Search Results

Search found 2460 results on 99 pages for 'dave voyles'.

Page 14/99 | < Previous Page | 10 11 12 13 14 15 16 17 18 19 20 21  | Next Page >

  • Big Data – Operational Databases Supporting Big Data – Key-Value Pair Databases and Document Databases – Day 13 of 21

    - by Pinal Dave
    In yesterday’s blog post we learned the importance of the Relational Database and NoSQL database in the Big Data Story. In this article we will understand the role of Key-Value Pair Databases and Document Databases Supporting Big Data Story. Now we will see a few of the examples of the operational databases. Relational Databases (Yesterday’s post) NoSQL Databases (Yesterday’s post) Key-Value Pair Databases (This post) Document Databases (This post) Columnar Databases (Tomorrow’s post) Graph Databases (Tomorrow’s post) Spatial Databases (Tomorrow’s post) Key Value Pair Databases Key Value Pair Databases are also known as KVP databases. A key is a field name and attribute, an identifier. The content of that field is its value, the data that is being identified and stored. They have a very simple implementation of NoSQL database concepts. They do not have schema hence they are very flexible as well as scalable. The disadvantages of Key Value Pair (KVP) database are that they do not follow ACID (Atomicity, Consistency, Isolation, Durability) properties. Additionally, it will require data architects to plan for data placement, replication as well as high availability. In KVP databases the data is stored as strings. Here is a simple example of how Key Value Database will look like: Key Value Name Pinal Dave Color Blue Twitter @pinaldave Name Nupur Dave Movie The Hero As the number of users grow in Key Value Pair databases it starts getting difficult to manage the entire database. As there is no specific schema or rules associated with the database, there are chances that database grows exponentially as well. It is very crucial to select the right Key Value Pair Database which offers an additional set of tools to manage the data and provides finer control over various business aspects of the same. Riak Rick is one of the most popular Key Value Database. It is known for its scalability and performance in high volume and velocity database. Additionally, it implements a mechanism for collection key and values which further helps to build manageable system. We will further discuss Riak in future blog posts. Key Value Databases are a good choice for social media, communities, caching layers for connecting other databases. In simpler words, whenever we required flexibility of the data storage keeping scalability in mind – KVP databases are good options to consider. Document Database There are two different kinds of document databases. 1) Full document Content (web pages, word docs etc) and 2) Storing Document Components for storage. The second types of the document database we are talking about over here. They use Javascript Object Notation (JSON) and Binary JSON for the structure of the documents. JSON is very easy to understand language and it is very easy to write for applications. There are two major structures of JSON used for Document Database – 1) Name Value Pairs and 2) Ordered List. MongoDB and CouchDB are two of the most popular Open Source NonRelational Document Database. MongoDB MongoDB databases are called collections. Each collection is build of documents and each document is composed of fields. MongoDB collections can be indexed for optimal performance. MongoDB ecosystem is highly available, supports query services as well as MapReduce. It is often used in high volume content management system. CouchDB CouchDB databases are composed of documents which consists fields and attachments (known as description). It supports ACID properties. The main attraction points of CouchDB are that it will continue to operate even though network connectivity is sketchy. Due to this nature CouchDB prefers local data storage. Document Database is a good choice of the database when users have to generate dynamic reports from elements which are changing very frequently. A good example of document usages is in real time analytics in social networking or content management system. Tomorrow In tomorrow’s blog post we will discuss about various other Operational Databases supporting Big Data. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Big Data, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

    Read the article

  • Silverlight Cream for April 23, 2010 -- #845

    - by Dave Campbell
    In this Issue: Jason Allor, Bill Reiss, Mike Snow, Tim Heuer, John Papa, Jeremy Likness, and Dave Campbell. Shoutouts: You saw it at MIX10 and DevConnections... now you can give it a dance, John Papa announced eBay Simple Lister Beta Now Available Mike Snow posted some info about and a link to his new Flickr/Bing/Google High End Image Viewer and he's looking for feedback From SilverlightCream.com: Hierarchical Data Trees With A Custom DataSource Jason Allor is rounding out a series here in his new blog (bookmark it), and he's created his own custom HierarchicalDataSource class for use with the TreeView. Space Rocks game step 11: Start level logic Bill Reiss has Episode 11 up in his Space Rocks game ... working on NewGame and start level logic Silverlight Tip of the Day #3 – Mouse Right Clicks Mike Snow has Tip 3 up ... about handling right-mouse clicks in Silverlight 4 -- oh yeah, we got right mouse now ... grab Mike's project to check it out. Silverlight 4 enables Authorization header modification Tim Heuer talks about the ability to modify the Authorization header in network calls with Silverlight 4. He gives not only the quick-and-dirty of how to use it, but has some good examples, code, and code results for show and tell. WCF RIA Services - Hands On Lab John Papa built a bookstore app in roughly 10 minutes in the keynote at DevConnections. He now has a tutorial on doing just that plus all the code up. Transactions with MVVM Not strictly Silverlight (or WPF), but Jeremy Likness has an interesting article up on MVVM and transaction processing. Read the post then grab his helper class. Your First Windows Phone 7 Application As with the First Silverlight App a couple weeks ago, if you've got any WP7 experience at all, just keep going... this is for folks that have not looked at it yet, have not downloaded anything... oh, and it's by Dave Campbell 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

    Read the article

  • SQLAuthority News – Presented Technical Session at DevReach 2013, Sofia, Bulgaria – Oct 1, 2013

