Search Results

Search found 9208 results on 369 pages for 'space monkey'.

Page 36/369 | < Previous Page | 32 33 34 35 36 37 38 39 40 41 42 43  | Next Page >

  • What causes extra space and random alignment in my divs using the 960 grid system?

    - by tomdot
    I have an issue where elements in divs seemingly align randomly, not responding to any align tag, and where divs create extra space above or below its element. I'm using the 960 grid system and I have not altered the stock CSS file lest my fingers blow it up. I've put up a test page here, and please excuse some of the dodgy code :-D It's still in it's very early stages (as am I), but I don't feel I can move on until I can comfortably understand what is causing the issue. The best example on that page is the bottom horizontal bar and elements underneath. The bar adds a few pixels of dead space, and the elements below that align to different parts of their respective divs. Why is it that elements seemingly do not standardise their alignment given no instruction, and what causes extra space again where no instruction was given? My own thought was to relatively position everything individually, but I'm worried this will cause issues and 'break' the grid. Other than that, I unno. Thanks

    Read the article

  • C++: Why does space always terminate a string when read?

    - by Nullw0rm
    Using type std::string to accept a sentence, for practise (I haven't worked with strings in C++ much) I'm checking if a character is a vowel or not. I got this: for(i = 0; i <= analyse.length(); i++) { if(analyse[i] == 'a' || analyse[i] == 'e' [..etc..]) { ...vowels++; } else { ... ...consenents++; } This works fine if the string is all one word, but the second I add a space (IE: aeio aatest) it will only count the first block and count the space as a consenent, and quit reading the sentence (exiting the for loop or something). Does a space count as no character == null? Or some oddity with std::string?, It would be helpful to know why that is happening!

    Read the article

  • How do you know how much space an NSString (using default font) will occupy on a UITableView section

    - by paul_sns
    Basically I want to copy the behavior in iPhone's Calendar where the day of week (Mon, Tue, Wed) is on the left side of the table's section header (left justified) while the formatted date (Apr 1, 2010, May 1, 2010) based on locale is on the right side of the table's section header (right justified). I was thinking of inserting a variable amount of space in between the day of week and formatted date but I first need to know the actual space consumed by the text on both sides to figure out how much space to add. Hope to hear your thoughts on this. Thanks.

    Read the article

  • Code Golf: Code 39 Bar Code

    - by gwell
    The challenge The shortest code by character count to draw an ASCII representation of a Code 39 bar code. Wikipedia article about Code 39: http://en.wikipedia.org/wiki/Code_39 Input The input will be a string of legal characters for Code 39 bar codes. This means 43 characters are valid: 0-9 A-Z (space) and -.$/+%. The * character will not appear in the input as it is used as the start and stop characters. Output Each character encoded in Code 39 bar codes have nine elements, five bars and four spaces. Bars will be represented with # characters, and spaces will be represented with the space character. Three of the nine elements will be wide. The narrow elements will be one character wide, and the wide elements will be three characters wide. A inter-character space of a single space should be added between each character pattern. The pattern should be repeated so that the height of the bar code is eight characters high. The start/stop character * (bWbwBwBwb) would be represented like this: # # ### ### # # # ### ### # # # ### ### # # # ### ### # # # ### ### # # # ### ### # # # ### ### # # # ### ### # ^ ^ ^^ ^ ^ ^ ^^^ | | || | | | ||| narrow bar -+ | || | | | ||| wide space ---+ || | | | ||| narrow bar -----+| | | | ||| narrow space ------+ | | | ||| wide bar --------+ | | ||| narrow space ----------+ | ||| wide bar ------------+ ||| narrow space --------------+|| narrow bar ---------------+| inter-character space ----------------+ The start and stop character * will need to be output at the start and end of the bar code. No quiet space will need to be included before or after the bar code. No check digit will need to be calculated. Full ASCII Code39 encoding is not required, just the standard 43 characters. No text needs to be printed below the ASCII bar code representation to identify the output contents. The character # can be replaced with another character of higher density if wanted. Using the full block character U+2588, would allow the bar code to actually scan when printed. Test cases Input: ABC Output: # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # Input: 1/3 Output: # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # Input: - $ (minus space dollar) Output: # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # Code count includes input/output (full program).

