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  • Compiling my own PHP extension on Windows with Visual Studio 2008

    - by Mickey Shine
    I wrote a PHP extension and it could be compiled and run under linux successfully. But on windows, I met some problems. I did the compiling on windows according to http://blog.slickedit.com/?p=128 with PHP source version 5.2.10, and after the compiling it generated the dll file. But when I tried to use the dll file, it reported me the memory problems when starting Apache(Wamp server). And then I started the debugging process, it seemed that REGISTER_INI_ENTRIES() had problems. Here is the PHP extension source code, http://www.bluefly.cn/xsplit.tar.gz , and it works fine on Linux. But I also want to make it work on Windows. Sorry I am not a pro so that I hope someone can help me. Any help is appreciated and thanks in advance~

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  • How do I ignore the Perl shebang on Windows with Apache 2?

    - by nbolton
    I have set up a local Perl web environment on my Windows machine. The application I'm working on is originally from a Linux server, and so the shebang for source .pl files look like so: #!/usr/bin/perl This causes the following error on my Windows dev machine: (OS 2)The system cannot find the file specified. Is it possible to change my Apache 2 conf so that the shebang is ignored on my Windows machine? Of course I could set the shebang to #!c:\perl\bin\perl.exe, that much is obvious; but the problem comes to deploying the updated files. Clearly it would be very inconvenient to change this back on each deploy. I am using ActivePerl on Windows 7. Update: I should have mentioned that I need to keep the shebang so that the scripts will work on our shared hosting Linux production server. If I did not have this constraint and I didn't have to use the shebang, the obvious answer would be to just not use it.

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  • What web technology could I use which would support a decision tree?

    - by Rami Alhamad
    I am a big game development fan but I haven't done any commercial work in the past. I have been asked by a non-profit to look at developing a game similar to the award-winning www.playspent.org They want the following features: support 5 scenarios mobile isn't important but compatibility with older browsers would be a big bonus they want it to be visual and audible bonus is to have it easily modifiable support 4 languages I don't have much knowledge of Flash and would rather avoid using it as a solution. I started breaking down the problem into segments that I will need to examine, they are as follows: ability to read the game flow from a file that they can produce (xml, etc.) db design to store decision tree language challenge browser compatibility I am leaning towards an Google app engine/GWT solution but I am not sure what technology is best for this. I am really hoping to get your opinion/recommendation on my approach and on what technology is best. A special thanks (and beer if you live in Toronto) will be awarded to anyone who can help give me a ballpark estimate on how much such a game should go for. I know it's tough to estimate but any rough figure will help (how much would you charge for building something like playspent.org?) Thanks in advance

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  • Why does git remember changes, but not let me stage them?

    - by Andres Jaan Tack
    I have a list of modifications when I run git status, but I cannot stage them or commit them. How can I fix this? This occurred after pulling the kernelmode directory from a bare repository somewhere in one huge commit. % git status # On branch master # Changed but not updated: # (use "git add <file>..." to update what will be committed) # (use "git checkout -- <file>..." to discard changes in working directory) # # modified: kernelmode/linux-2.6.33/Documentation/IO-mapping.txt # ... $ git add . $ git status # On branch master # Changed but not updated: # (use "git add <file>..." to update what will be committed) # (use "git checkout -- <file>..." to discard changes in working directory) # # modified: kernelmode/linux-2.6.33/Documentation/IO-mapping.txt # ...

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  • Kinect will recognise your finger movement

    - by Boonei
    Sources inside Microsoft suggest they MS guys are tying to improve motion controller. This could be a huge boost to gaming. There are quite a few things that we can do with our fingers when playing games like driving, shooting,sports etc. If fingers are captured then  XBox will give more realistic version of our avatar. Eurogamer has also suggested the same according to their sources. It would be only(mostly) a software update and would not require a new camera, because the USB controller interface currently in place in Kinect can take in data up-to 35MBps. The current utilization is only around roughly 1/2 of it. So there is currently a facility to send more data. Little more tech data, Kinect does transmit 320×240-pixel in 30 fps, if the device could capture and transfer at 640×480 pixels, then better resolution can detect more movements compared to current level of detection. Lets wait and watch ! This article titled,Kinect will recognise your finger movement, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Group Video Chat On iPad With Fring App

