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  • Should we be able to deploy a single package to the SSIS Catalog?

    - by jamiet
    My buddy Sutha Thiru sent me an email recently asking about my opinion on a particular nuance of the project deployment model in SQL Server Integration Services (SSIS) 2012 and I’d like to share my response as I think it warrants a wider discussion. Sutha asked: Jamie What is your take on this? http://www.mattmasson.com/index.php/2012/07/can-i-deploy-a-single-ssis-package-from-my-project-to-the-ssis-catalog/ Overnight I was talking to Matt who confirmed that they got no plans to change the deployment model. For example if we have following scenrio how do we do deploy? Sprint 1 Pkg1, 2 & 3 has been developed and deployed to UAT. Once signed off its been deployed to Live. Sprint 2 Pkg 4 & 5 been developed. During this time users raised a bug on Pkg2. We want to make the change to Pkg2 and deploy that to UAT and eventually to LIVE without releasing Pkg 4 &5. How do we do it? Matt pointed me to his blog entry which I have seen before . http://www.mattmasson.com/index.php/2012/02/thoughts-on-branching-strategies-for-ssis-projects/ Thanks Sutha My response: Personally, even though I've experienced the exact problem you just outlined, I agree with the current approach. I steadfastly believe that there should not be a way for an unscrupulous developer to slide in a new version of a package under the covers. Deploying .ispac files brings a degree of rigour to your operational processes. Yes, that means that we as SSIS developers are going to have to get better at using source control and branching properly but that is no bad thing in my opinion. Claiming to be proper "developers" is a bit of a cheap claim if we don't even do the fundamentals correctly. I would be interested in the thoughts of others who have used the project deployment model. Do you agree with my point of view? @Jamiet

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  • Having trouble installing guest additions for a Xubuntu 13.10 guest OS in Virtualbox 4.2.10

    - by Duval Pearson III
    I am using Ubuntu 13.04 64-BIT as my host operating system running Virtual Box 4.2.10. I get this message when I tell virtualbox to install guest additions(CTRL+D),mounting the volume in the guest OS and run the VBoxLinuxAdditions.run file using root by: sudo ./VBoxLinuxAdditions.run It starts and then comes to these error messages: Verifying archive integrity... All good. Uncompressing VirtualBox 4.2.10 Guest Additions for Linux.......... VirtualBox Guest Additions installer Removing existing VirtualBox non-DKMS kernel modules ...done. Building the VirtualBox Guest Additions kernel modules The headers for the current running kernel were not found. If the following module compilation fails then this could be the reason. Building the main Guest Additions module ...done. Building the shared folder support module ...fail! (Look at /var/log/vboxadd-install.log to find out what went wrong) Doing non-kernel setup of the Guest Additions ...done. Installing the Window System drivers Warning: unknown version of the X Window System installed. Not installing X Window System drivers. Installing modules ...done. Installing graphics libraries and desktop services components ...done. allusers@allusers-VirtualBox:/media/allusers/VBOXADDITIONS_4.2.10_84104$ I followed everything from the official VirtualBox manual on installing guest additions for linux I used some other commands such as: sudo apt-get install build-essential linux-headers-$(uname -r) dkms and: sudo apt-get install virtualbox-guest-x11 I rebooted after executing those command and it still wont work. It still says the kernel modules are missing and the window is not seamless. Any idea what could be the problem?

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  • What is the difference between Row Level Security and RPD security?

    - by Jeffrey McDaniel
    Row level security (RLS) is a feature of Oracle Enterprise Edition database. RLS enforces security policies on the database level. This means any query executed against the database will respect the specific security applied through these policies. For P6 Reporting Database, these policies are applied during the ETL process. This gives database users the ability to access data with security enforcement even outside of the Oracle Business Intelligence application. RLS is a new feature of P6 Reporting Database starting in version 3.0. This allows for maximum security enforcement outside of the ETL and inside of Oracle Business Intelligence (Analysis and Dashboards). Policies are defined against the STAR tables based on Primavera Project and Resource security. RLS is the security method of Oracle Enterprise Edition customers. See previous blogs and P6 Reporting Database Installation and Configuration guide for more on security specifics. To allow the use of Oracle Standard Edition database for those with a small database (as defined in the P6 Reporting Database Sizing and Planning guide) an RPD with non-RLS is also available. RPD security is enforced by adding specific criteria to the physical and business layers of the RPD for those tables that contain projects and resources, and those fields that are cost fields vs. non cost fields. With the RPD security method Oracle Business Intelligence enforces security. RLS security is the default security method. Additional steps are required at installation and ETL run time for those Oracle Standard Edition customers who use RPD security. The RPD method of security enforcement existed from P6 Reporting Database 2.0/P6 Analytics 1.0 up until RLS became available in P6 Reporting Database 3.0\P6 Analytics 2.0.

