Software

Opening & Controlling Multiple Dialog Windows In A wxWidgets Project

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One of the things that had bugged me forever in my years of using wxWidgets was not easily being able to open and control multiple Dialog windows. The idea behind what I had been trying to do (as had countless other thousands of people online) is quite simple; I wanted to open up a main Dialog window, with my main program buttons and gadgets on, but then I wanted to have a second window in the background that I could use to hold more gadgets, more controls. I also wanted a 3rd window that I would then set up as a debugging window; I could put data in there and hide it in my project unless you know the secret knock to get it to display 🙂 This would have saved me a lot of time and effort when I was coding my Litecoin Pool tools, instead of logging to a file and reading through it, I could have updated some gadgets in a seperate window and watched in real-time what the hell was going on with the data I was processing 🙂

Screenshot of the Sample Project running in a wxFrame with 3 seperate wxDialog windows open

So there-in lies the problem: When we open a new Dialog, it opens on top of the parent and now the parent is completely locked until the new window is closed. Very frustrating!

I tried a few different ways to achieve this in a way that worked for my project, and so far, this method is working the best for me. If theres a better way to do this, then please let me know in the comments below. I do like using the DialogBlocks tool to make my complex GUI’s as I find its just easier and more productive to do so. Im not too familiar with some of the editors, so i’m not sure if theres anything out there that is as good as DialogBlocks. It does miss some of the new classes that are available, but it works well for what I need it to.

When starting a new project (or in my case, I would make a new Main window in my existing projects) instead of creating a new wxDialog object, I created a new wxFrame. Frames look a little different to Dialogs, they inherit the Dark Grey background and there are no sizers. It’s also a fixed size (DialogBlocks). On this frame, I added some vertical sizers to start, and would construct my frame as normal. To remove the Dark Grey background, you can set a background colour, or use an ID panel etc. There’s quite a few different ways to design the interface properly, and everyone seems to have their own way of doing it 🙂

Now I want to add my Debugging window to my project. For this, I create a new wxDialog window called SecondaryWindow just as I normally would and construct it in exactly the same way. I can add some text strings, or a complete wxNotebook setup with some additional panels and gadgets as I need them. There really isn’t any limitations to what you can insert into the dialog. Once created, I have to initialize the windows manually. To help demonstrate this, I created a sample project which can be downloaded below for your own reference. All future references to code, and this example, will be in relation to this sample (with the concept still working fine in your application).

DialogBlocks puts special comments around functions to help it identify which sections need to be automatically updated when changes are made in the Interface designer. Its a good idea, especially when (like me) I use both DialogBlocks and Visual Studio 2017 at the same time, so if I make changes in one, it auto reloads in the other and I know where the automated blocks begin & end.

Getting back to the topic at hand, the sample project contains two windows. The first window is our main window, which is built using a wxFrame. It has a text box, and six buttons. Three of the buttons control the showing/hiding of up to 3 small sample windows (whose class is called SecondaryWindow). Each window is separate, unique and can be controller independently. The other 3 buttons control the wxTextControl and insert text into one of the three windows. The windows can be shown/hidden at any time. All three of the created windows are derived from the same Dialog class, but there is nothing at all to stop you from creating completely independent and different window classes.

To create the three windows, at the bottom of the file mainwindow.h, in the class MainWindow function I have inserted these lines:

////@begin MainWindow member variables
    wxTextCtrl* TextInputString;
////@end MainWindow member variables

// This is where we will initialize our 3 sample windows
SecondaryWindow *FirstWindow;
SecondaryWindow *SecondWindow;
SecondaryWindow *ThirdWindow;

// And create a variable to remember if the window is Visible or not
bool OpenedWindowA, OpenedWindowB, OpenedWindowC;

In the constructor code for the class, we set the values of the booleans to false so that the code thinks they are closed. By default in the project, I chose not to have them auto-open. At the bottom of the CreateControls() function, we can go ahead and initialize the windows themselves, along with giving each window a unique title to go with it:

wxButton* itemButton9 = new wxButton( itemStaticBoxSizer2->GetStaticBox(), ID_BUTTON_SHOWC, _("Show/Hide Window C"), wxDefaultPosition, wxDefaultSize, 0 );
    itemBoxSizer4->Add(itemButton9, 1, wxALIGN_CENTER_VERTICAL|wxALL, 2);