    - by Pinal Dave
    Earlier this month, I had a fantastic time presenting at DevReach 2013, in Sofia, Bulgaria on Oct 1, 2013. DevReach strives to be the premier developer conference in Central and Eastern Europe. It is organized annually in Sofia, Bulgaria. The 8th edition of the conference is moving to a new and bigger venue: Sofia Event Center. In my career, I have presented over 9 different countries (India, USA, Canada, Singapore, Hong Kong, Malaysia, Sri Lanka, Nepal, Thailand), this was the first time for me to present in Europe. DevReach was perfect places to start my journey in Europe as an evangelist. The event was one of the most organized event I have ever come across in my life. The DevRech organization team had perfected every minute detail of the event to perfection. After the event was over I had the opportunity to see Sofia for one day. I presented with one of my most favorite Database Worst Practices Session. Pinal presenting at DevReach 2013, Sofia, Bulgaria DevReach 2013 DevReach 2013 DevReach 2013 Pinal presenting at DevReach 2013, Sofia, Bulgaria Pinal presenting at DevReach 2013, Sofia, Bulgaria Pinal Dave and Stephen Forte at Pluralsight Booth at DevReach 2013, Sofia, Bulgaria Pinal on City Tour of Sofia, Bulgaria Pinal on City Tour of Sofia, Bulgaria Pinal on City Tour of Sofia, Bulgaria Pinal on City Tour of Sofia, Bulgaria Pinal on City Tour of Sofia, Bulgaria Session Title: Secrets of SQL Server: Database Worst Practices Abstract: “Oh my God! What did I do?” Chances are you have heard, or even uttered, this expression. This demo-oriented session will show many examples where database professionals were dumbfounded by their own mistakes, and could even bring back memories of your own early DBA days. The goal of this session is to expose the small details that can be dangerous to the production environment and SQL Server as a whole, as well as talk about worst practices and how to avoid them. Shedding light on some of these perils and the tricks to avoid them may even save your current job. Thanks to Team Telerik for making this one of the best event in my life. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: About Me, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority Author Visit, T SQL

