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  • Microsoft silverlight 5.0 features for developers

    - by Jalpesh P. Vadgama
    Recently on Silverlight 5.0 firestarter event ScottGu has announced road map for Silverlight 5.0. There will be lots of features that will be there in silverlight 5.0 but here are few glimpses of Silverlight 5.0 Features. Improved Data binding support and Better support for MVVM: One of the greatest strength of Silverlight is its data binding. Microsoft is going to enhanced data binding by providing more ability to debug it. Developer will able to debug the binding expression and other stuff in Siverlight 5.0. Its also going to provide Ancestor Relative source binding which will allow property to bind with container control. MVVM pattern support will also be enhanced. Performance and Speed Enhancement: Now silverlight 5.0 will have support for 64bit browser support. So now you can use that silverlight application on 64 bit platform also. There is no need to take extra care for it.It will also have faster startup time and greater support for hardware acceleration. It will also provide end to end support for hard acceleration features of IE 9. More support for Out Of Browser Application: With Siverlight 4.0 Microsoft has announced new features called out of browser application and it has amazed lots of developer because now possibilities are unlimited with it. Now in silverlight 5.0 Out Of Browser application will have ability to Create Manage child windows just like windows forms or WPF Application. So you can fill power of desktop application with your out of browser application. Testing Support with Visual Studio 2010: Microsoft is going to add automated UI Testing support with Visual Studio 2010 with silverlight 5.0. So now we can test UI of Silverlight much faster. Better Support for RIA Services: RIA Services allows us to create N-tier application with silverlight via creating proxy classes on client and server both side. Now it will more features like complex type support, Custom type support for MVVM(Model View View Model) pattern. WCF Enhancements: There are lots of enhancement with WCF but key enhancement will WSTrust support. Text and Printing Support: Silverlight 5.0 will support vector base graphics. It will also support multicolumn text flow and linked text containers. It will full open type support,Postscript vector enhancement. Improved Power Enhancement: This will prevent screensaver from activating while you are watching videos on silverlight. Silverlight 5.0 is going add that smartness so it can determine while you are going to watch video and while you are not going watch videos. Better support for graphics: Silverlight 5.0 will provide in-depth support for 3D API. Now 3D rendering support is more enhancement in silverlight and 3D graphics can be rendered easily. You can find more details on following links and also don’t forgot to view silverlight firestarter keynot video of scottgu. http://www.silverlight.net/news/events/firestarter-labs/ http://blogs.msdn.com/b/katriend/archive/2010/12/06/silverlight-5-features-firestarter-keynote-and-sessions-resources.aspx http://weblogs.asp.net/scottgu/archive/2010/12/02/announcing-silverlight-5.aspx http://www.silverlight.net/news/events/firestarter/ http://www.microsoft.com/silverlight/future/ Hope this will help you. Stay tuned!!!.

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  • Using the ASPxGridView DevExpress control

    - by nikolaosk
    Recently I had to implement a web application for a client of mine using ASP.Net.I used the DevExpress ASP.Net controls and I would like to present you with some hands-on examples on how to use these ASP.Net controls. In this very first post I will explore the most used ASP.Net DevExpress control, the ASPxGridView control . This is going to be a post that targets a beginner audience. ASPxGridView has great features built-in that include sorting,grouping,filtering,summaries.It uses very clever ways...(read more)

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  • Adding an expression based image in a client report definition file (RDLC)

