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  • Pourquoi réinventer la roue quand il y a Runnable ? La startup ambitionne de devenir le « YouTube du Code »

    Pourquoi réinventer la roue quand il y a Runnable ? La startup ambitionne de devenir le « YouTube du Code » Runnable, qui a récemment été lancé par une startup du même nom basée à Palo Alto avec pour objectif la facilitation de la découverte et de la réutilisation de portions de code, a annoncé qu'elle a soulevé une levée de fonds de 2 millions de dollars grâce à la participation de Sierra Ventures, Resolute VC, AngelPad et 500 startups.Yash Kumar Directeur Général et co-fondateur de la start-up...

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  • What's the recommended way to configure a Synaptics touchpad device?

    - by htorque
    I want to increase the scroll area by moving the so-called RightEdge a bit towards the middle. Right now I'm doing this via a one-liner that's called at session start (added via gnome-session-properties): xinput --set-prop --type=int --format=32 11 252 1781 5125 1646 4582 This works fine, but feels like a hack. What's the recommended way to edit/set touchpad device properties like this one? Few years ago I'd have put that into the xorg.conf, but this seems to be discouraged nowadays.

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  • Getting Started With nServiceBus on VAN Mar 31

    - by van
    Topic: nServiceBus is mature and powerful open source framework that enables to design robust, scalable, message-based, service-oriented architectures. Latest improvements in the configuration API enables developers to quickly get started and build a working simple system that uses messaging infrastructure. The goal of this session is to give a jump start with the framework, introduce basic concepts such as message handlers, Sagas, Pub/Sub, Generic Host and also create a working demo application that uses publish/subscribe messaging. The content of the session is addressed to developers that are interested in learning how to get started using nServiceBus in order to design and build distributed systems. Bio: Bernard Kowalski is currently a Software Developer at Microdesk, one of Autodesk's leading partners in providing variety of Geospatial and Computer-Aided Design solutions. Bernard has experience developing .NET framework-based applications utilizing Windows Forms, Windows Services, ASP.NET MVC, and Web services. In a recent project, Bernard architected and implemented a distributed system based on SOA principles using an open source implementation of an Enterprise Service Bus. Bernard develops software with Agile patterns and practices using Domain Driven Design combined with TDD (Test Driven Development). He is familiar with all of the following APIs: Autodesk Vault/Product Stream API, AutoCAD ActiveX/VBA/.NET API, AutoCAD Mechanical API, Autodesk Inventor API, Autodesk MapGuide Enterprise. Prior to joining Microdesk, Bernard worked as a researcher and teacher at the University of Science and Technology in Krakow, Poland where he was awarded with a PhD in Computer Methods in Materials Science. He also participated in research projects where he developed applications for analysis of hot compression test results using advanced optimization techniques. He also developed Finite Element Method-based programs for thermal and stress analysis using C++ and FORTRAN. Bernard is a member of the Domain Driven Design and ALT.NET user groups in NYC. Virtual ALT.NET (VAN) is the online gathering place of the ALT.NET community. Through conversations, presentations, pair programming and dojos, we strive to improve, explore, and challenge the way we create software. Using net conferencing technology such as Skype and LiveMeeting, we hold regular meetings, open to anyone, usually taking the form of a presentation or an Open Space Technology-style conversation. Please see the Calendar(http://www.virtualaltnet.com/Home/Calendar) to find a VAN group that meets at a time convenient to you, and feel welcome to join a meeting. Past sessions can be found on the Recording page. To stay informed about VAN activities, you can subscribe to the Virtual ALT.NET Google Group and follow the Virtual ALT.NET blog. Times below are Central Standard Time Start Time: Wed, Mar 31, 2010 8:00 PM UTC/GMT -5 hours End Time: Wed, Mar 31, 2010 10:00 PM UTC/GMT -5 hours Attendee URL: http://www.virtualaltnet.com/van Zach Young http://www.virtualaltnet.com

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  • Learning resources for working with POCO entities in EF 4.0

    - by boghydan
    Here are some links that can help you start working with POCO entities in EF 4.0: ADO.NET Team blog: - Working with POCO objects: http://blogs.msdn.com/adonet/archive/2009/05/21/poco-in-the-entity-framework-part-1-the-experience.aspx - Proxy objects for POCO entities: http://blogs.msdn.com/adonet/archive/2009/12/22/poco-proxies-part-1.aspx MSDN Library: - Working with POCO  http://msdn.microsoft.com/en-us/library/dd456853.aspx - T4 editor for POCO generator can be downloaded from here: http://visualstudiogallery.msdn.microsoft.com/en-us/60297607-5fd4-4da4-97e1-3715e90c1a23

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  • How can a code editor effectively hint at code nesting level - without using indentation?