////@end MainWindow content construction

// Now we should try to initialize the three extra windows so we can use them later.
MainWindow::FirstWindow = new SecondaryWindow(this);
MainWindow::SecondWindow = new SecondaryWindow(this);
MainWindow::ThirdWindow = new SecondaryWindow(this);

// Set some Window titles
MainWindow::FirstWindow->SetTitle(wxT("First Window"));
MainWindow::SecondWindow->SetTitle(wxT("Second Window"));
MainWindow::ThirdWindow->SetTitle(wxT("Third Window"));

Now that the windows are created, we can start to call them. For the purpose of the example project, I made buttons that show/hide each of the windows. To do this in DialogBlocks, I added the button and then created an Event to trigger each time the button was clicked. Going into that function, I removed the default comment lines that were inserted and replaced it with my own code like below:

void MainWindow::OnButtonShowAClick( wxCommandEvent& event )
{
	if (MainWindow::OpenedWindowA == false) {
		// Display the Window. 
		MainWindow::FirstWindow->Show();
		MainWindow::OpenedWindowA = true;
	}
	else {
		// Now we should Hide the window from view
		MainWindow::FirstWindow->Hide();
		MainWindow::OpenedWindowA = false;
	}

	// Skip the event
        event.Skip();
}

Its a pretty crude method, but it works. As with any new Dialog, the window will appear by default in the centre of the parent, so you will have to move them around. The above code is modified for each window to produce the same effect. You can click the Show/Hide button to show/hide the window, or click the X button to close it. To make the contents of text appear in one of the windows, type something into the box and select the button for which window it should appear into.

Closing Notes

The sample project is pretty crude, and there are multiple ways to do it. The code is probably not the best in the world (I could pass the boolean directly to Show() for example and it will control hiding the window). You can also control opening the windows with ShowWithoutActivating() to display the window, but not switch the focus to it. Lot’s of different ways to do the same thing.

After spending a lot of time in the past working on trying to solve this for my own projects, I found a way that seems to work well for me, and I wanted to share it with the rest of the world who might be new to wxWidgets and are looking for that same answer. If you do find this example useful, please leave a friendly comment below.

Download The Sample Project

The sample project can be download from here: Link (1,354Kb)

Along with the source code & DialogBlocks project file to compile this project, there is also a compiled exe ready to run.

If you found this post, or the sample useful, please let me know in the comments below. Thank-you!

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New CVGM.net Server Upgrade Almost Ready for the web company!

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 This is the new Dell PowerEdge 2950 server that will be used on the CVGM.net website, along with the services from https://the-indexer.com/, it will be a total success. It’s packing a nice dual quad-core 3.16Ghz CPU, 16gb of ram, and VMWare to make management and repairs easier and better. The current server only has 2GB of ram, and a very ancient quad-core 2.1Ghz cpu (one of the first Xeon quad core CPU’s released). We are still adding some bits to it, saving up our spare change and buying them as we can.

In the next few weeks, this bad boy will be shipped off to the datacenter and installed in it’s rack, so the site can receive a much-needed upgrade.

If you want to check out CVGM and listen to some great oldskool computer game music, check out http://www.cvgm.net  Thanks!

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New Version Of Litecoin Miner Status Released

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Hi,

Today I released a new version of my popular Litecoin Miner Status program. The tool sits in the background of your computer and monitors various litecoin mining pools for your mining activity. The program does not do any mining of it’s own, it simply watches the pools that you mine at to provide you with statistics about how well your miners, and your profits are doing. You can go directly to the application page Here or by the Discography -> Litecoin Miner Status link at the top of this page.

Lots of changes & tweaks have gone into the new program, including the addition of new pools to monitor. If you mine LTC and wish to keep track of your mining rigs or your coins, give the program a try.

