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  • Weird URLs being access by Googlebot

    - by Avishai
    Lately I've been seing all sorts of strange URLs show up as errors in my Webmaster tools account, but they're URLs that don't actually exist on my site, nor are linked from the pages that Google claims they're linked from. URL Response Code Detected yR3kna/5RfA4+ndtn/X4zcevudMlXbqbIrnPbH9irw= 404 9/16/12 OK4iaOVdr6Ocjmz+u1kuR5Q486mhDo/e45nwjl2+y8= 404 9/9/12 pxGz/oHEA0BS8U3VFBzJcZnnIHMsFXb3/rIxMxh2ws= 404 9/16/12 Af8tbvQ0HniIpf53I8Txz1hM1/JxxrFQxgqPuErWII= 404 9/9/12 7Bk7c0LDmm4PHyTjml017EGwNNPCn/p/0xMSWWPDic= 404 9/16/12 umCwnDvTE8ybpUB19MIb+VRj5xRJncyYGGfAQ2Mxn0= 404 9/1/12 # etc... Do you know how to make these stop? It's not at all clear to me why it would be going to these URLs in the first place.

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  • How to install aircrack on Ubuntu 12.04

    - by user287903
    I have downloaded the tar.gz package from the site and then I have extracted using tar -zxvf command as mentioned over there. After that I used sudo apt-get install build-essential then I further installed libssl-dev. Then I changed directory to the aircrack folder. But when I type either sudo make or just make I am getting this same error. I don't know what to do. I have installed the file what they have asked in the error as well. Still the same error is shown. Okay I am not permitted to upload images. The error is : common.mak:85: *** Cannot find development files for any supported version of libnl. install either libnl1 or libnl3.. Stop.

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  • Code for Controlling the Bike in a bike game

    - by user1489257
    I'm new(ish) to Actionscript 3 and I was wondering what the code what would be like for controlling the bike in a game. I have a two main questions: Is Box2D the best physics engine to go with for this type of game? How would the animation of the bike work. Would I have to create a bike animation of the wheels moving and make it start and stop when the key to go forward is pressed. How would I go about it slowly stopping when the key to go forward is released? Thanks.

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  • Touchpad & TrackPoint (ThinkPad L520) suddenly unresponsive

    - by yesyoar
    My mother has a problem with her ThinkPad L520 notebook (Ubuntu 11.10, Unity). She boots the device, everything works fine at first. But then, out of nowhere, her touchpad + trackpoint stop working. She can't click or drag the mouse. If she connects an external mouse, she can move the pointer and click (but the internal touchpad or trackpoint still don't work). She already updated everything through the update manager, but still no success...like I said, sometimes it works, sometimes it doesn't. There are no 'special' mouse drivers installed. What can I do to fix this? Thank you for your help! :)

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  • Drag and Drop Team Selection

    - by davidjwest
    I have a Fantasy F1 Website, currently users select their teams using dropdown menus. It works OK but isn't as user friendly as I would like. I would like to implement a drag and drop type of system, there's jQuery code out there that would go part of the way to allowing me to do this: http://jqueryui.com/demos/draggable/ But I am not sure about how to integrate that into PHP and MySQL, my jQuery skills are limited! I'd also need to stop them spending more than a certain amount of money, each driver has a value and the teams can only spend a certain amount of money. There's also limits for example you can only pick a driver once, but you can have three different drivers. Finally, how would you decide that the user had picked their team, I don't want a submit button as that kind of defeats the object of the exercise! Thanks for any advice, I don't expect anyone to write the code for me but some pointers would be greatly appreciated.

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  • Compaq Presario R3000 randomly fails to boot on 11.10, 12.04, 12.10

    - by dlfuller
    I’m trying to figure what to do with random failures to boot. My old HP Presario R3000 with AMD Athlon XP-M sometimes boots, sometimes hangs with a blank screen during boot, and sometimes hangs on shutdown. After a few boot attempts it will finally boot to the GNU GRUB screen where I usually can select Recovery Mode, then select return to a normal boot, and the thing will startup and function normally. The pattern is not repeatable and seemed to start after upgrading from 11.04. Clean installs of 12.04 and 12.10 on newly-formatted hard drives make no difference. If this might be a clue, hangs on shutdown often stop at a line with: “pcmcia_socket pcmcia_socket0: cs: IO port probe 0x3000-0x7fff: excluding 0x3000-0x30ff 0x3400-0x34ff 0x3800-0x38ff 0x3c00-0x3cff”. I did try the “acpi=off” modification from 11.10 randomly fails to boot on Compaq Presario R3000 with no change in these random boot failures. Any suggestions sure appreciated.

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  • problem to change my Xenserver password

    - by Michlaou
    I try to change my root password on my Xenserver 6.0. I follow these steps: enter boot: menu.c32 selecet xe-serial and press tab add "single" before the 2nd triple hyphens and i press enter. I have that: mboot.c32 /boot/xen.gz com1=115200,8n1 console=com1, vga mem=1024G dom0_max_vcpus4 dom0_mem=752M lowmem_emergency_pool=1M crashkernel=64M@32M single --- /boot/vmlinuz-2.6-xen root=LABEL=root-rodraxar ro console=tty0 xencons=hvc console=hvc0 --- /boot/initrd-2.6-xen.img I have commande on the screen and it's stop at: ext3-fs: monted filesystem with ordered data mode. Can you help me?

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  • Content of AUTHORS file

    - by user14284
    GNU recommend make AUTHORS file for list of authors and contributos of a program. But how many "levels" of authors and contributors should contain the file? E.g. I write a program foo, that actively use some library. Should I include authors of the library in the AUTHORS? It seems to yes, because total code of foo contain code from library. But if yes, I should include also authors of all others libraries, including standard libraries of compiler, authors of the compiler and other tools for producing final executable code, authors of OS... When I should stop?

