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Search found 2009 results on 81 pages for 'transform'.

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  • Help understanding some OpenGL stuff

    - by shinjuo
    I am working with some code to create a triangle that moves with arrow keys. I want to create a second object that moves independently. This is where I am having trouble, I have created the second actor, but cannot get it to move. There is too much code to post it all so I will just post a little and see if anyone can help at all. ogl_test.cpp #include "platform.h" #include "srt/scheduler.h" #include "model.h" #include "controller.h" #include "model_module.h" #include "graphics_module.h" class blob : public actor { public: blob(float x, float y) : actor(math::vector2f(x, y)) { } void render() { transform(); glBegin(GL_TRIANGLES); glVertex3f(0.25f, 0.0f, -5.0f); glVertex3f(-.5f, 0.25f, -5.0f); glVertex3f(-.5f, -0.25f, -5.0f); glEnd(); end_transform(); } void update(controller& c, float dt) { if (c.left_key) { rho += pi / 9.0f * dt; c.left_key = false; } if (c.right_key) { rho -= pi / 9.0f * dt; c.right_key = false; } if (c.up_key) { v += .1f * dt; c.up_key = false; } if (c.down_key) { v -= .1f * dt; if (v < 0.0) { v = 0.0; } c.down_key = false; } actor::update(c, dt); } }; class enemyOne : public actor { public: enemyOne(float x, float y) : actor(math::vector2f(x, y)) { } void render() { transform(); glBegin(GL_TRIANGLES); glVertex3f(0.25f, 0.0f, -5.0f); glVertex3f(-.5f, 0.25f, -5.0f); glVertex3f(-.5f, -0.25f, -5.0f); glEnd(); end_transform(); } void update(controller& c, float dt) { if (c.left_key) { rho += pi / 9.0f * dt; c.left_key = false; } if (c.right_key) { rho -= pi / 9.0f * dt; c.right_key = false; } if (c.up_key) { v += .1f * dt; c.up_key = false; } if (c.down_key) { v -= .1f * dt; if (v < 0.0) { v = 0.0; } c.down_key = false; } actor::update(c, dt); } }; int APIENTRY WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, char* lpCmdLine, int nCmdShow ) { model m; controller control(m); srt::scheduler scheduler(33); srt::frame* model_frame = new srt::frame(scheduler.timer(), 0, 1, 2); srt::frame* render_frame = new srt::frame(scheduler.timer(), 1, 1, 2); model_frame->add(new model_module(m, control)); render_frame->add(new graphics_module(m)); scheduler.add(model_frame); scheduler.add(render_frame); blob* prime = new blob(0.0f, 0.0f); m.add(prime); m.set_prime(prime); enemyOne* primeTwo = new enemyOne(2.0f, 0.0f); m.add(primeTwo); m.set_prime(primeTwo); scheduler.start(); control.start(); return 0; } model.h #include <vector> #include "vec.h" const double pi = 3.14159265358979323; class controller; using math::vector2f; class actor { public: vector2f P; float theta; float v; float rho; actor(const vector2f& init_location) : P(init_location), rho(0.0), v(0.0), theta(0.0) { } virtual void render() = 0; virtual void update(controller&, float dt) { float v1 = v; float theta1 = theta + rho * dt; vector2f P1 = P + v1 * vector2f(cos(theta1), sin(theta1)); if (P1.x < -4.5f || P1.x > 4.5f) { P1.x = -P1.x; } if (P1.y < -4.5f || P1.y > 4.5f) { P1.y = -P1.y; } v = v1; theta = theta1; P = P1; } protected: void transform() { glPushMatrix(); glTranslatef(P.x, P.y, 0.0f); glRotatef(theta * 180.0f / pi, 0.0f, 0.0f, 1.0f); //Rotate about the z-axis } void end_transform() { glPopMatrix(); } }; class model { private: typedef std::vector<actor*> actor_vector; actor_vector actors; public: actor* _prime; model() { } void add(actor* a) { actors.push_back(a); } void set_prime(actor* a) { _prime = a; } void update(controller& control, float dt) { for (actor_vector::iterator i = actors.begin(); i != actors.end(); ++i) { (*i)->update(control, dt); } } void render() { for (actor_vector::iterator i = actors.begin(); i != actors.end(); ++i) { (*i)->render(); } } };

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  • Pixel plot method errors out without error message.