    - by rajbk
    In previous posts, I showed you how to create a report using Visual Studio 2010 and how to add a hyperlink to the report.  In this post, I show you how to add an expression based image to each row of the report. This similar to displaying a checkbox column for Boolean values.  A sample project is attached to the bottom of this post. To start off, download the project we created earlier from here.  The report we created had a “Discontinued” column of type Boolean. We are going to change it to display an “available” icon or “unavailable” icon based on the “Discontinued” row value.    Load the project and double click on Products.rdlc. With the report design surface active, you will see the “Report Data” tool window. Right click on the Images folder and select “Add Image..”   Add the available_icon.png and discontinued_icon.png images (the sample project at the end of this post has the icon png files)    You can see the images we added in the “Report Data” tool window.   Drag and drop the available_icon into the “Discontinued” column row (not the header) We get a dialog box which allows us to set the image properties. We will add an expression that specifies the image to display based the “Discontinued” value from the Product table. Click on the expression (fx) button.   Add the following expression : = IIf(Fields!Discontinued.Value = True, “discontinued_icon”, “available_icon”)   Save and exit all dialog boxes. In the report design surface, resize the column header and change the text from “Discontinued” to “In Production”.   (Optional) Right click on the image cell (not header) , go to “Image Properties..” and offset it by 5pt from the left. (Optional) Change the border color since it is not set by default for image columns. We are done adding our image column! Compile the application and run it. You will see that the “In Production” column has red ‘x’ icons for discontinued products. Download the VS 2010 sample project NorthwindReportsImage.zip Other Posts Adding a hyperlink in a client report definition file (RDLC) Rendering an RDLC directly to the Response stream in ASP.NET MVC ASP.NET MVC Paging/Sorting/Filtering using the MVCContrib Grid and Pager Localization in ASP.NET MVC 2 using ModelMetadata Setting up Visual Studio 2010 to step into Microsoft .NET Source Code Running ASP.NET Webforms and ASP.NET MVC side by side Pre-filtering and shaping OData feeds using WCF Data Services and the Entity Framework

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  • All the posts in LINQ series

    - by vik20000in
    In Last few weeks I have done a few LINQ series Post. Here is a list of all the posts done.Filtering data in LINQ with the help of where clauseUsing Take and skip keyword to filter records in LINQ TakeWhile and SkipWhile method in LINQLINQ and ordering of the result setGrouping data in LINQ with the help of group keywordUsing set operation in LINQLINQ and conversion operatorsRetrieving only the first record or record at a certain index in LINQUsing Generation operator in LINQWorking with Joins in LINQLINQ and Aggregate function Vikram

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  • SQL Windowing screencast session for Cuppa Corner - rolling totals, data cleansing

    - by tonyrogerson
    In this 10 minute screencast I go through the basics of what I term windowing, which is basically the technique of filtering to a set of rows given a specific value, for instance a Sub-Query that aggregates or a join that returns more than just one row (for instance on a one to one relationship). http://sqlserverfaq.com/content/SQL-Basic-Windowing-using-Joins.aspx SQL below... USE tempdb go CREATE TABLE RollingTotals_Nesting ( client_id int not null, transaction_date date not null, transaction_amount...(read more)

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  • XNA Health Bar continually decreasing

    - by Craig
    As per the Health bar tutorial on ... http://www.xnadevelopment.com/tutorials/notsohealthy/NotSoHealthy.shtml I have set up the above, how do I make it decrease by 1 health per second? I want to create a mini survival game, and this is an important factor. Where am i going wrong? I want it to visibly decrease every second. using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Health { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D healthBar; int currentHealth = 100; float seconds; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); healthBar = Content.Load<Texture2D>("HealthBar"); // TODO: use this.Content to load your game content here } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here currentHealth = (int)MathHelper.Clamp(currentHealth, 0, 100); seconds += (float)gameTime.ElapsedGameTime.TotalSeconds; if (seconds >= 1) { currentHealth -= 1; } seconds = 0; base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Gray); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, (int)(healthBar.Width * ((double)currentHealth / 100)), 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Red); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 0, healthBar.Width, 44), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Cheers!