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Reversi Magic Updated For iOS / Android / Amazon Kindle Fire

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I have been spending a lot of time lately working on Reversi Magic, my Othello/Reversi game. Since the game was originally released last year, I have been spending time on optimizing the various parts of the game for AI, appearance, and also ensuring that it works on absolutely any device out there. The game has certainly come a long way since I originally started working on it!

The game’s AI functions make use of a NegaScout/PVS algorithm to determine the best possible moves based on a series of conditions, such as difficulty, board status and a few other things. The easy level is designed to be not too difficult, but good enough to keep you alert during play. As the levels get harder, the AI will step up it’s game and the Hard levels are quite tough to beat! I spent close to a full month working on AI code alone, and it was very educational for me. One day I should write up something on how the AI works, as someone else might find it useful in a different game.

embedded by Embedded Video

YouTube Direkt

Anyways, if you would like to give the Free version of the game a go, you can find it at your favourite App Store by clicking one of the links below:

appleappstoreAndroidMarketLarge

amazon-android-app-store

Screenshot Gallery for Reversi Magic:

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How To Link To All Your Apps On The App Store In iOS, and other App Stores

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While working on an update for one of my games, I ran into a problem where I wanted to create a link to every app on the App Store that I had written. Each of my games has a button for ‘More Games’ that currently just takes you to my website, where you can see the games, but what if this could be tailored to go directly to the app store page itself? This generates better install follow through, as the viewer can simply click the Install/Purchase buttons, without having to go anywhere else!

How To List All Of Your Apps On Google Play

Directing the viewer to a list of all of your published apps on Google Play is as simple as making a link to your Publisher Name, such as:

market://search?q=pub:Andy+Kellett

Or, if you wish to do it via the web, you can link to this (clickable) link:

http://play.google.com/store/search?q=pub:Andy+Kellett

If your Publisher Name uses spaces, replace them with a + instead. Feel free to check out some of my Android games at the store!

How To List All Of Your Apps On Amazon Kindle Fire

The Kindle Fire runs Android, however it does not run any of the Google services at all, and many developers make the mistake of accidentally using some of the services in their apps, which do cause problems. Nothing is more embarrassing when you release a lite version of your game, only to have the link to upgrade to the paid version not work. The Amazon method is extremely simple:

http://www.amazon.com/gp/mas/dl/android?p=com.fishguygames.WordSearchHunterFree&showAll=1

The com.fishguygames.WordSearchHunterFree is the package name of the originating request, although Amazon doesn’t appear to do much with this initially that you can see, it lets the system know where the request was generated from. You can also manually enter the above URL in a regular browser window, which will generate a new address that can also be used, such as the following:

http://www.amazon.com/s/ref=mas_dl?_encoding=UTF8&field-brandtextbin=FishGuyGames&node=2350149011

Both are 100% compatible from launch. If launched on a Kindle device, the 1st link will give you the option of viewing the app list on the web, or in the Amazon App Store. The 2nd link is only viewable on the web, even if launched on the Kindle, so for use within your App, I reccomend the top link. On Non-Kindle devices, the top link is auto-converted to the 2nd one for display purposes.

How To List All your Apps On iOS/Apple

Follow these simple steps to do the same thing on iOS for your Apple products:

SelectLinkLocation
Step 1 – Find your app in the App Store. Right click on your Publisher name, and choose Copy Link to copy the address to the clipboard, so you can paste it in the next step.

Edit The Link
Step 2 – Paste in the link, and change the http:// header (the link in the example is highlighted above) to itms://, as this will stop the app from redirecting as many as 3 times, and instead use the iTunes Store app directly, making the experience faster for the end user. This link can be used in any app and shouldn’t ever change.

App Store List
Step 3 – Test the code on different devices, to ensure it works the way you expect it to! If you wish to have the same effect from your website, just keep the URL as it was.

If you would like to play some of the various games I have written for iOS, Check Out My List Of Games for more information! This should open a window, which will then open your iTunes and take you directly to my developer pages!

