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  • Does OpenGL ES support environment shaders?

    - by Soviut
    I want to make metallic 3d object that appears to be reflective. I want to accomplish this using an environment shader that uses either a sphere or cube map that I can assign an image or texture as the "reflection" source. Does OpenGL ES on the iPhone support this in any versions?

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  • 3d model viewer in Flash or Java

    - by Magnetic_dud
    I want to show a box in 3d on my website, and I was thinking to do it in Flash. How I can show a 3d model? I need something very simple, it's a textured cube, no interaction required, just let the user pan and zoom. There is a 3ds viewer in flash or something like that? Java is also ok (but flash is preferred)

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  • How to get visible size of DisplayObject with perspective projection

    - by Ain
    The following is entirely a math question. As we know, PerspectiveProjection delivers perspective transformations in 3D represented by the interdependent values of fieldOfView and focalLength according to the following formula: focalLength = stageWidth/2 * (cos(fieldOfView/2) / sin(fieldOfView/2) Bjørn Gunnar Staal has prepared a good image to illustrate the situation. Q: How to get the visible on-screen size of the DisplayObject (Cube on the above-linked image) to which PerspectiveProjection has been applied?

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  • Would anybody mind taking a look at my XML structure?

    - by Bill H
    I am relatively new to this but I was hoping somebody could offer up a good critique of this XML structure I put together. I am not looking for anything in depth but rather if somebody notices anything inherently wrong with the structure (or any tips to make it better) I'd greatly appreciate it. We have a large amount of products that we wholesale out and our customers were looking for a data feed to incorporate our products into their websites. <product modified=""> <id></id> <title></title> <description></description> <upc></upc> <quantity></quantity> <images> <image width="" height=""></image> <image width="" height=""></image> <image width="" height=""></image> </images> <category> <name></name> <subcategory></subcategory> </category> <sale expiration="">yes</sale> <msrp></msrp> <cube></cube> <weight></weight> <pricing> <tier> <pack><pack> <price></price> </tier> <tier> <pack><pack> <price></price> </tier> <tier> <pack><pack> <price></price> </tier> </pricing> </product> We sell in 3 different pack sizes hence the pricing node.

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  • Uppercase and lowercase urls in PHP

    - by Arjun
    I have created folders in my root example: http://www.zipholidays.co.uk/Cuba or http://www.zipholidays.co.uk/Florida When I type http://www.zipholidays.co.uk/cuba (Cube in lowercase), it shows page not found. I'm using Apache server. People are linking to pages with lowercase, uppercase, mixed case - whatever. What do I do to make the pages case insensitive?

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • how to connect SQL Server cubes using dotnet(C#)

    - by prince23
    Hi. I am new to this cubes concept in SQL Server. I need to connect to cubes and query and get a result and display that result in grid view Any help would be great telling how to connect to a cube, articles on it, code any thing that can help me to achieve the result Thank you.

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  • What is the proper way to change the UINavigationController transition effect

    - by Felipe Sabino
    I have seen lots of people asking on how to push/pop UINavigationControllers using other animations besides the default one, like flip or curl. The problem is that either the question/answer was relative old, which means the have some things like [UIView beginAnimations:] (example here) or they use two very different approaches. The first is to use UIView's transitionFromView:toView:duration:options:completion: selector before pushing the controller (with the animation flag set to NO), like the following: UIViewController *ctrl = [[UIViewController alloc] init]; [UIView transitionFromView:self.view toView:ctrl.view duration:1 options:UIViewAnimationOptionTransitionFlipFromTop completion:nil]; [self.navigationController pushViewController:ctrl animated:NO]; Another one is to use CoreAnimation explicitly with a CATransaction like the following: // remember you will have to have the QuartzCore framework added to your project for this approach and also add <QuartzCore/QuartzCore.h> to the class this code is used CATransition* transition = [CATransition animation]; transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn]; transition.duration = 1.0f; transition.type = @"flip"; transition.subtype = @"fromTop"; [self.navigationController.view.layer removeAllAnimations]; [self.navigationController.view.layer addAnimation:transition forKey:kCATransition]; UIViewController *ctrl = [[UIViewController alloc] init]; [self.navigationController pushViewController:ctrl animated:NO]; There are pros and cons for both approaches. The first approach gives me a much cleaner code but restricts me from using animations like "suckEffect", "cube" and others. The second approach feels wrong just by looking at it. It starts by using undocumented transitions types (i.e. not present in the Common transition types documentation from CATransition Class Reference) which might get your app rejected from App Store (I mean might as I could not found any reference of apps being rejected because it was using this transactions, which I would also appreciate any clarification on this matter), but it gives you much more flexibility on your animations, as I can use other animation types such as "cameraIris", "rippleEffect" and so on. Regarding all that, do I really need to appeal for QuartzCore and CoreAnimation whenever I need a fancier UINavigationController transition? Is there any other way to accomplish the same effect using only UIKit? If not, will the use of string values like "flip" and "cube" instead of the pre-defined constants (kCATransitionFade, kCATransitionMoveIn, etc...) be an issue regarding my app approval in the App Store? Also, are there other pros and cons regarding both approaches that could help me deciding whether to choose each one of them?

