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  • 10 Steps to access Oracle stored procedures from Crystal Reports

    Requirements to access Oracle stored procedures from CR The following requirements must be met in order for CR to access an Oracle stored procedure: 1. You must create a package that defines the REF CURSOR. This REF CURSOR must be strongly bound to a static pre-defined structure (see Strongly Bound REF CURSORs vs Weakly Bound REF CURSORs). This package must be created separately and before the creation of the stored procedure. NOTE Crystal Reports 9 native connections will support Oracle stored procedures created within packages as well as Oracle stored procedures referencing weakly bound REF CURSORs. Crystal Reports 8.5 native connections will support Oracle stored procedures referencing weakly bound REF CURSORs. 2. The procedure must have a parameter that is a REF CURSOR type. This is because CR uses this parameter to access and define the result set that the stored procedure returns. 3. The REF CURSOR parameter must be defined as IN OUT (read/write mode). After the procedure has opened and assigned a query to the REF CURSOR, CR will perform a FETCH call for every row from the query's result. This is why the parameter must be defined as IN OUT. 4. Parameters can only be input (IN) parameters. CR is not designed to work with OUT parameters. 5. The REF CURSOR variable must be opened and assigned its query within the procedure. 6. The stored procedure can only return one record set. The structure of this record set must not change, based on parameters. 7. The stored procedure cannot call another stored procedure. 8. If using an ODBC driver, it must be the CR Oracle ODBC driver (installed by CR). Other Oracle ODBC drivers (installed by Microsoft or Oracle) may not function correctly. 9. If you are using the CR ODBC driver, you must ensure that in the ODBC Driver Configuration setup, under the Advanced Tab, the option 'Procedure Return Results' is checked ON. 10. If you are using the native Oracle driver and using hard-coded date selection within the procedure, the date selection must use either a string representation format of 'YYYY-DD-MM' (i.e. WHERE DATEFIELD = '1999-01-01') or the TO_DATE function with the same format specified (i.e. WHERE DATEFIELD = TO_DATE ('1999-01-01','YYYY-MM-DD'). For more information, refer to kbase article C2008023. 11. Most importantly, this stored procedure must execute successfully in Oracle's SQL*Plus utility. If all of these conditions are met, you must next ensure you are using the appropriate database driver. Please refer to the sections in this white paper for a list of acceptable database drivers. span.fullpost {display:none;}

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  • Google Fetch issue

    - by Karen
    When I do a Google fetch on any of my webpages the results are all the same (below). I'm not a programmer but I'm pretty sure this is not correct. Out of all the fetches I have done only one was different and the content length was 6x below and showed meta tags etc. Maybe this explains other issues I've been having with the site: a drop in indexed pages. Meta tag analyzer says I have no title tag, meta tags or description even though I do it on all pages. I had an SEO team working on the site and they were stumped by why pages were not getting indexed. So they figure it was some type of code error. Are they right? HTTP/1.1 200 OK Cache-Control: private Content-Type: text/html; charset=utf-8 Content-Encoding: gzip Vary: Accept-Encoding Server: Microsoft-IIS/7.5 X-AspNet-Version: 4.0.30319 X-Powered-By: ASP.NET Date: Thu, 11 Oct 2012 11:45:41 GMT Content-Length: 1054 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title></title> <script type="text/javascript"> function getCookie(cookieName) { if (document.cookie.length > 0) { cookieStart = document.cookie.indexOf(cookieName + "="); if (cookieStart != -1) { cookieStart = cookieStart + cookieName.length + 1; cookieEnd = document.cookie.indexOf(";", cookieStart); if (cookieEnd == -1) cookieEnd = document.cookie.length; return unescape(document.cookie.substring(cookieStart, cookieEnd)); } } return ""; } function setTimezone() { var rightNow = new Date(); var jan1 = new Date(rightNow.getFullYear(), 0, 1, 0, 0, 0, 0); // jan 1st var june1 = new Date(rightNow.getFullYear(), 6, 1, 0, 0, 0, 0); // june 1st var temp = jan1.toGMTString(); var jan2 = new Date(temp.substring(0, temp.lastIndexOf(" ") - 1)); temp = june1.toGMTString(); var june2 = new Date(temp.substring(0, temp.lastIndexOf(" ") - 1)); var std_time_offset = (jan1 - jan2) / (1000 * 60 * 60); var daylight_time_offset = (june1 - june2) / (1000 * 60 * 60); var dst; if (std_time_offset == daylight_time_offset) { dst = "0"; // daylight savings time is NOT observed } else { // positive is southern, negative is northern hemisphere var hemisphere = std_time_offset - daylight_time_offset; if (hemisphere >= 0) std_time_offset = daylight_time_offset; dst = "1"; // daylight savings time is observed } var exdate = new Date(); var expiredays = 1; exdate.setDate(exdate.getDate() + expiredays); document.cookie = "TimeZoneOffset=" + std_time_offset + ";"; document.cookie = "Dst=" + dst + ";expires=" + exdate.toUTCString(); } function checkCookie() { var timeOffset = getCookie("TimeZoneOffset"); var dst = getCookie("Dst"); if (!timeOffset || !dst) { setTimezone(); window.location.reload(); } } </script> </head> <body onload="checkCookie()"> </body> </html>

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  • LIfebook lh531 inbuilt card reader not working

    - by chandrasekar
    Inbuilt card reader (SD/PRO/SDHC) not working. When I insert the memory card the indicator comes for a milli second and nothing happens. When I do lspci it gives the out put which is pasted below: I use Ubuntu 11.10. Pl help pro-hq@prohq-LIFEBOOK-LH531:~$ lspci 00:00.0 Host bridge: Intel Corporation 2nd Generation Core Processor Family DRAM Controller (rev 09) 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 00:16.0 Communication controller: Intel Corporation 6 Series/C200 Series Chipset Family MEI Controller #1 (rev 04) 00:1a.0 USB Controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #2 (rev 05) 00:1b.0 Audio device: Intel Corporation 6 Series/C200 Series Chipset Family High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 1 (rev b5) 00:1c.2 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 3 (rev b5) 00:1d.0 USB Controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation HM65 Express Chipset Family LPC Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 6 Series/C200 Series Chipset Family 6 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation 6 Series/C200 Series Chipset Family SMBus Controller (rev 05) 01:00.0 Network controller: Intel Corporation Centrino Advanced-N 6205 (rev 34) 02:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) pro-hq@prohq-LIFEBOOK-LH531:~$

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  • How to refactor a myriad of similar classes

    - by TobiMcNamobi
    I'm faced with similar classes A1, A2, ..., A100. Believe it or not but yeah, there are roughly hundred classes that almost look the same. None of these classes are unit tested (of course ;-) ). Each of theses classes is about 50 lines of code which is not too much by itself. Still this is way too much duplicated code. I consider the following options: Writing tests for A1, ..., A100. Then refactor by creating an abstract base class AA. Pro: I'm (near to totally) safe by the tests that nothing goes wrong. Con: Much effort. Duplication of test code. Writing tests for A1, A2. Abstracting the duplicated test code and using the abstraction to create the rest of the tests. Then create AA as in 1. Pro: Less effort than in 1 but maintaining a similar degree of safety. Con: I find generalized test code weird; it often seems ... incoherent (is this the right word?). Normally I prefer specialized test code for specialized classes. But that requires a good design which is my goal of this whole refactoring. Writing AA first, testing it with mock classes. Then inheriting A1, ..., A100 successively. Pro: Fastest way to eliminate duplicates. Con: Most Ax classes look very much the same. But if not, there is the danger of changing the code by inheriting from AA. Other options ... At first I went for 3. because the Ax classes are really very similar to each other. But now I'm a bit unsure if this is the right way (from a unit testing enthusiast's perspective).

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  • SharePoint 2010 – SQL Server has an unsupported version 10.0.2531.0

    - by Jeff Widmer
    I am trying to perform a database attach upgrade to SharePoint Foundation 2010. At this point I am trying to attach the content database to a Web application by using Windows Powershell: Mount-SPContentDatabase -Name <DatabaseName> -DatabaseServer <ServerName> -WebApplication <URL> [-Updateuserexperience] I am following the directions from this TechNet article: Attach databases and upgrade to SharePoint Foundation 2010.  When I go to mount the content database I am receiving this error: Mount-SPContentDatabase : Could not connect to [DATABASE_SERVER] using integrated security: SQL server at [DATABASE_SERVER] has an unsupported version 10.0.2531.0. Please refer to “http://go.microsoft.com/fwlink/?LinkId=165761” for information on the minimum required SQL Server versions and how to download them. At first this did not make sense because the default SharePoint Foundation 2010 website was running just fine.  But then I realized that the default SharePoint Foundation site runs off of SQL Server Express and that I had just installed SQL Server Web Edition (since the database is greater than 4GB) and restored the database to this version of SQL Server. Checking the documentation link above I see that SharePoint Server 2010 requires a 64-bit edition of SQL Server with the minimum required SQL Server versions as follows: SQL Server 2008 Express Edition Service Pack 1, version number 10.0.2531 SQL Server 2005 Service Pack 3 cumulative update package 3, version number 9.00.4220.00 SQL Server 2008 Service Pack 1 cumulative update package 2, version number 10.00.2714.00 The version of SQL Server 2008 Web Edition with Service Pack 1 (the version I installed on this machine) is 10.0.2531.0. SELECT @@VERSION: Microsoft SQL Server 2008 (SP1) - 10.0.2531.0 (X64)   Mar 29 2009 10:11:52   Copyright (c) 1988-2008 Microsoft Corporation  Web Edition (64-bit) on Windows NT 6.1 <X64> (Build 7600: ) (VM) But I had to read the article several times since the minimum version number for SQL Server Express is 10.0.2531.0.  At first I thought I was good with the version of SQL Server 2008 Web that I had installed, also 10.0.2531.0.  But then I read further to see that there is a cumulative update (hotfix) for SQL Server 2008 SP1 (NOT the Express edition) that is required for SharePoint 2010 and will bump the version number to 10.0.2714.00. So the solution was to install the Cumulative update package 2 for SQL Server 2008 Service Pack 1 on my SQL Server 2008 Web Edition to allow SharePoint 2010 to work with SQL Server 2008 (other than the SQL Server 2008 Express version). SELECT @@VERSION (After installing Cumulative update package 2): Microsoft SQL Server 2008 (SP1) - 10.0.2714.0 (X64)   May 14 2009 16:08:52   Copyright (c) 1988-2008 Microsoft Corporation  Web Edition (64-bit) on Windows NT 6.1 <X64> (Build 7600: ) (VM)