I hope this post helps you!  Andy Kellett

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Running a Django / mod_wsgi project on DirectAdmin Server

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Recently I purchased a new Dedicated server box running Ubuntu 8.10 / DirectAdmin and needed to transfer a bunch of my stuff to it. One of the sites I needed to trandsfer was CVGM ( http://www.cvgm.net ) which is powered by Django / Python / Mod_WSGI. I couldn’t find many instructions on the net on how to complete the task easily, so after I figured out how to do it, I wanted to post my results here so that other people who need the same kind of help can find the post and maybe use it 🙂

The DirectAdmin default setup uses a customized version of Apache in order to work, and as a result, it’s not as simple to work with/customize as a regular install of apache. To give you an example, if you would apt-get a module (such as mod_wsgi) that relies on apache2 as a dependency, it thinks apache2 isn’t even installed, so be careful! The global config file for the DirectAdmin apache is /etc/httpd/conf/httpd.conf and I should point out that right now, you should not edit anything in this file whatsoever!!

First, we need to install the Apache module for Mod WSGI. I copied a version of the file from a copy of 8.10 Server I installed on a VM to make sure it matched the same system requirements (Python 2.5) however you can always build one, or obtain one from somewhere on the net. Once I built the file with my sodapdf editor, I copied it to /usr/lib/apache/mod_wsgi.so on the dedicated box.

There are two ways that you can proceed to activate the module, and i’ll explain both ways. The 1st way is probbably more beneficial if you plan on running multiple WSGI applications, whereas the second is better if you just plan on running a single site and you don’t want to initialize it for every thread your apache creates.

Enabling As Global Module

This is the simplest method of enabling the module. Open the following file for editing:

vim /etc/httpd/conf/extra/httpd-phpmodules.conf

There should already be a line in there for PHP, so we only need to add the following line underneath it:

LoadModule wsgi_module /usr/lib/apache/mod_wsgi.so

Save and Exit the file, if you restart the httpd instances within DirectAdmin, they will all have access to mod_wsgi features.

Setting up a VirtualHost to run a WSGI Application

I’d like to point out here that we are manually editing/changing the automated VirtualHost information generated from within DirectAdmin, so DirectAdmin might change it all back again if you go to edit anything through the admin panels. Remember, when it works, back it up in case that does happen!

The VirtualHost lists are defined in a user’s httpd.conf file, so to edit the list for your site, run the following command:

vim /usr/local/directadmin/data/users/[UserName]/httpd.conf (Replacing UserName with the user account name set up under your site)

Modify the top portion of your Vhost file to look like the following, with your own WSGI settings of course:

# Frontpage requires these parameters in every httpd.conf file or else
# it won't work.
ServerRoot /etc/httpd
WSGIDaemonProcess ProcessName threads=25
WSGIProcessGroup ProcessName

<VirtualHost *:80>
...

Inside the VirtualHost container, you will add your actual WSGI code as such:

# Load the WSGI adapter just for this VirtualHost, if you choose not to enable it
 # Globally. Do not add this line if you added the module globally!!
 LoadModule wsgi_module /usr/lib/apache/mod_wsgi.so

# Set up Aliases to Django admin, and our own static files
Alias /media/ /usr/share/python-support/python-django/django/contrib/admin/media/ (path might vary on your setup)
Alias /static/ /path/to/static/

<Directory /usr/share/python-support/python-django/django/contrib/admin/media> (path might vary on your setup)
 Order deny,allow
 Allow from all
</Directory>

# Direct root to our WSGI script file
WSGIScriptAlias / /path/to/file.wsgi
<Directory /path/to>
 Order deny,allow
 Allow from all
</Directory>

<Directory /path/to/static>
 Order deny,allow
 Allow from all
</Directory>

Save the changes to your VirtualHost. I would like to point out here, that for CVGM I chose to comment out completely the same VirtualHost entry for SSL (port 443). My site has no use for SSL, and duplicating this code in the 2nd VirtualHost (which is what would happen if edit the Custom HTTPD for this domain in DirectAdmin) will cause an error for already having being called once.

