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  • Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget

    - by cubrman
    My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0. To sample the cubemap I compute the 3d reflection vector in a classic way: half3 ReflectionVec = reflect(-directionToCamera, Normal.rgb); I then use the vector to get the actual reflected color: half3 ReflectionCol = texCUBElod(ReflectionSampler, float4(ReflectionVec, 0)); The cubemap I am sampling from is a RenderTarget with 6 flat faces. So my question is, given the 3d world position of an arbitrary 3d object, how can I make sure that I get accurate reflections of this object, when I re-render the cubemap. Should I build the ViewProjection matrix in a specific way? Or is there any other approach?

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  • Attribute Key Not found Error while processing the cube in SSAS

    - by sathya
    Attribute Key Not found Error occurs in SSAS due to the following reasons :   Dimensions processed after measure groups Null values / references in Keys Please check for the Null values in Interrelated dimensions. (For Ex : You might have a dimension table employees, employees relates to table sub department, subdepartment relates to table department. If by chance there exists a Null value in the mapping between subdepartment and department you will get this error).

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  • Cube rotation DX10

    - by German
    Well I'm reading the Frank's Luna DirectX10 book and, while I'm trying to understand the first demo, I found something that's not very clear at least for me. In the updateScene method, when I press A, S, W or D, the angles mTheta and mPhi change, but after that, there are three lines of code that I don't understand exactly what they do: // Convert Spherical to Cartesian coordinates: mPhi measured from +y // and mTheta measured counterclockwise from -z. float x = 5.0f*sinf(mPhi)*sinf(mTheta); float z = -5.0f*sinf(mPhi)*cosf(mTheta); float y = 5.0f*cosf(mPhi); I mean, this explains that they do, it says that it converts the spherical coordinates to cartesian coordinates, but, mathematically, why? why the x value is calculated by the product of the sins of both angles? And the z by the product of the sine and cosine? and why the y just uses the cosine? After that, those values (x, y and z) are used to build the view matrix. The book doesn't explain (mathematically) why those values are calculated like that (and I didn't find anything to help me to understand it at the first Part of the book: "Mathematical prerequisites"), so it would be good if someone could explain me what exactly happen in those code lines or just give me a link that helps me to understand the math part. Thanks in advance!

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  • SSAS 2008/Excel 2007 - Can't see cube

    - by Brian
    I have created a cube in SSAS 2008. In BIDS and SSMS I can see it fine. However, I cannot connect through Excel. I have tried both Excel 2003 and Excel 2007. I must support both and neither work. I can see the database but the cubes do not show up. I created a dummy cube in the project using the wizard and deployed that to the same database. In Excel 2003, I can see and connect to the dummy cube. Excel 2007 can't even find the server/instance after adding this cube. I have used another computer and received the same results with Excel 2003. Does anyone have any suggestions? Thanks for any help you can give me. -Brian

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  • Visual Studio hangs when deploying a cube

    - by Richie
    Hello All, I'm having an issue with an Analysis Services project in Visual Studio 2005. My project always builds but only occasionally deploys. No errors are reported and VS just hangs. This is my first Analysis Services project so I am hoping that there is something obvious that I am just missing. Here is the situation I have a cube that I have successfully deployed. I then make some change, e.g., adding a hierarchy to a dimension. When I try to deploy again VS hangs. I have to restart Analysis Services to regain control of VS so I can shut it down. I restart everything sometimes once, sometimes twice or more before the project will eventually deploy. This happens with any change I make there seems to be no pattern to this behaviour. Sometimes I have to delete the cube from Analysis Services before restarting everything to get a successful deploy. Also I have successfully deployed the cube, and then subsequently successfully reprocessed a dimension then when I open a query window in SQL Server Management Studio it says that it can find any cubes. As a test I have deployed a cube successfully. I have then deleted it in Analysis Services and attempted to redeploy it, without making any changes to the cube, only to have the same behaviour mentioned above. VS just hangs with no reason so I have no idea where to start hunting down the problem. It is taking 15-20 minutes to make a change as simple as setting the NameColumn of a dimension attribute. As you can imagine this is taking hours of my time so I would greatly appreciate any assistance anyone can give me.