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  • Silverlight Cream for March 10, 2011 -- #1058

    - by Dave Campbell
    In this Issue: Ian T. Lackey, Peter Kuhn, WindowsPhoneGeek(-2-), Jesse Liberty(-2-), Martin Krüger, John Papa, Jeremy Likness, Karl Shifflett, and Colin Eberhardt. Above the Fold: Silverlight: "Silverlight TV 65: 3D Graphics" John Papa WP7: "Developing a Windows Phone 7 Jump List Control" Colin Eberhardt Shoutouts: Telerik announced a special sale on their RadControls for WP7... check it out: RadControls for Windows Phone 7 - on Sale from March 16th at a Special Promo Price! From SilverlightCream.com: Prism BootStrapper Load ModuleCatalog Ansyc Ian T. Lackey has a post up about reading the module catalog for Prism from an XML file asynchronously... fun stuff... this is how we kick-started our app... XNA for Silverlight developers: Part 6 - Input (accelerometer) Peter Kuhn has Part 6 of his XNA for Silverlight devs up at SilverlightShow. This post is on the use of the accelerometer... some great diagrams and explanations of it's use along with some code to play with... including a 'problems and pitfalls' section, and some good external links. Getting Started with Unit Testing in Silverlight for WP7 WindowsPhoneGeek has an introduction to Unit Testing in general, and then moves into Unit Testing in Silverlight for WP7, providing 3 options with links to the materials and code demonstrating the concepts. Using DockPanel in WP7 Responding to reader's questions, WindowsPhoneGeek's next post is on the DockPanel from the Silverlight Toolkit, and using it in WP7... defined declaratively and in code. Reactive Extensions–More About Chaining Jesse Liberty has post number 10 on Rx up and is a follow-on to the last one on Chaining. This time he exercises the chaining aspect of SelectMany. Yet Another Podcast #26–Walt Ritscher In his next post, Jesse Liberty has his 26th 'Yet Another Podcast' up and is chatting with my friend Walt Ritscher. If you don't know who Walt is, check out the links Jesse has on the post... I'm sure you've crossed paths. How to: Create A half square from a regular polygon (triangle) Martin Krüger demonstrates the exact placement of a half-square (isosceles right triangle), formed with a regular polygon in Blend... this is much more involved than I've made it sound... check out his post. Silverlight TV 65: 3D Graphics John Papa has Silverlight TV number 65 up and it's all about the 3D graphics stuff we saw at the Firestarter. John is talking with Danny Riddel, the CEO of Archetype, the company that built the awesome 3D demo we all gushed over. Jounce Part 12: Providing History-Based Back Navigation Jeremy Likness has part 12 of his Jounce exploration up... and discussing the stack of navigated pages that Jounce retains and providing a 'go back' functionality... and provides a good example of using it all. Prism 4 Region Navigation with Silverlight Frame Navigation and Unity Karl Shifflett has a post for all us Prism afficianados... Prism, Unity, and the Silverlight Frame Navigation framework. Some great external links for 'required reading' too. Developing a Windows Phone 7 Jump List Control Colin Eberhardt has an awesome tutorial up for creating a JumpList control for WP7... what a bunch of effort... this is a step-by-step description of designing the control he built and blogged about a while back... and it's still cool! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Customizing UPK outputs (Part 1)