    - by pgfearo
    I've written an XML text editor that provides 2 view options for the same XML text, one indented (virtually), the other left-justified. The motivation for the left-justified view is to help users 'see' the whitespace characters they're using for indentation of plain-text or XPath code without interference from indentation that is an automated side-effect of the XML context. I want to provide visual clues (in the non-editable part of the editor) for the left-justified mode that will help the user, but without getting too elaborate. I tried just using connecting lines, but that seemed too busy. The best I've come up with so far is shown in a mocked up screenshot of the editor below, but I'm seeking better/simpler alternatives (that don't require too much code). [Edit] Taking the heatmap idea (from: @jimp) I get this and 3 alternatives - labelled a, b and c: The following section describes the accepted answer as a proposal, bringing together ideas from a number of other answers and comments. As this question is now community wiki, please feel free to update this. NestView The name for this idea which provides a visual method to improve the readability of nested code without using indentation. Contour Lines The name for the differently shaded lines within the NestView The image above shows the NestView used to help visualise an XML snippet. Though XML is used for this illustration, any other code syntax that uses nesting could have been used for this illustration. An Overview: The contour lines are shaded (as in a heatmap) to convey nesting level The contour lines are angled to show when a nesting level is being either opened or closed. A contour line links the start of a nesting level to the corresponding end. The combined width of contour lines give a visual impression of nesting level, in addition to the heatmap. The width of the NestView may be manually resizable, but should not change as the code changes. Contour lines can either be compressed or truncated to keep acheive this. Blank lines are sometimes used code to break up text into more digestable chunks. Such lines could trigger special behaviour in the NestView. For example the heatmap could be reset or a background color contour line used, or both. One or more contour lines associated with the currently selected code can be highlighted. The contour line associated with the selected code level would be emphasized the most, but other contour lines could also 'light up' in addition to help highlight the containing nested group Different behaviors (such as code folding or code selection) can be associated with clicking/double-clicking on a Contour Line. Different parts of a contour line (leading, middle or trailing edge) may have different dynamic behaviors associated. Tooltips can be shown on a mouse hover event over a contour line The NestView is updated continously as the code is edited. Where nesting is not well-balanced assumptions can be made where the nesting level should end, but the associated temporary contour lines must be highlighted in some way as a warning. Drag and drop behaviors of Contour Lines can be supported. Behaviour may vary according to the part of the contour line being dragged. Features commonly found in the left margin such as line numbering and colour highlighting for errors and change state could overlay the NestView. Additional Functionality The proposal addresses a range of additional issues - many are outside the scope of the original question, but a useful side-effect. Visually linking the start and end of a nested region The contour lines connect the start and end of each nested level Highlighting the context of the currently selected line As code is selected, the associated nest-level in the NestView can be highlighted Differentiating between code regions at the same nesting level In the case of XML different hues could be used for different namespaces. Programming languages (such as c#) support named regions that could be used in a similar way. Dividing areas within a nesting area into different visual blocks Extra lines are often inserted into code to aid readability. Such empty lines could be used to reset the saturation level of the NestView's contour lines. Multi-Column Code View Code without indentation makes the use of a multi-column view more effective because word-wrap or horizontal scrolling is less likely to be required. In this view, once code has reach the bottom of one column, it flows