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  • XNA 4.0 draw a cube with DrawUserIndexedPrimitives method [on hold]

    - by Leggy7
    EDIT Since I read what Mark H suggested (thanks a lot, I found it very useful) I think my question can become clearer structured this way: Using XNA 4.0, I'm trying to draw a cube. Im using this method: GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionColor>( PrimitiveType.LineList, primitiveList, 0, // vertex buffer offset to add to each element of the index buffer 8, // number of vertices in pointList lineListIndices, // the index buffer 0, // first index element to read 7 // number of primitives to draw ); I got the code sample from this page which simply draw a serie of triangles. I want to modify this code in order to draw a cube. I was able to slitghly move the camera so I can have the perception of solidity, I set the vertex array to contain the 8 points defining a cube. But I can't fully understand how many primitives I have to draw (last parameter) for each of PrimitiveType. So, I wasn't able to draw the cube (just some of the edges in a non-defined order). More in detail: to build the vertex index list, the sample used // Initialize an array of indices of type short. lineListIndices = new short[(points * 2) - 2]; // Populate the array with references to indices in the vertex buffer for (int i = 0; i < points - 1; i++) { lineListIndices[i * 2] = (short)(i); lineListIndices[(i * 2) + 1] = (short)(i + 1); } I'm ashamed to say I cannot do the same in the case of a cube. what has to be the size of the lineListIndices? how should I populate it? In which order? And how do these things change when I use a different PrimitiveType? In the code sample there are also another couple of calls which I cannot fully understand, which are: // Initialize the vertex buffer, allocating memory for each vertex. vertexBuffer = new VertexBuffer(graphics.GraphicsDevice, vertexDeclaration, points, BufferUsage.None); // Set the vertex buffer data to the array of vertices. vertexBuffer.SetData<VertexPositionColor>(pointList); and vertexDeclaration = new VertexDeclaration(new VertexElement[] { new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Color, VertexElementUsage.Color, 0) } ); that is, for VertexBuffer and VertexDeclaration I could not find and significant (monkey-like) guide. I reported them too because I think they could be involded in understanding things. I think I also have to understand something related to the order the vertexes are stored in the array. But actually I have no clue of what I should learn to have this function drawing a cube. So, if anybody could point me to the right direction, it wil be appreciated. Hope to have made myself clear this time

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  • Is it possible to to have all pre-unity effects in latest ubuntu?

    - by iamserious
    I've been an Ubuntu dilettante for a long, long time. It is not my primary OS but I've always had it on all my laptops and desktop machines for over 8 years now. What I really, really like(d) about ubuntu (or linux, for that matter) was the effects - desktop cube, wobbly windows and other such "cool" effects. Needless to say, I was heartbroken with Unity. I gave it the benefit of doubt and tried to like it, tried to love it. Stuck with it for over a year. But I recently came to the conclusion that unity is really not for me. I want my old ubuntu back, with all it's eye candy effects. I tried messing around with ccsm but it only seemed to make the matters worse. Now, I could just install the old version of ubuntu - but getting my bamboo pen and Nvidia to work with it is a son of a.. anyway, the point is, old version of ubuntu is outdated to work with my newer machines. I'd rather have a new version of ubuntu but without unity- I don't know what the eye candy stuff is called - and so my question is this - Is it possible to rid ubuntu of unity and get all the eye candy stuff and if it is not possible, can you please advice me what other linux supports all the effects, please? I've searched high and low for unity alternatives but didn't find any satisfactory solutions; so I think my question is mainly about what other linux flavour is better suited for the task - sorry if it is out of topic.

