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  • Content, MetaData and Taxonomy 1 Taxonomy Manager

    This article is cross-posted from my personal blog. In DotNetNuke version 5.3, we introduced the concept of a centralized Content store, together with the ability to apply Taxonomies (categories) to the content. We have extended this in DNN 5.4 by completing the MetaData API as well as adding Folksonomy (user tags). In this series of blogs I will explain how developers can take advantage of these new features in their own extensions. But first lets take a look at how the pieces work together....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Rendering skybox in first person shooter

    - by brainydexter
    I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z. However, I can't wrap my head around the camera transformations that I need to apply to get it right. My render loop looks something like this: mp_Camera-ApplyTransform() :: Takes the current player transformation and inverts it and pushes that on the modelview stack. Draw GameObjects Draw Skybox DrawSkybox does the following: glEnable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_FALSE); // draw the cube here with extents glDisable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_TRUE); Do I need to translate the skybox by the translation of the camera ? (btw, that didn't help either) EDIT: I forgot to mention: It looks like a small cube with unit extents. Also, I can strafe in/out of the cube. Screenshot:

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  • Even EA's Have Bad Days - it's Time to Reset

    - by Pat Shepherd
    I saw this article and thought I'd share it because, even we EA's have bad days and the 7 points listed are a great way for you to hit the "reset" button. From Geoffrey James on INC.COM, here are 7 ways to change your view of things when, say, you are hitting a frustration point coordinating stakeholders to agree on an approach (never happens, right?) Positive Thinking: 7 Easy Ways to Improve a Bad Day http://www.inc.com/geoffrey-james/positive-thinking-7-easy-ways-to-improve-a-bad-day.html To paraphrase:          You can decide (in an instant) to change patterns of the past          Believe in (or even visualize) good things happening, and they will          Keep a healthy perspective on the work-life / life-life continuum (what things REALLY matter in the big scheme of things)                  Focus on the good (the laws of positive-attraction apply)

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  • Confused about ASP.NET Ajax, jQuery and JavaScript

    - by Mr.Y
    Yesterday, I read couple of chapters on ASP.NET Ajax and jQuery from my ASP.NET 4 book and I found those frameworks pretty interesting and decide to learn more about them. Today, I borrowed some books from library on Ajax and JavaScript. It seems ASP.NET Ajax is different from Ajax and jQuery seems like the "new" JavaScript. Does it mean that I can skip JavaScript and learn jQuery directly? On the other hand, the non-ASP.NET Ajax book I borrowed seems to apply to the client side web programming only and looks quite different from what I learned from ASP.NET Ajax. If I'm an ASP.NET developer, I guess I should stick with ASP.NET Ajax instead of client side Ajax right? What about PHP? Is there a "PHP Ajax" similar to ASP.NET Ajax? It's not that I'm lazy to learn other tools, but I just want to focus on the right ones.

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  • Can You Have "Empty" Abstract/Classes?

    - by ShrimpCrackers
    Of course you can, I'm just wondering if it's rational to design in such a way. I'm making a breakout clone and was doing some class design. I wanted to use inheritance, even though I don't have to, to apply what I've learned in C++. I was thinking about class design and came up with something like this: GameObject - base class (consists of data members like x and y offsets, and a vector of SDL_Surface* MovableObject : GameObject - abstract class + derived class of GameObject (one method void move() = 0; ) NonMovableObject : GameObject - empty class...no methods or data members other than constructor and destructor(at least for now?). Later I was planning to derive a class from NonMovableObject, like Tileset : NonMovableObject. I was just wondering if "empty" abstract classes or just empty classes are often used...I notice that the way I'm doing this, I'm just creating the class NonMovableObject just for sake of categorization. I know I'm overthinking things just to make a breakout clone, but my focus is less on the game and more on using inheritance and designing some sort of game framework.

