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  • Persistent Hashing of Strings in Python

    - by Chris S
    How would you convert an arbitrary string into a unique integer, which would be the same across Python sessions and platforms? For example hash('my string') wouldn't work because a different value is returned for each Python session and platform.

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  • SQL SERVER – Difference Between DATETIME and DATETIME2 – WITH GETDATE

    - by pinaldave
    Earlier I wrote blog post SQL SERVER – Difference Between GETDATE and SYSDATETIME which inspired me to write SQL SERVER – Difference Between DATETIME and DATETIME2. Now earlier two blog post inspired me to write this blog post (and 4 emails and 3 reads from readers). I previously populated DATETIME and DATETIME2 field with SYSDATETIME, which gave me very different behavior as SYSDATETIME was rounded up/down for the DATETIME datatype. I just ran the same experiment but instead of populating SYSDATETIME in this script I will be using GETDATE function. DECLARE @Intveral INT SET @Intveral = 10000 CREATE TABLE #TimeTable (FirstDate DATETIME, LastDate DATETIME2) WHILE (@Intveral > 0) BEGIN INSERT #TimeTable (FirstDate, LastDate) VALUES (GETDATE(), GETDATE()) SET @Intveral = @Intveral - 1 END GO SELECT COUNT(DISTINCT FirstDate) D_FirstDate, COUNT(DISTINCT LastDate) D_LastDate FROM #TimeTable GO SELECT DISTINCT a.FirstDate, b.LastDate FROM #TimeTable a INNER JOIN #TimeTable b ON a.FirstDate = b.LastDate GO SELECT * FROM #TimeTable GO DROP TABLE #TimeTable GO Let us run above script and observe the results. You will find that the values of GETDATE which is populated in both the columns FirstDate and LastDate are very much same. This is because GETDATE is of datatype DATETIME and the precision of the GETDATE is smaller than DATETIME2 there is no rounding happening. In other word, this experiment is pointless. I have included this as I got 4 emails and 3 twitter questions on this subject. If your datatype of variable is smaller than column datatype there is no manipulation of data, if data type of variable is larger than column datatype the data is rounded. Reference: Pinal Dave (http://www.SQLAuthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL DateTime, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • RSS feeds in Orchard