    - by [email protected]
    If you are familiar with Oracle's User Productivity Kit, you are aware that UPK is a great product for rapidly developing application training. Did you know that you can also customize the UPK outputs to incorporate your company's logo, colors, and preferred styles? There are several areas that support customization: Logo - Within the developer, you can change the logo for all outputs at one time. Player - The player output uses a style sheet that can be updated to change colors, graphics and other visual branding. Documentation - The print documentation uses a Word-based template that can be modified to match your corporate standards. I'll discuss the first one today, and we'll cover the others in subsequent blogs. Before you begin: If you are working in a multi-user environment, ensure that you have "Modify" permissions for the Styles directory under the Publishing folder. Make a copy of the current styles. This recommendation is for backup purposes. If something goes wrong, you will have a way to recover. Consider creating your own category by creating a new folder under the Styles directory, and then copying the styles into your new folder. When you upgrade to future versions, the system will overwrite the standard styles with any new feature additions and updates that have been made. With your own category, all of your customizations will remain intact. To update the logos in all outputs: From the Tools Menu, choose Customize Logo. Select the category if necessary. Browse to select your logo. You can use any size logo, in any graphic format (*.bmp, *.gif, *.jpeg, *.jpg, *.png, or *.tif). The system will make a copy of your logo and add it to each of the publishing styles. Choose OK, and the update process begins. It may take a few minutes. Helpful hints: The logo you select is used "as is" - no resizing or cropping occurs during this process. The Customize Logo process automates replacing all the logo graphics for online deployment (small_logo.gif and large_logo.gif) and the headers in the documentation outputs. You can manually replace these graphics on an individual style basis if you prefer. The recommended logo size is 230 pixels wide x 44 pixels high. Prior to updating the logos, the system will display the size of the selected logo. If you use a logo that is much larger than the recommended size, the heading area will resize to fit the new logo, but that will impact the space available for your training material. If you are using a multi-user environment, the system will check out the publishing styles to you for the logo updates. After you review the styles, remember to check them in so the rest of your team can access the new changes. I'd be interested in hearing (or seeing) how you brand your UPK. Feel free to share in the comments! --Maria Cozzolino, Manager of Requirements & UI for UPK Product Development PS. For those of you who want to customize the player and documentation NOW, check out the detailed instructions in the Publishing Content chapter of the Content Development Guide.

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  • How can I screen clients that try to register multiple times?

    - by Aba Dov
    My company offers a bonus to every client that register. We would like to prevent people from abusing this by registering several times. we thought about filtering clients by ip (there is a problem with workplaces where all stations have the same ip) cookies (if cookies are not allowed we might lose a client) I would like your opinions on these two methods and will be glad to hear about new ones. thanks

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  • Display only visits referred from a Google Adwords campain

    - by Adjam
    I want to only display visits to my site which were sent by my Google Adwords campain preferably in the Visitors overview page. I've tried filtering with 'Advanced Segments' but when I select "Paid Search Traffic" visits goes down to zero. But I do know that most of my visitors at the moment are being sent from Google Adwords. In this question the answer (which was not chosen) suggested adding a HTTP GET request or an URL shortener, but surly there is a way to do it in Analytics?

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  • Access-based Enumeration (December 04, 2009)

    - by user12612012
    Access-based Enumeration (ABE) is another recent addition to the Solaris CIFS Service - delivered into snv_124.  Designed to be compatible with Windows ABE, which was introduced in Windows Server 2003 SP1, this feature filters directory content based on the user browsing the directory.  Each user can only see the files and directories to which they have access.  This can be useful to implement an out-of-sight, out-of-mind policy or simply to reduce the number of files presented to each user - to make it easier to find files in directories containing a large number of files. ABE is managed on a per share basis by a new boolean share property called, as you might imagine, abe, which is described insharemgr(1M).  When set to true, ABE filtering is enabled on the share and directory entries to which the user has no access will be omitted from directory listings returned to the client.  When set to false or not defined, ABE filtering will not be performed on the share.  The abe property is not defined by default.Administration is straightforward, for example: # zfs sharesmb=abe=true,name=jane tank/home/jane# sharemgr show -vp    zfs       zfs/tank/home/jane nfs=() smb=()          jane=/export/home/jane     smb=(abe="true") ABE is also supported via sharemgr(1M) and on smbautohome(4) shares. Note that even though a file is visible in a share, with ABE enabled, it doesn't automatically mean that the user will always be able to open the file.  If a user has read attribute access to a file ABE will show the it but access will be denied if this user tries to open the file for reading or writing. We considered supporting ABE on NFS shares, as suggested by the name of PSARC/2009/375, but we ran into problems due to NFS client readdir caching.  NFS clients maintain a common directory entry cache for all users, which not only defeats the intent of ABE but can lead to very confusing results.  If multiple users are looking at the content of a directory with ABE enabled, the entries that get cached will depend on who looks at the directory first.  Subsequent users may see files that ABE on the server would have filtered out or files may be missing because they were filtered out for the original user. Although this issue can be resolved by disabling the NFS client readdir cache, this was deemed to be an unsuitable solution because it would create a dependency between a server share property and the configuration on all NFS clients, and there was the potential for differences in behavior across the various NFS clients.  It just seemed to add unnecessary administration complexity so we pulled it out. References for more information PSARC/2009/246 ZFS support for Access Based Enumeration PSARC/2009/375 ABE share property for NFS and SMB 6802734 Support for Access Based Enumeration 6802736 SMB share support for Access Based Enumeration Windows Access-based Enumeration

