Search Results

Search found 15634 results on 626 pages for 'foreach loop container'.

Page 276/626 | < Previous Page | 272 273 274 275 276 277 278 279 280 281 282 283  | Next Page >

  • Fiscal Cliff

    - by Carolyn Cozart
    As December 31, 2012 quickly approaches, so does the deadline to extend the Bush Era Tax Cuts which were extended under the Budget Control Act of 2011.  PeopleSoft realizes that there may be some customer anxiety over the delayed withholding tables. PeopleSoft is unable to move forward with delivering the tax changes until we get the official ruling and withholding tables from the IRS.  Please be assured that our legislative analysts are in the loop and are monitoring this situation daily.  Any changes will be included in a special posting. We have created a Knowledge Document in My Oracle Support, Document ID 1332295.1 to keep you up to date on the pending changes.

    Read the article

  • Finding the groups of a user in WLS with OPSS

    - by user12587121
    How to find the group memberships for a user from a web application running in Weblogic server ?  This is useful for building up the profile of the user for security purposes for example. WLS as a container offers an identity store service which applications can access to query and manage identities known to the container.  This article for example shows how to recover the groups of the current user, but how can we find the same information for an arbitrary user ? It is the Oracle Platform for Securtiy Services (OPSS) that looks after the identity store in WLS and so it is in the OPSS APIs that we can find the way to recover this information. This is explained in the following documents.  Starting from the FMW 11.1.1.5 book list, with the Security Overview document we can see how WLS uses OPSS: Proceeding to the more detailed Application Security document, we find this list of useful references for security in FMW. We can follow on into the User/Role API javadoc. The Application Security document explains how to ensure that the identity store is configured appropriately to allow the OPSS APIs to work.  We must verify that the jps-config.xml file where the application  is deployed has it's identity store configured--look for the following elements in that file: <serviceProvider type="IDENTITY_STORE" name="idstore.ldap.provider" class="oracle.security.jps.internal.idstore.ldap.LdapIdentityStoreProvider">             <description>LDAP-based IdentityStore Provider</description>  </serviceProvider> <serviceInstance name="idstore.ldap" provider="idstore.ldap.provider">             <property name="idstore.config.provider" value="oracle.security.jps.wls.internal.idstore.WlsLdapIdStoreConfigProvider"/>             <property name="CONNECTION_POOL_CLASS" value="oracle.security.idm.providers.stdldap.JNDIPool"/></serviceInstance> <serviceInstanceRef ref="idstore.ldap"/> The document contains a code sample for using the identity store here. Once we have the identity store reference we can recover the user's group memberships using the RoleManager interface:             RoleManager roleManager = idStore.getRoleManager();            SearchResponse grantedRoles = null;            try{                System.out.println("Retrieving granted WLS roles for user " + userPrincipal.getName());                grantedRoles = roleManager.getGrantedRoles(userPrincipal, false);                while( grantedRoles.hasNext()){                      Identity id = grantedRoles.next();                      System.out.println("  disp name=" + id.getDisplayName() +                                  " Name=" + id.getName() +                                  " Principal=" + id.getPrincipal() +                                  "Unique Name=" + id.getUniqueName());                     // Here, we must use WLSGroupImpl() to build the Principal otherwise                     // OES does not recognize it.                      retSubject.getPrincipals().add(new WLSGroupImpl(id.getPrincipal().getName()));                 }            }catch(Exception ex) {                System.out.println("Error getting roles for user " + ex.getMessage());                ex.printStackTrace();            }        }catch(Exception ex) {            System.out.println("OESGateway: Got exception instantiating idstore reference");        } This small JDeveloper project has a simple servlet that executes a request for the user weblogic's roles on executing a get on the default URL.  The full code to recover a user's goups is in the getSubjectWithRoles() method in the project.