The WSGI file for your project is created in pretty much the standard way:

import os, sys

sys.path.append('/path/to')
sys.path.append('/path/to/ExtraPath')
os.environ['DJANGO_SETTINGS_MODULE'] = 'ProcessName.settings'
import django.core.handlers.wsgi
application = django.core.handlers.wsgi.WSGIHandler()

Save it, double check the paths to the files and then restart httpd in DirectAdmin. If all goes well, the site should fire right up! If you start getting 503/500 errors, check the error.log file in the DirectAdmin viewer for a detailed description of what is happening. If there are no errors in the log, it’s not WSGI causing the problem, it’s something else in your code.

Common Error With Mod_WSGI and DirectAdmin

Depending on which version of DirectAdmin you are using, you may run into a massive slap-in-the-face 503 error regarding misconfiguration, and the error log will tell you something like: “No such file or directory: mod_wsgi (pid=7295): Unable to connect to WSGI daemon process”.

If you do run into this problem, you can try one of two things in the virtual host file. Here is a quote directly from Graham Dumpleton on the WSGI homepage explaining the problem and the solution ( http://code.google.com/p/modwsgi/wiki/ConfigurationIssues#Location_Of_UNIX_Sockets ) :

“To resolve the problem, the WSGISocketPrefix directive should be defined to point at an alternate location. The value may be a location relative to the Apache root directory, or an absolute path.

On systems which restrict access to the standard Apache runtime directory, they normally provide an alternate directory for placing sockets and lock files used by Apache modules. This directory is usually called ‘run’ and to make use of this directory the WSGISocketPrefix directive would be set as follows:

WSGISocketPrefix run/wsgi

Although this may be present, do be aware that some Linux distributions, notably RedHat, also locks down the permissions of this directory as well so not readable to processes running as a non root user. In this situation you will be forced to use the operating system level ‘/var/run’ directory rather than the HTTP specific directory.

WSGISocketPrefix /var/run/wsgi

Note, do not put the sockets in the system temporary working directory. That is, do not go making the prefix ‘/tmp/wsgi’. The directory should be one that is only writable by ‘root’ user, or if not starting Apache as ‘root’, the user that Apache is started as. ”

So, you would change the top of the VirtualHost to read something along the lines of:

WSGISocketPrefix /var/run/wsgi
 WSGIDaemonProcess ProcessName threads=25
 WSGIProcessGroup ProcessName

After restarting Httpd in DirectAdmin, it should clear up the problem!

This was a post I had originally made a long time ago (November 2009), so I have edited/replaced it here for completeness, as I get a lot email requests about it. I don’t use this setup any longer, and use a dedicated box for CVGM which solved a lot of other issues that I was having at the time, and of course the dedicated box is running a much newer Ubuntu distribution. Thanks!

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Twinz Loading Screen

Twinz! Free Version Released For Android

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Twinz Loading ScreenIt has been a long time since I last worked on one of my own game projects, so it is nice to be able to say that I have finally released a new game 🙂 The game is called Twinz! and is based on an game I wrote back on the Commodore Amiga back in 1996 (HOL Link). The original game it was based on was written by Theo Develegas on the ZX Spectrum (WOS LINK) back in 1991, it was a covertape game that I liked to play and back then, I wanted to have a go at doing one myself. If you asked people to load games from cassette tape nowadays, they would have a heart attack! hehe.

The objective of the game is very simple, you turn over 2 tiles at a time to see if the pictures behind them match. If they do, then they stay open and you keep going. If they don’t match, they turn back over. The logic to the game comes from remembering the images behind each tile, so when you find it somewhere else you can turn it over at the right place. Points are awarded for better playing tactics (tiles that are not checked underneath lots of times) and pairs that are found in sequence (one after the other). The game features 5 levels, three difficulties, and an online high score sharing system where you can post your best scores directly from within the game.

Twinz is compatible on any mobile or tablet device. Releases coming for Kindle fire soon, along with iPhone/iPad and other markets. Stay tuned!

Twinz! Screenshots – Click any thumbnail to make it larger

Download Twinz! Now!

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New Tool In Development – Litecoin Miner Status – Monitor Multiple Litecoin Miners At Multiple Pools!

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Project Update
This project has now been officially released. You can visit the project page (and download the tool) Here or get to it throught Discography tab at the top of the page. Thanks!