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  • San Disk Cruzer Glide 32 GB and 8Gb can't be copied to.

    - by chrisfs
    I have Ubuntu 12.04 with a kernal of 3.0.0-17-generic (#30-Ubuntu SMP Thu Mar 8 17:34:21 UT When I tried to copy files to a San Disk Cruzer 8gb usb drive, the copy process went a short way and then completely stopped. Although I have copied items to the USB drive from my PC before, this time the files would start quickly enough but always stop shortly after starting. I figure the 8 gb was bad, so I went and got a brand new 32 gb usb drive from a store, unpackaged it and plugged it in, still unable to copy to the usb drive. So is there some kind of incompatibility or issue where San Disk Cruzer Glides are no longer supporting it. Is there an obscure setting that I am missing? Any help would be appreciated

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  • Xubuntu - Apps Become Unresponsive Intermittently

    - by Levinaris
    Possibly Relevant Information: XUbuntu 12.04 LTS (precise) XFCE 4.8 AMD Graphics (Kernel driver in use: fglrx_pci, Kernel modules: fglrx, radeon) The primary symptom of this issue has been my active rdesktop session to stop responding while everything else appears to work normally. I have been killing rdesktop and re-launching it, with it freezing after a seemingly random time period. The fastest was within seconds. The longest was a couple hours, although it's usually within a few minutes. That being said, I have occasionally seen the terminal and web browsers also become unresponsive to keyboard input. They respond to clicks and will accept middle clicks (to paste text) without issue while remaining unresponsive to the keyboard input. I have been able to restore all functionality, including rdesktop, by switching workspaces and typing on the other workspace, then returning to the original workspace. What is being reset when I do this? What does this work-around/solution indicate may be the problem?

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  • Less known Solaris features: pwait

    - by user13366125
    This is a nifty small tool that i'm using quite often in scripts that stop something and do some tasks afterwards and i don't want to hassle around with the contract file system. It's not a cool feature, but it's useful and relatively less known. An example: As i wrote long ago, you should never use kill -9 because often the normal kill is intercepted by the application and it starts to do some clean up tasks first before really stopping the process. So just because kill has returned, it doesn't imply that the process is away. How do you wait for process to disappear? (more)

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  • Make the player run onto stairs smoothly

    - by misiMe
    I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for intersections with player box and the other blocks, to stop player from running if you encounter a big block, so that you have to jump, but when I put stairs, I want him to run smoothly just like he is on the horizontal ground. With the collision system you have to jump the stairs in order to pass them! I thought about generating a line between the edges of the stairs, and imposing the player movement on that line... What do you think? Is there something more clever to do?

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  • jQuery event not working after load

    - by Shina
    $(document).ready(function(){ $(function() { $('a.ajaxload').live('click', function(e) { var url = $(this).attr('href'); $('#desktopcontainer').load(url); // load the html response into a DOM element e.preventDefault(); // stop the browser from following the link }); }); $(function() { $(".accordion .accordion-tabs .tab").each(function(){ $(this).click(function(){ if ($(this).hasClass('tab')){ $(this).removeClass('tab'); $(this).addClass('active'); }else{ $(this).removeClass('active'); $(this).addClass('tab'); } $(this).next().slideToggle('slow'); return false; }); }); }); }); My tab works fine but after I click the "a.ajaxload" to add a content to the page, then my tab doesn't respond anymore. Can anyone please tell me where the problem is? Thank you in advance.

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  • Ubuntu 12.04 wifi problem

    - by Akaash
    I'm having trouble with wifi on my MSI U180 netbook using Ubuntu 12.04. When I boot up the netbook, it will connect to my router however after a few minutes the wifi will just stop working and not find or connect to any networks. The only way to get wifi connectivity back is to reboot the netbook however the connection will again only last a few minutes. A wired connection works fine. I have tried connecting to a different router and the same thing happens. My friend has the same OS and netbook and his works fine. Does anybody have any possible solutions? Thanks in advance.

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  • How to deal with a ten days debugging session? [on hold]

    - by smonff
    Ten days ago, I fixed a bug on a large application and the hot fix has created a disappearing of some data from the user point of view. Data are not deleted, but have been set to hidden status. It could be possible to get the data back, but the thing seems to be hard: I've already spent 10 days to understand and reproduce the problem (mostly with complex SQL queries but sometimes it is necessary to update the database to test the application logic). Is 10 days a normal amount of time for these kind of problems? Should we keep on and retrieve the data or should we tell these users sorry for the loss, but your data have disappeared? Any advice on when to stop searching how to solve the issue?

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  • Internet connectivity issues

    - by Fishies
    I'm on 12.04, I upgraded a month ago from Windows 7 on my Sony VAIO. Everything is great except after the upgrade, I encountered Internet connectivity issues. When browsing the web or loading videos, my Internet will stop working in the middle and come back after a period of 30 seconds to 2 minutes or sometimes it just won't and I'll have to disconnect and re-connect to the network. I've noticed the issue when sending e-mails as well, they just won't send at all. It says sending request and the circle keeps spinning slowly until I get to a page where it says the page wouldn't load and gives me the reason DNS error. I tried setting OpenDNS as my DNS provider but that didn't help.