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  • Problem cube mapping in OpenGL using DDS compressed images

    - by Paul Jones
    Hi All, I am having trouble cube mapping when using a DDS cube map, I'm just getting a black cube which leads me to believe I have missing something simple, here's the code so far: DDS_IMAGE_DATA *pDDSImageData = LoadDDSFile(filename); //compressedTexture = -1; if(pDDSImageData != NULL) { int height = pDDSImageData->height; int width = pDDSImageData->width; int numMipMaps = pDDSImageData->numMipMaps; int blockSize; GLenum cubefaces[6] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, }; if( pDDSImageData->format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ) blockSize = 8; else blockSize = 16; glGenTextures( 1, &textureId ); int nSize; int nOffset = 0; glEnable(GL_TEXTURE_CUBE_MAP); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for(int face = 0; face < 6; face++) { for( int i = 0; i < numMipMaps; i++ ) { if( width == 0 ) width = 1; if( height == 0 ) height = 1; glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); nSize = ((width+3)>>2) * ((height+3)>>2) * blockSize; glCompressedTexImage2D(cubefaces[face] , i, pDDSImageData->format, width, height, 0, nSize, pDDSImageData->pixels + nOffset ); nOffset += nSize; // Half the image size for the next mip-map level... width = (width / 2); height = (height / 2); } } } Once this code is called I bind the texture using glBindTexture and draw a cube using GL_QUADS and glTexCoord3f. Thank you for reading and all comments are welcome, sorry if any of the formatting comes out wrong.

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  • projection / view matrix: the object is bigger than it should and depth does not affect vertices