    - by Bertrand Le Roy
    When we added RSS to Orchard, we wanted to make it easy for any module to expose any contents as a feed. We also wanted the rendering of the feed to be handled by Orchard in order to minimize the amount of work from the module developer. A typical example of such feed exposition is of course blog feeds. We have an IFeedManager interface for which you can get the built-in implementation through dependency injection. Look at the BlogController constructor for an example: public BlogController( IOrchardServices services, IBlogService blogService, IBlogSlugConstraint blogSlugConstraint, IFeedManager feedManager, RouteCollection routeCollection) { If you look a little further in that same controller, in the Item action, you’ll see a call to the Register method of the feed manager: _feedManager.Register(blog); This in reality is a call into an extension method that is specialized for blogs, but we could have made the two calls to the actual generic Register directly in the action instead, that is just an implementation detail: feedManager.Register(blog.Name, "rss", new RouteValueDictionary { { "containerid", blog.Id } }); feedManager.Register(blog.Name + " - Comments", "rss", new RouteValueDictionary { { "commentedoncontainer", blog.Id } }); What those two effective calls are doing is to register two feeds: one for the blog itself and one for the comments on the blog. For each call, the name of the feed is provided, then we have the type of feed (“rss”) and some values to be injected into the generic RSS route that will be used later to route the feed to the right providers. This is all you have to do to expose a new feed. If you’re only interested in exposing feeds, you can stop right there. If on the other hand you want to know what happens after that under the hood, carry on. What happens after that is that the feedmanager will take care of formatting the link tag for the feed (see FeedManager.GetRegisteredLinks). The GetRegisteredLinks method itself will be called from a specialized filter, FeedFilter. FeedFilter is an MVC filter and the event we’re interested in hooking into is OnResultExecuting, which happens after the controller action has returned an ActionResult and just before MVC executes that action result. In other words, our feed registration has already been called but the view is not yet rendered. Here’s the code for OnResultExecuting: model.Zones.AddAction("head:after", html => html.ViewContext.Writer.Write( _feedManager.GetRegisteredLinks(html))); This is another piece of code whose execution is differed. It is saying that whenever comes time to render the “head” zone, this code should be called right after. The code itself is rendering the link tags. As a result of all that, here’s what can be found in an Orchard blog’s head section: <link rel="alternate" type="application/rss+xml"     title="Tales from the Evil Empire"     href="/rss?containerid=5" /> <link rel="alternate" type="application/rss+xml"     title="Tales from the Evil Empire - Comments"     href="/rss?commentedoncontainer=5" /> The generic action that these two feeds point to is Index on FeedController. That controller has three important dependencies: an IFeedBuilderProvider, an IFeedQueryProvider and an IFeedItemProvider. Different implementations of these interfaces can provide different formats of feeds, such as RSS and Atom. The Match method enables each of the competing providers to provide a priority for themselves based on arbitrary criteria that can be found on the FeedContext. This means that a provider can be selected based not only on the desired format, but also on the nature of the objects being exposed as a feed or on something even more arbitrary such as the destination device (you could imagine for example giving shorter text only excerpts of posts on mobile devices, and full HTML on desktop). The key here is extensibility and dynamic competition and collaboration from unknown and loosely coupled parts. You’ll find this pattern pretty much everywhere in the Orchard architecture. The RssFeedBuilder implementation of IFeedBuilderProvider is also a regular controller with a Process action that builds a RssResult, which is itself a thin ActionResult wrapper around an XDocument. Let’s get back to the FeedController’s Index action. After having called into each known feed builder to get its priority on the currently requested feed, it will select the one with the highest priority. The next thing it needs to do is to actually fetch the data for the feed. This again is a collaborative effort from a priori unknown providers, the implementations of IFeedQueryProvider. There are several implementations by default in Orchard, the choice of which is again done through a Match method. ContainerFeedQuery for example chimes in when a “containerid” parameter is found in the context (see URL in the link tag above): public FeedQueryMatch Match(FeedContext context) { var containerIdValue = context.ValueProvider.GetValue("containerid"); if (containerIdValue == null) return null; return new FeedQueryMatch { FeedQuery = this, Priority = -5 }; } The actual work is done in the Execute method, which finds the right container content item in the Orchard database and adds elements for each of them. In other words, the feed query provider knows how to retrieve the list of content items to add to the feed. The last step is to translate each of the content items into feed entries, which is done by implementations of IFeedItemBuilder. There is no Match method this time. Instead, all providers are called with the collection of items (or more accurately with the FeedContext, but this contains the list of items, which is what’s relevant in most cases). Each provider can then choose to pick those items that it knows how to treat and transform them into the format requested. This enables the construction of heterogeneous feeds that expose content items of various types into a single feed. That will be extremely important when you’ll want to expose a single feed for all your site. So here are feeds in Orchard in a nutshell. The main point here is that there is a fair number of components involved, with some complexity in implementation in order to allow for extreme flexibility, but the part that you use to expose a new feed is extremely simple and light: declare that you want your content exposed as a feed and you’re done. There are cases where you’ll have to dive in and provide new implementations for some or all of the interfaces involved, but that requirement will only arise as needed. For example, you might need to create a new feed item builder to include your custom content type but that effort will be extremely focused on the specialized task at hand. The rest of the system won’t need to change. So what do you think?

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  • 3 Monitors powered from a Nvidia fx580

    - by user26067
    I have a NVidia FX580 card in a Dell Precision T1500. The outputs of the back of the card are DVI and 2x displayport. I tried to run 3 screens from the DVI + 2x displayport to dvi adaptors, but the card won't have it... It'll only run 2 of these screens at the same time. http://www.nvidia.com/object/product_quadro_fx_580_us.html says; **Display Support:** Dual Link DVI-I 1 DisplayPort 2 # of Digital Outputs 3 ( 2 out of 3 active at a time ) # of Analog Outputs 1 To me this reads that it will be able to power 2xdvi monitors and 1xvga monitor. Anyone care to confirm or speculate?