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  • Can't remove GPT data from MBR

    - by user2373121
    I am having difficulty getting the Ubuntu installer (and gparted) to recognize the partitions on my MBR type disk. Other operating systems and disk tools read the disk structure and the files on it fine. I have used fixparts to write a new MBR but the issue persists. I assume the issue stems from the Protective MBR data still present on the disk but I am at a loss as to how to remove it while preserving my NTFS data partition. Microsoft Windows [Version 6.1.7601] Copyright (c) 2009 Microsoft Corporation. All rights reserved. c:\Users\mike\Desktop\fixpartsfixparts 3: FixParts 0.8.8 Loading MBR data from 3: Warning: 0xEE partition doesn't start on sector 1. This can cause problems in some OSes. MBR command (? for help): Running gdisk shows Microsoft Windows [Version 6.1.7601] Copyright (c) 2009 Microsoft Corporation. All rights reserved. c:\Users\mike\Desktop\fixparts>gdisk 3: GPT fdisk (gdisk) version 0.8.7 Partition table scan: MBR: MBR only BSD: not present APM: not present GPT: not present *************************************************************** Found invalid GPT and valid MBR; converting MBR to GPT format in memory. THIS OPERATION IS POTENTIALLY DESTRUCTIVE! Exit by typing 'q' if you don't want to convert your MBR partitions to GPT format! *************************************************************** ************************************************************************ Most versions of Windows cannot boot from a GPT disk, and most varieties prior to Vista cannot read GPT disks. Therefore, you should exit now unless you understand the implications of converting MBR to GPT or creating a new GPT disk layout! ************************************************************************ Are you SURE you want to continue? (Y/N): y Command (? for help): p Disk 3:: 2930277168 sectors, 1.4 TiB Logical sector size: 512 bytes Disk identifier (GUID): BFE92CE8-F93D-4141-82B8-816AD06FB36E Partition table holds up to 128 entries First usable sector is 34, last usable sector is 2930277134 Partitions will be aligned on 2048-sector boundaries Total free space is 163846893 sectors (78.1 GiB) Number Start (sector) End (sector) Size Code Name 1 163842048 2930272255 1.3 TiB 0700 Microsoft basic data Command (? for help): r Recovery/transformation command (? for help): o Disk size is 2930277168 sectors (1.4 TiB) MBR disk identifier: 0x00000000 MBR partitions: Number Boot Start Sector End Sector Status Code 1 1 2930277167 primary 0xEE Recovery/transformation command (? for help): q

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  • Renewed as MVP

    - by Sahil Malik
    Ad:: SharePoint 2007 Training in .NET 3.5 technologies (more information). It is with great humbleness and honor that I accept Microsoft’s MVP award for 2010. This will be my .. I forget how many years, as an MVP. So suffice to say, I was a lot younger when I first got the MVP award, but also the excitement never dies. Don’t get me wrong, I’m still young, foolish and weird :). (and good looking, might I add) I’d like to share a few things with you on what I have learnt being a part of this very prestigious program that I am so unworthy of. Never aim to be an MVP. Let it be a consequence of what you already are. Always be down to earth, just because you’re an MVP doesn’t mean you’re better than anyone else. The biggest reward of the MVP program, yes much bigger than the free top notch MSDN subscription, is the amazing interaction you will have with other fellow MVPs, and incredibly smart people in the community in general. Get involved in the community, for your own sake! You will learn so much from your peers, it is a very very rewarding experience. Learn, Learn and Learn! Never under estimate the power of knowledge. Both technical and otherwise. I thank each one of you for all the attention you have given me over the past many years. And a very special thanks to my MVP lead, Melissa Travers, and my previous MVP lead Rafael Munoz (who isn’t with Microsoft anymore, but I am sure is kicking butt wherever he is). We are truly entering a very very exciting time in the technology space. Both Google and Apple are challenging Microsoft, forcing Microsoft to innovate at a pace like never before. Microsoft is coming out with an incredible amount of good, new and exciting stuff. Windows Mobile 7, Azure, .NET 4.0, Silverlight 4.0, IE9, and of course SharePoint 2010. The level of innovation in the tech industry is simply unprecedented. A truly exciting time for anyone who lives, breathes, sleeps and dreams of technology even when awake! (Like me!) As you know, I’ve been working on my SP2010 book lately. I’m happy to also inform that the book is DONE. WOOHOO!! :). So this means, I’ll have more time to blog, and cause more trouble in general. Once again! THANK YOU! Comment on the article ....

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  • Scrum for Team Foundation Server 2010

    - by Martin Hinshelwood
    I will be presenting a session on “Scrum for TFS2010” not once, but twice! If you are going to be at the Aberdeen Partner Group meeting on 27th April, or DDD Scotland on 8th May then you may be able to catch my session. Credit: I want to give special thanks to Aaron Bjork from Microsoft who provided me with most of my material He is a Scrum and Power Point genius. Scrum for Team Foundation Server 2010 Synopsis Visual Studio ALM (formerly Visual Studio Team System (VSTS)) and Team Foundation Server (TFS) are the cornerstones of development on the Microsoft .NET platform. These are the best tools for a team to have successful projects and for the developers to have a focused and smooth software development process. For TFS 2010 Microsoft is heavily investing in Scrum and has already started moving some teams across to using it. Martin will not be going in depth with Scrum but you can find out more about Scrum by reading the Scrum Guide and you can even asses your Scrum knowledge by having a go at the Scrum Open Assessment. Come and see Martin Hinshelwood, Visual Studio ALM MVP and Solution Architect from SSW show you: How to successfully gather requirements with User stories How to plan a project using TFS 2010 and Scrum How to work with a product backlog in TFS 2010 The right way to plan a sprint with TFS 2010 Tracking your progress The right way to use work items What you can use from the built in reporting as well as the Project portals available on from the SharePoint dashboard The important reports to give your Product Owner / Project Manager Walk away knowing how to see the project health and progress. Visual Studio ALM is designed to help address many of these traditional problems faced by teams. It does so by providing a set of integrated tools to help teams improve their software development activities and to help managers better support the software development processes. During this session we will cover the lifecycle of creating work items and how this fits into Scrum using Visual Studio ALM and Team Foundation Server. If you want to know more about how to do Scrum with TFS then there is a new course that has been created in collaboration with Microsoft and Scrum.org that is going to be the official course for working with TFS 2010. SSW has Professional Scrum Developer Trainers who specialise in training your developers in implementing Scrum with Microsoft's Visual Studio ALM tools. Ken Schwaber and and Sam Guckenheimer: Professional Scrum Development Technorati Tags: Scrum,VS ALM,VS 2010,TFS 2010

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  • Scrum for Team Foundation Server 2010

    - by Martin Hinshelwood
    I will be presenting a session on “Scrum for TFS2010” not once, but twice! If you are going to be at the Aberdeen Partner Group meeting on 27th April, or DDD Scotland on 8th May then you may be able to catch my session. Credit: I want to give special thanks to Aaron Bjork from Microsoft who provided me with most of my material He is a Scrum and Power Point genius. Updated 9th May 2010 – I have now presented at both of these sessions  and posted about it. Scrum for Team Foundation Server 2010 Synopsis Visual Studio ALM (formerly Visual Studio Team System (VSTS)) and Team Foundation Server (TFS) are the cornerstones of development on the Microsoft .NET platform. These are the best tools for a team to have successful projects and for the developers to have a focused and smooth software development process. For TFS 2010 Microsoft is heavily investing in Scrum and has already started moving some teams across to using it. Martin will not be going in depth with Scrum but you can find out more about Scrum by reading the Scrum Guide and you can even asses your Scrum knowledge by having a go at the Scrum Open Assessment. You can also read SSW’s Rules to Better Scrum using TFS which have been developed during our own Scrum implementations. Come and see Martin Hinshelwood, Visual Studio ALM MVP and Solution Architect from SSW show you: How to successfully gather requirements with User stories How to plan a project using TFS 2010 and Scrum How to work with a product backlog in TFS 2010 The right way to plan a sprint with TFS 2010 Tracking your progress The right way to use work items What you can use from the built in reporting as well as the Project portals available on from the SharePoint dashboard The important reports to give your Product Owner / Project Manager Walk away knowing how to see the project health and progress. Visual Studio ALM is designed to help address many of these traditional problems faced by teams. It does so by providing a set of integrated tools to help teams improve their software development activities and to help managers better support the software development processes. During this session we will cover the lifecycle of creating work items and how this fits into Scrum using Visual Studio ALM and Team Foundation Server. If you want to know more about how to do Scrum with TFS then there is a new course that has been created in collaboration with Microsoft and Scrum.org that is going to be the official course for working with TFS 2010. SSW has Professional Scrum Developer Trainers who specialise in training your developers in implementing Scrum with Microsoft's Visual Studio ALM tools. Ken Schwaber and and Sam Guckenheimer: Professional Scrum Development Technorati Tags: Scrum,VS ALM,VS 2010,TFS 2010

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • SSDT - What's in a name?

