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  • Xcopy /exclude does not exclude some of the specified criteria

    - by Richard Z.
    Good afternoon. I want xcopy to copy all files meeting a certain criteria located in the C drive to a specific folder, except ones located in the directories specified in excl.txt. The exclusions only work partially - the files located in %systemroot%, %programfiles% and in each profile's appdata are still copied, even though those directories are listed in excl.txt. How do I make xcopy skip those directories, preferentially still using environment vars to specify the paths? My current syntax is: xcopy /s /c /d /h /i /r /y /g /f /EXCLUDE:excl.txt %systemdrive%\*.doc f:\test\ excl.txt currently contains the following: \%temp%\ \%userprofile%\appdata \%programfiles%\ \%programfiles(x86)%\ \%systemroot%\ \%programdata%\ appdata windows %programfiles% Thank you very much.

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  • Tile Collision & Sliding against tiles

    - by Devin Rawlek
    I have a tile based map with a top down camera. My sprite stops moving when he collides with a wall in any of the four directions however I am trying to get the sprite to slide along the wall if more than one directional key is pressed after being stopped. Tiles are set to 32 x 32. Here is my code; // Gets Tile Player Is Standing On var splatterTileX = (int)player.Position.X / Engine.TileWidth; var splatterTileY = (int)player.Position.Y / Engine.TileHeight; // Foreach Layer In World Splatter Map Layers foreach (var layer in WorldSplatterTileMapLayers) { // If Sprite Is Not On Any Edges if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West } // If Sprite Is Not On Any X Edges And Is On -Y Edge if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X And -Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X Edge And Y Is Not On Any Edge if (splatterTileX == layer.Width - 1 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is On +X And +Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is Not On Any X Edges And Is On +Y Edge if (splatterTileX < (layer.Width - 1) && splatterTileX > 0 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X And +Y Edges if (splatterTileX == 0 && splatterTileY == layer.Height - 1) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X Edge And Y Is Not On Any Edges if (splatterTileX == 0 && splatterTileY < (layer.Height - 1) && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // If Sprite Is In The Top Left Corner if (splatterTileX == 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // Creates A New Rectangle For TileN tileN.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And N Tile var tileNCollision = player.Rectangle.Intersects(tileN.TileRectangle); // Creates A New Rectangle For TileNE tileNE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And NE Tile var tileNECollision = player.Rectangle.Intersects(tileNE.TileRectangle); // Creates A New Rectangle For TileE tileE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And E Tile var tileECollision = player.Rectangle.Intersects(tileE.TileRectangle); // Creates A New Rectangle For TileSE tileSE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SE Tile var tileSECollision = player.Rectangle.Intersects(tileSE.TileRectangle); // Creates A New Rectangle For TileS tileS.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And S Tile var tileSCollision = player.Rectangle.Intersects(tileS.TileRectangle); // Creates A New Rectangle For TileSW tileSW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SW Tile var tileSWCollision = player.Rectangle.Intersects(tileSW.TileRectangle); // Creates A New Rectangle For TileW tileW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileWCollision = player.Rectangle.Intersects(tileW.TileRectangle); // Creates A New Rectangle For TileNW tileNW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileNWCollision = player.Rectangle.Intersects(tileNW.TileRectangle); // Allow Sprite To Occupy More Than One Tile if (tileNCollision && tileN.TileBlocked == false) { tileN.TileOccupied = true; } if (tileECollision && tileE.TileBlocked == false) { tileE.TileOccupied = true; } if (tileSCollision && tileS.TileBlocked == false) { tileS.TileOccupied = true; } if (tileWCollision && tileW.TileBlocked == false) { tileW.TileOccupied = true; } // Player Up if (keyState.IsKeyDown(Keys.W) || (gamePadOneState.DPad.Up == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Up; if (tileN.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileNCollision && tileN.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } else if (tileN.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } } // Player Down if (keyState.IsKeyDown(Keys.S) || (gamePadOneState.DPad.Down == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Down; // Check Collision With Tiles if (tileS.TileOccupied == false) { if (tileSWCollision && tileSW.TileBlocked || tileSCollision && tileS.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } else if (tileS.TileOccupied) { if (tileSWCollision && tileSW.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } } // Player Left if (keyState.IsKeyDown(Keys.A) || (gamePadOneState.DPad.Left == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Left; if (tileW.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileWCollision && tileW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } else if (tileW.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } } // Player Right if (keyState.IsKeyDown(Keys.D) || (gamePadOneState.DPad.Right == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Right; if (tileE.TileOccupied == false) { if (tileNECollision && tileNE.TileBlocked || tileECollision && tileE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } else if (tileE.TileOccupied) { if (tileNECollision && tileNE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } } I have my tile detection setup so the 8 tiles around the sprite are the only ones detected. The collision variable is true if the sprites rectangle intersects with one of the detected tiles. The sprites origin is centered at 16, 16 on the image so whenever this point goes over to the next tile it calls the surrounding tiles. I am trying to have collision detection like in the game Secret of Mana. If I remove the diagonal checks the sprite will pass through thoses tiles because whichever tile the sprites origin is on will be the detection center. So if the sprite is near the edge of the tile and then goes up it looks like half the sprite is walking through the wall. Is there a way for the detection to occur for each tile the sprite's rectangle touches?