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  • .Net search engine architecture and technology choice

    - by shrivb
    I am in the process of designing a search engine for an asp.net site. The site currently uses Microsoft Indexing Server to index and search content which range from simple text files to MS documents to PDFs. MIS is also used to crawl File servers. MIS in tandem with Index Server Companion crawls for content from external sites. I intend to replace MIS with the indexer/crawler I am trying to build. Since my platform is completely on the Microsoft stack, I cant afford to have a Java application server. Thus, Solr, and effectively, SolrNet is ruled out. With this being the context, I have couple of questions. 1.Technology choice I had done my initial investigation and looked at Lucene.Net. There seemed to be 2 issues in using Lucene.Net. First being, it cant crawl external content. There doesn't seem to be a direct port of Nutch in .Net. Second, since it is just an indexer, it cant parse various document types. The parsing is left to the developer. So, what would be best technology choice on the .Net platform to achieve indexing & crawling? Are there any .Net open source libraries available for document parsing? 2.Architectural pattern Is there any general architectural pattern or best practice that needs to be followed in designing such a search engine? Thanks in advance.

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  • Is rotating the lead developer a good or bad idea?

    - by Renesis
    I work on a team that has been flat organizationally since it's creation several months ago. My manager is non-technical and this means that our whole team is responsible for decision-making. My manager is beginning to realize that there are several benefits to having a lead developer, both for his sake (a single point of contact and single responsible party for tasks) and ours (dispute resolution, organized technical guidance, etc.). Because the team has been flat, one concern is that picking one lead developer may discourage the others. A non-developer suggested to my manager that rotating the lead developer is a possible way to avoid this issue. One developer would be lead one month, another the next, and so on. Is this a good idea? Why or why not? Keep in mind that this means all developers — All developers are good, but not necessarily equally suited to leadership. And if it is not, suppose I am likely the best candidate for lead developer — how do I recommend that we avoid this approach without looking like it's merely for selfish reasons? (In other words, the team is small enough that anyone recommending a single leader is likely to appear to be recommending themselves — especially those who have been part of the team longer.)

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  • SQL Server Interview Questions

    - by Rodney Vinyard
    User-Defined Functions Scalar User-Defined Function A Scalar user-defined function returns one of the scalar data types. Text, ntext, image and timestamp data types are not supported. These are the type of user-defined functions that most developers are used to in other programming languages. Table-Value User-Defined Function An Inline Table-Value user-defined function returns a table data type and is an exceptional alternative to a view as the user-defined function can pass parameters into a T-SQL select command and in essence provide us with a parameterized, non-updateable view of the underlying tables. Multi-statement Table-Value User-Defined Function A Multi-Statement Table-Value user-defined function returns a table and is also an exceptional alternative to a view as the function can support multiple T-SQL statements to build the final result where the view is limited to a single SELECT statement. Also, the ability to pass parameters into a T-SQL select command or a group of them gives us the capability to in essence create a parameterized, non-updateable view of the data in the underlying tables. Within the create function command you must define the table structure that is being returned. After creating this type of user-defined function, I can use it in the FROM clause of a T-SQL command unlike the behavior found when using a stored procedure which can also return record sets.

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  • C/C++: Who uses the logical operator macros from iso646.h and why?

    - by Jaime Soto
    There has been some debate at work about using the merits of using the alternative spellings for C/C++ logical operators in iso646.h: and && and_eq &= bitand & bitor | compl ~ not ! not_eq != or || or_eq |= xor ^ xor_eq ^= According to Wikipedia, these macros facilitate typing logical operators in international (non-US English?) and non-QWERTY keyboards. All of our development team is in the same office in Orlando, FL, USA and from what I have seen we all use the US English QWERTY keyboard layout; even Dvorak provides all the necessary characters. Supporters of using the iso646.h macros claim we should them because they are part of the C and C++ standards. I think this argument is moot since digraphs and trigraphs are also part of these standards and they are not even supported by default in many compilers. My rationale for opposing these macros in our team is that we do not need them since: Everybody on our team uses the US English QWERTY keyboard layout; C and C++ programming books from the US barely mention iso646.h, if at all; and new developers may not be familiar with iso646.h (this is expected if they are from the US). /rant Finally, to my set of questions: Does anyone in this site use the iso646.h logical operator macros? Why? What is your opinion about using the iso646.h logical operator macros in code written and maintained on US English QWERTY keyboards? Is my digraph and trigraph analogy a valid argument against using iso646.h with US English QWERTY keyboard layouts? EDIT: I missed two similar questions in StackOverflow: Is anybody using the named boolean operators? Which C++ logical operators do you use: and, or, not and the ilk or C style operators? why?