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  • Second Krita Sprint Ends With Tea

    <b>KDE.news:</b> "The first Krita hackers started arriving on Thursday 25th, with the rest filtering in during the Friday. Thanks to KDE e.V. sponsorship, six Krita developers (every single one from a different country) were able to come as well as interaction designer -- Peter Sikking, of Gimp fame. The seventh Krita hacker was already in place!"

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  • Collision between sprites in game programming?

    - by Lyn Maxino
    I've since just started coding for an android game using eclipse. I've read Beginning Android Game Programming and various other e-books. Recently, I've encountered a problem with collision between sprites. I've used this code template for my program. package com.project.CAI_test; import java.util.Random; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; public class Sprite { // direction = 0 up, 1 left, 2 down, 3 right, // animation = 3 back, 1 left, 0 front, 2 right int[] DIRECTION_TO_ANIMATION_MAP = { 3, 1, 0, 2 }; private static final int BMP_ROWS = 4; private static final int BMP_COLUMNS = 3; private static final int MAX_SPEED = 5; private GameView gameView; private Bitmap bmp; private int x = 0; private int y = 0; private int xSpeed; private int ySpeed; private int currentFrame = 0; private int width; private int height; public Sprite(GameView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMP_COLUMNS; this.height = bmp.getHeight() / BMP_ROWS; this.gameView = gameView; this.bmp = bmp; Random rnd = new Random(); x = rnd.nextInt(gameView.getWidth() - width); y = rnd.nextInt(gameView.getHeight() - height); xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; } private void update() { if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) { xSpeed = -xSpeed; } x = x + xSpeed; if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) { ySpeed = -ySpeed; } y = y + ySpeed; currentFrame = ++currentFrame % BMP_COLUMNS; } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = getAnimationRow() * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } private int getAnimationRow() { double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2); int direction = (int) Math.round(dirDouble) % BMP_ROWS; return DIRECTION_TO_ANIMATION_MAP[direction]; } public boolean isCollition(float x2, float y2) { return x2 > x && x2 < x + width && y2 > y && y2 < y + height; } } The above code only detects collision between the generated sprites and the surface border. What I want to achieve is a collision detection that is controlled by the update function without having to change much of the coding. Probably several lines placed in the update() function. Tnx for any comment/suggestion.

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  • New R Interface to Oracle Data Mining Available for Download

