I'm writing a program to maintain computers at my workplace. I want to use msinfo32 to automatically collect system information about computers in network remotely and use this data in my program.
The only way I found is to manually connect using interface of msinfo32, export all data and then parse it with my program. But I want to improve this process and do it automatically, update all info automatically etc.
Is there any way I could collect all pc info remotely using msinfo32 from inside of my program?
Please, send me link to how-to with code examples, or explain why I can not do this or how I could.
Sorry for my english, thank you for your attention.
UPD: possibly, I can run msinfo32.exe from inside, but I rather use library than running external program in cmd.
Depends on what exactly do you need to gather. You have some WinApi functions and classes that can give you the system info.
GetSystemInfo() or Computer System Hardware Classes
But I think it's not that bad to use msinfo32.exe directly if it works.
You can't. You should use WINAPI functions, because msinfo32 does not provide console output interface, which could be best solution.
Related: How do I get hardware info such as CPU name, total RAM, etc. with VB6?
You can also use registry keys to check any system settings, all documentation is in the net. Getting system information using registry is not reliable, though.
Msinfo32 documentation
I don't know if in 2015 there was already the "/nfo" option that allows you to have all the results exported to a file.
So just execute:
msinfo32 /nfo "c:\delme\msinfo32.nfo"
and then, via XML, read the desired results.
Related
I've done an app to communicate with an arduino board that shows the info i send in a LCD. The problem is that i want to send the CPU temp, i know the best is use lm-sensors (i'm using linux) but don't know how, it doesn't have any example, so, does somebody know how to use it or where i can get an example?
If the lm_sensors modules are already loaded, the temperatures should be accessible in files from sysfs (for example: /sys/class/hwmon/hwmon0/device/temp1_input) that you can read with standard C/C++ file functions.
http://www.kernel.org/doc/Documentation/hwmon/sysfs-interface
lm-sensors also provides the libsensor library. This repo shows a way to use libsensors4-dev to get temperature, voltage, and others.
It happens sometimes that I need to retrieve some system data like CPU usage, process information etc.. which I commonly find in /proc/.... What I do from C/C++ is to read the correct file in /proc/..., parse it and get the information. This is quite bothering and somehow to be kernel version dependent. Is this the correct way to go?
Unfortunately, the Linux kernel doesn't offer any system calls which can be used to retrieve the kind of system information that's exposed via /proc. Your best bet in that case is to keep using that file system.
If it makes you feel any better, all the tools like top, ps or htop all use the /proc filesystem. You should check out their sources if you're having trouble with using it.
My main goal is to create an advanced program for manipulating the packets that route within my network via the router. Let my program have total control over the router. Set the download/upload speeds to my inputs, apply the effect to certain devices within in my network. Block upload or download traffic. Set second delay for either the upload or download speed. Specify % of loss packets, and the list goes on.
The problem is that I don't know where to start. I know most languages at the very most basic level. I'd like to create this program in either C, C++ or C# but I don't know yet. What else do I need to know before creating this program? Winsock or something? Winpcap APIs?
This goal is my motivation to learn programming to the extreme, and I'm really looking forward to it.
Thanks in advance!
Hmmm I guess you would want to look at pcap(?):
pcap
Check out:
http://beej.us/guide/bgnet/html/multi/index.html
'Beej's Guide to Network Programming
Using Internet Sockets'
All you could possibly need to know about programming sockets for capture and manipulation.
If I were you I'd write it in C, I'm writing a similar project at the moment in C++ and it's hell but too late to stop and start again.
Hope that helps.
Bear in mind that you either need a router that you can re-program or you need to use your PC as a router to do this.
Either way you want to look into how IPTABLES are implemented.
I've never seen Desktop Windows used as a router only Windows Server, though it may still be possible. libpcap is for packet capture, but not interception as I understand it. Programs like Wireshark use it to monitor copies of packets, but not to modify them. If you want to attempt this, my impression has been that there is a lot more documentation and tools for doing something like this with NetFilter/IPTables on Linux. You can even install something like OpenWRT on a compatible router and get a small, cheap Linux router, though having Desktop Linux will probably help for development. The NetFilter QUEUE library can be used with some IPTables firewall rules to redirects specific (or all) packets to a regular user program. That program can then read the packet and modify it or even request it to be dropped.
http://www.netfilter.org/projects/libnetfilter_queue/
If you want to manipulate network traffic on a Windows machine (as you mentioned), you will need some extra software. This operating system wont give you the full control over itself, which is fine for some reasons.
I think what you want to do, should be done with either winpcap or win10pcap if you are using Win10. These packages contains a windows driver and the libpcap user space library.
I have to program a C/C++ application. I have windows and linux (ubuntu 9.04) in my machine, and can program in both of them (via gcc/code blocks/vim,etc). The problem is that the executable is going to be run in a Unix (not linux) machine (will have access to it in about 20 days).
My Team Leader doesn´t want all of the code to be programmed in linux - unix. So, some of it will have to be developed in windows (and then many prayers will follow so that nothing bad happens).
The best thing i´ve come up with is to program remotely on the server, from windows and linux, so every programmer (only me for the next 2 weeks) is sort of happy.
In windows, I think i´m stuck with putty, but is there any alternative on linux, rather than ssh-vim? .
I read this Remote debugging with Eclipse CDT but it didn´t bring much light on the subject. At least not much hope.
There is another issue. I don´t consider C/C++ to be a portable language. At least for real programs. Sure it compiles, but many issues will arise, even with boost / stl. I haven´t taken a careful look to the code, but still, how wrong a I?
Any tips will be greatly appreciated.
Thanks in advance.