    - by Gopinath
    Apple’s Facetime is the simplest and most easy to use video chat application available for iOS devices and Apple Macs. Facetime lets you have a one-to-one video chat, but what about having a group chat on your iPad with a bunch of friends? Here comes Fring App for iPad that lets you group chat up to 4 members at a time. Unlike Facetime Fring does not impose any restriction on the network connectivity for video chatting. You can initiate a group video chatting on any network (3G, Wi-Fi, 4G, etc.) but Wi-Fi is the most preferred option for smooth video streaming. Also Fring is a cross platform application(runs on iOS, Android & Nokia), so your group video chat session can have a mix of devices – iPads, Android smartphones/tablets and Nokia mobiles. Anyone mobile device with a front facing  cam and Fring app is allowed to join the party. Here is the promotional ad of Fring’s group video chatting application By the way did I say that Fring is a free app? Group video on iPad at no cost!!! Download Fring from Apple’s AppStore This article titled,Group Video Chat On iPad With Fring App, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Here Is Official GMail App For iPhones & iPads

    - by Gopinath
    Its a great day for GMail users! Few hours ago Google pushed a new GMail web user interface to all the users and now they released GMail iOS App[iTunes Link]. After delaying several years Google at last released a native GMail application of iPhone, iPad & iPod touch. In a blog post, Google says We’ve combined your favorite features from the Gmail mobile web app and iOS into one app so you can be more productive on the go.It’s designed to be fast, efficient and take full advantage of the touchscreen and notification capabilities of your device. The iOS App includes almost all the features that are found on Android version of GMail app -  users can star, label, archive, access the Priority Inbox and push notifications for new mail alerts. It also includes standard touchscreen commands like pull down to refresh and swipe to scroll emails. Go and grab the GMail App from iTunes This article titled,Here Is Official GMail App For iPhones & iPads, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Star Trek inspired home automation visualisation

    - by Zak McKracken
    I’ve always been a more or less active fan of Star Trek. During the construction phase of my house I started coding a GUI for controlling the house which has an EIB. Just for fun I designed a version inspired by the LCARS design used in Star Trek TNG and showed this to my wife. I showed her several designs before but this was the only one, she really liked. So I decided to go on with this. I started a C# WinForms application. The software runs on a wall mounted Shuttle Barebone-PC. First plan was an industrial panel-pc but the processor was too slow. The now-used Atom is ok. I started with the LCARS-controls found on Codeproject. Since the classic LCARS design divides the screen into two parts this tended to be impracticable, so I used my own design For now the software is able to: Switch lights/wall outlets Show current temperatures for all room controllers Show outside temperature with a 24h trend chart Show the status of the two heat pumps Provide an alarm clock (e.g. for cooking) Play internet radio streams Control absence Mute the door bell Speak status messages via speech synthesis For now, I’m working on an integration of my electric meter. The main heat pump and the electric meter are connected to my LAN. I also tried some speech recognition, but I’ve problems with the microphone. I't’s working when you are right in front of the PC, but not far away, let’s say on the other side of the room. So this is the main view. The table displays raw values which are sent over the EIB – completely useless but looks great For each floor I have a different view. Here you can see the temperatures and check the status of the lights (the buttons are blinking when a light is switched on) This is the view for the heat pump:   Next step would be to integrate a control of my squeezebox server (I use different Squeezeboxes through the house as a multiroom audio solution)

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  • Slow draw on some apps and dynamic clocks not working properly with ATI/AMD proprietary drivers