    - by charlie.berger
      The R Interface to Oracle Data Mining ( R-ODM) allows R users to access the power of Oracle Data Mining's in-database functions using the familiar R syntax. R-ODM provides a powerful environment for prototyping data analysis and data mining methodologies. R-ODM is especially useful for: Quick prototyping of vertical or domain-based applications where the Oracle Database supports the application Scripting of "production" data mining methodologies Customizing graphics of ODM data mining results (examples: classification, regression, anomaly detection) The R-ODM interface allows R users to mine data using Oracle Data Mining from the R programming environment. It consists of a set of function wrappers written in source R language that pass data and parameters from the R environment to the Oracle RDBMS enterprise edition as standard user PL/SQL queries via an ODBC interface. The R-ODM interface code is a thin layer of logic and SQL that calls through an ODBC interface. R-ODM does not use or expose any Oracle product code as it is completely an external interface and not part of any Oracle product. R-ODM is similar to the example scripts (e.g., the PL/SQL demo code) that illustrates the use of Oracle Data Mining, for example, how to create Data Mining models, pass arguments, retrieve results etc. R-ODM is packaged as a standard R source package and is distributed freely as part of the R environment's Comprehensive R Archive Network (CRAN). For information about the R environment, R packages and CRAN, see www.r-project.org. R-ODM is particularly intended for data analysts and statisticians familiar with R but not necessarily familiar with the Oracle database environment or PL/SQL. It is a convenient environment to rapidly experiment and prototype Data Mining models and applications. Data Mining models prototyped in the R environment can easily be deployed in their final form in the database environment, just like any other standard Oracle Data Mining model. What is R? R is a system for statistical computation and graphics. It consists of a language plus a run-time environment with graphics, a debugger, access to certain system functions, and the ability to run programs stored in script files. The design of R has been heavily influenced by two existing languages: Becker, Chambers & Wilks' S and Sussman's Scheme. Whereas the resulting language is very similar in appearance to S, the underlying implementation and semantics are derived from Scheme. R was initially written by Ross Ihaka and Robert Gentleman at the Department of Statistics of the University of Auckland in Auckland, New Zealand. Since mid-1997 there has been a core group (the "R Core Team") who can modify the R source code archive. Besides this core group many R users have contributed application code as represented in the near 1,500 publicly-available packages in the CRAN archive (which has shown exponential growth since 2001; R News Volume 8/2, October 2008). Today the R community is a vibrant and growing group of dozens of thousands of users worldwide. It is free software distributed under a GNU-style copyleft, and an official part of the GNU project ("GNU S"). Resources: R website / CRAN R-ODM

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  • The PASS Board of Directors Q&A Session

    - by andyleonard
    Friday afternoon (18 Oct 2013), the PASS Board of Directors met with interested members of the SQL Server Community to answer questions. Paraphrases of some questions and notes I collected during the session follow (Please note: this is not a transcript): Elections Kendall Van Dyke asked about duplicate voting. The Board responded that they had looked into the matter and identified duplicate memberships based on names and addresses, but with different email addresses. After filtering for duplicate...(read more)

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  • XNA RenderTarget2D Sample

    - by Michael B. McLaughlin
    I remember being scared of render targets when I first started with XNA. They seemed like weird magic and I didn’t understand them at all. There’s nothing to be frightened of, though, and they are pretty easy to learn how to use. The first thing you need to know is that when you’re drawing in XNA, you aren’t actually drawing to the screen. Instead you’re drawing to this thing called the “back buffer”. Internally, XNA maintains two sections of graphics memory. Each one is exactly the same size as the other and has all the same properties (such as surface format, whether there’s a depth buffer and/or a stencil buffer, and so on). XNA flips between these two sections of memory every update-draw cycle. So while you are drawing to one, it’s busy drawing the other one on the screen. Then the current update-draw cycle ends, it flips, and the section you were just drawing to gets drawn to the screen while the one that was being drawn to the screen before is now the one you’ll be drawing on. This is what’s meant by “double buffering”. If you drew directly to the screen, the player would see all of those draws taking place as they happened and that would look odd and not very good at all. Those two sections of graphics memory are render targets. All a render target is, is a section of graphics memory to which things can be drawn. In addition to the two that XNA maintains automatically, you can also create and set your own using RenderTarget2D and GraphicsDevice.SetRenderTarget. Using render targets lets you do all sorts of neat post-processing effects (like bloom) to make your game look cooler. It also just lets you do things like motion blur and lets you create mirrors in 3D games. There are quite a lot of things that render targets let you do. To go along with this post, I wrote up a simple sample for how to create and use a RenderTarget2D. It’s available under the terms of the Microsoft Public License and is available for download on my website here: http://www.bobtacoindustries.com/developers/utils/RenderTarget2DSample.zip . Other than the ‘using’ statements, every line is commented in detail so that it should (hopefully) be easy to follow along with and understand. If you have any questions, leave a comment here or drop me a line on Twitter. One last note. While creating the sample I came across an interesting quirk. If you start by creating a Windows Game, and then make a copy for Windows Phone 7, the drop-down that lets you choose between drawing to a WP7 device and the WP7 emulator stays grayed-out. To resolve this, you need to right click on the Windows Phone 7 version in the Solution Explorer, and choose “Set as StartUp Project”. The bar will then become active, letting you change the target you which to deploy to. If you want another version to be the one that starts up when you press F5 to start debugging, just go and right-click on that version and choose “Set as StartUp Project” for it once you’ve set the WP7 target (device or emulator) that you want.