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  • What's the name of the storage paradigm that uses cubes subdivided into 8 smaller cubes ad infinitum?

    - by Eric
    If I have a cube divided into 8 smaller cubes, each of which may be subdivided into a further 8 cubes, ad infinitum, what is the name of my system? I know that it's a special case of a tree, where each brance contains exactly 8 other leaves/branches. I remember the name starting with "Oct", and there was a wikipedia article on it, but I honestly can't find it! Does anyone know what such a data structure is actually known as?

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  • NEED PROGRAM in visualc++ opengl [closed]

    - by HAREEFML
    I AM NEW IN OPENGL VISUALC++ PROGRAMMING.I NEEDED A PROGRAM THAT, THE ROTATING OBJECTS.WHERE THE CUBE,CYLINDER,TRIANGLE & CONE AND THESE OBJECTS ROTATE AS THE KEYBOARD ARROW KEYS ARE PRESSED AND EACH OBJECTS START ROTATION WHEN THE KEYBOARD NUMBERS 1,2,3,4 ARE PRESSED. CAN I GET PROGRAM LIKE THIS? THANKS IN ADVANCE.

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  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • The OLE DB provider "SQLNCLI10.1" has not been registered.; 42000.

    - by lankylad
    I have a SQL Server 2008 Analysis Services Project. In the Data Source View I have a Named Query which references a single Data Source containing three tables. The Project processes successfully and the cube can be browsed. I recently added a second Data Source to the Data Source View and linked a table to the original Named Query. When I try to process the project, I get the message: OLE DB error: OLE DB or ODBC error: The OLE DB provider "SQLNCLI10.1" has not been registered.; 42000. The Connection String for both Data Sources uses SQLNCLI10.1

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  • The OLE DB provider "SQLNCLI10.1" has not been registered.; 42000

    - by lankylad
    I have a SQL Server 2008 Analysis Services Project. In the Data Source View I have a Named Query which references a single Data Source containing three tables. The Project processes successfully and the cube can be browsed. I recently added a second Data Source to the Data Source View and linked a table to the original Named Query. When I try to process the project, I get the message: OLE DB error: OLE DB or ODBC error: The OLE DB provider "SQLNCLI10.1" has not been registered.; 42000. The Connection String for both Data Sources uses SQLNCLI10.1

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  • Force Windows to output only mono sound

    - by sheepsimulator
    So, the 'right' half of my pair of headphones broke (the transducer+wire are fine, but the earpiece broke on the headband and so the earpiece won't sit over my ear). So now the right channel is being broadcast to my cube neighbors when I wear my headphones. Yes, they look very silly. Is there a way to ensure, in Windows XP (or Windows Media Player), that all stereo sound is downmixed to the left channel only (ie, in mono) so my neighbors don't hear my music? I know that I can setup the mixer to set the balance to 100% left, but information in the right channel won't be heard.

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  • How do I draw an OpenGL point sprite using libgdx for Android?

    - by nbolton
    Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • MDX lekérdezések az Oracle OLAP-hoz