    - by Rakeka
    I've recently purchased a new computer (around July 2010) and I've been having some problems with proprietary video drivers on Linux. The hardware is: Video: ATI/AMD Radeon HD 5870 (XFX HD-587X-ZNFC); Motherboard: Asus P7P55D-E Deluxe; Processor: Intel i5 750; Memory: Kingston Hyperx KHX1600C8D3K2/4GX (2x - 8GB Total); Power Supply: XFX P1-750B-CAG9; There are no overclocks, not even the memories (they are at 1333mhz due processor memory controller limitation). The operational system is a homebrew Linux distribution with the following software: Architecture: x86_64 (multilib) Kernel: 2.6.35.10 Xorg: 7.5 Window Manager: wmii-3.9.2 Video Driver: ATI/AMD Catalyst 10.12 There are no desktop effects programs like compiz fusion or beryl. The problems: With ATI/AMD proprietary driver, some applications are with slow draw/redraw, and, the same applications make the driver to increase the card clocks to maximum (0% gpu activity, only the clocks are increased). I dunno exactly how to describe the slow draw but I'll list some applications and symptoms. xterm Flickers a lot when drawing continuous output; When I'm in a workspace with fullscreen xterm, The gpu load stays at 12% in idle, and, with smaller xterm, smaller GPU load. "aticonfig --odgc" output: Default Adapter - ATI Radeon HD 5800 Series Core (MHz) Memory (MHz) Current Clocks : 157 300 Current Peak : 850 1200 Configurable Peak Range : [600-900] [900-1300] GPU load : 12% "aticonfig --pplib-cmd 'get activity'" output: Current Activity is Core Clock: 157MHZ Memory Clock: 300MHZ VDDC: 950 Activity: 12 percent Performance Level: 0 Bus Speed: 5000 Bus Lanes: 16 Maximum Bus Lanes: 16 More examples: mplayer time info flickers on terminal; "find /" flickers a lot (It takes some time to stop with control-c. But, If I change the workspace or put some window upon it, just after the control-c, it stops instantly); "cat somefile" if the file is big (Xorg.0.log for example) it takes some time to display; vim and less (ex: find / | less) don't have much problems, just a little flicker when scrolling; mplayer (no gui) Slow reproduction and seek with -vo x11; Tearing with -vo xv; Time info flickers on terminal (xterm consequence); gvim A little slow draw when scrolling with page up/page down; Firefox Slow draw/redraw on some pages like www.boadica.com.br and sometimes on www.youtube.com with flash enable (never noticed on many pages); Corruptions when informative yellow boxes are showing and scroll the page (an gray box appears at the same place of the informative box); "Wallpaper" After minimizing a fullscreen window or changing to an empty workspace it takes some time to redraw wallpaper. "Video Card" The core and memory clocks are increased with the events described above and on other situations like change workspace (even without wallpaper), minimize, maximize or move a window; Idle clocks: Core: 157mhz, Memory: 300mhz Full clocks: Core: 850mhz, Memory: 1200mhz xpdf Painful slow scrolling; display (from ImageMagick) Slow menus and sometimes slow image redraw; Programs that I use and are apparently without problems: gimp; pidgin; mplayer (-vo gl, gl2); blender; unigine heaven (better fps than on Windows); doom3; tibia; penumbra overture; amnesia the dark descent (wine); diablo 2 (wine); No problems on Windows (Windows 7 Ultimate 64bit). And special note to this: Full desktop effects from Debian and Ubuntu gnome appearance cpanel don't cause ANY problems, even the core and memory clocks don't increase when change workspace, minimize, maximize or move a window. What I've tested: Unsuccessful tests: Tested all drivers versions since 10.6 (released approximately when I've installed the first slackware in this PC); Tested other video card - ATI/AMD Radeon HD 5570 (XFX HD-557X-ZHF2); Tested some options on xorg.conf and that I've found googling (some of these options are commented on my xorg.conf. I'll send the links at the end of post); Tested some patches like 107_fedora_dont_fill_bg_none.patch and xserver-xorg-backclear.patch from Arch Linux Catalyst page (https://wiki.archlinux.org/index.php/ATI_Catalyst); Tested other distros and software versions: Tested XORG-7.6 on my own distribution; Tested Debian Squeeze (testing - from 2010-12-20); Tested Ubuntu Marverick (10.10); Tested Slackware 13.1; Distros info: Architecture: i386 Debian and Ubuntu with all default software (kernel, gnome, xorg, drivers); Slackware with Catalyst from AMD page and default window managers like: fvwm, xfce, and my own build of wmii; Successful tests: Tested other video card (only on my homebrew distro) - NVIDIA Geforce 7300GS with driver 260.19.29; That didn't shown the slow draw problems, but that card is a bit obsolete, so, dunno if that lacks features like the dynamic clocks. I don't dispose of other video cards like nvidia g/gt/gts/gtx 200~400~500 or Radeon HD 3000/4000/6000 to make more tests. Tested other hardware: Video: ATI/AMD Radeon HD 5570 (XFX HD-557X-ZHF2); Motherboard: Intel DG31PR; Processor: Core 2 Duo E6750; Software for that hardware: Fresh install of same distros (except for the mine) with same program versions; That video card (HD 5570) were full time at the maximum clocks (something like 500/750, don't remember) in all the operational systems (Windows XP and Windows 7 too), but it didn't shown the same problems that I have here. I've googled a lot about common problems with ATI/AMD proprietary drivers for Linux and didn't find similar problems, except by the Firefox corruptions, that the solutions were to disable ATI Direct2DAccel and use XAA. With XAA the problems persists and the other applications like pidgin and rest of Firefox showed the same problems of slow draw/redraw. Open source Drivers: With open source drivers (xf86-video-ati-6.13.2) I hadn't the same slow draw problems, but, had other problems, that, for now, make it no viable solution. I'll not discuss it here because this is another line of problems and will confuse everything. If it happens to be the only solution, I'll make another thread to discuss it. Logs and Configs: kernel .config dmesg xorg package list xorg.conf Xorg.0.log

