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  • C redevient le langage le plus utilisé devant Java et C++, d'après le classement des langages de pro

    Le C redevient le langage de programmation le plus utilisé Devant Java et le C++, d'après TIOBE Software TIOBE Software publie chaque mois son classement (le TIOBE Programming Community index) des langages de programmation. D'après cet index, pour la première fois depuis 4 ans, Java perd sa place de langage le plus populaire au profit du C qui retrouve donc le top du classement. Le C "est assez constant au fil des années, il varie entre 15% et 20% de parts de marché depuis presque 10 ans. Donc, la raison principale de cette place de numéro 1 n'est pas une progression du C, mais plutôt la baisse de son concurrent Java", explique l'analyse qui accompagne ce ...

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  • Codename One : la boite à outils Java open source pour le développement mobile multiplateforme sur une base de code unique sort

    Prise en charge de Windows 8 pour Codename One la boîte à outils open source pour le développement mobile multiplateforme sur une base de code Java unique Codename One, la plateforme open source pour le développement mobile en Java prend désormais en charge Windows Phone et les tablettes Windows 8. Développé par deux anciens ingénieurs de SUN Microsystems, Codename One est un écosystème léger, fondé sur Java, conçu pour permettre aux développeurs de créer des applications natives pour de multiples plateformes mobiles et tablettes en utilisant une base de code unique. La bêta de la boîte à outils avait été présentée en juillet dernier, et permettait de développer pour iOS, Android...

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  • Le nouvel exploit zero-day de Java 7 décortiqué, il permet de désactiver le sandbox avec une facilité déconcertante

    Faille de sécurité critique dans Java 7 Update 6 pouvant être utilisée pour installer des malwares, la désactivation de la plateforme recommandée Les experts en sécurité tirent la sonnette d'alarme pour la dernière version de la plateforme Java. Java 7 Update 6 serait sujet à une vulnérabilité activement exploitée. Les chercheurs en sécurité du cabinet FireEye ont découvert une faille de sécurité dans la plateforme pouvant être exploitée pour infecter des ordinateurs avec des logiciels malveillants. La vulnérabilité aurait été utilisée pour installer à distance le cheval de Troie Poison Ivy, qui a été utilisé dans le passé dans de nombreuses campagnes de cyberespionnage. L...

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  • Quelles sont pour vous les plus belles applications de bureau développées en Java ? Partagez votre expérience

    Même si les applications Web prennent une part non négligeable dans le développement Java, de nombreuses applications de bureau sont encore très demandées. La plateforme Java via ses nombreuses bibliothèques graphiques (JavaFX, Swing, plateforme Eclipse, ...) permet de réaliser des applications de bureau très abouties. Nous vous invitons à partager les applications de bureau qui vous semblent les plus réussis et les plus à même de montrer la maturité de Java dans tous les domaines. Pour chaque application, merci de préciser un lien et un bref descriptif. A noter qu'un débat similaire avait été proposé il y a quelques années concernant

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  • Free course on Java Embedded on the Raspberry Pi?

    - by A Tael
    Oracle is developing a free, on-line course on developing Oracle Java Embedded applications using a Raspberry Pi as the development platform. The course teaches experienced Java SE developers how to design and develop applications using Java ME Embedded 8 EA on a Raspberry Pi with physical devices, including: switches and Light Emitting Diodes (LED); temperature/barometric pressure sensors; Global Positioning System (GPS) sensors; and system interrupt timers. Additional modules include logging, threads, network I/O, file I/O, record management service, push registry, application management services and best practices for headless embedded devices.Sounds like great fun doesn't it? Read more about the course and give us your feedback in this short survey. <<Andy>>

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  • Faille de sécurité critique dans Java 7 Update 6, pouvant être exploitée pour installer des malwares, sa désactivation recommandée

    Faille de sécurité critique dans Java 7 Update 6 pouvant être utilisée pour installer des malwares, la désactivation de la plateforme recommandée Les experts en sécurité tirent la sonnette d'alarme pour la dernière version de la plateforme Java. Java 7 Update 6 serait sujet à une vulnérabilité activement exploitée. Les chercheurs en sécurité du cabinet FireEye ont découvert une faille de sécurité dans la plateforme pouvant être exploitée pour infecter des ordinateurs avec des logiciels malveillants. La vulnérabilité aurait été utilisée pour installer à distance le cheval de Troie Poison Ivy, qui a été utilisé dans le passé dans de nombreuses campagnes de cyberespionnage. L...

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  • Faille de sécurité critique dans Java 7 : Oracle informé depuis avril 2012, et ne réagit toujours pas

    Faille de sécurité critique dans Java 7 Update 6 pouvant être utilisée pour installer des malwares, la désactivation de la plateforme recommandée Les experts en sécurité tirent la sonnette d'alarme pour la dernière version de la plateforme Java. Java 7 Update 6 serait sujet à une vulnérabilité activement exploitée. Les chercheurs en sécurité du cabinet FireEye ont découvert une faille de sécurité dans la plateforme pouvant être exploitée pour infecter des ordinateurs avec des logiciels malveillants. La vulnérabilité aurait été utilisée pour installer à distance le cheval de Troie Poison Ivy, qui a été utilisé dans le passé dans de nombreuses campagnes de cyberespionnage. L...

