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  • Convert Spanned Dynamic disk to Basic Help needed.

    - by Mouradb
    Hello all, Here is my scenario; Windows 2008 server on a VM Two VM disks; Disk1 OS Basic Disk2 Data and an Installed Application. Basic Durng the weekend, I was playing with this VM, I wanted to add some space to the Disk2. Created a new disk (disk3), converted it to a Dynamic volum and added this to disk 2 (disk 2 also converted to Dynamic volume) and for some reason these now are spanned volumes. just like an IDOT, I haven't taken any snapshot of this before I've made the changes. My question, is there a way I can re-convert this again to Basic? I don't want to delete and recreate the disk volumes because of the application installed on the disk 2 Any solution or tips I can use?

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  • Applicability of the Joel Test to web development companies

    - by dreftymac
    QUESTION: How can you re-write the questions of the Joel test to apply to web developers? 1. Do you use source control? (source control for all aspects of your app, including configuration, database and user-based settings?) 2. Can you make a build in one step? (can you deploy a site from staging to prod in 1 step?) ... 10. Do you have testers? (how do you test AJAX and CSS?) BACKGROUND: This is for people who work in a shop that does some web development but also uses some off-the-shelf tools like Drupal and Wordpress, but doing custom development on top of that. RELATED LINKS: http://www.joelonsoftware.com/articles/fog0000000043.html What do you think about the Joel Test?

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  • Setup basic proxypass in Apache

    - by Eric
    I have a web application that communicates to a web service deployed on the same server. The web app was written with Tibco General Interface and works well only when it is running locally on the development system. When I deploy the web app to the Apache server it fails with code 200 apparently due to cross domain data. I use Firefox as a browser. I have tried changing Internet Explorer to access cross domain data and it works however IE is not an option. Web application runs on 192.168.2.205 (port 80). Web service runs on 192.168.2.205:8040 I have tried a number of things with proxypass inside Apache with no luck.

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  • SQL SERVER – Basic Calculation and PEMDAS Order of Operation

    - by pinaldave
    After thinking a long time, I have decided to write about this blog post. I had no plan to create a blog post about this subject but the amount of conversation this one has created on my Facebook page, I decided to bring up a few of the question and concerns discussed on the Facebook page. There are more than 10,000 comments here so far. There are lots of discussion about what should be the answer. Well, as far as I can tell there is a big debate going on on Facebook, for educational purpose you should go ahead and read some of the comments. They are very interesting and for sure teach some new stuff. Even though some of the comments are clearly wrong they have made some good points and I believe it for sure develops some logic. Here is my take on this subject. I believe the answer is 9 as I follow PEMDAS  Order of Operation. PEMDAS stands for  parentheses, exponents, multiplication, division, addition, subtraction. PEMDAS is commonly known as BODMAS in India. BODMAS stands for Brackets, Orders (ie Powers and Square Roots, etc), Division, Multiplication,  Addition and Subtraction. PEMDAS and BODMAS are almost same and both of them follow the operation order from LEFT to RIGHT. Let us try to simplify above statement using the PEMDAS or BODMAS (whatever you prefer to call). Step 1: 6 ÷ 2 (1+2) (parentheses first) Step 2: = 6 ÷ 2 * (1+2) (adding multiplication sign for further clarification) Step 3: = 6 ÷ 2* (3) (single digit in parentheses – simplify using operator) Step 4: = 6 ÷ 2 * 3 (Remember next Operation should be LEFT to RIGHT) Step 5: = 3 * 3 (because 6 ÷ 2 = 3; remember LEFT to RIGHT) Step 6: = 9 (final answer) Some often find Step 4 confusing and often ended up multiplying 2 and 3 resulting Step 5 to be 6 ÷ 6, this is incorrect because in this case we did not follow the order of LEFT to RIGHT. When we do not follow the order of operation from LEFT to RIGHT we end up with the answer 1 which is incorrect. Let us see what SQL Server returns as a result. I executed following statement in SQL Server Management Studio SELECT 6/2*(1+2) It is clear that SQL Server also thinks that the answer should be 9. Let us go ahead and ask Google what will be the answer of above question in Google I have searched for the following term: 6/2(1+2) The result also says the answer should be 9. If you want a further reference here is a great video which describes why the answer should be 9 and not 1. And here is a fantastic conversation on Google Groups. Well, now what is your take on this subject? You are welcome to share constructive feedback and your answer may be different from my answer. NOTE: A healthy conversation about this subject is indeed encouraged but if there is a single bad word or comment is flaming it will be deleted without any notification (it does not matter how valuable information it contains). Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: About Me, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Basic shadow mapping fails on NVIDIA card?