    - by sonny5
    // The following method blows up (big red x on screen) without generating error info. Any // ideas why? // MyPlot.PlotPixel(x, y, Color.BlueViolet, Grf); // runs if commented out // My goal is to draw a pixel on a form. Is there a way to increase the pixel size also? using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; public class Plot : System.Windows.Forms.Form { private Size _ClientArea; //keeps the pixels info private double _Xspan; private double _Yspan; public Plot() { InitializeComponent(); } public Size ClientArea { set { _ClientArea = value; } } private void InitializeComponent() { this.AutoScaleBaseSize = new System.Drawing.Size(5, 13); this.ClientSize = new System.Drawing.Size(400, 300); this.Text="World Plot (world_plot.cs)"; this.Resize += new System.EventHandler(this.Form1_Resize); this.Paint += new System.Windows.Forms.PaintEventHandler(this.doLine); this.Paint += new System.Windows.Forms.PaintEventHandler(this.TransformPoints); // new this.Paint += new System.Windows.Forms.PaintEventHandler(this.DrawRectangleFloat); this.Paint += new System.Windows.Forms.PaintEventHandler(this.DrawWindow_Paint); } private void DrawWindow_Paint(object sender, PaintEventArgs e) { Graphics Grf = e.Graphics; pixPlot(Grf); } static void Main() { Application.Run(new Plot()); } private void doLine(object sender, System.Windows.Forms.PaintEventArgs e) { // no transforms done yet!!! Graphics g = e.Graphics; g.FillRectangle(Brushes.White, this.ClientRectangle); Pen p = new Pen(Color.Black); g.DrawLine(p, 0, 0, 100, 100); // draw DOWN in y, which is positive since no matrix called p.Dispose(); } public void PlotPixel(double X, double Y, Color C, Graphics G) { Bitmap bm = new Bitmap(1, 1); bm.SetPixel(0, 0, C); G.DrawImageUnscaled(bm, TX(X), TY(Y)); } private int TX(double X) //transform real coordinates to pixels for the X-axis { double w; w = _ClientArea.Width / _Xspan * X + _ClientArea.Width / 2; return Convert.ToInt32(w); } private int TY(double Y) //transform real coordinates to pixels for the Y-axis { double w; w = _ClientArea.Height / _Yspan * Y + _ClientArea.Height / 2; return Convert.ToInt32(w); } private void pixPlot(Graphics Grf) { Plot MyPlot = new Plot(); double x = 12.0; double y = 10.0; MyPlot.ClientArea = this.ClientSize; Console.WriteLine("x = {0}", x); Console.WriteLine("y = {0}", y); //MyPlot.PlotPixel(x, y, Color.BlueViolet, Grf); // blows up } private void DrawRectangleFloat(object sender, PaintEventArgs e) { // Create pen. Pen penBlu = new Pen(Color.Blue, 2); // Create location and size of rectangle. float x = 0.0F; float y = 0.0F; float width = 200.0F; float height = 200.0F; // translate DOWN by 200 pixels // Draw rectangle to screen. e.Graphics.DrawRectangle(penBlu, x, y, width, height); } private void TransformPoints(object sender, System.Windows.Forms.PaintEventArgs e) { // after transforms Graphics g = this.CreateGraphics(); Pen penGrn = new Pen(Color.Green, 3); Matrix myMatrix2 = new Matrix(1, 0, 0, -1, 0, 0); // flip Y axis with -1 g.Transform = myMatrix2; g.TranslateTransform(0, 200, MatrixOrder.Append); // translate DOWN the same distance as the rectangle... // ...so this will put it at lower left corner g.DrawLine(penGrn, 0, 0, 100, 90); // notice that y 90 is going UP } private void Form1_Resize(object sender, System.EventArgs e) { Invalidate(); } }

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  • Good coding style to do case-select in XSLT

    - by Scud
    I want to have a page display A,B,C,D depending on the return value from XML value (1,2,3,4). My approaches are by javascript or XSLT:choose. I want to know which way is better, and why? Can I do this case-select in .cs code (good or bad)? Should I javascript code in XSLT? Can the community please advise? Thanks. Below are the code. Javascript way (this one works): <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform" xmlns:msxsl="urn:schemas-microsoft-com:xslt" xmlns:js="urn:custom-javascript"> <xsl:template match="page"> <msxsl:script language="JavaScript" implements-prefix="js"> <![CDATA[ function translateSkillLevel(level) { switch (level) { case 0: return "Level 1"; case 1: return "Level 2"; case 2: return "Level 3"; } return "unknown"; } ]]> </msxsl:script> <div id="skill"> <table border="0" cellpadding="1" cellspacing="1"> <tr> <th>Level</th> </tr> <xsl:for-each select="/page/Skill"> <tr> <td> <!-- difference here --> <script type="text/javascript"> document.write(translateSkillLevel(<xsl:value-of select="@level"/>)); </script> </td> </tr> </xsl:for-each> </table> </div> </xsl:template> </xsl:stylesheet> Javascript way (this one doesn't work, getting undefined js tag): <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform" xmlns:msxsl="urn:schemas-microsoft-com:xslt" xmlns:js="urn:custom-javascript"> <xsl:template match="page"> <msxsl:script language="JavaScript" implements-prefix="js"> <![CDATA[ function translateSkillLevel(level) { switch (level) { case 0: return "Level 1"; case 1: return "Level 2"; case 2: return "Level 3"; } return "unknown"; } ]]> </msxsl:script> <div id="skill"> <table border="0" cellpadding="1" cellspacing="1"> <tr> <th>Level</th> </tr> <xsl:for-each select="/page/Skill"> <tr> <td> <!-- difference here --> <xsl:value-of select="js:translateSkillLevel(string(@level))"/> </td> </tr> </xsl:for-each> </table> </div> </xsl:template> </xsl:stylesheet> XSLT way: <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform"> <xsl:template match="page"> <div id="skill"> <table border="0" cellpadding="1" cellspacing="1"> <tr> <th>Level</th> </tr> <xsl:for-each select="/page/Skill"> <tr> <td> <xsl:choose> <xsl:when test="@level = 0"> Level 1 </xsl:when> <xsl:when test="@level = 1"> Level 2 </xsl:when> <xsl:when test="@level = 2"> Level 3 </xsl:when> <xsl:otherwise> unknown </xsl:otherwisexsl:otherwise> </xsl:choose> </td> </tr> </xsl:for-each> </table> </div> </xsl:template> </xsl:stylesheet> EDIT: Also, I have some inline javascript functions for form submit. <input type="submit" onclick="javascript:document.forms[0].submit();return false;"/>