    Read the article

  • Creating a new instance, C#

    - by Dave Voyles
    This sounds like a very n00b question, but bear with me here: I'm trying to access the position of my bat (paddle) in my pong game and use it in my ball class. I'm doing this because I want a particle effect to go off at the point of contact where the ball hits the bat. Each time the ball hits the bat, I receive an error stating that I haven't created an instance of the bat. I understand that I have to (or can use a static class), but I'm not sure of how to do so in this example. I've included both my Bat and Ball classes. namespace Pong { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; #endregion public class Ball { #region Fields private readonly Random rand; private readonly Texture2D texture; private readonly SoundEffect warp; private double direction; private bool isVisible; private float moveSpeed; private Vector2 position; private Vector2 resetPos; private Rectangle size; private float speed; private bool isResetting; private bool collided; private Vector2 oldPos; private ParticleEngine particleEngine; private ContentManager contentManager; private SpriteBatch spriteBatch; private bool hasHitBat; private AIBat aiBat; private Bat bat; #endregion #region Constructors and Destructors /// <summary> /// Constructor for the ball /// </summary> public Ball(ContentManager contentManager, Vector2 ScreenSize) { moveSpeed = 15f; speed = 0; texture = contentManager.Load<Texture2D>(@"gfx/balls/redBall"); direction = 0; size = new Rectangle(0, 0, texture.Width, texture.Height); resetPos = new Vector2(ScreenSize.X / 2, ScreenSize.Y / 2); position = resetPos; rand = new Random(); isVisible = true; hasHitBat = false; // Everything to do with particles List<Texture2D> textures = new List<Texture2D>(); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/circle")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/star")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/diamond")); particleEngine = new ParticleEngine(textures, new Vector2()); } #endregion #region Public Methods and Operators /// <summary> /// Checks for the collision between the bat and the ball. Sends ball in the appropriate /// direction /// </summary> public void BatHit(int block) { if (direction > Math.PI * 1.5f || direction < Math.PI * 0.5f) { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(aiBat.Position.X, aiBat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(200); break; case 2: direction = MathHelper.ToRadians(195); break; case 3: direction = MathHelper.ToRadians(180); break; case 4: direction = MathHelper.ToRadians(180); break; case 5: direction = MathHelper.ToRadians(165); break; } } else { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(bat.Position.X, bat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(310); break; case 2: direction = MathHelper.ToRadians(345); break; case 3: direction = MathHelper.ToRadians(0); break; case 4: direction = MathHelper.ToRadians(15); break; case 5: direction = MathHelper.ToRadians(50); break; } } if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(3)); } else { direction -= MathHelper.ToRadians(rand.Next(3)); } AudioManager.Instance.PlaySoundEffect("hit"); } /// <summary> /// JEP - added method to slow down ball after powerup deactivates /// </summary> public void DecreaseSpeed() { moveSpeed -= 0.6f; } /// <summary> /// Draws the ball on the screen /// </summary> public void Draw(SpriteBatch spriteBatch) { if (isVisible) { spriteBatch.Begin(); spriteBatch.Draw(texture, size, Color.White); spriteBatch.End(); // Draws sprites for particles when contact is made particleEngine.Draw(spriteBatch); } } /// <summary> /// Checks for the current direction of the ball /// </summary> public double GetDirection() { return direction; } /// <summary> /// Checks for the current position of the ball /// </summary> public Vector2 GetPosition() { return position; } /// <summary> /// Checks for the current size of the ball (for the powerups) /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Grows the size of the ball when the GrowBall powerup is used. /// </summary> public void GrowBall() { size = new Rectangle(0, 0, texture.Width * 2, texture.Height * 2); } /// <summary> /// Was used to increased the speed of the ball after each point is scored. /// No longer used, but am considering implementing again. /// </summary> public void IncreaseSpeed() { moveSpeed += 0.6f; } /// <summary> /// Check for the ball to return normal size after the Powerup has expired /// </summary> public void NormalBallSize() { size = new Rectangle(0, 0, texture.Width, texture.Height); } /// <summary> /// Check for the ball to return normal speed after the Powerup has expired /// </summary> public void NormalSpeed() { moveSpeed += 15f; } /// <summary> /// Checks to see if ball went out of bounds, and triggers warp sfx /// </summary> public void OutOfBounds() { // Checks if the player is still alive or not if (isResetting) { AudioManager.Instance.PlaySoundEffect("warp"); { // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = false; AudioManager.Instance.Dispose(); } } } /// <summary> /// Speed for the ball when Speedball powerup is activated /// </summary> public void PowerupSpeed() { moveSpeed += 20.0f; } /// <summary> /// Check for where to reset the ball after each point is scored /// </summary> public void Reset(bool left) { if (left) { direction = 0; } else { direction = Math.PI; } // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = true; position = resetPos; // Resets the ball to the center of the screen isVisible = true; speed = 15f; // Returns the ball back to the default speed, in case the speedBall was active if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(30)); } else { direction -= MathHelper.ToRadians(rand.Next(30)); } } /// <summary> /// Shrinks the ball when the ShrinkBall powerup is activated /// </summary> public void ShrinkBall() { size = new Rectangle(0, 0, texture.Width / 2, texture.Height / 2); } /// <summary> /// Stops the ball each time it is reset. Ex: Between points / rounds /// </summary> public void Stop() { isVisible = true; speed = 0; } /// <summary> /// Updates position of the ball /// </summary> public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; oldPos.X = position.X; oldPos.Y = position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); bool collided = CheckWallHit(); particleEngine.Update(); // Stops the issue where ball was oscillating on the ceiling or floor if (collided) { position.X = oldPos.X + speed * (float)Math.Cos(direction); position.Y = oldPos.Y + speed * (float)Math.Sin(direction); } } #endregion #region Methods /// <summary> /// Checks for collision with the ceiling or floor. 2*Math.pi = 360 degrees /// </summary> private bool CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; return true; } while (direction < 0) { direction += 2 * Math.PI; return true; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; return true; } return true; } #endregion } } namespace Pong { using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using System; public class Bat { public Vector2 Position; public float moveSpeed; public Rectangle size; private int points; private int yHeight; private Texture2D leftBat; public float turbo; public float recharge; public float interval; public bool isTurbo; /// <summary> /// Constructor for the bat /// </summary> public Bat(ContentManager contentManager, Vector2 screenSize, bool side) { moveSpeed = 7f; turbo = 15f; recharge = 100f; points = 0; interval = 5f; leftBat = contentManager.Load<Texture2D>(@"gfx/bats/batGrey"); size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); // True means left bat, false means right bat. if (side) Position = new Vector2(30, screenSize.Y / 2 - size.Height / 2); else Position = new Vector2(screenSize.X - 30, screenSize.Y / 2 - size.Height / 2); yHeight = (int)screenSize.Y; } public void IncreaseSpeed() { moveSpeed += .5f; } /// <summary> /// The speed of the bat when Turbo is activated /// </summary> public void Turbo() { moveSpeed += 8.0f; } /// <summary> /// Returns the speed of the bat back to normal after Turbo is deactivated /// </summary> public void DisableTurbo() { moveSpeed = 7.0f; isTurbo = false; } /// <summary> /// Returns the bat to the nrmal size after the Grow/Shrink powerup has expired /// </summary> public void NormalSize() { size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); } /// <summary> /// Checks for the size of the bat /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Adds point to the player or the AI after scoring. Currently Disabled. /// </summary> public void IncrementPoints() { points++; } /// <summary> /// Checks for the number of points at the moment /// </summary> public int GetPoints() { return points; } /// <summary> /// Sets thedefault starting position for the bats /// </summary> /// <param name="position"></param> public void SetPosition(Vector2 position) { if (position.Y < 0) { position.Y = 0; } if (position.Y > yHeight - size.Height) { position.Y = yHeight - size.Height; } this.Position = position; } /// <summary> /// Checks for the current position of the bat /// </summary> public Vector2 GetPosition() { return Position; } /// <summary> /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } /// <summary> /// Resets the bat to the center location after a new game starts /// </summary> public void ResetPosition() { SetPosition(new Vector2(GetPosition().X, yHeight / 2 - size.Height)); } /// <summary> /// Used for the Growbat powerup /// </summary> public void GrowBat() { // Doubles the size of the bat collision size = new Rectangle(0, 0, leftBat.Width * 2, leftBat.Height * 2); } /// <summary> /// Used for the Shrinkbat powerup /// </summary> public void ShrinkBat() { // 1/2 the size of the bat collision size = new Rectangle(0, 0, leftBat.Width / 2, leftBat.Height / 2); } /// <summary> /// Draws the bats /// </summary> public virtual void Draw(SpriteBatch batch) { batch.Draw(leftBat, size, Color.White); } } }

