Where can I download CCValidator? - cruisecontrol.net

I feel like a bit of a dummy here. I downloaded CCValidator for CruiseControl.NET the other day but can't remember from where.
I'm on another machine now without access to the machine where I downloaded CCValidator, and Googling leads me nowhere except the CCValidator wiki and texts about CCValidator.
Can someone provide the link to download CCValidator?

You don't specify a version...
http://sourceforge.net/projects/ccnet/files/
Pick a version here and download the appropriate CruiseControl.NET-Validator...

Related

Automating the download of redhat for kickstart

I'm trying to work on a project to automate the kickstart images however i'm stuck on my first subtask.
The download links for redhat downloads look something like the bellow:
https://access.cdn.redhat.com//content/origin/files/sha256/12/mkwosis89j9f8ef53ad7365f2997d42d4f83ccuwodjsl/rhel-server-7.3-x86_64-dvd.iso?auth=148102836_3974432975fa9f10e716c4a38928db
This becomes a problem because i can't know what the sha and the auth code are going to be before hand i can't just modify this url in bash, i need to have a way of going to the Latest downloads page and follow the link.
Anybody know how what i can use to achieve this?
Thanks.
It seems like you will be wasting a lot of bandwidth for each installation. Have you considered creating a local repository of ISO's? You would need to add the latest ISO when it is released. Check out this link for creating ISO repositories.
https://www.cyberciti.biz/tips/redhat-centos-fedora-linux-setup-repo.html

Correctly set up Valves Source SDK 2013 on Linux

I just try to set up Valves Source SDK 2013 for Linux but I need to say that I find the wiki + documentation rather confusing and partly heavily outdated (Windows-only instructions, only for GoldSrc / pre-20XX SDk etc.).
I hope that someone who already has gone through the hassle can supply me with some hints on how to correctly set up the system.
I tried to use some Windows-specific instructions to understand the system but some are highly platform-specific.
So here is the current status (I based what I did on this wiki page: Wiki: Source SDK 2013:
The source of the SDK SDK 2013 from GitHub is cloned to
~/Git/source-sdk-2013/
the SDK Base 2013 installed via Steam and the steam-runtime to
~/working/steam-runtime-sdk_2013-09-05/
I was not sure whether there is a specific path I should put the steam runtime into so I just put it into my self-created working dir.
# Create a Multiplayer sample project
export SDKROOT="~/Git/source-sdk-2013"
bash $SDKROOT/mp/src/creategameprojects
bash $SDKROOT/mp/src/createallprojects
# Setup Steam Runtime
export STEAMRT="~/working/steam-runtime-sdk_2013-09-05/"
cd $STEAMRT
# Choose all build targets (i386 + amd64) and download these
./setup.sh
# Set current to target to the same as host machine (ie. amd64)
./shell.sh
# Compile the actual game
make -f $SDKROOT/mp/src/games.mak
I have not yet touched any source files as there's plenty of sources already supplied. I just wanted to confirm having a working toolchain set up
This all compiles fine but in the end the script wants to chmod the client.so and server.so but claims "not found" – but it sadly does not provide any information where it searched for them. Actually these are existant in
$SDKROOT/mp/game/mod_hl2mp/bin
and even marked as executable (-rwxr-xr-x).
So I just ignored this and hoped for the best. The next line to me sounds a bit strange:
At this point you should have client.so and server.so files to load with the Source SDK Base 2013 of your choice.
So I should be able so load the files with "the Source SDK Base 2013" (of your choice?!? Valve is the only one providing it O.o). How am I supposed to do that? I have not found any hint whatsoever for that, sadly.
But they hint me to the README.txt of the steam-runtime which tells me to do this:
run.sh ./MyGame
But where's the executable? I only have .so's
And this is the point where I currently am. I'm quite confused as I have many questions now:
Why do only the Linux users need to download the steam runtime? What if I want to not ship via Steam?
Is that chmod failure a script failure or a mistake in my directory setup?
How do I load these libraries via the SDK Base
Where is the binary? I'm quite confused here...
Have I overlooked something?
I appreciate any hints or links to resources, maybe explanations when I just were to dumb to understand what they mean :P
EDIT: Actually there is a GitHub repo for the steam-runtime too (GitHub/steam-runtime) – why is the download so outdated, the git repo has some updated stuff going on. Which should one choose?
With the help of a friend I didn't expect to be able to answer this (he didn't know about Linux but we could figure it out) I could solve it faster than expected.
To "load" the game via the Steam SDK Base just append the -game parameter and point it to the directory with the gameinfo.txt (ie. $SDKROOT/mp/game/mod_hl2mp/) in it.
Alternatively just copy the contents of this directory to
~/.local/share/Steam/steamapps/sourcemods/$MYSOURCEMOD
where $MYSOURCEMOD is how you want to call it (do not use spaces). Then add a steam.inf file in that dir with following content:
appID=243750
ProductName=$MYSOURCEMOD
PatchVersion=1.0.0.0
After a restart Steam will be able to find the sourcemod.
I'm not quite sure what the "steam-runtime" thingy is but I suppose it is to set up the build environment (to use a custom gcc etc.) as this is how the scripts look like. I'm not sure why you should run the game via the run.sh in the bin/ subfolder of the runtime instead of via Steam or via the parameter one the Source SDK Base but maybe someone can enlighten me here.
The archive one shall download is only a downloader/configurator for the steam-runtime hosted on GitHub.