You could ssh w/ xming for a gui ide/editor that is on the remote machine.
If all the code is one the remote machine and compiled there, don't you have to worry about developers trying to work with the same resources? Also might the machine/network not be able to handle multiple ssh connections if you're using xming?
If you can convince your system administrator to install the libraries (an X server is not required), you can use X forwarding with SSH, which will allow you to execute X apps remotely and have them come up on your local server. If you're using Linux locally, you probably have X running already, and if you are using Windows, you can use the Xming server (with a little configuration to get it to accept remote connections). For debugging, if you need a separate shell, just set another instance of SSH going and perform debugging from another process.
As for portability, it depends on what you are trying to do. If all you want is a simple console-based application, you shouldn't run into any major portability concerns. If you are using more complex code, portability depends heavily on two things. The first is the choice of libraries - sure, you can run applications written for Win32 on Linux with Wine or actually compile them with Winelib, but it's not a pleasant experience. If you choose something more portable like Qt or gtkmm, you'll have a much easier time of things. Likewise for filesystem code - using a library like Boost.Filesystem will make things significantly simpler. The second thing that makes a big difference for portability is to follow the documentation. It's hard to stress this enough - many things that you do incorrectly will have varied results on different platforms, especially if you are using libraries that don't do checks (note: I highly recommend checking code against debug standard libraries for this reason). I once spent nearly a weak tracking down a portability bug that arose because someone didn't read the docs and was passing an invalid parameter.
If you want to use remote desktop like facility try VNC www.realvnc.com
or in case its just a remote login Hummingbird, EXceed could help
You might want to check the wingdb visual studio extension.
Not sure if this will help, but take a peek at sshfs. I haven't had a need to use it myself, but I have read others use it to access remote files and directories via ssh and work on the files locally. I presume you could access your remote home directory via sshfs and then use your local tools to work on the source files. I would very interested in knowing if this works out, so please post back if you give it a shot.
I use No Machine NX, which gives you the entire desktop of the remote machine. It also has a Windows client. I work remotely from home on Fridays, so I'm using it right now. You'll have to install it on the remote machine, and then install a client on your Windows or Linux machine.
How do you debug lua code embedded in a c++ application?
From what I gather, either I need to buy a special IDE and link in their special lua runtime (ugh). Or I need to build a debug console in to the game engine, using the lua debug API calls.
I am leaning toward writing my own debug console, but it seems like a lot of work. Time that I could better spend polishing the other portions of the game.
There are several tools floating around that can do at least parts of what you want. I have seen references to a VS plugin, there is a SciTE debugger extension in Lua for Windows, and there is the Kepler project's RemDebug, as well as their LuaEclipse.
RemDebug may be on the track of what you need, as it was built to allow for debugging CGI scripts written in Lua. It does require access to the LuaSocket module to provide a communications channel between the target script and a controller as well as a couple of other modules.
A bigger issue might be the ability to load arbitrary modules from within whatever sandbox the game engine has put around your scripts. If you have some control over the engine, then that won't be as big an issue.
This isn't currently possible for developers of Adobe Lightroom plugins, for example, because Lightroom does not expose require inside the plugin's sandbox.
A surprise to me has been how rarely I have felt a need for a debugger when working with Lua. I've built several small applications in it for various projects and have been surprised at how well a combination of complete stack backtraces and the occasional print call works to locate the bugs that require "strict" didn't prevent in the first place.
How about Decoda?? there is a video that explains how to use it, and it works pretty darn well for embedded lua source. (i am a happy customer). and it's pretty cheap.
You don't need to write your own console as you may want to start with one of the existing ones. RemDebug has already been suggested; I have been developing MobDebug, which is a debugger based on RemDebug, but with a host of new features and bug fixes. The detailed list of the changes is in the README.
Enabling debugging in your script may be as simple as adding require('mobdebug').start() (if you are running your app and the debugger server on the same machine). This should try to connect to the debugger listening on a default port on localhost. You can use a command-line interface included in MobDebug, or you can use a ZeroBrane Studio, which is a Lua IDE that integrates with MobDebug to provide debugging capabilities. The IDE supports debugging for Love2d, Moai, and other Lua engines and may well work for your set up too.
You can use my debugger: GRLD (graphical remote lua debugger). Like RemDebug it uses a socket connection, but unlike RemDebug it has a nice graphical interface. The source code is provided, so you can make it work on any platform. It works with the standard lua runtime. Free of charge for non-commercial use.
EDIT: sorry, I had to close the website, so the software is not available for download anymore. I might release it as open source software later, if I ever find the time.
EDIT 2: link updated, now hosted in github under the MIT license (open source)
I don't see how calling DebuggerBreak should work, since that is .NET specific. I would assume that only works with the forked Lua targeting the CLR.
If you are using standard Lua you have some rudementary debugging facilities through the lua function call debug.debug(). That will throw Lua into your console, so if you are running lua from a console, you should be able issue lua commands interactively to inspect your current state. debug.debug() wont put you into the current stack frame, so you have to use debug.getlocal() to read the values of your variables.
I haven't tried it myself yet, but I actually don't think making your own workable debug console is that much work. Remember Lua is not as complicated language as C++, so doing this is a lot easier than making a real C++ debugger like say gdb.
I think there are a lot of people who have done similar things already, whos code you could look at. Here is CLI debugger written in only lua. Just one lua file. Shouldn't be to hard use and modify for your needs.
If you are using windows and VS - Can you use the trick we use?
Copy the lua code in a file. Then in the lua code make a call to the Debugger api (in C++ this is DebuggerBreak() I think - see here). then when the lua code executes the debugger will fire up and you should be able to specify the file. Then debug as normal?