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  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • DNS lookup failures while accessing my website some proxy error

    - by Bond
    Here is a situation until today morning,every thing has been working perfectly fine with me. From past 6 months many of my domains wer accessible as http://site1.myserver.com http://site2.myserver.com http://site3.myserver.com http://site4.myserver.com All these were Reverse Proxy configurations. I have some applications on each of them. until today morning some people reported me that http://site1.myserver.com/app1 is not working but http://site1.myserver.com is accessible but http://site2.myserver.com is accessible but http://site3.myserver.com is accessible but http://site4.myserver.com not accessible In past 6 months I have not changed any of these Apache configurations (things were working perfectly so) The error which can be seen in browser are while accessing http://site1.myserver.com/app1 Proxy Error The proxy server received an invalid response from an upstream server. The proxy server could not handle the request GET /app1. Reason: DNS lookup failure for: myserver.com and same is the error for http://site4.myserver.com So what should I check in I have checked all the apache logs to an extent which I could see and 192.168.1.25 - - [10/Jan/2011:14:50:48 +0530] "GET /app1 HTTP/1.1" 502 531 "-" "Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.9.2.3) Gecko/20100401 Firefox/3.6.3" Mon Jan 10 14:27:42 2011] [error] (113)No route to host: proxy: HTTP: attempt to connect to 192.168.1.3:80 (192.168.1.3) failed [Mon Jan 10 14:27:42 2011] [error] ap_proxy_connect_backend disabling worker for (192.168.1.3) [Mon Jan 10 14:27:44 2011] [error] proxy: HTTP: disabled connection for (192.168.1.3) [Mon Jan 10 14:27:44 2011] [error] proxy: HTTP: disabled connection for (192.168.1.3) [Mon Jan 10 14:27:44 2011] [error] proxy: HTTP: disabled connection for (192.168.1.3) [Mon Jan 10 14:27:45 2011] [error] proxy: HTTP: disabled connection for (192.168.1.3) [Mon Jan 10 14:27:45 2011] [error] proxy: HTTP: disabled connection for (192.168.1.3) [Mon Jan 10 14:27:45 2011] [error] proxy: HTTP: disabled connection for (192.168.1.3) [Mon Jan 10 14:27:45 2011] [error] proxy: HTTP: disabled connection for (192.168.1.3) [Mon Jan 10 14:27:46 2011] [error] proxy: HTTP: disabled connection for (192.168.1.3) [Mon Jan 10 14:27:47 2011] [error] proxy: HTTP: disabled connection for (192.168.1.3) [Mon Jan 10 14:27:48 2011] [error] proxy: HTTP: disabled connection for (192.168.1.3) [Mon Jan 10 14:27:48 2011] [error] proxy: HTTP: disabled connection for (192.168.1.3) [Mon Jan 10 14:27:48 2011] [error] proxy: HTTP: disabled connection for (192.168.1.3) [Mon Jan 10 14:35:29 2011] [error] [client 192.168.1.25] proxy: DNS lookup failure for: myserver.com returned by /app1 [Mon Jan 10 14:35:30 2011] [error] [client 192.168.1.25] proxy: DNS lookup failure for: myserver.com returned by /app1 [Mon Jan 10 14:35:30 2011] [error] [client 192.168.1.25] proxy: DNS lookup failure for: myserver.com returned by /app1 [Mon Jan 10 14:50:30 2011] [error] [client 192.168.1.25] proxy: DNS lookup failure for: myserver.com returned by /app1 [Mon Jan 10 14:50:48 2011] [error] [client 192.168.1.25] proxy: DNS lookup failure for: myserver.com returned by /app1 and for site4.myserver.com I get [Mon Jan 10 14:57:40 2011] [error] [client 192.168.1.25] proxy: DNS lookup failure for: site4.myserver.com returned by /favicon.ico [Mon Jan 10 14:57:40 2011] [error] [client 192.168.1.25] proxy: DNS lookup failure for: site4.myserver.com returned by /favicon.ico [Mon Jan 10 14:57:43 2011] [error] [client 192.168.1.25] proxy: DNS lookup failure for: site4.myserver.com returned by /favicon.ico [Mon Jan 10 15:02:38 2011] [error] [client <some external IP>] proxy: DNS lookup failure for: site4.myserver.com returned by / [Mon Jan 10 15:03:04 2011] [error] [client <some external IP>] proxy: DNS lookup failure for: site4.myserver.com returned by /, referer: http://site4.myserver.com/ [Mon Jan 10 15:03:04 2011] [error] [client <some external IP>] proxy: DNS lookup failure for: site4.myserver.com returned by /favicon.ico [Mon Jan 10 15:03:08 2011] [error] [client <some external IP>] proxy: DNS lookup failure for: site4.myserver.com returned by /, referer: http://site4.myserver.com/ [Mon Jan 10 15:03:08 2011] [error] [client <some external IP>] proxy: DNS lookup failure for: site4.myserver.com returned by /favicon.ico [Mon Jan 10 15:03:10 2011] [error] [client <some external IP>] proxy: DNS lookup failure for: site4.myserver.com returned by /, referer: http://site4.myserver.com/ [Mon Jan 10 15:06:21 2011] [error] [client 192.168.1.25] proxy: DNS lookup failure for: site4.myserver.com returned by / [Mon Jan 10 15:06:31 2011] [error] [client 192.168.1.25] proxy: DNS lookup failure for: site4.myserver.com returned by /, referer: http://site4.myserver.com/ [Mon Jan 10 15:26:03 2011] [error] [client 192.168.1.25] proxy: DNS lookup failure for: site4.myserver.com returned by /