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  • Europe's Largest Customer Engagement Conference

    - by Charles Knapp
    What have Ben & Jerry's, HSBC, Innocent, LoveFilm, Oracle, Orange, Virgin, and other leaders learned about innovating to build customer loyalty? Loyalty World will help you better understand, engage and retain your customers. For example, Oracle's Melissa Boxer will deliver a Keynote on "Integrating Social, Marketing, and Loyalty to Deliver Great Customer Experiences." Sundar Swaminathan will speak on "Powering Rich Cross-Channel Customer Experiences with Next-Gen Loyalty Programs." You'll learn best practices from global thought leaders who are producing real results. Learn more about the Conference.

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  • RenderTarget2D behavior in XNA

    - by Utkarsh Sinha
    I've been dabbling with XNA for a couple of days now. This chunk of code doesn't work as I expect. The goal is to render sprites individually and composite them on another rendertarget. P = RenderTarget2D(with RenderTargetUsage.PreserveContents) D = RenderTarget2D(with RenderTargetUsage.DiscardContents) for all sprites: graphicsDevice.SetRenderTarget(D); <draw sprite i> graphicsDevice.SetRenderTarget(P); <Draw D> graphicsDevice.SetRenderTarget(null); <Draw P> The result I get is - only the last sprite is visible. I'm sure I'm missing some piece of information about RenderTarget2D. Any hints on what that might be? Cross posted from - http://stackoverflow.com/questions/9970349/weird-rendertarget2d-behaviour

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  • SEO optimization for AJAX site and dynamic HTML canvas

    - by Christian Benincasa
    I have a site that uses AJAX to query the Last.fm database and then dynamically draws a graph of the results on an HTML canvas. In the search function, I have a command that sets window.location.hash to the search parameters. I also have a function that checks if a hash was provided in the url and if so, generates the page. For example, http://www.thenlistento.com/#!/led+zeppelin will automatically navigate to a search page for Led Zeppelin. My question is, how do optimize this set up for SEO? Can it be done at all? I've taken a look at Google Webmaster Docs and read over the hashbang protocol, but I'm not totally sure how to apply it to my situation..or even if I can at all. Any help/suggestions would be greatly appreciated. Link to the site: http://www.thenlistento.com

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  • My Mix10 coup de coeur

    - by guybarrette
    If you ask me what was my Mix10 coup de coeur, I’d have to say Bill Buxton.  I was privileged to spend an hour an a half in a small room with about twelve people and Bill Buxton.  This man has such a incredible background and he is so inspiring.  You could really tell that he is a researcher because as he was talking about something, you could see him thinking about something else and trying at the same time to cross reference that. Here’s a list of videos recorded at Mix.  The first one is the shortest one at 9 minutes. Bytes by MSDN (Interviewed by Tim Huckaby, a legend himself) Mix Day 2 Keynote (Last 1/4) An Hour with Bill Buxton (His Mix session) Bill Buxton & Microsoft Student Insiders at MIX10 Channel 9 Live at MIX10: Bill Buxton & Erik Meijer - Perspectives on Design var addthis_pub="guybarrette";

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  • A pixel is not a pixel is not a pixel

    Yesterday John Gruber wrote about the upped pixel density in the upcoming iPhone (960x480 instead of 480x320), and why Apple did this. He also wondered what the consequences for web developers would be.Now I happen to be deeply engaged in cross-browser research of widths and heights on mobile phones, and can state with reasonable certainty that in 99% of the cases these changes will not impact web developers at all.The remaining 1% could be much more tricky, but I expect Apple to cater to this problem...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Jesse Liberty at the Montreal User Group, take 3

    This is our last attempt to get Jesse Liberty at the Montreal User Group (and there wont be any take 4 as this is the very last meeting of the season), so we cross fingers that everything will be fine this time! RunAtServer Consulting is the proud sponsor of this event. What: Silverlight 4, MVVM and Test-Driven Development When: June 16, 2010 at 6:15pm. Where: Microsoft Montreal office at 2000 McGill College, 4th floor, Montreal, QC, H3A 3H3. Price: Free for members of the User...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Open XML SDK 2 Released

    - by Tim Murphy
    Note: Cross posted from Coding The Document. Permalink This post is a little late since the SDK was released about a week ago.  At PSC we have been using the Open XML SDK 2 since its earliest beta.  It is a very powerful tool for generating documents without using the Office DLLs.  It is also the main technology that I have been working with for the last six months.  I would suggest giving it a try.  Stay tuned here.  In the near future I will be presenting at different locations on this and other document generation technologies. Download the Open XML SDK here. del.icio.us Tags: Office Open XML,Open XML SDK 2

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  • How do I simulate overprinting in Adobe Reader?

