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  • In NHibernate (Fluent), How do you map a property on referenced object into parent object?

    - by JChristian
    I want to map the Name column from the Child table into the Parent object. How do you do this (using Fluent NHibernate)? public class Parent { public int Key { get; set; } public string ChildName { get; set; } } Tables +--------------+ +------------------+ | Parent | | Child | +--------------+ +------------------+ | Key INT | +--->| Key INT | | ChildKey INT |-----+ | Name VARCHAR(20) | +--------------+ +------------------+

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  • TFS: Branching. How to map a branch to IIS for local test

    - by DarkJackO
    Hi, I think there's something I don't understand about Branching How can I run my website from localhost to test my changes made on a Branch Let's say my branch structure is -Dev -UI -App Main -UI -App The project UI and App from the main are map in my IIS, it's all working well Now I want to make some changes in the UI project from Dev branch, and I want to test these changes before I merge them to Main Thanks

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  • How to calculate a latlng on google map ceartain distance away from another?

    - by Rene Saarsoo
    To draw a circle on map I have a center GLatLng (A) and a radius (r) in meters. Here's a diagram: ----------- --/ \-- -/ \- / \ / \ / r \ | *-------------* \ A / B \ / \ / -\ /- --\ /-- ----------- How to calculate the GLatLng at position B? Assuming that r is parallel to the equator. Getting the radius when A and B is given is trivial using the GLatLng.distanceFrom() method - but doing it the other way around not so. Seems that I need to do some heavier math.

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  • How do I map to a parent or child in the same table with NHibernate?

    - by adolfojp
    Lets suppose that I have a Category table with a column that holds the id of a parent or child category from the same table. This design would allow me to have unlimited levels of Categories, or unlimited levels in a thread, for example. How can I map this relationship with NHibernate? Are there any disadvantages or warnings that I should take into consideration when doing this?

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  • How can we find second maximum from array efficiently?

    - by Xinus
    Is it possible to find the second maximum number from an array of integers by traversing the array only once? As an example, I have a array of five integers from which I want to find second maximum number. Here is an attempt I gave in the interview: #define MIN -1 int main() { int max=MIN,second_max=MIN; int arr[6]={0,1,2,3,4,5}; for(int i=0;i<5;i++){ cout<<"::"<<arr[i]; } for(int i=0;i<5;i++){ if(arr[i]>max){ second_max=max; max=arr[i]; } } cout<<endl<<"Second Max:"<<second_max; int i; cin>>i; return 0; } The interviewer, however, came up with the test case int arr[6]={5,4,3,2,1,0};, which prevents it from going to the if condition the second time. I said to the interviewer that the only way would be to parse the array two times (two for loops). Does anybody have a better solution?

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  • Strange code behaviour?

    - by goldenmean
    Hi, I have a C code in which i have a structure declaration which has an array of int[576] declared in it. For some reason, i had to remove this array from the structure, So i replaced this array with a pointer as int *ptr; declared some global array of same type, somewhere else in the code, and initialized this pointer by assigning the global array to this pointer. So i did not have to change the way i was accessing this array, from other parts of my code. But it works fine/gives desired output when i have the array declared in the structure, but it gives junk output when i declare it as a pointer in the structure and assign a global array to this pointer, as a part of the pointer initialization. All this code is being run on MS-VC 6.0/Windows setup/Intel-x86. I tried below things: 1)Suspected structure padding/alignment but could not get any leads? If at all structure alignment could be a culprit how can i proceed to narrow it down and confirm it? 2) I have made sure that in both cases the array is initialized to some default values, say 0 before its first use, and its not being used before initialization. 3)I tried using global array as well as malloc based memory for this newly declared array. Same result, junk output. Am i missing something? How can i zero down the problem. Any pointers would be helpful. Thanks, -AD.