    - by Francesco Noferi
    I'm currently trying to write a C 3D software rendering engine from scratch just for fun and to have an insight on what OpenGL does behind the scene and what 90's programmers had to do on DOS. I have written my own matrix library and tested it without noticing any issues, but when I tried projecting the vertices of a simple 2x2 cube at 0,0 as seen by a basic camera at 0,0,10, the cube seems to appear way bigger than the application's window. If I scale the vertices' coordinates down by 8 times I can see a proper cube centered on the screen. This cube doesn't seem to be in perspective: wheen seen from the front, the back vertices pe rfectly overlap with the front ones, so I'm quite sure it's not correct. this is how I create the view and projection matrices (vec4_initd initializes the vectors with w=0, vec4_initw initializes the vectors with w=1): void mat4_lookatlh(mat4 *m, const vec4 *pos, const vec4 *target, const vec4 *updirection) { vec4 fwd, right, up; // fwd = norm(pos - target) fwd = *target; vec4_sub(&fwd, pos); vec4_norm(&fwd); // right = norm(cross(updirection, fwd)) vec4_cross(updirection, &fwd, &right); vec4_norm(&right); // up = cross(right, forward) vec4_cross(&fwd, &right, &up); // orientation and translation matrices combined vec4_initd(&m->a, right.x, up.x, fwd.x); vec4_initd(&m->b, right.y, up.y, fwd.y); vec4_initd(&m->c, right.z, up.z, fwd.z); vec4_initw(&m->d, -vec4_dot(&right, pos), -vec4_dot(&up, pos), -vec4_dot(&fwd, pos)); } void mat4_perspectivefovrh(mat4 *m, float fovdegrees, float aspectratio, float near, float far) { float h = 1.f / tanf(ftoradians(fovdegrees / 2.f)); float w = h / aspectratio; vec4_initd(&m->a, w, 0.f, 0.f); vec4_initd(&m->b, 0.f, h, 0.f); vec4_initw(&m->c, 0.f, 0.f, -far / (near - far)); vec4_initd(&m->d, 0.f, 0.f, (near * far) / (near - far)); } this is how I project my vertices: void device_project(device *d, const vec4 *coord, const mat4 *transform, int *projx, int *projy) { vec4 result; mat4_mul(transform, coord, &result); *projx = result.x * d->w + d->w / 2; *projy = result.y * d->h + d->h / 2; } void device_rendervertices(device *d, const camera *camera, const mesh meshes[], int nmeshes, const rgba *color) { int i, j; mat4 view, projection, world, transform, projview; mat4 translation, rotx, roty, rotz, transrotz, transrotzy; int projx, projy; // vec4_unity = (0.f, 1.f, 0.f, 0.f) mat4_lookatlh(&view, &camera->pos, &camera->target, &vec4_unity); mat4_perspectivefovrh(&projection, 45.f, (float)d->w / (float)d->h, 0.1f, 1.f); for (i = 0; i < nmeshes; i++) { // world matrix = translation * rotz * roty * rotx mat4_translatev(&translation, meshes[i].pos); mat4_rotatex(&rotx, ftoradians(meshes[i].rotx)); mat4_rotatey(&roty, ftoradians(meshes[i].roty)); mat4_rotatez(&rotz, ftoradians(meshes[i].rotz)); mat4_mulm(&translation, &rotz, &transrotz); // transrotz = translation * rotz mat4_mulm(&transrotz, &roty, &transrotzy); // transrotzy = transrotz * roty = translation * rotz * roty mat4_mulm(&transrotzy, &rotx, &world); // world = transrotzy * rotx = translation * rotz * roty * rotx // transform matrix mat4_mulm(&projection, &view, &projview); // projview = projection * view mat4_mulm(&projview, &world, &transform); // transform = projview * world = projection * view * world for (j = 0; j < meshes[i].nvertices; j++) { device_project(d, &meshes[i].vertices[j], &transform, &projx, &projy); device_putpixel(d, projx, projy, color); } } } this is how the cube and camera are initialized: // test mesh cube = &meshlist[0]; mesh_init(cube, "Cube", 8); cube->rotx = 0.f; cube->roty = 0.f; cube->rotz = 0.f; vec4_initw(&cube->pos, 0.f, 0.f, 0.f); vec4_initw(&cube->vertices[0], -1.f, 1.f, 1.f); vec4_initw(&cube->vertices[1], 1.f, 1.f, 1.f); vec4_initw(&cube->vertices[2], -1.f, -1.f, 1.f); vec4_initw(&cube->vertices[3], -1.f, -1.f, -1.f); vec4_initw(&cube->vertices[4], -1.f, 1.f, -1.f); vec4_initw(&cube->vertices[5], 1.f, 1.f, -1.f); vec4_initw(&cube->vertices[6], 1.f, -1.f, 1.f); vec4_initw(&cube->vertices[7], 1.f, -1.f, -1.f); // main camera vec4_initw(&maincamera.pos, 0.f, 0.f, 10.f); maincamera.target = vec4_zerow; and, just to be sure, this is how I compute matrix multiplications: void mat4_mul(const mat4 *m, const vec4 *va, vec4 *vb) { vb->x = m->a.x * va->x + m->b.x * va->y + m->c.x * va->z + m->d.x * va->w; vb->y = m->a.y * va->x + m->b.y * va->y + m->c.y * va->z + m->d.y * va->w; vb->z = m->a.z * va->x + m->b.z * va->y + m->c.z * va->z + m->d.z * va->w; vb->w = m->a.w * va->x + m->b.w * va->y + m->c.w * va->z + m->d.w * va->w; } void mat4_mulm(const mat4 *ma, const mat4 *mb, mat4 *mc) { mat4_mul(ma, &mb->a, &mc->a); mat4_mul(ma, &mb->b, &mc->b); mat4_mul(ma, &mb->c, &mc->c); mat4_mul(ma, &mb->d, &mc->d); }

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  • OWB 11gR2 - Early Arriving Facts

