Search Results

Search found 672 results on 27 pages for 'prove'.

Page 15/27 | < Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >

  • Is my code really not unit-testable?

    - by John
    A lot of code in a current project is directly related to displaying things using a 3rd-party 3D rendering engine. As such, it's easy to say "this is a special case, you can't unit test it". But I wonder if this is a valid excuse... it's easy to think "I am special" but rarely actually the case. Are there types of code which are genuinely not suited for unit-testing? By suitable, I mean "without it taking longer to figure out how to write the test than is worth the effort"... dealing with a ton of 3D math/rendering it could take a lot of work to prove the output of a function is correct compared with just looking at the rendered graphics.

    Read the article

  • Mutually exclusive regular expressions

    - by CaptnCraig
    If I have a list of regular expressions, is there an easy way to determine that no two of them will both return a match for the same string? That is, the list is valid if and only if for all strings a maximum of one item in the list will match the entire string. It seems like this will be very hard (maybe impossible?) to prove definitively, but I can't seem to find any work on the subject. The reason I ask is that I am working on a tokenizer that accepts regexes, and I would like to ensure only one token at a time can match the head of the input.

    Read the article

  • <= vs < when proving big-o notation

    - by user600197
    We just started learning big-o in class. I understand the general concept that f(x) is big-o of g(x) if there exists two constants c,k such that for all xk |f(x)|<=c|g(x)|. I had a question whether or not it is required that we include the <= to sign or whether it is just sufficient to put the < sign? For example: suppose f(x)=17x+11 and we are to prove that this is O(x^2). Then if we take c=28 and xk=1 we know that 17x+11<=28x^2. So since we know that x will always be greater than 1 this implies that 28x^2 will always be greater than 17x+11. So, do we really need to include the equal sign (<=) or is it okay if we just write (<)? Thanks in advance.

    Read the article

  • Which tool should I use for finding out my memory allocation in Perl?

    - by Colin Newell
    I've slurped in a big file using File::Slurp but given the size of the file I can see that I must have it in memory twice or perhaps it's getting inflated by being turned into 16 bit unicode. How can I best diagnose that sort of a problem in Perl? The file I pulled in is 800mb in size and my perl process that's analysing that data has roughly 1.6gb allocated at runtime. I realise that I may be wrong about my reason for the problem but I'm not sure the most efficient way to prove/disprove my theory.

    Read the article

  • sequentially-consistent atomic load on x86

    - by axe
    Hello all, I'm interested in sequentially-consistent load operation on x86. As far as I see from assembler listing, generated by compiler it is implemented as a plain load on x86, however plain loads as far as I know guaranteed to have acquire semantics, while plain stores are guaranteed to have release. Sequentially-consistent store is implemented as locked xchg, while load as plain load. That sounds strange to me, could you please explain this in details? added Just found in internet, that sequentially-consistent atomic load could be done as simple mov as long as store is done with locked xchg, but there was no prove and no links to documentation. Do you know where can I read about that? Thanks in advance.

    Read the article

  • DB2 increase bufferpool size and compressed tables not equal better performance. Why?

    - by Mestika
    Hi, I’m working on tuning and increasing the performance of my IBM DB2 version 9.7 database. I’ve been searching around the net for the last couple of days and learned that if I created my tables in COMPRESS mode and created one more bufferpool and set both of them to access 1024mb, then the performance in my queries should increase because of the less I/Os to the disks. However, when I run my time analysis, the performance Decrease. I added the new additions to my regular database with the indexes I’ve used all the time. Each time I search google I come up with the statement that: Increased bufferpool size and several bufferpools AND a table compression SHOULD prove to get better performance. I’m very puzzled about the total unexpected result. Are there some tuning mechanisms I’ve forgot or does anyone have a explanation for this odd behavior? Sincerely Mestika

    Read the article

  • Is "}while(0);" always equal to "break;}while(1);" ?