    - by Ben Everard
    On both Mac and Windows when I print a document there is an advanced screen that allows me to select an option called Simulate Overprinting, however such an option doesn't appear on the Ubuntu version. Wikipedia on overprinting: Overprinting refers to the process of printing one colour on top of another in reprographics. This is closely linked to the reprographic technique of 'trapping'. Another use of overprinting is to create a rich black (often regarded as a colour that is "blacker than black") by printing black over another dark colour. This is an issue for us, as we're trying to print documents that need flattening (this is what overprinting does). Am I missing something here, is there a way to enable overprinting on printed PDFs? Note: Please don't confuse simulate overprinting with overprint preview, of which doesn't apply when printing. Just to show you what I'm looking for, this is the Print > Advanced screen... And this is what I see on the Ubuntu screen, not no option for overprinting

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  • How do people get around the Carmack's Reverse patent?

    - by Rei Miyasaka
    Apparently, Creative has a patent on Carmack's Reverse, and they successfully forced Id to modify their techniques for the source drop, as well as to include EAX in Doom 3. But Carmack's Reverse is discussed quite often and apparently it's a good choice for deferred shading, so it's presumably used in a lot of other high-budget productions too. Even though it's unlikely that Creative would go after smaller companies, I'm wondering how the bigger studios get around this problem. Do they just cross their fingers and hope Creative doesn't troll them, or do they just not use Carmack's Reverse at all?

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  • Jesse Liberty at the Montreal User Group, take 3

    - by pluginbaby
    This is our last attempt to get Jesse Liberty at the Montreal User Group (and there won’t be any take 4 as this is the very last meeting of the season), so we cross fingers that everything will be fine this time! RunAtServer Consulting is the proud sponsor of this event. What: Silverlight 4, MVVM and Test-Driven Development When: June 16, 2010 at 6:15pm. Where: Microsoft Montreal office at 2000 McGill College, 4th floor, Montreal, QC, H3A 3H3. Price: Free for members of the User Group, 5$ for anyone else.

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  • How to renable “never show” notifications in Xubuntu 14.04?

    - by LinuxDudester
    Dear beloved community! I accidentally disabled some applications from the notifications bubble. I was wondering, how can I renable the hidden applications again? I found a few answers on askubuntu and the ubuntu forums, but unfortunately the information no longer corresponds properly to the actual file system (e.g: dconf-editor - apps - nm-applet - "disable-connected-notifications" and "disable-disconnected-notifications" are disabled "unchecked", does no longer apply, I can't see anything in there except stamp = value 3). Any help would be greatly appreciated! Have a nice day!

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  • Best practice to propagate preferences of application

    - by Shebuka
    What is your approach with propagation to all classes/windows of preferences/settings of your application? Do you share the preference_manager class to all classes/windows who need it or you make variables in each classes/windows and update them manually each time setting are changed? Currently I have a PreferencesInterface class that hold all preferences and is responsible to default all values with a dedicated method called on create and when needed, all values are public, so non getters/setters, also it have virtual SavePreferences/LoadPreferences methods. Then I have PreferencesManager that extends from PreferencesInterface and is responsible for actually implementation of SavePreferences/LoadPreferences. I've made this basically for cross-platform so that every platform can have a different implementation of actual storage (registry, ini, plist, xml, whatever).

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  • "Marching cubes" voxel terrain - triplanar texturing with depth?

    - by Dan the Man
    I am currently working on a voxel terrain that uses the marching cubes algorithm for polygonizing the scalar field of voxels. I am using a triplanar texturing shader for texturing. say I have a grass texture set to the Y axis and a dirt texture for both the X and Z axes. Now, when my player digs downwards, it still appears as grass. How would I make it to appear as dirt? I have been thinking about this for a while, and the only thing I can think of to make this effect, would be to mark vertices that have been dug with a certain vertex color. When it has that vertex color, the shader would apply that dirt texture to the vertices marked. Is there a better method?