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  • Given a 2d array sorted in increasing order from left to right and top to bottom, what is the best w

    - by Phukab
    I was recently given this interview question and I'm curious what a good solution to it would be. Say I'm given a 2d array where all the numbers in the array are in increasing order from left to right and top to bottom. What is the best way to search and determine if a target number is in the array? Now, my first inclination is to utilize a binary search since my data is sorted. I can determine if a number is in a single row in O(log N) time. However, it is the 2 directions that throw me off. Another solution I could use, if I could be sure the matrix is n x n, is to start at the middle. If the middle value is less than my target, then I can be sure it is in the left square portion of the matrix from the middle. I then move diagnally and check again, reducing the size of the square that the target could potentially be in until I have honed in on the target number. Does anyone have any good ideas on solving this problem? Example array: Sorted left to right, top to bottom. 1 2 4 5 6 2 3 5 7 8 4 6 8 9 10 5 8 9 10 11

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  • php:: apply backticks to first word in sentence

    - by Hailwood
    Hi guys, basically what I am trying to do is, I have an array that looks something like this: array( array( 'select' =>'first string', 'escape' => true ), array( 'select' =>'second', 'escape' => true ), array( 'select' =>'the third string', 'escape' => true ), array( 'select' =>'fourth string', 'escape' => false ), ) I am looping over it and I want to end up with this output array( array( 'select' =>'`first` string', 'escape' => true ), array( 'select' =>'`second`', 'escape' => true ), array( 'select' =>'`the` third string', 'escape' => true ), array( 'select' =>'fourth string', 'escape' => false ), ) so basic rules are backticks are only applied if escape is true backticks are only applied to the first word in a sentence if there is only one word backticks are applied to the word My plan was to use if($item['escape']) { $pos = (strpos($item['select'], ' ') === false ? strlen($item['select']) : strpos($item['select'], ' ')); $item['select'] = '`' . substr($item['select'], 0, $pos) . '`' . substr($item['select'], $pos, strlen($item['select'])); } but the $item['select'] = line seems rather long winded, is there a better way to write it?

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  • How to save data of two for loops in one array?

    - by Homer_Simpson
    I have two for loops and I wanna save that data in one array. The first for loop will create 5 rectangles in the array. After that, the second for loop will create 5 rectangles and add them to the array. But something doesn't work. I get that "Index was outside the bounds of the array" error message in the last line of the code and I don't know what to change. int framewidth = texture.Width / sourceRects.Length; int frameheight = texture.Height; private void vorrück(Rectangle[] sourceRects, int framewidth, int frameheight) { int doublelenght = sourceRects.Length * 2; for (int i = 0; i < sourceRects.Length; i++) sourceRects[i] = new Rectangle(i * framewidth, 0, framewidth, frameheight); for (int normallenght = sourceRects.Length; normallenght < doublelenght; normallenght++) sourceRects[normallenght] = new Rectangle((sourceRects.Length - 1 - normallenght) * framewidth, 0, framewidth, frameheight); }

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  • How to map a long integer number to a N-dimensional vector of smaller integers (and fast inverse)?

    - by psihodelia
    Given a N-dimensional vector of small integers is there any simple way to map it with one-to-one correspondence to a large integer number? Say, we have N=3 vector space. Can we represent a vector X=[(int32)x1,(int32)x2,(int32)x3] using an integer (int48)y? The obvious answer is "Yes, we can". But the question is: "What is the fastest way to do this and its inverse operation?"

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  • How to create array with unique sprites? in cocos2d iphone

    - by prakash s
    I write the code like this. This displays only one sprite (red colour bubble) with number of times and moving down, but actually I want to display different sprites (different colour bubble) every time and moving down. I also add no of .png images in resource folder of my project. Here I used only 3.png, but I need to display all *.png images (different colour bubbles) in my project but I don't know how to get this. Please help me Thank you. Here is the code: -(void)addTarget { CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target]; // Determine speed of the target int minDuration = 4.0; int maxDuration = 12.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2,actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 2; [_targets addObject:target]; } -(void)gameLogic:(ccTime)dt { [self addTarget]; } -(id) init { if( (self=[super initWithColor:ccc4(255,255,255,255)] )) { // Enable touch events self.isTouchEnabled = YES; // Initialize arrays _targets = [[NSMutableArray alloc] init]; _projectiles = [[NSMutableArray alloc] init]; // Get the dimensions of the window for calculation purposes CGSize winSize = [[CCDirector sharedDirector] winSize]; [self schedule:@selector(gameLogic:) interval:1.0]; [self schedule:@selector(update:)]; } return self; } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake(projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake(target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; _projectilesDestroyed++; if (_projectilesDestroyed > 30) { //GameOverScene *gameOverScene = [GameOverScene node]; // [gameOverScene.layer.label setString:@"You Win!"]; // [[CCDirector sharedDirector] replaceScene:gameOverScene]; } } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; }