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  • Auto-hide OS X menu bar?

    - by dbr
    Is there a way to auto-hide the OS X menu bar, like is possible with the Dock? There was an application "Menufela" that did this for Tiger, but I'm not aware of anything similar for Leopard/Snow Leopard.. I'm almost certain this is (programatically) doable, because in full-screen applications the menu bar is hidden, and reappears when you mouse the mouse is at the top of the screen.. Edit: With the help of Steve Folly's answer, the following code: [[NSApplication sharedApplication] setPresentationOptions: NSApplicationPresentationAutoHideMenuBar | NSApplicationPresentationAutoHideDock]; ..will auto-hide the menubar (and the dock, as mandated by the API), but only for the current application: When controlling or disabling features of Mac OS X system using SetSystemUIMode the requested behaviors are only in effect while the process which called SetSystemUIMode is frontmost ..close, but not quite there

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  • MX Record Propagation

    - by Ryan
    How long does it take a change in MX records to propagate? Is the MX record TTL the max time it will take or do we also need to wait for all DNS records to propagate? We are changing our mail server from Exchange 2003 to Exchange Online. Our current MX records (at Network Solutions) have a 1 & 2 hour TTL (primary and backup MX respectively). When we change the MX records to point to Exchange Online should all MX records worldwide be updated within 2-4 hours or should we assume the traditional 48 hours for DNS to propagate? I assume that once all MX records propagate that all new incoming email will be directed to the new server.

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  • ZFS: Redistribute zvol over all disks in the zpool?

    - by growse
    Is there a way in which ZFS can be prompted to redistribute a given filesystem over the all of the disks in its zpool? I'm thinking of a scenario where I have a fixed size ZFS volume that's exported as a LUN over FC. The current zpool is small, just two 1TB mirrored disks, and the zvol is 750GB in total. If I were to suddenly expand the size of the zpool to, say, 12 1TB disks, I believe the zvol would still effectively be 'housed' on the first two spindles only. Given that more spindles = more IOPS, what method could I use to 'redistribute' the zvol over all 12 spindles to take advantage of them?

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  • iWork '09 Keynote: is there is straightforward way to 'dim' and 'highlight' each item in a bullet li

    - by doug
    I have a bullet list on a slide: first item second item third item What I want to do is show those three bulleted items in a sequence like this: first bullet appears first bullet dims second bullet appears second bullet dims third bullet appears third bullet dims In other words, only one bullet is shown at a time (the one i am current discussing) to reduce audience distraction by what comes next or what i just finished discussing (the prior bullet). This is such a common thing to do, there's got to be a simple, reliable way to do it. The only way I know of is to configure the items individually (using "Build In" and "Action" on each bullet item, which is not only slow but doesn't work well). Another way i've found--which, again is very slow--is to create my bullet list not by selecting a bullet list, but to build the list manually with text boxes (one bullet item per text box) then line them up as a list. This way it's easier to manipulate them independently--again though, takes way too long to do one slide this way.