    - by James
    Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a very simple shadow POC project the problem appears to be that the scene being drawn never results in a draw to the depth map and as a result the entire depth map is just infinity, 1.0 (Reading directly from the depth component after draw (glReadPixels) shows every pixel is infinity (1.0), replacing the depth comparison in the shader with a comparison of the depth from the shadow map with 1.0 shadows the entire scene, and writing random values to the depth map and then not calling glClear(GL_DEPTH_BUFFER_BIT) results in a random noisy pattern on the scene elements - from which we can infer that the uploading of the depth texture and comparison within the shader are functioning perfectly.) Since the problem appears almost certainly to be in the depth render, this is the code for that: const int s_res = 1024; GLuint shadowMap_tex; GLuint shadowMap_prog; GLint sm_attr_coord3d; GLint sm_uniform_mvp; GLuint fbo_handle; GLuint renderBuffer; bool isMappingShad = false; //The scene consists of a plane with box above it GLfloat scene[] = { -10.0, 0.0, -10.0, 0.5, 0.0, 10.0, 0.0, -10.0, 1.0, 0.0, 10.0, 0.0, 10.0, 1.0, 0.5, -10.0, 0.0, -10.0, 0.5, 0.0, -10.0, 0.0, 10.0, 0.5, 0.5, 10.0, 0.0, 10.0, 1.0, 0.5, ... }; //Initialize the stuff used by the shadow map generator int initShadowMap() { //Initialize the shadowMap shader program if (create_program("shadow.v.glsl", "shadow.f.glsl", shadowMap_prog) != 1) return -1; const char* attribute_name = "coord3d"; sm_attr_coord3d = glGetAttribLocation(shadowMap_prog, attribute_name); if (sm_attr_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name = "mvp"; sm_uniform_mvp = glGetUniformLocation(shadowMap_prog, uniform_name); if (sm_uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } //Create a framebuffer glGenFramebuffers(1, &fbo_handle); glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); //Create render buffer glGenRenderbuffers(1, &renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); //Setup the shadow texture glGenTextures(1, &shadowMap_tex); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, s_res, s_res, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return 0; } //Delete stuff void dnitShadowMap() { //Delete everything glDeleteFramebuffers(1, &fbo_handle); glDeleteRenderbuffers(1, &renderBuffer); glDeleteTextures(1, &shadowMap_tex); glDeleteProgram(shadowMap_prog); } int loadSMap() { //Bind MVP stuff glm::mat4 view = glm::lookAt(glm::vec3(10.0, 10.0, 5.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::ortho<float>(-10,10,-8,8,-10,40); glm::mat4 mvp = projection * view; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); glm::mat4 lsMVP = biasMatrix * mvp; //Upload light source matrix to the main shader programs glUniformMatrix4fv(uniform_ls_mvp, 1, GL_FALSE, glm::value_ptr(lsMVP)); glUseProgram(shadowMap_prog); glUniformMatrix4fv(sm_uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); //Draw to the framebuffer (with depth buffer only draw) glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMap_tex, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != result) { printf("ERROR: Framebuffer is not complete.\n"); return -1; } //Draw shadow scene printf("Creating shadow buffers..\n"); int ticks = SDL_GetTicks(); glClear(GL_DEPTH_BUFFER_BIT); //Wipe the depth buffer glViewport(0, 0, s_res, s_res); isMappingShad = true; //DRAW glEnableVertexAttribArray(sm_attr_coord3d); glVertexAttribPointer(sm_attr_coord3d, 3, GL_FLOAT, GL_FALSE, 5*4, scene); glDrawArrays(GL_TRIANGLES, 0, 14*3); glDisableVertexAttribArray(sm_attr_coord3d); isMappingShad = false; glBindFramebuffer(GL_FRAMEBUFFER, 0); printf("Render Sbuf in %dms (GLerr: %d)\n", SDL_GetTicks() - ticks, glGetError()); return 0; } This is the full code for the POC shadow mapping project (C++) (Requires SDL 1.2, SDL-image 1.2, GLEW (1.5) and GLM development headers.) initShadowMap is called, followed by loadSMap, the scene is drawn from the camera POV and then dnitShadowMap is called. I followed this tutorial originally (Along with another more comprehensive tutorial which has disappeared as this guy re-configured his site but used to be here (404).) I've ensured that the scene is visible (as can be seen within the full project) to the light source (which uses an orthogonal projection matrix.) Shader utilities function fine in non-shadow-mapped projects. I should also note that at no point is the GL error state set. What am I doing wrong here and why did this not cause problems on my AMD card? (System: Ubuntu 12.04, Linux 3.2.0-49-generic, 64 bit, with the nvidia-experimental-310 driver package. All other games are functioning fine so it's most likely not a card/driver issue.)