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  • C++/boost generator module, feedback/critic please

    - by aaa
    hello. I wrote this generator, and I think to submit to boost people. Can you give me some feedback about it it basically allows to collapse multidimensional loops to flat multi-index queue. Loop can be boost lambda expressions. Main reason for doing this is to make parallel loops easier and separate algorithm from controlling structure (my fieldwork is computational chemistry where deep loops are common) 1 #ifndef _GENERATOR_HPP_ 2 #define _GENERATOR_HPP_ 3 4 #include <boost/array.hpp> 5 #include <boost/lambda/lambda.hpp> 6 #include <boost/noncopyable.hpp> 7 8 #include <boost/mpl/bool.hpp> 9 #include <boost/mpl/int.hpp> 10 #include <boost/mpl/for_each.hpp> 11 #include <boost/mpl/range_c.hpp> 12 #include <boost/mpl/vector.hpp> 13 #include <boost/mpl/transform.hpp> 14 #include <boost/mpl/erase.hpp> 15 16 #include <boost/fusion/include/vector.hpp> 17 #include <boost/fusion/include/for_each.hpp> 18 #include <boost/fusion/include/at_c.hpp> 19 #include <boost/fusion/mpl.hpp> 20 #include <boost/fusion/include/as_vector.hpp> 21 22 #include <memory> 23 24 /** 25 for loop generator which can use lambda expressions. 26 27 For example: 28 @code 29 using namespace generator; 30 using namespace boost::lambda; 31 make_for(N, N, range(bind(std::max<int>, _1, _2), N), range(_2, _3+1)); 32 // equivalent to pseudocode 33 // for l=0,N: for k=0,N: for j=max(l,k),N: for i=k,j 34 @endcode 35 36 If range is given as upper bound only, 37 lower bound is assumed to be default constructed 38 Lambda placeholders may only reference first three indices. 39 */ 40 41 namespace generator { 42 namespace detail { 43 44 using boost::lambda::constant_type; 45 using boost::lambda::constant; 46 47 /// lambda expression identity 48 template<class E, class enable = void> 49 struct lambda { 50 typedef E type; 51 }; 52 53 /// transform/construct constant lambda expression from non-lambda 54 template<class E> 55 struct lambda<E, typename boost::disable_if< 56 boost::lambda::is_lambda_functor<E> >::type> 57 { 58 struct constant : boost::lambda::constant_type<E>::type { 59 typedef typename boost::lambda::constant_type<E>::type base_type; 60 constant() : base_type(boost::lambda::constant(E())) {} 61 constant(const E &e) : base_type(boost::lambda::constant(e)) {} 62 }; 63 typedef constant type; 64 }; 65 66 /// range functor 67 template<class L, class U> 68 struct range_ { 69 typedef boost::array<int,4> index_type; 70 range_(U upper) : bounds_(typename lambda<L>::type(), upper) {} 71 range_(L lower, U upper) : bounds_(lower, upper) {} 72 73 template< typename T, size_t N> 74 T lower(const boost::array<T,N> &index) { 75 return bound<0>(index); 76 } 77 78 template< typename T, size_t N> 79 T upper(const boost::array<T,N> &index) { 80 return bound<1>(index); 81 } 82 83 private: 84 template<bool b, typename T> 85 T bound(const boost::array<T,1> &index) { 86 return (boost::fusion::at_c<b>(bounds_))(index[0]); 87 } 88 89 template<bool b, typename T> 90 T bound(const boost::array<T,2> &index) { 91 return (boost::fusion::at_c<b>(bounds_))(index[0], index[1]); 92 } 93 94 template<bool b, typename T, size_t N> 95 T bound(const boost::array<T,N> &index) { 96 using boost::fusion::at_c; 97 return (at_c<b>(bounds_))(index[0], index[1], index[2]); 98 } 99 100 boost::fusion::vector<typename lambda<L>::type, 101 typename lambda<U>::type> bounds_; 102 }; 103 104 template<typename T, size_t N> 105 struct for_base { 106 typedef boost::array<T,N> value_type; 107 virtual ~for_base() {} 108 virtual value_type next() = 0; 109 }; 110 111 /// N-index generator 112 template<typename T, size_t N, class R, class I> 113 struct for_ : for_base<T,N> { 114 typedef typename for_base<T,N>::value_type value_type; 115 typedef R range_tuple; 116 for_(const range_tuple &r) : r_(r), state_(true) { 117 boost::fusion::for_each(r_, initialize(index)); 118 } 119 /// @return new generator 120 for_* new_() { return new for_(r_); } 121 /// @return next index value and increment 122 value_type next() { 123 value_type next; 124 using namespace boost::lambda; 125 typename value_type::iterator n = next.begin(); 126 typename value_type::iterator i = index.begin(); 127 boost::mpl::for_each<I>(*(var(n))++ = var(i)[_1]); 128 129 state_ = advance<N>(r_, index); 130 return next; 131 } 132 /// @return false if out of bounds, true otherwise 133 operator bool() { return state_; } 134 135 private: 136 /// initialize indices 137 struct initialize { 138 value_type &index_; 139 mutable size_t i_; 140 initialize(value_type &index) : index_(index), i_(0) {} 141 template<class R_> void operator()(R_& r) const { 142 index_[i_++] = r.lower(index_); 143 } 144 }; 145 146 /// advance