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  • Why does NX Client for Windows silently closes after connection?

    - by pavel
    Hey! I connect remotely to my Ubuntu server from Vista machine. Now I need to run a GUI application on the server (Wireshark). So I decided to use FreeNX server/client to view Ubuntu GUI on Vista I have successfully installed FreeNX on Ubuntu and NX Client on Vista. I was following this guide Unfortunately, now I found myself stuck with the following problem. At the client, the !M logo window appears, but after a few seconds that window just closes, even without showing any error message. Guys, I'm really stuck, please help! Maybe I should have installed some graphical environment on the server? These are the details from NX client, it seems there are no errors. ----------------- Info: Display running with pid '7768' and handler '0x670d24'. NXPROXY - Version 3.4.0 Copyright (C) 2001, 2007 NoMachine. See http://www.nomachine.com/ for more information. Info: Proxy running in client mode with pid '2168'. Session: Starting session at 'Sat Dec 19 10:58:35 2009'. Warning: Connected to remote version 3.3.0 with local version 3.4.0. Info: Connection with remote proxy completed. Info: Using WAN link parameters 768/24/1/0. Info: Using cache parameters 4/4096KB/16384KB/16384KB. Info: Using pack method 'adaptive-9' with session 'kde'. Info: Using ZLIB data compression 1/1/32. Info: Using ZLIB stream compression 1/1. Info: No suitable cache file found. Info: Forwarding X11 connections to display ':0'. Info: Listening to font server connections on port '11000'. Session: Session started at 'Sat Dec 19 10:58:35 2009'. Info: Established X server connection. Info: Using shared memory parameters 0/0K. Session: Terminating session at 'Sat Dec 19 10:58:37 2009'. Session: Session terminated at 'Sat Dec 19 10:58:37 2009'. -----------

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  • socket operation on nonsocket or bad file descriptor

