system makes it very easy for users on different systems and with different keyboard layout needs to switch between operating system and keyboard layouts. If you’re investing a chunk of change in a keyboard it’s nice to know you can take it with you to a different operating system or “upgrade” it to a new layout if you decide to take up Dvorak-style typing. The backlighting is perfect. You can adjust it from a barely-visible glow to a blazing light-up-the-room brightness. Whatever your intesity preference, the white-coated steel backplate does a great job diffusing the light between the keys. You can easily remove the keys for cleaning (or to rearrange the letters to support a new keyboard layout). The weight of the unit combined with the extra thick rubber feet keep it planted exactly where you place it on the desk. The Bad: While you’re getting your money’s worth, the $150 price tag is a shock when compared to the $20-60 price tags you find on lower-end keyboards. People used to large dedicated media keys independent of the traditional key layout (such as the large buttons and volume controls found on many modern keyboards) might be off put by the Fn-key style media controls on the CODE. The Verdict: The keyboard is clearly and heavily influenced by the needs of serious typists. Whether you’re a programmer, transcriptionist, or just somebody that wants to leave the lengthiest article comments the Internet has ever seen, the CODE keyboard offers a rock solid typing experience. Yes, $150 isn’t pocket change, but the quality of the CODE keyboard is so high and the typing experience is so enjoyable, you’re easily getting ten times the value you’d get out of purchasing a lesser keyboard. Even compared to other mechanical keyboards on the market, like the Das Keyboard, you’re still getting more for your money as other mechanical keyboards don’t come with the lovely-to-type-on Cherry MX Clear switches, back lighting, and hardware-based operating system keyboard layout switching. If it’s in your budget to upgrade your keyboard (especially if you’ve been slogging along with a low-end rubber-dome keyboard) there’s no good reason to not pickup a CODE keyboard. Key animation courtesy of Geekhack.org user Lethal Squirrel.       

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  • Launch market place with id of an application that doesn't exist in the android market place

