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  • Implement Budget Allocation in DAX for Power Pivot and Tabular #powerpivot #tabular #ssas #dax

    - by Marco Russo (SQLBI)
    Comparing sales and budget, or costs and budget, is a very common operation. However, it is often the case that you have different granularities for different tables containing budget and the data to compare with. There are two ways to do that: you can limit the comparison to the granularity that is common to the two tables, or you can allocate the budget where it’s not defined. For example, if you have a budget defined by quarter and category, you might want to allocate it by month and product. In this way, you will do the comparison as you had a more granular definition of the budget, without actually having to do the manual job of allocating data (usually in an Excel worksheet!). If you want to do budget allocation in DAX, you can use the Budget Patterns we published on DAX Patterns. If you come from and MDX/OLAP background, at first you might find it hard to solve the problem of not having attribute hierarchies that helps you in propagating the budget values to lower hierarchical levels. However, I think that once you get used to DAX, you will find the behavior very predictable and easy to “debug” also for more complex allocation formula. You just have to be careful in writing the DAX formula, but probably the pattern we wrote should help you designing the right data model, without creating physical relationships to the budget table! This pattern is also based on the Handling Different Granularities scenario I discussed a couple of weeks ago.

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  • How to get quality sprite sheet generation with rotations

    - by BenMaddox
    I'm working on a game that uses sprite sheets with rotation for animations. While the effect is pretty good, the quality of the rotations is somewhat lacking. I exported a flash animation to png sequence and then used a C# app to do matrix based rotations (System.Drawing.Drawing2D.Matrix). Unfortunately, there are several places where the image gets clipped. What would you suggest for a way to get high quality rotations from either flash or the exported PNGs? A circle should fit within the same image boundaries. I don't mind a new program that I must write or an existing program I must download/buy.

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  • Keyword Generation Tool

    To have a profitable website, you need profitable keywords. Being able to generate highly targeted keywords for your campaign or product niche is worth it's weight in gold.

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  • Random number generation algorithm for human brains?

    - by Magnus Wolffelt
    Are you aware of, or have you devised, any practical, simple-to-learn "in-head" algorithms that let humans generate (somewhat "true") random numbers? By "in-head" I mean.. preferrably without any external tools or devices. Also, a high output (many random numbers per minute) is desirable. Asked this on SO but it didn't get much interest. Maybe this is better suited for programmers.. :) I'm genuinely curious about anything that people might have come up with on this problem.

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  • Why does my display keep turning off every 10 minutes?

    - by George Edison
    I have installed Ubuntu 11.10 (Oneiric) in VirtualBox as well as virtualbox-guest-additions . The display resolution adapts to the size of the window as expected, but the display turns off after 10 minutes of inactivity. Thinking there was some sort of power management issue at play, I went to Power in the settings dialog: There doesn't really seem to be anything there that mentions "turn off display after xxx minutes" so I assume everything is configured correctly there. Next I went to Screen and found an option there "Turn off after:". Aha! I thought. Now I have found the option - but alas: even after setting it to "never" and restarting multiple times, the display still shuts off after 10 minutes. What am I missing? What option am I overlooking?

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  • MSDN Magazine: Patterns for High Availability, Scalability, and Computing Power with Windows Azure

    In this article, Joshy Joseph, a principal architect with Microsoft Services Managed Solutions Group, examines the typical cloud platform architecture and some common architectural patterns, along with their implementation on the Windows Azure offering from Microsoft....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Guid Generation

    - by StuartBrierley
    If you need to create a guid you can obviously make use of the Microsoft GuidGen tool, but what if this tool is not available on the system you are using? I recently came across the online guid gen tool which may be able to come to your rescue:   To get a new guid pres the "Create New Guid" button and away you go!

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  • Few problems on Dell xps 15 L502 (screen brightness ,blutooth,wi-fi power management problems)

    - by Web-E
    I am running ubuntu 11.10 32bit in my dell xps L502. Working good except few problems. Blue tooth always turned on reboot,I would like to turn it off always. Screen brightness is not saved.Every time I reboot, the screen goes back to full brightness.How to save that? and the most important problem is internet speed through wi-fi is really very slow when operating on battery.the card is intel centrino Advanced-N 1030 with integrated blue tooth. Any help will be appriciated... :)

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  • Chicago Architects Group &ndash; Document Generation Architectures

    - by Tim Murphy
    Thank you to everyone who came out to the Chicago Architects Group presentation last night.  It seemed like the weather has a way of keeping a large portion of the people who registered from making the meeting.  There was some lively networking going on before and after the meeting.  I enjoyed the questions that people had during the presentation.  It helped to bring out some of the challenges with dealing with the OOXML and ODF standards from an architecture perspective. I have posted the Slides and Code.  Feel free to contact me with any questions. For those of you who missed the presentation I will be giving a similar one at the Lake County .NET Users Group on June 24th. The next CAG presentation will be July 20th.  The presentation will be Architecting A BI Installation by David Leininger.  Look for the registration to open in the next day or so. del.icio.us Tags: Chicago architects Group,OOXML,ODF,BI,LCNUG,slides,code

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  • Long delays in Unity3D substance generation

    - by Josh Buhler
    Currently working on an iOS/Android project in Unity3d, and we're seeing some incredibly long times for generating substances between testing runs. We can run the game, but once we shut down the playback, Unity begins to re-import all off the substances built using Substance Designer. As we've got a lot of these in our game, it's starting to lead to 5 minute delays between testing runs just to test a small change. Any suggestions or parameters we should check that could possibly prevent Unity from needing to regenerate these substances every time? Shouldn't it be caching these things somewhere?