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  • Disallow all user agents except one using .htaccess?

    - by Kian Mayne
    I've been struggling to get this .htaccess working. The aim is to disallow all user agents besides my app. The app sends a GET request with a user agent of lets say 'AcmeUpdater'. Whenever I try to navigate to any file in the folder, I get a 500 - Internal Server Error. Here are the rules I'm using: <IfModule mod_rewrite.c> Options +FollowSymLinks RewriteEngine on RewriteBase / RewriteCond %{HTTP_USER_AGENT} !^KMUpdaterClient* RewriteRule .* - [F,L] </IfModule> I have updated the .htaccess file as suggested in the answer by Nick, and restarted Apache. After trying a couple of different things, it seems that just the presence of a .htaccess is causing the 500 error. I'm getting nothing in the error logs. The .htaccess file at the document root looks like the following: <IfModule mod_rewrite.c> Options +FollowSymLinks ErrorDocument 404 /index.php?error=404 RewriteEngine On RewriteBase / RewriteRule ^index\.php$ - [L] RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d </IfModule> So I realised that the error logs were in chronological order rather than the reverse chronological I expected (Oops!). The error I'm getting is: </IfModule> without matching <IfModule> section. I removed the </IfModule> and still I get that error. Ideas?

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  • moving from wpf to html5

    - by HighCore
    I don't even know if this is the right StackExchange site to post this question. If it isn't, please excuse me and please let me know which would be the right one. I am an experienced WPF developer, and I seriously love the technology. I feel pretty good when working with XAML, bindings, templates, triggers, MVVM and all the WPF world of goodness. Now I have recieved a job offer which surpasses my current salary by 50%. It a position to work as a C# developer in an ASP.Net MVC4 + HTML5 project. I have never EVER in my whole life worked with ASP.Net, nor HTML and I never ever did a web page or web application before. I certainly find myself worried that I will lose all the comfort and joy I live every day coding in WPF. And in the other hand I understand and have seen in these 3/4 months of job hunting that there's a LOT of ASP.Net and really really little or no WPF in the job market (at least here), so I somehow feel forced towards it. So, my question is: Can anybody who had to go thru this type of change tell me the pros and cons of working with these technologies from a developer's perspective? I don't care about open-source / non-microsoft or non-desktop, I care about REAL development experience in every day working with these techs, and whether ASP.Net MVC 4 + HTML + JS is as crappy as I think it is comparing it to WPF.

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  • array and array_view from amp.h