    Read the article

  • Collision detection when pathfinding with pathnodes, UDK

    - by Dave Voyles
    I'm trying to create a class that allows my AIController to path find using pathnodes (NOT NavMeshes). It's doing a swell job of going from point to point in a set order (although I would like for it to be a random patrol at some point), but it gets caught up on collision from time to time. I.E. He'll walk the same set path, and when he runs into the blocks in the middle of the map he continues to rub against them until they finish, and continues on his merry way to the next path node. How can I prevent this from happening, or at least have him move from the wall if he does a trace and detects that it is there? It looks like I need to use MoveToward() instead of MoveTo(), as MoveToward allows the pawn to adjust its course during movement. I'm just not sure of how to use those paramters. Mougli has a decent tutorial on it[/URL], but I can't seem to get it to work correctly with my pathnode array. class PathfindingAIController extends UDKBot; var array Waypoints; var int _PathNode; //declare it at the start so you can use it throughout the script var int CloseEnough; simulated function PostBeginPlay() { local PathNode Current; super.PostBeginPlay(); //add the pathnodes to the array foreach WorldInfo.AllActors(class'Pathnode',Current) { Waypoints.AddItem( Current ); } } simulated function Tick(float DeltaTime) { local int Distance; local Rotator DesiredRotation; super.Tick(DeltaTime); if (Pawn != None) { // Smoothly rotate the pawn towards the focal point DesiredRotation = Rotator(GetFocalPoint() - Pawn.Location); Pawn.FaceRotation(RLerp(Pawn.Rotation, DesiredRotation, 3.125f * DeltaTime, true), DeltaTime); } Distance = VSize2D(Pawn.Location - Waypoints[_PathNode].Location); if (Distance <= CloseEnough) { _PathNode++; } if (_PathNode >= Waypoints.Length) { _PathNode = 0; } GoToState('Pathfinding'); } auto state Pathfinding { Begin: if (Waypoints[_PathNode] != None) // make sure there is a pathnode to move to { MoveTo(Waypoints[_PathNode].Location); //move to it `log("STATE: Pathfinding"); } } DefaultProperties { CloseEnough=400 bIsplayer = True }

    Read the article

  • How do I properly use String literals for loading content?

    - by Dave Voyles
    I've been using verbatim string literals for some time now, and never quite thought about using a regular string literal until I started to come across them in Microsoft provided XNA samples. With that said, I'm trying to implement a new AudioManager class from the Net Rumble sample. I have two (2) issues here: Question 1: In my code for my GameplayScreen screen I have a folder location written as the following, and it works fine: menuButton = content.Load<SoundEffect>(@"sfx/menuButton"); menuClose = content.Load<SoundEffect>(@"sfx/menuClose"); If you notice, you'll see that I'm using a verbatim string, with a forward slash "/". In the AudioManager class, they use a regular string literal, but with two backslashes "\". I understand that one is used as an escape, but why are they BACK instead of FORWARD? (See below) soundList[soundName] = game.Content.Load<SoundEffect>("audio\\wav\\"+ soundName); Question 2: I seem to be doing everything correctly in my AudioManager class, but I'm not sure of what this line means: audioFileList = audioFolder.GetFiles("*.xnb"); I suppose that the *xnb means look for everything BUT files that end in *xnb? I can't figure out what I'm doing wrong with my file locations, as the sound effects are not playing. My code is not much different from what I've linked to above. private AudioManager(Game game, DirectoryInfo audioDirectory) : base(game) { try { audioFolder = audioDirectory; audioFileList = audioFolder.GetFiles("*.mp3"); soundList = new Dictionary<string, SoundEffect>(); for (int i = 0; i < audioFileList.Length; i++) { string soundName = Path.GetFileNameWithoutExtension(audioFileList[i].Name); soundList[soundName] = game.Content.Load<SoundEffect>(@"sfx\" + soundName); soundList[soundName].Name = soundName; } // Plays this track while the GameplayScreen is active soundtrack = game.Content.Load<Song>("boomer"); } catch (NoAudioHardwareException) { // silently fall back to silence } }

    Read the article

  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

    Read the article

  • Loading levels from .txt or .XML for XNA

    - by Dave Voyles
    I'm attemptin to add multiple levels to my pong game. I'd like to simply exchange a few elements with each level, nothing crazy. Just the background texture, the color of the AI paddle (the one on the right side), and the music. It seems that the best way to go about this is by utilizing the StreamReader to read and write the files from XML. If there is a better, or more efficient alternative way then I'm all for it. In looking over the XNA Starter Platformer Kit provided by MS it seems that they've done it in this manner as well. I'm perplexed by a few things, however, namely parts within the Level class which aren't commented. /// <summary> /// Iterates over every tile in the structure file and loads its /// appearance and behavior. This method also validates that the /// file is well-formed with a player start point, exit, etc. /// </summary> /// <param name="fileStream"> /// A stream containing the tile data. /// </param> private void LoadTiles(Stream fileStream) { // Load the level and ensure all of the lines are the same length. int width; List<string> lines = new List<string>(); using (StreamReader reader = new StreamReader(fileStream)) { string line = reader.ReadLine(); width = line.Length; while (line != null) { lines.Add(line); if (line.Length != width) throw new Exception(String.Format("The length of line {0} is different from all preceeding lines.", lines.Count)); line = reader.ReadLine(); } } What does width = line.Length mean exactly? I mean I know how it reads the line, but what difference does it make if one line is longer than any of the others? Finally, their levels are simply text files that look like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### It can't be that easy..... Can it?