    - by Fekete Zoltán
    Az Oracle OpenWord-ön, 2009. október 12-én jelentette be az Oracle, hogy elkészült a Simba Technologies MDX eszköze az Oracle OLAP eléréséhez: Oracle and Simba Technologies Introduce MDX Provider for Oracle® OLAP. Az MDX Provider for Oracle® OLAP eszközzel közvetlenül az Excel felületrol lehet elérni az Oracle OLAP multidimenziós (multidimenzionális) motor által kezelt adatokat. Az MDX Provider for Oracle OLAP esköz lehetové teszi, hogy az Excel kereszttábla/pivott'bla (PivotTable) és PivotChart funkciókat közvetlenül használjuk az Oracle OLAP-ban tárolt adatvagyon ékszerek eléréséhez. :) - könnyen kihasználhatjuk az Oracle Database OLAP nagy sebességét a lekérdezési és a számítási oldalon is - támogatott táblázatkezelo és adatbázis-kezelo platformok: Microsoft Excel 2007 / 2003 és Oracle Database 11g Release 1 és Release 2. Az Oracle OLAP az Oracle Database EE-ben érheto el, annak opciójaként. Az Oracle a hírös és régebben csinos rekordokat is felmutató Oracle Express Server-bol fejlesztette ki az Oracle OLAP-ot, ami az adatbáziskezelo szerver részeként muködik. Technikai OLAP információ. Mire is jó az Oracle OLAP: - az üzleti szakemberek gondolkodásához közel álló elemzési lehetoséget nyújt - kifinomult analitikus lekérdezések elvégzése - hatalmas lekérdezési sebesség, apró futási idok bármilyen mennyiségu adatra - komoly számítási sebesség óriási adatmennyiségen is - gyors aggregációk - SQL-bol is kezelhetok és lekérdezhetok az OLAP adatok! - a cube-organised materialized views alkalmazásával a relációs részletes adatok mögé transzparens aggregációs szinteket helyezhetünk el könnyen Az MDX Provider for Oracle OLAP eszköz a következo helyen letöltheto és kipróbálható: http://www.simba.com/MDX-Provider-for-Oracle-OLAP.htm.

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  • Trying to run Compiz but it won't work!

    - by Ben Deslauriers
    ben@ben-ThinkCentre-XXXX:~$ compiz --replace Checking if settings need to be migrated ...no Checking if internal files need to be migrated ...yes [LOG]: Moving Internal Files [LOG]: Copying subdirectory from /home/ben/.compiz/session to /home/ben/.compiz-1/session [LOG]: Copied file /home/ben/.compiz/session/10cd9233ce225949613394716379921200000016160046 to /home/ben/.compiz-1/session/10cd9233ce225949613394716379921200000016160046 [LOG]: Successfully moved internal files Backend : gconf Integration : true Profile : default Adding plugins Initializing core options...done Initializing composite options...done nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 30 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 30 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 55 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 56 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 59 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 58 nvfx_screen_get_param:95 - Warning: unknown PIPE_CAP 30 Initializing opengl options...done Initializing decor options...done Initializing grid options...done Initializing gnomecompat options...done Initializing place options...done Initializing session options...done Initializing move options...done Initializing mousepoll options...done Initializing resize options...done Initializing snap options...done Initializing vpswitch options...done Initializing animation options...done Initializing workarounds options...done Initializing fade options...done Initializing cube options...done Initializing scale options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing rotate options...done Initializing ezoom options...done Setting Update "main_menu_key" Setting Update "run_key" Starting gtk-window-decorator compiz (decor) - Warn: No default decoration found, placement will not be correct compiz (decor) - Warn: No default decoration found, placement will not be correct I have NO CLUE what I am doing wrong :( Please help. All I did was type in compiz --replace and it made my screen flicker and it showed this message in the terminal. I HAVE NO CLUE :(

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  • "No more PTYs" when trying to start screen

    - by Attila Oláh
    When I try to start 'screen' or 'byobu', I get the following error message: $ screen No more PTYs. Sorry, could not find a PTY. [screen is terminating] I seem to have enough though: $ ls /dev/pts $ cat /proc/sys/kernel/pty/nr 0 $ cat /proc/sys/kernel/pty/max 4096 Some more info: $ uname -a Linux cube.mydedi.net 2.6.18-194.8.1.el5.028stab070.5 #1 SMP Fri Sep 17 19:10:36 MSD 2010 x86_64 x86_64 x86_64 GNU/Linux If you need any more info please comment. This is on a low-end VPS, but it used to work just fine, until it stopped working. Everything else seems to be fine though.

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  • SQLAuthority News – Download Whitepaper – SQL Server 2008 R2 Analysis Services Operations Guide

    - by pinaldave
    SQL Server Analysis Service (SSAS) has been always interesting subject for research. Analysis Services cubes are a very powerful tool in the hands of the business intelligence (BI) developer. They provide an easy way to expose even large data models directly to business users. Microsoft has published very informative white paper on Analysis Services Operations Guide. This white paper is authored by Thomas Kejser, John Sirmon, and Denny Lee. In this guide you will find information on how to test and run Microsoft SQL Server Analysis Services in SQL Server 2005, SQL Server 2008, and SQL Server 2008 R2 in a production environment. The focus of this guide is how you can test, monitor, diagnose, and remove production issues on even the largest scaled cubes. This paper also provides guidance on how to configure the server for best possible performance. It is the goal of this guide to make your operations processes as painless as possible, and to have you run with the best possible performance without any additional development effort to your deployed cubes. In this guide, you will learn how to get the best out of your existing data model by making changes transparent to the data model and by making configuration changes that improve the user experience of the cube. Download SQL Server 2008 R2 Analysis Services Operations Guide Note: Abstract taken white paper. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, SQL White Papers, SQLAuthority News, T SQL, Technology