    - by Dawei Sun
    A common challenge when building ETL components for a data warehouse is how to handle early arriving facts. OWB 11gR2 introduced a new feature to address this for dimensional objects entitled Orphan Management. An orphan record is one that does not have a corresponding existing parent record. Orphan management automates the process of handling source rows that do not meet the requirements necessary to form a valid dimension or cube record. In this article, a simple example will be provided to show you how to use Orphan Management in OWB. We first import a sample MDL file that contains all the objects we need. Then we take some time to examine all the objects. After that, we prepare the source data, deploy the target table and dimension/cube loading map. Finally, we run the loading maps, and check the data in target dimension/cube tables. OK, let’s start… 1. Import MDL file and examine sample project First, download zip file from here, which includes a MDL file and three source data files. Then we open OWB design center, import orphan_management.mdl by using the menu File->Import->Warehouse Builder Metadata. Now we have several objects in BI_DEMO project as below: Mapping LOAD_CHANNELS_OM: The mapping for dimension loading. Mapping LOAD_SALES_OM: The mapping for cube loading. Dimension CHANNELS_OM: The dimension that contains channels data. Cube SALES_OM: The cube that contains sales data. Table CHANNELS_OM: The star implementation table of dimension CHANNELS_OM. Table SALES_OM: The star implementation table of cube SALES_OM. Table SRC_CHANNELS: The source table of channels data, that will be loaded into dimension CHANNELS_OM. Table SRC_ORDERS and SRC_ORDER_ITEMS: The source tables of sales data that will be loaded into cube SALES_OM. Sequence CLASS_OM_DIM_SEQ: The sequence used for loading dimension CHANNELS_OM. Dimension CHANNELS_OM This dimension has a hierarchy with three levels: TOTAL, CLASS and CHANNEL. Each level has three attributes: ID (surrogate key), NAME and SOURCE_ID (business key). It has a standard star implementation. The orphan management policy and the default parent setting are shown in the following screenshots: The orphan management policy options that you can set for loading are: Reject Orphan: The record is not inserted. Default Parent: You can specify a default parent record. This default record is used as the parent record for any record that does not have an existing parent record. If the default parent record does not exist, Warehouse Builder creates the default parent record. You specify the attribute values of the default parent record at the time of defining the dimensional object. If any ancestor of the default parent does not exist, Warehouse Builder also creates this record. No Maintenance: This is the default behavior. Warehouse Builder does not actively detect, reject, or fix orphan records. While removing data from a dimension, you can select one of the following orphan management policies: Reject Removal: Warehouse Builder does not allow you to delete the record if it has existing child records. No Maintenance: This is the default behavior. Warehouse Builder does not actively detect, reject, or fix orphan records. (More details are at http://download.oracle.com/docs/cd/E11882_01/owb.112/e10935/dim_objects.htm#insertedID1) Cube SALES_OM This cube is references to dimension CHANNELS_OM. It has three measures: AMOUNT, QUANTITY and COST. The orphan management policy setting are shown as following screenshot: The orphan management policy options that you can set for loading are: No Maintenance: Warehouse Builder does not actively detect, reject, or fix orphan rows. Default Dimension Record: Warehouse Builder assigns a default dimension record for any row that has an invalid or null dimension key value. Use the Settings button to define the default parent row. Reject Orphan: Warehouse Builder does not insert the row if it does not have an existing dimension record. (More details are at http://download.oracle.com/docs/cd/E11882_01/owb.112/e10935/dim_objects.htm#BABEACDG) Mapping LOAD_CHANNELS_OM This mapping loads source data from table SRC_CHANNELS to dimension CHANNELS_OM. The operator CHANNELS_IN is bound to table SRC_CHANNELS; CHANNELS_OUT is bound to dimension CHANNELS_OM. The TOTALS operator is used for generating a constant value for the top level in the dimension. The CLASS_FILTER operator is used to filter out the “invalid” class name, so then we can see what will happen when those channel records with an “invalid” parent are loading into dimension. Some properties of the dimension operator in this mapping are important to orphan management. See the screenshot below: Create Default Level Records: If YES, then default level records will be created. This property must be set to YES for dimensions and cubes if one of their orphan management policies is “Default Parent” or “Default Dimension Record”. This property is set to NO by default, so the user may need to set this to YES manually. LOAD policy for INVALID keys/ LOAD policy for NULL keys: These two properties have the same meaning as in the dimension editor. The values are set to the same as the dimension value when user drops the dimension into the mapping. The user does not need to modify these properties. Record Error Rows: If YES, error rows will be inserted into error table when loading the dimension. REMOVE Orphan Policy: This property is used when removing data from a dimension. Since the dimension loading type is set to LOAD in this example, this property