index[0:M) 147 template<size_t M> 148 struct advance { 149 /// stop recursion 150 struct stop { 151 stop(R r, value_type &index) {} 152 }; 153 /// advance index 154 /// @param r range tuple 155 /// @param index index array 156 advance(R &r, value_type &index) : index_(index), i_(0) { 157 namespace fusion = boost::fusion; 158 index[M-1] += 1; // increment index 159 fusion::for_each(r, *this); // update indices 160 state_ = index[M-1] >= fusion::at_c<M-1>(r).upper(index); 161 if (state_) { // out of bounds 162 typename boost::mpl::if_c<(M > 1), 163 advance<M-1>, stop>::type(r, index); 164 } 165 } 166 /// apply lower bound of range to index 167 template<typename R_> void operator()(R_& r) const { 168 if (i_ >= M) index_[i_] = r.lower(index_); 169 ++i_; 170 } 171 /// @return false if out of bounds, true otherwise 172 operator bool() { return state_; } 173 private: 174 value_type &index_; ///< index array reference 175 mutable size_t i_; ///< running index 176 bool state_; ///< out of bounds state 177 }; 178 179 value_type index; 180 range_tuple r_; 181 bool state_; 182 }; 183 184 185 /// polymorphic generator template base 186 template<typename T,size_t N> 187 struct For : boost::noncopyable { 188 typedef boost::array<T,N> value_type; 189 /// @return next index value and increment 190 value_type next() { return for_->next(); } 191 /// @return false if out of bounds, true otherwise 192 operator bool() const { return for_; } 193 protected: 194 /// reset smart pointer 195 void reset(for_base<T,N> *f) { for_.reset(f); } 196 std::auto_ptr<for_base<T,N> > for_; 197 }; 198 199 /// range [T,R) type 200 template<typename T, typename R> 201 struct range_type { 202 typedef range_<T,R> type; 203 }; 204 205 /// range identity specialization 206 template<typename T, class L, class U> 207 struct range_type<T, range_<L,U> > { 208 typedef range_<L,U> type; 209 }; 210 211 namespace fusion = boost::fusion; 212 namespace mpl = boost::mpl; 213 214 template<typename T, size_t N, class R1, class R2, class R3, class R4> 215 struct range_tuple { 216 // full range vector 217 typedef typename mpl::vector<R1,R2,R3,R4> v; 218 typedef typename mpl::end<v>::type end; 219 typedef typename mpl::advance_c<typename mpl::begin<v>::type, N>::type pos; 220 // [0:N) range vector 221 typedef typename mpl::erase<v, pos, end>::type t; 222 // transform into proper range fusion::vector 223 typedef typename fusion::result_of::as_vector< 224 typename mpl::transform<t,range_type<T, mpl::_1> >::type 225 >::type type; 226 }; 227 228 229 template<typename T, size_t N, 230 class R1, class R2, class R3, class R4, 231 class O> 232 struct for_type { 233 typedef typename range_tuple<T,N,R1,R2,R3,R4>::type range_tuple; 234 typedef for_<T, N, range_tuple, O> type; 235 }; 236 237 } // namespace detail 238 239 240 /// default index order, [0:N) 241 template<size_t N> 242 struct order { 243 typedef boost::mpl::range_c<size_t,0, N> type; 244 }; 245 246 /// N-loop generator, 0 < N <= 5 247 /// @tparam T index type 248 /// @tparam N number of indices/loops 249 /// @tparam R1,... range types 250 /// @tparam O index order 251 template<typename T, size_t N, 252 class R1, class R2 = void, class R3 = void, class R4 = void, 253 class O = typename order<N>::type> 254 struct for_ : detail::for_type<T, N, R1, R2, R3, R4, O>::type { 255 typedef typename detail::for_type<T, N, R1, R2, R3, R4, O>::type base_type; 256 typedef typename base_type::range_tuple range_tuple; 257 for_(const range_tuple &range) : base_type(range) {} 258 }; 259 260 /// loop range [L:U) 261 /// @tparam L lower bound type 262 /// @tparam U upper bound type 263 /// @return range 264 template<class L, class U> 265 detail::range_<L,U> range(L lower, U upper) { 266 return detail::range_<L,U>(lower, upper); 267 } 268 269 /// make 4-loop generator with specified index ordering 270 template<typename T, class R1, class R2, class R3, class R4, class O> 271 for_<T, 4, R1, R2, R3, R4, O> 272 make_for(R1 r1, R2 r2, R3 r3, R4 r4, const O&) { 273 typedef for_<T, 4, R1, R2, R3, R4, O> F; 274 return F(F::range_tuple(r1, r2, r3, r4)); 275 } 276 277 /// polymorphic generator template forward declaration 278 template<typename T,size_t N> 279 struct For; 280 281 /// polymorphic 4-loop generator 282 template<typename T> 283 struct For<T,4> : detail::For<T,4> { 284 /// generator with default index ordering 285 template<class R1, class R2, class R3, class R4> 286 For(R1 r1, R2 r2, R3 r3, R4 r4) { 287 this->reset(make_for<T>(r1, r2, r3, r4).new_()); 288 } 289 /// generator with specified index ordering 290 template<class R1, class R2, class R3, class R4, class O> 291 For(R1 r1, R2 r2, R3 r3, R4 r4, O o) { 292 this->reset(make_for<T>(r1, r2, r3, r4, o).new_()); 293 } 294 }; 295 296 } 297 298 299 #endif /* _GENERATOR_HPP_ */