    - by Hernán Eche
    I have compared gcc assembler output of do{ //some code }while(0); with do{ //some code break; }while(1); The output is equal, with or without optimization but.. It's always that way? No experiment can prove theories, they can only show they are wrong And because (I hope) programming is not an experimental science, and results can be predicted (at least simple things) I want to be sure next time I reeplace a break;}while(1); for the clearer (and less risky) while(0); Thank you for reading

    Read the article

  • Optimality of Binary Search

    - by templatetypedef
    Hello all- This may be a silly question, but does anyone know of a proof that binary search is asymptotically optimal? That is, if we are given a sorted list of elements where the only permitted operation on those objects is a comparison, how do you prove that the search can't be done in o(lg n)? (That's little-o of lg n, by the way.) Note that I'm restricting this to elements where the only operation permitted operation is a comparison, since there are well-known algorithms that can beat O(lg n) on expectation if you're allowed to do more complex operations on the data (see, for example, interpolation search). Thanks so much! This has really been bugging me since it seems like it should be simple but has managed to resist all my best efforts. :-)

    Read the article

  • Simple Big O with lg(n) proof

    - by halohunter
    I'm attempting to guess and prove the Big O for: f(n) = n^3 - 7n^2 + nlg(n) + 10 I guess that big O is n^3 as it is the term with the largest order of growth However, I'm having trouble proving it. My unsuccesful attempt follows: f(n) <= cg(n) f(n) <= n^3 - 7n^2 + nlg(n) + 10 <= cn^3 f(n) <= n^3 + (n^3)*lg(n) + 10n^3 <= cn^3 f(n) <= N^3(11 + lg(n)) <= cn^3 so 11 + lg(n) = c But this can't be right because c must be constant. What am I doing wrong?

    Read the article

  • how good do you have to be to claim you have X amount of experience with X language/platform/skill

    - by dfafa
    sometimes i see job requirements saying you need 5 years of LAMP experience or resumes listing years of experience for each language.... what would you need to prove you have 5 years of experience at something ? i mean what if you rested for a while from coding ? what if you were actually "learning" during the first few years ? i feel no confidence at all and although i have been learning web programming (lamp) since 4 years ago, i am uncertain whether my skills qualify as to those of someone who has "5 years of LAMP" experience, and how would i be able to find out ? i've written several web apps....but they haven't taken off as i hoped.

    Read the article

  • How to identify deadlock conditions in a third-party application?

    - by Imhotep is Invisible
    I am using a third-party application to handle batch CD audio extraction via multiple FireWire attached devices, but the application frequently (though non-deterministically) hangs during the extraction. I suspect that the multithreaded application is deadlocking over some shared resource. The developer, however, suspects the problem lies elsewhere but is not addressing the problem at this time. I would like to be able to do some legwork on my end to a) prove the condition exists and b) ideally point him in the right direction. The problems: while I used to be a programmer, it's been awhile and I need to shake off the dust (last work I did was back in '99 and it was under Solaris, while the application runs under XP). Rather than there being a dearth of information online, there's almost too much to digest. Are there any suggested guides or tutorials that might help me get back up to speed sufficient enough to help identify and/or diagnose the deadlock, or are there tools or approaches that I should study up on to aid me in my task? Many thanks for all suggestions!

    Read the article

  • Using JS Methods in jQuery

    - by Wasabi
    In the following code snippet, the String.fromCharCode is used, can all JS methods be used within jQuery? Perhaps a noob question, but better to ask and prove a noob, then assume and be a fool. // Invoke setBodyClass when a key is pressed $(document).keyup(function(){ switch (String.fromCharCode(event.keyCode)){ case 'D': setBodyClass('default'); break; case 'N': setBodyClass('narrow'); break; case 'L': setBodyClass('large'); break; } });//end keyup

    Read the article

  • Technologies used in EMBL

    - by Sergej Andrejev
    My fried suggest I try to apply for a job at EMBL. I'm not bioinformatic in any way, but my friend (who by the way is a biologist working at EMBL) insists that I could adapt to the new environment as long as I have a interest in subject and am generally good at learning new things. But here is a catch. For the last 4 years I've been working with .Net and other Microsoft technologies which I enjoy even more lately. Now, from googling I couldn't find whether it will be possible for me to stick with .Net because it was all perl, java, linux and so on. Is there anybody who could prove whether there is at least minor opportunity for a .Net developer to at least partly develop with C#?

    Read the article

  • How do you get 100% code coverage with guards in Haskell?