    Read the article

  • Error in my Separating Axis Theorem collision code

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; int x; int y; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } public void update(int xPos, int yPos){ x = xPos; y = yPos; } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(new Vect(vertices[0].x+x, vertices[0].y+y)); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(new Vect(vertices[i].x+x, vertices[i].y+y)); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if(y > other.x && other.y > x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

    Read the article

  • Why ISO master (editor) does not read Windows images

    - by Jacek Blocki
    I have the followjng problem with ISO master software: I try to edit WIndows 7 ISO image $ isomaster windows7.iso The file does open, unfortunately all I get is README with message: This disc contains a "UDF" file system and requires an operating system that supports the ISO-13346 "UDF" file system specification. isomaster comes form Ubuntu repository, I am using 12.04. The system has kernel support for UDF installed, I can mount above ISO (mount -o loop) and see its content read only. Any idea how to fix it? Using other than isomaster tool is also an option. Regards, Jacek

    Read the article

  • Solving 2D Collision Detection Issues with Relative Velocities

    - by Jengerer
    Imagine you have a situation where two objects are moving parallel to one-another and are both within range to collide with a static wall, like this: A common method used in dynamic collision detection is to loop through all objects in arbitrary order, solve for pair-wise collision detection using relative velocities, and then move the object to the nearest collision, if any. However, in this case, if the red object is checked first against the blue one, it would see that the relative velocity to the blue object is -20 m/s (and would thereby not collide this time frame). Then it would see that the red object would collide with the static wall, and the solution would be: And the red object passes through the blue one. So it appears to be a matter of choosing the right order in which you check collisions; but how can you determine which order is correct? How can this passing through of objects be avoided? Is ignoring relative velocity and considering every object as static during pair-wise checks a better idea for this reason?

    Read the article

  • Exclude category from Wordpress home page unless it belongs to another category

    - by sirlancelot
    I have multiple users adding content to restricted categories (using RoleScoper) in my Wordpress setup that don't show up on the homepage (custom template with query_posts()). I'm looking for a way to "promote" the submitted content to the homepage by adding it to another category. My loop code looks like this: <?php query_posts($query_string . '&cat=-37'); if (have_posts()): while (have_posts()): the_post(); ?> This will exclude all posts in category 37. However, even if I add the post to a different category it still gets excluded. Is there a way to exclude a post if it belongs to just that one category?

    Read the article

  • circle - rectangle collision in 2D, most efficient way

    - by john smith
    Suppose I have a circle intersecting a rectangle, what is ideally the least cpu intensive way between the two? method A calculate rectangle boundaries loop through all points of the circle and, for each of those, check if inside the rect. method B calculate rectangle boundaries check where the center of the circle is, compared to the rectangle make 9 switch/case statements for the following positions: top, bottom, left, right top left, top right, bottom left, bottom right inside rectangle check only one distance using the circle's radius depending on where the circle happens t be. I know there are other ways that are definitely better than these two, and if could point me a link to them, would be great but, exactly between those two, which one would you consider to be better, regarding both performance and quality/precision? Thanks in advance.

    Read the article

  • Need help with this question [closed]

    - by Jaime
    Occasionally, multiplying the sizes of nested loops can give an overestimate for the Big-Oh running time. This result happens when an innermost loop is infrequently executed. Give the Big-O analysis of the running time. Implement the following code and run for several values of N, and compare your analysis with the actual running times. for(int i = 1; i <= n; i++) for(int j = 1; j<=i * i; j++) if(j%i == 0) for(int k = 0; k < j; k++) sum++;

    Read the article

  • Beginners Guide to Visual Studio LightSwitch makes it easy to take a closer look

    - by Jim Duffy
    Following up on my most recent post about LightSwitch I thought I’d keep you in the loop on a valuable LightSwitch resource. The Beginners Guide to Visual Studio LightSwitch provides a jump start to get you and the department-level-typical-Access-application-developing-power-user rolling with LightSwitch in no time. The guide is broken down into 4 easy to follow parts. Beginners Guide to Visual Studio LightSwitch (Part – 1) – Working with New Data Entry Screen Beginners Guide to Visual Studio LightSwitch (Part – 2) – Working with Search Screen Beginners Guide to Visual Studio LightSwitch (Part – 3) – Working with Editable DataGrid Screen Beginners Guide to Visual Studio LightSwitch (Part – 4) – Working with List and Details Screen I mentioned it in my prior post but don’t forget to check out Beth Massi’s blog for additional information on Visual Studio LightSwitch. Have a day.