    - by jamiet
    SQL Server Data Tools (SSDT) recently got released as part of SQL Server 2012 and depending on who you believe it can be described as either: a suite of tools for building SQL Server database solutions or a suite of tools for building SQL Server database, Integration Services, Analysis Services & Reporting Services solutions Certainly the SQL Server 2012 installer seems to think it is the latter because it describes SQL Server Data Tools as "the SQL server development environment, including the tool formerly named Business Intelligence Development Studio. Also installs the business intelligence tools and references to the web installers for database development tools" as you can see here: Strange then that, seemingly, there is no consensus within Microsoft about what SSDT actually is. On yesterday's blog post First Release of SSDT Power Tools reader Simon Lampen asked the quite legitimate question:I understand (rightly or wrongly) that SSDT is the replacement for BIDS for SQL 2012 and have just installed this. If this is the case can you please point me to how I can edit rdl and rdlc files from within Visual Studio 2010 and import MS Access reports.To which came the following reply:SSDT doesn't include any BIDs (sic) components. Following up with the appropriate team (Analysis Services, Reporting Services, Integration Services) via their forum or msdn page would be the best way to answer you questions about these kinds of services. That's from a Microsoft employee by the way. Simon is even more confused by this and replies with:I have done some more digging and am more confused than ever. This documentation (and many others) : msdn.microsoft.com/.../ms156280.aspx expressly states that SSDT is where report editing tools are to be foundAnd on it goes....You can see where Simon's confusion stems from. He has official documentation stating that SSDT includes all the stuff for building SSIS/SSAS/SSRS solutions (this is confirmed in the installer, remember) yet someone from Microsoft tells him "SSDT doesn't include any BIDs components".I have been close to this for a long time (all the way through the CTPs) so I can kind of understand where the confusion stems from. To my understanding SSDT was originally the name of the database dev stuff but eventually that got expanded to include all of the dev tools - I guess not everyone in Microsoft got the memo.Does this sound familiar? Have we not been down this road before? The database dev tools have had upteen names over the years (do any of datadude, TSData, VSTS for DB Pros, DBPro, VS2010 Database Projects sound familiar) and I was hoping that the SSDT moniker would put all confusion to bed - evidently its as complicated now as it has ever been.Forgive me for whinging but putting meaningful, descriptive, accurate, well-defined and easily-communicated names onto a product doesn't seem like a difficult thing to do. I guess I'm mistaken!Onwards and upwards...@Jamiet

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  • 256 Windows Azure Worker Roles, Windows Kinect and a 90's Text-Based Ray-Tracer