    Read the article

  • Simple collision detection for pong

    - by Dave Voyles
    I'm making a simple pong game, and things are great so far, but I have an odd bug which causes my ball (well, it's a box really) to get stuck on occasion when detecting collision against the ceiling or floor. It looks as though it is trying to update too frequently to get out of the collision check. Basically the box slides against the top or bottom of the screen from one paddle to the other, and quickly bounces on and off the wall while doing so, but only bounces a few pixels from the wall. What can I do to avoid this problem? It seems to occur at random. Below is my collision detection for the wall, as well as my update method for the ball. public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); CheckWallHit(); } // Checks for collision with the ceiling or floor. // 2*Math.pi = 360 degrees // TODO: Change collision so that ball bounces from wall after getting caught private void CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; } while (direction < 0) { direction += 2 * Math.PI; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; } }

    Read the article

  • Particle System in XNA - cannot draw particle

    - by Dave Voyles
    I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. Below I've included the code which I think is applicable. I'm coming up with one error in my build, and it is stating that I need to create a new instance of the EmitterLocation from the particleEngine. When I hover over particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); it states that particleEngine is returning a null value. What could be causing this? /// <summary> /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// </summary> abstract class MenuScreen : GameScreen ParticleEngine particleEngine; public void LoadContent(ContentManager content) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); List<Texture2D> textures = new List<Texture2D>(); textures.Add(content.Load<Texture2D>(@"gfx/circle")); textures.Add(content.Load<Texture2D>(@"gfx/star")); textures.Add(content.Load<Texture2D>(@"gfx/diamond")); particleEngine = new ParticleEngine(textures, new Vector2(400, 240)); } public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(); } public override void Draw(GameTime gameTime) { // make sure our entries are in the right place before we draw them UpdateMenuEntryLocations(); GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); // Draw stuff logic spriteBatch.End(); particleEngine.Draw(spriteBatch); }

    Read the article

  • Using elapsed time for SlowMo in XNA

    - by Dave Voyles
    I'm trying to create a slow-mo effect in my pong game so that when a player is a button the paddles and ball will suddenly move at a far slower speed. I believe my understanding of the concepts of adjusting the timing in XNA are done, but I'm not sure of how to incorporate it into my design exactly. The updates for my bats (paddles) are done in my Bat.cs class: /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } While the rest of my game updates are done in my GameplayScreen.cs class (I'm using the XNA game state management sample) Class GameplayScreen { ........... bool slow; .......... public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) base.Update(gameTime, otherScreenHasFocus, false); if (IsActive) { // SlowMo Stuff Elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (Slowmo) Elapsed *= .8f; MoveTimer += Elapsed; double elapsedTime = gameTime.ElapsedGameTime.TotalMilliseconds; if (Keyboard.GetState().IsKeyDown(Keys.Up)) slow = true; else if (Keyboard.GetState().IsKeyDown(Keys.Down)) slow = false; if (slow == true) elapsedTime *= .1f; // Updating bat position leftBat.UpdatePosition(ball); rightBat.UpdatePosition(ball); // Updating the ball position ball.UpdatePosition(); and finally my fixed time step is declared in the constructor of my Game1.cs Class: /// <summary> /// The main game constructor. /// </summary> public Game1() { IsFixedTimeStep = slow = false; } So my question is: Where do I place the MoveTimer or elapsedTime, so that my bat will slow down accordingly?

    Read the article

  • Drawing a texture at the end of a trace (crosshair?) UDK

    - by Dave Voyles
    I'm trying to draw a crosshair at the end of my trace. If my crosshair does not hit a pawn or static mesh (ex, just a skybox) then the crosshair stays locked on a certain point at that actor - I want to say its origin. Ex: Run across a pawn, then it turns yellow and stays on that pawn. If it runs across the skybox, then it stays at one point on the box. Weird? How can I get my crosshair to stay consistent? I've included two images for reference, to help illustrate. Note: The wrench is actually my crosshair. The "X" is just a debug crosshair. Ignore that. /// Image 1 /// /// Image 2 /// /*************************************************************************** * Draws the crosshair ***************************************************************************/ function bool CheckCrosshairOnFriendly() { local float CrosshairSize; local vector HitLocation, HitNormal, StartTrace, EndTrace, ScreenPos; local actor HitActor; local MyWeapon W; local Pawn MyPawnOwner; /** Sets the PawnOwner */ MyPawnOwner = Pawn(PlayerOwner.ViewTarget); /** Sets the Weapon */ W = MyWeapon(MyPawnOwner.Weapon); /** If we don't have an owner, then get out of the function */ if ( MyPawnOwner == None ) { return false; } /** If we have a weapon... */ if ( W != None) { /** Values for the trace */ StartTrace = W.InstantFireStartTrace(); EndTrace = StartTrace + W.MaxRange() * vector(PlayerOwner.Rotation); HitActor = MyPawnOwner.Trace(HitLocation, HitNormal, EndTrace, StartTrace, true, vect(0,0,0),, TRACEFLAG_Bullet); DrawDebugLine(StartTrace, EndTrace, 100,100,100,); /** Projection for the crosshair to convert 3d coords into 2d */ ScreenPos = Canvas.Project(HitLocation); /** If we haven't hit any actors... */ if ( Pawn(HitActor) == None ) { HitActor = (HitActor == None) ? None : Pawn(HitActor.Base); } } /** If our trace hits a pawn... */ if ((Pawn(HitActor) == None)) { /** Draws the crosshair for no one - Grey*/ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(100,100,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return false; } /** Draws the crosshair for friendlies - Yellow */ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(255,255,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return true; }