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  • SQL SERVER – Weekly Series – Memory Lane – #039

    - by Pinal Dave
    Here is the list of selected articles of SQLAuthority.com across all these years. Instead of just listing all the articles I have selected a few of my most favorite articles and have listed them here with additional notes below it. Let me know which one of the following is your favorite article from memory lane. 2007 FQL – Facebook Query Language Facebook list following advantages of FQL: Condensed XML reduces bandwidth and parsing costs. More complex requests can reduce the number of requests necessary. Provides a single consistent, unified interface for all of your data. It’s fun! UDF – Get the Day of the Week Function The day of the week can be retrieved in SQL Server by using the DatePart function. The value returned by the function is between 1 (Sunday) and 7 (Saturday). To convert this to a string representing the day of the week, use a CASE statement. UDF – Function to Get Previous And Next Work Day – Exclude Saturday and Sunday While reading ColdFusion blog of Ben Nadel Getting the Previous Day In ColdFusion, Excluding Saturday And Sunday, I realize that I use similar function on my SQL Server Database. This function excludes the Weekends (Saturday and Sunday), and it gets previous as well as next work day. Complete Series of SQL Server Interview Questions and Answers Data Warehousing Interview Questions and Answers – Introduction Data Warehousing Interview Questions and Answers – Part 1 Data Warehousing Interview Questions and Answers – Part 2 Data Warehousing Interview Questions and Answers – Part 3 Data Warehousing Interview Questions and Answers Complete List Download 2008 Introduction to Log Viewer In SQL Server all the windows event logs can be seen along with SQL Server logs. Interface for all the logs is same and can be launched from the same place. This log can be exported and filtered as well. DBCC SHRINKFILE Takes Long Time to Run If you are DBA who are involved with Database Maintenance and file group maintenance, you must have experience that many times DBCC SHRINKFILE operations takes a long time but any other operations with Database are relatively quicker. mssqlsystemresource – Resource Database The purpose of resource database is to facilitates upgrading to the new version of SQL Server without any hassle. In previous versions whenever version of SQL Server was upgraded all the previous version system objects needs to be dropped and new version system objects to be created. 2009 Puzzle – Write Script to Generate Primary Key and Foreign Key In SQL Server Management Studio (SSMS), there is no option to script all the keys. If one is required to script keys they will have to manually script each key one at a time. If database has many tables, generating one key at a time can be a very intricate task. I want to throw a question to all of you if any of you have scripts for the same purpose. Maximizing View of SQL Server Management Studio – Full Screen – New Screen I had explained the following two different methods: 1) Open Results in Separate Tab - This is a very interesting method as result pan shows up in a different tab instead of the splitting screen horizontally. 2) Open SSMS in Full Screen - This works always and to its best. Not many people are aware of this method; hence, very few people use it to enhance performance. 2010 Find Queries using Parallelism from Cached Plan T-SQL script gets all the queries and their execution plan where parallelism operations are kicked up. Pay attention there is TOP 10 is used, if you have lots of transactional operations, I suggest that you change TOP 10 to TOP 50 This is the list of the all the articles in the series of computed columns. SQL SERVER – Computed Column – PERSISTED and Storage This article talks about how computed columns are created and why they take more storage space than before. SQL SERVER – Computed Column – PERSISTED and Performance This article talks about how PERSISTED columns give better performance than non-persisted columns. SQL SERVER – Computed Column – PERSISTED and Performance – Part 2 This article talks about how non-persisted columns give better performance than PERSISTED columns. SQL SERVER – Computed Column and Performance – Part 3 This article talks about how Index improves the performance of Computed Columns. SQL SERVER – Computed Column – PERSISTED and Storage – Part 2 This article talks about how creating index on computed column does not grow the row length of table. SQL SERVER – Computed Columns – Index and Performance This article summarized all the articles related to computed columns. 