into the next one: Usage beyond merely providing a visual aid As proposed in the overview, the NestView could provide a range of editing and selection features which would be broadly in line with what is expected from a TreeView control. The key difference is that a typical TreeView node has 2 parts: an expander and the node icon. A NestView contour line can have as many as 3 parts: an opener (sloping), a connector (vertical) and a close (sloping). On Indentation The NestView presented alongside non-indented code complements, but is unlikely to replace, the conventional indented code view. It's likely that any solutions adopting a NestView, will provide a method to switch seamlessly between indented and non-indented code views without affecting any of the code text itself - including whitespace characters. One technique for the indented view would be 'Virtual Formatting' - where a dynamic left-margin is used in lieu of tab or space characters. The same nesting-level data used to dynamically render the NestView could also used for the more conventional-looking indented view. Printing Indentation will be important for the readability of printed code. Here, the absence of tab/space characters and a dynamic left-margin means that the text can wrap at the right-margin and still maintain the integrity of the indented view. Line numbers can be used as visual markers that indicate where code is word-wrapped and also the exact position of indentation: Screen Real-Estate: Flat Vs Indented Addressing the question of whether the NestView uses up valuable screen real-estate: Contour lines work well with a width the same as the code editor's character width. A NestView width of 12 character widths can therefore accommodate 12 levels of nesting before contour lines are truncated/compressed. If an indented view uses 3 character-widths for each nesting level then space is saved until nesting reaches 4 levels of nesting, after this nesting level the flat view has a space-saving advantage that increases with each nesting level. Note: A minimum indentation of 4 character widths is often recommended for code, however XML often manages with less. Also, Virtual Formatting permits less indentation to be used because there's no risk of alignment issues A comparison of the 2 views is shown below: Based on the above, its probably fair to conclude that view style choice will be based on factors other than screen real-estate. The one exception is where screen space is at a premium, for example on a Netbook/Tablet or when multiple code windows are open. In these cases, the resizable NestView would seem to be a clear winner. Use Cases Examples of real-world examples where NestView may be a useful option: Where screen real-estate is at a premium a. On devices such as tablets, notepads and smartphones b. When showing code on websites c. When multiple code windows need to be visible on the desktop simultaneously Where consistent whitespace indentation of text within code is a priority For reviewing deeply nested code. For example where sub-languages (e.g. Linq in C# or XPath in XSLT) might cause high levels of nesting. Accessibility Resizing and color options must be provided to aid those with visual impairments, and also to suit environmental conditions and personal preferences: Compatability of edited code with other systems A solution incorporating a NestView option should ideally be capable of stripping leading tab and space characters (identified as only having a formatting role) from imported code. Then, once stripped, the code could be rendered neatly in both the left-justified and indented views without change. For many users relying on systems such as merging and diff tools that are not whitespace-aware this will be a major concern (if not a complete show-stopper). Other Works: Visualisation of Overlapping Markup Published research by Wendell Piez, dated from 2004, addresses the issue of the visualisation of overlapping markup, specifically LMNL. This includes SVG graphics with significant similarities to the NestView proposal, as such, they are acknowledged here. The visual differences are clear in the images (below), the key functional distinction is that NestView is intended only for well-nested XML or code, whereas Wendell Piez's graphics are designed to represent overlapped nesting. The graphics above were reproduced - with kind permission - from http://www.piez.org Sources: Towards Hermenutic Markup Half-steps toward LMNL