is disabled. Mapping LOAD_SALES_OM This mapping loads source data from table SRC_ORDERS and SRC_ORDER_ITEMS to cube SALES_OM. This mapping seems a little bit complicated, but operators in the red rectangle are used to filter out and generate the records with “invalid” or “null” dimension keys. Some properties of the cube operator in a mapping are important to orphan management. See the screenshot below: Enable Source Aggregation: Should be checked in this example. If the default dimension record orphan policy is set for the cube operator, then it is recommended that source aggregation also be enabled. Otherwise, the orphan management processing may produce multiple fact rows with the same default dimension references, which will cause an “unstable rowset” execution error in the database, since the dimension refs are used as update match attributes for updating the fact table. LOAD policy for INVALID keys/ LOAD policy for NULL keys: These two properties have the same meaning as in the cube editor. The values are set to the same as in the cube editor when the user drops the cube into the mapping. The user does not need to modify these properties. Record Error Rows: If YES, error rows will be inserted into error table when loading the cube. 2. Deploy objects and mappings We now can deploy the objects. First, make sure location SALES_WH_LOCAL has been correctly configured. Then open Control Center Manager by using the menu Tools->Control Center Manager. Expand BI_DEMO->SALES_WH_LOCAL, click SALES_WH node on the project tree. We can see the following objects: Deploy all the objects in the following order: Sequence CLASS_OM_DIM_SEQ Table CHANNELS_OM, SALES_OM, SRC_CHANNELS, SRC_ORDERS, SRC_ORDER_ITEMS Dimension CHANNELS_OM Cube SALES_OM Mapping LOAD_CHANNELS_OM, LOAD_SALES_OM Note that we deployed source tables as well. Normally, we import source table from database instead of deploying them to target schema. However, in this example, we designed the source tables in OWB and deployed them to database for the purpose of this demonstration. 3. Prepare and examine source data Before running the mappings, we need to populate and examine the source data first. Run SRC_CHANNELS.sql, SRC_ORDERS.sql and SRC_ORDER_ITEMS.sql as target user. Then we check the data in these three tables. Table SRC_CHANNELS SQL> select rownum, id, class, name from src_channels; Records 1~5 are correct; they should be loaded into dimension without error. Records 6,7 and 8 have null parents; they should be loaded into dimension with a default parent value, and should be inserted into error table at the same time. Records 9, 10 and 11 have “invalid” parents; they should be rejected by dimension, and inserted into error table. Table SRC_ORDERS and SRC_ORDER_ITEMS SQL> select rownum, a.id, a.channel, b.amount, b.quantity, b.cost from src_orders a, src_order_items b where a.id = b.order_id; Record 178 has null dimension reference; it should be loaded into cube with a default dimension reference, and should be inserted into error table at the same time. Record 179 has “invalid” dimension reference; it should be rejected by cube, and inserted into error table. Other records should be aggregated and loaded into cube correctly. 4. Run the mappings and examine the target data In the Control Center Manager, expand BI_DEMO-> SALES_WH_LOCAL-> SALES_WH-> Mappings, right click on LOAD_CHANNELS_OM node, click Start. Use the same way to run mapping LOAD_SALES_OM. When they successfully finished, we can check the data in target tables. Table CHANNELS_OM SQL> select rownum, total_id, total_name, total_source_id, class_id,class_name, class_source_id, channel_id, channel_name,channel_source_id from channels_om order by abs(dimension_key); Records 1,2 and 3 are the default dimension records for the three levels. Records 8, 10 and 15 are the loaded records that originally have null parents. We see their parents name (class_name) is set to DEF_CLASS_NAME. Those records whose CHANNEL_NAME are Special_4, Special_5 and Special_6 are not loaded to this table because of the invalid parent. Error Table CHANNELS_OM_ERR SQL> select rownum, class_source_id, channel_id, channel_name,channel_source_id, err$$$_error_reason from channels_om_err order by channel_name; We can see all the record with null parent or invalid parent are inserted into this error table. Error reason is “Default parent used for record” for the first three records, and “No parent found for record” for the last three. Table SALES_OM SQL> select a.*, b.channel_name from sales_om a, channels_om b where a.channels=b.channel_id; We can see the order record with null channel_name has been loaded into target table with a default channel_name. The one with “invalid” channel_name are not loaded. Error Table SALES_OM_ERR SQL> select a.amount, a.cost, a.quantity, a.channels, b.channel_name, a.err$$$_error_reason from sales_om_err a, channels_om b where a.channels=b.channel_id(+); We can see the order records with null or invalid channel_name are inserted into error table. If the dimension reference column is null, the error reason is “Default dimension record used for fact”. If it is invalid, the error reason is “Dimension record not found for fact”. Summary In summary, this article illustrated the Orphan Management feature in OWB 11gR2. Automated orphan management policies improve ETL developer and administrator productivity by addressing an important cause of cube and dimension load failures, without requiring developers to explicitly build logic to handle these orphan rows.