    - by Alan Smith
    For a couple of years I have been demoing a simple render farm hosted in Windows Azure using worker roles and the Azure Storage service. At the start of the presentation I deploy an Azure application that uses 16 worker roles to render a 1,500 frame 3D ray-traced animation. At the end of the presentation, when the animation was complete, I would play the animation delete the Azure deployment. The standing joke with the audience was that it was that it was a “$2 demo”, as the compute charges for running the 16 instances for an hour was $1.92, factor in the bandwidth charges and it’s a couple of dollars. The point of the demo is that it highlights one of the great benefits of cloud computing, you pay for what you use, and if you need massive compute power for a short period of time using Windows Azure can work out very cost effective. The “$2 demo” was great for presenting at user groups and conferences in that it could be deployed to Azure, used to render an animation, and then removed in a one hour session. I have always had the idea of doing something a bit more impressive with the demo, and scaling it from a “$2 demo” to a “$30 demo”. The challenge was to create a visually appealing animation in high definition format and keep the demo time down to one hour.  This article will take a run through how I achieved this. Ray Tracing Ray tracing, a technique for generating high quality photorealistic images, gained popularity in the 90’s with companies like Pixar creating feature length computer animations, and also the emergence of shareware text-based ray tracers that could run on a home PC. In order to render a ray traced image, the ray of light that would pass from the view point must be tracked until it intersects with an object. At the intersection, the color, reflectiveness, transparency, and refractive index of the object are used to calculate if the ray will be reflected or refracted. Each pixel may require thousands of calculations to determine what color it will be in the rendered image. Pin-Board Toys Having very little artistic talent and a basic understanding of maths I decided to focus on an animation that could be modeled fairly easily and would look visually impressive. I’ve always liked the pin-board desktop toys that become popular in the 80’s and when I was working as a 3D animator back in the 90’s I always had the idea of creating a 3D ray-traced animation of a pin-board, but never found the energy to do it. Even if I had a go at it, the render time to produce an animation that would look respectable on a 486 would have been measured in months. PolyRay Back in 1995 I landed my first real job, after spending three years being a beach-ski-climbing-paragliding-bum, and was employed to create 3D ray-traced animations for a CD-ROM that school kids would use to learn physics. I had got into the strange and wonderful world of text-based ray tracing, and was using a shareware ray-tracer called PolyRay. PolyRay takes a text file describing a scene as input and, after a few hours processing on a 486, produced a high quality ray-traced image. The following is an example of a basic PolyRay scene file. background Midnight_Blue   static define matte surface { ambient 0.1 diffuse 0.7 } define matte_white texture { matte { color white } } define matte_black texture { matte { color dark_slate_gray } } define position_cylindrical 3 define lookup_sawtooth 1 define light_wood <0.6, 0.24, 0.1> define median_wood <0.3, 0.12, 0.03> define dark_wood <0.05, 0.01, 0.005>     define wooden texture { noise surface { ambient 0.2  diffuse 0.7  specular white, 0.5 microfacet Reitz 10 position_fn position_cylindrical position_scale 1  lookup_fn lookup_sawtooth octaves 1 turbulence 1 color_map( [0.0, 0.2, light_wood, light_wood] [0.2, 0.3, light_wood, median_wood] [0.3, 0.4, median_wood, light_wood] [0.4, 0.7, light_wood, light_wood] [0.7, 0.8, light_wood, median_wood] [0.8, 0.9, median_wood, light_wood] [0.9, 1.0, light_wood, dark_wood]) } } define glass texture { surface { ambient 0 diffuse 0 specular 0.2 reflection white, 0.1 transmission white, 1, 1.5 }} define shiny surface { ambient 0.1 diffuse 0.6 specular white, 0.6 microfacet Phong 7  } define steely_blue texture { shiny { color black } } define chrome texture { surface { color white ambient 0.0 diffuse 0.2 specular 0.4 microfacet Phong 10 reflection 0.8 } }   viewpoint {     from <4.000, -1.000, 1.000> at <0.000, 0.000, 0.000> up <0, 1, 0> angle 60     resolution 640, 480 aspect 1.6 image_format 0 }       light <-10, 30, 20> light <-10, 30, -20>   object { disc <0, -2, 0>, <0, 1, 0>, 30 wooden }   object { sphere <0.000, 0.000, 0.000>, 1.00 chrome } object { cylinder <0.000, 0.000, 0.000>, <0.000, 0.000, -4.000>, 0.50 chrome }   After setting up the background and defining colors and textures, the viewpoint is specified. The “camera” is located at a point in 3D space, and it looks towards another point. The angle, image resolution, and aspect ratio are specified. Two lights are present in the image at defined coordinates. The three objects in the image are a wooden disc to represent a table top, and a sphere and cylinder that intersect to form a pin that will be used for the pin board toy in the final animation. When the image is rendered, the following image is produced. The pins are modeled with a chrome surface, so they reflect the environment around them. Note that the scale of the pin shaft is not correct, this will be fixed later. Modeling the Pin Board The frame of the pin-board is made up of three boxes, and six cylinders, the front box is modeled using a clear, slightly reflective solid, with the same refractive index of glass. The other shapes are modeled as metal. object { box <-5.5, -1.5, 1>, <5.5, 5.5, 1.2> glass } object { box <-5.5, -1.5, -0.04>, <5.5, 5.5, -0.09> steely_blue } object { box <-5.5, -1.5, -0.52>, <5.5, 5.5, -0.59> steely_blue } object { cylinder <-5.2, -1.2, 1.4>, <-5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, -1.2, 1.4>, <5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <-5.2, 5.2, 1.4>, <-5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, 5.2, 1.4>, <5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <0, -1.2, 1.4>, <0, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <0, 5.2, 1.4>, <0, 5.2, -0.74>, 0.2 steely_blue }   In order to create the matrix of pins that make up the pin board I used a basic console application with a few nested loops to create two intersecting matrixes of pins, which models the layout used in the pin boards. The resulting image is shown below. The pin board contains 11,481 pins, with the scene file containing 23,709 lines of code. For the complete animation 2,000 scene files will be created, which is over 47 million lines of code. Each pin in the pin-board will slide out a specific distance when an object is pressed into the back of the board. This is easily modeled by setting the Z coordinate of the pin to a specific value. In order to set all of the pins in the pin-board to the correct position, a bitmap image can be used. The position of the pin can be set based on the color of the pixel at the appropriate position in the image. When the Windows Azure logo is used to set the Z coordinate of the pins, the following image is generated. The challenge now was to make a cool animation. The Azure Logo is fine, but it is static. Using a normal video to animate the pins would not work; the colors in the video would not be the same as the depth of the objects from the camera. In order to simulate the pin board accurately a series of frames from a depth camera could be used. Windows Kinect The Kenect controllers for the X-Box 360 and Windows feature a depth camera. The Kinect SDK for Windows provides a programming interface for Kenect, providing easy access for .NET developers to the Kinect sensors. The Kinect Explorer provided with the Kinect SDK is a great starting point for exploring Kinect from a developers perspective. Both the X-Box 360 Kinect and the Windows Kinect will work with the Kinect SDK, the Windows Kinect is required for commercial applications, but the X-Box Kinect can be used for hobby projects. The Windows Kinect has the advantage of providing a mode to allow depth capture with objects closer to the camera, which makes for a more accurate depth image for setting the pin positions. Creating a Depth Field Animation The depth field animation used to set the positions of the pin in the pin board was created using a modified version of the Kinect Explorer sample application. In order to simulate the pin board accurately, a small section of the depth range from the depth sensor will be used. Any part of the object in front of the depth range will result in a white pixel; anything behind the depth range will be black. Within the depth range the pixels in the image will be set to RGB values from 0,0,0 to 255,255,255. A screen shot of the modified Kinect Explorer application is shown below. The Kinect Explorer sample application was modified to include slider controls that are used to set the depth range that forms the image from the depth stream. This allows the fine tuning of the depth image that is required for simulating the position of the pins in the pin board. The Kinect Explorer was also modified to record a series of images from the depth camera and save them as a sequence JPEG files that will be used to animate the pins in the animation the Start and Stop buttons are used to start and stop the image recording. En example of one of the depth images is shown below. Once a series of 2,000 depth images has been captured, the task of creating the animation can begin. Rendering a Test Frame In order to test the creation of frames and get an approximation of the time required to render each frame a test frame was rendered on-premise using PolyRay. The output of the rendering process is shown below. The test frame contained 23,629 primitive shapes, most of which are the spheres and cylinders that are used for the 11,800 or so pins in the pin board. The 1280x720 image contains 921,600 pixels, but as anti-aliasing was used the number of rays that were calculated was 4,235,777, with 3,478,754,073 object boundaries checked. The test frame of the pin board with the depth field image applied is shown below. The tracing time for the test frame was 4 minutes 27 seconds, which means rendering the2,000 frames in the animation would take over 148 hours, or a little over 6 days. Although this is much faster that an old 486, waiting almost a week to see the results of an animation would make it challenging for animators to create, view, and refine their animations. It would be much better if the animation could be rendered in less than one hour. Windows Azure Worker Roles The cost of creating an on-premise render farm to render animations increases in proportion to the number of servers. The table below shows the cost of servers for creating a render farm, assuming a cost of $500 per server. Number of Servers Cost 1 $500 16 $8,000 256 $128,000   As well as the cost of the servers, there would be additional costs for networking, racks etc. Hosting an environment of 256 servers on-premise would require a server room with cooling, and some pretty hefty power cabling. The Windows Azure compute services provide worker roles, which are ideal for performing processor intensive compute tasks. With the scalability available in Windows Azure a job that takes 256 hours to complete could be perfumed using different numbers of worker roles. The time and cost of using 1, 16 or 256 worker roles is shown below. Number of Worker Roles Render Time Cost 1 256 hours $30.72 16 16 hours $30.72 256 1 hour $30.72   Using worker roles in Windows Azure provides the same cost for the 256 hour job, irrespective of the number of worker roles used. Provided the compute task can be broken down into many small units, and the worker role compute power can be used effectively, it makes sense to scale the application so that the task is completed quickly, making the results available in a timely fashion. The task of rendering 2,000 frames in an animation is one that can easily be broken down into 2,000 individual pieces, which can be performed by a number of worker roles. Creating a Render Farm in Windows Azure The architecture of the render farm is shown in the following diagram. The render farm is a hybrid application with the following components: ·         On-Premise o   Windows Kinect – Used combined with the Kinect Explorer to create a stream of depth images. o   Animation Creator – This application uses the depth images from the Kinect sensor to create scene description files for PolyRay. These files are then uploaded to the jobs blob container, and job messages added to the jobs queue. o   Process Monitor – This application queries the role instance lifecycle table and displays statistics about the render farm environment and render process. o   Image Downloader – This application polls the image queue and downloads the rendered animation files once they are complete. ·         Windows Azure o   Azure Storage – Queues and blobs are used for the scene description files and completed frames. A table is used to store the statistics about the rendering environment.   The architecture of each worker role is shown below.   The worker role is configured to use local storage, which provides file storage on the worker role instance that can be use by the applications to render the image and transform the format of the image. The service definition for the worker role with the local storage configuration highlighted is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="CloudRay" >   <WorkerRole name="CloudRayWorkerRole" vmsize="Small">     <Imports>     </Imports>     <ConfigurationSettings>       <Setting name="DataConnectionString" />     </ConfigurationSettings>     <LocalResources>       <LocalStorage name="RayFolder" cleanOnRoleRecycle="true" />     </LocalResources>   </WorkerRole> </ServiceDefinition>     The two executable programs, PolyRay.exe and DTA.exe are included in the Azure project, with Copy Always set as the property. PolyRay will take the scene description file and render it to a Truevision TGA file. As the TGA format has not seen much use since the mid 90’s it is converted to a JPG image using Dave's Targa Animator, another shareware application from the 90’s. Each worker roll will use the following process to render the animation frames. 1.       The worker process polls the job queue, if a job is available the scene description file is downloaded from blob storage to local storage. 2.       PolyRay.exe is started in a process with the appropriate command line arguments to render the image as a TGA file. 3.       DTA.exe is started in a process with the appropriate command line arguments convert the TGA file to a JPG file. 4.       The JPG file is uploaded from local storage to the images blob container. 5.       A message is placed on the images queue to indicate a new image is available for download. 6.       The job message is deleted from the job queue. 7.       The role instance lifecycle table is updated with statistics on the number of frames rendered by the worker role instance, and the CPU time used. The code for this is shown below. public override void Run() {     // Set environment variables     string polyRayPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), PolyRayLocation);     string dtaPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), DTALocation);       LocalResource rayStorage = RoleEnvironment.GetLocalResource("RayFolder");     string localStorageRootPath = rayStorage.RootPath;       JobQueue jobQueue = new JobQueue("renderjobs");     JobQueue downloadQueue = new JobQueue("renderimagedownloadjobs");     CloudRayBlob sceneBlob = new CloudRayBlob("scenes");     CloudRayBlob imageBlob = new CloudRayBlob("images");     RoleLifecycleDataSource roleLifecycleDataSource = new RoleLifecycleDataSource();       Frames = 0;       while (true)     {         // Get the render job from the queue         CloudQueueMessage jobMsg = jobQueue.Get();           if (jobMsg != null)         {             // Get the file details             string sceneFile = jobMsg.AsString;             string tgaFile = sceneFile.Replace(".pi", ".tga");             string jpgFile = sceneFile.Replace(".pi", ".jpg");               string sceneFilePath = Path.Combine(localStorageRootPath, sceneFile);             string tgaFilePath = Path.Combine(localStorageRootPath, tgaFile);             string jpgFilePath = Path.Combine(localStorageRootPath, jpgFile);               // Copy the scene file to local storage             sceneBlob.DownloadFile(sceneFilePath);               // Run the ray tracer.             string polyrayArguments =                 string.Format("\"{0}\" -o \"{1}\" -a 2", sceneFilePath, tgaFilePath);             Process polyRayProcess = new Process();             polyRayProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), polyRayPath);             polyRayProcess.StartInfo.Arguments = polyrayArguments;             polyRayProcess.Start();             polyRayProcess.WaitForExit();               // Convert the image             string dtaArguments =                 string.Format(" {0} /FJ /P{1}", tgaFilePath, Path.GetDirectoryName (jpgFilePath));             Process dtaProcess = new Process();             dtaProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), dtaPath);             dtaProcess.StartInfo.Arguments = dtaArguments;             dtaProcess.Start();             dtaProcess.WaitForExit();               // Upload the image to blob storage             imageBlob.UploadFile(jpgFilePath);               // Add a download job.             downloadQueue.Add(jpgFile);               // Delete the render job message             jobQueue.Delete(jobMsg);               Frames++;         }         else         {             Thread.Sleep(1000);         }           // Log the worker role activity.         roleLifecycleDataSource.Alive             ("CloudRayWorker", RoleLifecycleDataSource.RoleLifecycleId, Frames);     } }     Monitoring Worker Role Instance Lifecycle In order to get more accurate statistics about the lifecycle of the worker role instances used to render the animation data was tracked in an Azure storage table. The following class was used to track the worker role lifecycles in Azure storage.   public class RoleLifecycle : TableServiceEntity {     public string ServerName { get; set; }     public string Status { get; set; }     public DateTime StartTime { get; set; }     public DateTime EndTime { get; set; }     public long SecondsRunning { get; set; }     public DateTime LastActiveTime { get; set; }     public int Frames { get; set; }     public string Comment { get; set; }       public RoleLifecycle()     {     }       public RoleLifecycle(string roleName)     {         PartitionKey = roleName;         RowKey = Utils.GetAscendingRowKey();         Status = "Started";         StartTime = DateTime.UtcNow;         LastActiveTime = StartTime;         EndTime = StartTime;         SecondsRunning = 0;         Frames = 0;     } }     A new instance of this class is created and added to the storage table when the role starts. It is then updated each time the worker renders a frame to record the total number of frames rendered and the total processing time. These statistics are used be the monitoring application to determine the effectiveness of use of resources in the render farm. Rendering the Animation The Azure solution was deployed to Windows Azure with the service configuration set to 16 worker role instances. This allows for the application to be tested in the cloud environment, and the performance of the application determined. When I demo the application at conferences and user groups I often start with 16 instances, and then scale up the application to the full 256 instances. The configuration to run 16 instances is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="16" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     About six minutes after deploying the application the first worker roles become active and start to render the first frames of the animation. The CloudRay Monitor application displays an icon for each worker role instance, with a number indicating the number of frames that the worker role has rendered. The statistics on the left show the number of active worker roles and statistics about the render process. The render time is the time since the first worker role became active; the CPU time is the total amount of processing time used by all worker role instances to render the frames.   Five minutes after the first worker role became active the last of the 16 worker roles activated. By this time the first seven worker roles had each rendered one frame of the animation.   With 16 worker roles u and running it can be seen that one hour and 45 minutes CPU time has been used to render 32 frames with a render time of just under 10 minutes.     At this rate it would take over 10 hours to render the 2,000 frames of the full animation. In order to complete the animation in under an hour more processing power will be required. Scaling the render farm from 16 instances to 256 instances is easy using the new management portal. The slider is set to 256 instances, and the configuration saved. We do not need to re-deploy the application, and the 16 instances that are up and running will not be affected. Alternatively, the configuration file for the Azure service could be modified to specify 256 instances.   <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="256" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     Six minutes after the new configuration has been applied 75 new worker roles have activated and are processing their first frames.   Five minutes later the full configuration of 256 worker roles is up and running. We can see that the average rate of frame rendering has increased from 3 to 12 frames per minute, and that over 17 hours of CPU time has been utilized in 23 minutes. In this test the time to provision 140 worker roles was about 11 minutes, which works out at about one every five seconds.   We are now half way through the rendering, with 1,000 frames complete. This has utilized just under three days of CPU time in a little over 35 minutes.   The animation is now complete, with 2,000 frames rendered in a little over 52 minutes. The CPU time used by the 256 worker roles is 6 days, 7 hours and 22 minutes with an average frame rate of 38 frames per minute. The rendering of the last 1,000 frames took 16 minutes 27 seconds, which works out at a rendering rate of 60 frames per minute. The frame counts in the server instances indicate that the use of a queue to distribute the workload has been very effective in distributing the load across the 256 worker role instances. The first 16 instances that were deployed first have rendered between 11 and 13 frames each, whilst the 240 instances that were added when the application was scaled have rendered between 6 and 9 frames each.   Completed Animation I’ve uploaded the completed animation to YouTube, a low resolution preview is shown below. Pin Board Animation Created using Windows Kinect and 256 Windows Azure Worker Roles   The animation can be viewed in 1280x720 resolution at the following link: http://www.youtube.com/watch?v=n5jy6bvSxWc Effective Use of Resources According to the CloudRay monitor statistics the animation took 6 days, 7 hours and 22 minutes CPU to render, this works out at 152 hours of compute time, rounded up to the nearest hour. As the usage for the worker role instances are billed for the full hour, it may have been possible to render the animation using fewer than 256 worker roles. When deciding the optimal usage of resources, the time required to provision and start the worker roles must also be considered. In the demo I started with 16 worker roles, and then scaled the application to 256 worker roles. It would have been more optimal to start the application with maybe 200 worker roles, and utilized the full hour that I was being billed for. This would, however, have prevented showing the ease of scalability of the application. The new management portal displays the CPU usage across the worker roles in the deployment. The average CPU usage across all instances is 93.27%, with over 99% used when all the instances are up and running. This shows that the worker role resources are being used very effectively. Grid Computing Scenarios Although I am using this scenario for a hobby project, there are many scenarios where a large amount of compute power is required for a short period of time. Windows Azure provides a great platform for developing these types of grid computing applications, and can work out very cost effective. ·         Windows Azure can provide massive compute power, on demand, in a matter of minutes. ·         The use of queues to manage the load balancing of jobs between role instances is a simple and effective solution. ·         Using a cloud-computing platform like Windows Azure allows proof-of-concept scenarios to be tested and evaluated on a very low budget. ·         No charges for inbound data transfer makes the uploading of large data sets to Windows Azure Storage services cost effective. (Transaction charges still apply.) Tips for using Windows Azure for Grid Computing Scenarios I found the implementation of a render farm using Windows Azure a fairly simple scenario to implement. I was impressed by ease of scalability that Azure provides, and by the short time that the application took to scale from 16 to 256 worker role instances. In this case it was around 13 minutes, in other tests it took between 10 and 20 minutes. The following tips may be useful when implementing a grid computing project in Windows Azure. ·         Using an Azure Storage queue to load-balance the units of work across multiple worker roles is simple and very effective. The design I have used in this scenario could easily scale to many thousands of worker role instances. ·         Windows Azure accounts are typically limited to 20 cores. If you need to use more than this, a call to support and a credit card check will be required. ·         Be aware of how the billing model works. You will be charged for worker role instances for the full clock our in which the instance is deployed. Schedule the workload to start just after the clock hour has started. ·         Monitor the utilization of the resources you are provisioning, ensure that you are not paying for worker roles that are idle. ·         If you are deploying third party applications to worker roles, you may well run into licensing issues. Purchasing software licenses on a per-processor basis when using hundreds of processors for a short time period would not be cost effective. ·         Third party software may also require installation onto the worker roles, which can be accomplished using start-up tasks. Bear in mind that adding a startup task and possible re-boot will add to the time required for the worker role instance to start and activate. An alternative may be to use a prepared VM and use VM roles. ·         Consider using the Windows Azure Autoscaling Application Block (WASABi) to autoscale the worker roles in your application. When using a large number of worker roles, the utilization must be carefully monitored, if the scaling algorithms are not optimal it could get very expensive!