    - by Daniel Moth
    This is a very long post, but it also covers what are probably the classes (well, array_view at least) that you will use the most with C++ AMP, so I hope you enjoy it! Overview The concurrency::array and concurrency::array_view template classes represent multi-dimensional data of type T, of N dimensions, specified at compile time (and you can later access the number of dimensions via the rank property). If N is not specified, it is assumed that it is 1 (i.e. single-dimensional case). They are rectangular (not jagged). The difference between them is that array is a container of data, whereas array_view is a wrapper of a container of data. So in that respect, array behaves like an STL container, whereas the closest thing an array_view behaves like is an STL iterator (albeit with random access and allowing you to view more than one element at a time!). The data in the array (whether provided at creation time or added later) resides on an accelerator (which is specified at creation time either explicitly by the developer, or set to the default accelerator at creation time by the runtime) and is laid out contiguously in memory. The data provided to the array_view is not stored by/in the array_view, because the array_view is simply a view over the real source (which can reside on the CPU or other accelerator). The underlying data is copied on demand to wherever the array_view is accessed. Elements which differ by one in the least significant dimension of the array_view are adjacent in memory. array objects must be captured by reference into the lambda you pass to the parallel_for_each call, whereas array_view objects must be captured by value (into the lambda you pass to the parallel_for_each call). Creating array and array_view objects and relevant properties You can create array_view objects from other array_view objects of the same rank and element type (shallow copy, also possible via assignment operator) so they point to the same underlying data, and you can also create array_view objects over array objects of the same rank and element type e.g.   array_view<int,3> a(b); // b can be another array or array_view of ints with rank=3 Note: Unlike the constructors above which can be called anywhere, the ones in the rest of this section can only be called from CPU code. You can create array objects from other array objects of the same rank and element type (copy and move constructors) and from other array_view objects, e.g.   array<float,2> a(b); // b can be another array or array_view of floats with rank=2 To create an array from scratch, you need to at least specify an extent object, e.g. array<int,3> a(myExtent);. Note that instead of an explicit extent object, there are convenience overloads when N<=3 so you can specify 1-, 2-, 3- integers (dependent on the array's rank) and thus have the extent created for you under the covers. At any point, you can access the array's extent thought the extent property. The exact same thing applies to array_view (extent as constructor parameters, incl. convenience overloads, and property). While passing only an extent object to create an array is enough (it means that the array will be written to later), it is not enough for the array_view case which must always wrap over some other container (on which it relies for storage space and actual content). So in addition to the extent object (that describes the shape you'd like to be viewing/accessing that data through), to create an array_view from another container (e.g. std::vector) you must pass in the container itself (which must expose .data() and a .size() methods, e.g. like std::array does), e.g.   array_view<int,2> aaa(myExtent, myContainerOfInts); Similarly, you can create an array_view from a raw pointer of data plus an extent object. Back to the array case, to optionally initialize the array with data, you can pass an iterator pointing to the start (and optionally one pointing to the end of the source container) e.g.   array<double,1> a(5, myVector.begin(), myVector.end()); We saw that arrays are bound to an accelerator at creation time, so in case you don’t want the C++ AMP runtime to assign the array to the default accelerator, all array constructors have overloads that let you pass an accelerator_view object, which you can later access via the accelerator_view property. Note that at the point of initializing an array with data, a synchronous copy of the data takes place to the accelerator, and then to copy any data back we'll see that an explicit copy call is required. This does not happen with the array_view where copying is on demand... refresh and synchronize on array_view Note that in the previous section on constructors, unlike the array case, there was no overload that accepted an accelerator_view for array_view. That is because the array_view is simply a wrapper, so the allocation of the data has already taken place before you created the array_view. When you capture an array_view variable in your call to parallel_for_each, the copy of data between the non-CPU accelerator and the CPU takes place on demand (i.e. it is implicit, versus the explicit copy that has to happen with the array). There are some subtleties to the on-demand-copying that we cover next. The assumption when using an array_view is that you will continue to access the data through the array_view, and not through the original underlying source, e.g. the pointer to the data that you passed to the array_view's constructor. So if you modify the data through the array_view on the GPU, the original pointer on the CPU will not "know" that, unless one of two things happen: you access the data through the array_view on the CPU side, i.e. using indexing that we cover below you explicitly call the array_view's synchronize method on the CPU (this also gets called in the array_view's destructor for you) Conversely, if you make a change to the underlying data through the original source (e.g. the pointer), the array_view will not "know" about those changes, unless you call its refresh method. Finally, note that if you create an array_view of const T, then the data is copied to the accelerator on demand, but it does not get copied back, e.g.   array_view<const double, 5> myArrView(…); // myArrView will not get copied back from GPU There is also a similar mechanism to achieve the reverse, i.e. not to copy the data of an array_view to the GPU. copy_to, data, and global copy/copy_async functions Both array and array_view expose two copy_to overloads that allow copying them to another array, or to another array_view, and these operations can also be achieved with assignment (via the = operator overloads). Also both array and array_view expose a data method, to get a raw pointer to the underlying data of the array or array_view, e.g. float* f = myArr.data();. Note that for array_view, this only works when the rank is equal to 1, due to the data only being contiguous in one dimension as covered in the overview section. Finally, there are a bunch of global concurrency::copy functions returning void (and corresponding concurrency::copy_async functions returning a future) that allow copying between arrays and array_views and iterators etc. Just browse intellisense or amp.h directly for the full set. Note that for array, all copying described throughout this post is deep copying, as per other STL container expectations. You can never have two arrays point to the same data. indexing into array and array_view plus projection Reading or writing data elements of an array is only legal when the code executes on the same accelerator as where the array was bound to. In the array_view case, you can read/write on any accelerator, not just the one where the original data resides, and the data gets copied for you on demand. In both cases, the way you read and write individual elements is via indexing as described next. To access (or set the value of) an element, you can index into it by passing it an index object via the subscript operator. Furthermore, if the rank is 3 or less, you can use the function ( ) operator to pass integer values instead of having to use an index object. e.g. array<float,2> arr(someExtent, someIterator); //or array_view<float,2> arr(someExtent, someContainer); index<2> idx(5,4); float f1 = arr[idx]; float f2 = arr(5,4); //f2 ==f1 //and the reverse for assigning, e.g. arr(idx[0], 7) = 6.9; Note that for both array and array_view, regardless of rank, you can also pass a single integer to the subscript operator which results in a projection of the data, and (for both array and array_view) you get back an array_view of rank N-1 (or if the rank was 1, you get back just the element at that location). Not Covered In this already very long post, I am not going to cover three very cool methods (and related overloads) that both array and array_view expose: view_as, section, reinterpret_as. We'll revisit those at some point in the future, probably on the team blog. Comments about this post by Daniel Moth welcome at the original blog.