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  • Game Resource Generation

    - by Darthg8r
    I am currently building a game that has a "City" entity. These cities generate and consume resources such as food variably over a period of time. I need to be able query the server often to find exactly how much food the city at any given point. These queries can take place multiple times per minute. There could also be 400,000 cities to track at a given time. How would you handle tracking these resources? Would you do it in real time, keeping an instance of the city in memory on the server, with some sort of a snapshot in time of the resources, then computing the growth/consumption from that snapshot time for subsequent queries? Would you work exclusively with a database, using a similar "snapshoting" scheme? Maybe a mixture of the 2, caching recently queried cities in memory for a period of time? There is also a lot of other data that each city needs to track. A player can queue units to build in a barrack. The armies available in the city will need to be updated as units complete. I'm interested in everyone's input on where/when/how you'd manage the real time data.

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  • 2D tile-based terrain generation

    - by a240
    As a summer project I decided it would be fun to make a Flash game. Right now I'm going for something like the look of Terraria. It's been a lot of fun, but today I've hit a snag. I need a way to generate my worlds. I've read up Perlin noise as a possibility, but I my attempts have given me sporadic looking results. What are some techniques used to generate these 2D tile-based worlds? Ideally I would like to be able to generate mountains, plains, and caves.

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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • Ubuntu 12.10 "Turn screen off when inactive for: Never" still turns off

    - by Will
    After a fresh install of Ubuntu 12.10, my screen still goes off after about ten minutes. I've been to the Brightness and Lock control panel. The Turn screen off when inactive for: setting is set for Never. I've been through the dconf Editor searching for power, screen, and idle changing parameters. This doesn't seem to have any effect on the display timeout. Here's one more interesting thing, the screen doesn't go off, per se. It just goes black. Meaning, the back lighting is still on, and all the pixels are black. When it goes black, it does a very pleasant quick dim to black. Similarly, it quickly un-dim's after a key press, mouse movement, or mouse click. So, I'm feeling this is more of a software setting the timeout, not a power saving function.

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  • JavaOne - Java SE Embedded Booth - Servergy Micro Server

    - by David Clack
    Hi All,  So it's been awhile, I've been working with all the ARM and Power Architecture partners we have now on testing Java SE Embedded. We will have a Java SE Embedded for ARM and PPC at Java One next week, I'll be bringing in some of the great ARM and PPC systems to demonstrate.  The first system I'd like to tell you about is a really cool 8 core Power Architecture Micro Server from a company in Dallas called Servergy. Java One will be it's first public outing, Bill Mapp the CEO will be doing a talk at the Java Embedded @ JavaOne conference in the Hotel Nikko, right next door to the JavaOne show in the Hilton. To read more about Servergy https://www.linux.com/news/enterprise/cloud-computing/641488-linux-based-servergy-advances-data-center-efficiency http://www.servergy.com/ If you are registered at JavaOne you can come over to the Java Embedded @ JavaOne for $100 Come see us in booth 5605 See you there Dave

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  • The Power OF XSL Vs. CSS

    Other than CSS or Cascading Style Sheet, XSL or Extensible Stylesheet Language is also known as one of the few standardized style sheet language used for web designing. Many have said that XSL is, in... [Author: Margarette Mcbride - Web Design and Development - May 03, 2010]

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  • 2D Tile-based terrian generation

    - by a240
    As a summer project I decided it would be fun to make a flash game. Right now I'm going for something like the look of http://www.terraria.org/. It's been a lot of fun, but today I've hit a snag. I need a way to generate my worlds. I've read up Perlin Noise ( http://freespace.virgin.net/hugo.elias/models/m_perlin.htm ) as a possibility, but I my attempts have given me sporadic looking results. What are some techniques used to generate these 2D tile-based worlds? Ideally I would like to be able to generate mountains, plains, and caves.

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  • Physics-based dynamic audio generation in games

    - by alexc
    I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content in scene space. What I have in mind is something like a scene, with concrete floor, wooden table and glass on it. Now let's assume force pushes the glass towards the edge of table and then the glass falls onto the floor and shatters. The near-realistic glass destruction itself would be possible using voxels and good physics engine, but what about the sound the glass makes while shattering? I believe there is a way to generate that sound, because physics of sound is fairly known these days, but how computationaly costy that would be? Consumer hardware or supercomputers? Do any of you know some good resources/videos of such an experiment?

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  • My Generation Drivers DropdownList Empty

    - by hmloo
    I just installed MyGeneration 1.3.1 on my Windows Vista, and when I try to setup the default settings there are no drivers to select from. but it's OK in my Windows XP machine. At last I got the answers from search engine, it is caused by multi .Net Frameworks coexist and MyMeta.dll is registered by the .Net v2.0 while it should be registered with the .Net v4.0. So we have to manually register the dll. Please follow these steps: 1. Run Visual Studio Command Prompt (2010) with "Run as Administrator". 2. Enter the command "regasm.exe "C:\Program Files\MyGeneration13\MyMeta.dll" /tlb: MyMeta.tlb" 3. Exit Command Prompt when successfully registered. 4. Run MyGeneration and the proplem should be disapear. Hope this helps. Thanks for reading.

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  • USB Mouse sleeping after 5 seconds when on battery

    - by yurividal
    My usb mouse sleeps after 5 seconds of inactivity when running on battery power. It wakes uo again when i press any button on the mouse. This is really annoying. I have made lsusb, and I noticed my mouse is Bus 001 Device 012: ID 04d9:2083 Holtek Semiconductor, Inc. I have checked my /sys/bus/usb/devices/usb1/power/autosuspend but it is already set to 0, and the directory usb1 has many subdirectories which also have autosuspend files, and i dont know how to edit them. Also, I would like a permanent solution, which would work for any mouse, on any of my 3 usb ports. Any ideas? Using: Ubuntu 12.04 64bit

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