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  • Unity stuck in 2D mode, Nvidia Quadro graphics "unknown", Nvidia-Current active but not in use

    - by Jordan Lund
    I've seen this problem reported under several questions, but I haven't been able to resolve any of it so I thought I'd bring it all in under one umbrella. I started a new job and was given a Dell Precision M6400 laptop with Nvidia Quadro FX 2700M graphics card. It had a previous version of Ubuntu on it, but nobody had any passwords for it so I wiped the drive and did a fresh install of 11.10 from scratch. I didn't do any updates during installation, preferring to do them after boot. Updates ran fine and the system works... except Unity is in 2D mode. System Settings - Additional Drivers shows that Nvidia-Current is active but not in use. System Settings - System Info shows Graphics Driver Unknown, Experience Standard Nvidia X Server Settings is installed and working, re-writing the xorg.conf did nothing. /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: Quadro FX 2700M/PCI/SSE2 OpenGL version string: 3.3.0 NVIDIA 285.05.09 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 One suggestion was to do a sudo apt-get --purge remove nvidia* and that resulted in a scrambled screen on boot and a non-bootable installation. Pressing the Delete key on boot allowed me to access the recovery console and do a sudo apt-get install nvidia-current, which brought me back to a working, bootable system. Another suggestion was to edit /etc/default/grub and change the line reading "GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" to read "GRUB_CMDLINE_LINUX_DEFAULT="quiet splash vmalloc=192MB" thus allocating more video RAM. I did that, followed by a sudo update-grub and a re-boot. No change. Created a brand new standard user and logged on with that account, no change.

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  • OpenGL: Where shoud I place shaders?

    - by mivic
    I'm trying to learn OpenGL ES 2.0 and I'm wondering what is the most common practice to "manage" shaders. I'm asking this question because in the examples I've found (like the one included in the API Demo provided with the android sdk), I usually see everything inside the GLRenderer class and I'd rather separate things so I can have, for example, a GLImage object that I can reuse whenever I want to draw a textured quad (I'm focusing on 2D only at the moment), just like I had in my OpenGL ES 1.0 code. In almost every example I've found, shaders are just defined as class attributes. For example: public class Square { public final String vertexShader = "uniform mat4 uMVPMatrix;\n" + "attribute vec4 aPosition;\n" + "attribute vec4 aColor;\n" + "varying vec4 vColor;\n" + "void main() {\n" + " gl_Position = uMVPMatrix * aPosition;\n" + " vColor = aColor;\n" + "}\n"; public final String fragmentShader = "precision mediump float;\n" + "varying vec4 vColor;\n" + "void main() {\n" + " gl_FragColor = vColor;\n" + "}\n"; // ... } I apologize in advance if some of these questions are dumb, but I've never worked with shaders before. 1) Is the above code the common way to define shaders (public final class properties)? 2) Should I have a separate Shader class? 3) If shaders are defined outside the class that uses them, how would I know the names of their attributes (e.g. "aColor" in the following piece of code) so I can bind them? colorHandle = GLES20.glGetAttribLocation(program, "aColor");

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  • pcap stream rotation and pruning

    - by pilcrow
    Some of my servers collect a lot of packet data. Is there a utility (or patch to tcpdump(1)) to log a pcap stream to disk which: Rotates based on size of data written Prunes written files, keeping only the N most recent Does not re-use output filenames Is self-contained (Ruling out, e.g., a rotation with external pruning via crond(8)+tmpwatch(8)) Basically I want a multilog or svlogd that groks the pcap record format. The -W filecount option of tcpdump-4.0.0 "prunes" by recycling old filenames, which violates #3 above, forcing me to consult mtimes to determine recency and providing no guarantees against surprise truncation of the log file. The -G option introduces strftime(2)-specifier support in output filenames, which would give me at least second-precision in file names, but I can't figure out how to get pruning to work with this scheme.

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  • DirectX9 / HLSL Shader Model 3 - Passing Doubles between Shaders

    - by P. Avery
    I need higher precision on a few values within my vertex and pixel shaders...I'm currently using floats, so I would like to use doubles...I've read that HLSL Model 4 has two functions to convert a double into two unsigned integers and back again( asuint() and asdouble() ). These functions are only supported on HLSL 4 and I am using DirectX 9 which will only compile HLSL Model 3 and below... How can I pass a double between shaders? here is implementation for HLSL 4: struct VS_INPUT { float2 v; }; struct PS_INPUT { uint a; uint b; uint c; uint d; }; PS_INPUT VertexShader( VS_INPUT Input ) { PS_INPUT Output = ( PS_INPUT )0; double2 vPos = mul( Input.v, mWorld ).xy; asuint( vPos.x, Output.a, Output.b ); asuint( vPos.y, Output.c, Output.d ); return Output; } float4 PixelShader( PS_INPUT Input ) { double2 vPos; vPos.x = asdouble( Input.a, Input.b ); vPos.y = asdouble( Input.c, Input.d ); ... return 1; }