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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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  • Week in Geek: Internet Service Providers to Implement New Anti-Piracy Monitoring in July

    - by Asian Angel
    Our latest edition of WIG is filled with news link goodness such as Google’s plans for a Metro version of Chrome, Microsoft’s seeking of a patent for TV-viewing tolls, Encyclopaedia Britannica’s switch to a digital only format, and more. Screenshot by Asian Angel. Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • Garbled UI with vnc, chicken-of-the-vnc, gridengine, qmon

    - by bmargulies
    Ubuntu 11.04 gridengine version 6.2u5-1ubuntu1 I start a desktop with the vncserver command. My ~/.vnc/xstartup ends with 'gnome-session'. I connect to it using chicken-of-the-VNC on my MacOSX Lion system. I run 'qmon'. Much of qmon works, but several critical tasks show hopelessly garbled grid layouts. I have filed a bug report, but I suspect that there is something I am missing that would render (ahem) them legible.

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  • Set App Windows to Always be on Top

    - by Asian Angel
    Sometimes you have a small app or other software that you want to keep topmost but how do you keep it on top without a lot of hassle? If this sounds like your situation then you might want to have a look at OnTop. Before For our example we had four individual apps open…any of the four could easily be on top at the moment. OnTop in Action The exe file for the app comes in a zip file. Simply unzip the file, place it in the Program Files Folder, create a shortcut and you are ready to go. Once you start OnTop you will see a new System Tray Icon…right click to access the Context Menu with a list of currently open apps. We decided to set Winamp to be always topmost first. Note: OnTop detected all three individual sections of our Winamp Player along with the individual monitors running in our Taskbar. Clicking on Paint.NET brought it forward over Firefox and Microsoft Word but Winamp was still sitting on top. Clicking on Microsoft Word next still did not affect Winamp’s topmost status. Nice. As soon as we switched the topmost status to Microsoft Word you can see that it immediately came to the front. One thing that we did note in our tests…the best method for switching topmost status is either to choose a different app or close the app that was topmost. Conclusion OnTop might be considered niche software but if you have an app window that you need to keep on top of other windows then you might want to give this small app a try. Links Download OnTop at Softpedia Similar Articles Productive Geek Tips Use the Windows Key for the "Start" Menu in Ubuntu LinuxIncrease the Cached Logon Count for Windows Computers on a DomainUsing Windows 7 or Vista Compatibility ModeQuick Tip: Change the Registered Owner in WindowsMake Safari Stop Crashing Every 20 Seconds on Windows Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 2010 World Cup Schedule Boot Snooze – Reboot and then Standby or Hibernate Customize Everything Related to Dates, Times, Currency and Measurement in Windows 7 Google Earth replacement Icon (Icons we like) Build Great Charts in Excel with Chart Advisor tinysong gives a shortened URL for you to post on Twitter (or anywhere)

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  • New regular expression features in PCRE 8.34 and 8.35

    - by Jan Goyvaerts
    PCRE 8.34 adds some new regex features and changes the behavior of a few to make it better compatible with the latest versions of Perl. There are no changes to the regex syntax in PCRE 8.35. \o{377} is now an octal escape just like \377. This syntax was first introduced in Perl 5.12. It avoids any confusion between octal escapes and backreferences. It also allows octal numbers beyond 377 to be used. E.g. \o{400} is the same as \x{100}. If you have any reason to use octal escapes instead of hexadecimal escapes then you should definitely use the new syntax. Because of this change, \o is now an error when it doesn’t form a valid octal escape. Previously \o was a literal o and \o{377} was a sequence of 337 o‘s. In free-spacing mode, whitespace between a quantifier and the ? that makes it lazy or the + that makes it possessive is now ignored. In Perl this has always been the case. In PCRE 8.33 and prior, whitespace ended a quantifier and any following ? or + was seen as a second quantifier and thus an error. The shorthand \s now matches the vertical tab character in addition to the other whitespace characters it previously matched. Perl 5.18 made the same change. Many other regex flavors have always included the vertical tab in \s, just like POSIX has always included it in [[:space:]]. Names of capturing groups are no longer allowed to start with a digit. This has always been the case in Perl since named groups were added to Perl 5.10. PCRE 8.33 and prior even allowed group names to consist entirely of digits. [[:<:]] and [[::]] are now treated as POSIX-style word boundaries. They match at the start and the end of a word. Though they use similar syntax, these have nothing to do with POSIX character classes and cannot be used inside character classes. Perl does not support POSIX word boundaries. The same changes affect PHP 5.5.10 (and later) and R 3.0.3 (and later) as they have been updated to use PCRE 8.34. RegexBuddy and RegexMagic have been updated to support the latest versions of PCRE, PHP, and R. Older versions that were previously supported are still supported, so you can compare or convert your regular expressions between the latest versions of PCRE, PHP, and R and whichever version you were using previously.

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  • Having problems booting xubuntu after installation

    - by lagaffenewbe
    I'm newbie with ubuntu, I tried to install ubuntu, at the beginning xubuntu work for the first upgrade to xubuntu 12.04, but after the reboot, no winxp media center ether Xubuntu won't start and I have a screen Ctrl+Alt+Del nothing else. I read a little about, maybe the sata enabled on the bios. What is the problem and can it be fixed or do I have to remove xubuntu. Partition is : 100gb xubuntu 220gb winxp I have an external drive 1 tb Thanks for the help.