    - by Gaurav
    Hi, I am creating an application that checks the installation of a package and then launches the market-place with its id. When I try to launch market place with id of an application say com.mybrowser.android by throwing an intent android.intent.action.VIEW with url: market://details?id=com.mybrowser.android, the market place application does launches but crashes after launch. Note: the application com.mybrowser.android doesn't exists in the market-place. MyApplication is my application. $ adb logcat I/ActivityManager( 1030): Starting activity: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 cmp=myapp.testapp/.MyApplication } I/ActivityManager( 1030): Start proc myapp.testapp for activity myapp.testapp/.MyApplication: pid=3858 uid=10047 gids={1015, 3003} I/MyApplication( 3858): [ Activity CREATED ] I/MyApplication( 3858): [ Activity STARTED ] I/MyApplication( 3858): onResume D/dalvikvm( 1109): GC freed 6571 objects / 423480 bytes in 73ms I/MyApplication( 3858): Pressed OK button I/MyApplication( 3858): Broadcasting Intent: android.intent.action.VIEW, data: market://details?id=com.mybrowser.android I/ActivityManager( 1030): Starting activity: Intent { act=android.intent.action.VIEW dat=market://details?id=com.mybrowser.android flg=0x10000000 cmp=com.android.ven ding/.AssetInfoActivity } I/MyApplication( 3858): onPause I/ActivityManager( 1030): Start proc com.android.vending for activity com.android.vending/.AssetInfoActivity: pid=3865 uid=10023 gids={3003} I/ActivityThread( 3865): Publishing provider com.android.vending.SuggestionsProvider: com.android.vending.SuggestionsProvider D/dalvikvm( 1030): GREF has increased to 701 I/vending ( 3865): com.android.vending.api.RadioHttpClient$1.handleMessage(): Handle DATA_STATE_CHANGED event: NetworkInfo: type: WIFI[], state: CONNECTED/CO NNECTED, reason: (unspecified), extra: (none), roaming: false, failover: false, isAvailable: true I/ActivityManager( 1030): Displayed activity com.android.vending/.AssetInfoActivity: 609 ms (total 7678 ms) D/dalvikvm( 1030): GC freed 10458 objects / 676440 bytes in 128ms I/MyApplication( 3858): [ Activity STOPPED ] D/dalvikvm( 3865): GC freed 3538 objects / 254008 bytes in 84ms W/dalvikvm( 3865): threadid=19: thread exiting with uncaught exception (group=0x4001b180) E/AndroidRuntime( 3865): Uncaught handler: thread AsyncTask #1 exiting due to uncaught exception E/AndroidRuntime( 3865): java.lang.RuntimeException: An error occured while executing doInBackground() E/AndroidRuntime( 3865): at android.os.AsyncTask$3.done(AsyncTask.java:200) E/AndroidRuntime( 3865): at java.util.concurrent.FutureTask$Sync.innerSetException(FutureTask.java:273) E/AndroidRuntime( 3865): at java.util.concurrent.FutureTask.setException(FutureTask.java:124) E/AndroidRuntime( 3865): at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:307) E/AndroidRuntime( 3865): at java.util.concurrent.FutureTask.run(FutureTask.java:137) E/AndroidRuntime( 3865): at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1068) E/AndroidRuntime( 3865): at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:561) E/AndroidRuntime( 3865): at java.lang.Thread.run(Thread.java:1096) E/AndroidRuntime( 3865): Caused by: java.lang.NullPointerException E/AndroidRuntime( 3865): at com.android.vending.AssetItemAdapter$ReloadLocalAssetInformationTask.doInBackground(AssetItemAdapter.java:845) E/AndroidRuntime( 3865): at com.android.vending.AssetItemAdapter$ReloadLocalAssetInformationTask.doInBackground(AssetItemAdapter.java:831) E/AndroidRuntime( 3865): at android.os.AsyncTask$2.call(AsyncTask.java:185) E/AndroidRuntime( 3865): at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:305) E/AndroidRuntime( 3865): ... 4 more I/Process ( 1030): Sending signal. PID: 3865 SIG: 3 I/dalvikvm( 3865): threadid=7: reacting to signal 3 I/dalvikvm( 3865): Wrote stack trace to '/data/anr/traces.txt' I/DumpStateReceiver( 1030): Added state dump to 1 crashes D/AndroidRuntime( 3865): Shutting down VM W/dalvikvm( 3865): threadid=3: thread exiting with uncaught exception (group=0x4001b180) E/AndroidRuntime( 3865): Uncaught handler: thread main exiting due to uncaught exception E/AndroidRuntime( 3865): java.lang.NullPointerException E/AndroidRuntime( 3865): at com.android.vending.controller.AssetInfoActivityController.getIdDeferToLocal(AssetInfoActivityController.java:637) E/AndroidRuntime( 3865): at com.android.vending.AssetInfoActivity.displayAssetInfo(AssetInfoActivity.java:556) E/AndroidRuntime( 3865): at com.android.vending.AssetInfoActivity.access$800(AssetInfoActivity.java:74) E/AndroidRuntime( 3865): at com.android.vending.AssetInfoActivity$LoadAssetInfoAction$1.run(AssetInfoActivity.java:917) E/AndroidRuntime( 3865): at android.os.Handler.handleCallback(Handler.java:587) E/AndroidRuntime( 3865): at android.os.Handler.dispatchMessage(Handler.java:92) E/AndroidRuntime( 3865): at android.os.Looper.loop(Looper.java:123) E/AndroidRuntime( 3865): at android.app.ActivityThread.main(ActivityThread.java:4363) E/AndroidRuntime( 3865): at java.lang.reflect.Method.invokeNative(Native Method) E/AndroidRuntime( 3865): at java.lang.reflect.Method.invoke(Method.java:521) E/AndroidRuntime( 3865): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) E/AndroidRuntime( 3865): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) E/AndroidRuntime( 3865): at dalvik.system.NativeStart.main(Native Method) I/Process ( 1030): Sending signal. PID: 3865 SIG: 3 W/ActivityManager( 1030): Process com.android.vending has crashed too many times: killing! D/ActivityManager( 1030): Force finishing activity com.android.vending/.AssetInfoActivity I/dalvikvm( 3865): threadid=7: reacting to signal 3 D/ActivityManager( 1030): Force removing process ProcessRecord{44e48548 3865:com.android.vending/10023} (com.android.vending/10023) However, when I try to launch the market place for a package that exists in the market place say com.opera.mini.android, everything works. Log for this case: D/dalvikvm( 966): GC freed 2781 objects / 195056 bytes in 99ms I/MyApplication( 1165): Pressed OK button I/MyApplication( 1165): Broadcasting Intent: android.intent.action.VIEW, data: market://details?id=com.opera.mini.android I/ActivityManager( 78): Starting activity: Intent { act=android.intent.action.VIEW dat=market://details?id=com.opera.mini.android flg=0x10000000 cmp=com.android.vending/.AssetInfoActivity } I/AndroidRuntime( 1165): AndroidRuntime onExit calling exit(0) I/WindowManager( 78): WIN DEATH: Window{44c72308 myapp.testapp/myapp.testapp.MyApplication paused=true} I/ActivityManager( 78): Process myapp.testapp (pid 1165) has died. I/WindowManager( 78): WIN DEATH: Window{44c72958 myapp.testapp/myapp.testapp.MyApplication paused=false} D/dalvikvm( 78): GC freed 31778 objects / 1796368 bytes in 142ms I/ActivityManager( 78): Displayed activity com.android.vending/.AssetInfoActivity: 214 ms (total 22866 ms) W/KeyCharacterMap( 978): No keyboard for id 65540 W/KeyCharacterMap( 978): Using default keymap: /system/usr/keychars/qwerty.kcm.bin V/RenderScript_jni( 966): surfaceCreated V/RenderScript_jni( 966): surfaceChanged V/RenderScript( 966): setSurface 480 762 0x573430 D/ViewFlipper( 966): updateRunning() mVisible=true, mStarted=true, mUserPresent=true, mRunning=true D/dalvikvm( 978): GC freed 10065 objects / 624440 bytes in 95ms Any ideas? Thanks in advance!

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