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  • Can I trust the Basic schedule equation?

    - by Steve Campbell
    I've been reading Steve McConnell's demystifying the black art of estimating book, and he gives an equation for estimating nominal schedule based on Person-months of effort: ScheduleInMonths = 3.0 x EffortInMonths ^ (1/3) Per the book, this is very accurate (within 25%), although the 3.0 factor above varies depending on your organization (typically between 2 and 4). It is supposedly easy to use historical projects in your organization to derive an appropriate factor for your use. I am trying to reconcile the equation against Agile methods, using 2-6 week cycles which are often mini-projects that have a working deliverable at the end. If I have a team of 5 developers over 4 weeks (1 month), then EffortInMonths = 5 Person Months. The algorithm then outputs a schedule of 3.0 x 5^(1/3) = 5 months. 5 months is much more than 25% different than 1 month. If I lower the 3.0 factor to 0.6, then the algorthim works (outputs a schedule of approx 1 month). The lowest possible factor mentioned in the book through is 2.0. Whats going on here? I want to trust this equation for estimating a "traditional" non-agile project, but I cannot trust it when it does not reconcile with my (agile) experience. Can someone help me understand?

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  • How to dealing with the "programming blowhard"?

    - by Peter G.
    (Repost, I posted this in the wrong section before, sorry) So I'm sure everyone has run into this person at one point or another, someone catches wind of your project or idea and initially shows some interest. You get to talking about some of your methods and usually around this time they interject stating how you should use method X instead, or just use library Y. But not as a friendly suggestion, but bordering on a commandment. Often repeating the same advice over and over like a overzealous parrot. Personally, I like to reinvent the wheel when I'm learning, or even just for fun, even if it turns out worse than what's been done before. But this person apparently cannot fathom recreating ANY utility for such purposes, or possibly try something that doesn't strictly follow traditional OOP practices, and will settle for nothing except their sense of perfection, and thus naturally heave their criticism sludge down my ears full force. To top it off, they eventually start justifying their advice (retardation) by listing all the incredibly complex things they've coded single-handedly (usually along the lines of "trust me, I've made/used program X for a long time, blah blah blah"). Now, I'm far from being a programming master, I'm probably not even that good, and as such I value advice and critique, but I think advice/critique has a time and place. There is also a big difference between being helpful and being narcissistic. In the past I probably would have used a somewhat stronger George Carlin style dismissal, but I don't think burning bridges is the best approach anymore. Maybe I'm just an asshole, but do you have any advice on how to deal with this kind of verbal flogging?

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  • Apache whitelist a single location, but require basic auth for everything else

    - by Chris Lawlor
    I'm sure this is simple, but Google is not my friend this morning. The goal is: /public... is openly accessible everything else (including /) requires basic auth. This is a WSGI app, with a single WSGI script (it's a django site, if that matters..) I have this: <Location /public> Order deny,allow Allow from all </Location> <Directory /> AuthType Basic AuthName "My Test Server" AuthUserFile /path/to/.htpasswd Require valid-user </Directory> With this configuration, basic auth works fine, but the Location directive is totally ignored. I'm not surprised, as according to this (see How the Sections are Merged), the Directory directive is processed first. I'm sure I'm missing something, but since Directory applies to a filesystem location, and I really only have the one Directory at /, and it's a Location that I wish to allow access to, but Directory always overrides Location... EDIT I'm using Apache 2.2, which doesn't support AuthType None.