    Read the article

  • How do I stop stretching during window re-size in XNA?

    - by Bradley Uffner
    In my windowed mode XNA game when the user resizes the window the game stops updating the window and the last frame drawn is stretched and distorted until the user releases the mouse and the resize completes. Is there any way to have the game continue to run "normally", updating frames and redrawing the screen, during the resize event? I realize that keeping the render loop going while resizing may not be possible or recommended due do hardware managed resources getting continually created and destroyed, but is there any way to stop the ugly stretching? Ideally by leaving the existing frame unscaled in the top left, or with a black screen if that isn't possible.

    Read the article

  • What does ENDOFMENU do?

    - by Raymond
    I have been given an example program, I am wondering what exactly the <<ENDOFMENU and ENDOFMENU does, won't it work the same if you leave it out and just use the while loop? #!/bin/sh echo "Menu test program..."; stop=0; while test $stop -eq 0; do cat<<ENDOFMENU 1: print the date 2,3 : print the current working directory 4: exit ENDOFMENU echo; echo -e "your choice?\c" read reply echo case $reply in "1") date ;; "2"|"3") pwd ;; "4") stop=1 ;; *) echo illegal choice esac done

    Read the article

  • Implementing a bit shift using AND, NOT, ADD [closed]

    - by fdart17
    I'm implementing a 16-bit left bit shift by r bits, and I only have access to AND, NOT and ADD. There are 3 condition codes, negative, zero and positive, which are set when you use any of these operations. How I went about it was : (1) And the number with 1000 0000 0000 0000 to set condition codes to positive if the most significant bit is 1. (2) Add the number with itself. This shifts bits one to the left. (3) If the MSB was 1, add 1 to the result. (4) Loop threw (1)-(3) r times. I'm wondering if anyone has any hints to some more efficient methods? Thanks!