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  • Calculating adjacent quads on a quad sphere

    - by Caius Eugene
    I've been experimenting with generating a quad sphere. This sphere subdivides into a quadtree structure. Eventually I'm going to be applying some simplex noise to the vertices of each face to create a terrain like surface. To solve the issue of cracks I want to be able to apply a geomitmap technique of triangle fanning on the edges of each quad, but in order to know the subdivision level of the adjacent quads I need to identify which quads are adjacent to each other. Does anyone know any approaches to computing and storing these adjacent quads for quick lookup? Also It's important that I know which direction they are in so I can easily adjust the correct edge.

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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • Can't specify window's class in CCSM's Place Windows

    - by Anto
    Following this method, I wanted to "place" some of my windows on specific viewports. For instance, I want Xchat to always start on my top right viewport (x=2, y=1). But after I have set everything up and clicked the "Close" button to validate it (I don't have any other action button, like "OK" or "Apply"), the only thing that get saved up are the viewport X and Y coordinates. The window class (in my case class=Xchat) remains empty. This bug only occurs in the "Windows with fixed viewport" section; it works well in the "Windows with fixed placement mode", for instance. How can I solve or circumvent this issue ?

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  • Warning: E-Business Suite Issues with Sun JRE 1.6.0_20

    - by Steven Chan
    My colleagues in the Java division have just released Java Runtime Engine (JRE) 1.6.0_20 today.  See the 1.6.0_20 Update Release Notes for details about what has been changed in this release.The issues reported in the following articles still also apply to JRE 1.6.0_20:Warning: E-Business Suite Issues with Sun JRE 1.6.0_19Warning: E-Business Suite Issues with Sun JRE 1.6.0_18Depending upon your security and Java deployment policies for your end-user desktops, you may need to update your users to this JRE release.  Unfortunately, you will have to balance your need for the fixes in JRE 1.6.0_20 against the impact of the open EBS compatibility issues reported with 6u18, 6u19, 6u20.We're working closely with the Sun JRE team to get the open EBS compatibility issues resolved as quickly as possible.  This is being worked at the top priority.  Please monitor this blog for updates.

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  • Non-language-specific interview questions for a senior web developer

    - by Songo
    I came across a job posting for a senior web developer position. The posting said that the development will be done using Ruby on Rails, but no prior knowledge is required. I confirmed with a contact in that company that a PHP web developer can apply for it or even an ASP.Net developer. I also confirmed that the interview won't contain any questions specific to PHP or Ruby on Rails. Can anyone please provide a good list of questions for a senior web developer that isn't specific to a certain language? Note This question isn't a duplicate for similar posts asking for questions relating to PHP, .Net or Ruby. Also, I'm not looking for topics to learn as a web developer, but rather interesting questions for a technical interview given the former conditions.

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  • Optimizing graphics for an iOS flash game

    - by 1GR3
    A friend of mine and myself are working on a flash developed iOS (and later Android) puzzle board game. He's a developer and I'm a designer/developer so (no surprise) we have different points of view. His method: make small tiles (100x100px) in Photoshop join them into the board and then in flash apply effects to the board to avoid repetition (80's not in the good way). My method: precompose the whole board (960x640px+bleed) in Photoshop and than mask active and inactive areas in flash. What do you think?

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  • October 2013 Cumulative Update for SQL Server 2008 R2

    - by AaronBertrand
    Microsoft has released Cumulative Update #9 for SQL Server 2008 R2 Service Pack 2. KB Article: KB #2887606 17 fixes listed at time of publication Build number is 10.50.4295 Relevant for @@VERSION 10.50.4000 through 10.50.4294 My usual disclaimer: these updates are NOT for SQL Server 2008 (or SQL Server 2012). Only apply to systems where SELECT @@VERSION returns 10.50.xxxx, where xxxx is >= 2500. If xxxx < 2500, you need to start thinking about getting off the RTM branch. Note that no more cumulative...(read more)

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