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  • Live from ODTUG - Big Data and SQL session #2

    - by Jean-Pierre Dijcks
    Sitting in Dominic Delmolino's session at ODTUG (KScope 12). If the session count at conferences is any indication then we will see more and more people start to deploy MapReduce in the database. And yes, that would be with SQL and PL/SQL first and foremost. Both Dominic and our own Bryn Llewellyn are doing MapReduce in the database presentations.  Since I have seen both, I would advice people to first look through Dominic's session to get a good grasp on what mappers do and what reducers do, then dive into Bryn's for a bunch of PL/SQL example. The thing I like about Dominic's is the last slide (a recursive WITH statement) to do this in SQL... Now I am hoping that next year we will see tools vendors show off how they work with Hadoop and MapReduce (at least talking about the concepts!!).

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  • My father is a doctor. He is insisting on writing a database to store non-critical patient information, with no programming background

    - by Dominic Bou-Samra
    So, my father is currently in the process of "hacking" together a database using FileMaker Pro, a GUI based databasing tool for his small (4 doctor) practice. The database will be used to help ease the burden on reporting from medical machines, streamlining quite a clumsy process. He's got no programming background, and seems to be doing everything in his power to not learn things correctly. He's got duplicate data types, no database-enforced relationships (foreign/primary key constraints) and a dozen other issues. He's doing it all by hand via GUI tool using Youtube videos. My issue is, that whilst I want him to succeed 100%, I don't think it's appropriate for him to be handling these types of decisions. How do I convince him that without some sort of education in these topics, a hacked together solution is a bad idea? He's can be quite stubborn and I think he sees these types of jobs as "childs play" How should I approach this? Is it even that bad an idea - or am I correct in thinking he should hire a proper DBA/developer to handle this so that it doesn't become a maintenance nightmare? NB: I am a developer consultant of 4 years and I've seen my share of painful customer implementations.

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  • Simple project - make a 3D box tumble and fall to the ground [closed]

    - by Dominic Bou-Samra
    Possible Duplicate: Resources to learn programming rigid body simulation Hi guys, I want to try learning rigid-body dynamic simulation. I have done a fluid and cloth simulation before, but never anything rigid. My maths knowledge is limited in that I don't know the notation that well. Are there any good cliff-notes, tutorials, guides on how I would accomplish a simple task like this? I don't want a super complex pdf that's only a little relevant. Thanks.

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  • Route traffic from one VPN to a second VPN

    - by Dominic
    I have set up an OpenVPN server on my windows 7 64-bit PC. I also have a subscription to a VPN service. My aim is to be able to connect my android phone to the VPN server on my PC, and then route all traffic through the VPN service. I have a NetGear WPN824 router. I can get it working if I my phone is on my local network. Then I can connect my phone to the VPN server using the local IP address of my PC. In Network Connection in the control panel, I share the connection used by the VPN service with the connection used by the VPN server. Then when I browse the internet on my phone, all traffic goes through the VPN service. Very nice. But if my phone is outside my local network, so I have to connect my phone to the local VPN using my PC's external IP address, then this method doesn't work. If I connect my PC to the VPN service and then try to connect my phone to my own VPN, it just doesn't connect (the initial TLS handshake times out). If I connect my phone to the local VPN first, then this connection is lost as soon as I connect my PC to the VPN service. Does anybody know how I can get this working? Many thanks Dominic

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  • What's the right terminology for Unity's UI elements?

    - by Bou
    Hi, I've sent a few mails to the Ayatana mailing list regarding some UI suggestions for Unity, but I'm afraid I keep confusing the right terms for the UI element, so I would like to have some clarification. Is the bar at the top called "panel"? Does the Ubuntu logo at the top left corner have a name? Is the left sidebar called "dock"? Are the coloured tiles with app icons on them called "launchers"? Is the purple tile called "workspace switcher"? Are the fullscreen things that appear when you click the Ubuntu logo, the Places tile or the Apps tile, called "dash"? Do they all have the same name?

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  • Are there plans for a progress indicator?

    - by Bou
    Status menus seem to be intended, among other things, to streamline indications. Some of these indications are not confined to the old Notification Area: others can be found on their own windows and indicate running processes, such as Nautilus copying some files, Firefox performing downloads or Brasero burning a DVD. I have seen a series of mockups showcasing mockups for a progress indicator: I would like to know if there are any actual plans to create a real progress indicator to house this type of indications.

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  • iPhone Open GL ES using FBX - How do I import animations from FBX into iPhone?