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  • Drawing multiple triangles at once isn't working

    - by Deukalion
    I'm trying to draw multiple triangles at once to make up a "shape". I have a class that has an array of VertexPositionColor, an array of Indexes (rendered by this Triangulation class): http://www.xnawiki.com/index.php/Polygon_Triangulation So, my "shape" has multiple points of VertexPositionColor but I can't render each triangle in the shape to "fill" the shape. It only draws the first triangle. struct ShapeColor { // Properties (not all properties) VertexPositionColor[] Points; int[] Indexes; } First method that I've tried, this should work since I iterate through the index array that always are of "3s", so they always contain at least one triangle. //render = ShapeColor for (int i = 0; i < render.Indexes.Length; i += 3) { device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, new VertexPositionColor[] { render.Points[render.Indexes[i]], render.Points[render.Indexes[i+1]], render.Points[render.Indexes[i+2]] }, 0, 3, new int[] { 0, 1, 2 }, 0, 1 ); } or the method that should work: device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, render.Points, 0, render.Points.Length, render.Indexes, 0, render.Indexes.Length / 3, VertexPositionColor.VertexDeclaration ); No matter what method I use this is the "typical" result from my Editor (in Windows Forms with XNA) It should show a filled shape, because the indexes are right (I've checked a dozen of times) I simply click the screen (gets the world coordinates, adds a point from a color, when there are 3 points or more it should start filling out the shape, it only draws the lines (different method) and only 1 triangle). The Grid isn't rendered with "this" shape. Any ideas?

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  • Register Now, Free Webinar! Driving Self-Service Learning with UPK Knowledge Center

    - by Kathryn Lustenberger
    UPK Proficiency Forum  Driving Self-Service Learning with UPK Knowledge Center July 16, at 11 am Pacific Join Oracle University for the next UPK Proficiency Forum on July 16, at 11 am Pacific. Beth Renstrom and Kathryn Lustenberger from UPK Product Management at Oracle will present an exciting session on "Driving Self-Service Learning with UPK Knowledge Center. Knowledge Center is a powerful, web-based knowledge repository that delivers an out-of-the-box deployment method for UPK content, enables extensive tracking and reporting, and can serve as content repository for UPK and non-UPK content. Hear how your organization can use Knowledge Center to centralize both UPK and non-UPK assets to provide self-service, role-based, curriculum-style learning. Understand how Knowledge Center can be used to deploy a collaborative user and expert environment where users can turn knowledge into productivity, ensure on-going user competency, and measure organizational readiness across your organization. You will walk away from this session with a better understanding of Oracle’s User Productivity Professional; Knowledge Center and all the benefits it has to offer your organization. You won’t want to miss this Free seminar! Attendance is limited. Register Now!

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  • 10gR2 Transportable Tablespaces Certified for EBS 11i

    - by Steven Chan
    Database migration across platforms of different "endian" (byte ordering) formats using the Cross Platform Transportable Tablespaces (XTTS) process is now certified for Oracle E-Business Suite Release 11i (11.5.10.2) with Oracle Database 10g Release 2.  This process is sometimes also referred to as transportable tablespaces (TTS).What is the Cross-Platform Transportable Tablespace Feature?The Cross-Platform Transportable Tablespace feature allows users to move a user tablespace across Oracle databases. It's an efficient way to move bulk data between databases. If the source platform and the target platform are of different endianness, then an additional conversion step must be done on either the source or target platform to convert the tablespace being transported to the target format. If they are of the same endianness, then no conversion is necessary and tablespaces can be transported as if they were on the same platform.Moving data using transportable tablespaces can be much faster than performing either an export/import or unload/load of the same data. This is because transporting a tablespace only requires the copying of datafiles from source to the destination and then integrating the tablespace structural information. You can also use transportable tablespaces to move both table and index data, thereby avoiding the index rebuilds you would have to perform when importing or loading table data.

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  • Reset / Remove - Google Keywords

    - by Herr Kaleun
    Summary: My site is ranking for filthy keywords and i would like to remove them from google ranking/keywords. Background: My server was hacked using the timthumb exploit/security vulnerability, apparently i was the last person on earth to read the news about the exploit, several months after it appeared. Anyway, the "hacker" was so friendly to modify the index.php file in such a fashion, that it generated random sexual oriented keywords if the website is fetched as google-bot. So if you would fetch it as google bot/it gets indexed, you would get randomly generated keywords like: sex videos teenager teen sex adult sex preteen A LINK TO A RANDOM CONTENT OF MY WEBPAGE anime sex videos a rough list something similar to that, about 180-200 per page. I've discovered it far too late, so that google had me indexed for the words "sex" and certain adult oriented keywords, about roughly 2000. I've removed all the content, toke the site down, replaced the index.php with a static HTML and added a "ERROR 410" title to the website so that the content is no longer here and removed permanently. I've also applied for a manual review of my website, about 1.5 months ago but still, the keywords are there, and very strange, some of the keyword rankings actually "improve" over time. Here are some screenshots from webmasters tools: Question: How can i remove this filthy keywords and re-rank my website as a "normal" website on the fastest way? I want to "REMOVE" the keywords if possible. Please help me or point me into a direction. Thank you