    - by Magn3s1um
    I'm writing a pthread server which takes requests from clients and sends them back a bunch of .ppm files. Everything seems to go well, but sometimes when I have just 1 client connected, when trying to read from the file descriptor (for the file), it says Bad file Descriptor. This doesn't make sense, since my int fd isn't -1, and the file most certainly exists. Other times, I get this "Socket operation on nonsocket" error. This is weird because other times, it doesn't give me this error and everything works fine. When trying to connect multiple clients, for some reason, it will only send correctly to one, and then the other client gets the bad file descriptor or "nonsocket" error, even though both threads are processing the same messages and do the same routines. Anyone have an idea why? Here's the code that is giving me that error: while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); The messages for both threads are the same, being of the form ./path/imageXX.ppm where XX is the number that should go to the client. The file size of each image is 58368 bytes. Sometimes, this code hangs on the read, and stops execution. I don't know this would be either, because the file descriptor comes back as valid. Thanks in advanced. Edit: Here's some sample output: Sending to client a: ./support/images/sw90.ppm This is fd 4 Error: : Socket operation on non-socket Sending to client a: ./support/images/sw91.ppm This is fd 4 Error: : Socket operation on non-socket Sending ./support/images/sw92.ppm This is fd 4 I am hhere2 Error: : Socket operation on non-socket My dispatcher has defeated evil Sample with 2 clients (client b was serviced first) Sending to client b: ./support/images/sw87.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw88.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw89.ppm This is fd 6 Error: : Success This is fd 6 Error: : Bad file descriptor Sending to client a: ./support/images/sw85.ppm This is fd 6 Error: As you can see, who ever is serviced first in this instance can open the files, but not the 2nd person. Edit2: Full code. Sorry, its pretty long and terribly formatted. #include <netinet/in.h> #include <netinet/in.h> #include <netdb.h> #include <arpa/inet.h> #include <sys/types.h> #include <sys/socket.h> #include <errno.h> #include <stdio.h> #include <unistd.h> #include <pthread.h> #include <stdlib.h> #include <string.h> #include <sys/types.h> #include <sys/stat.h> #include <fcntl.h> #include "ring.h" /* Version 1 Here is what is implemented so far: The threads are created from the arguments specified (number of threads that is) The server will lock and update variables based on how many clients are in the system and such. The socket that is opened when a new client connects, must be passed to the threads. To do this, we need some sort of global array. I did this by specifying an int client and main_pool_busy, and two pointers poolsockets and nonpoolsockets. My thinking on this was that when a new client enters the system, the server thread increments the variable client. When a thread is finished with this client (after it sends it the data), the thread will decrement client and close the socket. HTTP servers act this way sometimes (they terminate the socket as soon as one transmission is sent). *Note down at bottom After the server portion increments the client counter, we must open up a new socket (denoted by new_sd) and get this value to the appropriate thread. To do this, I created global array poolsockets, which will hold all the socket descriptors for our pooled threads. The server portion gets the new socket descriptor, and places the value in the first spot of the array that has a 0. We only place a value in this array IF: 1. The variable main_pool_busy < worknum (If we have more clients in the system than in our pool, it doesn't mean we should always create a new thread. At the end of this, the server signals on the condition variable clientin that a new client has arrived. In our pooled thread, we then must walk this array and check the array until we hit our first non-zero value. This is the socket we will give to that thread. The thread then changes the array to have a zero here. What if our all threads in our pool our busy? If this is the case, then we will know it because our threads in this pool will increment main_pool_busy by one when they are working on a request and decrement it when they are done. If main_pool_busy >= worknum, then we must dynamically create a new thread. Then, we must realloc the size of our nonpoolsockets array by 1 int. We then add the new socket descriptor to our pool. Here's what we need to figure out: NOTE* Each worker should generate 100 messages which specify the worker thread ID, client socket descriptor and a copy of the client message. Additionally, each message should include a message number, starting from 0 and incrementing for each subsequent message sent to the same client. I don't know how to keep track of how many messages were to the same client. Maybe we shouldn't close the socket descriptor, but rather keep an array of structs for each socket that includes how many messages they have been sent. Then, the server adds the struct, the threads remove it, then the threads add it back once they've serviced one request (unless the count is 100). ------------------------------------------------------------- CHANGES Version 1 ---------- NONE: this is the first version. */ #define MAXSLOTS 30 #define dis_m 15 //problems with dis_m ==1 //Function prototypes void inc_clients(); void init_mutex_stuff(pthread_t*, pthread_t*); void *threadpool(void *); void server(int); void add_to_socket_pool(int); void inc_busy(); void dec_busy(); void *dispatcher(); void create_message(long, int, int, char *, char *); void init_ring(); void add_to_ring(char *, char *, int, int, int); int socket_from_string(char *); void add_to_head(char *); void add_to_tail(char *); struct message * reorder(struct message *, struct message *, int); int get_threadid(char *); void delete_socket_messages(int); struct message * merge(struct message *, struct message *, int); int get_request(char *, char *, char*); ///////////////////// //Global mutexes and condition variables pthread_mutex_t startservice; pthread_mutex_t numclients; pthread_mutex_t pool_sockets; pthread_mutex_t nonpool_sockets; pthread_mutex_t m_pool_busy; pthread_mutex_t slots; pthread_mutex_t numm; pthread_mutex_t circ; pthread_cond_t clientin; pthread_cond_t m; /////////////////////////////////////// //Global variables int clients; int main_pool_busy; int * poolsockets, nonpoolsockets; int worknum; struct ring mqueue; /////////////////////////////////////// int main(int argc, char ** argv){ //error handling if not enough arguments to program if(argc != 3){ printf("Not enough arguments to server: ./server portnum NumThreadsinPool\n"); _exit(-1); } //Convert arguments from strings to integer values int port = atoi(argv[1]); worknum = atoi(argv[2]); //Start server portion server(port); } /////////////////////////////////////////////////////////////////////////////////////////////// //The listen server thread///////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////// void server(int port){ int sd, new_sd; struct sockaddr_in name, cli_name; int sock_opt_val = 1; int cli_len; pthread_t threads[worknum]; //create our pthread id array pthread_t dis[1]; //create our dispatcher array (necessary to create thread) init_mutex_stuff(threads, dis); //initialize mutexes and stuff //Server setup /////////////////////////////////////////////////////// if ((sd = socket (AF_INET, SOCK_STREAM, 0)) < 0) { perror("(servConn): socket() error"); _exit (-1); } if (setsockopt (sd, SOL_SOCKET, SO_REUSEADDR, (char *) &sock_opt_val, sizeof(sock_opt_val)) < 0) { perror ("(servConn): Failed to set SO_REUSEADDR on INET socket"); _exit (-1); } name.sin_family = AF_INET; name.sin_port = htons (port); name.sin_addr.s_addr = htonl(INADDR_ANY); if (bind (sd, (struct sockaddr *)&name, sizeof(name)) < 0) { perror ("(servConn): bind() error"); _exit (-1); } listen (sd, 5); //End of server Setup ////////////////////////////////////////////////// for (;;) { cli_len = sizeof (cli_name); new_sd = accept (sd, (struct sockaddr *) &cli_name, &cli_len); printf ("Assigning new socket descriptor: %d\n", new_sd); inc_clients(); //New client has come in, increment clients add_to_socket_pool(new_sd); //Add client to the pool of sockets if (new_sd < 0) { perror ("(servConn): accept() error"); _exit (-1); } } pthread_exit(NULL); //Quit } //Adds the new socket to the array designated for pthreads in the pool void add_to_socket_pool(int socket){ pthread_mutex_lock(&m_pool_busy); //Lock so that we can check main_pool_busy int i; //If not all our main pool is busy, then allocate to one of them if(main_pool_busy < worknum){ pthread_mutex_unlock(&m_pool_busy); //unlock busy, we no longer need to hold it pthread_mutex_lock(&pool_sockets); //Lock the socket pool array so that we can edit it without worry for(i = 0; i < worknum; i++){ //Find a poolsocket that is -1; then we should put the real socket there. This value will be changed back to -1 when the thread grabs the sockfd if(poolsockets[i] == -1){ poolsockets[i] = socket; pthread_mutex_unlock(&pool_sockets); //unlock our pool array, we don't need it anymore inc_busy(); //Incrememnt busy (locks the mutex itself) pthread_cond_signal(&clientin); //Signal first thread waiting on a client that a client needs to be serviced break; } } } else{ //Dynamic thread creation goes here pthread_mutex_unlock(&m_pool_busy); } } //Increments the client number. If client number goes over worknum, we must dynamically create new pthreads void inc_clients(){ pthread_mutex_lock(&numclients); clients++; pthread_mutex_unlock(&numclients); } //Increments busy void inc_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy++; pthread_mutex_unlock(&m_pool_busy); } //Initialize all of our mutexes at the beginning and create our pthreads void init_mutex_stuff(pthread_t * threads, pthread_t * dis){ pthread_mutex_init(&startservice, NULL); pthread_mutex_init(&numclients, NULL); pthread_mutex_init(&pool_sockets, NULL); pthread_mutex_init(&nonpool_sockets, NULL); pthread_mutex_init(&m_pool_busy, NULL); pthread_mutex_init(&circ, NULL); pthread_cond_init (&clientin, NULL); main_pool_busy = 0; poolsockets = malloc(sizeof(int)*worknum); int threadreturn; //error checking variables long i = 0; //Loop and create pthreads for(i; i < worknum; i++){ threadreturn = pthread_create(&threads[i], NULL, threadpool, (void *) i); poolsockets[i] = -1; if(threadreturn){ perror("Thread pool created unsuccessfully"); _exit(-1); } } pthread_create(&dis[0], NULL, dispatcher, NULL); } ////////////////////////////////////////////////////////////////////////////////////////// /////////Main pool routines ///////////////////////////////////////////////////////////////////////////////////////// void dec_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy--; pthread_mutex_unlock(&m_pool_busy); } void dec_clients(){ pthread_mutex_lock(&numclients); clients--; pthread_mutex_unlock(&numclients); } //This is what our threadpool pthreads will be running. void *threadpool(void * threadid){ long id = (long) threadid; //Id of this thread int i; int socket; int counter = 0; //Try and gain access to the next client that comes in and wait until server signals that a client as arrived while(1){ pthread_mutex_lock(&startservice); //lock start service (required for cond wait) pthread_cond_wait(&clientin, &startservice); //wait for signal from server that client exists pthread_mutex_unlock(&startservice); //unlock mutex. pthread_mutex_lock(&pool_sockets); //Lock the pool socket so we can get the socket fd unhindered/interrupted for(i = 0; i < worknum; i++){ if(poolsockets[i] != -1){ socket = poolsockets[i]; poolsockets[i] = -1; pthread_mutex_unlock(&pool_sockets); } } printf("Thread #%d is past getting the socket\n", id); int incoming = 1; while(counter < 100 && incoming != 0){ char buffer[512]; bzero(buffer,512); int startcounter = 0; incoming = read(socket, buffer, 512); if(buffer[0] != 0){ //client ID:priority:request:arguments char id[100]; long prior; char request[100]; char arg1[100]; char message[100]; char arg2[100]; char * point; point = strtok(buffer, ":"); strcpy(id, point); point = strtok(NULL, ":"); prior = atoi(point); point = strtok(NULL, ":"); strcpy(request, point); point = strtok(NULL, ":"); strcpy(arg1, point); point = strtok(NULL, ":"); if(point != NULL){ strcpy(arg2, point); } int fd; if(strcmp(request, "start_movie") == 0){ int count = 1; while(count <= 100){ char temp[10]; snprintf(temp, 50, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s to %s\n", message, id); count++; add_to_ring(message, id, prior, counter, socket); //Adds our created message to the ring counter++; } printf("I'm out of the loop\n"); } else if(strcmp(request, "seek_movie") == 0){ int count = atoi(arg2); while(count <= 100){ char temp[10]; snprintf(temp, 10, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s\n", message); count++; } } //create_message(id, socket, counter, buffer, message); //Creates our message from the input from the client. Stores it in buffer } else{ delete_socket_messages(socket); break; } } counter = 0; close(socket);//Zero out counter again } dec_clients(); //client serviced, decrement clients dec_busy(); //thread finished, decrement busy } //Creates a message void create_message(long threadid, int socket, int counter, char * buffer, char * message){ snprintf(message, strlen(buffer)+15, "%d:%d:%d:%s", threadid, socket, counter, buffer); } //Gets the socket from the message string (maybe I should just pass in the socket to another method) int socket_from_string(char * message){ char * substr1 = strstr(message, ":"); char * substr2 = substr1; substr2++; int occurance = strcspn(substr2, ":"); char sock[10]; strncpy(sock, substr2, occurance); return atoi(sock); } //Adds message to our ring buffer's head void add_to_head(char * message){ printf("Adding to head of ring\n"); mqueue.head->message = malloc(strlen(message)+1); //Allocate space for message strcpy(mqueue.head->message, message); //copy bytes into allocated space } //Adds our message to our ring buffer's tail void add_to_tail(char * message){ printf("Adding to tail of ring\n"); mqueue.tail->message = malloc(strlen(message)+1); //allocate space for message strcpy(mqueue.tail->message, message); //copy bytes into allocated space mqueue.tail->next = malloc(sizeof(struct message)); //allocate space for the next message struct } //Adds a message to our ring void add_to_ring(char * message, char * id, int prior, int mnum, int socket){ //printf("This is message %s:" , message); pthread_mutex_lock(&circ); //Lock the ring buffer pthread_mutex_lock(&numm); //Lock the message count (will need this to make sure we can't fill the buffer over the max slots) if(mqueue.head->message == NULL){ add_to_head(message); //Adds it to head mqueue.head->socket = socket; //Set message socket mqueue.head->priority = prior; //Set its priority (thread id) mqueue.head->mnum = mnum; //Set its message number (used for sorting) mqueue.head->id = malloc(sizeof(id)); strcpy(mqueue.head->id, id); } else if(mqueue.tail->message == NULL){ //This is the problem for dis_m 1 I'm pretty sure add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } else{ mqueue.tail->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.tail->next; add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } mqueue.mcount++; pthread_mutex_unlock(&circ); if(mqueue.mcount >= dis_m){ pthread_mutex_unlock(&numm); pthread_cond_signal(&m); } else{ pthread_mutex_unlock(&numm); } printf("out of add to ring\n"); fflush(stdout); } ////////////////////////////////// //Dispatcher routines ///////////////////////////////// void *dispatcher(){ init_ring(); while(1){ pthread_mutex_lock(&slots); pthread_cond_wait(&m, &slots); pthread_mutex_lock(&numm); pthread_mutex_lock(&circ); printf("Dispatcher to the rescue!\n"); mqueue.head = reorder(mqueue.head, mqueue.tail, mqueue.mcount); //printf("This is the head %s\n", mqueue.head->message); //printf("This is the tail %s\n", mqueue.head->message); fflush(stdout); struct message * pointer = mqueue.head; int count = 0; while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); printf("My dispatcher has defeated evil\n"); } } void init_ring(){ mqueue.head = malloc(sizeof(struct message)); mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.mcount = 0; } struct message * reorder(struct message * begin, struct message * end, int num){ //printf("I am reordering for size %d\n", num); fflush(stdout); int i; if(num == 1){ //printf("Begin: %s\n", begin->message); begin->next = NULL; return begin; } else{ struct message * left = begin; struct message * right; int middle = num/2; for(i = 1; i < middle; i++){ left = left->next; } right = left -> next; left -> next = NULL; //printf("Begin: %s\nLeft: %s\nright: %s\nend:%s\n", begin->message, left->message, right->message, end->message); 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  • SQL SERVER – Fix Error: Microsoft OLE DB Provider for SQL Server error ’80040e07' or Microsoft SQL Native Client error ’80040e07'