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  • Sensei mouse sensitivity

    - by Marcelo
    I've recently acquired a Steelseries Sensei. Despite being a great mouse, I'm having some trouble finding settings that I can get used to... The mouse engine allows me to set a CPI from 0 to 5700. It also allows me to set it even higher, calling it "DCPI" (Double CPI), from 5701 to 11400. On Window's Control Panel, there's a "Pointer Speed" slider and a "Enhance Pointer Precision" checkbox (wording may be different as I use a non-english version). The majority of games allow me to set an in-game "Mouse Sensitivity". Some games let me use a "Raw mouse input". I'm already familiar with the basics of CPI/DPI - "higher CPI means less hand movement", but what are the differences between all those options? Is there a "better" or "worst" setting?

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  • Unity 3D (with Nvidia driver) becomes very slow and laggy

    - by Graham
    How can I prevent my Unity 3D desktop from becoming slow after a while, given that I have an Nvidia Quadro NVS 290 graphics in TwinView mode? The desktop starts out fast on login, but becomes slow / lagging / hesitant / high latency after a while, symptoms being spikes in CPU usage by /usr/bin/X whenever I cause any graphical activity with the mouse or keyboard (e.g. typing, changing tabs, dragging windows). The desktop remains slow even with all windows (except htop in Terminal) and extraneous processes killed. Detail: Changing tabs in Terminal takes about a second, and X spikes to 76% CPU. As I type into Firefox, X spikes to 95% CPU. Dragging Termiinal window, X goes to 70% CPU. Basically, every graphical action sends CPU usage of X through the roof. Device: Nvidia Quadro NVS 290 Driver package: binary driver nvidia-current-updates (280.13-0ubuntu5) Dual Monitors: Pair of DELL UltraSharp 1908FP in TwinView (X screen 2560x1024) OS: Fresh install of Ubuntu 11.10 amd64 Desktop with all updates. Hardware: Dell Precision T5400 Workstation Pastebin of Xorg.0.log Pastebin of xorg.conf Pastebin of nvidia-xconfig -t output (easier to read than xorg.conf) Output of /usr/lib/nux/unity_support_test -p: To obtain the following htop screenshow I typed "asdf" several times in in this text box, alt-tabbed to Terminal and took a screenshot of the high X CPU usage. This also happens when firefox is not running: Quadro NVS 290 has "No" thermal sensor according to sensors-detect: Next adapter: NVIDIA i2c adapter 0 at 2:00.0 (i2c-0) Do you want to scan it? (YES/no/selectively): Client found at address 0x50 Probing for `Analog Devices ADM1033'... No Probing for `Analog Devices ADM1034'... No P robing for `SPD EEPROM'... No Probing for `EDID EEPROM'... Yes (confidence 8, not a hardware monitoring chip) I tried the nouveau driver by disabling the nvidia-current-updates under Additional Drivers, but Ubuntu and xrandr -q fail to detect the second monitor. This may be issue 737349. Funniest thing is that Nouveau wiki says that XRandR 1.2 dual-monitor is supported so it should work with a second monitor.

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  • Is there a remote file transfer command that preserves nanosecond timestamps?

    - by Denver Gingerich
    I've tried transferring files using scp and rsync on Ubuntu 10.04, but neither of them preserves more than second precision. Here's an example: $ touch test1 $ scp -p test1 localhost:test2 $ ls -l --full-time test* -rw-r--r-- 1 user user 0 2011-01-14 18:46:06.579717282 -0500 test1 -rw-r--r-- 1 user user 0 2011-01-14 18:46:06.000000000 -0500 test2 $ cp -p test1 test2 $ ls -l --full-time test* -rw-r--r-- 1 user user 0 2011-01-14 18:46:06.579717282 -0500 test1 -rw-r--r-- 1 user user 0 2011-01-14 18:46:06.579717282 -0500 test2 $ A straight copy works fine, but scp truncates the timestamp. Are there any tools (preferably similar to scp or rsync in their usage) that do remote file transfers while preserving nanosecond timestamps? I could write a hacky script to do it, but I'd rather not.