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  • Why is mesh baking causing huge performance spikes?

    - by jellyfication
    A couple of seconds into the gameplay on my Android device, I see huge performance spikes caused by "Mesh.Bake Scaled Mesh PhysX CollisionData" In my game, a whole level is a parent object containing multiple ridigbodies with mesh colliders. Every FixedUpdate(), my parent object rotates around the player. Rotating the world causes mesh scaling. Here is the code that handles world rotation. private void Update() { input.update(); Vector3 currentInput = input.GetDirection(); worldParent.rotation = initialRotation; worldParent.DetachChildren(); worldParent.position = transform.position; world.parent = worldParent; worldParent.Rotate(Vector3.right, currentInput.x * 50f); worldParent.Rotate(Vector3.forward, currentInput.z * 50f); } How can I get rid of mesh scaling ? Mesh.Bake physx seems to take effect after some time, is it possible to disable this function ? The profiler looks like this: Bottom-left panel shows data before spikes, the right after

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  • SQLAuthority News – Best Practices for Data Warehousing with SQL Server 2008 R2

    - by pinaldave
    An integral part of any BI system is the data warehouse—a central repository of data that is regularly refreshed from the source systems. The new data is transferred at regular intervals  by extract, transform, and load (ETL) processes. This whitepaper talks about what are best practices for Data Warehousing. This whitepaper discusses ETL, Analysis, Reporting as well relational database. The main focus of this whitepaper is on mainly ‘architecture’ and ‘performance’. Download Best Practices for Data Warehousing with SQL Server 2008 R2 Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Best Practices, Data Warehousing, PostADay, SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • John Burke's Weclome to the Applications Strategy Blog

    - by Tony Ouk
    Hi I'm John Burke and I'm the group Vice President of Oracle's Applications Business Unit.  Thanks for stopping by our Applications blog today.  The purpose of this site is to provide you, our customers, with timely, relevant, and balanced information about the state of the applications business, both here at Oracle and industry-wide. So on this site, you'll find information about Oracle's application products, how our customers have used those products to transform their businesses, and general industry trends which might help you craft YOUR applications roadmap.  So right now I'm walking to meet with one of Oracle's development executives.  I also plan to talk to Oracle customers and leading industry analysts.  I plan to provide a complete and balanced view of the total applications landscape.  I hope you check back often and view our updates.

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  • Pygame surface rotation, rect rotation or sprite rotation?

    - by Alan
    i seem to have a conceptual misunderstanding of the surface and rect object in pygame. I currently observe these objects this way: Surface Just the loaded image rect the 'hard' representation of the ingame object (sprite). Used for simplifying object moment and collision detection sprite rect and surface grouped together What i want to do is rotate my sprite. The only available method i found for rotation is pygame.transform.rotate. How do i rotate the rectangle, or even better, the whole sprite? Below is the image of how i visualize this problem.

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  • SQL SERVER – List of Article on Expressor Data Integration Platform

    - by pinaldave
    The ability to transform data into meaningful and actionable information is the most important information in current business world. In this fast growing and changing business needs effective data integration is single most important thing in making proper decision making. I have been following expressor software since November 2010, when I met expressor team in Seattle. Here are my posts on their innovative data integration platform and expressor Studio, a free desktop ETL tool: 4 Tips for ETL Software IDE Developers Introduction to Adaptive ETL Tool – How adaptive is your ETL? Sharing your ETL Resources Across Applications with Ease expressor Studio Includes Powerful Scripting Capabilities expressor 3.2 Release Review 5 Tips for Improving Your Data with expressor Studio As I had mentioned in some of my blog posts on them, I encourage you to download and test-drive their Studio product – it’s free. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: SSIS

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  • Regular expression in Umbraco for number validation.