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  • Adding lines to /etc/profile with puppet?

    - by miku
    I use puppet to install a current JDK and tomcat. package { [ "openjdk-6-jdk", "openjdk-6-doc", "openjdk-6-jre", "tomcat6", "tomcat6-admin", "tomcat6-common", "tomcat6-docs", "tomcat6-user" ]: ensure => present, } Now I'd like to add JAVA_HOME="/usr/lib/java" export JAVA_HOME to /etc/profile, just to get this out of the way. I haven't found a straightforward answer in the docs, yet. Is there a recommended way to do this? In general, how do I tell puppet to place this file there or modify that file? I'm using puppet for a single node (in standalone mode) just to try it out and to keep a log of the server setup.

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  • Architecting Python application consisting of many small scripts

    - by Duke Dougal
    I am building an application which, at the moment, consists of many small Python scripts. Each Python script processes items from one Amazon SQS queue. Emails come into an initial queue and are processed by a script and typically the script will do a small unit of processing (for example, parse email and store some database fields), then an item will be placed on the next queue for further processing, until eventually the email has finished going through the various scripts and queues. What I like about this approach is that it is very loosely coupled. However, I'm not sure how I should implement live. Should I make each script a daemon which is constantly polling it's inbound queue for things to do? Or should there be some overarching orchestration program or process? Or maybe I should not have lots of small Python scripts but one large application? Specific questions: How should I run each of these scripts - as a daemon with some sort or restart monitor to restart them in case they stop for any reason? If yes, should I have some program which orchestrates this? Or is the idea of many small script not a good one, would it make more sense to have a larger python program which contains all the functionality and does all the queue polling and execution of functionality for each queue? What is the current preferred approach to daemonising Python scripts? Broadly I would welcome any comments or opinions on any aspect of this. thanks

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  • Linux: Combine two partitions?

    - by Jakobud
    This workstation is running Fedora 11. It has 4 HDDs raided into 4 partitions: / (31 gig) /boot (134 meg) /data (140 gig) /FC12 (31 gig) The previous employee that used my current workstation set it up this way. He apparently created the FC12 partition to test a Fedora 12 installation. I don't need Fedora 12 so I wiped that partition and now I'm wondering if its possible for me to combine the /FC12 partition into the / partition, so that the / partition will now be 62 gigs. Is this possible? If so, how? Can it be done w/o reinstalling the OS? I've toyed with Fedora's LVM admin interface but it seems very basic and there doesn't seem to be anything about combining partitions. I've also messed with other HDD utilities that are in Fedora (Palimpsest Disk Utlity) but all it seems to be able to do is mount and umount partitions.

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  • Suggestions for implementing a dynamic 2D level

    - by Wouter
    I am working on a game that needs a level that is completely generated. Currently my approach is to draw textures for the levels pixel by pixel during the game (in XNA with SpriteBatch). This is too intensive unfortunately. The game has frame drops even when I only draw 1 level texture each draw cycle. Here is an example of the current prototype. It is a simple sidescroller with the avatar swimming through a cave. The shape of this cave will alter throughout the level (textures and physics collision shapes). You can clearly see the boundaries of the level tiles in the screenshot below. These are generated just before they move into camera view. For inspiration I looked at PixelJunk Shooter 2. These levels are obviously not generated, but some of the levels have movement. How do you guys think they implemented it? My guess is that the level and other objects in the game are actually flat 3d models, but I am not sure..

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  • How to add nvidia drivers after previous failure with linux mint?