LTC Miner Status ScreenshotI have been working on a new tool for the last couple of weeks to assist Litecoin miners in their quest of mining. As a Litecoin miner myself in this new coin, a few pools started to pop up here and there and there was not much of a way to track what was going on. Hence my tool came along!

A common thing with any coin mining process is hopping, or switching from one pool to another. With my tool, you can see what you are doing across multiple pools, including how much LTC you have mined and how much you have been paid.

The interface is split into 3 main portions. The top part is a “ticker” of sorts that pages through the supported mining pools, showing you the current overall stats of that individual pool such as it’s overall mining speed, and the number of individual miners currently working there (and their combined KH/s speed). The middle field view shows the miners you have listed in that specific pool (If any) and what your miners are currently doing there. The base view is an overall view of your current mining summary across all of the supported pools. The tool is quick, easy to use, and sits quietly in the background keeping itself updated.

The tool is currently going through the last few days worth of testing with some close friends and miners, and I hope to have it released in the next couple of weeks once all the fine tuning has been done to it. If you are interested in testing out the tool, feel free to get in touch with me at andy [at] andykellett.com with your information. You can also find me on IRC , irc.freenode.net in #elitist, #litecoin and #rfcpool

Support For Many Pools!

At the time of the release, or unless someone suggests otherwise, the following mining pools will be supported from the initial launch of the application:

  • Elitist Jerks
  • Pool-X.eu
  • OzCoin 

Additional Mining Pools

If you own/run/reccomend another litecoin mining pool that you would like to see added to this program, let me know either by email or in the comments of this post and I will see what I can do to get it in. Your pool must support JSON statistics that can easily be accessed via the web. The tool supports all mmcfe-based pools, I just need to know your details.

The Program Is Beerware!

The program itself will be released as BeerWare, meaning if you like it and you find it extremely handy, you should donate some coin towards a beer or two for the developer! Pool owners who want their pools listed within the app are encouraged to donate a couple of extra beers as well, especially if your pool requires a lot of work to get added (custom JSON etc.) There will not be a charge to buy the program ever, and anyone who does try to sell it for money are trying to rip people off. It will always work the same if you choose to donate or not. Donation addresses to send coin to will be in the About section of the program in various different formats. All donations are truly appreciated 🙂

Donation Addresses

Some people are already asking for donation addresses to bribe with, they are as follows:

LiteCoin: LfrxgdK1PgJQPRkPVDqopQt3FaYVswmp74
BitCoin: 15s2vduLZSBUYDHPANgXVC9DPKz6BesZLj

More details will be released for the program as soon as they are available. Versions will also be made available for Mac & Linux in time. Feel free to comment or ask any questions in the comments section on this post. Initial testing only available to Windows users. Thanks! FishGuy876

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Dennis Ritchie, father of Unix and C, Has Passed Away

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Dennis RitchieDennis Ritchie, creator of the C programming language and co-creator of the Unix operating system, has died aged at the age of 70.

Thank-you for giving us a superior language, and being a pioneer in the age of computing. Rest in peace!

/* for Dennis Ritchie */
#include <stdio.h> 

main() 
{
    printf("Goodbye World");
}

ZD Net Article: http://www.zdnet.com/news/dennis-ritchie-father-of-unix-and-c-dies/6314570

Wiki entry on C: http://en.wikipedia.org/wiki/C_%28programming_language%29 

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Telling Git To Ignore File Permissions

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So, I have been having issues with git and repos. Im still extremely new to git (having used subversion for years) so every once in a while I run into something that makes me want to keep going back to svn. Today was such a day when I discovered that git didn’t like that some of the permissions had changed on the files within my repos.

Most of this problem for me occurs from working on files both in Linux and Windows, so its natural that samba will change some of these permissions. So, after reading the manual for a while, I discovered I could issue the following:

git config core.filemode false

This will instruct git to ignore changes to file permissions! Yay! Migraine easing. And according to the git manual:

core.fileMode
    If false, the executable bit differences between the index and the
    working copy are ignored; useful on broken filesystems like FAT.
    See git-update-index(1). True by default.

And there you have it 🙂 Pretty straight forward, and saved me from having to buy more headache pills 🙂

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