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  • Analysis Services Tabular books #ssas #tabular

    - by Marco Russo (SQLBI)
    Many people are looking for books about Analysis Services Tabular. Today there are two books available and they complement each other: Microsoft SQL Server 2012 Analysis Services: The BISM Tabular Model by Marco Russo, Alberto Ferrari and Chris Webb Applied Microsoft SQL Server 2012 Analysis Services: Tabular Modeling by Teo Lachev The book I wrote with Alberto and Chris is a complete guide to create tabular models and has a good coverage about DAX, including how to use it for enriching a semantic model with calculated columns and measures and how to use it for querying a Tabular model. In my experience, DAX as a query language is a very interesting option for custom analytical applications that requires a fast calculation engine, or simply for standard reports running in Reporting Services and accessing a Tabular model. You can freely preview the table of content and read some excerpts from the book on Safari Books Online. The book is in printing and should be shipped within mid-July, so finally it will be very soon on the shelf of all the people already preordered it! The Teo Lachev’s book, covers the full spectrum of Tabular models provided by Microsoft: starting with self-service BI, you have users creating a model with PowerPivot for Excel, publishing it to PowerPivot for SharePoint and exploring data by using Power View; then, the PowerPivot for Excel model can be imported in a Tabular model and published in Analysis Services, adding more control on the model through row-level security and partitioning, for example. Teo’s book follows a step-by-step approach describing each feature that is very good for a beginner that is new to PowerPivot and/or to BISM Tabular. If you need to get the big picture and to start using the products that are part of the new Microsoft wave of BI products, the Teo’s book is for you. After you read the book from Teo, or if you already have a certain confidence with PowerPivot or BISM Tabular and you want to go deeper about internals, best practices, design patterns in just BISM Tabular, then our book is a suggested read: it contains several chapters about DAX, includes discussions about new opportunities in data model design offered by Tabular models, and also provides examples of optimizations you can obtain in DAX and best practices in data modeling and queries. It might seem strange that an author write a review of a book that might seem to compete with his one, but in reality these two books complement each other and are not alternatives. If you have any doubt, buy both: you will be not disappointed! Moreover, Amazon usually offers you a deal to buy three books, including the Visualizing Data with Microsoft Power View, another good choice for getting all the details about Power View.

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  • XNA extending an existing Content type

    - by Maarten
    We are doing a game in XNA that reacts to music. We need to do some offline processing of the music data and therefore we need a custom type containing the Song and some additional data: // Project AudioGameLibrary namespace AudioGameLibrary { public class GameTrack { public Song Song; public string Extra; } } We've added a Content Pipeline extension: // Project GameTrackProcessor namespace GameTrackProcessor { [ContentSerializerRuntimeType("AudioGameLibrary.GameTrack, AudioGameLibrary")] public class GameTrackContent { public SongContent SongContent; public string Extra; } [ContentProcessor(DisplayName = "GameTrack Processor")] public class GameTrackProcessor : ContentProcessor<AudioContent, GameTrackContent> { public GameTrackProcessor(){} public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context), Extra = "Some extra data" // Here we can do our processing on 'input' }; } } } Both the Library and the Pipeline extension are added to the Game Solution and references are also added. When trying to use this extension to load "gametrack.mp3" we run into problems however: // Project AudioGame protected override void LoadContent() { AudioGameLibrary.GameTrack gameTrack = Content.Load<AudioGameLibrary.GameTrack>("gametrack"); MediaPlayer.Play(gameTrack.Song); } The error message: Error loading "gametrack". File contains Microsoft.Xna.Framework.Media.Song but trying to load as AudioGameLibrary.GameTrack. AudioGame contains references to both AudioGameLibrary and GameTrackProcessor. Are we maybe missing other references? EDIT Selecting the correct content processor helped, it loads the audio file correctly. However, when I try to process some data, e.g: public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { int count = input.Data.Count; // With this commented out it works fine return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context) }; } It crashes with the following error: Managed Debugging Assistant 'PInvokeStackImbalance' has detected a problem in 'C:\Users\Maarten\Documents\Visual Studio 2010\Projects\AudioGame\DebugPipeline\bin\Debug\DebugPipeline.exe'. Additional Information: A call to PInvoke function 'Microsoft.Xna.Framework.Content.Pipeline!Microsoft.Xna.Framework.Content.Pipeline.UnsafeNativeMethods+AudioHelper::OpenAudioFile' has unbalanced the stack. This is likely because the managed PInvoke signature does not match the unmanaged target signature. Check that the calling convention and parameters of the PInvoke signature match the target unmanaged signature. Information from logger right before crash: Using "BuildContent" task from assembly "Microsoft.Xna.Framework.Content.Pipel ine, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553". Task "BuildContent" Building gametrack.mp3 -> bin\x86\Debug\Content\gametrack.xnb Rebuilding because asset is new Importing gametrack.mp3 with Microsoft.Xna.Framework.Content.Pipeline.Mp3Imp orter Im experiencing exactly this: http://forums.create.msdn.com/forums/t/75996.aspx

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  • How do I make my page respect h1 css addition? [migrated]