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  • trouble running smooth animation in thread only when using key listener

    - by heysuse renard
    first time using a forum for coding help so sorry if i post this all wrong. i have more than a few classes i don't think screenManger or core holds the problem but i included them just incase. i got most of this code working through a set of tutorials. but a certain point started trying to do more on my own. i want to play the animation only when i'm moving my sprite. in my KeyTest class i am using threads to run the animation it used to work (poorly) but now not at all pluss it really gunks up my computer. i think it's because of the thread. im new to threads so i'm not to sure if i should even be using one in this situation or if its dangerous for my computer. the animation worked smoothly when i had the sprite bouce around the screen forever. the animation loop played with out stopping. i think the main problem is between the animationThread, Sprite, and keyTest classes, but itcould be more indepth. if someone could point me in the right direction for making the animation run smoothly when i push down a key and stop runing when i let off it would be greatly apriciated. i already looked at this Java a moving animation (sprite) obviously we were doing the same tutorial. but i feel my problem is slightly different. p.s. sorry for the typos. import java.awt.*; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.util.ArrayList; import javax.swing.ImageIcon; import javax.swing.JFrame; public class KeyTest extends Core implements KeyListener { public static void main(String[] args) { new KeyTest().run(); } Sprite player1; Image hobo; Image background; animation hoboRun; animationThread t1; //init also calls init form superclass public void init() { super.init(); loadImages(); Window w = s.getFullScreenWindow(); w.setFocusTraversalKeysEnabled(false); w.addKeyListener(this); } //load method will go here. //load all pics need for animation and sprite public void loadImages() { background = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\yellow square.jpg").getImage(); Image face1 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\circle.png").getImage(); Image face2 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\one eye.png").getImage(); hoboRun = new animation(); hoboRun.addScene(face1, 250); hoboRun.addScene(face2, 250); player1 = new Sprite(hoboRun); this.t1 = new animationThread(); this.t1.setAnimation(player1); } //key pressed public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_ESCAPE) { stop(); } if (keyCode == KeyEvent.VK_RIGHT) { player1.setVelocityX(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_UP) { player1.setVelocityY(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1);; th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } else { e.consume(); } } //keyReleased @SuppressWarnings("static-access") public void keyReleased(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_RIGHT || keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } if (keyCode == KeyEvent.VK_UP || keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } else { e.consume(); } } //last method from interface public void keyTyped(KeyEvent e) { e.consume(); } //draw public void draw(Graphics2D g) { Window w = s.getFullScreenWindow(); g.setColor(w.getBackground()); g.fillRect(0, 0, s.getWidth(), s.getHieght()); g.setColor(w.getForeground()); g.drawImage(player1.getImage(), Math.round(player1.getX()), Math.round(player1.getY()), null); } public void update(long timePassed) { player1.update(timePassed); } } abstract class Core { private static DisplayMode modes[] = { new DisplayMode(1600, 900, 64, 0), new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(800, 480, 32, 0), new DisplayMode(800, 480, 24, 0), new DisplayMode(800, 480, 16, 0),}; private boolean running; protected ScreenManager s; //stop method public void stop() { running = false; } public void run() { try { init(); gameLoop(); } finally { s.restoreScreen(); } } //set to full screen //set current background here public void init() { s = new ScreenManager(); DisplayMode dm = s.findFirstCompatibleMode(modes); s.setFullScreen(dm); Window w = s.getFullScreenWindow(); w.setFont(new Font("Arial", Font.PLAIN, 20)); w.setBackground(Color.GREEN); w.setForeground(Color.WHITE); running = true; } //main gameLoop public void gameLoop() { long startTime = System.currentTimeMillis(); long cumTime = startTime; while (running) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; update(timePassed); Graphics2D g = s.getGraphics(); draw(g); g.dispose(); s.update(); try { Thread.sleep(20); } catch (Exception ex) { } } } //update animation public void update(long timePassed) { } //draws to screen abstract void draw(Graphics2D g); } class animationThread implements Runnable { String name; boolean playing; Sprite a; //constructor takes input from keyboard public animationThread() { } //The run method for animation public void run() { long startTime = System.currentTimeMillis(); long cumTime = startTime; boolean test = getRunning(); while (test) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; test = getRunning(); } } public String getName() { return name; } public void setAnimation(Sprite a) { this.a = a; } public void setName(String name) { this.name = name; } public void setRunning(boolean running) { this.playing = running; } public boolean getRunning() { return playing; } } class animation { private ArrayList scenes; private int sceneIndex; private long movieTime; private long totalTime; //constructor public animation() { scenes = new ArrayList(); totalTime = 0; start(); } //add scene to ArrayLisy and set time for each scene public synchronized void addScene(Image i, long t) { totalTime += t; scenes.add(new OneScene(i, totalTime)); } public synchronized void start() { movieTime = 0; sceneIndex = 0; } //change scenes public synchronized void update(long timePassed) { if (scenes.size() > 1) { movieTime += timePassed; if (movieTime >= totalTime) { movieTime = 0; sceneIndex = 0; } while (movieTime > getScene(sceneIndex).endTime) { sceneIndex++; } } } //get animations current scene(aka image) public synchronized Image getImage() { if (scenes.size() == 0) { return null; } else { return getScene(sceneIndex).pic; } } //get scene private OneScene getScene(int x) { return (OneScene) scenes.get(x); } //Private Inner CLASS////////////// private class OneScene { Image pic; long endTime; public OneScene(Image pic, long endTime) { this.pic = pic; this.endTime = endTime; } } } class Sprite { private animation a; private float x; private float y; private float vx; private float vy; //Constructor public Sprite(animation a) { this.a = a; } //change position public void update(long timePassed) { x += vx * timePassed; y += vy * timePassed; } public void startAnimation(long timePassed) { a.update(timePassed); } //get x position public float getX() { return x; } //get y position public float getY() { return y; } //set x public void setX(float x) { this.x = x; } //set y public void setY(float y) { this.y = y; } //get sprite width public int getWidth() { return a.getImage().getWidth(null); } //get sprite height public int getHeight() { return a.getImage().getHeight(null); } //get horizontal velocity public float getVelocityX() { return vx; } //get vertical velocity public float getVelocityY() { return vx; } //set horizontal velocity public void setVelocityX(float vx) { this.vx = vx; } //set vertical velocity public void setVelocityY(float vy) { this.vy = vy; } //get sprite / image public Image getImage() { return a.getImage(); } } class ScreenManager { private GraphicsDevice vc; public ScreenManager() { GraphicsEnvironment e = GraphicsEnvironment.getLocalGraphicsEnvironment(); vc = e.getDefaultScreenDevice(); } //get all compatible DM public DisplayMode[] getCompatibleDisplayModes() { return vc.getDisplayModes(); } //compares DM passed into vc DM and see if they match public DisplayMode findFirstCompatibleMode(DisplayMode modes[]) { DisplayMode goodModes[] = vc.getDisplayModes(); for (int x = 0; x < modes.length; x++) { for (int y = 0; y < goodModes.length; y++) { if (displayModesMatch(modes[x], goodModes[y])) { return modes[x]; } } } return null; } //get current DM public DisplayMode getCurrentDisplayMode() { return vc.getDisplayMode(); } //checks if two modes match each other public boolean displayModesMatch(DisplayMode m1, DisplayMode m2) { if (m1.getWidth() != m2.getWidth() || m1.getHeight() != m2.getHeight()) { return false; } if (m1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m1.getBitDepth() != m2.getBitDepth()) { return false; } if (m1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m1.getRefreshRate() != m2.getRefreshRate()) { return false; } return true; } //make frame full screen public void setFullScreen(DisplayMode dm) { JFrame f = new JFrame(); f.setUndecorated(true); f.setIgnoreRepaint(true); f.setResizable(false); vc.setFullScreenWindow(f); if (dm != null && vc.isDisplayChangeSupported()) { try { vc.setDisplayMode(dm); } catch (Exception ex) { } } f.createBufferStrategy(2); } //sets graphics object = this return public Graphics2D getGraphics() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); return (Graphics2D) s.getDrawGraphics(); } else { return null; } } //updates display public void update() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); if (!s.contentsLost()) { s.show(); } } } //returns full screen window public Window getFullScreenWindow() { return vc.getFullScreenWindow(); } //get width of window public int getWidth() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getWidth(); } else { return 0; } } //get height of window public int getHieght() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getHeight(); } else { return 0; } } //get out of full screen public void restoreScreen() { Window w = vc.getFullScreenWindow(); if (w != null) { w.dispose(); } vc.setFullScreenWindow(null); } //create image compatible with monitor public BufferedImage createCopatibleImage(int w, int h, int t) { Window win = vc.getFullScreenWindow(); if (win != null) { GraphicsConfiguration gc = win.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, t); } return null; } }