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  • GUI for watching logs (tail and grep)

    - by Grzegorz Oledzki
    Could you recommend a GUI application with powerful log watching capabilities? Generally it would work as tail -f in GUI, but on top of that following features would be very useful: filtering out some lines based on (regular) expressions coloring some lines based on (regular) expressions interactive search saveable configuration easily applicable to different files notifications based on (regular) expressions A similar tool on Windows is BareTail and its paid version - BareTailPro

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  • Can I instruct the browser not to look for a favicon?

    - by Peter Boughton
    I have a website that doesn't have/need a favicon. Is there a way to instruct the browser not to waste a request looking for /favicon.ico ? I don't mean filtering logs, but something client-side, like this: <link rel="shortcut icon" href="about:blank" /> That appears to work, but I'm not in a position to do comprehensive tests, (and search engines are being unhelpful). Can anyone confirm if this is a valid method, or provide a suitable alternative?

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  • The QueryExtender web server control

    - by nikolaosk
    In this post I am going to present a hands on example on how to use the QueryExtender web server control. It is built into ASP.Net 4.0 and it is available from the Toolbox in VS 2010.Before we move on with our example let me explain what this control does and why we need it. Its goal is to extend the functionality of the LINQ to Entities and LINQ to SQL datasources.Most of the times when we have data coming out from a datasource we want some sort of filtering. We do achieve that by using a Where...(read more)

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  • Use same dns server for all (future) connections

    - by kleofas
    I'm wondering if it is possible to specify, that all connections (even future, like when using wifi at some other place (=different SSID)) will be using pre-defined DNS server When I have some (concrete) connections, I could go to IPv4 settings, and specify DNS server there (however, in case of new connection I would have to do it (and not forget it)) This may be particularly useful for some safe/filtering dns (such as opendns's 208.67.222.123 & 208.67.220.123)

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  • Gaming on Cloud

    - by technomad
    Sometimes I wonder the pundits of cloud computing are way to consumed with the enterprise applications. With all the CAPEX / OPEX, ROI-talk taking the center stage, an opportunity to affect masses directly is getting overlooked. I am a self proclaimed die hard gamer. I come from the generation of gamers who started their journey in DOS games like Wolfenstein 3D and Allan Border Cricket (the latter is still a favorite pastime). In the late 90s, a revolution called accelerated graphics started in DirectX and OpenGL. Games got more advanced. Likes of Quake III and Unreal Tournament became the crown jewels of the industry. But with all these advancements, there started a race. A race of GFX giants ATI and NVIDIA to beat each other for better frame and image quality. Revisions to the graphics chipsets became frequent. Games became eye candies but at the cost of more GPU power / memory. Every eagerly awaited title started demanding more muscle power in graphics and PC hardware. Latest games and all the liquid smooth frame rates became the territory of the once with deep pockets who could spend lavishly on latest hardware. Enthusiasts like yours truly, who couldn’t afford this route, started exploring over-clocking, optimized hardware cooling... etc. to pursue the passion. Ever rising cost of hardware requirements lead to rampant piracy of PC games. Gamers were willing to spend on the latest titles, but the ones with tight budget prefer hardware upgrades against a legal copy of the game. It was also fueled by emergence of the P2P file sharing networks. Then came the era of Xbox and PS3s. It solved the major issue of hardware standardization and provided an alternative to ever increasing hardware costs. I have always admired these consoles, but being born and brought up in a keyboard/mouse environment, I still find it difficult to play first person shooters with a gamepad. I leave the topic of PC v/s Consol gaming for another day, but the bottom line is… PC gamers deserve an equally democratized solution. This is where I think Cloud Computing can come to rescue. It can minimize hardware requirements. Virtually end the software piracy and rationalize costs for gamers. Subscription based models like pay-as-you-play. In game rewards, like extended subscription credits for exceptional gamers (oh yes, I have beaten Xaero on nightmare in Quake III, time and again!) Easy deployment for patches and fixes. Better game AI. The list goes on and on… Fortunately, companies like OnLive are thinking in the same direction. Their gaming service is all set to launch on 17th June 2010 in E3 2010 expo in L.A. I wish them all the luck. I hope they will start a trend which will bring the smiles back on the face of budget gamers with the help of cloud computing.