    - by Vizioz Limited
    This evening I was looking for a way to validate an Umbraco node that could be either text or a numeric value, in my case a salary that could be either an hourly amount, an annual figure or a comment. In the case where the node contained a value I wanted the XSLT to output a pound sign (£) and for any that contained text it would just output the text, as this could be something like "Contact Us" or "Negotiable"I thought someone else might find this useful so here is the XSLT and the regular expression.First if you are using Umbraco, don't forget to include the reference to the EXSLT Regular expression library at the top of your XSLT.<xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform" xmlns:msxml="urn:schemas-microsoft-com:xslt" xmlns:umbraco.library="urn:umbraco.library" xmlns:Exslt.ExsltRegularExpressions="urn:Exslt.ExsltRegularExpressions" exclude-result-prefixes="msxml umbraco.library Exslt.ExsltRegularExpressions">Then the code I used was:<xsl:if test="Exslt.ExsltRegularExpressions:match($currentPage/data [@alias='Salary'], '^[0-9]*\,?[0-9]*\.?[0-9]+$') != ''"> <xsl:text>£</xsl:text></xsl:if>This regular expression allows any number of digits, an optional comma, more digits, an optional decimal point and finally more digits, so all the following are valid:12,00014.43334,342.03

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  • Silent Partner

    - by [email protected]
    The Team Behind the Man Behind the Mask As a continuing sponsor of the blockbuster Iron Man franchise, Oracle has been quietly preparing for the explosive sequel blasting its way into theaters this May. Through a series of advertising campaigns, immersive online experiences, and contests, Oracle plans to highlight its backstage efforts to help Marvel Entertainment hone its newfound superpowers. By driving the performance of critical systems, Oracle technologies are helping Marvel transform itself from mild-mannered comic book publisher to film industry power broker. You can learn more about this dynamic duo, and get free movie memorabilia, by visiting our Iron Man 2 showcase site.

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  • Rotate to a set degree then reverse and repeat in Unity

    - by Ryan
    and thank you for your time. I'm making my first project in Unity, a simple game where touching objects adds points to the players score. I'd like the objects to have a pleasant back and forth swaying animation on the Z axis. Nodding to the right 30 degrees, then to the left 30 degrees, on and on. Here's what I've got... public class Rotator : MonoBehaviour { void Update () { transform.Rotate(new Vector3(0,0,12)*Time.deltaTime); } } This gives me a nice slow rotation. But I am clueless how to tell Unity to stop at +30 degrees, reverse to -30 degrees, rotate again to +30, stop and repeat, etc, etc. I'd really appreciate any help. Maybe there is a thread like this that I was not able to find? I assume it will involve some kind of 'if than' function? Thank you, Ryan

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  • How to Create an Easy Pixel Art Avatar in Photoshop or GIMP

    - by Eric Z Goodnight
    Boingboing.net has a cool set of meticulously drawn pixel art portraits for their key writers. If you’re a lover of pixel art, why not try and recreate a similar avatars for yourself with a few simple filters in either Photoshop or GIMP? How-To Geek has covered a few different ways to create pixel art from ordinary graphics, and this simple method is more simple pixel art, but using a different technique. Watch as we transform two ordinary photographs into blocky masterpieces, as well as compare the techniques used between Photoshop and the GIMP. Read on!  How to Create an Easy Pixel Art Avatar in Photoshop or GIMPInternet Explorer 9 Released: Here’s What You Need To KnowHTG Explains: How Does Email Work?

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  • Billboard shader without distortion

    - by Nick Wiggill
    I use the standard approach to billboarding within Unity that is OK, but not ideal: transform.LookAt(camera). The problem is that this introduces distortion toward the edges of the viewport, especially as the field of view angle grows larger. This is unlike the perfect billboarding you'd see in eg. Doom when seeing an enemy from any angle and irrespective of where they are located in screen space. Obviously, there are ways to blit an image directly to the viewport, centred around a single vertex, but I'm not hot on shaders. Does anyone have any samples of this approach (GLSL if possible), or any suggestions as to why it isn't typically done this way (vs. the aforementioned quad transformation method)? EDIT: I was confused, thanks Nathan for the heads up. Of course, Causing the quads to look at the camera does not cause them to be parallel to the view plane -- which is what I need.

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  • Gartner PCC Summit, Baltimore - Oracle's Take

    - by [email protected]
    Back from last week's trip to the Gartner PCC Summit in Baltimore, Andy MacMillan and Ajay Gandhi share their impressions of the conference. According to Andy and Ajay: Interest in the sector is increasing - attendance at this year's conference was up by more than 50 percent The discussion at the conference this year shifted from a focus on what the tools are to how the tools can transform organizations and help build businesses Conference attendees were interested in taking a platform approach and looking to bring multiple tools together to solve problems and simplify business processes. If you are interested in learning more about the Bureau of Indian Affairs' deployment showcased in Ajay's session at the Gartner PCC Summit, come back soon - a detailed post is on its way.

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  • Trash Destination Adapter