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  • C++/boost generator module, feedback/critic please

    - by aaa
    hello. I wrote this generator, and I think to submit to boost people. Can you give me some feedback about it it basically allows to collapse multidimensional loops to flat multi-index queue. Loop can be boost lambda expressions. Main reason for doing this is to make parallel loops easier and separate algorithm from controlling structure (my fieldwork is computational chemistry where deep loops are common) 1 #ifndef _GENERATOR_HPP_ 2 #define _GENERATOR_HPP_ 3 4 #include <boost/array.hpp> 5 #include <boost/lambda/lambda.hpp> 6 #include <boost/noncopyable.hpp> 7 8 #include <boost/mpl/bool.hpp> 9 #include <boost/mpl/int.hpp> 10 #include <boost/mpl/for_each.hpp> 11 #include <boost/mpl/range_c.hpp> 12 #include <boost/mpl/vector.hpp> 13 #include <boost/mpl/transform.hpp> 14 #include <boost/mpl/erase.hpp> 15 16 #include <boost/fusion/include/vector.hpp> 17 #include <boost/fusion/include/for_each.hpp> 18 #include <boost/fusion/include/at_c.hpp> 19 #include <boost/fusion/mpl.hpp> 20 #include <boost/fusion/include/as_vector.hpp> 21 22 #include <memory> 23 24 /** 25 for loop generator which can use lambda expressions. 26 27 For example: 28 @code 29 using namespace generator; 30 using namespace boost::lambda; 31 make_for(N, N, range(bind(std::max<int>, _1, _2), N), range(_2, _3+1)); 32 // equivalent to pseudocode 33 // for l=0,N: for k=0,N: for j=max(l,k),N: for i=k,j 34 @endcode 35 36 If range is given as upper bound only, 37 lower bound is assumed to be default constructed 38 Lambda placeholders may only reference first three indices. 39 */ 40 41 namespace generator { 42 namespace detail { 43 44 using boost::lambda::constant_type; 45 using boost::lambda::constant; 46 47 /// lambda expression identity 48 template<class E, class enable = void> 49 struct lambda { 50 typedef E type; 51 }; 52 53 /// transform/construct constant lambda expression from non-lambda 54 template<class E> 55 struct lambda<E, typename boost::disable_if< 56 boost::lambda::is_lambda_functor<E> >::type> 57 { 58 struct constant : boost::lambda::constant_type<E>::type { 59 typedef typename boost::lambda::constant_type<E>::type base_type; 60 constant() : base_type(boost::lambda::constant(E())) {} 61 constant(const E &e) : base_type(boost::lambda::constant(e)) {} 62 }; 63 typedef constant type; 64 }; 65 66 /// range functor 67 template<class L, class U> 68 struct range_ { 69 typedef boost::array<int,4> index_type; 70 range_(U upper) : bounds_(typename lambda<L>::type(), upper) {} 71 range_(L lower, U upper) : bounds_(lower, upper) {} 72 73 template< typename T, size_t N> 74 T lower(const boost::array<T,N> &index) { 75 return bound<0>(index); 76 } 77 78 template< typename T, size_t N> 79 T upper(const boost::array<T,N> &index) { 80 return bound<1>(index); 81 } 82 83 private: 84 template<bool b, typename T> 85 T bound(const boost::array<T,1> &index) { 86 return (boost::fusion::at_c<b>(bounds_))(index[0]); 87 } 88 89 template<bool b, typename T> 90 T bound(const boost::array<T,2> &index) { 91 return (boost::fusion::at_c<b>(bounds_))(index[0], index[1]); 92 } 93 94 template<bool b, typename T, size_t N> 95 T bound(const boost::array<T,N> &index) { 96 using boost::fusion::at_c; 97 return (at_c<b>(bounds_))(index[0], index[1], index[2]); 98 } 99 100 boost::fusion::vector<typename lambda<L>::type, 101 typename lambda<U>::type> bounds_; 102 }; 103 104 template<typename T, size_t N> 105 struct for_base { 106 typedef boost::array<T,N> value_type; 107 virtual ~for_base() {} 108 virtual value_type next() = 0; 109 }; 110 111 /// N-index generator 112 template<typename T, size_t N, class R, class I> 113 struct for_ : for_base<T,N> { 114 typedef typename for_base<T,N>::value_type value_type; 115 typedef R range_tuple; 116 for_(const range_tuple &r) : r_(r), state_(true) { 117 boost::fusion::for_each(r_, initialize(index)); 118 } 119 /// @return new generator 120 for_* new_() { return new for_(r_); } 121 /// @return next index value and increment 122 value_type next() { 123 value_type next; 124 using namespace boost::lambda; 125 typename value_type::iterator n = next.begin(); 126 typename value_type::iterator i = index.begin(); 127 boost::mpl::for_each<I>(*(var(n))++ = var(i)[_1]); 128 129 state_ = advance<N>(r_, index); 130 return next; 131 } 132 /// @return false if out of bounds, true otherwise 133 operator bool() { return state_; } 134 135 private: 136 /// initialize indices 137 struct initialize { 138 value_type &index_; 139 mutable size_t i_; 140 initialize(value_type &index) : index_(index), i_(0) {} 141 template<class R_> void operator()(R_& r) const { 142 index_[i_++] = r.lower(index_); 143 } 144 }; 145 146 /// advance