    Read the article

  • how to export bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this. Basically, I'm exporting meshes, skeletons and actions from blender into an engine of sorts that I'm working on. But I'm getting the animations wrong. I can tell the basic motion paths are being followed but there's always an axis of translation or rotation which is wrong. I think the problem is most likely not in my engine code (OpenGL-based) but rather in either my misunderstanding of some part of the theory behind skeletal animation / skinning or the way I am exporting the appropriate joint matrices from blender in my exporter script. I'll explain the theory, the engine animation system and my blender export script, hoping someone might catch the error in either or all of these. The theory: (I'm using column-major ordering since that's what I use in the engine cause it's OpenGL-based) Assume I have a mesh made up of a single vertex v, along with a transformation matrix M which takes the vertex v from the mesh's local space to world space. That is, if I was to render the mesh without a skeleton, the final position would be gl_Position = ProjectionMatrix * M * v. Now assume I have a skeleton with a single joint j in bind / rest pose. j is actually another matrix. A transform from j's local space to its parent space which I'll denote Bj. if j was part of a joint hierarchy in the skeleton, Bj would take from j space to j-1 space (that is to its parent space). However, in this example j is the only joint, so Bj takes from j space to world space, like M does for v. Now further assume I have a a set of frames, each with a second transform Cj, which works the same as Bj only that for a different, arbitrary spatial configuration of join j. Cj still takes vertices from j space to world space but j is rotated and/or translated and/or scaled. Given the above, in order to skin vertex v at keyframe n. I need to: take v from world space to joint j space modify j (while v stays fixed in j space and is thus taken along in the transformation) take v back from the modified j space to world space So the mathematical implementation of the above would be: v' = Cj * Bj^-1 * v. Actually, I have one doubt here.. I said the mesh to which v belongs has a transform M which takes from model space to world space. And I've also read in a couple textbooks that it needs to be transformed from model space to joint space. But I also said in 1 that v needs to be transformed from world to joint space. So basically I'm not sure if I need to do v' = Cj * Bj^-1 * v or v' = Cj * Bj^-1 * M * v. Right now my implementation multiples v' by M and not v. But I've tried changing this and it just screws things up in a different way cause there's something else wrong. Finally, If we wanted to skin a vertex to a joint j1 which in turn is a child of a joint j0, Bj1 would be Bj0 * Bj1 and Cj1 would be Cj0 * Cj1. But Since skinning is defined as v' = Cj * Bj^-1 * v , Bj1^-1 would be the reverse concatenation of the inverses making up the original product. That is, v' = Cj0 * Cj1 * Bj1^-1 * Bj0^-1 * v Now on to the implementation (Blender side): Assume the following mesh made up of 1 cube, whose vertices are bound to a single joint in a single-joint skeleton: Assume also there's a 60-frame, 3-keyframe animation at 60 fps. The animation essentially is: keyframe 0: the joint is in bind / rest pose (the way you see it in the image). keyframe 30: the joint translates up (+z in blender) some amount and at the same time rotates pi/4 rad clockwise. keyframe 59: the joint goes back to the same configuration it was in keyframe 0. My first source of confusion on the blender side is its coordinate system (as opposed to OpenGL's default) and the different matrices accessible through the python api. Right now, this is what my export script does about translating blender's coordinate system to OpenGL's standard system: # World transform: Blender -> OpenGL worldTransform = Matrix().Identity(4) worldTransform *= Matrix.Scale(-1, 4, (0,0,1)) worldTransform *= Matrix.Rotation(radians(90), 4, "X") # Mesh (local) transform matrix file.write('Mesh Transform:\n') localTransform = mesh.matrix_local.copy() localTransform = worldTransform * localTransform for col in localTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) file.write('\n') So if you will, my "world" matrix is basically the act of changing blenders coordinate system to the default GL one with +y up, +x right and -z into the viewing volume. Then I also premultiply (in the sense that it's done by the time we reach the engine, not in the sense of post or pre in terms of matrix multiplication order) the mesh matrix M so that I don't need to multiply it again once per draw call in the engine. About the possible matrices to extract from Blender joints (bones in Blender parlance), I'm doing the following: For joint bind poses: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: bindPoseJoint = skeleton.data.bones[joint.name] bindPoseTransform = bindPoseJoint.matrix_local.inverted() file.write('Joint ' + joint.name + ' Transform {\n') translationV = bindPoseTransform.to_translation() rotationQ = bindPoseTransform.to_3x3().to_quaternion() scaleV = bindPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') Note that I'm actually grabbing the inverse of what I think is the bind pose transform Bj. This is so I don't need to invert it in the engine. Also note I went for matrix_local, assuming this is Bj. The other option is plain "matrix", which as far as I can tell is the same only that not homogeneous. For joint current / keyframe poses: for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) currentPoseJoint = skeleton.pose.bones[i] currentPoseTransform = currentPoseJoint.matrix translationV = currentPoseTransform.to_translation() rotationQ = currentPoseTransform.to_3x3().to_quaternion() scaleV = currentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') Note that here I go for skeleton.pose.bones instead of data.bones and that I have a choice of 3 matrices: matrix, matrix_basis and matrix_channel. From the descriptions in the python API docs I'm not super clear which one I should choose, though I think it's the plain matrix. Also note I do not invert the matrix in this case. The implementation (Engine / OpenGL side): My animation subsystem does the following on each update (I'm omitting parts of the update loop where it's figured out which objects need update and time is hardcoded here for simplicity): static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.joints[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.joints[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4TranslateWithVector3(currentTransform, LERPTranslation); currentTransform = GLKMatrix4ScaleWithVector3(currentTransform, LERPScaling); GLKMatrix4 inverseBindTransform = GLKMatrix4MakeWithQuaternion(aSkeleton.joints[i].inverseBindTransform.q); inverseBindTransform = GLKMatrix4TranslateWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.t); inverseBindTransform = GLKMatrix4ScaleWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.s); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } Finally, this is my vertex shader: #version 100 uniform mat4 modelMatrix; uniform mat3 normalMatrix; uniform mat4 projectionMatrix; uniform mat4 skinningPalette[6]; uniform lowp float skinningEnabled; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } vec4 skinnedNormal = vec4(0.); for (int i = 0; i < 4; i++) { skinnedNormal += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * vec4(normal, 0.); } vec4 finalPosition = mix(position, skinnedVertexPosition, skinningEnabled); vec4 finalNormal = mix(vec4(normal, 0.), skinnedNormal, skinningEnabled); vec3 eyeNormal = normalize(normalMatrix * finalNormal.xyz); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); gl_Position = projectionMatrix * modelMatrix * finalPosition; } The result is that the animation displays wrong in terms of orientation. That is, instead of bobbing up and down it bobs in and out (along what I think is the Z axis according to my transform in the export clip). And the rotation angle is counterclockwise instead of clockwise. If I try with a more than one joint, then it's almost as if the second joint rotates in it's own different coordinate space and does not follow 100% its parent's transform. Which I assume it should from my animation subsystem which I assume in turn follows the theory I explained for the case of more than one joint. Any thoughts?