    - by Adobe
    I add h1 { margin-top:100px; } to the end of the css, but the page doesn't change. But if I add to the html of some h1: <h1 style="margin-top:100px;"><a class="toc-backref" href="#id4">KHotKeys</a><a class="headerlink" href="#khotkeys" title="Permalink to this headline">¶</a></h1> Then it does. I'm not css pro, and I guess the problem is somewhere in the css file. Here it is: div.clearer { clear: both; } /* -- relbar ---------------------------------------------------------------- */ div.related { width: 100%; font-size: 90%; } div.related h3 { display: none; } div.related ul { margin: 0; padding: 0 0 0 10px; list-style: none; } div.related li { display: inline; } div.related li.right { float: right; margin-right: 5px; } /* -- sidebar --------------------------------------------------------------- */ div.sphinxsidebarwrapper { padding: 10px 5px 0 10px; } div.sphinxsidebar { float: left; width: 230px; margin-left: -100%; font-size: 90%; } div.sphinxsidebar ul { list-style: none; } div.sphinxsidebar ul ul, div.sphinxsidebar ul.want-points { margin-left: 20px; list-style: square; } div.sphinxsidebar ul ul { margin-top: 0; margin-bottom: 0; } div.sphinxsidebar form { margin-top: 10px; } div.sphinxsidebar input { border: 1px solid #98dbcc; font-family: sans-serif; font-size: 1em; } div.sphinxsidebar input[type="text"] { width: 160px; } div.sphinxsidebar input[type="submit"] { width: 30px; } img { border: 0; } /* -- search page ----------------------------------------------------------- */ ul.search { margin: 10px 0 0 20px; padding: 0; } ul.search li { padding: 5px 0 5px 20px; background-image: url(file.png); background-repeat: no-repeat; background-position: 0 7px; } ul.search li a { font-weight: bold; } ul.search li div.context { color: #888; margin: 2px 0 0 30px; text-align: left; } ul.keywordmatches li.goodmatch a { font-weight: bold; } /* -- index page ------------------------------------------------------------ */ table.contentstable { width: 90%; } table.contentstable p.biglink { line-height: 150%; } a.biglink { font-size: 1.3em; } span.linkdescr { font-style: italic; padding-top: 5px; font-size: 90%; } /* -- general index --------------------------------------------------------- */ table.indextable { width: 100%; } table.indextable td { text-align: left; vertical-align: top; } table.indextable dl, table.indextable dd { margin-top: 0; margin-bottom: 0; } table.indextable tr.pcap { height: 10px; } table.indextable tr.cap { margin-top: 10px; background-color: #f2f2f2; } img.toggler { margin-right: 3px; margin-top: 3px; cursor: pointer; } div.modindex-jumpbox { border-top: 1px solid #ddd; border-bottom: 1px solid #ddd; margin: 1em 0 1em 0; padding: 0.4em; } div.genindex-jumpbox { border-top: 1px solid #ddd; border-bottom: 1px solid #ddd; margin: 1em 0 1em 0; padding: 0.4em; } /* -- general body styles --------------------------------------------------- */ a.headerlink { visibility: hidden; } h1:hover > a.headerlink, h2:hover > a.headerlink, h3:hover > a.headerlink, h4:hover > a.headerlink, h5:hover > a.headerlink, h6:hover > a.headerlink, dt:hover > a.headerlink { visibility: visible; } div.body p.caption { text-align: inherit; } div.body td { text-align: left; } .field-list ul { padding-left: 1em; } .first { margin-top: 0 !important; } p.rubric { margin-top: 30px; font-weight: bold; } img.align-left, .figure.align-left, object.align-left { clear: left; float: left; margin-right: 1em; } img.align-right, .figure.align-right, object.align-right { clear: right; float: right; margin-left: 1em; } img.align-center, .figure.align-center, object.align-center { display: block; margin-left: auto; margin-right: auto; } .align-left { text-align: left; } .align-center { text-align: center; } .align-right { text-align: right; } /* -- sidebars -------------------------------------------------------------- */ div.sidebar { margin: 0 0 0.5em 1em; border: 1px solid #ddb; padding: 7px 7px 0 7px; background-color: #ffe; width: 40%; float: right; } p.sidebar-title { font-weight: bold; } /* -- topics ---------------------------------------------------------------- */ div.topic { border: 1px solid #ccc; padding: 7px 7px 0 7px; margin: 10px 0 10px 0; } p.topic-title { font-size: 1.1em; font-weight: bold; margin-top: 10px; } /* -- admonitions ----------------------------------------------------------- */ div.admonition { margin-top: 10px; margin-bottom: 10px; padding: 7px; } div.admonition dt { font-weight: bold; } div.admonition dl { margin-bottom: 0; } p.admonition-title { margin: 0px 10px 5px 0px; font-weight: bold; } div.body p.centered { text-align: center; margin-top: 25px; } /* -- tables ---------------------------------------------------------------- */ table.docutils { border: 0; border-collapse: collapse; } table.docutils td, table.docutils th { padding: 1px 8px 1px 5px; border-top: 0; border-left: 0; border-right: 0; border-bottom: 1px solid #aaa; } table.field-list td, table.field-list th { border: 0 !important; } table.footnote td, table.footnote th { border: 0 !important; } th { text-align: left; padding-right: 5px; } table.citation { border-left: solid 1px gray; margin-left: 1px; } table.citation td { border-bottom: none; } /* -- other body styles ----------------------------------------------------- */ ol.arabic { list-style: decimal; } ol.loweralpha { list-style: lower-alpha; } ol.upperalpha { list-style: upper-alpha; } ol.lowerroman { list-style: lower-roman; } ol.upperroman { list-style: upper-roman; } dl { margin-bottom: 15px; } dd p { margin-top: 0px; } dd ul, dd table { margin-bottom: 10px; } dd { margin-top: 3px; margin-bottom: 10px; margin-left: 30px; } dt:target, .highlighted { background-color: #fbe54e; } dl.glossary dt { font-weight: bold; font-size: 1.1em; } .field-list ul { margin: 0; padding-left: 1em; } .field-list p { margin: 0; } .refcount { color: #060; } .optional { font-size: 1.3em; } .versionmodified { font-style: italic; } .system-message { background-color: #fda; padding: 5px; border: 3px solid red; } .footnote:target { background-color: #ffa; } .line-block { display: block; margin-top: 1em; margin-bottom: 1em; } .line-block .line-block { margin-top: 0; margin-bottom: 0; margin-left: 1.5em; } .guilabel, .menuselection { font-family: sans-serif; } .accelerator { text-decoration: underline; } .classifier { font-style: oblique; } /* -- code displays --------------------------------------------------------- */ pre { overflow: auto; overflow-y: hidden; /* fixes display issues on Chrome browsers */ } td.linenos pre { padding: 5px 0px; border: 0; background-color: transparent; color: #aaa; } table.highlighttable { margin-left: 0.5em; } table.highlighttable td { padding: 0 0.5em 0 0.5em; } tt.descname { background-color: transparent; font-weight: bold; font-size: 1.2em; } tt.descclassname { background-color: transparent; } tt.xref, a tt { background-color: transparent; font-weight: bold; } h1 tt, h2 tt, h3 tt, h4 tt, h5 tt, h6 tt { background-color: transparent; } .viewcode-link { float: right; } .viewcode-back { float: right; font-family: sans-serif; } div.viewcode-block:target { margin: -1px -10px; padding: 0 10px; } /* -- math display ---------------------------------------------------------- */ img.math { vertical-align: middle; } div.body div.math p { text-align: center; } span.eqno { float: right; } /* -- printout stylesheet --------------------------------------------------- */ @media print { div.document, div.documentwrapper, div.bodywrapper { margin: 0 !important; width: 100%; } div.sphinxsidebar, div.related, div.footer, #top-link { display: none; 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font-size: 200%; } div.body h2 { font-size: 160%; } div.body h3 { font-size: 140%; padding-left: 20px; } div.body h4 { font-size: 120%; padding-left: 20px; } div.body h5 { font-size: 110%; padding-left: 20px; } div.body h6 { font-size: 100%; padding-left: 20px; } a.headerlink { color: #c60f0f; font-size: 0.8em; padding: 0 4px 0 4px; text-decoration: none; } a.headerlink:hover { background-color: #c60f0f; color: white; } div.body p, div.body dd, div.body li { text-align: left; line-height: 110%; } div.admonition p.admonition-title + p { display: inline; } div.note { background-color: #eee; border: 1px solid #ccc; } div.seealso { background-color: #ffc; border: 1px solid #ff6; } div.topic { background-color: #eee; } div.warning { background-color: #ffe4e4; border: 1px solid #f66; } p.admonition-title { display: inline; } p.admonition-title:after { content: ":"; } pre { padding: 0px; background-color: #ffffff; color: #000000; line-height: 120%; border: 0px solid #ffffff; border-left: none; 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  • Certification Notes: 70-583 Designing and Developing Windows Azure Applications

    - by BuckWoody
    It’s time for another certification, and we’ve just release the 70-583 exam on Windows Azure. I’ve blogged my “study plans” here before on other certifications, so I thought I would do the same for this one. I’ll also need to take exam 70-513 and 70-516; but I’ll post my notes on those separately. None of these are “brain dumps” or any questions from the actual tests - just the books, links and notes I have from my studies. I’ll update these references as I’m studying, so bookmark this site and watch my Twitter and Facebook posts for when I’ll update them, or just subscribe to the RSS feed. A “Green” color on the check-block means I’ve done that part so far, red means I haven’t. First, I need to refresh my memory on some basic coding, so along with the Azure-specific information I’m reading the following general programming books: Introducing Microsoft .NET (Pro-Developer): http://www.amazon.com/Introducing-Microsoft-Pro-Developer-David-Platt/dp/0735619182/ref=sr_1_1?s=books&ie=UTF8&qid=1296339237&sr=1-1 Head First C#, 2E: A Learner's Guide to Real-World Programming with Visual C# and .NET: http://www.amazon.com/Head-First-2E-Real-World-Programming/dp/1449380344/ref=sr_1_1?ie=UTF8&qid=1296339176&sr=8-1 Microsoft Visual C# 2008 Step by Step : http://www.amazon.com/Microsoft-Visual-2008-Step/dp/0735624305/ref=sr_1_1?s=books&ie=UTF8&qid=1296339208&sr=1-1 c The first place to start is at the official site for the certification. That’s here: http://www.microsoft.com/learning/en/us/Exam.aspx?ID=70-583&Locale=en-us c On that page you’ll find several resources, and the first you should follow is the “Save to my learning” so you have a place to track everything. Then click the “Related Learning Plans” link and follow the videos and read the documentation in each of those bullets. There are six areas on the learning plan that you should focus on - make sure you open the learning plan to drill into the specifics. c Designing Data Storage Architecture (18%) Books I’m Reading: Links: My Notes: c Optimizing Data Access and Messaging (17%) Books I’m Reading: Links: My Notes: c Designing the Application Architecture (19%) Books I’m Reading: Links: My Notes: c Preparing for Application and Service Deployment (15%) Books I’m Reading: Links: My Notes: c Investigating and Analyzing Applications (16%) Books I’m Reading: Links: My Notes: c Designing Integrated Solutions (15%) Books I’m Reading: Links: My Notes:

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  • Windows Azure Recipe: Big Data