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  • What are your build and release steps? When to increment build numbers?

    - by Ed
    I am having trouble defining and automating my build process despite simple requirements: Every build should have a unique build number. Every tagged release should be reproducible What I have: A C++, Red Hat Enterprise Linux 5.x, Subversion development environment. A build machine ( actually a virtual machine ) A version.h file with #defines for major, minor, and buildnumber. A script for incrementing the version.h buildnumber. A rpmbuild spec file that exports the tagged Subversion source, builds, and makes the rpm installer packages. Questions: Assuming multiple developers per project, when should the build number be incremented and version.h file be checked-in? The build machine? Some sort of Subversion hook? Pre-build or post-build? Thanks in advance for those willing to take the time to share their experience with build processes. -Ed Linux newbie. Former Windows C++/.NET developer.

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  • I need free index/fund/stock end of day quotes in CSV

    - by Janne Mikkola
    Hello, I need (free or cheap) source for end of day stock/mutual funds/index values. Major world indexes & European stocks are primary intrest. I keep seeing that yahoo/ google/ MS offer this data, yet I cant find HOWTO doc (or similar) on getting the data. Reuters is an option - ~$300/month puts it out of my range. Sample of what I am looking for: WMX.IDX,20100326,54.49,54.6,54.17,54.41,0 XAH.IDX,20100326,52.39,52.77,52.33,52.54,0 XAL.IDX,20100326,37.34,38.4,37.34,37.59,0 XAO.IDX,20100326,4896.2998,4905.2002,4848.2998,4905.2002,0 I wish to get this data into txt file in an automated manner. My platform is Linux, (I also have pc with windows & emulator in for win in linux so windows is an option) http://www.eoddata.com/ is best site I have found so far. This is quite good yet I desire more info on european finances. Please advice! Sincerely, Janne

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  • svn commit is hung at start of commit

    - by jwhitlock
    I'm commiting a large changeset, including a large binary file (180 MB) over a slow VPN connection. It looks for all the world like it is stalled. How can I diagnose where it is stuck? The output is: $ svn commit -m "My commit message" Connecting to deprecated signal QDBusConnectionInterface::serviceOwnerChanged(QString,QString,QString)` Local subversion is 1.6.9 on Linux, KDE 4.3, and svn status shows ML . L ws M ws/manage.py L ws/locales L ws/locales/ja_JP L ws/locales/ja_JP/LC_MESSAGES The process isn't using much of any resources. The server is Linux, served by Apache and mod_dav_svn, same subversion 1.6.9. I can't see any process that is handling the commit.