    Read the article

  • Implementing a switch statement based on user input

    - by Dave Voyles
    I'm trying to delay the time it takes for the main menu screen to pop up after a user has won / lost a match. As it stands, the game immediately displays a message stating "you won / lost" and waits for 6 seconds before loading the menu screen. I would also like players to have the ability to press a key to advance to the menu screen immediately but thus far my switch statement doesn't seem to do the trick. I've included the switch statement, along with my (theoretical) inputs. What could I be doing wrong here? if (gamestate == GameStates.End) switch (input.IsMenuDown(ControllingPlayer)) { case true: ScreenManager.AddScreen(new MainMenuScreen(), null); // Draws the MainMenuScreen break; case false: if (screenLoadDelay > 0) { screenLoadDelay -= gameTime.ElapsedGameTime.TotalSeconds; } ScreenManager.AddScreen(new MainMenuScreen(), null); // Draws the MainMenuScreen break; } /// <summary> /// Checks for a "menu down" input action. /// The controllingPlayer parameter specifies which player to read /// input for. If this is null, it will accept input from any player. /// </summary> public bool IsMenuDown(PlayerIndex? controllingPlayer) { PlayerIndex playerIndex; return IsNewKeyPress(Keys.Down, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.DPadDown, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.LeftThumbstickDown, controllingPlayer, out playerIndex); }

    Read the article

  • GameStateManagement and inputs not being recognized

    - by Dave Voyles
    EDIT: I've removed a bit of code from the input class to make this more readable, and updated my StartScreen class, which is now at the bottom. I have the same issues though, but they are explained in my comments on the bottom of this page. It won't let me paste my additional code here (the format comes out crazy), so I've linked to pastebin with the code pastebin I've been trying to implement the MS provided GameStateManagement sample with my game, but it has proven a bit difficult. Really, I'm using Oneksoft's Starter Kit, which uses the MS provided sample, so they are identical, except for my splash screen. I'm able to get the splash screen to launch, where it informs the player to press A to advance the screen, but this doesn't seem to accept any of my inputs. I’ve also added Console.Writeline(“Pressing A”) under the IsMenuPressed method in Input.cs to verify that it is getting called, but for some reason it is constantly spamming my log, rather than just appearing each time I press it. Not sure why this is happening. I have a bit too much code to post it all here, so I’ve attached a link to my .rar with my classes, but I’ll also leave a bit here which I thinkmay be applicable. https://www.dropbox.com/sh/6ek4uru2jc2ch0k/JTeBWN_3PQ What do you guys think the issue is? namespace Pong { public class Input { public const int MaxInputs = 4; public readonly KeyboardState[] CurrentKeyboardState; public readonly GamePadState[] CurrentGamePadState; public KeyboardState[] LastKeyboardState; public GamePadState[] LastGamePadState; public readonly bool[] GamePadWasConnected; public Input() { // Get input state CurrentKeyboardState = new KeyboardState[MaxInputs]; CurrentGamePadState = new GamePadState[MaxInputs]; // Preserving last states to check for isKeyUp events LastKeyboardState = CurrentKeyboardState; LastGamePadState = CurrentGamePadState; } /// <summary> /// Checks for a "menu select" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuSelect(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { Console.WriteLine("Pressing A"); return IsNewKeyPress(Keys.Space, controllingPlayer, out playerIndex) || IsNewKeyPress(Keys.Enter, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.A, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Start, controllingPlayer, out playerIndex); } /// <summary> /// Checks for a "menu cancel" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuCancel(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { return IsNewKeyPress(Keys.Escape, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.B, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Back, controllingPlayer, out playerIndex); }

    Read the article

  • Using ImpactJS: How to set a publicly available variable

    - by Dave Voyles
    I'm trying to get an entity (a bullet, a grenade, and an explosive) from my player player. Specifically, I want the shootingRate of my bullet (how frequently it can be fired). How can I do this without having to call getEntityByType each time I fire this projectile? There has got to be a cleaner way from what I'm doing right now.... // Shooting var isShooting = ig.input.state('shoot'); if (isShooting && this.lastShootTimer.delta() > 0) { switch (this.activeWeapon) { case("EntityBullet"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y - 10); var equipedWeap = ig.game.getEntitiesByType(EntityBullet); this.lastShootTimer.set(equippedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; case("EntityGrenade"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5); var equipedWeap = ig.game.getEntitiesByType(EntityGrenade); this.lastShootTimer.set(equipedWeap.shootingRate); console.log(EquipedWeap.shootingRate); break; case("EntityExplosiveBomb"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5 ); var equipedWeap = ig.game.getEntitiesByType(EntityExplosiveBomb)[0]; this.lastShootTimer.set(equipedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; } }

    Read the article

  • mysql true row merge... not just a union

    - by panofish
    What is the mysql I need to achieve the result below given these 2 tables: table1: +----+-------+ | id | name | +----+-------+ | 1 | alan | | 2 | bob | | 3 | dave | +----+-------+ table2: +----+---------+ | id | state | +----+---------+ | 2 | MI | | 3 | WV | | 4 | FL | +----+---------+ I want to create a temporary view that looks like this desired result: +----+---------+---------+ | id | name | state | +----+---------+---------+ | 1 | alan | | | 2 | bob | MI | | 3 | dave | WV | | 4 | | FL | +----+---------+---------+ I tried a mysql union but the following result is not what I want. create view table3 as (select id,name,"" as state from table1) union (select id,"" as name,state from table2) table3 union result: +----+---------+---------+ | id | name | state | +----+---------+---------+ | 1 | alan | | | 2 | bob | | | 3 | dave | | | 2 | | MI | | 3 | | WV | | 4 | | FL | +----+---------+---------+ First suggestion results: SELECT * FROM table1 LEFT OUTER JOIN table2 USING (id) UNION SELECT * FROM table1 RIGHT OUTER JOIN table2 USING (id) +----+---------+---------+ | id | name | state | +----+---------+---------+ | 1 | alan | | | 2 | bob | MI | | 3 | dave | WV | | 2 | MI | bob | | 3 | WV | dave | | 4 | FL | | +----+---------+---------+

    Read the article

  • The Select query I am using is not working.. Can Somebody Guide me to the Correct way?