index[0:M) 147 template<size_t M> 148 struct advance { 149 /// stop recursion 150 struct stop { 151 stop(R r, value_type &index) {} 152 }; 153 /// advance index 154 /// @param r range tuple 155 /// @param index index array 156 advance(R &r, value_type &index) : index_(index), i_(0) { 157 namespace fusion = boost::fusion; 158 index[M-1] += 1; // increment index 159 fusion::for_each(r, *this); // update indices 160 state_ = index[M-1] >= fusion::at_c<M-1>(r).upper(index); 161 if (state_) { // out of bounds 162 typename boost::mpl::if_c<(M > 1), 163 advance<M-1>, stop>::type(r, index); 164 } 165 } 166 /// apply lower bound of range to index 167 template<typename R_> void operator()(R_& r) const { 168 if (i_ >= M) index_[i_] = r.lower(index_); 169 ++i_; 170 } 171 /// @return false if out of bounds, true otherwise 172 operator bool() { return state_; } 173 private: 174 value_type &index_; ///< index array reference 175 mutable size_t i_; ///< running index 176 bool state_; ///< out of bounds state 177 }; 178 179 value_type index; 180 range_tuple r_; 181 bool state_; 182 }; 183 184 185 /// polymorphic generator template base 186 template<typename T,size_t N> 187 struct For : boost::noncopyable { 188 typedef boost::array<T,N> value_type; 189 /// @return next index value and increment 190 value_type next() { return for_->next(); } 191 /// @return false if out of bounds, true otherwise 192 operator bool() const { return for_; } 193 protected: 194 /// reset smart pointer 195 void reset(for_base<T,N> *f) { for_.reset(f); } 196 std::auto_ptr<for_base<T,N> > for_; 197 }; 198 199 /// range [T,R) type 200 template<typename T, typename R> 201 struct range_type { 202 typedef range_<T,R> type; 203 }; 204 205 /// range identity specialization 206 template<typename T, class L, class U> 207 struct range_type<T, range_<L,U> > { 208 typedef range_<L,U> type; 209 }; 210 211 namespace fusion = boost::fusion; 212 namespace mpl = boost::mpl; 213 214 template<typename T, size_t N, class R1, class R2, class R3, class R4> 215 struct range_tuple { 216 // full range vector 217 typedef typename mpl::vector<R1,R2,R3,R4> v; 218 typedef typename mpl::end<v>::type end; 219 typedef typename mpl::advance_c<typename mpl::begin<v>::type, N>::type pos; 220 // [0:N) range vector 221 typedef typename mpl::erase<v, pos, end>::type t; 222 // transform into proper range fusion::vector 223 typedef typename fusion::result_of::as_vector< 224 typename mpl::transform<t,range_type<T, mpl::_1> >::type 225 >::type type; 226 }; 227 228 229 template<typename T, size_t N, 230 class R1, class R2, class R3, class R4, 231 class O> 232 struct for_type { 233 typedef typename range_tuple<T,N,R1,R2,R3,R4>::type range_tuple; 234 typedef for_<T, N, range_tuple, O> type; 235 }; 236 237 } // namespace detail 238 239 240 /// default index order, [0:N) 241 template<size_t N> 242 struct order { 243 typedef boost::mpl::range_c<size_t,0, N> type; 244 }; 245 246 /// N-loop generator, 0 < N <= 5 247 /// @tparam T index type 248 /// @tparam N number of indices/loops 249 /// @tparam R1,... range types 250 /// @tparam O index order 251 template<typename T, size_t N, 252 class R1, class R2 = void, class R3 = void, class R4 = void, 253 class O = typename order<N>::type> 254 struct for_ : detail::for_type<T, N, R1, R2, R3, R4, O>::type { 255 typedef typename detail::for_type<T, N, R1, R2, R3, R4, O>::type base_type; 256 typedef typename base_type::range_tuple range_tuple; 257 for_(const range_tuple &range) : base_type(range) {} 258 }; 259 260 /// loop range [L:U) 261 /// @tparam L lower bound type 262 /// @tparam U upper bound type 263 /// @return range 264 template<class L, class U> 265 detail::range_<L,U> range(L lower, U upper) { 266 return detail::range_<L,U>(lower, upper); 267 } 268 269 /// make 4-loop generator with specified index ordering 270 template<typename T, class R1, class R2, class R3, class R4, class O> 271 for_<T, 4, R1, R2, R3, R4, O> 272 make_for(R1 r1, R2 r2, R3 r3, R4 r4, const O&) { 273 typedef for_<T, 4, R1, R2, R3, R4, O> F; 274 return F(F::range_tuple(r1, r2, r3, r4)); 275 } 276 277 /// polymorphic generator template forward declaration 278 template<typename T,size_t N> 279 struct For; 280 281 /// polymorphic 4-loop generator 282 template<typename T> 283 struct For<T,4> : detail::For<T,4> { 284 /// generator with default index ordering 285 template<class R1, class R2, class R3, class R4> 286 For(R1 r1, R2 r2, R3 r3, R4 r4) { 287 this->reset(make_for<T>(r1, r2, r3, r4).new_()); 288 } 289 /// generator with specified index ordering 290 template<class R1, class R2, class R3, class R4, class O> 291 For(R1 r1, R2 r2, R3 r3, R4 r4, O o) { 292 this->reset(make_for<T>(r1, r2, r3, r4, o).new_()); 293 } 294 }; 295 296 } 297 298 299 #endif /* _GENERATOR_HPP_ */