    - by dan_waterworth
    I'm trying to get (and prove) 100% test coverage for some code I'm writing in Haskell using HPC. However if I write something like this: fac n | n > 0 = n * (fac (n - 1)) | otherwise = 1 Then the second expression of the guard statement has always True tagged to it. What is the easiest way to overcome this in the general case? edit: Just to clarify. This code: fac n = if n > 0 then n * (fac (n - 1)) else 1 Works fine with HPC, (running it gives 100% code coverage). I'm basically suffering from this problem: http://hackage.haskell.org/trac/ghc/ticket/3175

    Read the article

  • Impressing Potential Employers

    - by superfly123
    Where I am, I can't afford to get certification. I'm definitely not the best programmer, but I do know my junk. I've been writing software in C++ for over 8 years now and have a very good knowledge of the Win32 API. But when applying for jobs, I get rejected every time I send a resume. I've given my resume to recruitment firms and asked them what they think's wrong with it and they said the only thing they could think of is the fact that I don't have certifications to prove that I know my stuff. But in my resume, I explain my previous work and projects, and also note that upon request they can actually see what I've done. Is there anything that you would suggest that might help others to stop ignoring my resumes? Thank you

    Read the article

  • CodeContracts: Possibly calling a method on a null reference

    - by dtb
    I'm having an argument with the CodeContracts static analysis tool. My code: class Foo { private static Foo instance = new Foo(); private string bar; public Foo() { bar = "Hello World"; } public static int BarLength() { return instance.bar.Length; // <<-- } } The tool tells me that instance.bar may be a null reference. I believe the opposite. Who is right? How can I prove it wrong?

    Read the article

  • I just don't get why there is a glMatrixMode in OpenGL

    - by René Nyffenegger
    I just don't understand what OpenGL's glMatrixMode is for. As far as I can see, when glMatrixMode(GL_MODELVIEW) is called, it is followed by glVertex, glTranslate, glRotate and the like, that is, OpenGL commands that place some objects somewhere in the space. On the other hand, if glOrtho or glFrustum or gluProjection is called (ie how the placed objects are rendered), it has a preceeding call of glMatrixMode(GL_PROJECTION). I guess what I have written so far is an assumption on which someone will prove me wrong, but is not the point of using different *Matrix Mode*s exactly because there are different kinds of gl-functions: those concerned with placing objects and those with how the objects are rendered? So, if someone could shed some light on this issue, I'd certainly appreciate it.

    Read the article

  • Merge Join component sorted outputs [SSIS]

    - by jamiet
    One question that I have been asked a few times of late in regard to performance tuning SSIS data flows is this: Why isn’t the Merge Join output sorted (i.e.IsSorted=True)? This is a fair question. After all both of the Merge Join inputs are sorted, hence why wouldn’t the output be sorted as well? Well here’s a little secret, the Merge Join output IS sorted! There’s a caveat though – it is only under certain circumstances and SSIS itself doesn’t do a good job of informing you of it. Let’s take a look at an example. Here we have a dataflow that consumes data from the [AdventureWorks2008].[Sales].[SalesOrderHeader] & [AdventureWorks2008].[Sales].[SalesOrderDetail] tables then joins them using a Merge Join component: Let’s take a look inside the editor of the Merge Join: We are joining on the [SalesOrderId] field (which is what the two inputs just happen to be sorted upon). We are also putting [SalesOrderHeader].[SalesOrderId] into the output. Believe it or not the output from this Merge Join component is sorted (i.e. has IsSorted=True) but unfortunately the Merge Join component does not have an Advanced Editor hence it is hidden away from us. There are a couple of ways to prove to you that is the case; I could open up the package XML inside the .dtsx file and show you the metadata but there is an easier way than that – I can attach a Sort component to the output. Take a look: Notice that the Sort component is attempting to sort on the [SalesOrderId] column. This gives us the following warning: Validation warning. DFT Get raw data: {992B7C9A-35AD-47B9-A0B0-637F7DDF93EB}: The data is already sorted as specified so the transform can be removed. The warning proves that the output from the Merge Join is sorted! It must be noted that the Merge Join output will only have IsSorted=True if at least one of the join columns is included in the output. So there you go, the Merge Join component can indeed produce a sorted output and that’s very useful in order to avoid unnecessary expensive Sort operations downstream. Hope this is useful to someone out there! @Jamiet  P.S. Thank you to Bob Bojanic on the SSIS product team who pointed this out to me!