    - by Parth
    I am using the Select query as SELECT id, ordering FROM `jos_menu` WHERE ordering='".$rec['ordering'] -'1' ."' AND parent = '0' Here I need all the records whose ordering is less than 1 of the selected record's order($rec['ordering'] = getting from other select query ) when I am trying to echo the query I am not getting complete statement but getting only this -1' AND parent = '0' here is the whole snippet $where = ' WHERE (id = ' . implode( ' OR id = ', $cid ) . ')';//Pranav Dave Coded echo $selquery = "SELECT id, ordering FROM `jos_menu`".$where; //Pranav Dave Coded $db->setQuery( $selquery );//Pranav Dave Coded $record = $db->loadAssocList(); //Pranav Dave Coded if ($model->orderItem($id, -1)) { echo "<pre>"; print_r($model); /*exit;*/ //echo $updorderup = mysql_escape_string($model->_db->_sql);//Pranav Dave Coded foreach($record as $rec)//Pranav Dave Coded { echo $aboverow = "SELECT id, ordering FROM `jos_menu` WHERE ordering='".$rec['ordering'] -'1' ."' AND parent = '0'"; $db->setQuery( $aboverow ); $above = $db->loadAssoc(); echo "<pre>"; print_r($above); }//end of foreach }//end of if Please suggest me where I am getting wrong.....

    Read the article

  • SQL SERVER – How to See Active SQL Server Connections For Database

    - by Pinal Dave
    Another question received via email - “How do I I know which user is connected to my database with how many connection?” Here is the script which will give us answer to the question. SELECT DB_NAME(dbid) AS DBName, COUNT(dbid) AS NumberOfConnections, loginame FROM    sys.sysprocesses GROUP BY dbid, loginame ORDER BY DB_NAME(dbid) Here is the resultset: Reference: Pinal Dave (http://blog.SQLAuthority.com)Filed under: PostADay, SQL, SQL Authority, SQL DMV, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

    Read the article

  • Silverlight Cream for April 07, 2010 -- #833

    - by Dave Campbell
    In this Issue: Alan Mendelevich, Siyamand Ayubi, Rudi Grobler(-2-), Josh Smith, VinitYadav, and Dave Campbell. Shoutouts: Jordan Knight has a demo up of a project he did for DigiGirlz: DigiGirlz, Deep Zoom and Azure, hopefully we'll get source later :) Jeremy Likness has a must-read post on his Ten Reasons to use the Managed Extensibility Framework I put this on another post earlier, but if you want some desktop bling for WP7, Ozymandias has some: I Love Windows Phone Wallpaper If you're not going to be in 'Vegas next week, Tim Heuer reminds us there's an alternative: Watch the Silverlight 4 Launch event and LIVE QA with ScottGu and others From SilverlightCream.com: Ghost Lines in Silverlight Alan Mendelevich reports an issue when drawing lines with odd coordinate values. He originated it in Silverlight 3, but it is there in SL4RC as well... check it out and leave him a comment. A Framework to Animate WPF and Silverlight Pages Similar to the PowerPoint Slides Siyamand Ayubi has an interesting post up on animating WPF or Silverlight pages to make them progress in the manner of a PPT slideshow. And it can also make phone calls… Rudi Grobler has a list of 'tasks' you can do with WP7 such as PhoneCallTask or EmailComposeTask ... looks like this should be plasticized :) Using the GPS, Accelerometer & Vibration Controller Rudi Grobler is also investigating how to use the GPS, Accelerometer, and Vibration in WP7 with a bunch of external links to back it up. Assembly-level initialization at design time Josh Smith has a solution to the problem of initializing design-time data in Blend (did you know that was an issue?) ... the solution is great and so is the running commentary between Josh and Karl Shifflett in the comments! ySurf : A Yahoo Messenger Clone built in Silverlight VinitYadav built a Yahoo Messenger app in Silverlight and has detailed out all the ugly bits for us on the post, plus made everything available. Your First Silverlight Application Dave Campbell's first post at DZone cracking open a beginner's series on Silverlight. If you're expecting something heavy-duty, skip this. If you're wanting to learn Silverlight and haven't jumped in yet, give it a try. 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

    Read the article

  • SQLAuthority News – Presented Soft Skill Session on Presentation Skills at SQL Bangalore on May 3, 2014

    - by Pinal Dave
    I have presented on various database technologies for almost 10 years now. SQL, Database and NoSQL have been part of my life. Earlier this month, I had the opportunity to present on the topic Performing an Effective Presentation. I must say it was blast to prepare as well as present this session. This event was part of the SQL Bangalore community. If you are in Bangalore, you must be part of this group. SQL Bangalore is a wonderful community and we always have a great response when we present on technology. It is SQL User Group and we discuss everything SQL there. This month we had SQL Server 2014 theme and we had a community launch of SQL Server. We have the best of the best speakers presenting on SQL Server 2014 technology. The event had amazing speakers and each of them did justice to the subject. You can read about this over here. In this session I told a story from my life. I talked about who inspired me and how I learned to speak in public. I told stories about two legends  who have inspired me. There is no video recording of this session. If you want to get resources from this session, please sign up my newsletter at http://bit.ly/sqllearn. Well, I had a great time at this event. We had over 250 people showed up at this event and had a grand  time together. I personally enjoyed a session of Amit Benerjee, Balmukund Lakhani and Vinod Kumar. Ken and Surabh also entertained the audience. Overall, this was a grand event and if you were in Bangalore and did not make it to this event. You did miss out on a few things. Here are a few photos of this event. SQL Bangalore UG Nupur, Chandra, Shaivi, Balmukund, Amit, Vinod [captions This] SQL Bangalore UG Audience Pinal Dave presenting at SQL UG in Bangalore Here are few of the slides from this presentation: Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority Author Visit, SQLAuthority News, T SQL