    Read the article

  • Can compressing Program Files save space *and* give a significant boost to SSD performance?

    - by Christopher Galpin
    Considering solid-state disk space is still an expensive resource, compressing large folders has appeal. Thanks to VirtualStore, could Program Files be a case where it might even improve performance? Discovery In particular I have been reading: SSD and NTFS Compression Speed Increase? Does NTFS compression slow SSD/flash performance? Will somebody benchmark whole disk compression (HD,SSD) please? (may have to scroll up) The first link is particularly dreamy, but maybe head a little too far in the clouds. The third link has this sexy semi-log graph (logarithmic scale!). Quote (with notes): Using highly compressable data (IOmeter), you get at most a 30x performance increase [for reads], and at least a 49x performance DECREASE [for writes]. Assuming I interpreted and clarified that sentence correctly, this single user's benchmark has me incredibly interested. Although write performance tanks wretchedly, read performance still soars. It gave me an idea. Idea: VirtualStore It so happens that thanks to sanity saving security features introduced in Windows Vista, write access to certain folders such as Program Files is virtualized for non-administrator processes. Which means, in normal (non-elevated) usage, a program or game's attempt to write data to its install location in Program Files (which is perhaps a poor location) is redirected to %UserProfile%\AppData\Local\VirtualStore, somewhere entirely different. Thus, to my understanding, writes to Program Files should primarily only occur when installing an application. This makes compressing it not only a huge source of space gain, but also a potential candidate for performance gain. Testing The beginning of this post has me a bit timid, it suggests benchmarking NTFS compression on a whole drive is difficult because turning it off "doesn't decompress the objects". However it seems to me the compact command is perfectly capable of doing so for both drives and individual folders. Could it be only marking them for decompression the next time the OS reads from them? I need to find the answer before I begin my own testing.

