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Search found 144 results on 6 pages for 'abhishek dwivedi'.

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  • How can I use a delimiter in wmic output, separating columns?

    - by Abhishek Simon
    I want to fetch Windows Hotfix listing with some format, whose output can be separated with some delimiter. so far I found a wmic command which gives me a desired output but the problem is the \s delimiter is not going to work here. Is there a way I can place some , or anyother character, which I can later use in java program to get individual columns? Command wmic qfe get caption,csname,description,hotfixid,installedby,installedon Output Caption CSName Description HotFixID InstalledBy InstalledOn http://go.microsoft.com/fwlink/?LinkId=161784 Abhishek Update KB971033 NT AUTHORITY\SYSTEM 3/15/2012 http://support.microsoft.com/?kbid=2032276 Abhishek Security Update KB2032276 NT AUTHORITY\SYSTEM 3/15/2012 .. . Update I am trying for /f "tokens=1,2,3,4,5,6,7,8,9,10,11" %g in ('wmic qfe get caption,csname,description,fixcomments,hotfixid,installdate,installedby,installedon,name,servicepackineffect,status') do @echo %g,%h,%i,%j,%k,%l,%m,%n,%o,%p but it gives me invalid GET Expression C:\Users\Abhishek\Desktop>for /f "tokens=1,2,3,4,5,6,7,8,9,10,11" %g in ('wmic qfe get caption,csname,description,fixcomments,hotfixid,installdate,installedby,installedon,name,servicepackineffect,status') do @echo %g,%h,%i,%j,%k,%l,%m,%n,%o,%p Invalid GET Expression. What is the problem here? This might solve the problem for me . More Update I even tried the below command but this too does not solve space problem Command for /f "tokens=1,2,3,4,5,6,7,8,9,10,11" %g in ('wmic qfe list') do @echo %g,%h,%i,%j,%k,%l,%m,%n,%o,%p Output Caption,CSName,Description,FixComments,HotFixID,InstallDate,InstalledBy,InstalledOn,Name,ServicePackInEffect http://go.microsoft.com/fwlink/?LinkId=161784,Abhishek,Update,KB971033,NT,AUTHOR,,Y\SYSTEM,3/15/2012, http://support.microsoft.com/?kbid=2281679,Abhishek,Security,Update,KB2281679,NT,AUTHORITY\SYSTEM,3/15/2012, http://support.microsoft.com/?kbid=2284742,Abhishek,Update,KB2284742,NT,AUTHORIT,,SYSTEM,3/15/2012, http://support.microsoft.com/?kbid=2286198,Abhishek,Security,Update,KB2286198,NT,AUTHORITY\SYSTEM,3/15/2012,

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  • What is the unit of size we get from using wmic command on windows

    - by Abhishek Simon
    I use a couple of wmic commands and I was wondering how can a user come to know the the unit of any size related command output? For Instance I use the below 2 commands wmic /node:Abhishek-PC cpu get maxclockspeed,l2cachesize,loadpercentage output: L2CacheSize LoadPercentage MaxClockSpeed 8192 1 1595 8192 1 1595 wmic /node:Abhishek-PC LogicalDisk Where DriveType="3" Get DeviceID,Size,FreeSpace output: DeviceID FreeSpace Size C: 13933780992 73300701184 E: 23688204288 73405558784

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  • Problem while reading the File in a eclipse Plugin application

    - by Abhishek Choudhary
    I 've developed an eclipse plugin and in that I have a java file trying to read directories and then populate result accordingly. When I try to run the file from eclipse itself through RunJava application , it gives me proper result but as soon as I try to run the same through Eclipse Application, it is throwing NullPointerException because unable to find the directory. I tried the following ways- Suppose , I have a package as - Package - com.test.abhishek.file.java.TestWork.java Directories - com.test.abhishek.file.java.Dir1 com.test.abhishek.file.java.Dir2 Now in TestWork.java- InputStream is = LGHelpContentView.class.getResourceAsStream("/"+dirName);** The above line is getting failed. How should I keep my directory and where so that it will run as an eclipse plug-in as well.

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  • How to access memory location in Java?

    - by Abhishek Jain
    Is it possible that we can access memory location in Java directly or indirectly? If we tries to print a object, it will print hashcode. Does hashcode signify indirectly to memory location? For two object at different memory location but still their hashcode can varies. -Abhishek

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  • Finding all Stored procedures calling a function

    - by Abhishek Jain
    Hi, How can I find out all the stored procedures that are calling a particular user defined function in SQL Server 2005. Or how to assign a defult value to a parameter in a user defined function so that when a stored procedure calls that function and does not pass any value to that parameter function assumes the default value. Regards, Abhishek jain

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  • How to accss memory location in Java?