    - by Dominic Tancredi
    I've been researching this extensively. We have a game that's 90% complete, using custom game logic in iPhone 4.0. We've been asked to import a 3D model and have it animate when various events happen in the game. I've put together an OpenGL view (based on Eagl and several examples), and used Blender to import the model, as well as Jeff LeMarche's script to export the .h file. After much trial, it worked, and I was able to show a rotating model (unskinned). However, the 3d artist hadn't UV unwrapped the model, so provided me a new model, this one as a Maya file, along with animation in a FBX format, a .obj file, and .tga texture unwrapped. My question is : how can I use FBX inside OpenGL ES inside iPhone to run through animations? And what's the pipeline to get this Maya file into Blender to be able to create a .h file. I've tried the obj2opengl however the model is missing normals (did it have it in the first place?) and the skin isn't applying at all (possibly a code issue, something I think I can fix). I'm trying to use Jeff LeMarche's animation tutorial but can't figure out how to get the model files into a proper .h file for use. Any advice?

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  • Can't install Catalyst 12.8

    - by Dominic Jordan Hasford
    I can not install fglrx ATI drivers/Catalyst 12.8. I have tried installing AMA Catalyst 12.8 using this guide: http://www.upubuntu.com/2012/08/install-amd-catalyst-128-on-ubuntu.html When I reach the part of installing with sudo sh amd-driver-installer-8.982-x86.x86_64.run , I get the following error: When I run it using the --force option, I get this message: How can I fix these errors and install Catalyst 12.8?

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  • How to open OLE2 file format document

    - by Dominic Jordan Hasford
    I received a file that is .OLE2 format by email and I can't get it open. When I try to open it with Document Viewer (default pfd program ubuntu) it says it can't support it. I searched in the Software Center for OLE2, and it returned a program called RipOle. It says it opens that format, but you have to run it in the terminal and I don't know how. Does any one know how to open OLE2 documents? Or do you know how to work ripole? Thanks in advanced!

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  • How does key-based caching work?

    - by Dominic Santos
    I recently read an article on the 37Signals blog and I'm left wondering how it is that they get the cache key. It's all well and good having a cache key that includes the object's timestamp (this means that when you update the object the cache will be invalidated); but how do you then use the cache key in a template without causing a DB hit for the very object that you are trying to fetch from the cache. Specifically, how does this affect One to Many relations where you are rendering a Post's Comments for example. Example in Django: {% for comment in post.comments.all %} {% cache comment.pk comment.modified %} <p>{{ post.body }}</p> {% endcache %} {% endfor %} Is caching in Rails different to just requests to memcached for example (I know that they convert your cache key to something different). Do they also cache the cache key?

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  • How to align Conky text to centre of desktop?

    - by Dominic Jordan Hasford
    I am working on creating an entire Theme based off of Coldplay's Mylo Xyloto album. This is my first time working with Conky and theme creation. I started off by creating the Conky setup: I would like to how to centre the text in Conky. First to have it placed in the centre of my desktop, and second to have the text centre (think the Centre align button in word). It is supposed to be aligned like the album art: Conky Script http://paste.ubuntu.com/1230966/ End Result using Answer bellow:

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  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • python Velocity control of the player, why doesn't this work?

    - by Dominic Grenier
    I have the following code inside a while True loop: if abs(playerx) < MAXSPEED: if moveLeft: playerx -= 1 if moveRight: playerx += 1 if abs(playery) < MAXSPEED: if moveDown: playery += 1 if moveUp: playery -= 1 if moveLeft == False and abs(playerx) > 0: playerx += 1 if moveRight == False and abs(playerx) > 0: playerx -= 1 if moveUp == False and abs(playery) > 0: playery += 1 if moveDown == False and abs(playery) > 0: playery -= 1 player.x += playerx player.y += playery if player.left < 0 or player.right > 1000: player.x -= playerx if player.top < 0 or player.bottom > 600: player.y -= playery The intended result is that while an arrow key is pressed, playerx or y increments by one at every loop until it reaches MAXSPEED and stays at MAXSPEED. And that when the player stops pressing that arrow key, his speed decreases. Until it reaches 0. To me, this code explicitly says that... But what actually happens is that playerx or y keeps incrementing regardless of MAXSPEED and continues moving even after the player stops pressing the arrow key. I keep rereading but I'm completely baffled by this weird behavior. Any insights? Thanks.

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  • Velocity control of the player, why doesn't this work?

    - by Dominic Grenier
    I have the following code inside a while True loop: if abs(playerx) < MAXSPEED: if moveLeft: playerx -= 1 if moveRight: playerx += 1 if abs(playery) < MAXSPEED: if moveDown: playery += 1 if moveUp: playery -= 1 if moveLeft == False and abs(playerx) > 0: playerx += 1 if moveRight == False and abs(playerx) > 0: playerx -= 1 if moveUp == False and abs(playery) > 0: playery += 1 if moveDown == False and abs(playery) > 0: playery -= 1 player.x += playerx player.y += playery if player.left < 0 or player.right > 1000: player.x -= playerx if player.top < 0 or player.bottom > 600: player.y -= playery The intended result is that while an arrow key is pressed, playerx or playery increments by one at every iteration until it reaches MAXSPEED and stays at MAXSPEED. And that when the player stops pressing that arrow key, his speed decreases until it reaches 0. To me, this code explicitly says that... But what actually happens is that playerx or playery keeps incrementing regardless of MAXSPEED and continues moving even after the player stops pressing the arrow key. I keep rereading but I'm completely baffled by this weird behavior. Any insights? Thanks.