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  • Do I need "cube subclasses" to represent the blocks in a Minecraft-like world?

    - by stighy
    I would like to try to develop a very simple game like Minecraft for my own education. My main problem at the moment is figuring out how to model classes that represent the world, which will be made of blocks of various types (such as dirt, stone and sand). I am thinking of creating the following class structure: Cube (with proprerties like color, strength, flammable, gravity) with subclasses: Dirt Stone Sand et cetera My question is, do I need the Cube subclasses or a single class Cube sufficient?

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • C++ Generate and store the co-ordinates of an n-cube

    - by Ben
    I want to write a function to generate and store the co-ordinates of an n-cube and I have no idea how to start. Specifically, I wish to generate the co-ordinates for an evenly or randomly distributed cloud of points for this n-cube and store them. What would be a good way to start with this or if possible, a quick solution?

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  • texture on cube-side with opengl

    - by Tyzak
    hello i want to use a texture on a cube (created by glutsolidcube()), how can i define where the texture is pictured at? (for example on the "frontside" of a cube) glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterMode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterMode); glColor4f(0.8,0.7,0.11,1.0); glPushMatrix(); glScalef(4, 1.2, 1.5); glTranslatef( 0, 0.025, 0); glutSolidCube(0.1); glPopMatrix(); glDisable(GL_TEXTURE_2D); thanks

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  • What is the difference between cubes and the Unified Dimensional Model (if any)?

    - by ngm
    I'm currently researching SQL Server 2008 as a business intelligence solution, and currently looking at Analysis Services (and I'm pretty new to business intelligence as a whole...) I'm a bit confused by some of the terms in SSAS, particularly the conceptual differences between cubes and MS's Unified Dimensional Model. I believe that a cube in SSAS is basically an OLAP cube -- dimensions, measures, something that sits between the underlying data source and a business user. But then that's kind of what I understand UDM to be as well. The docs for SQL Server 2005 seem to suggest as much: "A cube is essentially synonymous with a Unified Dimensional Model (UDM)". But then the SQL Server 2008 pages sort of suggest that UDM is a wrapper for both multidimensional data (cubes) and relational data: "Use the Unified Dimensional Model to provide one consolidated business view for relational and multidimensional data that includes business entities, business logic, calculations, and metrics." This blog post suggests similarly: "UDM provides a single dimensional model for all OLAP analysis and relational reporting needs. So you can use either MDX or SQL" Is UDM something that sits above cubes? Or are they the same thing? I presume I would develop cubes with the Cube Designer application; what would I develop a UDM with?

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  • OWB 11gR2 &ndash; Degenerate Dimensions