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  • Desktop Fun: Dragons Wallpaper Collection Series 2

    - by Asian Angel
    Whether they are flying through the sky, hunting for food, or defending their lairs dragons are truly inspirational creatures that easily stir our imaginations. Let your desktop take flight with the second in our series of Dragons Wallpaper collections. What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8 HTG Explains: Why You Shouldn’t Use a Task Killer On Android

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  • Subterranean IL: Filter exception handlers

    - by Simon Cooper
    Filter handlers are the second type of exception handler that aren't accessible from C#. Unlike the other handler types, which have defined conditions for when the handlers execute, filter lets you use custom logic to determine whether the handler should be run. However, similar to a catch block, the filter block does not get run if control flow exits the block without throwing an exception. Introducing filter blocks An example of a filter block in IL is the following: .try { // try block } filter { // filter block endfilter }{ // filter handler } or, in v1 syntax, TryStart: // try block TryEnd: FilterStart: // filter block HandlerStart: // filter handler HandlerEnd: .try TryStart to TryEnd filter FilterStart handler HandlerStart to HandlerEnd In the v1 syntax there is no end label specified for the filter block. This is because the filter block must come immediately before the filter handler; the end of the filter block is the start of the filter handler. The filter block indicates to the CLR whether the filter handler should be executed using a boolean value on the stack when the endfilter instruction is run; true/non-zero if it is to be executed, false/zero if it isn't. At the start of the filter block, and the corresponding filter handler, a reference to the exception thrown is pushed onto the stack as a raw object (you have to manually cast to System.Exception). The allowed IL inside a filter block is tightly controlled; you aren't allowed branches outside the block, rethrow instructions, and other exception handling clauses. You can, however, use call and callvirt instructions to call other methods. Filter block logic To demonstrate filter block logic, in this example I'm filtering on whether there's a particular key in the Data dictionary of the thrown exception: .try { // try block } filter { // Filter starts with exception object on stack // C# code: ((Exception)e).Data.Contains("MyExceptionDataKey") // only execute handler if Contains returns true castclass [mscorlib]System.Exception callvirt instance class [mscorlib]System.Collections.IDictionary [mscorlib]System.Exception::get_Data() ldstr "MyExceptionDataKey" callvirt instance bool [mscorlib]System.Collections.IDictionary::Contains(object) endfilter }{ // filter handler // Also starts off with exception object on stack callvirt instance string [mscorlib]System.Object::ToString() call void [mscorlib]System.Console::WriteLine(string) } Conclusion Filter exception handlers are another exception handler type that isn't accessible from C#, however, just like fault handlers, the behaviour can be replicated using a normal catch block: try { // try block } catch (Exception e) { if (!FilterLogic(e)) throw; // handler logic } So, it's not that great a loss, but it's still annoying that this functionality isn't directly accessible. Well, every feature starts off with minus 100 points, so it's understandable why something like this didn't make it into the C# compiler ahead of a different feature.

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  • example.com/blog vs blog.example.com [duplicate]

    - by Mario Duarte
    Possible Duplicate: Subdomain versus subdirectory I'm about to start my own blog (adding it to a domain already owned by me) and I'm wondering what is the best way to set it up. There are two common alternatives for blogs: domain.com/blog and blog.domain.com. My question is: what are the advantages and disadvantages and of each alternative and which one do you think is the best? (in terms of SEO, etc)

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  • BOX2D and AS3: Mouse Event not working

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

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  • How do I use my headphones and microphone?

    - by Pavan Kumar
    Hello, The headphones and microphone on my Ubuntu 10.10 work fine. But when I start an audio conversation using empathy or pidgin, my computer hangs, the microphone doesn't work, and I can't record anything. I have tried sudo alsa force-reload, I have installed pavucontrol, but nothing works. I can't increase the volume of the headphones and master channel using alsamixer though they are unmuted. (Everything works fine in Fedora and Windows XP.) How do I fix this? Thank you.