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  • C++ Program Always Crashes While doing a std::string assign

    - by bbazso
    I have been trying to debug a crash in my application that crashes (i.e. asserts a * glibc detected free(): invalid pointer: 0x000000000070f0c0 **) while I'm trying to do a simple assign to a string. Note that I'm compiling on a linux system with gcc 4.2.4 with an optimization level set to -O2. With -O0 the application no longer crashes. E.g. std::string abc; abc = "testString"; but if I changed the code as follows it no longer crashes std::string abc("testString"); So again I scratched my head! But the interesting pattern was that the crash moved later on in the application, AGAIN at another string. I found it weird that the application was continuously crashing on a string assign. A typical crash backtrace would look as follows: #0 0x00007f2c2663bfb5 in raise () from /lib64/libc.so.6 (gdb) bt #0 0x00007f2c2663bfb5 in raise () from /lib64/libc.so.6 #1 0x00007f2c2663dbc3 in abort () from /lib64/libc.so.6 #2 0x00000000004d8cb7 in people_streamingserver_sighandler (signum=6) at src/peoplestreamingserver.cpp:487 #3 <signal handler called> #4 0x00007f2c2663bfb5 in raise () from /lib64/libc.so.6 #5 0x00007f2c2663dbc3 in abort () from /lib64/libc.so.6 #6 0x00007f2c26680ce0 in ?? () from /lib64/libc.so.6 #7 0x00007f2c270ca7a0 in std::string::assign (this=0x7f2c21bc8d20, __str=<value optimized out>) at /home/bbazso/ThirdParty/sources/gcc-4.2.4/x86_64-pc-linux-gnu/libstdc++-v3/include/bits/basic_string.h:238 #8 0x00007f2c21bd874a in PEOPLESProtocol::GetStreamName (this=<value optimized out>, pRawPath=0x2342fd8 "rtmp://127.0.0.1/mp4:pop.mp4", lStreamName=@0x7f2c21bc8d20) at /opt/trx-HEAD/gcc/4.2.4/lib/gcc/x86_64-pc-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/basic_string.h:491 #9 0x00007f2c21bd9daa in PEOPLESProtocol::SignalProtocolCreated (pProtocol=0x233a4e0, customParameters=@0x7f2c21bc8de0) at peoplestreamer/src/peoplesprotocol.cpp:240 This was really weird behavior and so I started to poke around further in my application to see if there was some sort of memory corruption (either heap or stack) error that could be occurring that could be causing this weird behavior. I even checked for ptr corruptions and came up empty handed. In addition to visual inspection of the code I also tried the following tools: Valgrind using both memcheck and exp-ptrcheck electric fence libsafe I compiled with -fstack-protector-all in gcc I tried MALLOC_CHECK_ set to 2 I ran my code through lint checks as well as cppcheck (to check for mistakes) And I stepped through the code using gdb So I tried a lot of stuff and still came up empty handed. So I was wondering if it could be something like a linker issue or a library issue of some sort that could be causing this problem. Are there any know issues with the std::string that make is susceptible to crashing in -O2 or maybe it has nothing to do with the optimization level? But the only pattern that I can see thus far in my problem is that it always seems to crash on a string and so I was wondering if anyone knew of any issues that my be causing this type of behavior. Thanks a lot!

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  • Qt SDk 4.6.2 on mac os x: invoke ffmpeg ??

    - by varunmagical
    Hello, I am writing an FFmpeg frontend in Qt & testing it on linux, windows & Mac. (FFmpeg is a popular command line tool for video operations) My project is working well on Linux & windows but I cannot invoke FFmpeg on Mac! I have compiled it from svn source on Mac & I have ensured that it is working properly by running it in Mac terminal. In my project, I have created a widget that shows FFmpeg output during conversion, but on mac, It always stays blank. Need help!