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  • The How-To Geek Guide to Audio Editing: Basic Noise Removal

    - by YatriTrivedi
    Laying down some vocals?  Starting your own podcast?  Here’s how to remove noise from a messy audio track in Audacity quickly and easily. This is the second part in our series covering how to edit audio and create music using your PC. Be sure to check out the first part in the series, where we covered the basics of using Audacity, and then check out how to add MP3 format support as well Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 Take Better Panoramic Photos with Any Camera Make Creating App Tabs Easier in Firefox Peach and Zelda Discuss the Benefits and Perks of Being Kidnapped [Video] The Life of Gadgets in Price and Popularity [Infographic] Apture Highlights Turns Your Cursor into a Search Tool Add Classic Sci-Fi Goodness to Your Desktop with the Matrix Theme for Windows 7

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  • basic beginning emacs questions - install latest version and pick appropriate UI

    - by MountainX
    I'm running the latest Kubuntu (12.04 beta 2) and I would like to run the latest emacs (currently v24). The repos are one version behind. What's the best way to install v24 or later (and avoid future version conflicts)? Also, is there any reason not to aways use the GUI version of emacs if X is running? For example, could I set the GUI emacs version as the default text editor and use it to edit cron jobs (crontab -e)? I'm assuming the answer is yes, but since I haven't done that yet (my default editor is nano), I want to check if there are reasons I should leave nano as the default editor. Usually when I'm working on the command line I end up using nano. Now that I think about it, I have no idea why I keep doing that. Is there any downside to calling a GUI editor when working in an X terminal? EDIT: I briefly tested these two versions GNU Emacs 24.0.94.1 (x86_64-pc-linux-gnu, GTK+ Version 3.3.20) from GNU Emacs 23.3.1 (x86_64-pc-linux-gnu) installed by default in Kubuntu. This post explains some of the differences between versions. Unfortunately (for me) the defaults installed version (23.3.1, 23.3+1-1ubuntu9) is the nox version. Package: emacs23-nox Status: install ok installed Version: 23.3+1-1ubuntu9 Replaces: emacs23, emacs23-gtk, emacs23-lucid The package with version 24 opens in GUI mode by default. That's what I prefer. Some of the version 24 changes that interest me are listed in the references below. But there appear to be a multitude of different packages and versions I could install. References: What’s New In Emacs 24 (part 1) | Mastering Emacs http://www.masteringemacs.org/articles/2011/12/06/what-is-new-in-emacs-24-part-1/ " shell-mode uses pcomplete rules, with the standard completion UI. Yowzah! There’s a lot of cool, new functionality hidden away in this gem of a change." EmacsWiki: Recent Changes http://www.emacswiki.org/emacs/?action=rc;showedit=0

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  • Developing a feature which sole purpose to be taken out?

    - by adib
    What is the name of the pattern in which individual contributors (programmers/designers) developed an artifact for the sole purpose is to serve as a diversion so that management can remove that feature in the final product? This is a folklore I heard from an ex-colleague who used to work at a large game development company. At that company, it is well known that middle management is pressurized to "give inputs" and "make changes" to the product otherwise they risk being seen as not contributing to the project. This situation have delayed many projects because of these superfluous "management inputs". In one project at the above company, the artists and developers created a supernumerary animated character that appears in every cutscene and sticks out like a sore thumb. They designed it in such a way that it can be easily removed before the game is shipped (this was when games were still sold in physical media and not a downloadable product). Obviously the management then voted to remove the animation. On the positive side, management didn't introduced any unnecessary changes that would have delayed the project because they have shown that they provided constructive inputs to the product. This process pattern has a name among game programmers that work in corporates, but I forgot what was the actual name. I believe it's duck-something. Anybody can help pointing out the name and perhaps some rather credible reference to how the pattern develops?.

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  • Visual Basic Book Excerpt: Useful Namespaces

    This chapter provides an overview of some of the most important system namespaces and gives more detailed examples that demonstrate regular expressions, XML, cryptography, reflection, threading, parallel programming, and Direct3D....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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  • Car-like Physics - Basic Maths to Simulate Steering