    - by pinaldave
    I quite often receive questions where users are looking for solution to following error: Microsoft OLE DB Provider for SQL Server error ’80040e07′ Syntax error converting datetime from character string. OR Microsoft SQL Native Client error ’80040e07′ Syntax error converting datetime from character string. If you have ever faced above error – I have a very simple solution for you. The solution is being very check date which is inserted in the datetime column. This error often comes up when application or user is attempting to enter an incorrect date into the datetime field. Here is one of the examples – one of the reader was using classing ASP Application with OLE DB provider for SQL Server. When he tried to insert following script he faced above mentioned error. INSERT INTO TestTable (ID, MyDate) VALUES (1, '01-Septeber-2013') The reason for the error was simple as he had misspelled September word. Upon correction of the word, he was able to successfully insert the value and error was not there. Incorrect values or the typo’s are not the only reason for this error. There can be issues with cast or convert as well. If you try to attempt following code using SQL Native Client or in your application you will also get similar errors. SELECT CONVERT (datetime, '01-Septeber-2013', 112) The reason here is very simple, any conversion attempt or any other kind of operation on incorrect date/time string can lead to the above error. If you not using embeded dynamic code in your application language but using attempting similar operation on incorrect datetime string you will get following error. Msg 241, Level 16, State 1, Line 2 Conversion failed when converting date and/or time from character string. Remember: Check your values of the string when you are attempting to convert them to string – either there can be incorrect values or they may be incorrectly formatted. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL DateTime, SQL Error Messages, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • GWT plugin for Eclipse not downloading