    The Trash Destination and this article came from early experiences of using SSIS and community feedback at the time. When developing a package it is very useful to have a destination adapter that does nothing but consume rows with no setup requirement. You often want run a package part way through development, or just add a path so you can set a Data Viewer. There are stock tasks that can be used, but with the Trash Destination all columns are treated as selected automatically (usage type of read-only), so the pipeline knows they are required. It is also obvious that this is for development or diagnostic purposes, and is clearly not a part of the functional design of the package. It is also ideal for just playing around and exploring concepts in SSIS, and is often used in conjunction with the Data Generator Source. Using these two components it is easy to setup a test of an expression in the Derived Column Transformation for example. The Data Generator Source provides some dummy data, and the Trash Destination allows you to anchor the output path and set a Data Viewer to examine the results. It can also be used when performance tuning packages. It is a consistent and known quantity that has no external influences, so it is ideal as a destination when breaking the data flow into sections to isolate a bottleneck. The adapter is really simple to use and requires no setup. Simply drop it onto the pipeline designer and use it to terminate your data flow path. Installation The component is provided as an MSI file which you can download and run to install it. This simply places the files on disk in the correct locations and also installs the assemblies in the Global Assembly Cache as per Microsoft’s recommendations. You may need to restart the SQL Server Integration Services service, as this caches information about what components are installed, as well as restarting any open instances of Business Intelligence Development Studio (BIDS) / Visual Studio that you may be using to build your SSIS packages. Finally, for 2005/2008, you will have to add the transformation to the Visual Studio toolbox manually. Right-click the toolbox, and select Choose Items.... Select the SSIS Data Flow Items tab, and then check the Trash Destination transformation in the Choose Toolbox Items window. This process has been described in detail in the related FAQ entry for How do I install a task or transform component? We recommend you follow best practice and apply the current Microsoft SQL Server Service pack to your SQL Server servers and workstations. Downloads The Trash Destination is available for SQL Server 2005, SQL Server 2008 (includes R2) and SQL Server 2012. Please choose the version to match your SQL Server version, or you can install multiple versions and use them side by side if you have more than one version of SQL Server installed. Trash Destination for SQL Server 2005 Trash Destination for SQL Server 2008 Trash Destination for SQL Server 2012 Version History SQL Server 2012 Version 3.0.0.34 - SQL Server 2012 release. Includes upgrade support for both 2005 and 2008 packages to 2012. (5 Jun 2012) SQL Server 2008 Version 2.0.0.33 - SQL Server 2008 release. Includes support for upgrade of 2005 packages. RTM compatible, previously February 2008 CTP. (4 Mar 2008) Version 2.0.0.31 - SQL Server 2008 November 2007 CTP. (14 Feb 2008) SQL Server 2005 Version 1.0.2.18 - SQL Server 2005 RTM Refresh. SP1 Compatibility Testing. (12 Jun 2006) Version 1.0.1.1 - SQL Server 2005 IDW 15 June CTP. Minor enhancements over v1.0.1.0. (11 Jun 2005) Version 1.0.1.0 - SQL Server 2005 IDW 14 April CTP. First Public Release. (30 May 2005) Troubleshooting Make sure you have downloaded the version that matches your version of SQL Server. We offer separate downloads for SQL Server 2005, SQL Server 2008 and SQL Server 2012. If you an error when you try and use the component along the lines of The component could not be added to the Data Flow task. Please verify that this component is properly installed.  ... The data flow object "Konesans ..." is not installed correctly on this computer, this usually indicates that the internal cache of SSIS components needs to be updated. This is held by the SSIS service, so you need restart the the SQL Server Integration Services service. You can do this from the Services applet in Control Panel or Administrative Tools in Windows. You can also restart the computer if you prefer. You may also need to restart any current instances of Business Intelligence Development Studio (BIDS) / Visual Studio that you may be using to build your SSIS packages. The full error message is shown below for reference: TITLE: Microsoft Visual Studio ------------------------------ The component could not be added to the Data Flow task. Please verify that this component is properly installed. ------------------------------ ADDITIONAL INFORMATION: The data flow object "Konesans.Dts.Pipeline.TrashDestination.Trash, Konesans.Dts.Pipeline.TrashDestination, Version=1.0.1.0, Culture=neutral, PublicKeyToken=b8351fe7752642cc" is not installed correctly on this computer. (Microsoft.DataTransformationServices.Design) For 2005/2008, once installation is complete you need to manually add the task to the toolbox before you will see it and to be able add it to packages - How do I install a task or transform component? This is not necessary for SQL Server 2012 as the new SSIS toolbox automatically detects components. If you are still having issues then contact us, but please provide as much detail as possible about error, as well as which version of the the task you are using and details of the SSIS tools installed.

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  • The Ins and Outs of Effective Smart Grid Data Management

    - by caroline.yu
    Oracle Utilities and Accenture recently sponsored a one-hour Web cast entitled, "The Ins and Outs of Effective Smart Grid Data Management." Oracle and Accenture created this Web cast to help utilities better understand the types of data collected over smart grid networks and the issues associated with mapping out a coherent information management strategy. The Web cast also addressed important points that utilities must consider with the imminent flood of data that both present and next-generation smart grid components will generate. The three speakers, including Oracle Utilities' Brad Williams, focused on the key factors associated with taking the millions of data points captured in real time and implementing the strategies, frameworks and technologies that enable utilities to process, store, analyze, visualize, integrate, transport and transform data into the information required to deliver targeted business benefits. The Web cast replay is available here. The Web cast slides are available here.