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  • Single paging Meta Tag Duplication [duplicate]

    - by Dominic Reigns
    This question already has an answer here: Should paginated content have unique meta tags? 1 answer How to make Google understand about single paging content issue ? A single page has got above 100 paging ? 1-10 of 199 Go to Page 12345678910 ... like this as mentioned above, Do I need to put fresh meta tag on each page ??? Help me out from this issue ?

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • An Introduction to Information Rights Management in Exchange 2010

    If you’re a Systems Administrator concerned about information security, you could do worse than implementing Microsoft’s Information Rights Management system; especially if you already have Active Directory Rights Management Services in place. Elie Bou Issa talks Hub Servers, Transport Protection Rules and Outlook integration in this excellent guide to getting started with IRM.

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  • reclaime like, recovery software

    - by Bou
    I need a recovery software that has the features of reclaime file recovery. Those are, to be able to read image files, to keep folder structure, to be as efficient but to be free. I can't afford reclaime and all free software that i know out there either support folder structure but cannot read an image of the array created or the opposite. Can somebody suggest some software? PS: I used reclaime to create an image of my RAID0 broken array and with reclaime file recovery i can see all my files intact but i cannot recover without purchase.

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  • Storing a list of objects in GAE

    - by Dominic Bou-Samra
    I need to store some data that looks a little like this: xyz 123 abc 456 hij 678 rer 838 Now I would just store it as a traditional string and integer model, and put in the datastore. But the data changes regularly, and is ONLY relevant when looked at as a COLLECTION. So it needs to be store as either a list of lists, or a list of objects, both of which can't really be done without pickling as far as I know. Can anyone help? Even storing it as a text file may work :S

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  • C++ a class with an array of structs, without knowing how large an array I need

    - by Dominic Bou-Samra
    New to C++, and for that matter OO programming. I have a class with fields like firstname, age, school etc. I need to be able to store other information like for instance, where they have travelled, and what year it was in. I cannot declare another class specifically to hold travelDestination and what year, so I think a struct might be best. This is just an example: struct travel { string travelDest; string year; }; The issue is people are likely to have travelled different amounts. I was thinking of just having an array of travel structs to hold the data. But how do I create a fixed sized array to hold them, without knowing how big I need it to be? Perhaps I am going about this the completely wrong way, so any suggestions as to a better way would be appreciated.

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  • Python doesn't work properly when I execute a script after using Right Click >> Command Prompt Here

    - by Dominic Bou-Samra
    This is a weird bug. I know it's something funky going on with my PATH variable, but no idea how to fix it. If I have a script C:\Test\test.py and I execute it from within IDLE, it works fine. If I open up Command Prompt using Runcmd.exe and navigate manually it works fine. But if I use Windows 7's convenient Right Click on folder Command Prompt Here then type test.py it fails with import errors. I also cannot just type "python" to reach a python shell session if I use the latter method above. Any ideas?

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  • Explaining abstraction to a non-programmer.

    - by Dominic Bou-Samra
    Abstraction is a concept that seems difficult to explain, without reverting to using programming terminology. I've thought about it a lot, and I can't come up with a satisfactory answer. Does anyone have any very general, yet very pertinent explanations? Metaphors, similes etc are all welcome.

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  • Manipulating binary data in Python

    - by Dominic Bou-Samra
    I am opening up a binary file like so: file = open("test/test.x", 'rb') and reading in lines to a list. Each line looks a little like: '\xbe\x00\xc8d\xf8d\x08\xe4.\x07~\x03\x9e\x07\xbe\x03\xde\x07\xfe\n' I am having a hard time manipulating this data. If I try and print each line, python freezes, and emits beeping noises (I think there's a binary beep code in there somewhere). How do I go about using this data safely? How can I convert each hex number to decimal?

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  • Rewriting a simple Pygame 2D drawing function in C++

    - by Dominic Bou-Samra
    I have a 2D list of vectors (say 20x20 / 400 points) and I am drawing these points on a screen like so: for row in grid: for point in row: pygame.draw.circle(window, white, (particle.x, particle.y), 2, 0) pygame.display.flip() #redraw the screen This works perfectly, however it's much slower then I expected. I want to rewrite this in C++ and hopefully learn some stuff (I am doing a unit on C++ atm, so it'll help) on the way. What's the easiest way to approach this? I have looked at Direct X, and have so far followed a bunch of tutorials and have drawn some rudimentary triangles. However I can't find a simple (draw point).

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