    Read the article

  • How to detect which Space the user is on in Mac OS X Leopard?

    - by georgebrock
    Mac OS X Leopard has a virtual desktop implementation called Spaces. I want to programatically detect which space the user is currently on. Cocoa is preferable but AppleScript is acceptable if there's no other way. I've seen a couple of AppleScript implementations, but the techniques they used seemed a bit too hacky to use in production code (one relied on causing and error and then parsing the error message to get the current space, the other interrogated the Spaces menu GUI)

    Read the article

  • Java - How to force resize JCheckBox to prevent clicking the empty space ?

    - by Brad
    When i create a JCheckBox in my Swing application i leave some extra space after its label, so if the JCheckBox label is for example 100 pixels width, i make the JCheckBox 120 pixels for safety. The problem as at runtime, it's not nice that a user can click on the empty space after the JCheckBox label and it can be actually clicked, like this : I wonder if there is a way to resize the JCheckBox at runtime to exactly fit the text inside it, depending on the font type/size used ? This seems fancy a bit, but i like to make things look perfect :)

    Read the article

  • How do you avoid an invalid search space in a genetic algorithm?

    - by Dave
    I am developing a GA for a school project and I've noticed that upon evaluating my functions for fitness, an individual is equivalent to its inverse. For example, the set (1, 1, -1, 1) is equivalent to (-1, -1, 1, -1). To shrink my search space and reach a solution more efficiently, how can I avoid my crossovers from searching in this second half of the search space?

    Read the article

  • How to avoid Perm Gem space exception in JBoss server ?

    - by Purushotham
    I deploy my J2EE application after making some changes to the code. At maximum of 4 times I can deploy the EAR file into the server without restarting the JBoss server. After the 4th deployment if I deploy one more time it throws PermGem space exception. I don't what this exception is. I restart the server then everything works fine. Any idea why the Jboss server throws PermGem space exception after 4 deployments ?And Why it occurs ?

    Read the article

  • Why is jQuery's .removeClass() adding a space to the class attribute?

    - by Sosh
    I'm having some strange issues with .removeClass() and .addClass() in jQuery. Specifically it seems that when I use .removeClass() the class is indeed removed, but a single space is left in it's place. then when I .addClass("secondclass") I get class=" secondclass" (with the space in front). I'm using jQuery 1.4.1 Is this intended behaviour or a bug? How to stop it?

    Read the article

  • How to check how many characters in variable, and add space between characters in that var?

    - by Camran
    I have a 'price' variable that contains some integer number from a MySQL database. I want to check how many numbers the 'price' variable contains, and add a space in the variable depending on how many numbers. See below: Example: If 'price' is 150000 I would like the output to be 150 000 (notice the space). OR, if it is 19000 I would like it to output 19 000... How would you do this the easiest way?