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  • GUI for watching logs (tail and grep)

    - by Grzegorz Oledzki
    Could you recommend a GUI application with powerful log watching capabilities? Generally it would work as tail -f in GUI, but on top of that following features would be very useful: filtering out some lines based on (regular) expressions coloring some lines based on (regular) expressions interactive search saveable configuration easily applicable to different files notifications based on (regular) expressions A similar tool on Windows is BareTail and its paid version - BareTailPro

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  • Why does my ID3DXSprite appear to be incorrectly scaled?

    - by Bjoern
    I am using D3D9 for rendering some simple things (a movie) as the backmost layer, then on top of that some text messages, and now wanted to add some buttons to that. Before adding the buttons everything seemed to have worked fine, and I was using a ID3DXSprite for the text as well (ID3DXFont), now I am loading some graphics for the buttons, but they seem to be scaled to something like 1.2 times their original size. In my test window I centered the graphic, but it being too big it just doesnt fit well, for example the client area is 640x360, the graphic is 440, so I expect 100 pixel on left and right, left side is fine [I took screenshot and "counted" the pixels in photoshop], but on the right there is only about 20 pixels) My rendering code is very simple (I am omitting error checks, et cetera, for brevity) // initially viewport was set to width/height of client area // clear device m_d3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0,0,0,0), 1.0f, 0 ); // begin scene m_d3dDevice->BeginScene(); // render movie surface (just two triangles to which the movie is rendered) m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,false); m_d3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); //Ignored m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_d3dDevice->SetTexture( 0, m_movieTexture ); m_d3dDevice->SetStreamSource(0, m_displayPlaneVertexBuffer, 0, sizeof(Vertex)); m_d3dDevice->SetFVF(Vertex::FVF_Flags); m_d3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); // render sprites m_sprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_TEXTURE | D3DXSPRITE_DO_NOT_ADDREF_TEXTURE); // text drop shadow m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRectDropShadow, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorDropShadow ); // text m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRect, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorMessage ) ); // control object m_sprite->Draw( m_texture, 0, 0, &m_vecPos, 0xFFFFFFFF ); // draws a few objects like this m_sprite->End() // end scene m_d3dDevice->EndScene(); What did I forget to do here? Except for the control objects (play button, pause button etc which are placed on a "panel" which is about 440 pixels wide) everything seems fine, the objects are positioned where I expect them, but just too big. By the way I loaded the images using D3DXCreateTextureFromFileEx (resizing wnidow, and reacting to lost device, etc, works fine too). For experimenting, I added some code to take an identity matrix and scale is down on the x/y axis to 0.75f, which then gave me the expected result for the controls (but also made the text smaller and out of position), but I don't know why I would need to scale anything. My rendering code is so simple, I just wanted to draw my 2D objects 1;1 the size they came from the file... I am really very inexperienced in D3D, so the answer might be very simple...

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  • Botnets Keep Spam Volume High: Google

    <b>eSecurityPlanet:</b> "Botnets cranked out more spam and larger individual files containing spam in the first quarter of this year, according to the latest report from Postini, Google's e-mail filtering and security service."

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