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  • [Windows 8] Application bar popup button

    - by Benjamin Roux
    Here is a small control to create an application bar button which will display a content in a popup when the button is clicked. Visually it gives this So how to create this? First you have to use the AppBarPopupButton control below.   namespace Indeed.Controls { public class AppBarPopupButton : Button { public FrameworkElement PopupContent { get { return (FrameworkElement)GetValue(PopupContentProperty); } set { SetValue(PopupContentProperty, value); } } public static readonly DependencyProperty PopupContentProperty = DependencyProperty.Register("PopupContent", typeof(FrameworkElement), typeof(AppBarPopupButton), new PropertyMetadata(null, (o, e) => (o as AppBarPopupButton).CreatePopup())); private Popup popup; private SerialDisposable sizeChanged = new SerialDisposable(); protected override void OnTapped(Windows.UI.Xaml.Input.TappedRoutedEventArgs e) { base.OnTapped(e); if (popup != null) { var transform = this.TransformToVisual(Window.Current.Content); var offset = transform.TransformPoint(default(Point)); sizeChanged.Disposable = PopupContent.ObserveSizeChanged().Do(_ => popup.VerticalOffset = offset.Y - (PopupContent.ActualHeight + 20)).Subscribe(); popup.HorizontalOffset = offset.X + 24; popup.DataContext = this.DataContext; popup.IsOpen = true; } } private void CreatePopup() { popup = new Popup { IsLightDismissEnabled = true }; popup.Closed += (o, e) => this.GetParentOfType<AppBar>().IsOpen = false; popup.ChildTransitions = new Windows.UI.Xaml.Media.Animation.TransitionCollection(); popup.ChildTransitions.Add(new Windows.UI.Xaml.Media.Animation.PopupThemeTransition()); var container = new Grid(); container.Children.Add(PopupContent); popup.Child = container; } } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The ObserveSizeChanged method is just an extension method which observe the SizeChanged event (using Reactive Extensions - Rx-Metro package in Nuget). If you’re not familiar with Rx, you can replace this line (and the SerialDisposable stuff) by a simple subscription to the SizeChanged event (using +=) but don’t forget to unsubscribe to it ! public static IObservable<Unit> ObserveSizeChanged(this FrameworkElement element) { return Observable.FromEventPattern<SizeChangedEventHandler, SizeChangedEventArgs>( o => element.SizeChanged += o, o => element.SizeChanged -= o) .Select(_ => Unit.Default); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The GetParentOfType extension method just retrieve the first parent of type (it’s a common extension method that every Windows 8 developer should have created !). You can of course tweak to control (for example if you want to center the content to the button or anything else) to fit your needs. How to use this control? It’s very simple, in an AppBar control just add it and define the PopupContent property. <ic:AppBarPopupButton Style="{StaticResource RefreshAppBarButtonStyle}" HorizontalAlignment="Left"> <ic:AppBarPopupButton.PopupContent> <Grid> [...] </Grid> </ic:AppBarPopupButton.PopupContent> </ic:AppBarPopupButton> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } When the button is clicked the popup is displayed. When the popup is closed, the app bar is closed too. I hope this will help you !

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  • India's Largest Polyglot Conference and Workshops for IT Software Professionals - Great Indian Devel

    Great Indian Developer Summit is the gold standard for India's software developer ecosystem for gaining exposure to and evaluating new projects, tools, services, platforms, languages, software and standards. Packed with premium knowledge, action plans and advise from been-there-done-it veterans, creators, and visionaries, the 2010 edition of Great Indian Developer Summit features focused sessions, case studies, workshops and power panels that will transform you into a force to reckon with. Featuring...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • What is PowerPivot?

    - by Enrique Lima
    Let’s start with it is a great way to be able to visualize data and transform to information.  It is intended to be a self-service business intelligence tool provided as an add-in for a tool we already know … Microsoft Excel ... 2010. If you have been wondering where to go? what to do? and how do I? I am including links that will help you be on your way to better understanding of the topic and tool. (Links to TechNet documentation) Introduction to PowerPivot Walkthrough: Create your first PowerPivot Workbook Get to know the UI PowerPivot for Excel Central Get some samples

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  • StreamInsight/SSIS Integration White Paper

    - by Roman Schindlauer
    This has been tweeted all over the place, but we still want to give it proper attention here in our blog: SSIS (SQL Server Integration Service) is widely used by today’s customers to transform data from different sources and load into a SQL Server data warehouse or other targets. StreamInsight can process large amount of real-time as well as historical data, making it easy to do temporal and incremental processing.  We have put together a white paper to discuss how to bring StreamInsight and SSIS together and leverage both platforms to get crucial insights faster and easier. From the paper’s abstract: The purpose of this paper is to provide guidance for enriching data integration scenarios by integrating StreamInsight with SQL Server Integration Services. Specifically, we looked at the technical challenges and solutions for such integration, by using a case study based on a customer scenarios in the telecommunications sector. Please take a look at this paper and send us your feedback! Using SQL Server Integration Services and StreamInsight Together Regards, Ping Wang

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • Building Java EE in the Cloud–Webcast August 30th 2012

    - by JuergenKress
    Building Java EE in the Cloud Thursday, August 30, 2012 at 10:00 AM PDT While cloud computing is making big strides, there are challenges in enterprises to start meaningful adoption of the technology. Steps to cloud adoption by the enterprises are different - often with varying results. Some choose to optimize current applications with basic steps, resulting in minimal benefits. Others transform the entire portfolio, with a complete architecture overhaul, and build business agility as a result. Join Anand Kothari, Principal Product Manager for Oracle Cloud Java Service and Larry Carvalho, Principal Analyst at Robust Cloud, LLC as they discuss the evolution of the cloud, and how Oracle Cloud Java Service enables enterprises to make transformational changes. Speakers: Anand Kothari and Larry Carvalho For details please visit the registration page WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Anand Kothari,Larry Carvalho,Java,Java EE6,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress,Cloud

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