    Read the article

  • SQL SERVER – Shrinking NDF and MDF Files – Readers’ Opinion

    - by pinaldave
    Previously, I had written a blog post about SQL SERVER – Shrinking NDF and MDF Files – A Safe Operation. After that, I have written the following blog post that talks about the advantage and disadvantage of Shrinking and why one should not be Shrinking a file SQL SERVER – SHRINKFILE and TRUNCATE Log File in SQL Server 2008. On this subject, SQL Server Expert Imran Mohammed left an excellent comment. I just feel that his comment is worth a big article itself. For everybody to read his wonderful explanation, I am posting this blog post here. Thanks Imran! Shrinking Database always creates performance degradation and increases fragmentation in the database. I suggest that you keep that in mind before you start reading the following comment. If you are going to say Shrinking Database is bad and evil, here I am saying it first and loud. Now, the comment of Imran is written while keeping in mind only the process showing how the Shrinking Database Operation works. Imran has already explained his understanding and requests further explanation. I have removed the Best Practices section from Imran’s comments, as there are a few corrections. Comments from Imran - Before I explain to you the concept of Shrink Database, let us understand the concept of Database Files. When we create a new database inside the SQL Server, it is typical that SQl Server creates two physical files in the Operating System: one with .MDF Extension, and another with .LDF Extension. .MDF is called as Primary Data File. .LDF is called as Transactional Log file. If you add one or more data files to a database, the physical file that will be created in the Operating System will have an extension of .NDF, which is called as Secondary Data File; whereas, when you add one or more log files to a database, the physical file that will be created in the Operating System will have the same extension as .LDF. The questions now are, “Why does a new data file have a different extension (.NDF)?”, “Why is it called as a secondary data file?” and, “Why is .MDF file called as a primary data file?” Answers: Note: The following explanation is based on my limited knowledge of SQL Server, so experts please do comment. A data file with a .MDF extension is called a Primary Data File, and the reason behind it is that it contains Database Catalogs. Catalogs mean Meta Data. Meta Data is “Data about Data”. An example for Meta Data includes system objects that store information about other objects, except the data stored by the users. sysobjects stores information about all objects in that database. sysindexes stores information about all indexes and rows of every table in that database. syscolumns stores information about all columns that each table has in that database. sysusers stores how many users that database has. Although Meta Data stores information about other objects, it is not the transactional data that a user enters; rather, it’s a system data about the data. Because Primary Data File (.MDF) contains important information about the database, it is treated as a special file. It is given the name Primary Data file because it contains the Database Catalogs. This file is present in the Primary File Group. You can always create additional objects (Tables, indexes etc.) in the Primary data file (This file is present in the Primary File group), by mentioning that you want to create this object under the Primary File Group. Any additional data file that you add to the database will have only transactional data but no Meta Data, so that’s why it is called as the Secondary Data File. It is given the extension name .NDF so that the user can easily identify whether a specific data file is a Primary Data File or a Secondary Data File(s). There are many advantages of storing data in different files that are under different file groups. You can put your read only in the tables in one file (file group) and read-write tables in another file (file group) and take a backup of only the file group that has read the write data, so that you can avoid taking the backup of a read-only data that cannot be altered. Creating additional files in different physical hard disks also improves I/O performance. A real-time scenario where we use Files could be this one: Let’s say you have created a database called MYDB in the D-Drive which has a 50 GB space. You also have 1 Database File (.MDF) and 1 Log File on D-Drive and suppose that all of that 50 GB space has been used up and you do not have any free space left but you still want to add an additional space to the database. One easy option would be to add one more physical hard disk to the server, add new data file to MYDB database and create this new data file in a new hard disk then move some of the objects from one file to another, and put the file group under which you added new file as default File group, so that any new object that is created gets into the new files, unless specified. Now that we got a basic idea of what data files are, what type of data they store and why they are named the way they are, let’s move on to the next topic, Shrinking. First of all, I disagree with the Microsoft terminology for naming this feature as “Shrinking”. Shrinking, in regular terms, means to reduce the size of a file by means of compressing it. BUT in SQL Server, Shrinking DOES NOT mean compressing. Shrinking in SQL Server means to remove an empty space from database files and release the empty space either to the Operating System or to SQL Server. Let’s examine this through an example. Let’s say you have a database “MYDB” with a size of 50 GB that has a free space of about 20 GB, which means 30GB in the database is filled with data and the 20 GB of space is free in the database because it is not currently utilized by the SQL Server (Database); it is reserved and not yet in use. If you choose to shrink the database and to release an empty space to Operating System, and MIND YOU, you can only shrink the database size to 30 GB (in our example). You cannot shrink the database to a size less than what is filled with data. So, if you have a database that is full and has no empty space in the data file and log file (you don’t have an extra disk space to set Auto growth option ON), YOU CANNOT issue the SHRINK Database/File command, because of two reasons: There is no empty space to be released because the Shrink command does not compress the database; it only removes the empty space from the database files and there is no empty space. Remember, the Shrink command is a logged operation. When we perform the Shrink operation, this information is logged in the log file. If there is no empty space in the log file, SQL Server cannot write to the log file and you cannot shrink a database. Now answering your questions: (1) Q: What are the USEDPAGES & ESTIMATEDPAGES that appear on the Results Pane after using the DBCC SHRINKDATABASE (NorthWind, 10) ? A: According to Books Online (For SQL Server 2000): UsedPages: the number of 8-KB pages currently used by the file. EstimatedPages: the number of 8-KB pages that SQL Server estimates the file could be shrunk down to. Important Note: Before asking any question, make sure you go through Books Online or search on the Google once. The reasons for doing so have many advantages: 1. If someone else already has had this question before, chances that it is already answered are more than 50 %. 2. This reduces your waiting time for the answer. (2) Q: What is the difference between Shrinking the Database using DBCC command like the one above & shrinking it from the Enterprise Manager Console by Right-Clicking the database, going to TASKS & then selecting SHRINK Option, on a SQL Server 2000 environment? A: As far as my knowledge goes, there is no difference, both will work the same way, one advantage of using this command from query analyzer is, your console won’t be freezed. You can do perform your regular activities using Enterprise Manager. (3) Q: What is this .NDF file that is discussed above? I have never heard of it. What is it used for? Is it used by end-users, DBAs or the SERVER/SYSTEM itself? A: .NDF File is a secondary data file. You never heard of it because when database is created, SQL Server creates database by default with only 1 data file (.MDF) and 1 log file (.LDF) or however your model database has been setup, because a model database is a template used every time you create a new database using the CREATE DATABASE Command. Unless you have added an extra data file, you will not see it. This file is used by the SQL Server to store data which are saved by the users. Hope this information helps. I would like to as the experts to please comment if what I understand is not what the Microsoft guys meant. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Readers Contribution, Readers Question, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology

    Read the article

  • How do I free up more space in /boot?

    - by user6722
    My /boot partition is nearly full and I get a warning every time I reboot my system. I already deleted old kernel packages (linux-headers...), actually I did that to install a newer kernel version that came with the automatic updates. After installing that new version, the partition is nearly full again. So what else can I delete? Are there some other files associated to the old kernel images? Here is a list of files that are on my /boot partition: :~$ ls /boot/ abi-2.6.31-21-generic lost+found abi-2.6.32-25-generic memtest86+.bin abi-2.6.38-10-generic memtest86+_multiboot.bin abi-2.6.38-11-generic System.map-2.6.31-21-generic abi-2.6.38-12-generic System.map-2.6.32-25-generic abi-2.6.38-8-generic System.map-2.6.38-10-generic abi-3.0.0-12-generic System.map-2.6.38-11-generic abi-3.0.0-13-generic System.map-2.6.38-12-generic abi-3.0.0-14-generic System.map-2.6.38-8-generic boot System.map-3.0.0-12-generic config-2.6.31-21-generic System.map-3.0.0-13-generic config-2.6.32-25-generic System.map-3.0.0-14-generic config-2.6.38-10-generic vmcoreinfo-2.6.31-21-generic config-2.6.38-11-generic vmcoreinfo-2.6.32-25-generic config-2.6.38-12-generic vmcoreinfo-2.6.38-10-generic config-2.6.38-8-generic vmcoreinfo-2.6.38-11-generic config-3.0.0-12-generic vmcoreinfo-2.6.38-12-generic config-3.0.0-13-generic vmcoreinfo-2.6.38-8-generic config-3.0.0-14-generic vmcoreinfo-3.0.0-12-generic extlinux vmcoreinfo-3.0.0-13-generic grub vmcoreinfo-3.0.0-14-generic initrd.img-2.6.31-21-generic vmlinuz-2.6.31-21-generic initrd.img-2.6.32-25-generic vmlinuz-2.6.32-25-generic initrd.img-2.6.38-10-generic vmlinuz-2.6.38-10-generic initrd.img-2.6.38-11-generic vmlinuz-2.6.38-11-generic initrd.img-2.6.38-12-generic vmlinuz-2.6.38-12-generic initrd.img-2.6.38-8-generic vmlinuz-2.6.38-8-generic initrd.img-3.0.0-12-generic vmlinuz-3.0.0-12-generic initrd.img-3.0.0-13-generic vmlinuz-3.0.0-13-generic initrd.img-3.0.0-14-generic vmlinuz-3.0.0-14-generic Currently, I'm using the 3.0.0-14-generic kernel.

    Read the article

  • Can I safely delete the Ubuntu 12.04 partition and use the unallocated space for my Elementary OS?