    Read the article

  • SQL Saturday 194 - Exeter

    - by Dave Ballantyne
    Many kudos goes to Jonathan and Annette Allen and the others on the team for confirming SQL Saturday 194 in Exeter on the 8th and 9th of March.  The event home page is here http://www.sqlsaturday.com/194/eventhome.aspx and I delighted that myself and Dave Morrison will be presenting a full day pre-con on the 8th on favourite subjects “TSQL and Internals”. Here is the full abstract : TSQL and internals - When faced with performance issues there are many lines of attack. Tuning the engine itself can get you so far, however for maximum effect you need to understand how the engine and how it translates SQL statements into performable actions. This is not a simple task, it is a massive task to deal with a multi-table join and the number of permutations can be immense. To back up this knowledge, we can create better performing TSQL and understand the impact that is has upon the engine and recognize the pitfalls and gotcha’s that exist in SQLServer. Ultimately, there is no ‘best way’ to perform a single task only many variations of ‘it depends’ , but now we can pick the most appropriate option for the required dataload. Over the years, there have been many myths and misconceptions have grown around the product, some have basis in older versions and some are just wrong. Continuing to build on the knowledge given so far these issue will be explored and broken down and proved or disproved. Finally we will look to the future and explore SQL Server 2012 and the new functionality that that brings and some of the common uses that we will be able to address. After completion of this days pre-con, attendees will have a more complete knowledge of execution plans, and how they relate to the physical and logical actions that SQLServer will be executing on their behalf. The attendees will also have a more rounded and fuller knowledge of TSQL and the implications of incorrectly defining a query. Dave is a fountain of knowledge on execution plans and optimizer internals and ,though i may flatter myself, I’m no shrinking violet when it comes to TSQL and such matters.  I hope that if you cant join us, then there are other pre-cons available from other experts in their fields that may ‘float you boat’ too.  The pre-con page is http://sqlsouthwest.co.uk/SQLSaturday_precon.htm Also, excitingly, this pre-con day is sponsored by Fusion-IO which is a great boon for the day. If you want a more of this then i am offering a 2 day TSQL course starting on the 19th of March. More details on this are available here

    Read the article

  • MySQL – Learning MySQL Online in 6 Hours – MySQL Fundamentals in 320 Minutes

    - by Pinal Dave
    MySQL is one of the most popular database language and I have been recently working with it a lot. Data have no barrier and every database have their own place. I have been working with MySQL for quite a while and just like SQL Server, I often find lots of people asking me if I have a tutorial which can teach them MySQL from the beginning. Here is the good news, I have written two different courses on MySQL Fundamentals, which is available online. The reason for writing two different courses was to keep the learning simple. Both of the courses are absolutely connected with other but designed if you watch either of the course independently you can watch them and learn without dependencies. However, if you ask me, I will suggest that you watch MySQL Fundamentals Part 1 course following with MySQL Fundamentals Part 2 course. Let us quickly explore outline of MySQL courses. MySQL Fundamental – 1 (157 minutes) MySQL is a popular choice of database for use in web applications, and is a central component of the widely used LAMP open source web application software stack. This course covers the fundamentals of MySQL, including how to install MySQL as well as written basic data retrieval and data modification queries. Introduction (duration 00:02:12) Installations and GUI Tools (duration 00:13:51) Fundamentals of RDBMS and Database Designs (duration 00:16:13) Introduction MYSQL Workbench (duration 00:31:51) Data Retrieval Techniques (duration 01:11:13) Data Modification Techniques (duration 00:20:41) Summary and Resources (duration 00:01:31) MySQL Fundamental – 2 (163 minutes) MySQL is a popular choice of database for use in web applications, and is a central component of the widely used LAMP open source web application software stack. In this course, which is part 2 of the Fundamentals of MySQL series, we explore more advanced topics such as stored procedures & user-defined functions, subqueries & joins, views and events & triggers. Introduction (duration 00:02:09) Joins, Unions and Subqueries (duration 01:03:56) MySQL Functions (duration 00:36:55) MySQL Views (duration 00:19:19) Stored Procedures and Stored Functions (duration 00:25:23) Triggers and Events (duration 00:13:41) Summary and Resources (duration 00:02:18) Note if you click on the link above and you do not see the play button to watch the course, you will have to login to the system and watch the course. I would like to throw a challenge to you – Can you watch both of the courses in a single day? If yes, once you are done watching the course on your Pluralsight Profile Page (here is my profile http://pluralsight.com/training/users/pinal-dave) you will get following badges. If you have already watched MySQL Fundamental Part 1, you can qualify by just watching MySQL Fundamental Part 2. Just send me the link to your profile and I will publish your name on this blog. For the first five people who send me email at Pinal at sqlauthority.com; I might have something cool as a giveaway as well. Watch the teaser of MySQL course. Reference: Pinal Dave (http://blog.sqlauthority.com)  Filed under: MySQL, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

    Read the article

< Previous Page | 10 11 12 13 14 15 16 17 18 19 20 21  | Next Page >