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  • Converting to and from local and world 3D coordinate spaces?

    - by James Bedford
    Hey guys, I've been following a guide I found here (http://knol.google.com/k/matrices-for-3d-applications-view-transformation) on constructing a matrix that will allow me to 3D coordinates to an object's local coordinate space, and back again. I've tried to implement these two matrices using my object's look, side, up and location vectors and it seems to be working for the first three coordinates. I'm a little confused as to what I should expect for the w coordinate. Here are couple of examples from the print outs I've made of the matricies that are constructed. I'm passing a test vector of [9, 8, 14, 1] each time to see if I can convert both ways: Basic example: localize matrix: Matrix: 0.000000 -0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 5.237297 -45.530716 11.021271 1.000000 globalize matrix: Matrix: 0.000000 0.000000 1.000000 0.000000 -0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 -11.021271 -45.530716 -5.237297 1.000000 test: Vector4f(9.000000, 8.000000, 14.000000, 1.000000) localTest: Vector4f(14.000000, 8.000000, 9.000000, -161.812256) worldTest: Vector4f(9.000000, 8.000000, 14.000000, -727.491455) More complicated example: localize matrix: Matrix: 0.052504 -0.000689 -0.998258 0.000000 0.052431 0.998260 0.002068 0.000000 0.997241 -0.052486 0.052486 0.000000 58.806095 2.979346 -39.396252 1.000000 globalize matrix: Matrix: 0.052504 0.052431 0.997241 0.000000 -0.000689 0.998260 -0.052486 0.000000 -0.998258 0.002068 0.052486 0.000000 -42.413120 5.975957 -56.419727 1.000000 test: Vector4f(9.000000, 8.000000, 14.000000, 1.000000) localTest: Vector4f(-13.508600, 8.486917, 9.290090, 2.542114) worldTest: Vector4f(9.000190, 7.993863, 13.990230, 102.057129) As you can see in the more complicated example, the coordinates after converting both ways loose some precision, but this isn't a problem. I'm just wondering how I should deal with the last (w) coordinate? Should I just set it to 1 after performing the matrix multiplication, or does it look like I've done something wrong? Thanks in advance for your help!

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  • Virtual Machines: What components should I upgrade to improve running virtual machines?

    - by joshsvoss
    at work I need to have one or sometimes two instances of a vmware virtual Windows 7 machine running on my real Windows 7 machine. The computer I'm using is Dell Precision 490 from 2009 I believe, possibly earlier. Running Windows 7 ultimate. Problems while running VM's: The entire computer slows down when a vmware instance is running. Pages take a while to react to a scroll, applications take forever to launch, and programs hang both in the virtual machines and on the real one. So, what components should I upgrade to improve this? I guess a more pointed question would be, which components will help the most? Possible options: Getting 8gb of RAM instead of 4gb new graphics card new processors? (Is that really an option?) My intuition tells me it will be a combination of the RAM and graphics card. There is also the possibility that an '09 tower just isn't cut out for vm's and our business should purchase a new tower.

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  • SQL SERVER – 2012 – List All The Column With Specific Data Types in Database

    - by pinaldave
    5 years ago I wrote script SQL SERVER – 2005 – List All The Column With Specific Data Types, when I read it again, it is very much relevant and I liked it. This is one of the script which every developer would like to keep it handy. I have upgraded the script bit more. I have included few additional information which I believe I should have added from the beginning. It is difficult to visualize the final script when we are writing it first time. I use every script which I write on this blog, the matter of the fact, I write only those scripts here which I was using at that time. It is quite possible that as time passes by my needs are changing and I change my script. Here is the updated script of this subject. If there are any user data types, it will list the same as well. SELECT s.name AS 'schema', ts.name AS TableName, c.name AS column_name, c.column_id, SCHEMA_NAME(t.schema_id) AS DatatypeSchema, t.name AS Datatypename ,t.is_user_defined, t.is_assembly_type ,c.is_nullable, c.max_length, c.PRECISION, c.scale FROM sys.columns AS c INNER JOIN sys.types AS t ON c.user_type_id=t.user_type_id INNER JOIN sys.tables ts ON ts.OBJECT_ID = c.OBJECT_ID INNER JOIN sys.schemas s ON s.schema_id = t.schema_id ORDER BY s.name, ts.name, c.column_id I would be very interested to see your script which lists all the columns of the database with data types. If I am missing something in my script, I will modify it based on your comment. This way this page will be a good bookmark for the future for all of us. Reference : Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL DMV, SQL Query, SQL Server, SQL System Table, SQL Tips and Tricks, T SQL, Technology