    - by d4ryl3
    I have this setup: I've decided to switch to Elementary OS Luna (fork of Ubuntu 12.04) as my main Linux distro. Now I need to delete my Ubuntu partition so I could add capacity to my eOS which only has 10Gb. Currently my eOS is in /dev/sda9, and Ubuntu in /dev/sda8/. I forgot where my bootloader is installed, so I ran bootinfoscript, which returned this: `============================= Boot Info Summary: =============================== = Grub2 (v1.99) is installed in the MBR of /dev/sda and looks at sector 1 of the same hard drive for core.img. core.img is at this location and looks in partition 94 for . sda1: __________________________________________ File system: ntfs Boot sector type: Windows Vista/7: NTFS Boot sector info: No errors found in the Boot Parameter Block. Operating System: Boot files: /bootmgr /Boot/BCD sda2: __________________________________________ File system: ntfs Boot sector type: Windows Vista/7: NTFS Boot sector info: No errors found in the Boot Parameter Block. Operating System: Windows 7 Boot files: /bootmgr /Boot/BCD /Windows/System32/winload.exe sda3: __________________________________________ File system: ntfs Boot sector type: Windows Vista/7: NTFS Boot sector info: No errors found in the Boot Parameter Block. Operating System: Boot files: /bootmgr /boot/bcd sda4: __________________________________________ File system: Extended Partition Boot sector type: - Boot sector info: sda5: __________________________________________ File system: ntfs Boot sector type: Windows Vista/7: NTFS Boot sector info: According to the info in the boot sector, sda5 starts at sector 2048. Operating System: Boot files: sda6: __________________________________________ File system: swap Boot sector type: - Boot sector info: sda7: __________________________________________ File system: ext4 Boot sector type: Grub2 (v1.99) Boot sector info: Grub2 (v1.99) is installed in the boot sector of sda7 and looks at sector 851823520 of the same hard drive for core.img, but core.img can not be found at this location. Operating System: Boot files: /grub/grub.cfg /extlinux/extlinux.conf sda8: __________________________________________ File system: ext4 Boot sector type: Grub2 (v1.99) Boot sector info: Grub2 (v1.99) is installed in the boot sector of sda8 and looks at sector 860224256 of the same hard drive for core.img. core.img is at this location and looks for (,msdos9)/boot/grub on this drive. Operating System: Ubuntu 13.04 Boot files: /etc/fstab sda9: __________________________________________ File system: ext4 Boot sector type: - Boot sector info: Operating System: elementary OS Luna Boot files: /boot/grub/grub.cfg /etc/fstab /boot/grub/core.img` I need advice as to how to proceed. I mean, could I simply delete /dev/sda7/ and /dev/sda8/? Please help, thank you.

    Read the article

  • WPF: How to get the bounds of a control in an automatic layout container, in the container coordinate space

    - by Bart Read
    Googling this the other day, I started to get the impression that this might be annoyingly tricky. You might wonder why this is necessary at all, given that WPF implements layout for you in most cases (except for containers such as Canvas), but trust me, if you're developing custom elements, at some point you're probably going to need it. If you're adding controls to a Canvas you can always use the attached Left, Right, etc., properties to get the bounds. Fortunately it's really no more difficult...(read more)

    Read the article

  • How can I factor momentum into my space sim?

    - by Josh Petite
    I am trying my hand at creating a simple 2d physics engine right now, and I'm running into some problems figuring out how to incorporate momentum into movement of a spaceship. If I am moving in a given direction at a certain velocity, I am able to currently update the position of my ship easily (Position += Direction * Velocity). However, if the ship rotates at all, and I recalculate the direction (based on the new angle the ship is facing), and accelerate in that direction, how can I take momentum into account to alter the "line" that the ship travels? Currently the ship changes direction instantaneously and continues at its current velocity in that new direction when I press the thrust button. I want it to be a more gradual turning motion so as to give the impression that the ship itself has some mass. If there is already a nice post on this topic I apologize, but nothing came up in my searches. Let me know if any more information is needed, but I'm hoping someone can easily tell me how I can throw mass * velocity into my game loop update.

    Read the article

  • vector collision on polygon in 3d space detection/testing?

    - by LRFLEW
    In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can be any drawable polygon (although they will most likely be triangles and rectangles anyways). The bullet is not an object, but will be treated as a vector that instantaneously moves all the way across the map (like the snipper riffle in Halo). What's the best way to detect/test collisions with the polygon and the vector. I have access to OpenCL, however I have absolutely no experience with it. I am very early in the developmental stage, so if you think there's a better way of going about this, feel free to tell me (I barley have a player model to collide with anyways, so I'm flexible with it). Thanks

    Read the article

< Previous Page | 32 33 34 35 36 37 38 39 40 41 42 43  | Next Page >