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  • Adding a website link to the Member Directory in DotNetNuke 6.2

    - by Chris Hammond
    In case you missed it, DotNetNuke 6.2 was released today, check out Will Morgenweck’s blog post for more details on the release . With some of the new features DotNetNuke 6.2 makes it easier to start to customize the listing of members on your site, and also the Profile display for users on the website. I started implementing DotNetNuke 6.2 on one of my racing websites last night (yeah, so I upgraded before the release happened, a benefit of working for the corp ). In doing so I configured the profile...(read more)

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  • SQLAuthority News – SQL Server 2012 – Microsoft Learning Training and Certification

    - by pinaldave
    Here is the conversion I had right after I had posted my earlier blog post about Download Microsoft SQL Server 2012 RTM Now. Rajesh: So SQL Server is available for me to download? Pinal: Yes, sure check the link here. Rajesh: It is trial do you know when it will be available for everybody? Pinal: I think you mean General Availability (GA) which is on April 1st, 2012. Rajesh: I want to have head start with SQL Server 2012 examination and I want to know every single Exam 70-461: Querying Microsoft SQL Server 2012 This exam is intended for SQL Server database administrators, implementers, system engineers, and developers with two or more years of experience who are seeking to prove their skills and knowledge in writing queries. Exam 70-462: Administering Microsoft SQL Server 2012 Databases This exam is intended for Database Professionals who perform installation, maintenance, and configuration tasks as their primary areas of responsibility. They will often set up database systems and are responsible for making sure those systems operate efficiently. Exam 70-463: Implementing a Data Warehouse with Microsoft SQL Server 2012 The primary audience for this exam is Extract Transform Load (ETL) and Data Warehouse Developers.  They are most likely to focus on hands-on work creating business intelligence (BI) solutions including data cleansing, ETL, and Data Warehouse implementation. Exam 70-464: Developing Microsoft SQL Server 2012 Databases This exam is intended for database professionals who build and implement databases across an organization while ensuring high levels of data availability. They perform tasks including creating database files, creating data types and tables,  planning, creating, and optimizing indexes, implementing data integrity, implementing views, stored procedures, and functions, and managing transactions and locks. Exam 70-465: Designing Database Solutions for Microsoft SQL Server 2012 This exam is intended for database professionals who design and build database solutions in an organization.  They are responsible for the creation of plans and designs for database structure, storage, objects, and servers. Exam 70-466: Implementing Data Models and Reports with Microsoft SQL Server 2012 The primary audience for this exam is BI Developers.  They are most likely to focus on hands-on work creating the BI solution including implementing multi-dimensional data models, implementing and maintaining OLAP cubes, and creating information displays used in business decision making Exam 70-467: Designing Business Intelligence Solutions with Microsoft SQL Server 2012 The primary audience for this exam is the BI Architect.  BI Architects are responsible for the overall design of the BI infrastructure, including how it relates to other data systems in use. Looking at Rajesh’s passion, I am motivated too! I may want to start attempting the exams in near future. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • JDeveloper on Facebook - quite an active user

    - by shay.shmeltzer
    If you are both a facebook user and a JDeveloper user then you should combine the two and become a fan of JDeveloper on facebook. Once you do, you'll start getting daily updates of recent blog entries relating to JDeveloper and ADF. Something like this: Quite a useful way to track what's going on in the JDeveloper sphere.

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  • PowerShell – Sexy PoSH console

    - by Waclaw Chrabaszcz
    Originally posted on: http://geekswithblogs.net/Wchrabaszcz/archive/2014/08/15/powershell--sexy-posh-console.aspxPowerShell don't has to be boring. Download this module: http://www.powertheshell.com/download/modules/PTSAeroConsole.zip Extract it into C:\Windows\System32\WindowsPowerShell\v1.0\Modules(you may need to enable both module files by right clicking | Prosperities |Unlock) Now you can start PowerShell window:  Import-Module PTSAeroConsoleEnable-AeroGlassThemeDisable-AeroGlassTheme   Enjoy!