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  • Simplify Your Code with LINQ

    - by dwahlin
    I’m a big fan of LINQ and use it wherever I can to minimize code and make applications easier to maintain overall. I was going through a code file today refactoring it based on suggestions provided by Resharper and came across the following method: private List<string> FilterTokens(List<string> tokens) { var cleanedTokens = new List<string>(); for (int i = 0; i < tokens.Count; i++) { string token = tokens[i]; if (token != null) { cleanedTokens.Add(token); } } return cleanedTokens; }   In looking through the code I didn’t see anything wrong but Resharper was suggesting that I convert it to a LINQ expression: In thinking about it more the suggestion made complete sense because I simply wanted to add all non-null token values into a List<string> anyway. After following through with the Resharper suggestion the code changed to the following. Much, much cleaner and yet another example of why LINQ (and Resharper) rules: private List<string> FilterTokens(IEnumerable<string> tokens) { return tokens.Where(token => token != null).ToList(); }

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  • cpufreq not available 11.10

    - by code shogan
    on 11.04 I had cpufreq working on my "AMD Turion(tm) 64 X2 Mobile Technology TL-50 stepping 02" processors, however now on oneiric cpufreq won't load. The core temperature of my cpu is normally 40 c, but lately it's cooking away at 75-80+ c and the fan is always extremely loud even when cpu usage has at 0.4%. and after this dmesg | grep -i cpu I got: Brought up 2 CPUs Switch to broadcast mode on CPU1 Switch to broadcast mode on CPU0 Switched to NOHz mode on CPU #1 Switched to NOHz mode on CPU #0 ACPI: acpi_idle registered with cpuidle cpufreq-nforce2: No nForce2 chipset. cpuidle: using governor ladder cpuidle: using governor menu powernow-k8: Found 1 AMD Turion(tm) 64 X2 Mobile Technology TL-50 (2 cpu cores) (version 2.20.00) I see something about governors and ladder there, does this mean the OS is able to scale my cpu's or not? If so is there a way I can determine it's working? I saw that for other users that the wrong module had been loaded and by disabling it they were able to get cpufreq loaded. How can I tell what scaling module is loaded? stats: Ubuntu Oneiric 32bit Dell Inspiron 1501

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  • E3 Booth Babes Display a Painful Lack of Video Game Knowledge [Video]

    - by Jason Fitzpatrick
    If you thought a prerequisite for manning a booth at an electronics expo was a passing knowledge of the electronics and games you were promoting, you were wrong. In the above video Chloe Dykstra puts a set of “booth babes” from the E3 2011 conference to the test by asking them simple questions about video games both new and old. If you’re a gaming fan and you can watch this video without laughing out loud you’ve got an iron will (or you’re shaking your head in disbelief that someone could work a gaming convention and not know the answers to these questions). We won’t lie, we were shaking our head when the one model admitted that she’d worked at GameStop for a year and still didn’t know any of the answers. What questions would you put on list? How about “Finish this sentence: ‘Your Princess is in another…’”, “Dimension?”. 5HP: Booth Babe Edition – E3 2011 [YouTube via Kotaku] How To Encrypt Your Cloud-Based Drive with BoxcryptorHTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)

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  • Is my form password being passed in clear text?

    - by liinkas
    This is what my browser sent, when logging into some site: POST http://www.some.site/login.php HTTP/1.0 User-Agent: Opera/8.26 (X2000; Linux i686; Z; en) Host: www.some.site Accept: text/html, application/xml;q=0.9, application/xhtml+xml, image/png, image/jpeg, image/gif, image/x-xbitmap, */*;q=0.1 Accept-Language: en-US,en;q=0.9 Accept-Charset: iso-8859-1, utf-8, utf-16, *;q=0.1 Accept-Encoding: deflate, gzip, x-gzip, identity, *;q=0 Referer: http://www.some.site/ Proxy-Connection: close Content-Length: 123 Content-Type: application/x-www-form-urlencoded lots_of_stuff=here&e2ad811=my_login_name&e327696=my_password&lots_of_stuff=here Can I state that anyone can sniff my login name and password for that site? Maybe just on my LAN? If so (even only on LAN ) then I'm shocked. I thought using <input type="password"> did something more than make all characters look like ' * ' p.s. If it matters I played with netcat (on linux) and made connection browser <= netcat (loged here) <= proxy <= remote_site