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  • Bullet Physic: Transform body after adding

    - by Mathias Hölzl
    I would like to transform a rigidbody after adding it to the btDiscreteDynamicsWorld. When I use the CF_KINEMATIC_OBJECT flag I am able to transform it but it's static (no collision response/gravity). When I don't use the CF_KINEMATIC_OBJECT flag the transform doesn't gets applied. So how to I transform non-static objects in bullet? DemoCode: btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1)); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(1.f); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) colShape->calculateLocalInertia(mass,localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); body->setCollisionFlags(body->getCollisionFlags()|btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(body); startTransform.setOrigin(SCALING*btVector3( btScalar(0), btScalar(20), btScalar(0) )); body->getMotionState()->setWorldTransform(startTransform);

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  • Advantages of Singleton Class over Static Class?

    Point 1) Singleton We can get the object of singleton and then pass to other methods. Static Class We can not pass static class to other methods as we pass objects Point 2) Singleton In future, it is easy to change the logic of of creating objects to some pooling mechanism. Static Class Very difficult to implement some pooling logic in case of static class. We would need to make that class as non-static and then make all the methods non-static methods, So entire your code needs to be changed. Point3:) Singleton Can Singletone class be inherited to subclass? Singleton class does not say any restriction of Inheritence. So we should be able to do this as long as subclass is also inheritence.There's nothing fundamentally wrong with subclassing a class that is intended to be a singleton. There are many reasons you might want to do it. and there are many ways to accomplish it. It depends on language you use. Static Class We can not inherit Static class to another Static class in C#. Think about it this way: you access static members via type name, like this: MyStaticType.MyStaticMember(); Were you to inherit from that class, you would have to access it via the new type name: MyNewType.MyStaticMember(); Thus, the new item bears no relationships to the original when used in code. There would be no way to take advantage of any inheritance relationship for things like polymorphism. span.fullpost {display:none;}

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  • nvidia segfault crashes XServer (12.04 fresh install)

    - by Sébastien GILLES
    I am on a fresh install of 12.04, and my video card is a Quadro FX 570, which appears to be supported (see output of unity_support_test below). But my Xserver crashes randomly and causes my session to just shutdown and bring me back to the logging screen. This happens several times per hour. After checking syslog it that a segfault in the nvidia driver is the cause of the problem: Jun 13 11:14:17 lima kernel: [86569.828982] Xorg[17940]: segfault at ffebeb69 ip b4c8f7aa sp bf8076dc error 4 in nvidia_drv.so[b47a7000+706000] Jun 13 11:14:36 lima gnome-session[18119]: Gdk-WARNING: gnome-session: Fatal IO error 11 (Ressource temporairement non disponible) on X server :3.#012 The funny thing is that as I was reporting this bug, my xserver crashed again (!) and this time I got another error message: Jun 13 11:29:39 lima kernel: [87491.106441] NVRM: Xid (0000:02:00): 6, PE0001 Jun 13 11:29:39 lima gnome-session[26493]: Gdk-WARNING: gnome-session: Fatal IO error 11 (Ressource temporairement non disponible) on X server :4.#012 Any idea as to what can be the problem given that i am on a fresh install with a supported video card ? Sébastien == Output of unity_support_test $ /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: Quadro FX 570/PCIe/SSE2 OpenGL version string: 3.3.0 NVIDIA 295.40 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes

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  • Upgrade to Ubuntu 13.10 in a VirtualBox: Gnome desktop not working