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  • Using SQL Execution Plans to discover the Swedish alphabet

    - by Rob Farley
    SQL Server is quite remarkable in a bunch of ways. In this post, I’m using the way that the Query Optimizer handles LIKE to keep it SARGable, the Execution Plans that result, Collations, and PowerShell to come up with the Swedish alphabet. SARGability is the ability to seek for items in an index according to a particular set of criteria. If you don’t have SARGability in play, you need to scan the whole index (or table if you don’t have an index). For example, I can find myself in the phonebook easily, because it’s sorted by LastName and I can find Farley in there by moving to the Fs, and so on. I can’t find everyone in my suburb easily, because the phonebook isn’t sorted that way. I can’t even find people who have six letters in their last name, because also the book is sorted by LastName, it’s not sorted by LEN(LastName). This is all stuff I’ve looked at before, including in the talk I gave at SQLBits in October 2010. If I try to find everyone who’s names start with F, I can do that using a query a bit like: SELECT LastName FROM dbo.PhoneBook WHERE LEFT(LastName,1) = 'F'; Unfortunately, the Query Optimizer doesn’t realise that all the entries that satisfy LEFT(LastName,1) = 'F' will be together, and it has to scan the whole table to find them. But if I write: SELECT LastName FROM dbo.PhoneBook WHERE LastName LIKE 'F%'; then SQL is smart enough to understand this, and performs an Index Seek instead. To see why, I look further into the plan, in particular, the properties of the Index Seek operator. The ToolTip shows me what I’m after: You’ll see that it does a Seek to find any entries that are at least F, but not yet G. There’s an extra Predicate in there (a Residual Predicate if you like), which checks that each LastName is really LIKE F% – I suppose it doesn’t consider that the Seek Predicate is quite enough – but most of the benefit is seen by its working out the Seek Predicate, filtering to just the “at least F but not yet G” section of the data. This got me curious though, particularly about where the G comes from, and whether I could leverage it to create the Swedish alphabet. I know that in the Swedish language, there are three extra letters that appear at the end of the alphabet. One of them is ä that appears in the word Västerås. It turns out that Västerås is quite hard to find in an index when you’re looking it up in a Swedish map. I talked about this briefly in my five-minute talk on Collation from SQLPASS (the one which was slightly less than serious). So by looking at the plan, I can work out what the next letter is in the alphabet of the collation used by the column. In other words, if my alphabet were Swedish, I’d be able to tell what the next letter after F is – just in case it’s not G. It turns out it is… Yes, the Swedish letter after F is G. But I worked this out by using a copy of my PhoneBook table that used the Finnish_Swedish_CI_AI collation. I couldn’t find how the Query Optimizer calculates the G, and my friend Paul White (@SQL_Kiwi) tells me that it’s frustratingly internal to the QO. He’s particularly smart, even if he is from New Zealand. To investigate further, I decided to do some PowerShell, leveraging the Get-SqlPlan function that I blogged about recently (make sure you also have the SqlServerCmdletSnapin100 snap-in added). I started by indicating that I was going to use Finnish_Swedish_CI_AI as my collation of choice, and that I’d start whichever letter cam straight after the number 9. I figure that this is a cheat’s way of guessing the first letter of the alphabet (but it doesn’t actually work in Unicode – luckily I’m using varchar not nvarchar. Actually, there are a few aspects of this code that only work using ASCII, so apologies if you were wanting to apply it to Greek, Japanese, etc). I also initialised my $alphabet variable. $collation = 'Finnish_Swedish_CI_AI'; $firstletter = '9'; $alphabet = ''; Now I created the table for my test. A single field would do, and putting a Clustered Index on it would suffice for the Seeks. Invoke-Sqlcmd -server . -data tempdb -query "create table dbo.collation_test (col varchar(10) collate $collation primary key);" Now I get into the looping. $c = $firstletter; $stillgoing = $true; while ($stillgoing) { I construct the query I want, seeking for entries which start with whatever $c has reached, and get the plan for it: $query = "select col from dbo.collation_test where col like '$($c)%';"; [xml] $pl = get-sqlplan $query "." "tempdb"; At this point, my $pl variable is a scary piece of XML, representing the execution plan. A bit of hunting through it showed me that the EndRange element contained what I was after, and that if it contained NULL, then I was done. $stillgoing = ($pl.ShowPlanXML.BatchSequence.Batch.Statements.StmtSimple.QueryPlan.RelOp.IndexScan.SeekPredicates.SeekPredicateNew.SeekKeys.EndRange -ne $null); Now I could grab the value out of it (which came with apostrophes that needed stripping), and append that to my $alphabet variable.   if ($stillgoing)   {  $c=$pl.ShowPlanXML.BatchSequence.Batch.Statements.StmtSimple.QueryPlan.RelOp.IndexScan.SeekPredicates.SeekPredicateNew.SeekKeys.EndRange.RangeExpressions.ScalarOperator.ScalarString.Replace("'","");     $alphabet += $c;   } Finally, finishing the loop, dropping the table, and showing my alphabet! } Invoke-Sqlcmd -server . -data tempdb -query "drop table dbo.collation_test;"; $alphabet; When I run all this, I see that the Swedish alphabet is ABCDEFGHIJKLMNOPQRSTUVXYZÅÄÖ, which matches what I see at Wikipedia. Interesting to see that the letters on the end are still there, even with Case Insensitivity. Turns out they’re not just “letters with accents”, they’re letters in their own right. I’m sure you gave up reading long ago, and really aren’t that fazed about the idea of doing this using PowerShell. I chose PowerShell because I’d already come up with an easy way of grabbing the estimated plan for a query, and PowerShell does allow for easy navigation of XML. I find the most interesting aspect of this as the fact that the Query Optimizer uses the next letter of the alphabet to maintain the SARGability of LIKE. I’m hoping they do something similar for a whole bunch of operations. Oh, and the fact that you know how to find stuff in the IKEA catalogue. Footnote: If you are interested in whether this works in other languages, you might want to consider the following screenshot, which shows that in principle, it should work with Japanese. It might be a bit harder to run this in PowerShell though, as I’m not sure how it translates. In Hiragana, the Japanese alphabet starts ?, ?, ?, ?, ?, ...