2011 SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Data Warehousing Concepts – Day 21 of 31 What is Data Warehousing? What is Business Intelligence (BI)? What is a Dimension Table? What is Dimensional Modeling? What is a Fact Table? What are the Fundamental Stages of Data Warehousing? What are the Different Methods of Loading Dimension tables? Describes the Foreign Key Columns in Fact Table and Dimension Table? What is Data Mining? What is the Difference between a View and a Materialized View? SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Data Warehousing Concepts – Day 22 of 31 What is OLTP? What is OLAP? What is the Difference between OLTP and OLAP? What is ODS? What is ER Diagram? SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Data Warehousing Concepts – Day 23 of 31 What is ETL? What is VLDB? Is OLTP Database is Design Optimal for Data Warehouse? If denormalizing improves Data Warehouse Processes, then why is the Fact Table is in the Normal Form? What are Lookup Tables? What are Aggregate Tables? What is Real-Time Data-Warehousing? What are Conformed Dimensions? What is a Conformed Fact? How do you Load the Time Dimension? What is a Level of Granularity of a Fact Table? What are Non-Additive Facts? What is a Factless Facts Table? What are Slowly Changing Dimensions (SCD)? SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Data Warehousing Concepts – Day 24 of 31 What is Hybrid Slowly Changing Dimension? What is BUS Schema? What is a Star Schema? What Snow Flake Schema? Differences between the Star and Snowflake Schema? What is Difference between ER Modeling and Dimensional Modeling? What is Degenerate Dimension Table? Why is Data Modeling Important? What is a Surrogate Key? What is Junk Dimension? What is a Data Mart? What is the Difference between OLAP and Data Warehouse? What is a Cube and Linked Cube with Reference to Data Warehouse? What is Snapshot with Reference to Data Warehouse? What is Active Data Warehousing? What is the Difference between Data Warehousing and Business Intelligence? What is MDS? Explain the Paradigm of Bill Inmon and Ralph Kimball. SQL SERVER – Azure Interview Questions and Answers – Guest Post by Paras Doshi – Day 25 of 31 Paras Doshi has submitted 21 interesting question and answers for SQL Azure. 1.What is SQL Azure? 2.What is cloud computing? 3.How is SQL Azure different than SQL server? 4.How many replicas are maintained for each SQL Azure database? 5.How can we migrate from SQL server to SQL Azure? 6.Which tools are available to manage SQL Azure databases and servers? 7.Tell me something about security and SQL Azure. 8.What is SQL Azure Firewall? 9.What is the difference between web edition and business edition? 10.How do we synchronize On Premise SQL server with SQL Azure? 11.How do we Backup SQL Azure Data? 12.What is the current pricing model of SQL Azure? 13.What is the current limitation of the size of SQL Azure DB? 14.How do you handle datasets larger than 50 GB? 15.What happens when the SQL Azure database reaches Max Size? 16.How many databases can we create in a single server? 17.How many servers can we create in a single subscription? 18.How do you improve the performance of a SQL Azure Database? 19.What is code near application topology? 20.What were the latest updates to SQL Azure service? 21.When does a workload on SQL Azure get throttled? SQL SERVER – Interview Questions and Answers – Guest Post by Malathi Mahadevan – Day 26 of 31 Malachi had asked a simple question which has several answers. Each answer makes you think and ponder about the reality of the IT world. Look at the simple question – ‘What is the toughest challenge you have faced in your present job and how did you handle it’? and its various answers. Each answer has its own story. SQL SERVER – Interview Questions and Answers – Guest Post by Rick Morelan – Day 27 of 31 Rick Morelan of Joes2Pros has written an excellent blog post on the subject how to find top N values. Most people are fully aware of how the TOP keyword works with a SELECT statement. After years preparing so many students to pass the SQL Certification I noticed they were pretty well prepared for job interviews too. Yes, they would do well in the interview but not great. There seemed to be a few questions that would come up repeatedly for almost everyone. Rick addresses similar questions in his lucid writing skills. 2012 Observation of Top with Index and Order of Resultset SQL Server has lots of things to learn and share. It is amazing to see how people evaluate and understand different techniques and styles differently when implementing. The real reason may be absolutely different but we may blame something totally different for the incorrect results. Read the blog post to learn more. How do I Record Video and Webcast How to Convert Hex to Decimal or INT Earlier I asked regarding a question about how to convert Hex to Decimal. I promised that I will post an answer with Due Credit to the author but never got around to post a blog post around it. Read the original post over here SQL SERVER – Question – How to Convert Hex to Decimal. Query to Get Unique Distinct Data Based on Condition – Eliminate Duplicate Data from Resultset The natural reaction will be to suggest DISTINCT or GROUP BY. However, not all the questions can be solved by DISTINCT or GROUP BY. Let us see the following example, where a user wanted only latest records to be displayed. Let us see the example to understand further. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Memory Lane, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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