    Read the article

  • parallel_for_each from amp.h – part 1

    - by Daniel Moth
    This posts assumes that you've read my other C++ AMP posts on index<N> and extent<N>, as well as about the restrict modifier. It also assumes you are familiar with C++ lambdas (if not, follow my links to C++ documentation). Basic structure and parameters Now we are ready for part 1 of the description of the new overload for the concurrency::parallel_for_each function. The basic new parallel_for_each method signature returns void and accepts two parameters: a grid<N> (think of it as an alias to extent) a restrict(direct3d) lambda, whose signature is such that it returns void and accepts an index of the same rank as the grid So it looks something like this (with generous returns for more palatable formatting) assuming we are dealing with a 2-dimensional space: // some_code_A parallel_for_each( g, // g is of type grid<2> [ ](index<2> idx) restrict(direct3d) { // kernel code } ); // some_code_B The parallel_for_each will execute the body of the lambda (which must have the restrict modifier), on the GPU. We also call the lambda body the "kernel". The kernel will be executed multiple times, once per scheduled GPU thread. The only difference in each execution is the value of the index object (aka as the GPU thread ID in this context) that gets passed to your kernel code. The number of GPU threads (and the values of each index) is determined by the grid object you pass, as described next. You know that grid is simply a wrapper on extent. In this context, one way to think about it is that the extent generates a number of index objects. So for the example above, if your grid was setup by some_code_A as follows: extent<2> e(2,3); grid<2> g(e); ...then given that: e.size()==6, e[0]==2, and e[1]=3 ...the six index<2> objects it generates (and hence the values that your lambda would receive) are:    (0,0) (1,0) (0,1) (1,1) (0,2) (1,2) So what the above means is that the lambda body with the algorithm that you wrote will get executed 6 times and the index<2> object you receive each time will have one of the values just listed above (of course, each one will only appear once, the order is indeterminate, and they are likely to call your code at the same exact time). Obviously, in real GPU programming, you'd typically be scheduling thousands if not millions of threads, not just 6. If you've been following along you should be thinking: "that is all fine and makes sense, but what can I do in the kernel since I passed nothing else meaningful to it, and it is not returning any values out to me?" Passing data in and out It is a good question, and in data parallel algorithms indeed you typically want to pass some data in, perform some operation, and then typically return some results out. The way you pass data into the kernel, is by capturing variables in the lambda (again, if you are not familiar with them, follow the links about C++ lambdas), and the way you use data after the kernel is done executing is simply by using those same variables. In the example above, the lambda was written in a fairly useless way with an empty capture list: [ ](index<2> idx) restrict(direct3d), where the empty square brackets means that no variables were captured. If instead I write it like this [&](index<2> idx) restrict(direct3d), then all variables in the some_code_A region are made available to the lambda by reference, but as soon as I try to use any of those variables in the lambda, I will receive a compiler error. This has to do with one of the direct3d restrictions, where only one type can be capture by reference: objects of the new concurrency::array class that I'll introduce in the next post (suffice for now to think of it as a container of data). If I write the lambda line like this [=](index<2> idx) restrict(direct3d), all variables in the some_code_A region are made available to the lambda by value. This works for some types (e.g. an integer), but not for all, as per the restrictions for direct3d. In particular, no useful data classes work except for one new type we introduce with C++ AMP: objects of the new concurrency::array_view class, that I'll introduce in the post after next. Also note that if you capture some variable by value, you could use it as input to your algorithm, but you wouldn’t be able to observe changes to it after the parallel_for_each call (e.g. in some_code_B region since it was passed by value) – the exception to this rule is the array_view since (as we'll see in a future post) it is a wrapper for data, not a container. Finally, for completeness, you can write your lambda, e.g. like this [av, &ar](index<2> idx) restrict(direct3d) where av is a variable of type array_view and ar is a variable of type array - the point being you can be very specific about what variables you capture and how. So it looks like from a large data perspective you can only capture array and array_view objects in the lambda (that is how you pass data to your kernel) and then use the many threads that call your code (each with a unique index) to perform some operation. You can also capture some limited types by value, as input only. When the last thread completes execution of your lambda, the data in the array_view or array are ready to be used in the some_code_B region. We'll talk more about all this in future posts… (a)synchronous Please note that the parallel_for_each executes as if synchronous to the calling code, but in reality, it is asynchronous. I.e. once the parallel_for_each call is made and the kernel has been passed to the runtime, the some_code_B region continues to execute immediately by the CPU thread, while in parallel the kernel is executed by the GPU threads. However, if you try to access the (array or array_view) data that you captured in the lambda in the some_code_B region, your code will block until the results become available. Hence the correct statement: the parallel_for_each is as-if synchronous in terms of visible side-effects, but asynchronous in reality.   That's all for now, we'll revisit the parallel_for_each description, once we introduce properly array and array_view – coming next. Comments about this post by Daniel Moth welcome at the original blog.

    Read the article

  • Should I be worried if I solve a lot of my problems the same way?

    - by Bryan Harrington
    I really enjoy programming games and puzzle creators/games. I find myself engineering a lot of these problems the same way and ultimately using similar technique to program them that I'm really comfortable with. To give you brief insight, I like to create graphs where nodes are represented with objects. These object hold data such as coordinates, positions and of course references to other neighboring objects. I'll place them all in a data structure and make decisions on this information in a "game loop". While this is a brief example, its not exact in all situations. It's just one way I feel really comfortable with. Is this bad?

    Read the article

  • Is it a waste of time to free resources before I exit a process?