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  • fcgio.cpp: In destructor 'virtual fcgi_streambuf::~fcgi_streambuf()':

    - by skyeagle
    I am attempting to build fastcgi on a Linux Ubuntu 10.x machine. I run the following commands: ./configure make and I get the following error: fcgio.cpp: In destructor 'virtual fcgi_streambuf::~fcgi_streambuf()': fcgio.cpp:50: error: 'EOF' was not declared in this scope fcgio.cpp: In member function 'virtual int fcgi_streambuf::overflow(int)': fcgio.cpp:70: error: 'EOF' was not declared in this scope fcgio.cpp:75: error: 'EOF' was not declared in this scope fcgio.cpp: In member function 'virtual int fcgi_streambuf::sync()': fcgio.cpp:86: error: 'EOF' was not declared in this scope fcgio.cpp:87: error: 'EOF' was not declared in this scope fcgio.cpp: In member function 'virtual int fcgi_streambuf::underflow()': fcgio.cpp:107: error: 'EOF' was not declared in this scope make[2]: *** [fcgio.lo] Error 1 make[2]: Leaving directory `/somepath/fcgi-2.4.0/libfcgi' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/somepath/fcgi-2.4.0' make: *** [all] Error 2 I notice that others have had the same problem and have asked this question in various fora etc - however, I have not as yet, seen an answer to this question/problem. Has anyone ever managed to build fastcgi on Linux? How do I fix this problem?

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  • How do you set up the directory structure for a multilingual site without duplicating content?

    - by Ricardo
    I want to make a website in two languages. I've looked around and settled on the directory option of separating both languages. How do I make it work? Let's say I have the following three files for the landing homepage, the English page and the Spanish page: http://www.domain.com/index.html http://www.domain.com/en/index.html http://www.domain.com/es/index.html Let's also say that /index.html will be in English, with a link to /es/index.html. In turn, /es/index.html will have a link to the English version. Would this be back to /index.html or to /en/index.html. How do I get both English versions (the one at the root and the one in the directory) to actually be the same file in the same directory? I'm new to this, so I'm not using any scripts yet. To me, the obvious solution is to duplicate both English versions and have the one at the root point to files under the /en/ directory, but I'm not a fan of duplication and I've learned that search engines really frown upon that. Anyone point me in the right direction?

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  • Passiionate about Microsoft Technology - Help raise money for Cystic Fibrosis Foundation

    - by Testas
    I need your help! Please sign up to help our team raise $10,000 for Cystic Fibrosis Foundation. Simply by becoming a team member (a bit like a fan) and you will be helping our team earn points and advance in the race to rasie the money for charity.   If you can tick any of the boxes below then we need your help: Already Microsoft Certified? Hold a MCP/MCSA/MCSE/MCT/TS/MCITP? Want to help sufferers from the most common genetically inherited disease? Passionate about Microsoft Technology? Like to Blog, Tweet, email, connect! Enjoy the thrill of the race! Follow the Born To Learn Blog? Join our blue team and help us become the leader of the race.so please sign in with your Live ID which is associated with your MCP account and register with us - also take a look at the blue forums - we are building up some cool info! http://bit.ly/blueteam  or  http://borntolearn.mslearn.net/prix/p/index.aspx Please blog and let people know about this! Regards Chris

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  • MinGW - cross compile tool - latest version?

    - by Petike
    At the MinGW download page you can download the "Cross-Hosted MinGW Build Tool" which is a shell script to build the "MinGW cross-compiler" so that you will be able to compile your programs on "Linux" to the "Windows" target. I have downloaded that script, run it and answered the interactive questions the script has asked me. I had to dowload some files from which one has name "gcc-core". And the "latest" version of the "gcc-core source code" I have found on that page, was "gcc-core-3.4.5-20060117-2-src.tar.gz" - so that "3.4.5" version. But on "Ubuntu Linux" I can download the precompiled "mingw32" package which is of the version "4.2.1". How is it possible that the "Ubuntu package" version of MinGW is newer than the one from the MinGW "homepage"? So which is the latest version of the "MinGW cross compile tool"?

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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