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  • C# ThreadPool QueueUserWorkItem Synchronization

    - by ikurtz
    Greetings, I am employing ThreadPool.QueueUserWorkItem to play some sound files and not hanging up the GUI while doing so. It is working but has an undesirable side effect. While the QueueUserWorkItem CallBack Proc is being executed there is nothing to stop it from starting a new thread. This causes the samples in the threads to overlap. How can I make it so that it waits for the already running thread to finish running and only then run the next request? Thanks in advance :)

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  • How to disable UIWebview horizontal scrolling?

    - by akaii
    I've tried disabling it by inserting: into my HTML string, and a dozen variations of the above in the vain hope that I just screwed up the tag syntax... but nothing seems to stop UIWebView from scrolling horizontally. And yet there are apps that manage to do this (like MobileRSS), and presumably, since they haven't gotten rejected, they're not using private APIs.

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  • Scheduling a RichCopy Jobs

    - by Ian B
    Anyone use the timer feature of RichCopy? I have a job that works fine when I manually start the job. However, when I schedule the job and click run, the app appears to be waiting for the scheduled time to elapse yet never fires. Interesting enough when I stop the job the copy starts. Anyone have any experience with using RichCopy timer? IanB

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  • Dissertation about website and database security - in need of some pointers

    - by ClarkeyBoy
    Hi, I am on my dissertation in my final year at university at the moment. One of the areas I need to research is security - for both websites and for databases. I currently have sections on the following: Website Form security - such as data validation. This section is more about preventing errors made by legitimate users as much as possible rather than stopping hackers, for example comparing a field to a regular expression and giving them meaningful feedback on any errors which did occur so as to stop it happening again. Constraints. For example if a value must be true or false then use a checkbox. If it is likely to be one of several values then use a dropdown or a set of radio boxes, and so on. If the value is unpredictable then use regular expressions to limit what characters they are allowed to enter, and to restrict the length of the string, and sometimes to limit the format (such as for dates / times, post codes and so on). Sometimes you can limit permissions to the form. This is on the occasion that you know exactly who (whether it be peoples names or a group of people - such as administrators or employees) is going to need access to the form. Restricting permissions will stop members of the public from being able to access the form. Symbols or strings which could be used maliciously or cause the website to act incorrectly (such as the script tag) should be filtered out or html encoded. Captcha images can be used to prevent automated systems from filling in and submitting the form. There are some hacks for file uploads - such as using double extensions - which can allow hackers to upload malicious files. Databases (this is nowhere near done yet but the sections I have planned are listed below) SQL statements vs stored procedures Throwing an error when one of the variables contains particular characters or groups of characters (I cant remember what characters they are, but I have seen a message thrown back at me before where I have tried to enter html or something into a text area). SQL Injection - and ways around it, with some examples. Does anyone have any hints and tips on where I could go for some decent, reliable information either about these areas or about other areas of security that I could cover? Thanks in advance. Regards, Richard PS I am a complete newbie when it comes to security, so please be patient with me. If any of the information I have put down is wrong or could be sub-sectioned then please feel free to say so.

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  • jQuery doesn't work in IE8?