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  • Cannot boot from LiveUSB: “aufs mount failed”

    - by Keyslinger
    I used Universal USB Installer to install an Ubuntu 10.04 Netbook LiveCD image on an SD Card. During this installation, I indicated that I wanted a persistent install with 4GB dedicated to customization/settings. The installation seems to finish without incident. However, when I try to boot from the SD card using my EeePC 901, Ubuntu fails to start I get the following message: (initramfs) mount: mounting aufs on /root failed: No such device. Aufs mount failed What can I do to make my installation successfully boot?

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  • Sync Your Windows Computer with Your Ubuntu One Account [Desktop Client]

    - by Asian Angel
    Do you have a Windows computer that needs to be synced with the Ubuntu systems connected to your Ubuntu One account? Not a problem. Just grab a copy of the Ubuntu One Desktop Client and in just a few minutes your Windows system will be feeling the Ubuntu love. Once you get the desktop client installed you will see a new System Tray Icon waiting for you. Access the Context Menu and select Add this computer to start the syncing process. Enter your account details into the login window that appears and click Connect to Ubuntu One. Go back to the System Tray Icon, access the Context Menu, and select Synchronize Now. You can monitor the progress as small desktop notification messages keep you updated during the synchronizing process. The newly synchronized files will be placed in an Ubuntu One Folder under Documents/My Documents. Here is a quick peek at the Preferences Window. The only odd thing (bug) that we noticed with the whole setup was “Disconnected” being displayed even though our system was freshly synchronized and logged in. Note: Works on Windows XP (with SP3 & Windows Installer 4.5), Vista, and Windows 7. You will need to have the .NET 4 Framework installed (links for both installer types provided below). Need to access your Ubuntu One account directly through your browser? Then see our article on Accessing and Managing Your Ubuntu One Account in Chrome and Iron. Links Download the Ubuntu One Desktop Client [Ubuntu One Wiki] *Click on the (https://one.ubuntu.com/windows/beta) link to start the download. Microsoft .NET Framework 4 (Standalone Installer) [Microsoft] Microsoft .NET Framework 4 (Web Installer) [Microsoft] Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Awesome 10 Meter Curved Touchscreen at the University of Groningen [Video] TV Antenna Helper Makes HDTV Antenna Calibration a Snap Turn a Green Laser into a Microscope Projector [Science] The Open Road Awaits [Wallpaper] N64oid Brings N64 Emulation to Android Devices Super-Charge GIMP’s Image Editing Capabilities with G’MIC [Cross-Platform]

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