    - by LessThanMe
    Before today, I had perfectly good drivers from nvidia for my linux mint (15) box. I decided to update it because my performance in TF2 is less than stellar, and then things went south. I used synaptic to install nvidia-331 and then rebooted, but when I selected Mint in GRUB I waited...and waited...and waited. Nothing happened, but the display stayed on (a completely black video was being output). So I went into recovery mode from GRUB, went to root access, and apt-get remove --purge nvidia*'d my way out of that mess, and installed nvidia-common. Now my performance in graphic intensive stuff (read: games, blender) sucks, so I've been through the same thing a few times trying to re-install nvidia-current. I just want to get it back how it was. Thanks for any help! Nvidia GTX 560

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  • Error building main Guest Additions Module while installing VirtualBox guest additions

    - by Praveen Sripati
    I have installed Ubuntu 12.10 Guest on Ubuntu 12.04 Host using VirtualBox. Everything is from repository and no direct install. When I install the guest additions, the below error is shown in the console. Before running the command I mapped the VBoxGuestAdditions.iso in the Guest. The closest I could get is this article which says to install the latest version of VirtualBox (not the one from the repository). Is there any alternate solution? sudo ./VBoxLinuxAdditions.run Verifying archive integrity... All good. Uncompressing VirtualBox 4.1.12 Guest Additions for Linux......... VirtualBox Guest Additions installer Removing installed version 4.1.12 of VirtualBox Guest Additions... Removing existing VirtualBox DKMS kernel modules ...done. Removing existing VirtualBox non-DKMS kernel modules ...done. Building the VirtualBox Guest Additions kernel modules The headers for the current running kernel were not found. If the following module compilation fails then this could be the reason. Building the main Guest Additions module ...fail! (Look at /var/log/vboxadd-install.log to find out what went wrong) Doing non-kernel setup of the Guest Additions ...done. Installing the Window System drivers Warning: unknown version of the X Window System installed. Not installing X Window System drivers. Installing modules ...done. Installing graphics libraries and desktop services components ...done.

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  • UI message passing programming paradigm

    - by Ronald Wildenberg
    I recently (about two months ago) read an article that explained some user interface paradigm that I can't remember the name of and I also can't find the article anymore. The paradigm allows for decoupling the user interface and backend through message passing (via some queueing implementation). So each user action results in a message being pased to the backend. The user interface is then updated to inform the user that his request is being processed. The assumption is that a user interface is stale by definition. When you read data from some store into memory, it is stale because another transaction may be updating the same data already. If you assume this, it makes no sense to try to represent the 'current' database state in the user interface (so the delay introduced by passing messages to a backend doesn't matter). If I remember correctly, the article also mentioned a read-optimized data store for rendering the user interface. The article assumed a high-traffic web application. A primary reason for using a message queue communicating with the backend is performance: returning control to the user as soon as possible. Updating backend stores is handled by another process and eventually these changes also become visible to the user. I hope I have explained accurately enough what I'm looking for. If someone can provide some pointers to what I'm looking for, thanks very much in advance.

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  • MOM 2005 SP1 and MBSA 2.1 : Compatible?

    - by Mitch
    We're currently using MOM 2005 SP1 for our system monitoring duties. It was installed and "configured" by someone who is no longer on our team. In the process of correcting a persistent error in the applications log of all of the monitored servers, "Default Global Virtual Directory Not Configured", I'm seeing the MBSA management pack is for MBSA v1.2. The current version of the MBSA appears to be 2.1. Does anyone have any experience in configuring MOM to use MBSA 2.1? Does MOM get along with MBSA 2.1? Any input would be appreciated. Point me in the direction of more reading if there's something out there I should be referring to. Thanks!

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  • Migrating Roaming Profiles from one drive to another

    - by Jared
    As the title suggests, how can I migrate roaming profiles located in one drive (starting to fill up already) to another? Current share is like this "SVR1\Shares\UserProfiles\%username%\ But of course, this is located in C:/Shares/UserProfiles/%username%/ What do I need to do? Do I simply copy/paste into the bigger(RAID1) drive and then repoint all the profile paths (using AD Users&Computers profile properties)? What if I can point this to a different file server all together? Best practices? tips? anything you guys can suggest. Thanks!

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  • What's Microsoft's strategy on Windows CE development?

    - by Heinzi
    Lots of specialized mobile devices use Windows CE or Windows Mobile. I'm not talking about smart phones here -- I know that Windows Phone 7 is Microsoft's current technology of choice here. I'm talking about barcode readers, embedded devices, industry PDAs with specialized hardware, etc... the kind of devices (Example 1, Example 2) where Windows Phone Silverlight development is not an option (no P/Invoke to access the hardware, etc.). Since direct Compact Framework support has been dropped in Visual Studio 2010, the only option to develop for these device currently is to use outdated development tools (VS 2008), which already start to cause trouble on modern machines (e.g. there's no supported way to make the Windows Mobile Device Emulator's network stack work on Windows 7). Thus, my question is: What are Microsoft's plans regarding these mobile devices? Will they allow native applications on Windows Phone, such that, for example, barcode reader drivers can be developed that can be accessed in Silverlight applications? Will they re-add "native" Compact Framework support to Visual Studio and just haven't found the time yet? Or will they leave this niche market?

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  • How much processor speed and cores do I need for these tasks?

    - by ajay
    I am planning to buy a new laptop as I find my current one very slow. My question here is specifically related to RAM size and CPU power. I will mostly be doing development (not much games). I would be dabbling in distributed computing, multithreaded and data intensive parallelizable tasks on multi-cores. For e.g. I would want to be able to Concurrent programming in Scala/Java/Clojure etc. and be able to see parallelization. Furthermore, I would want the RAM to be enough. But from a developer machine standpoint, do you think 4GB RAM and 2.53GHz Dual Core processor would be enough. I'm basically looking at this model: http://store.apple.com/us/configure/MC118LL/A?mco=MTM3NDcyODk (link dead)

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  • How much Ruby should I learn before moving to Rails?

    - by Kevin
    Just a quick question.. I can never get a definitive answer when googling this, either. Some people say you can learn Rails without knowing any Ruby, but at some point you'll run into a brick wall and wish you knew Ruby and will have to go back to learn it..and some say to learn the "basics" of Ruby before learning Rails and it will make your life that much easier.. My current knowledge is low. I'm not a beginner, but I'm not pro, either. I went through the Learn Python The Hard Way online book in about a month, but I stopped once I got to the OOP side of Python (I know booleans, elif/if/else/statements, for loops, while loops, functions) I agree with learning the "basics" of Ruby before learning Rails, but what exactly are the "basics" of Ruby? Would I need to learn the whole OOP side of Ruby before I went on to Rails? Or would I just need to learn the Ruby syntax up to where I learned Python (booleans, elif/if/else/statements, for loops, while loops, functions) before I went on to Rails? Thanks!

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  • What's the strategy to implement a "knowledge base" in my company. [closed]

    - by Oscar Reyes
    In my current work we think we can get benefit from having a knowledge base, so the next time someone has a question/problem etc, that base can be consulted and an answer will show up. Also, it will reduce the risk from having people leaving the company with the knowledge and we would have to start all over again. My question is, what strategy can we follow to implement/buy/get/build/etc this knowledge base? Are there software ready for this? Would it be better to have something build by ourselves ( we have some programmers ) This is an small company ( < 30 ) and the base should be accessible from outside the office ( when the employees are with the customer etc.) so I guess a webapp is in order.

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  • SQL SERVER – Difference between DATABASEPROPERTY and DATABASEPROPERTYEX

    - by pinaldave
    Earlier I asked a simple question on Facebook regarding difference between DATABASEPROPERTY and DATABASEPROPERTYEX in SQL Server. You can view the original conversation there over here. The conversion immediately became very interesting and lots of healthy discussion happened on facebook page. The best part of having conversation on facebook page is the comfort it provides and leaner commenting interface. Question Question from SQLAuthority.com: What is the difference between DATABASEPROPERTY and DATABASEPROPERTYEX in SQL Server? Answer Answer from Rakesh Kumar: DATABASEPROPERTY is supported for backward compatibility but does not provide information about the properties added in this release. Also, many properties supported by DATABASEPROPERTY have been replaced by new properties in DATABASEPROPERTYEX.- source (MSDN). Answer from Alphonso Jones: The only real difference I can see is one, the number of properties contained and the other is that EX returns a sql_variant while DATABASEPROPERTY returns only int. Answer from Ambati Venkatasiva: Both are system meta data functions. DATABASEPROPERTYEX Returns the current setting of the specified database option. DATABASEPROPERTYEX returns the sq-varient value and DATABASEPROPERTY returns integer value. Answer from Rama Sankar Molleti:  Here is the best example about databasepropertyex SELECT DATABASEPROPERTYEX('dbname', 'Collation') Result SQL_1xCompat_CP850_CI_AS Whereas with databaseproperty it retuns nothing as the return type for this is integer. Sql_variant datatype stores values of various sql server supported datatypes except text, ntext, image and timestamp. Answer from Alok Seth:  SELECT DATABASEPROPERTYEX('AdventureWorks', 'Status') DatabaseStatus_DATABASEPROPERTYEX GO --Result - ONLINE SELECT DATABASEPROPERTY('AdventureWorks', 'Status') DatabaseStatus_DATABASEPROPERTY GO --Result - NULL Summary Use DATABASEPROPERTYEX as it is the only function supported in future version as well it returns status of various database properties which does not exists with DATABASEPROPERTY. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Change Data Capture

    - by Ricardo Peres
    There's an hidden gem in SQL Server 2008: Change Data Capture (CDC). Using CDC we get full audit capabilities with absolutely no implementation code: we can see all changes made to a specific table, including the old and new values! You can only use CDC in SQL Server 2008 Standard or Enterprise, Express edition is not supported. Here are the steps you need to take, just remember SQL Agent must be running: use SomeDatabase; -- first create a table CREATE TABLE Author ( ID INT NOT NULL PRIMARY KEY IDENTITY(1, 1), Name NVARCHAR(20) NOT NULL, EMail NVARCHAR(50) NOT NULL, Birthday DATE NOT NULL ) -- enable CDC at the DB level EXEC sys.sp_cdc_enable_db -- check CDC is enabled for the current DB SELECT name, is_cdc_enabled FROM sys.databases WHERE name = 'SomeDatabase' -- enable CDC for table Author, all columns exec sys.sp_cdc_enable_table @source_schema = 'dbo', @source_name = 'Author', @role_name = null -- insert values into table Author insert into Author (Name, EMail, Birthday, Username) values ('Bla', 'bla@bla', 1990-10-10, 'bla') -- check CDC data for table Author -- __$operation: 1 = DELETE, 2 = INSERT, 3 = BEFORE UPDATE 4 = AFTER UPDATE -- __$start_lsn: operation timestamp select * from cdc.dbo_author_CT -- update table Author update Author set EMail = '[email protected]' where Name = 'Bla' -- check CDC data for table Author select * from cdc.dbo_author_CT -- delete from table Author delete from Author -- check CDC data for table Author select * from cdc.dbo_author_CT -- disable CDC for table Author -- this removes all CDC data, so be carefull exec sys.sp_cdc_disable_table @source_schema = 'dbo', @source_name = 'Author', @capture_instance = 'dbo_Author' -- disable CDC for the entire DB -- this removes all CDC data, so be carefull exec sys.sp_cdc_disable_db SyntaxHighlighter.config.clipboardSwf = 'http://alexgorbatchev.com/pub/sh/2.0.320/scripts/clipboard.swf'; SyntaxHighlighter.all();

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  • What should I quote for a project I hope to get a job at the end of?

    - by thesunneversets
    Long story short: I applied for a (CakePHP, MySQL, etc) development job in London, UK. I grew up in Britain but am currently based quite a few thousand miles away in Canada, so I wasn't really expecting success. But quite a few emails and phone interviews later it seems that they really like me. At least to a point. Because such a major relocation would be a horrible thing to go wrong, they've sensibly suggested a trial run of getting me to build a website at a distance. I have the spec for this and it's quite a substantial amount of work. My problem is that I now need to suggest both a fee and a timescale for the job, and I haven't got any significant experience of working as a contractor. Looking at the spec, which is 1500 words of many concisely stated features, some fairly trivial and some moderately involved, I can easily imagine there being 2 weeks of intensive work there. (If everything went really well it might be closer to one week, but even though I want to impress, I definitely don't want to fall into the inexperienced-contractor trap of massively underestimating the amount of time a project will run to.) As an extra complication, there is no expectation that I should give up my day job to get this trial project done, so the hours will have to be clawed from evenings and weekends. I don't want to overcommit to a quick delivery date, only to find myself swiftly burning out due to an unrealistic workload. So, any advice for me? My main question is, what is a realistic hourly figure to demand of a stable but not excessively wealthy London-based company in the current market, bearing in mind that I'd like them to hire me afterwards? But any more general recommendations based on my circumstances above would be much appreciated too. Many thanks!

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  • Java Spotlight Episode 110: Arun Gupta on the Java EE 6 Pocket Guide @arungupta

    - by Roger Brinkley
    Interview with Arun Gupta on his new Java EE 6 Pocket Guide. Right-click or Control-click to download this MP3 file. You can also subscribe to the Java Spotlight Podcast Feed to get the latest podcast automatically. If you use iTunes you can open iTunes and subscribe with this link:  Java Spotlight Podcast in iTunes. Show Notes News Getting Started with JavaFX2 and Scene Builder Using the New CSS Analyzer in JavaFX Scene Builder JavaOne Latin America Keynotes NetBeans Podcast #62 - NetBeans Community News with Geertjan and Tinu Request for Project Nashorn (Open Source) JEP 170: JDBC 4.2 Open Sourcing: decora-compiler JPA 2.1 Schema Generation WebSocket, Java EE 7, and GlassFish Events Dec 3-5, jDays, Göteborg, Sweden Dec 4-6, JavaOne Latin America, Sao Paolo, Brazil Dec 14-15, IndicThreads, Pune, India Feature InterviewArun Gupta is a Java EE & GlassFish Evangelist working at Oracle. Arun has over 14 years of experience in the software industry working in various technologies, Java(TM) platform, and several web-related technologies. In his current role, he works very closely to create and foster the community around Java EE & GlassFish. He has participated in several standard bodies and worked amicably with members from other companies. He has been with the Java EE team since it’s inception. And since then he has contibuted to all Java EE releases.He is a prolific blogger at http://blogs.sun.com/arungupta with over 1000 blog entries and frequent visitors from all over the world reaching up to 25,000 hits/day. His new Java EE 6 Pocket Guide is now available on O’Reily What’s Cool Videos: Getting Started with Java Embedded JavaFX: Leverageing Multicore Performance JavaFX on BeagleBoard State of the Lambda: Libraries Edition FOSDEM 2013 CFP now open! The return of the Shark

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  • Design pattern for procedural terrain assets

    - by Alex
    I'm developing a procedural terrain class at the moment and am stuck on the correct design pattern. The terrain is 2D and is constructed from a series of (x,y) points. I currently have a method that just randomly adds points to an array of points to generate a random spread of points. However I need a more elaborate system for generating the terrain. The terrain will be built form a series of re-accuring terrain structures eg. a pit, jump, hill etc. Each structure will have some randomness assigned to it, each height of hill will be random, pit size will be random etc. Each terrain structure will have: A property detailing the number of points making up that structure A method for generating the points (not absolutely necessary) My current thinking is to have a class for each terrain structure, create a fixed amount of terrain elements ahead of the player, loop over these and add the corresponding points to the game. What is the best way to create these procedural terrain structures when they are ultimately just a set of functions for generating terrain elements? Is a class for each terrain element excessive? I'm developing the game for iphone so any objective-c related answers would be welcome.

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  • How to change from own Internal/Extrernal DNS to use an outsourced service like DNS Made Easy?

    - by Joakim
    Our current setup is a co-located linux box with an openvz kernel with a handful virtual containers for www, mail etc. and one container run Bind9 with a split views configuration serving External and Internal DNS. The HW-Node runs a shorewall firewall and all containers uses private ip's. The box (and DNS) basically handles web and mail for a handful domains and it works well but we still think it would be a good idea to outsource the public DNS and now to my question... Although I am fairly comfortable with the server stuff and DNS, I'm far from a pro and guess I basically need some confirmation that I am thinking in the right direction in that I basically just move the content of our external view (with zone files) to the external service and keep the internal view (or actually remove the view), update the new external DNS with thier names servers, update the info at my registrar and wait for propagation or have I missed something? Maybe someone else here run something similar already and can share some exteriences? I found this question which at least confirms it can be done.

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