    Read the article

  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

    Read the article

  • Serious about Embedded: Java Embedded @ JavaOne 2012

    - by terrencebarr
    It bears repeating: More than ever, the Java platform is the best technology for many embedded use cases. Java’s platform independence, high level of functionality, security, and developer productivity address the key pain points in building embedded solutions. Transitioning from 16 to 32 bit or even 64 bit? Need to support multiple architectures and operating systems with a single code base? Want to scale on multi-core systems? Require a proven security model? Dynamically deploy and manage software on your devices? Cut time to market by leveraging code, expertise, and tools from a large developer ecosystem? Looking for back-end services, integration, and management? The Java platform has got you covered. Java already powers around 10 billion devices worldwide, with traditional desktops and servers being only a small portion of that. And the ‘Internet of Things‘ is just really starting to explode … it is estimated that within five years, intelligent and connected embedded devices will outnumber desktops and mobile phones combined, and will generate the majority of the traffic on the Internet. Is your platform and services strategy ready for the coming disruptions and opportunities? It should come as no surprise that Oracle is keenly focused on Java for Embedded. At JavaOne 2012 San Francisco the dedicated track for Java ME, Java Card, and Embedded keeps growing, with 52 sessions, tutorials, Hands-on-Labs, and BOFs scheduled for this track alone, plus keynotes, demos, booths, and a variety of other embedded content. To further prove Oracle’s commitment, in 2012 for the first time there will be a dedicated sub-conference focused on the business aspects of embedded Java: Java Embedded @ JavaOne. This conference will run for two days in parallel to JavaOne in San Francisco, will have its own business-oriented track and content, and targets C-level executives, architects, business leaders, and decision makers. Registration and Call For Papers for Java Embedded @ JavaOne are now live. We expect a lot of interest in this new event and space is limited, so be sure to submit your paper and register soon. Hope to see you there! Cheers, – Terrence Filed under: Mobile & Embedded Tagged: ARM, Call for Papers, Embedded Java, Java Embedded, Java Embedded @ JavaOne, Java ME, Java SE Embedded, Java SE for Embedded, JavaOne San Francisco, PowerPC

    Read the article

  • Ghost Records, Backups, and Database Compression…With a Pinch of Security Considerations

    - by Argenis
      Today Jeffrey Langdon (@jlangdon) posed on #SQLHelp the following questions: So I set to answer his question, and I said to myself: “Hey, I haven’t blogged in a while, how about I blog about this particular topic?”. Thus, this post was born. (If you have never heard of Ghost Records and/or the Ghost Cleanup Task, go see this blog post by Paul Randal) 1) Do ghost records get copied over in a backup? If you guessed yes, you guessed right. The backup process in SQL Server takes all data as it is on disk – it doesn’t crack the pages open to selectively pick which slots have actual data and which ones do not. The whole page is backed up, regardless of its contents. Even if ghost cleanup has run and processed the ghost records, the slots are not overwritten immediately, but rather until another DML operation comes along and uses them. As a matter of fact, all of the allocated space for a database will be included in a full backup. So, this poses a bit of a security/compliance problem for some of you DBA folk: if you want to take a full backup of a database after you’ve purged sensitive data, you should rebuild all of your indexes (with FILLFACTOR set to 100%). But the empty space on your data file(s) might still contain sensitive data! A SHRINKFILE might help get rid of that (not so) empty space, but that might not be the end of your troubles. You might _STILL_ have (not so) empty space on your files! One approach that you can follow is to export all of the data on your database to another SQL Server instance that does NOT have Instant File Initialization enabled. This can be a tedious and time-consuming process, though. So you have to weigh in your options and see what makes sense for you. Snapshot Replication is another idea that comes to mind. 2) Does Compression get rid of ghost records (2008)? The answer to this is no. The Ghost Records/Ghost Cleanup Task mechanism is alive and well on compressed tables and indexes. You can prove this running a simple script: CREATE DATABASE GhostRecordsTest GO USE GhostRecordsTest GO CREATE TABLE myTable (myPrimaryKey int IDENTITY(1,1) PRIMARY KEY CLUSTERED,                       myWideColumn varchar(1000) NOT NULL DEFAULT 'Default string value')                         ALTER TABLE myTable REBUILD PARTITION = ALL WITH (DATA_COMPRESSION = PAGE) GO INSERT INTO myTable DEFAULT VALUES GO 10 DELETE myTable WHERE myPrimaryKey % 2 = 0 DBCC TRACEON(2514) DBCC CHECKTABLE(myTable) TraceFlag 2514 will make DBCC CHECKTABLE give you an extra tidbit of information on its output. For the above script: “Ghost Record count = 5” Until next time,   -Argenis