    - by Reanimation
    As my program stands I have a cube which I can control using keyboard input. I can make it move left, right, up, down, back, fourth along the axis only. I can also rotate the cube either left or right; all the translations and rotations are implemented using glm. if (keys[VK_LEFT]) //move cube along xAxis negative { globalPos.x -= moveCube; keys[VK_RIGHT] = false; } if (keys[VK_RIGHT]) //move cube along xAxis positive { globalPos.x += moveCube; keys[VK_LEFT] = false; } if (keys[VK_UP]) //move cube along yAxis positive { globalPos.y += moveCube; keys[VK_DOWN] = false; } if (keys[VK_DOWN]) //move cube along yAxis negative { globalPos.y -= moveCube; keys[VK_UP] = false; } if (FORWARD) //W - move cube along zAxis positive { globalPos.z += moveCube; BACKWARD = false; } if (BACKWARD) //S- move cube along zAxis negative { globalPos.z -= moveCube; FORWARD = false; } if (ROT_LEFT) //rotate cube left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT) //rotate cube right { rotX -=0.01f; ROT_RIGHT = false; } I render the cube using this function which handles the shader and position on screen: void renderMovingCube(){ glUseProgram(myShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(myShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin,camLookingAt,camNormalXYZ); ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos); ModelViewMatrix = glm::rotate(ModelViewMatrix,rotX, glm::vec3(0,1,0)); //manually rotate glUniformMatrix4fv(glGetUniformLocation(myShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); movingCube.render(); glUseProgram(0); } The glm::lookAt function always points to the screens centre (0,0,0). The globalPos is a glm::vec3 globalPos(0,0,0); so when the program executes, renders the cube in the centre of the screens viewing matrix; the keyboard inputs above adjust the globalPos of the moving cube. The glm::rotate is the function used to rotate manually. My question is, how can I make the cube go forwards depending on what direction the cube is facing.... ie, once I've rotated the cube a few degrees using glm, the forwards direction, relative to the cube, is no longer on the z-Axis... how can I store the forwards direction and then use that to navigate forwards no matter what way it is facing? (either using vectors that can be applied to my code or some handy maths). Thanks.

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  • Cannot Create a connection to Data Source VB 2010 [closed]

    - by CLO_471
    I seem to be having some issues with my Visual Basic 2010. I am trying to create a connection to a data source and it is just not working. Even my old connections in my other projects are not working. When I get into VB I try and create a connection by clicking Add New Data Source Database DataSet New Connection and when I click on New Connection the screen disappears and I am not able to select anything. Does anyone know of a glitch or something? I have checked my ODBC connections and all is good and I have been able to play around with my Access connections (which I am trying to connect) and Queries and everything seems to be working fine. I have rebooted several times, uninstalled and resinstalled VB and have also repaired the entire application. I am not sure what else to try or what else to do. Any help would be much appreciated. My computer specs are XP SP3, Core2 Duo at 2.80 and 3GB RAM

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  • How to deal with ad-hoc mindsets?

    - by Rotian
    I joined a dev team of six two month ago. People are nice, all is good. But more and more I observe an ad-hoc mindset. Stuff gets quick fixed, at the cost of future usability, there is little testing and two people happily admitted, that they like to carry the knowledge around in their head, rather than to write it down. How to deal with this? I'd like to lead by example, but time is limited - I like architecting and actually implementing the stuff. But I'm afraid the ad-hoc mindset infects me and rather than striving for clearness and simplicity in design and code - which isn't simple to establish - I get pulled down the drain of an endless spiral of hacks on hacks - which no outsider can uncouple - just for schedule's and management's sake.

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  • Extreme Optimization –Mathematical Constants and Basic Functions

    - by JoshReuben
    Machine constants The MachineConstants class - contains constants for floating-point arithmetic because the CLS System.Single and Double floating-point types do not follow the standard conventions and are useless. machine constants for the Double type: machine precision: Epsilon , SqrtEpsilon CubeRootEpsilon largest possible value: MaxDouble , SqrtMaxDouble, LogMaxDouble smallest Double-precision floating point number that is greater than zero: MinDouble , SqrtMinDouble , LogMinDouble A similar set of constants is available for the Single Datatype  Mathematical Constants The Constants class contains static fields for many mathematical constants and common expressions involving small integers – if you are doing thousands of iterations, you wouldn't want to calculate OneOverSqrtTwoPi , Sqrt17 or Log17 !!! Fundamental constants E - The base for the natural logarithm, e (2.718...). EulersConstant - (0.577...). GoldenRatio - (1.618...). Pi - the ratio between the circumference and the diameter of a circle (3.1415...). Expressions involving fundamental constants: TwoPi, PiOverTwo, PiOverFour, LogTwoPi, PiSquared, SqrPi, SqrtTwoPi, OneOverSqrtPi, OneOverSqrtTwoPi Square roots of small integers: Sqrt2, Sqrt3, Sqrt5, Sqrt7, Sqrt17 Logarithms of small integers: Log2, Log3, Log10, Log17, InvLog10  Elementary Functions The IterativeAlgorithm<T> class in the Extreme.Mathematics namespace defines many elementary functions that are missing from System.Math. Hyperbolic Trig Functions: Cosh, Coth, Csch, Sinh, Sech, Tanh Inverse Hyperbolic Trig Functions: Acosh, Acoth, Acsch, Asinh, Asech, Atanh Exponential, Logarithmic and Miscellaneous Functions: ExpMinus1 - The exponential function minus one, ex-1. Hypot - The hypotenuse of a right-angled triangle with specified sides. LambertW - Lambert's W function, the (real) solution W of x=WeW. Log1PlusX - The natural logarithm of 1+x. Pow - A number raised to an integer power.