    - by Wade D Ouellet
    Hi, I am working on a site here: mfm.treethink.net All the jquery works fine in Firefox, Chrome and Safari but on IE8 it gives me errors and the banner at the top doesn't work (which uses the crossSlide jQuery plugin) and as well the image rollovers don't work with the colour change. IE8 is telling me that the errors are on lines 53, 134 and 149 in the source, all of those lines are where the jquery function is declared. $(document).ready(function(){ I am running jquery 1.4. Oddly enough, the other piece of jQuery I have on that page works, the artist browse/select menu on the right. But the banner and image rollovers don't. Here are all the scripts I'm running: 1: the banner - doesn't work in IE8 <script type="text/javascript"> $(function() { $('#banner').crossSlide({ sleep: 5, fade: 1 }, [ <?php $pages = get_posts('numberposts=2000&post_type=artist&post_status=publish'); $i = 1; foreach( $pages as $page ) { $content = $page->post_title; if( empty($content) ) continue; $content = apply_filters('the_content', $content); ?> { src: '/wp-content/uploads/<?php echo $page->post_name ?>.jpg' }, <?php $i++; } ?> ]); }); </script> 2 - image rollovers - doesn't work in IE8 <script type="text/javascript"> $(function(){ $("ul#artists li").hover(function() { /* On hover */ var thumbOver = $(this).find("img").attr("src"); /* Find image source */ /* Swap background */ $(this).find("a.thumb").css({'background' : 'url(' + thumbOver + ') center bottom no-repeat'}); $(this).find("span").stop().fadeTo('fast', 0 , function() { $(this).hide() }); } , function() { $(this).find("span").stop().fadeTo('fast', 1).show(); }); }); </script> 3 - the artist select - works in IE 8 <script> $("#browse-select").change(function() { window.location.href = $(this).val(); }); </script> These scripts were done by referencing previously made scripts, like I said I'm still new to jQuery. The second works in IE8 and the first one is the one that doesn't. I noticed the third one, the only one working, is written differently than the first two non-working ones without a function declaration at the top. Could this have anything to do with it? Any help figuring out this problem would be so appreciated. Thanks a lot, Wade

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  • iphone: Help with AudioToolbox Leak: Stack trace/code included here...