    - by Abhishek Jain
    Is it possible that we can access memory location in Java directly or indirectly? If we tries to print a object, it will print hashcode. Does hashcode signify indirectly to memory location? For two object at different memory location but still their hashcode can varies. -Abhishek

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  • Bind Variable and SQL error during statement preparation

    - by Abhishek Dwivedi
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}  I was getting the following exception at run-time. JBO-27122: SQL error during statement preparation. Statement: SELECT AxEO.A_ID, AxEO.B_ID, AxEO.C_ID, ByEO.A_ID, ByEO.B_ID, ByEO.C_ID, Cz.A_ID, Cz.B_ID, Cz.C_ID FROM ABC_x AxEO, ABC_y ByEO, ABC_z CzEO WHERE AxEO.A_ID = ByEO.A_ID AND  CzEO.A_ID = :Bind_PId I copied and pasted the query on SQL worksheet, replaced :Bind_PId with a valid id, and executed the query. The query worked alright, implying the query was alright. I tried to connect to different DBs but the issue persisted, meaning it was not a DB issue either. Finally, the root cause was found to be in the concerned VO; one of the bind variables (say Bind_TId) was marked "Required". De-selecting the Required check-box resolved the issue. In retrospect, the issue looks to be rather straight-forward. However, the error message is not very helpful, if not misleading. Besides, it's counter-intuitive to think that a bind variable which is not being used in a query can cause error while statement preparation. The other bind variable - Bind_TId - was being used in other view criteria, not the view criteria involved in the given query. Still, it was required.

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  • Exporting .FBX model into XNA - unorthogonal bones

    - by Sweta Dwivedi
    I create a butterfly model in 3ds max with some basic animation, however trying to export it to .FBX format I get the following exception.. any idea how i can transform the wings to be orthogonal.. One or more objects in the scene has local axes that are not perpendicular to each other (non-orthogonal). The FBX plug-in only supports orthogonal (or perpendicular) axes and will not correctly import or export any transformations that involve non-perpendicular local axes. This can create an inaccurate appearance with the affected objects: -Right.Wing I have attached a picture for reference . . .

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  • View Link inConsistency

    - by Abhishek Dwivedi
    What is View Link Consistency? When multiple instances (say VO1, VO2, VO3 etc) of an EO-based VO are based on the same underlying EO, a new row created in one of these VO instances (say VO1)can be automatically added (without re-query) to the row sets of the others (VO2, VO3 etc ). This capability is known as the view link consistency. This feature works for any VO for which it is enabled, regardless of whether they are involved in a view link or not. What causes View Link inConsistency? Unless jbo.viewlink.consistent  is disabled for this VO (or globally), or setAssociationConsistent(false) is applied, any of the following can cause View Link inConsistency.  1. setWhereClause 2. Unreferenced secondary EO 3. findByViewCriteria() 4. Using view link accessor row set Why does this happen - View Link inConsistency? Well, there can be one of the following reasons. a. In case of 1 & 2, the view link consistency flag is disabled on that view object. b. As far as 3 is concerned, findByViewCriteria is used to retrieve a new row set to process programmatically without changing the contents of the default row set. In this case, unlike previous cases, the view link consistency flag is not disabled, meaning that the changes in the default row set would be reflected in the new row set.  However, the opposite doesn't hold true. For instance, if a row is deleted from this new row set, the corresponding row in the default row set does not get deleted. In one of my features, which involved deletion of row(s), I resolved the view link inconsistency issue by replacing findByViewCriteria by applyViewCriteria. b. For 4, it's similar to 3 - whenever a view link accessor row set is retrieved, a new row set is created. Now, creating new row set does not mean re-executing the query each time, only creating a new instance of a RowSet object with its default iterator reset to the "slot" before the first row. Also, please note that this new row set always originates from an internally created view object instance, not one you that added to the data model. This internal view object instance is created as needed and added with a system-defined name to the root application module. Anyway, the very reason a distinct, internally-created view object instance is used is to guarantee that it remains unaffected by developer-related changes to their own view objects instances in the data model.

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  • Using 2D sprites and 3D models together

    - by Sweta Dwivedi
    I have gone through a few posts that talks about changing the GraphicsDevice.BlendState and GraphicsDevice.DepthStencilState (SpriteBatch & Render states). . however even after changing the states .. i cant see my 3D model on the screen.. I see the model for a second before i draw my video in the background. . Here is the code: case GameState.InGame: GraphicsDevice.Clear(Color.AliceBlue); spriteBatch.Begin(); if (player.State != MediaState.Stopped) { videoTexture = player.GetTexture(); } Rectangle screen = new Rectangle(GraphicsDevice.Viewport.X, GraphicsDevice.Viewport.Y, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); // Draw the video, if we have a texture to draw. if (videoTexture != null) { spriteBatch.Draw(videoTexture, screen, Color.White); if (Selected_underwater == true) { spriteBatch.DrawString(font, "MaxX , MaxY" + maxWidth + "," + maxHeight, new Vector2(400, 10), Color.Red); spriteBatch.Draw(kinectRGBVideo, new Rectangle(0, 0, 100, 100), Color.White); spriteBatch.Draw(butterfly, handPosition, Color.White); foreach (AnimatedSprite a in aSprites) { a.Draw(spriteBatch); } } if(Selected_planet == true) { spriteBatch.Draw(kinectRGBVideo, new Rectangle(0, 0, 100, 100), Color.White); spriteBatch.Draw(butterfly, handPosition, Color.White); spriteBatch.Draw(videoTexture,screen,Color.White); GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; foreach (_3DModel m in Solar) { m.DrawModel(); } } spriteBatch.End(); break;