    - by David Allan
    Ever wondered how to build degenerate dimensions in OWB and get the benefits of slowly changing dimensions and cube loading? Now its possible through some changes in 11gR2 to make the dimension and cube loading much more flexible. This will let you get the benefits of OWB's surrogate key handling and slowly changing dimension reference when loading the fact table and need degenerate dimensions (see Ralph Kimball's degenerate dimensions design tip). Here we will see how to use the cube operator to load slowly changing, regular and degenerate dimensions. The cube and cube operator can now work with dimensions which have no surrogate key as well as dimensions with surrogates, so you can get the benefit of the cube loading and incorporate the degenerate dimension loading. What you need to do is create a dimension in OWB that is purely used for ETL metadata; the dimension itself is never deployed (its table is, but has not data) it has no surrogate keys has a single level with a business attribute the degenerate dimension data and a dummy attribute, say description just to pass the OWB validation. When this degenerate dimension is added into a cube, you will need to configure the fact table created and set the 'Deployable' flag to FALSE for the foreign key generated to the degenerate dimension table. The degenerate dimension reference will then be in the cube operator and used when matching. Create the degenerate dimension using the regular wizard. Delete the Surrogate ID attribute, this is not needed. Define a level name for the dimension member (any name). After the wizard has completed, in the editor delete the hierarchy STANDARD that was automatically generated, there is only a single level, no need for a hierarchy and this shouldn't really be created. Deploy the implementing table DD_ORDERNUMBER_TAB, this needs to be deployed but with no data (the mapping here will do a left outer join of the source data with the empty degenerate dimension table). Now, go ahead and build your cube, use the regular TIMES dimension for example and your degenerate dimension DD_ORDERNUMBER, can add in SCD dimensions etc. Configure the fact table created and set Deployable to false, so the foreign key does not get generated. Can now use the cube in a mapping and load data into the fact table via the cube operator, this will look after surrogate lookups and slowly changing dimension references.   If you generate the SQL you will see the ON clause for matching includes the columns representing the degenerate dimension columns. Here we have seen how this use case for loading fact tables using degenerate dimensions becomes a whole lot simpler using OWB 11gR2. I'm sure there are other use cases where using this mix of dimensions with surrogate and regular identifiers is useful, Fact tables partitioned by date columns is another classic example that this will greatly help and make the cube operator much more useful. Good to hear any comments.

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  • SQLAuthority News – BI Quiz Question – How to Optimize Cube? – Hints

    - by pinaldave
    I earlier wrote about SQL BI Quiz over here. The details of the quiz is as following: Working with huge data is very common when it is about Data Warehousing. It is necessary to create Cubes on the data to make it meaningful and consumable. There are cases when retrieving the data from cube takes lots of the time. Let us assume that your cube is returning you data very quickly. Suddenly on one day it is returning the data very slowly. What are the three things will you to diagnose this. After diagnose what you will do to resolve performance issue. Participate in my question over here Here is a couple of hints what I am looking for in answer: How to reach to root of slow performance? Is hardware causing the problem or something else? Is slowness is due to how cube is build and its granularity? Is underlying tables require maintenance? Is there is chance to refractor the process? Are there any tool which can help diagnosis the slowness of the cube? It is not necessary to answer all the question – but something to start with. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Puzzle, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • How do you turn a cube into a sphere?

    - by Tom Dalling
    I'm trying to make a quad sphere based on an article, which shows results like this: I can generate a cube correctly: But when I convert all the points according to this formula (from the page linked above): x = x * sqrtf(1.0 - (y*y/2.0) - (z*z/2.0) + (y*y*z*z/3.0)); y = y * sqrtf(1.0 - (z*z/2.0) - (x*x/2.0) + (z*z*x*x/3.0)); z = z * sqrtf(1.0 - (x*x/2.0) - (y*y/2.0) + (x*x*y*y/3.0)); My sphere looks like this: As you can see, the edges of the cube still poke out too far. The cube ranges from -1 to +1 on all axes, like the article says. Any ideas what is wrong?

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  • get output of last Process on SSAS cube

    - by Raj More
    I have processed a SSAS cube. After it was done processing, I hit the close button - and then realized that I should have saved the output. I think SSAS stores the processing log as a text or XML file, but I do not know what folder to look into. Can someone direct me to retrieving processing logs?

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  • SSAS error when deploying cube in BIDs

    - by user282382
    I am getting the following error when deploying. This is in a cube which was working fine, all that has changed is a key column in one of the dimensions. Internal error: Failed to generate a hash string I have no idea what is causing this but even if I change the dimension back to how it was and try to deploy I get the same error. If anyone has seen this or knows how to fix it please respond.

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