    - by Xavier
    I had Ubuntu 13.04 running in a VirtualBox (the host is WinXP). I've upgraded it to 13.10 but I've some issues: Gnome desktop is not working correctly (I can log in but the main menu bar remains empty - I can only log out with CTRL-ALT-BACKSPACE) I cannot build and install the VirtualBox Guest Addons: When trying to build it, it says: me@virtuntu:/etc/init.d$ sudo ./vboxadd setup Removing existing VirtualBox DKMS kernel modules ...done. Removing existing VirtualBox non-DKMS kernel modules ...done. Building the VirtualBox Guest Additions kernel modules The headers for the current running kernel were not found. If the following module compilation fails then this could be the reason. Building the main Guest Additions module ...done. Building the shared folder support module ...fail! (Look at /var/log/vboxadd-install.log to find out what went wrong) Doing non-kernel setup of the Guest Additions ...done. In the log file, I see the following error: /tmp/vbox.0/dirops.c:292:5: error: unknown field ‘readdir’ specified in initializer .readdir = sf_dir_read, ^ /tmp/vbox.0/dirops.c:292:5: warning: initialization from incompatible pointer type [enabled by default] /tmp/vbox.0/dirops.c:292:5: warning: (near initialization for ‘sf_dir_fops.flush’) [enabled by default] make[2]: *** [/tmp/vbox.0/dirops.o] Erreur 1 make[1]: *** [_module_/tmp/vbox.0] Erreur 2 make: *** [vboxsf] Erreur 2 Creating user for the Guest Additions. Anyone had a similar experience? Any clue to help me? Thanks a lot!

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  • Logarithmic spacing of FFT bins

    - by Mykel Stone
    I'm trying to do the examples within the GameDev.net Beat Detection article ( http://archive.gamedev.net/archive/reference/programming/features/beatdetection/index.html ) I have no issue with performing a FFT and getting the frequency data and doing most of the article. I'm running into trouble though in the section 2.B, Enhancements and beat decision factors. in this section the author gives 3 equations numbered R10-R12 to be used to determine how many bins go into each subband: R10 - Linear increase of the width of the subband with its index R11 - We can choose for example the width of the first subband R12 - The sum of all the widths must not exceed 1024 He says the following in the article: "Once you have equations (R11) and (R12) it is fairly easy to extract 'a' and 'b', and thus to find the law of the 'wi'. This calculus of 'a' and 'b' must be made manually and 'a' and 'b' defined as constants in the source; indeed they do not vary during the song." However, I cannot seem to understand how these values are calculated...I'm probably missing something simple, but learning fourier analysis in a couple of weeks has left me Decimated-in-Mind and I cannot seem to see it.

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  • What is a Data Warehouse?

    Typically Data Warehouses are considered to be non-volatile in comparison to traditional databasesdue to the fact that data within the warehouse does not change that often.  In addition, Data Warehouses typically represent data through the use of Multidimensional Conceptual Views that allow data to be extracted based on the view and the current position within the view. Common Data Warehouse Traits Relatively Non-volatile Data Supports Data Extraction and Analysis Optimized for Data Retrieval and Analysis Multidimensional Views of Data Flexible Reporting Multi User Support Generic Dimensionality Transparent Accessible Unlimited Dimensions of Data Unlimited Aggregation levels of Data Normally, Data Warehouses are much larger then there traditional database counterparts due to the fact that they store the basis data along with derived data via Multidimensional Conceptual Views. As companies store larger and larger amounts of data, they will need a way to effectively and accurately extract analysis information that can be used to aide in formulating current and future business decisions. This process can be done currently through data mining within a Data Warehouse. Data Warehouses provide access to data derived through complex analysis, knowledge discovery and decision making. Secondly, they support the demands for high performance in regards to analyzing an organization’s existing and current data. Data Warehouses provide support for an organization’s data and acquired business knowledge.  Within a Data Warehouse multiple types of operations/sub systems are supported. Common Data Warehouse Sub Systems Online Analytical Processing (OLAP) Decision –Support Systems (DSS) Online Transaction Processing (OLTP)

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  • Language parsing to find important words

    - by Matt Huggins
    I'm looking for some input and theory on how to approach a lexical topic. Let's say I have a collection of strings, which may just be one sentence or potentially multiple sentences. I'd like to parse these strings to and rip out the most important words, perhaps with a score that denotes how likely the word is to be important. Let's look at a few examples of what I mean. Example #1: "I really want a Keurig, but I can't afford one!" This is a very basic example, just one sentence. As a human, I can easily see that "Keurig" is the most important word here. Also, "afford" is relatively important, though it's clearly not the primary point of the sentence. The word "I" appears twice, but it is not important at all since it doesn't really tell us any information. I might expect to see a hash of word/scores something like this: "Keurig" => 0.9 "afford" => 0.4 "want" => 0.2 "really" => 0.1 etc... Example #2: "Just had one of the best swimming practices of my life. Hopefully I can maintain my times come the competition. If only I had remembered to take of my non-waterproof watch." This example has multiple sentences, so there will be more important words throughout. Without repeating the point exercise from example #1, I would probably expect to see two or three really important words come out of this: "swimming" (or "swimming practice"), "competition", & "watch" (or "waterproof watch" or "non-waterproof watch" depending on how the hyphen is handled). Given a couple examples like this, how would you go about doing something similar? Are there any existing (open source) libraries or algorithms in programming that already do this?