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  • Using Apache2 to set up a basic webpage

    - by mrhatter
    I am having a problem with a test page I set up for my website. The config file (index.html) looks like this <html> <head> <title>Welcome to website.net!</title> </head> <body> <h1>Success! The website.net virtual host is working!</h1> </body> </html> Which should display a page like this in my browser when I navigate to www.mywebsite.net Welcome to website.net! Success! The website.net virtual host is working! However I get a 403 "forbidden" error when I navigate to the page. What am I missing? I have the directory installed on /var/www/mywebsite.net/public_html/index.html I have the permissions of the /var/www directory set to 755 so that others can read and exicute it but it does not seem to be working. I also have port 80 open on my iptable. The server is a VPS server if that makes a difference however I have added a DNS record for the ip address. Any help is appreciated! UPDATE: Here is my virtual host configuration file "mywebsite.net.conf" <VirtualHost *:80> # Admin email, Server Name (domain name), and any aliases ServerAdmin [email protected] ServerName www.mywebsite.net ServerAlias mywebsite.net # Index file and Document Root (where the public files are located) DirectoryIndex index.html index.php DocumentRoot /home/myusername/public/mywebsite.net/public # Log file locations LogLevel warn ErrorLog /home/mysuername/public/mywebsite.net/log/error.log CustomLog /home/myusername/public/mywebsite.net/log/access.log combined <Directory /home/myusername/public/mywebsite.net/public> Options Indexes ExecCGI Includes FollowSymLinks MultiViews AllowOverride All Order Deny,Allow Allow from all </Directory> </VirtualHost>

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  • Basic Connections Through Socket Server

    - by Walrus
    I'm designing a simple 2 player RTS with Stencyl, a program that uses blocks for coding. The current code updates lists whenever an actor moves (new X and Y), and I'd want the server to update the game state with each change to the list. However, to start off: I don't even know how to set up a socket server. Stencyl has taught me the basics of logic, but I've yet to learn any programming languages. I've downloaded a Smartfox 2X socket server that I'm intending to use. Right now I'm only looking to make baby steps; I want to do something to this effect: "When someone connects to the server, open insert file here". How can I do this? My intention is to have this file be the game client. Is this "open file when connected" method the best way to go about this? When answering: assume that I know nothing, because really, though I have done research (I know that UDPTCP for real time), implementation-wise I know nothing.

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  • ASP.NET 3.5 Loop Control Structures Using Visual Basic

    Loop statements are one of the most important control structures in any programming language. Control structures are used to control or alter the flow of the program depending on a given situation. This article acquaints you with the most important loop statements and how to use them when developing ASP.NET web applications.... Microsoft Exchange Server 2010 Simplify Administration and Deployment of Messaging - Free Download.

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  • Automate proftpd-basic install on ubuntu using apt-get

    - by Bryan
    I'm trying to build a shell script to automate the installation of several packages onto an Ubuntu 10.04 server, and I'm having problems with proftpd-basic. I'm using the command line apt-get -qy install proftpd-basic >/tmp/install.log For most packages, this approach would work fine, however proftpd-basic appears to require some interaction (it asks whether to perform an inetd or standalone installation). Is it possible for me to pre-select this option on the command line somehow, as I don't want the user to be bothered by this question? - For info, if it matters, I want to choose the 'standalone' option.

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