    Read the article

  • SQL SERVER – Importance of User Without Login – T-SQL Demo Script

    - by pinaldave
    Earlier I wrote a blog post about SQL SERVER – Importance of User Without Login and my friend and SQL Expert Vinod Kumar has written excellent follow up blog post about Contained Databases inside SQL Server 2012. Now lots of people asked me if I can also explain the same concept again so here is the small demonstration for it. Let me show you how login without user can help. Before we continue on this subject I strongly recommend that you read my earlier blog post here. In following demo I am going to demonstrate following situation. Login using the System Admin account Create a user without login Checking Access Impersonate the user without login Checking Access Revert Impersonation Give Permission to user without login Impersonate the user without login Checking Access Revert Impersonation Clean up USE [AdventureWorks2012] GO -- Step 1 : Login using the SA -- Step 2 : Create Login Less User CREATE USER [testguest] 9ITHOUT LOGIN WITH DEFAULT_SCHEMA=[dbo] GO -- Step 3 : Checking access to Tables SELECT * FROM sys.tables; -- Step 4 : Changing the execution contest EXECUTE AS USER   = 'testguest'; GO -- Step 5 : Checking access to Tables SELECT * FROM sys.tables; GO -- Step 6 : Reverting Permissions REVERT; -- Step 7 : Giving more Permissions to testguest user GRANT SELECT ON [dbo].[ErrorLog] TO [testguest]; GRANT SELECT ON [dbo].[DatabaseLog] TO [testguest]; GO -- Step 8 : Changing the execution contest EXECUTE AS USER   = 'testguest'; GO -- Step 9 : Checking access to Tables SELECT * FROM sys.tables; GO -- Step 10 : Reverting Permissions REVERT; GO -- Step 11: Clean up DROP USER [testguest]Step 3 GO Here is the step 9 we will be able to notice that how a user without login gets access to some of the data/object which we gave permission. What I am going to prove with this example? Well there can be different rights with different account. Once the login is authenticated it makes sense for impersonating a user with only necessary permissions to be used for further operation. Again this is very basic and fundamental example. There are lots of more points to be discussed as we go in future posts. Just do not take this blog post as a template and implement everything as it is. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Security, SQL Server, SQL Tips and Tricks, T SQL, Technology

    Read the article

  • Ghost Records, Backups, and Database Compression…With a Pinch of Security Considerations

    - by Argenis
      Today Jeffrey Langdon (@jlangdon) posed on #SQLHelp the following questions: So I set to answer his question, and I said to myself: “Hey, I haven’t blogged in a while, how about I blog about this particular topic?”. Thus, this post was born. (If you have never heard of Ghost Records and/or the Ghost Cleanup Task, go see this blog post by Paul Randal) 1) Do ghost records get copied over in a backup? If you guessed yes, you guessed right. The backup process in SQL Server takes all data as it is on disk – it doesn’t crack the pages open to selectively pick which slots have actual data and which ones do not. The whole page is backed up, regardless of its contents. Even if ghost cleanup has run and processed the ghost records, the slots are not overwritten immediately, but rather until another DML operation comes along and uses them. As a matter of fact, all of the allocated space for a database will be included in a full backup. So, this poses a bit of a security/compliance problem for some of you DBA folk: if you want to take a full backup of a database after you’ve purged sensitive data, you should rebuild all of your indexes (with FILLFACTOR set to 100%). But the empty space on your data file(s) might still contain sensitive data! A SHRINKFILE might help get rid of that (not so) empty space, but that might not be the end of your troubles. You might _STILL_ have (not so) empty space on your files! One approach that you can follow is to export all of the data on your database to another SQL Server instance that does NOT have Instant File Initialization enabled. This can be a tedious and time-consuming process, though. So you have to weigh in your options and see what makes sense for you. Snapshot Replication is another idea that comes to mind. 2) Does Compression get rid of ghost records (2008)? The answer to this is no. The Ghost Records/Ghost Cleanup Task mechanism is alive and well on compressed tables and indexes. You can prove this running a simple script: CREATE DATABASE GhostRecordsTest GO USE GhostRecordsTest GO CREATE TABLE myTable (myPrimaryKey int IDENTITY(1,1) PRIMARY KEY CLUSTERED,                       myWideColumn varchar(1000) NOT NULL DEFAULT 'Default string value')                         ALTER TABLE myTable REBUILD PARTITION = ALL WITH (DATA_COMPRESSION = PAGE) GO INSERT INTO myTable DEFAULT VALUES GO 10 DELETE myTable WHERE myPrimaryKey % 2 = 0 DBCC TRACEON(2514) DBCC CHECKTABLE(myTable) TraceFlag 2514 will make DBCC CHECKTABLE give you an extra tidbit of information on its output. For the above script: “Ghost Record count = 5” Until next time,   -Argenis