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  • Decal implementation

    - by dreta
    I had issues finding information about decals, so maybe this question will help others. The implementation is for a forward renderer. Could somebody confirm if i got decal implementation right? You define a cube of any dimension that'll define the projection volume in common space. You check for triangle intersection with the defined cube to recieve triangles that the projection will affect. You clip these triangles and save them. You then use matrix tricks to calculate UV coordinates for the saved triangles that'll reference the texture you're projecting. To do this you take the vectors representing height, width and depth of the cube in common space, so that f.e. the bottom left corner is the origin. You put that in a matrix as the i, j, k unit vectors, set the translation for the cube, then you inverse this matrix. You multiply the vertices of the saved triangles by this matrix, that way you get their coordinates inside of a 0 to 1 size cube that you use as the UV coordinates. This way you have the original triangles you're projecting onto and you have UV coordinates for them (the UV coordinates are referencing the texture you're projecting). Then you rerender the saved triangles onto the scene and they overwrite the area of projection with the projected image. Now the questions that i couldn't find answers for. Is the last point right? I've never done software clipping, but it seems error prone enough, due to limited precision, that the'll be some z fighting occuring for the projected texture. Also is the way of getting UV coordinates correct?

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  • Booting from a USB drive that was originally a boot drive

    - by daveh551
    When Win 7 went RTM, I upgraded my laptop from XP. But to protect myself against the possibility of having data inaccessible, I got a new disk and put it in the laptop, and took the old (XP) disk and put it in a USB enclosure. I have no trouble accessing the data on the USB drive under Windows 7. But I would like to be able to plug it in, tell the BIOS to boot from the USB drive, and be back on my old machine. The laptop is a Dell Precision M90, and it has a boot from USB option in its boot menu. But when I try to do that, it does read the drive, gets as far as putting up the Windows XP splash screen and starting the boot progress bar, and then reboots. What do I need to do to the old disk now running on USB to allow the machine to boot from it?

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  • Two virtual computers using one laptop?

    - by JP19
    Hi, I have a laptop and an external display. I am able to use the external display either as extended desktop OR duplicate desktop. I also use a separate keyboard and mouse. So effectively, the laptop acts just as a box without display. I want to know is it possible to use the laptop as 2 virtual PCs. (with separate control). I.E., one person uses the laptop as a laptop, and other person can simultaneously connect a keyboard and mouse and the external display and effectively get a second PC. OS I am using - windows (thought solution for other OSes are welcome). Laptop is a Dell Precision M6300. thanks JP

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  • How to Boost Your Mouse Pointing Accuracy in Windows

    - by The Geek
    Whether you are doing graphics/web design work or just taking screenshots, it’s often very difficult to move the mouse precisely enough to select pixels the way you’d like. Here’s a couple of ways to make it better. There’s a number of methods you can use, from configuring the default mouse settings, to enabling Mouse Keys to move the mouse pointer with the keyboard, or my favorite: Using the Precision Booster feature in IntelliPoint. Image by Rufus Latest Features How-To Geek ETC How to Use the Avira Rescue CD to Clean Your Infected PC The Complete List of iPad Tips, Tricks, and Tutorials Is Your Desktop Printer More Expensive Than Printing Services? 20 OS X Keyboard Shortcuts You Might Not Know HTG Explains: Which Linux File System Should You Choose? HTG Explains: Why Does Photo Paper Improve Print Quality? Ubuntu Font Family Now Available for Download Oh No! WikiLeaks Published Santa Claus’s Naughty List [Video] Remember the Milk Now Supports HTTPS Encryption for the Entire Session MTCrypt Is an Efficient Front End for Mounting TrueCrypt Volumes 10 Things You Should Do with Your New Android Phone Walking Through the Park on a Snowy Night Wallpaper

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  • Unit Tests as a learning tool - a good idea?