    - by Martin
    Let's consider a fictional program that builds a linked list in the heap, and at the end of the program there is a loop that frees all the nodes, and then exits. For this case let's say the linked list is just 500K of memory, and no special space managing is required. Is that a wast of time, because the OS will do that anyway? Will there be a different behavior later? Is that different according to the OS version? I'm mainly interested in UNIX based systems, but any information will be appreciated. I had today my first lesson in OS course and I'm wondering about that now.

    Read the article

  • Tips for communication between JS browser game and node.js server?

    - by Petteri Hietavirta
    I am tinkering around with some simple Canvas based cave flyer game and I would like to make it multiplayer eventually. The plan is to use Node.js on the server side. The data sent over would consists of position of each player, direction, velocity and such. The player movements are simple force physics, so I should be able to extrapolate movements before next update from server. Any tips or best practices on the communications side? I guess web sockets are the way to go. Should I send information in every pass of the game loop or with specified intervals? Also, I don't mind if it doesn't work with older browsers.

    Read the article

  • Target tracking with a small delay (actionscript 3.0)

    - by John Dodson
    I'm having trouble thinking of a good method to track my character with an enemy attack. Of course, I don't want the attack to track my character's current position; I want it to track where the character was about 1 second before (so you can move around and make the attack miss and loop around you sort of a thing). The general structure of my game uses a timer to update all of my events. I have a timer going off every 25 milliseconds that updates everything, including my player's position and the enemies position. Right now I just have the enemy attack directly targeting my character....which works fine except that it's impossible to escape =p. Let me know if I didn't supply enough details. My approach was going to basically be get my character's position from about 1 second ago, then have the enemy target that position, the only problem is I can't think of a good way to get my character's position from previous times. Thanks for the help!

    Read the article

  • Can't disable Alt + mouse buttons combinations

    - by Andrey
    I've already searched through the questions, and didn't find the same question as I want to ask. I'm working in blender and there are some combinations that I am used to and remapping them in blender would be the last resort, not the first. I have tried to disable Alt+LMB and Alt+RMB actions in ccsm, I've tried to do this in dconf or gconf editors as well, but nothing helped. As soon as I close the editors or get back to the main screen of ccsm, these combinations are enabled again. So, for example, instead of selecting an edge loop in blender with Alt+RMB, I get this goddamn menu offering me to move the window to another workspace, etc. I really don't need this function, so I'd rather switch it off instead of remapping the hotkeys I'm used to in blender.

    Read the article

  • In which object should I implement wait()/notify()?

    - by Christopher Francisco
    I'm working in an Android project with multithreading. Basically I have to wait to the server to respond before sending more data. The data sending task is delimited by the flag boolean hasServerResponded so the Thread will loop infinitely without doing anything until the flag becomes true. Since this boolean isn't declared as volatile (yet), and also looping without doing anything wastes resources, I thought maybe I should use AtomicBoolean and also implement wait() / notify() mechanism. Should I use the AtomicBoolean object notify() and wait() methods or should I create a lock Object?

    Read the article

  • Linear search vs Octree (Frustum cull)

    - by Dave
    I am wondering whether I should look into implementing an octree of some kind. I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ground, each one has an aabb in world space. Currently I just do a loop through the list of all these objects and check if its bounding box intersects with the frustum, it works great but I am wondering if if it would be a good investment in an octree. I only have max 512 of these objects on the map and they all contain bounding boxes. I am not sure if an octree would make it faster since I have so little objects in the scene.

    Read the article

  • How to play the sound of an object sliding on another object for a variable duration

    - by Antoine
    I would like to add sound effects to a basic 2D game. For example, a stone sphere is rolling on wood surface. Let's say I have a 2 second audio recording of this. How could I use the sample to add sound for an arbitrary duration ? So far I have two solutions in mind: a/ record the sound for an amount of time that is greater than the maximum expected duration, and play only a part of it; b/ extract a small portion of the sample and play it in a loop for the duration of the move; however I'm not sure if it makes sense with an audio wave.