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  • A* algorithm very slow

    - by Amaranth
    I have an programming a RTS game (I use XNA with C#). The pathfinding is working fine, except that when it has a lot of node to search in, there is a lag period of one or two seconds, it happens mainly when there is no path to the target destination, since it that situation there is more nodes to explore. I have the same problem when the path is shorter but selected more than 3 units (can't take the same path since the selected units can be in different part of the map). private List<NodeInfo> FindPath(Unit u, NodeInfo start, NodeInfo end) { Map map = GameInfo.GetInstance().GameMap; _nearestToTarget = start; start.MoveCost = 0; Vector2 endPosition = map.getTileByPos(end.X, end.Y).Position; //getTileByPos simply gets the tile in a 2D array with the X and Y indexes start.EstimatedRemainingCost = (int)(endPosition - map.getTileByPos(start.X, start.Y).Position).Length(); start.Parent = null; List<NodeInfo> openedNodes = new List<NodeInfo>(); ; List<NodeInfo> closedNodes = new List<NodeInfo>(); Point[] movements = GetMovements(u.UnitType); openedNodes.Add(start); while (!closedNodes.Contains(end) && openedNodes.Count > 0) { //Loop in nodes to find lowest cost NodeInfo currentNode = FindLowestCostOpenedNode(openedNodes); openedNodes.Remove(currentNode); closedNodes.Add(currentNode); Vector2 previousMouvement; if (currentNode.Parent == null) { previousMouvement = ConvertRotationToDirectionVector(u.Rotation); } else { previousMouvement = map.getTileByPos(currentNode.X, currentNode.Y).Position - map.getTileByPos(currentNode.Parent.X, currentNode.Parent.Y).Position; previousMouvement.Normalize(); } //For each neighbor foreach (Point movement in movements) { Point exploredGridPos = new Point(currentNode.X + movement.X, currentNode.Y + movement.Y); //Checks if valid move and checks if not if closed nodes list if (ValidNavigableNode(u.UnitType, new Point(currentNode.X, currentNode.Y), exploredGridPos) && !closedNodes.Contains(_gridMap[exploredGridPos.Y, exploredGridPos.X])) { NodeInfo exploredNode = _gridMap[exploredGridPos.Y, exploredGridPos.X]; Tile.TileType exploredTerrain = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).TerrainType; if(openedNodes.Contains(exploredNode)) { int newCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); if (newCost < exploredNode.MoveCost) { exploredNode.Parent = currentNode; exploredNode.MoveCost = newCost; //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); } } else { exploredNode.Parent = currentNode; exploredNode.MoveCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); Vector2 exploredNodeWorldPos = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).Position; exploredNode.EstimatedRemainingCost = (int)(endPosition - exploredNodeWorldPos).Length(); //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); openedNodes.Add(exploredNode); } } } } return closedNodes; } After that, I simply check if the end node is contained in the returned nodes. If so, I add the end node and each parent until I reach the start. If not, I add the nearestToTarget and each parent until I reach the start. I added a condition before calling FindPath so that only one unit can call a find path each frame (60 frame per second), but it makes no difference. I thought maybe I could solve this by allowing the find path to run in background while the game continues to run correctly, even if it takes a few frame (it is currently sequential sonce it is called in the update() of the unit if there's a target location but no path), but I don't really know how... I also though about sorting my opened nodes list by cost so I don't have to loop them, but I don't know if that would have an effect on the performance... Would there be other solutions? P.S. In the code, when I get the Move Cost, I check if the unit has to turn to perform the move, and the terrain type, nothing hard to do.

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  • Problems with ipsec betwen Cisco ASA 5505 and Juniper ssg5