    - by Imran
    I`m following the instructions on the page : http://code.google.com/eclipse/docs/install-eclipse-3.5.html during downloading I get the following error in eclipse 3.5 galelio, is the jar file corupt on the server corrupt or what? Is it possible to manualy import GWT plugin in eclipse? java.io.IOException: Error unzipping C:\DOCUME~1\Imran\LOCALS~1\Temp\com.google.gwt.eclipse.sdkbundle.2.0.0_2.0.0.v2009120620038443413526480826930.jar: invalid entry size (expected 18889986 but got 18889962 bytes) at org.eclipse.equinox.internal.p2.core.helpers.FileUtils.unzipFile(FileUtils.java:75) at org.eclipse.equinox.internal.p2.artifact.repository.simple.SimpleArtifactRepository$ZippedFolderOutputStream.close(SimpleArtifactRepository.java:155) at java.io.FilterOutputStream.close(Unknown Source) at org.eclipse.equinox.internal.p2.artifact.repository.simple.SimpleArtifactRepository$ArtifactOutputStream.close(SimpleArtifactRepository.java:83) at org.eclipse.equinox.internal.p2.artifact.repository.MirrorRequest.transferSingle(MirrorRequest.java:184) at org.eclipse.equinox.internal.p2.artifact.repository.MirrorRequest.transfer(MirrorRequest.java:159) at org.eclipse.equinox.internal.p2.artifact.repository.MirrorRequest.perform(MirrorRequest.java:95) at org.eclipse.equinox.internal.p2.artifact.repository.simple.SimpleArtifactRepository.getArtifact(SimpleArtifactRepository.java:511) at org.eclipse.equinox.internal.p2.artifact.repository.simple.DownloadJob.run(DownloadJob.java:64) at org.eclipse.core.internal.jobs.Worker.run(Worker.java:55)