    Read the article

  • Using BizTalk to bridge SQL Job and Human Intervention (Requesting Permission)

    - by Kevin Shyr
    I start off the process with either a BizTalk Scheduler (http://biztalkscheduledtask.codeplex.com/releases/view/50363) or a manual file drop of the XML message.  The manual file drop is to allow the SQL  Job to call a "File Copy" SSIS step to copy the trigger file for the next process and allows SQL  Job to be linked back into BizTalk processing. The Process Trigger XML looks like the following.  It is basically the configuration hub of the business process <ns0:MsgSchedulerTriggerSQLJobReceive xmlns:ns0="urn:com:something something">   <ns0:IsProcessAsync>YES</ns0:IsProcessAsync>   <ns0:IsPermissionRequired>YES</ns0:IsPermissionRequired>   <ns0:BusinessProcessName>Data Push</ns0:BusinessProcessName>   <ns0:EmailFrom>[email protected]</ns0:EmailFrom>   <ns0:EmailRecipientToList>[email protected]</ns0:EmailRecipientToList>   <ns0:EmailRecipientCCList>[email protected]</ns0:EmailRecipientCCList>   <ns0:EmailMessageBodyForPermissionRequest>This message was sent to request permission to start the Data Push process.  The SQL Job to be run is WeeklyProcessing_DataPush</ns0:EmailMessageBodyForPermissionRequest>   <ns0:SQLJobName>WeeklyProcessing_DataPush</ns0:SQLJobName>   <ns0:SQLJobStepName>Push_To_Production</ns0:SQLJobStepName>   <ns0:SQLJobMinToWait>1</ns0:SQLJobMinToWait>   <ns0:PermissionRequestTriggerPath>\\server\ETL-BizTalk\Automation\TriggerCreatedByBizTalk\</ns0:PermissionRequestTriggerPath>   <ns0:PermissionRequestApprovedPath>\\server\ETL-BizTalk\Automation\Approved\</ns0:PermissionRequestApprovedPath>   <ns0:PermissionRequestNotApprovedPath>\\server\ETL-BizTalk\Automation\NotApproved\</ns0:PermissionRequestNotApprovedPath> </ns0:MsgSchedulerTriggerSQLJobReceive>   Every node of this schema was promoted to a distinguished field so that the values can be used for decision making in the orchestration.  The first decision made is on the "IsPermissionRequired" field.     If permission is required (IsPermissionRequired=="YES"), BizTalk will use the configuration info in the XML trigger to format the email message.  Here is the snippet of how the email message is constructed. SQLJobEmailMessage.EmailBody     = new Eai.OrchestrationHelpers.XlangCustomFormatters.RawString(         MsgSchedulerTriggerSQLJobReceive.EmailMessageBodyForPermissionRequest +         "<br><br>" +         "By moving the file, you are either giving permission to the process, or disapprove of the process." +         "<br>" +         "This is the file to move: \"" + PermissionTriggerToBeGenereatedHere +         "\"<br>" +         "(You may find it easier to open the destination folder first, then navigate to the sibling folder to get to this file)" +         "<br><br>" +         "To approve, move(NOT copy) the file here: " + MsgSchedulerTriggerSQLJobReceive.PermissionRequestApprovedPath +         "<br><br>" +         "To disapprove, move(NOT copy) the file here: " + MsgSchedulerTriggerSQLJobReceive.PermissionRequestNotApprovedPath +         "<br><br>" +         "The file will be IMMEDIATELY picked up by the automated process.  This is normal.  You should receive a message soon that the file is processed." +         "<br>" +         "Thank you!"     ); SQLJobSendNotification(Microsoft.XLANGs.BaseTypes.Address) = "mailto:" + MsgSchedulerTriggerSQLJobReceive.EmailRecipientToList; SQLJobEmailMessage.EmailBody(Microsoft.XLANGs.BaseTypes.ContentType) = "text/html"; SQLJobEmailMessage(SMTP.Subject) = "Requesting Permission to Start the " + MsgSchedulerTriggerSQLJobReceive.BusinessProcessName; SQLJobEmailMessage(SMTP.From) = MsgSchedulerTriggerSQLJobReceive.EmailFrom; SQLJobEmailMessage(SMTP.CC) = MsgSchedulerTriggerSQLJobReceive.EmailRecipientCCList; SQLJobEmailMessage(SMTP.EmailBodyFileCharset) = "UTF-8"; SQLJobEmailMessage(SMTP.SMTPHost) = "localhost"; SQLJobEmailMessage(SMTP.MessagePartsAttachments) = 2;   After the Permission request email is sent, the next step is to generate the actual Permission Trigger file.  A correlation set is used here on SQLJobName and a newly generated GUID field. <?xml version="1.0" encoding="utf-8"?><ns0:SQLJobAuthorizationTrigger xmlns:ns0="somethingsomething"><SQLJobName>Data Push</SQLJobName><CorrelationGuid>9f7c6b46-0e62-46a7-b3a0-b5327ab03753</CorrelationGuid></ns0:SQLJobAuthorizationTrigger> The end user (the human intervention piece) will either grant permission for this process, or deny it, by moving the Permission Trigger file to either the "Approved" folder or the "NotApproved" folder.  A parallel Listen shape is waiting for either response.   The next set of steps decide how the SQL Job is to be called, or whether it is called at all.  If permission denied, it simply sends out a notification.  If permission is granted, then the flag (IsProcessAsync) in the original Process Trigger is used.  The synchonous part is not really synchronous, but a loop timer to check the status within the calling stored procedure (for more information, check out my previous post:  http://geekswithblogs.net/LifeLongTechie/archive/2010/11/01/execute-sql-job-synchronously-for-biztalk-via-a-stored-procedure.aspx)  If it's async, then the sp starts the job and BizTalk sends out an email.   And of course, some error notification:   Footnote: The next version of this orchestration will have an additional parallel line near the Listen shape with a Delay built in and a Loop to send out a daily reminder if no response has been received from the end user.  The synchronous part is used to gather results and execute a data clean up process so that the SQL Job can be re-tried.  There are manu possibilities here.