    - by Oskar Kjellin
    I am trying to set up an ipsec tunnel between our ASA 5505 and a Juniper ssg5. The tunnel is up and running, but I cannot get any data through it. The local network I am on is 172.16.1.0 and the remote is 192.168.70.0. But I cannot ping anything on their netowork. I receive a "Phase 2 OK" when I set up the ipsec. I think this is the part of the config that is applicable. It seems like the data is not routed through the tunnel, but I am not sure... object network our-network subnet 172.16.1.0 255.255.255.0 object network their-network subnet 192.168.70.0 255.255.255.0 access-list outside_cryptomap extended permit ip object our-network object their-network crypto ipsec ikev1 transform-set ESP-3DES-SHA esp-3des esp-sha-hmac crypto map outside_map 1 match address outside_cryptomap crypto map outside_map 1 set pfs crypto map outside_map 1 set peer THEIR_IP crypto map outside_map 1 set ikev1 phase1-mode aggressive crypto map outside_map 1 set ikev1 transform-set ESP-3DES-MD5 crypto map outside_map 1 set ikev2 pre-shared-key ***** crypto map outside_map 1 set reverse-route crypto map outside_map interface outside webvpn group-policy GroupPolicy_THEIR_IP internal group-policy GroupPolicy_THEIR_IP attributes vpn-filter value outside_cryptomap ipv6-vpn-filter none vpn-tunnel-protocol ikev1 tunnel-group THEIR_IP type ipsec-l2l tunnel-group THEIR_IP general-attributes default-group-policy GroupPolicy_THEIR_IP tunnel-group THEIR_IP ipsec-attributes ikev1 pre-shared-key ***** ikev2 remote-authentication pre-shared-key ***** ikev2 local-authentication pre-shared-key *****

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  • Cisco ASA Site-to-Site VPN Dropping

    - by ScottAdair
    I have three sites, Toronto (1.1.1.1), Mississauga (2.2.2.2) and San Francisco (3.3.3.3). All three sites have ASA 5520. All the sites are connected together with two site-to-site VPN links between each other location. My issue is that the tunnel between Toronto and San Francisco is very unstable, dropping every 40 min to 60 mins. The tunnel between Toronto and Mississauga (which is configured in the same manner) is fine with no drops. I also noticed that my pings with drop but the ASA thinks that the tunnel is still up and running. Here is the configuration of the tunnel. Toronto (1.1.1.1) crypto map Outside_map 1 match address Outside_cryptomap crypto map Outside_map 1 set peer 3.3.3.3 crypto map Outside_map 1 set ikev1 transform-set ESP-AES-256-MD5 ESP-AES-256-SHA crypto map Outside_map 1 set ikev2 ipsec-proposal AES256 group-policy GroupPolicy_3.3.3.3 internal group-policy GroupPolicy_3.3.3.3 attributes vpn-idle-timeout none vpn-tunnel-protocol ikev1 ikev2 tunnel-group 3.3.3.3 type ipsec-l2l tunnel-group 3.3.3.3 general-attributes default-group-policy GroupPolicy_3.3.3.3 tunnel-group 3.3.3.3 ipsec-attributes ikev1 pre-shared-key ***** isakmp keepalive disable ikev2 remote-authentication pre-shared-key ***** ikev2 local-authentication pre-shared-key ***** San Francisco (3.3.3.3) crypto map Outside_map0 2 match address Outside_cryptomap_1 crypto map Outside_map0 2 set peer 1.1.1.1 crypto map Outside_map0 2 set ikev1 transform-set ESP-AES-256-MD5 ESP-AES-256-SHA crypto map Outside_map0 2 set ikev2 ipsec-proposal AES256 group-policy GroupPolicy_1.1.1.1 internal group-policy GroupPolicy_1.1.1.1 attributes vpn-idle-timeout none vpn-tunnel-protocol ikev1 ikev2 tunnel-group 1.1.1.1 type ipsec-l2l tunnel-group 1.1.1.1 general-attributes default-group-policy GroupPolicy_1.1.1.1 tunnel-group 1.1.1.1 ipsec-attributes ikev1 pre-shared-key ***** isakmp keepalive disable ikev2 remote-authentication pre-shared-key ***** ikev2 local-authentication pre-shared-key ***** I'm at a loss. Any ideas?

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  • SQL Server: One 12-drive RAID-10 array or 2 arrays of 8-drives and 4-drives

    - by ben
    Setting up a box for SQL Server 2008, which would give the best performance (heavy OLTP)? The more drives in a RAID-10 array the better performance, but will losing 4 drives to dedicate them to the transaction logs give us more performance. 12-drives in RAID-10 plus one hot spare. OR 8-drives in RAID-10 for database and 4-drives RAID-10 for transaction logs plus 2 hot spares (one for each array). We have 14-drive slots to work with and it's an older PowerVault that doesn't support global hot spares.

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