    - by editor guy
    Part of this app is a "Scream" button that plays random screams from cast members of a TV show. I have to bang on the app quite a while to see a memory leak in Instruments, but it's there, occasionally coming up (every 45 seconds to 2 minutes.) The leak is 3.50kb when it occurs. Haven't been able to crack it for several hours. Any help appreciated. Instruments says this is the offending code line: [appSoundPlayer play]; that's linked to from line 9 of the below stack trace: 0 libSystem.B.dylib malloc 1 libSystem.B.dylib pthread_create 2 AudioToolbox CAPThread::Start() 3 AudioToolbox GenericRunLoopThread::Start() 4 AudioToolbox AudioQueueNew(bool, AudioStreamBasicDescription const*, TCACallback const&, CACallbackTarget const&, unsigned long, OpaqueAudioQueue*) 5 AudioToolbox AudioQueueNewOutput 6 AVFoundation allocAudioQueue(AVAudioPlayer, AudioPlayerImpl*) 7 AVFoundation prepareToPlayQueue(AVAudioPlayer*, AudioPlayerImpl*) 8 AVFoundation -[AVAudioPlayer prepareToPlay] 9 Scream Queens -[ScreamViewController scream:] /Users/laptop2/Desktop/ScreamQueens Versions/ScreamQueens25/Scream Queens/Classes/../ScreamViewController.m:210 10 CoreFoundation -[NSObject performSelector:withObject:withObject:] 11 UIKit -[UIApplication sendAction:to:from:forEvent:] 12 UIKit -[UIApplication sendAction:toTarget:fromSender:forEvent:] 13 UIKit -[UIControl sendAction:to:forEvent:] 14 UIKit -[UIControl(Internal) _sendActionsForEvents:withEvent:] 15 UIKit -[UIControl touchesEnded:withEvent:] 16 UIKit -[UIWindow _sendTouchesForEvent:] 17 UIKit -[UIWindow sendEvent:] 18 UIKit -[UIApplication sendEvent:] 19 UIKit _UIApplicationHandleEvent 20 GraphicsServices PurpleEventCallback 21 CoreFoundation CFRunLoopRunSpecific 22 CoreFoundation CFRunLoopRunInMode 23 GraphicsServices GSEventRunModal 24 UIKit -[UIApplication _run] 25 UIKit UIApplicationMain 26 Scream Queens main /Users/laptop2/Desktop/ScreamQueens Versions/ScreamQueens25/Scream Queens/main.m:14 27 Scream Queens start Here's .h: #import <UIKit/UIKit.h> #import <AVFoundation/AVFoundation.h> #import <MediaPlayer/MediaPlayer.h> #import <AudioToolbox/AudioToolbox.h> #import <MessageUI/MessageUI.h> #import <MessageUI/MFMailComposeViewController.h> @interface ScreamViewController : UIViewController <UIApplicationDelegate, AVAudioPlayerDelegate, MFMailComposeViewControllerDelegate> { //AudioPlayer related AVAudioPlayer *appSoundPlayer; NSURL *soundFileURL; BOOL interruptedOnPlayback; BOOL playing; //Scream button related IBOutlet UIButton *screamButton; int currentScreamIndex; NSString *currentScream; NSMutableArray *screams; NSMutableArray *personScreaming; NSMutableArray *photoArray; int currentSayingsIndex; NSString *currentButtonSaying; NSMutableArray *funnyButtonSayings; IBOutlet UILabel *funnyButtonSayingsLabel; IBOutlet UILabel *personScreamingField; IBOutlet UIImageView *personScreamingImage; //Mailing the scream related IBOutlet UILabel *mailStatusMessage; IBOutlet UIButton *shareButton; } //AudioPlayer related @property (nonatomic, retain) AVAudioPlayer *appSoundPlayer; @property (nonatomic, retain) NSURL *soundFileURL; @property (readwrite) BOOL interruptedOnPlayback; @property (readwrite) BOOL playing; //Scream button related @property (nonatomic, retain) UIButton *screamButton; @property (nonatomic, retain) NSMutableArray *screams; @property (nonatomic, retain) NSMutableArray *personScreaming; @property (nonatomic, retain) NSMutableArray *photoArray; @property (nonatomic, retain) UILabel *personScreamingField; @property (nonatomic, retain) UIImageView *personScreamingImage; @property (nonatomic, retain) NSMutableArray *funnyButtonSayings; @property (nonatomic, retain) UILabel *funnyButtonSayingsLabel; //Mailing the scream related @property (nonatomic, retain) IBOutlet UILabel *mailStatusMessage; @property (nonatomic, retain) IBOutlet UIButton *shareButton; //Scream Button - (IBAction) scream: (id) sender; //Mail the scream - (IBAction) showPicker: (id)sender; - (void)displayComposerSheet; - (void)launchMailAppOnDevice; @end Here's the top of .m: #import "ScreamViewController.h" //top of code has Audio session callback function for responding to audio route changes (from Apple's code), then my code continues... @implementation ScreamViewController @synthesize appSoundPlayer; // AVAudioPlayer object for playing the selected scream @synthesize soundFileURL; // Path to the scream @synthesize interruptedOnPlayback; // Was application interrupted during audio playback @synthesize playing; // Track playing/not playing state @synthesize screamButton; //Press this button, girls scream. @synthesize screams; //Mutable array holding strings pointing to sound files of screams. @synthesize personScreaming; //Mutable array tracking the person doing the screaming @synthesize photoArray; //Mutable array holding strings pointing to photos of screaming girls @synthesize personScreamingField; //Field updates to announce which girl is screaming. @synthesize personScreamingImage; //Updates to show image of the screamer. @synthesize funnyButtonSayings; //Mutable array holding the sayings @synthesize funnyButtonSayingsLabel; //Label that updates with the funnyButtonSayings @synthesize mailStatusMessage; //did the email go out @synthesize shareButton; //share scream via email Next line begins the block with the offending code: - (IBAction) scream: (id) sender { //Play a click sound effect SystemSoundID soundID; NSString *sfxPath = [[NSBundle mainBundle] pathForResource:@"aClick" ofType:@"caf"]; AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:sfxPath],&soundID); AudioServicesPlaySystemSound (soundID); // Because someone may slam the scream button over and over, //must stop current sound, then begin next if ([self appSoundPlayer] != nil) { [[self appSoundPlayer] setDelegate:nil]; [[self appSoundPlayer] stop]; [self setAppSoundPlayer: nil]; } //after selecting a random index in the array (did that in View Did Load), //we move to the next scream on each click. //First check... //Are we past the end of the array? if (currentScreamIndex == [screams count]) { currentScreamIndex = 0; } //Get the string at the index in the personScreaming array currentScream = [screams objectAtIndex: currentScreamIndex]; //Get the string at the index in the personScreaming array NSString *screamer = [personScreaming objectAtIndex:currentScreamIndex]; //Log the string to the console NSLog (@"playing scream: %@", screamer); // Display the string in the personScreamingField field NSString *listScreamer = [NSString stringWithFormat:@"scream by: %@", screamer]; [personScreamingField setText:listScreamer]; // Gets the file system path to the scream to play. NSString *soundFilePath = [[NSBundle mainBundle] pathForResource: currentScream ofType: @"caf"]; // Converts the sound's file path to an NSURL object NSURL *newURL = [[NSURL alloc] initFileURLWithPath: soundFilePath]; self.soundFileURL = newURL; [newURL release]; [[AVAudioSession sharedInstance] setDelegate: self]; [[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryPlayback error: nil]; // Registers the audio route change listener callback function AudioSessionAddPropertyListener ( kAudioSessionProperty_AudioRouteChange, audioRouteChangeListenerCallback, self ); // Activates the audio session. NSError *activationError = nil; [[AVAudioSession sharedInstance] setActive: YES error: &activationError]; // Instantiates the AVAudioPlayer object, initializing it with the sound AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: soundFileURL error: nil]; //Error check and continue if (newPlayer != nil) { self.appSoundPlayer = newPlayer; [newPlayer release]; [appSoundPlayer prepareToPlay]; [appSoundPlayer setVolume: 1.0]; [appSoundPlayer setDelegate:self]; //NEXT LINE IS FLAGGED BY INSTRUMENTS AS LEAKY [appSoundPlayer play]; playing = YES; //Get the string at the index in the photoArray array NSString *screamerPic = [photoArray objectAtIndex:currentScreamIndex]; //Log the string to the console NSLog (@"displaying photo: %@", screamerPic); // Display the image of the person screaming personScreamingImage.image = [UIImage imageNamed:screamerPic]; //show the share button shareButton.hidden = NO; mailStatusMessage.hidden = NO; mailStatusMessage.text = @"share!"; //Get the string at the index in the funnySayings array currentSayingsIndex = random() % [funnyButtonSayings count]; currentButtonSaying = [funnyButtonSayings objectAtIndex: currentSayingsIndex]; NSString *theSaying = [funnyButtonSayings objectAtIndex:currentSayingsIndex]; [funnyButtonSayingsLabel setText: theSaying]; currentScreamIndex++; } } Here's my dealloc: - (void)dealloc { [appSoundPlayer stop]; [appSoundPlayer release], appSoundPlayer = nil; [screamButton release], screamButton = nil; [mailStatusMessage release], mailStatusMessage = nil; [personScreamingField release], personScreamingField = nil; [personScreamingImage release], personScreamingImage = nil; [funnyButtonSayings release], funnyButtonSayings = nil; [funnyButtonSayingsLabel release], funnyButtonSayingsLabel = nil; [screams release], screams = nil; [personScreaming release], personScreaming = nil; [soundFileURL release]; [super dealloc]; } @end Thanks so much for reading this far! Any input appreciated.

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  • NHibernate : restore session connection after session lost

    - by Catalin DICU
    I'm using NHibernate with SQL Server 2005 in a WPF client application. If I stop the SQL Server service and then restart it the session doesn't automatically reconnect. So far I'm doing this witch seems to work : try { using (ITransaction transaction = this.Session.BeginTransaction()) { // some select here } }catch(Exception ex) { if(this.Session.Connection.State == ConnectionState.Closed) { try { this.Session.Connection.Open(); } catch (Exception) { } } } Is there a better way ?

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