    Read the article

  • Merge Join component sorted outputs [SSIS]

    - by jamiet
    One question that I have been asked a few times of late in regard to performance tuning SSIS data flows is this: Why isn’t the Merge Join output sorted (i.e.IsSorted=True)? This is a fair question. After all both of the Merge Join inputs are sorted, hence why wouldn’t the output be sorted as well? Well here’s a little secret, the Merge Join output IS sorted! There’s a caveat though – it is only under certain circumstances and SSIS itself doesn’t do a good job of informing you of it. Let’s take a look at an example. Here we have a dataflow that consumes data from the [AdventureWorks2008].[Sales].[SalesOrderHeader] & [AdventureWorks2008].[Sales].[SalesOrderDetail] tables then joins them using a Merge Join component: Let’s take a look inside the editor of the Merge Join: We are joining on the [SalesOrderId] field (which is what the two inputs just happen to be sorted upon). We are also putting [SalesOrderHeader].[SalesOrderId] into the output. Believe it or not the output from this Merge Join component is sorted (i.e. has IsSorted=True) but unfortunately the Merge Join component does not have an Advanced Editor hence it is hidden away from us. There are a couple of ways to prove to you that is the case; I could open up the package XML inside the .dtsx file and show you the metadata but there is an easier way than that – I can attach a Sort component to the output. Take a look: Notice that the Sort component is attempting to sort on the [SalesOrderId] column. This gives us the following warning: Validation warning. DFT Get raw data: {992B7C9A-35AD-47B9-A0B0-637F7DDF93EB}: The data is already sorted as specified so the transform can be removed. The warning proves that the output from the Merge Join is sorted! It must be noted that the Merge Join output will only have IsSorted=True if at least one of the join columns is included in the output. So there you go, the Merge Join component can indeed produce a sorted output and that’s very useful in order to avoid unnecessary expensive Sort operations downstream. Hope this is useful to someone out there! @Jamiet  P.S. Thank you to Bob Bojanic on the SSIS product team who pointed this out to me!

    Read the article

  • Windows Azure Use Case: Fast Acquisitions

    - by BuckWoody
    This is one in a series of posts on when and where to use a distributed architecture design in your organization's computing needs. You can find the main post here: http://blogs.msdn.com/b/buckwoody/archive/2011/01/18/windows-azure-and-sql-azure-use-cases.aspx  Description: Many organizations absorb, take over or merge with other organizations. In these cases, one of the most difficult parts of the process is the merging or changing of the IT systems that the employees use to do their work, process payments, and even get paid. Normally this means that the two companies have disparate systems, and several approaches can be used to have the two organizations use technology between them. An organization may choose to retain both systems, and manage them separately. The advantage here is speed, and keeping the profit/loss sheets separate. Another choice is to slowly “sunset” or stop using one organization’s system, and cutting to the other system immediately or at a later date. Although a popular choice, one of the most difficult methods is to extract data and processes from one system and import it into the other. Employees at the transitioning system have to be trained on the new one, the data must be examined and cleansed, and there is inevitable disruption when this happens. Still another option is to integrate the systems. This may prove to be as much work as a transitional strategy, but may have less impact on the users or the balance sheet. Implementation: A distributed computing paradigm can be a good strategic solution to most of these strategies. Retaining both systems is made more simple by allowing the users at the second organization immediate access to the new system, because security accounts can be created quickly inside an application. There is no need to set up a VPN or any other connections than just to the Internet. Having the users stop using one system and start with the other is also simple in Windows Azure for the same reason. Extracting data to Azure holds the same limitations as an on-premise system, and may even be more problematic because of the large data transfers that might be required. In a distributed environment, you pay for the data transfer, so a mixed migration strategy is not recommended. However, if the data is slowly migrated over time with a defined cutover, this can be an effective strategy. If done properly, an integration strategy works very well for a distributed computing environment like Windows Azure. If the Azure code is architected as a series of services, then endpoints can expose the service into and out of not only the Azure platform, but internally as well. This is a form of the Hybrid Application use-case documented here. References: Designing for Cloud Optimized Architecture: http://blogs.msdn.com/b/dachou/archive/2011/01/23/designing-for-cloud-optimized-architecture.aspx 5 Enterprise steps for adopting a Platform as a Service: http://blogs.msdn.com/b/davidmcg/archive/2010/12/02/5-enterprise-steps-for-adopting-a-platform-as-a-service.aspx?wa=wsignin1.0

    Read the article

< Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >