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  • Non use of persisted data

    - by Dave Ballantyne
    Working at a client site, that in itself is good to say, I ran into a set of circumstances that made me ponder, and appreciate, the optimizer engine a bit more. Working on optimizing a stored procedure, I found a piece of code similar to : select BillToAddressID, Rowguid, dbo.udfCleanGuid(rowguid) from sales.salesorderheaderwhere BillToAddressID = 985 A lovely scalar UDF was being used,  in actuality it was used as part of the WHERE clause but simplified here.  Normally I would use an inline table valued function here, but in this case it wasn't a good option. So this seemed like a pretty good case to use a persisted column to improve performance. The supporting index was already defined as create index idxBill on sales.salesorderheader(BillToAddressID) include (rowguid) and the function code is Create Function udfCleanGuid(@GUID uniqueidentifier)returns varchar(255)with schemabindingasbegin Declare @RetStr varchar(255) Select @RetStr=CAST(@Guid as varchar(255)) Select @RetStr=REPLACE(@Retstr,'-','') return @RetStrend Executing the Select statement produced a plan of : Nothing surprising, a seek to find the data and compute scalar to execute the UDF. Lets get optimizing and remove the UDF with a persisted column Alter table sales.salesorderheaderadd CleanedGuid as dbo.udfCleanGuid(rowguid)PERSISTED A subtle change to the SELECT statement… select BillToAddressID,CleanedGuid from sales.salesorderheaderwhere BillToAddressID = 985 and our new optimized plan looks like… Not a lot different from before!  We are using persisted data on our table, where is the lookup to fetch it ?  It didnt happen,  it was recalculated.  Looking at the properties of the relevant Compute Scalar would confirm this ,  but a more graphic example would be shown in the profiler SP:StatementCompleted event. Why did the lookup happen ? Remember the index definition,  it has included the original guid to avoid the lookup.  The optimizer knows this column will be passed into the UDF, run through its logic and decided that to recalculate is cheaper than the lookup.  That may or may not be the case in actuality,  the optimizer has no idea of the real cost of a scalar udf.  IMO the default cost of a scalar UDF should be seen as a lot higher than it is, since they are invariably higher. Knowing this, how do we avoid the function call?  Dropping the guid from the index is not an option, there may be other code reliant on it.   We are left with only one real option,  add the persisted column into the index. drop index Sales.SalesOrderHeader.idxBillgocreate index idxBill on sales.salesorderheader(BillToAddressID) include (rowguid,cleanedguid) Now if we repeat the statement select BillToAddressID,CleanedGuid from sales.salesorderheaderwhere BillToAddressID = 985 We still have a compute scalar operator, but this time it wasnt used to recalculate the persisted data.  This can be confirmed with profiler again. The takeaway here is,  just because you have persisted data dont automatically assumed that it is being used.

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  • Array Multiplication and Division

    - by Narfanator
    I came across a question that (eventually) landed me wondering about array arithmetic. I'm thinking specifically in Ruby, but I think the concepts are language independent. So, addition and subtraction are defined, in Ruby, as such: [1,6,8,3,6] + [5,6,7] == [1,6,8,3,6,5,6,7] # All the elements of the first, then all the elements of the second [1,6,8,3,6] - [5,6,7] == [1,8,3] # From the first, remove anything found in the second and array * scalar is defined: [1,2,3] * 2 == [1,2,3,1,2,3] But What, conceptually, should the following be? None of these are (as far as I can find) defined: Array x Array: [1,2,3] * [1,2,3] #=> ? Array / Scalar: [1,2,3,4,5] / 2 #=> ? Array / Scalar: [1,2,3,4,5] % 2 #=> ? Array / Array: [1,2,3,4,5] / [1,2] #=> ? Array / Array: [1,2,3,4,5] % [1,2] #=> ? I've found some mathematical descriptions of these operations for set theory, but I couldn't really follow them, and sets don't have duplicates (arrays do). Edit: Note, I do not mean vector (matrix) arithmetic, which is completely defined. Edit2: If this is the wrong stack exchange, tell me which is the right one and I'll move it. Edit 3: Add mod operators to the list. Edit 4: I figure array / scalar is derivable from array * scalar: a * b = c => a = b / c [1,2,3] * 3 = [1,2,3]+[1,2,3]+[1,2,3] = [1,2,3,1,2,3,1,2,3] => [1,2,3] = [1,2,3,1,2,3,1,2,3] / 3 Which, given that programmer's division ignore the remained and has modulus: [1,2,3,4,5] / 2 = [[1,2], [3,4]] [1,2,3,4,5] % 2 = [5] Except that these are pretty clearly non-reversible operations (not that modulus ever is), which is non-ideal. Edit: I asked a question over on Math that led me to Multisets. I think maybe extensible arrays are "multisets", but I'm not sure yet.

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  • What is going on in this SAT/vector projection code?

    - by ssb
    I'm looking at the example XNA SAT collision code presented here: http://www.xnadevelopment.com/tutorials/rotatedrectanglecollisions/rotatedrectanglecollisions.shtml See the following code: private int GenerateScalar(Vector2 theRectangleCorner, Vector2 theAxis) { //Using the formula for Vector projection. Take the corner being passed in //and project it onto the given Axis float aNumerator = (theRectangleCorner.X * theAxis.X) + (theRectangleCorner.Y * theAxis.Y); float aDenominator = (theAxis.X * theAxis.X) + (theAxis.Y * theAxis.Y); float aDivisionResult = aNumerator / aDenominator; Vector2 aCornerProjected = new Vector2(aDivisionResult * theAxis.X, aDivisionResult * theAxis.Y); //Now that we have our projected Vector, calculate a scalar of that projection //that can be used to more easily do comparisons float aScalar = (theAxis.X * aCornerProjected.X) + (theAxis.Y * aCornerProjected.Y); return (int)aScalar; } I think the problems I'm having with this come mostly from translating physics concepts into data structures. For example, earlier in the code there is a calculation of the axes to be used, and these are stored as Vector2, and they are found by subtracting one point from another, however these points are also stored as Vector2s. So are the axes being stored as slopes in a single Vector2? Next, what exactly does the Vector2 produced by the vector projection code represent? That is, I know it represents the projected vector, but as it pertains to a Vector2, what does this represent? A point on a line? Finally, what does the scalar at the end actually represent? It's fine to tell me that you're getting a scalar value of the projected vector, but none of the information I can find online seems to tell me about a scalar of a vector as it's used in this context. I don't see angles or magnitudes with these vectors so I'm a little disoriented when it comes to thinking in terms of physics. If this final scalar calculation is just a dot product, how is that directly applicable to SAT from here on? Is this what I use to calculate maximum/minimum values for overlap? I guess I'm just having trouble figuring out exactly what the dot product is representing in this particular context. Clearly I'm not quite up to date on my elementary physics, but any explanations would be greatly appreciated.

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  • Why does File::Slurp return a scalar when it should return a list?

    - by BrianH
    I am new to the File::Slurp module, and on my first test with it, it was not giving the results I was expecting. It took me a while to figure it out, so now I am interested in why I was seeing this certain behavior. My call to File::Slurp looked like this: my @array = read_file( $file ) || die "Cannot read $file\n"; I included the "die" part because I am used to doing that when opening files. My @array would always end up with the entire contents of the file in the first element of the array. Finally I took out the "|| die" section, and it started working as I expected. Here is an example to illustrate: perl -de0 Loading DB routines from perl5db.pl version 1.22 Editor support available. Enter h or `h h' for help, or `man perldebug' for more help. main::(-e:1): 0 DB<1> use File::Slurp DB<2> $file = '/usr/java6_64/copyright' DB<3> x @array1 = read_file( $file ) 0 'Licensed material - Property of IBM.' 1 'IBM(R) SDK, Java(TM) Technology Edition, Version 6' 2 'IBM(R) Runtime Environment, Java(TM) Technology Edition, Version 6' 3 '' 4 'Copyright Sun Microsystems Inc, 1992, 2008. All rights reserved.' 5 'Copyright IBM Corporation, 1998, 2009. All rights reserved.' 6 '' 7 'The Apache Software License, Version 1.1 and Version 2.0' 8 'Copyright 1999-2007 The Apache Software Foundation. All rights reserved.' 9 '' 10 'Other copyright acknowledgements can be found in the Notices file.' 11 '' 12 'The Java technology is owned and exclusively licensed by Sun Microsystems Inc.' 13 'Java and all Java-based trademarks and logos are trademarks or registered' 14 'trademarks of Sun Microsystems Inc. in the United States and other countries.' 15 '' 16 'US Govt Users Restricted Rights - Use duplication or disclosure' 17 'restricted by GSA ADP Schedule Contract with IBM Corp.' DB<4> x @array2 = read_file( $file ) || die "Cannot read $file\n"; 0 'Licensed material - Property of IBM. IBM(R) SDK, Java(TM) Technology Edition, Version 6 IBM(R) Runtime Environment, Java(TM) Technology Edition, Version 6 Copyright Sun Microsystems Inc, 1992, 2008. All rights reserved. Copyright IBM Corporation, 1998, 2009. All rights reserved. The Apache Software License, Version 1.1 and Version 2.0 Copyright 1999-2007 The Apache Software Foundation. All rights reserved. Other copyright acknowledgements can be found in the Notices file. The Java technology is owned and exclusively licensed by Sun Microsystems Inc. Java and all Java-based trademarks and logos are trademarks or registered trademarks of Sun Microsystems Inc. in the United States and other countries. US Govt Users Restricted Rights - Use duplication or disclosure restricted by GSA ADP Schedule Contract with IBM Corp. ' Why does the || die make a difference? I have a feeling this might be more of a Perl precedence question instead of a File::Slurp question. I looked in the File::Slurp module and it looks like it is set to croak if there is a problem, so I guess the proper way to do it is to allow File::Slurp to croak for you. Now I'm just curious why I was seeing these differences.

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  • Is it faster to compute values in a query, call a Scalar Function (decimal(28,2) datatype) 4 times,

    - by Pulsehead
    I have a handful of queries I need to write in SQL Server 2005. Each Query will be calculating 4 unit cost values based on a handful of (up to 11) fields. Any time I want 1 of these 4 unit cost values, I'll want all 4. Which is quicker? Computing in the SQL Query ((a+b+c+d+e+f+g+h+i)/(j+k)), calling ComputeScalarUnitCost(datapoint.ID) 4 times, or joining to ComputeUnitCostTable(datapoint.ID) one time?

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  • A Quantity class with units

    - by Ryan Ohs
    Goals Create a class that associates a numeric quantity with a unit of measurement. Provide support for simple arithmetic and comparison operations. Implementation An immutable class (Could have been struct but I may try inheritance later) Unit is stored in an enumeration Supported operations: Addition w/ like units Subtraction w/ like units Multiplication by scalar Division by scalar Modulus by scalar Equals() >, >=, <, <=, == IComparable ToString() Implicit cast to Decimal The Source The souce can be downloaded from Github. Notes This class does not support any arithmetic that would modify the unit. This class is not suitable for manipulating currencies. Future Ideas Have a CompositeQuantity class that would allow quantities with unlike units to be combined. Similar currency class with support for allocations/distributions. Provide conversion between units. (Actually I think this would be best placed in an external service. Many situations I deal with require some sort of dynamic conversion ratio.)

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  • c# Wrapper to native c++ code, wrapping a parameter which is a pointer to an array

    - by mb300dturbo
    Hi, I have the following simple DLL in c++ un-managed code; extern "C" __declspec(dllexport) void ArrayMultiplier(float (*pointerArray)[3], int scalar, int length); void ArrayMultiplier(float (*pointerArray)[3], int scalar, int length) { for (int i = 0 ; i < length ; length++) { for (int j = 0; j < 3; j++) { pointerArray[i][j] = pointerArray[i][j] * scalar; } } } I have tried writing the following wrapper function for the above in c#: [DllImport("sample.dll")] public static extern void ArrayMultiplier(ref float elements, int scalar, int length); where elements is a 2 dimentional 3x3 array: public float[][] elements = { new float[] {2,5,3}, new float [] {4,8,6}, new float [] {5,28,3} }; The code given above compiles, but the program crashes when the wrapper function is called: Wrapper.ArrayMultiplier(ref elements, scalar, length); Please help me here, and tell me whats wrong with the code above, or how a wrapper can be written for a simple c++ function: void SimpleFunction(float (*pointerToArray)[3]); Thank you all in advance

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  • problem in repairing software center

    - by REGZEN
    what should be done regarding this error(software center) - installArchives() failed: Can't exec "locale": No such file or directory at /usr/share/perl5/Debconf/Encoding.pm line 16. Use of uninitialized value $Debconf::Encoding::charmap in scalar chomp at /usr/share/perl5/Debconf/Encoding.pm line 17. Extracting templates from packages: 90% Extracting templates from packages: 100% Preconfiguring packages ... Can't exec "locale": No such file or directory at /usr/share/perl5/Debconf/Encoding.pm line 16. Use of uninitialized value $Debconf::Encoding::charmap in scalar chomp at /usr/share/perl5/Debconf/Encoding.pm line 17. Extracting templates from packages: 90% Extracting templates from packages: 100% Preconfiguring packages ... Can't exec "locale": No such file or directory at /usr/share/perl5/Debconf/Encoding.pm line 16. Use of uninitialized value $Debconf::Encoding::charmap in scalar chomp at /usr/share/perl5/Debconf/Encoding.pm line 17. Extracting templates from packages: 90% Extracting templates from packages: 100% Preconfiguring packages ... dpkg: warning: 'ldconfig' not found in PATH or not executable. dpkg: error: 1 expected program not found in PATH or not executable. Note: root's PATH should usually contain /usr/local/sbin, /usr/sbin and /sbin. this error is repeating whenever i am repairing software center. I'm having problems with my software center .. when i want to install some package that following message it appears "items cannot be installed or removed until the package catalog is repaired. do you want to repair it now?" after i click Repair, another window pops up, saying : "Package operation fails - The installation or removal of a software package failed" I click repair, and a few seconds later, it pops up again!!!! no matter how many times i click repair, nothing happens. Also .. I've Another Problem With Update Manager That Shows Me The Following Message: " the package system is broken. Check if you are using third party repositories. If so disable them, since they are a common source of problems. Furthermore run the following command in a Terminal: apt-get install -f" also, i tried sudo apt-get install -f i got this error... Can't exec "locale": No such file or directory at /usr/share/perl5/Debconf/Encoding.pm line 16. Use of uninitialized value $Debconf::Encoding::charmap in scalar chomp at /usr/share/perl5/Debconf/Encoding.pm line 17. Extracting templates from packages: 100% Preconfiguring packages ... dpkg: warning: 'ldconfig' not found in PATH or not executable. dpkg: error: 1 expected program not found in PATH or not executable. Note: root's PATH should usually contain /usr/local/sbin, /usr/sbin and /sbin. E: Sub-process /usr/bin/dpkg returned an error code (2) Please provide a solution

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  • 2D OBB collision detection, resolving collisions?

    - by Milo
    I currently use OBBs and I have a vehicle that is a rigid body and some buildings. Here is my update() private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); vehicle.update(16.6666f / 1000.0f); ArrayList<Building> buildings = city.getBuildings(); for(Building b : buildings) { if(vehicle.getRect().overlaps(b.getRect())) { vehicle.update(-17.0f / 1000.0f); break; } } } The collision detection works well. What doesn't is how they are dealt with. My goal is simple. If the vehicle hits a building, it should stop, and never go into the building. When I apply negative torque to reverse the car should not feel buggy and move away from the building. I don't want this to look buggy. This is my rigid body class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setCenter(c.x, c.y); forces = new Vector2D(0,0); //clear forces //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { Matrix mat = new Matrix(); float[] Vector2Ds = new float[2]; Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { Matrix mat = new Matrix(); float[] Vectors = new float[2]; Vectors[0] = world.x; Vectors[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vectors); return new Vector2D(Vectors[0], Vectors[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { Vector2D tangent = new Vector2D(-worldOffset.y, worldOffset.x); return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces = Vector2D.add(forces ,worldForce); //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } } Essentially, when any rigid body hits a building it should exhibit the same behavior. How is collision solving usually done? Thanks

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  • Opposite Force to Apply to a Collided Rigid Body?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the force to apply to a body after it collides with a wall. My rigid body looks like this: /our simulation object class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); private static Vector2D acceleration = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position.x,position.y, getWidth(), getHeight(), angle); rectChanged(); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { doUpdate(timeStep); } public void doUpdate(float timeStep) { //integrate physics //linear acceleration.x = forces.x / mass; acceleration.y = forces.y / mass; velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return relWorldVec; } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); worldRelVec.x = Vector2Ds[0]; worldRelVec.y = Vector2Ds[1]; return worldRelVec; } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; pointVelVec.x = (tangent.x * angularVelocity) + velocity.x; pointVelVec.y = (tangent.y * angularVelocity) + velocity.y; return pointVelVec; } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } } The way it is given force is by the applyForce method, this method considers angular torque. I'm just not sure how to come up with the vectors in the case where: RigidBody hits static entity RigidBody hits other RigidBody that may or may not be in motion. Would anyone know a way (without too complex math) that I could figure out the opposite force I need to apply to the car? I know the normal it is colliding with and how deep it collided. My main goal is so that say I hit a building from the side, well the car should not just stay there, it should slowly rotate out of it if I'm more than 45 degrees. Right now when I hit a wall I only change the velocity directly which does not consider angular force. Thanks!

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  • Can't exec "locale": No such file or directory

    - by Alex
    I am new in Linux. I was trying to install wine and after /i followed instructions from a youtube video i got to the point where I needed to install wine from Ubuntu Software Center. The problem is the Ubuntu Software Center doesn't work anymore, it ask me to reparir it, and when I push the Repair button it gives me this error: installArchives() failed: Can't exec "locale": No such file or directory at /usr/share/perl5/Debconf/Encoding.pm line 16. Use of uninitialized value $Debconf::Encoding::charmap in scalar chomp at /usr/share/perl5/Debconf/Encoding.pm line 17. Preconfiguring packages ... Can't exec "locale": No such file or directory at /usr/share/perl5/Debconf/Encoding.pm line 16. Use of uninitialized value $Debconf::Encoding::charmap in scalar chomp at /usr/share/perl5/Debconf/Encoding.pm line 17. Preconfiguring packages ... Can't exec "locale": No such file or directory at /usr/share/perl5/Debconf/Encoding.pm line 16. Use of uninitialized value $Debconf::Encoding::charmap in scalar chomp at /usr/share/perl5/Debconf/Encoding.pm line 17. Preconfiguring packages ... dpkg: warning: 'ldconfig' not found in PATH or not executable. dpkg: error: 1 expected program not found in PATH or not executable. Note: root's PATH should usually contain /usr/local/sbin, /usr/sbin and /sbin. Error in function: SystemError: E:Sub-process /usr/bin/dpkg returned an error code (2) Please help me. Thank you :D

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  • SQL Server Interview Questions

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

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  • Would it be a good idea to work on letting people add arrays of numbers in javascript?

    - by OneThreeSeven
    I am a very mathematically oriented programmer, and I happen to be doing a lot of java script these days. I am really disappointed in the math aspects of javascript: the Math object is almost a joke because it has so few methods you can't use ^ for exponentiation the + operator is very limited, you cant add array's of numbers or do scalar multiplication on arrays Now I have written some pretty basic extensions to the Math object and have considered writing a library of advanced Math features, amazingly there doesn't seem to be any sort of standard library already out even for calculus, although there is one for vectors and matricies I was able find. The notation for working with vectors and matricies is really bad when you can't use the + operator on arrays, and you cant do scalar multiplication. For example, here is a hideous expression for subtracting two vectors, A - B: Math.vectorAddition(A,Math.scalarMultiplication(-1,B)); I have been looking for some kind of open-source project to contribute to for awhile, and even though my C++ is a bit rusty I would very much like to get into the code for V8 engine and extend the + operator to work on arrays, to get scalar multiplication to work, and possibly to get the ^ operator to work for exponentiation. These things would greatly enhance the utility of any mathematical javascript framework. I really don't know how to get involved in something like the V8 engine other than download the code and start working on it. Of course I'm afraid that since V8 is chrome specific, that without browser cross-compatibility a fundamental change of this type is likely to be rejected for V8. I was hoping someone could either tell me why this is a bad idea, or else give me some pointers about how to proceed at this point to get some kind of approval to add these features. Thanks!

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  • Tried to install some software, it says some packages are damaged, cannot fix them

    - by lempira
    So, I go to the Ubuntu Software Center, as soon as it opens, a window pops up with the following text: "Items cannot be installed or removed until the package catalog is repaired. Do you want to repair it now?" Then I click the "Repair" button, then a new window pops up with the following text: "Package operation failed. The installation or removal of a software package failed." Then I click on the "Details" button, which returns me the following text: installArchives() failed: Can't exec "locale": No such file or directory at /usr/share/perl5/Debconf/Encoding.pm line 16. Use of uninitialized value $Debconf::Encoding::charmap in scalar chomp at /usr/share/perl5/Debconf/Encoding.pm line 17. Preconfiguring packages ... Can't exec "locale": No such file or directory at /usr/share/perl5/Debconf/Encoding.pm line 16. Use of uninitialized value $Debconf::Encoding::charmap in scalar chomp at /usr/share/perl5/Debconf/Encoding.pm line 17. Preconfiguring packages ... Can't exec "locale": No such file or directory at /usr/share/perl5/Debconf/Encoding.pm line 16. Use of uninitialized value $Debconf::Encoding::charmap in scalar chomp at /usr/share/perl5/Debconf/Encoding.pm line 17. Preconfiguring packages ... dpkg: warning: 'ldconfig' not found in PATH or not executable. dpkg: error: 1 expected program not found in PATH or not executable. Note: root's PATH should usually contain /usr/local/sbin, /usr/sbin and /sbin. Error in function: SystemError: E:Sub-process /usr/bin/dpkg returned an error code (2) dpkg: warning: 'ldconfig' not found in PATH or not executable. dpkg: error: 1 expected program not found in PATH or not executable. Note: root's PATH should usually contain /usr/local/sbin, /usr/sbin and /sbin. What should I do?

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • Operator overloading in generic struct: can I create overloads for specific kinds(?) of generic?

    - by Carson Myers
    I'm defining physical units in C#, using generic structs, and it was going okay until I got the error: One of the parameters of a binary operator must be the containing type when trying to overload the mathematical operators so that they convert between different units. So, I have something like this: public interface ScalarUnit { } public class Duration : ScalarUnit { } public struct Scalar<T> where T : ScalarUnit { public readonly double Value; public Scalar(double Value) { this.Value = Value; } public static implicit operator double(Scalar<T> Value) { return Value.Value; } } public interface VectorUnit { } public class Displacement : VectorUnit { } public class Velocity : VectorUnit { } public struct Vector<T> where T : VectorUnit { #... public static Vector<Velocity> operator /(Vector<Displacement> v1, Scalar<Duration> v2) { return new Vector<Velocity>(v1.Magnitude / v2, v1.Direction); } } There aren't any errors for the + and - operators, where I'm just working on a Vector<T>, but when I substitute a unit for T, suddenly it doesn't like it. Is there a way to make this work? I figured it would work, since Displacement implements the VectorUnit interface, and I have where T : VectorUnit in the struct header. Am I at least on the right track here? I'm new to C# so I have difficulty understanding what's going on sometimes.

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  • How can I use a variable as a module name in Perl?

    - by mjn12
    I know it is possible to use a variable as a variable name for package variables in Perl. I would like to use the contents of a variable as a module name. For instance: package Foo; our @names =("blah1", "blah2"); 1; And in another file I want to be able be able to set the contents of a scalar to "foo" and then access the names array in Foo through that scalar. my $packageName = "Foo"; Essentially I want to do something along the lines of: @{$packageName}::names; #This obviously doesn't work. I know I can use my $names = eval '$'. $packageName . "::names" But only if Foo::names is a scalar. Is there another way to do this without the eval statement?

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  • Difference between LASTDATE and MAX for semi-additive measures in #DAX

    - by Marco Russo (SQLBI)
    I recently wrote an article on SQLBI about the semi-additive measures in DAX. I included the formulas common calculations and there is an interesting point that worth a longer digression: the difference between LASTDATE and MAX (which is similar to FIRSTDATE and MIN – I just describe the former, for the latter just replace the correspondent names). LASTDATE is a dax function that receives an argument that has to be a date column and returns the last date active in the current filter context. Apparently, it is the same value returned by MAX, which returns the maximum value of the argument in the current filter context. Of course, MAX can receive any numeric type (including date), whereas LASTDATE only accepts a column of type date. But overall, they seems identical in the result. However, the difference is a semantic one. In fact, this expression: LASTDATE ( 'Date'[Date] ) could be also rewritten as: FILTER ( VALUES ( 'Date'[Date] ), 'Date'[Date] = MAX ( 'Date'[Date] ) ) LASTDATE is a function that returns a table with a single column and one row, whereas MAX returns a scalar value. In DAX, any expression with one row and one column can be automatically converted into the corresponding scalar value of the single cell returned. The opposite is not true. So you can use LASTDATE in any expression where a table or a scalar is required, but MAX can be used only where a scalar expression is expected. Since LASTDATE returns a table, you can use it in any expression that expects a table as an argument, such as COUNTROWS. In fact, you can write this expression: COUNTROWS ( LASTDATE ( 'Date'[Date] ) ) which will always return 1 or BLANK (if there are no dates active in the current filter context). You cannot pass MAX as an argument of COUNTROWS. You can pass to LASTDATE a reference to a column or any table expression that returns a column. The following two syntaxes are semantically identical: LASTDATE ( 'Date'[Date] ) LASTDATE ( VALUES ( 'Date'[Date] ) ) The result is the same and the use of VALUES is not required because it is implicit in the first syntax, unless you have a row context active. In that case, be careful that using in a row context the LASTDATE function with a direct column reference will produce a context transition (the row context is transformed into a filter context) that hides the external filter context, whereas using VALUES in the argument preserve the existing filter context without applying the context transition of the row context (see the columns LastDate and Values in the following query and result). You can use any other table expressions (including a FILTER) as LASTDATE argument. For example, the following expression will always return the last date available in the Date table, regardless of the current filter context: LASTDATE ( ALL ( 'Date'[Date] ) ) The following query recap the result produced by the different syntaxes described. EVALUATE     CALCULATETABLE(         ADDCOLUMNS(              VALUES ('Date'[Date] ),             "LastDate", LASTDATE( 'Date'[Date] ),             "Values", LASTDATE( VALUES ( 'Date'[Date] ) ),             "Filter", LASTDATE( FILTER ( VALUES ( 'Date'[Date] ), 'Date'[Date] = MAX ( 'Date'[Date] ) ) ),             "All", LASTDATE( ALL ( 'Date'[Date] ) ),             "Max", MAX( 'Date'[Date] )         ),         'Date'[Calendar Year] = 2008     ) ORDER BY 'Date'[Date] The LastDate columns repeat the current date, because the context transition happens within the ADDCOLUMNS. The Values column preserve the existing filter context from being replaced by the context transition, so the result corresponds to the last day in year 2008 (which is filtered in the external CALCULATETABLE). The Filter column works like the Values one, even if we use the FILTER instead of the LASTDATE approach. The All column shows the result of LASTDATE ( ALL ( ‘Date’[Date] ) ) that ignores the filter on Calendar Year (in fact the date returned is in year 2010). Finally, the Max column shows the result of the MAX formula, which is the easiest to use and only don’t return a table if you need it (like in a filter argument of CALCULATE or CALCULATETABLE, where using LASTDATE is shorter). I know that using LASTDATE in complex expressions might create some issue. In my experience, the fact that a context transition happens automatically in presence of a row context is the main reason of confusion and unexpected results in DAX formulas using this function. For a reference of DAX formulas using MAX and LASTDATE, read my article about semi-additive measures in DAX.

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  • Entity Framework version 1- Brief Synopsis and Tips &ndash; Part 1

    - by Rohit Gupta
    To Do Eager loading use Projections (for e.g. from c in context.Contacts select c, c.Addresses)  or use Include Query Builder Methods (Include(“Addresses”)) If there is multi-level hierarchical Data then to eager load all the relationships use Include Query Builder methods like customers.Include("Order.OrderDetail") to include Order and OrderDetail collections or use customers.Include("Order.OrderDetail.Location") to include all Order, OrderDetail and location collections with a single include statement =========================================================================== If the query uses Joins then Include() Query Builder method will be ignored, use Nested Queries instead If the query does projections then Include() Query Builder method will be ignored Use Address.ContactReference.Load() OR Contact.Addresses.Load() if you need to Deferred Load Specific Entity – This will result in extra round trips to the database ObjectQuery<> cannot return anonymous types... it will return a ObjectQuery<DBDataRecord> Only Include method can be added to Linq Query Methods Any Linq Query method can be added to Query Builder methods. If you need to append a Query Builder Method (other than Include) after a LINQ method  then cast the IQueryable<Contact> to ObjectQuery<Contact> and then append the Query Builder method to it =========================================================================== Query Builder methods are Select, Where, Include Methods which use Entity SQL as parameters e.g. "it.StartDate, it.EndDate" When Query Builder methods do projection then they return ObjectQuery<DBDataRecord>, thus to iterate over this collection use contact.Item[“Name”].ToString() When Linq To Entities methods do projection, they return collection of anonymous types --- thus the collection is strongly typed and supports Intellisense EF Object Context can track changes only on Entities, not on Anonymous types. If you use a Defining Query for a EntitySet then the EntitySet becomes readonly since a Defining Query is the same as a View (which is treated as a ReadOnly by default). However if you want to use this EntitySet for insert/update/deletes then we need to map stored procs (as created in the DB) to the insert/update/delete functions of the Entity in the Designer You can use either Execute method or ToList() method to bind data to datasources/bindingsources If you use the Execute Method then remember that you can traverse through the ObjectResult<> collection (returned by Execute) only ONCE. In WPF use ObservableCollection to bind to data sources , for keeping track of changes and letting EF send updates to the DB automatically. Use Extension Methods to add logic to Entities. For e.g. create extension methods for the EntityObject class. Create a method in ObjectContext Partial class and pass the entity as a parameter, then call this method as desired from within each entity. ================================================================ DefiningQueries and Stored Procedures: For Custom Entities, one can use DefiningQuery or Stored Procedures. Thus the Custom Entity Collection will be populated using the DefiningQuery (of the EntitySet) or the Sproc. If you use Sproc to populate the EntityCollection then the query execution is immediate and this execution happens on the Server side and any filters applied will be applied in the Client App. If we use a DefiningQuery then these queries are composable, meaning the filters (if applied to the entityset) will all be sent together as a single query to the DB, returning only filtered results. If the sproc returns results that cannot be mapped to existing entity, then we first create the Entity/EntitySet in the CSDL using Designer, then create a dummy Entity/EntitySet using XML in the SSDL. When creating a EntitySet in the SSDL for this dummy entity, use a TSQL that does not return any results, but does return the relevant columns e.g. select ContactID, FirstName, LastName from dbo.Contact where 1=2 Also insure that the Entity created in the SSDL uses the SQL DataTypes and not .NET DataTypes. If you are unable to open the EDMX file in the designer then note the Errors ... they will give precise info on what is wrong. The Thrid option is to simply create a Native Query in the SSDL using <Function Name="PaymentsforContact" IsComposable="false">   <CommandText>SELECT ActivityId, Activity AS ActivityName, ImagePath, Category FROM dbo.Activities </CommandText></FuncTion> Then map this Function to a existing Entity. This is a quick way to get a custom Entity which is regular Entity with renamed columns or additional columns (which are computed columns). The disadvantage to using this is that It will return all the rows from the Defining query and any filter (if defined) will be applied only at the Client side (after getting all the rows from DB). If you you DefiningQuery instead then we can use that as a Composable Query. The Fourth option (for mapping a READ stored proc results to a non-existent Entity) is to create a View in the Database which returns all the fields that the sproc also returns, then update the Model so that the model contains this View as a Entity. Then map the Read Sproc to this View Entity. The other option would be to simply create the View and remove the sproc altogether. ================================================================ To Execute a SProc that does not return a entity, use a EntityCommand to execute that proc. You cannot call a sproc FunctionImport that does not return Entities From Code, the only way is to use SSDL function calls using EntityCommand.  This changes with EntityFramework Version 4 where you can return Scalar Types, Complex Types, Entities or NonQuery ================================================================ UDF when created as a Function in SSDL, we need to set the Name & IsComposable properties for the Function element. IsComposable is always false for Sprocs, for UDF's set this to true. You cannot call UDF "Function" from within code since you cannot import a UDF Function into the CSDL Model (with Version 1 of EF). only stored procedures can be imported and then mapped to a entity ================================================================ Entity Framework requires properties that are involved in association mappings to be mapped in all of the function mappings for the entity (Insert, Update and Delete). Because Payment has an association to Reservation... hence we need to pass both the paymentId and reservationId to the Delete sproc even though just the paymentId is the PK on the Payment Table. ================================================================ When mapping insert, update and delete procs to a Entity, insure that all the three or none are mapped. Further if you have a base class and derived class in the CSDL, then you must map (ins, upd, del) sprocs to all parent and child entities in the inheritance relationship. Note that this limitation that base and derived entity methods must all must be mapped does not apply when you are mapping Read Stored Procedures.... ================================================================ You can write stored procedures SQL directly into the SSDL by creating a Function element in the SSDL and then once created, you can map this Function to a CSDL Entity directly in the designer during Function Import ================================================================ You can do Entity Splitting such that One Entity maps to multiple tables in the DB. For e.g. the Customer Entity currently derives from Contact Entity...in addition it also references the ContactPersonalInfo Entity. One can copy all properties from the ContactPersonalInfo Entity into the Customer Entity and then Delete the CustomerPersonalInfo entity, finall one needs to map the copied properties to the ContactPersonalInfo Table in Table Mapping (by adding another table (ContactPersonalInfo) to the Table Mapping... this is called Entity Splitting. Thus now when you insert a Customer record, it will automatically create SQL to insert records into the Contact, Customers and ContactPersonalInfo tables even though you have a Single Entity called Customer in the CSDL =================================================================== There is Table by Type Inheritance where another EDM Entity can derive from another EDM entity and absorb the inherted entities properties, for example in the Break Away Geek Adventures EDM, the Customer entity derives (inherits) from the Contact Entity and absorbs all the properties of Contact entity. Thus when you create a Customer Entity in Code and then call context.SaveChanges the Object Context will first create the TSQL to insert into the Contact Table followed by a TSQL to insert into the Customer table =================================================================== Then there is the Table per Hierarchy Inheritance..... where different types are created based on a condition (similar applying a condition to filter a Entity to contain filtered records)... the diference being that the filter condition populates a new Entity Type (derived from the base Entity). In the BreakAway sample the example is Lodging Entity which is a Abstract Entity and Then Resort and NonResort Entities which derive from Lodging Entity and records are filtered based on the value of the Resort Boolean field =================================================================== Then there is Table per Concrete Type Hierarchy where we create a concrete Entity for each table in the database. In the BreakAway sample there is a entity for the Reservation table and another Entity for the OldReservation table even though both the table contain the same number of fields. The OldReservation Entity can then inherit from the Reservation Entity and configure the OldReservation Entity to remove all Scalar Properties from the Entity (since it inherits the properties from Reservation and filters based on ReservationDate field) =================================================================== Complex Types (Complex Properties) Entities in EF can also contain Complex Properties (in addition to Scalar Properties) and these Complex Properties reference a ComplexType (not a EntityType) DropdownList, ListBox, RadioButtonList, CheckboxList, Bulletedlist are examples of List server controls (not data bound controls) these controls cannot use Complex properties during databinding, they need Scalar Properties. So if a Entity contains Complex properties and you need to bind those to list server controls then use projections to return Scalar properties and bind them to the control (the disadvantage is that projected collections are not tracked by the Object Context and hence cannot persist changes to the projected collections bound to controls) ObjectDataSource and EntityDataSource do account for Complex properties and one can bind entities with Complex Properties to Data Source controls and they will be tracked for changes... with no additional plumbing needed to persist changes to these collections bound to controls So DataBound controls like GridView, FormView need to use EntityDataSource or ObjectDataSource as a datasource for entities that contain Complex properties so that changes to the datasource done using the GridView can be persisted to the DB (enabling the controls for updates)....if you cannot use the EntityDataSource you need to flatten the ComplexType Properties using projections With EF Version 4 ComplexTypes are supported by the Designer and can add/remove/compose Complex Types directly using the Designer =================================================================== Conditional Mapping ... is like Table per Hierarchy Inheritance where Entities inherit from a base class and then used conditions to populate the EntitySet (called conditional Mapping). Conditional Mapping has limitations since you can only use =, is null and IS NOT NULL Conditions to do conditional mapping. If you need more operators for filtering/mapping conditionally then use QueryView(or possibly Defining Query) to create a readonly entity. QueryView are readonly by default... the EntitySet created by the QueryView is enabled for change tracking by the ObjectContext, however the ObjectContext cannot create insert/update/delete TSQL statements for these Entities when SaveChanges is called since it is QueryView. One way to get around this limitation is to map stored procedures for the insert/update/delete operations in the Designer. =================================================================== Difference between QueryView and Defining Query : QueryView is defined in the (MSL) Mapping File/section of the EDM XML, whereas the DefiningQuery is defined in the store schema (SSDL). QueryView is written using Entity SQL and is this database agnostic and can be used against any database/Data Layer. DefiningQuery is written using Database Lanaguage i.e. TSQL or PSQL thus you have more control =================================================================== Performance: Lazy loading is deferred loading done automatically. lazy loading is supported with EF version4 and is on by default. If you need to turn it off then use context.ContextOptions.lazyLoadingEnabled = false To improve Performance consider PreCompiling the ObjectQuery using the CompiledQuery.Compile method

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  • Operator of the week - Assert

    - by Fabiano Amorim
    Well my friends, I was wondering how to help you in a practical way to understand execution plans. So I think I'll talk about the Showplan Operators. Showplan Operators are used by the Query Optimizer (QO) to build the query plan in order to perform a specified operation. A query plan will consist of many physical operators. The Query Optimizer uses a simple language that represents each physical operation by an operator, and each operator is represented in the graphical execution plan by an icon. I'll try to talk about one operator every week, but so as to avoid having to continue to write about these operators for years, I'll mention only of those that are more common: The first being the Assert. The Assert is used to verify a certain condition, it validates a Constraint on every row to ensure that the condition was met. If, for example, our DDL includes a check constraint which specifies only two valid values for a column, the Assert will, for every row, validate the value passed to the column to ensure that input is consistent with the check constraint. Assert  and Check Constraints: Let's see where the SQL Server uses that information in practice. Take the following T-SQL: IF OBJECT_ID('Tab1') IS NOT NULL   DROP TABLE Tab1 GO CREATE TABLE Tab1(ID Integer, Gender CHAR(1))  GO  ALTER TABLE TAB1 ADD CONSTRAINT ck_Gender_M_F CHECK(Gender IN('M','F'))  GO INSERT INTO Tab1(ID, Gender) VALUES(1,'X') GO To the command above the SQL Server has generated the following execution plan: As we can see, the execution plan uses the Assert operator to check that the inserted value doesn't violate the Check Constraint. In this specific case, the Assert applies the rule, 'if the value is different to "F" and different to "M" than return 0 otherwise returns NULL'. The Assert operator is programmed to show an error if the returned value is not NULL; in other words, the returned value is not a "M" or "F". Assert checking Foreign Keys Now let's take a look at an example where the Assert is used to validate a foreign key constraint. Suppose we have this  query: ALTER TABLE Tab1 ADD ID_Genders INT GO  IF OBJECT_ID('Tab2') IS NOT NULL   DROP TABLE Tab2 GO CREATE TABLE Tab2(ID Integer PRIMARY KEY, Gender CHAR(1))  GO  INSERT INTO Tab2(ID, Gender) VALUES(1, 'F') INSERT INTO Tab2(ID, Gender) VALUES(2, 'M') INSERT INTO Tab2(ID, Gender) VALUES(3, 'N') GO  ALTER TABLE Tab1 ADD CONSTRAINT fk_Tab2 FOREIGN KEY (ID_Genders) REFERENCES Tab2(ID) GO  INSERT INTO Tab1(ID, ID_Genders, Gender) VALUES(1, 4, 'X') Let's look at the text execution plan to see what these Assert operators were doing. To see the text execution plan just execute SET SHOWPLAN_TEXT ON before run the insert command. |--Assert(WHERE:(CASE WHEN NOT [Pass1008] AND [Expr1007] IS NULL THEN (0) ELSE NULL END))      |--Nested Loops(Left Semi Join, PASSTHRU:([Tab1].[ID_Genders] IS NULL), OUTER REFERENCES:([Tab1].[ID_Genders]), DEFINE:([Expr1007] = [PROBE VALUE]))           |--Assert(WHERE:(CASE WHEN [Tab1].[Gender]<>'F' AND [Tab1].[Gender]<>'M' THEN (0) ELSE NULL END))           |    |--Clustered Index Insert(OBJECT:([Tab1].[PK]), SET:([Tab1].[ID] = RaiseIfNullInsert([@1]),[Tab1].[ID_Genders] = [@2],[Tab1].[Gender] = [Expr1003]), DEFINE:([Expr1003]=CONVERT_IMPLICIT(char(1),[@3],0)))           |--Clustered Index Seek(OBJECT:([Tab2].[PK]), SEEK:([Tab2].[ID]=[Tab1].[ID_Genders]) ORDERED FORWARD) Here we can see the Assert operator twice, first (looking down to up in the text plan and the right to left in the graphical plan) validating the Check Constraint. The same concept showed above is used, if the exit value is "0" than keep running the query, but if NULL is returned shows an exception. The second Assert is validating the result of the Tab1 and Tab2 join. It is interesting to see the "[Expr1007] IS NULL". To understand that you need to know what this Expr1007 is, look at the Probe Value (green text) in the text plan and you will see that it is the result of the join. If the value passed to the INSERT at the column ID_Gender exists in the table Tab2, then that probe will return the join value; otherwise it will return NULL. So the Assert is checking the value of the search at the Tab2; if the value that is passed to the INSERT is not found  then Assert will show one exception. If the value passed to the column ID_Genders is NULL than the SQL can't show a exception, in that case it returns "0" and keeps running the query. If you run the INSERT above, the SQL will show an exception because of the "X" value, but if you change the "X" to "F" and run again, it will show an exception because of the value "4". If you change the value "4" to NULL, 1, 2 or 3 the insert will be executed without any error. Assert checking a SubQuery: The Assert operator is also used to check one subquery. As we know, one scalar subquery can't validly return more than one value: Sometimes, however, a  mistake happens, and a subquery attempts to return more than one value . Here the Assert comes into play by validating the condition that a scalar subquery returns just one value. Take the following query: INSERT INTO Tab1(ID_TipoSexo, Sexo) VALUES((SELECT ID_TipoSexo FROM Tab1), 'F')    INSERT INTO Tab1(ID_TipoSexo, Sexo) VALUES((SELECT ID_TipoSexo FROM Tab1), 'F')    |--Assert(WHERE:(CASE WHEN NOT [Pass1016] AND [Expr1015] IS NULL THEN (0) ELSE NULL END))        |--Nested Loops(Left Semi Join, PASSTHRU:([tempdb].[dbo].[Tab1].[ID_TipoSexo] IS NULL), OUTER REFERENCES:([tempdb].[dbo].[Tab1].[ID_TipoSexo]), DEFINE:([Expr1015] = [PROBE VALUE]))              |--Assert(WHERE:([Expr1017]))             |    |--Compute Scalar(DEFINE:([Expr1017]=CASE WHEN [tempdb].[dbo].[Tab1].[Sexo]<>'F' AND [tempdb].[dbo].[Tab1].[Sexo]<>'M' THEN (0) ELSE NULL END))              |         |--Clustered Index Insert(OBJECT:([tempdb].[dbo].[Tab1].[PK__Tab1__3214EC277097A3C8]), SET:([tempdb].[dbo].[Tab1].[ID_TipoSexo] = [Expr1008],[tempdb].[dbo].[Tab1].[Sexo] = [Expr1009],[tempdb].[dbo].[Tab1].[ID] = [Expr1003]))              |              |--Top(TOP EXPRESSION:((1)))              |                   |--Compute Scalar(DEFINE:([Expr1008]=[Expr1014], [Expr1009]='F'))              |                        |--Nested Loops(Left Outer Join)              |                             |--Compute Scalar(DEFINE:([Expr1003]=getidentity((1856985942),(2),NULL)))              |                             |    |--Constant Scan              |                             |--Assert(WHERE:(CASE WHEN [Expr1013]>(1) THEN (0) ELSE NULL END))              |                                  |--Stream Aggregate(DEFINE:([Expr1013]=Count(*), [Expr1014]=ANY([tempdb].[dbo].[Tab1].[ID_TipoSexo])))             |                                       |--Clustered Index Scan(OBJECT:([tempdb].[dbo].[Tab1].[PK__Tab1__3214EC277097A3C8]))              |--Clustered Index Seek(OBJECT:([tempdb].[dbo].[Tab2].[PK__Tab2__3214EC27755C58E5]), SEEK:([tempdb].[dbo].[Tab2].[ID]=[tempdb].[dbo].[Tab1].[ID_TipoSexo]) ORDERED FORWARD)  You can see from this text showplan that SQL Server as generated a Stream Aggregate to count how many rows the SubQuery will return, This value is then passed to the Assert which then does its job by checking its validity. Is very interesting to see that  the Query Optimizer is smart enough be able to avoid using assert operators when they are not necessary. For instance: INSERT INTO Tab1(ID_TipoSexo, Sexo) VALUES((SELECT ID_TipoSexo FROM Tab1 WHERE ID = 1), 'F') INSERT INTO Tab1(ID_TipoSexo, Sexo) VALUES((SELECT TOP 1 ID_TipoSexo FROM Tab1), 'F')  For both these INSERTs, the Query Optimiser is smart enough to know that only one row will ever be returned, so there is no need to use the Assert. Well, that's all folks, I see you next week with more "Operators". Cheers, Fabiano

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  • T-SQL User-Defined Functions: the good, the bad, and the ugly (part 1)

    - by Hugo Kornelis
    So you thought that encapsulating code in user-defined functions for easy reuse is a good idea? Think again! SQL Server supports three types of user-defined functions. Only one of them qualifies as good. The other two – well, the title says it all, doesn’t it? The bad: scalar functions A scalar user-defined function (UDF) is very much like a stored procedure, except that it always returns a single value of a predefined data type – and because of that property, it isn’t invoked with an EXECUTE statement,...(read more)

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  • T-SQL User-Defined Functions: the good, the bad, and the ugly (part 1)

    - by Hugo Kornelis
    So you thought that encapsulating code in user-defined functions for easy reuse is a good idea? Think again! SQL Server supports three types of user-defined functions. Only one of them qualifies as good. The other two – well, the title says it all, doesn’t it? The bad: scalar functions A scalar user-defined function (UDF) is very much like a stored procedure, except that it always returns a single value of a predefined data type – and because of that property, it isn’t invoked with an EXECUTE statement,...(read more)

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  • simple Stata program

    - by Cyrus S
    I am trying to write a simple program to combine coefficient and standard error estimates from a set of regression fits. I run, say, 5 regressions, and store the coefficient(s) and standard error(s) of interest into vectors (Stata matrix objects, actually). Then, I need to do the following: Find the mean value of the coefficient estimates. Combine the standard error estimates according to the formula suggested for combining results from "multiple imputation". The formula is the square root of the formula for "T" on page 6 of the following document: http://bit.ly/b05WX3 I have written Stata code that does this once, but I want to write this as a function (or "program", in Stata speak) that takes as arguments the vector (or matrix, if possible, to combine multiple estimates at once) of regression coefficient estimates and the vector (or matrix) of corresponding standard error estimates, and then generates 1 and 2 above. Here is the code that I wrote: (breg is a 1x5 vector of the regression coefficient estimates, and sereg is a 1x5 vector of the associated standard error estimates) mat ones = (1,1,1,1,1) mat bregmean = (1/5)*(ones*breg’) scalar bregmean_s = bregmean[1,1] mat seregmean = (1/5)*(ones*sereg’) mat seregbtv = (1/4)*(breg - bregmean#ones)* (breg - bregmean#ones)’ mat varregmi = (1/5)*(sereg*sereg’) + (1+(1/5))* seregbtv scalar varregmi_s = varregmi[1,1] scalar seregmi = sqrt(varregmi_s) disp bregmean_s disp seregmi This gives the right answer for a single instance. Any pointers would be great! UPDATE: I completed the code for combining estimates in a kXm matrix of coefficients/parameters (k is the number of parameters, m the number of imputations). Code can be found here: http://bit.ly/cXJRw1 Thanks to Tristan and Gabi for the pointers.

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  • How can I determine if an object or reference has a valid string coercion?

    - by Ether
    I've run into a situation (while logging various data changes) where I need to determine if a reference has a valid string coercion (e.g. can properly be printed into a log or stored in a database). There isn't anything in Scalar::Util to do this, so I have cobbled together something using other methods in that library: use strict; use warnings; use Scalar::Util qw(reftype refaddr); sub has_string_coercion { my $value = shift; my $as_string = "$value"; my $ref = ref $value; my $reftype = reftype $value; my $refaddr = sprintf "0x%x", refaddr $value; if ($ref eq $reftype) { # base-type references stringify as REF(0xADDR) return $as_string !~ /^${ref}\(${refaddr}\)$/; } else { # blessed objects stringify as REF=REFTYPE(0xADDR) return $as_string !~ /^${ref}=${reftype}\(${refaddr}\)$/; } } # Example: use DateTime; my $ref1 = DateTime->now; my $ref2 = \'foo'; print "DateTime has coercion: " . has_string_coercion($ref1) . "\n\n"; print "scalar ref has coercion: " . has_string_coercion($ref2) . "\n"; However, I suspect there might be a better way of determining this by inspecting the guts of the variable in some way. How can this be done better?

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  • Perl Parallel::ForkManager wait_all_children() takes excessively long time

    - by zhang18
    I have a script that uses Parallel::ForkManager. However, the wait_all_children() process takes incredibly long time even after all child-processes are completed. The way I know is by printing out some timestamps (see below). Does anyone have any idea what might be causing this (I have 16 CPU cores on my machine)? my $pm = Parallel::ForkManager->new(16) for my $i (1..16) { $pm->start($i) and next; ... do something within the child-process ... print (scalar localtime), " Process $i completed.\n"; $pm->finish(); } print (scalar localtime), " Waiting for some child process to finish.\n"; $pm->wait_all_children(); print (scalar localtime), " All processes finished.\n"; Clearly, I'll get the Waiting for some child process to finish message first, with a timestamp of, say, 7:08:35. Then I'll get a list of Process i completed messages, with the last one at 7:10:30. However, I do not receive the message All Processes finished until 7:16:33(!). Why is that 6-minute delay between 7:10:30 and 7:16:33? Thx!

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