    - by Ekkehard.Horner
    I'm interested in ways and means for learning (a) programming language(s) efficiently. I believe that using Unit Test concepts and infrastructure early in that process is a good thing, even better than starting with "Hello world". Why: To write a decent program even for a toy/restricted problem in a new language, you'll have to master many heterogenous concepts (control flow & variables & IO ...), you are tempted to glance over details just to get your program 'to work'. Putting (your understanding of) the facts about the new language in assertions with good descriptions (=success messages) enforces thinking thru/clearness/precision. Grouping topics and adding assertions to such groups is much easier than incorporation features from the 2. chapter of your "Learning X" book to your chapter 1 program. Why not: 'Real' Unit Tests are meant to output "1234 tests ok; 1 failure: saveWorld() chokes on negative input"; 'didactic' Unit Tests should output relevant facts about the new language like perl6 10-string.t # ### p5chop ... ok 13 - p5chop( "cbä" ) returns "ä" ok 14 - after that, victim is changed to "cb" # ### (p6) chop ... ok 27 - (p6) chop( "cbä" ) returns chopped copy: "cb" ok 18 - after that, victim is unchanged: "cbä" # ### chomp ... So (mis?)using Unit Tests may be counterproductive - practicing actions while learning you wouldn't use professionally. How: Writing 'didactic' Unit Tests in languages with lightweight testing systems (Perl 5/6) is easy; (mis?)using more elaborate systems (JUnit, CppUnit) may be not worth the effort or not suitable for a person just starting with a new language. So Is using Unit Tests as a learning tool a bad idea? Can the Unit Test tool(s) of your favourite language(s) used didactically? Should implementation details (eventually) be discussed here or over at stackoverflow.com?

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  • How to select a server that supports Windows scheduled file IO

    - by Kristof Verbiest
    Background: I am developing an application that needs to read data from disk with a fairly consistent throughput. It is important that this throughput is not influenced by other actions that happen on the disk (e.g. by other processes). For this purpose, I was hoping to use the 'Scheduled File I/O' feature in Windows (throught the GetFileBandwithReservation and SetFileBandwithReservation functions). However, this StackOverflow question has thought me that this feature is only available if the device driver supports it. Currently I have no computer at my disposition that seems to support this feature (I have an HP Proliant server and a Dell Precision workstation). Question: If I were to order a new server, how can I know beforehand if this feature will be supported by the device driver? How 'upscale' does the server have to be? Has anybody used this feature with success and cares to share his experiences?

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  • Winlogon.exe causes C++ runtime error

    - by Evan
    Recently I've become unable to log into my Dell Precision M2400. It uses the Dell Controlpoint login GUI instead of the typical windows one, and has now started giving me a runtime error on winlogon.exe that ends with a c000021a BSOD. I have tried running through safe mode and a restore to the last known good setting with no success. Unfortunately by BIOS password is locked and the one IT guy with the password is on vacation and unreachable until after I leave for a business trip. Is there anyway to bypass the Dell logon screen and get to the default windows one? Thanks.

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  • Building a new cluster for mathematical calculations (Win/Lin)

    - by Muhammad Farhan
    I would like to build a new cluster to perform heavy mathematical calculations in Matlab and Abaqus. One of my friend told me that distributed computing is way faster than parallel computing, which is very true after reading a bit on the internet. However, I have never clustered before. Current workstation I own: Dell Precision T5400 2 x Intel Xeon 2.5 GHz 16 GB RAM (2GB x 8) 1 x Western Digital 1TB HDD 7200 rpm 1 x nVidia Quadro FX4600 768MB GPU 1 x 870W PSU OS: Windows 7 Ultimate 64-bit 2nd WS: I can buy another WS similar configuration to the one I own I am not bothered about OS, I am willing to cluster with either Windows or Linux. However, my software are compatible with windows 64-bit only. Please help me setup a cluster. Thank you.

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  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

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  • 2D platformers: why make the physics dependent on the framerate?

    - by Archagon
    "Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast. Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.) What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine? Thank you, and sorry if the question was confusing.

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