About updating a node-webkit app

I want to set auto-updates up for my apps before I release. I'm a budding programmer, so when I looked into node-webkit-updater I was pretty confused. It seems under-documented to me. Can someone explain the overall update mechanism that it helps implement?
As an alternative to node-webkit-updater, I was thinking of creating my own update system. I kinda like how Apple handles extension updates and I was thinking about replicating it. This would involve putting a JSON/XML manifest file on Amazon S3 along with the latest versions of the app for all platforms. The app checks the file at startup and replaces itself with the new version.
Is the latter sound plausible? Am I better off going with node-webkit-updater? If so, can someone explain it to me please? My app is a Mac + Windows project.
This is what we did:
The first script of the page checks a custom "manifest" (.txt file) on the server, which contains some arbitrary text, e.g. version number.
If this value differs from a local version of the manifest, then download a .zip file from server. (The zip contains the latest nwjs website. You could have a separate one for each platform).
Unzip into a local directory (we use 7za command line util).
Set window.location.href to above local directory (index.html).
I know this is a old question, but here is the answer :)
https://www.npmjs.org/package/node-webkit-updater

CentOS 5.8 ISO with custom packages

How can I create a CentOS 5.8 .iso image with custom packages? I have to create an iso with only the packages needed for our production system. I already have all the rpms with their dependencies resolved in a folder. I have successfully created a repository from that folder with createrepo.
As I understand it, I should put the rpm files in the CentOS folder, and repodata folder should contain the metadata needed for a package manager. I don't know if I should modify the existing comps.xml file or create a new one, or which structure to use, since this is only a subset of packages contained on a default CentOS installation disk.
I know it is probably futile to delete packages from the default iso, but that is my work order and there's not much to be done there. (There are also some packages not available in the default iso)
Much appreciated
I feel as though your question is a bit vague for a topic with this sort of breadth but I'll do my best to offer an answer. I think you should use Kickstart for this task as it's going to result in a much happier customer whether they're internal or external, and easier management for you going forward when things get updated. Start by reviewing the CentOS documentation, if you are already this far and just asking about removing packages, check out this section of the docs, it talks about specifying your packages and removing the ones you don't want.
If you only have the one style of production machine, then this should take care of it. if you have multiple different configurations I'd suggest taking a look at a configuration management tool such as Ansible, Puppet, or Salt. This would allow you to provide a base image via Kickstart, then build off of that image depending on the needs of whoever is consuming the system.

Failed to resolve include text for file:SQLServer.ttinclude

I updated to the version 3.0.0.3. Dragged the new ActiveRecord directory in VS08, and added the newer dll.
I'm not sure whats going on yet. When I try to compile the project I get that error.
My SVN server just lost my old version, so I'll have to download the older Subsonic version and see if that fixes the problem. I have no clue what I did wrong in the configuration as I updated to 3.0.0.3.
(still a new users so I couldn't post a photo, but here a link to the error)
link text
I just wanted to close this issue. Please Not UNC paths don't play nice with subsonic. If you can. Work with your project outside of a UNC path or do some fun research and customize subsonic to fit your needs.
Did you add your UNC path to trusted zone in Internet Options?
See: http://t4toolbox.codeplex.com/Thread/View.aspx?ThreadId=62664

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