    - by Clint Edmonson
    As the name implies, what we’re talking about here is the explosion of electronic data that comes from huge volumes of transactions, devices, and sensors being captured by businesses today. This data often comes in unstructured formats and/or too fast for us to effectively process in real time. Collectively, we call these the 4 big data V’s: Volume, Velocity, Variety, and Variability. These qualities make this type of data best managed by NoSQL systems like Hadoop, rather than by conventional Relational Database Management System (RDBMS). We know that there are patterns hidden inside this data that might provide competitive insight into market trends.  The key is knowing when and how to leverage these “No SQL” tools combined with traditional business such as SQL-based relational databases and warehouses and other business intelligence tools. Drivers Petabyte scale data collection and storage Business intelligence and insight Solution The sketch below shows one of many big data solutions using Hadoop’s unique highly scalable storage and parallel processing capabilities combined with Microsoft Office’s Business Intelligence Components to access the data in the cluster. Ingredients Hadoop – this big data industry heavyweight provides both large scale data storage infrastructure and a highly parallelized map-reduce processing engine to crunch through the data efficiently. Here are the key pieces of the environment: Pig - a platform for analyzing large data sets that consists of a high-level language for expressing data analysis programs, coupled with infrastructure for evaluating these programs. Mahout - a machine learning library with algorithms for clustering, classification and batch based collaborative filtering that are implemented on top of Apache Hadoop using the map/reduce paradigm. Hive - data warehouse software built on top of Apache Hadoop that facilitates querying and managing large datasets residing in distributed storage. Directly accessible to Microsoft Office and other consumers via add-ins and the Hive ODBC data driver. Pegasus - a Peta-scale graph mining system that runs in parallel, distributed manner on top of Hadoop and that provides algorithms for important graph mining tasks such as Degree, PageRank, Random Walk with Restart (RWR), Radius, and Connected Components. Sqoop - a tool designed for efficiently transferring bulk data between Apache Hadoop and structured data stores such as relational databases. Flume - a distributed, reliable, and available service for efficiently collecting, aggregating, and moving large log data amounts to HDFS. Database – directly accessible to Hadoop via the Sqoop based Microsoft SQL Server Connector for Apache Hadoop, data can be efficiently transferred to traditional relational data stores for replication, reporting, or other needs. Reporting – provides easily consumable reporting when combined with a database being fed from the Hadoop environment. Training These links point to online Windows Azure training labs where you can learn more about the individual ingredients described above. Hadoop Learning Resources (20+ tutorials and labs) Huge collection of resources for learning about all aspects of Apache Hadoop-based development on Windows Azure and the Hadoop and Windows Azure Ecosystems SQL Azure (7 labs) Microsoft SQL Azure delivers on the Microsoft Data Platform vision of extending the SQL Server capabilities to the cloud as web-based services, enabling you to store structured, semi-structured, and unstructured data. See my Windows Azure Resource Guide for more guidance on how to get started, including links web portals, training kits, samples, and blogs related to Windows Azure.

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  • Win7 is not a tablet OS, no matter what the boys in Redmond think.

    - by John Conwell
    Despite what execs at Microsoft think, Windows 7 is NOT a tablet OS.  Just because you can install some software (or OS) on a device, doesn't mean that device is meant to run that software.  This seems to be the step that the non-engineer execs at Microsoft have seem to not understood.  In order to seamlessly work with a device, the software needs to be designed with that device in mind.  That has been the problem with the Windows PDA platform, the Windows Mobil platform, and now with trying to force fit Windows 7 on a tablet.  Its just not designed for that style of interaction.   Windows is designed to be interacted with via a mouse and keyboard.  In fact, it is brilliant at that.  But, It is NOT designed to be interacted with by your fingers.  And that is why the Windows tablet failed 10 years ago, and why it will fail today.  Its not the hardware's fault like Microsoft claimed 10 years ago.  Its the User Interaction design that failed. And this is why the iPhone and Android OS's work wonderfully on a tablet.  The user interaction was designed for small screens, navigated by big fat fingers.  I love these OS's and how I interact with them.  And when I play with a touch screen Windows 7 device, I am feel like I'm playing with a brittle wana-be.  And its not the hardware's fault.  The touchscreen is very responsive.  I actually like the hardware.  But the OS and the software are just not designed to be interacted with, with my big fat fingers.  In order to be successful, Microsoft needs to start from scratch, and build a platform AND SOFTWARE specifically for use by fingers.  Thats why everyone was so excited when they though Microsoft was going to release the Courier tablet.  Because it looked like a totally different platform.  Something that might actually work.  But Windows 7...I hate to burst your bubble, but you are not a touch platform.

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  • 302: this blog will be closed

    - by preishuber
    After nearly 7 years I will discontinue blogging on this site. My resources are limited. You can reach my German blog which is used to support my customers. Looking back to a long an interesting journey ASP.NET by ScottGu That was the reason to attend this site and support Microsoft as much as I can. For that I was honored as ASP.NET MVP- thanks again. Meet Scoot several times. Great guy! Forums I have left NNTP forums a few years ago and now Microsoft closed it- It was my idea ;-) AJAX Was the wrong way- JQuery won the game IIS7 That is really a great plattform and the IIS team rules. I am sad that is so silent around that topic. ASP.NET after 2.0 Is no longer my world. I love ASP.NET and ASP.NET Server controls. I hate the discussion about how to follow the holy rules of MVC. Microsoft have dropped the goal to bring ASP.NET to #1 and accepted PHP is it. Facebook & Twittering Microblogging takes over a part of the blogging business. Shorter faster cheaper- or as SteveB mentioned - do more with less. Google Google is taking over the web. I am using Bing every time as I can but Google have more options. Sorry Microsoft you will loose that game. Apple That is not the biggest problem of Microsoft. the Ixxx takes over a small part but big money of the market, but the customers are not strongly linked. New wave new hype- Game over Apple. Silverlight My new home. I can reuse a lot of my skills and love the possibilitys. Silverligth will passing WPF-and strike Flash Windows phone 7 Also my skills fit. I just will use it for fun. I am not really satisfied about what I have heard from MIX. Guys from Redmond, I am sad to say you have been the best Smartphone OS and lost everything. The ADO vNext Story That will be the next mystic point. WCF, REST, JSON, ATOM and now OData. Nothing about SQL commands. LINQ, ORM is also not the final solution for multilayered disconnected async scenarios. Personally I prefere the OData idea and dislike the Swiss Army Knife (German Eierlegende Wollmilchsau) WCF. I am still in INETA Speakers board and I am glad to come to your user group. In all other cases you can hire me over ppedv AG. Good by and have good live.

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  • How can I implement collision detection for these tiles?

    - by Fiona
    I am wondering how this would be possible, if at all. In the image below: http://i.stack.imgur.com/d8cO3.png The light brows tiles are ground, while the dark brown is background, so the player can pass over those tiles. Here's the for loops that draws the level: float scale = 1f; for (row = 0; row < currentLevel.Rows; row++) { for (column = 0; column < currentLevel.Columns; column++) { Tile tile = (Tile)currentLevel.GetTile(row, column); if (tile == null) { continue; } Texture2D texture = tile.Texture; spriteBatch.Draw(texture, new Microsoft.Xna.Framework.Rectangle( (int)(column * currentLevel.CellSize.X * scale), (int)(row * currentLevel.CellSize.Y * scale), (int)(currentLevel.CellSize.X * scale), (int)(currentLevel.CellSize.Y * scale)), Microsoft.Xna.Framework.Color.White); } } Here's what I have so far to determine where to create a Rectangle: Microsoft.Xna.Framework.Rectangle[,,,] groundBounds = new Microsoft.Xna.Framework.Rectangle[?, ?, ?, ?]; int tileSize = 20; int screenSizeInTiles = 30; var tilePositions = new System.Drawing.Point[screenSizeInTiles, screenSizeInTiles]; for (int x = 0; x < screenSizeInTiles; x++) { for (int y = 0; y < screenSizeInTiles; y++) { tilePositions[x, y] = new System.Drawing.Point(x * tileSize, y * tileSize); groundBounds[x, y, tileSize, tileSize] = new Microsoft.Xna.Framework.Rectangle(x, y, 20, 20); } } First off, I'm not sure how to initialize the array groundBounds (I don't know how big to make it). Also, I'm not entirely sure how to go about adding information to groundBounds. I want to add a Rectangle for each tile in the level. Preferably I'd only make a Rectangle for those tiles accessible by the player, and not background tiles, but that's for a different day. FYI, the map was made with a freeware program called Realm Factory.

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  • Database Mirroring – deprecated

    - by fatherjack
    Do you use mirroring on any of your databases? Do you use mirroring on SQL Server Standard Edition? I do, as a way of having a stand-by server ready to take over if there is a problem with the live server so that business can continue despite whatever disaster may strike at our primary server location. In my experience it has been a great solution for us as it is simple to implement, reliable and predictable. Mirroring has been around since SQL Server 2005 sp1 but with the release of SQL Server 2012 mirroring has now been placed on the deprecation list. That’s right, Microsoft are removing this feature from SQL Server. SQL Server 2012 had lots of improvements and new features around this sort of technology – the High Availability, Disaster recovery and Always On features described in detail here by Brent Ozar and  Microsoft’s own Customer Service and Support SQL Server Engineers . Now the bad news, the HADRON features are pretty much all wrapped up in the Enterprise Edition of SQL Server 2012. This is going to be a big issue for people, like me, who are only on Standard Edition of earlier versions mostly due to our requirements and the budget (or lack thereof) required for Enterprise Edition licenses. No mirroring in Standard Edition means no upgrade. Don’t Panic. There are two stages of deprecation and they dont happen fast. The first stage – Deprecation Announcement- means that Microsoft have decided that there is a limited future for a particular feature and this is your cue that new projects and developments should not be implemented on this technology as it will cease to exist in the future. This is where mirroring currently stands. You have time to consider your options and start work on planning how you will move away from using this feature. This can be 2 or 3 versions of SQL Server, possibly more. The next stage is Deprecation Final Support - this is where you are on your last chance, When you see this then the next version of SQL Server will not have this feature in it so you need to implement your plans to move to an alternative solution. While these two phases are taking place Microsoft are open to feedback on how people use their products and if enough people make the case for mirroring (or an equivalent technology) to be in the Standard Edition then they may make changes rather than lose customers or have customers cease upgrading in order to keep the functionality they need. Denny Cherry (@MrDenny) has published an article on this same topic here with more detail than me so I wont go over old ground. All I will say is that you should read his article now and then follow the link to his own site where he is collecting peoples information on how they use mirroring in Standard Edition so that our voice can be put to Microsoft.  