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  • 2D Collision masks for handling slopes

    - by JiminyCricket
    I've been looking at the example at: http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and am trying to figure out how to adjust the sprite once a collision has been detected. As David suggested at XNA 4.0 2D sidescroller variable terrain heightmap for walking/collision, I made a few sensor points (feet, sides, bottom center, etc.) and can easily detect when these points actually collide with non-transparent portions of a second texture (simple slope). I'm having trouble with the algorithm of how I would actually adjust the sprite position based on a collision. Say I detect a collision with the slope at the sprite's right foot. How can I scan the slope texture data to find the Y position to place the sprite's foot so it is no longer inside the slope? The way it is stored as a 1D array in the example is a bit confusing, should I try to store the data as a 2D array instead? For test purposes, I'm thinking of just using the slope texture alpha itself as a primitive and easy collision mask (no grass bits or anything besides a simple non-linear slope). Then, as in the example, I find the coordinates of any collisions between the slope texture and the sprite's sensors and mark these special sensor collisions as having occurred. Finally, in the case of moving up a slope, I would scan for the first transparent pixel above (in the texture's Ys at that X) the right foot collision point and set that as the new height of the sprite. I'm a little unclear also on when I should make these adjustments. Collisions are checked on every game.update() so would I quickly change the position of the sprite before the next update is called? I also noticed several people mention that it's best to separate collision checks horizontally and vertically, why is that exactly? Open to any suggestions if this is an inefficient or inaccurate way of handling this. I wish MSDN had provided an example of something like this, I didn't know it would be so much more complex than NES Mario style pure box platforming!

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  • How to use batch rendering with an entity component system?

    - by Kiril
    I have an entity component system and a 2D rendering engine. Because I have a lot of repeating sprites (the entities are non-animated, the background is tile based) I would really like to use batch rendering to reduce calls to the drawing routine. What would be the best way to integrate this with an engtity system? I thought about creating and populating the sprite batche every frame update, but that will probably be very slow. A better way would be to add a reference to an entity's quad to the sprite batch at initialization, but that would mean that the entity factory has to be aware of the Rendering System or that the sprite batch has to be a component of some Cache entity. One case violates encapsulation pretty heavily, while the other forces a non-game object entity in the entity system, which I am not sure I like a lot. As for engine, I am using Love2D (Love2D website) and FEZ ( FEZ website) as entity system(so everything is in Lua). I am more interested in a generic pattern of how to properly implement that rather than a language/library specific solution. Thanks in advance!

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  • What music player for Ubuntu is *most* like Cog?

    - by mattshepherd
    Cog is, far and away, my favourite music player. File browser on the left panel, pull a folder into the right panel, it plays the files you pull into the main box. Simple! Easy! Nice! Especially since I store all my music on my non-primary drive. Cog doesn't care where I keep my music! It just deals with whatever folder I tell it to monitor. I also have about 200 gigs of music. It's a problem, I know. I can't find a player this simple and elegant in Ubuntu. Amarok: doesn't handle non-primary drives very well. Banshee: kinda good, but fussy browsing/playlist systems. Audacious: no file browser; it also crashes whenever I try to "import" all my music. All I want -- seriously -- is something where I can look at my MP3 folder, drag a folder onto a playlist, and have that playlist play the songs.

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  • Linear Search in Python? [closed]

    - by POTUS
    def find_interval(mesh,x): '''This function finds the interval containing x according to the following rules, mesh is an ordered list with n numbers return 0 if x < mesh[0] return n if mesh[n-1] < x return k if mesh[k-1] <= x < mesh[k] return n-1 if mesh[n-2] <= x <= mesh[n-1] This function does a Linear search. 08/29/2012 ''' for n in range(len(mesh)): for k in range(len(mesh)): if x == mesh[n]: print "Found x at index:" return n elif x<mesh[n]: return 0 elif mesh[n-1]<x: return n elif mesh[n-2]<=x<=mesh[n-1]: return n-1 elif mesh[k-1]<=x<mesh[k]: return k mesh = [0, 0.1, 0.25, 0.5, 0.6, 0.75, 0.9, 1] print mesh print find_interval(mesh, -1) print find_interval(mesh, 0) print find_interval(mesh, 0.1) print find_interval(mesh, 0.8) print find_interval(mesh, 0.9) print find_interval(mesh, 1) print find_interval(mesh, 1.01) Output: [0, 0.100000000000000, 0.250000000000000, 0.500000000000000, 0.600000000000000, 0.750000000000000, 0.900000000000000, 1] 0 Found x at index: 0 2 6 -1 -1 0 I don't think the output is correct. Can anyone help me fix it? Thanks.

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