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  • To access parentAM instance from within nestedAM JUnit test class

    - by Abhishek Dwivedi
    In normal model project, the way to access parent AM from within nested AM is simple - ParentAMImpl parentAM =  (ParentAMImpl)this.getRootApplicationModule(); However, the same approach doesn't help in JUnit model project. Use the following approach -  Inside setUp() method --  ParentAM parentAM =  (ParentAM)Configuration.createRootApplicationModule(ROOT_AM, ROOT_AM_CONFIG); Inside tearDown() method -- Configuration.releaseRootApplicationModule(parentAM, true);

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  • Scaling Skeletal values to be able to reach objects on the screen

    - by Sweta Dwivedi
    I have created a game using Kinect + XNA and the game runs on full screen mode.. However when i try to touch or reach a certain area on the screen using hand.. I cant reach it.. I will already be outside the range of the sensor trying to touch the object on the game screen.. Is there anyway I can scale the skeletal values so that the users can easily touch objects on the screen without having to stretch or bend too much?

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  • Creating models in 3ds max and exporting as .x for XNA

    - by Sweta Dwivedi
    I have created a few models in 3DS max which contains textures, geometry and animations . .however .fbx doesnt really support textures.. So im planning to use .x format.. I have seen a few converters in pandasoft but once i unzip the file and place the .dle file in the plugins folder of 3D max gives an error saying failed to initialize.. Is there any way to convert my .max models into .x format ? ? I dont know blender so that isnt an option. . I'm currently using 3ds max 2013 After adding the .3DS object content importer. . i get the following error:

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  • SEHException throw using Microsoft XACT Audio Framework (XACT3)

    - by Sweta Dwivedi
    I have been developing a game using Kinect + XNA and using Microsoft Audio Creation tool (XACT3) for managing my sound files and music, however in the code an SEHException is thrown whenever it tries to get the wave file from the wave Bank . . Sometimes the code works magically and all of a sudden it will start throwing this exception randomly ..I need a help on solving this exception /*Declaring Audio Engine for music*/ AudioEngine engine; SoundBank soundBank; WaveBank waveBank; Cue cue; /*Declaring Audio engine for sound effects*/ AudioEngine engine1; SoundBank soundbank; WaveBank wavebank; Cue effect; engine = new AudioEngine(@"Content\therapy.xgs"); soundBank = new SoundBank(engine, @"Content\Sound Bank.xsb"); **waveBank = new WaveBank(engine, @"Content\Wave Bank.xwb");** cue = null; engine1 = new AudioEngine(@"Content\Music_Manager\Sound_effects.xgs"); soundbank = new SoundBank(engine1, @"Content\Music_Manager\Sound1.xsb"); **wavebank = new WaveBank(engine1, @"Content\Music_Manager\Wave1.xwb");** effect = null; cue = soundBank.GetCue("hypnotizing"); cue.Play();

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  • Importing 3d model with multiple skeletons

    - by Sweta Dwivedi
    I have created an animated butterfly in 3ds Max and try to export it in ".fbx" format to use in XNA, however as soon as I compile, i get the following Errors: Warning 1 Multiple skeletons were found in the file. The first skeleton, named "Left.Wing" has been moved to be a child of the scene root. The other, "Right.Wing", will be ignored. Fragment identifier "Right.Wing". Error 2 Vertex is bound to bone "Right.Wing", but this bone is not present in the skeleton. Which is confusing since I have the bone Right.Wing . . and I use it to animate the butterfly I have seen a few possible solution for Blender but none for 3Ds max it would be really helpful if someone could help me out with this

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  • Kinect Click counter function

    - by Sweta Dwivedi
    So i have the following kinect click function which will check if the hand is within the bounds then it will click with a counter . . however there is a slight problem . .the first few button clicks work fine.. but after it clicks one of the buttons it changes the game state and immediately clicks the other button without the counter reaching 200. . . Kinect click is a method in the button class. . .and each button inside a list can access the Kinect click method. . . public bool KinectClick(int x,int y) { if ((x >= position.X && x <= position.X + position.Width) && (y >= position.Y && y <= position.Y + position.Height)) { counter++; if (counter > 200) { counter = 0; return true; } } else { counter = 0; } return false; } I call to check if this property is true in the Game update method to act as a button click. . foreach(Button g_t in Game_theme) { if ((g_t.KinectClick(x_c, y_c) == true || g_t.ButtonClicked() == true) && g_t.name == "animoe") { Selected_anim = true; currentGameState = GameState.InGame; } if ((g_t.KinectClick(x_c, y_c) == true || g_t.ButtonClicked() == true) && g_t.name == "planet") { Selected_planet = true; currentGameState = GameState.InGame; }

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  • How to determine the end of list has been reached?