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  • Windows Phone 7 Development Updates &ndash; March 8th 2011

    - by Nikita Polyakov
    Here are the latest update from the Windows Phone 7 Developer Worlds that went live this month. Here are some of the latest numbers: Windows Phone Marketplace currently offers more than 9,000 quality apps and games and enjoys a base of over 32,000 registered developers, delivering an average of 100 new apps every day. There have been over 1 million downloads of the developers tools for Windows Phone 7. Trial version help you sell more Trials result in higher sales by the numbers: Users like trials  - paid apps with trial functionality are downloaded 70 times more than paid apps that don’t Nearly 1 out of 10 trial apps downloaded convert to a purchase and generate 10 times more revenue on average than paid apps that don’t include trial functionality. Trial downloads convert to paid downloads quickly. More than half of trial downloads that convert to a sale do so within the 1st 24 hours of trial download, and mostly within 2 hours of trial download. Microsoft Ad Control is gaining traction By the numbers - ad supported Windows Phone 7 apps are: Roughly ¼ of all registered U.S. WP7 developers have downloaded the free Ad SDK for Silverlight and XNA Of ad funded apps, over 95 percent use the free Microsoft Advertising Ad Control Monthly impressions from our Ad Exchange has continued to grow by double digits – impressions increased by 376 percent since January Ad Control, the first wave of “How Do I” videos are now available on MSDN: Create an Ad in a Windows Phone 7 XNA Game App Register Ad-Enabled Windows Phone 7 Apps Measure Ad Performance of Windows Phone 7 Apps Boarder International App submission for Free Apps through Yalla Apps As of today you can start submitting your free applications in developer markets that are currently not covered by Microsoft. To submit your Free application if you DO NOT belong to one of the Marketplace supported countries, go to: Yalla Apps Marketplace Policy Updates: Free App Marketplace Submission upped to 100 and other news Microsoft has been revisiting a few of our Marketplace policies based on feedback from developers to reduce friction and cost, word for word: 1. We have raised the limit on the number of certifications that can be performed for FREE apps at no cost to the registered developer from five to 100. This was a common request from developers which we are glad to implement after building alternate methods to ensure that users can find and download high quality apps. 2. We have converted policy 5.6 - related to the inclusion of contact information for support - from a mandatory to an optional policy. This is still a strongly recommended best practice, but we recognized and responded to developer feedback that this policy was creating excessive drag on the certification process for developers without commensurate user benefit for all apps. 3. We also understand the desire for clarification with regard to our policy on applications distributed under open source licenses.  The Marketplace Application Provider Agreement (APA) already permits applications under the BSD, MIT, Apache Software License 2.0 and Microsoft Public License.  We plan to update the APA shortly to clarify that we also permit applications under the Eclipse Public License, the Mozilla Public License and other, similar licenses and we continue to explore the possibility of accommodating additional OSS licenses. Enjoy and happy coding! Official Blog Post for reference.

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  • SharePoint 2010 Hosting :: How to Enable Office Web Apps on SharePoint 2010

    - by mbridge
    Office Web App is the online version of Microsoft Office 2010 which is very helpful if you are going to use SharePoint 2010 in your organization as it allows you to do basic editing of word document without installing the Office Suite in the client machine. Prerequisites : - Microsoft Server 2008 R2 - Microsoft SharePoint Server 2010 or Microsoft SharePoint Foundation 2010 - Microsoft Office Web Apps. If you have installed all the above products, just follow this steps: 1. Go to Central Administration > Click on Manage Service Application. 2. All the menus are not displayed in ribbon Menu format which was first introduced in Office 2007. Click on New > Word Viewing Services ( You can choose PowerPoint or Excel also, steps are same ). This will open a pop window. Adding Services for Office Web Apps 3. Give a Proper Name which can have your companies or project name. 4. Under Application Pool select : SharePoint Web Services Default. 5. Next keep the check box checked which says : Add this service application’s proxy to the farm’s default proxy list. Click Ok Adding Word Viewer as Service Application Office Web Apps as Services in Sharepoint 2010 6. This will install all the Office Web App services required. You can see the name as you gave in the above step. How to Activate Office Web Apps in Site Collection? 1. Go to the site for which you want to activate this feature. 2. Click on Site Action > Site Settings > Site Collection Administrator > Site Collection Features 3. Activate Office Web Apps. Activate Office Web Apps Feature in Site Collection How to make sure Office Web Apps is working for your site collection? 1. Locate any office document you have and click on the smart menu which appears when you hover your mouse on it. Dont double-click as this will launch the document in Office Client if its installed. This feature can be changed. 2. If you see View or Edit in Browser as menu item, your Office Web Apps is configured correctly. View Edit Office Document in Browser Editing Office Document in Browser Another post related SharePoint 2010: 1. How to Configure SharePoint Foundation 2010 for SharePoint Workspace 2010 2. Integrating SharePoint 2010 and SQL 2008 R2

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  • Do you know about the Visual Studio 2010 Database Projects Guidance?

    - by Martin Hinshelwood
    Early on in the Team System (now Visual Studio ALM) cycle a new product surfaced within Team System that was affectionately called “Data Dude”, but had the more formal name of “Visual Studio 2005 Team Edition for Database Professionals”. The purpose of this product was to try and make the database a “first class citizen” in the development world. Those that started using Visual Studio 2005 Team Edition for Database Professionals (Data Dude) loved it, but everyone else did not get it. The capabilities were a little patchy, but the one thing it did bring to the party was the ability to put your database schema under source control. This was revolutionary as previously your DBA sat as far away from the team as possible, and usually in a dark cupboard, now they could partake of all the goodness of Version Control, Work Item Tracking and automated builds. The problem was that the understanding required to manage these projects was very different to that needed previously. Then the Visual Studio ALM Rangers got a hold of it…and produced some of the best guidance available. Figure: Download the guidance from http://vsdatabaseguide.codeplex.com/ This guidance discusses scenarios and approaches of using the Database Projects in Visual Studio 2010 to help you use the tools more effectively and maximize their value to your organization This guidance is focused on these five areas: Solution and Project Management Source Code Control and Configuration Management Integrating External Changes with the Project System Build and Deployment Automation with Visual Studio Database Projects Database Testing and Deployment Verification Each of these areas has common guidance, usage scenarios, hands on labs, and lessons learned from real world engagements and the community discussions.   The guidance is broken down into three packages: Guidance documentation Hands-on-lab (HOL) documentation note: The documentation is available in XPS-only format packages or complete XPS,PDF,DOCX format packages HOL Package If you need assistance and no one else can help, then you may need to call the Visual Studio ALM Rangers. The Visual Studio ALM Rangers have the mission to provide out of band solutions for missing features or guidance. They are supported by Microsoft Product Group, Microsoft Consulting Services, Microsoft Most Valued Professionals (MVPs) and technical specialists from technology communities around the globe, giving you a real-world view from the field, where the technology has been tested and used. For more information on the Rangers please visit http://msdn.microsoft.com/en-us/vstudio/ee358786.aspx and for more a list of other Rangers projects please see http://msdn.microsoft.com/en-us/vstudio/ee358787.aspx.

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  • Unity works on my PC but not on the Server. What did I miss?

    - by Erik France
    I have a web service using Microsoft Unity to hook the pieces together.  It all works fine on my PC but when I put it on the web server, I receive this error message: System.ServiceModel.FaultException`1[System.ServiceModel.ExceptionDetail]: The value of the property 'type' cannot be parsed. The error is: Method 'GetClaimsForUser' in type 'WebService.Implementation.ClaimsRetriever' from assembly 'WebService.Implementation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=62cac0f1a908971a' does not have an implementation. If I look at the web.config, I see the following: <unity>     <typeAliases>       <typeAlias alias="ITokenGenerator" type="WebService.Interfaces.ITokenGenerator, WebService.Interfaces" />       <typeAlias alias="TokenGenerator" type="WebService.Implementation.TokenGenerator, WebService.Implementation" />       <typeAlias alias="IClaimsRetriever" type="WebService.Interfaces.IClaimsRetriever, WebService.Interfaces" />       <typeAlias alias="ClaimsRetriever" type="WebService.Implementation.ClaimsRetriever, WebService.Implementation" />       <typeAlias alias="TokenGeneratorSettings" type="WebService.Implementation.TokenGeneratorSettings, WebService.Implementation" />       <typeAlias alias="String" type="System.String, mscorlib" />     </typeAliases>     <containers>       <container>         <types>           <type type="ITokenGenerator" mapTo="TokenGenerator">             <typeConfig extensionType="Microsoft.Practices.Unity.Configuration.TypeInjectionElement, Microsoft.Practices.Unity.Configuration">               <constructor>                 <param name="retriever" parameterType="IClaimsRetriever">                   <dependency />                 </param>                 <param name="settings" parameterType="TokenGeneratorSettings">                   <dependency />                 </param>               </constructor>             </typeConfig>           </type>           <type type="IClaimsRetriever" mapTo="ClaimsRetriever">             <typeConfig extensionType="Microsoft.Practices.Unity.Configuration.TypeInjectionElement, Microsoft.Practices.Unity.Configuration">               <constructor>                 <param name="connectionStringName" parameterType="String">                   <value value="devDatabase" type="String" />                 </param>               </constructor>             </typeConfig>           </type>         </types>       </container>     </containers>   </unity> I have another web service, using an almost identical config running on the web server.  But this new web service will not run. Any ideas on what I have not told Unity to do?  Or maybe what I told Unity to do incorrectly?

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