    Read the article

  • Implementing set of processes in a stored procedure or through the code?

    - by just_name
    I want to know what's the suitable method to implement the following case (best practice). If i make a set of processes like this : 1- select data from set of DB tables. 2- loop on the selected result . 3- Make some checks on each iteration . 4- Insert the result in another table . Implementing the previous steps in a stored procedure or in a transaction through my code (asp.net) . ? Concerning the performance , security and reliability issues .

    Read the article

  • Any significant performance cost to using BlendState.Premultiplied?

    - by Donutz
    Normally I guess you'd use BlendState.AlphaBlend because normally when you load your textures through the pipeline they're already premultiplied. However, if you're loading textures at runtime from PNGs or some such, you have to loop through the pixels and premultiply them, which can take a long time if you've got a lot of textures to load. So it looks (haven't tried it) like using BlendState.Premultiplied instead of BlendState.AlphaBlend should handle non-premultiplied textures and produce the same visual result, without all the startup costs. I have to wonder if there's a non-obvious cost to doing this, like a huge drop in performance or something. Anyone know?

    Read the article

  • Google I/O 2010 - Writing zippy Android apps

    Google I/O 2010 - Writing zippy Android apps Google I/O 2010 - Writing zippy Android apps Android 201 Brad Fitzpatrick Come hear tips & war stories on making fast, responsive (aka "non-janky") Android apps. No more ANRs! Eliminate event loop stalls! Fast start-ups! Optimized database queries with minimal I/O! Also, learn about the tools and techniques we use to find performance problems across the system and hear what's coming in the future. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 3 0 ratings Time: 57:38 More in Science & Technology

    Read the article

< Previous Page | 272 273 274 275 276 277 278 279 280 281 282 283  | Next Page >