    - by Sweta Dwivedi
    I'm trying to animate my object according to a set of recorded values from kinect skeleton stream by saving the (x,y,z) stream from the skeletal data into a list and then set my objects x and y position from the x,y of the list. However, once the list end has been reached it starts to animate again from the start. I don't want that - I just want the model position to keep going in the positive X direction. Is there any way I can check if end of the list has been reached and to just update the model position in x direction? Or is there any other way to continue moving my sprite once the points in the list are over... i dont want it to start animating all the way again.. protected override void Update(GameTime gameTime) { //position += spriteSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; //// TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int) Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); motion_2.Add(new Point(x, y)); } } position.X = motion_2[i].X; position.Y = motion_2[i].Y; i++; a_butterfly_up.Update(gameTime); a_butterfly_side.Update(gameTime); G_vidPlayer.Play(mossV); base.Update(gameTime); }

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  • Kinect joint coordinates and XNA animation

    - by Sweta Dwivedi
    I have written a program to record the x,y,z coordinated of the Hand joint and I want to animate my models 2D or 3D according to these coordinates. . .However the output of the x,y,z coordinates are fluctuating from -0 to 1 but not more than that.. So i assume I will need to multiply them back with the screen width and height, however it still doesnt seem to animate according to the original x,y,z points Any transformations I might be missing out? while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) float.Parse(temp[0]))* maxWidth); int y = (int) float.Parse(temp[1])) * maxHeight); }

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  • Interaction using Kinect in XNA

    - by Sweta Dwivedi
    So i have written a program to play a sound file when ever my RightHand.Joint touches the 3D model . . It goes like this . . even though the code works somehow but not very accurate . . for example it will play the sound when my hand is slightly under my 3D object not exactly on my 3D object . How do i make it more accurate? here is the code . . (HandX & HandY is the values coming from the Skeleton data RightHand.Joint.X etc) and also this calculation doesnt work with Animated Sprites..which i need to do foreach (_3DModel s in Solar) { float x = (float)Math.Floor(((handX * 0.5f) + 0.5f) * (resolution.X)); float y = (float)Math.Floor(((handY * -0.5f) + 0.5f) * (resolution.Y)); float z = (float)Math.Floor((handZ) / 4 * 20000); if (Math.Sqrt(Math.Pow(x - s.modelPosition.X, 2) + Math.Pow(y - s.modelPosition.Y, 2)) < 15) { //Exit(); PlaySound("hyperspace_activate"); Console.WriteLine("1" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } else { Console.WriteLine("2" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } }

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  • Creating an update method in a different class

    - by Sweta Dwivedi
    I have created a class called 3D model which will animate my 3D model by changing the model position according to the values based in a .txt file through a list... Since i'm using a foreach loop to read the point values when it reaches the end of the file.. XNA throws an out of bounds exception .. (which is obvious) but if i add the same code in my Game.cs update(gameTime) method.. then i dont have this problem..Any idea how to make my 3D model update work same as the update in game.cs .. Here is the code for some idea: public void patterns(GameTime gameTime) { motion_z = new List<Point3D>(); if (pattern == 1) { f = "E:/Motion_Track-output/Output1.txt"; } if (pattern == 2) { f = "E:/Motion_Track-output/cruse.txt"; } // TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; //Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int)Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int)Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); int z = (int)Math.Floor(((float.Parse(temp[2]) / 4 * 20000))); motion_z.Add(new Point3D(x, y, z)); } modelPosition.X = (float)(motion_z[i].X); modelPosition.Y = (float)(motion_z[i].Y); modelPosition.Z = (float)(motion_z[i].Z); i++; } //Console.WriteLine("modelposX:" + modelPosition.X + "," + "motionzX:" + motion_z[i].X); }

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  • How to unpack, update and repack Adobe air file?

    - by Abhishek Jain
    I need to unpack air file, update it and repack it. Can anybody please help me in this regard? In java, for jar file we can use winrar utlity for this kind. Please suggest how can we do for air.Is there any utility for adobe air. I tried with winzip/winrar. I changed its extension to .zip file and opened it in winzip and winrar. When I tried to update it, it got corrupted. -Abhishek

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