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  • JBoss 6 error deploying Axis2

    - by manasouza
    I tried to deploy Axis2 war file (versions 1.6.1 and 1.5.6) on JBoss 6.0.0 and got the following error: ` DEPLOYMENTS IN ERROR: Deployment "vfs:///C:/Desenvolvimento/jboss-6.0.0.Final/server/default/deploy/ axis2.war" is in error due to the following reason(s): java.lang.ClassNotFoundEx ception: 1.0.com.sun.codemodel.JConditional at org.jboss.deployers.plugins.deployers.DeployersImpl.checkComplete(Dep loyersImpl.java:1228) [:2.2.0.GA] at org.jboss.deployers.plugins.main.MainDeployerImpl.checkComplete(MainD eployerImpl.java:905) [:2.2.0.GA] at org.jboss.system.server.profileservice.deployers.MainDeployerPlugin.c heckComplete(MainDeployerPlugin.java:87) [:6.0.0.Final] at org.jboss.profileservice.deployment.ProfileDeployerPluginRegistry.che ckAllComplete(ProfileDeployerPluginRegistry.java:107) [:0.2.2] at org.jboss.system.server.profileservice.bootstrap.BasicProfileServiceB ootstrap.start(BasicProfileServiceBootstrap.java:135) [:6.0.0.Final] at org.jboss.system.server.profileservice.bootstrap.BasicProfileServiceB ootstrap.start(BasicProfileServiceBootstrap.java:56) [:6.0.0.Final] at org.jboss.bootstrap.impl.base.server.AbstractServer.startBootstraps(A bstractServer.java:827) [jboss-bootstrap-impl-base.jar:2.1.0-alpha-5] at org.jboss.bootstrap.impl.base.server.AbstractServer$StartServerTask.r un(AbstractServer.java:417) [jboss-bootstrap-impl-base.jar:2.1.0-alpha-5] at java.lang.Thread.run(Thread.java:662) [:1.6.0_27] ` Thanks in advance

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  • What do you do when a client requires Rich Text Editing on their website?

    - by George Stocker
    As we all know by now, XSS attacks are dangerous and really easy to pull off. Various frameworks make it easy to encode HTML, like ASP.NET MVC does: <%= Html.Encode("string"); %> But what happens when your client requires that they be able to upload their content directly from a Microsoft Word document? Here's the scenario: People can copy and paste content from Microsoft word into a WYSIWYG editor (in this case tinyMCE), and then that information is posted to a web page. The website is public, but only members of that organization will have access to post information to a webpage. What is the best way to handle this requirement? Currently there is no checking done on what the client posts (since only 'trusted' users can post), but I'm not particularly happy with that and would like to lock it down further in case an account is hacked. The platform in question is ASP.NET MVC. The only conceptual method that I'm aware of that meets these requirements is to whitelist HTML tags and let those pass through. Is there another way? If not, is the best way to let them store it in the Database in any form, but only display it properly encoded and stripped of bad tags? NB: The questions differ in that he only assumes there's one way. I'm also asking the following questions: 1. Is there a better way that doesn't rely on HTML Whitelists? 2. Is there a better way that relies on a different view engine? 3. Is there a WYSIWYG editor that includes the ability to whitelist on the fly? 4. Should I even worry about this since it will only be for 'private posting' (Much in the same way that a private blog allows HTML From the author, but since only he can post, it's not an issue)? Edit #2: If suggesting a WYSIWYG editor, it must be free (as in speech, or as in beer). Update: All of the suggestions thus far revolve around a specific Rich Text Editor to use: Only provide an editor as a suggestion if it allows for sanitization of HTML tags; and it fulfills the requirement of accepting pasted documents from a WYSIWYG Editor like Microsoft Word. There are three methods that I know of: 1. Not allow HTML. 2. Allow HTML, but sanitize it 3. Find a Rich Text Editor that sanitizes and allows HTML. The previous questions remain (1-4 above). Related Question Preventing Cross Site Scripting (XSS)

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  • Where do I file bugs for the Ubuntu One music client for Android?

    - by Jorge Castro
    I've recently started using the Ubuntu One Music streaming client for Android. From the web page it says that the android app is based on Subsonic. I want to file bugs on the app, mostly feature requests and things like that, and from looking at the screenshots, the application seems to be Subsonic preconfigured to use my U1 music collection. Is it appropriate for me to file feature requests with Subsonic, or is there a Launchpad project where we're supposed to file bugs which are then vetted and sent upstream?

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  • How would I tell if a prospective client website is under DDoS attack?

    - by artlung
    I have a person asking me whether the DDoS Mitigation Service they're using is worth it. This is out of my expertise, but clearly at some point someone sold this service to the client. Assuming I don't have anything but a domain name, what information can I gather about whether they are indeed under attack and/or how well the DDoS Mitigation Service is working? Assume I don't have any administrative access to the site/server(s) in question.

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  • Une implémentation en JavaScript introduit OpenPGP aux Webmails, sécuriser ses emails ne requiert plus l'utilisation d'un client de messagerie

    Une implémentation en JavaScript introduit OpenPGP aux Webmails Sécuriser ses emails ne requiert plus l'utilisation d'un client de messagerie Si une implémentation de la machine virtuelle Java en JavaScript peut être vue comme un délire de Geek, reprendre la norme de chiffrement OpenPGP avec ce langage a de quoi susciter de l'intérêt et démocratiser la sécurisation des emails. Les chercheurs de Recurity Labs, éditeur allemand de logiciels, l'ont fait avec le projet GPG4Browsers. Actuellement à l'état de prototype en tant qu'extension Google Chrome, l'implémentation s'intègre avec Gmail et permet de chiffrer, décryp...

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  • La neuvième bêta de Firefox 4 intègrera IndexedDB, un sous-ensemble de l'HTML5 pour le stockage de données côté client

    La neuvième bêta de Firefox intègrera IndexedDB Un sous-ensemble de l'HTML5 pour le stockage de données côté client Mise à jour du 14/11/2011 par Idelways La fondation Mozilla vient de prendre la décision d'intégrer son implémentation du sous-composant de l'HTML5 IndexedDB à la neuvième bêta de Firefox 4 qui sortira dans les jours qui viennent. IndexedDB est une ébauche de standard (encore au stade de brouillon auprès du W3C) qui devrait munir le navigateur d'une bases de données locale pouvant garder d'importantes quantités d'informations sous forme de valeurs simples ou d'objets hiérarchisés. Ave...

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  • How do I initialize attributes when I instantiate objects in Rails?

    - by nfm
    Clients have many Invoices. Invoices have a number attribute that I want to initialize by incrementing the client's previous invoice number. For example: @client = Client.find(1) @client.last_invoice_number > 14 @invoice = @client.invoices.build @invoice.number > 15 I want to get this functionality into my Invoice model, but I'm not sure how to. Here's what I'm imagining the code to be like: class Invoice < ActiveRecord::Base ... def initialize(attributes = {}) client = Client.find(attributes[:client_id]) attributes[:number] = client.last_invoice_number + 1 client.update_attributes(:last_invoice_number => client.last_invoice_number + 1) end end However, attributes[:client_id] isn't set when I call @client.invoices.build. How and when is the invoice's client_id initialized, and when can I use it to initialize the invoice's number? Can I get this logic into the model, or will I have to put it in the controller?

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  • The Microsoft Jet database engine cannot open the file '(unknown)'.

    - by murali
    hi i am oracle DB. i am uploading keywords into the DB. but i am getting the error java.sql.SQLException: [Microsoft][ODBC Excel Driver] The Microsoft Jet database engine cannot open the file '(unknown)'. It is already opened exclusively by another user, or you need permission to view its data. at sun.jdbc.odbc.JdbcOdbc.createSQLException(JdbcOdbc.java:6998) at sun.jdbc.odbc.JdbcOdbc.standardError(JdbcOdbc.java:7155) at sun.jdbc.odbc.JdbcOdbc.SQLDriverConnect(JdbcOdbc.java:3106) at sun.jdbc.odbc.JdbcOdbcConnection.initialize(JdbcOdbcConnection.java:355) at sun.jdbc.odbc.JdbcOdbcDriver.connect(JdbcOdbcDriver.java:209) at java.sql.DriverManager.getConnection(DriverManager.java:539) at java.sql.DriverManager.getConnection(DriverManager.java:211) at keywordsreader.main(keywordsreader.java:28) how to reslove this type error...plz help me..

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